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1850 Full Reserve Tyranids vs. GK/BA/SM (3 Round Primer Tournament For The Dark Star GT)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Horrific Horror






Round One: Grey Knights ~ You're Reading It!
Round Two: Blood Angels ~ Click Here!
Round Three: Space Marines ~ Click Here!

I have been playing Tyranids for just over two months and have been to three tournaments with them. I am preparing to play in my first ever GT in February and thus have tried a different list type every time to lean what will be both the most successful and fun. After going W:1 and L:2 with Tervigon spam and W:2, L:0, and T:1 with Gargoyle wall shuffle forward style list it is time that I try the Tyranid reserve bomb. My list at 1850 is as follows;


Hive Tyrant (Wings/Hive Command/2 Sets of Twin-Linked Devourers/Paroxysm/Psychic Scream)

10 Ymgarl Genestealers (No Upgrades)

11 Genestealers (No Upgrades)
11 Genestealers (No Upgrades)
10 Genestealers (No Upgrades)
Tervigon (Catalyst/Cluster Spines/Scything Talons)
11 Termagants (No Upgrades)

Carnifex (2 Sets of Twin-Linked Devourers)
~Mycetic Spore (No Upgrades)
Trygon (Adrenal Glands)
Trygon (Adrenal Glands)


When posted online people said that it couldn’t work. Not only is it unreliable for me to rely on reserves, or that it is low on synapse, but also that a list with this many monstrous creatures will fail due to lack of LOS blocking cover. I considered trying a different list but couldn’t find anything else that felt like me. I may play to win, but I also play for fun, and competitive or not this list looked like fun to me.

This is my first time at the Fantasy Flight Games Event Center, and I must say it is a great venue. The tables are well made and there was plenty of LOS blocking terrain. The building also was perfectly clean and while it was clearly a gaming store, it did not carry the dingy forgot about feel of other gaming stores I have played in. One thing that was not good about Fantasy Flight is that they did not put on the website that one needed to pre-register for the event. This leaves myself and several others, including Hulksmash, sitting on the side waiting to see if there was enough no shows to get in (Also present is Dark Heresy 40K RPG developer Mack Martin). Both of us were fortunately able to get a spot in the field of 22, though not everyone who showed up was that lucky.

The tournament is three rounds of two hours. Each round has three objectives given point values of 8, 4, and 2. Let’s go right into round one!

Round One: Jeff (Grey Knights)

Castellan Crowe
Inquisitor Lord (Hammer Hand/Rad+Psychotrope Grenades/2 Servo Skulls)

Techmarine (Power Sword/Servo Harness/Rad+Blind Grenades)

5 Purifiers (3 Sword/2 Cannons/Razorback with a Twin-Linked Heavy Bolter)
5 Purifiers (3 Sword/2 Cannons/Razorback with a Twin-Linked Heavy Bolter)
5 Purifiers (2 Sword/2 Cannons/Razorback with a Twin-Linked Heavy Bolter)
8 Purifiers (5 Halberd/2 Incinerators/Daemonhammer/Rhino with a Storm Bolter)
8 Purifiers (5 Halberd/2 Cannons/Daemonhammer/Rhino with a Storm Bolter)

Dreadnought (2 Twin-Linked Psybolt Auto-Cannons)
Dreadnought (2 Twin-Linked Psybolt Auto-Cannons)
Dreadnought (2 Twin-Linked Psybolt Auto-Cannons)

Tyranids do not like seeing all of those Purifiers. I played Jeff during my first tournament with Tyranids and had a narrow loss against his Grey Knights. He is a fun player who has a great sense of humor. A wonderful draw to try a list out with.

Dawn of War Deployment
8 Points-Seize Ground. 5 objectives with one in the center of the table and two on each players half.
4 Points-Kill Points.
2 Points-The most scoring units completely within 12” of opponent’s table edge.

Jeff wins the roll and chooses to go first. We place objectives and we end up with four on the left side of the table and one on the right. Jeff deploys two empty Rhinos centrally. I deploy my Tervigon behind LOS blocking terrain. The Ymgarls are in the terrain near the four objectives.

Grey Knights 1


Jeff moves the rest of his army on. He embarks the Rhino squads one with the Inquisitor and one with the Tech Marine. Both move forward toward the center of the table. He can not see the Tervigon due to night fighting. Crowe is slinking around behind the center wall.

Tyranids 1

Just hanging out in hiding mostly. I spawn a brood of six and get doubles in the process. They run away to hide.



Grey Knights 2


He spreads his vehicles out and moves forward. He does 3 wounds to the Tervigon shooting.

Tyranids 2

I receive my gants who hide by the others, two squads of Genestealers who outflank by the top left corner, the Carnifex whose spore plops between who tanks, the Ymgarls, and two Trygons, one of which scatters away from the central area.

The spore shakes a razorback with its tentacles. In combat Ymgarls wreck a Rhino and Genestealers wreck a razorback.



Grey Knights 3

Jeff tank shocks the Ymgarls with the shaken Razorback and moves the Inquisitor's Purifiers toward my big beasties. In shooting he kills six of the top left genestealers and all the Ymgarls. In combat his grenades make both the Tyrgon and Tervigon be -1T, I1, and A1 because of grenades. This lead to the Tervigon dying and the Trygon taking a wound. The Inquisitor Lord had previously perils and died from the Trygon's attack. Crowe charged the Carnifex who killed him, but Crowe removed the MC with his silly rule that lets him destroy whatever killed him.



Tyranid 3

Without the Tervigon the gants begin to run toward cover. This will bring them across the objects and if my trajectory is correct they will be holding where needed by turn five. The last stealer squad comes in as well as the Tyrant. The Tyrant attempted to deep strike in the open area between the spore and Trygons but scattered eight inches barely clipping enemy models. He rolled a one on the fail chart and died a big fat heroic death. The top left stealers charge the purifiers losing one due to flame and another from combat where they kill two. The other stealers charge across the center exploding a razorback (note the good job Jeff did using the dreadnought to prevent his purifiers from being charged by both stealer squads). The blue Trygon joins the orange one and they eat the Purifier squad. Currently it is 6KP Tyranids and 4KP Grey Knights.



Grey Knights 4

There is less than twenty minutes left and we agree that this will be the last turn. Jeff disembarks the Techmarine squad and uses their Rhino to block the Trygon as they go to an objective. They also kill the Spore. Shooting finishes off the Genestealers who exploded the Razorback and in combat the small squad of Purifiers finishes off the top left squad of stealers. He also claims the one objective on the right and covers another with a Dreadnought to prevent me from getting it.



Tyranids 4

He currently has two objectives to my one and is up on kill points by only one. It is here that I am thankful for the amount of saves I passed on the Trygons. I begin making Instinctive behavior tests. The Gants fail and move toward cover. All of their lurk runs were less than three inches, thus the lack of noticeable movement. I take the Trygon's tests and they both pass. One moves toward the Dreadnought and they other shifts to the Rhino. The Genestealers cover two objectives but stay away from the librarian. The blue Trygon gets six penetrating hits and makes the Dreadnought look silly (IE dead). If the other Trygon can destroy the Rhino I win the game. I roll and due to it's moving 12" I get zero hits. I re-roll for Scything talons and get one hit. It penetrates. Moment of truth...immobilized. Jeff and I shake hands after another immensely close game.



As we reach for our score sheets the TO calls that due to the round starting late due to the issues with not everyone pre-registering an additional 15 minutes has been added, which would give time for one more turn. Jeff and I talk and decide that because we agreed turn four would be our last, and because we both acted differently than we would have if we knew there would be a turn five that we would not continue playing.

We tied primary and secondary and about tertiary Jeff mentions that because my deployment area is a whole half of the table in dawn of war that he has two scoring units in my deployment zone and that he wins on tertiary 8 to 6. I agree and we turn in our ballots. Unfortunately the objective is not based on deployment zone but just 12” from the table edge which means the game ended in a tie rather than a minor loss for me. This doesn’t matter in the long run though as the one point difference in my score would not have changed my standing overall. Also I want to make it clear that I know Jeff did not say that just to win because, A) he is way to good of a guy to do something like that, and B) I also misremembered the objective too.

More to come soon. As this is my first time doing full turn by turn reports it would be great if I could get any feedback on how to improve readability and quality!


Coming Up: Round Two Has More Twin Linked Heavy Flamers Than I Know What To Do With!

This message was edited 4 times. Last update was at 2012/01/16 02:15:28


 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Interesting list....

Check out my P&M Blog!
Check out my YouTube channel, Heretic Wargaming USA: https://www.youtube.com/channel/UCLiPUI3zwSxPiHzWjFQKcNA
Latest Tourney results:
1st Place Special Mission tourney 12/15/18 (Battlereps)
2nd Place ITC tourney 08/20/18 ( Battlerep)
3rd Place ITC Tourney 06/08/18(Battlereps
   
Made in ca
Irked Necron Immortal





Edmonton Ab

That was sweet. Love all the monstrous creatures.

Unkown/1500
My Necron Blog
 
   
Made in us
Horrific Horror






Round One: Grey Knights ~ Click Here!
Round Two: Blood Angels ~ You're Reading It!
Round Three: Space Marines ~ Click Here!

Zid wrote:Interesting list....

Why do you think that? It takes what works in other lists and mixes it in a new way.


GaussGuy wrote:That was sweet. Love all the monstrous creatures.

General consensus on the internet says that the lack of cover doesn't make them viable, but win, loss, or draw I think they look great and are a ton of fun to play. Speaking of playing...


Round Two: Connor (Blood Angels)

Librarian (Lightning Claw?/Infernus Pistol?)
Librarian (Lightning Claw?/Infernus Pistol?)

Furioso Librarian (Talons)
Furioso Librarian (Talons)
3 Sanguinary Priests (Lightning Claw Each/Infernus Pistol?)

5 Assault Marines (Melta/Razorback with a Twin-Linked Heavy Flamer)
5 Assault Marines (Melta/Razorback with a Twin-Linked Heavy Flamer)
5 Assault Marines (Melta/Razorback with a Twin-Linked Heavy Flamer)
5 Assault Marines (Melta/Razorback with a Twin-Linked Heavy Flamer)
5 Assault Marines (Melta/Razorback with a Twin-Linked Heavy Flamer)
5 Assault Marines (Melta/Razorback with a Twin-Linked Heavy Flamer)

Baal Predator (Assault Cannon?)
Baal Predator (Assault Cannon?)


This is not fully accurate as Connor did not have a copy of the list for me. There is a lot to worry about here. First is that this is all meched up which could be an issue, but also is the perfect test for this list. Note that the Razorbacks are rocking twin-linked flamers. Guess what Tyranids are afraid of this game?

I should also note that Connor may have been the funniest person I have ever played. Between his assertions that his dice were the most fair in the world to him challenging me to a guessing game mid round. This game was nonstop laughing and even featured us pausing mid-game to discuss the sixth edition rulebook leak and how 40k would play out under Warmachine/Hordes rules. I believe we legitimately worried the TO when we told him we were playing under sixth edition rules.

Random idea for GW. Make up your own measurement for distance. This requires you all players to be required to buy your tape measures and gives you great reason to thrown down the IP-hammer if anyone tries to make tools to measure GW-inches.

Spearhead Deployment
8 Points-Kill Points.
4 Points-Most scoring units within 6” of the center of the table.
2 Points-Victory Points.

Connor wins the roll and chooses to go first. He deploys everything bunched up as close as he can get to the center. I deploy nothing.

Blood Angels 1

Connor cruises with everything toward the center and circles the wagons.

Tyranids 1

I am eating two double cheese burgers. I just stopped being a vegetarian last week and so this is my first big time beef consumption since then. Burger King forgot to give me Ketchup, how disappointing.

Blood Angels 2

Connor pops smoke on everything.

Tyranids 2

Tervigon outflanks with a squad of Genestealers where I need them. The other two squads of stealers decide to come on in the middle of nowhere. Trygon comes down where I put him, though I should have put him behind the wall trying for cover. The Spore plops down for some rear armor action. Hot stuff there.

Between tentacles and devourers I stun and immobilize one Razorback (the one w/o an IC). Trygon shooting immobilizes a priest razorback. Genestealers get a hot run and immobilize a librarian razorback. They are now all lined up for a mega flamer shot.



Blood Angels 3


Predators move to block off Genestealers from the right. Several squads hop out of their rides due to immobilized results and to shoot. He kills a Trygon and all but one Genestealer from the bunched up squad.



Tyranids 3

The far away Genestealers continue to get closer but are still blocked by the Baal Predators (note that this picture was taken after he had began his turn 4 movement, including the predators). Termagants come on and take cover as well as the Hive Tyrant who lands in the most open spot on the board. Ymgarls also show up from the terrain with two trees right of center. The ripper tentacles on the Spore wrecks the furthest north Razorback. The Carnifex charges over the wreckage and eats the squad after he chases them down. The Tervigon spawns 16, pooping out, who charge a squad of Marines with an IC and are fearless due to the Tervigon (and have FNP right now) who charges a razorback and does nothing. The Ymgarls multi charge two razorbacks and explode one while immobilizing the other. They spread out to maybe avoid as bad of a flaming.



Blood Angels 4

He continues to move the Predators to prevent my troops from getting to the center. At this point he is worried about being able to get his Marines on the objective. His cannons and flamer from the right three tanks bring the gant squad down to four, but they pass their leadership even out of synapse. Connor multi charges the Ymgarls with a Furioso and some Assault Marines. The Furioso is immobilized but the Ymgarls fail their leadership and flee. The other Furioso charges in to help end the endless gant combat so he can free up his troops. The other two troop squads on the left kill my Tervigon. Thanks to FNP the gants take no casualties from its death.



Tyranids 4

Genestealers surround the Predators (this picture is after he tank shocked with one). The Tyrant gets a move on and immobilizes the Razorback on the right. A Trygon comes in as well. Something Explodes the leftmost Razorback. I believe the Mycetic Spore had just enough range to hit it. Carnifex immobilizes the Librarian and combat stays locked. The right Genestealers take the assault cannon off one Predator and immobilize the other.

It should be noted that I played the Ymgarls as not being able to rally due to not having the instinctive behavior rule. I have since noticed that this rule does not preclude them from synapse benefits.



Blood Angels 5

Recognizing his current standing and the time limit we agree that this will be the last turn. Going for kill points he charges the Tyrant as well as the Carnifex. Both hold though the one remaining gaunt from the left combat runs.



Tyranids 5

The Genestealers join with the Tyrant and finishes off an Assault squad and their IC. He brings down the Carnifex in combat. I believe I also wreck a predator.

Only one of his vehicles and one Dreadnought can move and only one still has a gun (I do not remember specifics on minor damage rolls). He also has a Librarian, a Priest, and two out of position assault squads. I have two full Genestealer Broods, my spore, the Trygon, and the Tyrant.

I win Kill points by a large margin, take secondary 2-0, and beat him by 400 victory points for a 14-0 win for the Tyranids.


Coming Up: I Face A Shooty Army Without LOS Blocking Terrain!

This message was edited 4 times. Last update was at 2012/01/31 21:52:10


 
   
Made in us
Horrific Horror






Round One: Grey Knights ~ Click Here!
Round Two: Blood Angels ~ Click Here!
Round Three: Space Marines ~ You're Reading It!

Going into the last round I have 20 of a possible 28 battle points. I am currently at table 3, which is pretty good for a Tyranids list based on typical local results. Another win and I could place quite well.


Round 3-Nate (Space Marines)


Chaplain (Jump Pack)

10 Man Terminator Squad (2 Cyclone Missile Launchers)

10 Man Tactical Squad (Powerfist Sergant/Missile Launcher)
10 Man Tactical Squad (Powerfist Sergant/Meltagun/Lascannon/Razorback with Twin-Linked Heavy Bolter)
10? Man Scout Squad (No Cloaks/Not Sniper Rifles/Meltabombs)

3 Land Speeder Squadron (Melta/Flmer)
10 Man Assault Squad (1 Hammer?)

Thunderfire Cannon
Thunderfire Cannon


I have played Nate when he was using a similar list once before with my Dark Eldar, so I am not too worried about what will happen, though the lack of terrain could give him some great advantages to capitalize off of. All of Nate’s models are Rouge Trader era with a few mixed in from second edition and they are all painted top notch.

Pitched Battle Deployment
8 Points-Capture and Control.
4 Points-Table Quarters (Only Scoring Units Count).
2 Points-Kill Points.

I know most people complain about “roll dice and tie” but honestly it is my favorite of the three game types. Maybe it is because all of my armies (Nids, Orks, Dark Eldar, Drop Pod Marines) are super aggressive, but I find it to be a game type that is easy to win and always leads to a great clash somewhere on he table.

Nate wins the roll off and chooses to go first. I am quite thankful that I did not bring my regular Nid list because going second every game with that would be quite difficult with them.



Space Marines 1

He shuffles forward for positioning and cover.



Tyranids 1

I answer some texts. My car repairs are going to run more expensive than planned apparently.

Space Marines 2

Nate moves the Speeders flat out for cover. His scouts outflank and he puts them on my objective in cover since there is not other useful places for them.

Tyranids 2

Everything but the Carnifex and a Genestealer squad comes in. One Genestealer squad comes in on the right and hides behind the mini wall which will protect them from the cannons. The other Genestealer squad outflanks on top of his scouts winning combat but not catching them. The Tervigon baby-sits the termagants as they get to cover. The Tyrant is on the far right to guarantee he doesn't bash his face in. He shoots and is exactly 18 inches from the Razorback which explodes killing a Marine. The Trygons shoot at the Speeders and destroy one and shake another. The Ymgarls nearly lose squad members because he has moved into the terrain they hold. They all make it and moving out of terrain set up for a charge on the Terminators. I want to tie them up so they can not kill the Tyrant with their storm bolters. I give them the +1 Attack biomorph and with six rends and twelve regular wounds only three die. He kills six Ymgarls and they flee.



Space Marines 3

His entire army shoots the orange Trygon who rolls saves like a mad man and is alive at the end of the turn with only one wound.

Tyranids 3

I get my Genestealers but not the Carnifex. When they come in they assault the Scouts to make sure they are as dead as possible. The one wound Trygon wrecks both remaining Speeders. The other Trygon charges and eliminates via sweeping advance the 10 man squad. I spawn seven but do not poop out while shuffling the Tervigon forward. The Tyrant destroys the Thunderfire Cannon but the Techmarine survives.



Space Marines 4

He is able to kill the Tyrant with the tactical squad from the tank. The Thunderfire Cannon brings a stealer squad down to four. The Terminators kill the Trygon and hide in cover. Something finished off the Trygon

Tyranids 4

I spawn ten gants and do not get doubles. The Carnifex Comes down looking to finish off the small Tactical Squad bringing it down to a man. The Techmarine survives the Spore's tentacles. The full stealer squad kills the combat squad that was still full and consolidates into cover.



Space Marines 5

Nate is down 3 to 5 in kill points and only has one troop model still alive. The Assault Squad and Chaplain automatically come in and kill the Carnifex in combat (they are being consolidated during the picture). The Thunderfire and Terminators shoot the Genestealers which are removed in a way that they Terminators can not reach assault but the Genestealer would be still contesting if he got a troop over there.



Tyranids 5


I spawn another gant squad to contest the last table quarter and move the other up so it can shoot at the one remaining tactical marine who dies.

Nate rolls to see if the game ends and gets a two. I win primary 1-0, I win secondary 3-0, and I take tertiary 6-5. I win 14-0 for a final battle point score of 34/42.

Nate ended up earning ‘best painted’ while first place in battle points with 39/42 was Orks. It turns out that my 34 was good enough to earn ‘2nd best general’ which is the best I have ever finished at a tournament. A Deathwing army took ‘best overall’. I was 8th overall due to a 0/30 on my painting score.

I definitely like this list. Not only does it fit my play style, but it is three kinds of fun to play, not to mention that the added mystery of reserves and outflanking means that I shouldn’t get bored or the same movement and assault strategies like I would a foot list. On top of that though it is successful too. Besides these games I played the same list against a mech Necron gunline with lots of mindshackle scarabs. Not only did I roll bad for reserves but the +2AV shields on his vehicles made all of my shooting useless. Despite this I took the seize ground and kill point objectives and would have had the assassinate one too if his Overlord didn’t comeback to life with its everliving rule.

The list may not be perfect, but it is good enough for me competitively right now. I played around with some ideas including Hormagaunts outflanking and Shrikes but I think for now I won’t be making changes.

Thanks for reading and experiencing these games with me!

This message was edited 1 time. Last update was at 2012/01/16 02:17:04


 
   
Made in us
Frightening Flamer of Tzeentch





Very impressive results with an unconventional list and solid results versus three tough armies. I'm very impressed. It looks like running your army in reserve paid off with top results. Well done sir. The hive mind is proud.

Do not fear 
   
Made in us
Longtime Dakkanaut




Reserve bugs are the way to go. Great job.
   
Made in gr
Fresh-Faced New User





I like it when I see different lists and I am glad this one is working for you. Tres bien mon ami !!!

-I loved your first turns
   
 
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