40k Batrep: Blood Angels VS Tyranids Part 2/4

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Zaakath (Over a year ago): - delete
Seems like a large amount of discussion on FNP. Doesn't work if S of weapon is 2x T; or AP 1 or 2.
Zaakath (Over a year ago): - delete
@bukmoo: You can't use a template weapon if you hit your own units bukmoo, and can't target a unit in CC.
something witty (Over a year ago): - delete
i liked how you moved the priest with your hq i actually never thought to do that it seemed to work out pretty well
traifan (Over a year ago): - delete
These are the two armies I play and I would like to point out right here that independent characters may not join units that may only be one model (like Mephiston) (rule book p.48).
bukmoo (Over a year ago): - delete
One last thought, I think that having some of that assault squad as an entourage for mephiston (or whatever hero I forget the name). Probably could have cut through his forces much faster. After you blitz his stuff, split and jump the assault squad to capture something else .
bukmoo (Over a year ago): - delete
Oh, and I'm not sure if this is still a viable tactic these days, but if I was in your situation with a lot of heavy flamers, I would use a squad a terminators to lure some meelee onto them. Once they had something swarming at them like genestealers, use the flamers over your own termies since their armor usually does pretty well against flamers (at least it used to, could be a bit of a risk).
bukmoo (Over a year ago): - delete
I've only really been playing DOW2 in recent years.

However a strategy I found really useful for my Predators, was to have them as a forward line like you had. But once the enemy started to advance on my tanks I would have the tanks drive in reverse, backing up and effectively "kiting" the enemies while continuing to fire with my weapons.

This way the enemy has a hard time overwhelming you with meelee troops, and is forced to keep pressing forward with ranged units to keep up.

Best compliment to that is to have some sturdy infantry or some other disabling force to further slow down and keep stuff off the tanks.
Steelmage99 (Over a year ago): - delete
Ah, upon looking closer they are doing it right.
Steelmage99 (Over a year ago): - delete
They seem to be rolling 2d6 when taking Psychic Hood tests.

While you roll 2d6 against your Leadership to see if the power initially goes off, the Psychic Hood test is that each player rolls 1d6 and adds their respective Leadership.
reddragon162 (Over a year ago): - delete
Dave, buy a new set of dice, then physically punish the old dice in plain view of the new. Show those dice who rules the gaming table with an iron fist.
snake-eyez (Over a year ago): - delete
@tyranious: you aren't right, you're quite wrong actually. AP3 and AP4 weapons don't ignore the FNP simply because the AP is equal or better then FNP's 4+ save.

Read more on p75 of the rulebook under Universal Special Rules - Feel No Pain
TyranidSwarmlord (Over a year ago): - delete
also u dont have to roll to hit with template weapons
TyranidSwarmlord (Over a year ago): - delete
@tyranious: actually its if the weapon would inflict instant death you dont get FNP, it doesnt matter about if it can penetrate your armour
tyranious (Over a year ago): - delete
if im right , if you get a armour save you get a feel no pain save. if the wepon is so powerful it removes your armour save you DO NOT get a feel no pain save. so Baal Pred would be nurning everything and they wouldnt get saves. flamestorm AP3 heavy flamer AP4 = anything with a armour save of 3-4+ dies without FNP save.
jbsnv (Over a year ago): - delete
throw your dice in the garbige and buy new ones NOW!
xTHExWIZxKIDx (Over a year ago): - delete
The dice gods realy and i mean REALY don't want Dave to win... i would pay alot for those dice Garys using.
Tboysupreme (Over a year ago): - delete
gary is awesome!
Hukoseft (Over a year ago): - delete
@Silent-Guardian: ap3 weapons DONT ignore fnp, how hard is it for people to get that
Silent-Guardian (Over a year ago): - delete
arnt flames storm cannons ap 3? which would negate this 4+ armour and feal no paint....
Zmcminn (Over a year ago): - delete
Nvm, the guy straightened me out on the FNP thing on video 1
Zmcminn (Over a year ago): - delete
I'm pretty sure that if Dave understood how the flame storm cannon worked or how FNP works, Joe would have no gene stealers after this round. Maybe I'm missing something.
Eradicator (Over a year ago): - delete
We need a video on "how to beat up nids". I play against them alot, and I hate rending Genestealers (don't get me started on the Broodlord.)
Ursa06 (Over a year ago): - delete
Dave , here's a piece of advice - buy yourself some new dice - these seem to hate you.
orkybenji (Over a year ago): - delete
I hope Dave wins! Should have brought Deffy as a cheerleader at least though!
Limbo89 (Over a year ago): - delete
This style of Battle Report really doesn't suit Dave imo. He's seem to forget to many aspects of the battle, rules etc. This style is more suited to Matt I think. Dave should do the same style as Joe, filming reactions during the game and saying what happens, he seems to really struggle for words abit when recapping things like this.
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About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: September 13, 2011
Rated: 12345 (11)

Carnage is unleashed as we fly into turn 2 of this blood filled battle report.

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