Post by ragnarok on Aug 4, 2012 19:26:38 GMT
Managed to get a 1000pt game against Dark Angels today.
Mission was Big guns, Diaganol deployment, 3 objectives.
We decided to have an archeoech in the center of the board.
PS, first attempt to use Vassal to show what happened. All positions and terrain is approximated.
Armies
Tyranids
HQ
Tyrant
Wings, old adversary, 2 twin linked devourers
Prime
Lash whip, bone sword, deathspitter, toxin sacs, regeneration
elite
Venomthrope
Troops
13 termigants
14 devilgaunts
13 toxigaunts
8 stealers
Scything talons, toxin sacs
fast attack
10 Gargoyles
Dark angels
HQ
Ezekiel
elite
Dread
Close combat weapon, storm bolter, multimelta
Troops
10 marines
Missile launcher, flamer
10 marines
Heavy bolter, meltagun
10 marines
Heavy bolter and something
Razorback
Twin linked las cannon
Heavy support
Predator
2 las cannons, 1 twin linked las cannon
Traits and psychic powers
Tyrant got Life leech and Endurance and rolled up Tenacity
Ezekiel got Fiery form, sunburst and spontaneous combustion and rolled up Inspiring presence
Deployment
Dark angels
Every squad combat squaded and formed up a firing line. Ezekiel deployed with a meltagun combat squad in the razor back and a squad with a heavy bolter deployed in the ruins with the objective.
Tyranids
Worried about going second with 2 lascannons, 2 twinlinked las canons and a missile launcher, my flyrant decided to start in reserves.
Everything else deployed in a big blob in the middle. With the termies getting their usual job of bullet screen. As they were not large enough to screen everyone the gargoyles got to screen the genestealers.
Turn 1
Night fighting
Dark angels
The objective turns out to be a skyfire nexus, so the pred moves to gain use of it. The razor surges forwards and everyone else shuffles.
Night fighting and range results in no nid dead
Tyranids
Every one runs forwards and runs in the shooting phase.
VP Dark angels 1 – Tyranids 0
Turn 2
Dark angels
Eziekel and his mates disembark and along with a second squad advance on my gargoyles.
Shooting sees the gargoyles reduced to half strength and break, being too far away from my sole synapse creature. The bullet screen are also reduced to a fraction of their former size.
Tyranids
The Gargoyles fail to rally and fly off the board, making me give up first blood for the first time.
The flyrant then flies in to sort things out, making sure to hide behind a building so the AAA tank can’t hurt him.
The devils surge forwards and capture an objective, which turns out to be sabotaged! A worrying prospect for a bunched unit.
The Genestealers worried by the lack of thewarmth of the hive mind only advance slowly through the ruins.
In shooting the devilgaunts wipe out the marine squad on the end of the line. In support the flyrant shoots the dread, but only removes 2 hullpoints.
Worried that the dread will charge the fearless devilgaunts the termies run in front of their brethren. Forming a living wall.
Dark angels 2 – Tyranids 1
Turn 3
Dark angels
Ezekiel and the forwards squad move to counter the stealers before they can charge, with Ezekiel casting fiery form on himself to deter a charge.
Shooting sees a few toxigaunts killed and the dread failing to hit. Then the rules kick in.
Against the stealers the marine squad causes 2 flamer wounds and 3 bolter wounds. The flamer is only in range of the closest 2 stealers, but its wounds are applied last resulting in 5 dead stealers, luckily they hold their nerve.
The dreads then tries to charge the termie screen and is immobilised by the toxin cloud of the venomthrope, denying the charge
Tyranids
The tyrant continues to fly fowardish, at this point I realise I have missed a ruins off of the map, for it is still obscured from the pred by ruins.
The devils swing back towards the centre and approach the archeotech (modelled by a lector) and find out it is a dead Licotr. Whilst the termies move past the immobilised dread and prepare to shoot it in the rear until it is dead.
Shooting sees the tyrant kill only a single tactical in the ruins, whilst he devils deplete one of the central squads.
Then I use tactics. I declare a charge with the hormies against the flamer squad who had killed my stealers. 7” away with fleet, the marines had to overwatch them. The Flamer killed 2, but the bolters failed to hit. I then failed my charge. However this allowed the stealers to charge,without worry.
9 attacks, 9 hits, 9 wounds, no rending. 2 dead marines.
They strike back killing one.
Ezekiel’s inspiring presence keeps them in the fight.
Dark angels 2 – Tyranids 0
Turn 4
Dark angels
Ezekiel’s squad moves back to the center, everyone else remains stationary.
Shooting is abysm
al. A combination of failing to hit and the venomthrope result in few deaths. Until the razorback takes out the thrope in a single shot.
In the combat another marine is pulled down, to the loss of no stealers.
Tyranids
The tryant swoops low and lands next to the predator whilst the rest of the swarm closes for the kill.
In an amazing display of shooting the tyrant destroys the predator, leaving him with nothing to charge.
Shooting sees more marines brought low.
The hormies then finally charge into combat to help the stealers. Between them they wipe out the marines and consolidation sees the hormies forming a screen between Ezekiel and my army, and the stealers falling back to claim an objective.
Dark angels 2 – Tyranids 2
Turn 5
Things get a bit blurry here.
The marines are still unable to shoot straight and inflict few casualties.
The tyrant charges and kills the squad holding the objective.
Ezekiel dies trying to save his squad from a barrage of devourer grubs. The squad is then charged and killed.
The dread is finally killed by fleshborer fire in its rear and the razorback loses two hullpoints to brainleech worms and the last to the tyrants hammer of wrath strike.
Tyranid win turn 6 by tabling
Dark Angels 1 (first blood) – 4 Tyranids (slay the warlord, heavy support killed, line breaker, objective)
Thought
I need a better synapse web. Possible swap out the stealers, who failed to rend with 18 wounds over the game, with some tricked out warriors.
My opponent was very unlucky. His luck seemed to dessert him when he flamed the stealers. A friend who was watching explained the wounding pool rules to us and how it could be used. If he hadn’t the flamer wounds would have been used to kill the two stealers out of cover and in range of the flamer and then I would of had 3 cover saves. Instead I only got one coversave. We both believed that his dice decided that he wasn’t playing in the spirit of the game.
If his rolling was better I wouldn’t have done so well.
We both had fun.
Mission was Big guns, Diaganol deployment, 3 objectives.
We decided to have an archeoech in the center of the board.
PS, first attempt to use Vassal to show what happened. All positions and terrain is approximated.
Armies
Tyranids
HQ
Tyrant
Wings, old adversary, 2 twin linked devourers
Prime
Lash whip, bone sword, deathspitter, toxin sacs, regeneration
elite
Venomthrope
Troops
13 termigants
14 devilgaunts
13 toxigaunts
8 stealers
Scything talons, toxin sacs
fast attack
10 Gargoyles
Dark angels
HQ
Ezekiel
elite
Dread
Close combat weapon, storm bolter, multimelta
Troops
10 marines
Missile launcher, flamer
10 marines
Heavy bolter, meltagun
10 marines
Heavy bolter and something
Razorback
Twin linked las cannon
Heavy support
Predator
2 las cannons, 1 twin linked las cannon
Traits and psychic powers
Tyrant got Life leech and Endurance and rolled up Tenacity
Ezekiel got Fiery form, sunburst and spontaneous combustion and rolled up Inspiring presence
Deployment
Dark angels
Every squad combat squaded and formed up a firing line. Ezekiel deployed with a meltagun combat squad in the razor back and a squad with a heavy bolter deployed in the ruins with the objective.
Tyranids
Worried about going second with 2 lascannons, 2 twinlinked las canons and a missile launcher, my flyrant decided to start in reserves.
Everything else deployed in a big blob in the middle. With the termies getting their usual job of bullet screen. As they were not large enough to screen everyone the gargoyles got to screen the genestealers.
Turn 1
Night fighting
Dark angels
The objective turns out to be a skyfire nexus, so the pred moves to gain use of it. The razor surges forwards and everyone else shuffles.
Night fighting and range results in no nid dead
Tyranids
Every one runs forwards and runs in the shooting phase.
VP Dark angels 1 – Tyranids 0
Turn 2
Dark angels
Eziekel and his mates disembark and along with a second squad advance on my gargoyles.
Shooting sees the gargoyles reduced to half strength and break, being too far away from my sole synapse creature. The bullet screen are also reduced to a fraction of their former size.
Tyranids
The Gargoyles fail to rally and fly off the board, making me give up first blood for the first time.
The flyrant then flies in to sort things out, making sure to hide behind a building so the AAA tank can’t hurt him.
The devils surge forwards and capture an objective, which turns out to be sabotaged! A worrying prospect for a bunched unit.
The Genestealers worried by the lack of thewarmth of the hive mind only advance slowly through the ruins.
In shooting the devilgaunts wipe out the marine squad on the end of the line. In support the flyrant shoots the dread, but only removes 2 hullpoints.
Worried that the dread will charge the fearless devilgaunts the termies run in front of their brethren. Forming a living wall.
Dark angels 2 – Tyranids 1
Turn 3
Dark angels
Ezekiel and the forwards squad move to counter the stealers before they can charge, with Ezekiel casting fiery form on himself to deter a charge.
Shooting sees a few toxigaunts killed and the dread failing to hit. Then the rules kick in.
Against the stealers the marine squad causes 2 flamer wounds and 3 bolter wounds. The flamer is only in range of the closest 2 stealers, but its wounds are applied last resulting in 5 dead stealers, luckily they hold their nerve.
The dreads then tries to charge the termie screen and is immobilised by the toxin cloud of the venomthrope, denying the charge
Tyranids
The tyrant continues to fly fowardish, at this point I realise I have missed a ruins off of the map, for it is still obscured from the pred by ruins.
The devils swing back towards the centre and approach the archeotech (modelled by a lector) and find out it is a dead Licotr. Whilst the termies move past the immobilised dread and prepare to shoot it in the rear until it is dead.
Shooting sees the tyrant kill only a single tactical in the ruins, whilst he devils deplete one of the central squads.
Then I use tactics. I declare a charge with the hormies against the flamer squad who had killed my stealers. 7” away with fleet, the marines had to overwatch them. The Flamer killed 2, but the bolters failed to hit. I then failed my charge. However this allowed the stealers to charge,without worry.
9 attacks, 9 hits, 9 wounds, no rending. 2 dead marines.
They strike back killing one.
Ezekiel’s inspiring presence keeps them in the fight.
Dark angels 2 – Tyranids 0
Turn 4
Dark angels
Ezekiel’s squad moves back to the center, everyone else remains stationary.
Shooting is abysm
al. A combination of failing to hit and the venomthrope result in few deaths. Until the razorback takes out the thrope in a single shot.
In the combat another marine is pulled down, to the loss of no stealers.
Tyranids
The tryant swoops low and lands next to the predator whilst the rest of the swarm closes for the kill.
In an amazing display of shooting the tyrant destroys the predator, leaving him with nothing to charge.
Shooting sees more marines brought low.
The hormies then finally charge into combat to help the stealers. Between them they wipe out the marines and consolidation sees the hormies forming a screen between Ezekiel and my army, and the stealers falling back to claim an objective.
Dark angels 2 – Tyranids 2
Turn 5
Things get a bit blurry here.
The marines are still unable to shoot straight and inflict few casualties.
The tyrant charges and kills the squad holding the objective.
Ezekiel dies trying to save his squad from a barrage of devourer grubs. The squad is then charged and killed.
The dread is finally killed by fleshborer fire in its rear and the razorback loses two hullpoints to brainleech worms and the last to the tyrants hammer of wrath strike.
Tyranid win turn 6 by tabling
Dark Angels 1 (first blood) – 4 Tyranids (slay the warlord, heavy support killed, line breaker, objective)
Thought
I need a better synapse web. Possible swap out the stealers, who failed to rend with 18 wounds over the game, with some tricked out warriors.
My opponent was very unlucky. His luck seemed to dessert him when he flamed the stealers. A friend who was watching explained the wounding pool rules to us and how it could be used. If he hadn’t the flamer wounds would have been used to kill the two stealers out of cover and in range of the flamer and then I would of had 3 cover saves. Instead I only got one coversave. We both believed that his dice decided that he wasn’t playing in the spirit of the game.
If his rolling was better I wouldn’t have done so well.
We both had fun.