Friday, January 20, 2012

First Test Game of Rumored 6th

Tuesday night I played against the ineffable Col. Dracus and his Chaos Marines.  He's already written his version of the report here, but I have pictures!  I took my nids and we decided to play a test game of this rumored PDF.  We played 1250 points because we knew we'd have to look up a ton of things.  Here's some pictures of the game, and what I learned.  I took the pictures on my 3DS so excuse the blurriness.


We played a standard mission type.  I figured I would dominate the objectives game with my masses of troops choices.  I should have put the spawned Termagants over by the third objective.  It wouldn't have made a difference in this game, but in a closer game it could have made the difference.


He massed up prepared to advance.


My Trygon arrived via deep strike and was shot by the Berserkers.  It took two wounds and charged them in the same turn.


...aaaaand then it took a powerfist to the knee.  Trygons don't even have knees!


The Berserkers got killed by my T-Fex and Prime, but then they killed the Fex and the Prime got shot to death.  I almost got tabled, but I still had a lot of objective points.  You can see the lone Termagant hiding behind the hill.

In the end, I lost.  For most of the game I was in the lead on objective points, but the fact that at the end you get double what you currently hold is what did me in.  If that hadn't done it, the kill points would have.  We didn't even total them up, but I'm quite sure he won on those.

Here's what I learned:

*Tyrannofexes can now hit stationary tanks on a 2+.  I immobilized his Rhino on the first turn.  It would have been a wreck, but the -1 modifier for being a tank saved it.

*Going first is important.  The opponent hasn't moved yet so you get a bonus to shooting.  Night Fight will be a commonly selected stratagem for those going second.

*Cover only being a 5+ is rough.  Sometimes I could get the 4+ by having less than half the squad visible, but it means a lot more casualties.

*Having your own MCs get shot up easier isn't good.  Strategies are going to have to change, I think the missile launcher will still be king.

*Dropping the Doom into the middle of a ton of troops isn't a good idea when they can use defensive fire.  If you're going to drop him he has to be supported. *Post Edit:  The Mycetic Spore is immune to defensive fire.  The Doom would have been alive.

*Having more control of your reserves is excellent.  I loved being able to pick where my Genestealers came in (I had them outflank).

I also learned that the rules need some serious editing and polishing.  I like them and I like the ideas that are taking place here.  If this is a fake, can we get the guy who wrote them to publish his own rule system?

Monday, January 16, 2012

6th Ed Rumors, What It Means for Tyranids



I've read through the "leaked" PDF and FAQ, and I am of a mind that it's legit, a draft that will be edited and cleaned up but largely unchanged.  I won't go through my reasons why I think so, but I will state why I think Nids will finally pull their faces out of the digestion pool and get to chompin' everyone.  Here's what I've found:

Positives:

+Only what covers the base counts as the body.  Those of us with huge Harpy conversions (like mine) or other beasties have major problems with LoS.  Now it's a lot clearer, and we'll have less arguments.  Furthermore, dense terrain will help hide us.

+With the changes to WS, Deathleaper and the Swarmlord will be hitting on 2s, and many troops will need 6s to hit back.

+No more missiles causing ID on Warriors.  They'll take two wounds instead, though S10 will still insta-gib them.

+Reserves are more controlled.  You can get the Doom down earlier more reliably.  Lictor's Pheremone Trail is actually useful as it functions even when they're off the table.

+Genestealers have Move Through Cover, which means they'll reliably get where they're going at a quick rate.

+Along those lines, with running being doubled movement, it is quite possible to get our assault troops into CC by the second turn.

+With much of our troops having Fleet, that means charging 16".

+In CC, No Retreat wounds are divided, not suffered by each unit.  So when you've got a swarm of Termagants and a Tyrant in combat, the Tyrant won't have to save a bajillion No Retreat wounds.  Plus it can be negated.

+Objectives.  You get points every turn for holding an objective.  It's really easy to throw a horde of spawned Termagants on an objective and camp them there all game.  Furthermore, you can't hold an objective while in a transport.  That means the hardest part of playing against Mech, getting them out of their shiny metal boxes, is already done for us.

+Infiltrate and Deep Strike.  From what I read, you can assault after deep striking.  Lictors can deep strike anywhere without scatter.  However, you must beware of defensive fire.

+Nids need terrain, and there are stratagems that let you practically rewrite the battlefield.

+The Tyrant can now leave Tyrant Guard.  I'm not sure when you'd need to, but options are always good.

+Hormagaunts can choose to use Fleet and run up to 16", or use Bounding leap and charge up to 18".  They are faster than Beasts and cavalry while running, though their charge is slower.

+Harpies now are far more useful, and you'll actually get to use those spore bombs now.

+Pyrovores get a 3" boost in their range, and can use their flamer in close combat.  It ignores armor saves in CC as well!

+Trygons can assault after deep striking now, just watch out for defensive fire.

+The Doom now inflicts two wounds per point that they failed the leadership test by, but no longer fires in the opponent's shooting phase.  This is better because most of the time, the opponent just moved out of the 6" bubble.

+If you're in a transport, you can only shoot out 18".  No more getting splatted by Mech Guard autocannon spam!

Negatives:

-S10 will cause two wounds to anything with T6.

-They can run us over with their tanks.  Tank shock isn't a joke anymore.

-You can't stretch a big conga line of Termagants out to claim multiple objectives.  One unit per objective.

-No more blocking off table edges.  Reserves are simply placed within 6" of the edge.

-The Mawloc can't deep strike into CC anymore.

Interesting tidbits:

*You will likely need to model special Termagants and such to serve as squad leaders.  I think a simple spike on the head should suffice.

*Blasts work like they did back in 2nd edition.  I am not sure if that makes you more or less accurate.  My guess is more.

*There is mention of a transport called a Cerebore.  Are nids finally getting a proper transport?

*There is also mention of a terrain piece called a Weathered Bastion.  It's not a regular bastion, it's old and tattered with reduced armor value.  Possibly a new terrain kit?  I'd put money on it.

As you can see, the positives outweigh the negatives.  I may be doing a test game on Tuesday, I will report on how Nids fare with these rules.

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