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Game Type: Capture and Control, Dawn of War
Hive Fleet Aggamemnus deploy in the top half/left corner and go first. S
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
In order to win this I’m going to have to play smart, andunpredictably. With the dawn of war deployment, I’ll deploy the Swarmlord righton the line, to the right of the building. Tervigon in cover, the Guants to theleft. Hopefully he won’t expect this and I’ll get right in his face early on as his tactics won’t have prepared for it.
Other Tervigon walks on centre, Guants to the side, 2 broodsof hive guard behind them. The other brood of hive guard goes to the side ofthe Tervigon. Objective in the centre woods, Harpies move up on right, behind woodsand ruins for cover. Stealers outflank.
Turn 1, Swarmlord, Tervigon and Guants move up. Tervigonspawns Guants, covers Swarmlord, and FNP’s him. This means anything less thanAP2 will bounce off. He’ll have cover even so. The Guants will try for theplatoon and should annihilate them. ASAP after, go for veterans. Plasma thenmelta. If they can’t assault, they can shoot. Next turn the Tervigon will aimto assault the hydras or demolishers. Swarmlord assaults what it can,attempting a multi assault with its TG. Ideally demolishers, hydras orsentinels, as there’s little infantry.
Hive guard run, then fire on chimeras, sentinels if dead.Hydras if not in range. Harpies shoot demolishers if they have a flank shot,hydras if not. Chimeras if nothing else.
Back Tervigon spawns towards the objective and heads backlate game, FNP's Guants. Genestealers outflank into veterans or sentinels.
14th Company 3rd Regiment
“The Commander” Sunray Major (Commissar Yarrick) 185
"Infantry Platoon Alpha"
"Zero Alpha" Platoon Command w/ Grenade Launcher, Lascannon
"One Alpha" Platoon Squad w/ Grenade Launcher, Lascannon
"Two Alpha" Platoon Squad w/ Grenade Launcher, Lascannon
"Zero Bravo" Veteran Squad w/ 3 Meltaguns, Demolitions, Veteran Sergeant "Sunray Bravo" w/ Powerfist, "Zero Bravo /A" Chimera with Hunter Killer Missile
"Zero Charlie" Veteran Squad w/ 3 Plasmaguns, Demolitions, Veteran Sergeant "Sunray Charlie" w/ Powerfist, "Zero Charlie /A" Chimera with Hunter Killer Missile
"Scout Zero Delta" Sentinel Scout Squadron - 3 Sentinels w/ Autocannons and Hunter Killer Missiles
"Scout Zero Echo" Sentinel Scout Squadron - 3 Sentinels w/ Autocannons and Hunter Killer Missiles
"Scout Zero Foxtrot" Sentinel Scout Squadron - 3 Sentinels w/ Autocannons and Hunter Killer Missiles
"Zero Golf" Hydra Flak Battery - 2 Hydras w/ Hunter Killer Missiles
"Zero Hotel" Leman Russ Battle Tank Squadron - 2 Demolishers with Lascannon, Hunter Killer Missiles, Dozer Blades
"Zero India" Ordnance Battery - 2 Griffons w/ Hunter Killer Missiles
If swarmlord and gaunts deployed then deploy Chimera with plasmagunners at just over 18” away, eveything else comes on turn 1.
If leaves them off and either outflanks or infiltrates with genestealers, move on T1, and react accordingly. If they are outflanking, move one squad of infantry along the LHS board edge and have most of the army come on at least 18” away from the RHS board edge.
1 unit of sentinels outflanks to get their objective. My objective in the centre of my DZ.
If swarmlord is deployed move chimera 6” fwd and disembark plasma squad. Use searchlight from chimera on the swarmlord. Between 6” move and 2” deployment the veterans should be in rapid-fire range. Use them and all mobile weapons on the swarmlords unit to wipe them out T1. If something else is deployed act in a similar fashion. Griffons target gaunts, hyrda targets Harpies and hiveguard. Hiveguard will struggle T1-T2 to find targets. Yarrick and melta squad will target tervigons one at a time. W3 and Init 1 is bad for the tervis and 3 melta shots before hand will hurt.
Basically shoot the crap out of everything. If swarmlord dies T1 use demolishers to help griffons target swarms and move fwd to support meltas and sentinels. Worst case scenario tie up gaunt with sentinels they cannot hurt in combat.
Vote closes on Friday the 20th of May 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.
Unpredictble? Unpredictable?! I ain't never seen anyone type like that, look at him go, he's crazy!!In order to win this I’m going to have to play smart, andunpredictably.
Anywho... Well, this is a tough call. I am going to have to give this one to the Guard. Predicted (accurately) some of the Tyranid moves and planned accordingly. Making sure plasma vets are OVER 18" away severly weakens the Nid first turn. First turn is going to be less of a big deal with DoW and while it minimises earlier losses, I don't see the Tyranids getting far enough forward to cement themselves into the Guard army. It's a fair amount of firepower flying out towards the 'Nids, and that table corner isn't exactly loaded with terrain.
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?
The Nids tactics are sound and he covers everything well- assuming he screens well enough he should have his hard hitters safe by the time he hits the guards- and the Swarmlord should just be ignored- try and tie it up, not invest mountains of shooting into it- there is a good chance he would live and you have wasted a turn with the entire Nid force still coming at you. Close, but I think the Nid Anti-tank JUST scrapes in with enough to kill the IG.
Want to start Tyranids? http://www.librarium-online.com/foru...ml#post1799921 AND http://www.librarium-online.com/foru...t-builder.html
Bugs. Guard has a plan for what to do if the swarmlord deploys forward, but he's not alone. With the nids going first, the swarmlord and the gaunts'll be in the guard's face on turn one, and it could well take the entire guard shooting turn to kill the swarmlord and his retinue (two guards, and I'd say not a chance). Unfortunately, the guard are faced with a choice...do something about the 30+spawn (average ten) gaunts, or don't do enough damage to kill the swarmlord. Either way, bad things start happening on turn two...turn three, the harpies show up, turn four, the main body of the nids...without any respite, the guard never get off their back foot. And the gaunts'll shred un-meched guardsmen without even trying...Actually, there's no tactical genius in it...by rule, when you're required to set up 18" apart, as in DoW, then a move+fleet+assault, stand and shoot, or move+shoot, or whatever, that only reaches 18" cannot reach on turn one. They're assumed to be .0000000000000000000000000000000000001" too far apart. So the nids can't reach regardless of what the guard does right or wrong.Making sure plasma vets are OVER 18" away severly weakens the Nid first turn.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
This is a another tough one. If it was annihilation, I would give it to the nids. However, in capture and control, both are going to have problems contesting. Outflanking sentinels are not going to make it to contest, especially not when just a smallish unit of 10-gants can tie them up, not to mention the hive guards shooting them down. Then, nids are also going to have problems contesting with all those guard units that could potentially block their path. The pair of leman russes are actually going to be an issue for the nids. They won't be able to reliably take it down and it doesn't seem as if the Swarmlord would survive to assault them. Basically, either armies would have problems contesting each other's objectives.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
It is in fact difficult. However: I see the guard driving off the initial nids, causing and taking massive casualties. I see the sentinals dying almost immediately. There is no way they're getting to nid objective and sitting on it. So, what's going to take nid objective? End rush chimera? It's dead. I would veer towards nids in the end, but,
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065