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Made in pl
Regular Dakkanaut



Warsaw

Right,

So today I had my 3rd game in local league (i shared the first one in "tactics" part where I asked you for the game hints)

Limitations: only 1 HQ, up to two other units apart from troops, no IA, 48x48 table... poor for Eldar :(, lot's of line blocking terrain which is common in major tournaments in Poland

My list - I know it's not perfect but I wanted to use what I have as a priority before purchasing other

HQ1: Farseer; Spirit stones, Guide, Doom, Fortune, Runes of Witnessing, Runes of Warding [175]
Fort: Aegis Defence Line with Quad Gun [100]
Elite 1: 5 Fire Dragons with Exarch in Wave Serpent [92]
Troop 1: 5 Pathfinders [120]
Troop 2: 10 Guardians; Scatter Laser, with Warlock with Embolden [125]
Troop 3: 4 Eldar Jet Bike with Shuriken Cannon, Warlock with Destructor [131]
Heavy 1: Wraithlord, Bright Lance, Eldar Missile Launcher [155]
Heavy 2: 5 Dark Reapers with Exarch, Tempest Launcher [227]
Transport 1: Wave Serpent with Twin Linked Scatter Laser and Shuriken Cannon with Fire Dragons [125]

Tyrant player list

1 Hive Tyrant (HQ) @ 310 Pts Leech Essence; Paroxysm; Wings; TL Devourer w/Worms (x2); Hive Commander; Old Adversary
3 Hive Guard Brood (Elites) @ 150 Pts
30 Termagant Brood (Troops) @ 300 Pts Devourer - THIS IS AMAZING!!!
1 Tervigon (Troops) @ 185 Pts Onslaught;Toxin Sacs; Cluster Spines
1 Mawloc (Heavy Support) @ 170 Pts
3 Biovore Brood (Heavy Support) @ 135 Pts
Models in Army: 39
Total Army Cost: 1250

Each board quarter had objective in the middle worth 2 VP, rest regular (First Blood, Line Breaker and Kill Warlord)

warlord traits not important, he got Iron Arm on Flyrant in terms of powers :(

we did setup by the book, which was fun and is extremely tactical, which I was not prepared for (usually someone form the shop was setting up terrain). That means I had to place ADL prior any other game board element... I do think it's stupid since ADL is supposed to be set up quickly in therms of fluff... it should be FAQed, And why roll for the table side before anything is on it? weird...
then we placed each element one by one (from the pool), I tried to block my left flank with a rock, I put ADL (before) on the right so that outflanking Gants from the left (if it happened) wouldn't have been in Devourer range at the beginning, I placed some ruins for Pathfinders near objective; wood in his deployment (no idea why ), wood in my deployment for Wraithlord for cover) he placed LOS blocking on my right side to get best access to my ADL and have a good range of Hive Guard behind it I presume. He smartly placed two LOS blocking stuff in the middle to my right, as well as forest in the middle (green something like carpet part )

We rolled for night fight and unfortunately it's on :(, I won the rollof for start and since it's nightfight I let him begin hoping he would get in range

my opponent advised me to size initiative which I failed... I think as an afterthought that I shouldn't have, there was no point due to nightfight - what do you think?

deployment

Spoiler:

I put Dark Reapers and Farseer with Guardians behind ADL, I learned from my second game that you can't put ADL so far from the table edge that Mavloc would fit in... in second game one fit and the second one went on top of ADL and we played that it mishaped - was that correct by the way?,
I placed then my Pathfinders on Ruins - first mistake: with True LOS i couldn't see right table edge properly which cost me the game finally :( (could have finished Flyrant and last Synapse creature), I should have placed them somehow differently on it.
WL on my right flank close to Warlock with the idea of blocking Gants outflanking on my right side - major mistake that cost me half the army! Initially I put him in the wood very close to the edge, my opponent who is Eldar player, advised not to worry since nothing can kill it and I trusted, made a mistake of moving him in the open and allitle back!! later you will see why was it wrong, or more probably you know already :(,
Finaly Wave Serpent with Fire Dragons on my left flank, idea is to block Gants outflanking from that side, and stay out of Hive Guards (in my second game they killed it in one volley!)

His Mavloc was actually put on the board not in reserve in front of my Wave serpent, all his units are on the right hiding behind LOS blocking mountain, only his Gants in reserve thx to Hive Commander trait! nice combo :(




First turn

Spoiler:

his Mavloc failed test and moved towards me ; he Periled on Tervigon, nice!
he hid Flyrant behind LOS, moved Tervigon forward, spawned 14 Gants and went dry nice!
His Biovore barrage took down 3 Guards, one shoot went in front of ADL so I got cover saves, I passed both! nice again - end of his turn

Sorry but I didn't take too many pictures but basically I didnt move much

I put Guide and fortune on Dark Reapers, Tervigon was like an inch too far for Doom :(
I moved Serpent slighhtly to the back to be out of Hive Guard range but be able to shoot Tervigon with TLSL
I moved EJB so that SC was in range of Mavloc
Then he advised me to block my right flank from Gants outflanking so that wouldnt be able to pop up in the bottom right corner due to huge size coherency issue.... which was my first idea during deployment :(, then I rolled only 2" for move and it was not enough to close the gap to the right boardgame edge :(
I should have spread Guards more to the right to prevent Gants popping behind ADL :( I'm kind of angry with myself since that was obvious



Nightfight here, followed by wrong Wraithlord placement and later no LOS for Pathfinders cost me the game in my opinion :(

All my army shot Tervigon, he got lots of cover saves due to forest in the middle of the board (the one next to the red big template on the picture), cover saves were boosted to 3+ due to NightFight when forest was in the way :( I did some mathhammer prior the game and it seemed to me that Pathfinders have most chance to wound T6 AS3+ MC's :(, finally I put only 3 wounds on him making it 4 in total, could have been much better if not for nightfight

by the way guys put StarWars gameboard on the right side I wonder if the system is nice


Turn 2

Spoiler:

He Perils on Flyrant - I just love Farseer I would like to play with Avatar, since I have FW one , but it's so not competitive.... ;(
His gants pop up in the obvious place.... :( here he starts to place them:
passing Ld test he buries Mavloc


guys on the right are Biovore proxy I do hate their range
he moves regular Gants and Tervigon forward, shuffles Hive Guards and Biovore slightly but still behind LOS
and finally ... :(



here is where I lost my motivation :( he managed to squeeze 7 Gants behind my ADL so no cover, I went to ground but it didn't help too much; he also moved Flyrant forward to shoot at WL (not in the picture)

you can imagine what happened next, 90 Gant shots wiped out Guardians and Farseer, that 300 worth of points unit is amazing with outflanking ability from Hive Tyrant and later followed by poison from the Tervigon... I wonder what jy2 think about that combo
Flyrant does 1 wound to WL

with his remaining shooting he took down 1 fortuned Dark Reaper , one small bright side

somewhere here my opponent helps me (he helped me a lot with rules as well as showing various options) informing that with Tervingon they are also poisonous so could take down WL in no time.... I need to learn more, I had an idea of blocking that huge unit with WL in HtH since with S4 they shouln't be able to wound me :( so goes my cunning plan

in my turn I decide I need to take down the synapse Tervigon, again I focused all my movement (Serpent and EJB) to maximize shooting against it, I also planned to use dual flamer from WL on Gants, let's say small deathstar, and charge it.... (hoped they wouldn't remain poisonous), to cut story short I managed to get 1 wound on it thx to Pathfinders! They are amazing, I do need to have 10 of them, If I doomed Tervigon 10 strong unit would have killed it in 2 turns. That left me with WL ... I decided to finish Tervigon and i DID! but couldn't charge anything :( exploding Tervigon killed most of the Gants from the nearby unit, leaving only 3

I don't remember how, probably Quad Gun shooting on its own, but Flyrant is down to 2 wounds


turn 3

Spoiler:

so its grim :(
His Mavloc try to burrow and hit my Serpent but scatters fortunately; all other tests passed
he moves Hive Guard forward as well, he moves 3 small gant unit back to contest one of the objectives in his deployment zone
then with his 90 shots from gants he kills Reapers, Hive Guard shoot at Quad Gun managing only 1 wound , Biovores shoot at EJB but scatter if I remember correctly
Flyrant is IronArmed to S8 charges WL and with I5 kills it

I ask him if he is on the ground due to fighting and he confirms it. I can shoot with full BS!
So my thinking is if I kill it I can still pull it of with Gants failing tests and running for cover instead of staying near objectives and me having EJB
I move Serpent close to the ruins near the left edge (you can see it's placement on the previous pictures) and deploy Dragons to shoot Mavloc from ruins cover (manage to have 4 out of 5 in cover due to snake eyes roll for difficult terrain.... )
All I need is 2 wounds...
Now it seems that with the current placement of Hive Tyrant I cant see it with my Pathfinders! Only one had direct LOS.... so I decide to move 4 of them in front...
All my shooting puts only 1 wound to Flyrant :( only 1 wound remaining, if those 4 pathfinders didn't roll to hit on 6 I may have killed him...
Dragons put 2 wounds on Mavloc


there are no more pictures needed, with flyrant he kills my Dragons, Mavloc charges Pathfiners who manage to fight for 2 turns or more!
EJB runs off the table due to failed Ld test after biovore got one killed....
I make last attempt to take down flyrant with my Serpent (4 rerollable SL S6 shots, and 3 SC S6 shots, but Flyrant is T9 this time and I cant get it) which in turn charges it and kills it
so I'm wiped out.

to sum up:
He has excellent army and knows how to play it, he is former Eldar player so he was confident, he was only worried by Quad Gun and Farseer I believe. I honestly can't see any mistake from his part. I also love his 30 Gants with Devourer, poisoned and outflanking combo - I wonder what you think?
I think I had good plan in terms of deployment but I failed to execute it with WL not blocking right side edge, my bad
Nightfight prevented me from killing Tervigon on turn 1 due to extra cover saves....
I didn't think of my Pathfinders LOS from ruins.... my bad again since his movement towards adl was obvious :(
as for other: I love Pathfinders in cover they are simply great at taking MC and don't care about Iron Arm . Farseer is great, he needs to survive more though , I need to revise my build some

I would appreciate your comments regarding gameplay, any hints and what I could have done differently, the report may have some discrepancies vs real game due to me not remembering and too few pictures but overall it went as described.

I hope you enjoyed it especially since I haven't seen Tyrants played like my opponent had here on dakkadakka

This message was edited 5 times. Last update was at 2013/01/23 22:03:18


 
   
Made in pl
Kelne





Warsaw, Poland

More photos would certainly make the report more popular, but good job nonetheless.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Interesting....I didn't actually know Mawlocks could do that....hrm....its expensive to do, but it might be worthwhile.
Thoughts anyone?

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Fixture of Dakka





San Jose, CA

Ohhh....rough game. Tyranids can be a handful. Ok, here are some of my suggestions and answers to your questions.

1. Have you considered taking Eldrad? He isn't much more than your current HQ but is just so much better. Always take him if you can over a normal farseer (points permitting).

2. The Avatar is actually quite good in a footdar list. That's because he is a unit-buffer and not just only a 1-man wrecking crew. Fortune him and he becomes very survivable. I'd definitely consider him for a footdar list...but not unless you play 1500 or higher. Otherwise, Eldrad is the man (and the enemy I hate to play against the most )

3. Regarding the 30-termagant unit, I'm not impressed. It is a 1-trick pony unit that will most likely do damage just once in the game before dying to shooting or assault, especially if they outflank. That 300-pt can be put to much better use with other units that can provide more consistent offense. If you are familiar with tyranids, then it's quite easy to counter them. Devourers have limited range and can't really hurt vehicles. Anyways, there is a reason why I don't run them...they just aren't very consistent.


This message was edited 1 time. Last update was at 2013/01/26 07:47:55



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:
Ohhh....rough game. Tyranids can be a handful. Ok, here are some of my suggestions and answers to your questions.

1. Have you considered taking Eldrad? He isn't much more than your current HQ but is just so much better. Always take him if you can over a normal farseer (points permitting).

2. The Avatar is actually quite good in a footdar list. That's because he is a unit-buffer and not just only a 1-man wrecking crew. Fortune him and he becomes very survivable. I'd definitely consider him for a footdar list...but not unless you play 1500 or higher. Otherwise, Eldrad is the man (and the enemy I hate to play against the most )

3. Regarding the 30-termagant unit, I'm not impressed. It is a 1-trick pony unit that will most likely do damage just once in the game before dying to shooting or assault, especially if they outflank. That 300-pt can be put to much better use with other units that can provide more consistent offense. If you are familiar with tyranids, then it's quite easy to counter them. Devourers have limited range and can't really hurt vehicles. Anyways, there is a reason why I don't run them...they just aren't very consistent.





In relation to devourer termagants - On foot they don't often do much and can be shot down through focus-fire before getting to their effective range. However, there are 2 alternatives to this that make them (i think) very effective:

1.) Hive Commander upgrade on a tyrant - Outflank them. Coming in on a 2+, the mob of little guys will throw 90 s4 shots at either a heavy weapon team in the back, or an AV10 vehicle and through weight of fire will kill it. 30 bodies is difficult to dislodge barring multiple flamers in a unit, or large blasts everywhere, so with flyrants giving them synapse they should survive to fusillade another unit the turn afterwards.
2.) Drop spore -smaller number of models can deep strike this way, but you can put them prettymuch anywhere on the table where you need them. Also, while 30 termagants tend to be overkill on 5 man heavy weapon teams or 3HP av10 vehicles, 20 seems to do the trick without wasting points on extra models.

Those points made, i only rarely upgrade my 'mandatory' termagant units when using tervigons --- but when I do its' with devourers in one of the above configurations. They have been solid for me every time i've used them.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in it
Focused Dark Angels Land Raider Pilot





 tetrisphreak wrote:
 jy2 wrote:
Ohhh....rough game. Tyranids can be a handful. Ok, here are some of my suggestions and answers to your questions.

1. Have you considered taking Eldrad? He isn't much more than your current HQ but is just so much better. Always take him if you can over a normal farseer (points permitting).

2. The Avatar is actually quite good in a footdar list. That's because he is a unit-buffer and not just only a 1-man wrecking crew. Fortune him and he becomes very survivable. I'd definitely consider him for a footdar list...but not unless you play 1500 or higher. Otherwise, Eldrad is the man (and the enemy I hate to play against the most )

3. Regarding the 30-termagant unit, I'm not impressed. It is a 1-trick pony unit that will most likely do damage just once in the game before dying to shooting or assault, especially if they outflank. That 300-pt can be put to much better use with other units that can provide more consistent offense. If you are familiar with tyranids, then it's quite easy to counter them. Devourers have limited range and can't really hurt vehicles. Anyways, there is a reason why I don't run them...they just aren't very consistent.





In relation to devourer termagants - On foot they don't often do much and can be shot down through focus-fire before getting to their effective range. However, there are 2 alternatives to this that make them (i think) very effective:

1.) Hive Commander upgrade on a tyrant - Outflank them. Coming in on a 2+, the mob of little guys will throw 90 s4 shots at either a heavy weapon team in the back, or an AV10 vehicle and through weight of fire will kill it. 30 bodies is difficult to dislodge barring multiple flamers in a unit, or large blasts everywhere, so with flyrants giving them synapse they should survive to fusillade another unit the turn afterwards.
2.) Drop spore -smaller number of models can deep strike this way, but you can put them prettymuch anywhere on the table where you need them. Also, while 30 termagants tend to be overkill on 5 man heavy weapon teams or 3HP av10 vehicles, 20 seems to do the trick without wasting points on extra models.

Those points made, i only rarely upgrade my 'mandatory' termagant units when using tervigons --- but when I do its' with devourers in one of the above configurations. They have been solid for me every time i've used them.


Surely JY2 can give much better advices... maybe I'm missing something but don't you risk, outflanking them, to have that 300 pointish unit out of synapse range and have them run away after a few losses? Nice rep though
   
Made in us
Huge Hierodule





Louisiana

 punkow wrote:
 tetrisphreak wrote:
 jy2 wrote:
Ohhh....rough game. Tyranids can be a handful. Ok, here are some of my suggestions and answers to your questions.

1. Have you considered taking Eldrad? He isn't much more than your current HQ but is just so much better. Always take him if you can over a normal farseer (points permitting).

2. The Avatar is actually quite good in a footdar list. That's because he is a unit-buffer and not just only a 1-man wrecking crew. Fortune him and he becomes very survivable. I'd definitely consider him for a footdar list...but not unless you play 1500 or higher. Otherwise, Eldrad is the man (and the enemy I hate to play against the most )

3. Regarding the 30-termagant unit, I'm not impressed. It is a 1-trick pony unit that will most likely do damage just once in the game before dying to shooting or assault, especially if they outflank. That 300-pt can be put to much better use with other units that can provide more consistent offense. If you are familiar with tyranids, then it's quite easy to counter them. Devourers have limited range and can't really hurt vehicles. Anyways, there is a reason why I don't run them...they just aren't very consistent.





In relation to devourer termagants - On foot they don't often do much and can be shot down through focus-fire before getting to their effective range. However, there are 2 alternatives to this that make them (i think) very effective:

1.) Hive Commander upgrade on a tyrant - Outflank them. Coming in on a 2+, the mob of little guys will throw 90 s4 shots at either a heavy weapon team in the back, or an AV10 vehicle and through weight of fire will kill it. 30 bodies is difficult to dislodge barring multiple flamers in a unit, or large blasts everywhere, so with flyrants giving them synapse they should survive to fusillade another unit the turn afterwards.
2.) Drop spore -smaller number of models can deep strike this way, but you can put them prettymuch anywhere on the table where you need them. Also, while 30 termagants tend to be overkill on 5 man heavy weapon teams or 3HP av10 vehicles, 20 seems to do the trick without wasting points on extra models.

Those points made, i only rarely upgrade my 'mandatory' termagant units when using tervigons --- but when I do its' with devourers in one of the above configurations. They have been solid for me every time i've used them.


Surely JY2 can give much better advices... maybe I'm missing something but don't you risk, outflanking them, to have that 300 pointish unit out of synapse range and have them run away after a few losses? Nice rep though


Outflanking them was my Advice, not Jy2's. Also with flying hive tyrants if synapse is an issue it's not hard to get them under control the turn they come in the board. But typically to cause a morale check on 30 termagants they need to suffer 8 casualties. with proper positioning to restrict LOS, get cover saves, and you've potentially killed the closest threat unit to the squad when they come in, plus OH YEAH the 3 or more monstrous creatures heading in from the other side of the table, the termagants typically stick around to do business.

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




 punkow wrote:
 tetrisphreak wrote:

In relation to devourer termagants - On foot they don't often do much and can be shot down through focus-fire before getting to their effective range. However, there are 2 alternatives to this that make them (i think) very effective:

1.) Hive Commander upgrade on a tyrant - Outflank them. Coming in on a 2+, the mob of little guys will throw 90 s4 shots at either a heavy weapon team in the back, or an AV10 vehicle and through weight of fire will kill it. 30 bodies is difficult to dislodge barring multiple flamers in a unit, or large blasts everywhere, so with flyrants giving them synapse they should survive to fusillade another unit the turn afterwards.
2.) Drop spore -smaller number of models can deep strike this way, but you can put them prettymuch anywhere on the table where you need them. Also, while 30 termagants tend to be overkill on 5 man heavy weapon teams or 3HP av10 vehicles, 20 seems to do the trick without wasting points on extra models.

Those points made, i only rarely upgrade my 'mandatory' termagant units when using tervigons --- but when I do its' with devourers in one of the above configurations. They have been solid for me every time i've used them.


Surely JY2 can give much better advices... maybe I'm missing something but don't you risk, outflanking them, to have that 300 pointish unit out of synapse range and have them run away after a few losses? Nice rep though


It really is not that bad if they do break normally. Think about it, normally you are deploying them a good 30+ inches from your board edge, and in front of your synapse bubbles, so if they break , they just run straight to synapse. When they get there they regroup, and charge right back in. Only a sweeping advance from an assault unit is a serious concern from the moral stand point.

This message was edited 1 time. Last update was at 2013/01/27 17:57:32


 
   
Made in pl
Regular Dakkanaut



Warsaw

 jy2 wrote:
Ohhh....rough game. Tyranids can be a handful. Ok, here are some of my suggestions and answers to your questions.

1. Have you considered taking Eldrad? He isn't much more than your current HQ but is just so much better. Always take him if you can over a normal farseer (points permitting).

2. The Avatar is actually quite good in a footdar list. That's because he is a unit-buffer and not just only a 1-man wrecking crew. Fortune him and he becomes very survivable. I'd definitely consider him for a footdar list...but not unless you play 1500 or higher. Otherwise, Eldrad is the man (and the enemy I hate to play against the most )

3. Regarding the 30-termagant unit, I'm not impressed. It is a 1-trick pony unit that will most likely do damage just once in the game before dying to shooting or assault, especially if they outflank. That 300-pt can be put to much better use with other units that can provide more consistent offense. If you are familiar with tyranids, then it's quite easy to counter them. Devourers have limited range and can't really hurt vehicles. Anyways, there is a reason why I don't run them...they just aren't very consistent.




thx for comment!

I didnt have eldrad at the moment I had to post the list

as for the Avatar due to limitation I could either take him or Farseer, I took the latter, which was good

regarding termagant trick with tervigon (poison) and Flyrant Commander (outflank) it's hard to counter at such low point game... but I may be mistaken
   
Made in us
Fixture of Dakka





San Jose, CA


I have no doubts that devgants can do some damage on the turn they come in. I've played against 60 of them before in drop pods. However, there are ways to minimize their impact.

1. If you bring a mech list, the most they can probably do is glance a rhino to death from the rear. That's a potential 230+ unit (20 devgants in a spore)
just to kill a 35-pt transport.

2. They can do some damage to MEQ armies, however, if you are playing against them, then consider combat squadding. That way they may wipe out a 80-90 pt unit but that 200 pt+ unit will be at risk next turn. Against my armies, they won't be doing too much damage because they'll be shooting 5-man units or cheap screening units (of course they can fire at my T6 monsters....).

3. If they are outflanking, then you can mitigate it somewhat with your deployment. Either line up the board (I don't really recommend that) or deploy away from it. Do not place objectives near the board edge if you know your opponent has an outflanking army.

4. I usually have some form of anti-horde in my army. Either template weapons or blasts. With so many gants coming in (or better yet, if they deepstrike in), I'm bound to hit a lot.

5. Lack of synapse. In many cases, especially when they outflank, they will be short of synapse. That is when they are most vulnerable, especially to sweeping advance in assault. This is how you kill them off. If you don't have assault elements, then really the only thing you can do is to either shoot them or tankshock them. Getting a flyrant there is not reliable because you really don't know which board edge they will be coming from. You have a 2/3 chance of moving to the right board edge. However, this way you also limit where your flyrant can go. You also put him in harm's way as he is much closer to the enemy and within range of even the smaller guns....lots of opportunities to ground him.

6. Shoot them down. You don't necessarily have to kill them entirely, but if you drop them down to perhaps 25% of the original size, they you can basically ignore their offense for the most part (until they threaten your objective). It is not too hard to shoot down gants, even with cover.


Basically, for me, it boils down to cost-effectiveness. On the turn they come in, they can potentially do a lot of damage but the way I run my units (i.e. min-sized troops or cheap troops), it's not too terrible if I lose a 100-pt or less unit. Then on my turn, I will kill his 200-pt unit. I'm ahead! Also, that unit is mainly a threat on its first turn only. Afterwards, it becomes even less and less of a threat. Compared to biovores and hive guards who will keep on shooting every turn or tervigons and zoanthropes who will keep on buffing the army every turn, I'd rather have the consistency that my other units bring to the army. Devgants can work for certain builds and at times, they can even be amazing. However, they are a little too situational for my taste and a more savvy player can find ways to minimize their impact. That's why personally, I don't run them.




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 it
Focused Dark Angels Land Raider Pilot





Outflanking them was my Advice, not Jy2


I know that... I just wanted to point out that I'm not very experienced with nids
   
Made in pl
Regular Dakkanaut



Warsaw

basically that's what I planned, just wrong execution... I deployed far from my left flank but didnt block my right one properly... and later I decided to take down Tervigon (it's last wound) whereas initially I planned to burn Gants with 2 Wraithlord flamers and charge them.... well I had no luck since Tervigon survived lot's of my shooting though
   
 
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