Here it goes, one long ass Battle Report with my first game as 'Nids! WEWT! ------------------------------------------------------------- THE CONFRONTATION So I was at the local GW hanging out waiting for a game I pull out my converted CC 'Fex for all to see, it gets "OMGz taht's huge!" from everyone, as he stands 1.5x taller than a properly built Hive Tyrant and twice as thick. (You guys will see him when he's painted, as when he's just primered black it's hard to tell the pose he's in.) Then a random guy walks in, everyone seems to know him but me, even though I try to stop by the store once a month. He sees the 'Fex, and is the only person that laughes with me (As I found out later, he knew the purpose behind the massive 'Fex conversion, perhaps the only non-staff member there that knew: Psychological factor.), then says: "Wanna play?" I say "What race?" And his smile gets wider, "ORKS!" And we share another laugh and we're off to start a sure-to-be gruesome CC "hordies" battle. 1500 Tyranid vs. 1500 Ork TERRAIN: The Terrain was an open plain with scattered clusters of trees and low hills, so the only things worth hiding in were the scattered trees if somehow one of us had to get on the defensive. We scattered all the terrain in and it ended quite balanced, though a lil' funnel of tree clusters on the left flank gave me trouble later on as you will see. DEPLOYMENT Note: It's hard to describe an accurate deployment, so here I go. Orks (Him (My perspective) - Left to right): Ork Warbuggy ;(Whatever their transports are) Inside - Ork Warboss and Nobs Ork Warbuggy ; Inside - Don't know but the Nob lived to tell the tale. Thin line of many, many GROTS ( ~25 + Slaver) all across his deployment zone from the center to the edge of the right hand side of the board. Massive Skarboy Mob behind the Grots. Three Burnas. (~30) Some other Mob behind that with 3 rokkit launchas. (~20) 3 Killa Kans scattered amongst the Grot line. Tyranids (Me - Left to right) Zoanthrope 16 Hormagaunts (Front) 3 CC Warriors (Back) 8 Genestealers (Front) 7 Rippers (Middle) CC 'Fex (Back) HQ Shooty Warriors (Deathspitters & Rending) (Dead Front Center) 30 Spinegaunts (Called "Gaunt Brick" in the game, cuz of how I deployed) 8 Genestealers (Front) 3 CC Warriors (Middle) Shooty 'Fex (VC & BS) (Back) Zoanthrope TURN 1: Hard as a Brick: Roll for first turn: I rolled a 4, he rolled a 3. Yippee! Me: I decided to FLEET up most of my army, the left flank being the lowest with all rolls under 3 inches. But the Gaunt Brick got a 6! and I moved them within charge range of the Grots that were sticking a lil' out. (Might be innaccuracy here, but I do know that somehow the front of the Gaunt Brick hit the Grots in assault!) Shooting: The Shooty 'Fex popped off a shot at the Warboss's Buggy and got a 6! on a glancing, but it was nullified by armour plates. Assault: A hard decision came up, should I actually charge the worthless Grots with my worthless Gaunts? I decided to charge, killing half of the Grots. With this charge, the left flank wall was dissapated and left some room for my speed on my left side to get through that opening to the Mobs behind the Grot Line. Him: The Orks decided that they needed to buy time. Everything was pulled back save the Grots stuck in combat and the Killa Kans alongside them. Shooting: All three Killa Kans focused fire on the shooty 'Fex, scoring 1 wound... The Warbuggies shot at the left flank Genestealers, killing 1. Assault: Grots continued their pitiful fight against the Gaunt Brick, killing 2, but losing the rest of their numbers to the Gaunts in the process. The Gaunts got another lucky 6! for consolidation and rammed the Skarboys. TURN 2:"You know, those things Rend..." Actual quote from a clerk passing the table and notifying the Ork player of his impending doom. Right now I was worried out of my mind that the Ork player might get to shoot and charge me! Nonetheless, I didn't show my concern and started my turn. Me: Everything FLEET'd again, this time with most impressive results. Both Genestealer broods got 6's, and the Hormagaunts a 5. Everything else followed slowly behind. Shooting: The left flank Zoa' Blasted the non-Warboss Buggy and got a Penetrating 6! on it, killing all aboard save 1 Nob. The other right flank Zoa' Blasted at the mob with the 3 Rokkit Launchas, killing three. The Shooty 'Fex popped the Killa Kan. Assault: The Hormagaunts ran in to help the Gaunts against the massive Skarboy Mob. Remarkably, it was a drawn combat this turn, with 2 losses on both sides (He chose to focus attacks on the Gaunts). Both Genestealer broods charged the two remaining Killa Kans, the one on the right died, the left-most one immobilized. The one that lived struck back, taking 1 Genestealer's life. Him: He stopped making small talks and joking with me this turn, it was buisness time for him. Seeing his "Tactical Retreat" fail before his eyes, he came down with an Iron Fist. He ordered the Warboss's buggy to cut off the left flank between the forests and dismounted his Warboss & Nobs. And manuevered whatever he could into charging distance. The lone Nob started to chase down with the rest of the Warboss squad. Shooting: The mob with the Rokkit launchas took down the Shooty 'Fex. Assault: The Warboss and his bodyguard charged the left-most Genestealers already in combat with the Killa Kan. Yet, even with WAAGH!, they were too slow to strike before the Genestealers. The Genestealers killed 2 Nobs, but the counter-assault was ruthless: They were wiped out by the mighty Warboss and his bodyguard. The Warboss consolidated into a position to get ready for the Tyranids' slow left flank. The Gaunts, Hormagaunts, and Skarboyz continued their assault, but the Gaunts were now no match for the Skarboyz. Both the Hormagaunts and Gaunts only managed to kill 4 Skarboyz while the Skarboyz themselves crushed the remaining Gaunts. The mob with the Rokkit Launchas charged the CC Warriors on the right and killed all 3 of them while sustaining only 3 losses of their own. TURN 3: The Tides are Turning After seeing the effectiveness of the Skarboyz and the Warboss's mob, I knew the best chance I had was to attempt an assassination on the Ork Warboss. The only chance I had of this, however, was my slow left flank as my right flank was being crushed. (In CC, no less!) What gave me even more trouble was the deviously placed Warbuggy that pinned the left flank for this turn... Movement: Shooty HQ Warriors and left-hand side Zoa' moved into the tree clusters they were next to. Assault: There was nothing I could do about it: The Warbuggy had to go or else the left flank would arrive way, way too late. The CC 'Fex charged and reduced the Buggy to scrap. My remaining Genestealers charged the Skarboys, killed 4 more, but they themselves all were lost from the Skarboyz counter-attack. His: Only the mob with the 3 Rokkit Launchas moved and killed the right-flank Zoa' in shooting. Assault: Skarboyz finished off the Hormagaunts and consolidated in another position readying for my left flank. TURN 4: The End Me: My left flank clambered over the Buggy's wreckage. That's about it. Rippers were still too slow to get over the wreckage! (Rolling my 3D6 for difficult terrain I got a 2, 1, 1!) Shooting: Shooty Warriors' Deathspitters shot into the Skarboys, killing 4 more. Still not enough. ><;; (I think he had 8 more remaining...) Assault: My CC 'Fex and CC Warriors charged his Warboss & bodyguard. They killed 2 more Nobs, but got wiped out in the counter attack. (The Warboss focused on the 'Fex and the Nobs on the Warriors.) His: All he needed to do was burna the Ripper squads with the 3 Burnas in the Skarboy Mob and it was over. ------------------------------------------------------------------------------------ WOW! That took about 1.5 hours to write, but I hope you enjoy it and tell me what I can do better against Orks in the future! Thanks!
Seemed like a good fight, i'm not too familiar with ork and nid rules though so i won't be able to help you much there...perhaps shoot the hell out of them with an sm army full of heavy bolters and assault cannons =)
....I don't know why you just said that....you clearly read the report that I was NIDS but you still suggust a SM solution...
I suggust you avoid gloating about a tactic that apparently NIDS can't use...
Thanks for reading though, just your response was underwhelming for 1 and a 1/2 hour's work. :(
i play speed freaks, perhaps i can help you. btw good post no offence but my death korps kinda killed a fex in CC, what i suggest is that you get some tough anti range units, preferbly carnifex packed with wounds and stuff
I know, the CC 'Fex is purely there for psychological factor... Currently tweaking my list, here's a rundown of what might be changed- (Taken from another thread I started after displaying this report on another forum.)
Of course, most of these are a matter of opinion, but nonetheless I want some answers. Please note you can look at a gist of this list I'm tweaking in my recent battle report, if you wanna know the exact points and morphs of everything, be sure to let me know, 'cuz I have to write it down anyways just in case some punk thinks I'd cheat. Past experience from the that game (vs. Orks) I had, I realized that both the Rippers and the CC 'Fex were painfully slow. to be much effective, as even smart players aren't afraid of a big ol' CC 'Fex. 1. Should I reduce the Ripper swarm's number and give them Leaping? Should I try to get rid of them, or keep them even the same? 2. CC 'Fex replaced with Hive Tyrant?: My basic weapon layout for this Hive Tyrant is Twin-Linked Devourers, Lash Whip, and Bonesword. He has better Initiative, so he can handle himself better in CC better than the slow 'Fex, but he also has some ranged ability and can absorb shots just as well with Tyrant Guards w/ Lash Whips. 3. Keep the CC 'Fex, remove Rippers and Shooty HQ Warriors and REPLACE with said Hive Tyrant. Three Monstrous Creatures, anyone? Other comments/suggestions appreciated!
The best way to kill an army is to split it up, wait for him to make one of his "tactical" moves, then when some of his army is divided, pic off that, its better to take on little by little instead of having fleets collide with each other :D
I tried to do that. When I cut down his GROT WALL on the left flank I attempted to flush in as many troops as possible and cut off the Warbuggies from supporting the Skarboys, but his last Warbuggy ruined my plan in that it CUT OFF MY LEFT FLANK FOR A TURN! Godammit, I had nothing that I could've shot it with and all I could do was assault it and keep the CC 'Fex, Leaping CC Warriors, and Rippers back a turn!
So a well placed 'Buggy lost me the game! I can safely say I'm pissed inside, but I won't let it out on you guys. ;)
for need there are 2 types which are essential, just get some cheap gaunts to run up and tie the enmy, or rippers. thye are not desighned to kill, theya re made to keep the enemy tied up. thats why they have like 32 a squad. they buy you time for you to get your heavy smashy things up, EG carnefix. hold and kill.
Rippers are slow, so if you read one of the posts above, I suggusted a solution in that should I remove 2 bases of Rippers and give them Leaping?
ye, hormogaunts can efectively make 24 inches in one turn. (unlikely) get rid of the rippers!