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Batrep: Marines vs Tyranids, 3k

 Post subject: Batrep: Marines vs Tyranids, 3k
PostPosted: Mon Jul 23, 2007 10:28 pm 
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Great report Hena! Thanks! :) Will have read again later.

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 Post subject: Batrep: Marines vs Tyranids, 3k
PostPosted: Mon Jul 23, 2007 11:17 pm 
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Thanks for the exciting report Hena!

More comments to come.

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 Post subject: Batrep: Marines vs Tyranids, 3k
PostPosted: Tue Jul 24, 2007 8:49 am 
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(Hena @ Jul. 23 2007,18:13)
QUOTE
2. Hold changes. There was one negative side in here to me that Asaura pointed out. The Hold order needs to be marked as it has an lasting effect (no support fire) that normally wouldn't be there.

I don't like the idea that Tyranids can't provide support fire if they have taken Hold orders earlier this turn. It's fiddly. If we want the Nids to not do fire support, let's make them not do it at all. It's a bit radical, but at least it's not fiddly.

I like the new BM rules and the 2+ activation.


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 Post subject: Batrep: Marines vs Tyranids, 3k
PostPosted: Tue Jul 24, 2007 9:22 am 
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Great batrep Hena! This is more like it!

The outcome was similar to the battles I have had against my friend Ali's Marine army - marines perfrom admirably against bugs and battles are always tense affairs.

As a bug player I hate facing speeders - marines will pretty much always have an activation advantage against bugs and doubling speeders up last thing in a turn is a fave tactic of Ali - he is then in a position to open up with a load of 4+ MW shots at point blank range first thing next turn. Nasty!

Re the support fire thing - I'm leaning towards just letting all swarms lend support fire unless instinctive.

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 Post subject: Batrep: Marines vs Tyranids, 3k
PostPosted: Wed Jul 25, 2007 10:33 am 
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Hmm second read - still undecided about it all but do like Hena's engage idea.  Need to see Chromas next rules set and play more games!! :)

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 Post subject: Batrep: Marines vs Tyranids, 3k
PostPosted: Wed Jul 25, 2007 11:57 am 
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(Hena @ Jul. 25 2007,10:12)
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The on instictive, no support fire. Sure it's easier to do. However the hold caused by failed activation is the situation where I would like to get Nids want to engage instead of moving to support fire position. Mainly as engage can backfire badly. So I'm not sure how I want to proceed on it.

I think we should test the following combination: Hold actions are replaced by mandatory Engage actions and initiative upped to 2+.

No support fire while being instinctive is also a nice idea.

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