Mommy Bugs! Sadly I left the "Child-bearing Hips" on the sprue ... |
I took my 'nids down to Warhammer World yesterday to take on Duncs' Necrons and after seeing his build at Blog Wars 5, I was surprised with what I saw across the table from me:
Overlord w. Sempiternal Weave, Phase Shifter, Warscythe, Mindshackle Scarabs
Royal Court:
Despair Cryptek w. Veil of Darkness, Abyssal Staff
Lord w. Res Orb, Sempiternal Weave, Phase Shifter, Warscythe, Mindshackle Scarabs
4 Lords w. Sempiternal Weave, Phase Shifter, Warscythe, Mindshackle Scarabs
Despair Cryptek w. Veil of Darkness, Abyssal Staff
Lord w. Res Orb, Sempiternal Weave, Phase Shifter, Warscythe, Mindshackle Scarabs
4 Lords w. Sempiternal Weave, Phase Shifter, Warscythe, Mindshackle Scarabs
10 Immortals w. Tessla
10 Immortals w. Gauss
5 Immortals w. Tessla
10 Immortals w. Gauss
5 Immortals w. Tessla
6 Wraiths w. 2x Whip Coils
6 Wraiths w. 2x Whip Coils
9 Scarabs
6 Wraiths w. 2x Whip Coils
9 Scarabs
I brought a slightly modified version of my Double Flyrant list originally poster here:
Hive Tyrant w, 2x TL Devourers, Wings, Hive Commander (Enfeeble, Warp Speed)
Hive Tyrant w, 2x TL Devourers, Wings, Old Adversary (Iron Arm, Hemorrhage)
Hive Tyrant w, 2x TL Devourers, Wings, Old Adversary (Iron Arm, Hemorrhage)
2 Hive Guard
2 Hive Guard
2 Hive Guard
20 Termagants
15 Termagants w. Devourers in a Mycetic Spore w. Cluster Spines
Tervigon . Toxin Sacs, Cluster Spines, 3 Powers (Hemorrhage, Endurance, Warp Speed)
Tervigon . Toxin Sacs, Cluster Spines, 3 Powers (Iron Arm, Hemorrhage, Life Leech)
15 Termagants w. Devourers in a Mycetic Spore w. Cluster Spines
Tervigon . Toxin Sacs, Cluster Spines, 3 Powers (Hemorrhage, Endurance, Warp Speed)
Tervigon . Toxin Sacs, Cluster Spines, 3 Powers (Iron Arm, Hemorrhage, Life Leech)
2 Carnifexes w. 2x TL Devourers each
I
changed my list for a number of reasons, firstly I really hate using my
Gargoyles, moving all those models on those flimsy bases is so fiddly,
it just doesn’t make for an enjoyable movement phase. Secondly I see the
Hive Tyrants as gunships and in the list I wrote previously they are
alone in that function, the rest of the list is assault based, which
means that once I make contact with my assault elements they don’t have
much of a role. So I thought I’d rework the list into a more shooting
focused one and in doing so I realised this probably would have worked
significantly better at Blog Wars in terms of addressing the general
feeling I had that there was a lack of range in the list. The Hive
Tyrants and Spore Pod Devil-gants get into range very quickly and dish
out a frightening amount of firepower while the Carnifexes lumber into
range.
The
mission was Purge the Alien with Hammer & Anvil Deployment. I got
first Turn and started everything but the Spore Pod Termagants on the
board. I was very worried about his HQ death-star so I planned to
bubble-wrap my rear and flanks with the 20-man unit of Termagants and
spawn units to cover the front as necessary. I grouped everything
together in the centre of the board with the Carnifexes dead centre
flanked on either side by a Tervigon and a unit of Hive Guard. The
Tyrants were placed so that they would be able to get range on something
first turn unless Duncs put everything pretty far back in his zone.
Fortunately
this was not the case and Duncs set up to come right at me. He deployed
his Scarabs on the 24” line with the two units of Wraiths directly
behind them. Then he placed 20 Immortals on my far right flank and the
unit of 5 in a ruin on my left. He set up his Court out of LOS right at
the back of the board, well out of my reach. A failed roll to steal the
initiative saw me kick of the first turn.
TURN 1
The
plan was to eliminate as much as possible as early as possible and then
spend the rest of the game trying to bog down his Court, with large
units of Termagants. The “eliminate” part of the plan went well with the
5-man Immortal unit falling down in short order and the Scarabs being
reduced to a single base thanks to a bunch of S6 shooting from the
Tyrants. Sadly the visions I’d had of choking his Court with big chunky
units of Termagants was quickly quashed when the Tervigons doubled out
with rolls of 7 and 8. So 35 Gaunts in 3 units was all I’d have to act
as chaff. Bummer.
My
cautious movement in turn 1 had a purpose and that was put my guns in
range while to ensuring that the Necrons had to make a long charge to
get into assault on turn 1. In this respect I was successful and both
units of Wraths and the remaining Scarab base failed their charge rolls.
Also, the fact that the Court mishapped and were displaced when they
veiled helped me out immensely as I popped them back where they started.
A little shooting from the Immortals that were in range ended the turn
for the Necrons.
Now
I was in range to do some proper damage, Enfeeble went straight on the
left-most Wraith unit and weight of S6 firepower combined with a 4 hit
Vector Strike from one of the Tyrants finished off that unit quickly.
The remaining S6 and S8 firepower combined with the newly arrived
Devil-gants, took the other unit down to a single wounded Wraith.
This
turn the Council did not miss, and they landed behind my lines ready to
give me a serious headache. The Tessla Immortals shot the unit of 8
spawned Termagants and caused a few wounds allowing the Scarab and
Wraith to charge in and mop them up. The Abyssal staff killed off two
Termagants and failed to Wound a Tervigon. The Gauss Immortals could
only manage to kill off a couple of the Devil-gants thanks to some
excellent cover saves.
I
decided not to charge the council and instead encircled them with
Termagants thinking I would only last a single round of combat which
would give me another chance to shoot them before they could get stuck
into anything else. The combined firepower from my Carnifexes, Hive
Guard, Tervigons and Termagants knocked over a Lord and the Cryptek with
only the Cryptek getting back up. This was going to be tough. With my
Tyrants half way up the board they decided to focus on killing off the
Immortals with the Devil-gants. This resulted in a dead Gauss Squad and a
couple of wounds on the Tessla Squad, however they were making turns to
come back and help out with the Court.
The
Abyssal Staff flared again killing only 2 Termagants, the remaining
Tessla Immortals fired but could only remove another 2 Devil-gants. And
so the Court charged the ‘gant screen. Somewhat amazingly I passed two
of the five Mindshackle tests and managed to kill only a single
Termagant. Even more amazingly Duncs could only reduce the Squad to 6
models. This was actually pretty bad for me because he would undoubtedly
finish off the unit in my turn leaving him free to charge again in his.
Tricky ...
The
Devil -gants continued to ship away at the Tessla Immortals reducing
their number to 5. The Wraith was still standing so I had to sort that
out, in the previous turn I had charged it with a unit of Hive Guard to
limit the damage it could do but that had not been effective so I
charged in the other unit and whiffed massively. The damn Wraith had now
tied up 8 shots which I’d probably need next turn. In order to slow
down the council I charged a Tervigon into the melee, angling my charge
so that I would only get into base with a single model which was already
engaged I thought I had a chance of avoiding a mindshackle test
altogether. Sadly the dice had other ideas and the random roll picked
the Tervigon who failed his test and knocked three wounds off himself.
Fortunately the Lord he was in base with could only take two more wounds
off so while the Termagants evaporated, the council would not be out of
combat until the end of their next assault phase as planned.
The
Tessla Immortals failed to cause any wounds on the Devil-gants, the
Wraith finally failed an invulnerable save and crumbled to the two units
of Hive Guard and the Council forced the Tervigon to finish himself
off. A pretty straight-forward turn.
The
Devil-gants took the Tessla Immortals down to a single man who stuck in
the fight to see how it would end. I brought everything to bear on the
council, I enfeebled them and poured fire onto them. The Hive Guard
whiffed just as they had all game and failed to score a wound but the
strength 6 fire was much more effective wounding everyone but the Lord,
and killing another Lord and the Cryptek who did not get back up.
Never-the-less, the unit was still very dangerous!
I’d
had to land one of my Tyrants to keep the Devil-gants in Synapse and
the remaining Tessla Immortal bundled out of cover to have a go at him,
sadly though, this bold effort came to naught. Thanks to some deft
running and positioning I’d managed to place my last, 7-man Termagant
squad between the Council and the rest of my army. The Council didn’t
need much encouragement and charged the unfortunate cannon-fodder, the
resulting combat didn’t last long with the Termagants handily
vanquished.
TURN 6
My
prayers went unanswered and the game ran into a sixth turn, the
last Immortal was tested and found wanting by the Devil-gants and the
remainder of my army repositioned to ensure the Carnifexes could not be
charged in the Necrons’ next turn. Once again the Tyranids unleashed 48
twin-linked S6 shots and 8 S8 shots but my dice (which had been pretty
amazing up to this point) deserted me and I didn’t cause a single
casualty, just a couple of wounds. The Hive Mind Braced itself to lose
another unit.
Duncs
wasted no time in charging his unit unto a nearby Hive Guard Unit,
after a quick fight amongst themselves the Warscythes cut them down and I
began to pray to the dice gods that it ended there...
... which it did. PHEW!!!
Final Score was 8 (inc 1st Blood & Line Breaker) – 6 (inc Line Breaker)
I
think we would both agree that while it felt one-sided for most of the
game thanks to an audacious first couple of turns for the Tyranids, the
fact that his Council mis-happed on turn 1 was probably the deciding
factor here. It allowed me an extra turn to all but finish off the
Wraiths so that I could turn my full attention to the Council when they
did arrive in Turn 2.
With
that in mind however, the Council were looking pretty good to be able
to take a kill point per turn and were not withering under the pretty
heavy firepower that I was dishing out; 2+/3++ at T5 is not to be
sniffed at!
On
the whole I was pleased with the list, it was slightly flattered by
getting Enfeeble on a Flying Tyrant allowing me to reposition fairly
quickly to get Enfeeble where it was needed. But I think it would be
pretty effective in most situations and the firepower it can dish out is
pretty scary. The Hive Guard have been singularly unreliable so I’ll
most likely drop them for another unit of 15 Devil-gants in a Spore Pod
in the future. Lastly though I cannot get over how useless my Tervigons
have been at spawning, without fear of exaggeration I can state that in
every game this edition at least one of them has doubled out in the
first turn. Sometimes the second will keep going for a few more turns
but it’s not uncommon for them both to bung up after two turns. Is this
normal or am I a statistical anomaly?
I
should also note that I rolled my saves like a demon in this game,
making a lot of 6+ Termagant saves and 5+ FNP rolls. Conversely Duncs
could not buy a save (unless it was of the 2+ variety). His Immortals
and Wraiths went down much too easily even considering the Enfeebles,
this somewhat flattered the result as well.
Sounds like a real rollercoaster of a game!
ReplyDeleteAs for Tervigons, I usually found when I ran two, one would 'jam' on the first or second turn as well. I'm sure one of our readers (possibly even Gav - the original Mr Claws & Fists) could run the statistics for us.
Was this your campaign game, by the way? Let me know which territory you were fighting over, and I'll update the leader board accordingly!
Cheers,
G.
A quick google turned this up (from http://thewraithgate.blogspot.co.uk/2010/01/nids-horrors-of-tervigons.html?m=1):
ReplyDeleteThe probability of stopping spawning on turns 1-5 are 44.44%, 24.69%, 13.72%, 7.62%, 4.23%, leaving 5.29% still spawning in turn 6.
Not quite sure if it makes sense but that's what the Internet says!
Having faced Duncs court of doom, I can attest to jaw difficult it is to take down.
ReplyDeleteSounds like a very tight game, and the Nids are looking lovely.
There not that good, don't get me wrong if they hit on target they can turn in to a major headache but its only happened once for me and then you are relying on the rest of what you have got to survive a turn of shooting. And boy can the nids pump out the shots. 11 Wraiths gone in 2 rounds of shooting is good going for any army.
ReplyDeleteIt would have been a very different story if I'd not rolled Enfeeble!
DeleteTrue but if it can go bad for me it normally does. Next time it will be a different story, just putting the final touches on the next cunning Necron list.
ReplyDelete