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A nice quiet night to make things go boom
James's Tyranid
HQ - Flyrant w/ 2 scything talons and warp blast
Elite - 3 "shooty" warriors w/ barbed strangler and 2 w/ death spitters
Troops - 12 'stealers with scything talons and extended carapace
8 'Stealers with Scuttling and extended carpace
8 termas with flesh borers and WoN
HS - Carnifex w/ 2 scything talons
Zoanthrope, w/warpblast and synapse
Jesse's CSM
HQ - Deamon prince w/ wings, MoT warptime and Bolt of change
Elites - Dread with twin linked Auto cannon and DCCW w/ heavy flamer
Troops
10 Berserkers w/ Skull champ w/ Power Phist (rhino)
7 Plague Marines W/ Plague champion and Power Phist , 2 Flamers
7 Noise Marines 6 sonic blasters and 1 blastmaster
James rolled Capture and control, Jesse rolled dawn of war. James won the roll for first choice deployment, Jesse Declined to Steal the initiative.
pictures are attached at the bottom of deployment and first two player turns, after that the action does not move very much. and what happens should be apparent from the picture at the end of the second turn
Tyranid first turn
"shooty" warriors move in and provide synapse to the borer guants
Borer guants move up a few inches
Stealers run toward plague marines roll a 2 for fleet
Carnifex and Zoanthrope move onto table
Warriors and Gaunts line of fire is blocked by the hill, zoanthrope has no line of fire thru ruins, Flyrants can not see the plague marines
Chaos first turn
Noise marines move up alongside their objective, looking to support Plague marines if nessecary.
Plague Marines move into cover
Dread moves onto table in position to shoot Carnifex, runs 5 inches, dawn of war does not allow him to see the carnifex to fire
Deamon prince hangs back to stay out of Dreads firing arcs
Berserkers surge forward in their rhino and pop smoke.
shooting
Plague marines let loose with 2 flamers causing 13 hits, and bolters for an additional 5 hits. 12 wounds, 7 saves. stay in cover
noise marines can not see anything thru dawn of war
Berserkers are in rhino with smoke
DP can not see anything or is obscured.
Tyranid turn 2
warriors move up in preparation to charge the plague marines, Flyrants jumps over ruins to charge other side of ruins
"shooty" warriors decide to assualt rhino
carnifex slogs slowly up the field, zoanthrope maintains position on objective.
Scuttling Stealers roll reserves and come in on james's left, the only good target james see is the Dread, so he charge's it
Flyrant shoots at the plague marines with his Warp Blast and rolls a 12, takes one wound.
Assault
Genestealers and Flyrant charge into plague marines, using cover PM's kill 2 Stealers
Take 4 wounds total from stealers and HT, 3 feel no pain rolls, 1 more stealer falls to power phist.
Warriors charge rhino Get one rending hit for a 12, roll a 6 for vehicle damage resulting explosion kills 5 gaunts, wounds one warrior, kills three berserkers
Scuttling stealers charge Dread, 2 glancing hits and 2 penetrating, 1 weapon destroyed, 2 stunned and a shaken. dread kills one stealer
Chaos turn 2
Noise marines move into structure, no line of sight
berserkers shoot pistols at warriors and charge into warriors and terms
DP flys over to charge Flyrant
Berserkers kill all warriors and 3-4 gaunts, the rest of the gaunts fail their leadership test and flee off the board, berserkers consolidate behind ruins
Plague marines kill a genestealer. lose one to hive tyrant, hive tyrant suffers another wound from DP, 2 more stealers die. one dies due to no retreat rule.
Scuttling Stealers cause another penetrating hit on Dread, causing shaken, lose another stealers
Tyranid turn 3
Won Gaunts come out and take up position around the Zoanthrope
Carnifex decides to head to his objective to support the Zoanthrope with the berserkers.
remaining stealers and hive tyrant are wiped out leaving 4 plague marines and DP.
Scuttling stealers get 2 penetrating and 2 glancing on dread, 3 stunned and an immobilized, lose 2 stealers leaving 4 in combat with dread. plague marines and Deamon prince consolidate towards tyranid objective
chaos turn 4
Blastmaster moves in ruins and fires 2 shots which fail to wound carnifex
berserkers shoot at guants and charge into guants and zoaranthrope, lose 1 more berserkers, kill zoanthrope and sweeping advance thru gaunts
plague marines annoy the carnifex but do not actually hurt it with the flamers and boltguns
Daemon prince attempts to bolt of change carnifex, rolls a 12 and fails his save, taking a wound from perils of the warp
dread kills 2 stealers, scuttlers lose last 2 stealers to 'no retreat rule'
Tyranid turn 5
sensing defeat decides to charge his carnifex into berserkers, kills 3 and dies to 2 CCw wounds and 2 powerfist wounds
post action report
when we reviewed the fight we decided that james's largest mistake was charging the rhino, if he had played around with it would have forced my berserkers to chase him around while he shot at them, probably moving them into the firing arc of the zoanthrope. he would have gotten 1-2 rounds of shooty at my berserkers while they chased him around, possibly more if the zoa had killed my transport.
also he decided that next time his Fex will be shooty, it did not get involved till after he lost.
if his reserve roll had allowed him to come in on other side of table he could have seriously contended my control point.
Plague marines are very tough to kill and only genestealers want to be in close combat with berserkers
James's Tyranid
HQ - Flyrant w/ 2 scything talons and warp blast
Elite - 3 "shooty" warriors w/ barbed strangler and 2 w/ death spitters
Troops - 12 'stealers with scything talons and extended carapace
8 'Stealers with Scuttling and extended carpace
8 termas with flesh borers and WoN
HS - Carnifex w/ 2 scything talons
Zoanthrope, w/warpblast and synapse
Jesse's CSM
HQ - Deamon prince w/ wings, MoT warptime and Bolt of change
Elites - Dread with twin linked Auto cannon and DCCW w/ heavy flamer
Troops
10 Berserkers w/ Skull champ w/ Power Phist (rhino)
7 Plague Marines W/ Plague champion and Power Phist , 2 Flamers
7 Noise Marines 6 sonic blasters and 1 blastmaster
James rolled Capture and control, Jesse rolled dawn of war. James won the roll for first choice deployment, Jesse Declined to Steal the initiative.
pictures are attached at the bottom of deployment and first two player turns, after that the action does not move very much. and what happens should be apparent from the picture at the end of the second turn
Tyranid first turn
"shooty" warriors move in and provide synapse to the borer guants
Borer guants move up a few inches
Stealers run toward plague marines roll a 2 for fleet
Carnifex and Zoanthrope move onto table
Warriors and Gaunts line of fire is blocked by the hill, zoanthrope has no line of fire thru ruins, Flyrants can not see the plague marines
Chaos first turn
Noise marines move up alongside their objective, looking to support Plague marines if nessecary.
Plague Marines move into cover
Dread moves onto table in position to shoot Carnifex, runs 5 inches, dawn of war does not allow him to see the carnifex to fire
Deamon prince hangs back to stay out of Dreads firing arcs
Berserkers surge forward in their rhino and pop smoke.
shooting
Plague marines let loose with 2 flamers causing 13 hits, and bolters for an additional 5 hits. 12 wounds, 7 saves. stay in cover
noise marines can not see anything thru dawn of war
Berserkers are in rhino with smoke
DP can not see anything or is obscured.
Tyranid turn 2
warriors move up in preparation to charge the plague marines, Flyrants jumps over ruins to charge other side of ruins
"shooty" warriors decide to assualt rhino
carnifex slogs slowly up the field, zoanthrope maintains position on objective.
Scuttling Stealers roll reserves and come in on james's left, the only good target james see is the Dread, so he charge's it
Flyrant shoots at the plague marines with his Warp Blast and rolls a 12, takes one wound.
Assault
Genestealers and Flyrant charge into plague marines, using cover PM's kill 2 Stealers
Take 4 wounds total from stealers and HT, 3 feel no pain rolls, 1 more stealer falls to power phist.
Warriors charge rhino Get one rending hit for a 12, roll a 6 for vehicle damage resulting explosion kills 5 gaunts, wounds one warrior, kills three berserkers
Scuttling stealers charge Dread, 2 glancing hits and 2 penetrating, 1 weapon destroyed, 2 stunned and a shaken. dread kills one stealer
Chaos turn 2
Noise marines move into structure, no line of sight
berserkers shoot pistols at warriors and charge into warriors and terms
DP flys over to charge Flyrant
Berserkers kill all warriors and 3-4 gaunts, the rest of the gaunts fail their leadership test and flee off the board, berserkers consolidate behind ruins
Plague marines kill a genestealer. lose one to hive tyrant, hive tyrant suffers another wound from DP, 2 more stealers die. one dies due to no retreat rule.
Scuttling Stealers cause another penetrating hit on Dread, causing shaken, lose another stealers
Tyranid turn 3
Won Gaunts come out and take up position around the Zoanthrope
Carnifex decides to head to his objective to support the Zoanthrope with the berserkers.
remaining stealers and hive tyrant are wiped out leaving 4 plague marines and DP.
Scuttling stealers get 2 penetrating and 2 glancing on dread, 3 stunned and an immobilized, lose 2 stealers leaving 4 in combat with dread. plague marines and Deamon prince consolidate towards tyranid objective
chaos turn 4
Blastmaster moves in ruins and fires 2 shots which fail to wound carnifex
berserkers shoot at guants and charge into guants and zoaranthrope, lose 1 more berserkers, kill zoanthrope and sweeping advance thru gaunts
plague marines annoy the carnifex but do not actually hurt it with the flamers and boltguns
Daemon prince attempts to bolt of change carnifex, rolls a 12 and fails his save, taking a wound from perils of the warp
dread kills 2 stealers, scuttlers lose last 2 stealers to 'no retreat rule'
Tyranid turn 5
sensing defeat decides to charge his carnifex into berserkers, kills 3 and dies to 2 CCw wounds and 2 powerfist wounds
post action report
when we reviewed the fight we decided that james's largest mistake was charging the rhino, if he had played around with it would have forced my berserkers to chase him around while he shot at them, probably moving them into the firing arc of the zoanthrope. he would have gotten 1-2 rounds of shooty at my berserkers while they chased him around, possibly more if the zoa had killed my transport.
also he decided that next time his Fex will be shooty, it did not get involved till after he lost.
if his reserve roll had allowed him to come in on other side of table he could have seriously contended my control point.
Plague marines are very tough to kill and only genestealers want to be in close combat with berserkers
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