I played two games this past weekend vs nids, here's a copy/paste of my update in my RG thread:
Got two games in last night. Went a little slow but we were learning rules and enjoying ourselves. I took my list with a few minor tweaks that didn't matter since those models didn't do much. My opponent ran nids, he just grabbed a quick list online and boy was it nasty:
Warrior - venom cannon (only gun, everything else was melee)
Genstealer x 2
Hormagaunts x 4
Bugs are fast. He was moving them all over the place with advances, getting them behind cover or LOS blocking terrain, and really denying a lot of my shooting. I'd say his average move was 11 inches, and when he rolled a six to advance 14 inches got really scary on the small play area (we ran the box board size, 22 x 30). The terrain was some awesome home made Necromunda stuff he had so we had lots of cover and elevations to play from.
I ended up losing both missions. I played to them but had a couple things I overlooked that may have changed things had I realized them. First game was the core rules mission. Ended up needing to be on one objective by the end of the game. I had a heavy bolter and sniper on overwatch that did OK. My reiver performed really well as a harassing/mobile unit, especially with the grapnel launcher (I think that's an auto take now). I ended up getting overrun and he was able to advance onto the objective with more models than I had so he won.
Second game we played the Search and Rescue mission from the book. It seemed fitting that I was the rescuer since nids wouldn't just eat their wounded... The objective ended up being on my opponent's side of the board. I was working my way up to it and thought I'd be able to make a mad dash but I didn't realize he had a ladder on a piece of terrain so he blocked me off. I killed a lot of bugs on my last turn but it was more for fun to see what I could kill since the mission was lost at that point.
Here are my initial thoughts:
- I don't know if sniper rifle's are worth it. In a game of few die rolls it makes more sense to take something that has more shots, like a heavy bolter. The MW on a 6 is nice but at most you're only rolling for that gun 5 times a games so statistically it's likely to not see the 6 in several games.
- With my limited experience I believe movement is the most important part of the game. There were many times I moved poorly not thinking about the flow of the game.
- Remember who has the Initiative. In one turn I readied a marine so he could blast a hormagaunt but I forgot my opponent could still move. He laughed as he ran his gaunt away and behind cover... wasted a turn with that marine as nothing else could be shot at.
- Primaris may be the way to go... 2 wounds will make a huge difference with being able to stick around and avoid flesh wounds. He Warrior and Lichtor were pains because they had 3/4 wounds.
- My MVP (even though he died early game 2) was my reiver. He was so incredibly mobile and had a huge threat bubble and I knew my opponent viewed him as the biggest threat.
- Ultimately in a game with such a low model count weight of fire is really important. I think I am going to look at redoing my list to incorporate as many 2 shot minimum weapons as I can. That means my scout sniper is probably gone... marines get rapid fire, reiver has two shots, heavy bolter is three, etc.
Back to the present: I have a game coming up Friday against a co worker. I've put two heavy bolters in it to see what they do, and I think eventually I won't run a sniper at all. I'd rather have three STR 5 AP-1 shots vs one STR 4 shot that might do a mortal wound. I am also planning on building a homebrew primaris only KT and using the AGL to make a grenade sniper because rule of cool.