Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
So this will be my first attempt at a battle report in a few years, and the first I have written on LO. My purpose is to share my experiences with a Space Marine biker army vs. as many different opponents as I can. I am lucky enough to have a local game store where a 40k crowd plays on a weekly basis, and many of the regulars have several different armies and try all types of combos. It’s a very good proving ground.
On this day I managed to get two games in with my White Scars. I am finally trying a list in which all of the Troops choices are bike squadrons. In previous versions of this army I made sure to include one Tactical squad so that I could grab a 3rd level (or higher) objective. But it seemed not to do too much for my army in terms of killing and really giving the opponent a unit to fear. Here is my current list:
Space Marines (White Scars)
Captain w/ Bike, Artificer Armor, Relic Blade, Storm Shield, Digital Weapons - 205
Command Squad on Bikes w/ Company Champion, Company Standard w/Powerfist, 2 Plasmaguns, 1 Meltabomb - 295
Librarian - Might of the Ancients and Null Zone, w/Bike - 135
Bike Squad - 4 Models +Attack Bike w/ Multi-melta, 2 Plasmaguns , Meltabomb- 200
Bike Squad - 5 Models +Attack Bike w/Multi-melta, 2 Meltaguns, Powerfist - 235
Bike Squad - 5 Models +Attack Bike w/Multi-melta, 2 Meltaguns, Powerfist - 235
Bike Squad- 4 Models +Attack Bike, 2 Flamers, Powerfist, Meltabomb - 195
Landspeeder Typhoon w/Heavy Flamer - 90
Landspeeder Typhoon w/Heavy Flamer - 90
Landspeeder Typhoon w/Heavy Flamer - 90
Vindicator - xxx
Vindicator - xxx
My opponent was trying a new list out, which attempts to maximize the new found power of Gargoyles. Here, roughly, was his list:
2xHive Tyrants w/Old Adversary, Wings, and Leech Essence and Paroxysm Psychic Powers - 255+ ea
Note: If the Tyrants had any Biomorph upgrades, I cannot remember, though they did not have Regen.
1xUnit of 3 Zoanthropes w/ Mycetic Spore -xxx
2xUnits of 2 Hive Guard -xxx
2xUnits of 10(?) Termagants -xx
2xTervigons w/Cluster Spines, Adrenal Glands, Toxin Sacs, and Catalyst Psychic Power - 195ea
2xUnits of 25 Gargoyles w/ Adrenal Glands and Toxin Sacs - 200ea
1xUnit of 20 Gargoyles w/ Adrenal Glands and Toxin Sacs - 160
I have that totaling 1980, so I am unsure what upgrades I missed, or if the Termagants were units of 12 instead, but it should give you a really good idea of what this list was trying to accomplish.
Battlefield and Mission
To give a general idea of the table, it had roughly 6 sections of GW ruins and two GW forests. Both halves of the table had a ruin with at least 3 levels, which could pose trouble for me depending on the mission and deployment type (seeing as I have no infantry in my list anymore).
We rolled up missions from the BRB, and landed on Capture and Control, with Dawn of War Deployment. We rolled for player choice and I won the roll. Reviewing the table, and knowing that my opponent was a savvy player who would put his objective on the 3rd level of one of the ruins, I chose to be player 2. As expected, my opponent took a side and placed his objective on the 3rd level of a ruin that was within 12 or so inches of his board edge. I placed my objective in the open on my table half, towards my table edge, and centrally from an east-west perspective.
In my experience, both in tournaments and friendly play, Capture and Control is the hardest mission to win outright. Obviously in this case there was only 1 way for me to win: hold my objective and contest (with speeders) or drive my opponent off his, and win 1-0. With this in mind, my strategy focused on holding my objective first, and hopefully making a real effort to push him off of his starting at roughly turn 4 (that was my guess anyway).
For deployment; as it was an escalation game the Tyranids started off of the board. I decided to go ahead and start my melta-bike squadrons on the board, very close to the center of the table. I reasoned that with night fight, and no AP3 weaponry coming on until turn 2 at the earliest, I could weather one round of shooting, and possibly have an opportunity for some good targets with my melta-weapons in turn 1 (though honestly, any movement onto the table with decent protection would prevent that). The nice thing about bike armies is that you can make real feints without drastically effecting your coverage or table control.
Turn 1: Tyranids
The Tyranids spent the majority of the turn moving on and running to close the distance. The Termagants and Tervigons came onto the table next to the Tyranid objective, obviously trying to create a mass of bodies which would be too much for me wade through. The Gargoyles led the advance, literally clogging the board with bodies. Of significance was the Tervigons giving two of the Gargoyle units Feel No Pain (the West and Central units respectively). In the shooting phase, the 4 Hive Guard put shots into one of the Melta-Bike units. Between night fight and armor saves, only one bolter bike fell to the outpouring of shooting. With that, it was the Space Marine turn.
Turn 1: Space Marines
My most important objective in this game was to hold my home objective. In my view this would require the destruction of every Tyranid model that was not holding his home objective. With this in mind, I advanced the White Scars onto the table. The Flamer-bikes Turbo-Boosted up the extreme East flank in order to get a Turn 2 shot at flaming the Gargoyles that were not and would not be in range of the Tervigons Catalyst power (FnP). The Command Squad w/Librarian and Captain moved a full 12" on just inside of the Flamer unit. The Melta-bike units slid 12" to the East and up a little to stay in rapid fire range of the East Gargoyle unit, but out of a potential charge from the Hive Tyrant on that flank. The Plasma-Biker unit drove 12" on just between the two Melta-bike units so that the gargoyles wouldn't get cover saves. The Vindicators cruised on into the center to be able to affect any future moves, and to keep the Central and Western Gargoyles spread out. Two of the Typhoons drove on just East of center and the third drove on in the extreme East.
The shooting phase was relatively successful, with the combined fire of all the bike squads killing roughly 8-10 Gargoyles, despite pushing the range and night fight effecting some units. The Typhoons also attempted some long range shots at the Eastern Hive Tyrant, but were unable to spot him. The Marines braced for the inevitable assault from the Eastern Gargoyle squad.
Turn 1 Recap
Much movement onto the table, with little casualties caused. Of significance, the Tervigons and Termagants stayed West and Central, the Hive Tyrants and Hive Guard Central and East, and the Gargoyles covered the table, leading the assault.
The Marines countered by circling East to focus on the Eastern Gargoyle squad, killing roughly 8. However, as expected, the Gargoyles are well positioned to assault in turn 2.
Turn 2: Tyranids
As expected, the Gargoyles on the East flank flew forward in an attempt to shoot my nearby Melta-Bike squad before assaulting. I also figured that my opponent would try a multiple assault, and based on my moves last turn he would be able to tie-down 3 units (Flamer and 2 Melta squads). The rest of his army, save a Tervigon, Termagant unit and the Hive Guard all advanced aggressively, funneling themselves towards the center of the table. Also, the Zoanthropes in the Mycetic Spore arrived (to my disappointment) and were able to land within roughly 6 inches of my Vindicators (I had decided not to use my smoke launchers gambling that I should wait until my turn 2). The remaining Tervigon and Termagant unit worked their way as close to his home objective as possible.
The home Tervigon managed to create a unit of Termagants, though I can no longer remember the size.
In the shooting phase, the Zoanthropes, who were out of psychic hood range (my biggest move/deployment mistake of the game was moving the command squad on too far to the Eastern side), opened up on the western Vindicator. They managed to successfully blow the big gun off of the beast, neutering before it ever fired a shot. However, it would later prove useful that it was still able to move.
The Gargoyles on the East opened up on the Eastern Melta-bike unit. Now here is where my opponent made a mistake. Because of combat tactics, I will intentionally fall back should he manage to kill 2 of the models in the unit. This, combined with the bikes speed, will prevent the triple assault he was so carefully planning. So in the end his massive shooting inflicts 5 wounds on my bikes. Normally here I wound allocate to the attack bike first, then regular bikes, then have to choose between the Sgt and the special weapon bikers. In this case I directed specifically to the Melta-bikes, the Sgt and the bolter bikes. I did this because I wanted 2 models to die. I end up losing both Melta-bikers and a bolter bike. Though the dice didn't work exactly the way I wanted, I would be able to flee from the upcoming assault.
I don't remember the remaining shooting doing too much, though it was possible that the Hive Guard killed another biker here. Of small note is that one of the Gargoyle squads did not get FnP because the Tervigon failed its psychic test on an 11.
As planned, there was no assault phase because my Melta-bike squad (now a Sgt, bolter bike and attack bike) used Combat Tactics to flee. They had to flee through a forest, but all managed to pass their Dangerous Terrain tests.
Turn 2: Space Marines
Thanks to And They Shall Know No Fear the Melta-squad rallied behind the woods. They Turbo-boosted along my back lines toward the west so that they could add future assistance in combating the Zoanthropes. The Vindicators and Typhoons in the center fell back towards the east in order to have clear shots at the Zoanthropes (and the Eastern Hive Tyrant for the speeders). The flamer bikes moved into a position to cause the maximum number of casualties. The remaining bike units (melta, plasma, and command squad) moved up so that they could get clear shots at the Eastern Hive Tyrant once the Gargoyles went down. Of note, the Librarian was still too far away to effectively use Null Zone to weaken the Zoanthropes - I really deployed that squad way too far away. The eastern Typhoon moved forward so that it could get shots on the eastern squad of Hive Guard.
In the shooting phase the Flamers did not disappoint. After the smoke cleared, all but 2 of the gargoyles lay twitching on the ground (or incinerated as the case may be). However, my opponent wisely kept 2 models that would block LoS enough to the Hive Tyrant to provide cover from some of my shooting. Being a person who hates to let people have saves of any kind, I decided to shoot at the gargoyles with one of my units. The real question was which one? In the end, the command squad took the shots, as their plasmas were not likely to be in rapid fire range of the Tyrant.
After the gargoyles were finished, the remaining units opened up on the Tyrant. Because of some abysmal 'to-hit' rolls, it took every unit with LoS other than the Eastern Typhoon to finish him off (1 melta squad, 1 plasma squad, and 2 typhoons - 8 shots at str 8 ap 3 or better and 4 at str 7 ap 2). But, we did just kill him, which would become a theme to this game.
The fully-functioning Vindicator shot at the Zoanthropes and managed to score a direct hit, and cover the Mycetic Spore! After saves, 2 of the Zoanthropes survived the blast (where are you Librarian!) and the Mycetic Spore bit it from Instant Death.
The Eastern Speeder took some shots at the Hive Guard and managed to kill 1. Note: We made a significant mistake in this game regarding the Hive Guard. I was under the impression that they were T4, had we known their actual toughness then they would have survived a little longer.
The Space Marines made no assaults, as they had managed to kill their primary targets.
Turn 2 Recap
In what was very likely a key point in the game, the eastern flank Gargoyles opened up on a bike squad. Three bikes were killed, and the Marines used Combat Tactics to flee and prevent the upcoming assault which would have tied up 3 bike units. Most importantly, this allowed the Marines to shoot at full capacity in my turn. They in turn destroyed the Gargoyle unit and the eastern Hive Tyrant, fully securing the Eastern flank from any further threats. The Zoanthropes dropped in and destroyed the gun of one Vindicator. In turn, the remaining Vindicator destroyed 1 Zoanthrope and their Mycetic Spore.
Turn 3: Tyranids
The 'nids need to really start pressing this turn in order to slow up the Marines. Roughly 1/3rd of their main strike force had been destroyed, and in return they had crippled one bike squad and one vindicator, but both still had some functionality.
The Tervigon at the home objective created another Termagant unit. This time, however, it rolled a double for its spawning, meaning that no more units were coming out of that creature. The remaining two gant units at the home objective worked on intermingling themselves and spreading out between levels 2 and 3, while the new unit occupied the bottom level. The advancing Tervigon also created a new unit of gants and rolled a double itself! From this point on, the Marines only had to worry about what was on the table. All 3 of those units (Tervigon and 2 Termagant units) advanced towards the central bottleneck.
The central Gargoyles were now poised to launch their assault. They moved up the center of the table, and positioned themselves to get a charge on the full strength (minus 1 bolter bike) Melta-bikes and to charge both of the Vindicators (hoping just to silence their guns and restrict movement). This Gargoyle unit was still a full 25 strong. The remaining Tyrant continued to push his advance in the center, though he would not be able to assault this turn. The Zoanthropes also advanced slightly.
In the shooting phase, the Zoanthropes had managed to meander just into psychic hood range. After taking the tests, the Librarian managed to thwart one of the shots, and the other shot missed its intended target (the functioning Vindicator). The central Gargoyle squad managed to receive FnP from the central Tervigon, and the Western Tervigon failed to cast it on one of the Western Gargoyle squad (11 again!). Learning from the mistakes made in the previous turn, the Gargoyles did NOT shoot into the melta-bike squad. Note: I love using combat tactics to my advantage early in a game. It usually saves the lives of many Marines later when they don't get shot at for fear of losing the ability to assault. This is especially useful in an army like this, where the model count it relatively small. Though I can't remember, it seems as though the Hive Guard didn't do anything of value this turn, between failing to hit, and armor saves.
In the assualt phase, the Gargoyles assaulted the Melta-bike unit, and both Vindicators. The central Hive Tyrant attempted to cast Paroxysm on the Melta-bikes, but this was blocked again by the Librarian (who had now earned his weight regardless of my poor initial deployment). Between the split attacks, wound allocation, and armor saves, the Gargoyles only managed to cause combat wounds through the glancing hits that were caused on the Vindicators. In return the Marines managed to kill more of the Gargoyles, and the Gargoyles lost combat. They were in synapse of both the Zoanthropes and the Hive Tyrant, and with FnP didn't lose any more models. Yet another key turn was coming up for the Marines.
Turn 3: Space Marines
Okay, I had a plan this turn, but it was going to require a lot of things going right. First, I planned on killing the Synapse near the Gargoyle-bike combat (Zoanthropes and Hive Tyrant). Then the command squad would assault the Gargoyles and with the help of the Melta-bike unit, make them break and hopefully catch them, eliminating the 2nd Gargoyle unit. Accordingly, I moved my units to achieve this plan.
The Typhoons all slid into positions where they could target both the Zoanthropes and the Hive Tyrant. The Command Squad moved up to about the center of the table so that they could assault the Gargoyles. Also, in case the Librarian fluffed null zone, I wanted to get the Plasmaguns from the Command Squad in range of the Tyrant. Both Vindicators were unable to shoot this turn, so they moved back to provide protection to 2 of the Typhoons. At this point it was looking like it would be very hard to make a true push towards the Tyranid objective; I was really starting to think that if one of us were to get a win, it would most likely be my opponent. To keep my hope alive, the Plasma bike squad Turbo-Boosted up the East side, in an attempt to cause havoc on the Hive Guard on their way to the objective. Because there was still a 3rd Gargoyle squad (in the West) that would be threatening in Turn 4, the Flamer bikes Turbo-Boosted to the East side of the Melta-gargoyle combat, ready to aid next turn. The crippled Melta-bike unit (with attack bike, PF Sgt, and 1 bolter) advanced onto the Zoanthropes.
The shooting phase started off right, with the Librarian successfully casting Null Zone. Then the Melta-bike unit shot into the Zoanthropes, and unfortunately, only managed a bolter wound. I would just have to hope that they could finish them off in assault. It took all 3 Typhoons firing Krak Missiles to take down the Hive Tyrant, and they did so on the last shot. I felt very fortunate to have been able to remove him.
The first assault to occur involved the depleted Melta-squad and their Pf Sgt. With the help of Null Zone, the unit managed to finish off the Zoanthropes, then consolidate back into a ruin.
In the second assault, the Command Squad added their considerable weight to the fray. Reasoning that there was very little realistic chance of causing wounds on the Command Squad, my opponent directed as many attacks as he could onto the Melta-bikes. This paid off for him. All of the saves I had made last turn came back to haunt me when I failed the saves of every model except the Sgt (5 including both on the attack bike!). Despite this, the combined might of the Command Squad and the Melta-bikes (since they were simultaneous with the Gargoyles this round) caused enough wounds to require the Gargoyles to take a test needing snake-eyes to stay. After the failed test, the equal initiative roll-off for my two units vs. his one proved too much to handle, and the remaining unit was wiped off the map (there were still roughly 10 gargoyles or more remaining in that unit). The Command bikes consolidated so that they would be the next unit to be assaulted, and the single Melta-bike Sgt scooted as far away as he could. I had a plan for him.
Turn 3 Recap
The Tyranids learned from their previous mistakes and assaulted the center Melta-bike unit without firing into them first. This combined with wound allocation and some excellent armor saves prevented them from winning the combat. The Command squad counter-assaulted, and with the help of support elements destroying all of the surrounding synapse, the Gargoyles were swept from the field.
Both Tervigons ran out of Gants to spawn this turn, with one group advancing, and the other staying towards the home objective.
The Librarian finally got into effective range, successfully nullifying 2 of the 3 key powers cast this turn and successfully casting Null Zone in return.
Turn 4: Tyranids
The Tyranids had now lost 2/3rds of their fighting element. Both Hive Tyrants were gone, but both Tervigons were at full wounds, and there were still Hive Guard around to cause havoc. Most important of all, there was still a unit of 20 Gargoyles available for mayhem.
The Gargoyles flew right into the faces of the Command Squad, fully intent on holding them up for as long as possible. Only the advancing Tervigon and his 2 units of Gants made any further movements.
Shooting was focused mainly on the Plasma-bikers who were advancing on the Hive Guard. Thanks to their armor, the shooting was ineffectual. I would like to point out that my opponent knew that his best targets would be the Typhoons and then the Vindicators. However, because he had Hive Guard, these units stayed back at my table edge until late in the game. So while they may not have killed much, the Hive Guard did suppress the mobility of my support elements. Also, the Tervigon attempted to cast FnP on the Gargoyles, but the Librarian was able to deflect it. He really was the man of the match. Also, the Termagants got into range to shoot at my Melta-bikes and killed 2 of them! Now both squads were down to just their PF Sgts. The Sgt successfully passed his morale test.
The gargoyles pressed forward with their doomed assault (because they lacked FnP) into the Command Squad. With the help of FnP from my medic I made every save count. No casualties were caused by the gargoyles, who had many caused on them in return. The close proximity of the Tervigon allowed the unit to stay in combat for the cost of a few more Gargoyles.
Turn 4: Space Marines
Now the tables had turned clearly in my favor. My main opponent would be time. I needed to play as if the game would go to turn 6, as this would be the only way to prevent a draw. The bikes began advancing on the Tervigon and his buddies. Even the Plasma bike squad came around the center on the Tyranid half of the table to get some shots into it. The Typhoons positioned themselves so that the two in the center could shoot the Tervigon, and the eastern Typhoon could shoot the single Hive Guard. The Flamer bikes moved up to shoot at the bigger of the two Termagant units. The eastern Melta-Sgt retreated behind the Eastern woods he had fled through earlier, so that he could grab my objective in turn 5. The Western Melta-Sgt. moved West so that he could start a charge up the table towards the Tyranid objective.
The shooting phase ended up being another nail-biter. The Eastern Typhoon was able to pick of the central Hive Guard (again, we thought he was T4). The Flamer bikes killed roughly 5 of the large unit of Termagants. Then the excitement began. The Demolisher cannon, Typhoons and Plasma bikers opened up on the Tervigon. It finally took the bolter shots from the Plasma-bikers to cause the last wound to the creature. The resulting death-throws (combined with a fortunate Demolisher cannon scatter and the Flamer squad shots) brought about the end of both Termagant units.
In assault, the now unsupported gargoyles were brought down by the command squad, and may have killed one member of the squad. The tense roll of that whole combat was the sweep. He rolled a 5, I rolled a 6! End of turn 4 and the Marines had managed to successfully wipe out 70 Gargoyles!
Turn 4 Recap
The Gargoyles led a desperate assault into the Command squad, but thanks again to the psychic defense of the Librarian, did not have any support (no FnP). After a tense round of shooting in the Space Marine turn, the central Tervigon, and his Termagant buddies were destroyed. With no Synapse support, yet another Gargoyle unit was swept away. Other significant casualties: A Typhoon destroyed the Hive Guard from the wounded unit; the Termagants killed 2 bikes from the Melta-bikes before being destroyed themselves.
Turn 5: Tyranids
The 5th Tyranid turn consisted of the Termagants improving their position in the ruins as much as possible, and the Tervigon running away from the rest of the group so as not to explode in their faces if he were to meet the same fate his companion did last turn. The remaining unit of Hive Guard held their ground and attempted to kill some bikes, without success.
Turn 5: Space Marines
With their home objective completely safe, the Marines now had to plan their assault on the ruins guarded by 3 intermingled Termagant units. The Flamer and Command bike units opted to Turbo Boost towards their opponent, while the Plasma bikes drove around to take some shots at the Tervigon (I reasoned, shots at the Tervigon now, rapid fire at the Gants in turn 6). Two Typhoons moved flat out towards to termagants and the eastern Typhoon moved up to take shots at the remaining unit of Hive Guard. The Vindicator with the working cannon moved at cruising speed in the hopes that it might be able to squeeze a shot next turn. The Eastern Melta-bike sergeant moved to claim the home objective, and I forgot to move the Western Melta-bike sergeant.
For shooting, the Typhoon in the east managed a lucky two hits, two wounds, and two failed cover saves to down the remaining Hive Guard.
There was no assault, and with that we rolled to see if there was a turn 6. Unfortunately the die came up 2, and the game ended.
Turn 5 Recap
The Tyranids continued to consolidate their hold on their home objective as the Marines raced forward to get up close to cause some casualties. The game ended with the Marines knocking on the Tyranid doorstep.
Final Result: Tyranids 1, Marines 1 - Draw
Though this was not a tournament game, the result would have been a draw in the Marines favor on victory points. In fact, there wasn't a single unit that had been fully destroyed by the 'Nids, whereas they had only a Tervigon and a Gant unit remaining from the original list. We talked a little about the game afterwards, and both of us were pretty satisfied with the results. We both felt that it was going to be very hard to take the other side's objective. My use of Combat Tactics in turn 2 to prevent an early multi-assault and keep my army shooting was a real turning point. It was unfortunate that we didn’t realize the T of the Hive Guard wasn't 4, that would have made them an even bigger thorn in my side. As it was, their potential kept my Typhoons hovering in the back of the board for most of the game, instead of coming forward where their Heavy flamers might also have been of some use.
Hope you enjoyed the read, even if it was a bit lengthy. Comments and Criticisms are welcome… hopefully I can continue to post these reports, if there is interest.
Last edited by GhostWarrior; April 8th, 2010 at 20:48.
What is the new found power of the gargoyles? You mention this at the start?
Good battle report, interesting to see your thinking.
I like your White Scars list. Lots of people use Khan but I prefer the captain. Combat tactics is very important to such a list. That said, I'd probably exchange to 2 vindies to try to get 3x2 typhoons. I'd probably also trade in the command squad for another scoring bike squad (maybe bring existing squads up to max so that you could combat squad them if necessary) so that I have more dakka.
The nid list is also interesting but if I were him, I'd probably give each flyrant dual TL-devourers. In 3 games that I've had with them recently, they've proven to be quite effective, though instead of wings I give my tyrant 1 tyrant guard.
I like your batrep. Very insightful and well written. Next week I'm probably going up against a White Scars army with my nids. Your batrep has given me some pointers on how his army works, though he's taking Khan as his HQ and no libbie (I did mention that a biker captain is pretty good because of combat tactics). I'll be using a slow but quite "monstrous" footlist. I expect nothing less than to annihilate him. Heh, heh....
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
@joecon: The new found power of the Gargoyles (versus the previous 'nid book) is as follows:
1. Gargoyles have a special rule (can't remember the name) which states that any CC attacks which roll a '6' to hit will wound automatically (though saves still apply).
2. Gargoyles can be given adrenal glands and toxin sacs, which give Furious Charge and Poisoned Attacks (4+) respectively. Something that is sometimes missed about the poisoned rules is that if your strength is equal to or higher than your opponents toughness, you reroll failed to wound rolls.
3. The Hive Tyrants had the ability to give the Gargoyles Preferred enemy if they could get within 6"? of the combat.
4. Also, the Hive Tyrants had the ability to reduce the opposing unit to WS and BS 1 (Paroxysm).
5. Finally, the Tervigon would give the Gargoyles FnP with the Catalyst power.
If my opponent could get the entire combo going on all cylinders this is what would happen (and you have to imagine that this combo was built with MEQ's in mind, so my T5 models are not the optimal target):
Tervigon casts FnP on Gargoyles. Hive Tyrant casts Paroxysm on opposing unit and gets within 6" of upcoming combat. 25 Gargoyles charge in, and lets say they all make it (probably unlikely at that size, but possible). 50 attacks going first (unless assaulting in cover) hitting on 3's with reroll. 6's wound automatically. I estimate 45 hits with 8 6's (for auto-wounds). The remaining 37 hits are S = T so wound on 4's with reroll. This means roughly 27 more wounds. So in one combat you have forced 35 wounds on MEQ's before they have even struck. On average that should down 11 Marines; more than most squad sizes as you know. Should any MEQ's survive, their return attacks will need 5's to hit (as they are WS1), and the Gargoyles will have FnP.
Obviously, we rarely get the perfect conditions, and there are many things that have to go right for it to work. Also, that unit of 25 Gargoyles costs about the same as a kitted-out tactical unit (like one with a PF Sgt. and Meltagun).
@jy2: Thanks for the comments. I am definitely anti-Khan. The only advantage he brings that I like is Hit and Run, but it isn't worth losing Combat Tactics for Outflank. If I really want to reserve my bikes, then I can have them come on anywhere on my long edge when available. I appreciate your comments on the list composition. It would be hard to find the extra points to squeeze 3 more Typhoons in for only the Vindicators. As for the Command Squad, I like having one true assualt and counter-attack unit in the army. Also, opponents will direct an inordinate amount of attention to this unit while often letting the remnants of scoring units escape final destruction. As for full bike squads, I think they would start to crowd the battlefield. The advantage that bike squads have over tacticals is that they can max out their special weapons without taking max squads. Right now I take units of 5's because that's what I need to make them Troops. The Melta-squads have 6 because they are usually sent on more dangerous Tank-busting assignment.
As for the Tyranid list, my opponent has since switched up his list to to drop the wings and include Tyrant Guard. He found that everyone was destroying the 2 flying Tyrants. Now with the guard they are infinitely more survivable.
Great batrep. Really detailed...I'll have to keep an eye out for your batreps in the future.
It was cool reading about a strong bike list played well. I had just read a post in some random thread where someone mentioned that (in his opinion) bike spam is the strongest SM build out there right now. It really caught me off-guard, because I've literally only seen one all-bike army since the SM codex came out, and I only saw it once (and it was not at all optimal and not played well). So I had no idea that people were running around with successful bike lists. Guess it's just not something that's cropped up in my area (though I don't really recall seeing them at Adepticon either...maybe the sea of Vendettas and Hydras was in the way). But it's an interesting list. I might have to think about proxying it up as part of a playtest gauntlet. It's definitely unique.
Also, kudos to the successful use of Combat Tactics. I'm fairly sure I've never actually seen someone use that in real life before...I had almost forgotten they even had it. I guess that's what happens when everyone and their brother runs a special character.
The Nid army was interesting...something I've certainly theorized about, but I could never see myself actually buying and assembling that many Gargoyles. I'm currently doing something similar, but just letting the Termagants serve the roll that the Gargoyles did here. Certainly not as mobile, but saves points to add in other hitting power. I'm a huge fan of walking the Tyrants with Tyrant Guard, and also of giving the Tyrants 2x Devourers (though since he'll probably want to cast Paroxysm a lot in this build, maybe just 1 set of Devourers, since he'll have to be firing off psychic shooting attacks).
Great work, GhostWarrior! Good to see the bike tactics are working out for you.
Capture and Control is indeed the hardest mission to win, and it can be especially tough for bikes. If you care for my advice: as you noticed, clearing the Nids' objective was definitely the tougher goal in the game, though you almost wiped them out without all too significant casualties on your side. You focused too early too much on holding your own objective. Instead you could have tried to focus on the Nids' objective, leaving your own objective (which was far easier to clear even when heavily infested) prone and luring your opponent's force toward it. Focus on getting the enemy's objective contested, capturing your own should be quite easy with all the (heavy) flamers in your force.
Good luck, mate!
Thanks for the explanation. As you say a very tough combination.
Do you need the wings on the tyrant to keep up?
Given the speed of the gargoyles could you play them in lines? As they can close up quite quickly.
Impressed by how you avoided losses with your bikes.
Only faced one bikes army, which shot my orks to bits.....
Very detailed and interesting report, especially that I myself play a bike army. I was happy to see that the CC-oriented command squad worked well. I did not see a Libby on a bike yet, but given that I always play 1.5K games, there are not a lot of points to spare after taking mandatory Commander.
Just popped into say hello! I am a newbie here, hope to burn some time at work lol and meet some people .I work mostly in IT, so am left with alot of time for forums ..mainly facebook lolRegards, Cya
I wanted to say great report I am a pretty big fan of the white scars and biker marines
I have one quick question though, doesnt the mounted rule only allow bike squads to be troop choices if they are 5 or more? I don't mean to be a rule lawyer I've just always ran it with five or more as troop choices and you said you wanted the bike squads to be troops but two of them have only four bikers...