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1750 BAO Rematch - Hive Fleet Pandora vs The Space Wolf Horde Part II (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Poll
Are Tyranids destined to lose to the Wolves again?
Yes, they will get crushed. You can't escape fate.
Terrain will help, but tyranids will still lose a close battle.
Draw, or I still can't decide who will win.
External factors like terrain and psychic powers will give tyranids just enough to barely take this one.
Not only can any army beat any other army, but any army can dominate any other army. Bugs win big.

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Made in us
Fixture of Dakka





San Jose, CA

 Valek wrote:
Nice play from the Nids, so i still stay with statement, that Nids list is truly an all comers, the only issue might be a full Necron Airforce but that will have its issues at tournaments to.

About the wolves yes they are strong, very strong but i deem the Grey Knights better not in the least by having Coteaz, and Dreadknights
Maybe both should ally for the best of both worlds, allying in a podded runepriest with jaws in a GK army would not be that wrong and its quite inexpensive.

The only problem with a SW-GK alliance is that they are only Allies of Convenience. Thus, GK's are treated as enemy units and SW psychic defense will also block their (the GK's) psychic powers.

And speaking of Coteaz and dreadknights, I played against a very interesting and actually very good GK list at the tournament recently. It went something like this:


Coteaz
Mordrak
4x Ghost Knights - Banner

3x Henchmen - 3x Plasmas, Chimera
3x Henchmen - Razor with Assault Cannon
3x Henchmen - Razor with Assault Cannon
3x Henchmen - Psyback
3x Henchmen - Psyback
3x Henchmen - Psyback

Dreadknight - Heavy Incinerator, Greatsword, Teleporter
Dreadknight - Heavy Incinerator, Greatsword, Teleporter
Dreadknight - Heavy Incinerator, Greatsword, Teleporter




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in nz
Thrall Wizard of Tzeentch




Actually jaws is in many pieces thanks to one Brody. Wet jokes aside is this list the best for fighting Nidzilla? Counting on the fact that the nids are going to be trying for heaps of iron arm monsters surely some low ap high strength cc like th/ss (which will also give flyrants some nice i1 for the second round of combat and are a reason not to get close so the longwangs can keep pumping shots for another turn or two) and some lascannons would be called for? That said those missile launchers are good all round choices if you don't know which nid list type you will play. Also did you play yourself or something, because you wrote as if you were both sides occasionally. I probably missed something huge right at the start thoug.
   
Made in nz
Longtime Dakkanaut





United Kingdom

What a turn around! This has to call for a rubber match to settle the score but make it at an increase points level for more epic mess

   
Made in gb
Tough Tyrant Guard



UK

Did not expect them t bring down that second Winged Tyrant in CC!

It was fortunate that the Tervigon survived those Long Fangs on the SW table edge; if he hadn't scraped through things would have been very different as the remaining Warlord Tyrant would have to be diverted/much more careful.

It's almost a case for Regeneration on a Tervigon. I run Regeneration on a Tyrannofex and it is ridiculously hard to finally put down. A Tervigon lacks the 2+ save, but in cover and with Iron Arm or Endurance it could be just as, if not more beastly.
   
Made in us
Fixture of Dakka





San Jose, CA

Nemesor wrote:
Actually jaws is in many pieces thanks to one Brody. Wet jokes aside is this list the best for fighting Nidzilla? Counting on the fact that the nids are going to be trying for heaps of iron arm monsters surely some low ap high strength cc like th/ss (which will also give flyrants some nice i1 for the second round of combat and are a reason not to get close so the longwangs can keep pumping shots for another turn or two) and some lascannons would be called for? That said those missile launchers are good all round choices if you don't know which nid list type you will play. Also did you play yourself or something, because you wrote as if you were both sides occasionally. I probably missed something huge right at the start thoug.

Yeah, this was a test game against myself. Sometimes I do that when I want to test out certain army builds against certain army builds, especially if no one else in my area plays that type of army build.

These lists are designed to be TAC lists (Take-All-Comers). Even though wolves know that they will be facing the bugs, I always design my lists as if they don't know who they will be going up against to simulate a tournament environment. Thus in such a case, missiles are arguably the most versatile and definitely the most efficient heavy weapons of choice for the wolves. In such cases, I usually go for flexibility (missiles can handle both tanks and infantry as well as MC's), balance and cost-effectiveness (SW TH/SS terminators are 63-pts compared to 40 for marines!!!).


Eldercaveman wrote:
What a turn around! This has to call for a rubber match to settle the score but make it at an increase points level for more epic mess

Nah. 2 is enough, unless if I face them again in a tournament.


Xyptc wrote:
Did not expect them t bring down that second Winged Tyrant in CC!

It was fortunate that the Tervigon survived those Long Fangs on the SW table edge; if he hadn't scraped through things would have been very different as the remaining Warlord Tyrant would have to be diverted/much more careful.

It's almost a case for Regeneration on a Tervigon. I run Regeneration on a Tyrannofex and it is ridiculously hard to finally put down. A Tervigon lacks the 2+ save, but in cover and with Iron Arm or Endurance it could be just as, if not more beastly.

Mark of the Wulfen is actually pretty good and the flyrant was down to just 1W anyways. The tervigon had a good chance to survive because he was in terrain for the 5+ cover. Even if the LF's were to fire at it for 2 full turns, they weren't guaranteed to kill it, especially not after it can cast Iron Arm on the 2nd turn.

However, what would have been dangerous was if the tervigon didn't come in until Turns 3 or 4!





6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Huge Hierodule





Louisiana

 jy2 wrote:


It's almost a case for Regeneration on a Tervigon. I run Regeneration on a Tyrannofex and it is ridiculously hard to finally put down. A Tervigon lacks the 2+ save, but in cover and with Iron Arm or Endurance it could be just as, if not more beastly.

Mark of the Wulfen is actually pretty good and the flyrant was down to just 1W anyways. The tervigon had a good chance to survive because he was in terrain for the 5+ cover. Even if the LF's were to fire at it for 2 full turns, they weren't guaranteed to kill it, especially not after it can cast Iron Arm on the 2nd turn.

However, what would have been dangerous was if the tervigon didn't come in until Turns 3 or 4!





So according to the new FAQ rolling for reserves and "start of the turn" psychic powers are considered simultaneous, which means the active player can determine which order they are done in. I need to do a little rules-fu but i think that means you can now cast psychic powers with your models the turn they arrive. That would make iron arm tervigons and tyrants even safer when coming in from reserve.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Fixture of Dakka





San Jose, CA

 tetrisphreak wrote:

So according to the new FAQ rolling for reserves and "start of the turn" psychic powers are considered simultaneous, which means the active player can determine which order they are done in. I need to do a little rules-fu but i think that means you can now cast psychic powers with your models the turn they arrive. That would make iron arm tervigons and tyrants even safer when coming in from reserve.

You cannot self-cast. However, another model already on the table at the beginning of the turn can cast a blessing on a unit that comes in from reserves. I believe it is in the BRB as was pointed out by Janthkin.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Huge Hierodule





Louisiana

Thanks for clearing that one up

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Tunneling Trygon






 jy2 wrote:

The only problem with a SW-GK alliance is that they are only Allies of Convenience. Thus, GK's are treated as enemy units and SW psychic defense will also block their (the GK's) psychic powers.

*snip*


Actually, I believe that the wording of the Runic Staff is that you may choose to deny it on a 4+. If it just happens to be an allies power, perhaps you would want to choose not to!

A nasty list would be something like a drop pod of 10 grey hunters, 2 meltas, and long fangs and a preist. Either put the Jaws preist with the DPod or go divination with the fangs, then your normal GK stuff of Coteaz, henchmen, psyflenaughts and Dreadknights, etc.


 
   
Made in us
Fixture of Dakka





San Jose, CA

 jifel wrote:
Actually, I believe that the wording of the Runic Staff is that you may choose to deny it on a 4+. If it just happens to be an allies power, perhaps you would want to choose not to!

A nasty list would be something like a drop pod of 10 grey hunters, 2 meltas, and long fangs and a preist. Either put the Jaws preist with the DPod or go divination with the fangs, then your normal GK stuff of Coteaz, henchmen, psyflenaughts and Dreadknights, etc.

Nope, no choice. From the SW codex (p.36 under Runic Weapon):

"A runic weapon is a force weapon. Furthermore, whenever an enemy model succeeds on a psychic test within 24" of the bearer, roll a dice - on a 4+ that power is nullified."

Drop pods can only hold 10.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Tunneling Trygon






 jy2 wrote:
 jifel wrote:
Actually, I believe that the wording of the Runic Staff is that you may choose to deny it on a 4+. If it just happens to be an allies power, perhaps you would want to choose not to!

A nasty list would be something like a drop pod of 10 grey hunters, 2 meltas, and long fangs and a preist. Either put the Jaws preist with the DPod or go divination with the fangs, then your normal GK stuff of Coteaz, henchmen, psyflenaughts and Dreadknights, etc.

Nope, no choice. From the SW codex (p.36 under Runic Weapon):

"A runic weapon is a force weapon. Furthermore, whenever an enemy model succeeds on a psychic test within 24" of the bearer, roll a dice - on a 4+ that power is nullified."

Drop pods can only hold 10.



D-d-d-d-double correct!

Hm, must've been thinking vanilla Pods. And thanks for the clarification there.


 
   
 
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