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  1. #1
    UnderWater Ninja-Tiger .. Xpyre35's Avatar
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    Tyranids missing Combat Patrol options

    My group lately went to having multiple 500pt Combat Patrol missions, and they are incredibly fun and fast action games. For the first weekend I used my Space Marines as I haven't used them in awhile.

    But in trying to create a Combat Patrol list for my new Nids, I ran into a brickwall. Synapse.

    Basic Guidelines:
    No model can have more than 2 wounds
    No special or unique characters
    No model can have a better save than a 3+ or 4++
    Vehicles cannot have a total Armor Value greater than 33 (Front + Side + Rear)
    No Ordnance weapons

    This pretty much nukes any Synapse creature available. I'm looking for suggestions to make, Tyranids playable, and fun.

    Some initial ideas
    1) Can eliminate Synapse.
    2) Can make Warriors only 2W, and cost full points.
    3) Can allow Zoanthropes even with the 3++.
    4) Give Broodlords Synpase again, and cut them to 2W.

    Yes, it is possible to make an all genestealer list, however, an entire list with 0 shooting doesn't really stand a chance.

    Last edited by Xpyre35; July 27th, 2010 at 20:57.

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  3. #2
    I am a free man! number6's Avatar
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    Just make an exception for Warrior Primes and Warriors. Done.

    I don't think that's unbalancing.

    Worth noting that Combat Patrol hasn't existed officially since 4th edition, so the new codexes aren't trying at all to be playable in such formats. A bit of rules tweaking is going to be required no matter what you play.
    ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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  4. #3
    Senior Member Horowitz Tal's Avatar
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    can also make a rule for something like test for synapse at LD 10/9 to be more fair

  5. #4
    Senior Member visseking's Avatar
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    Or, you could just make a 500 point list based on creatures that can run quite well on it's own. That discards the gaunts of course, but genestealers, gargoyles and Lictors could run all right. Quite fluffy at the same time.

    Otherwise, i sincerely hope that your opponent lets you bring at least a zoanthrope or two.
    I. A fast-fish belongs to the party fast to it.
    II. A loose fish is fair game for everybody who can soonest catch it.

  6. #5
    UnderWater Ninja-Tiger .. Xpyre35's Avatar
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    ThanX #6, I know its a previous edition game type. I was looking for opinions / options to what you all think is fair. Allowing warriors with 3 wounds would likely upset my opponents. Thus I'd be willing to take the autowound on every warrior and start them all at 2W, without even modifying point costs. Even this raised some concerns. The only option I was presented with from 1 opponent was to allow Zoanthropes with their 3++. I feel that is just begging to get my Nids chewed on. However, I should actually try to play a few times before I make that assumption.

    Lictors still require synapse to avoid Instinctive Behavior tests @ a high LD, however, they have 3W now.

    Was even thinking a swarm of hormagants, if they fail they just full speed to nearest enemy.

    Honestly, without acceptance to any change from my group, that realistically only leaves genestealers.

    The following would be playable (sort of) if Synapse was available:
    Hive guard
    Venomthrope
    Pyrovore
    Termagant
    Hormagaunt
    Gargoyle
    Spore Mine Cluster
    Biovore

  7. #6
    Senior Member visseking's Avatar
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    Damn, I forgot about the Lictors having 3 wounds...

    If your opponents accept Zoans, roll with it! I've actually considered it myself. Even if there are no land raiders to blow up, there should be something to shoot at with the blast template.

    It wouldn't really be impossible to combine the hormagaunts and the genestealers in a list as well...
    I. A fast-fish belongs to the party fast to it.
    II. A loose fish is fair game for everybody who can soonest catch it.

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    Senior Member Horowitz Tal's Avatar
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    you can agree to use tyrant guard brood as if it had synapse, and the aren't that bad

  9. #8
    Junior Member potatolegs's Avatar
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    they seem a really weird choice to dump synapse on.

    i reckon throw caution to the wind and forget trying to get a synapse creature into the list. i reckon it'd make for fun and interesting games trying to manipulate an army around making the IB rules work to your favour.

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    Tough. What where the Zoan's rules in 4th ed? Could you just use them instead?

    EDIT
    Just checked, 2+ armor in 4th ed.
    Warriors are 2 wounds however, perhaps that could be an emiable solution, just use the ruleset for warriors from 4th ed.
    Last edited by Zidi; July 28th, 2010 at 07:40.

  11. #10
    UnderWater Ninja-Tiger .. Xpyre35's Avatar
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    So our weekend came around and I decided to give the Nids a try. The list I went with with permission to overrule the 4++, for my only 2W synapse creature available.

    2 Zoanthropes (2 separate 1 model units)
    6 Genestealers w/ T.S.
    6 Genestealers w/ T.S.
    15 Termagaunts w/ Devourers

    Essentially the plan was to have 1 Zoan to baby sit the Devilgaunts. The other just out of range but able to move into synapse if the other zoanthrope is under fire. 1 unit of genestealers to start on the board and draw fire, while moving through cover. The other in reserve and outflank and hopefully cause some panic and damage.

    The plan seemed to go off with out a hitch. Both opponents were terrified of the oncoming genestealers, and rarely fired at the Zoanthropes. Then the true heroes of the day were able to shine. The 15 devilgaunts, shredded entire units in each volley. Opponents for the day were Chaos Space Marines, and IG.

    vs. Chaos Marines
    5-man squads were shredded down to a single man, by the devilgaunts. Genestealers fleeted and ate a 5-man raptor squad, the other genestealers outflanked toward some plague marines, took 2 casualties prior to assault, then rending did its job and killed 4 / 5 Nurgle worshipers. The zoanthropes warp blasted several small blasts into some noise marines, negating their armor save, killing 3. After turn 3 it was just clean up. Nids rolled for Hold Territory, (table quarters control) and won with a board wipe.

    vs. IG
    Turn 1
    The guard came out in force. 51 models with a chimera. 2 veteran squads, a sniper specialist squad, etc. I thought I was toast. The main error I saw with the IG was deployment. He forced me to set up first, but still deployed his force across his entire deployment zone. Spreading his fire power across the board, effectively isolating units on each end of his board. There was a large ruin in the center of the board. I moved my genestealers and devilgaunts into it. And brought my zoanthropes well with in syanpse range but with fire lanes toward either side of the ruin. Chimera moved around cover into position to fire on the zoanthrope or the devilgaunts. He choose to unload on the devilgaunts, after watching them destroy the chaos marines in the last game. He causes 2 wounds.

    Turn 2: Nids
    Move: Genestealers move through the building slowly, but continue the advance in cover. Devilgaunts move through cover well and are now within range to begin their volleys, Zoanthrope 1 moves toward the exposed chimera (transporting a vet squad) but remains out of range for warp lance. Zoanthrope 2 also moves toward but remains hidden by the ruins, with very little to shoot at. Genestealers outflank to the right, and come in behind the chimera.

    Shooting: Devilgaunts open up on the 6-man specialist sniper squad, even with their cover all 6 are consumed by the devourers worms. I rolled for a run on both genestealers, the ones in the ruin were able to traverse the ruin but I kept 50% in cover in an attempt to weather the storm next round. The outflankers rolled a 6 and they were in range of the next regular infantry unit, so they proceeded to assault.

    Assault: Genestealers with speed tear apart only 4 gaurdsmen, and lost 2 genestealers in the combat. Very surprising. The guards pass morale and the unit remains locked in combat.

    Turn 2: IG
    Upset at the loss of his snipers, and his force split in two now. The entire right side of the board opens up on the genestealers coming from the center of the board. (Tactical mistake, Nids. If he spread out, don't move toward him where he can then easily consolidate firepower, however thats where the cover was) His platoon commander issues FRFSRF, on a full 10 man guardsman squad. 2 Infantry squads, and his platoon command squad unload everything at the genestealers, killing 5/6. The one passes it morale, and remains hungry. The chimera moves closer to the devilgaunts hiding in the building, and lets loose everything. Flamer/Multi-Laser, troops inside rapid firing. I think after all the rolls they suffered another 4 wounds, a combination of bad IG rolling and some miraculous 6+ armor saves, on some of the lasguns. The continuation of the genestealer combat, genes killing 5 guard killing 1, and ended with the guardsmen getting swept.

    Turn 3:
    Both Zoanthropes move in range ready to annihilate the pestering chimera. Solo genestealer moves toward the full firing squad, the remaining 3 genestealers from the outflank also move towards the full squad. I made another gaming mistake in the shooting phase. Since the zoanthropes were literally 2" apart, I rolled for them together, as I would normally in any other game as they are normally 1 unit. On the rolls, I penetrated both times and the first damage was exploded. Had I rolled separately, I would have been able to then warp blast the occupants, oh well. The 9 remaining devilgaunts fire at the platoon command squad on the hill, killing them all. 8 wounds, he only saved 2. Both genestealer units assault the 10 man squad, and deal some death, but also losing 2 genestealers in the melee. That unit is swept and the 2 single genestealers consolidate toward the hill where the remaining 10 man squad is.

    The final turns didn't change much. The vet shot at the devilgaunts killing 3, the zoans and the devilgaunts returned fire and wiped them out. The last squad actually killed the 2 genestealers that raced into them. With the Nids rolling for invade, but not having enough points left to claim the bonus, and IG rolled for control points only having 1 they received no bonus, the Nids scored approx 150 more points than the IG

    2 - 0 Nids. Although I don't think the IG player will let me use Tyranids again, as the devilgaunts were incredibly effective. More so than his shooty horde. The devourer profile far exceeds the lasgun however it doubles the price of the termagant. I think I'll try to convince him to switch armies, as I'd like to try the IG, and let him use the Nids.

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