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this is a battle that i just played in my local gw store.
they had: i can't remember the exact list
5 ripper swarms
master crafted power sord
9 hardened veterans
deathwatch squad (yes, i know its now illegal but he let me have it)
m. 40 targeter
hunter killer missile
pintle mounted heavy stubber
hull mounted heavy bolter
plasma cannons sponsons
the mission was anihilate
i deployed my 7 man stormy squad on my left with the veterans and demolisher. on the right i placed command squad, ratlings and both 10 man stormy squads there were buildings on either side of my deployment zone with one in the center there was also a large buildings in the center of the board. i deployed the deathwatch kill team in reserve.
the carnifex and warriors were on my right with the hormagaunts in the center and the ripper swarm on my left. the stealers and broodlord were flank marching.
after the tyranid deployment i redeployed my demolisher to the centre to counter the hormogaunts and carnifex
tyranids got first turn and charged forward with everything nothing else happened in my turn i opened up on the hormagaunts with the demolisher however the cannon scattered but the plasma cannons, heavy stubber and heavy bolter still did some damage along with the rapid fire from the ten man and 7 man stormy squads along with the hardened veterans. there were only ten left by the end of the shooting phase. the ratlings and command squad opened up on the fex and wounded it twice. in the second turn thestelaers and broodlord charged onto my right flank and wiped out a ten man stormy squad. the hormogaunts asaulterd the demolsher however they couldnt harm it. the rest of the tyranids came on they were now dangerously close to the guard lines however they couldnt assault yet. in the guard turn the demolisher drove away from the hormogaunts, turned and fired on them again along with the stormies and hardened veterans however the surviving ten man stormy squad moved back to try and counter the stealers. the demolisher opened up again on the hormogaunts. the ratlings shot at the carnifex at the foot of their building which took another wound. the hormogaunts assaulted the 2nd ten man stormy squad who were almost almost completely however the 2 remaining men and the sergeant struck back and killed a few. the guard lost but stayed in the fight. the lictor finally arrived and attacked the command squad, killing 2 guardsmen however the heroic senior officer struck back and cut it down. the cmmand squad then consolidated away from the genestealers. the deathwatch arrived and gunned down the tyranid warriors at this point. in the next turn the rippers assaulted the seven man stormy squad however they took several wounds. the hormogaunts however were killed in the guard turn. the fex assaulted and ripped apart the ratlings. and the last man in the ten stormy squad was ripped apart by the genestealers. the seven man stormy squad finished off the rippers the command squad and demolisher opened up on the genestealers and carnifex and by the end of the turn only the carnifex remained with a single wound the deathwatch then assaulted it and the captain finished it off.
Not too bad, although I'll say this. Ranged armies will always, always beat Tyranids in small scale scenarios in my experience. Tyranids work on the basis that they know they're going to loss a decent % of troops getting to their enemies lines, but that when they get there, there should be enough to get the job done.
Doesnt work well on small scales though.
Waste of points on a Lictor in that battle. Remove that, and also a waste of points on 22 hormogaunts. Should've made it 10 of them and screened them with like two groups of 12 spinegaunts.
yeh, i agree i was using guard so no use telling me. he shouldnt have taken the rippers they were useless. he should have taken two zoanthropes instead. then i would have been scared.
Thus in one turn the demolisher(or any other tank) may fire the following :
If it did not move
Sponsons + heavybolter + stubber
If it did move
ONE sponson + defensive weapons
the heavy bolter + defensive weapons
Just a friendly heads up
I concur. Tyranids have problems with ranged IG, but even in higher point games. I just played 2500pts IG vs Tyranids today, and my guards decimated his nids (I'll probably do a Battle Report if I can recall all that happened). Of course it didn't hurt that I had some Daemonhunter allies. Anyways after the 3rd turn, my opponent threw in the towel. Look for my report in a couple of days.
Just a quick thought, but it looks to me like the nid player was quite outpointed. Of course it could be that he god-biomorphed or theres some other stuff you've forgotten or that stormtroopers are cheaper than i thought but it seems you outpoint him 3:4, which for nids is a definate disadvantage. Also this list isn't playing to the nids advantage, for all of you playing Vs nids out there they are very very fast when used well, and with the right rolls can be in assault from turn 1. still a solid win though, congrats
it would seem like that from the lists i have posted but pretty much everything had extended carapace and all sorts of gribbly guard killiness. sorry for being unclear but i didnt know his upgrades or couldn't remember them.i actually had to add the deathwatch otherwise he would have outpointed me but we were about the same points.
ah that explains a lot.