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Tyranids verses Space Wolves in 1500 point games


antique_nova

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<quote>Now if you have one DP with melta wolfs you can drop that and kill tanks. Witch is good. If you are up against an MC you rather want the plasma cannon. Also, if you are up against smaler crafts (rhinos or land speeders etc) 2 twin linked shots from the plasma gun is just as devestating as the melta.

 

It's not for killing tanks, well it doesn't usually but it's jsut there incase i do have a chance and it's to wound MCs like in this batrep. however, a plasma cannon? ahh from the long fangs, however they have a tendency to kill themselves and are less accurate than a plasma gun and do less wounds. yes with a twin linked plasma gun, from a razorback, but the again have a tendency to kill themselves. I also don't have that much luck with plasma guns saving my own guys and i don't want to lose any more men to accidents. My last straw for plasma guns in my drop pod squad was against a hive tyrant before the new nidz codex and i killed my own guy and wounded the tyrant once, however the tyrant was squished by my thunder hammer wolf guard next turn and he only killed 4/5 guys.</quote>

 

Sorry, I was thinking of plasma guns. :P I have a tendency to not come acros clearly with the dylextia and fats typing. Anyway... I agree that you perhaps have anough anti horde. However the long fang switch could enshore that you can put somthing that is not anti horde in some of those DP's instead of GH. GH are good, but a dreadnought or terminators are also cool.

 

You can of rourse stick to your list. I do not think that there is one "best" build but many good once. Your list was pretty good. Perhaps the dice are more on your side next time. :)

lol, i am glad we cleared things up without flame.

However the long fang switch could enshore that you can put somthing that is not anti horde in some of those DP's instead of GH. GH are good, but a dreadnought or terminators are also cool.
Missile launchers are much better for the job don't you think? and terminators are too expensive and need a landraider to work effectively i feel.

 

I feel that this is the best list, maybe you could pm me your version of the best list and we can continue the best list debate there :P. the nice wel kinda on my side and perhaps we could organise a game sometime? and i will do the batrep if you want too.

thanks

antique_nova

Hehe...perhaps we could do a game sometime, but I live in Norway. :-)

 

Terminators can do very well in DP IMHO (of course, do not suecide them) but see the terminators from your oponents point of the table. They are not a 14 AP tank, but they are realy bad ass. :lol: Think how you feel when you se and MC and think "jikes" I think that is what ouer wolf guards are. :)

Roland Durendal

that tactic will backfire because the tervigon is a troops choice for me and he can just spawn more guants....... so your really fighting tarpit against a bigger tarpit :).

Also, did you think the game was 2000 points? and if you did, what do you think of the game and the lists for 1500 points?

thanks

antique_nova

 

Hahaha it would be a battle of the tarpits. Though I think for sheer points effectiveness my 100pt lone wolf holding upwards of twice his number in gaunts and/or tervigon is well worth it.

 

And yeah I kept thinking it was a 2k list, which is where most of my commentary is directed. Fort the most point the SW lists looks ok, though I still stand (even at 1500pts) by the point that the footbound Greys are useless. Adding in a killy lord or another RP would be points better spent IMHO. The Pod Greys are hit or miss. Personally I'd rhino them up, but if they've proven effective, hey keep to it then.

Nova's First Post

 

The Hunter squads seem scattered and noncohesive, and while I normally love Mark these squads will get shredded by any sort of walker-slash-dread. I'd suggest more powerfist or thunderhammer. They're cookie-cutter squads, and not even full-strength at that. Furthermore, the Melta-heavy aspects are best reserved for a true Drop Pod army, which brings me to the next point.

 

The lone Drop Pod isn't even effective as a speed bump; Unless you take a lot of Pods and make your list an -actual- drop pod list, the single Pod is only going to gurauntee the death of the squad within, wasted points. Yes, I'm sure "Your experience" says differently, but against any competent opponent with a modicum of strategic knowledge, that squad is going to be nothing but a laughingstock. As it's been said earlier, "Go big, or go home." Sure, a DP army might be vulnerable to one or two types of list, but that's just the thing; One or two types of list. You're avoiding making your list better, because somewhere, at some time, someone -MIGHT- bring one of the two lists that could have half a chance of hurting you? Sounds like you're a glutton for punishment.

 

The Rhinos as transports are going to get ripped up and only potentially leave your boys stranded far from the action, and overall, you have next to no true mobility. If you're going to be this static, you may as well go with the "Three maxed out long fang" option someone presented you with. Either that, or just save some points and make a Gunline army, take out the Rhinos. You have no other armor to draw fire, no significant threats to engage anti-armor firepower, -except- your Rhinos. Good luck getting further than 12 inches before being shot to oblivion.

 

The mixed Las/ML Long Fang squads are trending far too much towards antitank as a whole. Missile Launchers in general are decent for anti-hoarde as well as anti-tank, and with the amount of Fangs you're fielding, that many Missile Launchers would severely deter, or annihilate, a lot of any enemy army. And you can never go wrong with a Vindicator. Ever.

 

As it stands, your list is a hodgepodge of cookie-cutter Hunter squads, half-dedicated Long Fangs squads, one, ONE HQ that doesn't even fit within most Wolf lists on his own (A Rune Priest leading an army? Maybe. It's a stretch) and a grouping of only moderately decent transports that, when used with the rest of your list, become even less than moderately decent. You've basically made a static shooting army that doesn't even shoot well.

 

I'd suggest taking the advice offered by the rest of the group here. You could really, -REALLY- use their help to improve your list.

Hahaha it would be a battle of the tarpits. Though I think for sheer points effectiveness my 100pt lone wolf holding upwards of twice his number in gaunts and/or tervigon is well worth it.

Well the guants were meant to be the tarpit there and holding up 2 gaunts isn't very hard for a lone wolf :).

 

And yeah I kept thinking it was a 2k list, which is where most of my commentary is directed. Fort the most point the SW lists looks ok, though I still stand (even at 1500pts) by the point that the footbound Greys are useless. Adding in a killy lord or another RP would be points better spent IMHO. The Pod Greys are hit or miss. Personally I'd rhino them up, but if they've proven effective, hey keep to it then.

the objective sitting squad? also, if i add another HQ choice, i feel i could rack up the points and field less bodies. but i haven't had a game with my SW that shouted out to me that i need one. also, don't you think a killy WG works as a cheaper killy lord? he does have two less attacks and less WS though. I rhinod all of them at one point ( bar the objective sitting squad ) but i felt that a pod would come in handy against objective sitting squads, don't you think?

 

Decoy

The Hunter squads seem scattered and noncohesive, and while I normally love Mark these squads will get shredded by any sort of walker-slash-dread. I'd suggest more powerfist or thunderhammer. They're cookie-cutter squads, and not even full-strength at that. Furthermore, the Melta-heavy aspects are best reserved for a true Drop Pod army, which brings me to the next point.

They haven't had any problems against walkers...yet. they usually lose roughly 3-4 guys, basically half the squad, but i always end up killing the walker/dread in the end. i thought about the extra power fist and that could allow me to literally kill MCs in one turn, but i wouldn't need the thunder hammer then. Must cookie cutter squads be at full strength? I beg to differ about the melta heavy aspects, shoot a plasma gun and you can't assualt and you wouldn't want to hold back a melta shot etc when your against gun liners or you need that assualt, so a plasma gun over a melta gun isn't a good choice. but yes i'm listening.

 

The lone Drop Pod isn't even effective as a speed bump; Unless you take a lot of Pods and make your list an -actual- drop pod list, the single Pod is only going to gurauntee the death of the squad within, wasted points. Yes, I'm sure "Your experience" says differently, but against any competent opponent with a modicum of strategic knowledge, that squad is going to be nothing but a laughingstock.

I used to do all rhinos as before and there were times, when using the pod, that i couldn't land the pod quite well and there weren't any options avaliable for a good podding location.

 

As it's been said earlier, "Go big, or go home."

You keep using that and you will get more people wishing they could punch you, because i have been more than patient at calming myself down and i beginning to get sick of this attitude of 'my way or the highway', espcially when i have stopped being so ignorant. so you better say it say it well, or zip it up.

 

Sure, a DP army might be vulnerable to one or two types of list, but that's just the thing; One or two types of list.

I didn't say lists, i said tactics. and just reserving your army can mess up a podding armies day. or if your playing terrain heavy.

 

You're avoiding making your list better, because somewhere, at some time, someone -MIGHT- bring one of the two lists that could have half a chance of hurting you?

Well, i used to field three pods, two dread smoke pods and a marine pod. i got absolutely bashed for fielding that by comments on this forum and another. And fielding an all pod army got absolutely bashed again by comments as people were saying but putting the entire army in reserve can runi your advantage.

 

Sounds like you're a glutton for punishment.

Read the paragraph where i flamed up.

 

The Rhinos as transports are going to get ripped up and only potentially leave your boys stranded far from the action, and overall, you have next to no true mobility.

You sound like your bashing rhinos on a whole. you sound as if your avoiding making your list better?

I am getting the impression that you believe the only way to transport our marines is by raider or pods.

 

If you're going to be this static, you may as well go with the "Three maxed out long fang" option someone presented you with. Either that, or just save some points and make a Gunline army, take out the Rhinos. You have no other armor to draw fire, no significant threats to engage anti-armor firepower, -except- your Rhinos. Good luck getting further than 12 inches before being shot to oblivion.

Rhinos and a pod, but it's just a pod. And your ignoring smoke launchers and extra armour. but yes, a gun line would be able to stomp the rhinos, i faced a gaurd army not long ago with templars, four rhinos and 2 vindicators. against 6 autocannons and 7 seperate lascannons. My rhinos were eventually blown to bits and my vindicators stunned alot for attracting firepower, but my templars got to the other line. personally i could have got closer had the opponent not been using 200 points more than me. So yea i am well aware of rhinos getting their arse kicked, because i hogged one side with rhinos during that game.

However, if you go all podding.........all podding.....erm.....brain dead. *grabs a bear and several seconds later* aaa, so where was i, aa yes. podding. Hmm what if i gave my other two squads of grey hunters pods? hmm. some options appear to my mind.

 

The mixed Las/ML Long Fang squads are trending far too much towards antitank as a whole. Missile Launchers in general are decent for anti-hoarde as well as anti-tank, and with the amount of Fangs you're fielding, that many Missile Launchers would severely deter, or annihilate, a lot of any enemy army. And you can never go wrong with a Vindicator. Ever.

vinidicators work best in pairs, you should know that. The lascannons were for anti-av14. i could easily ditch the land speeders, but i would lose mobile anti-horde, against genestealers. but they wouldn't be able to reach in time anyway even with flat out movement and i got the objecetive holding squad for that, plus if someone sent more than a squad of stealers at me, then i would most likely lose the long fangs anyway. however, the lascannons also allow me to hurt MCs who have +2 saves. and with a thunder hammer and melta guns i have the potential to put a max of 5 wounds, usually 2-3. but this is where the plasma argument comes in, but i would rather shoot and charge because i don't want to shoot and then get shot and charged by something else. however, you could argue that if i get stuck in combat, the MC that i am in combat with could be used as a tarpit for another squad to support him. but i wouldn't want to lose my men to plasma, especially when one of them is holding a thunder hammer/power fist.

 

As it stands, your list is a hodgepodge of cookie-cutter Hunter squads, half-dedicated Long Fangs squads, one, ONE HQ that doesn't even fit within most Wolf lists on his own (A Rune Priest leading an army? Maybe. It's a stretch)

What's wrong with a rune priest leading an army? you will find that many people will disagree with you on this point. As for the one hq problem, i have yet to consider him. I would like to have another look at my troops before hq. so bare with me.

 

and a grouping of only moderately decent transports that, when used with the rest of your list, become even less than moderately decent. You've basically made a static shooting army that doesn't even shoot well.

The only static part of the army is 3 squads and a hq who could be put in the pod, the static shooting part of the army is just half the army. because i have six squads. the transports are debately and i am considering switching them.

The underlined parts of your comment, make it sound like my list offends you and that you think just seeing it is heresy. just changing those words can change the tone of the sentence and ease the anger in it and dispise that i see in it.

 

I'd suggest taking the advice offered by the rest of the group here. You could really, -REALLY- use their help to improve your list.

Again, read my paragraph above.

 

At the moment. a few things.

Dropping rhinos for all pods. meaning the three GH squads will have pods. Taking off the DWL would help as well. since we can't shoot with it on the turn we land and next turn it will either get swarmed or our GH are in the way, presuming they survive.

 

so that would leave me 50 points to fiddle around with.

 

Also, i am thinking of taking the plasma gun off the objective sitting squad. as it hs never really done much due to range problems. Leaving 60 points to fiddle. Also i am considering, since i am podding all melta squds. i may also take off the land speeders. giving me a total of 200 points. assuming the land speeders are 70 points each, i can't remember at the moment. That's enough for a kill lord if i feel i need one and to bulk up the podding squads.

 

Also, i have improved the tyranids list. So expect another batrep next week!

 

thanks

antique_nova

Seems I'm ringing in a little late in this debate, but I will say that I don't think Antique Nova's list is all that bad. It's actually not too different than what I'd field. The transports may be a little exposed, since there are no other vehicles to distract AT firepower, and some of the squads are built a little differently than I would, but overall I think it's a pretty solid list.

 

Antique Nova, I'm curious to see you chose a Tervigon. I don't know point costs, since my copy of the new 'dex hasn't arrived yet, but from what I've heard I didn't think they were going to be all that great. They have about a 50% chance of rolling doubles every time, which means they won't get that many broods off, and very likely only one. Unless they're very cost effective, I think that they'd be a little too random for me to plan my battles on. I'd rather have the points invested in swarms I could use from the get-go. Would you explain why you think differently? And do you have any other insights into the new Tyranids? I for one am much more interested in finding out how the new Tyranid 'dex is to fight against than I am in discussing you list (it's not even in the Army Lists forum).

the tervigon has a 3D6 chance to spawn tervigons. and there are 216 combinations with a 3D6 and 36 are doubles. So that is no where near a 50% chance of stuffing it. the actually math's hammer chance is 16.666666667 recurring. something like that. This is one of the rare times that i actually refer to maths hammer, so don't think i rely on it.

 

However, i am thinking that dropping 2 pods right away is good. i don't need a killy lord, i need something killy that can kill a killy thing. So i think podding roughly 30 marines down is the best way. and it will only cost me an extra kill point compared to the first list. I will being using 5 pods in my next game and it won't have a kill lord, but a plasma spamming wg squad to take down any nasties. I thought of this before the game, so the list has changed.

 

part of batrep moved into the main batrep post

 

thanks

antique_nova

the tervigon has a 3D6 chance to spawn tervigons. and there are 216 combinations with a 3D6 and 36 are doubles. So that is no where near a 50% chance of stuffing it. the actually math's hammer chance is 16.666666667 recurring. something like that. This is one of the rare times that i actually refer to maths hammer, so don't think i rely on it.

 

You are incorrect about the number of possible doubles. There are 96 possible doubles that could occur (unless triples are not counted, in which case there are only 90). 96/216=44.444%

 

In any case, the easiest way to figure it out is 1 x 5/6 x 4/6. 1 becuase you roll the first die and there is no chance of a double. On the second die there is a 5/6 chance of not rolling a double. On the third die there is a 4/6 chance of not rolling a double. Thus a 55.555% chance of not rolling a double, or a 44.444% chance of rolling a double. I rounded it off to 50% for ease of typing.

He's only an MC because he is so big. the main purpose of the tervigon is to spawn termaguants and keep them inline. for that purpose it's very good. anyway, i might be able to get the batrep up earlier than i thought! ok, so i got my maths hammer wrong ( i just assumed 6x6x6 ) but that's still under 50% and you get atleast one squad which is all i need to be honest. a squad of 10 will do. anything extra is just a extra bonus :)

thanks

antique_nova

anyway, i might be able to get the batrep up earlier than i thought!

there's the reason styx, you may have missed it. and i don't blame you :confused:. the original assumption was next wednesday, but i might be able to get it up on friday about uk lunch time or before 3pm. it depends on how much work i can get done and how far i have got, because of connection problems and i am preparing work for an interview at a uni and for the an project deadline, so things are tight at the moment!

thanks

antique_nova

Batrep two up!

 

1500 points again:

 

The Space Wolves :

 

(Joins Grey Hunter Pack 4)

1x Rune Priest

1x Chooser of the slain

- spells -

1x Jaws of the world wolf

1x Living Lightning

 

Wolf Guard Pack

(Joins Long Fang Pack 1)

1x Wolf Guard

 

(Joins Long Fang Pack 2)

1x Wolf Guard

 

(Joins Grey Hunter Pack 1)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 2)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 3)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 4)

1x Wolf Guard

1x Terminator Armour

1x Cyclone Missile Launcher

 

( this wolf guard plasma squad is still being used as an experiment, i may switch to a dreadnought some time or not )

4x Wolf guard

4x Plasma gun

- Transport -

1x Drop pod

 

Grey Hunter Pack 1

8x Grey Hunters

1x Melta gun

1x Power fist

1x Wolf standard

- Transport -

1x Drop pod

 

Grey Hunter Pack 2

8x Grey Hunters

1x Melta gun

1x Power fist

1x Wolf standard

- Transport -

1x Drop pod

 

Grey Hunter Pack 3

8x Grey Hunters

1x Melta gun

1x Power fist

1x Wolf standard

- Transport -

1x Drop pod

 

Grey Hunter Pack 4

5x Grey Hunters

- Transport -

1x Drop pod

 

Long Fang Pack 1

6x Long Fang

1x Pack Leader

3x Missile launcher

2x Lascannon

 

Long Fang Pack 2

6x Long Fang

1x Pack Leader

3x Missile launcher

2x Lascannon

 

Tyranids

 

HQ

 

1x Hive tyrant

1x Bonesword ( LD for instant death if wounded )

1x Lash whip ( CC enemy is auto I1 )

1x Winged

1x +1 to reserves

- spells -

Leech wounds

Psychic screech

 

Elite

 

2x Hive guard

2x impaler cannon

 

2x Hive guard

2x impaler cannon

 

1x Venomthrope

 

Troops

 

( Either the Tervigon or Tyranid warrior will outflank, depending on situation )

1x Tervigon

1x cluster spore

FNP casting

18" synapse casting

3D6 Termagaunts per turn

 

10x Termagaunts

 

3x Tyranid warrior

1x Barbed strangler

 

( They will be supported in combat by the warriors of the termaguants spawned from the Tervigon or from the warriors themselves, either way they are going to be supported, so their small numbers won't be affected too much.)

6x Genestealers

 

Fast Attack

 

They deploy before deployment start and after table side choosing

2x Spore mines

 

3x Spore mines

 

Heavy support

 

1x Tyranofex

1x Rupter cannon

1x cluster spore

1x flamer template

 

1x Tyranofex

1x Rupter cannon

1x cluster spore

1x flamer template

 

The fight

 

Objective: annihilation

Terrain: A large jungle in the middle that cannot cover 50% of my hive tyrant. I have a building to my bottom right with no additional floors and one on my left with barricades and two floors. My opponent has a hill to my top right with 1 barricade and one building to my top left about 6 inches away from the edge that has one floor. These are also a few barricades laying about and another dense jungle to my left half wayup.

 

Spore cluster time! Yes, my spore clusters (2-3 spore mines in each cluster) DS onto the table before deployment starts and all spore mines settle in the middle where there is no cover with the squad of three spore mines edging towards my right.

 

Deployment:

 

SW:

He decides to deploy on the hill to my top right so he can see my army better. The grey hunter squad lines up near the side edge of the table to try and prevent any outflanking units from reaching my long fangs as easily and the long fangs deploy right near their DZ edge. The long fangs also deploy in a straight line towards me to make it as hard as possible to assualt both logn fang squads by outflanking in the same turn.

 

Tyranids:

I deploy one of my Tyranofexes (carnifexes) the full 12 inches towards my right and the other has his head behind the tail of the other but he is creating an r shape with the other tyranofex. My Tervigon deploys to the far right behind one of the tyrannofexes, the venomthrope between the tyranofexes and the Hive tyrant to the left of the tervigon. The termaguants deploy behind the 2nd tyranofex on the left and the warriors deploy on the left of the venomthrope. So basically the tyranofexes are boxing in my whole army, but giving me room to manouver and their is no way anyone can target my other units unless they kill the tyranofexes first. however if they deploy a few inches from my dz then they may get a chance if they dare to.

 

I roll for seize the initiative and…..steal it!. phew . At least he can’t drop in his pods first turn and cause me a bit of a headache and divert my attention away from the long fangs for abit.

 

Turn 1 tyranids:

Fortunately for the marines, the tyranids are out of range with most of their guns and everything moves up as normal and the squad of termagaunts receive FNP and the super sized rupture cannons tear a gore into one unlucky wolf guard as he sacrifices himself for a long fang. As a dozen gaunts spawn from the pits of hell.

 

Tyranids: 0

Space Wolves: 0

 

Turn 1 space wolves:

Well pod, pod and count the third pod if you must as two land within 12 inches of the tyranofex at the most front of the tyranid formation and the other two pods land near the tyranofex that is guarding the left flank of the tyranid force.

 

From the pod that landed dangerously close to the side of the board to target the tyranofex that protected the tyranids front came the wolf guard with plasma galore as they and the long fangs direction holy light, lascannons, into it and bringing it low as nothing but a smouldering carcass and a thick fog was left, however a wolf guard was lost in a flash of white. The beast’s bone and muscle a testimony to the amount of firepower required to slay it and the sacrifice that comes along with these mighty acts of faith. The flanking pods mount a vicious assault with melta and bolters. Leaving but two nicks on the other beast as it shrugs off molten slag and explosive rounds alike. The missle launchers however prove more than adequate at blowing the venomthrope to bits and leaving the tervigon clinging to its life – with a wound remaining. Jotww is also just out of range.

 

Tyranids: 0

Space Wolves: 2

 

Turn 2 tyranids:

A dozen more gaunts sniff the air and turn on their plasma wielding quarry, while the tyranid warriors and the scuttling stealers pour forth into the scene. ( Basically by turn two the tervigon has spawned two squads of 12 termagaunts, wielding fleshborers ) A dozen termaguants swarm around a squad of grey hunters and leave one marine standing from the hail of needles and rounds from the tyranofexes as well, but even he doesn’t last long in combat against the mind of the swarm - the drops pods are also not left alone as the hive guards turn two the scraps of metal.

 

The tervigon FNPs a squad of termaguants and the termaguants turn on wolf guard and leave nothing alive, as the tervigon opens the drop pod like a tin can and tries to return behind the mass of the remaining tyranofex shielding him from the long fangs, but he doesn't make it! The squad of termagaunts advance forth towards the big guns and the big wolves.

 

The hive tyrant and the remaining squad of termaguants deplete the grey hunters to all but one as the grey hunter's skills are numbed out by the horror of the hive and the power of a tyrant. (Which makes it a hive tyrant :whistling:!, anyway the marine squad had their WS and BS reduced to one by a psychic power.) That same grey hunter dies under the sword and lash of the tyrant. However, at the other end of the table, not all is done as a grey hunter falls to a barbed strangler and a further four fall beneath a wave of warriors and genestealers, but the rune priest and wolf guard avenge their fallen brothers with the death of a warrior and wound of another. They lose the fight, but stand fast, as their courage and strength holds true.

 

Tyranids: 6

Space Wolves: 2

 

Turn 2 space wolves:

However, the tide turns as another pod drops and more grey hunters pour into the battle only to annihilate the mortally wounded Tervigon, leaving holes the size of tank! While the long fangs get to work, fatally wounding the remaining tyranofex and hive tyrant (with three missile launchers as he is behind another tyranofex! And I failed all 3 +4 cover saves…).

Tyranids: 6

Space Wolves: 3

 

Turn 3 tyranids:

With the battle in full swing and the hive tyrant still rampaging about, nothing is certain as the hive guard lumber! The remaining tyranofex turns three grey hunters to dust as two squads of termaguants reduce their number by a further two, but not for long. As a squad of hive guard shatter the remaining pod and turn two long fangs into broken corpses with the help of another termaguant squad closing in on them. The hive tyrant pities the long fangs as he reduces their ballistic skills to a level similar to those of an ork, but worse ( the same squad that lost two men also have BS1 and WS1 now.) A termaguant squad manages to reach that squad as well (but I wanted the tervigon to FNP them so that they could tie up the other squad).

 

The two squads of termagaunts with a tyranofex charge the remaining grey hunters and reduce their numbers to nil, but not before kill they take down a full squad of termagaunts. The warrior and genestealer squad tear through the rune priest and the terminator with ease they consolidate towards their main targets, the long fangs. While the termaguants swarm over all but one of the wolf guard as they lose only one of their number and the mighty long fang stays firm.

 

Tyranids: 10

Space Wolves: 4

 

Turn 3 space wolves:

The long fangs make short work of the hive tyrant with lascannons and obliterate the rest warriors with missile launchers. A pod drops down and drops two genestealers. While the termaguants fall every hit and wound rolls they are called upon to make and the long fang takes one out and sweeps the entire squad!

 

Tyranids: 10

Space Wolves: 7

 

Turn 4 tyranids:

It takes all the hive guards to tear apart the drop pod and then the remaining tyranofex shoots the long fangs and twindles their number to 5 as all the termagaunts shoot down the lone long fang and the four genestealers take on the long fangs!

The long fangs prove valiant in their combat, losing two members but successfully slaughtering the rest of the genestealers.

 

Tyranids: 12

Space Wolves: 8

Turn 4 space wolves:

The long fangs shoot down a squad of termaguants and eviscerate them in combat.

 

Tyranids: 12

Space Wolves: 9

 

Turn 5 tyranids:

Such mighty deeds do not last long as throughout the whole game, i forgot to mention that the squad of two spore mines drifted off the table and the other squad of three spore mines reached their targets - the long fangs. The long fangs are covered in smoke and leave nothing behind!

 

Tyranids: 13

Space Wolves: 9

 

Unable to reclaim their losses once more and with the approaching hive fleet drawing near, the space wolves prepare to execute a risky warp jump out of the system, but not before repeatedly bombard the field to prevent the tyranids with the biomass of their dead.

 

What do you guys think? This batrep was much more fun to type up and the result was so damn close.

 

Batrep has been fixed, previous kill point problems were fixed also.

 

thanks

antique_nova

My Tyranid 'dex finally arrived. Tervigon doesn't seem so bad, now that I'm looking at the costs. I'm curious, though, why you didn't use the FNP ability on your lead MCs, when your opponent had primarily missile launchers. It doesn't say anything about being restricted to termagaunts, does it?

 

Sadly, the shooty MC list seems to be even more the way to go these days. Too bad, I was hoping Tyranids would go back to being a CC horde list.

While the Tervigon is an interesting choice and one that may one day bear some fruit (All I see is Mawloc and Trygon spam), I'm kinda curious why you keep referring to it as a Troop choice. You've listed it and referred to it as such several times now.

 

@ Wildfire

 

I think the FNP is meant to compensate for the paper that gaunts call armor. It can go on MC's or any "friendly unit" in 12", but they have other means of protection.

 

 

 

The Shooty list is A_N's take on Nids and while he's successful; it is one aspect that can be done. There are other options that are workable, and down right kinda scary when you see all the models hit the table.

 

 

As to the SW army, kinda thought it odd that the Cyclone Missile WG got attached to GH's and not LF's. Though if that squad was hanging out to support the LF's, I can see it.

 

 

Unfortunately, Spore mines can only come in broods of 3-6. So you can't a have of just 2. The sad part is that each individual mine counts as a unit for scoring purposes, so when it pops the enemy gets a kill.

 

 

Also a couple of questions about the report.

 

Only 24 Termagants got made, correct? What was the casualty result of 3D6 wounds to all the termagants on the Tervigon's death? Or did you scramble the guys outside the range?

 

Also what was left standing on the table at the end of the battle? My count is a jacked up Tyranafex and 2 Hive Guard broods left. If correct, the Spore Mines cost you the game pushing it to Tyranids - 13 / Space Wolves - 14.

the spore mines are ignored for all mission objectives - meaning kill points. That's how me and my opponent see it. Some errors with my list, there are infact 5 genestealers. 11 termaguants and 2 squads of three spore mines. sorry about the tervigon, but i will correct that later, i think a few guants died, but not a significant amount, maybe less than a dozen. I knew that i forgot something in my batrep. I will need to look at my notes again. The WG CML is to reinforce the scoring unit, making it more durable, that's why.

 

However, even with the spore mine count, i would have won the game through annihilating the whole of the space wolf army anyway.

 

The Shooty list is A_N's take on Nids and while he's successful; it is one aspect that can be done. There are other options that are workable, and down right kinda scary when you see all the models hit the table.

I have tried other combo's, but so far out of all my experiments and test games, this is the strongest that i can find.

 

I am trying not to sound cocky in this response, but here it goes. In the tyranid codex if you look, the tervigon may be selected as a troops choice is you purchase a squad of termaguants.

 

Personally, i may soon be sick of seeing it, people overestimate the Mawloc and Trygon spam too much and pass over the tyranofex because of it's points cost.

 

I made a trygon spam list, but it only worked in 1750 points so far, but i am still working through other combos for 1500 points.

 

thanks

antique_nova

What's wrong with a rune priest leading an army? you will find that many people will disagree with you on this point. As for the one hq problem, i have yet to consider him. I would like to have another look at my troops before hq. so bare with me.

People often use this because it is the best HQ choice in the Army without a shadow of a doubt. I don't buy him to use his powers very much - he is bought to give his squad Ld 10 for Counter-Attack and mainly for his 4+ psychic hood. When placed in a Rhino he has a large bubble area within which he can protect units.

 

While the Tervigon is an interesting choice and one that may one day bear some fruit (All I see is Mawloc and Trygon spam), I'm kinda curious why you keep referring to it as a Troop choice. You've listed it and referred to it as such several times now.

If you buy a squad of Termagants then you can take a Tervigon as a Troops choice.

the tervigon has a 3D6 chance to spawn tervigons. and there are 216 combinations with a 3D6 and 36 are doubles. So that is no where near a 50% chance of stuffing it. the actually math's hammer chance is 16.666666667 recurring. something like that. This is one of the rare times that i actually refer to maths hammer, so don't think i rely on it.

 

You are incorrect about the number of possible doubles. There are 96 possible doubles that could occur (unless triples are not counted, in which case there are only 90). 96/216=44.444%

 

In any case, the easiest way to figure it out is 1 x 5/6 x 4/6. 1 becuase you roll the first die and there is no chance of a double. On the second die there is a 5/6 chance of not rolling a double. On the third die there is a 4/6 chance of not rolling a double. Thus a 55.555% chance of not rolling a double, or a 44.444% chance of rolling a double. I rounded it off to 50% for ease of typing.

 

There's actually only 56 possible outcomes on a 3d6 (I worked it out on a spreadsheet. Yikes) with 36 of those being doubles or triples. Giving the Tyranid player a ~64% chance of stuffing the roll.

There's actually only 56 possible outcomes on a 3d6 (I worked it out on a spreadsheet. Yikes) with 36 of those being doubles or triples. Giving the Tyranid player a ~64% chance of stuffing the roll.

 

You are incorrect, sir. I'm quite positive of my math. I'm not even sure how you came to your totals.

There's actually only 56 possible outcomes on a 3d6 (I worked it out on a spreadsheet. Yikes) with 36 of those being doubles or triples. Giving the Tyranid player a ~64% chance of stuffing the roll.

 

You are incorrect, sir. I'm quite positive of my math. I'm not even sure how you came to your totals.

 

I literally did three columns numering 1,1,1 then 1,1,2, and etc. I can post it if you'd like.

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