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This was my first, official, technical battle report (I've been interested in Tyranids for ages, yet this is my first game). I was playing Tyranids, expecting to be playing against my friend's Imperial Guard when he busted out his old Tau army!!! AHHH! Anyway, it was only a Patrol Mission, as there wasn't much time and my army wasn't too big at the time. I won't give away who won yet, so you'll just have to read the entire post!!! MUHAHHA! (Or just scroll down to the bottom ) This is my first battle with all of my models made and constructed. Here are our patrols and their points - roughly.
12 Fire Warriors - Roughly 150pts
3 (around 3) pulse carbines, 8 pulse rifles, 1 marker light (on the squad leader).
11 Kroot, 1 Kroot Shaper - Roughly 150pts (I don't remember)
12 Kroot Rifles, 12 Knives (counts as 2 close combat weapons)
1 Devilfish - 100pts (roughly)
Seeker Missiles (I think that's what they're called - the ones which don't need LoS and only have 1 shot), Burst Cannon, 2 Drones (attached to it)
3 Tyranid Warriors - 110pts (roughly, I don't have my codex with me)
(some things I forgot),Enhanced Senses, Toxin Sacs, Extended Carapace. 3 Scything Talons,2 Deathspitters, 1
TROOPS (where I shined!)
26 Spinegaunts - 130pts
Gaunt + Spinefists
16 Hormagaunts - 160pts
As you can see, I easily outnumbered my friend with so many Spinegaunts (they truley rock!). I planned to use this against my friend's army when it came to wiping out those pesky Kroot. Then, the firewarriors would have to be fought last by the Hormagaunts. This was my first battle, so of course I was very careful with every little movement. We decided to set up my Battleforce's mox lid in the middle of the battlefield, and tissue boxes a few inches away from each corner, so it was shaped in an X. I set up my entire army (or large patrol force) behind the box lid, only about 6" away from it. I knew my greatest threat was the Devilfish as the only thing able to damamge it were my warriors, and it had those pesky missiles which could kill them easily, as long as the firewarrior's markerlight was targeting the warriors.
He set up his kroot beside the box lid on the other side, planning to assault my army early in the game. He thought the Kroot were good in close combat. He thought that his shaper's 3 attacks was enough to stop my 26 spinegaunts. He was about to find out that he may be wrong (I guess I said too much there). However, his firewarriors were hidden behind his Devilfish so that he could target my guys (if they killed the kroot) and then, if I got close, they would have to assault the devilfish, blow it up, and then assault the fire warriors. This little trick was really evil, as I had only my warriors ready to bust the tank. I guess the Carnifex is next on my "construction list". He won the roll to choose to go first, he let me go first (because he wanted me to charge into his LoS), which I thought was considerable, as I had a few tricks up my sleeves.
TYRANID TURN 1
My first ever turn of WH40K. I charged everything forwards, so that they were in contact with the box lid. My warriors kept Synapse Range and my many spinegaunts hid just behind the corner of the box. The hormagaunts were hidden on the other side, so that I could attack from both sides of the board and therefor have him to split his fire! Anyway, nothing of mine was in range (my warriors were staring at his kroot which were about 40" away, as I guessed).
TAU TURN 1
His Kroot stalked forwards, glaring at my Warriors. Their 24" guns were now only 12" (rapid fire) and far too far away from my warriors. His firewarriors remained ready for a sudden charge from the hormagaunts. The Kroot were now at the corner opposite of the one where my spinegaunts were hidden.
TYRANID TURN 2
I should probably mension now that there was no turn when the game would end. Anyway, my spinegaunts charged towards the kroot. They had fell short and instead fired their twin linked babies (beautifl new rule). The diamond hard bullets found 3 targets, killing all 3 with their AP 5! Only 9 left. Great. They can fall to my Spinegaunt's numbers with ease. My Warriors would have fired but alas, the Kroot were hidden behind the stupid little croner of the box lid. My hormagaunts remained stationary. The gap between them and the firewarriors was huge. They would easily wipe the entire squad out, so the hormagaunts waited until the spinegaunts could kill the kroot. Then I'd attack from both sides, with a guarinteed assault.
TAU TURN 2
The Kroot now showed how good they truley were. They all assaulted my spinegaunts. With 27 attacks between them, they could wipe out my spinegaunts (although slightly). 3+ hits. Luckily, only 13 hit (alot, but less than expected). Then, a mere 7 wounded! On top of that, only 3 died! That was probably beginer's luck, but now it was time for the offense. My 20 spinegaunts only had 10 in close combat, so the Pile in would prove useful. Those 10 had 6 hits,3 wounds and 3 deaths. Equal. It was good, because I doubled his numbers. He had no-one to pile in, so we moved on.
TYRANID TURN 3
No-one moved. The assault continued - we both lost 2 of our numbers and most of my spinegaunts piled into close combat, only 6 left out of it. By the next, turn, his Kroot would be wiped out.
TAU TURN 3
His firewarriors didn't move. Instead, the Kroot killed a massive 5 spinegaunts, losing 4 of their own. We didn't fall back due to Synapse (loving it). There was no way he could win. My horde would stay and fight, advance, fight - never falling back. He knew it too, but his foolish Kroot chose to fight to the end. He now only had 2 Kroot and his Shaper who had a massive 3 wounds and 3 attacks! This tough guy wouldn't go down without a fight, so my remaining 16 spinegaunts would have to finish them off. Honour or no honour, they still tasted the same :lol: .
TYRANID TURN 4
The assault went on and on, but now it was over. My 16 spinegaunts wiped out the fleeing kroot in assault and got ready for the next movement phase, where it was now 16 spinegaunts, 16 hormagaunts and 3 warriors VS 12 firewarriors and a Devilfish - i like those odds!
TAU TURN 4
The kroot were gone - the Tau's first line of defence. Now, the only thing that could save the firewarriors was the devilfish blocking my line of assault for the gaunts. The firewarriors didn't move, but the devilfish hovered around to defend from a different side, where the spinegaunts had just won their assault.
TYRANID TURN 5
Time to kill! Now my hormagaunts could finally shine....or so I thought!! (DUN DUN DOW!!)
My hormagaunts turned around and leaped towards the spinegaunts and where they had gone. Now, the split assault had turned into a complete horde. The 32 gaunts all charged together. I have to say, it looked awsome! THe Warriors stayed behind, aiming and firing at the firewarriors to lessen their numbers. 2 Deathspitter blasts hit and killed 6 firewarriors in total!! WOW are they strong! The venom cannon then fired at the fire warriors, killing another one! That was 7 dead in one shooting phase!!! I wanted to fire the VC at the Devilfish, but then remembered that they were all in one squad and could only fire at one unit, so I guess that VC is going to be a Barbed Strangler. Unfortunately, my Hormaguants were too far back to assault, and my spinegaunts were also too far away. They were almost out of Synapse, so I decided not to FoC them :p and instead kept them stable, hoping that they would soak up fire.
TAU TURN 5
Only 5 fire warriors remainded, including the dreaded marker light. They didn't run, however, and the greater good forced them to open fire at the charging spinegaunts. They were about 20" away, so 5 pulse rifle shots went off. All the pulse carbines were dead, so the 5 pulse rifles were aimed at the spinegaunts (I think I repeated my self somewhere over there). Lucky for him, the 5 pulse rifle shots got 4 hits, 4 wounds and 4 deaths. My spinegaunts now had 12 left, but then the stupid little burst cannon opened fire, slaying a massive 3 more! 9 left! They were below 50%, so they had to stay within Synapse range now.
TYRANID TURN 6
A long patrol battle, I guess. My hormagaunts were getting deadly close now. Unfortunately, a mere 1 was rolled for FoC, so they could still not assault and were in the middle of a large plain, following the spinegaunts who were ready to flee. They were out of synapse, and ended up running back to the Warriors, allowing the hormagaunts to charge. I was afraid of that marker light, so I instinctively aimed my Warrior's weapons at the Devilfish. The two Deathspitters fired off at the side of the Devilfish. Their Str. 6 guns only got 1 hit, but it was enough. 5 to glance, 6 to penetrate. I only got a 5, but it was enough. Unfortunately, I rolled a 5 (it may be high, but not high enough). Luckily, it was Arnament Destroyed, so I said "BYE BYE" to the seeker missiles; the Tau's last chance against the Warriors. Next, the Venom Cannon fired off, glancing and getting the vehicle stunned for a turn. This means that that burst cannon would not hurt my baby gaunts any more (for the next turn!).
TAU TURN 6
The firewarriors fired off at the hormagaunts who were very close now. 5 shots, all of which hit and 4 wounding. There were only 12 hormagaunts left, but that's 36 attacks at Initiative 4 WS 4 against a mere 5 attacks at Initiative 2 WS 2. It was almost over. Time for the final die. However, it wasn't completely over. THe Devilfish deployed it's forgotten drones and they fired into the hormagaunts, which didn't pin them due to synapse!!! The drones then assaulted the hormagaunts and sadly fell instantly, without claiming any wounds.
TYRANIDS TURN 7
Time to finish off the large wreck mostly blocking the fire warriors. My hormagaunts pressed forward, almost in close combat. By the assault phase, they'd be dead. To kill the Devilfish once and for all, the Deathspitters and Venom Cannon opened fire, one of the deathspitters penetrating and sadly stunning the crew (he couldn't fire in the next turn, or something like that). The Venom Cannon sadly did nothing, as did the other Deathspitter. My hormagaunts still couldn't assault, due to the darn Devilfish. I guess the firewarriors would get their stupid rapid fire.
TAU TURN 7
Time to make a last stand....that's what I thought. Instead, my friend took the cowardly way out by hopping into the devilfish and flying back around a large tissue box. GRRR! :mad: Time to get them out of this tank! However, the Devilfish was able to fire off its burst cannon at the lumbering warriors, suprisingly killing one!!! AHHH! They were the only tank busters I had! I couldn't let them fall to baby lasers!
TYRANIDS TURN 8
Time for the chase! My warriors ran around the back of the tissue box and fired at the dying tank. My hormagaunts followed the tank, preparing for some fleshy targets. The spinegaunts didn't move - I didn't want them to get in the way of my hormagaunts. Now it was their turn to kill some things. The Warriors opened fire - the Venom Cannon suprisingly immobilising the tank after the deathspitter caused a penetrating hit and knocking off the burst cannon! The tank was useless now! Out jumped the fire warriors and in came the hormagaunts! They devoured all of the scared fire warriors. Now all there was was the steaming pile of Devilfish which was useless. The game wasn't technically over, and I wanted it to be a technical win, so my friend allowed me to destroy it with my warriors. I guess it was a bit mean, but it was my first battle. And my first win!
A great first battle. I won! I don't think it's usual for the Tyranids to outshoot Tau, but it happened. I learnt that I should take more tankbusters. Definately. Not only tank busters, but anything that can harm tanks. My Tyranids (who still have no proper Hive Fleet name) have their first win on board, but that was merely a patrol mission. Now, it's time for the unknown Hive Fleet to advance on the Tau planet and prepare for full-scale war!!!!
"If a ninja does anything anywhere it won't make a sound, but if it does it's probably gonna be the last sound you hear."
There is a seperate are fpr battle reports outside the Army forums. It will probably be moved soon.
Good win, not a vast ammount seemed to happen (Gaunts just sitting arround) your opponent seemed to do quite terribly, and it was hilarious that the Tyranids out shot his Tau (shooty nid warriors are great)
In future I wouldnt be so affraid of a single markerlight, it would only hit 1/2 the time and a single wound on a nid warror isn't scary.
He probably shouldnt have taken a Devilfish, 10 more fw would have been good.
Every time you read this sig: a fairie dies!
It would have been more painful for me, yeah.
"If a ninja does anything anywhere it won't make a sound, but if it does it's probably gonna be the last sound you hear."
Cool battle report, I like the writing style . I noticed some weirdness, though -- for instance, in turn 7 you stunned (or shook?) his Devilfish but then it fired at you which should have been prevented by it being shaken or stunned. Did the Devilfish have any weapons left after you took out the missiles and burst cannon and immobilized it? If not, then I think it technically was destroyed; isn't an immobilized vehicle with no weapons treated as destroyed? (Or is it that if you receive a Weapon Destroyed or Immobilized result after it's already weaponless and immobilized that result is counted as Vehicle Destroyed?) I was cringing when reading that you kept your hormagaunts sitting still, since it's common wisdom that hormies should always do nothing but charge straight toward the enemy and get into combat as soon as possible, but when I think about it your strategy was probably better -- if the hormies were safe, then you might as well wait to bring them out of cover when the spinegaunts are there to draw fire. I'll have to keep that in mind... <ponder> Of course, if the game were limited to 6 turns you wouldn't have much choice.
Good job. Looks like it worked out fine for you. Ditchdigger, its if you take an immobilized or weapon destroyed result after losing all your weapons and mobilization. If the enemy has no weapons and can't moves, its death on a 4+.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
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