Post by eugee on Aug 2, 2012 21:45:09 GMT
After a long hiatus from W40K (new job, really busy) my buddy Brian and I picked up the 6E rulebook and broke out the armies at the FLGS. I really wish I had brought my camera with me, so I don't have pictures. It's just as well because his unpainted dark eldar are an eyesore on the beautiful gameshop terrain and my finished tyranids.
The armies:
Tyranids:
HQ
Tervigon (Talons, Adrenal, Toxin, Catalyst)
ELITE
Hive Guard x2
Zoanthrope
TROOPS
Hormagaunt x15 (Adrenal, Toxin)
Genestealers x8 (Toxin)
FAST ATTACK
Gargoyles x13 (Adrenal, Toxin)
That might not be exactly right on the gaunt counts, but it's close.
DARK ELDAR
HQ
Haemonculus (Liquifier)
ELITE
Kabalite Trueborn (Blasters) w/ Venom (Venom Cannons)
TROOPS
Wyches + Hekatrix + Raider (Lance)
Dark Eldar (Blaster) w/ Venom (Venom Cannons)
HEAVY SUPPORT
2x Ravager (3 Lances)
THE FIELD:
4x4 square, 1 ruins in the SW, 3 ruins in all other quarters. Getting cover saves will be pretty easy, but there's some long fire lanes crossing the center of the board. Deployment is diagonals, and I take the SW, so that he's either maneuvering in dense terrain, or moving to where I can get at him even easier. I hate fighting his army. For the mission we drop 4 objectives worth 1, 2, 3, and 4.
I win initiative and deploy first; my gargoyles are lined up at the deployment edge ready to clog their guns; the hormagaunts are on the opposing flank to split their fire and keep them from having a place to run. Tervigon is behind the gargoyles, with the zoanthrope & hiveguard, and the genestealers infiltrate.
Brian drops all his skimmers in a parking lot in the corner as I have the first turn and he fails to sieze initiative. The genestealers ended up deploying 18" away in area ruins.
TURN 1 TYRANIDS
I've got no plan but target saturation, as every turn I'm not in CC against this army I lose key models. Everything bum-rushes the lines, as the Tervigon spits out 9 termagants and gets doubles, picks up FNP and I launch a salvo from the hive guard at the front raider (with haemonculus), but flickerfields stop it.
TURN 1 DARK ELDAR
They come out of their corner a little bit, and he's at least forced to spread his fire as I'll be making assaults in the next turn otherwise, and glancing his stuff to death is a lot easier than 5E. I lose 4 genestealers, 5 hormagaunts, and the zoanthrope with his first round of shooting, but none of the gargoyles; the haemonculus bailed out and went into his corner ruins while the wyches bailed out and rushed the gargs. He didn't shoot them as it was a 6" assault already.
They make it into assault and I lose all but 5 gargoyles in the slaughter. They do a wound which is stopped by FNP.
TURN 2 TYRANIDS
Hive Guard move into the cover of the large NW ruins (the wych melee is just east) while the tervigon & terms trample through the cover into the assault. Hormagaunts and Genestealers scramble towards the Ravager closest to them.
The hive guard explode the raider this turn; then the genestealers make a 9" assault and the hormagaunts pull off an 11" assault, into the Ravager, and with just their 40 attacks (out of synapse) they easily wreck it. The tervigon and termagants plow into the wyches and the tervigon bellows at the hekatrix, issuing a challenge.
The hekatrix accepts the challenge, and lands a wound which FNP negates, before barely succeeding in not getting crushed by the tervigon. The gargoyles and terms lose several to the wyches, but manage to drag 2 down with them.
DARK ELDAR TURN 3
The haemonculus (who I forgot) steps out of the ruins and torches the hormagaunts & genestealers, killing off the stealers and 3 more of my hormagaunts. The venoms both reposition and let many shots and I lose a lot of bugs again, down to like 3 hormagaunts now, and a hive guard finally takes a wound. The assault continues, as the gargoyles and terms get creamed, and the hekatrix gets slaughtered, but the rest of the brawl is mostly in favor of the wyches. The haemonculus assaults the hormagaunts, but actually falls to their retaliation
TYRANID TURN 4
The hive guard move up and wreck the second ravager, the hormagaunts assault one of the venoms and wreck it, and the Tervigon & terms finally destroy the wyches and their FNP tarpit.
DARK ELDAR TURN 4
The warriors blast the hormagaunts, finishing them off, and the venoms/warriors pour fire into the terms and terv, killing more of the terms and taking 2 wounds off the terv (2 left). As I'm using Stinger Salvo he doesn't risk eating an overwatch to assault.
TYRANID TURN 5
My lone remaining gargoyle flight/fleets down to the south objective, breaking LOS (FA units score on this mission), and the terv/terms drop trow on the north objective. The Hive Guard fail to pop the last venom, and the tervigon blasts the warriors along with her children, killing all of them.
DARK ELDAR TURN 5
Left with a corner full of wrecks, and a lone kabalite trueborn squad in a venom, Brian fails to kill the terms or terv, and the game ends.
He got first blood, I had a scoring unit in his deployment, and I got his warlord, but I got 4 points from objectives. Final score was like 6-2 if I remember right.
Brian was really playing reckless with his wyches today; he's usually very conservative with them, waiting till a unit is crippled then swooping in for a free pain token. We were both very anxious to try assaults so we threw caution to the wind. That said, I really liked the diagonal deployment as it was much easier to keep him from outmaneuvering me.
My thoughts on the changes:
Overall I like the assault/charge rules better in 6E. MCs are a lot nastier now, and hormagaunts out of synapse are pretty ferocious. My gargoyles were the meatshield this game which is what they are for, and I like that all my adrenal gland toting gribblies can realistically threaten light vehicles. That's a big change, where I used to glance his stuff 2-3 times only to stun it.
I'm not sure what to do with my genestealers anymore. Guess I'll continue converting them and use Yealers, which I love.
The armies:
Tyranids:
HQ
Tervigon (Talons, Adrenal, Toxin, Catalyst)
ELITE
Hive Guard x2
Zoanthrope
TROOPS
Hormagaunt x15 (Adrenal, Toxin)
Genestealers x8 (Toxin)
FAST ATTACK
Gargoyles x13 (Adrenal, Toxin)
That might not be exactly right on the gaunt counts, but it's close.
DARK ELDAR
HQ
Haemonculus (Liquifier)
ELITE
Kabalite Trueborn (Blasters) w/ Venom (Venom Cannons)
TROOPS
Wyches + Hekatrix + Raider (Lance)
Dark Eldar (Blaster) w/ Venom (Venom Cannons)
HEAVY SUPPORT
2x Ravager (3 Lances)
THE FIELD:
4x4 square, 1 ruins in the SW, 3 ruins in all other quarters. Getting cover saves will be pretty easy, but there's some long fire lanes crossing the center of the board. Deployment is diagonals, and I take the SW, so that he's either maneuvering in dense terrain, or moving to where I can get at him even easier. I hate fighting his army. For the mission we drop 4 objectives worth 1, 2, 3, and 4.
I win initiative and deploy first; my gargoyles are lined up at the deployment edge ready to clog their guns; the hormagaunts are on the opposing flank to split their fire and keep them from having a place to run. Tervigon is behind the gargoyles, with the zoanthrope & hiveguard, and the genestealers infiltrate.
Brian drops all his skimmers in a parking lot in the corner as I have the first turn and he fails to sieze initiative. The genestealers ended up deploying 18" away in area ruins.
TURN 1 TYRANIDS
I've got no plan but target saturation, as every turn I'm not in CC against this army I lose key models. Everything bum-rushes the lines, as the Tervigon spits out 9 termagants and gets doubles, picks up FNP and I launch a salvo from the hive guard at the front raider (with haemonculus), but flickerfields stop it.
TURN 1 DARK ELDAR
They come out of their corner a little bit, and he's at least forced to spread his fire as I'll be making assaults in the next turn otherwise, and glancing his stuff to death is a lot easier than 5E. I lose 4 genestealers, 5 hormagaunts, and the zoanthrope with his first round of shooting, but none of the gargoyles; the haemonculus bailed out and went into his corner ruins while the wyches bailed out and rushed the gargs. He didn't shoot them as it was a 6" assault already.
They make it into assault and I lose all but 5 gargoyles in the slaughter. They do a wound which is stopped by FNP.
TURN 2 TYRANIDS
Hive Guard move into the cover of the large NW ruins (the wych melee is just east) while the tervigon & terms trample through the cover into the assault. Hormagaunts and Genestealers scramble towards the Ravager closest to them.
The hive guard explode the raider this turn; then the genestealers make a 9" assault and the hormagaunts pull off an 11" assault, into the Ravager, and with just their 40 attacks (out of synapse) they easily wreck it. The tervigon and termagants plow into the wyches and the tervigon bellows at the hekatrix, issuing a challenge.
The hekatrix accepts the challenge, and lands a wound which FNP negates, before barely succeeding in not getting crushed by the tervigon. The gargoyles and terms lose several to the wyches, but manage to drag 2 down with them.
DARK ELDAR TURN 3
The haemonculus (who I forgot) steps out of the ruins and torches the hormagaunts & genestealers, killing off the stealers and 3 more of my hormagaunts. The venoms both reposition and let many shots and I lose a lot of bugs again, down to like 3 hormagaunts now, and a hive guard finally takes a wound. The assault continues, as the gargoyles and terms get creamed, and the hekatrix gets slaughtered, but the rest of the brawl is mostly in favor of the wyches. The haemonculus assaults the hormagaunts, but actually falls to their retaliation
TYRANID TURN 4
The hive guard move up and wreck the second ravager, the hormagaunts assault one of the venoms and wreck it, and the Tervigon & terms finally destroy the wyches and their FNP tarpit.
DARK ELDAR TURN 4
The warriors blast the hormagaunts, finishing them off, and the venoms/warriors pour fire into the terms and terv, killing more of the terms and taking 2 wounds off the terv (2 left). As I'm using Stinger Salvo he doesn't risk eating an overwatch to assault.
TYRANID TURN 5
My lone remaining gargoyle flight/fleets down to the south objective, breaking LOS (FA units score on this mission), and the terv/terms drop trow on the north objective. The Hive Guard fail to pop the last venom, and the tervigon blasts the warriors along with her children, killing all of them.
DARK ELDAR TURN 5
Left with a corner full of wrecks, and a lone kabalite trueborn squad in a venom, Brian fails to kill the terms or terv, and the game ends.
He got first blood, I had a scoring unit in his deployment, and I got his warlord, but I got 4 points from objectives. Final score was like 6-2 if I remember right.
Brian was really playing reckless with his wyches today; he's usually very conservative with them, waiting till a unit is crippled then swooping in for a free pain token. We were both very anxious to try assaults so we threw caution to the wind. That said, I really liked the diagonal deployment as it was much easier to keep him from outmaneuvering me.
My thoughts on the changes:
Overall I like the assault/charge rules better in 6E. MCs are a lot nastier now, and hormagaunts out of synapse are pretty ferocious. My gargoyles were the meatshield this game which is what they are for, and I like that all my adrenal gland toting gribblies can realistically threaten light vehicles. That's a big change, where I used to glance his stuff 2-3 times only to stun it.
I'm not sure what to do with my genestealers anymore. Guess I'll continue converting them and use Yealers, which I love.