So last night I had a game with my Tyranids against my friend’s Grey Knights. This was my first game against Grey Knights and my first 7th edition game. The psychic phase was easy to figure out and I appreciated the new FMC rules. He had two squads of Grey Knight Terminators, Two Dreadknights with the teleporters, a pair of Stormraven gunships and a Grand Master.
Here’s the final list, battle report afterwards:
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BattleScribe
So here’s how the game went, as much as I can remember from last night. Mission was dawn of war deployment and The Emperor’s Will. He got the roll to deploy first, and I got to steal the initiative. My deployment had the Living Artillery Node hiding behind a building in the top left corner. My group of Zoanthropes, Malanthropes, Dakkafexes, and Termagants was in the middle of the board in ruins, and the Flyrants and Harpies were off to the side next to that block of Nids. He had his knights in the corners and his terminators in the middle of the board. Both my Flyrants got Warp Blast.
My Flyrants and the Harpy flew mid-field to threaten the Terminators, the block of Nids moved up, and the Exocrine moved to the edge of the building closest to the center while the others stayed put. I don’t remember much about that psychic phase and not much got done with the shooting phase either, I think I killed a model or two, darn 2+ saves.
His turn was painful, he moved everything up, the Dreadknight on the left pretty much teleported next to my living artillery node the rest normal movement forward. Psychic phase happened, I was able to deny one force weapon on one knight near my artillery but not the other one. They used their psigatling and managed to hit and wound my Harpy and thanks to Force it pretty much got one-shot because I failed the saves. Two rows of Termagants from a brood got removed and that was the first turn.
Second turn block of Nids moved closer to firing range, but not quite in the best spot for all of them to do something.. Living Artillery stayed in place and my Flyrants moved to threaten the other Dreadknight. Psychic phase happened and I got to deny both force casts on the Knights. Psychic phase I beleive I got a wound on the Dreadknight, those things are stubborn. The other Knight got a barrage of Exocrine fire and I got a wound on it. Warriors didn’t do much and Biovores killed a Terminator and the Termagants didn’t do much damage. I don’t think my Carnifexes were able to fire this turn, might have been next To avoid the Dreadknight going to town on my Biovores I tossed my Warriors at it and I they survived, a Warrior nearly died with one wound left and the knight laughed at it.
His turn was, strangely, moving back from my wall of Tyranids, he managed to remove another row of Termagants, the Malanthrope shroud bubble saved quite a few gants. He got one gunship in and grounded my Warlord Flyrant with one wound left, the other took a wound from the dreadknight but kept flying. In the assault phase the fight between the three warrior brood and the Dreadknight went on and he killed a warrior and wounded another, but he rolled double 1s on his armor saves. Unexpectedly my Warriors killed the Dreadknight, I was expecting them to die in a turn or two and my Exocrine to finish it off. My opponent was feeling nice and didn’t assault my Tyrant, though if he did or didn't, he didn’t get to do much and died a turn later from either the gunship or the Dreadknight. I think he killed my non warlord flyrant that turn.
Next turn I moved the block up some, there wasn't much left of the Termagants at this point. I got to grin as my Carnifex pair got into range and fired 24 shots at them, and then sigh as he made most of his saves, I think I killed another Terminator. Flyrants failed to do much to the dreadknight. and eveyrthing else was more or less out of range, my warp blasts were denied and my leftover WL had one wound left and I didn’t want to lose the last one to perils. More useless shots on the knight.
His turn, his other gunship showed up and my Warlord was killed, I should have just flown him off the table in retrospect to deny him that point so I could at least try to tie by killing his Warlord and forcing a model into his deployment zone to win be linebreaker. Due to time we ended on Turn 4. I’m not sure I had much change to do anything. The objectives were held by both sides and he had first blood and slay the warlord. I’d have to slay the warlord and linebreak and all I had left at that point was my fexes, the malanthropes, and the zoanthropes. And the living artillery in the corner. There were also a bunch of mistakes done on both sides as it’s been awhile since we played and our first game of 7th.
So I learned a few things here. I don’t think I had near enough AP2 shooting to deal with an entire 2+ army. My luck wasn’t that great and I only knocked both squads roughly in half and kill a knight even under the hail of Tyranid shooting and the Exocrine didn’t get to do much. I learned that twin linked devourer Carnifex broods are ridiculous, even though I read and never really thought that two of them was like. 24 shots twin-linked, makes me wonder if a third fex is worth the points in the brood or having two twin fex broods. Malanthropes seem to be great but didn’t get much action. I probably should have shot at the gunships more and Biovores helped but didn't do much with all the 2+ saves everywhere. I think I like the psychic phase and it was pretty easy to understand. I’m not sure if I want 30 squad fleshborer termagants or the half and half fleshborer/devourer ones for the same points when I already have devourer flyrants and fexes.