Battle report from my blog www.imperiusdominatus.com
Played Scott last night and my first real game with Tyranids. I've heard some good things about them and have a few thoughts in mind about them. Will be interesting to see how they work in 6th on a larger scale.
Grey Knights 'Purifier Order' - 2,000 points
HQ
Castellan Crowe
Inquisitor Coteaz
Inquisitor - psyker & 3 x servo skulls
Troops
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd & 2 x nemesis daemon hammers
3 x Servitors - 3 x plasma cannons
3 x Servitors - 3 x plasma cannons
Heavy Support
Dreadnought - 2 x twin-linked autocannons, psybolt ammo & searchlight
Dreadnought - 2 x twin-linked autocannons, psybolt ammo & searchlight
Dreadnought - 2 x twin-linked autocannons, psybolt ammo & searchlight
Tyranids - 2,000 points
HQ
Hive Tyrant - 2 x twin-linked devourers, wings & regeneration
Hive Tyrant - 2 x twin-linked devourers, wings & regeneration
Elite
Doom of Malan'tai w/ Mycetic Spore
2 x Zoanthropes
Troops
Tervigon - adreanal glands, toxin sacs, catalyst, onslaught & crushing claws
14 x Termagants w/ Mycetic Spore - devourers
14 x Termagants w/ Mycetic Spore - devourers
14 x Termagants w/ Mycetic Spore - devourers
4 x Tyranid Warriors w/ Mycetic Spore - 4 x deathspitters & bone swords & lash whips
4 x Tyranid Warriors w/ Mycetic Spore - 4 x deathspitters & bone swords & lash whips
Game: the scouring & dawn of war - night fighting is on
Deployment
We agreed to keep sides we was already at. I won the roll off and decided to let Scott deploy first, this would hopefully mean he will move his units up and my psycannons will be in range straight away.
We put the objectives down and Scott got all the high point objectives and had them placed his side and I had all the low point ones my side.
Scott deploys a Hive Tyrant on each flank with Zoanies and Tervigon in the middle. Everything else is in reserve.
I deploy my slow rhino formation and have two rows of three Rhinos. Dreadnoughts go behind while both units of Servitors sit on a hill to my left on a 1 point objective.
* Tactical Notes
Ok, with any luck Scott will fly the two Tyrants straight towards me and I can light them up with searchlights and gun them down, hopefully I can knock them down sooner than later. I'll then deal with the Tervigon and dakka it to stop it pumping out troops.
When the spores arrive I hope to instagib Doom with autocannons and just dakka the Warriors to bits with psycannons while Crowe assaults and burns Termagants with cleansing flame.
As guessed Scott has switched the Tyranid powers to biomancy, except one Tyrant. So I am having to deal with some mega tough creatures. Strangely he has switched the Zoanthropes powers and they have warp speed; pretty useless for them.
Turn 1
Scott casts his powers and the Tervigon is S9 and T9 now, though it burns out spawning the first batch of Termagants. Both Tyrants come flying towards me, one lands mid field while another heads over to the left flank. Zoanies just mooch around.
Shooting; devourers blast from the Tyrants though only hull point damage, thougbCoteaz gets instagibbed; Servitors pass morale.
Grey Knights; I hold position, no need for me to move at all.
Dreadnought fires at the Tyrant on the right flank, I hit it three times and it fails grounded test and it takes a wound, autocannon wounds are saved though, but Dreadnoughts lights it up with a searchlight. Psycannons dakka the Tyrant and it is wasted. Dreadnoughts dakka the warlord Tyrant on the left flank, it fails grounded test and takes a wound, it is also lit up with searchlight. Unfortunately only one unit of Purifiers is in range, so the Tyrant survives with two wounds.
* Tactical Notes
Ok, not a too bad turn; one Tyrant is down and another is on two wounds. The Tervigon cannot spawn again either so is just a lumpering monster doing very little.
Next turn I expect it will be all go. Doom is no doubt going to drop by the Servitors while Termies and Warriors will drop in front of my lines, I suspect Warriors and Spores will dakka my Rhinos while Purifiers eat devourers.
Turn 2
Scott rolls for reserves and all units arrive except a units of Termies. All Spores drop down right in front of me with Doom landing by the Servitors.
Scott rolls for regen on the wounded Hive Tyrant and rolls two sixes. At this point I think Scott got side tracked or forgot what he was doing as he forgot to move everything else. I think he got carried away with deep strike.
Shooting; Doom attempts to suck the life out of two Servitors units but they stand fast. Warriors and Spores blast Rhinos, though one remains with one hull point and another loses a hull point and is stunned.
Once again I remain in position. I was thinking of sending Crowe to beat up some Termies, but I do not like those Warriors with lash whips and bone swords. I do bail out a Purifier squad on the right flank and move them to draw
LOS on the Warriors, same with a Dreadnought.
Shooting; Dreadnought dakkas the Doom and it is instagibbed, though Doom does kill a Servitor unit before hannd. One unit of Purifiers dakkas a Spore to clear
LOS to the Warriors closest to Crowe, Dreadnought fires and instagibs several of them while psycannons wipe out the surviving alien monsters. On the right flank Dreadnought instagibs several Warriors while storm bolters and psycannons wipe out the remaining ones. The now empty one hull point Rhino moves flat out and blocks
LOS to the Purifiers from the Termies in front.
* Tactical Notes
Ok, it's going well. Tyranids have taken some heavy losses this turn and lost a lot of their alpha striking units. Add that Scott forgot to move the Tyrant and other monsters means I've had more breathing room.
Next turn I hope to take out the Tyrant and use Crowe to burn Termies while I blow up Spores. This will be my last turn of standing still as turn 4 I'll have to move out in order to get the objective on the far right flank and try and get line breaker.
Turn 3
Last Spore arrives and lands by the squad of Purifiers on foot.
Tyrant moves up while units in the back field mingle about. Termies on left flank march up over the hill and take aim at the remaining Servitors while the others just hang tight.
Shooting; Termies on left flank dakka the Servitors and Inquisitor and wipe them out. Tyrant and Spores dakka Rhinos, one Rhino at the front on the left is wrecked and the squad is finished off by Spores and devourers from Termies. Termies on right dakka and wipe out Purifiers on foot.
Grey Knights; Crowe comes boldly forward to incinerate Termies with cleansing flame. One Rhino moves out towards the objective on the right flank while reminder hold position (I think one is immobilised from Spore attacks.
Shooting; Hive Tyrant eats massive amount of dakka and is grounded again, it survives though with a single wound left. I think that's really about it this turn.
Crowe assaults the Termies and gets cleansing flame off, several Termies die but remain in combat.
* Tactical Notes
Looks like things have leveled about a little bit. I've lost a Rhino and two Purifier squads and another Rhino is immobilised. This has thrown a spanner in the works for me moving out. Also don't under estimate devilgants, they are nasty little gaks!
Next turn I hope I can take out the Hive Tyrant and remaining Gants and maybe some Spores, with any luck I can move units up and get line breaker.
Turn 4
Termies on right flank move back towards objective top right while the spawned unit moves for centre objective. Hive Tyrant only moves 12" and lands behind my lines.
Shooting; Tyrant dakkas a Dreadnought and gets three glances; good by Dreadnought. Devilgants on hill dakka the rear of a Rhino, I get cover but I do not save enough and the Rhino is glanced to death.
Crowe gets off cleansing flame again and only one Termie remains.
Grey Knights; I move the Rhino onto position of the objective on the right flank and claim it.
Shooting; I dakka the Tyrant and it is brown bread. Purifiers popped out their ride dakka the Termies on the hill with storm bolter support from Rhinos and the Termies are wiped out. Dreadnoughts gib Spores, three remain, which two are in my face.
Crowe gets off cleansing flame but fails to wound Termie and fails to wound in combat, what a douche!
* Tactical Notes
Things are looking interesting now. I've lost another Rhino, which I wanted to use to scoot forward and get line breaker with. The back the Rhinos won't be able to do this. At least I have cleared my deployment zone nicely, just need to blast some Spores and clear off the last Termie.
Turn 5
Scott claims the two objectives his side, though the Tervigon takes a wound after failing psychic test. Zoanies come down I think that's about it.
Shooting wise Spores blast my Rhinos but I do not think they do anything.
In combat Crowe once again fails to kill the little Termie and gets his face smashed in; he is so rubbish.
Grey Knights; I claim the objective on the right and also the one in the centre and in the left. I bulldoze a Rhino over the wreck of my vehicles and move it 12", I won't get line breaker until turn 6 if I am lucky.
Shooting; I dakka the little Termie but it refuses to go down thanks to cover saves. I gib as many Pods as I can, but one still remains. I blast the Termies on the top right objective, I think they were in synapse though.
We roll for it and the game ends here. Grey Knights have 5 points worth of objectives along with slay the warlord and first blood. Tyranids have 7 points in objectives along with slay the warlord and line breaker. Tyranids score a victory!
Summary
I've got to say the Tyranids are tough little blighters in 6th ed. Iron arm makes the big psychic monsters tough to take down, add some have wings too and it is even harder. Speaking of wings, Scott did get very unlucky with grounded tests and failed them every time, bad times. Speaking of unlucky, the only way Scott could tackle vehicles was by glancing them to death, when he scored pens he rolled low on the damage chart - I think immobilised was the highest result he got.
It was an enjoyable game over all and it was nice to play against something different, there's not many Tyranids around by me.
I think my slow rhino formation worked nicely as all the rear armour was mostly protected which meant when the Termies come down they couldn't glance the rear of my vehicles. Maybe I should have moved out a little earlier, though it would have been difficult thanks to Spores blocking me in.