Post by taros on Oct 11, 2012 13:59:59 GMT
Hey everyone,
My friend and I have been collecting models for awhile, but have never really played before. Due to time constraints with our jobs, we just haven't been able to build, paint, or play with our armies. That finally changed last night, as we both finally had enough to play a 500 pt game. Here is the Batrep, done in the style of Halos, please let me know if you see any glaring rules errors!
Nids
HQ
Tervigon - Crushing Claws, Adrenal Glands, Toxin Sacs, Cluster Spines 2x Psychic Powers (Endurance, Enfeeble)
Elites
2x Hive Guard
Troops
12x Termagants - Devourers
10x Hormagaunts
Orks
HQ
Big Mek - Shokk Attack Gun, Kustom Force Field
Troops
29x Boyz - Shootas, Nob w/ PowerKlaw
30x Boyz - Shootas
Our lists were pretty simple, we were trying to test out the deep waters that are the very complex and often confusing rules. He is much less familiar with the game than me, and doesn't know what half of the units in his Codex do, so he chose a simple shooty list with boy swarm, hoping to kill me with his numbers.
Mission - Big Guns Never Tire (4 objectives, Mysterious)
Deployment - Dawn of War
First Turn - Orks
Initiative Seized - No
Time of Day - Night
Terrain type - Mysterious, Mixed
Orks Turn 1
+++Access to Ordo Xenos Archive is Restricted+++
+++Authorization Acknowledged, Welcome Inquisitor+++
+++Retrieving File...+++
+++Scout Report Six Sigma Seven Three Nine, Battlefleet Talconix, Segmentum Ultima+++
To Segmentum Command,
The Ork Waaagh under the Warboss known as "Gutzucka" has been broken, and his forces scattered. Elements of his fleet have escaped to various nearby worlds and are causing problems with local forces. I have dispatched scout squads to locate these rogue elements so that we may put down these greenskins for good. We have received strange reports from a small Agri-world, Caldeus. Scouts report an Ork Rok landed on the world two weeks ago, and a "Big Mek" has led the greenskins into battle against the ill-equipped PDF of that world. However, before the greenskins had managed to take the capital, they suddenly broke off their attack and are now engaged with an unknown Xeno force. I have attached the scout platoon's reports of the battle for your review.
The Emperor Protects,
Admiral DuVal
The Orks began by moving up their huge squads, trying to get me into melee where he could really put the hurt on. His first error of the game, he decided to go around the various pieces of cover, rather than through it, bunching his squads into tight groups through narrow corridors of access. Probably a worse mistake, and one we discussed later, was him leaving his Big Mek detached from a squad and stationary at the back.
The Orks then ran several inches forward, revealing his first objective to be...nothing. The Big Mek decided to use his Shokk Attack Gun (taken because we both wanted to see what it did) on my Hive Guard which were hanging out in an Ice Blood pool. His first roll was an 11, giving us a BZZZT. The gun's blast only hits the target model, but is str 10 and can't fire next turn. Ouch. The hive guard is splatted in a fury of snotlings and warp energy.
Tyranid Turn 1
"They have engaged! The big Ork just fried one of the bugs with some kind of blaster weapon. By the Throne there are a lot of Xenos out here! The Greenskins are swarming into the valley by the thousands, but there are just as many of these bugs! Huge claws, and I don't even know what...God-Emperor, its huge!"
The Tyranids begin by having the Hormagaunts advance, revealing our first objective to be a grav wave generator. The Devourer squad moves through the Ironbark forest, lining up for better shots on the incoming Ork swarm. They get close enough to the Archeotech artifact in the middle of the board, and discover a Time Flow Stabilizer! Their objective turns out to be a targeting relay (which I forget to use). The Hive Guard shuffles forward to get the Big Mek in range, while the tervigon spawns 9 gants and casts Endurance on the Hormagaunt squad before moving up.
The Hive Guard fires his impaler cannon at the Big Mek. He hits, wounds, and Instagibs him, giving me First Blood and Warlord. I didn't want to see what else that Shokk gun could do. Devourers fired at the incoming squad on the right, killing 8 or 9 boyz. Spawned gaunts fired from the ruins, got a few kills, while the Tervigon used its cluster spines to try and frag the same squad. Unfortunately, I forgot about reducing scatter by the BS, and only got 2.
In the assault phase, the spawned termagants soak the overwatch from the squad targeted by the tervigon, and I lost the WHOLE squad (He rolled nearly three times the number of sixes than would be statistically average). The hormagaunts then charge forward, rolling TWELVE inches. They crash into the Ork line, and due to the Time Stabilizer, strike at I10 (unfortunately, so do a few boys). A few blows are exchanged, the Nob is killed along with 5 or 6 boyz, but six hormagaunts fall. We pile in.
Ork Turn 2
The Orks crashed into the wave of monstrosities scrabbling their way up the hill toward them. Bloodlust, the thrill of the fight, and their numbers kept the boyz from overrun. Soon, the broken bodies of hundreds of the bug creatures littered the ground, and the boyz surged forward with no regard for tactics or strategy. Orks need only one strategy...WAAAGH!
The death of the Big Mek and lone Nob does not seem to deter the boyz, instead, they surge forward in a mighty WAAAGH! The unengaged group of boyz on the right moves forward to get into extreme charge range (10") of the Devilgants, while the others continue their fight with the Hormagaunts near the Time Stabilizer.
Shooting sees the right squad shoot a hail of Dakka at the Devilgaunts, but the Ironbark forest and the Orks poor aim keep all but two alive.
On the charge, the righthand squad manages to only take TWO overwatch hits, leaving a squad of well over twenty boyz ready to get stuck in. He rolls his charge...........ELEVEN. Talk about bad luck for me. They move in, and thanks to the Time Stabilizer, most get to hit before my devilgaunts get to fight back. The whole squad is wiped, but I do take 5 boyz with me. They consolidate around the objective I was holding. The other squad wipes out my remaining Hormagaunts, and consolidates forward 1 inch, preparing to charge my remaining forces.
Tyranid Turn 2
A sudden and deafening bang sounded from down in the valley, with a sickeningly wet pop. Hundreds of deadly sharp spikes spray out from the massive brood beast's back, propelled by muscle and pressurized ichor. Dozens of Orks are impaled on foot long spikes of bone and chitin, and die screaming from the poisons that coat them. The mother beast roars in triumph, moving in to finish the survivors with her massive claws..
Tyranid movement sees the hive guard shuffle toward the edge of his pool. I realize now I forgot to check for synapse and that he likely would have Lurked, but it didn't end up mattering. The tervigon casts endurance on herself (I should have been casting Enfeeble..), and spawns 10 more gants before burning out. The gants form a screen between the Tervigon and the Orks, holding the Grav-wave objective.
Shooting from the Hive guard does nothing, but the cluster spines manage a direct hit on his left boy squad. 22 wounds, and a lot of failed saves result in the squad being reduced to 6 Orks. OUCH. We later discussed how it would have been better for him to jump into the forest nearby for cover, and spread his guys out more. The remaining gant squad finished the job with some pretty good rolling.
Ork Turn 3
"Alright Boyz, you lissen to me an' you lissen good! We'z gonna move up into dem treez der, and we'z iz gonna give these bug boyz da dakka! And if any of youz cowardly gitz even TINKS about runnin' I'll be showin' YOU da dakka! GOT IT? Ain't nobody gonna beat us, cuz green iz da best! WAAAAAAAGH!"
The remaining ork squad of about 20 shoota boyz spread out in the ironbark forest, holding the objective while protecting themselves from further bursts from my tervigon.
They target my remaining termagants, and I realize that this could be a big issue if I don't wipe him from the board. Shooting sees half of the gants dead, and my only remaining troops are 5 little termagants hiding in the ruins.
Tyranid Turn 3
"What the hell...what is it doin' Sarge? Don't tell me that thing is some kind of witch too! We better let command know, and then get out of here. I don't think those greenskins stand much chance with that monster.."
I moved the gaunts a bit to give them some better cover, and the hive guard forward (again, forgot about synapse). The tervigon cast enfeeble on the Ork squad, making them unable to hurt the lumbering creature. I then moved the tervigon forward in anticipation of a charge.
I fired my fleshborers and Impaler cannon, but bad rolls and good cover kept the boyz safe. The cluster spines managed to take out one...but also scattered back onto the tervigon and wounded it! Derp.
I declared an assault with the tervigon, taking the overwatch fire. A few hits, even fewer wounds, and 3+ armor kept the tervigon safe. I then rolled and made charge distance, and that's when we realized enfeebled boyz couldn't hurt Big Momma. I am pretty sure there is a rule for getting out of that kind of situation, but I couldn't find it. In any event, several boyz die, and at that point we call it, since he couldn't really hurt me and with objectives and points as they stood, he couldn't win either (at best he would have gotten a draw).
"Command, the Orks have been completely annhilated. However, this other Xeno species is quickly overrunning the area, and Planetary Defences. Recommend immediate evac of populace and high threat response from Battlefle...what the hell is that? **Screams, unidentified noises (93% probable noises are of evisceration), unidentified noises (74% probable noises are clicking caused by chitinous plates rubbing together)**
End Transmit.
+++End of Record+++
+++Addendum to report: Inquisitor Karn Quiantin of Ordo Xenos ordered immediate response by Battlefleet Talconix to possible Tyranid incursion. Battlefleet forces arrived one standard month later, to find world infested and overrun, with a small "splinter" hive fleet in orbit. Imperial Naval forces engaged and destroyed several bio-ships, while Imperial Guard forces prosecuted a ground war. Xenoforming of Caldeus was past recoverable limits, and Segmentum Command ordered retreat and extraction of all Imperial Guard forces. Inquisitor Quiantin authorized Exterminatus of the world with Cyclonic weaponry.+++
Tyranid Victory?
My friend and I have been collecting models for awhile, but have never really played before. Due to time constraints with our jobs, we just haven't been able to build, paint, or play with our armies. That finally changed last night, as we both finally had enough to play a 500 pt game. Here is the Batrep, done in the style of Halos, please let me know if you see any glaring rules errors!
Nids
HQ
Tervigon - Crushing Claws, Adrenal Glands, Toxin Sacs, Cluster Spines 2x Psychic Powers (Endurance, Enfeeble)
Elites
2x Hive Guard
Troops
12x Termagants - Devourers
10x Hormagaunts
Orks
HQ
Big Mek - Shokk Attack Gun, Kustom Force Field
Troops
29x Boyz - Shootas, Nob w/ PowerKlaw
30x Boyz - Shootas
Our lists were pretty simple, we were trying to test out the deep waters that are the very complex and often confusing rules. He is much less familiar with the game than me, and doesn't know what half of the units in his Codex do, so he chose a simple shooty list with boy swarm, hoping to kill me with his numbers.
Mission - Big Guns Never Tire (4 objectives, Mysterious)
Deployment - Dawn of War
First Turn - Orks
Initiative Seized - No
Time of Day - Night
Terrain type - Mysterious, Mixed
Orks Turn 1
+++Access to Ordo Xenos Archive is Restricted+++
+++Authorization Acknowledged, Welcome Inquisitor+++
+++Retrieving File...+++
+++Scout Report Six Sigma Seven Three Nine, Battlefleet Talconix, Segmentum Ultima+++
To Segmentum Command,
The Ork Waaagh under the Warboss known as "Gutzucka" has been broken, and his forces scattered. Elements of his fleet have escaped to various nearby worlds and are causing problems with local forces. I have dispatched scout squads to locate these rogue elements so that we may put down these greenskins for good. We have received strange reports from a small Agri-world, Caldeus. Scouts report an Ork Rok landed on the world two weeks ago, and a "Big Mek" has led the greenskins into battle against the ill-equipped PDF of that world. However, before the greenskins had managed to take the capital, they suddenly broke off their attack and are now engaged with an unknown Xeno force. I have attached the scout platoon's reports of the battle for your review.
The Emperor Protects,
Admiral DuVal
The Orks began by moving up their huge squads, trying to get me into melee where he could really put the hurt on. His first error of the game, he decided to go around the various pieces of cover, rather than through it, bunching his squads into tight groups through narrow corridors of access. Probably a worse mistake, and one we discussed later, was him leaving his Big Mek detached from a squad and stationary at the back.
The Orks then ran several inches forward, revealing his first objective to be...nothing. The Big Mek decided to use his Shokk Attack Gun (taken because we both wanted to see what it did) on my Hive Guard which were hanging out in an Ice Blood pool. His first roll was an 11, giving us a BZZZT. The gun's blast only hits the target model, but is str 10 and can't fire next turn. Ouch. The hive guard is splatted in a fury of snotlings and warp energy.
Tyranid Turn 1
"They have engaged! The big Ork just fried one of the bugs with some kind of blaster weapon. By the Throne there are a lot of Xenos out here! The Greenskins are swarming into the valley by the thousands, but there are just as many of these bugs! Huge claws, and I don't even know what...God-Emperor, its huge!"
The Tyranids begin by having the Hormagaunts advance, revealing our first objective to be a grav wave generator. The Devourer squad moves through the Ironbark forest, lining up for better shots on the incoming Ork swarm. They get close enough to the Archeotech artifact in the middle of the board, and discover a Time Flow Stabilizer! Their objective turns out to be a targeting relay (which I forget to use). The Hive Guard shuffles forward to get the Big Mek in range, while the tervigon spawns 9 gants and casts Endurance on the Hormagaunt squad before moving up.
The Hive Guard fires his impaler cannon at the Big Mek. He hits, wounds, and Instagibs him, giving me First Blood and Warlord. I didn't want to see what else that Shokk gun could do. Devourers fired at the incoming squad on the right, killing 8 or 9 boyz. Spawned gaunts fired from the ruins, got a few kills, while the Tervigon used its cluster spines to try and frag the same squad. Unfortunately, I forgot about reducing scatter by the BS, and only got 2.
In the assault phase, the spawned termagants soak the overwatch from the squad targeted by the tervigon, and I lost the WHOLE squad (He rolled nearly three times the number of sixes than would be statistically average). The hormagaunts then charge forward, rolling TWELVE inches. They crash into the Ork line, and due to the Time Stabilizer, strike at I10 (unfortunately, so do a few boys). A few blows are exchanged, the Nob is killed along with 5 or 6 boyz, but six hormagaunts fall. We pile in.
Ork Turn 2
The Orks crashed into the wave of monstrosities scrabbling their way up the hill toward them. Bloodlust, the thrill of the fight, and their numbers kept the boyz from overrun. Soon, the broken bodies of hundreds of the bug creatures littered the ground, and the boyz surged forward with no regard for tactics or strategy. Orks need only one strategy...WAAAGH!
The death of the Big Mek and lone Nob does not seem to deter the boyz, instead, they surge forward in a mighty WAAAGH! The unengaged group of boyz on the right moves forward to get into extreme charge range (10") of the Devilgants, while the others continue their fight with the Hormagaunts near the Time Stabilizer.
Shooting sees the right squad shoot a hail of Dakka at the Devilgaunts, but the Ironbark forest and the Orks poor aim keep all but two alive.
On the charge, the righthand squad manages to only take TWO overwatch hits, leaving a squad of well over twenty boyz ready to get stuck in. He rolls his charge...........ELEVEN. Talk about bad luck for me. They move in, and thanks to the Time Stabilizer, most get to hit before my devilgaunts get to fight back. The whole squad is wiped, but I do take 5 boyz with me. They consolidate around the objective I was holding. The other squad wipes out my remaining Hormagaunts, and consolidates forward 1 inch, preparing to charge my remaining forces.
Tyranid Turn 2
A sudden and deafening bang sounded from down in the valley, with a sickeningly wet pop. Hundreds of deadly sharp spikes spray out from the massive brood beast's back, propelled by muscle and pressurized ichor. Dozens of Orks are impaled on foot long spikes of bone and chitin, and die screaming from the poisons that coat them. The mother beast roars in triumph, moving in to finish the survivors with her massive claws..
Tyranid movement sees the hive guard shuffle toward the edge of his pool. I realize now I forgot to check for synapse and that he likely would have Lurked, but it didn't end up mattering. The tervigon casts endurance on herself (I should have been casting Enfeeble..), and spawns 10 more gants before burning out. The gants form a screen between the Tervigon and the Orks, holding the Grav-wave objective.
Shooting from the Hive guard does nothing, but the cluster spines manage a direct hit on his left boy squad. 22 wounds, and a lot of failed saves result in the squad being reduced to 6 Orks. OUCH. We later discussed how it would have been better for him to jump into the forest nearby for cover, and spread his guys out more. The remaining gant squad finished the job with some pretty good rolling.
Ork Turn 3
"Alright Boyz, you lissen to me an' you lissen good! We'z gonna move up into dem treez der, and we'z iz gonna give these bug boyz da dakka! And if any of youz cowardly gitz even TINKS about runnin' I'll be showin' YOU da dakka! GOT IT? Ain't nobody gonna beat us, cuz green iz da best! WAAAAAAAGH!"
The remaining ork squad of about 20 shoota boyz spread out in the ironbark forest, holding the objective while protecting themselves from further bursts from my tervigon.
They target my remaining termagants, and I realize that this could be a big issue if I don't wipe him from the board. Shooting sees half of the gants dead, and my only remaining troops are 5 little termagants hiding in the ruins.
Tyranid Turn 3
"What the hell...what is it doin' Sarge? Don't tell me that thing is some kind of witch too! We better let command know, and then get out of here. I don't think those greenskins stand much chance with that monster.."
I moved the gaunts a bit to give them some better cover, and the hive guard forward (again, forgot about synapse). The tervigon cast enfeeble on the Ork squad, making them unable to hurt the lumbering creature. I then moved the tervigon forward in anticipation of a charge.
I fired my fleshborers and Impaler cannon, but bad rolls and good cover kept the boyz safe. The cluster spines managed to take out one...but also scattered back onto the tervigon and wounded it! Derp.
I declared an assault with the tervigon, taking the overwatch fire. A few hits, even fewer wounds, and 3+ armor kept the tervigon safe. I then rolled and made charge distance, and that's when we realized enfeebled boyz couldn't hurt Big Momma. I am pretty sure there is a rule for getting out of that kind of situation, but I couldn't find it. In any event, several boyz die, and at that point we call it, since he couldn't really hurt me and with objectives and points as they stood, he couldn't win either (at best he would have gotten a draw).
"Command, the Orks have been completely annhilated. However, this other Xeno species is quickly overrunning the area, and Planetary Defences. Recommend immediate evac of populace and high threat response from Battlefle...what the hell is that? **Screams, unidentified noises (93% probable noises are of evisceration), unidentified noises (74% probable noises are clicking caused by chitinous plates rubbing together)**
End Transmit.
+++End of Record+++
+++Addendum to report: Inquisitor Karn Quiantin of Ordo Xenos ordered immediate response by Battlefleet Talconix to possible Tyranid incursion. Battlefleet forces arrived one standard month later, to find world infested and overrun, with a small "splinter" hive fleet in orbit. Imperial Naval forces engaged and destroyed several bio-ships, while Imperial Guard forces prosecuted a ground war. Xenoforming of Caldeus was past recoverable limits, and Segmentum Command ordered retreat and extraction of all Imperial Guard forces. Inquisitor Quiantin authorized Exterminatus of the world with Cyclonic weaponry.+++
Tyranid Victory?