40K VWMkIV - Battle #23 - Blood Angels versus Tyranids - Warhammer 40K Fantasy
 

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  1. #1
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    40K VWMkIV - Battle #23 - Blood Angels versus Tyranids

    Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

    Mission Type - Recon



    Blood Angels

    HQ: 247
    Elites: 0
    Troops: 789
    Fast Attack: 520
    Heavy Support: 295


    Master of Sanctity Chaplain (Attached to Death Company):
    Bolt Pistol; Frag Grenades; Terminator Honors; Jump Pack

    Death Company:
    Feel No Pain; Bolt Pistols; Close Combat Weapon.
    (Variable amount of models – see Tactics section)

    Venerable Dreadnought:
    Twin Linked Lascannon; Missile Launcher; Extra Armor; Tank Hunters.

    5x Tactical squad Marines:
    3x Bolters; 1x Lascannon
    Veteran Sergeant with Bolter

    5x Tactical squad Marines:
    3x Bolters; 1x Lascannon
    Veteran Sergeant with Bolter

    5x Tactical squad Marines:
    3x Bolters; 1x Lascannon
    Veteran Sergeant with Bolter

    10x Scout Squad Marines:
    9x Bolt Pistols & CCW; Infiltration; Move Through Cover
    Veteran Sergeant:
    Powerfist; Bolt Pistol

    10x Scout Squad Marines:
    9x Bolt Pistols & CCW; Infiltration; Move Through Cover
    Veteran Sergeant:
    Powerfist; Bolt Pistol

    10x Scout Squad Marines:
    9x Bolt Pistols & CCW; Infiltration; Move Through Cover
    Veteran Sergeant:
    Powerfist; Bolt Pistol

    10x Assault squad Marines:
    Jump Packs; 7x Bolt Pistol & CCW; 2x Plasma Pistol & CCW
    Veteran Sergeant:
    Powerfist; Bolt Pistol

    10x Assault squad Marines:
    Jump Packs; 7x Bolt Pistol & CCW; 2x Plasma Pistol & CCW
    Veteran Sergeant:
    Powerfist; Bolt Pistol

    Baal Predator:
    Twin Linked Assault Cannon; Heavy Bolter Sponsons; Extra Armor


    Blood angle special rules-
    Everything with a WS gets furious Charge.
    Death company: Any Chaplain is given a deathcompany for free, the average is 5.
    Death company and the chaplain get the following special rules-
    Feel no pain.
    Death company get jump packs.
    Death company are base two attacks, they are armed with bolt pistols and CCWs, and thus gain another attack.
    On a 4+ per squad, 1 member of that squad goes to the death company, if that member is a sgt, hes armed with a power fist/sword.
    IF a 6 is rolled, another test is required for the squad.

    Simply put there will be 5 + the number of squads in the army divided by 2. In this case 4 is the most likely, for a total of 9 + the chaplain.
    Death company Sgts will be pulled from the scouts and tactical squads. The most likely event is that one Sgt will be pulled from the scouts and troops. There are still two more possible members pulled, one from the assault squad, and one more from the troops.

    Deathcompany Results: scouts 1 Sgt taken, tactical 1 Sgt taken. Assault squads, 1 member taken. The final member is equally likely to come from the scouts or the troops. Since the blood angle hopes it will come from the tactical, it will.

    Final results: Chaplain, 2 power fisted DC, 1 power sword DC, 6 Normal DC.

    Keep in mind, there is one missing scout Sgt, 2 missing Sgts from the troops, and 1 missing assault squad members. Death company count as casualties for the purposes of moral/victory points.


    ----------------------



    Hive Fleet Kohr-Ah
    Tyranids


    Hive Tyrant - Vermithrax
    Wings; Scything talons; Lash Whip & Bonesword; Flesh Hooks; Toxic Miasma; Synapse Creature; The Horror; Warp Field

    Hive Tyrant - Grendel
    Venom cannon; Twin Linked Devourers; Enhanced Senses; Flesh Hooks; Toxin Sacs.
    3x Tyrant Guard
    Scything Talons; Rending Claws

    3x Warriors:
    Scything Talons; Rending Claws; Extended Carapace; Flesh Hooks; Leaping; Synapse Creature

    3x Warriors:
    Scything Talons; Rending Claws; Extended Carapace; Flesh Hooks; Leaping; Synapse Creature

    3x Warriors:
    Scything Talons; Rending Claws; Extended Carapace; Flesh Hooks; Leaping; Synapse Creature

    7x Genestealers:
    Rending Claws; Flesh Hooks

    7x Genestealers:
    Rending Claws; Flesh Hooks

    10x Hormagaunts:
    Scything Talons

    9x Spinegaunts
    Spinefists

    3x Warriors - Sivaks
    Scything Talons; Rending Claws; Wings; Flesh Hooks; Winged; Synapse

    Carnifex - Ymir
    Venom cannon; Barbed Strangler; Enhanced Senses; Reinforced Chitin

    Carnifex - Gamera
    Barbed Strangler; Twin-linked Devourers; Enhanced Senses; Extended Carapace; Reinforced Chitin; Spine Banks; Tail Weapon (Mace); Toxic Miasma

    Carnifex - Garthim
    Venom Cannon; Crushing Claws; Adrenal Glands (Init); Enhanced Senses; Flesh Hooks; Reinforced Chitin; Tail Weapon (Mace); Toxic Miasma; Tusked



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  3. #2
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    Lets start with talking about the death company, on average they will win up to 3 power style weapons. This means, that the squad could have 3 powerfists.

    Now, 3 powerfists will slash any single big bug in CC, they are all faster then the big bugs as well, except one.

    3 powerfists get 12 attacks, 9 hits, 8 wounds. (so they could assault two big bugs if they where close enough together)

    The scouts can ack as a shield to hold off the slammer nids from getting to the assault and infantry.

    The scouts will deploy 7 inches infront of the infantry and the jump packs.

    This will allow the jump packs to counter charge the smaller faster nids as they get close to the blood angles lines. (The scouts wont roll over in CC either)

    So the scouts and the jump packs can handel the smaller bugs. The scouts will probably infiltrate into cover. Allowing them to strike the gene steals at the same time. If the gene stealers try to ignore the scouts, the scouts and shoot there pistols twice, that will decimate a gene stealer squad.

    The lascannons tacticals and dreadnought will focus on killing the tyrant with wings first:

    3 lascannons 2 hits, 2 wounds.

    Dreadnought, Twinlinked lascannon, 1 wound

    Missile launcher (I forget what the wargear of the tryant means, my guess is hes got a 2+ save, so this wont hurt him much)

    The baal will focus on the warriors, or gene stealers.

    The Baal is a perfect counter to the warriors who are sv 4+

    A twinlinked AC: 4 hits, 3 wounds.

    6 HB shots, 4 hits, 3 wounds.

    It can kill a squad of warriors a turn, proticuarly the faster ones.

    Once the faster bugs are destoryed, the death company and assault squads are free to assault the big bugs.

    A generic assault squad assaulting a fex:

    6 assault squad dudes, since theyve helped the scouts with the gene staelers, they are probably down a few men.

    5 normal dudes: do nothing to fex.

    My guess is a fex gets 3 attacks, without a charge, so thats 2 hits, 2 dead.

    4 powerfist attacks, 2 hits, 2 wounds.

    Next round, again the normal angles can hurt a fex much.

    Fex killz 2 more.

    Fist 3 attacks, 2 hits, 2 wounds, dead fex.


    The blood angles arent very hurt by the nids shooting as powerarmour is pretty reasilante, and nids weapons are mostly AP 4 and worse ( they can hurt the scouts, but the scouts are just decoys anyway)

    The blood angles good shooting, and great assault will quickly take down the nids army.

    Blood Angles win.

  4. #3
    Dancing Peanuts? You bet! Robizzle's Avatar
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    106 (x4)

    Forged, I think you're looking into this waaaay too much. ^_^

    Personally I think the Hormagaunts and other fast stuff will take out the "buffer" scouts quickly. You're counting on the large number of power fists taking out the Carnifex', when they are the slowest things in the army. The Venom Cannon and stuff should be able to do something about the Baal, if its just stopping it from shooting, but ultimately it won't be as useful as it needs to be. The large amount of rending attacks and Monsterous creatures will surely do some serious damage to anyone who decides to walk by.

    Tyranids Win

  5. #4
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    There are only 14 gene stealers and 20 something little bugs. Thats only 4 more then the scout. With roughly 30 assault marines counter chaging right after that.

    Again the lascannons focus on the big ones, they can remove about 3 wounds a turn.

    The baal can remove a squad of warriors a turn.

    Venom cannons are strength 7 i believe, thats 5+ to even glance the tank.

    The blood angles only need to worry about things which are fast, such as the little bugs, and the winged creatures. Everything else can be wittled down with Lacannon fire, and isolated charges.

    The smaller buts with fleet of claw can charge 18 inches to 24 inches. Thus the scouts will be just a fraction of an inch behind that.

    If 10 scouts shoot a 10 homogants:

    10 shots, 7 hits, 5 dead.

    Same for the other squad, of 9 spine guants.

    Now theres still another scout squad, they can move up and shoot at the gene stealers:
    10 shots, 7 hits, 4 dead

    Now, there are 3 assault squads with roughly 25 shots (i round down for fairness)

    First assault squad can help against the gene stealers: 8 shots, 5 hits, 2 dead. 2 plasma 1 hit, 1 kill. Now there are two of these assault squads, so effectivly, the gene stealers are removed first turn.

    That leaves roughly 5 homogants and 4 snipe guants still running around. The death company can shoot at one of them.

    With all the little bugs removed, the 3 assault squads, with a little back up from the scouts, and a lot of back up from the tactical squads lascannons, and easily out power the 6 larger bugs, avoiding the warriors, leaving them for Baal, and other shooting.

  6. #5
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Quote Originally Posted by ForgedInTheFurnaceOfWar
    Venom cannons are strength 7 i believe, thats 5+ to even glance the tank.
    The one Tyrant has three strength eight shots and the two Carnifeces are two shots each at strength 10. But they only glance 'Closed Top' vehicles.

    Quote Originally Posted by ForgedIntheFurnaceOfWar
    nids weapons are mostly AP 4 and worse ( they can hurt the scouts, but the scouts are just decoys anyway)
    'Nids have no weapon greater than AP4, and only one of those is better than AP5.


  7. #6
    Senior Member tiaxrulesall's Avatar
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    15 (x2)

    blood angels

    -this is a CC marine list against a shooting nid list. i see the nid shooting being utterly ineffective, and the BA creaming them in CC with an entirely 2nd turn charge army that is way better in CC.
    Procrastination- hard work often pays off over time, but laziness always pays off now.
    Indifference- it takes 43 muscles to frown, and 17 to smile, but none to just sit there with a dumb look on your face.

    -Votewar 40K III= 1st place
    -Votewar 40k mini= 2nd place
    -Votewar fantasy 2= 2nd place

  8. #7
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    Quote Originally Posted by Caluin
    The one Tyrant has three strength eight shots and the two Carnifeces are two shots each at strength 10. But they only glance 'Closed Top' vehicles.



    'Nids have no weapon greater than AP4, and only one of those is better than AP5.
    Whats the strength of a venom cannon?

    Glancing hits only is great odds for a tank like a baal, basically a buffed out landspeeder.

  9. #8
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Quote Originally Posted by ForgedInTheFurnaceOfWar
    Whats the strength of a venom cannon?
    It's based upon the base strength of the creature plus a set number. The same for the number of shots - it's based upon the base attacks on the profile of the creature. That's why the variable strength and shots.
    Last edited by Caluin; April 18th, 2006 at 22:59.


  10. #9
    Dancing Peanuts? You bet! Robizzle's Avatar
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    106 (x4)

    Yeah. a Carnifex gets 2 strength 10 shots, while a tyrant gets 3 strength 8 shots.

    If it was on a Tyranid Warrior, it would most likely have a strength of 7, prividing it has toxin sacs.

    'Nids have no weapon greater than AP4, and only one of those is better than AP5.
    Warp Blast. ^_^

  11. #10
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    To my knowledge only zonthrops have those.

    And theres also those little dudes which fire spor mines, none of which i see in play.

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