Post by ragnarok on Jul 30, 2012 21:04:20 GMT
Managed to get a game in today.
750pts vs Wordbearers.
I downloaded Vassal and the 40K module to make cool looking maps of each turn, but couldn;t figure out how to get it to work!
The deployment zones wouldn’t disappear and the terrain wouldn’t move once I put it on the map, maybe next time
Armies
Tyranids
Hive tyrant
Two twin linked devourers, wings
Prime
lashwhip, bonesword, deathspitter, toxin sacs, regeneration
Lictor
13 termangants
13 devilgaunts
13 hormigaunts
toxin sacs
Wordbearers[/i]
Sorcerer
mark of tzeentch, terminator armour
5 Chosen
4 plasma guns
6ish warriors
champion with powerfist, possible a plasma gun, icon of Khorne
10 warriors
Champion with power weapon, meltagun, flamer, icon of khorne
the battle
Purge the Alien, Dawn of war
The battlefield had a ruin in the center and one on either side of it. There were possible some ruins in our deployment zones, but they had no impact on the game
Traits
My tyrant went for personal and was able to capture objectives in an objectiveless mission
The sorcerer was able to give acute senses to his nonexistent out flanking units
Deployment
Chaos deployed first
The large squad went on my left and the smaller squad on my right, joined by the sorcerer.
I turtle on the right. The front line was made up of meatshield gaunts. Behind this I deployed my remaining broods side by side, with the hormies on the left and the devils on the right.
The tyrant deployed behind all of his minions and the prime joined the devils.
The chosen then deployed 12 inches in front of my army, behind a ruin.
Psychic powers
Tyrant – Smite (got haemorrhage) and enfeeble
Chaos sorcerer – Sunburst and puppet master
Turn 1[/u]
No night fighting
Chaos
Everything moves forwards
The chosen get a bead on the tyrant and deal it two wounds with their plasma guns.
Tyranids
In return the tyrant enfeebles the chosen and takes to the air.
The rest of the swarm move forwards and those that can shoot get a bead on the chosen.
Termies kill 2 with their fleshborers , devils easily kill the rest (first blood).
Tyrant reduces the sorcerers squad to three marines and the sorcerer.
VP
Tyranids 2, Chaos 0
Turn 2[/u]
Chaos
Both squads continue the advsnce.
Sorcerer forgets to use his powers, though his squad does kill a handful of gaunts
Tyranids
Lictor continues to play hide and seek
The tyrant forgets to enfeeble and swoops behind the large squad. The hormies follow his lead and get ready to charge them.
The rest of the swarm continues to advance on the sorcerer’s squad.
Shooting sees the tyrant place 6 wounds on the large squad and kill a single chaos marine, though this is the icon bearer.
The prime and his charges do better and kill off the entire of the sorcerer’s squad and reduce him to one wound.
The hormies charge the large warrior squad and kill 2 of them, losing 7 of their own in the process including 2 to overwatch, though the presence of the tyrant keeps them in the fight
VP
Tyranids 3, Chaos 0
Turn 3[/u]
Chaos
The sorcerer fails to cast any spell, due to shadow in the warp. He then charges few remaining termies, who fail to overwatch.
In both combats I am left with a single model in combat that is fearless, due to synapse, so I am unable to shoot in my own turn, though I do kill a marine in the hormie combat.
Tyranids
Lictor arrives and decides to hide in the central ruins, in case it needs to help in one of the combat.
Tyrant lands behind the large squad, ready to charge it. The prime pulls his debvils back a bit, to get a better bead on the enemy once the last termie is killed.
The tyrant charges the large squad and challenges the champion, before killing him with a single wounding hit. The hormie, unsurprisingly, dies but take a marine with it. Though the squad holds.
The Sorcerer kills the last termie.
VP
Tyranids 2, Chaos 2
Turn 4[/u]
Chaos
Sorcerer advances on the devil brood and manages to cast sunburst, killing 4 gaunts, but they are not blinded.
He then charges the brood and challenges the prime, who accepts and ensnares the chaos worshiper in his lashwhip. He then only hits once with his bonesword and the wound it saved. In response the sorcerer hits the prime once and sucks his soul out.
Left without synapse the devils fallback 3” (we played that the sorcerer caused 3 wounds)
Meanwhile the tyrant killed another 3 chaos marines, breaking the squad and running down the rest
Tyranids
The devils failed to rally and ran off the board, whilst the tyrant enfeebled the sorcerer
The tyrant switched back to swooping and flew towards the sorcerer, whilst the lector did nothing.
Shooting saw the sorcerer die to devourer shots (slay the warlord)
Vp
Tyranids 6, Chaos 4 annihilation
After action report
I was really worried about the chosen, but decided to start the tyrant on the board so I could use its malendiction first turn. This paid off as it allowed me to gain first blood and kill one of the two threats to my tyrant, the other being the sorcerers force weapon.
Shooting was really good. However my hormies, as expected, bounced off of the marines, though I expected more kills. This turned a near whitewash into a slugging match.
My Prime’s ability to not hit in combat then lost me another 2 VPs.
However it was an enjoyable close game, with only two models left on the table at the end.
My opponent thought that a FMC at 750pts was a bit much, but I always deploy at least one MC and if it wasn’t a flyrant it would be a walking tyrant or a carnifex.
Personally I think it was my ability to hit his army piecemeal that helped.
I hit his chosen with termies, devils, prime and a spell from my tyrant.
Then I hit his sorcerer’s unit with termies, devils and prime, whilst distracting the other unit with hormies.
750pts vs Wordbearers.
I downloaded Vassal and the 40K module to make cool looking maps of each turn, but couldn;t figure out how to get it to work!
The deployment zones wouldn’t disappear and the terrain wouldn’t move once I put it on the map, maybe next time
Armies
Tyranids
Hive tyrant
Two twin linked devourers, wings
Prime
lashwhip, bonesword, deathspitter, toxin sacs, regeneration
Lictor
13 termangants
13 devilgaunts
13 hormigaunts
toxin sacs
Wordbearers[/i]
Sorcerer
mark of tzeentch, terminator armour
5 Chosen
4 plasma guns
6ish warriors
champion with powerfist, possible a plasma gun, icon of Khorne
10 warriors
Champion with power weapon, meltagun, flamer, icon of khorne
the battle
Purge the Alien, Dawn of war
The battlefield had a ruin in the center and one on either side of it. There were possible some ruins in our deployment zones, but they had no impact on the game
Traits
My tyrant went for personal and was able to capture objectives in an objectiveless mission
The sorcerer was able to give acute senses to his nonexistent out flanking units
Deployment
Chaos deployed first
The large squad went on my left and the smaller squad on my right, joined by the sorcerer.
I turtle on the right. The front line was made up of meatshield gaunts. Behind this I deployed my remaining broods side by side, with the hormies on the left and the devils on the right.
The tyrant deployed behind all of his minions and the prime joined the devils.
The chosen then deployed 12 inches in front of my army, behind a ruin.
Psychic powers
Tyrant – Smite (got haemorrhage) and enfeeble
Chaos sorcerer – Sunburst and puppet master
Turn 1[/u]
No night fighting
Chaos
Everything moves forwards
The chosen get a bead on the tyrant and deal it two wounds with their plasma guns.
Tyranids
In return the tyrant enfeebles the chosen and takes to the air.
The rest of the swarm move forwards and those that can shoot get a bead on the chosen.
Termies kill 2 with their fleshborers , devils easily kill the rest (first blood).
Tyrant reduces the sorcerers squad to three marines and the sorcerer.
VP
Tyranids 2, Chaos 0
Turn 2[/u]
Chaos
Both squads continue the advsnce.
Sorcerer forgets to use his powers, though his squad does kill a handful of gaunts
Tyranids
Lictor continues to play hide and seek
The tyrant forgets to enfeeble and swoops behind the large squad. The hormies follow his lead and get ready to charge them.
The rest of the swarm continues to advance on the sorcerer’s squad.
Shooting sees the tyrant place 6 wounds on the large squad and kill a single chaos marine, though this is the icon bearer.
The prime and his charges do better and kill off the entire of the sorcerer’s squad and reduce him to one wound.
The hormies charge the large warrior squad and kill 2 of them, losing 7 of their own in the process including 2 to overwatch, though the presence of the tyrant keeps them in the fight
VP
Tyranids 3, Chaos 0
Turn 3[/u]
Chaos
The sorcerer fails to cast any spell, due to shadow in the warp. He then charges few remaining termies, who fail to overwatch.
In both combats I am left with a single model in combat that is fearless, due to synapse, so I am unable to shoot in my own turn, though I do kill a marine in the hormie combat.
Tyranids
Lictor arrives and decides to hide in the central ruins, in case it needs to help in one of the combat.
Tyrant lands behind the large squad, ready to charge it. The prime pulls his debvils back a bit, to get a better bead on the enemy once the last termie is killed.
The tyrant charges the large squad and challenges the champion, before killing him with a single wounding hit. The hormie, unsurprisingly, dies but take a marine with it. Though the squad holds.
The Sorcerer kills the last termie.
VP
Tyranids 2, Chaos 2
Turn 4[/u]
Chaos
Sorcerer advances on the devil brood and manages to cast sunburst, killing 4 gaunts, but they are not blinded.
He then charges the brood and challenges the prime, who accepts and ensnares the chaos worshiper in his lashwhip. He then only hits once with his bonesword and the wound it saved. In response the sorcerer hits the prime once and sucks his soul out.
Left without synapse the devils fallback 3” (we played that the sorcerer caused 3 wounds)
Meanwhile the tyrant killed another 3 chaos marines, breaking the squad and running down the rest
Tyranids
The devils failed to rally and ran off the board, whilst the tyrant enfeebled the sorcerer
The tyrant switched back to swooping and flew towards the sorcerer, whilst the lector did nothing.
Shooting saw the sorcerer die to devourer shots (slay the warlord)
Vp
Tyranids 6, Chaos 4 annihilation
After action report
I was really worried about the chosen, but decided to start the tyrant on the board so I could use its malendiction first turn. This paid off as it allowed me to gain first blood and kill one of the two threats to my tyrant, the other being the sorcerers force weapon.
Shooting was really good. However my hormies, as expected, bounced off of the marines, though I expected more kills. This turned a near whitewash into a slugging match.
My Prime’s ability to not hit in combat then lost me another 2 VPs.
However it was an enjoyable close game, with only two models left on the table at the end.
My opponent thought that a FMC at 750pts was a bit much, but I always deploy at least one MC and if it wasn’t a flyrant it would be a walking tyrant or a carnifex.
Personally I think it was my ability to hit his army piecemeal that helped.
I hit his chosen with termies, devils, prime and a spell from my tyrant.
Then I hit his sorcerer’s unit with termies, devils and prime, whilst distracting the other unit with hormies.