Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts

Saturday, November 26, 2011

Tigger Visits the Big Apple: 19 Nov 2011 (Part I)

Opponent: Kenton’s Kurindans (Tyranids proxy).  In the past, Kenton’s Kurindans have been filled with many more ‘fluffy’ units, such as Genestealers, Ravagers, Hive Tyrants, Carnifexes, etc.  However, today he was fielding a stripped-down ‘nasty’ Tyranid list, heavy on Tervigons and Termagants and lean-and-mean on ranged shooting and support units (like Warriors).  This is without a doubt one of the better all-comer Nid lists, particularly when playing objective missions.

Kurindans Army (1500 pts Tyranid proxy list)
  • HQ: Prime with Rending
  • Elite: 2x3 Hive Guard
  • Elite: 2x Venomthropes
  • HQ/Troop: 3x Tervigon with Catalyst
  • Troop: 2x10 Termagants
  • Troop: x4,x5 Warriors with Deathspitters and 1x Venom Cannon

Mission: Seize Ground/Pitched Battle.  In this match-up, we randomly generated three objectives, with me placing two, and Kenton placing one.

Terrain: Ruined cityscape with wide avenues, plenty of overgrowth and low ruins in the middle and right thirds of the table, and several sizable multi-story buildings blocking LOS on the left third of the table.

Tigger Visits the Big Apple: 19 Nov 2011 (Part II)

It had been a hard-fought battle, and the last ninety or so minutes had been a frantic whirlwind of activity and death.  But as Krinophora-Adelphe Jones looked upon the field, it was clear to her that the “Swinging Sisters” had won this contest.  The Kurindan position was untenable, and trying to continue the battle would only result in horrific further casualties as they rushed headlong into the superior positions held by the forces of the Blessed Emperor.  There was no shame in retreat; anything else was more than futile, it was stupidity.

And yet, Theophany realized with a cold chill, the Kurindans were not falling back.  In fact, they were rushing forward with increasing speed, and she felt a sudden dull ache in her soul.  The day was not over, and the “Swinging Sisters” were not going to avoid taking pointless, meaningless fatalities.  All for an abandoned Imperial substation on a worthless little dirtball of a planet...

When several of the Rassophora-Sisters under her command looked at her in surprise, Theophany realized she was grinding her teeth so loudly that her jaw was beginning to ache as much as her soul.  “Faith in the Emperor”, she thought to herself, and barked out the order to open fire.

Tuesday, June 21, 2011

Retrospective: 6-8 August 2010 Counteroffensive VII (Intro)


You can also read coverage of this event at the Jungle, from the perspective of Sho-T (Pat) and Justiciar (Bryan):
  
I had been very excited about this particular counteroffensive event, and put together no less than four (!) army lists for the event, based on any number of crazy 40K army ideas that have been percolating over the years.  The Usual Suspects had agreed on 1750 point army lists, and so I brought along:

(A) A Space Marine Dreadnought Bash.
(B) A Slann (space lizard!) army list, using Tau rules.
(C) A classic-miniature Tyranid Warrior list.
(D) My "Swinging Sixties" Sisters of Battle list.

Retrospective: 6 August 2010 Counteroffensive VII (Game 1)

The Eibel Offensive
The desert planet of Auros IX has seen numerous conflicts, and much blood spilled upon its red sands.  The Imperial Guard regiment in the sector was sent to the ninth planet to investigate the possibility of survivors of a new enemy of the Imperium to the region, a splinter Hive Fleet that was engaged and (largely) defeated by the naval fleet that was making a routine sweep through the Auros sector.

Under the command of Commander Eibel, and accompanied by the infamous xenos specialist Inquisitor Vader, the small force scouted Auros IX and immediately upon finding signs of xenos drop-spores, began a standard search-and-destroy pattern around the landing site.  As they approached a long-abandoned Imperial mining camp, the sands suddenly erupted upward, and what appeared to be the core of the surviving xenos elements, led by a “Hive Tyrant” designee, rushed toward the Imperial units.

Retrospective: 8 August 2010 Counteroffensive VII (Game 3)

Attendance at this particular Counteroffensive event being rather paltry, Pat and Bryan and I decided to set up a megabattle event for anyone interested in playing some 40K on Sunday 8 August.  If no-one showed up to play, we decided to play a megabattle event ourselves, pitting Pat & Bryan’s Tyranids against my Sisters of Battle.  As I’d only brought a little over 2000 points, I borrowed a few pieces from Pat’s collection, and the Dreamwizards store collection, to make up the extra points.

In the end, my 3000-point Sisters list included the following “extrys”:
  • Callidus Assassin
  • A third 5-model unit of Arbites (2 Meltaguns, 3 Shotguns)
  • A third 5-model unit of Dominions (4 Flamers, Leader with Brazier/BP)
  • ….and four extra flamers to equip the first two Dominions with a total of 4 flamers each
  • A second Inquisitor, equipped identically to the first with identical retinue
  • 3x Immolators with Extra Armor & Smoke (to transport the three units above)
  • 3x Exorcists with Extra Armor
For those of you playing the home game, that’s 12 immolators, 3 exorcists, 20 meltaguns, 15 flamers, and a smattering of Autocannons because honestly, why not.  Plus two Ld10 Psychic Hoods and five faith (‘mojo’) points for good measure.  It was really an awful army list, full of all kinds of Beatface and Sealclubbing, and other generally Not Nice things.

Friday, June 11, 2010

22 May 2010 “Planet Urr-Ass” Warmonger 40K Tournament (Game 1)

Opponent: Jeff (Tyranids).  A boisterous fellow convinced utterly of the fundamental weakness of his choice of codex, Jeff insisted that my masses of flamers and meltas would make short work of his forces.  I was a bit less certain either of his convictions was actually the case, but isn’t that what you play the game for – to find out?

Army: (1850 pts)
  • Swarmlord and one accompanying Tyrant Guard
  • 2x 3 Hiveguard
  • 2x 8 Genestealers
  • 2x Tervigons
  • 2x 10 Termagants
  • 3x Trygons
Mission: Dawn of War/Annihilation.  The mission had a modified KP rule, with HQs worth 3 VP, Troops and Transports worth 1 VP, ‘newly created’ units worth 0 VP, and all other units worth 2 VPs.

Terrain: Cityfight.  A moderate quantity of ruined buildings were scattered across the field, with two of the bulkiest buildings right in the center of the table.  In all, there was more than enough terrain to force my transports to split up and have to pick one of several avenues of advance, and plenty of cover everywhere, but very little actual LOS-blocking, apart from my vehicles neatly blocking my own LOS at ground level….oops.

Saturday, April 3, 2010

1 April 2010, at the Warmonger Club in NYC

Opponent: Lee (Tyranids).  One of the competitive New York City Warmonger club’s young turks, Lee had just returned from Adepticon where he had placed third overall*.  He was testing out a new twist to his Tyranid list, a beautifully painted army that is still in the process of being fully updated to the new Codex.  The last time we had faced each other, my Slann (Tau Empire proxy list) had virtually wiped out his tyranid horde, only to lose the game due to Lee having cannily destroyed my Troops choices… albeit only my Troops choices… and ending the game with more objectives than I.

(*in Fantasy, Lee pointed out)

My List: (1850 pts)
  • Palatine with Book & Executioner, with x5 Celestians (2 Meltas) in Immolator with Smoke
  • 3x5 Celestians (2 Meltas) in Immolator with Smoke
  • 3x5 Adeptus Arbites (2 Meltas) with Shotguns, in Immolator with Smoke
  • 3x5 Dominions (2 Flamers) in Immolator with Smoke
  • Inducted Guard Platoon Command with 4 Flamers
  • 3x Inducted Guard Squads with Autocannon
Lee’s Army: (1850 pts)
  • Tyranid Prime
  • 3x3 Hive Guard
  • 2x Tyrannofexes, kitted out
  • 2x Tervigons, kitted out
  • 2x10 Termagants
  • 1x30 Hormagaunts
Mission: Spearhead (corner deployment) and Capture and Control (2 objectives, one in each deployment zone)

Terrain: Cityfight.  A large ruined building very nicely provided cover (and blocked some LOS) in the center of the table, and smaller ruins clustered in each of our corners also provided more (if sparse) cover for units in each deployment zone.  We each placed our objective far back in our corners, behind the furthest-most ruined building.

27 March 2010 FrAG (Frederick Area Gamers) Tournament (Game 1)

Opponent: Tien (Tyranids).  A cheerful younger gamer with an eclectic but quite punchy collection of Tyranid models, Tien was fielding a number of very nice conversions in his list, including Giger-esque Ymgarl Stealers, multi-legged kitbashes standing in for Tervigons, and an imposing Broodlord straight out of the Space Hulk game.  This was my first game against the new Tyranids, and I wasn’t sure how well my infantry-heavy Guard army would do, but there’s no better way to learn than to face the chittering horde.

Army: (2000 pts)
  • Hive Tyrant with lots of Psychic Powers
  • Carnifex with all Talons, and Bioplasma
  • Trygon Prime
  • Mawloc
  • Zoanthrope

  • x3 Hive Guard
  • x10 Ymgarl Genestealers
  • x10 Gargoyles
  • 2x Tervigons
  • 2x10 Termagants
  • x15 Hormagaunts
  • x10 Genestealers with Broodlord upgrade
Mission: “Cleanse” – table-quarters deployment, and the first two turns are played with Nightfight rules.  Primary objective: capture quarters (as objectives).  Secondary/Tertiary bonuses: gain the most VPs, and kill the enemy’s most expensive HQ choice.

Terrain: Cityfight.  The table had a lot of low ruins (about eight) scattered about, with two pieces of area ruined terrain as well.  There was one large intact three-story building in my corner, and a large multi-story factory building in Tien’s corner.  (We treated both as area terrain, to make things simpler).  Line-of-sight at ground level was decent, but with plenty of obstructing terrain no matter which direction you looked.

Friday, January 1, 2010

Retrospective: 1-2 Aug ’09 Counteroffensive VI (Special Scenario)

Set-up: Pat “Sho-T Bighed” Eibel and Mike “Ryjak” (Tyranid Bug Swarm). Bringing back an oldie-but-goodie, Pat had organized a “Bug Hunt” scenario for a number of Millenium Gaters. We were invited to his fancy digs, and after much munching and schmoozing and telling of tall tales, we moved down to his spacious Gaming Room where a massive city-fight table had been laid out, chock-full of terrain…and slimy bug entry points. Each of the four allies-by-circumstance fielded 900 points of models (troops and HQ only, max 2 HQ choices and 6 Troops), and tried to kill as many bugs as possible before being overwhelmed.

What happened?
For Pat’s writeup, and the scenario rules, check out his write-up at the Jungle:

I ended up fielding:
  • 1x Shas’el with Flamer and Airburst, Multi and Target-lock
  • 2x Bodyguard with Flamer, Missile, and Multi
  • 5x 12 Fire Warriors
I took great pleasure in not placing dead last – basically, I found spots near (and behind) Kenton’s Space Dwarf models, held my finger down on the trigger, and sprayed until the Bugs ate me. I ended up with just over 100 “points”, but Kenton’s Ork-proxy army was the clear winner: he simply set up his models in cover and tore apart the Bugs as they assaulted (because as he was in cover, he got to throw loads of dice FIRST).

By the time we knocked off at some ungodly hour in the morning, Mel “Cambyses” and his DIY marine chapter “Emperor’s Wolfhounds” had gotten swarmed and munched, and the Plaguemarines fielded by Bryan “Justiciar” were being slowly ground down. My clever plan of keeping near to the Orks meant that I had one last unit of Fire Warriors still alive, but the Space Dwarves were still going strong, having still about 1/3 of their original number, and racking up more points than the rest of us combined.

With a ton of models still on the table, however, an Apocalypse-scale model still to come on, and the hour getting late, it was decided that the Space Dwarves had given one heck of an accounting before being turned into recyclable biomass.

12 December 2009 Inner Circle Holiday Beatdown (Game 2)

Opponent: Jason S. (“Gatling” Nidzilla) At first when I saw the mass of gaunts and big critters facing me, I was extremely pleased, and Jason conversely was very despondent when looking at the mass of Immolators facing him. I was even more pleased when I learned that his firepower maxed out at Strength 6 (off the Carnifexes), or S5 (off the Tyrants), and was really looking forward to a good old-fashioned bug burning.

Army: (1850 pts)
  • 2x Hive Tyrants with +1 BS and two twin-Devourers each, and 3 Tyrant Guard each
  • 5x Carnifexes with +1 BS and two twin-Devourers each
  • 3x Zoanthropes with Synapse and Warp Blast
  • 3x 30-count Spinegaunts
  • 1x 25-count Spinegaunts

Mission: 5-objective mission with 12” deployment zones. Based off the YTTH tourney concept (the tournament organizer, and many of the Inner Circle club members, are avid readers of the blog), the 5 objectives are placed in an “X” pattern in the center of each of the four corners, and in the very middle of the table. As ‘secondary’ points, each person could designate any five units in the opponent’s army that counted as “Kill Points” if destroyed at the end of the game. Finally, each player received a random selection of five (usually quite silly, and sometimes unattainable) ‘tertiary’ missions that each also earned a point. Thus, a player could receive up to 15 points per game (5 objectives, 5 “Kill Points”, and 5 tertiary objectives), although this was very unlikely.

Terrain: A line of high hills and wooded glades lined Jason’s side of the table, with something similar, but sparser, on my side of the table. The center was completely bare save for a good-sized pond toward the left-center of the table (from my perspective).

What happened?
Winning the roll-off, I chose the side with less terrain, the easier to set up my forces, and not expecting Jason to win (or want to win) the Initiative, simply lined up my vehicles side-by-side in the center of my deployment zone, ready to rush him. Jason spread his bugs out fairly evenly, interspersing Carnifexes throughout, and making sure to have overlapping fields of Synapse from the Zoanthropes and Tyrants.

As expected, Jason declined to try stealing Initiative, and I was off to the races, shifting left with my entire force, trying to roll his flank. Jason responded by… backing up all his units on the left (his right flank), and advanced with everything else. Then he opened fire, and although the Zoanthropes all fizzled (Psychic Hood + Sororitas Save will do that), the SIXTY-FOUR twin-linked Devourer shots were truly terrifying. Through sheer dumb luck, only one transport was immobilized, and I continued on, pell-mell, a second turn. Synapse fields began to collapse as the Sisters got within range, and a Zoanthrope took a Perils of the Warp wound from Hammer of Witches, but then the Tyranids again retreated, and the devourers burped again…

This time I lost three transports. I unloaded in a massive Rhino wall and promptly failed every single Faith test I attempted; as a result, instead of annihiliating two Monstrous Critters, all I did was hill a double handful of Gaunts, some Tyrant Guard, and wounded a Carnifex – all far less damage than I had hoped. The continual retreat of the Tyranid flank meant that I simply wasn’t able to hit that many with all those Immolator templates, and although the Meltaguns took a toll, there were just too many wounds walking around for me to handle without a little Faith Point help.

And then the Tyranids responded, and now – they were firing with massed Devourers AND assaulting vehicles.

The Sororitas were still largely intact, but now increasingly bereft of mobility, and with fewer and fewer targets nearby – the Gaunts continued to retreat out of range, while the Monstrous Creatures continued to target vehicles that were isolated at the ends of my “Rhino Wall”, and relatively distant from the mass of my infantry units. After two turns of this (five game turns total), it was pretty clear that the Tyranids had won the day; I had killed a Hive Tyrant and its entire Guard, as well as a Carnifex and a Zoanthrope, and badly hurt three others (one Zoan, two Carnie), but the Spinegaunt units, even with Synapse fields collapsing left and right, just retreated to the one remaining Synapse field still active on the far side of the table, and despite my having killed well over half of the little buggers, three of the units were still technically active.

True, my infantry forces were also largely intact, but I had lost nearly all my transports (save two), and could only contest one objective – the surviving Gaunts claimed the other three. In all, a crushing defeat for the Sisters of Battle.

Turning the Tables.
Jason’s basic strategy of destroying my mobility and denying me objectives was perfectly executed, and his army list is designed pretty much specifically to beat Rhino-chassis and Chimera-chassis-heavy army lists. Try as I might, I can’t think of any real changes I could have made to stand a better chance against his list – at least, not in this kind of mission. True, some bad fortune (with Faith points) on my part, and some good fortune (with consistently above-average vehicle-damage rolls) on his part, also played a role, but on the other hand, a re-read of the current Tyranid rules makes it pretty clear that I shouldn’t have been able to “shut down” his Synapse creatures with my Sisters, as had been the case in the previous iteration of the Tyranid rules.

On the other hand, it’s not like my shutting down four of his five Synapse bubbles really had any effect at all on what happened in the game.

I absolutely went after the weaker of his two flanks (only two Carnifexes and one Zoanthrope), and the terrain in his deployment zone thoroughly hampered his retreats and ability to draw clear LOS even at mid-range with Devourers, so I think I did all right there. I threw down a textbook Rhino Wall, and controlled or contested three objectives for much of the game. I used all my Faith Points, and used them in the right situations (even if I ended up failing the roll for nearly all of them). But I was never at close enough range to try “herding” his gaunts into clusters and torching the heck out of them, as Jason simply kept retreating them all, and rushing into assault range with the Monstrous Creatures. Ignoring them and driving pell-mell after the little bugs would only have exposed me to Devourer fire and a counter-assault by a swarm of gaunts.

In the end, I think Jason’s rock simply beat my scissors, and without a rather dramatic retool of my list, or alternatively relying on him to make bad decisions, I’m not sure exactly how I could reliably stand a chance against his Tyranid list.

Of course, the "good" news is that the new Tyranid codex means that I probably won't face this particular list again. However, it's likely that I'll face something very similar. As a result, suggestions and opinions from readers are very much welcome.

Thursday, December 10, 2009

7 November 2009 Woodbridge NJ Tournament (Game 3)

Opponent: Chris (Tyranid Horde). Although Chris knew that a Tyranid Horde list wasn’t terribly optimal under the 5e rules, he was a die-hard Buglover and wanted to field a ton of bugs. I admit that I was somewhat curious to see if I had the firepower to stop a Tyranid bug-wave, and this game gave us the chance to test things out.

Army: (1850 pts)
  • Hive Tyrant with 2+ armor, wings and Scything Talons
  • 1x 10 Genestealers with BROODLORD and Feeder Tendrils
  • 3x 10 Genestealers with Scuttlers and Feeder tendrils
  • 2x 20 spinegaunts
  • 1x 14 hormagaunts with toxin and adrenal glands
  • 1x 5 Tyranid Warriors with +WS+I, leaping and the kitchen sink
  • 1x 4 Tyranid Warriors with the same
  • 2x Zoanthropes with Warp Blast

Mission: “Onslaught” Tournament Scenario with Pitched Battle (12” in) deployment. Each ‘corner’ of the table had to have one objective in it, with no objective closer than 8” to any table edge or other corner (basically, each of four objectives was in the center of each corner of the 4’x6’ table). As a secondary objective, one Troops choice in your opponent’s army (nominated by him) was worth bonus mission points if killed.

Terrain: A pair of tall (12” high) towers with a reinforced gantry/cat-walk between them on my right flank was the perfect location for me to set-up some units – and one objective. The height would make it even harder for the Tyranids to assault me. Some industrial piping and low ruins completed the terrain on my table edge. Chris’ table edge had some large, LOS-blocking hills (each with an objective), and some industrial tanks. A few sparse bits of jungle terrain did nothing to block LOS in the middle of the table, but one such bit of jungle scrub on my left flank included the fourth and last objective.

What happened?
Chris won the roll-off to set-up and move first (the third time in a row in this tournament that I lost that roll-off). He dropped a unit of Spinegaunts behind each massive rocky hill, effectively capturing two objectives for the Tyranids unless I went over to his board-edge to dig them out. He also placed Warriors, Tyrant, Zoanthropes, and Hormagaunts, but kept all his Genestealers off the table, intending to outflank with them. I responded by putting a unit of Hornsuits (B-Sides) and Scouts (Pathfinders) on the 12”-high-off-the-table gantry/catwalk, and spreading out the rest of my forces in/around cover in the middle of my deployment zone, well away from either table-edge.

In the first turn, Chris moved up with everything he had deployed, save the Spinegaunts (who lurked on objectives), and I responded by Markerlighting and wiping out his brood of Hormagaunts and one of the Tyranid Warrior broods. I also created a “Transport Wall” on my right flank in case of possible Genestealer outflanking, and fired the rest of my heavy guns into a Zoanthrope…doing nothing, as it made every cover save. Oh, well.

Chris picked his jaw off the floor, and reserved one of his four units of Genestealers onto the table, right up against the Transport Wall I had created on my right flank. In my turn, I dropped the Hive Tyrant, cleaned off all the Genestealers on the right flank, and reduced the Tyranid Warriors to a mere two, thinking I still had another turn of shooting to deal with them. Foolish me for not having read my opponent’s army list more carefully, as the LEAPING Tyranid Warriors made it into the safety of close combat with one of my Troops units…and the silly beggars refused to run. Two more units of Genestealers also flanked onto the table, well out of assault range on my left flank.

I shredded the fire-support (Zoanthropes), and loaded up two units of the Brave (Fire Warriors) on Transports (Devilfish) to go evict some Spineguants from objectives on the far side of the table. With very little else to shoot at, I spent the next three turns (4-6) killing Genestealers (and Broodlord, when he finally appeared) at my leisure, dropping the last two Tyranid Warriors, and tank-shocking Ld5 Spinegaunts off their objectives. The final score after six turns was 3 objectives to none, with Chris having only two Genestealers left on the table; by contrast, I had lost just two Troops units and my (perhaps suicidally brave?) HQ in total.

Turning the Tables
With almost no cover on the table, and with his huge advantage in close combat Chris would have been far better off rushing me with everything, instead of the piece-meal approach he took. Had he set up and moved with three units of Scout-Moving Genestealers, plus infiltrating Genestealers, plus Hormagaunts, plus two units of Leaping Tyranid Warriors, plus a winged Hive Tyrant, PLUS two units of Spinegaunts, he would have very handily swamped me with targets in the first few turns and eaten me for lunch. Instead, four units were placed into Reserve, and two were given objective-holding-duty, thus nullifying them all as a real threat, and I dealt with them at my leisure after shredding the mobile threats in the first few turns.

Sunday, September 27, 2009

Warmonger Club 40K Tournament: Slann vs Bugs

Opponent: Lee

Army: (1850 pts ) -- MC Tyranid list: CC Tyrant + 3 Guard, Shooty Tyrant + 2 Guard, 5x shooty Carnies (2 with 5 wounds, all with 3+ save), Zoanthrope with Synapse, 2x8 Genestealers, 2x8 Without-number Gaunts

Terrain: A ring of hills and woods and a HUGE open area (over 24" wide and 48" in length) in the middle of the table. Lee wanted to alternate placing terrain with me, and I took advantage of his decision to do so. There were four objectives -- two in what was ultimately my deployment zone and two in Lee's.

Mission: Spearhead, Seize Ground

Summary: There was a single ruined building in the table corner I chose to start in. A multistory monster, it was a perfect location for my four Broadsides, and two units of 3 Crisis Suits (as well as Shas’el commander in suit), well outside of any outflanking assault that Lee’s Genestealers might be attempting. I also piled 3 units of Fire Warriors into the building, and made sure that there were no juicy ‘stepping stone’ units for his Tyranid assaults.

Lee piled his monstrous critters as near to the center of the table as possible, with the CC Tyrant and his guard providing cover for everyone else behind them. With the first shot, I opened up, and was reminded of the importance of picking the correct order for firing all weapons – I started with Railguns, which was a mistake, as all those wounds got allocated to the Tyrant Guard. Once they vanished, the surviving Shooty Tyrant simply shrugged off nearly all the wounds with his 2+ save. Oh, well.

Lee’s Barbed Strangler shots were remarkably ineffective all game, but he made up for it by making significantly more armor saves than average. By the end of the game, I had wiped out everything except his Zoanthrope (hiding out of LOS) and his “without number” Gaunts, which were, of course, without number. Lee, on the other hand, spent the entire game wiping out Fire Warriors, without which I could claim….nothing. Final score: me with one objective and most of my army left (but only one unit of Fire Warriors), and Lee with two objectives courtesy of his Gaunts. D’oh! What’s more, I had given up so many kill points wiping out most of his army that he nearly counted as having Massacred me.

What Should I Have Done?: Keep my Fire Warriors alive. I don’t regret sacrificing two of my Warrior units (and the Devilfish they were riding) to keep the Carnifexes from getting close to my firing line of Suits, but that means that I should have been more clear about what I was planning to do with the OTHER units of Fire Warriors, and I failed to plan for that until the bottom of the third turn, when I realized what Lee was up to.

As a result, I had to dramatically shift my targeting priorities, and attempt to use my Crisis Suits to contest my opponent’s objectives (which I failed to do, as there were too many Monstrous Critters in the way!). The Tyranid build I saw was clearly the sort of pattern I need to reconfigure my Slann to emulate – small units of Troops dedicated to mission objectives, and everything else into Big Guys – in my case, Broadsides or Crisis Suits and their accompanying firepower, who were all-stars in this match.

Finally, it wouldn't have hurt to keep a better idea in my mind of where to place my two objectives. One was right next to my firebase, but the other was completely in the open in the middle of the table -- which helped Lee's shooty Carnifexes just as much (or even more) than my units.