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Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

Pretty cool battle report. Curious that the matchup has changed so much with just one edition

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Member of a Lodge? I Can't Say




OK

Dark Lances do not permanently lower the AV of something...



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in us
Tunneling Trygon






 herpguy wrote:
Dark Lances do not permanently lower the AV of something...


It's a result on the vehicle damage table, not a Dark Lance thing.


 
   
Made in us
Tunneling Trygon






Sorry for the delay! I've had a vacation followed by a family situation, and I haven't had computer access in a few days (no way I'm typing this on a phone!) Enough of that, here comes game 4. At this point I have won two of my games, but my team is still stuck mostly in the middle of the pack. This round, we are paired up against Gateway Gamers. The first list put down is Guard, and I happily match myself up against it! In my experience I do very well against the Astra Militarum so I was confident going into the game.

This game was Vanguard Strike deployment.

Michael's Astra Militarum/Inquisition List:

Company Command Squad, 2 Meltas, Astropath
Tanks Commander Pask (HBolters) with Leman Russ (HBolters)
Psyker
Enginseer

Platoon Command with Missile
Platoon Infantry, Flamer
Platoon Infantry, Flamer
Veterans, 2 meltas, in Chimera
Veterans, 2 Meltas, in Chimera

2 Wyverns
2 Wyverns
2 Basalisks

Aegis Line with Quad gun

Coteaz

Jifel's TyranKnights

Flying Hive Tyrant, Devourers, ElectroGrubs
Flying Hive Tyrant, Devourers, ElectroGrubs
Venomthrope
Zoanthrope
25 gants
3 Rippers, Deep Strike
3 Rippers, Deep Strike
3 Rippers, Deep Strike
3 Shrikes, Barbed Strangler, Rending Claws
Hive Crone
Hive Crone
3 Biovores

Imperial Bastion, 3 Barricades, Void Shield

Imperial Knight Errant

Psychic Powers:

Flyrant 1: Catalyst, Paroxysm
Flyrant 2: Onslaught, Psychic Scream
Zoanthrope: Catalyst

Warlord trait: I got stealth Ruins. Me gusta!

Pre-game thoughts:
Spoiler:
Even before the game starts, this is a very very hard matchup for my opponent. He has a ton of Blast weapons, but very little that can deal with my Flyers... his list is geared towards anti infantry but we had no infantry heavy lists on our team. No unique strategy in this one, I'll just protect my flyers for one turn and then start blowing apart his transports!

Deployment Tyranids:
Spoiler:
I use my standard template deployment, with all my FMCs behind a piece of terrain for a 2++ cover save. My Knight is right in the corner of my DZ so he has the shortest route possible to get to my opponent!



Deployment Astra Militarum:
Spoiler:
Most of my opponents artillery is castled behind the Aegis with a blob in front, while the Russ and Chimera are outside of the Defense Line.


Turn 1 Astra Militarum:
Spoiler:
I allow my opponent to go first, and he moves a little and opens fire. He puts two wounds on one of my Flyrants, but ultimately doesn't achieve First Blood. He also puts two Hull Points on the Knight.

Turn 1 TyranKnights:
Spoiler:
I advance all four flyers, going after the Chimers on my right. Devourers and Haywire are sufficient to kill one, and put a Hull Point on a second model. This gives me First Blood. There is also a hullpoint on a Wyvern from my Knight.



Kill Point Counter: Guard: 0 Tyranids: 1


Turn 2 Astra Militarum:
Spoiler:
His lone reserves, a Chimera with CCS, comes in. His firepowere is mostly neutered by snap shots, and he kills a few gants with Wyverns. My Warlord takes a wound but is ungrounded, and my Knight loses a third Hull point.


Turn 2 TyranKnights:
Spoiler:
Both Hive Tyrants catch the two Russ in a crossfire, taking off hullpoints with Electroshock Grubs and finishing both off for Warlord with rear armor shots. The Crones use their Missiles to take out a Chimera, and my Knight and Biovores pummel the Guardsmen behind the wall. The Knight actually kills the Enginseer with lucky dice and a good scatter! My Rippers all came in and hid out of range of the Wyverns.

Kill point Counter: Guard: 0 Tyranids: 4


Turn 3 Astra Militarum:
Spoiler:
My opponent is swiftly running out of non blast weapons, and has no real effect on me. I do make a mistake and allows his Wyverns to shoot and murder my 3 Shrikes.

Kill Point Counter: Guard: 1 Tyranids: 4


Turn 3 TyranKnights:
Spoiler:
My flyers continue their rampage. One lands behind a Wyvern and kills both. The other takes out a Chimera, the last one. The Knight continues to advance and explodes one Basalisk. Biovores hit the Infantry platoon again and finish it off.

Kill Point Counter: Guard: 1 Tyranids: 7

Turn 4 Astra Militarum:
Spoiler:
Even less shooting accomplishes little other than forcing my Warlord to jink. His Platoon Command Squad backs away from the Knight.


Turn 4 TyranKnights:
Spoiler:
My Knight blows up the last two Wyverns. One Flyrant and the Crone flame and kill the Company Command squad, forcing a Vet squad to fall back off the table as well.



Kill Point Counter: Guard: 1 Tyranids: 10


Turn 5 Astra Militarum:
Spoiler:
My opponent finally kills my Warlord with Coteaz on a quadgun!

Kill Point Counter: Guard 2 Tyranids: 10


Turn 5 TyranKnights:
Spoiler:
My Knight and Biovores kill the Command squad, including Astropath and Coteaz. Other Flyers buzz around and he has 3 Veterans left, who go to ground. I also stun his Basalisk.

Kill Point Counter: Guard: 2 Tyranids: 13

At this point, we decide to end the game. My opponent is down to 4 models and would have been tabled in the next turn.


Final score:
Spoiler:
I won Purge the Alien 13-2, I won Crusade 3-0, and I win Emperor's Will 1-0. I also claim First Blood, Slay the Warlord and Linebreaker with some Rippers, while my opponent slew my Warlord.

Crushing Tyranid Victory 30-2!


Post-Game:
Spoiler:

There really isn't much to say about this game. He brought a template heavy list, and I countered with a Flyer heavy list. Nothing against my opponent, he was a very friendly guy, but this game was purely determined by lists. He played as well as he could have with this matchup, but there was nothing different he could have done. Our team won this round 90-68, a solid round and a good victory. Up next is team Skull n Bonez, another Florida club!

This message was edited 1 time. Last update was at 2014/07/24 15:18:55



 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Brutal victory !!!

My blog... http://greenblowfly.blogspot.com

Facebook...
https://m.facebook.com/Terminus6Est/

DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in nz
Tough Tyrant Guard





Auckland, NZ

Wow, game four feels like the fluff.... A bunch of soon to be food hiding out and trying to pull off a miracle last stand, before getting overrun and eaten.

As dozer said, brutal victory.

Hive Fleet Ngaro 4800 points
Cult of the Red Saviour 1700 points
Zerg Infested Terrans 2300 points

P&M thread http://www.dakkadakka.com/dakkaforum/posts/list/592277.page 
   
Made in us
Fixture of Dakka





San Jose, CA

Jifel, you are da man!

Good to see bugs kicking a$$ and taking names.

I plan to bring my bugs to the BAO. My goal? I'd be content if I can get Best Tyranid general there.




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 us
Quick-fingered Warlord Moderatus





The knight seems like just the things the nids needed in your list

Good stuff

3000
4000 
   
Made in us
Tunneling Trygon






The Battle Reports are mounting up! I currently have 8 games I need to write reports for, but the ATC reports get a priority, so I'll have game 5 done by the end of the night! This was a very interesting game and round... a warning, this won't be a pic heavy report in the slightest.

Our opponents were Skull n Bonez gaming, a rival Florida club. I had never personally played any of their members, but several of my team mates knew their players. I confess I was disappointed to play against a team from the same state, but I suppose by round 5 you can't expect the TO to change the pairings because of it. This is the beginning of the second day of gaming, and so we've all had a night to sleep, and look at the standings that have been put up by the ATC! At the moment, I have 92 points, which is a healthy place to be, and I am currently in the lead for the best Tyranid play! Enough of that though, in round 5 I am matched up against Eddie, a Tau player.

Eddie's Tau list:

Commander with the Works, 2 Marker drones
Ethereal

8 Fire Warriors
8 Fire Warriors

3 Broadsides (2 Railguns, 1 HYMP, 6 Marker Drones, Target Locks)
3 Broadsides (2 Railguns, 1 HYMP, 6 Marker Drones, Target Locks)
3 Broadsides (2 Railguns, 1 HYMP, 6 Marker Drones, Target Locks)

Riptide (Feel no Pain, Interceptor, Ion Accelerator)
Riptide (Feel no Pain, Interceptor, HBC)
Riptide (Feel no Pain, Interceptor, HBC)

Jifel's TyranKnight list:

Flying Hive Tyrant, Devourers, ElectroGrubs
Flying Hive Tyrant, Devourers, ElectroGrubs
Venomthrope
Zoanthrope
25 gants
3 Rippers, Deep Strike
3 Rippers, Deep Strike
3 Rippers, Deep Strike
3 Shrikes, Barbed Strangler, Rending Claws
Hive Crone
Hive Crone
3 Biovores

Imperial Bastion, 3 Barricades, Void Shield

Imperial Knight Errant

Psychic Powers:

Flyrant 1:The Horror, Onslauhgt
Flyrant 2: Catalyst, Warp Lance
Zoanthrope: Psychic Scream

Warlord trait: I got stealth Ruins, which will come in handy. Note that we treated the Necrons structures as ruins.

Pre-game:
Spoiler:
I don't always like to go first, but this game I felt depended on me getting up in the air before my opponent started shooting. On the one hand, my opponent has a TON of firepower, but on the other hand I have a ton of experience playing against Tau. To be fair, most of the Tau I face though don't have 9 Broadsides... Still, I feel that I have a fighting chance in this game.


Deployment Tyranids:
Spoiler:
I win the roll off to my relief, and deploy as seen below. My Flyers are as far up as possible while staying close the Venomthrope. My knight has his side armor turned towards my opponent so that I could fit him in 12" away from my Crones.




Deployment Tau:
Spoiler:
My opponent puts one Broadside team on my right and two on my left (with commander) and all 3 Riptides in the middle. He then puts one Fire Warrior team on each side, with the Ethereal with a squad on the left.



Turn 1 Tyranids:
Spoiler:
My opponent seizes the Initiative!


Tau turn 1:
Spoiler:
My opponent opens fire after some very minimal movement... And he makes a ton of mistakes. He takes two wounds off of my Warlord, and then starts shooting at my Crone... taking off two more wounds. He fires a random Railgun at my Knight and takes off 4 Hull points in one shot!!! Crap! At this point, my opponent suddenly leaves my FMCs alone and targets the Knight, but I save the few hull points he inflicted.


Tyranid turn 1:
Spoiler:
I was extremely lucky that I didn't lose first blood there! My opponent spread out his firepower too much, he could have easily finished off a FMC if he'd focused his fire. But, now I have a chance! All of my FMCs go 24" forward, I need to pressure him NOW. My Warlord guns down several Fire Warriors and his Ethereal (two kill points), scoring me First Blood! Crone flamers kill a bunch of Markerlights on my right side, while my other Flyrant kills several more on my left. In total, all three units that took casualties fall back! Sadly none leave the board though...

Kill Point Counter: Tau: 0 Tyranids: 2


Tau turn 2:
Spoiler:

All of his units rally. With my Flyers in the air, his shooting is far less effective. I had positioned my Flyrants nearest to his Buffmanders unit, and thankfully they didn't target the Crones! That would've been brutal. Instead I lose a few wounds but none of my Flyers actually go down! My Knight is also untouched with his AV 13 to the front. My opponent jets his Riptides back, but not far...


Tyranid turn 2:
Spoiler:

One Crone Vector strikes and kills a Broadside on the right, Flamers kill more Fire Warriors and Markerlights, finishing off the Warriors on the right. Between the Crones and Knight I'm attempting to completely whipe his right flank to give my Rippers a foot hold. One brood comes in there, and I kill his Firewarriors, but leave a Broadside alive along with some Marker drones. Both Flyrants swoop over the two Broadside units there, and massed devourers kill the Firewarriors there, plus a few Markers and a single Broadside. Finally my Knight charges one of his Riptides and completely destroys it!

Kill Point Counter: Tau: 0 Tyranids: 5


Tau turn 3:
Spoiler:

I'd been surviving so far mostly on Ruin cover and stealth from my warlord trait, but my opponent gets two markerlight hits on a Crone and guns him down. Then, the two left side Broadside units kill my Knight, and take my Warlord down to a single wound (go go Catalyst!) His Riptides again jet away.

Kill Point Counter: Tau: 2 Tyranids: 5


Tyranids turn 3:
Spoiler:

I bring one Flyrant over to the right side with a Crone and finish off the last Broadside and Markers there. My Warlord peppers his full strength unit with Buffmander but does minimal wounds to no effect. Biovores pick out a Drone here and there. My Rippers land in a central ruin behind LoS blocking terrain and near an objective.

Kill Point Counter: Tau: 2 Tyranids: 6


Tau turn 4:
Spoiler:

My opponent is able to take out my Warlord with his Riptides, but no more than that. He also puts some wounds on my Crone, but he lives with one left.

Kill point Counter: Tau: 3 Tyranids: 6


Tyranids turn 4:
Spoiler:

I use Warp Lance on a Riptide (this guy had failed 3 Nova charges!) and take him down to one wound. I then shoot both devourers and take his final wound. My Crone tries to flame his Broadsides but has no real effect. My last Rippers DS in the middle of the board on an objective.

Kill Point Counter: Tau: 3 Tyranids: 7


Tau turn 5:
Spoiler:

My opponent moves his more depleted Broadside squad onto a Crusade objective and his other broadsides stay still, while his last Riptide grabs his Emperor's Will Objective. He shoots down my last Crone, but can't kill my last Flyrant.

Kill Point Counter: Tau: 4 Tyranids: 7


Tyranids turn 5:
Spoiler:

Rippers on my top right and in the middle make sure they are claiming objectives, and I let my gants continue to sit on my Emperor's Will. My last Flyrant lands and contests my opponent's Emperor's Will Objective. Biovores target his forward Broadsides and kill two Drones, they fall back!

We roll, and the game ends here! We wouldn't have time for another turn anyways though.


Final result:
Spoiler:

I win Crusade 3-0 with my Rippers. I win Emperor's Will 1-0, and I win Purge the Alien 8-4 (his Broadsides are falling back). I drew First Blood and have Line breaker, while my opponent slew my Warlord.

Crushing Tyranid Victory 28-2!

Post-game:
Spoiler:
Despite the lopsided final score, I got very lucky in this game. My opponent was not used to playing Tyranids, and it showed in his target priority. Early on he spread a lot of wounds over different units, which does nothing to reduce their damage output. This allowed me to get all of my flyers airborn and take down his units one at a time by focusing them down. In the end he had 3 units left, one of which was falling back. His low mobility also hurt him a lot, as I was able to maintain my backfield with absolutely no losses while my 5 heavy hitters were able to dismantle most of his army and, most importantly, keep him pinned back while my Rippers dropped all around and in cover. Something that must be said is that I did have good luck after he seized, in that my opponent rolled poorly in both shooting and Nova rolls on the Riptides. If my opponent fails to seize, I believe I win by an even larger margin as my Knight would likely have survived and chopped through the entirety of his army if not for the one Railgun on side armor, and he would've at least earned me Slay the Warlord.

As for the team, our final score is 70-82 in the favor of team Skull n Bonz. Dang! Not going to lie, it hurts to lose to another team from our state, I'd had high hopes that we could win here.

This message was edited 2 times. Last update was at 2014/07/26 03:47:41



 
   
Made in us
Longtime Dakkanaut





Eye of Terror

No burst side or skyfire for the Broadsides - this should be a clinic.

My blog... http://greenblowfly.blogspot.com

Facebook...
https://m.facebook.com/Terminus6Est/

DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in us
Tunneling Trygon






Game 5 finished! Up next is game 6, Tyranids vs Grey Knight/Astra Militarum.


 
   
Made in us
Dakka Veteran





nice write ups ~
   
Made in us
Focused Fire Warrior



Rockwood, TN

Loved the reports so far. Is the next one against the team from Knoxville? They all play at the same FLGS that I do and I heard about this battle.

Noc
   
Made in us
Tunneling Trygon






@ Nocturus: Indeed it was! And here is that battle.

ATC Game 6: TyranKnights vs Grey Knights/Astra Militarum

At long last, here we go! Game 6 of the ATC is here. Unfortunately, I have no pictures for this game. I would've sworn I took a decent number, but somehow they are all gone now. I'll blame the Squats on this one! Fortunately my game notes have survived and are not lost, so let's get into it!

For the last round, Orlando Hereticus Beta is matched up against "K-town Riot", a team from (I believe) Knoxville, so quite local! I end up in a Captain smack down, against my opponent Brad and his Grey Knights army, with allied Astra Militarum. Here we go!

Deployment is Dawn of War

Brad's Imperium army list:

Coteaz
Vindicare Assassin
Grey Knight Techmarine, with tons of grenades and Servo Harness
2 Plasmaguns, Psyker in Chimera
2 Plasmaguns, Psyker in Chimera
2 Plasmaguns, Psyker in Chimera
2 Plasmaguns, Psyker in Chimera
2 Plasmaguns, Psyker in Chimera
Psyfleman Dreadnaught

2 Punisher tanks (one was Pask)
Ministorum Priest
Platoon Command Squad (3 flamers 1 Heavy Flamer)
30 man Blob squad
Vendetta
Wyvern

Jifel's Army list:

Flying Hive Tyrant, Devourers, ElectroGrubs
Flying Hive Tyrant, Devourers, ElectroGrubs
Venomthrope
Zoanthrope
25 gants
3 Rippers, Deep Strike
3 Rippers, Deep Strike
3 Rippers, Deep Strike
3 Shrikes, Barbed Strangler, Rending Claws
Hive Crone
Hive Crone
3 Biovores

Imperial Bastion, 3 Barricades, Void Shield

Imperial Knight Errant

Psychic Powers:

Flyrant 1:Catalyst, Paroxysm
Flyrant 2: Onslaught, Psychic Scream
Zoanthrope: Psychic Scream

Warlord trait: Both of us got to choose if it was Night Fight and gained Night Attacker. So yeah, no night fight essentially.

Pre-game:
Spoiler:

This was a match up I chose because my opponent wasn't very heavy on anti-air weapons, so I was hoping to unleash havoc on him. My general plan is to use the Knight (he has absolutely nothing to stop him) to corral my opponent and dominate board control with the big purple robot, then my Flyers will smash vehicles and hopefully prevent him from getting to grips with me while I steal objectives.


Deployment Tyranids:
Spoiler:

I win the roll off and take first deployment. I put my Imperial Knight on my far left flank, opposite of his Emperor's Will objective. Then, my Bastion and 4 Flyers go straight in the middle of the board. Yep, we know how that works by now!


Deployment Imperium:
Spoiler:

My opponent puts his entire army on the far top right of the board from my perspective. He is far away from my Knight, but has completely abandoned his Emperor's Will Objective at this point. All 5 Chimeras and the Wyvern are behind ruins, but the Leman Russ are farther up the board. His blob (with all ICs attached) and Vendetta with PCS are in reserve.

Turn 1 Imperium:
Spoiler:

I allow my opponent to go first. His Vindicare strips the Void shield and his Psyfleman puts a Hull point on the Bastion, while is Russ Squad opens up on my Warlord Flyrant, dealing 2 wounds. No first blood however!


Turn 1 Tyranids:
Spoiler:

All 5 of my big boys run upfield as fast as they can. I perils on my Warlord, but am ungrounded. My Knight, both Crones and one Flyrant open up on Pasks squad, leaving Pask alone with one Hull Point left... I have my Warlord left, and he can either target the Vindicare (a good chance to kill) or Pask (on a 2+ I kill him.) Naturally I target Pask and roll a 1 for Haywire! First blood slips through my fingers... Dang!


Turn 2 Imperium:
Spoiler:

Pask guns down my Flying Hive Tyrant for Warlord and First Blood. Blast it! Fortunately he does little else with shooting at my other flyers. However, his Vindicare shoots my Bastion and explodes it! The Venom dies of course. A Vendetta comes in but is ineffective against my FMCs in cover. His blob also comes in, surprisingly on my far left near his Emperor's Will Objective, and near my Knight...

Kill Point Counter: Imperium: 2 Tyranids: 0

Turn 2 TyranKnights:
Spoiler:

My Flyrant at full health guns down his Wyvern, and a Crone kills Pask. My Rippers come in, one on my bottom right one on my bottom left. The second forces the Vendetta to jink but inflicts no damage. My Knight charges straight into the 30 man blob, and kills several, but the priest makes all of his Look Out Sir rolls, and so they remain fearless. I also lose two hull points to the Techmarines servo-harness... annoying.

Kill Point Counter: Imperium: 2 Tyranids: 2


Turn 3 Imperium:
Spoiler:

Chimeras start firing on my FMCs, and again do little besides a wound on a Crone. His Dreadnaught takes down one Shrike. Then in Close Combat, my opponent casts Hammerhand and his Techmarine strips 4 Hull points with one hit! Hoooly Crap! The Knight stomps around, again failing to kill the priest, but then explodes. Fortunately, my opponent had the chance to consolidate into base contact, and so every single model took a strength D or strength 10 AP 1 hit! Woo! It gets worse when I manage to roll 8 1s to wound, and the Techmarine survives with a number of Guardsmen and Coteaz. At least that fearless priest died!

Kill Point Counter: Imperium: 3 Tyranids: 3


Turn 3 Tyranids:
Spoiler:

One Crone (with Biovore help) goes after the depleted Blob squad, killing the Techmarine, 3 guardsmen and Coteaz survive. That flamer is awesome! My Flyrant deletes a Chimera and puts a Hull point on a second with his Flamer, while my second Crone kills the squad that falls out of the Chimera. My final rippers come in on my right and scatter back into some ruins.

Kill Point Cointer: Imperium: 3 Tyranids: 6


Turn 4 Imperium:
Spoiler:

Chimera fire takes my Flyrant down to one wound left, yet he lives! Several plasma gunners also overheat and kill themselves. His Vendetta has no arc to my Flyrant and clips a wound off my Crone on the right.


Turn 4 Tyranids:
Spoiler:

My Crone on the left lands and flames again, killing Coteaz in one hit and two of the guardsmen, leaving a single sergeant left. My Flyrant fails to kill a Chimera sadly. The Crone is similarly ineffective.

Kill Point Counter: Imperium: 3 Tyranids: 7

Turn 5 Imperium:
Spoiler:

My opponent lands his PCS and, with Chimera help, manages to completely wipe out the gant squad that had been edging to the left for an objective in my Deployment Zone. He also kills my Flyrant with his Dread and Vendetta. He also kills a single Ripper brood. Finally, he tank shocks a Chimera forward to contest my Emperor's Will Objective, and my Crone ends up with a single wound left... The Chimera had been previously damaged, however and has one Hull Point left...

Kill Point Counter: Imperium: 6 Tyranids: 7


Turn 5 TyranKnights:
Spoiler:

My Crone on the left kills his last blob member and is on an objective, plus in Linebreaker range. My Crone vector strikes his Chimera, killing it, and leaves the table. I jump all over on objectives, and assault and kill the squad that came out of the Chimera I destroyed.

Kill point Counter: Imperium: 6 Tyranids: 10

We roll, and to my dismay, the game goes on!


Turn 6 Imperium:
Spoiler:

Another Chimera gets in range to contest the Crusade objective in my DZ but can't reach my Emperor's Will. Due to Line of sight, he is unable to see many of my units and just kills a Biovore as I hide in the ruins. If there's a turn 7, I'll be in deep trouble!


Turn 6 Tyranids:
Spoiler:

My Crone comes in and flames the PCS, killing 4. Rippers make sure the Crusade objective is contested, and my Shrikes jump to get my Emperor's Will objective.

This time, the game ends!


Final score:
Spoiler:
Tyranids win Purge the Alien 10-6, Tyranids win Emperor's Will 2-0 and win Crusade 2-1. I also claim Linebreaker and Slay the Warlord, while my Opponent slew my Warlord and drew First Blood.

28-4 Major Tyranid Victory!

Post-game:
Spoiler:
One the one hand, I am very happy with that victory! If the game had gone on I may have tied both Crusade and Emperor's Will. But, that didn't happen thankfully! Losing my Knight was painful, to a servo harness no less, but it happens. My opponent was very friendly, and I would gladly play him again. I think he played pretty well, but shouldn't have put his Blob so near my Knight. Even though he killed it, he took enough damage that I could finish off the unit with a single Crone, and that single unit was worth 4 Kill points, which helped me immensely. Still, it was a very close fought game even if I won by a large margin of points, and my opponent had me in cold sweat when that Knight went down! A great game. As for my team, we emerged victorious by a score of 80-68. Woo! K-town Riot as a whole was a very enjoyable opponent, and also held the top Necron player of the tournament!

TyranKnights ATC reflection:
Spoiler:
On day 2 I had a total of 56 out of 60 possible points, which meant I won best Tyranids player for the event! This was my own personal goal going in, and suffice to say I was very pleased by this. My final score was 148, sufficient to tie for 11th place out of 170! After tiebreakers though, I ended up at 13th place. Still something I was very proud of! On the other hand, I'll admit I was frustrated not to get that 2+ on Haywire to kill Pask turn 1... those 2 extra points would have put me at 150, which I see as a very nice number, and top ten would've also been great! Alas, I must simply strive to do better next year, where I will most assuredly show up with my Tyranids again! I can't really complain, because I still gave a showing to be proud of in my opinion. In conclusion, here's a pic of my medal and my MVP for the tournament, my Imperial Knight! He may have died 3 times, but he also drew a ton of attention and killed his weight! He punched out a Riptide, another Knight, half a Beast star, tank squadrons and most of a blob. Not too shabby for a distraction unit! Overall I loved how he worked in the ATC format, as he turned my list into a very unexpected one and a curious match up issue for our opponents.





I'll be posting a tournament recap for the team and some final closing thoughts soon, so stay posted!

This message was edited 1 time. Last update was at 2014/07/27 04:29:43



 
   
Made in us
Dakka Veteran





well done, sir.
   
Made in us
Longtime Dakkanaut





Eye of Terror

Excellent showing for your Tyranids... Well done !

My blog... http://greenblowfly.blogspot.com

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Made in us
Tunneling Trygon







ATC Tournament Team review

Spoiler:
If you read my Battle Report of game 6, you know that I ended the tournament with 148 points, enough to land me 13th place and best Tyranids, something I am quite proud of! My team, Orlando Hereticus Beta, finished with 452 points, which landed us with 18th place total. Out of 34 teams, this means that we were just 6 points away from breaking the top half. Not bad, but I certainly feel we can do better next year. Our battle brothers, OH Alpha, finished with a very respectable 520 points, enough to give them 7th place overall, which also made them the top team out of Florida. Awesome job guys! Between both OH teams we actually landed 3 players in the top 20! The Imperial Knight/Necron player from my team ended up taking 9th place, while Alpha's Imperial Knight player took 19th. Alpha played some of the top teams there, and had a very difficult road altogether, so they certainly have a lot to be proud of. My team, Beta, ended up playing the teams that were ranked 3rd, 11, 17, 19, 22 and 29.

For OH Beta, this was our first time at the event for all of our members, and the first time to a non-Florida GT for all of us as well. To be honest, we weren't prepared for the ATC format. Not everyone can just win the thing their first year! I think that we all brought good lists that were almost all TAC, but I don't think we bought into the Counter system nearly as much as we should have. We also were lacking a single army that we could always throw down, all the time, and not worry about a tough matchup. This meant that every round, at least one or two of our players ended up in a game where they were being "sacrificed" for the Greater Good of the team because no one else could really handle the list they played against. As a Captain, that was a painful realization because we frankly weren't ready for the ATC, but I am confident that next year we can do much better. I was also unprepared for the massive amount of Wave Serpents at the table. All of our players bought hard into the anti armor, and we had Meltas and haywire up to out ears, but none of us had a good answer to Wraithknights or Wave Serpents, due to their freakish cover saves and ignoring Pens on a 2+. In hindsight that should have been an obvious weakness, because Eldar are one of the best armies in the game. I will say that we fortunately were prepared for the large number of Knights floating around, but overall I feel that we will be much better prepared for next year. You can bet that Orlando Hereticus will be back and ready for action!


 
   
Made in us
Regular Dakkanaut





Good reports, I enjoyed reading them.
I enjoyed my game against your team (as I always do when I play the Orlando crowd) and we will see you guys there next year!
Hopefully, we won't have to travel 8 hours to play against people from our own area again!

   
Made in us
Fixture of Dakka





San Jose, CA

Congrats on a job very well done! A great series for the bugs!




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 us
Longtime Dakkanaut




Wichita, KS

Thanks so much for these batreps.

Your Game 5 Tau opponent's list confuses me a lot. I've never seen a Tau list like that. 8 Broadsides with Rail guns? I'm not sure exactly what he was going for. A list to deal with Wave Serpent spam? Imperial Knights?

It seems like the Tau Formation would have been a clear upgrade to the list without sacrificing anything at all. Why not take it?
   
Made in us
Tunneling Trygon






tag8833 wrote:
Thanks so much for these batreps.

Your Game 5 Tau opponent's list confuses me a lot. I've never seen a Tau list like that. 8 Broadsides with Rail guns? I'm not sure exactly what he was going for. A list to deal with Wave Serpent spam? Imperial Knights?

It seems like the Tau Formation would have been a clear upgrade to the list without sacrificing anything at all. Why not take it?


Only 6 rail guns, but I get your point. I think it would have been better with all HYMP personally, but I'm guessing he thought he had enough weight of fire and wanted anti tank? Either way, formations weren't allowed at the ATC. They'll likely be in next year, but for so early in 7th they kept it simple in regards to expansions. No formations, forge world, Lords of War or non standard fortifications.

This message was edited 1 time. Last update was at 2014/08/01 11:15:43



 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 jifel wrote:
tag8833 wrote:
Thanks so much for these batreps.

Your Game 5 Tau opponent's list confuses me a lot. I've never seen a Tau list like that. 8 Broadsides with Rail guns? I'm not sure exactly what he was going for. A list to deal with Wave Serpent spam? Imperial Knights?

It seems like the Tau Formation would have been a clear upgrade to the list without sacrificing anything at all. Why not take it?


Only 6 rail guns, but I get your point. I think it would have been better with all HYMP personally, but I'm guessing he thought he had enough weight of fire and wanted anti tank? Either way, formations weren't allowed at the ATC. They'll likely be in next year, but for so early in 7th they kept it simple in regards to expansions. No formations, forge world, Lords of War or non standard fortifications.

And yet Void shields are fine?

You mentioned several times taking cover saves for your FMCs after the 1st turn. How did they deal with the 7th edition terrain rules? I.E. did they require 25% obscured to claim ruins saves, or was presence in the ruins enough? Did they let you claim cover from forests as if they were area terrain? How much of an impact did that have?
   
Made in us
Tunneling Trygon






All of the upgrades for Bastions, Defense Lines and sky shields were legal. As for terrain, if you are in a ruin or forest you receive cover saves. I also may have had cover if I jinked. But 25% isn't required for non vehicles, which has been very helpful in 6th and 7th for F/MCs!


 
   
Made in us
Judgemental Grey Knight Justicar





New Orleans

Why the shrieks they just seem to die so easily? It seems like another Zoan would be better---> 2 more WCs and it is less expensive. Even Warriors seem better than Shrieks for synapse.

Do they allow the Imperial Bunker? I like it better than a Bastion and it saves points. It is only 55 base.

This message was edited 1 time. Last update was at 2014/08/01 15:45:50


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Made in us
Tunneling Trygon






 Mythra wrote:
Why the shrieks they just seem to die so easily? It seems like another Zoan would be better---> 2 more WCs and it is less expensive. Even Warriors seem better than Shrieks for synapse.

Do they allow the Imperial Bunker? I like it better than a Bastion and it saves points. It is only 55 base.


I find the Shrikes far superior to Warriors, because for the same points you trade Objective Secured for being jump infantry. The shrikes are an all around problem solver designed to jump around and give synapse. They're very low priority targets with so many FMCs so they don't die easily at all. Plus, terrain and a Venomthrope means their armor save very rarely comes into play, I had a 2++ cover very frequently. It's not just about having synapse, it's about being able to move it around quickly. I noticed in my test games that I had a problem where my opponents would just barrel past my FMCs and take out my synapse unit in the back, and often they could. The Shrikes, however, had the mobility to GTFO if needed. Gunline armies usually aren't my problem, it's fast armies that can come right at me. I think the Shrikes performed very well overall, they definitely did what I meant for them to do.

As to the Bunker, I like it in most lists. However, the Bastion is superior for me for two reasons:
1. It has a larger base = more zoanthrope coverage.
2. It provides cover saves to Crones behind it, the Bunker is not tall enough to do that and so I have to rely on area terrain.

If you were playing a gunline army and had Devestators in a Bastion I would recommend the Bunker, but it doesn't do enough for me.


 
   
Made in us
Judgemental Grey Knight Justicar





New Orleans

Yeah the LOS blocking on the bastion is really good.

This message was edited 1 time. Last update was at 2014/08/01 16:02:57


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