9000pt Apocalypse - Tyranids vs Witch Hunters (4500pts per side) - Warhammer 40K Fantasy
 

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  1. #1
    jy2
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    9000pt Apocalypse - Tyranids vs Witch Hunters (4500pts per side)

    SabrX and I had a fun game of Apocalypse. For those of you not familiar with Apoc, basically it is Warhammer 40K but without any FOC restrictions. Basically you can take almost anything you want. For example, I can take 100 carnifexes and nothing else if I had that many models. Also, in Apoc, you can take what is called super-heavy tanks or gargantuan creatures as well as special formations for Apoc only. We used 2 each in this game - 1 super heavy/gargantuan and 1 formation each.

    Though you can take some really weird combinations (i.e. Daemons and grey knights, dark eldar and imperial guards, etc.), we decided to take themed armies (I didn't say fluffy). In other words, I took all my tyranids (well, half of them anyways) and SabrX took all his witch hunters.


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    My list:

    Tyranids 4500



    2x Hive Tyrants - 2x TL-Devourers, 1x Tyrant Guard each

    11x Hive Guards (5 squads of 2, 1 squad of 1)
    Venomthrope
    Zoanthrope

    Eye of the Hive Formation *
    3x5 Tyranid Warriors - Adrenal Glands

    Tervigon - Adrenal Glands, Catalyst, Toxin Sacs
    2x10 Termagantss

    8x Biovores (4 squads of 2)
    2x Mawlocs
    2x Trygons
    Hierophant Bio-titan **


    * Eye of the Hive - Basically this formation consists of my 3 units of tyranid warriors. It gives them a psychic power which gives Preferred Enemy and Feel No Pain to all tyranids units within 12" of all warriors in the formation.

    ** Hierophant Bio-titan - This guy is a gargantuan creature. He's big and nasty and tough as a b*tch to kill.



    Witch Hunters



    Canoness - Book of St. Lucius, Brazier of Holy Fire, Eviscerator
    5x Celestians Retinue - 2x Meltaguns, Immolator, Extra Armour, Smoke

    6x5 Celestians - 2x Meltaguns, Immolator, Extra Armour, Smoke

    3x10 Battle Sisters - Veteran Sister Superior, Book of St. Lucius, Meltagun, Heavy Flamer, Extra Armour, Smoke

    3x5 Dominions - 4x Flamers, Immolator, Extra Armour, Smoke
    3x8 Seraphims - Veteran Sister Superior, Eviscerator, Book of St. Lucius, 2x Flamers

    Chorus of Faith ***
    5x Exorcists

    Warhound Titan **** - 2x Turbo Laser Destructors


    *** Chorus of Faith - Basically, this formation consists of the 5 exorcists. It lets each exorcist fire 2D6 shots (instead of 1D6) once per game all at the same target. Afterwards, they cannot shoot for 1 turn.


    **** Warhound Titan - This is a super-heavy walker. His 2 guns are bad news for my nids. Each fires 2x 5" Destroyer blasts. What is Destroyer weapon (also known as Strength D weapons)? Basically it will insta-kill any unit that is not Eternal Warrior and ignores all cover saves.


    -------------------------------------------------------------------


    Deployment:


    Map of the terrain.

    A little background of Apoc: normally there are 6 objectives in Apoc - 2 in each armie's deployment zones and 2 in the middle (also known as No Man's Land).


    SabrX places both of his objectives in his ruins.


    I also put both of mine objectives in my ruins.


    In the middle on opposite ruins are the last 2 objectives.


    The way you deploy in Apoc is a diagonal line from one corner of the table to the other. Then you have to deploy at least 6" away from the line. We marked off the area where you cannot deploy with dice. This area is called No-Man's-Land.

    Now who goes first? In Apoc, you have to bid for deployment time. The one who bids the lowest amount of time goes first. For shooty armies, they would normally want to bid low so that they can go first and shoot. However, if you do not finish deploying in the amount of time that you bidded, then those units not deployed yet goes into reserves.

    SabrX bids 10 minutes and I bid 7 mins (you write it down on a piece of paper and then we both reveal our bidding times at the same time). Thus I go first.

    Tyranid deployment:



    I leave only my tervigon in reserves. Though I bidded 7 min, I actually finish in a little over 5.

    Witch Hunters deployment:


    He has no reserves. I believe he finishes his deployment in about 8 minutes.

    Overview of the board after all forces deployed:



    -------------------------------------------------------------------


    Battle report to begin tomorrow....

    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

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  3. #2
    jy2
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    ---------------------------------------------------------------


    Tyranids 1

    Now you see them....


    ....now you don't. My 2 mawlocs burrow into the ground so that they can launch their Terror from the Deep special attack next turn.


    Tyranids advance. My middle and left tyranid warriors successfully cast Conduit (which gives any tyranid unit within 12" of them Preferred Enemy and Feel No Pain).


    More tyranid movement. I make sure to keep the venomthrope within 6" of my bio-titan as well as my trygons. Right warriors fail to get off Conduit.


    I fire 3 squads of hive guards and 1 dakkarant at his cluster of vehicles. I immobilise both of the front immolators (blowing off the gun of one of them as well) and also shake 2 vehicles. My zoanthrope was out of range to fire.


    On the left flank, 3 squads of hive guards blow up 2 immolators. 1 sister from each unit dies in the explosions.


    Then my biovores fire. They kill 1 from the right seraphim squad and I believe another 1 from the middle seraphims. Unfortunately for my opponent, they fail morale and get pinned.


    I then drop more biovore blasts at his disembarked sisters, killing another 3 from the celestian squad. She sticks around.

    BTW, I forgot to take this picture, but my bio-titan shoots at his warhound titan. I was expecting to disable it with 16 S10 shots (and without cover!). However, all I managed to do was shake one of its guns and reduce its movement by half (drive damaged).


    Witch Hunters 1

    Sisters mobilise and pop smoke. A lot of the girls disembark.



    More sisters movement.


    Warhound titan fires one of its turbo-lasers.


    And the result is devastating as it vaporizes both of my trygons and a squad of 2 hive guards.


    Combined shooting from dominions and celestians put 1W on both my hive guard and my tyranid warrior. Luckily for me, his meltas miss my warriors.


    Dominion flamers reduce my 10-gant unit to just 2 termagants (hiding inside building). Then he puts 1W on my tyrant.

    Finally, his exorcists all fire 2D6 S8 AP1 missiles at my bio-titan. He gets something like 35 or so shots. With 5+ cover (from venomthrope), statistically he should have done about 3 wounds. He actually does only 2W with his missiles, but then combined melta-fire from nearby sisters cause another 2W to my hierophant. Well, the worse is over for me....at least I had hoped.


    Tyranids 2

    Overview of the beginning of Turn 2.


    One of my mawlocs pops out over here and destroys one of his exorcists (as he couldn't move it out of the way). It would have been 2 dead exorcists if only my mawloc had not scattered. Instead, the other exorcist only gets stunned.


    The other mawloc pops out here, killing a few sisters and destroying an immolator. He would have destroyed 2 tanks, but then he scattered as well.


    Tervigon comes in from reserves in my deployment zone (near my 2 objectives). He perils while casting Catalyst.


    Nids advance.


    Hierophant goes after his seraphims.


    And the rest of my army advances behind him. This time, my middle and right tyranid warriors successfully cast Conduit but my left warriors fail.


    Hive guards wreck an immolator here...


    ....and blow up an immolator there.


    Dakkarant fires and kills off his dominions that were right in front of him.


    Hierophant blows off one of the turbo-lasers as well as strip the warhound of 1 structure point (he originally has 3 structure points, which is equivalent to a wound for a super-heavy).


    My right warriors then multi-charge his celestians and their immolator.


    I fail to hurt his celestians as I only allocated 1 warrior to attack them. The rest of my warriors target the immolator. Needing 6's to hit and 5's to glance, they savagely rip off his twin-linked flamers.


    Bio-titan then assaults his seraphims. They become invulnerable with Spirit of the Matyr and then try to rend my titan to death with Divine Guidance. Unfortunately they fail to wound at all. Between my titan's normal attacks (9 on the charge), spore cloud and toxic miasma, I kill off 3 seraphims.


    Though they are stubborn, they still fail morale and stop just fractions of an inch from running off the board.

    By the ways, almost every phase, SabrX uses faith to become invulnerable either during my shooting or in assault.


    Witch Hunters 2

    Overview of the beginning of Sister's Turn 2.


    Seraphims pray to the Emperor and become fearless, thus automatically rallying.


    Sisters surround my mawloc. Rhino then tank shocks it. As I have no where else to go, I have to do a death-or-glory.


    Unfortunately, I only manage to rip off its stormbolter before his rhino runs over my mawloc.


    His seraphims then surround my other mawloc. Could 2 times be a charm?


    Dammit! My death-or-glory to his tank shock only manages to destroy its gun, and then my 2nd mawloc gets trampled once again by his transport.


    Sister shooting puts another 1W on my right hive tyrant and his guard.


    Lastly, his warhound fires it's turbo-laser. What's missing in this picture? My left hive tyrant, its tyrant guard, 2 tyranid warriors and a couple of termagants....all vaporized by his titan.


    Finally, his 2 dominions assault my 2 termagants on an objective.


    They win, but thanks to FNP from my warriors, the last gant sticks around.


    My warriors take 1W but break his celestians, sending them falling off the board next turn.


    To be concluded....
    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

  4. #3
    LO Zealot Rafici's Avatar
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    wow - those tank shocks really hurt you. That and hit superheavy seems to be out performing yours.
    Great battle - I've learnt something that i did wrong in my last game
    Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
    Apoc games (mixture of armies used): W5-D0-L1

  5. #4
    jy2
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    797 (x8)

    Actually, we may have played the tank shocking wrong. I asked in the dakkadakka rules help forum (what they call YMDC) and the consensus is that the mawlocs just move behind the tankshocking vehicle. Thus, they should have been alive still (assuming that if they had moved behind the vehicle that they are at least 1" away from any other enemy models besides the tank).
    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

  6. #5
    LO Zealot Rafici's Avatar
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    91 (x3)

    But that would require them to move through the tank, how is that posible (under??? but where is the rule for that)
    Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
    Apoc games (mixture of armies used): W5-D0-L1

  7. #6
    jy2
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    797 (x8)

    This is my reasoning (posted in dakkadakka):
    Quote Originally Posted by jy2
    I've always thought that when you move the unit out of the way (of a tank shock), you still have to follow the standard rules for movement - namely the rules for Models in the Way (BRB p.11). That is, you cannot move through the space occupied by another model (the surrounding models and the tank-shocking vehicle). Thus, in order to get around the tank, there must be space wide enough for your base to fit through. If not, then you've got no choice but to death-and-glory or die (much like if your tank is wrecked and you cannot disembark because it is surrounded).

    But it seems as if this interpretation may be in the minority.

    This is some of the responses from the more knowledgeable guys there:
    Quote Originally Posted by Kilkrazy
    That is a common assumption and makes sense, however the Tank Shock movement rules are not a subset of the general movement rules because they allow the tank and target units to intersect each other. Once that happens it isn't possible for the shocked unit to be operating within the normal movement rules. Consequently the special rules given within Tank Shock are in operation. These rules simply say move the shocked unit out of the way. They don't go into any detail about how this is to be done.

    The Tank Shock rules give an option for a unit which makes its morale check to do a Death Or Glory attempt. It isn't compulsory.

    The Tank Shock rules are badly explained and do not have the diagrams needed.
    Quote Originally Posted by DeathReaper
    Since the Tank Shock rules say: "If some enemy models in the enemy unit would end up underneath the vehicle when it reaches it's final position, these models must be moved out of the way by the shortest distance"

    Then these models must be moved out of the way by the shortest distance. even if that results in an odd situation where the model ends up behind the tank in the situation above.
    Quote Originally Posted by insaniak
    There is no rule allowing you to move other units out of the way. Tank Shock explicitly only allows you to move those models who would wind up underneath the tank.

    The only place for the Mawloc to move in this example is behind the tank.
    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

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    Night's whipser The Silent One's Avatar
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    421 (x8)

    Great report as usual, thats a lot of sisters tanks! I think it would make sense that the Mawlock would go underground cuase thats what it does, right? Oh I know you don't do requests but if theres any CSM players could you do a battle report against them with your Grey Knights, I haven't fought Grey Knights yet with mine and I really want to see how they match up, thank you!

  9. #8
    jy2
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    797 (x8)

    Tyranids 3

    Overview of the beginning of Turn 3.


    Hierophant moves over the terrain, but because I can't actually fit him over it, I place him to the side. BTW, my bio-titan regenerates back 2W this turn.


    Warriors fall back and go after his turretless immolator.


    Tyranids advance. My bio-titan is actually in the terrain.


    Tervigon spawns 8 gants but rolls doubles in the process. Termagants run up to claim the 2 objectives.


    More tyranid movement.


    After 48 S10 shots, my bio-titan finally takes out his warhound titan. We roll to see if the warhound goes Apoc due to its nuclear reactors (blows up with devastating effect) and unfortunately, it doesn't. Darn. Was really looking forward to it.


    Hive guards wreck his immolator.


    Dakkarant shoots down several seraphims. More importantly, the veteran sister superior with the eviscerator gets killed, meaning my tyrant may now safely assault.


    My hive guards immobilise another immolator.


    Biovores then drop a lot of blasts on his sisters and kill a bunch of them (from various squads). No one gets pinned.


    More biovore bombardment kills off another 3 seraphims, including his eviscerator sergeant (VSS).


    My warriors then chow down on his celestians....


    ....and wipe them out.


    Warriors assault the immobilised immolator....


    ....and blow it up.


    My tyrant assaults his seraphims, who become invulnerable.


    They survive his onslaught....


    ....and hit-and-run away towards my objectives.


    Finally my hierophant assaults his exorcist. He is still partially in the ruins, but because he doesn't fit, I just place him off to the sides. Anyways, he easily rips apart the exorcist.


    Witch Hunters 3

    Overview of the beginning of Sister's Turn 3.


    Seraphims continue onto my objective.


    Sisters' movement. Rhino full of battle sisters huff it towards my objective, trying to get as far away as possible from my hierophant.


    Sisters try to surround my hive tyrant and run him over with their immolator, but my tyrant finds an opening and sidesteps it. 3 tries and you're out. Battle sisters then disembark from their rhino and get ready to Divine Guidance my tyrant's arse.


    His exorcist, which was shaken last turn from my hive guards, moves but immobilises itself going up the hill.


    More sisters' movement. His middle seraphims, who were pinned last turn, finally will see some action. Come git sum! Transports pop smoke.


    Actually, battle sisters fire at my warriors instead of my tyrant. So does his immobilised immolator. Luckily for me, his melta misses. Better yet, Divine Guidance fails to get a single rend. Thanks to FNP, my warriors survive with just 2 models left, of which 1 with 2W on him.


    His sisters and seraphims target my warriors. One unit of celestians fire at my zoanthrope. Also, they must've killed my venomthrope as he is missing in this photo.


    Only 2 warriors survive (he also fires 1 or maybe 2 exorcists at them). Zoan is fine.


    Canoness' unit then assaults my tyrant (they become invulnerable). Celestians assault my zoans. His seraphims cannot reach my warriors to assault them.


    Zoanthrope and celestians fail to hurt each other.


    His HQ fails to hurt my HQ, and then my tyrant instagibs his canoness (he had to allocate one of the attacks on her).


    Seraphims and celestians kill 1 warrior with shooting and then assault.


    They cause another 1W to my warriors in combat. In return, I wipe out his 2 seraphims.


    Finally his last unit of seraphims assault my puny biovores....


    ....and get PWNED!!! Bet they weren't expecting that, huh? :thumbsup:

    To add insult to injury, his 2 dominions fail to kill off my last termagant on an objective.


    Tyranids 4

    Overview of the beginning of Turn 4.


    Tervigon comes out to play.


    Hive guards move.


    More tyranid movement.


    Warriors climb up the ruins to help out my lone termagant.


    Hierophant goes after his 2 exorcists. His shooting would destroy both exorcists.


    Hive guards immobilise his rhino (and attempt to go contest my objectives).


    Other hive guards blow off his exorcist's main gun....


    ....and wreck his last, mobile immolator. Biovores then drop a bunch of blasts on his 10-battle sisters, all nicely clustered-up.


    After the dust clears from the biovore blasts, only 3 sisters remain.


    Biovores also bombard his healthy (and last) seraphim squad. They kill 4 and then proceed to pin the squad.


    Warriors assault his 2 dominions, but no one manages to successfully wound.


    Tyrant fails to kill the last celestian stuck in combat and takes a wound for his troubles.


    Hive guards wreck a rhino with their shooting, forcing the battle sisters to disembark. Warriors then kill off 2 celestians in assault.


    Finally, my hierophant assaults a nearby immobilised immolator and blow that up as well.


    Witch Hunters 4

    Overview of the beginning of Sister's Turn 4.


    Sisters' movement.


    Last rhino moves 12" and out comes his battle sisters.


    They then fire at my biovores and whiff pretty badly. Melta misses and Divine Guidance fails yet again to do any rending damage. Moreover, my biovores are in range of my warriors and with FNP, I only lose 1 biovore.


    His other sister squads fire at the far hive guard unit and does 1W to each squad of hive guards (thanks to the heavy flamer). They then multi-assault both squads of hive guards. Also, his dominions assault my unit of 2 warriors. They both fail to do any damage.


    My middle warriors kill 1 sister.


    Also, he had a unit of 2 sisters who multi-assault my 2 units of hive guards. Unfortunately, my hive guards kill them off.


    My warriors here wipe out his 2 sisters. My lone termagant survives.

    Finally, my tyrant wipes out his lone celestian in combat with him.



    So I've got 1 objective here.


    2 objectives here.


    And finally a 4th objective here.

    Witch Hunters do not have a single objective and is doubtful whether they would be able to contest any. With that, we call the game here.




    Victory to Tyranids!!!


    Aftermath of the battle:
    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

  10. #9
    jy2
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    797 (x8)

    Quote Originally Posted by Thescilentone2608 View Post
    Great report as usual, thats a lot of sisters tanks! I think it would make sense that the Mawlock would go underground cuase thats what it does, right? Oh I know you don't do requests but if theres any CSM players could you do a battle report against them with your Grey Knights, I haven't fought Grey Knights yet with mine and I really want to see how they match up, thank you!
    As a matter of fact, I want to face off against one of their most competitive builds - dual Lash! I think you will see a batrep between my Crowe-purifiers against dual-lash chaos in the future. Just not sure when.
    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

  11. #10
    LO Zealot Rafici's Avatar
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    91 (x3)

    Great baTTLE. i THINK sob WORK WELL at a points level but struggle when it gets to the bigger games.
    Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
    Apoc games (mixture of armies used): W5-D0-L1

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