Post by TheDeepestShadow on Nov 15, 2020 2:52:36 GMT
Had a match against my buddy's White Scars who I was 1-3 against prior to the FW update, and I wanted to bring the big bugs out to play since most of my previous lists lacked much in the way of melee. I wish I remembered to take pictures, but I'll do my best to describe the game below. If I get the time later I'll also try my hand at making pictures like the great batreps from stormcoil and No One to improve clarity.
Mission: Scorched Earth
Tyranid Secondaries:
- Assassinate (Opponent suggested this over Psychic Ritual which was a good decision)
- Deploy Scramblers
- Linebreaker
White Scars Secondaries:
- Bring It Down
- Engage on All Fronts
- Oaths of Moment
Tyranid List:
++ Patrol Detachment 0CP (Tyranids) [24 PL, 424pts] ++
+ Configuration +
Detachment CP
Hive Fleet: Kronos
+ HQ +
Neurothrope [5 PL, 95pts]: Power: Smite, Power: Symbiostorm, Warlord
+ Troops +
Termagants [6 PL, 85pts]
. 17x Termagant (Fleshborer): 17x Fleshborer
+ Elites +
Lictor [2 PL, 37pts]: Flesh Hooks, Rending Claws
Lictor [2 PL, 37pts]: Flesh Hooks, Rending Claws
+ Heavy Support +
Exocrine [9 PL, 170pts]
++ Patrol Detachment -2CP (Tyranids) [82 PL, 9CP, 1,576pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment CP [-2CP]
Hive Fleet
. Other: Metamorphic Regrowth, Prey-sight
+ Stratagems +
Progeny of the Hive [-1CP]
+ HQ +
Hive Tyrant [12 PL, 230pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Catalyst, Power: Psychic Scream, Power: Smite, Resonance Barb, Toxin Sacs, Wings
. Adaptive Physiology: Murderous Size
The Swarmlord [14 PL, 270pts]: Power: Catalyst, Power: Onslaught, Power: Smite
+ Troops +
Ripper Swarms [2 PL, 36pts]
. 3x Ripper Swarm: 3x Claws and Teeth
Ripper Swarms [2 PL, 36pts]
. 3x Ripper Swarm: 3x Claws and Teeth
+ Elites +
Maleceptor [9 PL, 170pts]: Massive Scything Talons, Power: Onslaught, Power: Smite
Venomthropes [5 PL, 99pts]
. 3x Venomthrope: 3x Toxic Lashes
+ Fast Attack +
Dimachaeron [12 PL, 230pts]
Dimachaeron [12 PL, 230pts]
+ Heavy Support +
Barbed Hierodule [14 PL, 275pts]
. Adaptive Physiology: Dermic Symbiosis
++ Total: [106 PL, 9CP, 2,000pts] ++
White Scars List:
++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - White Scars) [103 PL, 12CP, 2,010pts] ++
+ Configuration +
**Chapter Selection**: White Scars
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment CP
+ HQ +
Kor'sarro Khan [6 PL, 110pts]: Warlord
Primaris Chaplain on Bike [6 PL, 115pts]: 6. Canticle of Hate (Aura), Litany of Hate, Plume of the Plainsrunner, Strike off the Head
+ Troops +
Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant
Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant
Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant
+ Elites +
Bladeguard Ancient [5 PL, 85pts]
Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted Power Sword, 4x Storm Shield
. Bladeguard Veteran Sgt: Heavy Bolt Pistol
Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted Power Sword, 4x Storm Shield
. Bladeguard Veteran Sgt: Heavy Bolt Pistol
Primaris Apothecary [5 PL, 105pts]: Chapter Command: Chief Apothecary
+ Fast Attack +
Invader ATV Squad [8 PL, 170pts]
. Invader ATV: Multi-melta
. Invader ATV: Multi-melta
Outrider Squad [6 PL, 135pts]: Outrider Sgt
. 2x Outrider: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle
Outrider Squad [6 PL, 135pts]: Outrider Sgt
. 2x Outrider: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle
+ Heavy Support +
Eradicator Squad [6 PL, 120pts]: Melta rifle
. 2x Eradicator: 2x Bolt pistol
. Eradicator Sgt
Eradicator Squad [6 PL, 120pts]: Melta rifle
. 2x Eradicator: 2x Bolt pistol
. Eradicator Sgt
+ Dedicated Transport +
Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome
Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome
++ Total: [103 PL, 12CP, 2,010pts] ++ (It is 2K after the FAQ)
Tyranid Deployment (Defender):
All the Lictors and Rippers started in reserve. Barbed Hierodule placed at the line on the left-side objective in deployment zone in the lane between two ruins. Maleceptor and Venoms deployed behind the ruin on the rightside, while Swarmy and the Flyrant were deployed behind the leftside ruin. Dimachaerons both deployed towards the center while still being within 6" of both the Venoms and the Maleceptor. The Kronos stuff all was deployed behind the ruin on the rightmost side of deployment zone next to but not on the objective there.
White Scars Deployment (Attacker):
First Incursor squad deployed on the midfield rightside objective (my rightside). Impulsor containing Bladeguard + Khan deployed behind ruins on leftside, along with the ATVs, Chaplain, Apothecary, and 2 Incursor squads on the deployment zone objective. Both squads of Outriders right of the center not behind ruins. Other Impulsor containing Bladeguard + Ancient deployed behind rightside ruin on the other deployment zone objective. Both Eradicator squads were put into reserves (controversial decision).
Tyranids won roll off for turns and chose first.
Tyranid Turn 1:
Movement Phase
BarbeDule moved up to get an angle to shoot the leftside Impulsor. Maleceptor moved up behind, Venoms moved inside the ruin to keep BarbeDule in the bubble. Rightmost Dimachaeron moved towards the rightside Incursors who forward-deployed. Other Dimachaeron advanced towards the leftside in front of Barbed. Flyrant moved up next to Dima, Swarmy advanced into the ruin to get on the midfield objective and get in range of Flyrant for Hive Commander. Exocrine moved to get line of sight onto the Outriders, Gants moved onto the objective (but mistakenly, were not moved to completely cover the front of the Exocrine to prevent charging even though there was enough movement available without advancing). Neurothrope moved closer to Gants, and Gants deployed the first Scramblers.
Psychic Phase
Maleceptor couldn't see anything to Smite because of how the windows in the ruins were oriented, so just cast Onslaught on the Dima who advanced and got that off. Swarmy just cast Smite on the closest Incursor squad he could see through windows for 2. Flyrant got off all 3 powers: Catalyst on himself, got Super Smite on the closest Incursor squad to kill another 2, and then Psychic Scream killed one more to leave the squad at 1. Neurothrope cast Symbiostorm on the Exocrine successfully.
Shooting Phase
BarbeDule shot the closest Impulsor and did 4 wounds. 1CP spent on Exocrine for Symbiotic Devastation, put both sets of shots into one squad of Outriders who Transhumaned, still wiped them. Swarmy used Hive Commander to move Flyrant into the ruins equidistant unfailable charge range between the Apothecary and ATVs.
Charge Phase
Flyrant charged into both the ATVs and the Apothecary; ATVs fired Overwatch but nothing got through. Dima who advanced failed an 8 in charge into the lone Incursor, even with a reroll. Other Dimachaeron made charge into midfield Incursors.
Fight Phase
1CP spent on Voracious Appetite for Flyrant who dumped all attacks into the ATVs and wiped them (Murderous size making them only have 6+FNPs was great). Dimachaeron on the right side killed all but one Incursor, and Spine Maw failed to go off due to a roll of 5. Incursor fought back but did no damage, same with Apothecary into Flyrant. 3 CP spent on Adrenaline Surge to fight again with Flyrant to kill the Apothecary 1 more CP spent on Overrun to get Flyrant back behind Barbed and inside the Venom/Male bubbles. The lone Incuror on the same side failed morale so that squad was wiped.
Primaries: N/A
Secondaries: 3p for Assassinate
White Scars Turn 1:
Movement Phase
Litanies went off for 5+++ against MW. 1CP spent on Outriders for the All Doctrines strat. Bladeguard and Korsarro disembarked and moved up to get onto the objective that Swarmy was barely touching behind a ruin. The full Incursor squad remaing jumped into the now empty Impulsor. Chaplain advanced up to get into unfailable charge range of Swarmy. On the other side, the lone incursor fell back from the Dima while still staying on the objective. Bladegaurd + Bladegaurd Ancient disembarked and moved towards the same Dima, while the Impulsor they were in moved to sit firmly on the deployment zone objective. The Outriders advanced up in a straight line to setup a charge on the Exocrine (still a 10" charge).
Psychic Phase
N/A
Shooting Phase
Each Bladeguard plinked 2 wounds on each Dimacharon. Korsarro got 1 MW on Swarmy. Rest of shooting was just from Impulsors which failed to do any damage.
Charge Phase
Chaplain and Korsarro both made their charges into Swarmy, but critically the Bladeguard on that side failed. 1 CP spent for 3d6 charge on Outriders, and another to reroll it to get the charge into the Termagants and Exocrine. Exocrine overwatched and did 2 damage to one Outrider. Other Bladeguard made their charge into the rightside Dima.
Fight Phase
Rightside Bladeguard do 12 wounds to Dima to bring it down to 4 remaining. Swarmy interrupts and does 3 damage to Korsarro, and then tanks everything from Korsarro and the Chaplain. Outriders bring the Exocrine down to 4 wounds. Exocrine + Termies slapping back kills the 2 wound Outrider, leaving 2 in the squad. Dima piles in to the lone Incursor and kills him with the tail. Rest of the degraded attacks go into the Bladegaurd and kills 1, leaving 4.
Primaries: N/A
Secondaries: 3 for Engage on All Fronts
End of Battle Round CP:
Tyranids: 0
White Scars: 3
Tyranid Turn 2:
Movement Phase
Swarmy heals back to full and stays in combat, Flyrant moves to unfailable charge range of the Chaplain. The healthy Dimachaeron moves to charge the Bladeguard along with Male and BarbeDule. Venoms move up behind to maintain the aura for everything except for Flyrant. Exo stays engaged, as do the Termies. Neurothrope shuffles back but maintains sight on Outriders. Unhealthy Dima heals back to 5 which helps cuz mid-bracket, and stays engaged. 1 squad of Rippers deploys on the deployment zone objective that the Venoms left, other Rippers deployed in Scars deployment zone leftside behind the Impulsor filled with Incursors. Lictor deployed at the opposite corner of the Scars deployment behind some dense cover (though not perfectly which sort of came up later) and deployed the second set of Scramblers, as well as guaranteeing Linebreaker points. Other Lictor stayed in reserves.
Psychic Phase
Combination of Swarmy, Maly, and Flyrant Smiting+Psychic Scream killed off Korsarro and left the Chaplain on 4 wounds. No need for Onslaught, Catalyst successful on healthy Dima. Neurothrope Smite got 2 wounds on the Outriders. Symbiostorm failed.
Shooting Phase
Exocrine even with degraded shooting in combat managed to kill off the injured Outrider, leaving one left. BarbeDule shot into the Bladeguard and killed one off, leaving 4 in the unit.
Charge Phase
Flyrant charges into Chaplain. Healthy Dimachaeron, Maley, and BarbeDule all charge into Bladeguard.
Fight Phase
Flyrant kills off the Chaplain. Bladeguard interrupt for 2CP to swing into BarbeDule and do 6 damage. BarbeDule swings back and kills 2 Bladeguard. Healthy Dima then finishes off the squad. Bladeguard on the other side only get 2 damage onto the wounded Dima bringing it down to 3, who swings back to kill 1 leaving 3 Bladegaurd. Outrider swings into Exocrine but no damage. Exocrine fails to damage back, same with the Termies.
Primaries: 10p for Hold 1 and Hold 2
Secondaries: 6p for Assassinate, 4p for Linebreaker
White Scars Turn 2:
Movement Phase
Impulsors stay put, Bladeguard and Outriders fall back slightly because White Scars, and both Eradicator squads drop in left corner of Tyranid deployment zone (in hindsight could've prevented this with Overrun).
Psychic Phase
N/A
Shooting Phase
One Eradicator squad shoots 6 shots into Flyrant, does 10W so he's down to 2. Second squad shoots into Swarmy who tanks everything in large part due to the Venomthrope bubble. Impulsor shooting fails to wound healthy Dima, other one is out of range to shoot anything.
Charge Phase
Outrider charges Exocrine, Overwatch gets one shot through leaving it at 2 wounds. Bladeguard charge wounded Dima. One Eradicator squad charges Flyrant and makes it. Swarmy heroically intervened into the Eradicators.
Fight Phase
Bladeguard kill the Dima, no explosion. Outrider does 1 wound to the Exocrine leaving it at 3. Eradicators fail to damage the Flyrant. At this point, the game was called since Tyranid fight phase would likely kill off the Eradicators and maybe even the Outrider and the White Scars would not be able to catch up in points.
Primaries: 10p for Hold 1 and Hold 2
Secondaries: 3p for Engage on all Fronts, 1p for Oaths of Moment
Final score: 23-17 Tyranid Victory (projected 5 turn score would be around 79-57)
Thoughts
- First turn is HUGE, which is nothing new in 9th. It allowed me to remove the main threat to my monsters before my opponent could react, as well as removing that pesky Apothecary before it could do shenanigans. I also got a great deal of board control and was allowed to spread my threats, which in turn kept my opponent away from the center to deny Oaths of Moment points. I also did not have to spend any CP on the Maley strat which was important for me doing the amount of shenanigans that I did. Game would've likely been very different if the Scars went first, as even if they didn't kill anything with the ATVs the board control would be massive and I'd probably have at least one guy degraded.
- I think my opponent should have left one Eradicator squad on the board for counterpunch, since all he really had to do damage after my very damaging first turn was Bladeguard.
- Really glad I fit the Flyrant in instead of another big bug, since being able to hide behind ruins, the great deal of Psychic damage, and the comparable damage to the Dimas made it the redundancy I needed and more. Swarmy doing his best as a leader and supported his Lt. for the one turn that mattered. My opponent could have potentially deployed slightly better to avoid some of the damage, but it was tight on that corner and I would've still killed the ATVs at the very least regardless of what he did. 32" movement is brutal on DoW deployment. I really should've Overrun him one last time though to force a bad deployment for the Eradicators.
- BarbeDule didn't do much damage but took up alot of space and was an inefficient target to shoot, and was still something that couldn't be ignored.
- Dimas are another threat that need to be dealt with, even if the leftside one didn't really do anything first turn. They're like distraction Carnifexes that can actually do reliable damage without any buffs. No luck on the Spine Maw though, but that's not weird considering it's a 50/50 against Marines.
- Exocrine continues to be a champ, nothing new here. I really should have screened him better though since it was completely possible to prevent it from getting charged on the first turn and maybe even longer.
- Overall I think both me and my opponent deployed as safely as possible, which is good because we've both been working on that alot. Usually my games against the Scars have gone more turns due to my opponent playing cagey to get to Assault doctorine and my previous lists lacking enough punch, so this was a nice change of pace.
- My opponent is planning a few changes to his list: P. Chaplain on Bike -> P. Chaplain and drop the Bladeguard Ancient to fit in another ATV. This makes sense to me since the Chaplain gets more value stay alive for litanies than rushing into combat. Also gives him even more chance to keep just one ATV alive if faced with a similar alpha strike so that the Apothecary can do the "No Friends" combo.
I've been getting in about 1 game per week which has really helped me improve alot over the course of 9th (I think I have double the amount of games played than in 8th). This list feels really good due to the large amount of mobility and threats, which I lacked with my mass Zoey variants (I still love them though). Hope this gave y'all a good read!
Mission: Scorched Earth
Tyranid Secondaries:
- Assassinate (Opponent suggested this over Psychic Ritual which was a good decision)
- Deploy Scramblers
- Linebreaker
White Scars Secondaries:
- Bring It Down
- Engage on All Fronts
- Oaths of Moment
Tyranid List:
++ Patrol Detachment 0CP (Tyranids) [24 PL, 424pts] ++
+ Configuration +
Detachment CP
Hive Fleet: Kronos
+ HQ +
Neurothrope [5 PL, 95pts]: Power: Smite, Power: Symbiostorm, Warlord
+ Troops +
Termagants [6 PL, 85pts]
. 17x Termagant (Fleshborer): 17x Fleshborer
+ Elites +
Lictor [2 PL, 37pts]: Flesh Hooks, Rending Claws
Lictor [2 PL, 37pts]: Flesh Hooks, Rending Claws
+ Heavy Support +
Exocrine [9 PL, 170pts]
++ Patrol Detachment -2CP (Tyranids) [82 PL, 9CP, 1,576pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment CP [-2CP]
Hive Fleet
. Other: Metamorphic Regrowth, Prey-sight
+ Stratagems +
Progeny of the Hive [-1CP]
+ HQ +
Hive Tyrant [12 PL, 230pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Catalyst, Power: Psychic Scream, Power: Smite, Resonance Barb, Toxin Sacs, Wings
. Adaptive Physiology: Murderous Size
The Swarmlord [14 PL, 270pts]: Power: Catalyst, Power: Onslaught, Power: Smite
+ Troops +
Ripper Swarms [2 PL, 36pts]
. 3x Ripper Swarm: 3x Claws and Teeth
Ripper Swarms [2 PL, 36pts]
. 3x Ripper Swarm: 3x Claws and Teeth
+ Elites +
Maleceptor [9 PL, 170pts]: Massive Scything Talons, Power: Onslaught, Power: Smite
Venomthropes [5 PL, 99pts]
. 3x Venomthrope: 3x Toxic Lashes
+ Fast Attack +
Dimachaeron [12 PL, 230pts]
Dimachaeron [12 PL, 230pts]
+ Heavy Support +
Barbed Hierodule [14 PL, 275pts]
. Adaptive Physiology: Dermic Symbiosis
++ Total: [106 PL, 9CP, 2,000pts] ++
White Scars List:
++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - White Scars) [103 PL, 12CP, 2,010pts] ++
+ Configuration +
**Chapter Selection**: White Scars
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment CP
+ HQ +
Kor'sarro Khan [6 PL, 110pts]: Warlord
Primaris Chaplain on Bike [6 PL, 115pts]: 6. Canticle of Hate (Aura), Litany of Hate, Plume of the Plainsrunner, Strike off the Head
+ Troops +
Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant
Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant
Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant
+ Elites +
Bladeguard Ancient [5 PL, 85pts]
Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted Power Sword, 4x Storm Shield
. Bladeguard Veteran Sgt: Heavy Bolt Pistol
Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted Power Sword, 4x Storm Shield
. Bladeguard Veteran Sgt: Heavy Bolt Pistol
Primaris Apothecary [5 PL, 105pts]: Chapter Command: Chief Apothecary
+ Fast Attack +
Invader ATV Squad [8 PL, 170pts]
. Invader ATV: Multi-melta
. Invader ATV: Multi-melta
Outrider Squad [6 PL, 135pts]: Outrider Sgt
. 2x Outrider: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle
Outrider Squad [6 PL, 135pts]: Outrider Sgt
. 2x Outrider: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle
+ Heavy Support +
Eradicator Squad [6 PL, 120pts]: Melta rifle
. 2x Eradicator: 2x Bolt pistol
. Eradicator Sgt
Eradicator Squad [6 PL, 120pts]: Melta rifle
. 2x Eradicator: 2x Bolt pistol
. Eradicator Sgt
+ Dedicated Transport +
Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome
Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome
++ Total: [103 PL, 12CP, 2,010pts] ++ (It is 2K after the FAQ)
Tyranid Deployment (Defender):
All the Lictors and Rippers started in reserve. Barbed Hierodule placed at the line on the left-side objective in deployment zone in the lane between two ruins. Maleceptor and Venoms deployed behind the ruin on the rightside, while Swarmy and the Flyrant were deployed behind the leftside ruin. Dimachaerons both deployed towards the center while still being within 6" of both the Venoms and the Maleceptor. The Kronos stuff all was deployed behind the ruin on the rightmost side of deployment zone next to but not on the objective there.
White Scars Deployment (Attacker):
First Incursor squad deployed on the midfield rightside objective (my rightside). Impulsor containing Bladeguard + Khan deployed behind ruins on leftside, along with the ATVs, Chaplain, Apothecary, and 2 Incursor squads on the deployment zone objective. Both squads of Outriders right of the center not behind ruins. Other Impulsor containing Bladeguard + Ancient deployed behind rightside ruin on the other deployment zone objective. Both Eradicator squads were put into reserves (controversial decision).
Tyranids won roll off for turns and chose first.
Tyranid Turn 1:
Movement Phase
BarbeDule moved up to get an angle to shoot the leftside Impulsor. Maleceptor moved up behind, Venoms moved inside the ruin to keep BarbeDule in the bubble. Rightmost Dimachaeron moved towards the rightside Incursors who forward-deployed. Other Dimachaeron advanced towards the leftside in front of Barbed. Flyrant moved up next to Dima, Swarmy advanced into the ruin to get on the midfield objective and get in range of Flyrant for Hive Commander. Exocrine moved to get line of sight onto the Outriders, Gants moved onto the objective (but mistakenly, were not moved to completely cover the front of the Exocrine to prevent charging even though there was enough movement available without advancing). Neurothrope moved closer to Gants, and Gants deployed the first Scramblers.
Psychic Phase
Maleceptor couldn't see anything to Smite because of how the windows in the ruins were oriented, so just cast Onslaught on the Dima who advanced and got that off. Swarmy just cast Smite on the closest Incursor squad he could see through windows for 2. Flyrant got off all 3 powers: Catalyst on himself, got Super Smite on the closest Incursor squad to kill another 2, and then Psychic Scream killed one more to leave the squad at 1. Neurothrope cast Symbiostorm on the Exocrine successfully.
Shooting Phase
BarbeDule shot the closest Impulsor and did 4 wounds. 1CP spent on Exocrine for Symbiotic Devastation, put both sets of shots into one squad of Outriders who Transhumaned, still wiped them. Swarmy used Hive Commander to move Flyrant into the ruins equidistant unfailable charge range between the Apothecary and ATVs.
Charge Phase
Flyrant charged into both the ATVs and the Apothecary; ATVs fired Overwatch but nothing got through. Dima who advanced failed an 8 in charge into the lone Incursor, even with a reroll. Other Dimachaeron made charge into midfield Incursors.
Fight Phase
1CP spent on Voracious Appetite for Flyrant who dumped all attacks into the ATVs and wiped them (Murderous size making them only have 6+FNPs was great). Dimachaeron on the right side killed all but one Incursor, and Spine Maw failed to go off due to a roll of 5. Incursor fought back but did no damage, same with Apothecary into Flyrant. 3 CP spent on Adrenaline Surge to fight again with Flyrant to kill the Apothecary 1 more CP spent on Overrun to get Flyrant back behind Barbed and inside the Venom/Male bubbles. The lone Incuror on the same side failed morale so that squad was wiped.
Primaries: N/A
Secondaries: 3p for Assassinate
White Scars Turn 1:
Movement Phase
Litanies went off for 5+++ against MW. 1CP spent on Outriders for the All Doctrines strat. Bladeguard and Korsarro disembarked and moved up to get onto the objective that Swarmy was barely touching behind a ruin. The full Incursor squad remaing jumped into the now empty Impulsor. Chaplain advanced up to get into unfailable charge range of Swarmy. On the other side, the lone incursor fell back from the Dima while still staying on the objective. Bladegaurd + Bladegaurd Ancient disembarked and moved towards the same Dima, while the Impulsor they were in moved to sit firmly on the deployment zone objective. The Outriders advanced up in a straight line to setup a charge on the Exocrine (still a 10" charge).
Psychic Phase
N/A
Shooting Phase
Each Bladeguard plinked 2 wounds on each Dimacharon. Korsarro got 1 MW on Swarmy. Rest of shooting was just from Impulsors which failed to do any damage.
Charge Phase
Chaplain and Korsarro both made their charges into Swarmy, but critically the Bladeguard on that side failed. 1 CP spent for 3d6 charge on Outriders, and another to reroll it to get the charge into the Termagants and Exocrine. Exocrine overwatched and did 2 damage to one Outrider. Other Bladeguard made their charge into the rightside Dima.
Fight Phase
Rightside Bladeguard do 12 wounds to Dima to bring it down to 4 remaining. Swarmy interrupts and does 3 damage to Korsarro, and then tanks everything from Korsarro and the Chaplain. Outriders bring the Exocrine down to 4 wounds. Exocrine + Termies slapping back kills the 2 wound Outrider, leaving 2 in the squad. Dima piles in to the lone Incursor and kills him with the tail. Rest of the degraded attacks go into the Bladegaurd and kills 1, leaving 4.
Primaries: N/A
Secondaries: 3 for Engage on All Fronts
End of Battle Round CP:
Tyranids: 0
White Scars: 3
Tyranid Turn 2:
Movement Phase
Swarmy heals back to full and stays in combat, Flyrant moves to unfailable charge range of the Chaplain. The healthy Dimachaeron moves to charge the Bladeguard along with Male and BarbeDule. Venoms move up behind to maintain the aura for everything except for Flyrant. Exo stays engaged, as do the Termies. Neurothrope shuffles back but maintains sight on Outriders. Unhealthy Dima heals back to 5 which helps cuz mid-bracket, and stays engaged. 1 squad of Rippers deploys on the deployment zone objective that the Venoms left, other Rippers deployed in Scars deployment zone leftside behind the Impulsor filled with Incursors. Lictor deployed at the opposite corner of the Scars deployment behind some dense cover (though not perfectly which sort of came up later) and deployed the second set of Scramblers, as well as guaranteeing Linebreaker points. Other Lictor stayed in reserves.
Psychic Phase
Combination of Swarmy, Maly, and Flyrant Smiting+Psychic Scream killed off Korsarro and left the Chaplain on 4 wounds. No need for Onslaught, Catalyst successful on healthy Dima. Neurothrope Smite got 2 wounds on the Outriders. Symbiostorm failed.
Shooting Phase
Exocrine even with degraded shooting in combat managed to kill off the injured Outrider, leaving one left. BarbeDule shot into the Bladeguard and killed one off, leaving 4 in the unit.
Charge Phase
Flyrant charges into Chaplain. Healthy Dimachaeron, Maley, and BarbeDule all charge into Bladeguard.
Fight Phase
Flyrant kills off the Chaplain. Bladeguard interrupt for 2CP to swing into BarbeDule and do 6 damage. BarbeDule swings back and kills 2 Bladeguard. Healthy Dima then finishes off the squad. Bladeguard on the other side only get 2 damage onto the wounded Dima bringing it down to 3, who swings back to kill 1 leaving 3 Bladegaurd. Outrider swings into Exocrine but no damage. Exocrine fails to damage back, same with the Termies.
Primaries: 10p for Hold 1 and Hold 2
Secondaries: 6p for Assassinate, 4p for Linebreaker
White Scars Turn 2:
Movement Phase
Impulsors stay put, Bladeguard and Outriders fall back slightly because White Scars, and both Eradicator squads drop in left corner of Tyranid deployment zone (in hindsight could've prevented this with Overrun).
Psychic Phase
N/A
Shooting Phase
One Eradicator squad shoots 6 shots into Flyrant, does 10W so he's down to 2. Second squad shoots into Swarmy who tanks everything in large part due to the Venomthrope bubble. Impulsor shooting fails to wound healthy Dima, other one is out of range to shoot anything.
Charge Phase
Outrider charges Exocrine, Overwatch gets one shot through leaving it at 2 wounds. Bladeguard charge wounded Dima. One Eradicator squad charges Flyrant and makes it. Swarmy heroically intervened into the Eradicators.
Fight Phase
Bladeguard kill the Dima, no explosion. Outrider does 1 wound to the Exocrine leaving it at 3. Eradicators fail to damage the Flyrant. At this point, the game was called since Tyranid fight phase would likely kill off the Eradicators and maybe even the Outrider and the White Scars would not be able to catch up in points.
Primaries: 10p for Hold 1 and Hold 2
Secondaries: 3p for Engage on all Fronts, 1p for Oaths of Moment
Final score: 23-17 Tyranid Victory (projected 5 turn score would be around 79-57)
Thoughts
- First turn is HUGE, which is nothing new in 9th. It allowed me to remove the main threat to my monsters before my opponent could react, as well as removing that pesky Apothecary before it could do shenanigans. I also got a great deal of board control and was allowed to spread my threats, which in turn kept my opponent away from the center to deny Oaths of Moment points. I also did not have to spend any CP on the Maley strat which was important for me doing the amount of shenanigans that I did. Game would've likely been very different if the Scars went first, as even if they didn't kill anything with the ATVs the board control would be massive and I'd probably have at least one guy degraded.
- I think my opponent should have left one Eradicator squad on the board for counterpunch, since all he really had to do damage after my very damaging first turn was Bladeguard.
- Really glad I fit the Flyrant in instead of another big bug, since being able to hide behind ruins, the great deal of Psychic damage, and the comparable damage to the Dimas made it the redundancy I needed and more. Swarmy doing his best as a leader and supported his Lt. for the one turn that mattered. My opponent could have potentially deployed slightly better to avoid some of the damage, but it was tight on that corner and I would've still killed the ATVs at the very least regardless of what he did. 32" movement is brutal on DoW deployment. I really should've Overrun him one last time though to force a bad deployment for the Eradicators.
- BarbeDule didn't do much damage but took up alot of space and was an inefficient target to shoot, and was still something that couldn't be ignored.
- Dimas are another threat that need to be dealt with, even if the leftside one didn't really do anything first turn. They're like distraction Carnifexes that can actually do reliable damage without any buffs. No luck on the Spine Maw though, but that's not weird considering it's a 50/50 against Marines.
- Exocrine continues to be a champ, nothing new here. I really should have screened him better though since it was completely possible to prevent it from getting charged on the first turn and maybe even longer.
- Overall I think both me and my opponent deployed as safely as possible, which is good because we've both been working on that alot. Usually my games against the Scars have gone more turns due to my opponent playing cagey to get to Assault doctorine and my previous lists lacking enough punch, so this was a nice change of pace.
- My opponent is planning a few changes to his list: P. Chaplain on Bike -> P. Chaplain and drop the Bladeguard Ancient to fit in another ATV. This makes sense to me since the Chaplain gets more value stay alive for litanies than rushing into combat. Also gives him even more chance to keep just one ATV alive if faced with a similar alpha strike so that the Apothecary can do the "No Friends" combo.
I've been getting in about 1 game per week which has really helped me improve alot over the course of 9th (I think I have double the amount of games played than in 8th). This list feels really good due to the large amount of mobility and threats, which I lacked with my mass Zoey variants (I still love them though). Hope this gave y'all a good read!