Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts

Wednesday, April 7, 2010

1750 Necrons vs Tyranids Battle Report

I was asked to post battle reports of my Necrons. I haven't played any games with them in since the Battle Missions tournament (I'm gonna be playing Orks until August), but here's one I wrote on Dakka about a month ago. This basically shows my usual tactics against a Deep Striking army.

Tyranids
- The Swarmlord
- Flyrant w/ Hive Commander + other stuff (made no difference)
- Doom of Malan’Tai + spore
- 3 Zoanthropes + spore
- 3 Zoanthropes + spore
- 9 Genestealers w/ toxin sacs + Broodlord
- 9 Genestealers w/ toxin sacs + Broodlord
- 9 Genestealers w/ toxin sacs + Broodlord

Setup
Mission was Annihilation; deployment was Spearhead. I won the roll for first, and I considered giving it up because I was predicting he would put everything in reserve, but in the end I decided to take first.

Deployment
The quarter I chose was on the left side of the board. I deployed everything as far away from the short table edges as possible because I didn’t want to get roflpwned by his genestealers outflanking. Monoliths were close to the center; warriors and C’tan behind them with the Scarabs slightly to the left. Destroyers were lined up on my table edge right behind my warriors.

He kept everything in reserve as I had predicted. Stealers outflanking, Swarmlord walking on and everything else was deep striking.

Turns 1&2 – Necrons
I shuffled my models into a piece of area terrain about 3 inches off my table edge. Monoliths in front, C’tan and warriors surrounded by scarabs with my destroyers in the back, right along my table edge. All the jetbikes had turbo-boosted for the 3+ cover (2+ for scarabs). I left a big hole in the warriors to bait the Doom to DS there, then get killed by Big D.

Turn 2 – Tyranids
Everything came in from reserve. Swarmlord moved and ran forward. All of his stealers came in on my left in a big horde. The Zoanthropes dropped about 12” in front of my monoliths. His tyrant landed about 9” forward/left of my army. He would need to be killed next turn. DoM took the bait and landed right in the middle of my warriors, taking off 2 scarab wounds, then dropping its psychic power pie plate instant-killing 4 swarm bases (I forgot to take cover saves lol). The zoanthropes shoot at my monoliths, destroying one.

Turn 3 – Necrons
I turbo-boost my remaining scarab I shuffle my Necrons around a bit, getting my destroyers into LOS of the tyrant. My surviving monolith moves forward. DoM takes a wound off my C’tan. My shooting goes fantastically. The flyrant goes down to destroyer fire, while the Doom’s pod is killed by my warriors’ mass rapid-firing. Then I shoot my monolith’s pie plate at the left zoies. I hit and wound all three, and he fails all three invulnerable saves in some awesome luck. The Deceiver kills the Doom in assault. 4 KPs in one turn, not bad!

Turn 3 – Tyranids
At this point it’s an uphill battle for him. He has 3 Genestealer squads on the left, 1 Zoanthrope squad, the Swarmlord and 2 spores. Basically in this turn he moved and ran his Swarmlord forward, Zoies whiff on the Monolith, and his genestealers kill my scarab roadblock.

Kill Points – Necrons: 4, Tyranids: 2

Turn 4 – Necrons
I have not lost a single Necron model yet, so things are looking good. I portal my left warrior squad through the monolith to get them out of charge range of the Stealers and into Rapid Fire range of the Swarmlord. The Swarmlord has moved to within charge range of the Deceiver, so I move forward for the epic fight. I move my Destroyers out of charge range from the Genestealers, failing one DT test. They pop off some shots at one stealer squad, reducing it to just the Broodlord. Portalled warriors rapid fire the Swarmlord, taking off 2 wounds. Then the C’tan charges the Swarmlord taking off one wound while remaining fine himself.

Turn 4 – Tyranids
His Genestealers all move towards my army but nothing is in charge range. My opponent shoots his zoies at my ‘Lith and does no damage. I believe his shooting at the Monolith was a mistake because my warriors were all huddled up together after going through the portal and he could have blasted them with AP3. My deceiver leaves combat.
Kill Points – Necrons: 4, Tyranids: 2

Turn 5 – Necrons
My downed destroyer which had failed DT gets back up. Then, when I move to get in LOS of his swarmlord & zoies, I fail 3 out of 5 DT tests. I kill his Swarmlord and a spore from shooting and kill his Zoanthropes in CC with the deceiver. I had placed my Warriors so that his last spore and my one monolith were blocking his stealers from charging.

At this point he concedes, as none of his stealers are in charge range. Kill Points were 7-2 for the Necrons, and there was no way for him to phase me out as I had not lost a single “Necron” model aside from the 3 destroyers in WBB mode.

Post-game Thoughts (written a while ago but still applicable)
This game has reinforced my opinion on the ‘nids: they are not very good. Doom of Malan’Tai is useless against Necrons, and I was prepared for his all-reserve strategy. The Swarmlord did not fit into his list. If you want to start in reserve with ‘Nids, you need to have everything deepstriking, not some deepstriking, some outflanking and some walking on. If you do the latter it will be easy for an experienced opponent to kill you in bite-sized chunks. The all-deepstriking ‘Nid army is powerful purely for the shock factor, and if you have never played against it before then it can be pretty tough. However I have played several games against drop ‘Nids so I knew what to expect and I was not surprised by anything so this game was a breeze.

So to sum things up, ‘Nids should be deployed on the table and run across. However, it is very difficult for them because they lack the speed to get into the assault quickly and they still lack long ranged anti-tank (tyrannofex is not points-efficient). Another thing that I think is quite important is that ‘Nids have no way to tank shock (or do anything similar). The tank shock move is so underrated and without the ability to tank shock troops off an objective the codex will struggle in objective games.

Comment away...

Wednesday, March 24, 2010

My thoughts on Tyranids: part V – Drop ‘Nids & How to Counter Them

In my opinion the biggest change in the new Tyranid codex is the Mycetic spore. The Tyranids can now take an army that is all Deep Striking, and importantly all accurate Deep Striking. Couple this with their potential +2 reserves bonus, and on paper the list is very powerful. It reminds me of the old SM drop pod armies. I have played I think 7 games against dropping ‘Nids and I lost the first, but since then I have beaten them every time.

Anyway, your typical Ninja ‘Nids army looks like this:

- Flyrant w/ Hive Commander, dual TL Devourers with Brainleech ammo, whatever else
- 2 Zoanthrope squads in Mycetic Spores (I prefer 3-strong squads, some prefer 2)
- Lictor or Deathleaper
- Troops varies from list to list
- 3 Trygons

If I ran Drop Nids, my army would have 3x3 Spore Mines. They are very helpful for dictating your opponent’s deployment.

Overview
Playing against this army is very similar to playing against all Drop Pod armies, except the ‘Nids are better. It’s important to realize when you’re looking at a drop Nid list as opposed to a regular footslogging list. Usually it’s obvious: Does it have +2 to reserves and all units (sometimes not Troops) are capable of deepstriking or outflanking? Then they’re probably going to be dropping.

If you get the choice, always take second turn. This gives your opponent a difficult choice: do they Deep Strike everything anyway, or do they deploy? Usually, the right choice for them is to DS. If they deploy, you are now pretty much playing against a weakened regular Tyranid army.

MCs and Zoanthropes
If they Deep Strike, castle up and use smart target priority when they drop. If you’re a shooting army, you should have a bubble wrap unit or two spread out in front of your army, so the Hive Tyrant and Trygons have something to kill before they hit your gooey stuff. If you are a CC army, the MCs shouldn’t be a big problem. Remember, Zoanthropes will rape your vehicles, so you need to take them out or at least tie them up.

Lictors and Mycetic Spores
Mycetic Spores are generally placed on top of objectives to contest them. They are pretty easy to kill, but they can be an annoying distraction with their shooting. One thing to consider about Lictors & Deathleaper is that they are mounted on 40mm bases, so if you want to keep them away from your squishy guys you must leave absolutely no gaps in your castle.

How have you guys fared against Drop Tyranids, and what tactics have you used to beat them?

Monday, March 22, 2010

My Thoughts on the Tyranids: part IV – Anti-tank Shooting

I'm going to condense the rest of my Tyranid analysis so that I will have more time to write tournament reports, opinions on other codices (especially Blood Angels) and some other tactics that I have made use of but have not seen a lot of on the interwebz. I also want to post pictures of my models and a current conversion I'm working on, turning a LRC into a battlewagon.

Hive Guard and Zoanthropes
There are 3 units in the Tyranid codex capable of reliably killing vehicles at range: Zoanthropes, Hive Guard and Tyrannofexes. Zoanthropes and Hive Guard are far more efficient than the T-fex. The problem is that they are both in the Elite slot. A mycetic spore is pretty much manditory for Zoanthropes. As far as I'm concerned, you must have either Zoanthropes or Hive Guard to have a competitive Tyranid list. Which one to choose is usually pretty simple. In a drop/ninja Nids army, take Zoies. In a foot army, take Hive Guard. There are of course exceptions to this and I will go into them in a later post but for the most part this is a good rule of thumb.

One big advantage of Hive Guard over Zoies is that they are able to be in range of enemy vehicles on turn one. They are also more resilient with their T6, and they are better at killing lightly armored vehicles like rhinos. Zoanthropes are more versatile because they can kill infantry with Warp Blast. They can also kill AV-13/14 with ease, unlike Hive guard. It will be interesting to see which choice triumphs in the long run. As of right now though I think the better choice depends on the rest of the 'Nid list.

Tyrannofexes
Tyrannofexes are a totally different beast. The only real reason to take them is for the Rupture Cannon, so we'll ignore the other options for now. First of all, I believe the Tyrannofex is way overcosted. You are paying 265+ points for one STR10 hit per turn. That said, we must consider the T-fex in the context of it's codex, and it's the only non-Elite anti-tank shooting in the whole book. If you want to run a shooting-themed list, the Tyrannofex is a decent support choice, but I would recommend it only if you have maxed out on Hive Guard already.

I think the best loadout for the T-fex is Rupture Cannon, Cluster Spines and Electroshock Grubs. On the tabletop the Tyrannofex should advance along with the rest of your army, but keep a squad of gants in front of it so that it can't be charged. Most people don't bother to shoot at the T-fex because of its 2+ armor, so you can place it in front of your other MCs (especially tervigons) and give them cover. This should be relatively easy because most peoples' Tyrannofex models are huge. The secondary weapons can be useful for the T-fex if you have killed the enemy transports or if they never had any to begin with.

Sunday, March 21, 2010

My Thoughts on the Tyranids: part III – Termagants, Tervigons and Ripper Swarms

Termagants
In my experience, most of the competitive Tyranid lists have been using at least one small squad of Termagants. They are generally only taken so that the Tervigon can become a troop choice, and I would say you should always take a Tervigon for every Termagant squad. However, the in-game utility of Termagants should not be overlooked, because they can really help out the Tyranid army. Fleshborers are now very capable anti-infantry weapons, so when you have large amounts of Termagants they will do damage in the shooting phase. The other weapons are garbage, so just skip ‘em. The CC boosts if you have points left over, go for it. With Adrenal Glands, termagants can be a decent CC unit.

Tervigons (in Troops because nobody ever takes them as HQ)
A monstrous creature Troop choice, what’s not to love? I suppose the idea behind the Tervigon is that it’s a big force multiplier to the army. Catalyst and Onslaught are both useful powers, and I think one of them should be given to every Tervigon. You can’t take both, so have to consider how it will affect the other units in your army. Obviously, the main purpose of the Tervigon is to poop out Termagants. Usually you will roll doubles within the first 2 turns, so don’t rely on ever getting more than 20. In objective games, you can use the spawned Termagants to delay incoming enemy assault units. In Annihilation missions, you don’t want to give away free Kill Points, so the Tervigon tends to be a big points-sink in Annihilation. For that reason, I would say never take 3 or more Tervigons, and even 2 is pushing the proverbial envelope.

Ripper Swarms
I have never seen anyone use these, but I think they can be great sit-at-home objective holders. Let’s say you take 3 bases for 30 points. Keep them in cover, and go to ground whenever they are shot at. Now you have 9 wounds with a 2+ cover save, along with Fearless. Good luck getting rid of that. On the downside they can be an easy Kill Point, and you must always be in Synapse range for them, or there is no point in taking them at all.

My thoughts on Tyranids: part II – Warriors, Genestealers and Hormagaunts


I’m starting off with the troops choices because I think the Troops should be the foundation of all lists. Always remember the most important role for troops is objective capturing, and anything else is secondary. The tyranids overall have good objective holders, but make sure the small bugs have synapse.

Tyranid Warriors
It seems to me warriors are designed to be a jack-of-all trades unit for the tyranids. They are relatively resilient, with capabilities in shooting and assault. However, they are very slow and they have no way to get into the assault quickly. Their shooting alone does not justify the points spent on them, so overall I just don’t see a use for these guys. It’s unfortunate, because I like the idea of an all-warrior army.

Genestealers
Genestealers are an excellent example of a “glass hammer” unit. They do a great deal of damage in the assault, but they are very easy to kill. At 14 points base for what is essentially an Ork, they are very vulnerable. For deployment, they have the options to infiltrate, outflank or deep strike via mycetic spore. I personally would never simply infiltrate, because they will be shot off the board on turn 1.
The brood lord can be very effective, especially when spammed. I have a list which I will post at the end of the review that includes 6 broodlords in mycetic spores with the Doom of Malan’Tai. Of course, the functionality of this list depends greatly upon the GW FAQ ruling. So in my opinion there are two main uses for genestealers:
a) Podding Broodlord spam
b) cheap, scoring outflanker

Both of these roles minimize the weakness of genestealers (resiliency). Option B also forces your opponent to either line up a bubble wrap on the table edge, or deploy in the centre of their deployment zone if they don’t want to sacrifice a unit.

Hormagaunts
Well, if you want a swarm of assault gribblies charging across the board, take lots of hormies. Adrenal Glands are a no-brainer; always give it to them. Keep in mind you will need strong synapse support to keep these guys under control, and these guys can’t kill vehicles. However, if you surround a transport and then glance it to death, the vehicle will not explode, and models inside won’t be able to disembark, meaning they are killed. This is a very evil trick that I have been using with kroot and scarab swarms for a long time. I don’t suggest using it in friendly games.

Saturday, March 20, 2010

My Thoughts on the Tyranids: part I – Intro

The first series of posts I’m going to do is a sort of codex review for the Tyranids. It’ll be unit-by-unit, covering every unit in the book and then a few list build ideas and tactics to go along with it. I have played about 10 games against the ‘nids and a couple with them on Vassal, and my experiences have been interesting.

To be honest, I feel sorry for the die-hard Tyranid fans. It’s not that their codex is bad; it’s just that it is not on the same level as the recent codices, namely IG and Wolves. I think that when a codex comes out, it should be slightly more powerful than the previous one. The ‘nid codex was a small step backwards. While not a problem at the moment, in five years I think the codex will be crap, unlike IG & SW.

In the period since its release, a certain build seems to be very popular. That is the dual troop-tervigon build, usually with 6-9 hive guard and 3 Trygons. Podded Zoanthropes sometimes replace the hive guard. In the posts to come I will talk about the strengths and weaknesses of this build, along with some other lists that I feel have gone under the proverbial radar.