Switch Theme:

Tyranid vs IG - 1000ish points  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Krazed Killa Kan






Columbus, Oh

Well.. was able to get out of the house last night and go gaming. Monday nights here in Columbus, the Guardtower hosts 40k nights. Last night was about 20 folks there, and one attendee and I got a game on. I had been playing my Omega Marines for the last several outings, but managed to roll spectacularly poor every time.. to the point where I had an entourage of kibitzers watching me roll and giggling. Not that I wasn't joining them.. it was pretty bad luck.

So, I left the Guys in Purple at home and brought along Hive Fleet Orkin last night. This is my Genestealer heavy army. Lots of bugs. I also bought new dice, the nice GW cube of dice..

Another guy was interested in a quick game, so we decided on around 1000 points and set out our forces.

My Stealer Swarm-
Broodlord (Implant attack, Toxin, Extended Carapace) and 10 Retinue (Extended Carapace) (302)

3x 10 Genestealers (basic) - (480) (green, orange and yellow)

1x 10 Genestealers (Scuttler) - (190) (pink)

1x Lictor - (80)

Total- 1052

He brought along (and I don't really know what his costs were)

about 100 guard (several (7-8) 10 man squads with HW), 4 command 5 man squads with plasma, a 6 man squad with 3 flamers, and a Leman Russ with Battle Cannon (Str 8 pieplate)

He tweaked the list to be equal to my point value.. I didn't ask to see his numbers. it just looked like a LOT of guys.

Set out terrain.. 2 hills on the ends, a trench-system about 12 inches in on one side with bunkers, 5 wooded areas, a crashed Falcon, and a huge rockpile across the table from the trenches. He asked, and I agreed.. all terrain provided 4+ cover

Rolled for Mission - Got Seize Ground (5 objectives) (2 woods, two end hills all got objective counters, and the Falcon)

Rolled Deployment - Dawn of War (happy dance for the Nid player). I won roll for going first. Deployed 2 units (green and orange) of 10 genestealers .. opposite the trench system and opposite one of the woods with objectives. He deployed along the back line of the table, 4 of the 10 man squads, and 4 of the smaller squads. (they had plasma guns, or flamers). He failed to sieze initiative.

Turn 1 - Stealers
Ran forward. Green Stealers made it into trenches and along the hill on the right. Orange Stealers made it into the woods on the left. Ended up being approx 10 inches away from IG firing line.

Turn 1 - IG
He moves 1 5 man command squad with plasma into the woods on the left, to contest objective. One 10 man squad runs around the outer side of the right hand hill, totally unseen by Stealers on the other side.

Handfuls of dice are grabbed, as I am in Rapid Fire range. 2 of his units fail to see me in Night Fighting. When the dice have cooled off.. 5 Genestealers in the left woods are dead, and 2 of the Green ones in the trenches. Lots of Guard missing, or failing to wound.. OR Cover saves galore. 2 of his Plasma Gunners snuff it as their weapons misfire.

Turn 2 - Stealers
Roll for Reserves - Broodlord and his buds come in on the left, flanking 2 squads, a 4man and a 10 man, Scuttling Stealers come in on the right behind the hill, and the 3 squads there, another plasma squand and 2 10 man guard squads. Lictor comes in in the trenches. Yellow Stealers don't make the roll.

Charging all units, I make it into close combat with every unit he has, with the exception of his Commander and flamer squad. He manages to pull down about 3 Stealers that are assaulting into his cover, but the vast majority overwhelm him. I completely wipe out the squads the Broodlord and retinue are in, and the squad contesting the Objective in the woods. Consolidating closer to the Commander. The Lictor does 4 casualties of 10, the remaining 6 fail to wound BUT make their morale and stick around to try again. The IG squad on the hill on the right does pretty well, killing 2 Pink Stealers and losing only 3 guys... making morale and sticking around. The 5 man squad on the right loses 2 men, fails morale, and escapes, only to run off the table.

Turn 2 - IG
Rolls for Reserves - Leman Russ rolls a 1, 2 IG squads and a command squad roll 2 or 3. NO reserves for him.

Buckling his belt tighter.. he moves his flamer squad to a good firing position on the genestealers in the trenches, and readies his command squad to fire into the Broodlord and Retinue. Everyone else is in combat.

Flamers and lasguns whick into the Green Genestealers killing 6 of the 8.. the remaining 2 Stealers pass Morale and stick around. (best shooting of his all game). The commander and his squad fire into the oncoming Broodlord and posse, managing to deal one casualty.. the Plasma gunner in the squad blew himself up, sigh. All other shots missed or were saved by the extended carapace on the Retinue.

On to close combat.. the Lictor manages to kill 3 more guard, and gets hit once in return. This time, the guard fail Morale, and try to run, but the Lictor pounces and runs them down. Co-incidentally taking the Lictor closer to the Flamer squad. On the hill to the right, the combat continues with the entrenched IG taking down 3 genestealers and losing 4 of their own. Make Morale, stick around. The squad at the base of the hill tarpits the genestealers for another turn, (I rolled badly) and losing 4 guard to my 2 bugs..

Turn 3 - Stealers
Roll for Reserves - Yellow Genestealers (last unit in reserve) makes the roll, and come on on my edge, heading towards the objective on the hill on the closer left. They make it about halfway.

Lictor and 2 remaining Green Stealers pile into the 6 man flamer squad.. annihilating it. Consolidating back into the trench area. Pink Stealers wipe out the IG on the hill, and base, consolidating towards the IG side of the board.

Broodlord and Retinue make a smear out of the IG Commander and his gang of incompetant marksmen.

At this point in the game, the IG player has 3 guardsmen in the cover of the trenches (remnant of a plasma squad). He is praying for good reserve rolls.

Turn 3 - IG
Reserve rolls - Leman Russ rolls another 1. The remainder of his squads succeed though.

He brings on his squads about as far as he can away from my rampaging horde.. which was 16 inches away for one squad and 14 for the other. He decided to do that and pray I could not make the Move + Run + Assault distance.. and failed to realize that he would be unable to fire his Rapid Fire weapons at that range. I offered for him to re-deploy on that basis (cause I was feeling really bad for him).. but he chose to pin his hopes on my bad rolling skills. Didn't work.. His entire turn was moving on models and not shooting.

Turn 4 -
I made all the required distance rolls. He conceeded.

Total models dead on my side - about 20-25

Totals on his side - pretty much everyone except for 3 guys who ran away (and will be summarily executed)

Analysis..
This was pretty much the perfect matchup for Genestealers and the Deployment of Dawn of War really helped as well. I was very impressed with the genestealers movement and rending attacks. It sucked for my opponent to fail Reserve rolls like he did, certainly allowed me to concentrate on his squads piecemeal.

I don't think I made any Rules mistakes.. if you spot anything let me know, or if you have any questions.. Sorry I had no pictures, didn't think to bring a camera.

-Porkuslime



2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
Made in us
Committed Chaos Cult Marine





Yep Gene stealers will do that to the guard. He gave it a good go, grats on the win.

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
Made in us
Committed Chaos Cult Marine






You don't have to put stuff in Reserve for DoW.
It can be "nearby", meaning that it comes on from your table edge turn 1.

Seems like it might have helped the guard to know this

Then again, reading is not a required guardsman skill...

This message was edited 1 time. Last update was at 2009/03/10 16:41:28


Check out my blog at:http://ironchaosbrute.blogspot.com.

Vivano crudelis exitus.

Da Boss wrote:No no, Richard Dawkins arresting the Pope is inherently hilarious. It could only be funnier if when it happens, His Holiness exclaims "Rats, it's the Fuzz! Let's cheese it!" and a high speed Popemobile chase ensues.
 
   
Made in gb
Roarin' Runtherd





Cumbria

Yeh kill them guardsmen

my armies: :1000pts+
:750pts (work in procress) :1000pts+ Empire: wip!!!
92% of teens have moved on to rap. If you are one of the 8% who still listen to real music, copy and paste this into your sig.

Pls check out my gallery http://www.dakkadakka.com/core/gallery-user.jsp?u=12160 
   
Made in us
Rough Rider with Boomstick





And this is a perfect example of why one should read the rules

DOW
"All units that were not deployed, and were not declared to be in reserve during deployment, *must enter the game in the Movement phase of their first player turn* by moving in from their own table edge, just like units moving in from reserve."


So for an IG player, turn one, you bring everything in, your LRBTs can still fire since they do not need to roll for Night Fighting (they just roll 3d6 for scatter instead of 2), and then you would of been able to fire everything on turn 2.

Game would of probably gone a lot differently

The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Krazed Killa Kan






Columbus, Oh

I think that would indeed have made a difference. However, obviously, it was not done. I remember placing my units, then mentioning "The rest of my guys are in Reserve".. and then he did the same. Error on our parts..

-Porkuslime

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
 
Forum Index » 40K Battle Reports
Go to: