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4K nids Vs Tech guard

 Post subject: 4K nids Vs Tech guard
PostPosted: Sat Feb 16, 2008 9:23 pm 
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Turn 4

The turn starts with the tech guard guarding the blitz trying to sustain at big Momma, they fail, but they still do 1DC to her.

The two bio titans then engage the warlord.  



They slam into the towering beast of metal and cause 5 Dc of damage to it, whilst, in return, one suffers 1Dc and the other suffers 2DC of damage.  Rolling off the battle goes on for another round.  Seeing their chance the bio titans quickly shear off both of the warlord?s legs, only for it to fall on top of them!



The Harridan the tries to sustain on the remaining storm troopers, but fails.  It is still able to bring down the remaining valkyrie.  However a lone tech magos is able to crawl from the wreckage and run into the digestion pool! (blitz)

The super heavy tanks then Advance on the broken warriors, killin 6 gaunts and a fex, with BM killing another 3 gaunts.

The Gargoyles then advance towards the magos hiding in their blitz.  The site of their tyrants venom cannon causes the magos to accidental shoot himself.

The support cohort then advances, but is unable to kill any of the warriors swarm.

Finally the lone tyrant of the fex(less) swarm doubles around the forest.

In the end phase the arch magos rallies, as does the warrior swarm

The lone tyrant then spawns two carnifexi and the winged tyrant a pair of gargoyles.

Looking at objectives, the nids win 2-1 with BTS and hold the line against defend the flag.

Overview

The battle was very hard fought, with most of my army being killed off (O well they are only gaunts).  I was plagued by an inability to rally my formations.  Both the snakes swarm and stealers broke on turn two and did nothing else the entire game and most other nid formations that broke were lost to me for at least an entire turn.

I Love Bio titans in a swarm.  Together they are able to soak up more BM, so are harder to break (in any iterations of the list) and the spreading of hits between them make it harder for them to be shot to death.

Nids having ATSKNF seemed to fit them really well for breaking, shooting them just didn?t do anything, but felt wrong for hack down and BM casualties, so maybe a reduced form is in order.

The spawning seemed okay.  I was limited to 12 spawning points a turn to be spread over the entire army, so I had to pick and choose who got what.  Though I still feel that only common creatures should be spawnable.

With the techguard I feel that they are doing reasonable.  They are able to shift BM like an ?uge ork mob, but just a few of them shuts down their ranged firepower.  They do seem to do quite well in assaults, but that is more down to fluffy?s luck than anything.

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 Post subject: 4K nids Vs Tech guard
PostPosted: Sat Feb 16, 2008 10:53 pm 
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it was quite close for most of the game my favourite moment was the warlord taking down both hirophants

i thought i had won but those sneky carnys denide me victory grrr :angry: ?:angry:

hovever we contiued playing after rag had won due to objective and big momma ate a storblade or two (or atleast their fire power) plus some big battle cannons and then decided to take a very long nap

i think the man of match ?has to be righteuos predudice as he killed two bio titans in cc (personaly i think he scisor kicked them both before the pricep relised titans can't do sciorsor kicks and then it fell on its own plasma reactor
booooooooooooooooooooooooooooooom!!!!!!!!!!!!!!!!)





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