YEah, he’s a cool dude and picking up 40K quickly. He’s going to LVO and wants to get into competitive 40K. We’re teaching him the tricks of the trade!
What I love, is that all those sixes he was hoping for ended up coming in a bit late and screwed Pascal over…Dude, you need to offer up a few dead squirrels to the Dice Gods.
I have just played against deamon in a very similar setup (monster mash!), and the shadow in the warp is just too much against a melee, psychic buffing army. The doom and swarmlord are so effective. Try a shooty tyrant on foot (2+save) with the prefered enemy, hive guard become super good against deamon ( and many other things…).
Yeah, the Daemon player has to try to find the seams. Vector Strike the big guys, and try to find places to put FF into little guys in that 13-24 inch range band where you can shoot without Shadows. Very hard match up especially for a Tzeentch Circus
Slaanesh Circus does better, because Lash doesn’t need a psychic test.
Nurgle Circus actually has the overall advantage versus Nids, I think, unless the Nid player goes bananas on Iron Arm pregame. Bale Sword is just dirty.
Very good points. The one thing that I think.gives nids the edge though against any circus list is masses poison attacks which is why I lean towards more bodies on the board for board control and weight of dice when you face those MCs.
The thing is flickering fire never had much of a chance of killing swarm lord:
-Chance to fail a psychic test at LD10 is 8.33%
-Chance that swarm lord denies he power with deny the witch (5+ as he’s a psyker): 33%
That means there’s a 41.66% chance flickering fire will fail. This alone makes it unlikely to succeed.
If it gets through.
-Average number of shots assuming 3 warp charges being used for flickering fire (4d6): 14
-BS5 means that on average 11.66 will hit.
-S5 vs T6 means that on average you will get 7.77 wounds.
-3+ armour save means on average 2.59 will go unsaved.
-Take into account the 41.66% chance of failing and the average number of wounds drops to 1.51
So even with two psykers casting flickering fire with three warp tokens each, on average they will only do 3.02 wounds to the swarmlords 5, and they will have a 5/6 chance of boosting his FNP to 4+.
Personally I think it was a massive gamble, that had very little chance of success.
Fair enough, but had it worked it would have been potentially game winning. Sometimes the risk is worth the reward but this was a fairly long bomb, for sure.
I felt I could prob finish off swarm lord if he had a wound or two left but with iron arm up and max wounds there would be no way. It was pretty risky for sure though. having the dog unit evaporate to 1/216 chance result demonic Instability check and the khorne herald not getting a 6 on 8 dice rolls were what really lost me the game. Next time i play incontrol I ‘m going to try to kill his biovores first. That’s prob the better play.
The 12 on the instability check was harsh, but testing on LD1 (was it -7?) would still have meant heavy losses, and the squad would have lost it’s hatred and furious charge bonus next turn, meaning it would most likely have been ground down anyway. I think the 12 merely speeded the process up. Khorne hounds tend to suffer against MCs in my experience.
As for the 5 attacks with hatred needing 6s to wound, your still only getting an average of 0.74 instant death wounds. In the video you mentioned re-rolling to wound? How did that come about, I’m aware hatred allows you to re-roll to hit, but what buff/rule allowed the re-rolls to wound?
Another thing, I it didn’t look like the seekers did much, but with their volume of attacks and rending, they can absolutely shred monstrous creatures, even more so with grimoir support. Was their any particular reason for not engaging say the trigon prime with the seekers? Maybe tanking his overwatch with another unit?
Nice to see tyranids in the mix
We have another one en route!
Wait? Fateweaver can die? I’m so confused!
Great Batrep though, had me actually laughing a couple times.
Yeah, Geoff is a funny dude!
I like this InControl guy! He’s fun to watch.
Incontrol If I ever come up to SF I challenge you with my Tau!!!
“I’m a little worried about my Trygon, 250 points… and all he’s done is wound a couple of Khorne Dogs” hahahah priceless
WTF? I love InControl. Did not know he played WH40k. Think he is a Protoss player. Would have expected Eldar. lol
YEah, he’s a cool dude and picking up 40K quickly. He’s going to LVO and wants to get into competitive 40K. We’re teaching him the tricks of the trade!
What I love, is that all those sixes he was hoping for ended up coming in a bit late and screwed Pascal over…Dude, you need to offer up a few dead squirrels to the Dice Gods.
Haha, yeah, he got screwed with the dice, but it happens. He went for a bold opening move that could have won him the game but it fell flat =(
I love that porn music! Can’t get enough of it! How can I get that as my ring tone?
Dirty Sanchez in the men’s room!
I have just played against deamon in a very similar setup (monster mash!), and the shadow in the warp is just too much against a melee, psychic buffing army. The doom and swarmlord are so effective. Try a shooty tyrant on foot (2+save) with the prefered enemy, hive guard become super good against deamon ( and many other things…).
Yeah, Nids really do a number on Daemons. So far we’ve seen that they almost always take them apart.
Yeah, the Daemon player has to try to find the seams. Vector Strike the big guys, and try to find places to put FF into little guys in that 13-24 inch range band where you can shoot without Shadows. Very hard match up especially for a Tzeentch Circus
Slaanesh Circus does better, because Lash doesn’t need a psychic test.
Nurgle Circus actually has the overall advantage versus Nids, I think, unless the Nid player goes bananas on Iron Arm pregame. Bale Sword is just dirty.
Very good points. The one thing that I think.gives nids the edge though against any circus list is masses poison attacks which is why I lean towards more bodies on the board for board control and weight of dice when you face those MCs.
That music is the most depressing in the world whn you where showing frankies army.
The thing is flickering fire never had much of a chance of killing swarm lord:
-Chance to fail a psychic test at LD10 is 8.33%
-Chance that swarm lord denies he power with deny the witch (5+ as he’s a psyker): 33%
That means there’s a 41.66% chance flickering fire will fail. This alone makes it unlikely to succeed.
If it gets through.
-Average number of shots assuming 3 warp charges being used for flickering fire (4d6): 14
-BS5 means that on average 11.66 will hit.
-S5 vs T6 means that on average you will get 7.77 wounds.
-3+ armour save means on average 2.59 will go unsaved.
-Take into account the 41.66% chance of failing and the average number of wounds drops to 1.51
So even with two psykers casting flickering fire with three warp tokens each, on average they will only do 3.02 wounds to the swarmlords 5, and they will have a 5/6 chance of boosting his FNP to 4+.
Personally I think it was a massive gamble, that had very little chance of success.
Fair enough, but had it worked it would have been potentially game winning. Sometimes the risk is worth the reward but this was a fairly long bomb, for sure.
I felt I could prob finish off swarm lord if he had a wound or two left but with iron arm up and max wounds there would be no way. It was pretty risky for sure though. having the dog unit evaporate to 1/216 chance result demonic Instability check and the khorne herald not getting a 6 on 8 dice rolls were what really lost me the game. Next time i play incontrol I ‘m going to try to kill his biovores first. That’s prob the better play.
The 12 on the instability check was harsh, but testing on LD1 (was it -7?) would still have meant heavy losses, and the squad would have lost it’s hatred and furious charge bonus next turn, meaning it would most likely have been ground down anyway. I think the 12 merely speeded the process up. Khorne hounds tend to suffer against MCs in my experience.
As for the 5 attacks with hatred needing 6s to wound, your still only getting an average of 0.74 instant death wounds. In the video you mentioned re-rolling to wound? How did that come about, I’m aware hatred allows you to re-roll to hit, but what buff/rule allowed the re-rolls to wound?
Another thing, I it didn’t look like the seekers did much, but with their volume of attacks and rending, they can absolutely shred monstrous creatures, even more so with grimoir support. Was their any particular reason for not engaging say the trigon prime with the seekers? Maybe tanking his overwatch with another unit?
Just some food for thought. 🙂
That and the flying hive tyrant