Welcome to the fourth report for our Tyranid vs. Imperial campaign. After a couple of month’s hiatus (due to the arrival of my latest baby) I’m back in the saddle with Battle Reports from our campaign. I have a bit of a back-log now, so keep an eye out for more to come over the next two weeks or so.
The previous games can be found here:
Game 1
http://www.dakkadakka.com/dakkaforum/posts/list/435158.page
Game 2
http://www.dakkadakka.com/dakkaforum/posts/list/437880.page
Game 3
http://www.dakkadakka.com/dakkaforum/posts/list/443766.page#4164942
Last game, Complex Alpha was overrun by the Xenos, who deployed an unexpected level of adaptation to defeat the Imperial defences. Capt. Gordus is becoming suspicious of the true nature of Inquisitor Iniquitous’ mission and below in the jungles of Remuera Majoris IV, the alien menace grows…
This game was played in two parts using the Kill Team rules and permanent Night Fight. It is an infantry only battle and due to the nature of Kill team, is reported in the narrative style. Guard and Marine patrols are closing in on Complex Alpha, determined to bring it back under Imperial control. The Hive Mind, of course, has other ideas….
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Sergeant Tai of the Antipodean Rangers stepped carefully over the damp ground, scanning his surroundings for sign of the enemy. Around him in the gloom, the ghostly figures of his squad moved stealthily forward.
Moving quietly was easy in the soft, wet undergrowth – not that you would know it from the noise being made by their Cadian counterparts. Loose equipment, murmured voices and the occasional cough gave a clear indication of their positions as they crashed through the jungle. Poor fieldcraft thought Tai. It was enough to make you weep.
The sergeant could tell from the sounds being made by the Cadians that they had drifted into his corridor of advance. Tai cursed silently – they would need to stop and sort out their positioning to avoid getting in each other’s way if they ran into trouble. As if on cue, a shout cut through the fetid air
“Contact Front!”
The cry was followed by a full auto burst of lasgun fire. Too late for niceties now thought Tai, time to go noisy.
“Move up! Move up and engage!” he shouted, running forward to where the firing was loudest. Now to hope that some Cadian clown didn’t mistake him for a Hive Tyrant and shoot him in the back…
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Complex Alpha sits silently in the sulphur darkened atmosphere
Cadians and Rangers move up
Contact! A Ranger opens fire on the enemy
Xenos horrors burst from the jungle
Hive Guard crush the vegetation underhoof as they advance
Seemingly abandoned buildings are teeming with Tyranids
The first volleys of lasgun fire send aliens crashing to the ground, shrieking and smoking
Genestealers ambush the unwary
Pour it on men! Rifles and flamers empty their magazines and fuel tanks into the enemy
Still the Xenos advance…
Tyranids begin to outflank the Guard
An unenhanced view of conditions show what the Guard are up against
Vicious short range fire-fights break out across the complex
Veterans bolster the flank, pressed hard by the Xenos
The Hive Guard attract plenty of fire
But it is the humble Guardsman and Gaunt that are doing all the real killing
The Guard begin to thin out the approaching swarm
But the left flank comes under heavy assault and begins to buckle
A rampaging Ravener is surrounded and brought down by massed lasgun fire
The swarm wavers, having taken fearsome losses
But as Xenos assaults crash home, the Guard is also being depleted at a terrible rate
Officers bolster flagging morale
But the left flank collapses under Genestealer assault
To the rear, out of danger, a Tyranid remains hidden, using its leadership to steady the swarm
Unlike their alien opponents, the Guard are merely human. Their morale breaks, and the Guard retreat from the complex
Meanwhile, on the other side of Complex Alpha….
Obeying some unseen command, the swarm rushes towards the fence line
This time, their opponents are of a much tougher variety – the Son of Gord marines advance
The swarm approaches
…and is met with Bolter and shell
The Xenos charge without fear, but take immediate losses to disciplined fire
Gargoyles act as vanguard and shield for the larger Tyranids
Individually, they pose little threat to the marines
But they allow the more dangerous Tyranid organisms to get within reach
The two tactical squads fan out to counter-attack
The jungle seethes with alien monsters
But the marines know no fear and see only targets
The field viewed through unenhanced eyes
Warriors close in, but are chopped apart by rapid bolter fire
The Sons are hard pressed by the aliens
Shell casing litter the jungle floor as bolters grow hot from constant firing
Eat this!
The Tyranids can find no way through the marine’s kill zone
With a final inhuman shriek, the servants of the Hive Mind melt into the Jungle…and the Sons of Gord carry the day
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Sergeant Gideon kicked the limp corpse of the fallen warrior. It made a vile squelching noise as its internal fluids leaked out multiple bolter holes in its chitinous hide.
Repressing a sneer, the sergeant keyed his comm-link.
“This is Gideon. Area secure. Awaiting Guard units”
The vox hissed for a moment before the response came from the orbiting strike-cruiser.
“Guard units repelled. Complete secondary mission and await orders”
Gideon acknowledged with a click of his vox and turned to one of his squad members.
“Bring up Techmarine Haast. The Captain wants a full download of the data in these research units.”
Gideon turned to regard the murky jungle, tracking his bolter back and forth as his squad took up defensive positions. Whatever the inquisitor was up to, soon they would know for certain…..
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Tyranids – 1
Marines – 1
Draw!
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Another close game. The superior leadership of the Tyranids meant they were able to cope falling below 50% of their starting number and survive leadership tests (Kill Team Rules). Once the Guard hit the same number, they were effective operating on a -3 penalty and soon enough broke. Derek and I made the classic mistake of concentrating fire on the big ones, when in Kill Team it’s the number of models that count – we should have been shooting Gaunts!
Marines really punch above their weight in Kill Team. Sure, they have low numbers, but are good all round troopers and bolters do well against ‘Nids. Even if one went down to a ‘stealer in assault, his buddies just blasted it to pieces next turn (In Kill Team each model is a unit, so you can’t lock an entire squad into combat)
The other interesting point was that about 90% of the casualties were caused by basic troopers – Guardsmen, Gaunts and Marines. Despite both teams having heavier infantry units and heavy weapons, it was the basic grunts that did all the work. It’s a nice change to have a skirmish game like this and I recommend the Kill Team rules if you haven’t tried them.
Next game, the Hive Mind turns its attention to Complex Delta. What new horrors await?