Only real problem in this army is his winged Tyrant. This guy is a monster and unless you can drop him fast, he is going to be a real problem down the road.
Personally, I think the army with all kinds of bugs in it is the hardest to fight. You really have to pound that into dirt in order to get the win.
Played one hell of a game last night and it came down to the wire. It was a real nail bitter and my hat is off to David for that game( who won, see report ). I had 1850 set and he wanted to run 2k. I just uppped a few things in my army to reach the new total.
Davids list from what I saw.
HQ
Tyrant Flyer, loaded with nasties
ELITE
3 winged claws and scythe
3 shooters, venm and 2x dev
Troops
32 hormies with INT 5 and WS 5,
2x 32 termies
3x gens
HEAVY SUPPORT
2x carnies ( T7 shesh ) barbed, small shooter, claws.
1x 3 zormes
My ARMY
I will never give that away, mahahahhaha Foot Sloggin marines? darnit, simi gave it away......
Rolled for missin and it was Cleanse.
Lot of terrian and I new it was going to be a hack and slash slug um out fight from the get go. Only thing I could think of being that he got to pick his Deployment was to jam the center and slow down the swarm. So I started off six inches back via store rule from the center and started to set up. I started packing the center of the table with marines with simi space from each unit and from each other.
We rolled for turn and he got it, ugggg,
Turn 1
David's turn
Started out with him moving all of his units forward in a arch. I could tell after his movement that I need to fall back with one or two units BUT plan A was still in the works. He managed to remove about two marines on his first round of shooting, GO THREE PLUS SAVE!.
Walter's turn
Just from the look of it was going to be nasty. I just could not help but think that I should of set up normally vs this type of army. That way it gives me time to hose them down some before they make it to my lines. Then again that set up is saved for tournies and this is about having fun. So, I moved my assault unit up the middle from its point so that it could assault his front line. I figure that 32 guants will work hella nice in packing the middle. Next I moved some of my units to the left to support that side seeing what was coming. I also moved one of my units back because I could tell that this was in range of the Tyrant and I needed some more time before he started hacking away.
Shooting was more less basic with my taking target test to nock out his units of gen. I new these units would do a lot of damage if left on the board. I managed to remove two units with ranged firing. I only managed to put one wound on a zorm because David seemed to roll really well, IE two inv sixs. Put wound the carny on the right side as well.
My assault worked great in the fact that they did very little damage to his guant unit. Kill zone was the reason and so worked in my favor and sucked all his guants into the center thus blocking movement from the rear forward. Plan A worked and worked well.
David's Turn two.
David was then forced to move a lot of his units into difficult terrian to move around the center. Bulk of it was able to move in the open on the side thou. That in turn set up the charge for the assault. Shooting this turn hurt in the fact that one of my assault units got pinned via lost marine. Also got a few hits in with the zorms. In all about four marines died, and once again THREE PLUS SAVES THE DAY. Also learned that size three units can shoot over units in hth. Informed that if I had a size three, then it would block los. Well plan A slowed down the movement at least.
Time for the assault and it was going to be ruff from the looks of it. Thou I did manage to keep him most of the core from getting to me via PLAN A. Guants slamed into my dev unit and the hormies into my HQ comman squad. I won in assault via dev unit but it was pointless to fearless units. I was not so lucky in assault with the hormies thou. He managed to kill three marine of which that is all he could get in the kill zone.
Gaunts in the center did not do anything and I managed to hold the line once again with them stopping his next turn of movement in the center/ somewhat.
Walters turn two.
I new that I was going to need some support with all these basic units in hth. I was also going to need support for my command squad, or what was left of it. I was able to plank away a bit on what I could see via everyhthing was blocking los. My assault marines jumped over the building and readied themselfs for assist assault with the dev unit. Knowing full well the carni would counter assault next turn (ugg).
Marines in the center once again held the line and managed to drop a few more of these bug.
David's turn three
Now comes death from what I was seeing. One unit of gens was able to charge and his Tyrant was able to charge was well. I already new the carnie was coming so no big deal (T7 monster, no biggy /poor marines).
Little shooting that he did have had some effect. Zormes keep putting out bolt of death and marines dropped ie I think three in all. Saved everything Else 3 PLUS POWER ARMOUR,,, OH YA.
Tyrant killed everything that he could in his kill zone, ie one marines standing that turn the vet with da fist who died! Gens killed another unit in hth and con 3". The mass unit of hormies finished off the command squad and another unit I had tossed into the fight. They also managed to put a wound on my Chaplin who joined the fight last turn. The leader made his two saves and thus keep hammer away. Next was the carnies turn and he rolled a two for his number of attacks. One assault marine died and I managed to widdle the guant unit in hth down to one guy. Once again the line held in the center and I new death was coming. Winged elites he had would be in assault next turn from the looks of it.
Walter's turn three
Well, some more shooting and I was finally able to drop the zorm in the center. I was also able to kick in three wounds onto the elite walkers. I really could not shoot anything because of the mass amount of hth going on around me. I figure it was time to start moving what I could. What I had on the right flank I moved onto the other section.
Assault was once again hell as the Tyrant finished everything in his range. One gen left assault my unit and was unable to do any damage. The return hit finished him off. The last guant died to the devs and the assault squad managed to smack TWO WOUNDS ON THE CARNIE,,,,, power sword vet. Return from the carnie was another dead assault marine. The hormies once again dished out the damage. This time they managed to drop another unit of marines and two more out of the other. My two leader made there saves and keep on hacking. WS 5 on these guys means that I need a four to hit and that not as easy as a three ( shesh ). Managed to drop a few more of these guys in hth again.
David's turn four
Turn started off with less shooting because almost everything was tied up in hth. Two guy that could fire fired and managed to drag down two more marines. I spaced some of the moving marines so that he could not template ap three them.
Tyrant started off again smacking into another unit of marines and finished off three this time in his kill zone. Homries droped the other three of the marines and managed to put another wound on the Chaplin. This time they managed to put one on the leader as well. Return was a few more hormies dead and it not looking good with that many guy around two leader marines.
Carnie failed to hit this round because his d6 turned out to be a one. My return was once again pointless from the basic marines in hth, ie four dev and three assault marines. Thou my Vet serg managed to hit one home again on the Carine with the good old trusty power weapon ( woot ). This round the line died and died well with the three winged elite moving into hth with scythe and rending claws. One marined did live but was over powered in number and failed to hang on.
Walter's turn four.
Well it was looking ugly but then again a plan was starting to form in my head and new that it just might work. Almost nill for shooting because i needed everything for assault that round. I did manged to nock three wounds onto his elite winged unit with ranged dps. I finished the unit off with some of my other ranged units. This in turn sucked because I new I would not be able to assist in assaults going on around me. Then again that rending was more inportant to remove now then deal with it later on.
Last turn held the Tyrant in check with two marines standing. I new that I needed to feed this beast and thus ordered the tactical squad to assault him. I spaced my marines thou so that only one would get in assault and be in the inch kill zone ( tactical advice for newbies). In return he had three marines in base. His return in the assault finished off the two and the other marines in base to base. Another unit of marines into the fre with the hormies. In all it was my leader, chaplin, three dev, another unit of marines. I was able to do some more damage but lost the three in return. Once again he rolled a one for his d6 and missed in hth.
David's turn five
One zorn that could shoot shoot and failed to wound. Everthing else was in hth and doing what it does best.
carnie moved up in the middle and so did the elite walkers to smack the jump pack marines. combined force of carnie, two elite walkers, 8 guant over powered the marines and finished them off. The other carnie with the four wounds in hth with my assault marines and dev unit failed again on his wounds. Hormies keep on hacking away at my two leader with the remain unit of tactical marines. This time taking the unit down to one, and I was also able to make my four saves via two and two on my leaders. GO THREE PLUS POWER ARMOUR,
Now the moment of truth in the game from what I could see. Hive Tyrant hit three time and removed three with just the lascannon guy standing. I was informed to take five saves via being horably outnumber with a monsterious creature in bTb. I rolled all five saves, GO POWER ARMOUR, hell ya and keep the Tyrant from moving on in his turn. That in turn keep another unit from being assault and killed off. YES<<<
Walter's Turn five
Now it time to put plan B into works as it requires some major moving of my few remaining units. I had nothing to shoot at because I needed to move everything I had. I was really hoping to get another power weapon into hth with that four wound carnie. Difficult terrian got me a three and keep me from reaching his guy. Thou I need to look this rule up, I just went with it because only one guy was in the terrain. Sucked thou because everybody in the unit only got a three inch move, thus keep me from charging as well. I also pilled in another 10 marines to the hormie unit hoping to help my leaders hold the line.
Assault was brutal and I do mean brutal this turn. First off my chaplin takes a dive finally being pulled under with the weight of the hormies. My leader made his saves and what was left failed to damage my 10 marines. Return was what I had been waiting for awhile. Chance to strike back and strike back hard we did. Thou the chaplin died, he sent three more to the grave. My leader also sent three and the 10 mean finished them down to three. I out numbered him and he had to take three saves. Failed them all and the last three died. I sent what was left of one unit into another corner of the table. The leader went after the carnie group with the elite walkers and eight guants. The othe unit managed to make it to the fight in time to see the lascannon guy go down in glory. The big win also went to the Assault unit and the vet holding the power sword. He was once again able to inflict a single wound on the Carnie to bring down the Beast. Bring it down, bring it down said the vet serg
David's turn six
His turn Six was two shoots which did nothing from the zorms. Assault once again and was going to be ruff.
It was a all or nothing vs the carnie because i needed to put some wounds on him with my leader. Plan B was in the works and needed as much from everybody on the board as I could get out of them. Needless to say the leader failed to inflict a wound. He died as well, but death matter not when the gene-seeds returns to the chapter. Therefore death has no meaning to the GREEN MARINES.
Tyrant finished off the new marines that stood before him with ease. Thus the end of his turn and start of my sixth.
Walter's turn six ( Final turn )
I moved my assault marines up past the zorn in cover. I moved the other tactical squad with the vet in it up as well to get ready for assault with the zorn.
Shooting went somewhat ok for me. My marines that had been moving now stopped and turn to face the threat. Carnies got two more wounds on him and thur removed him from taking any area. The zorn managed to save vs all my weapon and even the rapid fire plasma gun failed one hit and save himself from death. Tactical squad look at the Elite walkers and blazed them down in a hail of rapid bolter fire.
Assault removed the other zorn and allowed me to d6 move off that. My assault marines made it to his deployment zone.
THUS THE 2K GAME ENDED.
500 point for each zone you are in if you are all alone and over half str. Well, I was in each of the zone and each unit over half str. He was in my zone with his Tyrant and he was over half str. We did not add up points because I was 1500 point up just for zone control. It seems that the points on the board totaled about the same just from looking.
Captain Gregorous informed the men that we would not be able to remove these bugs with are ranged weapons, but that we would need to meet them in hth combat. We shall meet them in hth none the less, on ward soldiers of the Emperor. From orbit, the commander of the Green Marines could see the green tide advancing. Praise be to the EMPEROR, these soldiers shall bring death to his enemies. A day and a half later, the body of Captain Gregorous was layed at the mantle of the Commander of the GREEN MARINES with two holes in his neck. The commander looked down at his Captain and said in a loud voice over com of the ship... PRAISE BE TO THE SPACE MARINES!!!.
Heroes of the game
David's Hive tyrant, beast just hacked a path all over the place.
Walter's Tactical marine with the lascannon for holding the Tyrant in place near the end of the game. Also the Vet Serg for the assault unit for bringing down the beast in hth, ie carnie.
Thanks David for one hell of a game, will meet again...