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2nd Game with AoC - 2k vs Nids


Morticon

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Greetings gents. 

After my first game vs TKsons, I'm now going to have a bash against the new nids.  Admittedly, my buddy doesn't have all the new hotness, so it wont be the most optimized nids list- but still gonna be scary. 

 

I'm looking to take this:

 

(BA Successors - BH/WWoR)

 

Chaplain on Bike - Benediction, Imp Sword, Mantra of Str, Rage.

Jump Captain - inferno pistol, hammer, Gift of Foresight, Iron Resolve, Armour Indom. 

Priest - Artificer Armour, Teeth of Terra. 

 

1x5 Assault Intercessors -Pwr Swd. 

1x5 Assault Intercessors. 

1x5 Incursors

 

5x Terminators - Homer, 4xChainfists

5x Sang Guard - 3Axes,2 Swords

5x Sang Guard - 3Swords, 2Axes

5x DC - 3 Hammers

6x BladeGuard

 

3x Eliminators - 3Fusils

3x Eliminators - 2Fusils, 1Carbine

 

2x Attack Bikes - 2MM

2x Attack Bikes - 2MM

_________________________


HQ:

 

For the HQ contingent, I felt I could either go tanky, or fighty or a moderate combo.  The tanky variant has the Cap upgraded to a master, and he gets Angel Artificer, the Priest gets Armour indom and the Chap gets Artificer Armour  - basically all with 2+ saves - which is a sweet spot with AoC. They also take Iron Resolve, and Gift of Foresight and the like. While the fighty one maxs damage output with mastter crafted and the like. 

Here, I think I've chosen a little bit of a middle ground. 

 

TROOP:

 

I usually go with a lot more phobos in my troop slots, but this time round, I wanted to make use of the extra attack from the chainswords - and take advantage of the small point discount. The idea with the list is that i'll be super aggressive in moving forward, allowing the Elims to hang back and cap homeplate with their camo-cloaks - again a great addition with AoC. 

 

ELITE:

 

I was REALLY wanting to mix things up - especially with terminators.  They dont do better than the SG for anything under T5/T6 (depending on the weapon and Inv save), but i like the idea of them, and the homer is invaluable as a tactical tool. 

 

Wings of Fire and the Homer ability allow wounded squads to become terrifying with the help of the priest.   Take the damaged 4 man off, then next turn bring it on, revive a guy, and you have a 5" charge. (4" if you play BA standard). 

 

I finished building my second squad of SG last night, after not using more than 5/6 for decades - theyre just great right now. 

 

The bladeguard, get to split up and play objectives, or stay together and be a mid-board bully. 

DC playing that first turn threat or subsequent counter unit.

 

FAST: 

 

Tried and tested.  Does what it says on the box. Revivable too should the need arise. 

 

HEAVY:

 

As said above, the camo-cloak/AoC combo should be gold.  I'm using one with a carbine to see how it plays.  I dont like the idea of 2 fusils only as it seems super unreliable, but I'll keep an open mind. 


______________

 

The opponent .

I don't know what's in the list yet! But, thankfully there wont be more than one squad of zoans, or Neurothropes -and there wont be harpies! He also only has one exocrene.  So, I feel it wont be an oppressive game. 

I will keep you posted and updated with a mini-batrep when its done llater today. Check back in 12 hours :P 

 

 

 

Issue there is 

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I just wanted to point out that mathematically, a model with 6 wounds is better with the Adamantine mantle (obtained via Artisan of War) over Iron Resolve.

 

A 6+++ makes a model 20% tougher, and with a captain's 7 wounds, (5 base, 1 for Iron Resolve, and one for Armor Indomitus) you end up with a model with the equivalent of 8.4 wounds.

 

A 5+++ makes a model 50% tougher. That captain has 6 wounds (5 base, 1 for armor), and so with the adamantium mantle he has an effective 9 wounds.

 

However, if the extra wound from iron resolve gives you the warm fuzzy feeling, then by all means go for it! The difference isn't that large.

 

Then again, I've heard that the new nids are spamming MW like they're going out of style, so that 5++ might be extra useful...

 

In any case, I'm really looking forward to hearing how the game went!

Edited by Paladin777
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Good catch - i'll keep that in mind for future builds thanks!! 

 

I just wanted to point out that mathematically, a model with 6 wounds is better with the Adamantine mantle (obtained via Artisan of War) over Iron Resolve.

A 6+++ makes a model 20% tougher, and with a captain's 7 wounds, (5 base, 1 for Iron Resolve, and one for Armor Indomitus) you end up with a model with the equivalent of 8.4 wounds.

A 5+++ makes a model 50% tougher. That captain has 6 wounds (5 base, 1 for armor), and so with the adamantium mantle he has an effective 9 wounds.

However, if the extra wound from iron resolve gives you the warm fuzzy feeling, then by all means go for it! The difference isn't that large.

Then again, I've heard that the new nids are spamming MW like they're going out of style, so that 5++ might be extra useful...

In any case, I'm really looking forward to hearing how the game went!

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Right! 

 

So, mission was "The Scouring" 

 

Opponent was playing Leviathan nids with this build:

 

Flying Tyrant -reaper of obliterax

Walking Tyrant - guidance, shardgullet

Neurothrope - Tendrills, Barb

 

2x10 Gargoyles

1x 20 Hormies

1x9 Warriors - Spitters, LW/BS, 1VC.

 

Maleceptor

2x3 Tyrant Guard

3x Zoans

3x Venomthropes

 

3x Biovores

Exocrine.

 

_____________

 

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OVERVIEW: 

 

My first impressions were that it was a pretty underpowered nid list  comparatively speaking.  

 

However, I had failed to take into consideration that the warriors are synapse in Leviathan, meaning they have perma transhuman. 

This was huge.  Added to this fact that the warrior spitters are 3 shots each, ap2 and S5! Considering they can get +1 to hit, and reroll 1s, this makes a squad of 9 of these bad boys very scary. 

 

That's 8 unsaved wounds from the spitters alone vs MEQ or 5 unsaved bs Term or MEQ in cover. Very respectable.  

 

The other thing was that despite him not having multiple Zoans or harpies, the mortal wound output was still wild. 

 

This is no secret, but, if you're not used to new nids or are unaware, just know that their MW output is essentially the highest in the game. 

 

 

Another big surprise for me was that the Maleceptor's Psychic Overload ability (the one that does 3 MWs to closest uni in 12" if it passes a test on 7+) does not need LOS.  So, can damage through walls, etc.  Very strong.  

 

I do think however most people know what's coming in this regard. 

 

I didn't rate the Tyrant Guard on paper, but T6, 2+ save is wonderfully tanky when coupled with -1 to hit. 

Biovores are also often overlooked for what is perceived to be a better/more efficient damage output, but as a tactical unit they are BRILLIANT! Watch out for them. 

_________________

SECONDARIES:

 

Based on the set up, and feeling I had some solid units to trade with, I felt that I could bully the center well enough.  (This was considered though forgetting about the transhuman on Leviathan units!!) 

 

I took: STRANGLEHOLD, OATH of MOMENT and INVESTIGATE SIGNALS.   

 

If the enemy wanted to play against my secondaries, they'd have to meet me in the center, allowing for counter charges on my part. 

 

He took:  STRANGLEHOLD, PSYCHIC INTERROGATION, NACHMUND DATA.

 

My opponent was just excited to game and rushed his picks. The Nachmund choice came back to haunt him. 

 

Pic1.jpg
 

_____

I deployed as out of sight as I could- and thanks to a little poor placement of his Exocrine, I felt that I could deploy my terms into a relatively open space on my left flank.  Given he didn't have anything in reserve, I deployed forward with my entire army. but largely on the right flank  This gave me great options to get to the center and dominate Stranglehold, while simultaneously setting up layered charges for the trades. 

pic2.jpg

 
 

He put his gaunts and 10 Gargs on the left flank with the flying tyrant.  In the center he had the venoms, Tyrant guard and 10 gargs. 

On the right flank, he had the Exo, the Mally, the Neuro, the Walkrant, 9Warriors and the bios.  

 

pic3.jpg
______

I would get first turn! 

Edited by Morticon
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WIth first turn secured, I had the DC Forlorn available to me.  My ideal targets in charge range were the Hiveguard in a central position - but they were being screened by a squad of gargoyles. On the far right flank the hormies were screening the Flyrant. My options were limited. 

 

Here saw me make the first mistake of the game. Eager to use the DC, i flew them up.  WIth their full movement, though, I was still around 8" or 9" away from the hiveguard - needing a double charge to get them in.  

 

The rest of my army moved up - the incursors taking center point, while the split 3man BGV on the right  started the scanning of the objective for the mission points. The rest of my army clustered up in the centre behind cover.  

 

The termies angled up behind a bunch of crates, masking themselves from the Exocrine shooting. 

 

By the end of my movement, I didn't have too much shooting to bring to bear. My fusils took some pot shots here and there, and some gargoyles died- but there wasn't much within my effective range yet. 

 

However, with the DC ready to finish off the Gargs, I realised that I could do one of two things - risk not killing a Garg squad and have it spawn more guys by virtue of me failing a longer double charge, or waste my 160points of DC on the Gargs.  I should *never* have moved them up, and I would pay for this later, I feel. 

 

I chose the safer option, and wiped the gargs. 

 

Good news was, that turn I secured 3 points from Oath, 3 points for Investigate, and 3 for Stranglehold. A solid turn 1 despite minimal damage output! 
 

pic4.jpg
 

______

 

In his turn, he moved the warrior blob up.  He got such a genius sneaky positioning with the Exo that I didnt see coming - basically he moved it into the ruin, with the tail sticking into the window, *juuuuuuuust* giving it enough LOS to hit the terms.  This was not good.  I thought they were totally safe.  

 

His hormies bounded up 16" and looked to try a long 8" charge on my attack bikes that had moved up behind cover of crates on my right flank. If he got that off, it would see the horms overwhelm the bikes and consolidate onto my objective, giving him Stranglehold and move blocking options to some degree.

 

His other Garg squad advanced well to make it on to the center point, and have 5models on it, taking it from me.   

 

His other units moved up the middle to try bully me off the center, but he didnt move the Maleceptor or the Walkrant as aggressively as he could. I think this would cost him later. 

 

His psychic made quick work of the DC. 

 

In his shooting he focused everything on the terminators, and with the Exo hitting on 3s, wounding on 2s and then me only getting a 5+, the terms that I had dusted off from their years on the shelf were placed back into their box :sad.:  

 

He then used the biovores to spawn 8 mines and  placed them midfield slightly to my left.  This allowed them to float on in to the middle in the subsequent turn and be very annoying blocking on the left. 

 

In his charge phase, he first failed the roll to get onto the bikers, but rerolled high, and took the Hormagaunts in.  Theyd cluster around the bikes, and wind up taking one out.  They then took me off my objective on the homeground right. 

 

His desire to move everything up as quickly as possible and make use of every unit he could saw him lack RND options and as a result, he didn't even attempt it.  He easily got Psychic Interrogation and also got Stranglehold. 
_______


pic5.jpg
Edited by Morticon
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My turn two saw some aggressive moving towards reclaiming the center. Because of my opponents aggressive playstyle, I only had 1 objective to score.   
 

 

I moved almost everything up . SG squad 1 moved to engage the Horms, with support from 2x3 BGV squads.  I would have dedicated a little less, but his positioning of the horms affcted how much my SG could advance.

 

My biker used the fallback and shoot strat to flank around the crates and get a bead on the Tyrant, that was being guarded via another angle by the Tyrant guard. Thankfully that flank move put me closer to him.  

 

I positioned the priest close to the bikes so that I could Rez the lost biker.  

 

The Chaplain, Assault Inters and Incurs readied their assault on the center, ready to take it back. 

 

On the left flank, my Elims jumped out of cover to take some pot shots, while the second assault inter squad hugged cover to avoid getting ripped by the Exo. 

 

I moved my captain up to take a shot against his Flyrant to get him out of hte game asap - the Reaper fighty build was far too scary to leave alive.  

 

I was a little rusty, and wound up positining my captain and priest a little poorly.  My priest, although hugging the bikers, was not actually being protected by anything- leaving him vulnerable to be shot at. 

 

In my shooting, i threw some shots down killing 2 Warriors (after seeing the amount of damage they can do).  The Multimeltas managed to  only get one dice roll through, thanks to the tyrants 4++ and transhuman, but i did get 8 damage on that roll, which helped greatly!!  The inferno pistol on the Cap whiffed. 

Charging in, I cleared the Gargs off the center, cleared the 20 horms, took out 3 Tyrant Guard and the Flyrant! 

 

I felt this was a really strong turn, netting me 3 for Oath again, 3 for Stranglehold and 3 for Investigate (with another 2 coming for the primary from the left flank objective). 

 

However, as much as I "knew" about the nid psychic MW prowess, it would prove to be a game changer. 
 

pic6.jpg
 

_____

 

Thanks to my fightback, I took the opponent off all but the top left objective - evening the primary scores. 

 

I was really happy with my positioning for turn 3 (aside from my mistakes with the Captain and Priest). 

 

There was minimal movement from my opponent given that he had far fewer units to work with.  However, and I think this is why people say nids are so scary, with the units he had, he just completely ripped through the center. 

He charged in with the Warriors and made short work of the  5 Assault inters. Psychic powers took out the rest of the Incursors, the captain and 5 SangGuard. I also lost a bike again. 

 

The other Tyrant guard squad also managed to charge through the building into my chaplain, tying him up.  (who later whiffed badly in combat).

 

 The nids fought me off the center, and with the help of the charging zoans and venomthropes fought me back off the top right objective. 

 

 

They scored 3 for Interrogation, and 3 again for Stranglehold. 

 

I now had to chew through 7warriors, 3 Zoans, 3 Venoms, and three big bugs in the center.  

 

The game was likely going to be a battle of attrition. 
______

 

Edited by Morticon
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In turn 3 I was able to get 8 points from the primaries (plus the 2 from the previous turn). 

 

I was likely to get 2 points for center oath, but unlikely to get Investigate even if I could secure Stranglehold (which would be a fight!)

 

Thankfully my Chaplain had survived the Tyrant Guard, but he failed to get off rerolls to hit, and only got off mantra on himself.  Captain went down quite cheaply, and I think I should have kept him in reserve and managed him better. 

My two units of BGVs moved up to take on the warriors, along with (3? damaged from Exo shooting) SG, while I moved my remaining assault inters up preparing for a 4th/5th turn use (All the time cautious of the sporemines which I had to clear out).

 

My Priest I moved up to the central ruin, providing FNP to the BGV inside, and resurrecting a biker again! 

 

By this stage, I was almost entirely and fully committed to the center field - I didn't feel it was looking good in terms of long term attrition - a lot will revolve around how my remaining melta bikes do.

 

In the shooting phase, I get another lucky Melta shot through.  The other 5 fusils and 5 MM shots all bounced off key targets.  But, I take off 8 damage from the walkrant.

 

In my assault phase, the BGVfight vs the "transhuman"  and catalyst infused warriors (very tough) while the SG take on the TG.   I do some fair damage, but two guys still remain (One Tyrant Guard, one obsec Warrior).  My Chaplain whiffs again.

 

 

This turn I only secure 2 points on Oath (losing one on account of requiring the help of fallback and shoot from the bikers).

 

pic7.jpg

 

______

Nid turn three unleashes some heavy MW damage.   The damaged hivetyrant also manages a very cheeky charge into the ruins, and fights my Priest who is behind the wall, but close enough to be fought through.  Poor placement on my side.  

 

The BGV are almost all nuked (think I had one or two left), as are almost all but one (I think) of the bikes and the SG are taken down to 2men.  

in.  

 

I lost the priest to the tyrant, too. 

 

The middle was looking VERY thin. 

 

However, I made a weird mistake that I felt cost me the game but would come back to play in a weird way......

 

Thanks to incidental shooting and a very unlucky set of saves, the Zoans had lost a bunch of wounds.  After ithe fight sequence moved to existing combat, I had a choice to fight with my damaged and dying attack bike, and hope to kill the last zoanthrope, or activate the chaplain, and kill the obj secured warrior.  I figured the chappy with this 2+AoC could tank it.  

Unfortunately, the boneswords hitting on 2s, rerolling 1s wounding on 3s proved too much, and Chappy was done.  

 

 

The "bonus" however, was that now all my characters were done.  and in turns 4 and 5 he would not be able to get Psychic Interrogation.  

 

However, it may have already been too late for me.  


He got Stranglehold and PI again - once again unable to do RND. 

Edited by Morticon
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Turn 4 is a little fuzzy. I cant remember exactly what I had at the start of the turn.  But, at least I could secure 2 objectives.  

 

I moved what little I had left to the middle (the assault inters moving off my left home objective, and letting the elims take it, while the rest tried to deal with the tyrant. 

 

With the combination of shooting and fighting I was able to kill the walking tyrant as well as the last Warrior - giving me the center objective. 

 

The issue was that by this stage, I was in a VERY weak position. 

 

At least the removing of the warrior netted me stranglehold and prevented him from getting another 12 points for primary. 

 

I had 6 eliminators ,1 attack bike, 2 SG and I believe 5 intercessors left - possibly 2 BG, too. 

 

 

My score:  8 for primary, 3 for Strangle and 3 for Oath. 

____

 

In his fourth he cleaned everything off the center, thankfully my last SG were safe from having fallen back to keep them alive.

But his need for units to clean me up saw RND a non event.  This meant that he could at least try use the venoms to do strategic scan.  

 

He netted Strangle, but at this stage he had taken a point hit. 

 

______


My final turn saw me start with 8 points again.   My intercessors were finally moving out to charge into the center and reclaim the middle, That was literally all i could do. 

They charged in, finished off the Tyrant Guard and secured Stranglehold and Oath.  

The last turn was literally an attempt at getting as many points as possible, because the rest was done. 


______

In his turn he obliterated everything that wasnt the Eliminators. The battlefield was largely his.  

He had the Exo, the Neuro, The Maleceptor, 3 Venoms and 3 Biovores left.  I had 6 eliminators. 

He netted himself a healthy 12 points from Primary, 2 points from the previous turns scan and 3 for Strangle. 


______



However, once all was tallied, the final result was 74-72 to the BA.  

:teehee: 

The BA had just managed to eek out a win thanks to the Chaplain and Priest both dying in 3rd, depriving him of further easy Interrogation points. 

His choice to not focus on RND also came back to haunt him - though in post gaem reflection we agreed that he should have taken Grind.  (Even the No prisoners would have won him the game). 
 

 

All in all, an excellent, fun, exciting and scary game!! 

Hope you enjoyed! 

 

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Yea, nids I think are in a great place to do RND, but you need to commit units to doing it. No Prisoners seems an ok choice if you don't know what else to pick, there's always some points in it at least. In your opponent's instance, the Tyranid Synapse one would be great also, they seemed to be doing most of the heavy lifting. Didn't realise Trans-Nid was on warriors also, that's really good. Also an extra boost from the SYNAPSE adaptive Physiology for Leviathan. 

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