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Deployment: Dawn of War
Kabal of the Torn Heart deploy in the top half but Hive Fleet Aggamemnus go first.
Kabal of the Torn Heart
"Malakim" Archon w/ Shadowfield, Huskblade, Soul Trap, Phantasm Grenade Launcher
"Cursed Knights" 6 Incubi w/ Raider w/ Flickerfield, Nightshields
"The Lamenter" Haemonculus w/ Shattershard, Venom Blade
"Abominations" w/ 3 Grotesques w/ Liquifier Gun, Abberation (4 models), Raider w/ Flickerfield
"Watcher of" 10 Wracks w/ Acothyst, 2 Liquifier guns, Raiders with Flickerfield
"the Deeps" 10 Wracks w/ Acothyst, 2 Liquifier guns, Raiders with Flickerfield
"Lord" 10 Kabalite Warriors w/ Splinter Cannon, Blaster, Raider
"ofRuin" 10 Kabalite Warriors w/ Splinter Cannon, Blaster, Raider
"Krakenfood" 5 Scourges w/ 2 Haywire Blasters
"Elohiem" Voidraven w/ Flickerfield, Nightshields and 1 Shatterfield Missile
"Diocleatius" Voidraven w/ Flickerfield, Nightshields and 1 Shatterfield Missile
"Unhallowed Heart" Ravager w/ triple Disintegrator Cannons, Flickerfield, Night Shields
I will start with only my 2 squads of warriors in raiders on table, at 12 from the middle" and focus fire on the hopefully there Swarmlord, since Tervigons spam killpoints they are a low priority target, however the Hive Guard is gonna get every fire they can take, while the Voidravens first turn shoot their missile at large concentrations of smallers, and from the next turn on they focus on the Harpies, , when the Scourges deepstrike they will fire on any genestealer, or pooped gaunt unit in site in sight, my lord with Incubi will help beating the Hive Guard, Haemonculus and grotesques will soften up whichever my units fail to do due to staying in reserve, and regarding the luck with reserves my units will get new task in their possibilities, due to the Tervigons slowness I will be able to dance around the too closely protected areas, and leave their forces bloody, terrified and utterly defeated
Hive Fleet Aggamemnus
"The Harbinger of the Swarm" Swarmlord w/ 1 Tyrant guard
"The Banes of Perseron" 3 Hive guard
"The Hive protectors" 3 Hive guard
"The Watchers" 3 Hive guard
"Brood Mother" Tervigon w/ Adrenal Glands, Toxin sacs, Catalyst, Cluster Spines
"The Brood" 30 Termaguants w/ Fleshborers
"She Who Spawns" Tervigon w/ Adrenal Glands, Toxin sacs, Catalyst, Cluster Spines
"The Spawn" 30 Termaguants w/ Fleshborers
"The Hidden lurkers" 8 genestealers w/ Broodlord
"Death from Skies Above" Harpy w/ TL Heavy Venom Cannon, Adrenal Glands
"Last Shadow" Harpy w/ TL Heavy Venom Cannon, Adrenal Glands
Genestealers infiltrate into building, then everything else movesfirst turn. If the stealers can’t deploy in the building, they'll outflank near the back of the board, re-rolling to get the side with any long range tanks on. Swarmlord to the right of the impassable terrain, one guant brood + tervigon to the right, the other behind the building to the left of the terrain. Hive guard 1 goes behind the impassable terrain, 2 to the left of the guants on the left, 3 to the right of the guants on the right. Harpies on flanks.
Harpies target the raiders with groteques and incubi in to stop them moving, destroy them if possible. Then move to the voidravens till destroyed. If those are down, go for raiders. Hive guard 2 and 3 take any raider in range, with wracks a prioritory, then warriors. Brood 1 targets the ravager. Swarmlord and tervigons buff guants to Re-roll hits and wounds against anything T3, T4 on the charge. Also gives FNP. They charge anything that gets too close. Tervigons spawn 1 brood each as a speed bump, then one more to give the swarmlord cover, then stop. Swarmlord will charge the elite units such as incubi or grotesques, paroxisming them first if possible. Genestealers stay put, unless an infantry unit comes in move + charge range, or something comes to them. If the warriors are exposed, the harpies move over, drop an average of 2 S4 Ap4 large templates, and continue shooting the skimmers
Vote closes on Thursday 31st of March at 1800 PM. Votes as usual must be in bold, and posted along with a reason. It doesn't have to be good mind you, just written down. Crap reasons will have no negative repercussions aside from your peers thinking you are an idiot.
If no tactics have been submitted, please assume average skill level for that player.
The swarmlord is a complete bullet magnet, he will need to invest a VERY LAGRE amount of fire power to remove him form the board- This will by the Nids precious time. And also not targeting the tervigon is a big risk. Sure, it produces KP's but it also gives FNP.... Its a risk, and since they only spawn for 3ish turns it a risk that should be taken- remove those tervigons quickly. The nids are packing a lot of Anti-tank and this will render the DE of their speed. Leaving them open as easy prey.
The DE are packing LOADS of firepower, this is going to be very close. The big issue is can they disable the harpies from play early in the game. If not then game over. If so then the batle will turn to them.
However, in saying this the Nids I think are the superior list.
Want to start Tyranids? http://www.librarium-online.com/foru...ml#post1799921 AND http://www.librarium-online.com/foru...t-builder.html
Tervigons cast FnP on Hive Guard. Hive Guard open fire. Everything dies. Tyranids.
Really good Tyranid list, though I think the Genestealers are a bit poor. IMO Drop them and some Termagaunts for a 3rd Tergivore (in HQ).
I don't actually think that the 'nids would have dominated so much in this match... The tactics seemed rushed for the DE. So, my vote has to go to the Tyranids, superior tactics and seeming to put more thought into the game, what role everything will play, etc.
If someone helps you, rep them.
In a votewar you don't vote on a single match, you vote on the entire round. Got that?
If all his raiders had night shields his hive guard would not have been killing every thing in sight. Nids
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
The DE player made is deathbed when he decided to waste precious firepower at the swarmlord. Pick up easy kp's then run run run with those raiders and your speed might have saved you. As a result of your throwing bullets into something that was meant to be a bullet magnet you've agreed to lie in the bed you've made.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
- When those raiders pop there will be sweet tasting DE strolling around. Crunchy on the outside, soft on the inside. nom nom nom.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Although dawn of war would normally give a free round of shooting to dark eldar those hive guard will open up raider with incredible ease. in close combat i think Nidswill win.
I feel the DE are giving the Hive Guard the attention they deserve, which is a good idea, since they're the biggest threat to them. Going after spawned units of gaunts is no good, because he isn't going to spawn any. It's optional.
It's a tough one, but I have to give this one to DE. I feel he's got the right idea of how to take out the big threats, and then work his way down.
"Any job worth doing, is worth doing with a powerklaw."