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Discussion Starter · #1 · (Edited)
Excuse for multi-post. Thought it didn't wotk. Don't no how to remove the extra posts
Jur Army
Tyranid’s
HQ
Tyranid Prime Synapse Creature, SitW, Alpha Warrior, IC, Devourer, Pair of Boneswords
Tyranid Prime Synapse Creature, SitW, Alpha Warrior, IC, Devourer, Pair of Boneswords

Elites
2 Zoanthrope Synapse Creature, SitW, Warp Blast, Warp Lance
2 Zoanthrope Synapse Creature, SitW, Warp Blast, Warp Lance
5 Ymgarl Genestealers Rending Claws, Alter Form, Brood telepathy, Dormant, Fleet, Move Through Cover

Troops
Troop choice 1
6 Tyranid warrior Synapse Creature, SitW, Pair of Boneswords, Devourer, Toxin Sacs, Adrenal Glands
MyCetic Spore Lash Whip, Deep Strike, Fearless, Immobile Pod,
Limited Sentience, Transport Spore
Troop choice 2
6 Tyranid warrior Synapse Creature, SitW, Pair of Boneswords, Devourer, Toxin Sacs, Adrenal Glands
MyCetic Spore Lash Whip, Deep Strike, Fearless, Immobile Pod,
Limited Sentience, Transport Spore
Troop choice 3
10 Termagaunt Fleshborer, Move through Cover, IB (Lurk)

Fast Attack
Fast attack choice 1
15 Gargoyle Brood Blinding Venom, Claws and Teeth, Wings, Fleshborer, Toxin Sacs,
Adrenal Glands
Fast attack choice 2
15 Gargoyle Brood Blinding Venom, Claws and Teeth, Wings, Fleshborer, Toxin Sacs,
Adrenal Glands
Fast attack choice 3
3 Tyranid shrike Synapse Creature, SitW, Scything Talons, Wings, Deathspitter

Eddy’s Army
Space Marines
HQ
Forgefather Vulkan He'stan Artificer armour, Bolt pistol,
Kesare's Mantle, The Spear of Vulkan,
Digital weapons, The Gauntlet of the Forge.

Chapter master Pedro Kantor Power armour, Iron halo, Dorn's arrow, Power fist

Troops
Troop choice 1 1
A
Space marine Sergeant Bolt pistol, Powerfist, F/K Grenades,
Locator beacon

4 Space marine Boltgun, Bolt pistol, F/K Grenades


B
3 Space marine Boltgun, Bolt pistol, F/K Grenades
1 Space marine Twin-linked Flamer, Bolt pistol, F/K Grenades
1 Space marine Twin-linked Multi-melta, Bolt pistol, F/K Grenades
Drop pod Inertial Guidance System, Deathwind missile launcher

Troop choice 2
A
1 Space marine Sergeant Bolt pistol, Power fist, F/K Grenades,
Locator beacon

4 Space marine Boltgun, Bolt pistol, F/K Grenades


B
3 Space marine Boltgun, Bolt pistol, F/K Grenades
1 Space marine Twin-linked Flamer, Bolt pistol, F/K Grenades
1 Space marine Twin-linked Multi-melta, Bolt pistol, F/K Grenades
Drop pod Inertial Guidance System, Deathwind missile launcher

Troop choice 3
1 Space marine Sergeant Bolt pistol, Power fist, F/K Grenades, Locator beacon
3 Space marine Boltgun, Bolt pistol, F/K Grenades
1 Space marine Twin-linked Flamer, Bolt pistol, F/K Grenades

4 Space marine Boltgun, Bolt pistol, F/K Grenades
1 Space marine Twin-linked Multi-melta, Bolt pistol, F/K Grenades
Drop pod Inertial Guidance System, Deathwind missile launcher

Elites
Elites 1
6 Terminator Master-crafted Thunderhammer, Stormshield

Elites 2
5 Terminator Master-crafted Thunderhammer, Stormshield



Terrain
Don't know how to insert image.
Tyranid objective is on top side of the left long table edge. SM is on the bottom in the middle in a castle.
Hill 1 is right of the castle. hill 2 is in front of the castle and hill 3 is left of the castle.
Forest 1 is in the middle of the table and forest 2 is left of it.

Mission
Eddy rolls for mission. He rolls “Capture and control” in a “Dawn of war” deployment.
We roll for mission start, and almost as always, (how bad he sometimes roles during the mission) eddy wins the dice roll.

He chooses to go second. I deploy my objective in the forest on top left. Eddy deploys his objective on top of the fortress.

I have decided that the secret deployment for my Ymgarl genestealers is Hill 1.


Deployment

Tyranids
I start everything in reserve.
Space marines
Eddy also starts everything in reserve


Turn 1

Space marines don’t try to seize control

Tyranids
No reserves yet, nothing happens

Space marines
The space marines have to deep strike two drop pods.
Eddy chooses Drop pod 1 with Troop choice 1 with Kantor and Drop pod 2 with troop choice 2 with the Forge Father.

Eddy points out deep strike points:
Drop pod 1 try’s to deep strike next to the right side of hill 2
Drop pod 2 try’s to deep strike to the left under side of hill 2
With this he tries to close the gaps between the mountains to get a closed perimeter.

Drop pod 2 is right on the spot and troop choice 2A and 2B deploy besides the drop pod at the side of the fortress.

Drop pod 1 scatter’s 9 inch, to the left side of bottom hill 1
Troop choice 1A deploys left of the Drop pod and 2B to the right side of the Drop pod on hill 1.

Shooting
Space marines don’t have anything to shoot at, so they run to spread out a bit. This to avoid blast fire.
1A runs 2 inch to the topside of Hill 1
1B runs 4 inch towards Hill 2
2A runs 1 inch to the left
2B runs 1 inch towards Hill 2

Tyranids: 0 dead.
Space marines: 0 dead.


Turn 2
Tyranids
I roll for reserves
Everything arrives except Ymgarl genestealers, Warrior Shrike brood and gargoyle unit 1

I point out my deep strike points:
Warrior squad 1 with prime to the right bottom side of Forest 1
Warrior squad 2 with prime to the right bottom side of Forest 2
They are both right on spot.

I deploy both my troop choices behind the mycetic spores for full cover.
Both Zoanthrope units arrive from reserve both above hill 3 within shooting range but out of charge range.
Gargoyle unit 2 arrives from reserve arrive left of hill 3, in full cover behind the hill but within charge range next turn.

Shooting
Both zoanthrope units shoot their Warp blast’s at unit 2a.
Zoanthrope unit 1 can see unit 2a with 1 zoanthrope, its shoot but misses.
Zoanthrope unit 2 can see unit 2a with both zoanthropes. They score 9 hits and 5 wounds but the space marines make all their save’s.


Assault
No assault this turn.

Space marines.
Eddy rolls for reserves
Only terminator unit 2 arrives. Kantor lets them deploy between his unit (1a) and drop pod 1.

Shooting
Unit 2b runs 1 inch towards hill 2
Unit 1b shoots at Mycetic spore 1, they have 2 bolter shot’s and they all miss
Unit 1a shoots at Mycetic spore 1, they have 7 bolter shot’s and score 6 hits, 3 wounds and I make 2 saves. Drop pod has 1 wound.
Kantor orders an orbital bombardment on Warrior squad 1, but it scatter 9 inch to left, hitting nothing.

Assault
No assault this turn.

Tyranids: 0 dead, 1 wound on drop pod 1.
Space marines: 0 dead.

Turn 3
Tyranids
I roll for reserves.
Gargoyle squad 1 and Ymgarl genestealers arrive.

I deploy my Ymgarl unit on hill 1.
Gargoyle unit 1 I deploy to the left bottom side of hill 3 in full cover, but also in charge range for next turn.

Movement
Gargoyle squad 2 moves to the left front side of hill 3, they are in assault range of unit 2a
Warrior squad 1 moves into charge range of unit 2b
My Zoanthropes move within 18 inch of drop pod 2, and 1 unit moves within 12 inch of Gargoyle unit 2.

Shooting
My zoanthrope’s shoot at drop pod 2, they score 3 hits, 1 glancing and two penetrating.
I score a 6 on the damage table so the drop pod explodes. I throw 6 inch for measuring which bystanders are hit.
The exploding pod hits 3 space marines of unit 2b, 5 space marines of unit 2a and 8 gargoyles of my own unit. The space marines all make their saves but the exploding pod kills 6 of my on gargoyles.

Assault
Ymgarl genestealers select +1 attack.

Gargoyle squad 2 charges space marine unit 2a.
My gargoyles have the initiative.
They have 14 attacks, scoring 9 hits and 5 wounds, killing 2 marines
Then the space marines hit back.
Forge father has 4 attacks and score 4 hits, 4 wounds, 1 death.
Sergeant has 3 power fist attacks, 1 hit, 1 wound, 1 death
Remaining soldiers have 6 attacks, score 4 hits, 2 wounds, 2 death.

My gargoyle don’t pass their leadership test, but they win the initiative test so the fight goes on.

Ymgarl genestealers charges space marine unit 1b.
Ymgarl genestealers have the initiative.
They have 20 attacks, scoring 15 hits, 2 rending wounds and 5 normal wounds.
The space marines only make 2 saves so the unit is destroyed.
Ymgarl genestealers consolidate 6 inches and hide to the right behind hill 1.

Warrior squad 1 charges space marine unit 2b.
Prime has 5 attacks, but only scores 1 hit, which fails to wound.
The remaining warriors have 16 attacks (some are out of assault range), scoring 11 hits and 9 wounds. Unit 2b is destroyed.
They consolidate 1 inch onto hill 2.

Tyranids: 10 dead.
Space marines 14 dead.

Space marines
Eddy Rolls for reserves but nothing arrives.

Movement
Terminator unit 2 moves into assault range of Warrior squad 1.

Shooting
Drop pod 2 shoots at Ymgarl genestealers scoring 2 hits, 1 wound, but I make my save.
Troop choice 1a shoots at warrior unit1,
They have 5 bolt pistol shots, 3 hits, 1 wound, no save and,
Dorn’s arrow, 4 shots, 2 hits, 0 wounds.

Assault
Ymgarl genestealers choose +1 toughness.

Terminator unit 2 and troop unit 1a assault Warrior squad 1.
My warrior squad hits first.
Prime has 4 attacks, scoring 3 hits and 1 wound, which is saved.
Warriors have 18 attacks, 6 against troop choice 1a and 12 against terminator unit 2.
Against troop choice 1a they score 2 wounds and 2 deaths.
Against terminator squad 2 they score 6 hits, 6 wounds and 3 deaths.

Troop choice 1a hits warrior squad 1,
3 normal attacks, scoring 0 hits
5 Power fist attacks, scoring 3 hits, and 3 death warriors
Pedro kantor has 4 Power fist attacks, scoring 1 hit, and 1 death
Terminators, have 8 PF attacks, scoring 5 hits, and 5 death.
Warrior squad 1 is destroyed.

Gargoyles still in close combat with troop unit 2a.
The Forge father has 4 attacks, scoring 4 hits, 3 wounds, and killing 3 gargoyles.
The remaining marines kill the last two.

Troop choice 2a consolidates 1 inch.
Troop choice 1a consolidates 1 inch.
Terminator unit 2 consolidates 2 inch.

Tyranids: 13 dead.
Space marines: 5 dead.

Turn 4
Tyranids
I roll for my last reserves and the Shrike’s arrive.

Movement
Shrikes deploy on left side of Hill 3
Ymgarl Genestealers move 6 inch onto hill 1 in charge range of troop choice 1a
Gargoyle squad 1 move 12 inch into charge range of troop choice 2a.
The Zoanthropes move into better shooting position.

Shooting
Mycetic spore 1 shoots at Terminator unit 1, it has 6 shot’s, scoring 4 hits, and 4 wounds but all are saved.

Both Zoanthrope units shoot at unit 2a.
Zoanthrope unit 1 can shoot 1 Warp blast, but it scatters hitting nothing.
Zoanthrope unit 2 can shoot 2 Warp lance shots scoring 1 hit and 1 wound, 1 dead marine.

Warrior Shrike unit shoot at unit 2a, 9 shot, 3 hits, 1 wound, which is saved
Gargoyle squad 1 has 15 shots, scoring 9 hits, 3 wounds, and 1 death marine

Assault
Ymgarl genestealers choose +1 attack.

Gargoyle unit 1 charge unit 2a
My gargoyle hit first with 32 attacks.
They score 19 hits (9 blinding venom hits), out of the remaining hits 10 hits I score another 7 wounds, total 16 wounds but the marines make 15 of their 16 saves only killing 1 marine.

Forge father has 4 attacks and score 3 hits, 2 wounds, 2 deaths.
Sergeant has 4 power fist attacks, 2 hits, 2 wounds, 2 deaths.
Gargoyle unit 1 loses battle by 3 and because they are fearless they take another 3 wounds, killing 2.

Ymgarl genestealers charge unit 1a
Ymgarl genestealers have the initiative.
They have 20 attacks, scoring 14 hits, 6 rending wounds and 5 normal wounds.
All marines are killed; kantor has to take 4 invulnerable Saves failing 3 and is also killed
Ymgarl genestealers consolidate 1 inch towards hill 2.

Tyranids: 6 dead.
Space marines: 7 dead.


Space Marines
Reserves rolls
Troop choice 3 and terminator unit 2 finally arrive.

Movement
Drop pod 3 scatters and is deployed 1 inch from the Gargoyle unit. The exact place as drop pod 2.
Terminator unit 2 deep strikes above the forest with the Tyranid objective.
They scatter into the forest killing 2 terminators. (tripped over some stones)
Troop choice 3 deploys on the right side of the drop pod.

Shooting
Drop pod 3 shoot at Ymgarl genestealers, scoring a hit, 4 under, 2 wounds, 1 death
Drop pod 2 shoot at Ymgarl genestealers, scattering 8 inch, hitting 2 terminators, 1 wound and 1save.

Troop choice 3 shoot at Ymgarl genestealers
flamer scores 3 hits, 2 wounds, 1 death
15 bolter shots, 11 hits 5 wounds, 3 death
Ymgarl genestealers are all dead

Assault
Terminators assault Mycetic spore 1
Mycetic spore hits first scoring 0 hits
Terminators score 5 hits, 5 wounds and the spore is death.

Gargoyles unit 1 still in close combat with troop unit 2a.
Forge Father hits first with 3 attacks, scoring 1 hit, killing 1 gargoyles.
Gargoyles have 9 attacks, 5 hits and 1 blinding venom hit, 5 hits result in 1 wound, no deaths
Sergeant has 3 Power fist attacks, 2 hits, 2 death.
Remaining 4 gargoyles stay in CC with forge father and sergeant.

Tyranids: 9 dead.
Space marines: 0 dead.



Turn 5
Tyranids

Movement
Warrior squad 2 moves 6 inch toward Tyranid objective
Shrikes move 12 inch toward Space marine objective
Zoanthrope unit 1 moves 6 toward Tyranid objective
Zoanthrope unit 2 moves 4 inch to shoot at space marine choice 3

Shooting
Shrikes run 5 inch behind the fortress out of shouting/assault range
Warrior squad 2 runs 6 inch towards the Tyranid objective
Zoanthrope unit 1 shoots at the terminators in the forest, they get 1 hit, 1 wound, no deaths
Zoanthrope unit 2 shoot at troop choice 3 scoring 4 hits, 4 wounds and 3 deaths.

Assault
Gargoyles unit 1 is still in close combat with troop unit 2a.
Forge father has 3 attacks, 3 hits and 3 deaths
Gargoyle has 1 attack, 1 hit and no wound.
Sergeant has 4 power fist attacks, 2 hits, 2 wounds and the last gargoyle is death.

Tyranids: 4 dead.
Space marines: 3 dead.


Space marines
Movement
Troop choice 3 moves 6 inch toward the Space marines’ objective.
Forge father and sergeant move 6 inch toward zoanthrope unit 2.
Terminators unit 1 move 5 inch to save zone.

Shooting
Drop pod 3 misses.

Forge father shoots twin-linked heavy flamer on zoanthrope unit 2. 3 hits, 2 wounds, 1 save.

Assault

Forge Father and sergeant assault zoanthrope unit 2
Forge Father has 4 attacks, 4 hits, 4 wounds, 2 saves, 1 dead zoanthrope.
Zoanthrope has 1 attack scoring 1 hit and 0 wounds
Sergeant has 4 power fist attacks scoring 1 hit, 0 wounds.
I also make my two saves for loosing the battle so stay in close combat.


Terminator unit 1 assaults Mycetic spore 2.
Mycetic spore hits first with 3 attacks, scoring 2 hits, 2 wounds but all saves are made.
Terminators have 6 attacks, 5 hits, 5 wounds and Mycetic spore 2 is death.

Terminator unit 2 assaults termagaunts on home objective
Gaunts hit first with 10 attacks, scoring 1 hit, 1 wound, but the save is made.
Terminators hit with 12 attacks, scoring 10 hits, 9 deaths.
The remaining gaunts don’t make the 9 saves so they are all dead.
The Terminators consolidate 1 inch away from the warriors.

Turn 6
Tyranids
Movement
Shrikes move on top of space marine objective
Zoanthrope unit 1 moves 6 inch toward Tyranid objective.
Warrior squad 2 moves 6 inch toward Tyranid objective

Shoot
Zoanthrope unit shoots at terminators, 2 warp lance shots, 1 hit, 1 wound 1 death.

Warrior squad 2 shoots at terminators.
Prime 3 shots, 3 hits, 3 wounds 1 death.
The warriors have 18 shots, 12 hits, 4 wounds, 1 death.

The shrikes shoot at troop choice 3 and have 9 shots, 6 hits, 5 wounds and 1 dead marine.

Assault
Forge Father and sergeant still in assault with zoanthrope unit 2
Forge Father 3 attacks, 3 hits, 3 wounds, 3 save
Zoanthrope 1 attack, 1 hit, 0 wounds
The Sergeant has 3 power fist attacks, 2 hits, 2 wounds, 2 save

Tyranids: 0 dead.
Space marines: 4 dead.


Space Marines
Movement
No movement

Shooting
Troop choice 3 shoots at the shrikes.
1 melta, 1 hit, 1 wound, 1 death
Flamer 2 hits, 2 wounds 1 wound
15 bolter shots, 10 hits, 7 wounds, 5 save 1 death.
1 shrike remaining.

Assault.
Forge Father and sergeant still in assault with zoanthrope unit 2
Forge father 3 attacks, 2 hits, 2 wounds, 1 save, the zoanthrope is death.

Tyranids: 3 dead.
Space marines: 0 dead.

End result:
A draw.

Tyranid objective
Space marine terminators within 3 inch.
No Tyranids within 3 inch.

Space marine objective
Space marine troop choice within 3 inch
Tyranid unit within 3 inch.

Afterthoughts.

Tyranids.
1 unit of termagaunts is not enough to hold your home objective. Because of that I had to be too careful with warrior unit 2.
Zoanthrope are very good
Warriors are very good
Ymgarl stealers are good
Gargoyles, 2 units is to much, 1 unit is enough, together with a little other change I will be able to fit in a tervigon to also stay at my home objective I think

The Tyranids are very vulnerable to instant death. Be very careful there.
All in all it was a great game for the both of us.
 

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you handled the gargoyles losing the fight incorrectly. when they failed their morale test the inititive test is to see if they break from combat or if the opponent can sweeping advance and kill all remaining units, when you passed your inititive test you should have rolled 3d6 and moved the gargoyles that far towards , and here is where i am not 100%, either your board edge or the closest synapse creature.
 

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Quick point its only 2d6 and towards board edge.

Very enjoyable report, thanks for posting
 

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That Which Has No Time
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Hello jur!

Thanks for posting the battle report.

It would be great if you could include a map of the battlefield. You can include images by using the img-tag. You host the image somewhere on the internet (there are many image-hosting services in case you do not have webspace of your own), and then include it here by typing its URL between [ i m g ] and [ / i m g ] (without the spaces).

And -if you don't mind- I think the report would be a little easier to read if you provided a little less detail. It's nice to have every step documented, but I think we needn't know it step-by-step. It suffices to say "unit A shot unit B, killing 4", for example, instead of providing hit rolls, wound rolls, and saves each. This would also help shift the focus a little more on the movement and on the decisions the players were making (in short: the tactics, which is what readers of battle reports usually primarily want to read about), instead of merely listing the results of dice rolls, which can teach us only little.
Just an idea.

Thanks!
Red
 

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they are jump infantry.

Nice report, but you don't have to include the special rules for each unit at the beginning.
 
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