Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 16 posts ]  Go to page 1, 2  Next

Nids vs Tau batre (with maps)

 Post subject: Nids vs Tau batre (with maps)
PostPosted: Wed Apr 05, 2006 1:42 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
Tau vs Tyranids

Introduction
Both Jesse and I decided to do this batrep, unfortunately this makes it impossible for either of us to be ?In the Box.? To rectify this small problem we decided that Jesse would field the Nid list he had used last weekend, and my Tau list would be drawn at random from those that I keep on file (For those unfamiliar with how I playtest, I keep a paper file of the army lists I have used as a reference for various reasons, not the least of which is to gauge the progress of a list). As I wasn?t present during those battles, I was sick that weekend, I have no idea what Jesse?s list looks like. We do things this way (In the Box) to create a tournament like environment, and we do that because that is the type of lists we are supposed to be designing.

For this batrep we will be using the experimental rules for assaults and skimmers as we feel that these rules will be implemented in their present forms by the time either the Tau or the Nid lists become official. We have also agreed to use Neal Hunt?s suggested spawning rule which simply states that the Nid player is limited to adding a maximum of ONE Myecetic Spore to each spawning action.

In the next batrep planned we will be using the #1 suggestion that was presented in the ?Spawning Thread? in Epicomms.

Judge: Jack
Tyranids: Jesse
Tau: Jaldon (Too many ?Js? in this list)

Tyranid Army

1st Swarm 480pts
3xTyranid Warriors, 9xRaveners, 7xHormagaunts

2nd Swarm 500pts
3xTyranid Warriors, 9xRaveners, 6xHormagaunts, 1xZoanthrope

3rd Swarm 475pts
3xTyranid Warriors, 8xRaveners, 6xHormagaunts, 1xZoanthrope

4th Swarm 420pts
1xLesser Node, 4xDactylis, 2xZoanthrope

5th Swarm 300pts
1xHierophant

6th Swarm 150pts
3xLictors

7th Swarm 175pts
7xGenestealers

Reserves 200pts
2xLesser Nodes, 4xMyecetic Spores

Tau Army

1st Warrior Cadre 375pts
8xFire Warriors, 4xDevilfish, w/Ethreal

2nd Warrior Cadre 300pts
8xFire Warrior, 4xDevilfish

3rd Battlesuit Cadre 350pts
4xXV-8, w/Shas?o

4th Battlesuit Cadre 250pts
4xXV-8

5th Pathfinder Contingent 275pts
6xPathfinder, 3xDevilfish

6th Stealth Contingent 400pts
9xXV-15

7th Hammerhead Contingent 325pts
4xHammerhead, 1xSkyray

8th Gun Drone Squadron 125pts
4xHeavy Gun Drones

9th Assault Squadron 300pts
1xMoray

The Tyranid Plan
Before anyone comments about it this isn?t the army I would normally have taken into a tournament, I really like fielding Carnifexes in my front line swarms. But I am also not complaining, Jaldon has no idea that this list is so AV/WE light, I did agree to use it, and heck I had fun using it anyways.

Two things I am sure of;
(1) I am going to use my three front line swarms to try and box Jaldon in so I can crush him;

2) Jaldon knows I am probably going to do this so he won?t go for a corner deploy, so it will be easier for him to concentrate and blow a hole in my front line.

This simple plan relies on the Genestealers being used to temporarily plug holes in the front line, so the swarms can spawn to plug them and Jaldon cannot escape. In a pinch one of the reserve Lesser Nodes could teleport in to establish a blocking force if one of the swarms goes out (Jaldon: Jesse means all of the synapse creatures are killed).

I?ll start the HIerophant centered and then move it between the two swarms I am planning on using to launch my main attack with. This will more then likely be the flank that Jaldon piles up against to try and blow through, IMHO the direct approach works best when you are commanding Nids. Truthfully, with all the skimmers in the Tau army, and Jaldon?s nerve wracking habit of keeping them loaded long after most players would have deployed from their transports, I really don?t have a clear plan for employing my Lictors. I am not worried about finding a place to use them, I am just not planning ahead for their use.

One thing is sure, Jaldon isn?t going to give me time to catch my breath, he is going to come at me hard out of the gate and then try and set a fast, furious, tempo for the battle. I am going to have to gauge well my need for spawned reinforcements, against the need for this army to advance, or I will quickly find my bugs face down in the dirt, or so scattered as to be almost useless.

The Tau Plan
Jesse and I are both long time foes, and Jesse himself has been playing the Nids, and Epic-A, from almost day one, so green he is not. His favorite ?Nid Plan? is to set up a wall of bugs across the table and then dare you to try and stop them from sweeping you right off the table. In most cases this would be two big bug swarms, and a Carnifex heavy bug swarm making up this front line, backed up by some Independents to plug holes, and a Lesser Node or two for deep strikes. It has worked well for him in many a battle, but the new spawning rule will be putting the pressure on him to close more quickly then he normally would.

My plan will be to center deploy, shift everybody over to the flank the Carnifexes aren?t in, blow through that swarm, and force Jesse to fight a battle of maneuver. While this does put me in a stronger position it is only half the battle, as thereafter I must cut down brood creatures faster then Jesse can spawn them back so I can maintain the advantage the breakthrough will give me.

Doing this prevents the Nids from being able to use their swarms aggressively, and puts the pressure on them to take chances they would otherwise be able to avoid. All and all it looks to be a good fight coming up, win or lose I do know playing against Jesse we?ll have a lot of good laughs and it will be fun.



Turn 1
(Tau win Int and pass to Nids)

3rd Swarm marched over Ridge 105 and took up a position at the base of that same ridge its front extending to the base of Hill 601. The 8th Gun Drone Squadron swung out from behind Woods ?D? and turned to face toward Hill 301 (Double Move).

2nd Swarm marched through Ruined Building ?C? and across Hill 601 to near the corner of Woods ?E?. The Moray lumbered into a position just behind the 8th Gun Drone Squadron, its Railguns firing into the Hirerophant. The shot ran true and fast dropping the infernal creature dead in its tracks (Jaldon scored to hits, got one critical, and promptly rolled a ?6?, dare say Jesse was not amused).

1st Swarm marched through Ruined Building ?A? and over Hill 803, its front covering the area from Hill 703 to Woods ?E?. The 7th Hammerhead Contingent popped up to see over Woods ?B? (sustained) and poured fire into the 2nd Swarm cutting down two Raveners.

7th Swarm marched from the area of Ruined Building ?C? and took up a position behind the slopes of Hill 601. The 3rd Battlesuit Cadre marched from the edge of Woods ?B? and settled in some distance behind the base of Hill 703.

The 4th Swarm?s spore mines lept out over Ruined Building ?C? and rained down on the Moray and the 8th Gun Drone Squadron. Two Heavy Gun Drones were torn apart, while the Moray escaped any serious damage (But did take two hits)., despite this light damage the 8th retreated to the area between Woods ?B? and ?D?, while the Moray pulled back to the other side of Woods ?B?. The 1st Fire Warrior Cadre marched away from Woods ?B? and took up a position behind the 3rd Battlesuit Cadre.

The 4th Battlesuit Cadre marched out of the area ?between Woods ?B? and ?D? and settled in next to the 4th Battlesuit Cadre. The 5th Pathfinder Contingent marched away from Woods ?D? and followed the 4th Battlesuit Cadre, and moving in behind that same formation. The 2nd Fire Warrior Cadre failed to receive any orders and held its position next to Woods ?B? (Jaldon failed both Int rolls and decided to rally).
End of Turn 1

Rallies: All formations rallied.

Losses Turn 1
Nids: 1xHierophant, 2xRaveners
Tau: 2xHeavy Gun Drones



Turn 2
(Lesser Node teleports to the edge of Woods ?E?)
(Tau win Int and keep it)

Coordinating their actions the 5th Pathfinder Contingent and the 4th Battlesuit Cadre advanced over Hill 703, pouring fire into the 1st Swarm as they came, and cutting down 8xRaveners and 4xHormagaunts (Coordinated Fire under the control of the 6th). In real danger of being wiped out the 1st Swarm consolidated its position (spawn and move), called down a myecetic spore, and pulled in 2xRaveners and 4xHormagaunts.

3rd Battlesuit Cadre kept the pressure on advancing up next to the 4th Battlesuit Cadre, ?adding its fire to what had been thrown at the 1st Swarm already, and taking out (um) 2xRaveners, 4xHormagaunts, and a Tyranid Warrior. 3rd Swarm marched over Hill 301, and into Woods ?D?, in attempt to take some of the pressure off the 1st Swarm.

The 1st Fire Warrior Cadre swept over Hill 801 (double move), its Fire Warrriors pouring out of their Devilfish transports and sweeping up behind, and on the flank of, the 1st Swarm. Upon hitting the ground the Tau opened up on the 1st Swarm and took out a Ravener, a Hormagaunt, and another Tyranid Warrior. With the flank crumbling the 7th Swarm ran out from behind Hill 601 (march) and took cover in the ruins of Building ?A?.

The Moray moved up near Woods ?E? and added its firepower to the carnage being wrought upon 1st Swarm cutting down that swarm?s last Tyranid Warrior. The 4th Swarms spore mines once again lept out over Ruined Building ?C? and rained down on the 5th Pathfinder Contingent taking out 3xPathfinders and blowing a Devilfish apart. Surprised by the sudden appearance of the mines the 5th pulled back to the opposite side of Hill 703 (broken).

The 8th Gun Drone Squadron turned to face the 3rd Swarm, and did open up on the bugs, but only managed to take out a single Ravener. 2nd Swarm twisted upon its center to form a link between the 7th Swarm in Ruined Building ?A? and the 3rd Swarm, and in so doing it re-established the Nid front line.

The 8th Gun Drone Squadron turned to face the 3rd Swarm, and did open up on the bugs, but only managed to take out a single Ravener. 2nd Swarm twisted upon its center to form a link between the 7th Swarm in Ruined Building ?A? and the 3rd Swarm, and in so doing it re-established the Nid front line.

The 7th Hammerhead Contingent once again poured fire into the 2nd Swarm (sustained) but this time all of the formations shots went wide of their target (Yes, Jaldon missed with every single shot!). The Lesser Node in Woods ?E? sent out a cloud of pheromones to gather in nearby creatures, and called down a myecetic spore to add reinforcements to the ones found. All told the synapse creature was with 3xRaveners, and 2xHormagaunts (Jaldon then slapped his own forehead because he had forgotten all about the LSN in the woods).

2nd Fire Warrior Cadre?s troopers tumbled out of their transports (advance) and let fly on the 3rd Swarm cutting down 3xRaveners and 2xHormagaunts.
End of Turn 2

Rallies: 5th Pathfinder Contingent fails (So it is still broken), all others pass.

Losses Turn 2
Nids: 14xRavener, 7xHormagaunts, 3xTyranid Warriors

Tau: 3xPathfinder, 1xDevilfish



Turn 3
(6th Stealth Contingent [2xBMs] teleports near Woods ?A?, 6th Swarm teleports into Ruined Building ?A?, Lesser Node teleports to the edge of Woods ?B?)
(Tau win Int and keep it)

2nd Fire Warrior Cadre poured fire (sustained fail, made re-roll) into the 3rd Swarm cutting down 3xRaveners, 1xHormagaunt, 1xZoanthrope, and a Tyranid Warrior. The Moray fired and blew apart the Lesser Node cowering in Woods ?B? (Jaldon wasn?t going to repeat his turn two mistake).

4th Swarm?s spore mines slid over the top of Woods ?A? and came down on the 6th Stealth Contingent hammering 2xXV-15s into the ground (and just missing breaking the formation by one BM). Raveners and Hormagaunts poured out of Woods ?E? and ran headlong into the 3rd and 4th Battlesuit Cadres (Assault CC). The Tau troopers bravely stood their ground against the charge, repelled it, and took out 2xRaveners and 2xHormagaunts for no losses to themselves (Jesse?s rolls were abysmal, he scored only one hit, which Jaldon saved, and then followed it with a roll of ?1? and ?2? for the roll off!).

7th Hammerhead Contingent once again engaged the 2nd Swarm with fire (sustained again) taking down q Ravener and a Hormagaunt. The 1st Fire Warrior Cadre advanced on the 2nd Swarm pouring fire into the bugs as they came, and cutting down 4xRaveners and 4xHormagaunts.

2nd Swarm now found itself in the same predicament that the 1st Swarm had been in, standing on the same ground as the former 1st Swarm, and it also consolidated its position (advance) and called on reinforcements (which included a myecetic spore, and added 1xRavener and 6xHormagaunts to the swarm). 6th Swarm poured out of Ruined Building ?A? and slammed into the 1st Fire Warrior Cadre (Assault CC). Surprised by the sudden attack the Tau Warriors failed to even harm a single bug, while they left 3xFire Warriors and a burning Devilfish on the field (broken) as they retired. (This was almost the exact reverse of the Nid attack on the two Battlesuit Cadres. Jaldon failed to score even a single hit, and rolled miserably in the roll off, only the presence of the Ethreal kept the Tau from suffering much heavier casualties).

4th Battlesuit Cadre swung around to face the Lesser Node in Woods ?E, and fired destroying the lone synapse creature and its attending Ravener. In no better shape then 2nd Swarm, and pretty safe from being shot at anymore, the 3rd Swarm also called in reinforcements but only managed to get 4xHormagaunts for the effort (Even after adding a myecetic spore Jesse rolled a total of four!)

8th Gun Drone Swarm shot through the gap between 2nd and 3rd Swarms (march) and settled into the gap between Hill 601 and Ruined Building ?C?. 7th Swarm abandoned Ruined Building ?A? and moved (march) into position in Ruined Building ?A? in an attempt to solidify the Nid rear areas. (And contest the Nid Blitz and T&H).

The 6th Stealth Contingent jumped over Woods ?A? and launched an attack on the 4th Swarm (Assault FF). Heavily outgunned the 4th Swarm only managed to cut down a single XV-15, while they lost 3xDactylis, 1xZoanthrope and the Lesser Node before abandoning their position. Despite their victory the 6th was so battered by the effort that they gave up their hard won ground and fell back between ?Hill 601 and Ridge 105.

3rd Battlesuit Cadre moved up onto Hill 803 (advance) and poured fire into the 6th Swarm cutting down all three of that formations Lictors.
End of Turn 3

Rallies: The Pathfinders are the only formation that fails to rally and it remains broken.

Losses Turn 3
Nids: 2xTyrnaid Warriors, 11xRavener, 8xHormagaunt, 3xLSN, 2xZoanthrope, 4xDactylis, 3xLictor
Tau: 3xXV-15, 3xFire Warrior, 1xDevilfish



Turn 4 (Tau win Int and keep it)

4th Battlesuit Cadre swept out from behind Woods ?E? and poured fire into the 2nd Swarm taking out 2xRaveners and 5xHormagaunts. 3rd Battlesuit Cadre let fly on the 2nd Swarm as the 4th advanced adding the huge amount of carnage in the center of the battlefield, and adding 3xHormagaunts and a Tyranid Warrior to the growing pile.

Desperate to hold its position the 2nd Swarm?s lone surviving Tyranid Warrior swept the battle area (spawn) and managed to find 3xHormagaunts still alive under the pile of dead bugs. 2nd Fire Warrior Cadre troopers stood calmly (sustained) and poured fire into the 3rd Swarm, but only managed to take down a single 2xRaveners and a single Hormagaunt.

7th Hammerhead Contingent popped up and added its fire to that of the 2nd (sustained) and took down another of 3rd Swarms Hormagaunts. #rd Swarm was far short of the bodies it needed to launch an attack (and Jesse wasn?t going to wait for the Moray to finish off the formation) so it scowered the area and was rewarded with the finding of 3xliving Hormagaunts (spawn of course).

8th Gun Drone Squadron fired point blank into Ruined Building ?C? (sustained), but the cover afforded the bugs saved them from the worst effects of that fire and only one Genestealer was felled. Rather then attack the 7th Swarm felt it would be better if it improved its hold on Ruined Building ?C? (Jack failed his Int roll).

The Moray shot to the center of the battlefield, its mighty weapons slamming into Ruined Building ?C? and blowing apart 2xGenestealers. 1st Fire Warrrior Cadre advanced ont he 2nd Swarm, and let fly at them, but only took out a Hormagaunt and a Zoanthrope.

6th Stealth Contingent advanced to get a better fire lane into Ruined Building ?C?, but failed to harm a single bug with its fire.
End of Turn 4, no 5th turn is rolled so a tie breaker is forced. It was a very clear win for the Tau and out of kindness to Jesse (It wasn?t even close) we won?t put the numbers up.

Total Battle Losses

Nids: 30xRaveners, 26xHormagaunts, 7xTyranid Warriors, 3xZoanthropes, 3xLictors, 3xLSN, 4xDactylis, 1xHierophant

Tau: 3xPathfinders, 2xDevilfish, 3xXV-15, 3xFire Warriors, 2xHeavy Gun Drones

AABS (or After Action Bull Session)

We do think that this batrep shows really well that just changing the spawning to a max of ONE single myecetic spore per spawning action doesn?t really work. Basically the Nid player just can?t come even remotely close to keeping up with the losses being suffered, and then a lot of the army?s offensive potential goes out the window with it.

Even launching assaults with swarms results in those same swarms suffering losses that the Nid player must accept to have any offensive potential at all. The two combined (Max One Spore/Accept Losses to Attack) results in the Nid army being brought to a near grinding halt (In the battles we have used this spawning idea in) by turn three and reverting to ?survival mode? instead of attacking.

Unstoppable and Fighting Nids
In both players planning sections they elicited the key elements needed to directly fight the Nids, and they were; (A) Forcing the Nids to fight a Battle of Maneuver; (B) Inflicting losses faster then the Nids can replace them and attack at the same time.

?B? Was made easier for Jaldon because of the spawning rule we were using, however ?A? wasn?t effected by this rule and Jaldon still had to carry it out effectively to make it work. Ignoring details for the moment, we will be getting into those later, Jaldon kept his distance (38 to 39cms) from the Nid swarms early on greatly reducing their offensive potential.

He also abandoned almost half the table to form the concentration of troops he needed to punch through, and put 1/3 of the Nid army out of the battle for at least a turn in the process. Then he blew a hole in the Nid line, exploited the breakthrough, and then kept forcing the Nids to react to his moves thereafter (Jaldon Here: This is what I like to call gaining control over the activation curve in a local area, and then using it to create the same problem for an opponent across the entire battlefield).

Again, we admit that the use of the new spawning rule didn?t help Jesse, it doesn?t negate the effective tactics Jaldon used against the Nids, as we have all used those same tactics fighting Nids under the old spawning rules, and won. (Jaldon here again: My problem, and others here, isn?t that the Nids cannot be beat, they can be, rather its that they maintain a much better then 55% win ratio against opponents that know how to beat them. We feel very strongly that the solution lays in the spawning rules.

The Battle Itself (All Jaldon Hereafter)
Ok, no argument, the Hierophant dropping dead of a heart attack as the Railgun round wizzed past its ear at the very start of the battle DID take a lot of the wind right out of Jesse?s sails.

But

If an opponent hangs on the very edge of the Nid assault range, say 38 to 39cms away, then they can greatly diminish the number of Nids that can get into a fighting position in an assault. One of the ways for the Nids to counter this tactic is for a big Tyranid Bio-Titan to move up into FF supporting range of the intended target formation(s) thus making up for the lost offensive potential and turning a crap shoot into an ?odds on favorite to win? assault. The Hierophant ?dropping dead? right at the start line forced Jesse to literally walk into the guns to have any chance of launching an effective assault which, of course, I exploited to the max.

The death of the Hierophant also made it possible for me to ignore the 2nd Swarm long enough to hammer the 1st Swarm into the ground. Now it wasn?t that Jesse didn?t check to see how many units he could get into assault if 2nd Swarm counter-attacked, he did. However he would have only gotten a couple of units in, and it would have been at pretty short odds. The total destruction of the 1st Swarm only added to Jesse?s growing list of battlefield problems, and made it almost impossible for him to seal the breach and get the initiative back.

Some present felt that Jesse should have seen what was coming and brought the Lictors in on turn two to support 1st Swarms position, while others felt he should have pulled up and withdrew the 2nd Swarm instead of advancing to re-establish his front line in turn 2.

Jesse disagreed with the first assertion as he didn?t believe the 1st Swarm was going to be taken apart as easily as it was, and with a node nearby, he felt he had enough spawning power present to mount a counter-attack to seal the breach. I agree with Jesse here as I didn?t think I was going to be blow away the entire 1st Swarm as easily as I did either. In fact I had positioned enough forces in the area, to finish the maneuver I wanted to carry out, in anticipation of fighting in turn 3.

Of the second part of the observers ?advice? Jesse disagreed with that also saying he felt it was important to keep the pressure on me, and remain in a position to counter-attack as soon as possible. He felt, with some validity, that the spawning rule is what made the counter-attack impossible.

Here I disagree with Jesse, I do think he should have fallen back with the 2nd Swarm, and I think he should have done it even if we were using the old spawning rule. 3rd Swarm was deep in my right flank, and in a good position to threaten my Blitz objective. Pulling the 2nd Swarm back would have put it into a position from which it could have supported the 3rd Swarm in this maneuver, and freed up the Lictors to join the fray there. Also this would have forced my left flank forces to spend all of turn three getting back into fighting positions, thus effectively negating the local advantage that I had created, and preventing it from turning into a battlefield wide problem, which it quickly became.

Despite the early demise of the Hierophant, despite being hampered by the experimental spawning rule, and despite having abysmal luck at very critical moments in the battle all agreed Jesse DID do a masterful job of hanging on to force a tie breaker from what should have turned into a rout! I couldn?t agree more as Jesse did have his back against the wall almost out of the gate, and he still made me work hard to earn a win.

Jaldon

http://www.epic40k.co.uk/images/NvTt1.pdf
http://www.epic40k.co.uk/images/NvTt2.pdf
http://www.epic40k.co.uk/images/NvTt3.pdf
http://www.epic40k.co.uk/images/NvTt4.pdf :80:

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Wed Apr 05, 2006 12:14 pm 
Swarm Tyrant
Swarm Tyrant
User avatar

Joined: Thu Jan 02, 2003 6:22 pm
Posts: 9348
Location: Singapore
Sorry. I should have seen that coming. Now fixed for your viewing pleasure.  :cool:

_________________
https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond.
https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Wed Apr 05, 2006 2:09 pm 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
Thanks Again CS

Jaldon :p

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Thu Apr 06, 2006 2:30 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
During the AABS I set a tape recorder on the table and just let everybody have at it, then for the report I highlight the interesting points brought up rather then give a word for word account (Using the tape recorder as a base of reference).

This, of course, means that for brevity I don't include details in it, nor include everything that was brought up.

Using LSN's to spawn replacements had been one of the topics discussed. Jesse admitted that the demise of the Hierophant had put him in a bit of a 'tuff' (A nice way of saying he was really put off by that result, happens to all of us on occasion), and he really didn't pay as much attention to the battle in turn two as he should have (In other words deep thinking instead of just mild 'oh well here is what I'll do' thinking).

This resulted in an 'offensive' deployment for the LSN, rather then as spawning location to keep the swarms up to strength. I would have deployed it near the Nid T&H that was near Ruined Building 'A', it could have supported both 1st and 2nd Swarm from that location and formed a fixed defense if I broke past the 1st Swarm.

The assault swarms were pretty small actually. Under 20 stands.


True enough, and both Jesse and I normally put together Small Bug Brood Swarms of between 20 and 30 units. As stated in the introduction Jesse was using a list from last weekend, which for him had been an experiment, he wanted to try, in handling smaller more flexible swarms. Bob, the player who faced it, said it did well against his Chaos Marines, (Jesse did win) but it was fought using the old spawning rule. Jesse has handed in his list for the next batrep it does have Small Bug Swarms in the 20-30 range. In fact it looks a lot like what he normally fields.

While the next batrep is Jesse's Nids against Jack's Eldar, this weekend they meet, and it uses the #1 Experimental Spawning Rule. I will be taking over the reigns of the Nids for the last batrep, it also will be using the #1 Experimental Spawning Rule, and I do not know whom I'll be facing as Jesse will be arranging the battle. That's when everybody gets to laugh at me :laugh:

I also admit that the dice were really going my way for most of the battle which only added to Jesse's misery as he rolled average or below for most of the battle. As GW doesn't want to put 'un-interesting' batreps in White Dwarf (and that is understandable) they re-play them till they get an 'interesting result. Our Batreps for playtesting ARE for playtesting purposes so even if the dice gods favor one side heavily we still post it.

Thanks for the input Hena

Thanks for the help getting the maps up CS

Jaldon :p

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Thu Apr 06, 2006 11:12 pm 
Brood Brother
Brood Brother

Joined: Thu Jul 07, 2005 2:02 pm
Posts: 916
Location: Glasgow, Scotland
For this batrep we will be using the experimental rules for assaults and skimmers

The 7th Hammerhead Contingent popped up to see over Woods ?B? (sustained) and poured fire into the 2nd Swarm cutting down two Raveners.

I remember some discussion to the effect of not allowing pop-up attacks when on sustained fire orders.  Did that get dropped from the experimental skimmer rules?


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Fri Apr 07, 2006 12:58 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
I remember some discussion to the effect of not allowing pop-up attacks when on sustained fire orders.  Did that get dropped from the experimental skimmer rules?


It was discussed, but never inacted to my knowldge.

Jaldon :p

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Fri Apr 07, 2006 6:08 am 
Brood Brother
Brood Brother

Joined: Sun Jan 02, 2005 5:42 am
Posts: 201
I am reading these BatReps with keen interest, as one of my regular opponents has declared that he is "painting up some bugs"

It occours to me that these two armies are almost the exact opposite of each other, down to the Tau propensity to place extra BMs (prolific disrupt) countered by the 'Nids immunity to BMs.  While I cannot speak to the "1 Mycetic Swarm" limit, I think that when the battle sways so strongly to one side or another it strong use of an armies strengths against the opponents weaknesses.  Or cursed dice. :p


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Fri Apr 07, 2006 6:45 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
Skimmer Rule: We are using the LOS part of the skimmer rule and as of my last check in the pop up as movement, thus no sustained fire, was still being debated. That said for the next batrep, which does include an Eldar army, we will play it with pop ups not being allowed to use sustained fire to remain consistant with the printed rule.

Fortunately it really had little effect on this battle as the Hammerheads themselves were fitted as tank killers and there was a defintely lack of tanks on the Nid half of the table.

I think that when the battle sways so strongly to one side or another it strong use of an armies strengths against the opponents weaknesses.  Or cursed dice.


As stated in the AABS, and then later, the Nids got off to a bad start when the Hierophant went down. Thus upsetting Jesse's entire tactical way for dealing with a mobile enemy, that itself can set the range of engagement early in a battle.

I would have been a fool not to take advantage of it, but Jesse shouldn't have tossed away turn two the way he did. I am still of the opinion that Jesse should have pulled back in turn two and did a re-think of his entire plan. IMHO he should have shifted his focus to the 3rd Swarm and my weak right flank.

Also, it is never a good thing to become dependant on a single unit, or formation, to anchor your entire battle plan. A player should always have multiple ways of dealing with the same problems so that when something goes wrong another option is waiting in your pocket.

So it can be said that the dice got Jesse 'thinking' of bad things, and that allowed me to exploit fully my advantages, so when Jesse did start turn 3 thinking about how to get back in the battle it was already too late. So both.

IMHO he still did a good job of forcing a Tie Breaker and holding the Tau off from a clean victory.

Jaldon :p

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Fri Apr 07, 2006 9:47 am 
Brood Brother
Brood Brother

Joined: Thu Jul 07, 2005 2:02 pm
Posts: 916
Location: Glasgow, Scotland
Thanks Hena I knew I had read it somewhere.  Its not in the downloadable pdf fle for experimental rules (v2) though.


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Fri Apr 07, 2006 11:18 am 
Brood Brother
Brood Brother

Joined: Tue Feb 21, 2006 3:26 pm
Posts: 874
Great BatRep! I love the maps - very 8bit game-like!

nice battle too.


Top
 Profile Send private message  
 
 Post subject: Nids vs Tau batre (with maps)
PostPosted: Sat Apr 08, 2006 1:54 am 
Brood Brother
Brood Brother

Joined: Thu Sep 04, 2003 6:38 am
Posts: 720
Location: Utah, pick a Pacific Island the other half of the year.
You got multiple formation to fire all at the same target. And also this moved them away from rest, so Tau dealt with one swarm at a time. Thus the main place where tyranids could've assaulted got blunted (and then nid spawns, which halts the assault). And the rest were too far to make any assaults. This resulted in collapsing of a flank and obliteration of several swarms. Which is something that Nids don't recover.


The report is layed out in the same order as the occurance of activations, and I think they show very well that there was no way for Jesse to keep me from being able to pick my point of attack like I did, however................

Ohh I love conversations about tactics :D

Sometimes in Epic-A, as in real battle, it is wiser to give ground to form a concentration somewhere else to negate an opponents advantage and try to put them out of position.

2nd Swarm should have pulled back to the area of Hill 601 with its left flank near 3rd Swarms flank, and its right flank resting on Ruined Building 'C'. 3rd Swarm still marches but pulls in its right flank closer to Hill 301. The 7th Swarm (Genestealers) still move into Ruined Building 'A' as Jesse moved them. 3rd Swarm still marches as it did in turn two.

Positioned thus the Tyranids have taken away all the advantages I had gained in wiping out 1st Swarm, have only 'surrendered' one of their three objectives, are in a position to take two of mine in turn three, and are forcing me to re-deploy half of the formations in my army back into fighting positions.

In turn 3 a Node is dropped between Hills 301 and 601 to act as a spawning point for both remaining swarms, and the Lictors are dropped straight into Woods 'B'. From this position the Lictors become a multiple threat to the Tau and cannot be ignored, and so must be delt with. The Tau do not have enough firepower in the area between Woods 'B' and 'D' to overcome 3rd Swarm and the Lictors at the same time, so one of these two formations will get to attack toward the Blitz no matter what happens.

The Node is still alive in Woods 'E', with its first load of friends, and the Genestealers are in Ruined Building 'A'. Thus any move by the Tau between these two points is directly threatened, and therefore these elements must be delt with before any such move can be made.

In effect by withdrawing the Nids would have made their own position stronger, and made mine much weaker, thus gaining the time they needed to launch a couple of attacks and get the swarms back up to a better fighting strength (More directly 2nd Swarm). All while actually not handing me any kind of objective advantage.

Many Epic-A players have lost battles by getting caught up in "Killing Frenzies" or by refusing to give up ground that itself is granting them no advantage. There are only very few I know that would actually give ground like this, or think twice about killing a target set out just to draw them out. Not that this makes them bad players, just sometimes a bit too aggressive.

Thanks All

Jaldon :p

_________________
Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 16 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net