Tyranids
Prime w/ Whip, Sword
2 Hive Guard
2 Hive Guard
2 Hive Guard
10 Termagants
10 Termagants
Tervigon w/ Catalyst, toxin/adrenal
Tervigon w/ Catalyst, toxin/adrenal
5 Warriors; whips/swords, 4 Devourers, Venom Cannon
2 Carnifexes
Tyrannofex w/ Rupture Cannon, Cluster Spines
Tyrannofex w/ Rupture Cannon, cluster spines
As you can see, it's a reasonably basic shooty setup. Warriors and two carnifexes provide assault power, tervigons and termagants provide board control. I've got plenty of synapse, and against tougher melee adversaries I can chuck the Prime in with the Warriors to give them WS6 and BS4. I opted for guns on the warriors so if I can't assault, I still have SOME damage output, and losing the scything talons (when it's just one pair) isn't necessarily that harmful.
VERSUS Black Templar
Emperor's Chump, Preferred Enemy Vow
5 Terminators [4 Claws, 1 Hammer, Furious Charge]
5 Terminators [4 Claws, 1 hammer, furious charge]
7-man squad w/ las, plas
7-man squad w/ las, plas
Crusader Squad w/ Fist, Meltagun in Rhino w/ EA, Smoke
Crusader Squad w/ Fist, Meltagun in Rhino w/ EA, Smoke
MM/HF Speeder
MM/HF Speeder
Land Raider Crusader w/ EA, smoke
Land Raider Crusader w/ EA, smoke
This differs from his previous version in that he dropped the 81pt Grey Knight Brother-Captain, and added more troops to his various squads. Still, it's a nasty Big Freaking Rock army. Double raiders mean you CAN get at least one squad there, and with re-rolls and furious charge lightning claws, well, most stuff with a toughness value goes away.
Scenario
Deployment: Dawn of War
Objectives: 5 objective markers
BT wins first-turn roll-off; tyranids seize the initative.
Tyranid Turn 1
My Tervigon on the right promptly runs dry.
Templar Turn 1
Tyranid Turn 2
Turn out I'm taking a leak into the wind, other than killing the speeders.
Templar Turn 2
Tyranid Turn 3
Black Templar, Turn 3
Tyranid Turn 4
Black Templar Turn 4
Tyranid Turn 5
Black Templar Turn 5 (FINAL)
...because you won't always get one. He's got Land raiders contesting two objectives, and troops on the others. Game to Black Templar.
Thoughts
Overall, I probabably could have stood to move my guys up a bit more. I sometimes have issues with aggression (or lack thereof) and I think it showed here. Also, don't play games on six hours of sleep; it probably doesn't help.
Past that, twin land raiders is just a nasty build; I'm not 100% sure this is the tip-top BT build but it is plenty dangerous. I couldn't handle the raiders in time, and didn't get into position fast enough to challenge him.
Warriors and Primes and Guns
Honestly, I think there's something to be said for keeping the devourers on your guys. You can get productivity out of them without having to assault (and you can't always asssault). If you have them with a prime, that's a good number of shots at a decent BS.
Regarding talons, well, it's a bit like this...if you have a decent WS (5+) then you'll hit most of your enemies on a 3+. Since you re-roll ones, you re-roll half of your misses (since you miss on a 1 or 2). I mean, obviously double talons is sweet, but I'm a bit partial to the guns. Call it more of a tactical decision, since with poison you're going to do fine with wounding.
Carnifexes
Alright...for 320 points, not bad. I lose a rupture cannon (and some points on top of that) but gain a decent anti-tank, anti-infantry assault unit. Even so, I've got to be careful about what I put them into. TH/SS termies can turn them into hash and keep going. I have to slap termagants into hard-core, low-volume-of-attack units and gum up the works, or throw warriors at them.
If I see dreadnoughts (barring ones with farce weapons...) or vehicles, or lower-strength guys, then it's time to party.
All in all, whip/sword/poison warriors can tag just about everything that a carnifex can (if not better) other than dreads and vehicles. I guess in that sense, it's a decent compliment.
Wrapup
I should've pressed up; he was gonna get a turn three assault any way I looked at it and I probably should've gotten better board position. Past that, sometimes the dice just don't help you out with killing high-value targets.
Feedback/Thoughts?
2 comments:
Nice batrep.
And a perfect analysis of the bare-bones carnifex loadout. "[i]t's a decent compliment".
Yep. Build an entire army, not just a collection of lego blocks. And I think you hit it on the head with what the 2x talon carnies can bring to an entire army.
Also, with 'nids, I agree: you really have to be aggressive with them. It's the only way to win with them.
And to be honest, I approach objectives games exactly as if they were kill points games. I never bother trying to hole up somehwere -- with even a portion of my army. It just doesn't work.
I think it's better -- and certainly more fun and fluffier! -- to just kill. Kill kill kill ... and take objectives as a result of killing better than your opponent.
Thanks.
The only time I try to really hole up is if I have a long-ranged shooty scoring unit I can slap on an objective and not worry about moving.
I think I could've played the game better, and I think that having only six hours of sleep didn't do me any favors, either. A little more aggression wouldn't have hurt.
Also, when you get down to it, a Dawn of War game is pretty much a turn shorter than other games. You can start ~24 inches away from each other in the other two board setups; DoW eats your first turn with movement in from the board edge and night fighting.
When a good chunk of your army is footslogging...losing that turn hurts. Hell, it was pretty much a four-turn game in that regard, between DoW and a turn 5 ending, but sometimes them's the breaks.
End of the day, given the dice rolls I had I think I might've been able to tie it up had I been a bit more aggressive, but when you get down to it land raiders are gonna be a nasty thing for 'nids to crack. We can DO it, but it's not always gonna be easy.
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