Post by halos on Oct 24, 2012 20:54:31 GMT
Heya folks, it's been a while.
After the tournament I attended at the end of September I switched back to playing DE for a spell which, although fun and everything, doesn't make for especially entertaining Battle Reports for the most part.
But now I'm back with some Tyranids, using a list which features several units I have little experience with so I can probably write some more reports, such as this one coming up!
~~//~~
The mission was The Relic using the Dawn of War deployment. As per usual we were forced onto a 4x4 board. Terrain density was high but unfortunately I don't have any photos as my army features a number of dirty proxies and my opponents was predominantly unpainted.
Lists were as follows:
Grey Knights:
•HQ
-Grand Master (Force Sword, Psycannon, Rad Grenades, Psychotrope Grenades, Psybolt Ammo)
-Inqusitor Cortez
•Elites
-Vindicare Assassin
•Troops
-10x Strike Squad (2x Psycannons, Swords, Psybolt Ammo)
-5x Terminators (Psycannon, 4x Halberds, Hammer)
-5x Terminators (Psycannon, 4x Halberds, Hammer)
•Heavy Support
-Dreadnaught (2x TL Autocannons, Psybolt Ammo)
-Dreadnaught (2x TL Autocannons, Psybolt Ammo)
-Dreadknight (Sword, Heavy Incinerator, Jump Pack)
•Fortification
-Aegis Defense Line (Quad Autocannon)
Tyranids:
•HQ
-Hive Tyrant (2x TL Devourers, Old Adversary, Wings)
-Hive Tyrant (2x TL Devourers, Old Adversary, Wings)
•Elites
-3x Hive Guard
-3x Hive Guard
•Troops
-10x Termagants
-10x Termagants
-Tervigon (Scything Talons, Toxin Sacs, Adrenal Glands, 3 powers)
-Tervigon (Scything Talons, Toxin Sacs, Adrenal Glands, 3 powers)
•Fast Attack
-20x Gargoyles (Toxin Sacs, Adrenal Glands)
•Heavy Support
-3x Biovores
~~//~~
Deployment
The Grey Knight win the roll off and opt to go first. Corteaz exchanges his powers for Divination and gains Prescience and the 4++ save. Grand Strategy gives both Terminator squads and the Dreadknight Scouts. (Scout moves already made on the deployment map.) Night Fighting is in effect for the first turn. Also I've forgotten to place the Vindicare Assassin on the map, he is located in the 'L' shaped ruin in the top right.
The Warlord Tyrant (on the right) rolls Iron Arm and Leech life, the other has Warp Speed and Haemorrage. Both Tervigons roll up Endurance and some other powers which never get used.
~~//~~
Turn 1 Victory Points: GKs 1 / 0 Tyranids
Grey Knights:
The Dreadknight and Terminators move forwards, as does one of the Dreadnaughts in order to get the Flyrants in range before they can take off.
The Dreadknights heavy incinerator roasts 3 Gargoyles and wounds one of the Flyrants, a good start which only gets worse as the shooting phase continues; seeing one of the Flyrants put down entirely even through it's 2+ Stealth/Shrouding save from the ruins. The Warlord Tyrant is knocked down to two wounds to add insult to injury. Scouting Dreadknights suuuuck. The Vindicare either forgets to shoot or deals no damage, I cannot recall which.
Obviously no assaults in the first player turn.
Tyranids:
The remaining Flyrant boosts itself to T7 via Iron Arm and also recieves Endurance along with the Gargoyles.
The right hand Tervigon spawns some gants and both they and the Gargoyles move to take care of the Dreadknight. The Biovores shuffle sideways to get LoS on the nearby Terminators and the Hive Guard move forwards to try and draw range on the Dreadnaughts.
They, of course, cannot reach the Dreadnaughts and opt to fire into the Terminators instead. The Flyrant unleashes her firepower into the central squad as well but causes no wounds. The Terminators on the right suffer one casualty. The Biovores attempt to take the Terminators Psycannon out of the fight with their barrage guns but scatter onto the Dreadknight and Gargoyles, killing two of the flying beasts, the rest kept safe via FnP. The Gargoyles and Gants then fire into the Dreadknight, knocking it down to two wounds.
The gants charge into the Dreadknight first, forcing it to squander it's overwatch on the less dangerous threat, it kills 3 and the brood fail to make combat. The Gargoyles are less unfortunate and surround the armoured construct with flapping leathery wings and poisonous fangs. Blinding Venom and Poisoned attacks coupled with Preferred Enemy deal a hefty 20 wounds to the Dreadknight and finish it off.
The Flyrant regains a wound thanks to It Will Not Die.
Turn 2 Victory Points: GKs 4 / 0 Tyranids
Grey Knights
The central Terminators move to succesfully seize the Relic.
The Gargoyles consolidation move has left them just in range of the embunkered Strike Squad who waste no time mowing them down. The central Terminators can find no better targets and add their firepower, slaying all but two Gargoyles. Everything else blasts into the Tyrant, hoping for that valuable Warlord point. The monster is once again left with two wounds, which the Vindicare attempts to remove with a Turbo Penetrator shot from his (inexplicably AP1) rifle but thankfully is stopped by FnP.
Tyranids:
Iron Arm puts the Tyrant at T9 and she once again gains Endurance. The teal Tervigon knocks a wound off herself attempting to give the nearby gants FnP.
The Tyrant hides behind a building to try and protect her Warlord status. The two remaining Gargoyles move into the map center to distract the GKs, hopefully they can attempt to (slowly) glance a Dreadnaught to death later on.
The Teal Hive Guard fire into the Vindicare Assassin, thanks to the vagaries of the Ruin rules his perch on a balcony grants him no cover save and his invulnerable save cannot protect him from the flurry of barbed harpoons. The second Hive Guard brood and the Hive Tyrant, along with the left hand Tervigon again fire into the central Terminators, this time slaying one. The Biovores attempt to deal some damage to the huddled masses of the Strike Squad but once again scatter towards the Gargoyles, causing the last remaining Gargoyle to flee. The Teal and Black gants, along with the Green Tervigon fire into the nearby Terminators, killing 2, one of which holds the Psycannon. The Terminators flee! But only 3", enough to deny the gants their charge whilst still being able to strike back next turn.
Turn 3 Victory Points: GKs 1 / 0 Tyranids
Grey Knights
Corteaz, just out of range of the Terminators, puts Prescience on his own squad and also grant the left hand Dreadnaught a 4++ save.
That same Dreadnaught moves towards the center line to draw a sneaky shot at the severely wounded Tyrant through a window. The two remaining Terimators auto-rally and head towards the gants.
The Dreadnaught tries to bring down the Flyrant for good but is unable too. The second Dread manages to slay one of the Hive Guard however. The Strike Squad and smaller Terminator squad fire into the exposed Black gants and kill all but 1. The central Terminators fire into those few Teal gants they can see and kill a few.
Tyranids:
The Hive Tyrant hits T9 again and gains FnP. The teal Tervigon grants Endurance to her gants.
Time to throw caution to the wind, the Flyrant boosts out from behind one building up into another, hopefully her T9 with FnP will see her safe from the predominantly AP4 firepower. The Teal tervigon spawns 10 gants and runs dry whilst the other spawns 11 but remains fecund. Both these broods head in to tie up the Terminators before they can escape with the objective.
The Hive Guard fire into a Dreadnaught each, the larger brood achieving nothing whilst the right hand brood scores a penetrating hit, resulting in a Crew Shaken. The Hive Tyrant scores a glance with it's Devourers. The remaining Teal gants fire into the 2 last Terminators and manage to kill them off! Both Tervigons and the spawned gants fire into the other Terminators but fail to kill any. The Biovores, apparently fed up of killing nothing but Gargoyles fling their explosive cargo into the Strike Squad, not only succeeding in killing the Psycannon and another marine but also pinning them, quite possibly the first time I have ever actually pinned something.
The brown gants in cover charge first, allowing the Overwatch to bounce of their cover saves which leaves the purple squad in the open to charge unabated. The combined gants kill a Terminator and lose several of their number in return (especially after the various dumb grenades have been resolved) but the Terminators do not have enough attacks to slay all the gants and so will stay stuck there forever.
The Tyrant regains a wound.
Turn 4 Victory Points: GKs 1 / 1 Tyranids
Grey Knights:
The Dreadnaughts move to spy the Hive Tyrant and open fire, once again knocking her down to a single wound.
The Pinned Strike Squad are unable to see the Tyrant and instead opt to fire into a Tervigon, but cause no damage.
Combat continues as before; some gants die, the Terminators are safe in their shells.
Tyranids:
The Hive Tyrant once again hits T9 and gains FnP. One of the embattled gant broods also gets FnP now that it can be taken against power weapons.
The Tyrant smashes past the Space Marine defenses, dropping behind their Aegis wall and preparing to wreak havoc. Another 11 gants are spawned which move to further bog-down the Terminators.
The Biovores succesfully remove the Strike Squads second Psycannon from the equation and the Hive Tyrant thins the rest of the squad down to just Corteaz and one other. The Hive Guard fail to finish off the damaged Dreadnaught but do manage to Stun the other (which is, of course, promptly ignored via psychic shenanigans.)
The Tyrant smashes into Corteaz and his last squadmate, who succeeds in casting Hammerhands through the Shadow in the Warp, granting Corteaz a S8 Thunder Hammer to bypass the Tyrants supernatural Toughness. Unfortunately they are too slow to evade it's crushing swings and are smashed bodily into the dust. The Tyrant consolidates over the Aegis wall for a cover save. Not that it matters versus Autocannons, more for the principle of the thing.
More gants slam into the Terminators, killing one whilst keeping them locked within the encroaching jaws of the Tyranid force.
Turn 5 Victory Points: GKs 1 / 1 Tyranids
Grey Knights:
The Grey Knights can still win the game if they manage to secure that elusive Warlord Victory Point and the Dreadnaughts swivel the deadly weaponry to achieve that goal.
Alas hitting on 6s and wounding on 5s proves too much even to remove the Tyrants final wound and she remains resolutely alive.
Both the Grand Master and Justicar attempt to cast HammerHands to deny the gants FnP but both fail, resulting in the Justicars death from a fatal case of brain daemons. The last terminator is also dragged into the dust by the multitude of clawed bodies, leaving just the Grand Master standing.
~~//~~
The game ultimately continued to Turn 6, after which all the Grey Knights had been wiped out. I'd rather hoped to slay the Grand Master in glorious 1-on-1 combat with the Tyrant but it was not to be as he was ignomiously slain by gants instead.
Final scores were:
Tyranids: 5 1/2 (Primary Objective 3, 2x Secondary Objectives 2 [Warlord, Linebreaker], Moral Victory1/2 [Not playing Grey Knights])
Grey Knights: 1 (Secondary Objective [First Blood])
All in all a rather fortunate win, lots of lucky charges and shots going on throughout, and I fear my opponents dreams may be haunted with tides of gaunts for days.
Pretty sure I messed up some of the Biovore rules too, haven't really used them ever before.
So, that's that, another battle. Somewhat shorter write up than usual on account of time constraints, I may pretty it up later but don't count on it.
Thanks for reading!
After the tournament I attended at the end of September I switched back to playing DE for a spell which, although fun and everything, doesn't make for especially entertaining Battle Reports for the most part.
But now I'm back with some Tyranids, using a list which features several units I have little experience with so I can probably write some more reports, such as this one coming up!
~~//~~
The mission was The Relic using the Dawn of War deployment. As per usual we were forced onto a 4x4 board. Terrain density was high but unfortunately I don't have any photos as my army features a number of dirty proxies and my opponents was predominantly unpainted.
Lists were as follows:
Grey Knights:
•HQ
-Grand Master (Force Sword, Psycannon, Rad Grenades, Psychotrope Grenades, Psybolt Ammo)
-Inqusitor Cortez
•Elites
-Vindicare Assassin
•Troops
-10x Strike Squad (2x Psycannons, Swords, Psybolt Ammo)
-5x Terminators (Psycannon, 4x Halberds, Hammer)
-5x Terminators (Psycannon, 4x Halberds, Hammer)
•Heavy Support
-Dreadnaught (2x TL Autocannons, Psybolt Ammo)
-Dreadnaught (2x TL Autocannons, Psybolt Ammo)
-Dreadknight (Sword, Heavy Incinerator, Jump Pack)
•Fortification
-Aegis Defense Line (Quad Autocannon)
Tyranids:
•HQ
-Hive Tyrant (2x TL Devourers, Old Adversary, Wings)
-Hive Tyrant (2x TL Devourers, Old Adversary, Wings)
•Elites
-3x Hive Guard
-3x Hive Guard
•Troops
-10x Termagants
-10x Termagants
-Tervigon (Scything Talons, Toxin Sacs, Adrenal Glands, 3 powers)
-Tervigon (Scything Talons, Toxin Sacs, Adrenal Glands, 3 powers)
•Fast Attack
-20x Gargoyles (Toxin Sacs, Adrenal Glands)
•Heavy Support
-3x Biovores
~~//~~
Deployment
The Grey Knight win the roll off and opt to go first. Corteaz exchanges his powers for Divination and gains Prescience and the 4++ save. Grand Strategy gives both Terminator squads and the Dreadknight Scouts. (Scout moves already made on the deployment map.) Night Fighting is in effect for the first turn. Also I've forgotten to place the Vindicare Assassin on the map, he is located in the 'L' shaped ruin in the top right.
The Warlord Tyrant (on the right) rolls Iron Arm and Leech life, the other has Warp Speed and Haemorrage. Both Tervigons roll up Endurance and some other powers which never get used.
~~//~~
Turn 1 Victory Points: GKs 1 / 0 Tyranids
Grey Knights:
The Dreadknight and Terminators move forwards, as does one of the Dreadnaughts in order to get the Flyrants in range before they can take off.
The Dreadknights heavy incinerator roasts 3 Gargoyles and wounds one of the Flyrants, a good start which only gets worse as the shooting phase continues; seeing one of the Flyrants put down entirely even through it's 2+ Stealth/Shrouding save from the ruins. The Warlord Tyrant is knocked down to two wounds to add insult to injury. Scouting Dreadknights suuuuck. The Vindicare either forgets to shoot or deals no damage, I cannot recall which.
Obviously no assaults in the first player turn.
Tyranids:
The remaining Flyrant boosts itself to T7 via Iron Arm and also recieves Endurance along with the Gargoyles.
The right hand Tervigon spawns some gants and both they and the Gargoyles move to take care of the Dreadknight. The Biovores shuffle sideways to get LoS on the nearby Terminators and the Hive Guard move forwards to try and draw range on the Dreadnaughts.
They, of course, cannot reach the Dreadnaughts and opt to fire into the Terminators instead. The Flyrant unleashes her firepower into the central squad as well but causes no wounds. The Terminators on the right suffer one casualty. The Biovores attempt to take the Terminators Psycannon out of the fight with their barrage guns but scatter onto the Dreadknight and Gargoyles, killing two of the flying beasts, the rest kept safe via FnP. The Gargoyles and Gants then fire into the Dreadknight, knocking it down to two wounds.
The gants charge into the Dreadknight first, forcing it to squander it's overwatch on the less dangerous threat, it kills 3 and the brood fail to make combat. The Gargoyles are less unfortunate and surround the armoured construct with flapping leathery wings and poisonous fangs. Blinding Venom and Poisoned attacks coupled with Preferred Enemy deal a hefty 20 wounds to the Dreadknight and finish it off.
The Flyrant regains a wound thanks to It Will Not Die.
Turn 2 Victory Points: GKs 4 / 0 Tyranids
Grey Knights
The central Terminators move to succesfully seize the Relic.
The Gargoyles consolidation move has left them just in range of the embunkered Strike Squad who waste no time mowing them down. The central Terminators can find no better targets and add their firepower, slaying all but two Gargoyles. Everything else blasts into the Tyrant, hoping for that valuable Warlord point. The monster is once again left with two wounds, which the Vindicare attempts to remove with a Turbo Penetrator shot from his (inexplicably AP1) rifle but thankfully is stopped by FnP.
Tyranids:
Iron Arm puts the Tyrant at T9 and she once again gains Endurance. The teal Tervigon knocks a wound off herself attempting to give the nearby gants FnP.
The Tyrant hides behind a building to try and protect her Warlord status. The two remaining Gargoyles move into the map center to distract the GKs, hopefully they can attempt to (slowly) glance a Dreadnaught to death later on.
The Teal Hive Guard fire into the Vindicare Assassin, thanks to the vagaries of the Ruin rules his perch on a balcony grants him no cover save and his invulnerable save cannot protect him from the flurry of barbed harpoons. The second Hive Guard brood and the Hive Tyrant, along with the left hand Tervigon again fire into the central Terminators, this time slaying one. The Biovores attempt to deal some damage to the huddled masses of the Strike Squad but once again scatter towards the Gargoyles, causing the last remaining Gargoyle to flee. The Teal and Black gants, along with the Green Tervigon fire into the nearby Terminators, killing 2, one of which holds the Psycannon. The Terminators flee! But only 3", enough to deny the gants their charge whilst still being able to strike back next turn.
Turn 3 Victory Points: GKs 1 / 0 Tyranids
Grey Knights
Corteaz, just out of range of the Terminators, puts Prescience on his own squad and also grant the left hand Dreadnaught a 4++ save.
That same Dreadnaught moves towards the center line to draw a sneaky shot at the severely wounded Tyrant through a window. The two remaining Terimators auto-rally and head towards the gants.
The Dreadnaught tries to bring down the Flyrant for good but is unable too. The second Dread manages to slay one of the Hive Guard however. The Strike Squad and smaller Terminator squad fire into the exposed Black gants and kill all but 1. The central Terminators fire into those few Teal gants they can see and kill a few.
Tyranids:
The Hive Tyrant hits T9 again and gains FnP. The teal Tervigon grants Endurance to her gants.
Time to throw caution to the wind, the Flyrant boosts out from behind one building up into another, hopefully her T9 with FnP will see her safe from the predominantly AP4 firepower. The Teal tervigon spawns 10 gants and runs dry whilst the other spawns 11 but remains fecund. Both these broods head in to tie up the Terminators before they can escape with the objective.
The Hive Guard fire into a Dreadnaught each, the larger brood achieving nothing whilst the right hand brood scores a penetrating hit, resulting in a Crew Shaken. The Hive Tyrant scores a glance with it's Devourers. The remaining Teal gants fire into the 2 last Terminators and manage to kill them off! Both Tervigons and the spawned gants fire into the other Terminators but fail to kill any. The Biovores, apparently fed up of killing nothing but Gargoyles fling their explosive cargo into the Strike Squad, not only succeeding in killing the Psycannon and another marine but also pinning them, quite possibly the first time I have ever actually pinned something.
The brown gants in cover charge first, allowing the Overwatch to bounce of their cover saves which leaves the purple squad in the open to charge unabated. The combined gants kill a Terminator and lose several of their number in return (especially after the various dumb grenades have been resolved) but the Terminators do not have enough attacks to slay all the gants and so will stay stuck there forever.
The Tyrant regains a wound.
Turn 4 Victory Points: GKs 1 / 1 Tyranids
Grey Knights:
The Dreadnaughts move to spy the Hive Tyrant and open fire, once again knocking her down to a single wound.
The Pinned Strike Squad are unable to see the Tyrant and instead opt to fire into a Tervigon, but cause no damage.
Combat continues as before; some gants die, the Terminators are safe in their shells.
Tyranids:
The Hive Tyrant once again hits T9 and gains FnP. One of the embattled gant broods also gets FnP now that it can be taken against power weapons.
The Tyrant smashes past the Space Marine defenses, dropping behind their Aegis wall and preparing to wreak havoc. Another 11 gants are spawned which move to further bog-down the Terminators.
The Biovores succesfully remove the Strike Squads second Psycannon from the equation and the Hive Tyrant thins the rest of the squad down to just Corteaz and one other. The Hive Guard fail to finish off the damaged Dreadnaught but do manage to Stun the other (which is, of course, promptly ignored via psychic shenanigans.)
The Tyrant smashes into Corteaz and his last squadmate, who succeeds in casting Hammerhands through the Shadow in the Warp, granting Corteaz a S8 Thunder Hammer to bypass the Tyrants supernatural Toughness. Unfortunately they are too slow to evade it's crushing swings and are smashed bodily into the dust. The Tyrant consolidates over the Aegis wall for a cover save. Not that it matters versus Autocannons, more for the principle of the thing.
More gants slam into the Terminators, killing one whilst keeping them locked within the encroaching jaws of the Tyranid force.
Turn 5 Victory Points: GKs 1 / 1 Tyranids
Grey Knights:
The Grey Knights can still win the game if they manage to secure that elusive Warlord Victory Point and the Dreadnaughts swivel the deadly weaponry to achieve that goal.
Alas hitting on 6s and wounding on 5s proves too much even to remove the Tyrants final wound and she remains resolutely alive.
Both the Grand Master and Justicar attempt to cast HammerHands to deny the gants FnP but both fail, resulting in the Justicars death from a fatal case of brain daemons. The last terminator is also dragged into the dust by the multitude of clawed bodies, leaving just the Grand Master standing.
~~//~~
The game ultimately continued to Turn 6, after which all the Grey Knights had been wiped out. I'd rather hoped to slay the Grand Master in glorious 1-on-1 combat with the Tyrant but it was not to be as he was ignomiously slain by gants instead.
Final scores were:
Tyranids: 5 1/2 (Primary Objective 3, 2x Secondary Objectives 2 [Warlord, Linebreaker], Moral Victory1/2 [Not playing Grey Knights])
Grey Knights: 1 (Secondary Objective [First Blood])
All in all a rather fortunate win, lots of lucky charges and shots going on throughout, and I fear my opponents dreams may be haunted with tides of gaunts for days.
Pretty sure I messed up some of the Biovore rules too, haven't really used them ever before.
So, that's that, another battle. Somewhat shorter write up than usual on account of time constraints, I may pretty it up later but don't count on it.
Thanks for reading!