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2500pts 'Ard Boyz Practice Match - Grey Knights vs Tyranids (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Can Tyranids overcome the Grey Knights?
Grey Knights are going to force a victory and take it by storm(raven).
Draw.
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Made in us
Fixture of Dakka





San Jose, CA

I'm going to do this report just a little differently. Don't have time to work on the report tonight so I'm just going to post the lists first. There's something new/different about this battle. See if you can figure out what it is just from the lists.


------------------------------------------------------------


Grey Knights 2500

Coteaz
Librarian - Might of Titan, Sanctuary, Shrouding, Summoning, 3x Servo-skulls

1x Paladin - Hammer
1x Paladin - Hammer
10x Purifiers - 9x Halberds, 1 MC-Hammer

3x Henchmen Warriors - 3x Meltas
3x Henchmen Warriors - 3x Meltas
5x Henchmen Warriors, 3x Crusaders, 2x Mystics - 3x Meltas
7x Grey Knight Terminators - All Halberds (1x MC), 1x Psycannon

Stormraven - Extra Armor
Stormraven - Warp Stabilization
Stormraven - Warp Stabilization, Teleport Homer

Dreadknight - Heavy incinerator, Personal Teleporter
Dreadknight - Heavy incinerator, Personal Teleporter
8x Purgation Squad - 4x Incinerators, Halberd, Hammer, MC-Hammer, Sword, Teleport Homer



Tyranids 2500

Swarmlord
2x Tyrant Guards w/Lash Whips

3x Hive Guards
3x Hive Guards
3x Hive Guards

Tervigon - Catalyst, Cluster Spines, Toxin Sacs
10x Termagants
Tervigon - Catalyst, Cluster Spines, Toxin Sacs
10x Termagants
Tervigon - Catalyst, Cluster Spines, Toxin Sacs
10x Termagants

5x Raveners - Rending Claws, Toxin Sacs
5x Raveners - Rending Claws, Toxin Sacs

3x Biovores
3x Biovores
Tyrannofex - Cluster Spines, Dessicator Larvae, Rupture Cannon


-------------------------------------------------------------------


Hopefully, I can get this report up by tomorrow. In the meantime, let me know what you guys think.

This message was edited 3 times. Last update was at 2011/07/25 03:02:46



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ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

May I ask who your opponent was?

Looking at the lists I'm seeing lots of opportunities to grab objectives. Lots of deepstriking units, the summoning, jumping Dreadknights and Warp Stabilization on the ravens.

However on the other end of the spectrum the nids have a lot of mobility and the potential to crap out a ton of gaunts and limit your movement options.

My vote goes to GK's this time. 3 Stormravens will easily take down the Swarmlord and a possibly a Tervigon too from the Mindstrike Missiles (since the FAQ states they only need to be hit by the blast marker and not actually allocated a hit). GK's also have the guns to hurt the small bugs before they hit "critical mass" and deny them movement options. In fact I think it's got the potential to be an absolute hammering depending on the competency of the enemy general.


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Made in us
Numberless Necron Warrior




That is a very different list compared to the Crowe purifier list you usually run. Im excited to see how this plays out. . . Im going for a draw though or leaning towards a Tyranid win depending on who goes first. If nids go first those SR may not last too long. The biovores could really hurt the henchmen as well. Tbh I don't see much that the nid player can do to the ten paladins. . .

 
   
Made in be
Deranged Necron Destroyer






I suppose the termies, pallys and Libby will melt into one unit, given you a super duper baddass units, capable of using multiple forceweapons, wound allocation tricks etc.

I think the ravens will absolutley murder the tervigons and swarmlord with 12 mindstrikes.
Nothing short of the swarmlord is capable to just something to that termie unit, and even then there is good chance he will get instagibbed by a forceweapon,

Think this is one fo the best litsts i'v seen The only thing i'm missing is an assassin, why not? it would add to the massive disruptions you will cause, as this army is SUPER aggressive

This message was edited 1 time. Last update was at 2011/07/22 09:36:43


You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Focused Fire Warrior





I'm excited to see some dreadknights being used! It's gonna be interesting to see how they do, even if they don't have the greatsword on at least one

"Use the Force, Harry." -Gandalf

 
   
Made in us
Death-Dealing Ultramarine Devastator




Bay Point CA

Very interesting GK list with some very interesting units. I am curious to see how this ends up.

1850 Points NovaMarines
200 Point Kill Team
200 Point Possessed Kill Team 
   
Made in us
Longtime Dakkanaut






Bay Area

Interesting henchmen/Grey Knights list. Overall it looks very balanced. The solo Paladins are worrisome in Annihilation. They seemed equipped for taking out Monstrous Creatures. If they don't succeed with their force hammers against Shadows in the Warp, they could easily be killed having only a 5++.

jy2, I look forward to reading the rest of your battle report.

   
Made in us
Fixture of Dakka





San Jose, CA

jy2 wrote:I'm going to do this report just a little differently. Don't have time to work on the report tonight so I'm just going to post the lists first. There's something new/different about this battle. See if you can figure out what it is just from the lists.


I guess no one guessed it, so I'll tell you guys....


This time, I'm playing Tyranids.


Yes, this is the type of tyranid list that I envisioned way back when the new Grey Knights codex came out that would have a good fighting chance against the knights. Fight fire with fire, and should they choose to assault, then screen/tarpit and then counter-assault. There seems to be this notion going around that tyranids cannot compete against the new Grey Knights. I say nonsense! Tyranids are definitely still competitive, even against the grey knights or dark eldar or imperial guards or space wolves or any of the newer codices out there. Sure, it's a tough fight against the knights, but it's not impossible. You just need to be more "strategic".

My opponent is Bobby. The last time I faced him, it was my purifiers against his paladins, and it was a tough fight. (Battle report can be found here.) This time, he brought something totally different, something that I definitely did not expect. He told me that he was frustrated at the lack of mobility that plagued his paladin GK-builds so this time, he went to the other extreme. He brought a highly mobile army with trip-ravens and shunting dreadknights. I'll go into his list some more in the Pre-game Analysis.

Honestly, I feel confident I can take his army....that is, if my psyker Tyranid monstrous creatures (TMC's) don't die to his mindstrike missiles. To me, those are probably the scariest weapons in his army.


PRE-GAME ANALYSIS:

Grey Knights:


Bobby's brought what I would consider a very deceptive list. It's a very fast army. It's also got a lot of tricks to it. He's got the Summoning that can instantly teleport his units from anywhere on the board to his librarian. Thanks to the mystics that his librarian would most likely join, they won't scatter. He can even teleport his other stormravens. And when they land, they're getting 3+ cover thanks to the Shrouding. He can deepstrike his terminators and/or his paladins to the opposite flank. If I go for it, then he can use the Summoning to bring them back to his main force so that it's his entire army against my split forces. He can summon triple-melta henchmens if my TMC's or even my raveners get too close to him for some melta-love. Luckily for me, now he can only cast Summoning once each turn thanks to the new FAQ's.

Then he's got single-model "distraction" paladin units that are both a threat to my TMC's with their hammers or to my gribblies with Holocaust. He's got 3 scary hammer units in terminators, purifiers and purgation squad that I cannot ignore. Finally, he's got the very nasty mindstrike missiles from his stormravens. To most armies, mindstrike missiles
aren't so scary. They're just S4 small blasts meant to deal with hordes, and they're just 1-shot each. However, to psykers, they are fearsome indeed. Any psyker hit by the template automatically suffers Perils in the Warp and you cannot allocate it like you can wounds from a shooting attack (you can allocate the wound from the small blast but not the Perils effect). Now, against a large model on a big 60mm base without any invuln's, that is indeed scary. What's even worse is for those tyranid players who converted their tervigons using trygon bases. Oh, did I forget to mention no cover? Ughhh.....

There's nothing I can do about the mindstrikes but hope they scatter far. However, I've also got to watch out for his dreadknights. A lot of armies with AP1/2 guns usually wouldn't worry too much about these big guys, but for tyranids, we don't have any guns that can really hurt these guys (except for our zoanthropes, which I didn't bring). The only units they have to be concerned about is my Swarmlord and my raveners. Otherwise, they are a TMC-killer.

Though while he's got speed, in Seize Ground, I've got the advantage with at least 9 scoring units. In Capture and Control, I think it's about even. I've got just too many scoring units but don't have the mobility to get to his objective easily. While he's got only 4 scoring units, of which 3 are relatively fragile, his advantage is in the fact that he can dictate where the battles will take place. Basically, if he wanted, with his mobility he could have all the action take place in my half of the table and tie me up so that I wouldn't even be able to reach his objective. In Annihilation, I think it's also about even. I've got 15KP's to his 16. While I feel that I've got superior shooting, his mindstrike missiles may even up the odds here. Other than his mindstrikes, I've got some resilience to his shooting. On the other hand, he's got the mobility to stay out of range of mine, at least for maybe 2 turns.

With my shorter range, I would want a Pitched Battle deployment. Dawn of War and Spearhead are a disadvantage to me as I have further to travel. He doesn't really care which deployment he gets as he has the flexibility to easily and quickly redeploy.

While normally, I advocate keeping your forces united. In this case, it may not be so bad for him to split up his forces (or a part of it at least). This would force me to split up my forces as well. Then on his turn, he could just summon that unit back together with the rest of his army. Let's see if he uses that tactic (I hope not...because I'm experienced enough not to fall for it).


Tyranids:

I forgot a tervigon so I had to proxy my GK dread as the tyrannofex (used my tyrannofex as the tervigon instead). Also, while my raveners are modeled with guns, in this game they just have rending claws and scything talons.


There are several reasons why I think my nids can hang with the knights:

1) One of the weaknesses of a stormraven list is that they are vulnerable to spammed-shooty lists. Well, stormravens....say hello to my little....hive guards. That's why I have confidence I can take his army. 18 S8 shots, of which they ignore any cover that is not flat-out cover or smokes, should pretty much kills his transports, even with 3+ cover.

2) The Swarmlord. If he doesn't kill this guy early, he's going to have a hard time trying to get close to my army. And he will need to get close to me to do any real damage. Swarmy will carve up any unit he touches....especially after I soften them up first with some shooting.

3) Raveners. Cavalry is in. Period. Thunderwolves, fiends of slaanesh, dark eldar beastpacks, raveners...they all give us what we really need, and that is a long range threat. Raveners will wreck anything in their path as long as they can stay within range of Shadows in the Warp. Their specialty? Ripping apart dreadknights. The raveners and my Swarmlord are the main threats to his dreadknights....and almost everything else. I just need to watch out for that purgation squad and make sure they assault within the protection of Shadows.

4) Biovores. Any disembarked infantry not locked in assault are going to be eating 6 large pie plates a turn. As they are barrages, my biovores don't need LOS and his henchmen warriors won't be getting cover unless they're actually in area terrain (or there is actually terrain between them and the blast itself). You know those long fangs, heavy weapon squads and objective campers most armies have? This is my answer to them. Biovores are the real deal.

5) Shadows in the Warp. I've played enough against shadows to know how annoying it is to psykers. Well, now the shoe is on the other foot. I get to use it to my advantage, and believe me, I need it. It has a 50% chance to stop LD10 while they are in range and a 62.5% chance to stop LD9. If he hasn't already, he's going to be cursing it when he tries to cast his psychic powers in close range (i.e. assault).

My overall strategy is to stick together and get within range to shoot down his birds. Then, I'm just going to shoot the crap out of his army and dare him to come to me. BTW, I'll be advancing while shooting the crap out of his army until he has no where else to run. Then Swarmlord and the raveners are going to have a nice meal.


-------------------------------------------------------------------


Mission: Annihilation

Deployment: Pitched Battle

Initiative: Tyranids


-------------------------------------------------------------------


Deployment:


Map of the board.


Tyranid deployment. I make sure to space out my synapse so that scattering mindstrike missiles won't hit another synapse TMC. I forgot 1 of my TMC's so will be proxying the dreadnought for my tyrannofex (I will change it out later on when one of my TMC's die).


Raveners all have rending claws and scything talons only. I leave 1 unit of termagants in reserves.


Grey Knights deployment. He deploys as far away from my guys as possible. Librarian is in the middle raven with his large henchmen squad (with the mystics). Coteaz is in the right raven with the purifiers. Purgations are in the left raven. Every thing else will be in reserves, with the terminators/paladins deepstriking.

He fails to steal the initiative twice and awaaayyyyy we go!


-------------------------------------------------------------------


Tyranids 1

Tyranid movement. Almost all my units runs with the exception of the tyrannofex. Swarmlord's unit, middle and right hive guards get FNP from the tervigons. One of my right tervigons takes a wound to Perils but still successfully casts it.

My t-fex shoots at his librarian's raven. Despite its mighty S10 cannon, I only manage to glance the raven once, which leads to it getting shaken. Bahh!


Grey Knights 1

GK movement. Librarian's raven moves flat-out. He easily shakes off the shaken raven thanks to Fortitude. Uh, oh...now here comes the pain.


He fires 9 mindstrike missiles at the closest tervigon and wipe him out. They also put 1W on my left hive guard unit and killed a bunch of termagants.


Power of the Machine Spirit (PotMS) lascannons from his ravens put 2W on my tyrannofex.

That wasn't too bad. I was expecting a lot worse, like 2 of my TMC's dying. Or him taking out Swarmy. I'll take it.

GK: 1, Tyranids: 0


Tyranids 2


Nid movement. Most of my guys except for my right-most hive guards and the t-fex runs.


Only 1 unit of hive guards and the t-fex was able to fire. I'm not sure which did it, but I explode Coteaz's raven. Biovores then go to work. After 6 pie plates, I kill off half of his purifiers. It would've been more, but Coteaz was shrugging off the blasts like champ.

GK: 1, Tyranids: 1


Grey Knights 2

Terminators are the only unit (out of 5?) that comes in. They land safely via the teleport homer. Librarian summons Coteaz and purifiers onto the top of the hill. Both dreadknights shunt forwards and the purgation raven moves flat-out.


He then concentrates his shooting - 3 mindstrikes and 2 tl-lascannons - onto my wounded tervigon but isn't quite able to finish him off (1W left). One of the raveners also take a wound from a mindstrike blast.


His terminators take out my termagant screen and double-heavy incinerators as well as 1 PotMS tl-multi-melta reduces my right raveners to just 2 models.

GK: 2, Tyranids: 1


Tyranids 3

Overview of the top of Turn 3 (taken at the end of Turn 2).



The swarm cometh. Tervigons catalyze (FNP's) Swarmy's unit and the raveners. Termagants come in from reserves behind his dreadknight and stormraven. Middle tervigon spawns 6 termagants and craps out while doing so.


As you can probably see, I'm trying to surround his stormraven so that if I am able to wreck it, then his purgation unit would have no place to disembark. Then they would be dead.


I fire 2 units of hive guards at his librarian's raven. That's 12 S8 shots of which 8 should hit and 4 should glance/penetrate. With only a 6+ cover from shrouding, I only manage to stun it. Are you kidding me? My other unit of hive guards and my t-fex fires at his purgation's raven and also stun it (this one is a little more acceptable as it had a 3+ shrouded flat-out cover save). On the bright side, his librarian takes 1W from Perils for rolling snake-eyes (1,1) while casting Shrouding.

In other shooting, biovores bombard his terminators....and kill 3! Fortunately for him, they pass both pinning and morale.


Charge! Termagants multi-charge his dreadknight and stormraven. Now why would I want to charge his raven when I can't possibly hurt it? Because I wanted it surrounded, that's why.


Swarmlord, who cast Prefered Enemy on his own unit, charges the dreadknight. The 2-ravener unit goes for the long shot and assaults his stormraven.


Termagants don't do anything to his dreadknight and after No Retreat saves, are down to just 4 gants. The raveners, needing 6's to hit and then 6's to rend and then another 5-6 to pen, actually beat the 1 in 108 odds to penetrate his raven. They rip off its lascannon.

Lastly, the Swarmlord totally whiffs in combat, rolling 2 1's and 2 2's to wound his dreadknight (and thus not wounding). His dreadknight, in turn, fails to hurt the Swarmlord as well and survives what should have been certain death from Swarmy's boneswords (they cause Instant Death).

What a crappy round. I can't believe I didn't kill anything! There should've been a dead stormraven and dreadknight this round!

GK: 2, Tyranids: 1


Grey Knights 3

Both paladins come in and deepstrike without scatter thanks to his raven's teleport homer.


Both henchmen units come in as well and run towards terrain.


Purgation's stormraven fails to cast Fortitude due to Shadows so it remains there. Librarian's stormraven, however, shrugs it off and moves flat-out.


Coteaz's unit fails to make it down the hill so they spread out instead. Terminators advance.


Terminators open fire and kill one of my hive guards. He also puts 1W on my middle hive guards (from stunned raven, perhaps? Don't quite remember).


Shadows block 1 Holocaust attempt by his paladin, but the other paladin unit successfully gets it off against my termagants. My termagants go-to-ground and survive Holocaust as well as stormbolter fire from his purifiers.

With his only other shooting, his stormraven's tl-lascannon fails to remove the last wound from my tervigon who was out in the open.


Terminators assault my 2-hive guard unit.


They do 2W to it and No Retreat wipes out the squad. They then consolidate back and away from my Swarmlord.


Swarmy then takes out his dreadknight. In another display of awesomesauce, my 2-ravener unit once again rends his purgation raven and manages to re-stun it.

GK: 3, Tyranids: 2


Tyranids 4

Overview of the beginning of Turn 4.


Now I have a choice to make. My Swarmlord can either go after his 2 paladins or his dreadknight locked in combat against my 3 termagants. The strategic part of me screams at me to go after his mobility and thusly, take out his dreadknight. But then that would let his 2 paladins rampage through my army (though very slowly). Those paladins can easily get 2 kill points from my biovores and termagants. But then the more sensible part of me tells me that those paladins are worth 2 easy kill points (at least for my Swarmlord). Finally, I decide to do the sensible thing. Swarmy goes after the paladins.


The rest of my army moves ever closer to his units. This may have been a mistake on my part, but I decide not to spawn termagants with my last tervigon yet. Also, in an utter show of incompetance, both tervigons fail to cast FNP (both rolled 6,5 for their psychic tests). Tyrannofex (I switched out the dreadnought back to the carnifex model) gets in front of the wounded tervigon to give him cover.


In another display of utter incompetance, 6 hive guards fail to destroy his purgation raven and only manage to destroy its other gun. That's 12 S8 shots without any cover!!! Well, almost no cover. His librarian casts Shrouding for a 6+ cover...and he still makes 2 of them!!!


However, where my hive guards failed, my t-fex pulls through and blows up his stormraven.


Biovores then do their thing. One of he barrages, however, scatters far away and hits his dreadknight instead. I kill 2 termagants and 3 purgation knights. Fortunately for my opponent, they pass 2 pinning checks (1 for the explosion and the other for the biovores) as well as morale.


Tyranids run.


Charge! Swarmy's unit multi-charges the 2 paladins. 2-ravener unit charges through terrain into his purgation unit, and the other ravener unit assaults his last stormraven.


If 2 raveners can pen 1 stormraven, what do you suppose 5 raveners can do to it? Nothing....


The rest of assault sees his dreadknight kill my last termagant, and his purgation squad wipe out my 2 raveners due to charging through terrain (and Sanctuary).

Swarmy kills 1 paladin and his guards put 1W on the other paladin. In return, his paladin wounds one of my tyrant guards and then passes morale.


Finally, both his dreadknight and purgation unit consolidate 5-6" forwards.

GK: 5, Tyranids: 4


Grey Knights 4

GK movement. Librarian's unit disembarks. Terminators prepare to assault my raveners. Purgations go after my hive guards and his dreadknight goes after my tervigon.


Stormraven then moves flat-out to get an open shot at my wounded tervigon.


4 incinerators roast my 3-hive guard unit.


3 meltas, boltguns, stormbolters and 1 psycannon only manage to kill 2 raveners.

Lastly, his stormraven successfully takes out my tervigon with a lascannon shot. The ensuing explosion kills the 4-termagant unit that was nearby. Ouch! 2KP's with just 1 shot.


Then it's onto assault. Terminators and henchmen multi-assault my raveners. Dreadknight charges my last tervigon.


His terminators whiff and his crusaders put 1W on my raveners, killing 1 in the process. In turn, I direct all my attacks against his henchmen and kill a few, breaking them in the process. I cannot sweep them though, as his terminators passed morale.


His dreadknight wounds my tervigon just once. However, that is all it takes as he passes his psychic test on 3D6 to activate his force weapon and kill my tervigon. His death throws kill some more termagants from my last termagant unit.


Lastly, Swarmy kills off his other paladin.

GK: 9, Tyranids: 5


What a painful round. Bobby rolled well this turn and took 4KP's from me. I am way behind now. But all is not lost yet. His henchmen unit is falling back. Next turn, Swarmy should be able to multi-charge both his purgation unit as well as his terminators if I do it correctly. And then I have 3 hive guards and a t-fex to try to take down his last raven. Can I do it?


To be concluded.....


-------------------------------------------------------------------


Sorry, had to step out. Now for the conclusion.


Tyranids 5

Overview of the beginning of Turn 5.


Tyranid movement. Besides the Swarmlord, I've lost all my synapse now. My hive guards are out of synapse range and so have to test for Instinctive Behaviour. Unfortunately for me, they fail and have to shoot at the closest target. Fortunately for me, however, his stormraven is the closest target. Swarmy moves towards his purgations and terminators. I plan to wipe them out in a multi-assault.


My hive guards fire at his stormraven. They cannot kill a tank if their lives depended on it. Instead, they only knock out both stormraven weapons.

My biovores fire at his purgation unit all nicely bunched up. 1 scatters pretty far away (onto his dreadknight) but the other one hits. I kill a few purgation knights but fail to hurt his dread.



Now for the big assault. Swarmy slams into his terminators while the 2 tyrant guards hit his purgation unit. Then my t-fex charges the dreadknight to try to prevent him from rampaging through my army.


I kill all but 1 purgation. I think he only causes 1W to my raveners. Then Swarmy hits his terminators 5 times thanks to Preferred Enemy and wound 5 times. He then rolls 4 6's out of 5 5++ invuln saves. "Roll them again," I tell him, "Swarmy's boneswords forces you to re-roll successful invulns." So he picks up the dice and roll another 4 6's. WTF! So only 1 terminator dies. He still loses by 3-4 because of his purgation losses. Purgation knight fails morale and runs. However, terminators pass morale and keeps me locked in. I wanted them to break so that Swarmy could go after either his dreadknight or Coteaz and his purifiers. Instead, now I'm stuck in combat still.

More bad news for me. His dreadknight claims another TMC victim by passing his psychic test on 3D6 and force weaponing my tyrannofex to death.

GK: 10, Tyranids: 5


Grey Knights 5

Purgation continues to flee as he is within 6" of my units. His henchmen, however, regroups. His storm raven then moves flat-out to block out my units.


His dreadknight goes after my last unit of hive guards. The lone gant lying down went to ground last turn. He tries to incinerate both my hive guards and the last termagant but his template is just short. It does, however, kill off one of the hive guards. Fortunately, they are within Swarmy's synapse range.


His dreadknight then assaults. For the 3rd time in a row, he passes his 3D6 psychic test to activate his force weapon and wipes out my hive guards.


Swarmy continues his onslaught.


This time, his terminators aren't as fortunate as they are wiped out.

GK: 11, Tyranids: 6



With this, we roll to see if the game continues and the die comes up with a '2'. Game over

GK: 11, Tyranids: 7 (His fleeing purgation counts as a KP for me.)



Victory to the Grey Knights!!!



Aftermath of the battle.

After the game, we briefly played out Turn 6 to see if I could catchup. Swarmy would go on to kill Coteaz and the purifiers and the raveners would most likely have killed off his henchmen unit for 3KP's. His dreadknight would most likely have killed off my last termagant for 1KP. I didn't play out my shooting phase to see if the biovores could kill his 3 henchmen units (or at least break them), but I don't think I would've been able to catch up.


Post-game Analysis to come later.

This message was edited 4 times. Last update was at 2011/07/25 02:54:10



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Yay, I'm looking forward to it. I've got my money down on the Nids - despite what some naysayers will protest, Tyranids can go toe to toe with GK easily. Shadow in the Warp is an amazing psychic defense, so good luck getting your force weapon off. On top of that, GK can get overwhelmed by hordes of Gaunts. In this particular battle, I'd worry about the Mindstrike missiles though - the battle will probably be decided by the success or failure of those.

   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

I'm gonna stick to my guns and say that GK's will pull through. Your opponent knows what he is doing judging from the previous report and I feel you only have a few critical units holding your nids together. Swarmlord, tervigons, and hive guard. Not saying it will be an easy match, but just a feeling on my part.

Biovores are gonna hurt the non-meched up infantry though...

Looking for games in Shanghai? Send a PM 
   
Made in us
Fixture of Dakka





San Jose, CA

Lukus83 wrote:
My vote goes to GK's this time. 3 Stormravens will easily take down the Swarmlord and a possibly a Tervigon too from the Mindstrike Missiles (since the FAQ states they only need to be hit by the blast marker and not actually allocated a hit). GK's also have the guns to hurt the small bugs before they hit "critical mass" and deny them movement options. In fact I think it's got the potential to be an absolute hammering depending on the competency of the enemy general.

My opponent was the GK paladin player whom I played against last time with my purifier knights, Bobby. He's a pretty good player, though I probably have more experience with my nids than he has with his GW-build. Doesn't seem as if he's settled on a build that he really likes yet. Every time I see him, he seems to be tinkering with something different.

It could be an absolute hammering either ways. If I can pop his transports early and if the Swarmlord survives, I think I have the potential to table his army. I really do. Honestly, I don't feel as if I am the underdog here. Then again, if he takes out the Swarmlord and his stormravens somehow miraculously survive my hive guards, then he also has the potential to rampage through my army.


Valek wrote:I suppose the termies, pallys and Libby will melt into one unit, given you a super duper baddass units, capable of using multiple forceweapons, wound allocation tricks etc.

I think the ravens will absolutley murder the tervigons and swarmlord with 12 mindstrikes.
Nothing short of the swarmlord is capable to just something to that termie unit, and even then there is good chance he will get instagibbed by a forceweapon,

Think this is one fo the best litsts i'v seen The only thing i'm missing is an assassin, why not? it would add to the massive disruptions you will cause, as this army is SUPER aggressive

Well, I'm hoping lash whips will bring his guys down to I1 so that my Swarmlord and attack first. With prefered enemy, I should be able to take a chunk out of his forces to reduce the chance of him forcing me to death. Really, I'm more concerned with massed-power weapon attacks than I am with force weapon attacks.

And if he dies to mindstrikes, then so be it. I'll just spawn more termagants with the tervigons that didn't die from mindstrikes.

His list is good. However, it could use some polish. For instance, he could've made each paladin an apothecary and master-crafted all the incinerators in his purgation.


The Unforgiven Saint wrote:That is a very different list compared to the Crowe purifier list you usually run. Im excited to see how this plays out. . . Im going for a draw though or leaning towards a Tyranid win depending on who goes first. If nids go first those SR may not last too long. The biovores could really hurt the henchmen as well. Tbh I don't see much that the nid player can do to the ten paladins. . .

Yep, you're right. My list is very different form the Crowe-purifier list I usually run. If he plays it right, even if I were to go first, I most likely won't be able to shoot at his ravens until after they've already fired their mindstrikes. My biovores usually do well. They're cheap and they especially like to take out terminators. BTW, he's only got 2 paladins in his entire army (2 units of 1 paladin each).


Stormcrow wrote:I'm excited to see some dreadknights being used! It's gonna be interesting to see how they do, even if they don't have the greatsword on at least one

If they can stay away from the Swarmlord and if they can avoid the raveners (or at least draw them out of Shadows range), then I think they will do alright. Other than my raveners, I don't think I can really catch up to them. Well, actually I can by spawning termagants to tarpit them...but that would almost be like giving out free KP's. Those heavy incinerators are sure going to hurt.


SabrX wrote:Interesting henchmen/Grey Knights list. Overall it looks very balanced. The solo Paladins are worrisome in Annihilation. They seemed equipped for taking out Monstrous Creatures. If they don't succeed with their force hammers against Shadows in the Warp, they could easily be killed having only a 5++.

jy2, I look forward to reading the rest of your battle report.

Honestly, they're a distraction unit that he has to sacrifice and play aggressively with, even in annihilation, just like me spawning termagants in KP missions. Each unit in his army was designed for a purpose. Despite the mission, if his units do not fulfill its role, then he's actually hurting himself more. At least that's my philosophy on gaming. Just like your Witch Hunters. Even in annihilation, you need to advance them and play them the way that they were meant to be played, despite potentially giving up kill points. Hold back any at all and despite saving on some kill points, you hurt the overall offense/chemistry of your list.


Andilus Greatsword wrote:Yay, I'm looking forward to it. I've got my money down on the Nids - despite what some naysayers will protest, Tyranids can go toe to toe with GK easily. Shadow in the Warp is an amazing psychic defense, so good luck getting your force weapon off. On top of that, GK can get overwhelmed by hordes of Gaunts. In this particular battle, I'd worry about the Mindstrike missiles though - the battle will probably be decided by the success or failure of those.

Agreed. Mindstrikes here could be a game-changer. Now I just hope they scatter wildly.


Lukus83 wrote:I'm gonna stick to my guns and say that GK's will pull through. Your opponent knows what he is doing judging from the previous report and I feel you only have a few critical units holding your nids together. Swarmlord, tervigons, and hive guard. Not saying it will be an easy match, but just a feeling on my part.

Biovores are gonna hurt the non-meched up infantry though...

Luckily for me, those "few critical units" are very resilient. Except for the mindstrikes, he can't reliably kill them until he gets into close-combat with them....and he really doesn't want to engage one of them (here's looking at you, Swarmy). Then again, he could very easily eliminate the Swarmlord with his mindstrikes.

The biovores are an integral part of my list. The success of my army really depends on my hive guards and biovores. Since my army is so slow (well, before I added the raveners at least), what I depend on is for the hive guards (and t-fex) to open up transports and then for the biovores to kill its contents. Even though the blasts are only S4, 6 of them will hurt. And you know what's the best part? They're rarely ever shot at because 1) there are so many other prominent threats in my army and 2) usually, they're hiding out of LOS.



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I think this GK list is a bit unpolished.

Solo Paladins have their place, but to my mind that place is in a Draigo-paladin list, not a mixed list. A paladin list offers very few Kill Points and so a unit or two of disposables isn’t hurting you in the one mission where Draigo-paladin lists are very hard to beat. But this list is offering 15 KPs, of which 4 are very easy kills. Also the single paladins can score in a Draigo list which occasionally allows them to deeps strike late and grab an objective. In this list they can’t

I think a 5 man paladin unit (c.315-340 pts) would be better than the 310 points of terminators. It would have another psycannon and 3 more wounds as well as superior WS and Holocaust.

I like the 3 Stormravens, though I’m not sure about the loadouts. I don’t think a ‘raven needs Warp Stabilisation because it’s pretty fast anyway. I’d put the teleport homer on the Librarian though as it’s less likely to be destroyed early (as the Librarian can start in a ‘raven).

I know 3-man melta is beloved by many, and they have definite uses, being nice and cheap. But they’re really suicide units. So two of the four troops in this list are probably going to die anyway. Okay, this game’s annihilation. But...

I presume the paladins and the terminators are arriving via deepstrike and the Purifiers and two Imperial Weakling units will be in the ‘ravens.

Presumably the Purgators will be Summoned about with gay abandon and aim to use their Astral Aim to burn the enemy whilst being out of sight themselves. I’d rather replace them and the solo Paladins (293pts, I think) with a Venerable Dreadnought with psycannon equivalent and CCW/incinerator eqivalent (205pts), It can be delivered via ‘raven. The 90 or so left over points could buy more Weaklings. Ideally Crusaders and Death Cult, I think. Six of them, and another 2-3 gained by ditching one of the Melta squads would be best, I think.

That said, it’s an interesting list and it has definite strengths and some rather unorthodox combinations that might work well.

For this specific game, I think the units that will count will be the (probably in order) Stormravens, Deadknights, Terminators and Purifiers, with the mystic-unit a solid support. The rest I think are basically bio-harvest.

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I'll admit I was confused when I read the lists! I thought, "hey! that's Bobby's army you have!" and figured Janthkin had an awesome shooty/tervigon force, but I remember now that you two fought on Thursday. I'm really excited for this battle report, and I think Hive Guard will at least kill some mobility, but that's a lot of other deepstrike/fast units to deal with.

On another note, Bobby and I just played 2000 pts, against my Footdar with a similar list (but no one-man paladins). Eldrad ate 12 mindstrike missiles, and survived without a wound! I'll tell you what happened.
   
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Wow, I should have known you were playing Nids, jy2. Who else fields 9 Hive Guards?

Ravenors is an interesting addition. They are little squishy, but that can be fixed with Tervigon's Catalyst.

Another thing that threw me off was 3 Tervigons. Up until now, you always didn't like the idea of fielding more than two.

I look forward to reading the game play and outcome.

This message was edited 1 time. Last update was at 2011/07/23 17:20:16


   
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San Jose, CA

Artemo wrote:I think this GK list is a bit unpolished.

Yeah, it could be improved upon. But to be fair, this was Bobby's first time trying out this particular list. He's been tinkering with a lot of different builds. I just hope he can settle on 1 and get some more practice games in with it before 'Ard Boyz (that is, if he goes).

I presume the paladins and the terminators are arriving via deepstrike and the Purifiers and two Imperial Weakling units will be in the ‘ravens.

Presumably the Purgators will be Summoned about with gay abandon and aim to use their Astral Aim to burn the enemy whilst being out of sight themselves. I’d rather replace them and the solo Paladins (293pts, I think) with a Venerable Dreadnought with psycannon equivalent and CCW/incinerator eqivalent (205pts), It can be delivered via ‘raven. The 90 or so left over points could buy more Weaklings. Ideally Crusaders and Death Cult, I think. Six of them, and another 2-3 gained by ditching one of the Melta squads would be best, I think.

That said, it’s an interesting list and it has definite strengths and some rather unorthodox combinations that might work well.

For this specific game, I think the units that will count will be the (probably in order) Stormravens, Deadknights, Terminators and Purifiers, with the mystic-unit a solid support. The rest I think are basically bio-harvest.

His paladins and terminators are going to teleport in. Librarian and henchmen in 1 stormraven (libbie needs the mystics for accurate summoning), Coteaz + purifiers in another and purgations are by themselves in the last one. Coteaz will help to buff up purifiers with hammerhand.

From my point of view, these are the GK units that need to die (probably in this order): stormravens, dreadknights, purifiers, purgation squad, and then terminators.


Gus Indo wrote:I'll admit I was confused when I read the lists! I thought, "hey! that's Bobby's army you have!" and figured Janthkin had an awesome shooty/tervigon force, but I remember now that you two fought on Thursday. I'm really excited for this battle report, and I think Hive Guard will at least kill some mobility, but that's a lot of other deepstrike/fast units to deal with.

On another note, Bobby and I just played 2000 pts, against my Footdar with a similar list (but no one-man paladins). Eldrad ate 12 mindstrike missiles, and survived without a wound! I'll tell you what happened.

Haha, I'm surprised I was able to fool both you and SabrX. Anyways....you're next, and this is just a preview of my shooty nids that you may soon face. Or it could be my Purifier 'Ard Boyz list. Haven't completely decided which one I will be taking to 'Ard Boyz yet.

That Eldrad is one tough nut, with a re-rollable fortuned 3+ Invuln and ghost helm. He has the best chance to survive against Perils in all of 40K.


SabrX wrote:Wow, I should have known you were playing Nids, jy2. Who else fields 9 Hive Guards?

Ravenors is an interesting addition. They are little squishy, but that can be fixed with Tervigon's Catalyst.

Another thing that threw me off was 3 Tervigons. Up until now, you always didn't like the idea of fielding more than two.

I look forward to reading the game play and outcome.

Haha, guess it's been a while since you last played my nids in a non-Apoc game.

I'm still debating over genestealers or raveners to fill out the rest of my nids if I take them to the 'Ard Boyz. One thing's for sure, I need their mobility - either fast cav or infiltrating, fleeting stealers. If you've never faced raveners before, you really don't know how good they are until you do. Well, just last week I finally got some raveners (12!) from ebay for a great bargain. I'm pretty stoked to now have some mobility in the tyranid army.

And the reason why I've never used 3 tervigons before was because I couldn't fit them in at 2K, at least not without sacrificing some of my offense. Besides, you don't really need any more than 2 at 2K. But at 2.5K I can finally fit in a 3rd tervigon.



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I actually kind of like the idea behind the GK list because it’s a ‘little bit of lots’ sort of list, which is often denigrated by web pundits pushing sad ersatz Guard Weakling-spam, and I do think it has quite a lot going for it. Just basically not keen on solo paladins in this list and terminators in any list where paladins could be taken instead...

But I rather applaud experimental lists, and now I’ve semi-rubbished it, it’ll probably win by a street...

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San Jose, CA

Looking forward to reading how this battle went, as I didn't get to watch it.

I think you're wasting part of the Swarmlord's potential, by not including any reserved/outflanking units - you need to try out 8 Ymgarl, even though it means giving up some Hive Guard. (You don't need 2 Tyrant Guard; 1 is actually better, as it gives you majority WS 9 in that unit.)

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Nice one Jy2 I apparently need to proof read the lists. . . Any ways a 4'X6' table I assume you deploy 12'' in and so does he with the SR. Move 6'' closer with a 24" range should possibly put you into range on first turn and possibly pop them before they have a chance to fire.

Again it all depends on how close he plays them. Im trying to convince a friend of mine to try out the biovores, but he staunchly refuses. Hopefully they did well in this report and it could help me to convince him.

I do have a question though. Why would you have the biovores go after the TDA marines and not the softer Henchmen squads? I understand wound saturation to foil a 2+ save and all. . . but the Swarmlord could most likely eat them anyways. Assuming of course he didn't bite it immediately.

I always love your battle reports and can't wait to see how this one ends!

Not fair about the switch up of armies on me either. That was a low blow.

This message was edited 1 time. Last update was at 2011/07/23 22:53:52


 
   
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San Jose, CA



Battle report updated.....


Artemo wrote:I actually kind of like the idea behind the GK list because it’s a ‘little bit of lots’ sort of list, which is often denigrated by web pundits pushing sad ersatz Guard Weakling-spam, and I do think it has quite a lot going for it. Just basically not keen on solo paladins in this list and terminators in any list where paladins could be taken instead...

But I rather applaud experimental lists, and now I’ve semi-rubbished it, it’ll probably win by a street...

It's unusual, that's for sure. But with a little more polish, it could be quite effective. I agree with you for the most part. Dump the termies, reduce the purgation unit and get 2 squads of 5-man paladins and you've got a much more effective list IMO.


Janthkin wrote:Looking forward to reading how this battle went, as I didn't get to watch it.

I think you're wasting part of the Swarmlord's potential, by not including any reserved/outflanking units - you need to try out 8 Ymgarl, even though it means giving up some Hive Guard. (You don't need 2 Tyrant Guard; 1 is actually better, as it gives you majority WS 9 in that unit.)

Normally, I do run 1 unit of 13 stealers in my 2K list, but for this battle, I was trying out something new - the raveners. But whether I use stealers or not, I still need the Swarmlord for his assault ability and as a counter-assault deterrent.

As for his WS, I wasn't aware of that. I've been playing him as an IC in assault from the codex. I didn't realize that the tyranid FAQ changed that. Thanks for letting me know. Alas, I gave him 2 guards for extra survivability against some of the more shooty armies.


The Unforgiven Saint wrote:Nice one Jy2 I apparently need to proof read the lists. . . Any ways a 4'X6' table I assume you deploy 12'' in and so does he with the SR. Move 6'' closer with a 24" range should possibly put you into range on first turn and possibly pop them before they have a chance to fire.

I would deploy as close to him as possible. He, on the other hand, should try to deplore outside of my hive guard's 30" threat range. If not, then it should be an easy win for me.


Again it all depends on how close he plays them. Im trying to convince a friend of mine to try out the biovores, but he staunchly refuses. Hopefully they did well in this report and it could help me to convince him.

I first started out nids using trygons and carnifexes. I would normally use 1-2 in casual games and in competitive ones, up to 3. Also, initially, I didn't like the tyrannofex. Well, after playing tyranids for over a year (I believe it's been at least a year since they came out), I've since migrated to the t-fex and biovores as a competitive build. While most people play assaulty nids, you cannot rely on assault alone to be successful in a tournament environment. Nowadays the shooting phase is just as important as the assault phase. You must have shooting in a balanced all-comer's tyranid army.


I do have a question though. Why would you have the biovores go after the TDA marines and not the softer Henchmen squads? I understand wound saturation to foil a 2+ save and all. . . but the Swarmlord could most likely eat them anyways. Assuming of course he didn't bite it immediately.

I always love your battle reports and can't wait to see how this one ends!

Not fair about the switch up of armies on me either. That was a low blow.

It's a waste firing 3 barrage blasts at 3-man units, especially if all they're going to do is go-to-ground in area terrain. You would want to fire at units clustered up and densely packed if possible. Deepstriking terminators make for a juicy target, as do just disembarked units. Also, if you can, take out the units that are greater threats to your army than those who aren't a threat. At least that's how it usually goes. Now there are always exceptions, like if it's in the late game and you need to break/kill a unit off of an objective (or from contesting) or if you're playing catch up in annihilation. But it was still early and I'd rather try to reduce the number of force weapons that could kill my Swarmlord and other tyranid units.



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Wow, terrible luck with your Hive Guards. I hope you have a turn around in the 2nd half.

   
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God-dammit...I have to wait for the next one now?

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Argh, these "Same Bat Time, Same Bat Channel!" cliffhangers are aggravating (although I suppose that's the point ).

My money's still on the Nids.

   
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San Jose, CA

Sorry guys. Had to step out. But I'm back now.


Battle report completed.



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At last a batrep where I correctly guessed the winner.

I was surprised to see the Mindstrikes go for a Tervigon. First priority would have been the Swarmlord for me. With him out of the way the DreadKnights would have had a field day running rampant through your lines. Come to think of it not going flat out with the Librarians raven would have allowed another 4 missiles to be shot meaning with combined fire a Tervigon (the closest) could have been taken out as well thus creating big synapse issues on the closest side to the GKs.


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Great Match! I hope to see more soon!

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Ouch. Everything that could have have possibly gone wrong happened in this game. He was making most of his saves while your forces was denied due to AP4 and Force Weapons. Good thing this was a practice match and not a real 'Ard Boyz game.

   
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Great report as ever man, disappointed to see the 'nids lose however, but I think I do prefer your Nid reports to the Grey Knight reports, probably just because they're seen as underdogs and the Swarmlord is great fun to watch!
Clearly, a lot of luck didn't go your way that game, particularly with the Hive Guard shooting and then the 8 6's at the end, although the Raveners at least appeared to get some good luck, particularly the pair assaulting the SR.
Great report as ever.

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Ah, so that's how it went down. Well-played on Bobby's part! I understand his target priority - he's seen what masses of poisoned 'gants can do to Dreadknights/termies, and throwing FNP around makes the Tyranid army much nastier. The Swarmlord can be engaged on his own terms, given the superior mobility of the GK list.

But one thing:
Stormraven then moves flat-out to get an open shot at my wounded tervigon. . . .
Lastly, his stormraven successfully takes out my tervigon with a lascannon shot. The ensuing explosion kills the 4-termagant unit that was nearby. Ouch! 2KP's with just 1 shot./quote]This was a no-no; you can't move Flat Out on the turn a unit embarked or disembarked, and the Librarian had just hopped out.

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Lukus83 wrote:At last a batrep where I correctly guessed the winner.

I was surprised to see the Mindstrikes go for a Tervigon. First priority would have been the Swarmlord for me. With him out of the way the DreadKnights would have had a field day running rampant through your lines. Come to think of it not going flat out with the Librarians raven would have allowed another 4 missiles to be shot meaning with combined fire a Tervigon (the closest) could have been taken out as well thus creating big synapse issues on the closest side to the GKs.

That's probably because he's never faced the Swarmlord before. He's played against tervigons a lot so he knows what they're capable of. Catalyst and their ability to spawn just makes the whole nid army that much harder to deal with. Add to the fact that the Swarmlord isn't really a threat initially whereas the tervigons can help from turn 1 and it's actually not surprising to see why he would want to take out the tervigon first.

But I'm sure after this game that he will have learned his lesson. I won't expect my Swarmlord to survive next time.


SabrX wrote:Ouch. Everything that could have have possibly gone wrong happened in this game. He was making most of his saves while your forces was denied due to AP4 and Force Weapons. Good thing this was a practice match and not a real 'Ard Boyz game.

Yeah, that seems to be the case in a lot of my games. But he did play well despite a few mistakes on his part, and I did get cover against most of his shooting.

But despite losing, I never really felt my army was in danger. In fact, I felt that I could have easily won this. Alas, it is what it is.


Just Dave wrote:Great report as ever man, disappointed to see the 'nids lose however, but I think I do prefer your Nid reports to the Grey Knight reports, probably just because they're seen as underdogs and the Swarmlord is great fun to watch!
Clearly, a lot of luck didn't go your way that game, particularly with the Hive Guard shooting and then the 8 6's at the end, although the Raveners at least appeared to get some good luck, particularly the pair assaulting the SR.
Great report as ever.

Thanks. I actually enjoy playing "underdog" armies. I find the challenge quite rewarding, especially if you are able to overcome an army where you are traditionally perceived to be weaker against. But honestly, I didn't feel like I was the underdog here.

The Swarmlord is really good. Not only is he a beast, but he is actually a force multiplier as well with his 18" synapse, paroxysm, bonuses to reserves and his ability to give others Preferred Enemy. In my list, he is essential as a counter-assault deterrent. Otherwise, my army doesn't hit very hard in assault and can be overcome by other more assaulty armies. Usually in my games, he doesn't disappoint unless if I'm playing an ultra-shooty gunline that just sits back and fire. Then again, I have the tools to deal with those types of armies as well.

The dice was a mixed blessing. I did have a couple of good rolls, but for the most part, my opponent had better. His stormravens surviving all my fire with usually just a 6+ cover save (actually, I think he passed 4 of those for his ravens throughout the game) and his dreadknight passing 3 psychic tests to insta-gib 3 of my units proved pivotal in this game. But you just have to roll with dice and make the best out of it.


Janthkin wrote:Ah, so that's how it went down. Well-played on Bobby's part! I understand his target priority - he's seen what masses of poisoned 'gants can do to Dreadknights/termies, and throwing FNP around makes the Tyranid army much nastier. The Swarmlord can be engaged on his own terms, given the superior mobility of the GK list.

But one thing:
Stormraven then moves flat-out to get an open shot at my wounded tervigon. . . .
Lastly, his stormraven successfully takes out my tervigon with a lascannon shot. The ensuing explosion kills the 4-termagant unit that was nearby. Ouch! 2KP's with just 1 shot.
This was a no-no; you can't move Flat Out on the turn a unit embarked or disembarked, and the Librarian had just hopped out.

Plus, he wasn't really familiar with the Swarmlord. I did tell him that Swarmy's a bada$$ in cc and that you really don't want to tangle with him, but I don't think he was very concerned. With 10 halberd purifiers and 7 halberd terminators, you can't really blame him for not being too concerned. His assault units are pretty nasty themselves.

Good catch on the stormraven move. I actually knew about that, but just missed it "in the heat of action." I'll let Bobby know the next time I see him.

This message was edited 1 time. Last update was at 2011/07/26 00:51:02



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Stalwart Strike Squad Grey Knight





Sunnyvale, CA

Janthkin wrote:Ah, so that's how it went down. Well-played on Bobby's part! I understand his target priority - he's seen what masses of poisoned 'gants can do to Dreadknights/termies, and throwing FNP around makes the Tyranid army much nastier. The Swarmlord can be engaged on his own terms, given the superior mobility of the GK list.

But one thing:
Stormraven then moves flat-out to get an open shot at my wounded tervigon. . . .
...

Good catch on the stormraven move. I actually knew about that, but just missed it "in the heat of action." I'll let Bobby know the next time I see him.



Excellent rules comment on the new Daemonhunter's Landrai... oh, I mean Stormravens. It's right there on pg70!

This message was edited 1 time. Last update was at 2011/07/26 02:06:00


- 4000
- 1500 6th ed codex: 2 wins, 1 loss, 0 draws 
   
 
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