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Author Topic: Battle Report Nids Vs UltraMarines  (Read 1241 times)
Lazarus
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« on: January 23, 2010, 03:28:19 AM »

********* Tyranids Vs Ultramarine 1850 Points *********

The Ultramarines

HQ

Grand Master
Chaplain

Elites

Dreadnought
Two Gray Night terminator Squads

Troops

Two Tactical Marines in Rhinos
Gray Night squad

Fast Attack

Land speeder

Heavy

Two Predators



Tyranids

HQ

Hive Tyrant

Elites

Lictors
Doom Of Malan'tai

Troop

Two Squads of Hormagaunts
Three Squads of Genestealers with a single Broodlord.

Fast Attack

Two Squads of Ravaners

Heavy Support

Two Carnifexes
Trygon



The Deployment











***** Over view of Deployment *****

My self made a few issues with deployment. firstly i put my big bugs in front of my gaunts what made them get shot and received no cover save from having the gaunts in front. I think i was a bit to keen with the genestealers and a bit to spread out overall.

Carl deployed wisely the gray knights benefited highly from being in cover over the game due to me not having frag. He said the dred was put out front and close to try and tempt me to kill it, what was right but i only planed to use one unit on it and it failed heavily (Doom Of Malan'tai).

********Turn One********

Carl won the first turn and i failed to take to take it from him (this stung me badly), his first targets where my big bugs and they where in the open with no cover saves.  He Manged to kill one Carnifex from the guns from the Predators and some cannons from the knights and also took a Wound on the last Carnifex. Next he boosted his Rhino up and layed out Two flamers onto my stealer unit with my Broodlord killing all but one. Half of one of my hormagaunt squads was kill from fire from the land speeder.

End of carls first turn.

My time to do something. I moved and ran my last Carnifex upto the predator to get as close as i could (cant assult no fleet), Moved and Ran with a ravaner and gaunt unit towards the same area aiming for the knights. Sent one ravaner unit over to take out the speeder i thought they probably wont kill it but need that movement. Tryed to shoot my AP1 gun from the Doom Of Malan'tai and the physic hood stopped me. I ran a squad of stealers out of cover and charged the predator and took out his gun. Did the same with my 2nd stealer unit vs the rhino but they failed.  

End of turn one.







********Turn Two********

At this point all i could say was shit another turn of shooting i got so hammered in the first round i was worried.

The predator ran off the speeder moved to the eage of the board. That was all the movement onto killing my bugs, first another round of shot at the carnifex from the dreadnought and predator and down to 1 wound. My squad of stealers that failed to blow the rhino up got flamed to hell again leaving one left again. The Second squad of stealers got from the knights and wiped them out.

No assults so far from the marines. Onto my 2nd turn, dam i was really down at this point at least 60% of my bugs where dead. It was up to my reserve rolls to help me out a big, Lictors fail to come in but i get my Trygon yes some pain. I bring the trygon going right next to the knights to get rid of them for good. I moved and ran my Gaunts and Ravaners into the gray Knight terminators. Started to chase the rhino around the table with my Hive tyrant. Trygon shot his assult 6 weapon and the gray knight maines and got a few. My Gaunts and Ravaners failed to do any damage due to attacking into cover and got owned by power weapons. Carnifex took out the predator in assault.





********Turn Three********

Last round for the game.

Carnifex is now dead from more shooting, and the trygon get a round of shots from the Gray Knights bringing him down to 3 wounds. Landspeeder takes a few gaunts from my objective and the rhino kills when stealers i have left with a drive by flaming. No assaults

My 3rd and final, Lictors come in but a bit late now. I move the hive tyrant into charge range of the rhino, try one last AP1 blast and fail to set it off. Hive tyrant fails to do any damage to the big strong armor 10 rhino. Trygon takes out the gray knight squad in combat.





After this carl had one more round of shooting and i resigned i saw no possible win the gray knight terminators took out my Trygon after a few of them dieing. The lictors died before they could do anything, HT was humping the rhinos leg and the gaunts where slowly dieing from landspeeder fire.

« Last Edit: January 23, 2010, 04:50:44 AM by Lazarus » Logged

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« Reply #1 on: January 23, 2010, 06:13:45 AM »

Ouch!

Looks like things really didn't go your way, since I've played a decent amount of games against Tyranids I have seen how reserves can be too late and be forced to walk through a lot of fire to get anywhere.

Also have witnessed the zoanthropes being fairly hit and miss also, Neckface managed to pop my Landraider on the second turn however in our game on Saturday and I ended up being wiped off the board 12 kill points to 6 Cheesy
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Lazarus
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« Reply #2 on: January 23, 2010, 06:46:58 AM »

the good thing with the lictor and trygon they can deploy with in 1" when deep striking.

The lictors dont scatter the trygon does but if hit enemy unit or terrain just stops.

Doom Of Malan'tai only fail due to the grayknights physic hood being unlimated range what was a bit pain.

I also played carls chaos the same night and took him out quite easy. It was more it was my first game ever with bugs and i have been in power armor all my life big change so need to find out how they played.
« Last Edit: January 23, 2010, 06:50:51 AM by Lazarus » Logged

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Carl
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« Reply #3 on: January 23, 2010, 08:07:01 AM »

The Grey Knights also have some advantages other marines don't have. STR 6 Power weapons. I had 9 of them. (8 Terminators and a Justicar). Giving that they were striking first (due to being assaulted in cover). ie More than 20 Str 6 Power weapon attacks Striking first really hurt. If not for those Nemesis Force weapons I'd have been stuffed (even going first, ordinary marines just do NOT have the CC capacity).

The Marines army had tons of shooting AND great CC so I could whittle down the horde and mop up in assault in Turn 3-5.

I also had a good psychic defense and Mech Tac Squads with flamers (great v 'stealers in cover). The LS Typhoon was also useful.

Going first helped as I had an extra turn of shooting.

My Nurgle Chaos army is quite tough. Not top tier but handy. I've 30 Plague Marines in Rhinos, a LR with Terminators, a Winged DP of Nurgle, x2 Oblits and some LSDs.

Those Tyranids tabled me by T4. That was the heaviest defeat I've ever suffered with any army against any opponent. FNP and Blight grenades are no good v MCs  Wink

I had less shooting, less CC and no Psychic Defense (critical v 'nids). I also went 2nd.

I'd suspect that ordinary SMs will struggle (as I said, those Grey Knights really shone and won the 1st battle for me).

Matt has a great CC army and should do well.

I won't reveal too much about his army and its tricks (that'd spoil the surprise Wink) but prepare to be afraid.
« Last Edit: January 23, 2010, 08:16:24 AM by Carl » Logged

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« Reply #4 on: January 23, 2010, 09:36:57 PM »

i love battle reports.....es p with photos thanks guys
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« Reply #5 on: January 24, 2010, 03:15:51 AM »

just have to point out Matt deploying your carnies behind gaunts wouldn't have mattered for cover saves, they need to be at least 50% obscured to get any cover save.  this is a reason why i'm going to bring a venomthrope, so my MCs can benefit from at least the 5+ cover save it gives.

stupid picky shit from me aside; lovely bat rep guys, always awesome to see beautifully painted armies face off
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« Reply #6 on: January 24, 2010, 03:44:08 AM »

Ok so i should have gaunt then ravaners then MC to get cover. so Ravaners get cover from gaunts and MC get cover from ravaners.

Also in this game forgot my doom of malati had a 3+ invon save.

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« Reply #7 on: January 24, 2010, 03:49:25 AM »

ouch, that's a stink mistake to make - live and learn i guess.  i want to see your Doom getting in amongst it.  its pie plate power is tough, sure, but its real strength is that soul suck ability that works EVERY shooting phase.

and yeah, its like a sort of 'onion skinning' of cover saves, with the mid range creatures supplying the big guys with their cover save, and the wee gaunts screening the ravs and warriors.
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« Reply #8 on: January 24, 2010, 04:06:04 AM »

2nd game i brought the doom into the thick of it will the reset unlike the first when i held him back to shoot. and i manged to gain a wound from the LD test.

Also i did not use the pie plate due the them being T5 marines but after thinking of it the 10 marines where bunched together and i could of killed 1 or 2 even with them being T5. so i am going to use he alot more now i was going to drop him until i though about it a bit more.

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« Reply #9 on: January 24, 2010, 04:09:23 AM »

yeah you might want to consider dropping him and using his points to beef out your carnies with regeneration, or giving your tyrant some guard to soak up wounds for him.  and it'll let him get cover saves even if he isn't 50% obscured
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« Reply #10 on: January 24, 2010, 04:34:08 AM »

I will see how he goes he sounds good on paper, i am a full on noob with nids so its may just be me. i have done more reading and those two games with carl really helped i have another game on the 14th so that will help.

Like always i am going for painting but if a win some games i will be happy, they are really fun to play so i might use them for a while.
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« Reply #11 on: January 24, 2010, 07:45:10 AM »

I had lots of fun and hope to play v your 'nids again in the future.

I love the ''Horror'' element to 'nids. Certainly one of the coolest armies to face.
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« Reply #12 on: January 24, 2010, 09:48:45 AM »

Carl your crimson fist ultra marines got me thinking about my Rogue trader marines. The original art for the Rogue trader book (1st ed warhammer 40k), had my RT marines that where crimson fist, this is only paint theme i have manged to find from the original art. So i start painting in this theme got a test model done last night and look better than the ultramarine paint job i did.

Should have my command squad done by the end of the week will post some pics.
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« Reply #13 on: January 24, 2010, 11:11:51 AM »

Those Nemesis force weapons sound pretty handy actually, power fists are great, but I've been finding after assaulting a carnifex or pack of tyranid warriors, I've usually suffered a couple of casualties, those damn 1's pop up at the worst times.

I know what you mean, you have a real impending feeling when the Tyranids are closing into assault range, I can't think of many armies that could stand upto them in the CC phase with the exception of an Ork horde army.
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« Reply #14 on: January 24, 2010, 01:44:41 PM »

Ork Horde will die like flies. Trust me. They have NO show. Their troops are slow and have no armour. Plus 'nid psychic powers are terrifying, to say the least. The Doom of Malantai will chew orks like kibbles. Orks will need to bike or trukk up.

You have to mech up and/or stay in cover.

If you mech up, ''Drive 'till the axle goes!''

'Nids are a huge threat.

@Lazarus: cheers, yes, I prefer my Ultras with a Regal Blue base and Space Wolves grey highlights (kinda like UM Crimson Fists) as I'm not keen on the paler blue (looks too toy-like). Regal blue is similar in colour to a SWAT team uniform and looks more like it means business.

@Sectiplave: Nemesis Force Weapons are awesome, Str6 Power Weapons (GM has a Force Weapon vesion) and a unit of 4 Terminators can pump out a great many attacks. I don't believe ordinary SM can match that CC capacity. TH/SS is slow and LCs are Str4.
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« Reply #15 on: January 25, 2010, 08:59:29 PM »

Cool battle report.
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« Reply #16 on: January 26, 2010, 04:23:42 AM »

so tyranid is the new 40k broken?

I thought the previous edition tyranid was very well balanced and very good codex, and GW just had to release a new one when the old one is not even  3 years old just to make them more broken...
« Last Edit: January 26, 2010, 04:26:09 AM by Simon » Logged
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« Reply #17 on: January 26, 2010, 04:37:50 AM »

nah man, totally not broken.

well, time will tell - but you should see the MASSIVE whinge fests in other forums coming from nid players feeling they've been thwacked by the nerf bat.

personally i think its still a very strong army, but not in the way it was considering the popular builds nids had with the 4th ed codex.  things are very different and a lot of people need to change a lot of stuff to get their armies up to scratch.  which is kinda annoying for myself because now i have to rustle together a bunch of conversions and new units for the army i wish to submit for battlecry

but yeah, otherwise there's a good balance to the army.  obvious strengths and weakness, but plenty of synergy there to play around with and make a decent balanced force.  a lot of the power builds people started to dream up seem to be failing on the table top, so there's a real emphasis on bringing a range of units to handle the job
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« Reply #18 on: January 26, 2010, 04:40:18 AM »

@Simon

I don't think so.

My SMs did beat the 'Nid menace in Turn 5 in the first game. All he had left was a Hive Tyrant and 10 Gaunts. I lost a tank and 9 Grey Knights.

I think people will have to be careful wrt army selection. The Nurgle army had nothing geared to combatting 'nids but from now on I'll add something in the way of anti-nid.

I think the 'nid Codex is great. They need to be frightning.
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« Reply #19 on: January 26, 2010, 08:12:39 AM »

I think its better than the old only thing i have wrong with it is no assault grenades, this makes you think twice about what you are going to charge.
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« Reply #20 on: January 26, 2010, 08:21:00 AM »

makes sense fluffwise though, it was starting to get ridiculous the amount of armies that can access assault grens for cheap/free.  kinda sucks for you and me that we take the hit, but its gotta come from some where - otherwise the whole game mechanic becomes useless
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Lazarus
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« Reply #21 on: January 26, 2010, 09:22:29 AM »

well that rule become of no use it everyone has frag.

At least the lictors have frag
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