Post by halos on Feb 23, 2011 22:38:00 GMT
Hi again everyone,
I'm back with another Battle Report, normally I wouldn't do one so soon after the first one but I played a game on Vets night which was a lot of fun and I figured I'd share it.
Playing against a friend of mine who's first army is Tyranids but is currently running Daemons. He's using a Dual God Slaanesh/Tzeentch list which apparently either does really well or really poorly...
His list was:
Keeper of Secrets
Chariot of Tzeentch
10 Horrors (w/ the Changeling)
10 Horrors
10 Daemonettes
10 Daemonettes
6 Fiends of Slaanesh
Soul Grinder
2 Tzeentch Winged Daemon Princes
His upgrades I have no idea, but all his Tzeentch guys had Bolt of Change and another 3 shot Ap3 weapon too.
My list should be fairly obvious from the pictures, the Tervigons have the usual AG/TS/Catalyst and the Trygons both have AGs.
Mission was objectives and deployment was Pitched Battle. I won the roll for first turn and 'We' deployed like so:
fc06.deviantart.net/fs71/i/2011/054/a/9/nids_vs_daemons_deployment_by_halosnachtariff-d3a8ca8.png [/img]
Again this is only an approximation of the board, all the ruins are GW building kits set up as multi-level things. The Daemons put all the Slaanesh units with the Grinder in the preferred wave and all the Tzeentch in the other.
•Tyranid Turn 1:
-As I didn't know where the daemons would strike from there wasn't a whole lot of movement, some shuffling of gaunts to spread out from the Soul Grinders template.
-FnP got thrown on the Hormagaunts, in case the Horrors came down first, and the Zoanthropes as I'd need them to kill the Soul Grinder.
•Daemon Turn 2:
My opponent got his preferred wave and the beguiling servants of Slaanesh poured out of holes in the universe. Also a Soul Grinder who is not so beguiling.
-The green Daemonettes scattered into some ruins and lost one of their number to Dangerous Terrain.
-The other Daemonettes and the KoSs scattered away from my squads.
-Everything else landed on target.
-The Soul Grinder opened it's foul maw and disgorged a ball of bile which killed 3 Hormagaunts. The Harvester fell flat against cover saves and FnP.
-Everything else ran to get into a better position for next turns assault.
•[b[Tyranid Turn 2:[/b]
No real casualties yet but next turns Slaaneshi assault was really going to hurt, and I had to deal with that Soul Grinder...
-I rotated my gaunts around; the Hormagaunts would take the Slaaneshi charge and the Termagaunts needed better firing positions.
-The Zoanthropes and Trygon moved to deal with the Soul Grinder.
-Catalyst went on the Hormagaunts and Termagants.
-The Hive Guard targetted the Fiends and wounded one.
-The Zoanthropes drew a bead on the Soul Grinder and scored 3 direct hits, but rolled abysmally on the damage table failing to do anything.
-The Termagants opened up on the KoSs and wounded him/her/it.
-The Trygon rolls his eyes at the Zoanthropes, walks up to the Soul Grinder and rips it to pieces.
-No other charges as although the Hormies could probably take one of the Slaaneshi squads it would leave my other units open.
•Daemons Turn 2:
This assault phase was going to hurt no matter what, but first reserves had to arrive...
-Thankfully the only thing that turned up was a Daemon Prince.
-Limited shooting; the Prince wounded the Green Trygon and the KoS failed to wound the other.
-In the assault phase the KoS charged the Trygon and the other Slaaneshi units charged the Hormagaunts.
-The Venomthropes pull their weight once again, finishing off the wounded Fiend and killing 2 more green Daemonettes via Dangerous Terrain.
-The Daemonettes go first thanks to their assault grenades and deal a fair bit of damage to the Hormagaunts.
-I'm delighted to here that Fiends don't get grenades so the Hormies actually get to attack, slaying 2 more Daemonettes and 1.5 Fiends.
-The Fiends attacks and No Retreat sees the Hormies off, which at least means I can shoot at the Daemonettes now.
-I fully expected my Trygon to die to the KoS but she/he/it fluffed most of her 'to 'hit' rolls and caused only one wound. The Trygon then went on to cause 5 wounds and slay the Greater Daemon.
•Tyranid Turn 3:
The loss of the Hormagaunts was a blow but I'd laid waste to the KoS so I could stop focussing so much on my right flank.
-Spawned 12 gaunts to act as a fresh charge shield if necessary, they moved into cover in range of the 10-woman fiend squad.
-The Devilgaunts also moved into range.
-The victorious Trygon (now nicknamed 'Samuel L. Trygon) moves closer too as a back up.
-The other Trygon heads to polish off the Fiends, or at least tie them up.
-The Hive Guard take out the wounded Fiend.
-A Tervgion aims at the weakened Daemonette squad through a window, they Go to Ground and only one is slain.
-I then unleash what I belive is technically known as a '(please do not swear)-ton' of shots at the Daemonettes. 90 Devourers, 12 Fleshborers, 3 Warp Lances and 6 Bio-Electric pulses turn the Daemonettes (and presumedly the area around them) into a fine dust.
-The Trygon assaults the Fiends, striking simultaneously thanks to AGs, causes 7 wounds, 6 failed invul. saves and 3 dead Fiends. They cause one wound in return.
Daemons Turn 3:
All in all a sucessful turn, all the dedicated assault units are either gone or useless for a turn, but as ever it all depends on the reserves.
-Fortune favours me once again and only the Tzeentch Chariot appears from the Aether.
-He and the Prince unleash a hail of AP3 fire at the Trygon causing two wounds.
-The Daemonettes are unable to move and there are no assaults.
Tyranid Turn 4:
So far things have gone unusually well, next turn the rest of his forces should arrive so I'll need to prepare for that.
-The spawned gaunts head for the objective.
-The devilgaunts move forwards to vaporise the remaining Daemonettes.
-Samuel L. Trygon hides in a tree.
-And the other Trygon heads up to take care of the Chariot.
-The Termagants predictably slaughter the Daemonettes.
-The Hive Guard wound the Chariot, softening it up a little.
-Unfortunately it wasn't softened enough and it survives the assault on one wound but causes no wounds in return (hitting on 5s and wounding on 6s will do that...)
Daemon Turn 4:
-The rest of the Daemons arrive, the Changeling's Horrors appear directly on an objective, one of their number materialising inside a tree and returning to the warp.
-The other Horrors scatter off the objective but not far enough to mishap.
-Shooting wise the Changeling and Co. fire at the Devilgaunts but 4+ cover and 4+ FnP ensure only a few die.
-The other Horrors and the new Prince target Samuel L. Trygon and cause a wound.
-The original prince charges the other Trygon to bail out the Chariot unsurprisingly the Trygon bites it.
Tyranid Turn 5:
-The gaunts scuttle onto the objective and the Tervigons shuffle round to get a better shot. Samuel L. Trygon leaves the safety of his tree to teach the Daemon Prince some respect.
-The Changeling attempts to Mesmerise the Termagants but with the Tervigons Ld10 they don't fall for his petty illusions.
-Both Tervigons unload their templates on the conveniently template shaped Horrors. The Termagants also open fire and the Horrors are sent packing back to the Warp.
-The Hive Guard aim for the Daemon Prince and cause 2 wounds (I was very surprised to discover that he only has a 4++ save.)
-Samuel shoots some lightning at the Prince and wounds him.
-He then rushes in; the Prince goes first and causes two wounds. but Samuels Adrenal Glands ensure he wounds on 2s and the Daemon Prince hits the ground.
Daemons Turn 5:
With no more reserves to enter play I don't have so much to worry about now.
-The Chariot moves to fire at Samuel, and finds itself in a position where it can use it's Turbo-boost to contest an objective if needs be.
-The Daemon Prince flies into the ruins to contest the other objective.
-The Horrors fire at the Termagants, turning a few into fish, or winged fish, or fished wings. But once again cover saves and FnP deny much of the damage.
-The Chariot attempts to bring down Samuel, but only causes 1 wound. You only made him angry!
-The Daemon Prince assaults the Termagants (it's either that or eat a ridiculous number of angry brain-worms next turn...) he falls foul of the Venomthropes and loses another wound.
-Here I learn that the Prince doesn't get assault grenades so my 26 poisoned counter-attacks get to go first. Hitting in 5s isn't so bad when you've only got to cause 1 wound and the Daemon Prince takes his embarrasing death back to Tzeentch.
-The gaunts consolidate onto the objective.
Tyranid Turn 6:
It's really just a case of mopping up now, we consider calling it but my opponent wants to see it to the end.
-Samuel rushes at the Chariot, he's had enough of these Motherf'n Daemons taking his Motherf'n wounds and wants to wipe them out.
-Some small shuffling of other units; some gaunts are spawned to take the last objective and catalyst cast on them.
-Changeling attempts to Mesmerise the Devourer gaunts again, no problem Ld10. I roll the dice:
-5,6
-Dammit
-So the Devilgaunts open fire on their newly birthed brethren.
Hilariously the same unit which has been wiping out my opponents units all game causes only 2 wounds to my own squad thanks to a truly ludicrous FnP roll; 14/16 dice were 4+, take that probability!
-Some small shooting at the Horrors from Zoeys and Hive Guard, killing a few.
-Samuel finishes off the Chariot.
Daemons Turn 6:
-Not a lot my opponent can do now really, he shoots up the gaunts on the objective, killing 5 but they're in synapse so they don't care.
The game technically went on for another turn, but it was just me shooting up the Horrors so I didn't do a pic for it.
Basically the dice gods were toying with my opponent throughout. From his reserves rolls to my stupidly good saves, FnP and hits/wounds there weren't a lot of dice which went in his favour.
Had I been in his shoes I probably would have had the Tzeentch wave (with Soul Grinder) as my preferred wave; soften up my gaunts before the Slaaneshi charge, tempt me to charge the Horrors; breaking my battle line. Keep the Grinder at the back out of harms way with it's superior range, that sort of thing.
Anyway it was a pretty amusing game which really shows that no matter what your list it always comes down to the dice.
Speaking of which I'm thinking of running a new list, fun as this one as I've used it for a while and winning most games is not exactly high sportsmanship. So any lists you guys would like to see me run in a battle report?
Till next time,
Halos
I'm back with another Battle Report, normally I wouldn't do one so soon after the first one but I played a game on Vets night which was a lot of fun and I figured I'd share it.
Playing against a friend of mine who's first army is Tyranids but is currently running Daemons. He's using a Dual God Slaanesh/Tzeentch list which apparently either does really well or really poorly...
His list was:
Keeper of Secrets
Chariot of Tzeentch
10 Horrors (w/ the Changeling)
10 Horrors
10 Daemonettes
10 Daemonettes
6 Fiends of Slaanesh
Soul Grinder
2 Tzeentch Winged Daemon Princes
His upgrades I have no idea, but all his Tzeentch guys had Bolt of Change and another 3 shot Ap3 weapon too.
My list should be fairly obvious from the pictures, the Tervigons have the usual AG/TS/Catalyst and the Trygons both have AGs.
Mission was objectives and deployment was Pitched Battle. I won the roll for first turn and 'We' deployed like so:
fc06.deviantart.net/fs71/i/2011/054/a/9/nids_vs_daemons_deployment_by_halosnachtariff-d3a8ca8.png [/img]
Again this is only an approximation of the board, all the ruins are GW building kits set up as multi-level things. The Daemons put all the Slaanesh units with the Grinder in the preferred wave and all the Tzeentch in the other.
•Tyranid Turn 1:
-As I didn't know where the daemons would strike from there wasn't a whole lot of movement, some shuffling of gaunts to spread out from the Soul Grinders template.
-FnP got thrown on the Hormagaunts, in case the Horrors came down first, and the Zoanthropes as I'd need them to kill the Soul Grinder.
•Daemon Turn 2:
My opponent got his preferred wave and the beguiling servants of Slaanesh poured out of holes in the universe. Also a Soul Grinder who is not so beguiling.
-The green Daemonettes scattered into some ruins and lost one of their number to Dangerous Terrain.
-The other Daemonettes and the KoSs scattered away from my squads.
-Everything else landed on target.
-The Soul Grinder opened it's foul maw and disgorged a ball of bile which killed 3 Hormagaunts. The Harvester fell flat against cover saves and FnP.
-Everything else ran to get into a better position for next turns assault.
•[b[Tyranid Turn 2:[/b]
No real casualties yet but next turns Slaaneshi assault was really going to hurt, and I had to deal with that Soul Grinder...
-I rotated my gaunts around; the Hormagaunts would take the Slaaneshi charge and the Termagaunts needed better firing positions.
-The Zoanthropes and Trygon moved to deal with the Soul Grinder.
-Catalyst went on the Hormagaunts and Termagants.
-The Hive Guard targetted the Fiends and wounded one.
-The Zoanthropes drew a bead on the Soul Grinder and scored 3 direct hits, but rolled abysmally on the damage table failing to do anything.
-The Termagants opened up on the KoSs and wounded him/her/it.
-The Trygon rolls his eyes at the Zoanthropes, walks up to the Soul Grinder and rips it to pieces.
-No other charges as although the Hormies could probably take one of the Slaaneshi squads it would leave my other units open.
•Daemons Turn 2:
This assault phase was going to hurt no matter what, but first reserves had to arrive...
-Thankfully the only thing that turned up was a Daemon Prince.
-Limited shooting; the Prince wounded the Green Trygon and the KoS failed to wound the other.
-In the assault phase the KoS charged the Trygon and the other Slaaneshi units charged the Hormagaunts.
-The Venomthropes pull their weight once again, finishing off the wounded Fiend and killing 2 more green Daemonettes via Dangerous Terrain.
-The Daemonettes go first thanks to their assault grenades and deal a fair bit of damage to the Hormagaunts.
-I'm delighted to here that Fiends don't get grenades so the Hormies actually get to attack, slaying 2 more Daemonettes and 1.5 Fiends.
-The Fiends attacks and No Retreat sees the Hormies off, which at least means I can shoot at the Daemonettes now.
-I fully expected my Trygon to die to the KoS but she/he/it fluffed most of her 'to 'hit' rolls and caused only one wound. The Trygon then went on to cause 5 wounds and slay the Greater Daemon.
•Tyranid Turn 3:
The loss of the Hormagaunts was a blow but I'd laid waste to the KoS so I could stop focussing so much on my right flank.
-Spawned 12 gaunts to act as a fresh charge shield if necessary, they moved into cover in range of the 10-woman fiend squad.
-The Devilgaunts also moved into range.
-The victorious Trygon (now nicknamed 'Samuel L. Trygon) moves closer too as a back up.
-The other Trygon heads to polish off the Fiends, or at least tie them up.
-The Hive Guard take out the wounded Fiend.
-A Tervgion aims at the weakened Daemonette squad through a window, they Go to Ground and only one is slain.
-I then unleash what I belive is technically known as a '(please do not swear)-ton' of shots at the Daemonettes. 90 Devourers, 12 Fleshborers, 3 Warp Lances and 6 Bio-Electric pulses turn the Daemonettes (and presumedly the area around them) into a fine dust.
-The Trygon assaults the Fiends, striking simultaneously thanks to AGs, causes 7 wounds, 6 failed invul. saves and 3 dead Fiends. They cause one wound in return.
Daemons Turn 3:
All in all a sucessful turn, all the dedicated assault units are either gone or useless for a turn, but as ever it all depends on the reserves.
-Fortune favours me once again and only the Tzeentch Chariot appears from the Aether.
-He and the Prince unleash a hail of AP3 fire at the Trygon causing two wounds.
-The Daemonettes are unable to move and there are no assaults.
Tyranid Turn 4:
So far things have gone unusually well, next turn the rest of his forces should arrive so I'll need to prepare for that.
-The spawned gaunts head for the objective.
-The devilgaunts move forwards to vaporise the remaining Daemonettes.
-Samuel L. Trygon hides in a tree.
-And the other Trygon heads up to take care of the Chariot.
-The Termagants predictably slaughter the Daemonettes.
-The Hive Guard wound the Chariot, softening it up a little.
-Unfortunately it wasn't softened enough and it survives the assault on one wound but causes no wounds in return (hitting on 5s and wounding on 6s will do that...)
Daemon Turn 4:
-The rest of the Daemons arrive, the Changeling's Horrors appear directly on an objective, one of their number materialising inside a tree and returning to the warp.
-The other Horrors scatter off the objective but not far enough to mishap.
-Shooting wise the Changeling and Co. fire at the Devilgaunts but 4+ cover and 4+ FnP ensure only a few die.
-The other Horrors and the new Prince target Samuel L. Trygon and cause a wound.
-The original prince charges the other Trygon to bail out the Chariot unsurprisingly the Trygon bites it.
Tyranid Turn 5:
-The gaunts scuttle onto the objective and the Tervigons shuffle round to get a better shot. Samuel L. Trygon leaves the safety of his tree to teach the Daemon Prince some respect.
-The Changeling attempts to Mesmerise the Termagants but with the Tervigons Ld10 they don't fall for his petty illusions.
-Both Tervigons unload their templates on the conveniently template shaped Horrors. The Termagants also open fire and the Horrors are sent packing back to the Warp.
-The Hive Guard aim for the Daemon Prince and cause 2 wounds (I was very surprised to discover that he only has a 4++ save.)
-Samuel shoots some lightning at the Prince and wounds him.
-He then rushes in; the Prince goes first and causes two wounds. but Samuels Adrenal Glands ensure he wounds on 2s and the Daemon Prince hits the ground.
Daemons Turn 5:
With no more reserves to enter play I don't have so much to worry about now.
-The Chariot moves to fire at Samuel, and finds itself in a position where it can use it's Turbo-boost to contest an objective if needs be.
-The Daemon Prince flies into the ruins to contest the other objective.
-The Horrors fire at the Termagants, turning a few into fish, or winged fish, or fished wings. But once again cover saves and FnP deny much of the damage.
-The Chariot attempts to bring down Samuel, but only causes 1 wound. You only made him angry!
-The Daemon Prince assaults the Termagants (it's either that or eat a ridiculous number of angry brain-worms next turn...) he falls foul of the Venomthropes and loses another wound.
-Here I learn that the Prince doesn't get assault grenades so my 26 poisoned counter-attacks get to go first. Hitting in 5s isn't so bad when you've only got to cause 1 wound and the Daemon Prince takes his embarrasing death back to Tzeentch.
-The gaunts consolidate onto the objective.
Tyranid Turn 6:
It's really just a case of mopping up now, we consider calling it but my opponent wants to see it to the end.
-Samuel rushes at the Chariot, he's had enough of these Motherf'n Daemons taking his Motherf'n wounds and wants to wipe them out.
-Some small shuffling of other units; some gaunts are spawned to take the last objective and catalyst cast on them.
-Changeling attempts to Mesmerise the Devourer gaunts again, no problem Ld10. I roll the dice:
-5,6
-Dammit
-So the Devilgaunts open fire on their newly birthed brethren.
Hilariously the same unit which has been wiping out my opponents units all game causes only 2 wounds to my own squad thanks to a truly ludicrous FnP roll; 14/16 dice were 4+, take that probability!
-Some small shooting at the Horrors from Zoeys and Hive Guard, killing a few.
-Samuel finishes off the Chariot.
Daemons Turn 6:
-Not a lot my opponent can do now really, he shoots up the gaunts on the objective, killing 5 but they're in synapse so they don't care.
The game technically went on for another turn, but it was just me shooting up the Horrors so I didn't do a pic for it.
Basically the dice gods were toying with my opponent throughout. From his reserves rolls to my stupidly good saves, FnP and hits/wounds there weren't a lot of dice which went in his favour.
Had I been in his shoes I probably would have had the Tzeentch wave (with Soul Grinder) as my preferred wave; soften up my gaunts before the Slaaneshi charge, tempt me to charge the Horrors; breaking my battle line. Keep the Grinder at the back out of harms way with it's superior range, that sort of thing.
Anyway it was a pretty amusing game which really shows that no matter what your list it always comes down to the dice.
Speaking of which I'm thinking of running a new list, fun as this one as I've used it for a while and winning most games is not exactly high sportsmanship. So any lists you guys would like to see me run in a battle report?
Till next time,
Halos