Round 2 of Blobs Park and I'm already paired up against the big kids lol
My list
HQ
Swarmlord 280
Guard- lash whips 65
Elites
2 Hive Guard 100
2 Hive Guard 100
8 Ymgarls 184
Troops
10 Gaunts 50
10 Gaunts 50
5 Stealers 70
5 Stealers 70
Tervigon- adrenals, sacs, clusters, scything talons, catalyst, 200
Tervigon- adrenals, sacs, clusters, scything talons, catalyst, 200
Heavy
Trygon- adrenals 210
Trygon- adrenals 210
Trygon- adrenals 210
My opponent was running something like this
HQ
Crowe
Libby- sactuary, might, quickening, shrouding, other things
Elites
Vindicare
Troops
5 units of 5 purifiers- 2 psy cannons, 2 halberds, demon hammer each
1 unit of 10 ourifiers- 2 psy cannons, 6 halberds, 2 demon hammers
6 rhinos
Heavy
2 Dreads- 2 auto cannons, psy bolts
I've always said as a grey knight player I consider well played tyranids are hard match up. time to back up my words, but this time I get to be the tyranid player.
My opponent had never played tyranids before, so was a little unsure of what to do, but he got the main idea of shoot the piss out of me and stay in cover.
The mission was kill points spearhead. He won the roll for first but gave it to me thankfully. Note, this was due to having never played nids before, he wanted to see what I'd do. After the game he acnowledged this as a mistake.
I deployed in a nice solid wall, he deployed very tightly in his corner. I thought that my outflanking stealers would be key in this one since he was so close to a side edge. I also put the ymgarls in a place where they could hit almost anything they wanted.
On my first turn I ran up with everything. I feel no pained a unit of hive guard and swarmlord. On his turn he moved up just a little with everything and disembarked everyone. Stupid amounts of psy cannon, auto cannon, and bolter shots I was left with a tervigon at 1 wound and a tervigon at 3 wounds.
Then my stealers all came in. The ymgarls came in from their piece of terrain, were granted feel no pain, and preferred enemy. Then they charged into 2 units of purifiers (1 being the really big one). They killed all the psy cannons from each squad and a couple halberds, but they all went down before the hammers even struck. My opponent seemed to roll something like all hits all wounds. My other stealers came in on the opposite side of the board, despite the rerolls. That's like failing 4 3+ saves consecutiely.
Well with my stealers dead or useless, and my tervigons on their last legs I continued the bum rush. 1 trygon got a nasty charge off and wiped a purifier squad. Swarmlord was nearby to keep him from getting his force weapons off. And the hive guard took out a rhino and the vindicare. I put feel no pain on swarmlord. I also moved the tervigons back to make them unappealing targets.
Hopefully I've put too much in his face at once (although it should be more). He's looking at 3 unmolested trygons and swarmlord with fnp all threatening charges next turn. I've reduced his psy cannon cound by 6, which is half, and I've killed the vindicare so it should get a lot easier now. I'm actually feeling pretty good about this.
Then my opponent decides to not care that half his firepower is gone. He answered it like a man. He shot his whole army at swarmlord and killed him and his guard completely in one turn. I didn't make one FNP save if I recall correctly. I'm thinking it took his whole army to do it and he's about to lose another 3 units to trygons so I should be fine right? Wrong, Crowe, the 150 point tax charged a trygon and force weaponed him!
Note that after the game I found out that crowe doesn't have a force weapon. It turns out that it had no impact on the outcome of the game so I wasn't too angry but I did bring it to my opponent's attention when I found out. He was in no was whatsoever cheating by the way, it was an honest mistake. I pay grey knights too, I'm pretty surprised I didn't catch it honestly.
So on with the battle report. For someone who lost killing power, I felt like he gained some after his last turn. I'm no longer winning on kill points, and my threats are severely dissapearing. Here's what I did. I spawned about 25 guants who all shot and charged crowe and killed him. I also knocked out 2 more rhinos with the hive guard, and my trygons charge 2 squads and killed them. The tervigons threw FNP on themselves.
Well that was a great turn, I did everything I could to kill what I could, only problem was that to get him in range of shadows I had to move the tervigons up.
He has now been reduced to very minimal firepower, and can't even manage to kill a tervigon with feel no pain. He does charge the 3 wounded tervigon with 5 purifiers
and the libby and fails to kill him somehow. On my next turn the hie guard pop the last of his rhinos and the trygons finish off 2 more squads, including the libby.
This game is just about over, it ends up going until turn 6 where my opponent is left with an empty rhino in the corner of the board and I still have a tervigon with a wound, 2 trygons, the hive guard, and all the little guys.
I had some pretty abismal luck when it came to keeping my monsters alive, like swarmlord just rolling over, and crowe pretending to have a force weapon and killing a trygon. But, my opponent never got his force weapon off past shadows aside from that so I was rather lucky. Had those trygons been forced weaponed I probably would have lost.
It was a great game against a fun opponent. And, it goes 1 step further to proving my point that tyranids can compete.
I've found tyranids to be a decent match-up for my GKs as well. It's not as bad as people made it seem at first. Shadows is a big deal.
ReplyDeleteHow people play is always important as well ... and Crowe purifier spam lists are simply poor one way or another.
ReplyDeleteTyranid are a bum rush army one way or another ... you shoot tanks with hive guard, you run trygons at people, you make babies with tervigons and FNP things, and you use stealers of some sort to get more rapid backfield pressure applied. The problem comes with the lack of depth, and the lack of redundancy in operative function across FOC. A good opponent with proper fire priority and who understands how to keep away from you as long as possible in the movement phase (while still being in range to shoot you) is where your problems are created.
I play Nids frequently, and with similar enough lists, and it's always the "Same" in these regards.