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1750 LVO Practice - NEW Hive Fleet Pandora vs White Scars + Space Wolves (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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So what do you guys think about this matchup?
Tyranids have too many monstrous creatures for the bikers to handle.
Draw. Tyranids win the Scouring + tertiary. Bikers win Purge due to all the gants the tervigon spat out.
Bikers takes it thanks to Jaws crippling the bugs.

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Made in us
Fixture of Dakka





San Jose, CA

Just got in my first "normal" game with the new Tyranid codex against a White Scars/Space Wolf player at our LGS. Due to the lack of models, I didn't go anything too crazy with my bugs. As a matter of fact, I just used models that I already had so no hive crones or harpies in this game. My opponent for the game is John and his White Scars/Space Wolves. He is thinking about bringing this list to the Las Vegas Open (LVO) and is currently experimenting with the Land Raider Achilles. It's not a pure biker army, but that is because the land raider is just so expensive. In any case, I don't think it is going to be an easy battle for the bugs, mainly because of the 2 Jaws rune priests in his army.

Keep in mind that my list isn't set in stone. There will be a lot of experimenting with different units and different combos so don't be surprised if every battle, you see a different bug list. Eventually, I will settle down with a regular rotation, but for now, it's just trying out units to see how they work together.




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1750 LVO Practice - NEW Hive Fleet Pandora vs White Scars + Space Wolves


1750 Hive Fleet Pandora



Flyrant - Wings, 2xTL-Brainleech Devourers
Flyrant - Wings, 2xTL-Brainleech Devourers

1x Venomthrope
1x Zoanthrope

Tervigon - Miasma Cannon
30x Termagants
10x Termagants

3x Biovores
3x Dakkafexes
Exocrine

Bastion



1750 White Scars + Space Wolves



This is an approximation of his list:

Primary:

Chapter Master - 2+, Bike, Shield Eternal

8x Bikers - 2x Grav Guns, 1x Multi-melta Attack Bike
8x Bikers - 2x Grav Guns, 1x Multi-melta Attack Bike

Stormtalon - Skyhammer Missile, TL-Assault Cannons
Stormtalon - Skyhammer Missile, TL-Assault Cannons

Thunderfire Cannon

Allied Detachment:

Rune Priest - 2+, Bike, Jaws, another power
Rune Priest - Jaws, another power

5x Grey Hunters - Flamer

Land Raider Achilles - Dozer Blades


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Mission: Bay Area Open

Primary: Purge the Alien - 4-pts

Secondary: The Scouring - 3-pts

Bonus: First Blood, Linebreaker, Slay the Warlord - 1-pt each


Deployment: Vanguard Strike


Initiative: White Scars


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PRE-GAME THOUGHTS:

Whenever I go up against someone, subconsciously, I size up his army and take inventory of what he has. Ok, let me share with you my thought process on John's army.

2 thundefire cannons....ouch, that is going to hurt my gribblies. Better reserve them.

12 grav gun shots wounding on 3+'s
4 S8 multi-meltas, with 2 of them twin-linked
6 S7 skyhammer shots
8 twin-linked S6 rending assault cannon shots

Ok, that's not so bad. With Shrouding from the venomthrope and potentially FNP, my TMC's (Tyranid Monstrous Creatures) should be able to survive that.

2 Jaws of the World Wolves....ouch, that is going to suck donkey balls big time. Plus, their psychic defense is going to mess up my powers big time. The rune priests need to die. Period. They will be my priority.

For the Scouring, he's got 5 scouring units (including stormtalons), with the potential for 7 if he combat squads. Very respectable. I've got 3 with a potential for more. This one is close.

As for Purge, I think he will have a slight advantage if he doesn't combat squad. However, because of the Scouring and because of my 2 flyrants, I think he should combat squad. That'll give him more chances to try to ground my flyrants.


As for my list, I'm going to show you how good of an investment the bastion is. I've never really used fortifications in non-Escalation games that often - once a while for some of my MEQ armies I'd bring an ADL - but I highly recommend the bastion for Tyranid players.

The carnifexes are going to be a beast for John to handle. They are highly rugged and will slaughter almost anything in their way, shooting or assault. I expect them to do the bulk of my killing, that is, if they don't die to Jaws.

The exocrine might kill a few marines, but I don't expect him to really do that much since the White Scars will be getting 4+ jink saves.

Same with biovores. I really don't expect them to do that much as well, especially against T5 units who will spread out and who can't get pinned. My original plan was to put them up on top of the bastion for 2+ shrouded cover, but with 2 thunderfires that can ignore cover in John's army, I can't do that now.

Overall, with the exception of Jaws, I think this match favors my bugs. I think I should be able to take it assuming John doesn't go crazy with Jaws, like taking out all 3 carnifexes and the tervigon. If he gets lucky with Jaws, then he'll probably take it. Otherwise, I think my bugs will dominate this matchup.


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DEPLOYMENT:

Spoiler:
Warlord Traits:

Flyrant - Carnivorous Jungles (Nature's Bane)

Chapter Master - FNP within 3" of an objective


Psychic Powers:

Rune Priests - They both stick with their codex powers (i.e. Jaws of the World Wolf)

Flyrant #1 - Onslaught, Catalyst (Warlord)

Flyrant #2 - Onslaught, Dominion

Tervigon - Catalyst

Zoanthrope - Dominion, Warp Blast


It is Night-fight.


Marine deployment. John combat squads his biker units into the following configuration:

Combat squad #1 - 2x Grav Guns + Multi-melta
Combat squad #2 - Normal bikers + IC (one with a rune priest, the other with his Warlord)

He is proxying his land raider as an Achilles for testing purposes (to see whether or not he wants to take it to the LVO).


My deployment. Both units of gants start off in reserves. Everything else starts off on the table.

Here's an interesting tip:

If you don't start off anyone in or on top of the bastion, then you opponent cannot shoot at the bastion. This would be useful if your opponent is bring scouting bikes with meltas/multi-meltas, hammerheads with the S10 railguns, etc.

However, I do start off with the venom in the bastion.


Overview of our deployment.

I decide not to seize the initiative. Whenever we play objectives, I usually prefer to go 2nd.




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Space Marines 1

Spoiler:

Marines move up.


The rest of his army mobilizes.


He fires everything at the dakkafex....only to do a total of 2W. Thank you very much, venomthrope, for your ability to boost terrain to 3+ cover.

The Rune Priest attempts to Jaws my exocrine, but it proceeds to pass its Initiative test.


Bikers then spread out with their turbo-boost move.




Tyranids 1

Spoiler:

Tyranid movement. Everyone stays in range of the bastion and on area terrain as well for 3+ cover .

FNP on: both flyrants, dakkafexes and tervigon.
Onslaught on: dakkafexes, exocrine

Every turn I would continue to cast psychic powers, so you can assume powers are on unless I point out otherwise.


Biovores advance. Tervigon moves more towards the right.


My opponent's perspective of my bugs.


Combined shooting from the dakkafexes and 1 flyrant takes out 1 unit of bikers as well as his biker Rune Priest. BTW, it is the exocrine who finishes off his RP.

VP's - Space Marines: 0, Tyranids: 2

So I kill off a unit of troops as well as one of his HQ's and I also get First Blood along the way. I'll take it!


Biovores fire and the shot scatters. Out comes 1 spore mine.


Finally, my other flyrant shoots down another 2 biker marines.




Space Marines 2

Spoiler:

Space Marines' movement. 1 stormtalon comes in from reserves. The Achilles back up 6".


1 combat squad continues to flank the sides.


Once again, my opponent focuses the firepower of practically his entire army onto my dakkafexes, including both TFC's (thunderfire cannons), but due to 3+ cover from area terrain and the venomthrope and FNP, I only take a total of 2 Wounds on them!

Pro-Tip: This is the "new" modern day wound allocation. When you have a multi-wound unit and one model gets wounded, next turn you leave him slightly back and then move a new model forwards pass him. That's how I make my carnifexes more survivable. As soon as 1 gets hurt, I usually will move a fresh, unwounded fex ahead of him to soak up the wounds.

Also, the stormtalon fails to wound my flyrant as well due to 3+ cover and FNP.




Tyranids 2

Spoiler:

The unit of 30 termagants come in.

His rune priest in the land raider nullifies about half of my psychic powers, including 1 Catalyst and 1 Onslaught.


Tyranid movement. Flyrants continue to swoop.


Dakkafexes take out another combat squad.

VP's - Space Marines: 0, Tyranids: 3


My flyrant (not my Warlord) takes out the stormtalon, also securing +1 VP for the Scouring for taking out a Fast Attack unit.

VP's - Space Marines: 0, Tyranids: 4


Biovores fail to do any damage once again. My Warlord flyrant takes out only 1 biker, but that is because this unit has FNP from my opponent's Warlord trait.




Space Marines 3

Spoiler:

Overview of the top of Turn 3.


The last stormtalon comes in.


Space marine movement. LR moves 6".


The stormtalon nets my opponent his first VP by taking out my zoanthrope.

VP's - Space Marines: 1, Tyranids: 4


This turn, he focuses on my Warlord due to the lack of FNP. He grounds and puts 2W on my flyrant, but does not have enough gas left in the tank to finish him off.


TFC puts 1 more Wound on my carnifexes.




Tyranids 3

Spoiler:

Tyranid movement. My Warlord actually swoops so won't be assaulting this turn.

Pro-tip: Don't assault just because you can. Only do so if you can miminize the return-fire to your flyrant. if you want him to live. In this case, the chances of my flyrant killing the LR in assault is actually quite low. Moreover, he is in the center of my opponent's army. If he lands, everyone will be able to shoot at him. That is what I would call sacrificing your flyrant for potentially very little gain.

Rune Priest denies Onslaught and Dominion. However, I do get FNP off on both of my flyrants, dakkafexes and tervigon.


Tyranid movement.


Between poor shooting and 4+ jinks, the exocrine only manages to take out 1 biker.


Once again thanks to FNP from his Warlord, my flyrant is only able to take out 2 bikers.


Dakkafexes have no target and so run after the Achilles instead.

Finally, I make a mistake with my other flyrant. He turns back to go after the stormtalon. However, in order to go backwards, I have to move in Glide mode. Well, I forget that a FMC can only fire in skyfire mode if he is swooping. Thus, I end up snapshooting at the talon. Even still, I manage to take off 1 HP from it.




Space Marines 4

Spoiler:

His Chapter Master Warlord goes after my exocrine.

BTW, that is the original exocrine model from Armorcast.


The rest of his army moves. Rune Priest remains in the LR.


LR puts another 1W on my fexes.


Bikers put 1W on the exocrine with shooting and then charge it. However, both units would whiff in combat, doing no wounds to each other.




Tyranids 4

Spoiler:

Last unit of gants come in and onto a Scouring objective.


My Warlord prepares to assault. The other flyrant remains swooping.


Gribblies spread out.


Tervigon spawns 14 gants without rolling doubles. They then run onto an objective.


Will this be the end of the line for the Achilles?


Flyrant shoots down 1 biker only.

We then go to assault.


WTF?!? My carnifexes are only about 3" away and they still fail their charge!?!


Flyrant makes it into combat, however. I issue a challenge and my opponent accepts with his sergeant, which I then proceed to devour.

Both units continue to whiff against each other. Actually, the exocrine wounds his Warlord twice, but he then makes both 3++ saves.


Bikers then Hit-&-Run out of combat and I consolidate both TMC's onto area terrain.




Space Marines 5

Spoiler:
Due to time, this will be the last game turn.


His talon comes back in from ongoing reserves. He wanted his flyer to stay away from my flyrants, however, my gants are screening it from contesting the Scouring objective.


Grey hunters disembark and move to claim an objective. The Rune Priest disembarks separately. We make a small rules mistake here as the Achilles does not have a front ramp to disembark from (for the RP), but it didn't affect the game in the slightest.


His Warlord goes to contest an objective.


Bikers go to grab another objective.


Now for the crowning glory of the space marines...Jaws. Unfortunately for my opponent, he perils and fails to cast it!

We played it out to see what would have happened had it gone off. I then failed both Initiative tests for 2 carnifexes. Doh!


He then fires at my fexes out in the open and without FNP. He only manages to do 2W to one of them.


Bikers shoot down 4 gants.


Thanks to 3+ shrouded cover, the stormtalon only manages to kill 2 gants on the objective.


Finally, his bikers charge the gants....


....and take out another 4 in combat.




Tyranids 5

Spoiler:
Ok, this is the very last turn of the game.


Tervigon spawns another 13 gants.


Carnifexes prepare for a multi-assault, that is, if the grey hunters survive their shooting.


Bye bye bikers, it was nice knowing you. Flyrant prepares for shooting and then assault.


Lastly, I am about to join assault with 2 of my big bugs.


Exocrine fires at the bikers first but can't get past their 4+ jink saves.


Carnifexes shoot down the grey hunters....so no assault.

VP's - Space Marines: 1, Tyranids: 5


Flyrant shoots down the bikers as well.

VP's - Space Marines: 1, Tyranids: 6


We then go to assault. Both TMC's make it in. They put 2W on the Space Marine Warlord and take out the lone biker.

VP's - Space Marines: 1, Tyranids: 7


He then Hit-&-Runs out and with that, the game ends.


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Tyranids have got 3 Scouring objectives (1 may be contested) as well as +1 VP for taking out 1 Fast Attack (stormtalon).

They also take Purge the Alien and get First Blood (bikers) and Linebreaker (carnifexes, flyrant).

Space Marines only get Linebreaker (his Warlord).

Tyranids win 9-1.





Complete Domination by Hive Fleet Pandora!!!





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POST-GAME THOUGHTS:

Spoiler:
Ok, I'm going to address some of the questions in my Post-game Thoughts, especially the ones with regards to why my opponent and/or I did the things we did. For my opponent, I will try to explain why I think he did the things he did.


John's List.
Originally, his list has a drop pod for one of his Rune Priests and more grey hunters. He also had a 2nd TFC (thunderfire), a thunderhammer for his Chapter Master and more biker units. However, he wanted to try out the Land Raider Achilles because he was seriously thinking about bringing it to the LVO tournament. Thus, he had to drop a lot to be able to fit the tank in. With regards to the Chapter Master, I think it was either his hammer or some guns from his bikers or probably the 2+ on his Rune Priest. It appears that he preferred defense and shooting over close-combat killing power.


Why did John advance his unit forwards on Turn 1?
I believe this is due to 3 main reasons. First of all, it was just too tempting for him to try to get First Blood with a Jaws attempt. The exocrine with its AP2 shooting has a huge threat to his army. By trying to take it out, he would have killed 2 birds with 1 stone. First, he would have gotten First Blood. Secondly, he would have eliminated what he probably felt was a huge threat.

Secondly, I think he under-estimated the firepower of my carnifexes and the shooting of my army in general.

Last, I think he also under-estimated the resiliency of my carnifexes when buffed by Shrouding in terrain as well as FNP. He probably figured he could potentially take out the exocrine and perhaps 1, maybe 2 carnies to blunt my counter-attack, especially after firing 8 TFC blasts, 6 gravgun shots, 3 multi-meltas (of which 2 were twin-linked) and a host of rapid-firing twin-linked bolters. Honestly, even I was kind of surprised that none of my carnifexes went down.

In any case, he played the odds. It just didn't work out for him.


Why not go after my flyrants initially?
My flyrants were deployed much further in than my carnifexes. In order to target them (not sure he could even see them behind the bastion), he would have to move his bikers in much closer. That means he will be moving them into the assault threat range of my carnies. I think he was much more concerned with being assaulted by them than being shot by them. Also, if he goes after my flyrants, they will be getting 2+ cover (3+ from the fortification and then +2 because of Shroud). But as soon as the flyrants were out of Shrouding range, he did focus on them. He just didn't have enough firepower to really put them down.


Terrain setup.
So why was there so much terrain in the middle? Honestly, this was John's doing. We actually took turns placing terrain. He placed the first big LOS-blocker (BLOS terrain) near the middle of the table. I then placed the 2nd BLOS terrain in the middle as well. He then connected the 2 pieces of terrain with area terrain. Now why did he do that, thus allowing plenty of cover for my big guys?

Firstly, I don't think he was aware of my strategy with the venomthrope + bastion. I did explain to him what the venomthrope did but sometimes, you just have to experience it in order to understand.

Secondly, he was hoping that the terrain would slow me down, thus giving his bikers more time to shoot. It appears to me that he was more concerned about assault nids rather than shooty nids. It just may be that most tyranid players he has played against before just didn't bring really shooty bugs. In any case, the placement of terrain actually ended up helping me much, much more than hurting me. As he would soon find out, my bugs actually do much more damage with their shooting than with assault.

Keep in mind that not everyone browses the 40K forums on the Internet. Many of the tips/tricks that you may find obvious because you saw it online isn't necessarily obvious to the average gamer.


Staying back to shoot at my army.
This actually isn't a very viable option for marines. That is because his army is mainly a mid-range shooting army. With the exception of the thunderfires, most of his guns need to be within 24" to function. That means if he wants to shoot at me, then I can shoot back at him as well. Even more so with 2 instances of Onslaught in my army. Yeah he could have waited to for me to move out of range of the bastion, but then guess what? I will get the alpha-strike on him with the 42" range of my flyrants. That's 24 TL-S6 shots that can take a big chunk out of his army and that could also potentially net me First Blood as well. And while this is happening, he will be getting more and more out-of-position with regards to the objectives and my monsters will be getting closer and closer to contesting range of his objectives.

Also, by backing up his army, he is also backing up his psychic defense. This would basically give my army more room and space, and thus more freedom, to cast my psychic powers unimpeded. Any ways you look at it, it's going to be a tough fight for him. We will either be trading shots or he backs up, waiting for me to move up, and give me the alpha-strike on his army with my flyrants. All this time, he would be moving his army more and more out of position.


Why double flyrants?
IMO, flyrants are the best HQ in the Tyranid codex. What sets them apart?

1. Mobility. They are the most resilient, mobile unit in the Tyranid army. Mobility is such a huge factor in the game but yet, ironically, most players still do not realize that. I've said it before and I'll say it again....YOU CAN'T BEAT A GOOD ARMY IF YOUR ARMY DOESN'T HAVE MOBILITY.

2. Threat range. Because of their mobility, the flyrant has actually got a huge threat range. That is VERY important in the strategy of Positional Dominance, or board control. If you can't threaten your opponent, then you cannot control where he goes. To threaten him, you need mobility and that is what the flyrant gives you.

3. Force-multipliers. Where is in the army can you get mobile synapse? Where else in the army can you get force-multipliers in the form of 2 psychic powers? Where else in the army that will give you the flexibility to outflank one of your units other than genestealers? I can't stress enough how much of a difference a good force-multiplier is for an army. I would take a force-multiplier unit over a beatstick any day. In the case of Tyranids, you get to have your cake and eat it too. The flyrant is probably one of the best force-multipliers as well as one of the best offensive units in the army as well.

4. Anti-air. Along with the hive crones, flyrants are one of the most reliable anti-air solutions for the bugs. However, unlike the hive crone, the flyrant is just as good against ground targets as they are against air targets.

5. Flexibility and consistency. Other HQ's are usually somewhat specialized. For example, the Deathleaper may good against armies that rely particularly on a single character, but suffers against a wide assortment of armies, including fearless ones, armies with a lot of fire power, mechanized armies, etc. The Swarmlord is a great force-multiplier unit as well as a scary beatstick. However, he can do almost nothing against air targets (i.e. FMC-spam, flyer-spam) or armies with high firepower that can easily take him out. Flyrants are flexible enough to be good against any and all armies. You throw almost any army against them and they can deal with it. They are also a consistent threat to all armies.


----------------------------------------------------------


Ok, now for the part that everyone is probably waiting for, my review of the Tyranid units.


Flyrants: A. They were a consistent threat in this game and their mobility was the main reason why I was able to keep up with the much faster bikes. The fact that they didn't die was a pleasant bonus. Doling out FNP and Onslaught to my other units was just icing on the cake.

Venomthrope: A. Excellent! They are the reason that none of my big buns died this game. The combination of the Venomthrope in a bastion is a must-buy for all Tyranid players.

Zoanthrope: B. Solid! His job was to provide synapse and he did it well with Dominion. He was the only unit in the game that my opponent was able to kill.

Tervigon: B+. Great unit. This guy is the true anchor to the army. He was a beacon of synapse to my backfield units, give out FNP like candy on a Sunday and created almost 25+ gants without running out.

Termagants: B. They did what they had to do, which was to survive and score.

Biovores: B-. Their performance was a little disappointing this game, but that is really not their fault. The White Scars just don't fear the biovore due to T5 units and the fact that bikes can't be pinned. Biovores would have probably shined against any other army but this one.

Exocrine: B-. He was actually a little disappointing this game. While he did help to finish off the biker RP, he only killed less than a handful of bikers, though that is partially because of their 4+ jink saves. In any case, the threat of his presence to keep the bikers away was probably bigger than the threat of his shooting, which was actually kind of lousy.

Dakkafexes: A. Excellent. A huge threat that forced my opponent to play very defensively. They also soaked up a ridiculous amount of firepower. I love the dakkafexes. These guys are a front-runner to make it onto my permanent Tyranid All-star team for Heavy Support slots.

Bastion: A. What can I say? In my early lists, there are only 5 must-haves in my standard Tyranid list. The first 2 are dual flyrants. Slots #3 & #4 are 1 zoanthrope and 1 venomthrope. The bastion is the 5th auto-include unit in my lists. The bastion is such a great force-multiplier piece of terrain for the bugs and just opens up so much tactical flexibility for the army. Plus, in probably 90% of the games, it just makes Synapse issues a non-issue.

MVP: Flyrants. It's actually a very tough choice here between the flyrants and the carnifexes. The fexes were really good and soaked up a huge amount of firepower, but ultimately, I have decided to give the award to my flyrants. The heart of my strategy was Positional Dominance and that couldn't have been achieved without the mobility and the threat of the flyrants and their ability to quickly react to any threats, whether it be stormtalons coming in or bikers trying to flank my army. Plus, their ability to give out Onslaught and FNP like candy was instrumental in helping the carnifexes to survive and to reach some of the enemies with some Tyranid loving.




This message was edited 12 times. Last update was at 2014/01/19 07:15:44



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
Adolescent Youth with Potential





Thanks for the game Jim. I enjoyed seeing what this new codex is all about. I appreciate that you took the time to explain the finer points of their new mechanics before we started.

EDIT:
Jim invited me to post up my pre-game thoughts. I will add them here.

Though, I have been reading Dakka for a while, this is my first actual post here. I had started playing this game right at the beginning of 6th edition, and for the most part I have played a bike army since day one. I like the idea of a bike army, and I like the mobility they offer me. From a Codex perspective, I play Space Marines primary with either Space Wolves or Dark Angels as allies. My "normal" list consists mostly of bikes and drop pods. Last week, when we were talking about the LVO, Jim had suggested that I give the Land Raider Achilles a try. So I spent the last week figuring our how to wedge a 330pt tank into my list, and considering how I might best use it on the battlefield. I was very concerned about dropping down to only 2 squads of bikes. In my experience 3 bike squads are a big threat, 2 bike squads just get killed most of the time.

Pre-game thoughts:
Jim and I have been wanting to get in some LVO practice for a few weeks now. He had mentioned wanting to play vs my Bike Army. We agreed to meet at Game Kastle this last Thursday for a game. Jim gave me a choice of which of his armies I would like to face. That said, with the new Tyranid codex out I wanted to see what they were all about. I have played Jim once in a tournament, a couple times as fun team games times. So I knew a few things to expect going into this game:

One, he builds strong hard hitting lists that rely on the synergy of various units to amp up the power level.
Two, he knows the rules very well, and will use them to maximum advantage.
Three, he I very experienced tactically, and will capitalize on my "unseen" mistakes. That is, the ones I don't realize are mistakes until he capitalizes on them.
Four, Jim is an honorable and gracious opponent, and though I am likely to have my ass handed to me. I am guaranteed to have a fun game and to learn a few things that will help me going forward.

Thoughts on Deployment/Mission:

This was the worst possible of all combos for me. Vanguard strike deployment is rough on bikes. Not really enough room to spread out, and bikes to not like to be deployed too close to the table edge. The missions are kill points and scouring. Again, not the best choices for me. Jim had a lot of MC's so I was going to have to work hard for every kill point. Though my bike list is normally an objective grabbing beast, this list felt light on troops. In the scouring, Storm talons in theory give you another scoring until. However, in practice they just give your opponent more points. I got first turn, and chose to go first hoping to get an alpha strike off before he got his Psychic powers up.



This message was edited 2 times. Last update was at 2014/01/18 19:30:39


 
   
Made in us
Fixture of Dakka





San Jose, CA

You're welcome and thanks for the game as well, John. This was the first time I've played against a biker army with the new Space Marines codex and I needed the practice.



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
Depraved Slaanesh Chaos Lord




Inside Yvraine

Thanks in advance for this report, J. I empathize with alot of the frustration people are feeling about the new codex, even the people in your double-FoC report thread. But, that being said, you put a lot of effort into making these, and no one is paying you or forcing you to do it. So I appreciate the effort all the same.
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

Very interested to see this game play out I do think one more zoan would be something to consider just for the sake that it's really easy to kill the one...but hey I' guess we'll see how that turned out I see why you took that bastion trying to make some L.O.S. blocking terrain for yourself. I definitely think that will help out in the first turns by allowing your flyrants to get airborne and make it so that the venemthrope and zoanthrope are harder to be seen. I think this list is quite strong to be honest. Here is my 2 sense other 2 key problem matchups, that you may want to have a practice match up against after this one, other than white scars.

Eldar
and there dark reaper-farseer combo

Tau
A heavy sky fire army

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President of the Mat Ward Fan Club






Los Angeles, CA


Alright! Excited to read this after the other report went on hiatus.

This message was edited 1 time. Last update was at 2014/01/17 12:37:27


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Sneaky Lictor





SUPER excited to see how it goes!
   
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Elite Tyranid Warrior




Pennsylvania

I also cannot wait to see this. I am especially interested to see how the Exocrine does; I really love the model and would love to get one, but don't want to grab it if it turns it turns out that it can't pull its weight. I am also interested in seeing more reports with the bastion, even though I don't have one, and one is not in the foreseeable future, I am initerested to see if this is a viable strategy.

   
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Fort Campbell

JY, I see three bike squads in the photo, but only 2 in the list.

Am I missing something?

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The Netherlands

Combat Squads

   
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Fort Campbell

 Redemption wrote:
Combat Squads


Ahh, ok that make sense to me now.

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State of Jefferson

Well, I don't know who I'm rooting for? I like underdogs so I should root for the tyranids. BUT, I took such a beating from John's biker list at the Golden Throne I want him to just thrash a top tier guy like you jy! Go John!!!!! See you guys in Vegas!

Plus, I think John's Captain lights up! I mean that's just cool!

This message was edited 2 times. Last update was at 2014/01/17 15:12:18


 
   
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Fortress of Solitude

 doktor_g wrote:
Well, I don't know who I'm rooting for? I like underdogs so I should root for the tyranids. BUT, I took such a beating from John's biker list at the Golden Throne I want him to just thrash a top tier guy like you jy! Go John!!!!! See you guys in Vegas!

Plus, I think John's Captain lights up! I mean that's just cool!


Yeah, he's actually got a few light-up models. They are pretty darn awesome.

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Fixture of Dakka





San Jose, CA

PRE-GAME THOUGHTS:

Whenever I go up against someone, subconsciously, I size up his army and take inventory of what he has. Ok, let me share with you my thought process on John's army.

2 thundefire cannons....ouch, that is going to hurt my gribblies. Better reserve them.

12 grav gun shots wounding on 3+'s
4 S8 multi-meltas, with 2 of them twin-linked
6 S7 skyhammer shots
8 twin-linked S6 rending assault cannon shots

Ok, that's not so bad. With Shrouding from the venomthrope and potentially FNP, my TMC's (Tyranid Monstrous Creatures) should be able to survive that.

2 Jaws of the World Wolves....ouch, that is going to suck donkey balls big time. Plus, their psychic defense is going to mess up my powers big time. The rune priests need to die. Period. They will be my priority.

For the Scouring, he's got 5 scouring units (including stormtalons), with the potential for 7 if he combat squads. Very respectable. I've got 3 with a potential for more. This one is close.

As for Purge, I think he will have a slight advantage if he doesn't combat squad. However, because of the Scouring and because of my 2 flyrants, I think he should combat squad. That'll give him more chances to try to ground my flyrants.


As for my list, I'm going to show you how good of an investment the bastion is. I've never really used fortifications in non-Escalation games that often - once a while for some of my MEQ armies I'd bring an ADL - but I highly recommend the bastion for Tyranid players.

The carnifexes are going to be a beast for John to handle. They are highly rugged and will slaughter almost anything in their way, shooting or assault. I expect them to do the bulk of my killing, that is, if they don't die to Jaws.

The exocrine might kill a few marines, but I don't expect him to really do that much since the White Scars will be getting 4+ jink saves.

Same with biovores. I really don't expect them to do that much as well, especially against T5 units who will spread out and who can't get pinned. My original plan was to put them up on top of the bastion for 2+ shrouded cover, but with 2 thunderfires that can ignore cover in John's army, I can't do that now.

Overall, with the exception of Jaws, I think this match favors my bugs. I think I should be able to take it assuming John doesn't go crazy with Jaws, like taking out all 3 carnifexes and the tervigon. If he gets lucky with Jaws, then he'll probably take it. Otherwise, I think my bugs will dominate this matchup.


This message was edited 1 time. Last update was at 2014/01/17 16:30:40



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Sneaky Lictor





Well said Jy2. I think that your pre-game thoughts are dead on.

I'm crossing my fingers for you to take out those rune priests!
   
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Missionary On A Mission





Thanks for writing this up. I always love your reports!
   
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Grey Knight Psionic Stormraven Pilot




California

***Also to note, no RP can ever take the same power meaning he can't have 2x Jaws.

White Scars Objectives

- jaws carnifex's and do best to kill venomthrope in the building to deny shrouded and get F.B.
- ground just one flyrant on his second turn and shoot it down with grav guns bikers while the stormtalons kill the other one
- Move up the RP, JAWS the carnifex squad.
- Take out the Zoanthrope (Now Jy2 only has Synapse based on Tervigon and can easily take scouring, and purge the alien shouldn't be that tough either with so many bug units)
-Jaws the Tervigon

Nids Objectives

-Shoot at the biker grav squads and reduce the threat of grav guns
-pull back dakkafexes out of sight of Jaws until dealt with
- shoot at the RP unit, and assault with fly -rants
- break out come back up and shoot down stormtalons now that they have gone past the Tyrants
- Use the Dakkafexes to wipe stragglers
-re-assault into the Achilles/last biker squad

This message was edited 3 times. Last update was at 2014/01/17 20:21:52


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Longtime Dakkanaut





Eye of Terror

Tough matchup for Nidz... Can't wait to read the batrep. Very interested to see how the Exocrine does!

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Focused Fire Warrior





 Dezstiny wrote:
***Also to note, no RP can ever take the same power meaning he can't have 2x Jaws.


Not strictly true, they just can't take the same 2 powers. You can do Jaws + MH and Jaws + LL

Looking forward to this report after reading through all the responses in the double FOC one! Any idea when the full thing will be posted so I can check back?

Edit: Spelling

This message was edited 1 time. Last update was at 2014/01/17 17:33:55


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Voted for Wolves as the underdog pulling out a surprise win!

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purging philadelphia

I feel like you have the advantage in this matchup, pending how the storm talons do vs the flyrants. His list is very low model and low unit count, even with combat squads he doesnt have a ton of units to force grounding checks. Basically I see this game coming down to this: if the talons can gang up at some point and take down a flyrant he'll be in a much better position. Otherwise you can bully him with the threat range on the flyrants and eliminate his relatively flimsy troop units. His tanky chapter master wont be too much help due to the speed of the flyrants, either. Should be a good showing for the bugs.

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San Jose, CA

I'm going to start my report tonight and most likely finish it tomorrow.

For today, I'm off to do battle with....Reece and his Taudar!


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Grey Knight Psionic Stormraven Pilot




California

@4TheG8erGood
missin an R in there ... naw I'm messin... but yea I could see that as an answer if that Is how it is being viewed by the 40k community... though it is cheap

This message was edited 1 time. Last update was at 2014/01/17 18:08:12


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Bay Area, CA

 Dezstiny wrote:
@4TheG8erGood
missin an R in there ... naw I'm messin... but yea I could see that as an answer if that Is how it is being viewed by the 40k community... though it is cheap


I don't have the exact wording in front me me, but it's what the Codex says. They cannot have the same COMBINATION of powers, but each INDIVIDUAL power can be repeated amongst each Rune Priest.
   
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Grey Knight Psionic Stormraven Pilot




California

@tomjoad
Yea I r-read it you are correct. But enough with the rules stuff on with the speculating!!

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if well played its byebye nids every day, I think it will come to how good JY2 his DtW and coversaves are

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 Dezstiny wrote:
@4TheG8erGood
missin an R in there ... naw I'm messin... but yea I could see that as an answer if that Is how it is being viewed by the 40k community... though it is cheap


The community sees Taus as Gators? Like the Florida Gators? Are you saying Tau are like Tim Tebow?

Modeling idea Ethereal crouching a la Tim Tebow!

Quit hating Dezstiny!


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"The human body is a paradigm of perfection and purity. Its makeup is an example to all lesser creatures and races (and be assured, all other creatures are less than human) that our place as dominators of the galaxy is right and just.” The Imperial Infantryman's Uplifting Primer 
   
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Tunneling Trygon






One question on deployment, is that Venomthrope on the top of the Bastion? I feel he'd be MUCH better off inside the thing. Better range and can't be shot at all, he's still just a 2 wound T4 even with a 2++.

Overall I like the list, even though I'm not a huge fan of the Dakkafexs, I think here they'll be good for a narrow Nids victory!


 
   
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San Jose, CA

He's in the building. I just put him on top for representation.



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Huge Hierodule





Louisiana

Does shrouded confer to the bastion itself when the venomthrope is inside?

Been out of the game for awhile, trying to find time to get back into it. 
   
 
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