40K VWMkIV - Battle #17 - Tyranids versus Space Marines - Warhammer 40K Fantasy
 

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  1. #1
    Now with STFU flames! Caluin's Avatar
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    40K VWMkIV - Battle #17 - Tyranids versus Space Marines

    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 - Cleanse



    Tyranids

    HQ: 418
    Elites: 498
    Troops: 445
    Fast Attack: 0
    Heavy Support: 489


    Hive Tyrant:
    Toxin Sacs; 2x Scything Talons; Winged; Warp Field

    Broodlord:
    Toxin Sacs
    8x Genestealer Retinue:
    Extended Carapace

    3x Lictors
    Rending Claws; Scything Talons

    3x Warriors:
    Scything Talons; Rending Claws; Toxin Sacs; Adrenal Glands(WS); Adrenal Glands(I); Leaping; Extended Carapace

    3x Warriors:
    Scything Talons; Rending Claws; Toxin Sacs; Adrenal Glands(WS); Adrenal Glands(I); Leaping; Extended Carapace

    29x Spineguants:
    Spinefists

    30x Spineguants:
    Spinefists

    30x Spineguants:
    Spinefists

    Carnifex:
    Enhanced Senses; Reinforced Chitin (+1 Wound); Barbed Strangler; Venom Cannon

    Carnifex:
    Enhanced Senses; Reinforced Chitin (+1 Wound); Barbed Strangler; Venom Cannon

    Carnifex:
    Enhanced Senses; Reinforced Chitin (+1 Wound); Barbed Strangler; Venom Cannon


    Tactics:
    The spine gaunts basically just charge forward, bogging down the enemy in numbers and shooting when possible.
    -they are followed by the warrior squads which stick to cover, and help the gaunts out in CC.
    -the tyrant charges the enemy up one flank, and the broodlord infiltrates on the other.
    -the carnifex's fire over the charging gaunts, dealing with priority targets, and moving to get better shots when appropriate.
    -the lictors generally spread chaos and disruption, holding up squads for critical shooting phases, charging vulnerable IC's, and jumping about with hit and run.




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



    Salamanders Drop Pod Strike Force
    Space Marines

    HQ: 398
    Elites: 306
    Troops: 1145
    Fast Attack: 0
    Heavy Support: 0

    Trait Advantages:
    Trust Your Battle Brothers
    Cleanse and Purify

    Trait Disadvantages:
    Eye to Eye
    Have Pride in Your Colours


    Epistolary Librarian:
    Bolt Pistol; Force Weapon; Familiar; Meltabombs; Frag Grenades; Terminator Honours; Combat Shield; Psychic Hood; Fear of the Darkness; Fury of the Ancients; True Grit

    8x Command Marines
    True Grit 5x Bolter & CCW; 2x Meltagun;
    Veteran Sergeant with Bolter; Powerfist
    Drop Pod

    Dreadnaught
    Assault Cannon; Heavy Flamer; Extra Armour; Smoke Launchers; Drop Pod

    Dreadnaught
    Assault Cannon; Heavy Flamer; Extra Armour; Smoke Launchers; Drop Pod

    8x Tactical Squad Marines
    True Grit; 5x Bolters & CCW; 2x Plasmagun;
    Veteran Sergeant with Bolter; Powerfist
    Drop Pod

    8x Tactical Squad Marines
    True Grit; 5x Bolters & CCW; 2x Plasmagun;
    Veteran Sergeant with Bolter; Powerfist
    Drop Pod

    8x Tactical Squad Marines
    True Grit; 5x Bolters & CCW; 2x Plasmagun;
    Veteran Sergeant with Bolter; Powerfist
    Drop Pod

    8x Tactical Squad Marines
    True Grit; 5x Bolters & CCW; 2x Plasmagun;
    Veteran Sergeant with Bolter; Powerfist
    Drop Pod

    8x Tactical Squad Marines
    True Grit; 5x Bolters & CCW; 2x Plasmagun;
    Veteran Sergeant with Bolter; Powerfist
    Drop Pod


    Tactics:
    The idea is to utterly crush one flank if possible, then move inwards. Drop Pods will try to all land in a localized position where they can take out the closest units as they see fit. They'll try to keep dangerous assaulting units (Death Company, Genestealers) out of range, unless enough fire power arrives on a turn that they can seriously damage a unit, or completely wipe it out.

    Against horde armies the Libby will try to catch as many units as possible in his Fear of the Darkness to send them running. If that's not practical, then he'll land on the flank with the others and use Fury to hit as many units as he can. The command squad is also geared for taking out tough tanks but that task is usually left to the Dreads.

    If the mission has objectives, then the Drop Pods will try to secure as many as possible and hold them until the mission ends.

    Last edited by Caluin; April 16th, 2006 at 23:37. Reason: Added tactics section that was omitted


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  3. #2
    Senior Member tiaxrulesall's Avatar
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    tyranids

    -i see this as 1/2 the marines all drop in, fire rather ineffectivly due to anti-MEQ weapons, and get swamped in CC. then the 2nd half will arive, most everything will be in CC, and they will get involved in a massive CC that i think the nids will eventually win.
    Procrastination- hard work often pays off over time, but laziness always pays off now.
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  4. #3
    Senior Member JORMAGI's Avatar
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    Nids for the Win
    really I've been dying to vote for the nids, but I just couldn't honestly do it till this battle
    tiaxrullsall hit the nail on the head as for why:

    These marines are setup for close combat, and are going to come down piecmail: as each sqad comes down they're going to have a turn to shoot, then they're going to be charged by nids that have the shere numbers to kill the marines in close combat. If they came down all at once it would be hard to call, but as it is, I vote Nids.
    Votewar MKV 2nd place. . .

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  5. #4
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    Im gonna have to disagree.

    3 marine squads and 1 dreadnought is a huge landing party. Considering they can easily drop either near the back, to kill the big ones, or near the front to kill the smaller ones.

    The nids will need to stumach 36 bolter shots, plus a huge flamer and AC.

    The best place for the marines is probably deploying against the smaller nids.

    36 bolter shots, into multipal squads probably:

    16 dead.

    6 melta gun shots, 4 hits, 3 dead.

    Theres 19.

    Dreadnought, landing in a sea of bugs, probably can roast around 7 bugs, and crew threw another 3 with his AC

    Bringing in a nice first stirke of 30 bugs.

    Now the nids arent gonna be happy about this, so they will probably charge them with everything in range, thats probably 60 small bugs.

    60 small bugs against 24 marines. Thats bad odds for the bugs, considering the marines have true grit.

    36 normal attacks for the space marines: 24 hits, 16 wounds, 13 dead.

    60 bugs shoot, 3 dead.

    60 bugs, get 120 attacks, 60 hits, 20 wounds, 7 dead.

    9 powerfist attacks, 6 hits, 5 dead.

    Scores: 18 to 7.

    More bad news for the nids, the number of marines on the groud basically doubled.

    (however the marine dreadnought from last turn probably got killed via shooting)

    Now, another dread, a command squad, and another marine squad arrive.

    The dreadnought drops down on the blood lords squad, flamering him and his squad good, then fishishing them off with a nice AC.

    Probably 7 dead.

    4 form flamer, 3 from Ac.

    The command squad and melta squads hope in for some blasting of the tryant. 4 melta shots, 3 hits, 3 wounds. Thats not quite enough to kill him.

    24 bolter shots, 16 hits, 3 wounds, i think his armour is 3+? dead?

    Back to the marines against the nids in CC:

    42 bugs attack, 42 attacks, 21 hits, 7 wounds, 2 dead.

    16 marine attacks, 11 hits, 7 wounds, 6 dead.

    9 powerfists, 6 hits, 5 dead.

    Marines win, 11 to 2.

    Overall, combat is going well for the space marines.

    Who cant be pushed over in CC, and have enough numbered to withstand large charges.

    Marines win.

  6. #5
    Son of LO Silver Wings's Avatar
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    No way Forged. 4 Plasma Shots and 1 Assault Cannon will no way take down a 5 wound Carnifex. As they landed within 12" in order to attack it they are in charge range. If they go for the little ones then they are still going to be unable to wipe them out. Even if a horde of stabbibg critters doesn't down the Squads then thier at least tied up for the arrival of some big muscle.

    Intersperse big Nids with the little ones and they won't be able to pick on 1 group or t'other.

    This isn't a Salamanders list BTW. They do not have those traits.

    Oh and no one has mentioned the Broodlord and Retinue, hard enough to withstand SM firepower for a turn and then butcher a Squad. Do the maths for a Broodlord and retinue v's a squad of SM Forged. Back it up with the little gribblies.

    Oh and the Flying HT can charge in too as again, 4 Plasma and 1 AC won't down him.

    Tyranids

    Factor in all the Tyranid unitys against sparse SM Podders and 'Nidz win.
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  7. #6
    Dancing Peanuts? You bet! Robizzle's Avatar
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    Nids

    Deep Striking against Nids isn't smart, and as Wings pointed out, there is very little in the way of Carni-killing stuff. the plasma guns simply won't cut it, and the squads will arrive piece-meal, and get eaten.

  8. #7
    Wolf Scout Meltagunner Wulfbanes's Avatar
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    For Mission, Nids will probably win, they have the numbers and high wound models to win opposed to the low-model high-transport costing Space Marines. But after reading FITFOW's math, I am not sure. I will give vote a DRAW based on mission and statistics.

    For Fluff, Salamanders, they are totaly in their element when it comes to deep striking and flaming stuff. No nid can ever hope of winning a fluff vote from these fire gods.

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

    Quote Originally Posted by Silver Wings
    No way Forged. 4 Plasma Shots and 1 Assault Cannon will no way take down a 5 wound Carnifex.
    I have to wonder why they would want to? Those Carnifexes aren't really geared to killing MEQ models. Both weapons allow armour saves, and the Barbed Strangler misses half the time. So why would the Space Marines even want to bother with the Carnifexes, when the Tyrant, Broodlord, and Warriors are much more dangerous? Also, that Carnifex gets a whopping 2 attacks in Close Combat. Probably one dead Marine a round.

    Also, I want people to keep in mind the mission. Right now people are all about the "Who is gonna kill who" factor, but that's not what this is about. It's about capturing Table Quarters.


  10. #9
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    you would think that the marines wouldnt bother with the fex, but their thinking prolly isnt on the math of the weapons, but on the...OMG ITS A FEX SHOOT IT SHOOT IT NOW! mentality alot of gamers get.

  11. #10
    Son of LO Silver Wings's Avatar
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    Quote Originally Posted by Caluin

    Also, I want people to keep in mind the mission. Right now people are all about the "Who is gonna kill who" factor, but that's not what this is about. It's about capturing Table Quarters.
    Sure, but if the SM dont target the Fex' then they can claim the table quarters thus fulfilling the mission and winning.

    Plus I have found that if you cripple your opponents army they usualy struggle to hold the table quarters. The SM will get munched on landing and not be able to hold any.

    Quote Originally Posted by Wulfbanes
    For Fluff, Salamanders, they are totaly in their element when it comes to deep striking and flaming stuff. No nid can ever hope of winning a fluff vote from these fire gods.
    Trust your Battle Brothers is not the Salamander trait. These are vanilla SM pretending to be Salamanders not true Salamander Marines. Ergo, not fluffy.
    Last edited by Silver Wings; April 17th, 2006 at 21:39.
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