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1850 Rematch - Hive Fleet Pandora with Skytyrant Formation vs Chaos Daemons (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Is 3rd time a charm for Daemons against my Tyranids?
Yes, Daemons have what it takes to beat my indestructible Tyranids.
Draw. He needed all of those summoned units just to get a draw against my bugs.
No, Daemons have still got quite a ways to go before they can beat my Tyranids.

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Made in us
Fixture of Dakka





San Jose, CA

In what is becoming a friendly rivalry and a very educational experience (especially for my friend), this is the 3rd game between my Tyranids and Chris' Daemon Summoning army. And with each passing game, my opponent is getting better and better and his lists are getting nastier and nastier. Chris has just been getting back into the game recently and is still re-learning the game. At the same time, he is practicing for what will be his first GT ever, the Las Vegas Open GT coming next February. I was happy to help him get "up-to-speed" with his army in 7th Edition. Besides, I needed the practice against a good Summoning army as well.

In our first game, I was trying out the dimachaeron and raveners. It was Chris' first time facing the dimachaeron and he really didn't know how to play against it (even though I explained about the dima before our game). The dima went on to single-handedly take apart Chris' daemons, killing over 1000-pts of warpspawn all by himself.

In our 2nd game, Chris was ready for my dimachaeron. I also wanted to test out the Deathleaper Assassin Brood. This game was a much tougher fight for my bugs, as Chris was able to summon 850-pts of daemons....with only 2 summoning psykers! The difference in that game turned out to be my experience, but man, did I have to fight for it:

1850 Hive Fleet Pandora with Deathleaper Assassin Brood + Tyrannocyte vs Chaos Daemons


This will be our 3rd game between my bugs and Chris' daemons. This time, he's got the experience and he's got a super-nasty Daemon Summoning army. Whereas last game, he only used 2 of his daemons for summoning (and still summoned 850-pts of units!), this time, he is running 4 dedicated summoners. He is also running Baleswords and rocking Biomancy powers for all of his Nurgle MC's. As for me, I am testing out the new Skytyrant formation from the Shield of Baal supplement. I am also trying out for the very first time the Fighter Ace upgrade as well. It's not going to be an easy fight. Then again, I wouldn't want it any other way.


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


1850 Hive Fleet Pandora with Skytyrant vs Chaos Daemons


1850 Hive Fleet Pandora with Skytyrant



Flyrant - 2x TL-Brainleech Devourers, Egrubs, Fighter Ace - +1 Wound, Horror, Psychic Scream
Flyrant - 2x TL-Brainleech Devourers, Egrubs - Horror, Warp Blast

Malanthrope

3x Rippers - Deepstrike
3x Rippers - Deepstrike
3x Rippers - Deepstrike

Dimachaeron

Mawloc
Mawloc

Bastion - Comms Relay

Skytyrant Formation:

Flyrant - Reaper of Obliterax, 1x TL-Devourers, Adrenal Glands, Toxin Sacs - Horror, Onslaught

20x Gargoyles
20x Gargoyles


1850 Nurgle Daemons w/Slaanesh Allies



This is an approximation of his list.


Greater Unclean One - Level 3 Psyker, 2x Greater Gifts - Balesword, 4+ FNP, Enfeeble, Iron Arm, Warp Speed
Greater Unclean One - Level 3 Psyker, 2x Greater Gifts - Balesword, +1 Wound, It Will Not Die, Smite, Iron Arm, Warp Speed

3x Nurglings
3x Nurglings

Daemon Prince - Level 3 Psyker, Wings, Nurgle, 2x Greater Gifts - Balesword, 4+ FNP, Haemorrhage, Warp Speed, Sacrifice
Daemon Prince - Level 3 Psyker, Wings, Nurgle, 2x Greater Gifts - Balesword, 4+ FNP, Endurance, Warp Speed, Sacrifice

Daemon Allies:

Keeper of Secrets - Level 3 Psyker, 2x Greater Gifts - Re-roll Invuln's, Greater Etherblade, Cursed Earth, Dark Flame, Incursion, Summoning

3x Nurglings

Daemon Prince - Level 3 Psyker, Wings, Slaanesh, 1x Greater Gift - Lash of Despair, Dark Flame, Incursion, Summoning


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


Missions:


Primary Objectives: Crusade, 4-pts


Secondary Objectives: Modified Maelstrom, 3-pts

1. Hold Either Objective 1.
2. Hold Either Objective 2.
3. Destroy an enemy unit.
4. Destroy an enemy unit.
5. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.


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


Deployment: Dawn of War


1st Turn: Daemons


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


PRE-GAME ANALYSIS:

So what is the Skytyrant formation? The formation consists of 1 flyrant and 2 units of gargoyles. Basically, these 3 units combine to form 1 unit. While the flyrant is in the unit, he cannot swoop nor can he leave the unit. However, he can Look-Out-Sirs any wounds allocated to him onto one of his gargoyle "meat-shields" instead. The flyrant also gains +6" Synapse and reverts back to a normal, swooping flyrant only when all the gargoyles in the unit are killed. In the case of my army, I basically have a flyrant with 40 gargoyle bodyguards which I can pass my wounds onto.

For my Pre-game Analysis, I am going to do my Top 10 analysis instead.


Top 10 Reasons Why Daemons Will Win.

1. Lots of summoning powers = lots of free units. The more units he can summon, the harder it will be for my army to deal with.

2. Insta-death everywhere. All of his Nurgle MC's cause Insta-death. That means my dimachaeron will do 2 things this game - jack and squat!

3. I get sh*tty psychic powers. Oh what fun the Horror is going to do in this game. And where is FNP when you need it!

4. My jaws dropped at my opponent's psychic powers. Warp Speed for all?!? WTF?!? That means all of his Nurgle guys will be striking before my dimachaeron on open ground! Iron Arms on both GUO's! 2 Sacrifices, 2 Incursions and Cursed Earth. Really? I don't think his powers can get any better than this.

5. Look at those Daemonic gifts! Really?!? Everyone of them are good. No crappy gifts, at least not on the guys that matter. 4+ FNP's everywhere, +1 Wound, It Will Not Die and re-rollable Invuln's...these powers are a daemon player's wet dream come true!

6. Super-high mobility. 3 flying MC's and the ability to summon very fast daemons with Incursion means my opponent has got a very fast army.

7. Lack of shooting. Normally, lack of shooting is bad, but in this case, that means my malanthrope and bastion are somewhat wasted points.

8. Objectives. With the ability to add so many units, my opponent should have the advantage in the Maelstrom objectives. Moreover, the units that he summons can be very fast units.

9. My opponent is more familiar with my army now that he's played against it a couple of times. Also, he should know better what to expect, though the Skytyrant formation will be new to him (as it is to me as well).

10. Nurgle daemons and their Shrouded 2+ jink/ruins cover saves can be a b*tch to play against. Combine that with 4+ FNP everywhere and now you are essentially looking at a re-rollable 2+ unit (which is actually a 2+/4+ unit in the BAO format). That definitely is a b*tch to play against.


Top 10 Reasons Why Tyranids Will Win.

1. He is playing against me, a very savvy and experienced general.

2. F U daemons. I am going to tarpit the crap out of you with 40 frickin' gargoyles.

3. My bugs are definitely a better shooting army. Even if I won't really take down his Nurgle guys, at least I can take down his Slaanesh MC's to reduce his Summoning capabilities.

4. I predict that my dimachaeron will get more kills this game than he did last game (which was 0). So any contribution on his part is an improvement.

5. I think I can control the board with my Skytyrant unit. Thus, I should have better access to the objectives than my opponent.

6. Being Initiative 8, my Skytyrant has a chance to kill his GUO in combat, even with Warp Speed (which would give it Initiative 7). However, my Skytyrant would be toast in combat against one of his Nurgle DP's with Warp Speed.

7. I am going 2nd, which means I have the final say on the objectives (that is, if the game doesn't continue).

8. I have a secret weapon.....Shadows in the Warp!

9. Uh...did I mention that I was the more experienced general? Well, that's worth 2 points on my Top 10 list.

10. While my opponent takes a break (restroom, smoke, whatever), I shall secretly remove one of his MC models from the table and hope he doesn't notice.


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


DEPLOYMENT:

Spoiler:
Warlord Traits:

Tyranids: -1 to opponent's reserves.

Daemons: No scatter if deepstriking within 6" of Warlord.



Daemon deployment to my left. He has 2 units of nurglings in the ruins and on top of his Objective #1.


To the right, he has 1 Nurgle DP and his Keeper of Secrets (KoS).

No reserves.


I deploy to the left.


Another perspective of my deployment. Basically, all 4 of the objectives are on this half of the table.

I don't try to steal the initiative.




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


Daemons 1

Spoiler:
Maelstrom Objectives:

Daemons:

1. Hold Either Objective 1.
3. Destroy an enemy unit.

Tyranids:

5. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.



Nurgle DP goes into glide mode.


The other 2 DP's swoop forwards, with the Slaanesh DP hiding behind the central LOS-blocking terrain piece.


In the Psychic phase, the Keeper of Secrets summon a unit of plague drones and pink horrors (with sergeant, musician and icon).

Daemon Units Summoned: 241-pts


Slaanesh DP summons a Tzeentch Herald.

Daemon Units Summoned: 311-pts


We then go on to the Shooting phase. What shooting? Well, Chris does manage to roll a 12 (or was it 11?) on the Warpstorm table.

And all of a sudden, 15 daemonettes get "summoned" by the Warpstorm! They scatter forwards (towards me) and barely manage not to mishap (about 1" away only). He then runs and spreads them out.

Daemon Units Summoned: 446-pts

Wow! In just 1 turn of summoning, Chris has summoned more than half of what he summoned for the entire game in our last game (he summoned 849-pts of Daemons in our last game) and it's only just Turn 1! I did manage to deny one of his attempts to cast Sacrifice, but otherwise, every single Summoning power went off successfully! If he keeps on summoning like this, I am going to be in deep sh*t! If he can keep this up, I've got no chance.




Tyranids 1

Spoiler:
One disadvantage to all of this summoning - and it is a disadvantage that I will definitely take advantage of - is that I am just about guaranteed to get First Blood.


I get ready to take out his daemonettes.


Both flyrants swoop on top of the BLOS terrain. I am going after his Slaanesh DP and the newly summoned Tzeentch Herald.

I've definitely got First Blood. It's like taking candy away from a baby.


Malanthrope disembark from the bastion. BTW, with the Stronghold Assault rules, you can assault after disembarking from a building.

Here's another little Tyranid secret tip. I'm going to give most of my army Prefered Enemy. Yessir! You just watch....


NOOOOO!!!!!!

My Warlord goes to cast a power. He then perils. I then roll a on the Mishap table. Not a prob. I just need to make a LD test on LD10. I then roll , ! Doh!

Wait....one of the dice appears to be cocked....yes, it is. It is! I then pick it up and re-roll it..... ! Doh!

With that, I give up both First Blood and Warlord as the flyrant gets sucked into the Warp! Well, looks like I'm not taking that candy away from the baby anytime soon.


At least I am able to shoot down the Slaanesh DP (who already took 1W to Perils last turn).

BTW, for you math geeks out there, that is actually average shooting:

12 shots, 10 hits, 6 wounds, 3 failed jink 4+ saves = dead DP.


Shooting by my gargoyles and Skytyrant take out 13 of the 15 daemonettes.


I then assault them with 3 units - the Skytyrant, dimachaeron and malanthrope.


They don't stand a chance. I probably lost 1 or 2 gargoyles, but because I wipe out the unit, now my malanthrope gives every Tyranid unit within 12" Prefered Enemy.

Well, despite my Warlord fiasco, that wasn't too bad of a turn. Hopefully, by taking out 1 DP and gaining Prefered Enemy for my army, I can make some type of comeback.

We both achieve one of my Maelstrom objectives this turn. Chris has Objective #1 and I have 3 units in my deployment zone.

Maelstrom VP's - Daemons: 1, Tyranids: 1




Daemons 2

Spoiler:
Maelstrom Objectives:

Daemons:

3. Destroy an enemy unit.
5. Have a scoring unit at least partially within the enemy deployment zone.

Tyranids:

1. Hold Either Objective 1.
2. Hold Either Objective 2.



This turn, my opponent goes after my Skytyrant swarm.

He prepares to launch a massive assault with his Nurgle DP, the non-Warlord GUO and his nurglings as well.


Daemons advance. His other DP go into glide mode as well.


Summoning brings in 1 unit of pink horrors and 1 unit of fiends of Slaanesh. Fortunately for me, I killed off one of his main summoners, the Slaanesh DP last turn.

I block his attempt at summoning another Herald of Tzeentch.

Daemon Units Summoned: 666-pts

GUO casts Warp Speed. His Nurgle DP casts Warp Speed as well....and Perils!

He then rolls a on the Mishap table. Chris then rolls a 7 for his LD test (DP is LD 9) and breathes a sigh of relief.

I then say to him, "Not so fast....


SHADOWS IN THE WARP, B*TCH!"

I pull out my ace-in-the-hole, secret weapon. Shadows reduces the LD of enemy psykers by -3. Thus, he was actually testing for Perils on LD 6! By the ways, I did explain to my opponent what Perils in the Warp does before our game.


So now it's just his GUO and nurglings against my Skytyrant swarm.


His GUO issues a challenge to my Skytyrant. Gulp! I had to accept.

Fortunately for me, my skytyrant is Initiative 8 and his GUO is only Initiative 7 with Warp Speed, so I still have a chance to take him out. With 4 attacks, I hit 3 times. Needing 4's to wound, I fail to wound at all. Fortunately, the Reaper of Obliterax has Shred, thus allowing me to re-roll my wounds. I then re-roll it and wound all 3 times, including 1 wound on a 6 (which then becomes an Insta-death wound)! With only a 5++ Invuln, the GUO proceeds to fail both of his normal saves but then passes the Insta-death save.


The GUO then insta-kills my Skytyrant with his balesword. I do a total of 5 Wounds of damage, including 2 on the GUO and killing a nurgling base which had 3W on it. He does something like 6-7W against me and they stay locked in combat.

At the end of the turn, his GUO regenerates 1W from It Will Not Die.

This turn was somewhat of a wash. I was fortunate that his Nurgle DP committed suicide with Perils (and with the assistance from Shadows), but what almost resulted in a dead GUO ended up with the death of my 295-pt Skytyrant instead.




Tyranids 2

Spoiler:
Neither of my mawlocs come in this turn, though all 3 of my rippers do. Doh!


Flyrant goes after the Herald (who joined with the unit of pink horrors last turn).


His Herald then fails 2 Look-Out-Sirs against my flyrant's devourers and bites the dust. I also kill 3 horrors.


My dimachaeron makes the crucial 8-9" charge against the nurglings (I rolled 10").

He then wipes out the nurglings. With that, can we say....


SHADOWS IN THE WARP, B*TCH!!!

The death of the nurglings plus Shadows causes his GUO to test on LD 2 for Daemonic Instability. Needless to say, his GUO gets sucked back into the Warp.


My units then consolidate.

I get both of my Maelstrom objectives, with the malanthrope on Objective #1 and my gargoyles + rippers on Objective #2. My opponent fails to get either of his objectives this turn.

Maelstrom VP's - Daemons: 1, Tyranids: 3

Ok, I can definitely feel the momentum shifting.




Daemons 3

Spoiler:
Maelstrom Objectives:

Daemons:

5. Have a scoring unit at least partially within the enemy deployment zone.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.

Tyranids:

2. Hold Either Objective 2.
5. Have a scoring unit at least partially within the enemy deployment zone.



Fiends and his Warlord advance.


The rest of his army shuffles around. I think he is trying to ground my flyrant.


He summons 1 unit of daemonettes this turn.

Daemon Units Summoned: 781-pts


Nurgle DP takes 1W from Perils but gets off Warp Speed.

He also buffs his GUO with Warp Speed as well, but that is the extent of his Psychic phase after losing 3 of his main casters as well as the summoned Herald.


Fiends attempt the charge the gargoyles but Overwatch takes down 1 of them (I hit 8 times with Overwatch!).

He then fails the charge with only a 4" move (needed 5"). Not to worry, they are Fleet. So my opponent picks up his dice, re-rolls his charge distance....and gets 3" the 2nd time.


Without the support of the fiends, my opponent decides to charge his DP into my rippers instead (it would have been a more risky 7" charge for him to make it to my gargoyles).


He easily wipes them out and consolidates back 6". His consolidation move actually takes him into my deployment zone, thus giving him 1 Maelstrom objective if his DP can survive my turn.




Tyranids 3

Spoiler:

1 mawloc comes in and scatters completely off target.


Another unit of rippers come in as well (it mishapped back into Ongoing reserves last turn). I place it deep inside my opponent's deployment zone for Linebreaker purposes.


I prepare for a multi-assault between the plague drones and his Nurgle DP.


Flyrant goes after the daemonettes.


He shoot down 6 of them.


I then make the massive assault between dimachaeron (on plague drones), gargoyles, plague drones and DP. Malanthrope is there for Prefered Enemy and Shadows support.

You know what is fast becoming my favorite catchphrase in this game? Yes, that's right....


SHADOWS IN THE WARP, B*TCH!!!

The DP does kill some gargoyles (I believe 5), but my dimachaeron wipes out the plague drones (might have also done a wound to his DP with my gargoyles). So the combination of combat resolution and Shadows lowers his DP to LD 2 (or around there) and Daemonic Instability does the rest to finish him off.


Consolidation afterwards.

Again, I get both of my Maelstrom objectives (gargoyles on Objective #2 and the mawloc in my opponent's deployment zone) and deny my opponent both of his objectives (mawloc contesting in his deployment zone and I got rid of his DP in my deployment zone).

Maelstrom VP's - Daemons: 1, Tyranids: 5

Now, the game is starting to run away for my Tyranids.




Daemons 4

Spoiler:
Maelstrom Objectives:

Daemons:

2. Hold Either Objective 2.
4. Destroy an enemy unit.

Tyranids:

4. Destroy an enemy unit.
6. Have at least 3 of your scoring units and no enemy scoring units at least partially within your own deployment zone.



Fiends go after the malanthrope.


Daemons advance.


Daemonettes and the GUO go after my mawloc.


Flickering Fire from 2 units of horrors kill off 7 of my gargoyles. It would have been more had it not been for my malanthrope's Shrouding bubble.


Then the Warpstorm actually kills off 4 pink horrors.


It also takes off 2W from my dimachaeron....


....and 1W from my flyrant.

Daemonettes then assault. GUO proved to be out of assault range.


Fiends make it into combat as well. My poor, poor malanthrope....


....kicks the living crap out of his fiends. (BTW, Shadows did not play a part here, my opponent just rolled high for his Daemonic Instability test.)


Daemonettes do 1W to the mawloc, who then Hit-&-Runs out of combat.

At this point, nothing is going right for my opponent.




Tyranids 4

Spoiler:
Time to finish him off.


Mawloc comes in, kills off 3 horrors and then mishaps back into Ongoing reserves.


I am going to do evil things to his daemons.


Flyrant goes after the rippers on his objective.


I do a few wounds with my electroshock grubs but that is it. The nurglings make all of their 2+ cover saves against the insta-killing devourers.


Tyranids then make the triple-charge against his 2 units of horrors and the KoS. I charge with my dimachaeron, gargoyles and mawloc.


For the last time....SHADOWS IN THE WARP, B*TCH!!!

(Ok, now my voice is hoarse. )

The KoS was actually out of range of Shadows, but no matter. He rolled an 11 on its Daemonic Instability test and so it goes away as well.

I get 1 Maelstrom VP this turn (destroying an enemy unit). My opponent doesn't get any.

Maelstrom VP's - Daemons: 1, Tyranids: 6




Daemons 5

Spoiler:
At this point, the game is already over. We go through the motions on Turn 5, but there is nothing he can do.

At the end of the game turn, he's only got his Warlord left and 1 nurgling base. I end up taking 3 objectives to his 1 for the Primary and beating him quite soundly on the Secondary, thus winning both missions.

I also get Linebreaker with a few units. My opponent gets First Blood and Warlord just because my Warlord committed Psychic hari-kari.

Tyranids take it 8-2.



Graveyard of the Daemons (not pictured are all of his troops and the fiends of Slaanesh).




Total Domination by Hive Fleet Pandora!!!





Tyranids 5

Spoiler:

Game already ended. See previous turn.




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


POST-GAME ANALYSIS:

Spoiler:
The best way to learn from a game is to learn from your mistakes. So I am going to point out my opponent's mistakes in the hopes that he can improve on his tactics in the future.


Chris' first mistake was in his deployment. He deployed most of his forces to the left (as he should have). However, he deployed his Keeper of Secrets to the very right flank.

Now all 4 of the objectives were basically on the left side of the table. What the heck is his KoS doing out there in the middle of nowhere? He needs to have his KoS closer to the action (on the left side of the board as well), not out in the middle of nowhere. I understand that he wanted to keep his KoS alive for summoning purposes, but the KoS can contribute to the army with more than just summoning. The KoS is actually a dangerous threat that he could have used to help with board control and to help clear my gargoyles.


Mistake #2. On Turn 1, he didn't advance with his GUO's. They just kind of sat back and watched the action. That is a major NO-NO! You have to play them aggressively. They are perhaps the most dangerous and most resilient units in his army. They are also a bullet magnet meant to absorb punishment so the rest of the army can live. If he could get them to the center of the table - or at the very least to an objective - then I really can't go anywhere near the objective. That is what board control is all about. Instead, he made it easy for me when he played them passively. It made target priority so much easier for me and it also gave me the board control that I was seeking.

NEVER just hang back with your GUO's. You really don't need the cover save, especially not when you can make them T10 (unless you are playing against DE venom-spam).


He let me do it to him not once....


....not twice....


....but 3 times in this game!

As a Daemon player, NEVER let yourself get into combat with a strong unit (i.e. Daemon MC) and a weak unit (i.e. Daemon troop or another fragile unit). That only makes it easier for your opponent to kill your strong unit by focusing on your weak unit. That is exactly what I did with my gargoyles and dimachaeron. Gargoyles would multi-charge several units. Dimachaeron would then go and kill the weaker unit. Now the combination of my kills along with Shadows in the Warp mean that his big nasty was taking Daemonic Instability tests at LD 2-4, making it very easy to pop them at minimal risk to your own MC's. This is probably the main lesson that my opponent needs to learn. You really need to be careful when setting up your charges.

Now besides the mistakes made by opponent, this game was also a game wildly determined by the dice. There were flashes of good and bad dice by both parties. Initially, Chris was rolling very well and I wasn't. But as the game progressed, our luck swapped places. I began to get the good dice and my opponent the bad. Chris started off with crazy hot dice - passing all of his summoning attempts initially, rolling on the Warpstorm table to get another free unit of 15 daemonettes, getting First Blood + my Warlord without doing anything and killing my Skytyrant in combat. His dice then went south after that. Losing his Nurgle DP through Perils, failing a 5" charge by his fiends even with Fleet and rolling high a couple times with Daemonic Instability even while not under the influence of Shadows (his fiends against my Malanthrope, his KoS who was out of range of my Shadows) were just some of his bad luck later in the game. It was his mistakes and bad dice that turned this game into a surprising blowout by my Tyranids.

While my flyrants didn't do all that much this game (due to dumb luck), I'd have to say that the MVP's of this game was a combination of my dimachaeron, the gargoyles and Shadows in the Warp. My flyrants basically flubbed all game (though my lone surviving flyrant actually did well). However, my killer combo was responsible for the death of 2 Nurgle DP's, 1 GUO, the KoS, plague drones and numerous daemon troops. HA! Once again, my dimachaeron helped to rampage over 1000-pts of my opponent's army. Not bad considering he was going up against baleswords and Warp Speed killers and that he did nothing in our previous game.





This message was edited 16 times. Last update was at 2014/12/04 22:37:13



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
Regular Dakkanaut





He could summon two lvl2 Tzheralds first turn and have 6 dedicated summoners with 22 power dice...That could be powerful! I'm not sure if 3 Flyrants and 2 Mawlocs is enough offensive power to wrest control of the middle from him. With Jinking Nurgle Princes he could easily maintain board control with summoned troops. Should be an interesting report!

13000
12000
:daemon 14000
:darkeldar 5000 
   
Made in us
Fixture of Dakka





San Jose, CA

Yeah, whatever he summons, it's going to be brutal. Sacrifice for Heralds should not be a 1WC power. At the minimum, it should be 2WC's.

BTW, my 3rd flyrant is more like a 12" walkrant as long as he is with the gargoyles.




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
Unrelenting Rubric Terminator of Tzeentch





Oh snap! Polling indicates 100% in favor of Daemons taking this one. Small sample size may influence results. Did I mention I'm rooting for Daemons?


Automatically Appended Next Post:
Dem T10 GUO's tho. . .

This message was edited 1 time. Last update was at 2014/12/04 05:26:25


"Backfield? I have no backfield." 
   
Made in us
Tunneling Trygon






I hope you prove me wrong, but I voted Daemons... With all those nurgle Daemons I see no good options for the Mawlocs besides nurglings, but all those MCs with instant Death will hurt. I think the Gargoyles will tarpit enough to make it close, but I think it could come down to those 2 Flyrants and if they can gun down the Flying Princes. It'll be tough for sure! Nids do have a chance because I could easily see both Flyrants surviving and they can take down everything but an IA GUO, plus with second turn they can contest late. Sadly though, I just think this matchup is no longer good for Nids. The Daemons also got some amazing gifts and powers there, which doesn't help!

This message was edited 1 time. Last update was at 2014/12/04 05:51:02



 
   
Made in no
Dakka Veteran




It's gonna be an exciting game for sure, but I think the Daemons will take the win here. Unless he loses half his army to perils or becomes too confident in his list, making some severe mistakes
   
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Bristol

So it's maybe worth noting, that Daemons don't the primaris from malefic, due to chaos psychic focus? They have to have to have the primaris from their various God's discipline, so they shouldn't be having 4 malefic powers.

The nurgle and slaanesh primaris' are pretty decent though.
Looking forward to the rest of the report.

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Eye of Terror

I can't wait to the SkyTyrant formation in action. Should be very interesting !

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 CaptainJay wrote:
So it's maybe worth noting, that Daemons don't the primaris from malefic, due to chaos psychic focus? They have to have to have the primaris from their various God's discipline, so they shouldn't be having 4 malefic powers.

The nurgle and slaanesh primaris' are pretty decent though.
Looking forward to the rest of the report.


There's a bit of a rules debate around that one... basically, do you only get the Primaris if you generate all powers from the table, and does receiveing it per a rule count as "generating" the power if you don't have to roll for it? Personally I usually leave that rules call to my oppolnent, as Psychic Powers are easy for Nid players. I'm assuming that jy2 is playing with the "get both primaris" interpretation.


 
   
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NJ

Wow I don't think he could have hand picked his powers and gifts any better than that! You should check those dice

It's definitely going to be an uphill battle for you....I'm even more of the camp now that the Skytyrant gargoyles might benefit from true poison...then again how often do you run into iron armed GUOs?
   
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Not very often.

Wraithknights, Riptides and other Tyrannic monsters, on the other hand, maybe.

At the same time, it'd be nice to see blinding venom get some love. Nurgle units are low initiative, so should be ideal victims.

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Turn 1 posted.


locarno24 wrote:
Not very often.

Wraithknights, Riptides and other Tyrannic monsters, on the other hand, maybe.

At the same time, it'd be nice to see blinding venom get some love. Nurgle units are low initiative, so should be ideal victims.

I was surprised to learn that the GUO's were Initiative 5 (and DP's are I8)! That means my chances of blinding them are somewhat low.




Automatically Appended Next Post:
luke1705 wrote:
Wow I don't think he could have hand picked his powers and gifts any better than that! You should check those dice

It's definitely going to be an uphill battle for you....I'm even more of the camp now that the Skytyrant gargoyles might benefit from true poison...then again how often do you run into iron armed GUOs?

Thank goodness that they (the GUO's) are sooooo slow. I can probably avoid them....or just tarpit them with my gargoyles.


This message was edited 1 time. Last update was at 2014/12/04 16:04:09



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OK

Wow, this will be a great game. You sure have your work cut out for you. You sure you didn't let him PICK his powers???


Automatically Appended Next Post:
Also, GUOs are I4, not 5.

This message was edited 1 time. Last update was at 2014/12/04 16:06:20




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 astro_nomicon wrote:
Oh snap! Polling indicates 100% in favor of Daemons taking this one. Small sample size may influence results. Did I mention I'm rooting for Daemons?


Automatically Appended Next Post:
Dem T10 GUO's tho. . .

Fortunately, I have the perfect answer for T10 GUO's....tarpitting gargoyles!


 jifel wrote:
I hope you prove me wrong, but I voted Daemons... With all those nurgle Daemons I see no good options for the Mawlocs besides nurglings, but all those MCs with instant Death will hurt. I think the Gargoyles will tarpit enough to make it close, but I think it could come down to those 2 Flyrants and if they can gun down the Flying Princes. It'll be tough for sure! Nids do have a chance because I could easily see both Flyrants surviving and they can take down everything but an IA GUO, plus with second turn they can contest late. Sadly though, I just think this matchup is no longer good for Nids. The Daemons also got some amazing gifts and powers there, which doesn't help!

These types of lists make me want to break out my tervigons. Yup, I've got some "summoning" of my own that I need to do.


GrafWattenburg wrote:
It's gonna be an exciting game for sure, but I think the Daemons will take the win here. Unless he loses half his army to perils or becomes too confident in his list, making some severe mistakes

I am hoping that he Perils a lot. Shadows in the Warp can be wicked here in such a case.


 CaptainJay wrote:
So it's maybe worth noting, that Daemons don't the primaris from malefic, due to chaos psychic focus? They have to have to have the primaris from their various God's discipline, so they shouldn't be having 4 malefic powers.

The nurgle and slaanesh primaris' are pretty decent though.
Looking forward to the rest of the report.

 jifel wrote:
 CaptainJay wrote:
So it's maybe worth noting, that Daemons don't the primaris from malefic, due to chaos psychic focus? They have to have to have the primaris from their various God's discipline, so they shouldn't be having 4 malefic powers.

The nurgle and slaanesh primaris' are pretty decent though.
Looking forward to the rest of the report.


There's a bit of a rules debate around that one... basically, do you only get the Primaris if you generate all powers from the table, and does receiveing it per a rule count as "generating" the power if you don't have to roll for it? Personally I usually leave that rules call to my oppolnent, as Psychic Powers are easy for Nid players. I'm assuming that jy2 is playing with the "get both primaris" interpretation.

Honestly, I'm not sure. Never really looked into it. I just went with what my opponent said.

I'll research it later when I get home.


 Dozer Blades wrote:
I can't wait to the SkyTyrant formation in action. Should be very interesting !

Yeah, I'm excited as well to see how it does.





Automatically Appended Next Post:
 herpguy wrote:
Wow, this will be a great game. You sure have your work cut out for you. You sure you didn't let him PICK his powers???


Automatically Appended Next Post:
Also, GUOs are I4, not 5.

Oh, ok. Still, that's higher than I thought.

We both rolled for our powers, though I didn't pay attention as we were both rolling at the same time. I trust him.


This message was edited 1 time. Last update was at 2014/12/04 16:11:56



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Eye of Terror

I think you've got this one well in hand.


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Ouch, painful First Turn. That's OK. Warp-spawned won't stand a chance against the Shadow. I hope.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
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San Jose, CA



Turn 2 up.


 Happyjew wrote:
Ouch, painful First Turn. That's OK. Warp-spawned won't stand a chance against the Shadow. I hope.

That's my secret weapon!





Automatically Appended Next Post:


Battle report completed.


This message was edited 1 time. Last update was at 2014/12/04 19:51:09



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Eye of Terror

Wow some crazy luck both ways !! I think he took some un-needed risks casting spells within SotW range. Well played .

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Hampton Roads, VA

When things go wrong they go wrong in a hurry. Normally I feel that there are lessons to be learned from your battle reports, but I am stretching to find one here. Other than shadow of the warp is bad for daemons.

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Way to pull it out man! Gotta say I don't feel too bad rooting against you every now and then. . . I do like to pull for the underdogs

 guardpiper wrote:
When things go wrong they go wrong in a hurry. Normally I feel that there are lessons to be learned from your battle reports, but I am stretching to find one here. Other than shadow of the warp is bad for daemons.


It's kind of hard to tell from the pictures, but it seems like the Daemons player could have been a little bit more mindful of the charges he was setting up. Don't get your squishies involved in the same combat as your Big Guys unless you KNOW you're going to win combat resolution. Losing combat is always bad for daemons and damn is it ugly with SitW. Losing combat is bad for pretty much any non-fearless/ATSKNF unit and its actually a great way to kill off tough units with minimal effort (looking at you Riptides )

That's what I took away from this bat rep anyways.

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Post-game Analysis posted.


The best way to learn from a game is through the mistakes the players make. In my post-game analysis, I analyze what my opponent did wrong. Check it out.




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Eye of Terror

He didn't screen his uber units either which really helped you out a lot - like you often say positional dominance wins games.

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Vior'la Sept

You should play your new list sometime, the one that you have as a MSU list for Nids that is so damn scary. What 5 Flyrants
   
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 Commander_Farsight wrote:
You should play your new list sometime, the one that you have as a MSU list for Nids that is so damn scary. What 5 Flyrants

I'll be trying it out against Grant's new Eldar with the Lynx.




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 jy2 wrote:
 Commander_Farsight wrote:
You should play your new list sometime, the one that you have as a MSU list for Nids that is so damn scary. What 5 Flyrants

I'll be trying it out against Grant's new Eldar with the Lynx.




Definitely looking forward to that report

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 Dozer Blades wrote:
Wow some crazy luck both ways !! I think he took some un-needed risks casting spells within SotW range. Well played .

He had no choice. His DP was about to charge. Without Warp Speed, my Skytyrant would have had a good chance to take him out as well.

Besides he needed the extra attacks to try to fight his way out of all my gargoyles.


 guardpiper wrote:
When things go wrong they go wrong in a hurry. Normally I feel that there are lessons to be learned from your battle reports, but I am stretching to find one here. Other than shadow of the warp is bad for daemons.

If you learn something, great! If you just found the report entertaining but nothing else, that's good as well. I hope my reports can help out some players, but I know not everyone all the time will find the info in it to be useful. But that's not something I can control.


 astro_nomicon wrote:
Way to pull it out man! Gotta say I don't feel too bad rooting against you every now and then. . . I do like to pull for the underdogs

 guardpiper wrote:
When things go wrong they go wrong in a hurry. Normally I feel that there are lessons to be learned from your battle reports, but I am stretching to find one here. Other than shadow of the warp is bad for daemons.

It's kind of hard to tell from the pictures, but it seems like the Daemons player could have been a little bit more mindful of the charges he was setting up. Don't get your squishies involved in the same combat as your Big Guys unless you KNOW you're going to win combat resolution. Losing combat is always bad for daemons and damn is it ugly with SitW. Losing combat is bad for pretty much any non-fearless/ATSKNF unit and its actually a great way to kill off tough units with minimal effort (looking at you Riptides )

That's what I took away from this bat rep anyways.

Everyone likes to root for the underdog. And in most cases, that won't be me. Don't worry, I've got no problem against those who root against me. In a lot of my games, I am the big, bad wolf.

Combat against me was definitely something new that he learned in our game. Chris has just started returning to gaming. He's still got a lot to learn.


 Dozer Blades wrote:
He didn't screen his uber units either which really helped you out a lot - like you often say positional dominance wins games.

Screen with what? He was the one doing the assaulting. The only time that he could have screened was with his horrors protecting his KoS. However, he didn't do so because:

1. He was planning to assault with his KoS and didn't want to block off his own assault path.

2. He didn't know that I was about to do what I did to his horrors + KoS.


jathomas2013 wrote:
 jy2 wrote:
 Commander_Farsight wrote:
You should play your new list sometime, the one that you have as a MSU list for Nids that is so damn scary. What 5 Flyrants

I'll be trying it out against Grant's new Eldar with the Lynx.




Definitely looking forward to that report

Coming soon, probably this weekend.




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Those multiple combats made me immediately think of WHFB, where this generally plays a lot bigger role than in 40k (where elite units/deathstars are often Fearless): you never want your squishy guys in the same combat as your killy guys unless you're certain to win the combat!

Very enjoyable report, thanks again for sharing


   
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OK

Wow, what an epic battle! This is what 40K should be all about, giant combats determining the victor! Nids definitely seem like shadows may have been made with 7th in mind. It is way more powerful IMO.



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Eye of Terror

Well to be honest horribly played by the daemon player - easy win overall .

This message was edited 1 time. Last update was at 2014/12/05 14:46:20


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