Hello Dakka!
So, the Tyranids took the field again tonight for my second league game, and it was a doozy!
Getting right to it, the lists:
Space Wolves
HQ
- Ragnar Blackmane
Elites
- 10 Wolf Scouts + Wolf Guard
- Dread w/ Assault Cannon
Troops
- Grey Hunters w/ fighty kit + Wolf Guard x3 Units, 2 in Rhinos
Fast Attack
- 10 Skyclaws + Wolf Guard
Heavy
- Vindicator
Tyranids
HQ
- Fighty Tyrant w/ Talons, Shell, Old Adversary, glands, sacs
- Tyranid Prime w/ Deathspitter
Elites
- Venomthrope
- 3 Zoanthropes
Troops
- 6 Shooty Warriors w/ Deathspitters, Strangler
- 6 Fighty Warriors w/ glands, sacs, rending claws
- 24 Termagants
- 22 Termagants
- Tervigon w/ Catalyst, glands, sacs
Heavy
- Trygon Prime w/ glands, sacs
- Screamer-Killer fex w/ glands, sacs, bio-plasma
Mission: Seize Ground, 3 Objectives
Deployment: Spearhead
The Table was thick with terrain, ruined buldings in the center north and south, and north-west quadrant (from my perspective), some scattered forests and lots of low walls, craters, obstacles, etc. There was a big hill with a terrace in the north-east, and some low hills to the south-west.
I win the roll to pick and deploy, I take it and deploy in the south-east. My quadrant had a ruined building with some walls in it, and was bordered on the north and west with a forest. He got the opposite, with a ruined building in middle, some hills on his edge center, and low walls and craters on the south and east edges of the zone. Center of the table was a smallish forest.
Objectives: One on the far edge (from him) of my building, one on the far edge (from me) of his building, one next to a crater, behind a ruined building, directly north from mine and east from his.
Deployment:
Tyranids: I put the tervigon surrounded by 24 gaunts on my objective, shooty warriors deploy on 3 floors of the building in firing positions with the Tyranid Alpha, venomthrope floats in the corner of the building, out of
LOS, providing cloud cover. Zoanthropes go bold (they would later go home), and deploy at the far north edge of my Dzone, as close to the center as possible. Tyrant and crew, S-K fex, and fighty Warriors line up at the north edge ready to push for the unclaimed objective. Trygon and 22 gaunts go in reserve, fingers crossed.
Space Wolves: Long fangs take up position in the building, 1 Grey Hunter rhino front and center, the other behind a low hill with the
GH on foot, who were joined by Ragnar. Dread in the building with the
LFs. Scouts, Skyclaws, Vindicator in reserve.
He attempts to seize, fails.
Turn 1
Tyranids: move up, get in position, potshots. Tervigon drops Feel No Pain on warriors. Warrior strangler kills
LF pack leader, pins the squad. Zoes float into the building, get a single blast at
GH on foot, scatter off. I roll a "1" for every run move I make.
Space Wolves: Move up,
GH rhino heads up the middle toward my lines, the other one heads toward the Zoes and the
GHs disembark. Ragnar and crew hoof it toward the objective.
GHs light up my Zoes, 2 die. Go 3+ invulnerable!
Turn 2
T: Trygon is a no-show, 22 gaunts show up
waayy early behind a clearly annoyed tervigon. They hang by the board edge in anticipation of wolf scouts while sending a couple models to make a chain to the Venomthrope. Tyrant and crew roll forward
wth the fighty warriors and the fex, otherwise unengaged. Zoe bails out of the buiding to get a clean shot. Tervigon craps out 9 gaunts, no doubles. These move up to occupy the forest at the north of my Dzone. Warriors get
FNP again. The first 24 gaunts move up a bit toward the building the last Zoa vacated. Warriors train their guns on the exposed
GHs that sprayed the Zoes down, kill more than I expected. Gaunts take a few potshots, nothing special, Zoe goes for a warp blast, scatters off.
SW: He bricks all the reserve rolls,
LFs hold pat in the building and the Dread jostles forward a hair. Empty rhino makes a break for the unclaimed objective in a valiant attempt to get in the way, tracks itself on a wall. The full rhino moves in to create a wedge, and Ragnar and crew file in behind the vehicles.
GHs by the building move up and spray some fire on the last Zoa, it takes a wound but lives.
Turn 3
T: Trygon's still getting dressed, regardless, it's time to get ill. Fex rolls up on to the terraced hill overlooking the objective. Tyrant and crew hop the wall and turn the corner around the building toward the Wolves. Fighty warriors follow up behind to support an assault or make a break for the objective. Shooty Warriors hold pat, group of 24 gaunts moves up toward the remaining
GHs in the center of the field and fan out to threaten the objective, the area around which is now feeling some serious heat. Tervigon craps out 11 gaunts, no doubles (total: 20!), gives
FNP to the 22 gaunts at my board edge. Otherwise my firebase jostles; it's starting to get crowded. Shooty Warriors wax a couple more of the
GHs in the center, only 3 left now. Zoa goes for the big boom on the full rhino, no headache, bricks the to-hit roll. Sigh. Fex throws a ball of plasma at Ragnar's crew, direct hit, vapes a couple. Tyrant hits Ragnar and friends with Paroxysm, drops their
WS/
BS to 1, then grits its teeth for the coming hit.
SW: Wolf Scouts and Vindi, yes; Skyclaws, not so much. Ragnar and crew roll up on the fex,
GHs disembark and move toward the Tyrant.
LFs plink at Shooty Warriors, drop 1 to wounds, 1 to instant death. Meh. Dread splatters the last Zoa, Tervigon sniffs derisively.
GH shots put a wound on the Tyrant Guard, Ragnar's boys put a wound on the fex, from a bolt pistol, no less! (We decided that it got shot through the soft palate, mid-roar). Vindi drops a shot at the fighty warriors: 2 wounds, 1 cover save, one gets splattered. Rhino
SBs continue to potshot a gaunt or two a turn. Ragnar does his once-per-game, rolls the fex, drops it to one wound, then I biff armor saves and the big beast dies with nary a whimper.
GHs roll in on the Tyrant. Tyrant eats two, then the wolves leverage an obscene amount of wounds and I fail enough to kill the
TG outright and put an extra couple wounds on the Tyrant. He makes his No Retreat save and we settle in. The last 3
GHs make a headlong charge against the 24 termagants who are in the Venomthrope cloud, lose one to Dangerous Terrain, kill a couple, then die. wolf scouts show up behind my firebase, he totally forgets about them until after all the other assaults have been resolved! He makes the assault since I'm not trying to be a total jerk (no shooting though). None die to Dangerous Terrain, nobody else really dies, we settle in.
Turn 4
T: Trygon's still waiting in line at starbucks

. Huzzah. Fighty warriors move up to support the Tyrant, 24 gaunts roll crap for difficult and stumble into the building. 9 gaunts mill about in the forest. Tervigon gives
FNP to the gaunts fighting the scouts, then craps out 13 more gaunts, no doubles (total: 33!!), the firebase gets crowded again. the new gaunts go to reinforce the wolf scout fight. Shooty warriors hold pat, take a strangler shot at the
LFs in the building (they had nothing else to shoot at) scatter off. 24 gaunts roll a miserable run and stumble further into the building. Not being able to use paroxysm while you're locked in
CC sucks. fighty warriors roll in, multi-assault the
GHs stuck with the Tyrant and Ragnar's crew. Tyrant squishes four
GHs, and the warriors rock socks, thanks to furious charge, preferred enemy (Tyrant's Old Adversary), and re-roll to wound (S5 charge, poisoned attacks). Fewer rends than I would hope, but they wipe 4 more marines across the two squads. Wolves swing back, put a wound on the Tyrant who dies, then kill seven wounds worth of warriors, leaving 2 left. Draw! We settle in. Scouts get charged by the new unit of gaunts, I kill a few, he kills a few, and the grind continues.
SW: Skyclaws ho! They show up right by the scrum around the unclaimed objective. Dread trundles forward, Vindi gets in position to put some heat on my firebase,
LFs hold pat. Shots on the warriors grind them down to just the strangler and the Alpha. Potshots kill a couple of the 24 gaunts. Ragnar wastes the last of the fighty warriors, wolf scout grind continues unabated. Ragnar's crew has more dudes left, so it consolidates back toward the objective, while the last 3 of the other
GH squad move up toward my firebase. Wolf scout grind is becoming silly.
Turn 5
T: Trygon makes a dramatic, last-minute entrance, landing right next to the terraced hill with no scatter, right in the thick of things. Boom! Coulda used you earlier, jerk

. 24 gaunts continue to stumble around in the building. 9 gaunts move up to push toward the objective. 11 gaunts (remember them? I barely did...) jostle around the east side of the firebase. Tervigon dumps its last 5 gaunts with double 2s (total: 38!!!) these move to screen it from the Ragnar side of the fight. Strangler from the last shooty warrior kills a
LF, no pinning. Trygon unleashes hell, kills three of the remaining
GHs from Ragnar's crew, leaving 3 and big R. Woo! Gaunts potshot to no appreciable effect. 24 gaunts and 9 gaunts fail to roll high enough to assault, wolf scout fight continues, tea is served.
SW: LFs waste the strangler warrior, Alpha's left standing with 2 wounds left. Vindi and Dread potshot gaunts to little effect. Ragnar ditches his crew for the forward
GHs, the last 3 of the old crew mount the immobilized rhino right next to the objective. Skyclaws get up in the Trygon's face. Shots on the Trygon put a wound on it. Ragnar's new boys dakk-dakk the 9 gaunts, kill a couple, then charge. Guess who dies?

Ragnar consolidates into the forest I had previously been lurking in. Wolf scouts bare mentioning only because at this point, only two are left and they make all their 4+ saves. Nothing else happened though. Finally, the main event: Skyclaws roll up on the Trygon!!! Trygon eats 6(!), then takes two wounds and the Skyclaws bail!

Better late than never I guess.
Random Game Length: end of game means a draw. He's got the remnants of Ragnar's old crew in a rhino holding the third objective, Tervigon and gaunts are squatting firmly over mine, and the
LFs are looking longingly at his objective, wishing they were grey hunters again and wondering how they forgot to hold objectives. We roll a 5, on to...
Turn 6
T: 24 gaunts roll up through the building toward the objective, but can't fan out to claim without blocking the Trygon from it's path to eat the
GH rhino. Trygon slithers forward,
GHs begin praying. Alpha turns the corner to train his deathspitter on Ragnar and his new crew, 11 gaunts move up and fan out to screen the firebase, getting as close to Ragnar as possible to impede his progress. 5 Gaunts move up to cover their rear. Shots from everything on Ragnar's crew kill two of them and put two wounds on the wolf lord. Trygon annihilates the immobile rhino with 6 penetrating hits and 1 glance, two of the last 3
GH die in the blast, the last one fails morale. Wolf scout fight is now utter nonsense, everything else braces for impact.
SW: last
GH and the fleeing Skyclaws continue to run from the Trygon, neither ends up off the board but it won't matter. Shots on 11 gaunts thin them to a mere 4, then Ragnar rolls in, survives the dangerous terrain (venomthrope was sitting there in the firebase all game), barbecues them all, and rolls a 6! to consolidate, running right up to the 5 gaunts left screening the Tervigon and the objective.
Random game length: Comes up a 3, game over man!. How close is Ragnar's squad, consisting of him and one freakin' Grey hunter? 2.75"! DRAWWWW!!!!
It was an amazing game, full of all the stuff you want in a
40k battle. Endless swarms of bugs, space marines slowly dying but refusing to yield, dramatic late arrivals that alter the course of the game, and an epic hero making one last push and skirting the
raw edge of defeat by a fraction of an inch.
Man of the Match:
Tyranids: Tervigon, hands down. While simultaneously holding my objective all game, the beast nearly doubled my number of termagants (I brought 46, he spawned 38, adding an effective 190 points to my army!), made sure my warriors held up while they were relevant, then kept the termagants to his own rear in the fight long enough to hold the wolf scouts at bay. Best 205 points, ever.
Space Wolves: Ragnar. That guy is stupid good. He (and his squad) ate the fex, most of the warriors, and carved a bloody path through the termagant carpet all the way across the board to my objective. He may have only made it by an inch, but he still made it.
Final Grades:
Space Wolves:
Ragnar: A, 'killing machine' seems fitting
Wolf Scouts: C+, forgetting about them until the end of the turn they showed up hurt; they were still a threat that needed precious termagant resources, but overall they did the job they were brought for, nothing more.
Dread: C-, killed a few things, but he was too hesitant with it.
Grey Hunters: A, these guys did everything you'd expect them to with aplomb. Killed the Zoes, the Tyrant and
TG, and enough termagants to deliver one of them with Ragnar to my objective and force a draw.
Rhinos: B, only because they were canny with their
SBs and killed some clutch termagants in the mid- and late-game.
Skyclaws: F, showed up late, bounced off the Trygon, ran away.
Vindicator: D+, killed a warrior and a handful of termagants, very underwhelming.
Long Fangs: D-, the only thing keeping these guys out of the fail boat are the shooty warriors they killed.
Tyranids
Tyrant & Tyrant Guard: C-, killed 6
GHs then died, unimpressive.
Alpha Warrior C+, did his job without remark all game, managed to put a little extra heat on the ragnar deathmachine in the final moments.
Zoanthropes: F.
Le sigh.
Venomthrope: B-, his ability was much more useful this time around, since marines dying to Dangerous terrain is a much bigger deal than Orks, and it came into play more often. Otherwise this model is nothing more than a support piece through and through.
Shooty Warriors: B, hosed the
LFs early game, put some heat on the
GHs mid-game, and generally drew fire that would have otherwise impeded my termagant production.
Fighty Warriors: C+, they ended up in a sub-optimal position but they did get their furious charge of doom, and thinned out the
GHs.
Tervigon: A+, couldn't ask for anything more. When this guy works, he's amazing.
Termagants: A, granted, there were a lot more of them than my army list would have you believe, but they were my lynchpin. None of them did anything amazing individually, but my whole game ended up revolving around them.
Carnifex: C-, I was hoping the fighty fex would kill a few things with his claws and not just his spit.
Trygon: B+, the late start is the only thing keeping him from an A; he killed some
GHs, helmet-slapped the Skyclaws, then ate the claiming rhino for lunch and forced the last
GH and the remaining skyclaws out of the game. Awesome.
My final thoughts:
- The Long Fangs should have been Grey Hunters. I would have been forced to deal with them instead of ignoring them, and it would have changed the game dramatically.
- If the Dread had been more aggressive, it would have seriously disrupted my firebase.
- Tyrant was unimpressive, but I'm still getting used to running a big monster like that that isn't necessarily expendable, like a fex. He'll stay, though an
HQ tervigon is looking interesting...
- Tyrant Guard were... meh. I suppose they did their job, but I'm still unsure about them.
- Fex falls in the unsure category... It was an acid-test, I suppose, for the Tyrant,
TG, and fex, to eat charges from
GHs will full
CC kit, and Ragnar, on Ragnar's feat turn. They lived, which is probably more than I should have hoped for. Now, if there had been a Venomthrope behind them...?
- I'm happy with both the warrior units, the shooty warriors did their job just fine, and the fighty warriors fared about how I would expect given the bitter pill they had to swallow on their first time out.
- Tervigon and Termagants were pure awesomesauce. It's getting harder to seriously consider hormagaunts in particular, and other Troops choices in general.
- Trygon stays, let's hope he shows up on a reasonable turn next time.
- Zoes are out. I tried holding them back once, I tried moving them up once, and both tries resulted in failure. I can use the 180 points elsewhere.
- I'm relatively certain that better play with the Termagants was the difference between the win and the draw for me. I'm not really used to horde armies and having 6 units of gribblys to think about in addition to everything else was a little overwhelming. I'll have to work on it.
My next round will be against Salamanders, Templars, or Necrons. Hello 3+ saves!
Thanks for reading!
-Dis.