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TYRANIDS VS. IMPERIAL GUARD, 1850 POINTS, GAMMA LEVEL CLEANSE
Dusk or Dawn did not occur.
THE TYRANIDS OF HIVE FLEET KOHR-AH
Vermithrax (flying hive tyrant)
Scything talons, lash whip and bonesword. Flesh hooks, toxic miasma, winged, synapse creature, the horror, warp field.
Grendel (hive tyrant)
Venom cannon and twin-linked devourer. Enhanced senses, flesh hooks, toxin sacs.
3 Tyrant Guard with scything talons and rending claws.
4 Tyranid Warriors with scything talons, rending claws, extended carapace, flesh hooks, leaping, synapse creature.
4 Tyranid Warriors with scything talons, rending claws, extended carapace, flesh hooks, leaping, synapse creature.
4 Tyranid Warriors with scything talons, rending claws, extended carapace, flesh hooks, leaping, synapse creature.
7 Genestealers with rending claws and flesh hooks
10 Hormagaunts with scything talons.
9 Gaunts with spinefists.
3 Sivaks (flying warriors)
Scything talons, rending claws, flesh hooks, winged, synapse creatures.
Venom cannon, barbed strangler, enhanced senses, reinforced chitin.
Barbed strangler, twin-linked devourer, enhanced senses, extended carapace, reinforced chitin, spine banks, tail weapon-mace, toxic miasma.
Venom cannon, crushing claws, adrenal glands (I), enhanced senses, flesh hooks, reinforced chitin, tail weapon - mace, toxic miasma, tusked, crushing claws.
THE IMPERIAL GUARD
1 Heroic Senior Officer with carapace armour, plasma pistol, power weapon, medallion crimson, and refractor field.
4 Guardsmen with xenos fighters doctrine, 2 grenade launchers, 1 meltagun, and 1 plasma gun.
Fire Support Squad, 6 guardsmen with sharpshooter doctrine, lasguns, 2 autocannons, and 1 heavy bolter.
Mortar Squad, 6 guardsmen with lasguns and 3 mortars.
Commissar with carapace armor, refractor field, bolt pistol, and powerfist.
1 Veteran Sergeant with carapace armor, ccw, plasma pistol, and frag/krak grenades.
9 stormtroopers with frag/krak grenades, 7 hellguns, 1 plasma gun, and 1 meltagun.
Chimera with multi-laser, hull heavy bolter, pintle heavy stubber, hunter-killer missile, extra armor, track guards, rough terrain modification, and smoke launchers.
Armoured Fist Squad
1 Veteran Sergeant with carapace armor, ccw, and master-crafted plasma pistol.
9 Troopers with sharpshooter doctrine, 1 missile launcher, and 9 lasguns.
Chimera with heavy bolter, hull heavy bolter, hunter-killer missile, extra armor, track guards, rough terrain modification, and smoke launchers.
Hardened Veteran Squad
1 Veteran Sergeant with carapace armor, refractor field, ccw, and plasma pistol
9 Veterans with xenos fighters, 6 lasguns, 1 plasma gun, and 2 meltaguns.
Junior Officer with carapace armor, power weapon, and plasma pistol
4 guardsmen with sharpshooter and xenos fighters doctrine, 2 grenade launchers, and 2 lasguns.
Squad 1, 9 guardsmen with sharpshooter doctrine, 7 lasguns, 1 plasma gun, and 1 lascannon. 1 sergeant with ccw and plasma pistol.
Squad 2, 9 guardsmen with sharpshooter doctrine, 7 lasguns, 1 plasma gun, and 1 lascannon. 1 sergeant with ccw and plasma pistol.
Commissar with carapace armor, refractor field, ccw, and power weapon.
Leman Russ Battle Tank
Battlecannon, hull lascannon, heavy bolter sponsons, pintle storm bolter, extra armor, track guards, rough terrain modification, and smoke launchers.
Griffon Mortar Carrier
Griffon mortar, heavy bolter, rough terrain modifications, smoke launchers.
The Major adjusted his field cover, angling it to keep the rain out of his eyes. The steady fall was not hard, but it was limiting sight distance and made the later afternoon miserable. The Colonel believed that a Tyranid force was moving through the thick jungle and might strike at the supply base. The Major had been tasked with blocking any advance along the valley. He had emplaced his men, given orders to fire on the enemy first, then report the contact, and went looking for the stormtroopers' chimera. The driver had a gift for brewing good field coffee.
"Lalonde is a damned awful planet for a man." thought the officer over his steaming canteen cup. His mind ticked over the various reasons: stifling heat and humidity, poison-ivy analog plants everywhere, and giant swatting spiders. Especially that one lair to the south. "Well, at least intel says that the spiders eat Tyranids too." he mused, knowing that the beast would keep to its lair and effectively anchored the battalion's position.
I won the role for table quarters and picked the quarter that gave me the ability to take cover and restrict Bill's lanes of fire. It did give him two structures, the ziggurats, to use as cover and strongpoints for heavy weapons squads. Honestly, I did not think that he had enough heavy weapons or plasma/melta to deal with my forces in the first place. Some careful use of monstrous creatures to protect my warriors and genestealers should leave me with plenty of clout when I reached his lines.
The ziggurats provide cover to infantry, no matter what (6+ cover if in full view, 4+ if on the lee side). One fun bit of "terrain" was the giant trapdoor spider. If a unit was within 6" of his terrain he would attack it on a 4+, then withdraw into his hole at the end of combat. Any unit that was on top of his terrain would always be attacked. He is a monstrous creature, strikes at I 10, and has a 3+ cover save in his burrow. He was a potential danger to any unit on the board, even my hive tyrants.
Bill won the roll for 1st turn.
The map after deployment
The Tyranids were moving slowly through the darkness, their sounds and passage completely covered by the pattering of rain on the ground and foliage. Looming from the wet gloom was a massive hive tyrant and its heavily armored bodyguards. The armoured fist squad's missile launcher struck first, slamming into one tyrant guard and blowing a great gaping hole in its shell. The creature lurched, clawing at the root-impregnated soil, before an accurate burst of autocannon rounds poured into it. The high-velocity, solid core penetrator rounds punched straight through the beast. One of the autocannon crewman reported the message to the Major that the Tyranids had arrived and in force.
TURN 1 IMPERIAL GUARD
The armoured fist chimera fires on Grendel and guard with heavy bolter and hunter killer missile. The missile missed and the other fire was unable to penetrate the toughness or armor. The stormtrooper's chimera also fired on the hive tyrant's brood, causing a single wound with the hunter killer missile. Again, the multi-laser and heavy bolter could not get past the high toughness and good save. The fire support squad also fired on the tyrant guard and killed off the wounded one. The armoured fist squad hit a tyrant guard with their missile launcher and wounded it. The griffon fired on Quickdeath 2, deviated badly, but still landed on Quickdeath 1 and caused a wound. The mortar squad followed up killing the wounded warrior in Quickdeath 1 and one spinegaunt. A tyrant guard was caught in the barrage, but I made the save. The Leman Russ fired its battle cannon on Quickdeath 2, deviated, but still hit and caused a single wound.
The fire support squad was quickly changing barrels when the carnifex crashed through the woods to a point it could see them, braced itself, and responded with a volley of fire. One autocannon gunner took a direct hit from the barbed strangler, which turned him into a tangle of thorned vines that constricted his a-gunner to death. Both men on the heavy bolter were also hit, but by flesh-eating maggots from the devourer. Both were soon screaming and clawing at their bodies as the grubs ate away flesh and organs. The remaining autocannon's a-gunner rushed over, shoved both bodies down the side of the ziggurat with his rifle butt, and manned the heavy bolter.
TURN 1 TYRANIDS
Everybody moves forward. I use Garthim and Grendle to screen Quickdeath 1, while getting Gamera into the jungle, partially blocking line of sight to Ymir with Gamera, and partially blocking line of sight to Quickdeath 2 with both. I gambled with the sivaks and landed them in the jungle. No wounds resulted, good to go. Grendel nails the armoured fist chimera three times with his venom cannon, glances twice, and destroys it. Garthim hits the Leman Russ once, glances, and immobilizes it. Ymir fires on Squad 2 (atop the western ziggurat), hits with his barbed strangler, and kills three. They pass their pinning test. Gamera unloads on the fire support squad, hits with his barbed strangler and three devourers. After that carnage only two are left alive, manning an autocannon and heavy bolter. Bill again passes the pinning test. My fleet of claw rolls were pretty poor: one inch spinegaunts, two inches hormagaunts, and three inches genestealers.
The map after turn 1
Picture of the board after turn 1
Trotting at doubletime, the stormtroopers rounded the ancient ziggurat and stopped. The sergeant could easily see the winged Tyranids lurking in the trees, despite the rain and twilight. He gave the men orders to fire. Despite laying down a blistering barrage that chewed apart even medium sized trees, the sergeant blanched when all three Tyranids emerged from the shadows.
TURN 2 IMPERIAL GUARD
Bill had a miserable turn of shooting. Fire from the griffon missed, but the mortars killed the wounded member of Quickdeath 2. Squad 1 managed to hit and wound Gamera. I saved the lascannon wound from Squad 2 against Gamera. His stormtrooper chimera fired on Quickdeath 1, missed five times, and failed to wound with the one hit he did get. His stormtroopers moved up and shot at the sivaks, but caused zero wounds. The fire support squad also fired on the sivaks to no effect. The cover save for my sivaks was working well; I made all four needed. His Leman Russ only hit Vermithrax with heavy bolter fire, but the tyrant's high toughness and low save kept me from taking any wounds.
The stormtroopers were quick to reload, but not quick enough. The three serpentine warriors skimmed the ground on their leathery wings before crashing into the elite guardsmen. In less than thirty seconds nine men were torn to pieces by the tangle of claws and teeth. The sergeant, knocked down and winded in the initial rush, found his legs and started running. He never stopped and would eventually find himself at the perimeter of the supply base, where a startled young guardsman killed the exhausted survivor with a burst of heavy bolter fire.
TURN 2 TYRANIDS
Continue to move forward, still trying to use my tougher monstrous creatures as mobile cover for my more fragile units. Grendel killed seven members of Squad 1 with his shooting. They passed their morale check. Vermithrax landed in the trees and did not take a wound. Gamera missed when he shot at Squad 2. Garthim hit the Leman Russ with his venom cannon once, but did not get a glance. Ymir also hit the Leman Russ once with his venom cannon, again failing to glance. I do miserable with fleeting, with the highest being two inches. The sivaks charge the stormtroopers, kill all of them except the veteran sergeant and he promptly flees. I am left at the base of the ziggurat - right where the fire support squad wants me.
The map after turn 2
Picture of the board after turn 2
The giant winged hive tyrant settled back to the ground and quickly preened its talons. Just then a lascannon pierced the creature, making a hole three inches in diameter all the way through it. The Tyranid drew in, drawing on the warp to reinforce its shield. Plasma, laser, and heavy bolter fire was easily deflected by the protective barrier. One anti-tank missle even failed to have any effect.
TURN 3 IMPERIAL GUARD
Some minor movement to bring weapons to bear. Shooting from Squad 2 wounded Vermithrax once, but the junior officer's squad could do nothing. The amoured fist squad wounded Vermithrax with their missile launcher, but he saved. The stormtrooper chimera hit Vermithrax with every shot it had, wounded six times, and I made every save. The sivaks took a torrent of fire from the hardened veterans and the fire support squad, killing off two of the flying warriors. The griffon hit the genestealers, killing two of them. The mortars hit Quickdeath 2, killing off a warrior. I failed every save that my warriors attempted against mortar fire during this game.
The guardsman with the missile launcher leaned out from his hiding place near the ruined chimera. He wanted another shot at that winged hive tyrant. Unfortunately, the other hive tyrant was looking out for its avian brother. Seeing the movement, it fired a full salvo from its venom cannon and devourers. The guardsman, his ammo man, and another who has taking cover behind a part of the chimera's turret were killed before they were even aware of the danger.
TURN 3 TYRANIDS
Grendel kills off the missile launcher and two other members of the armored fist squad with his shooting. Garthim shakes the Leman Russ with a venom cannon shot. Ymir is unable to hurt the Leman Russ with his shooting. Gamera shoots the two remaining members of the fire support squad, wiping them out. Vermithrax charges Squad 1 and wiped them out, then consolidated back to get out of plasma rapid fire range. The genestealers fleet poorly and miss charging the veterans by about one inch. The sivak charges the heroic senior officer and squad, kills a guardsman, and takes a wound from the officer's powersword. I strayed my spinegaunts too close to the spider lair. The spider jumped out and ate two of them before retreating into its burrow.
The map after turn 3
Picture of the board after turn 3
The Lieutenant watched the tyrant's shield as it absorbed shot after shot. His pistol was ready to snap off a shot when the time came. Suddenly, the shield glowed bright orange where another plasma bolt had impacted it. The young officer fired. His first shot made the spot bright white, the second passed through and hit the Tyranid in the breast. It thrashed in agony as the plasma boiled its flesh.
TURN 4 IMPERIAL GUARD
Squad 2 misses Vermithrax with their lascannon and the junior officer causes a wound with his plasma. Vermithrax has two wounds left. The stormtrooper Chimera hit Vermithrax five times with its weapons, but only wounded twice and I made both saves. The veteran squad mounted the ziggurat and unloaded on the genestealers, leaving one alive (in synapse). The command squad lost another guardsman to the sivak, but the officer killed the tyranid with his power sword. The griffon hit Ymir with a scatter, but did not wound. The mortar squad's shots also scattered, landing on Grendel and his guard. I made the saves there.
The Lieutenant was ready for the tyrant to come right at him after the wounding shot, but the creature had other plans. Connected with the other tyrant, both Tyranid nodes found consensus that the large tank must be destroyed. Disregarding its own survival, the winged tyrant sprang into the air. It landed on top the tank, crushing in armor with its weight. But it was the monster's scything talons and bonesword that cut through the tank like butter. The hulk quickly caught fire as leaking fuel contacted with severed power lines.
"Whatever I do today, that monster will die." the Lieutenant swore aloud. Behind him, the commissar nodded in satisfaction at the young man's devotion.
TURN 4 Tyranids
Continuing to move forward. Ymir hits the armoured fist squad with a venom cannon and the barbed strangler, killing four. Garthim glances the stormtrooper chimera once and destroys the heavy bolter. Gamera kills three members of the veteran squad with shooting and Grendel kills another. Then Gamera and the last genestealer charge the veterans. I cause two wounds, Bill does none in return. The veteran's run away and do not get cut down in a sweeping advance! Vermithrax charges the Leman Russ and destroys it. The spider eats a hormagaunt that strayed too close.
The map after turn 4
Picture of the board after turn 4
With a rallying cry the Major charged toward the carnifex. The creature was fighting to keep from tumbling off the crumbling ziggurat, its weight too much for the ancient stone. As they charged the men fired their weapons, tearing great holes in its massive bulk. The Major cried out to the Commissar, "I will distract the beast, strike its vitals!" He slapped the Tyranid assault organism in the face with his power sword, making it swing to follow the puny creature that danced right under its nose. The Commissar, seeing the carnifex occupied, dashed under it, emerging from under its neck and striking upwards. The powerfist crushed in the Tyranid's throat and it tumbled down the jagged face of the rain-slicked ziggurat.
"Good strike." said the Major, congratulating the Commissar with earnest admiration. "Thank you, my friend." responded the political officer.
TURN 5 IMPERIAL GUARD
The armoured fist squad charges forward and the sergeant kills a tyrant guard with his plasma pistol. The stormtrooper chimera added its multi-laser to the shooting against the walking tyrant and wounds a guard. Squad 2 misses Vermithrax and the sergeant's plasma pistol overheated and killed him. The junior officer's squad blasts away at Vermithrax and causes a single wound with plasma. Then the junior officer tried to lead his squad into combat against the flying hive tyrant, but they failed their leadership test against the Horror and have to stay put. (There may be a mistake here in that the commissar possibly should have killed the officer and taken over.) The veteran squad wounded Gamera once with a plasma pistol. The command squad also fired on Gamera and caused two wounds, one with a meltagun and the other from the officer's plasma pistol. Gamera has one wound left. Both squads charge Gamera and the commissar kills him. The commissar, heroic senior officer, and one guardsmen are left in the command squad. Only three veterans are left. The griffon hits Quickdeath 1 and causes a wound, but the mortars miss.
Ready to receive the tyrant's charge, the Lieutenant was flabbergasted when it soared over his squad's head and crashed down atop the griffon mortar carrier. Again, like before, the huge Tyranid cut the vehicle apart.
"It is destroying the heavy support, ensuring nothing can stop their advance. After the beast!" screamed the Commissar. The Lieutenant immediately realized that the man was right. The hive tyrant was using its speed and power to strike at the Imperial Guard's supporting arms. He scrambled down to the ground, calling for his men to follow.
TURN 5 TYRANIDS
Grendel kills off the remaining members of Squad 2 with his shooting. Vermithrax moves into position to charge the griffon, does so, and destroys it easily. Garthim hits, but fails to glance the last chimera with his venom cannon. Luckily, Ymir does hit and destroy it with a venom cannon shot. My spinegaunts shoot the armoured fist, kill one, then charge the last two and kill another in the combat. They take a single wound from the sergeant in return. The spider comes out and kills a spinegaunt. The last genestealer charges the veterans, kills one, then is struck down.
The map after turn 5
Picture of the board after turn 5
Picture of that gosh darn spider
Firing their weapons, the men followed the Lieutenant to press their attack at point blank range against the winged hive tyrant. Despite suffering multiple grenade and plasma wounds, it killed two men with its lashing tail and deadly talons before falling dead upon the ruined hulk of the griffon. The Lieutenant grinned like a man crazed at the Commissar, causing the political officer to make a mental note of the man's unbalanced psyche.
TURN 6 IMPERIAL GUARD
The mortars manage to hit Quickdeath 1 and kill the wounded warrior. The armoured fist sergeant and the spinegaunt melee resulted in no wounds on either side. That is, until the spider jumped out and killed four spinegaunts. Okay, I am officially annoyed with the famished arachnid from Hell that is eating half of my gaunts! The junior officer raced after Vermithrax, blazing away with their weapons, but could not hurt him. They then charged and lost two members before killing the wounded hive tyrant. The command squad and veteran squad blasted away at Ymir and caused a wound.
The Major and Commissar were still grinning at each other when two blasts from a venom cannon utterly annihilated the Major. The man's body was turned into a spray of flesh and shattered bone by the point-blank shots. Then the carnifex charged the Commissar. He tried to move, but slipped and went down on one knee. The carnifex slammed its huge crablike claws into him. The first strike liquified the man's innards and cracked the stone undernearth. Each additional blow just created a more ghastly mess. When they came, the normal rippers would just sniff at the spot and pass by. Other, smaller and sluglike, Tyranids eventually reclaimed the scattered biomass.
TURN 6 TYRANIDS
Grendel moves atop the ziggurat and destroys the junior commander's squad with shooting. Quickdeath 1 charges the mortars, kills four, breaks them, and runs down the surviors as they attempt to flee. Ymir moves away from the two units threatening him, but only hits the command squad once with his venom cannon and the guardsman makes his save. Garthim blasts the command squad to pieces with his venom cannon, leaving only the commissar alive. He then charges, rolls a six for crushing claw attacks, hits all eight times, wounds seven, and the commissar fails five saves (refrector field). That commissar is mush! Quickdeath 3 charges the veteran squad and cuts them to pieces before they ever take a swing. I charge my hormagaunts in to help kill off the armoured fist sergeant, which worked; he died under a mass of scything talons. There are no Imperial Guard left on the board.
The map after turn 6
Picture of the board after turn 6
REMAINING FORCES - TYRANIDS
Grendel (unwounded) with one wounded guard, Garthim (unwounded), Ymir (three of five wounds remaining), Quickdeath 1 (two of four left), Quickdeath 2 (two of four left), Quickdeath 3 (no wounds), spinegaunts (two of ten left), hormagaunts (eight of ten left)
REMAINING FORCES - IMPERIAL GUARD
VICTORY POINTS: Tyranids 1854 points, Imperial Guard 768 points.
The terrain gave me the advantage of really only being in the open for a single turn, under the guns that he had arrayed in a bowl. I love using my monstrous creatures as mobile shields to provide cover for my other units. As usual, having two venom cannons on carnifexes and one on a hive tyrant allows me to keep dinging his tanks and keeping them stunned at the very least. I am still impressed with the amount of shooting that the V4 Tyranid army can do. I was causing some pretty serious damage to Bill's infantry.
My big goal, once the game developed, was to totally destroy the Imperial Guard. I was not terribly worried about the ziggurat to the east of the stormtrooper chimera. It was getting to the mortar teams and griffon that had me worried for a bit. I was pointedly avoiding combat with infantry with Vermithrax, because I wanted him to wipe out the heavy support. That worked well, probably more so than it should have with the infantry platoon's officer chasing him around.
As always, please point out any errors (in rules or in tactics) that you might see. Hope you enjoyed the report.
Last edited by Badmovies.org; March 19th, 2006 at 00:23.
Tyranids: Hive Fleet Kohr-Ah
Excellent Report. I really enjoyed reading through it.
The truest form of tactical prowess is to make your enemy smile happily as they walk into your trap.
Hug a genestealer today!
An excellent combination of fluff, which made it most enjoyable, with tactical summaries for each army and turn in smart order.
Great de-briefing, it's important to analyze wins as well as losses.
And nice fighting. Annihilation is nothing to sniff at.
This was a very well organized and easy to read report, and a nice tyranid army. You win on many levels.
Ask yourself why in the world would you trust a win loss record? Playing them yourself is the only way to tell.
The true joy in the game is playing down to the last model, no matter the odds.
Again, I really enjoyed one of your battle reports. Well done on your win! Vermithrax worked really well, except i'm just wondering, how do the quickdeaths only get a last turn charge? Anyway, really good game.
Great report. More of that.
If the radiance of a thousand suns
Were to burst at once into the sky,
That would be like the splendor of the Mighty One...
I am become Death,
The shatterer of Worlds.
Great report, though I especially like the name of your Hive Fleet. Very fitting for Tyranids.Originally Posted by Badmovies.org
Thousand Sons ~2750 points | Eldar ~1000 points
Tzeentch Daemons ~2000 points
Great battle report especially liked the diagrams.
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8
Fantastic report mate. Did yourself proud
Really makes me think that Imp guard are nothing to the new Tyranids. Im not sure on all the Wargear, but if youve got 3 Carnifex's with a Twin Linked Str 10 Weapon, thats most of his tanks at least stunned and pointless for the rest of the game, and even if they do get a hit through, with Synapse, a battle cannon can just take 1 wound of possible a 6 wound model. And then if Imp guard have tanks rendered useless, wth are they gonna do against Genestealers,Gaurds,Winged Warriors etc? Lol.
again, Great Report.
W/L/D - 16/1/3
H00ray for big newb battles!
I agree, as an IG player, starting to wonder if there is a counter to the Tyranids without getting spoiler troops like Inquisitors etc :-(. It reads like the IG now can be both out shot as well as massacred in close combat.
Great report though.