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The Battlefield LET THE BATTLE BEGIN HERE.

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Old 11-21-2007   #1 (permalink)
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Default 1750 PTS Nids Vs Guardsman

with the constant incroachment of the hive fleets into the imperium, it was bound to happen yet again.

+++ M41.23 Ultima Segmentum Planet Corelinias +++
Hive ships spotted in the upper atmosphere. Their Mycetic spores have started to rain down amongst the forests. and the Hive City's Shields have taken a brutal beating.

Unknown how long we can last. Our local contingent of Guard have gone to seek out these abominations and destroy them as they find them.

+++ M41.28 Ultima Segmentum Planet Corelinias +++
Our squadron has been searching the upper forests and have eradicated what few bugs we have found, odd that we have found no stealers or gaunts among this "fleet"


Battleground 6' x 4' Board

Mission: Seek And Destroy
Options:
Night Fighting
Infiltrate
Deep Strike
Variable Turn Limit

word bearers 81007's Nidzilla Army
hive tyrant= adrenal glands(both), implant attack, toxin sacs. winged, warp field, x2 scything talons.

hive tyrant= enhanced senses, extended carapace, toxin sacs, x2 twin-linked death spitter.

8 ripper swarms= leaping, adrenal glands (both), toxin sacs, extended carapace.

8 ripper swarms= leaping, enhanced senses, toxin sacs, spinefists.

carnifex= enhanced senses, x2 twin-linked devouerers

carnifex= adrenal glands (both), x2 scything talons.

carnifex= adrenal glands (WS), enhanced senses, scything talons, twin-linked devourer

carnifex= adrenal glands (both), bonded exoskeleton, exteneded carapace, regenerate, reinforced chitin, tail weapon-scythe, toxin sacs, tusked, crushing claws, scything talons, spine bank, bio-plasma.

carnifex= bio-plasma, enhanced senses, extended carapace, spore cyst, tail weapon-scythe, toxin sacs, x2 barbed strangler, reiforced chitin, bonded exoskeleton.

carnifex= adrenal glands (both), bonded exoskeleton, enhanced senses, extended carapace, reiforced chitin, toxin sacs, venom cannon, scything talons.

1747 PTS

-------------------------------------------------------------------------

Hairyyahoo's IG Army

HQ
senior officer with power weapon
2 plasma guns
1 veteran medic

1 commissar with power weapon

2x mortar support squad

2x fire support squad 3x heavy bolters

ELITES
10 hardened veterans including veteran serge
3x plasma guns, 1x lascannon

TROOPS
2x infantry platoon, each as follows

junior officer with power weapon and bolt pistol
2x flamers

2x infantry squads vet serge grenade launcher

1x 5 man remnant with flamer

2x armoured fist squads each has a vet serge and a flamer

2x chimera with feavy flamer and heavy bolter, extra armour and smoke launchers

HEAVY SUPPORT
2x leman russ battle tanks, 3 heavy bolters, extra armour and track guards

1750 pts


I have yet to recieve tactics from either commander, so they can post them here if they wish.

As always please put your vote in a
different color
and explain why you think they will win.

Voting is open until 12-20-07. Good Luck

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Old 11-21-2007   #2 (permalink)
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I vote for the CANNON FODDER (GUARD)

Just because with all those dice, he`s bound to get a few dumb luck rolls
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Old 11-21-2007   #3 (permalink)
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just say guard or nids pls....

i vote for the GUARD
the guard has a ton of firepower, night fight really doesnt ever stop you. 2d6 x3? maybe for some of the longer range guns, but once they get within around 36'' everything is going to open up and still get around 3 turns of shooting. the only things i would worry about for them would be the flytyrant, which can be taken out by concentrated heavy bolters (which he has 8 of) and plasma guns. yea MC's are tough but not tough enough to weather that many shots.
the rippers, on the other hand, are tougher. you may only get 1 shot off at them before they are able to charge. however, thats still quite alot of flashlights. and remember, rippers take double wounds from morters. with 6 morters, thats alot. even for rippers.

the other tyrant and carnifexes, on the other hand, are too slow. theyre goign to be ripped apart. sure a couple will get into close combat, but then the other guard can back up and let the others be destroyed. as soon as theyre done they can open back up on the fexes
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Old 11-21-2007   #4 (permalink)
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Guard For the Win! they can use the terrian and a good solid base of fire to turn those nids swiss Cheese
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Old 11-21-2007   #5 (permalink)
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sorry i'm late on my tactics been away from the computer.

my plan so far is pretty simple i've tried to balance my list so a third of the army each fill a role. the devourer fex is hell on any guardsman infantry unit when it gets in range. the barbed strangler fex can lob templates across the board killing IG by the handful, and with tougness 7 even the plasma guns need 4's to wound and the lasguns can't touch me. the other 2 fex's are set up to do a dual use between shooty and CC. the venom cannon can be utilized to annoy the heavy tanks until the flytyrant can get to them. the rippers are gonna charge full on to tie themselves into the closes shooty unit to limit the fire on my fex's and tyrant's. mortars meet deathspitter and barbed strangler there is no need for the extra wound killing rippers and the other 2 fex's are just flat out CC. with up to 9 attacks on the charge, powerfists in an IG army stilll need 5's and 5's. i'll take my chances. but as always it's up to the dice. if they get 6's and i get 1's it really doesn't matter.

thanx for hearing me rant.
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Old 11-22-2007   #6 (permalink)
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ditto, a bit late but here we go.

the plan was to use the infantry with their flamers and 'nade launchers to mop up the swarms while the hq and vets tackled the big bugs, but it looks like i'll have to rethink things a bit

so i guess the rippers and tyrants will be targets of chioce in the early game, i'll leave the fex's till the more imediate threats are neutralised and then introduce them to plasma death courtesy of the hardened vets. hopefully the masses of fire i can throw out will be able to wound the alien beasties.
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Old 11-23-2007   #7 (permalink)
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After a VERY close analysis of both these armies, my vote has to go to the Nids. I have thought extensively on this and have used my experience in fighting nidzilla lists in knowing how nasty they are! There are 6, count them, 6 Carnifex's out there! Sure Hairy's 5 plasma guns are kind of scary to them, but if all of them fire at the same carnifex, they still wont drop one, let alone 2, in one turn! Do the math, 5 shots at 4+ to hit results in 1 melt down and ill say three hits. 3+ to wound, at best I see two wounds coming from the plasma guns. That is also if they can see them. On turn 4 the fexes are in the imp guard lines, what are they going to do then? Each of those carnifexes have nothing to worry about in the guardsmen themselves. They can eat a half squad per turn! Meaning they are stuck in combat and cant be shot! Killing a flying tyrant before it gets to you on turn two? How do you plan on doing that? Every gun you have shoot at it? I am sorry, But I just cant see the Guardsmen winning this. They dont have enough weapons that will be effective against the carnifexes. At BEST, an entire platoon in this force will do 3 wounds on a carnifex before saves! They just wont be able to kill them before they are munching down Guardsmen. so, again, Nids for the win!
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Old 11-26-2007   #8 (permalink)
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Hmmm. I'm gonna go with IG. I think if they bring down the winged tyrant and keep the carnifexes from getting near the Russ, their firepower will be enough to stop the onlsaught. Just my opinion.
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Old 11-26-2007   #9 (permalink)
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as of right this moment we have:

Guards-Bodies(hairyyahoo): 4

Clicky-fodder(wordbearers): 1

WE NEED MORE VOTES!!!!!
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Old 11-26-2007   #10 (permalink)
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wait...what the crap? i'm winning?!? someone take a note of this
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Old 11-26-2007   #11 (permalink)
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Quote:
Originally Posted by hairyyahoo View Post
wait...what the crap? i'm winning?!? someone take a note of this
I would bet on your list, but if the nids got close, IG buffet!
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Old 11-27-2007   #12 (permalink)
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Im sorry Hairy, i just still cant see how the imp guard have the correct amount of firepower to win this game. If every gun fires at the flying tyrany, they might, bring it down, but with a 2+ save, not many things besides the plasma will hurt it, and then what are tyhey gonna do about the ripper swarms, the 6 carnifexes, I just cant see how the strength 3 lasguns are going to be able to kill these things. Sure he has special weapons, but not enough.
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Old 11-27-2007   #13 (permalink)
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Please remember to put your vote in a DIFFERENT COLOR!
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Old 11-27-2007   #14 (permalink)
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NIDS
nids will win because of the amount of blazing carnifexes, the ripper swarms could be used to great advantage to distract hairy while the carnies go in for the assult
the hive tyrants are al;ways good, and the extended carapaces could come in useful
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Old 11-27-2007   #15 (permalink)
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well, i can use the armoured fist squads to tie up the fex's til the tyrant and rippers are done and then all guns on them. with enough firepower anything dies!
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Old 11-27-2007   #16 (permalink)
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Hairy, you have 2 armored fists units, they wont survive one turn with 6 carnifexes.......
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Old 11-27-2007   #17 (permalink)
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i gotta say with Gent, thers is alot of fire power but its now enough stregth tp bring down enough befor they get close enough, the barbes straglers are realy gonna do a number also. so i say Nids
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Old 11-27-2007   #18 (permalink)
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the 2 AF squads will only need to hold out for a litle while, once i kill the 'rants the synapse web will collapse. won't that screw up the fex's?
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Old 11-28-2007   #19 (permalink)
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actually none of the creatures on this list need synapse. course it is nice making them fearless but they don't need it.
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Old 11-28-2007   #20 (permalink)
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from what the dex says, a ripper is not affected by instinctive behavior,

however a carnifex has no such luck. AFAICT they need synapse or revert to instinctive behavior.
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Old 11-28-2007   #21 (permalink)
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Steve, tyranid monstrous creatures do not require synapse, read the special rules for tyranid monstrous creatures. Like I said, the armored fist squads wont survive a single turn against the troops arrayed against them
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Old 11-28-2007   #22 (permalink)
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nids FTW!!!!!
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Old 11-28-2007   #23 (permalink)
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carnifex's have a leadership 10, all creatures that need that synapse crap are leadership 5. sweet the battle is 4-4

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Old 11-28-2007   #24 (permalink)
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the AF squads don't need to last longer than a single turn! all they need to do is stop the fex's shooting at the rest of my army til the 'rants and/or rippers are done for. then the gunline can turn its attention to the fex's one at a time.
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Old 11-29-2007   #25 (permalink)
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I cant see the bugs shooting the armored fist squads when he can charge them and tear them new holes........
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