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TYRANIDS VS. TAU EMPIRE, 2000 POINTS, GAMMA LEVEL SECURE AND CONTROL
Dusk and Dawn did not occur
THE TYRANIDS OF HIVE FLEET KOHR-AH
Vermithrax (flying hive tyrant)
Scything talons, lash whip and bonesword. Toxin sacs, winged, warp blast.
Grendel (hive tyrant)
Venom cannon and twin-linked devourer. Enhanced senses, toxin sacs.
Three Tyrant Guard with scything talons and rending claws.
Quickdeaths 1 (leaping tyranid warriors)
Five warriors with scything talons, rending claws, extended carapace, flesh hooks, leaping.
Quickdeaths 2 (leaping tyranid warriors)
Five warriors with scything talons, rending claws, extended carapace, leaping.
Twin-linked devourers, twin-linked devourers, enhanced senses.
Six genestealers with rending claws, flesh hooks.
Six genestealers with rending claws, flesh hooks.
Nine hormagaunts with scything talons.
Sivaks (flying tyranid warriors)
Three warriors with scything talons, rending claws, winged.
The Red Terror
Scything talons, two pairs of scything talons.
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 (WS), enhanced senses, extended carapace, reinforced chitin, tail weapon-mace, toxic miasma, tusked.
THE TAU FORCES
Plasma rifle, cyclic ion blaster, hard wired multi-tracker, shield generator, command node.
Crisis Battlesuit Team (bonded)
Shas'vre with plasma rifle, missile pod, hard-wired multi-tracker, and shield generator.
Two crisis suits with plasma rifle, missile pod, and shield generator
Stealth Team (bonded)
Shas'vre with markerlight, hardwired drone controller with two gun drones
Three stealth suits with burst cannon.
Shaper with armor save.
Two kroot hounds with armor save.
Sixteen kroot with kroot rifle and armor save.
Fire Warrior 1 (bonded)
Shas'ui with markerlight and pulse rifle
Nine fire warriors with pulse rifle.
Fire Warrior 2 (bonded)
Shas'ui with markerlight, pulse rifle, and drone controller with two gun drones.
Seven fire warriors with pulse rifle (x3), pulse carbine (x4)
Shas'ui with markerlight and pulse carbine.
Seven pathfinders with markerlight (x4), pulse carbine (x4), and rail rifle (x3).
Devilfish Transport with burst cannon, 2 seeker missiles, disruption pod, decoy launchers, sensor spines, and 2 gun drones
Eight gun drones with twin-linked pulse carbines.
Strain leader with neutron blaster.
Five stingwings with neutron blaster.
Hammerhead Gunship 1
Railgun, two burst cannons, sensor spines, disruption pod, decoy launchers, seeker missle.
Hammerhead Gunship 2
Railgun, smart missile system, sensor spines, disruption pod, decoy launchers, seeker missle.
Broadside Team (bonded)
Shas'vre with twin-linked railgun, smart missile system, advanced stabilization system, shield generator, multi-tracker, and hardwired drone controller with two shield drones.
Broadside with twin-linked railgun, smart missile system, and advanced stabilization system.
This is the third battle in the Tyranid invasion of a Tau world called Pavonis Beta. The others are here: Battle 1 (Tyranids vs Tau, 1900 points) and Battle 2. (Tyranids vs. Tau, 2025 Points, Take and Hold)
Ti'rym Pav'ta was a ruined city. The Tyranid horde had broken through the Tau lines and swept through the originally human metropolis. Millions of humans and hundreds of thousands of Tau were massacred and absorbed into the Tyranid breeding vats, vomited forth as new hordes of clawed monstrosities.
However, the city's defenders had made one last attempt to blunt the Tyranid assault. Three containers of an experimental nerve gas were taken from a weapons laboratory, but could not be loaded onto aircraft before the Tyranids arrived. Now, two weeks later, a small force of Tau volunteers had been dispatched to recover the containers. The enclave warriors landed within fifty meters of the first beacon and the others were all nearby, but the Tyranids were immediately rushing the landing site.
The Shas'o quickly organized a defensive line, assigning positions and lines of fire on his heads up tactical map that replicated to every team leader's blue force tracker. He then datavised amplifying instructions to a few key units. The Tau worked quickly, every team able to see the overall picture on their blue force tracker. That is, except the kroot who only received verbal instructions to "Defend the trees at all costs." The Shas'o was pleased as he checked every unit's line of sight, via the team leaders' wireless cameras, through his display.
The battle was rolled up as being chosen by whichever side won the strategy roll. I did, so I selected Secure and Control, because we had not played that one in a while and it usually makes the game interesting. I also won the roll for picking deployment zone and picked the side I was already standing on. Not the strongest choice, but the middle of the board was mostly a no-man's land and that gave Bill the one patch of trees for his kroot. Bill loves his kroot. Bill won the roll for first turn.
The map after deployment.
Picture of the board after deployment.
Two of the pathfinders heard a sweet warbling tone through their headsets, signaling that their markerlight was locked on. The Shas'o was already busy, jumping forward and targeting his weapons, so the aggregate node AI assessed the threat and fired two seeker missiles at the hive tyrant. One of the beetle-like guards instinctively leaped in front of the incoming smart weapons, propelling itself twelve feet off the ground. It was blasted apart in a fantastic aerial detonation. The pathfinder had to lower his markerlight to properly understand what had transpired. "Mico'ft, did you see that?" he asked his friend. "Sure did, those things are certified A+ bodyguards." the other replied.
TAU TURN 1
The Shas'o joins the crisis suits as they jump up, the vespid move forward, the stealths jump forward, and the devilfish moves forward. Fire Warrior 1 markerlights Grendel. The markerlight counter is used to increase the BS of the pathfinders shooting at Grendel (for their rail rifles only); they hit with two markerlights and once with a rail rifle, but the rifle does not wound. The devilfish launches two seeker missiles using the markerlight counters on Grendel and blows a tyrant guard to pieces. The broadside team fired on Grendel and wounded a tyrant guard. Hammerhead 1 also hit Grendel's retinue with a railgun shot and killed the wounded guard. Hammerhead 2 missed its shot at Grendel. The krootox hits a tyrant guard, but fails to wound. The stealth suit Shas'vre attempted to markerlight the Red Terror, but missed. The crisis suit team fired their missile pods at the Red Terror, hit once, wounded, and I failed the armor save. The vespids fleeted back a few inches. All of his suits then jumped back.
The devilfish pilot pitched his craft along the ruined street, intending to bank around the nearest cylinder beacon and strafe the Tyranids on the opposite side. He absently noted both seeker missiles launching moments before dozens of impacts rattled the transport. The wall next to the pilot exploded inward and several devourer worms pierced his torso. The Tau was overcome with pain as the surviving worms began chewing through his body. A hundred yards away, the pathfinder Shas'ui was horrified to see the devilfish strike the ground with its nose, then flip over and crash onto the roof. Moments later the entire wreck was burning, the force of the crash powerful enough to rupture the self-healing fuel tanks.
TYRANIDS TURN 1
Everything moves forward. I am using Shoggoth to screen Ymir and the Red Terror to screen Vermithrax. Shoggoth glances the devilfish four times and destroys it. Ymir kills a single pathfinder with his venom cannon. Grendel hits Hammerhead 1 once, but fails to do anything. Garthim shakes Hammerhead 2 with a venom cannon shot. Gamera nails the crisis suits with his barbed strangler and kills two of them when they fail their save. Vermithrax attempts to warp blast the vespid, but misses. My fleet moves for the genestealers and hormagaunts result in two one inch and one three inch advance.
The map after turn 1.
Picture of the board after turn 1.
On the Shas'o's mark the Tau force perfectly executed the counterstrike plan. Assisted by a long markerlight shot from Fire Warrior 2, the stealth team poured highly accurate fire into the large serpentine Tyranid. It was roiling in violent death throes upon the ground. Then the vespid dove from the sky, their neutron blasters punishing the flying tyrant that darted forward toward them. Finally, two superb sniper shots with plasma rifles from the Shas'o and surviving crisis suit hit the tyrant in the head and chest. The Tyranid was dead, but its death was even more spectacular. The tyrant's massive wings, spanning over ten meters, were moving in slow deliberate spasms that sometimes raised the limp body off the ground.
A text message scrolled the Shas'o's display. It was a standard translation function from the vespid strain leader in yellow block letters. "Serious threat to colony removed. We are joyful to have protected the mating pairs." The Shas'o looked quickly to the vespids' last position. A whole brood of leaping tyranid warriors was rushing the Tau allies. The message had been a farewell salute.
TAU TURN 2
Suits jump up and the vespid move forward right in my face. Fire Warrior 1 hits Shoggoth four times, but can not wound (I make one armor save). The broadsides wound Shoggoth once with their railguns. The pathfinders fire at Grendel, getting two rail rifle hits and two markerlight hits. One rail rifle causes a wound to a guard, while two seeker missiles fire using the markerlight counters. One seeker missed, but the other killed the wounded tyrant guard. Hammerhead 1 fires a submunition round at the Sivaks and wounds one of them. Shooting from the kroot unit kills three hormagaunts. Fire Warrior 2 markerlights the Red Terror. Bill uses the markerlight to up the BS of the stealth suits. The gun drones fire on the Red Terror to no effect, but the stealth suits hit like crazy, causing five wounds and I fail three saves. The vespid fire at Vermithrax and wound him twice. The crisis suits finish the flying tyrant by wounding once each with their plasma rifles. That really, really sucks for me. His suits and drones jump back.
The carnifex turned to face the bunker and raised its weapon symbiotes. "Get down!" called out the team leader. Most of the fire warriors complied, crouching low and against the inner wall of the bunker. One was not quick enough. A devourer worm put a perfect hole through the Tau's helmet and skull. The body would still be twitching ten minutes later as the worm ate the brain stem.
TYRANIDS TURN 2
Move up. Shoggoth kills one member of Fire Warrior 1 after wounding six times. Ymir hit Hammerhead 1 once, glancing with the venom cannon and removing the railgun. Grendel killed two pathfinders, because Bill made four out of five saves versus the devourers. Garthim completely missed when he shot at Hammerhead 2. Gamera fired at the crisis suits and missed. My best fleet roll was, again, three inches. My hormagaunts fail their charge against the kroot, which are about one inch inside the forest, rolling a three for the difficult terrain test (I needed a five to make it). Quickdeath 2 charged the vespid and annihilated them. I massacre consolidate five inches forward, hoping to survive the firepower that will be brought to bear so I can charge the stealth suits or crisis suits.
The map after turn 2.
Picture of the board after turn 2.
Standing up, the fire warriors saw three large winged tyranids headed directly toward them. They began squeezing off short controlled bursts, causing two of the targets to plummet to the ground. A short distance away the hammerhead gunner saw the activity on his blue force tracker. He touched a screen and placed a target priority circle on the other side of the damaged war memorial, then triggered the smart missile system. The single surviving winged tyranid was suddenly hit by three missiles that locked on to its threat signature. The smoking carcass tumbled to the ground, impacting with a wet thud on the pavement.
TAU TURN 3
Bill jumps his suits and drones forward. The gun drones kill two members of Genestealer 2. Fire Warrior 2 hits Quickdeath 2 with their markerlight and boosts the BS of the stealth team. The combined fire from the crisis suits, stealth team, and Hammerhead 2 wipes out Quickdeath 2 by just barely causing ten wounds. The kroot wipe out the hormagaunts with shooting. Hammerhead 1 causes two wounds to the Sivaks with smart missiles. Fire Warrior 1 causes the required three wounds to finish off the Sivaks. The broadsides cause another wound to Shoggoth with their railguns. The pathfinders wound Grendel once with a rail rifle.
While one part of its brain observed and coordinated the assault, guiding the movements of the lesser Tyranids, another part of the hive tyrant's mind was focused on pushing forward to engage its attackers. It unleashed another rain of hypersonic crystals and worms, raking the area where the pathfinders were hastily dug in. Three were killed, though only one immediately. The other two were ghastly sights as alien worms and toxins wracked their bodies. The Shas'ui and one team member quickly scrambled to their feet and ran as more rounds cut into the asphalt.
TYRANIDS TURN 3
Still moving forward, because sitting back is just going to get me dead. I also divert Gamera toward the east and might start moving Garthim that way too. Shoggoth causes six wounds to the broadside team, but they make every save. Ymir fires on the bunker that is protecting Fire Warrior 1, but misses every single shot. Grendel rakes the pathfinders with fire, killing three; Bill made five out of six saves this time. However, the pathfinders do break and run. Both genestealer units get two inch fleet rolls, meaning they will not be able to charge. Quickdeath two needs a four on their difficult terrain test to charge the kroot, my best roll out of three dice is a two. Gamera is within optimum range of the gun drones and pounds them with everything. He only kills three, because Bill makes six saves and I rolled four ones to wound when the barbed strangler caught five of them. Garthim destroys the railgun on Hammerhead 2.
The map after turn 3.
Picture of the board after turn 3.
"Execute!" The Shas'o spoke the order into Net 1, his designation for the units in his immediate vicinity. Every Tau and drone fired on the huge carnifex that was suddenly a threat. Burst cannon and pulse rifle fire peppered it, causing the thing to vocalize a thundering roar. The Shas'o triggered his cyclic ion blaster and plasma rifle. The latter left part of the monster's face a steaming ruin. The ion weapon simply was not powerful enough. Chunks of carapace blew off, but nothing deeper than twenty centimeters. "Disengage!" the Tau commander ordered, upon seeing that this horror was drawing too close.
TAU TURN 4
The pathfinders rally. Movement to bring weapons to bear on Gamera and Hammerhead 1 moves to get within smart missile range of its target. Fire Warrior 1 and Hammerhead 1 wipe out Genestealer 1. The broadside team puts another wound on Shoggoth. The kroot kill two genestealers in Genestealer 2, but cannot get the others who are hiding behind Garthim. The gun drones fire at Gamera to no effect. Fire Warrior 2 puts a wound on Gamera. The Shas'o wounds Gamera once with his plasma, but the other crisis fails to wound the carnifex. Hammerhead 2 hits Gamera five times, wounds twice, but I make the saves. The stealth team puts another wound on Gamera after hitting him eleven times and wounding five. The suits and drones jump back from Gamera, except the stealth team that heads toward Objective 3 inside the ruined building.
The stealth team was forced from the air by a sustained stream of heavy fire from the carnifex. One drone was destroyed before they touched down. Then something much worse happened. The Shas'vre landed facing south, but could barely keep his balance. His first thought was that the suit was damaged. Until, that is, he saw the rubble bouncing into the air. The Tau turned just as a team member cried, "Look out!" The carnifex had charged after them and crashed into the stunned Tau. One suit was trampled and crushed under its massive clawed feet, while the carnifex swung its barbed strangler to strike another Tau a blow that sent the suit spinning to smash into a wall forty meters away.
TYRANIDS TURN 4
Still trudging at him, though Ymir arrives on top of Objective 1. Garthim is heading directly east to help Gamera (I am hedging my bets to use him for either Objective 2 or Objective 3). Grendel causes ten wounds to the broadside unit, resulting in one dead shield drone. Shoggoth wounds the broadsides eight times and, again, Bill makes every save. Ymir hits the broadsides with his barbed strangler, causing three wounds that are all saved. The broadsides passed their leadership test for the single casualty from Grendel's shooting. Garthim hits the crisis suits twice with his venom cannon and splats the last elite one. Gamera pounds the stealth suits, but Bill only fails one out of ten saves. Gamera then charges the stealth team and kills two more members. Genestealer 2 and Quickdeath 1 charge the kroot. The genestealers killed a kroot and wounded the krootox before being cut down. The warriors kill off the ox and four more kroot, losing one warrior in return (all attacks were simultaneous).
The map after turn 4.
Picture of the board after turn 4.
The Shas'o looked on in disbelief as another carnifex charged at his tiny enclave. He had known it was on the field, due to the blue force tracker, but the reality of having another monstrosity rampaging so close was shocking. He selected the icon for the stealth shas'vre. "My friend, do not disengage. I need you to keep that carnifex occupied at all costs. Another carnifex is engaging us right now." The Shas'o then designated the new Tyranid threat as a priority target. He jumped to within a hundred meters of it and opened fire. Rebounding in the air to create distance between himself and the assault organism, the Tau commander was overjoyed to see it bleeding from multiple deep wounds.
Some distance away, the stealth team leader dodged between the legs of his adopted carnifex. The other stealth team member and drone had been crushed. Now the sidereal monster was concentrating on killing him. He triggered another burst into the creature's underbelly, but most of it was so heavily armored that the weapon had no effect. In frustration, the Shas'vre kicked the carnifex in the shin before dodging the spiked tail to emerge behind the monster. It turned to face the plucky little Tau.
TAU TURN 5
Movement to engage Garthim. Fire Warrior 1 kills Shoggoth with rapid fire. The pathfinders hit Grendel with a rail rifle, but fail to wound. The broadsides wound Grendel once and Hammerhead 1 wounds him once with a smart missile. Gamera kills a stealth suit and a drone, leaving one Tau in combat against me and the accursed fellow rolls snake eyes for his morale test! Hammerhead 2, Fire Warrior 2, and the gun drones (assisted by a markerlight counter earned by Fire Warrior 2) hit Garthim something like sixteen times, but cannot get past the toughness and armor save. However, the Shas'o puts two wounds on Garthim, one from his cyclic ion blaster and one from the plasma rifle. In the melee between Quickdeath 1 and the kroot I kill four, because Bill made two saves. The kroot kill one of mine in return. They lose combat, but refuse to run.
The kroot were waging a terribly bloody battle of attrition against the Tyranid warriors that had invaded the copse of trees. The hunters had fought like maniacs, employing their rifles at point blank range and springing into combat swinging wicked hatchets. Then a hive tyrant charged into the melee. Its massive form sent kroot stumbling away, trying to avoid being crushed by the tyrant's bulk. One kroot was not quick enough and the Tyranid stabbed it in the back with the bayonet that grew from the venom cannon. With a shriek, the kroot broke and ran. Some escaped the trees, but many were killed by Tyranids that leaped on them as they tried to flee.
TYRANIDS TURN 5
Ymir takes cover behind the crashed devilfish. Garthim moves toward Hammerhead 2. Grendel moves toward the kroot. Ymir hits Hammerhead 1 with a venom cannon blast and immobilizes it. Garthim shoots Hammerhead 2, but only stuns it. He then charges, gets a five for his crushing claws (total attacks seven), hits once, and destroys the tank. Gamera kills the last stealth suit, then uses his terrific six consolidate move to fade into the ruined building. Grendel charges the kroot to help my warriors, but only kills one. The quickdeaths only kill one kroot too, but the kroot manage just one wound in return. I won the combat and, with the monstrous creature involved, the kroot are outnumbered two to one. They break and are destroyed. I consolidate into the woods, but cannot get one of my warriors in deep enough to prevent shooting from Fire Warrior 2. This is too bad, because if Quickdeath 1 takes one more wound they cease to be a scoring unit.
The map after turn 5.
Picture of the board after turn 5.
The hammerhead pilot was coordinating with the broadsides via direct circuit, trying to kill the carnifex that lurked somewhere behind the downed devilfish. The leader of the pathfinders, who was also patched in, suddenly spoke, "I can see it. I have tone. Target has been illuminated!" The broadside commander immediately linked his smart missiles to the markerlight and fired. The other suit and hammerhead followed, their missiles shooting up in an arc before acquiring and zipping straight down to explode behind the devilfish wreck. "I think it is angry." said the pathfinder leader. "Yes, it is definitely angry."
TAU TURN 6
Fire Warrior 2 moves towards the forest. The Shas'o and gun drones jump over to engage Garthim. The pathfinders hit Ymir with both the markerlight and rail rifle, though the latter fails to wound. The markerlight counter boosts the broadside's BS. Smart missiles from the broadsides are and Hammerhead 1 wound Ymir twice. He is still scoring! Fire Warrior 2 kills my wounded member of Quickdeath 2. The gun drones fail to hurt Garthim, though they hit him four times. The Shas'o wounds Garthim once with his plasma. Hoping I will get a bad crushing claws roll, Bill charges Garthim with the gun drones, intending to prevent me from somehow getting the Shas'o. I roll a six for crushing claws and get my mace tail attack, causing five wounds and destroying the gun drones utterly. I consolidate toward the Tau commander.
[i]The Shas'o was backpedaling, trying to escape the carnifex as it batted the last drone aside and came straight at him. It was an unstoppable force, shrugging off the Tau's snapshots from both ion blaster and plasma rifle. The first crushing claw strike shorted out the shield generator, overloading the suit and browning out half the systems. Before backup power could come online another blow fractured the Shas'o's protective shell. The crisis suit impacted the asphalt and buried itself nearly two feet deep. The carnifex's third blow completely staved in the suit's torso.
The broadside Shas'vre's panel immediately informed him that he was now the most senior surviving warrior. A view of the heads up tactical display made his course of action plain. "Evacuate the hammerhead and join Fire Warrior 1. Attempt to evacuate to the extraction site. We are all that is left. All other units are dead or destroyed and the Tyranids are advancing."
TYRANIDS TURN 6
Ymir makes an attempt to get points from the broadsides, but only destroys the last shield drone. The broadsides pass their morale test. Grendel moves to within charge range of the pathfinders and destroys them with shooting. Gamera kills two members of Fire Warrior 2 with his barbed strangler (Bill made six saves). The quickdeaths charge Fire Warrior 2, kill three in combat, then destroy the remainder in a sweeping advance. Ymir fails to wound the Shas'o with shooting and charges. Crushing claws rolls a three for five total attacks. I wound thrice and Bill fails two saves. The Shas'o is pulverized.
The map after turn 6.
No picture of the board on turn 6.
REMAINING FORCES - TYRANIDS
Grendel (one wound remaining), Quickdeath 1 (two models, one wounded, remaining), Gamera (two wounds remaining), Garthim (two wounds remaining), Ymir (three wounds remaining).
REMAINING FORCES - TAU
Fire Warrior 1 (nine remaining), Hammerhead 1 (immobilized, railgun destroyed), Broadsides (both suits, the two drones were casualties)
VICTORY POINTS: Tau 1411, Tyranids 2212. Tyranid victory.
I won, but it was a very near thing and often frustrating. If he had removed one more wound from Ymir it would have been a tie. If the Shas'o had survived, in addition to making Ymir nonscoring, then Bill would have had more victory points.
The doom that Bill unleashed on my right (east) flank on turns two and three was devastating. I lost the Red Terror, Vermithrax, and five leaping warriors. One thing that made that happen was Vermithrax having warp blast vice warp field, which was something I was just trying. I am changing it back to warp blast. Also, and I expended no small amount of energy complaining about this, Bill was rolling really well. That broadside unit made me miserable; Bill failed just two out of twenty-seven saves. Broadsides with shield drones are something I am going to start having nightmares about.
Part of what made Bill's attack on the east flank work was his aggressive use of the vespid. They were charged and wiped out for their trouble, but the unit greatly assisted with bringing down Vermithrax. "Stingwings" might be accurate, because they behaved like bees - stinging and dying. They should be terrifying to Marines, especially assault squads that count on their mobility to keep them from being shot. Not much use against a carnifex or hive tyrant with extended carapace (or warp field), but they will be useful against elite carnifexes and tyrant guard. The vespid will be scary for warriors and genestealers.
The markerlights were serving the Tau well too, allowing him to blast away Grendel's retinue with seeker missiles early on and upping the BS for the gun drones and stealth team later. However, I am not sold on railgun hammerheads. An ion cannon would have served Bill better and been cheaper. What he was missing against me was crisis suits. Against my Tyranids they are awesome when given a plasma rifle and missile pod or plasma rifle and fusion blaster. Bill needs to tweak his list, but the new Tau Empires codex seems well balanced and effective.
I cannot convey how surprised I was by my right flank collapsing like it did. I tend to try and deploy Garthim and Gamera near the center of the board, because their lack of speed can hamper my efforts to bring them to bear. I really needed one of them for both the Red Terror and Vermithrax to hide behind, then swoop around and charge the Tau once I was close enough. I could have used Shoggoth as my living shield instead, because he is relatively cheap, tough, and can dish out some hurt at short to medium range. Still, I do not think that I made any terrible strategic decisions. What was really killing me was Bill's excellent rolling and my average to poor luck with the dice. It was funny, because I pointed out to Bill that he was getting spoiled. Several times he would throw, then remark about poor rolling as he sorted the dice. I would count and realize that he did better than the (as suggested by probability) average. This is funny to do when your opponent remarks about his poor rolling, but only missed once or twice. It is not funny for the other guy to have that same luck over and over.
I liked Shoggoth in the list, despite him being frustrated in his efforts by Bill's uncanny saving throws. Same with the Red Terror, though he always gets shot to death early. Those two will probably show up now and then, but not all the time. I think that the Red Terror will only go in at 2100 points and above. For tweaks, I think that the second unit of genestealers will transition to hormagaunts (I needed the speed) and Vermithrax will go back to having warp field.
Comments and thoughts are welcome. Especially any thoughts on tactics or strategies that were used or could have been used.
Last edited by Badmovies.org; May 3rd, 2006 at 00:59.
Tyranids: Hive Fleet Kohr-Ah
I really wouldn't complain about the rolling. I realize you aren't placing all the blame their, I mean you did win, but I read the other battles too and this guy isn't that great.
You stomped him before.
Anyway, I love the up-to-turn maps AND PICS! Keep it up man.
Sig by:Knape, The Celestial, and Marlinspike, thanks guys!
2100+ points?! Good gravy, that's a lot of bugs!
Andrew should have seen the hot die rolling coming when I won first turn. That's pretty rare around these parts.
Thanks for the vote of confidence there, Shas'o! Nice to meet you!
One of my ongoing experiments with my Nid army:
1. I take 3 Zoranthopes and a Tyrant (w/guards) all with Psyic Scream.
2. I add 2 shooting stacked Heavy Carnifex's with Regenerate, T7 and 6 wounds. I take a Elite close combat carnifex.
3. I start them in the center of the board.
4. I place the stacked fexes in the front corners and the elite Fex staggered back in the middle.
5. I place the Zor's and Tyrant behind the Fex's spread out a bit.
6. I advance them accross the board raining fire down.
Fex 1 = 1 Venom Cannon + TL Devourers
Fex 2 = 1 Barbed strangler + TL Devourers
Fex 3 = 2 x Scathing talons
Tyrant = Psycic scream + 2 guards + Vendom cannon + TL Devourers
Zor = Psycic Scream + Warp Blast
That gives anyone within 18 inches a -4 Leadership. My goal is to force you to shoot the T7/regenerating Fex's while breaking you with tremendous firepower.
That group's numbers:
14 Devourer shots that reroll misses and wounds.
7 Venom Cannon shots.
1 Barbed strangler ordnance shot.
3 Warp Blasts
-4 leadership to all around.
Last edited by Romulus; April 27th, 2006 at 19:44.
40K: Tyranid, Necron, Space Wolves
Fantasy: Dark Elves, Lizardmen, Orcs & Goblins, Dwarves
The psychic choir. I have seen it work quite well against some armies, like necron and eldar. It is much less effective against a couple of chaos armies, other Tyranids, vehicle heavy armies, and Grey Knights. Still, talk about frustrating for your opponent if they do not have the benefit of being fearless.Originally Posted by Romulus
I have been playing around with the idea of making the standard elite devourer fex into a lite version of Gamera. Barbed Strangler and twin-linked devourers. Nice in getting another max strength barbed strangler in the list, but the BS is poor. Still, I have been wondering if it would be worth it. Landing two barbed strangler templates per game could well be. Imagine taking three elite carnifexes like that, two gunfexes, and the configuration I use for Garthim. Six carnifexes stomping around and five of them with barbed stranglers. Sounds painful.
Tyranids: Hive Fleet Kohr-Ah
I've found the Shooty Fex's to be a WHOLE lot more useful and worth their points compared to close combat Fexs. I take one CC Fex in my force now and he is intended to be a Vehicle smasher. I line him up with whatever vehicle I feel most threaten by and he runs straight for it.Originally Posted by Badmovies.org
Since I've shifted my Focus to more shooting on my Fexs I've felt like they have been worth their points. I crank them up in terms of resilence: Bump toughness, regenerate, heavy armor. They end up being like 250 points each, but that compares to a nice heavy tank/vehicle from other armies. What sets them apart from a 250 point tank is that they take wounds versus vehicle damage. One strength 10 Railgun can waste your Monolith, lander raider or Leman Russ in one shot! While it will take 6 successful rail gun shots to bring down a Fex that is assumming he fails all his regeneration rolls! True, the regeneration is a gamble for 30 points, BUT when you make those regen rolls you can't help but crack a BIG smile.
My last 4 games I've shifted to shooty Fexs and Dominated the board. I'm even tossing the idea around of dropping the heavy guns and taking two sets of TL Devourers. The reason for that is the Fex's low BS3 shooting skill. That is 8 shots per fex that reroll misses and reroll wounds. Combined with high toughness, great saves and regeneration they are a focre to wreckon with!
Imagine three 250 point Fexs and three 115 point Fexs crossing the board at you. Few armies are equiped to deal with something like that! Now this approaches a "Cheese Army" so I may do it in fun.
40K: Tyranid, Necron, Space Wolves
Fantasy: Dark Elves, Lizardmen, Orcs & Goblins, Dwarves
Well I'm scared...Originally Posted by Romulus
Sig by:Knape, The Celestial, and Marlinspike, thanks guys!
I should have added that a Fex with two TL Devourers will make eight strength 9 shots that reroll misses and reroll wounds.Originally Posted by Shas'o Tau Dev'n Kauyon
Last edited by Romulus; April 28th, 2006 at 16:01.
40K: Tyranid, Necron, Space Wolves
Fantasy: Dark Elves, Lizardmen, Orcs & Goblins, Dwarves
Replacing Genestealers with Hormagaunts seem to be a good ideal, as u already have your Quickdeaths and Shivaks.
Romulus shouldnt forget, that Devourers are Str. 6 at max.
Last edited by skizzik; April 28th, 2006 at 17:45.