Tyranids vs. Tau, 1850 points, Omega Take and Hold (Medusa V) - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Badmovies.org's Avatar
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    Tyranids vs. Tau, 1850 points, Omega Take and Hold (Medusa V)

    TYRANIDS VS. TAU EMPIRE, 1850 POINTS, OMEGA LEVEL TAKE AND HOLD (MEDUSA V)
    Dusk and Dawn did not occur

    THE TYRANIDS OF HIVE FLEET KOHR-AH

    Vermithrax (flying hive tyrant)
    Scything talons, lash whip and bonesword, implant attack, toxic miasma, toxin sacs, winged, synapse creature, the horror, and warp field.

    Grendel (hive tyrant)
    Venom cannon, twin-linked devourer, enhanced senses, toxin sacs, synapse creature, and the horror.
    Two Tyrant Guard with lash wipes and rending claws.

    Quickdeath 1 (leaping tyranid warriors)
    Four warriors with scything talons, rending claws, extended carapace, flesh hooks, leaping, and synapse creature.

    Quickdeath 2 (leaping tyranid warriors)
    Four warriors with scything talons, rending claws, extended carapace, leaping, and synapse creature.

    Quickdeath 3 (leaping tyranid warriors)
    Four warriors with scything talons, rending claws, extended carapace, flesh hooks, leaping, and synapse creature.

    Genestealers
    Six genestealers with rending claws.

    Hormagaunt 1
    Ten hormagaunts with scything talons

    Hormagaunt 2
    Ten hormagaunts with scything talons

    Sivaks (flying tyranid warriors)
    Three warriors with scything talons, rending claws, and winged.

    Ymir (carnifex)
    Venom cannon, barbed strangler, enhanced senses, and reinforced chitin.

    Gamera (carnifex)
    Barbed strangler, twin-linked devourer, enhanced senses, extended carapace, reinforced chitin, spine banks, and toxic miasma.

    Garthim (carnifex)
    Venom cannon, crushing claws, enhanced senses, extended carapace, mace tail, reinforced chitin, toxic miasma, and tusked.

    THE TAU FORCES

    Shas'o (bonded)
    Plasma rifle, cyclic ion blaster, hard-wired multi-tracker, hard-wired target lock, stimulant injector, shield generator.
    Two bodyguards with plasma rifle, missile pod, hard-wired multi-tracker, hard-wired target lock, and shield generator.

    Shas'el
    Fusion blaster, plasma rifle, hard-wired multi-tracker, and shield generator.

    Crisis 1
    Plasma rifle, missile pod, hard-wired multi-tracker, and shield generator.

    Crisis 2
    Twin-linked missile pod and shield generator

    Stealth Team (bonded)
    Team Leader with fusion blaster, markerlight, drone controller, and targeting array.
    Two stealth suits with burst cannon.
    Two shield drones.

    Fire Warrior 1 (bonded)
    Shas'ui with pulse rifle, markerlight, and hard-wired target lock.
    Nine fire warriors with pulse rifles.

    Fire Warrior 2 (bonded)
    Shas'ui with pulse rifle, markerlight, and hard-wired target lock.
    Nine fire warriors with pulse rifles.

    Kroot
    Ten kroot with kroot rifles.
    Two kroot hounds.

    Vespid
    Strain leader with neutron blaster.
    Five stingwings with neutron blasters.

    Ionhead 1
    Ion Cannon, smart missile system, landing gear, targeting array, multi-tracker, disruption pod, and decoy launchers.

    Ionhead 2
    Ion Cannon, two burst cannons, landing gear, targeting array, multi-tracker, disruption pod, and decoy launchers.

    Broadside Team (bonded)
    Team leader with twin-linked railgun, twin-linked plasma rifle, shield generator, hard-wired multi-tracker, and hard-wired target lock.
    Two broadsides with twin-linked railgun, smart missile system, drone controller, three shield drones, and one marker drone (total number of drones between the two).



    THE STORY
    The Tau enclave had established a logistics base inside the dense mangrove swamps of Medusa V. Shielded from view and screened from radar by the dense canopy, the heavy transport orcas and other craft could quickly resupply several battleforces without the risks involved in orbital deployment. Unfortunately, a sizable force of Tyranids had begun to encroach on the outer perimeter. Somewhere, also hidden by the swamp, spawning pools were gestating more and more of the alien predators. Determined to hold the line, the base administrator created a reaction force to deal with the next Tyranid incursion.


    DEPLOYMENT
    I won the roll for table sides and took the one that allowed me to hide behind the great serpent mound terrain feature. I like the idea of massing right behind it, though that gave Bill the board side with the tall ziggurat. I knew that either broadsides or crisis suits would use the ziggurat as a vantage point to punish me with shooting.

    Deployment for me was easy: all three Quickdeath broods and the genestealers hide out behind the serpent mound. Bill spread out a bit, including the kroot taking cover in a clump of jungle that was a long ways from the objective.

    The map after deployment.

    Symbol Legend.

    Picture of the board after deployment.

    Lounging against trees, the kroot were happily snacking on the large snail analogs that populated this part of the swamp. Occasionaly one would glance over at the fire warriors, but the avian warriors were largely untroubled. The reaction force was on the way and the patrol, made up of a kroot hunter cadre on point and two fire warrior teams, would assist in wiping out the lurking Tyranids.

    TAU TURN 1
    No movement.

    The hive tyrant had completely taken over one warrior, using its body to inspect the landscape and enemy positions. The other Tyranid warriors were receiving one primary command from the tyrant's powerful hive mind, "Lie still, do not alert the prey."

    TYRANIDS TURN 1
    Some Quickdeaths and the genestealers shuffle around behind the serpent mound, only to creep forward a bit. I do not break cover.

    The map after turn 1.

    Picture of the board after turn 1.

    The ionhead pilot's advance paid off when the gunner gave an excited yell. "I have a target, locked, firing!" The main gun discharged, blasting chunks from the side of the human-built mound. One of the blasts caught a Tyranid full on the side, rolling it end over end. The creature was not dead, but the pilot could see it was injured as the warrior scurried for cover.

    TAU TURN 2
    Bill did decent with his reserve rolls: Ionhead 1, the Shas'el, both elite crisis suits, the vespid, and his stealth suits appear. The ionhead managed to get an angle on Quickdeath 3 and wounded one of them.

    The hive tyrant was only paying partial attention to firing. Most of its consciousness was engaged in manuevering the lesser creatures. The walking tyrant's venom cannon instinctively swung to engage the fire warriors who were trying to save their comrades or themselves from the barbed strangler that had erupted in their midst. Two of the Tau were cut in half by the crystal shards, appearing to become little more than blood-filled sacs.

    TYRANIDS TURN 2
    Honestly, I could not be happier with my reserve rolls: all three carnifexes, Grendel, and Hormagaunt 2 come in. Both Ymir and Garthim hit Ionhead 1 with their venom cannons, but I fail to penetrate the armor. Gamera hits Fire Warrior 1 with his barbed strangler and kills three, pinning them. Grendel also shot at Fire Warrior 1 and killed two more with the venom cannon.

    The map after turn 2.

    Picture of the board after turn 2.

    Easing back on the controls, the Tau pilot halted his hammerhead behind a large stone pyramid. He could see steam rising off the area directly in front of his viewport. Whatever the weapons fired by the large Tyranids were, they hit hard and left the armor bubbling. The Tau thanked his lucky stars that nothing had penetrated.

    TAU TURN 3
    Bill rolls for reserves and gets his Shas'o with retinue and the broadsides. Besides that, he moves suits around a bit. No, I repeat, no shooting. The one ionhead on the board sought cover until the Tau are ready to provide cover fire.

    The barbed strangler projectile struck the crisis suit at a thousand feet per second. Unfortunately, a weak point on the outer shell hit a strong corner on the Tau battlesuit. The seed exploded, sending ichor out in a twenty meter radius. The Shas'el staggered backwards, assisted in balancing the huge crisis suit by three redundant arrays of processors. His camera view was partially obscured and tinted dark green. The junior Tau commander thumbed a switch and jets of cleansing steam washed the gooey remains of the barbed strangler seed off of the camera ports.

    TYRANIDS TURN 3
    Vermithrax and Hormagaunt 2 arrive. I can hardly complain about my reserve rolls. Gamera hits the broadsides with his barbed strangler and kills a shield drone, but the cursed things avoid being pinned. Grendel kills another member of Fire Warrior 1 with his venom cannon. Ymir manages to get an angle on the Shas'el and hits with his barbed strangler; Bill makes the save.

    The map after turn 3.

    Picture of the board after turn 3.

    "Markerlight drone has a lock on the carnifex. All suits fire for effect!" the broadside team leader called into his microphone. In unision, the three broadsides' railguns adjusted and discharge. The massive Tyranid organism was hit near the base of the neck, high on the back, and through the base of the tail. It shrieked, staggered backwards by the massive kinetic energy absorbed and partially crashed to the ground. With some effort, the carnifex climbed back to its feet and resumed its advance. "Target still viable, fire when ready!" instructed the team leader, his nimble fingers quickly updating the tactical display.

    TAU TURN 4
    The last ionhead enters the game. The Tau do a bit of moving and both ionheads fire at Ymir. The carnifex sustains two wounds from the pair of ion cannons. Crisis Suit 1 added another wound to Ymir with a missile pod hit, but Crisis Suit 2 missed entirely (including rerolls). Fire Warrior 1 tried returning fire at Grendel to no effect. The broadsides' markerlight drone hits Gamera and reduced his cover save, allowing the broadsides to tag and wound the carnifex three times. Ouch!

    The pilot leaned forward in his seat, pressing against the harness as he guided the Tau tank forward. He noted the carnifex turning toward them with alarm, his heart jumping as the big bioweapon muzzle swung directly at the ionhead. The venom cannon fired, puncturing the front of the tank and pilot's viewport with half a dozen supersonic projectiles. The pilot was killed instantly and the gunner died two seconds later as the front of the hammerhead struck the ground, causing it to flip over and land on the turret. On the Shas'o's tactical screen the hammerhead's icon turned from blue to yellow, designating the signal lost.

    TYRANIDS TURN 4
    The Sivaks arrive and I start my full rush forward, so all my little bugs go over the serpent mound and into full view. Garthim is kind enough to down Ionhead 1 with a venom cannon shot. Ymir hits the Shas'o's group with everything, but Bill makes every save. Gamera hits the broadsides with his barbed strangler and the Tau again make every save. Grendel's venom cannon also seeks out the Shas'o and his bodyguards, downing one suit (instant death) when Bill finally fails a saving throw. I might be hitting a lot, but Bill's saving throws are mitigating my luck.

    The map after turn 4.

    Picture of the board after turn 4.

    The other hammerhead banked around the burned wreckage of its sister tank. The systems specialist was looking for any sign of survivors, while the pilot and gunner concentrated on revenge. The burst cannons spun to life, chewing into earth and alien warriors as the pilot centered the targeting reticle on the leaping Tyranids. At his station, the gunner concentrated on the injured long-range carnifex with the ion cannon. One blast hit the beast in the face. It reared up, screeching, which allowed Crisis 1 to launch a missile pod into the carnifex's vulnerable underbelly. Internal organs poured through the jagged rent in the monster's ribs before it slumped to the ground.

    TAU TURN 5
    More moving around. Ionhead 2 kills the wounded member of Quickdeath 3 with burst cannon fire, then further injures Ymir with the ion cannon. The Shas'el misses Ymir with his plasma rifle. Crisis 1 finishes off Ymir with a missile pod shot. Crisis 2 causes a wound to Quickdeath 3, killing the injured one. The Shas'o managed a single wound on Vermithrax with his shooting. The broadsides do terrible with shooting, both because the markerlight drone missed and Gamera is partially obscured by terrain (stone idols) and gains a cover save. They only wound Gamera once. The carnifex has one wound remaining. Fire Warrior 1 kills two of Hormagaunt 1. A highlight this turn, for me, was both elite crisis suits failing dangerous terrain tests as they jump on the ziggurat.

    The kroot watched as a mass of hormagaunts swamped the nearby fire warrior team. The Tau were cut to pieces in moments. The last fire warrior tried to fend off the Tyranids by using his pulse rifle as a club; one hormagaunt knocked his legs out from under him and two others sprang atop the screaming Tau.

    TYRANIDS TURN 5
    Still moving forward, mostly to push Bill back from the objective and maybe get into some hand to hand combat. There is a huge mass of bugs clustered around the center of the board, including Vermithrax who successfully landed in the cover around the deep pool there. Garthim hits Ionhead 2 with his venom cannon and I again roll a one for penetration; that is the third time! Gamera misses the vespid with his barbed strangler. Grendel kills the Shas'o's last bodyguard. Hormagaunt 1 charges Fire Warrior 1 and wipes them out. My consolidate move is one inch; I am stuck right in front of the kroot and broadsides.

    The map after turn 5.

    Picture of the board after turn 5.

    The tank's throttle was still jammed on full, driving the heavily armored hammerhead through the air at nearly one hundred and fifty kilometers per hour. It was not difficult for the pilot to aim; he simply pointed the nose at the target and depressed the firing button for the burst cannons. Using the ion cannon at such close range and extreme speed was nearly impossible, but the gunner managed to hit a flying warrior in midair with a one in a million shot. He instinctively hit "store" on the gun camera, shunting the last minute of footage to the permanent memory.

    TAU TURN 6
    A few aggressive moves by Bill. First off, Ionhead 2 comes straight at me. Its burst cannons hit the genestealers six times, wound six times, and wipe out the entire brood! The ion cannon wounds a Sivak. The Shas'el and elite crisis suits jump forward. Crisis 2 kills the wounded Sivak and wounds another, while the Shas'el and other elite suit put three wounds onto Garthim. The team leader of Fire Warrior 2 markerlights Vermithrax and reduces his cover save. The Shas'o used that to wound the flying tyrant again. Fire Warrior 2 fired at Quickdeath 1 to no effect, but the stealth suits targeted the same brood and killed one warrior. The broadsides killed off Gamera. The kroot shot the heck out of Hormagaunt 1, leaving just three alive. The hormagaunts, out of synapse, promptly run toward Grendel. The vespids shoot Quickdeath 3, killing one and wounding one, then charge. A single vespid dies during the following melee and everyone piles in.

    The Shas'o was just starting to jump again when the hive tyrant caught him with three perfectly targeted blasts from the venom cannon. A dense cluster of projectiles ripped through the suit at center mast, shredding the Tau inside and damaging the powerplant. The crisis suit fell over backwards and detonated sixty-two seconds later. The distrubuted battlefield AI, sensing that the Shas'el was unlikely to survive, shifted command priority to the broadside team leader. The broadside pilot was surprised when the notification and extra options appeared on his heads up display. The spoke to himself, in reassurance, "This is exactly like the simulator. Just remember your training."

    TYRANIDS TURN 6
    Hormagaunt 1, happily inside of synapse, regroups. Grendel nails the Shas'o three times with his venom cannon, splattering the Tau commander when his suit armor failed to protect him. Garthim moves behind Ionhead 2, blows off the ion cannon with shooting, then charges (getting a five for crushing claws) and stuns the tank. The Sivaks also charge the ionhead, but fail to hit it at all. Hormagaunt 2 charges into the vespid. Between them and Quickdeath 3 the Tau allies are wiped out (Quickdeaths killed three, the hormagaunts two) though I lose two hormagaunts. Vermithrax charges the Shas'el, causing only two wounds (implant attack) after Bill makes three of four invulnerable saves. The Shas'el holds his ground.

    The map after turn 6.

    Picture of the board after turn 6.

    The crisis suit pilot let out an explicative as his plasma rifle fired wide, causing the carnifex to look his way. "How did I miss something that Shov'luha big?" he thought. Then, miracles of miracles, one of his missiles hit the creature in the mouth. Teeth, flesh, and alien blood exploded outward. Looking at it closely, the Tau could see the carnifex's tongue; it was mangled and hanging through a hole in the side of the jaw.

    TAU TURN 7
    Crisis 1 unload on Garthim. His plasma misses both times, but I fail to save the missile pod wound. Garthim is down to one wound. Crisis 2 kills the wounded Sivak with its missiles. Combined fire from the stealth suits and Fire Warrior 2 reduces Quickdeath 1 to a single wounded warrior. It is killed by the team leader's plasma rifle in the broadside unit. The other broadsides kill off a tyrant guard. The kroot charge out of the forest and finish off Hormagaunt 1 with shooting. Vermithrax rips the Shas'el apart and consolidates three inches toward Crisis 2.

    "Oh no!" was all that the crisis suit pilot managed to blurt out before the flying hive tyrant landed atop him. Scything talons more than three meters long chopped at the suit, cutting through its thick armor with ease. For the hive tyrant it was an easy kill. These enemies could not fight. Their only defense was the armored shell and it was meager against a creature honed to deadly perfection on thousands of worlds.

    TYRANIDS TURN 7
    I mostly consolidate toward the objective. Grendel kills off the two shield drones with the stealth suits with a full volley from venom cannon and devourers. Garthim shoots a burst cannon off of Ionhead 2, then charges and misses with all five attacks. The two remaining warriors in Quickdeath 3 charge the ionhead and miss all eight times. Vermithrax charges and kills Crisis 2 then massacre consolidates six inches back toward the objective. My last Sivak charges Crisis 1, fails to wound it, and is struck down by the crisis suit! Give that Tau a medal!

    The map after turn 7.

    Picture of the board not available for turn 7.

    REMAINING FORCES - TYRANIDS
    Vermithrax (two wounds left), Grendel and Guard (one guard unwounded), Garthim (one wound left), Quickdeath 2 (full strength), Quickdeath 3 (one wounded, one unwounded), Hormagaunt 2 (eight remaining)

    REMAINING FORCES - TAU
    Kroot (full strength), Broadsides (one shield drone destroyed), Crisis 1 (wounded), Stealth Suits (three remaining), Fire Warrior 2 (full strength).

    VICTORY POINTS: Tyranids: 1621 Tau: 1122 Tyranid Victory.

    TYRANID DEBRIEF
    I did a little bit of playing it safe by hiding out behind the serpent mound, but mostly I was waiting for my reserves to arrive and conduct the concentrated push (a solid wave of advancing bugs) that is my main tactic. Certainly, the game heated up and became interesting on Turn 4.

    Bill's army list is getting better and better. He would have been best served this game by having the stabilization system on his broadsides, but they certainly dished out the punishment while remaining immune to my return fire. I tell you, shooting a unit of broadsides with shield drones can be frustrating for Tyranids. I could have done a better job if Grendel had closed to devourer range, but would have lost victory points for being away from the center. My best bet was using a barbed strangler to catch several, hope for a casualty, then hope for a pinning result.

    Why Bill did not shoot the one round is beyond me. I think that he was worried about my shooting and the fact that most of my force was still behind the great serpent mound meant that his shooting would have had reduced effectiveness. Still, a couple of large creatures were in the open.

    Speaking of my shooting, Grendel's venom cannon proved quite effective at killing crisis suits. The high strength combined with the decent number of shots with a good ballistic skill meant I was killing one every round. Not bad at all. I will have to remember that in future games, when tempted to squeeze off rounds at an ionhead.

    It should also be mentioned that Bill never really attempted to win the game. At least, he did not deploy or move in a fashion that would allow him to get scoring units within twelve inches of the objective. The Tau's entire strategy was to cause as much damage as possible with their shooting. It worked pretty well. Heck, the one indestructable ionhead even managed to gain victory points for being near the objective.

    Tyranids: Hive Fleet Kohr-Ah

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  3. #2
    Senior Member Carnifexus's Avatar
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    another great battle report and another good victory though it is pleasing to see bill do alot better. Give him time and you might be writing one of these where you lose!

    Carni
    If you like the post click the *STAR* <===

  4. #3
    Senior Member The Salmon Thief's Avatar
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    Why a Tau player would have an Ionhead against Tyranids, I don't know. Otherwise, great battle report ^.^
    Gloria Imperator, The Firstborn Stand!
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  5. #4
    Senior Member Bellum_Gerreo's Avatar
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    Well, there were a lot of Warriors. Maybe he thought they would be good against them. AP 3 after all.
    Chief Inspector Dreyfus: Are you wounded?
    Clouseau: No. Fortunately I was saved by the darkness.
    Chief Inspector Dreyfus: So what we need is more light.

  6. #5
    Senior Member AtlantianWarrior's Avatar
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    Once again great battle report. Maybe your fiend is still feeling out his army. Either way it sounds like you two had a good time.
    Why use science and education when ignorance and superstition will work just as well.



  7. #6
    Senior Member Romulus's Avatar
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    Good battle.

    Have Bill consider a little change to his Crisis Suits.

    1. Commander with 2 shield drones.
    2. Commander with 2 shield drones.
    3. Single crisis (upgraded so he can be hard-wire) and 2 shield drones using up all elite choice he has left.

    Basically, I run my suits as singles with 2 shield drones, two weapons (hard wired to fire both) and a shield generator. They are 3+ (4+ inv) saves and very mobile. I tend to fight various marines a lot, so I use Plasma Rifle/Missle pods(on commanders) almost exclusively. On the Elite crisis at BS3 I mix between twin-linked and dual weapons.

    Depending on the volume of fire directed at each suit you can lay most hits on the drones, but with jets I usually don't take a lot of return fire. Its easier to hide a suit and 2 drones than 3 suits with the bonus move.

    You may find this hard to beleive, but I don't use/like Broadsides. It's mainly their lack of movement. I prefer having Hammerheads over broadsides and have never used a Broadside in any game.

    This tactic has lead me to victory many times over Daemonhunters, marines and chaos marines.

    PS....Stealth Team: take marker drones with them instead of shield drones. He was at 3:2 ratio making the stealth warriors first to be hit instead of the drones.
    40K: Tyranid, Necron, Space Wolves
    Fantasy: Dark Elves, Lizardmen, Orcs & Goblins, Dwarves

  8. #7
    Senior Member bonekrusher's Avatar
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    Grendel nails the Shas'o three times with his venom cannon, splattering the Tau commander when his suit armor failed to protect him
    Great battle report. I love the nids. I notice two things. First one is above in quotes.
    IF the commander has no bodyguards left or retiunue he goes back to IC. Which means he must be the closet target for you to shoot him. So was he the closest unit?
    Second, I notice that your winged HT landed in cover. He must make a dangerous test.
    Anyway I love battle report and pictures.
    thanks
    bonekrusher

  9. #8
    Senior Member Badmovies.org's Avatar
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    Thanks all. Bill is getting better. He has changed his army a lot. Half the battle is now him getting used to what works and what does not.


    Quote Originally Posted by bonekrusher
    IF the commander has no bodyguards left or retiunue he goes back to IC. Which means he must be the closet target for you to shoot him. So was he the closest unit?
    Second, I notice that your winged HT landed in cover. He must make a dangerous test.
    The Shas'o had jumped way forward to get Vermithrax within rapid fire range of the plasma. When he jumped back, he was still closest to Grendel (vice Fire Warrior 2) by less than 1". It was one of the reasons Grendel moved the direction he did that turn. He was moving straight at the Shas'o.

    Vermithrax passed the dangerous terrain test. I do that a lot, because a 5+ or 4+ cover save still beats out my warp field when the enemy is shooting plasma or such.

    Quote Originally Posted by Romulus
    Have Bill consider a little change to his Crisis Suits.
    I think that he will be dropping the shield generators for shield drones on his Shas'o team and elite suits. It looks like the Shas'el might not get any drones and rely on IC status. With the broadsides, they scare me when I play Tyranids. If I want to get rid of them I have to go after them with the intent of assault. Shooting them is nearly impossible for me.

    Quote Originally Posted by Romulus
    PS....Stealth Team: take marker drones with them instead of shield drones. He was at 3:2 ratio making the stealth warriors first to be hit instead of the drones.
    Shield drones pick up the armor save of the unit they are with, meaning he was able to use them as casualties. Unless I am missing something?

    The ionheads work quite well against my medium creatures and fair against the heavily armored carnifexes. If I get a 2+ save carnifex behind a 4+ piece of cover, then the ion cannon looks attractive compared to the railgun. The ion cannon is also a lot less expensive. We often play all comers lists and the ionheads do nicely against my eldar or against stuff like chimeras.
    Tyranids: Hive Fleet Kohr-Ah

  10. #9
    Wher dat naked blue chik? Jaffar_Hasad's Avatar
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    Wow, all of your BatReps i read are extremely well done. You have both story view and 3rd person of the battle field, giving both commanders perspective I might add. And to top it off you have both types of pictures that are easy to read.
    I'd be honored to be massacred by your tyranids just to see the great report lol.
    But I'm also baffled by his choice of hammerhead type. With his lucky rolls and submunition, he would probably changed the outcome of this battle.
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  11. #10
    Senior Member Romulus's Avatar
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    Quote Originally Posted by Badmovies.org
    Shield drones pick up the armor save of the unit they are with, meaning he was able to use them as casualties. Unless I am missing something?

    The ionheads work quite well against my medium creatures and fair against the heavily armored carnifexes. If I get a 2+ save carnifex behind a 4+ piece of cover, then the ion cannon looks attractive compared to the railgun. The ion cannon is also a lot less expensive. We often play all comers lists and the ionheads do nicely against my eldar or against stuff like chimeras.
    Doh, just realized I have played last three games wrong. I'm still used to the drones at different toughness. I was still thinking majority toughness rule....ie the drones are lower Toughness than the suits. lol :wacko: glad i commented on this post and realized what i was doing wrong.

    Maybe, one Ionhead and a Railhead?
    40K: Tyranid, Necron, Space Wolves
    Fantasy: Dark Elves, Lizardmen, Orcs & Goblins, Dwarves

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