Post by zimko on Feb 3, 2020 16:34:08 GMT
I took Tyranids to a 16 player RTT this weekend playing ITC Champion missions 1, 2 and 3.
My List:
++Battalion: Behemoth++
+HQ+
Broodlord: Resonance Barb
Tyrant: Wings, AG, HVC, TS, MST
Swarmlord
+Troops+
19 Genestealers
20 Genestealers
3 Rippers
++Battalion: Kronos++
+HQ+
Tyrant: Wings, 4 Devourers
Neurothrope: Warlord
+Troops+
3 Rippers
3 Rippers
3 Rippers
+Elites+
6 Hive Guard
+Heavy+
Exocrine
+Transport+
Tyrannocyte: Deathspitters
For most of my games, I gave Murderous Size and Scythes of Tyran to the Behemoth Tyrant (from here on known as Super Tyrant), Enhanced Resistance to the Hive Guard, and Pathogenesis to the Kronos Tyrant (Dakka Tyrant). For powers, the Kronos Neuro always had Symbiostorm and the Broodlord always had Unstoppable Hunger. Most games I gave Catalyst to both Flyrants, Onslaught to the Swarmlord, and 1 of each other power (except dominion) filled in the rest of the power slots.
Game 1 vs Imperial Fists
His List: Primaris Captain (Warlord), Primaris Lieutenant, 5x5 Intercessors stalker bolters, 5 infiltrators, chap dread (las cannons), chap master in phobos, 3 TFC, 3 Rapiers, 5 Dev Cents
My Secondaries: Headhunter, Recon, Behind E. Lines. His Secondaries: Marked for Death (Genes, Exocrine, Tyrannocyte), Headhunter, Engineers
For deployment, we had spearhead assault (pointy hammer and anvil). He castled everything into large ruins in his right corner, with cents out front, TFCs and Rapiers behind, and infantry scattered within and around. He took engineers and left 5 intercessors inside the ruins on an objective the whole game. 15 intercessors did not deploy inside the castle, instead they took up position near the other two objectives in his deployment. I knew I'd get +1 to the roll to go first and I wasn't going to outrange his LOS ignoring TFCs anyway, so I deployed aggressively on my line.
Turn 1: I did indeed get to go first. I fired twice with hive guard into the cents, killing 2. My genestealers spread out to take my right side objective, and moved closer to the 10 intercessors guarding his left side objective. My other genestealer unit moved to his middle objective and ate the intercessors there. Super Flyrant received Hive Commander, Catalyst, and Unstoppable Hunger and double moved to the centurians. He charged the cents (eating overwatch just fine) and killed them after fighting twice (he had a couple really lucky 6+ saves). For my opponent's turn, he saw just how nasty the Super Tyrant was, and fired everything he had at it. Unfortunately for him, thanks to 4++ and catalyst, he was forced to also shoot a couple TFCs and Rapiers at him to kill him (the rapiers were behind the ruins so they couldn't see the Flyrant to use their high damage profile.). He also forgot to use tremor sells at the start of the shooting phase, so only killed some of my genestealers but did not slow them down.
Turn 2: Exocrine arrived on his flank where he could see 4 of the cannons. I split fired his gun and killed a TFC and a Rapier. Swarmlord boosted himself into the Chaplain dread but only wounded him. Genestealers reached the remaining intercessors on his left objective and killed 5, wrapping the other 5 and taking that objective. On my opponent's turn, he fell back with the chap dread and again spent his entire army's shooting trying to kill yet another Tyrant with Catalyst. With fewer stalker bolters though, the Swarmlord lived with 4 wounds remaining.
Turn 3-6: My broodlord and Dakkaflyrant moved real close to his Chap Dread and smite/screamed him to death. Swarmlord engaged and killed some gunners. Exocrine destroyed another gun. And by that point the game was pretty much over. It was just cleanup until turn 6. He did manage to kill quite of a few things before going down and got a decent score.
Score: 36 - 22 Tyranids Victory
Game 2 vs Aeldari
His List: Shadowseer, Death Jester, Solitaire, 5 Skyweavers, 5 Skyweavers, 2 Skyweavers, Skyrunner Farseer, Skyrunner Warlock, 3x5 Rangers, 7 Shining Spears, 7 Shining Spears, Spiritseer, Spiritseer, Yncarne
My Secondaries: Headhunter, Gang Busters, Engineers His Secondaries: Old School, Head Hunter, Marked for Death
Pregame changes: I took 6" heroic intervention on the 20 genestealer unit instead of enhanced resistance on Hive Guard. And venomthorn parasite on the Super Flyrant instead of scythes of tyran.
Deployment: Hammer and Anvil. I 'won' the roll off for deployment which meant I picked my side and he got to deploy his whole army first and got to go first. So this time it was my turn to castle. I picked some ruins to hide my Hive Guard in and placed the objective there with engineer rippers. I then surrounded the ruins and hive guard with genestealers. I weaved the two squads together, making sure the 19man unit was closer to the edges. So if that unit got charged, the other unit could heroic intervene no matter where along my wall they were charged. My tyrants and swarmlord all deployed outside the ring of genestealers but far enough back that it would be suicide to try and reach them without first dealing with the genestealers. My opponent deployed very aggressively on his line.
Turn 1: My plan worked pretty well. For his first turn, he decided to try and shoot the heroic intervention unit to death and charge the other unit with shining spears fully buffed from psychic powers. With a quicken spell, he also managed to get some shots on my hive guard (the side of the ruins allowed sight to the inside) and killed 1 of them. The rest of his shooting managed to bring down the heroic intervention unit to just 9 genestealers, which were between his quickened spears and my hive guard. He charged those 9, managing to avoid the other unit because I did not anticipate that flank being reachable, but 1 genestealer survived in that unit denying him an Old School point. After that my opponent pretty much knew he was dead. On my turn, my 19 man genestealer unit turned and wiped out the aggressive spears. The dakkatyrant with +1 damage and hive guard killed the other spears unit. Swarmlord and Super Flyrant killed one of the skyweaver units.
Turn 2-6: He hung on to get as many points as he could, but his only remaining aggressive units were a solitaire and 7 shadoweavers. I learned what happens when a blob of genestealers attacks a solitaire (15 died from the mortal wounds) and that an exocrine is super scary to a bunch of characters with no more bodies to block for them.
Score: 33 - 21 Tyranids Victory
Game 3 vs Ironhands successor/Ravenguard mixed army
His List: Chapter Selection: Hungry for Battle, Long-range Marksmen, Raven Guard Successor: Jump Pack Captain with hammer, Captain in phobos, Librarian, Lieutenant with Jump Pack, 3x5 Intercessors 3x5 Scouts, 5 Assault Cents, 4 Grav Dev Cents. Spearhead of Iron Hands Successors, long-range marksmen, master artisans: Chaplain Dread Lascannons, 2x3 Eliminators, Mortis Dread with 4 lascannons, 2 TFCs
My Secondaires: Headhunter, Old School, Gang Busters His Secondaries: Marked for Death (genes, genes, exo, HG), Headhunter, Old School
Deployment: Spearhead Assault (pointy hammer and anvil) I knew I'd have +1 for the roll-off to go first, and against a list like this I needed to go first, so I deployed aggressively. I also deployed my exocrine because I didn't think he'd bother shooting him turn 1 and I was banking on going first. My opponent deployed his scouts and scout-moved intercessors as close to my line as possible and spread out to block my genestealers from double moving thru them. His Assault Cents deployed outside of range from my Hive Guard, but close enough that on his turn he could shoot up my army with his increased range. The Dev Cents deep striked. The TFCs deployed way back behind some ruins. The lascannon dreads deployed further back from the assault cents, on an objective.
Turn 1: So he knew that the Super Tyrant was a danger to his cents. What he didn't realize is that the Swarmlord could double move him. Like most of my opponents this weekend, they hadn't fought tyranids since genestealer sling was the meta. So they dont always understand all the things that make the army tick. Anyway, the Super Flyrant flew over his defensive line with a boost from the Swarmlord and charged the assault cents with Unstoppable Hunger and Catalyst. The genestealers gladly ate all the scouts that were served to them except 1 unit which they did not charge and wrapped to protect them from shooting. The intercessors that were deployed aggressively were destroyed by the Hive Guard, dakka flyrant and exocrine. The Super Tyrant killed a few cents, but I messed up my charge and allowed the thunderhammer character to heroicly intervene. Between him and the cents, they took down my flyrant. But I used the 'fight as you die' strategem and managed to kill off all the assault cents. His turn, his lascannon dreads wiped out my dakka flyrant. His snipers ignored LOS and took my broodlord down to 1 wound. The librarian failed his psychic power to redeploy. The TFCs, being unable to shoot genestealers since they had wrapped scouts, shot and killed 2 hive guard despite their enhanced resistance (he ignored cover). He charged one of my units of genestealers with the rest of his intercessors and a couple characters, brining that genestealer unit down to just 4 models. Those 4 models still managed to eat the scouts they were wrapping and used consolidation to take an objective. This was a good turn for Tyranids, scoring 4 points for primary, 1 for Old School and 3 for Gang Busters. My opponent scored 2 for Headhunter, 1 for Old School, and 2 for Primary.
Turn 2: I had a mess of intercessors and 2 characters to deal with in the middle, but I also had an opportunity to silence his lascannon dreads. So I double moved the genestealers and charged the phobos captain that was near his lascannon dreads. They ate the captain, wrapped the dreadnoughts, and took the objective they were on. The Hive Guard killed all the remaining intercessors but the Swarmlord could not kill the thunderhammer/storm shield jump captain. The Exocrine killed an eliminator unit. Both the jump pack captain and the jump pack LT were brought to 1 wound. I deployed my rippers defensively around the exocrine and hive guard to limit the places his deep strikers could land, and moved the exocrine behind some ruins where he could move out from and shoot. (The terrain here had large L shaped ruins in the middle that could hide large models.) The Tyrannocyte slowly and deliberately moved to the side objective so that I had all 4 objectives, scoring the bonus. My opponent fell back with his jump pack dudes and did something to allow one of them to charge my genestealers that were crowding the dreadnoughts. Between the dreadnoughts' melee (from my turn and his turn) and the jump captain, he managed to kill off all the genestealers. His TFCs shot at rippers to get some easy kills. The HG by this point were way out of range of anything so they were going to have to spend at least 1 turn moving. The Dev cents arrived deep behind his lines (out of range of my exocrine threat range) and shot at the Swarmlord. Who promptly died to the barrage. The remaining eliminators finished off the Broodlord. This was still a good turn for me. I killed more and got the bonus. I scored 5 for primary, and 1 for headhunter. He scored 2 for primary, 2 for marked and 1 for headhunter.
Turn 3: The game after this turned into a very intense cat and mouse. I had a huge lead, but most of my offense was dead and his dreadnaughts with 6 lascannons between them and the dev cents could destroy anything they could spot. So, using the giant Ls, I hid my Tyrannocyte (yeah they're big Ls) in the middle of the board. Then took one of the side objectives with the Neurothrope (who couldn't be shot because the Tyrannocyte was closer). The exocrine managed to position himself where he could kill the remaining eliminators without getting spotted by the dreadnoughts. The neurothrope managed to smite his wounded Thunderhammer captain and score me warlord. The rippers all moved into cover and awaited their turn to die to TFCs. The Hive Guard rolled poorly for advance, so I did not manage to get them out of the LOS of the dreads while trying to move closer. They were destroyed by the dreads. A unit of rippers was wiped out by the TFCs. This gave him kill more while I held more. I scored 3 for primary and no secondaries. He scored 3 for primary and 1 for marked for death (the HG).
Turn 4 - 6: For turn 4 and 5, I just hid. I didn't kill anything but I did hold more. He used the TFCs to pick off 1 ripper unit at a time to get kill one and kill more. He tried to use his librarian to snipe my neurothrope (since smite is the closest visible) with smite and another power. But the neuro survived with 1 wound left on turn 6. 3 of his dev cents finally managed to get an angle ont he Tcyte, but only brought it to 3 wounds. So they and the wounded LT charged it. They killed it.. and it exploded, killing the LT and giving me a kill 1 point and an old school point for killing a unit on the last turn.
Score: 29 - 22 Tyranids Victory
I placed 1st with 98 pts. 2nd place went to Asuryani (who also went 3 and 0) with 93 pts.
These were some of the most intense games I've played. They were really fun. I feel like my opponents learned a lot about tyranids though, so next time I will have a harder time winning against the same opponents. Genestealers are basically our distraction carnifexes. Opponents see Swarmlord and Genestealers and assume that's the most deadly thing in the army (often that's true), but the rest of the army is just as deadly and they use a lot of resources trying to bring them down. The Super Flyrant is a boss. He is an ace centurion killer and really hard to screen against with the Swarmlord's hive commander. Then he takes a lot to kill if he has catalyst. Pathogenisis on the Dakka Flyrant allowed him to shoot from a comfortable distance while also taking objectives. The Exocrine's flexibility with being able to move and shoot is great. The Tyrannocyte is surprisingly useful and 15 shots at 5+ to hit can occasionally do some decent damage. Hive Guard of course always do well, but with Symbiostorm they're even more reliable. Unstoppable Hunger for +1 to wound helps a ton with genestealers and the Super Tyrant. I really did not miss kraken. The Broodlord with Resonance Barb was a reliable caster and helped me deny a lot of powers in game 2.
All in all, I loved the changes from Blood of Baal. This list uses as many of the new things as possible.
My List:
++Battalion: Behemoth++
+HQ+
Broodlord: Resonance Barb
Tyrant: Wings, AG, HVC, TS, MST
Swarmlord
+Troops+
19 Genestealers
20 Genestealers
3 Rippers
++Battalion: Kronos++
+HQ+
Tyrant: Wings, 4 Devourers
Neurothrope: Warlord
+Troops+
3 Rippers
3 Rippers
3 Rippers
+Elites+
6 Hive Guard
+Heavy+
Exocrine
+Transport+
Tyrannocyte: Deathspitters
For most of my games, I gave Murderous Size and Scythes of Tyran to the Behemoth Tyrant (from here on known as Super Tyrant), Enhanced Resistance to the Hive Guard, and Pathogenesis to the Kronos Tyrant (Dakka Tyrant). For powers, the Kronos Neuro always had Symbiostorm and the Broodlord always had Unstoppable Hunger. Most games I gave Catalyst to both Flyrants, Onslaught to the Swarmlord, and 1 of each other power (except dominion) filled in the rest of the power slots.
Game 1 vs Imperial Fists
His List: Primaris Captain (Warlord), Primaris Lieutenant, 5x5 Intercessors stalker bolters, 5 infiltrators, chap dread (las cannons), chap master in phobos, 3 TFC, 3 Rapiers, 5 Dev Cents
My Secondaries: Headhunter, Recon, Behind E. Lines. His Secondaries: Marked for Death (Genes, Exocrine, Tyrannocyte), Headhunter, Engineers
For deployment, we had spearhead assault (pointy hammer and anvil). He castled everything into large ruins in his right corner, with cents out front, TFCs and Rapiers behind, and infantry scattered within and around. He took engineers and left 5 intercessors inside the ruins on an objective the whole game. 15 intercessors did not deploy inside the castle, instead they took up position near the other two objectives in his deployment. I knew I'd get +1 to the roll to go first and I wasn't going to outrange his LOS ignoring TFCs anyway, so I deployed aggressively on my line.
Turn 1: I did indeed get to go first. I fired twice with hive guard into the cents, killing 2. My genestealers spread out to take my right side objective, and moved closer to the 10 intercessors guarding his left side objective. My other genestealer unit moved to his middle objective and ate the intercessors there. Super Flyrant received Hive Commander, Catalyst, and Unstoppable Hunger and double moved to the centurians. He charged the cents (eating overwatch just fine) and killed them after fighting twice (he had a couple really lucky 6+ saves). For my opponent's turn, he saw just how nasty the Super Tyrant was, and fired everything he had at it. Unfortunately for him, thanks to 4++ and catalyst, he was forced to also shoot a couple TFCs and Rapiers at him to kill him (the rapiers were behind the ruins so they couldn't see the Flyrant to use their high damage profile.). He also forgot to use tremor sells at the start of the shooting phase, so only killed some of my genestealers but did not slow them down.
Turn 2: Exocrine arrived on his flank where he could see 4 of the cannons. I split fired his gun and killed a TFC and a Rapier. Swarmlord boosted himself into the Chaplain dread but only wounded him. Genestealers reached the remaining intercessors on his left objective and killed 5, wrapping the other 5 and taking that objective. On my opponent's turn, he fell back with the chap dread and again spent his entire army's shooting trying to kill yet another Tyrant with Catalyst. With fewer stalker bolters though, the Swarmlord lived with 4 wounds remaining.
Turn 3-6: My broodlord and Dakkaflyrant moved real close to his Chap Dread and smite/screamed him to death. Swarmlord engaged and killed some gunners. Exocrine destroyed another gun. And by that point the game was pretty much over. It was just cleanup until turn 6. He did manage to kill quite of a few things before going down and got a decent score.
Score: 36 - 22 Tyranids Victory
Game 2 vs Aeldari
His List: Shadowseer, Death Jester, Solitaire, 5 Skyweavers, 5 Skyweavers, 2 Skyweavers, Skyrunner Farseer, Skyrunner Warlock, 3x5 Rangers, 7 Shining Spears, 7 Shining Spears, Spiritseer, Spiritseer, Yncarne
My Secondaries: Headhunter, Gang Busters, Engineers His Secondaries: Old School, Head Hunter, Marked for Death
Pregame changes: I took 6" heroic intervention on the 20 genestealer unit instead of enhanced resistance on Hive Guard. And venomthorn parasite on the Super Flyrant instead of scythes of tyran.
Deployment: Hammer and Anvil. I 'won' the roll off for deployment which meant I picked my side and he got to deploy his whole army first and got to go first. So this time it was my turn to castle. I picked some ruins to hide my Hive Guard in and placed the objective there with engineer rippers. I then surrounded the ruins and hive guard with genestealers. I weaved the two squads together, making sure the 19man unit was closer to the edges. So if that unit got charged, the other unit could heroic intervene no matter where along my wall they were charged. My tyrants and swarmlord all deployed outside the ring of genestealers but far enough back that it would be suicide to try and reach them without first dealing with the genestealers. My opponent deployed very aggressively on his line.
Turn 1: My plan worked pretty well. For his first turn, he decided to try and shoot the heroic intervention unit to death and charge the other unit with shining spears fully buffed from psychic powers. With a quicken spell, he also managed to get some shots on my hive guard (the side of the ruins allowed sight to the inside) and killed 1 of them. The rest of his shooting managed to bring down the heroic intervention unit to just 9 genestealers, which were between his quickened spears and my hive guard. He charged those 9, managing to avoid the other unit because I did not anticipate that flank being reachable, but 1 genestealer survived in that unit denying him an Old School point. After that my opponent pretty much knew he was dead. On my turn, my 19 man genestealer unit turned and wiped out the aggressive spears. The dakkatyrant with +1 damage and hive guard killed the other spears unit. Swarmlord and Super Flyrant killed one of the skyweaver units.
Turn 2-6: He hung on to get as many points as he could, but his only remaining aggressive units were a solitaire and 7 shadoweavers. I learned what happens when a blob of genestealers attacks a solitaire (15 died from the mortal wounds) and that an exocrine is super scary to a bunch of characters with no more bodies to block for them.
Score: 33 - 21 Tyranids Victory
Game 3 vs Ironhands successor/Ravenguard mixed army
His List: Chapter Selection: Hungry for Battle, Long-range Marksmen, Raven Guard Successor: Jump Pack Captain with hammer, Captain in phobos, Librarian, Lieutenant with Jump Pack, 3x5 Intercessors 3x5 Scouts, 5 Assault Cents, 4 Grav Dev Cents. Spearhead of Iron Hands Successors, long-range marksmen, master artisans: Chaplain Dread Lascannons, 2x3 Eliminators, Mortis Dread with 4 lascannons, 2 TFCs
My Secondaires: Headhunter, Old School, Gang Busters His Secondaries: Marked for Death (genes, genes, exo, HG), Headhunter, Old School
Deployment: Spearhead Assault (pointy hammer and anvil) I knew I'd have +1 for the roll-off to go first, and against a list like this I needed to go first, so I deployed aggressively. I also deployed my exocrine because I didn't think he'd bother shooting him turn 1 and I was banking on going first. My opponent deployed his scouts and scout-moved intercessors as close to my line as possible and spread out to block my genestealers from double moving thru them. His Assault Cents deployed outside of range from my Hive Guard, but close enough that on his turn he could shoot up my army with his increased range. The Dev Cents deep striked. The TFCs deployed way back behind some ruins. The lascannon dreads deployed further back from the assault cents, on an objective.
Turn 1: So he knew that the Super Tyrant was a danger to his cents. What he didn't realize is that the Swarmlord could double move him. Like most of my opponents this weekend, they hadn't fought tyranids since genestealer sling was the meta. So they dont always understand all the things that make the army tick. Anyway, the Super Flyrant flew over his defensive line with a boost from the Swarmlord and charged the assault cents with Unstoppable Hunger and Catalyst. The genestealers gladly ate all the scouts that were served to them except 1 unit which they did not charge and wrapped to protect them from shooting. The intercessors that were deployed aggressively were destroyed by the Hive Guard, dakka flyrant and exocrine. The Super Tyrant killed a few cents, but I messed up my charge and allowed the thunderhammer character to heroicly intervene. Between him and the cents, they took down my flyrant. But I used the 'fight as you die' strategem and managed to kill off all the assault cents. His turn, his lascannon dreads wiped out my dakka flyrant. His snipers ignored LOS and took my broodlord down to 1 wound. The librarian failed his psychic power to redeploy. The TFCs, being unable to shoot genestealers since they had wrapped scouts, shot and killed 2 hive guard despite their enhanced resistance (he ignored cover). He charged one of my units of genestealers with the rest of his intercessors and a couple characters, brining that genestealer unit down to just 4 models. Those 4 models still managed to eat the scouts they were wrapping and used consolidation to take an objective. This was a good turn for Tyranids, scoring 4 points for primary, 1 for Old School and 3 for Gang Busters. My opponent scored 2 for Headhunter, 1 for Old School, and 2 for Primary.
Turn 2: I had a mess of intercessors and 2 characters to deal with in the middle, but I also had an opportunity to silence his lascannon dreads. So I double moved the genestealers and charged the phobos captain that was near his lascannon dreads. They ate the captain, wrapped the dreadnoughts, and took the objective they were on. The Hive Guard killed all the remaining intercessors but the Swarmlord could not kill the thunderhammer/storm shield jump captain. The Exocrine killed an eliminator unit. Both the jump pack captain and the jump pack LT were brought to 1 wound. I deployed my rippers defensively around the exocrine and hive guard to limit the places his deep strikers could land, and moved the exocrine behind some ruins where he could move out from and shoot. (The terrain here had large L shaped ruins in the middle that could hide large models.) The Tyrannocyte slowly and deliberately moved to the side objective so that I had all 4 objectives, scoring the bonus. My opponent fell back with his jump pack dudes and did something to allow one of them to charge my genestealers that were crowding the dreadnoughts. Between the dreadnoughts' melee (from my turn and his turn) and the jump captain, he managed to kill off all the genestealers. His TFCs shot at rippers to get some easy kills. The HG by this point were way out of range of anything so they were going to have to spend at least 1 turn moving. The Dev cents arrived deep behind his lines (out of range of my exocrine threat range) and shot at the Swarmlord. Who promptly died to the barrage. The remaining eliminators finished off the Broodlord. This was still a good turn for me. I killed more and got the bonus. I scored 5 for primary, and 1 for headhunter. He scored 2 for primary, 2 for marked and 1 for headhunter.
Turn 3: The game after this turned into a very intense cat and mouse. I had a huge lead, but most of my offense was dead and his dreadnaughts with 6 lascannons between them and the dev cents could destroy anything they could spot. So, using the giant Ls, I hid my Tyrannocyte (yeah they're big Ls) in the middle of the board. Then took one of the side objectives with the Neurothrope (who couldn't be shot because the Tyrannocyte was closer). The exocrine managed to position himself where he could kill the remaining eliminators without getting spotted by the dreadnoughts. The neurothrope managed to smite his wounded Thunderhammer captain and score me warlord. The rippers all moved into cover and awaited their turn to die to TFCs. The Hive Guard rolled poorly for advance, so I did not manage to get them out of the LOS of the dreads while trying to move closer. They were destroyed by the dreads. A unit of rippers was wiped out by the TFCs. This gave him kill more while I held more. I scored 3 for primary and no secondaries. He scored 3 for primary and 1 for marked for death (the HG).
Turn 4 - 6: For turn 4 and 5, I just hid. I didn't kill anything but I did hold more. He used the TFCs to pick off 1 ripper unit at a time to get kill one and kill more. He tried to use his librarian to snipe my neurothrope (since smite is the closest visible) with smite and another power. But the neuro survived with 1 wound left on turn 6. 3 of his dev cents finally managed to get an angle ont he Tcyte, but only brought it to 3 wounds. So they and the wounded LT charged it. They killed it.. and it exploded, killing the LT and giving me a kill 1 point and an old school point for killing a unit on the last turn.
Score: 29 - 22 Tyranids Victory
I placed 1st with 98 pts. 2nd place went to Asuryani (who also went 3 and 0) with 93 pts.
These were some of the most intense games I've played. They were really fun. I feel like my opponents learned a lot about tyranids though, so next time I will have a harder time winning against the same opponents. Genestealers are basically our distraction carnifexes. Opponents see Swarmlord and Genestealers and assume that's the most deadly thing in the army (often that's true), but the rest of the army is just as deadly and they use a lot of resources trying to bring them down. The Super Flyrant is a boss. He is an ace centurion killer and really hard to screen against with the Swarmlord's hive commander. Then he takes a lot to kill if he has catalyst. Pathogenisis on the Dakka Flyrant allowed him to shoot from a comfortable distance while also taking objectives. The Exocrine's flexibility with being able to move and shoot is great. The Tyrannocyte is surprisingly useful and 15 shots at 5+ to hit can occasionally do some decent damage. Hive Guard of course always do well, but with Symbiostorm they're even more reliable. Unstoppable Hunger for +1 to wound helps a ton with genestealers and the Super Tyrant. I really did not miss kraken. The Broodlord with Resonance Barb was a reliable caster and helped me deny a lot of powers in game 2.
All in all, I loved the changes from Blood of Baal. This list uses as many of the new things as possible.