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Discussion Starter · #1 · (Edited)
Battle Report

Here’s my First battle report and also my first game with the new tyranid codex.

My army

HQ
Tervigon

Elite
2 Hive Guard
2 Zoantrope
The Doom of Malan’tai + Mycetic spore

Troops
10 Termagaunts
10 Termagaunts
10 Termagaunts
Tervigon + Catalyst
Tervigon + Catalyst
Tervigon + Catalyst

Heavy
1 Trygon Prime
1 Mawloc


His Army
Imperial Guard with Witch hunters

HQ

Hq1
Colonel Straken
4 veterans (medipack, regimental standard, camo cloaks, carapace armour)
2 bodyguards
Officer of the fleet
Ministorum priest + eviscerator

Hq2
Inquisitor Lord, Force Weapon, Brazier of holy fire, Rosarius
3 acolyte, mancatcher, Enemy -1 Attack in bas contact
1 familiar, +1I
2 Penitent, All psychic powers no effect on 2+
2 Chirurgeon, ignore first wound
2 Sage +1BS, and re-roll shooting attack
2 Warrior, Plasma gun, Word of the Emperor (all charge leadership test)
Ministorum Priest + eviscerator

Elite
Psyker battle squad
1 overseer Laspistol, CC Weapon
9 Sanctioned psyker Laspistol, CC Weapon

Troops
Veteran squad 1
1 Sergeant
6 veterans
3 veterans with plasma gun

Veteran squad 2
1 Sergeant
6 veterans
3 veterans with plasma gun

Veteran squad 3
1 Sergeant
6 veterans
3 veterans with plasma gun

Fast Attack
Assault carrier squad 1
2 Valkyrie with Multi laser, 2-hellfire missiles, 2x heavy bolter

Assault carrier squad 2
1 Valkyrie with Multi laser, 2-hellfire missiles, 2x heavy bolter

Assault carrier squad 1
Vendetta gunship with 3xTwin-linked lass-cannon

Setup
We played annihilation and Pitched Battle.
I won the roll-off and played first and had to deploy my army first.


Placed the Mawloc to the far left so he is able to burrow.
The gaunts in front with all the tervigons with a little distance behind
The hive guard invisible in a forest in the middle and the Zoantropes in a forest to the right.

Trygon and The Doom start in reserve

His setup:
fast attack squad 1 to the left with troop choice 1
fast attack squad 2 to the right with troop choice 2
Fast attack squad 3 in the middle with troop choice 3
HQ1 in the middle behind the Vendetta
HQ2 to the far left.
Elite squad left of the tree in the middle

Turn 1
Nid’s:
My four Tervigons spawn 10 + 12 + 10 + 8 gaunts and no doubles.

Movement:
I give the 3 units in front “Feel no Pain”. Mawloc Burrow’s and then I move all of the gaunts and my tervigons 6 inch in his direction.
Zoantropes see his HQ2 unit so they don’t move this turn.
Hive guard also moves to get a shot (I know he’s not coming to me so I have to get them in range).

Shooting:
All gaunt units and the Tervigons run (most of the units 3 or 4 inch and two units 1 inch)
My Zoantropes shoot at the CC unit, killing two. (he takes 4 wounds, but he has 1 auto save for a wound and he save’s a second 1)
The Hive Guard shoots at the vendetta, which becomes immobilised.

Assault:
No assault

Imp.Guard:

Movement:
HQ2 unit moves 6 inches in the direction of the forest.
Unit in the vendetta gets out so they can shoot. They stand under and around the vendetta

Shooting:
The elite unit and all his fast attack squads fire at my gaunt. He kills 8 gaunts from 1 unit and 6 from another unit.

Assault:
No Assault

Total gaunts killed this turn 14
Total gaunts spawned this turn 40

Turn 2
Nid’s
Reserve rolls
Mawloc automatic, other reserves stay in reserve.

My Tervigons spawn 14 + 9 + 9 + 9 gaunts. For the far right and left I throw a double.
My Mawloc deep strikes onto his vendetta. It doesn’t scatter.
The unit under the vendetta is killed accept 1. The vendetta can’t move (immobilised and also has no room to go anywhere) so it is destroyed.
3 of my gaunt units get “Feel no pain” from the Tervigon’s.

Movement:
All of my Gaunts and tervigons move 6 inch towards the enemy.
They all also run towards the enemy.
My Guard stay’s where they are. My zoantropes move a few inches so they can shoot at fast attack unit 2.

Shooting:
Guard shoot at the HQ2. Wound 4 but only 1 is killed.
Zoantropes shoot at fast attack unit 2 but they miss.

Assault:
No Assault

Imp.Guard:

Movement:
HQ2 unit moves to the edge of the forest.
The unit in fast attack unit 1 disembark so they can shoot
Fast attack unit 2 moves to the edge of the forest in the middle and the unit gets out so it also can shoot.

Shooting:
The units around the mawloc shoot everything they have on the mawloc and it gets killed.
The other units shoot at my gaunts. 1 unit gets killed and from three other units 4, 4 and 5 gaunts get killed.

Assault:
No Assault.

Total gaunts killed this turn 20
Total gaunts spawned this turn 41


Turn 3
Nid’s
Reserve rolls
Trygon shows up.
The doom not yet.

The Two tervigons that still can spawn, spawn 14 and 12 gaunt (and doubles for the second).

Movement:
My trygon deep strikes between fast attack unit 2 and HQ2 to the left.
All my gaunt’s and the tervigon’s move 6 inch towards the enemy.

Shooting
The gaunts and tervigon on the left shoot all they can at the unit on the left, killing all but 1.

Trigon shoots at the HQ2 killing 3. The unit has 8 man left.

All of my other gaunt’s on the right shoot at the disembarked unit from fast attack 2.
About 50 shot’s killing the entire unit. (They all shoot at that unit because they can’t hit anything else.)
The zoantropes shoot at fast attack unit 2. They have 1 penetrating hit but he has a cover save which he makes.
Hive Guard shoot at the HQ2 unit killing 1.

Assault:
No Assault:

Imp. Guard:

Movement:
HQ2 moves to my Trygon.

Shooting:
Everything that can shoot’s at the Trygon. It gets 1 wound.
Everything else that can shoot’s at the gaunts killing about 11 gaunts and one hive guard.

Assault:
HQ2 assault’s the trygon. Trygon only has 3 attacks because of HQ2 ability’s.
It kills 2. They then hit trygon, missing everything.

Total gaunts killed this turn 11
Total gaunts spawned this turn 26


Turn 4:
Nid’s
Reserve rolls
The doom arrives

It shows up next to Trygon.
Three units are in range for a leadership test. Here is some discussion. The Leader HQ2 has the ability that it can choose if it wants to take a leadership test and the doom says that it has to, so their was some confusion.
The other two units get 4 wounds from the leadership’s test and doom is strength 8 with 8 wounds.

The last Tervigon is able to spawn gaunts; it spawns 8 and also roles doubles.

In total they made 115 gaunt in four turns, that’s 575 point extra.

Movement:
All gaunt and tervigons move 6 inch. They are almost all in Assault range.

Shooting:
The Mycetic spore and the doom shoot at the fast attack unit 2 but they fail to do anything
Doom loses 2 wounds for shooting.

Assault:
My gaunts assault the one unit they can and wipeout the unit they charged.

Trygon is still in close combat with HQ2 with 5 men left. They don’t wound Trygon and trygon kills 2, leaving 3 men in HQ2.


Imp. Guard.

Movement
No movement.

Shooting
Leadership test for Doom are made. It makes 2 wounds so its strength 8 with 8 wounds again.

He shoots everything he can at the doom doing nothing.
He also shoots at my gaunts with everything he can. 2 scatter, hitting nothing. The third one kills 4 gaunts.

Assault.
Trygon kills 2. Last man does nothing and runs.

Total gaunts killed this turn 4
Total gaunts spawned this turn 8


After this he scoop’s.

I only lost Mawloc, 49 gaunts (but I made an additional 115 so I have 96 gaunt left) and 1 hive guard.
He lost everything but fast attack choice 1 and 2 and his elite squad. Next turn they also would have been killed he thinks so he is annihilated.

Afterthoughts:

Mawloc doesn’t get it’ points back most of the time I think.
Tervigons (spawning 115 gaunts), Trygon prime, hive guard and zoantropes are very good.
Doom is good but toughness 4 is a risk. It can get instant killed easy.
 

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Eew... that's about 350 points worth of close combat inquisitor there, doing what cc inquisitors do best. Sweet FA.

Still that's another game of 'spawn more than you can kill' tervigons, i'll have to try and grab one of my local nids players for a shot at it - looks interesting.


And no, the inquisitor doesn't have any protection from the Doom's soul suck power, he can only choose to auto pass moral and pinning tests. That 2+ psychic save doesn't protect him either, but his 4+ inv would, and he'd ignore the first wound taken due to the chirurgeons.
 

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Hive Fleet Pandora
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5,068 Posts
The Inq Lord may choose to pass or fail any Morale or pinning tests. The doom's ability is neither. It is a LD test, thus the Inq's unit is affected.

Good game and report. Guards really need to mech up against the new nids, otherwise it'll be wholesale slaughter.
 

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Either to Mech-up or to get all-infantry. 3 big combined Commissar-held Platoons with Heavy and Special weaponry, full of Lascannons and led by maxed-out Straken command would be more than a match for this list, mainly because uber-Thropes are useless under such conditions.

Nevertheless, good report! Rep to you for bringing Undead Necromancers (Doom of Malan -> Banshee Howl combined with Lore of Death; Drain Life, Tervigons -> Incocation of Nehek; Raise Dead) to the grim darkness of 40k.
 

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Discussion Starter · #5 ·
Thnxs,

thursday I have a rematch.

My List will be
HQ
Tervigon + catalyst
Elite
2 Hive Guard
2 Zoanthrope
7 Ymgral genestealer

Troops
10 Termagaunt
10 Termagaunt
1 Tervigon + catalyst
1 Tervigon + catalyst
19 Hormogaunt/toxin sacs + Mycetic Spore/barbed strangler
9 Genestealers

heavy
1 trygon Prime

1606 points

Tactics
tervigong/gaunts run the field for mass screening and hopefully some shooting etc.
Ymgarl genestealers show at an unexpected place and charge
genestealers outflank.
Zoand/guard do what they have to do.

Hormogaunts deepstrike and hide the first round behind mycetic spore. Next trun move/run/charge.

gr
Jur
 

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What's the point of actually paying for Termaguants?? I ask because I'm not that familiar with the new Tyranids and in the one game I did play against them the guy didn't have enough models to represent the guants his 2 Tervigons produced. He payed for 40 and was hoping I'd kill some so that he could re-spawn. Is there an advantage in having some to start?

Anyway, good report. The poor guard player had plasma against your swarm and payed for it.
 

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Bugs'r us!
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Yes, you need to take Termagants to take tervigons as troop choices. They can also do a decent amount of damage when armed properly.
 

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Eventually I will own a rediculous amount of termagaunt models and be able to put 115 on the table till that day comes I'll stick to only one tervigon
 

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I played a game today and started using genestealer models, spore mine models, and hormagaunt models just for fun despite not being allowed to.

Anyway, you did very very well for your first time I'm impressed. You knew what units were good and what strategies to use.
 

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Does the codex specify that no other models can be used as proxy?
 

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Bugs'r us!
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I think that in any friendly game you're allowed to substitute models for them.
 
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