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Tyranids v9.2.1+mods vs Krieg v1.16

 Post subject: Re: Tyranids v9.2.1+mods vs Krieg v1.16
PostPosted: Thu Apr 08, 2010 5:33 pm 
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What are you using as TBolts? Micro Machines?


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 Post subject: Re: Tyranids v9.2.1+mods vs Krieg v1.16
PostPosted: Thu Apr 08, 2010 8:49 pm 
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The T-bolts are Skytrex 1:300 SU-24s. I have them lying around in the box of game supplies and I always forget my real T-bolt models.

As the initial post notes, this Krieg army was supposed to be a friendly and humane army with no big shooty toys. The general idea is to sacrifice troops in delaying-type actions, causing lots of damage to the attacking enemy in the process and maintaining the ability to trigger a decisive counterattack on turn 3. I've been toying with this idea which originates from certain Blood Bowl Nurgle-type defenses and the Fend skill.

We'll see how it went...


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 Post subject: Re: Tyranids v9.2.1+mods vs Krieg v1.16
PostPosted: Thu Apr 08, 2010 9:06 pm 
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Hena, I think the nid 9.2.1 PDF is missing in the link you put up.

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 Post subject: Re: Tyranids v9.2.1+mods vs Krieg v1.16
PostPosted: Thu Apr 08, 2010 9:32 pm 
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asaura wrote:
As the initial post notes, this Krieg army was supposed to be a friendly and humane army with no big shooty toys.


Multiple Bombard formations against an infantry-based army, Grenediers against an average-poor FF army, loads of Gorgons to take Engagement hits first against an engagement-based army, maximum Death Rider companies against an enemy that lacks much ranged shooting...

...I think I can see how this one will end. :D ;D

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 Post subject: Re: Tyranids v9.2.1+mods vs Krieg v1.16
PostPosted: Fri Apr 09, 2010 10:27 pm 
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Thanks for the report Hena!

Hena wrote:
1. Can counter charge get +5 cm speed on road?

Interesting question. Units on a road get +5cm to their "move", but a "move" is, nominally, the movement that you get from an action. We've always played it as, essentially, +5cm to "Speed", so that a unit that normally has a 25cm Speed can counter-charge 10cm on a road... but we've never allowed for a 15cm counter-charge from a fast unit on a road.
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2. Can counter charge move move cautiously 5cm to pass through difficult terrain?

We've always allowed it in my group, but it's the liberal use of the word "move" to mean multiple things... as a counter-charge doesn't trigger overwatch, as it's a move that's not a "Move"... so, dangerous terrain might not even apply to counter-charges as they aren't "normal" moves... we've always made dangerous terrain tests for them, but, looking closely at the rules, it's not clear.

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 Post subject: Re: Tyranids v9.2.1+mods vs Krieg v1.16
PostPosted: Fri Apr 09, 2010 10:35 pm 
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Hah, Krieg suck. :D

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 Post subject: Re: Tyranids v9.2.1+mods vs Krieg v1.16
PostPosted: Fri Apr 09, 2010 11:39 pm 
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What a slaughterfest! :D

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