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Made in gb
Tower of Power






Cannock

Battle Report: Tyranids vs Orks - 2,000 points

Labels: Battle Reports, Orks, Tyranids | author: Mercer - www.imperiusdominatus.com

So I've been desperate to try my new Tyranid army out and the night had finally come! How will they do?

Hive Fleet Krakken


HQ


Hive Tyrant leech essence, paraoxysm, 2 x twin-linked devourers, hive commander & adrenal glands

1 x Tyrant Guard

Hive Tyrant leech essence, paroxysm, 1 x twin-linked devourers, bonesword & lash whip, hive commander, old adversary, adrenal glands, acid blood & wings

Elite

2 x Zoanthrope w/ Mycetic Spore

2 x Zoanthrope w/ Mycetic Spore

Troops

15 x Termagants

15 x Termagants

1 x Tervigon adrenal glands, cluster spines & catalyst

1 x Tervigon adrenal glands, cluster spines & catalyst

Fast Attack

16 x Gargoyles adrenal glands & toxin sacs

Heavy Support

1 x Trygon adrenal glands

1 x Trygon adrenal glands


Orks 'Ead Manglers Lads 2,000 points


HQ

1 x Warboss power klaw, attack squig, combi skorcha, cybork body & eavy armour

1 x Big Mek kustom force field, burna & boss pole

Elite

15 x Lootas

13 x Lootas

Troops

6 x Nobz + Painboy w/ Battlewagon 1 x big choppa, 1 x power klaw, 1 x combi skorcha, 1 x twin-linked shoota, 1 x boss pole, 1 x waaagh! banner & cybork bodies - battlewagon w/ big shoota & boarding plank

20 x Shoota Boyz Nob w/ power klaw & boss pole

20 x Shoota Boyz Nob w/ power klaw & boss pole

20 x Shoota Boyz Nob w/ power klaw & boss pole

Fast Attack

1 x Deffcopter 1 x twin-linked rokkits & 1 x buzzsaw

1 x Deffcopter 1 x twin-linked rokkits & 1 x buzzsaw

1 x Deffcopter 1 x twin-linked rokkits & 1 x buzzsaw

Heavy Support

1 x Battlewagon big shoota & boarding plank

1 x Battlewagon big shoota & boarding plank

1 x Battlewagon big shoota & boarding plank


Game: Spearhead & Capture and Control


Deployment

Orks rolled to go first and deployed as close as they could towards the Tyranids. The four battlewagons stayed close together to benefit from the big mek's kff (mek is inside the nobz wagon with the warboss). Deffkopters deployed between them and the two loota units hung back, one in a crater with LOS towards the Tyranids deployment zone and the others on the ork objective, in a ruin in area terrain. Two or the ork wagons and the deffkopters were hidden from the Tyranids because of a centre ruin, a shrine of the aquila.

Tyranids deploy second and I put my objective right in the corner of the board in my deployment zone, this is behind a factory ruin. I deploy my two tervigons at the side of the factory, flying hive tyrant with a screen of gargoyles in front and the devil tyrant in front of the two tervigons with hive guard. I keep both zoanthrope units, both trygons and both termagant units in reserve.

Turn 1

Deffkopters turbo boost 24" for scout turn.

Nobz wagon moves 12" 2 supporting wagons follow, other wagon backups onto ork objective in terrain and passes terrain test ok. Lootas hold position. Kopters move 6" back away from nids, as they do not want to engage in close combat just yet.


Kopters kill tyrant guard after scoring 3 hits and 3 wounds. Half the gargoyles get cut down by both lootas units.


Tervigons spawn 7 and 10 termagants, they then move forward but one unit of gants hides behind factory ruin by tyranid objective. Devil tyrant moves forward, tervigons have his back. Flying tyrant falls back 12" and the gargoyles follow. Tervigons cast catalyst on devil tyrant and gants, ok.

In the shooting 2 deffkopters killed by termagants and devil tyrant.


Turn 2


Trio of wagons move 6" only, nobz wagon moves 12". Deffkopter moves everything else holds position.

One wagon fires at termagants, but no kills after cover saves and feel no pain! Other wagon kills all the gargoyles :(


All tyranid reserves come in, except one unit of zoans. Unit of zoanthropes pod in and land on target at the back of the wagon rush. One trygon appears behind the wagon behind the nobz wagon, the other trygon comes on by the lootas on the ork objective and the two termagant troop choices outflank and roll 5 & 6 to appear on any side of the table, I chose the side by the ork objective and they come in

Tervigons cast cataylst on same units again. One spawns 18 termagants and is burnt out! Other spawns 9 gants. Both gant units which came in from reserve are out of synapse and fail leadership. Devil tyrant moves towards side of nobz wagon, flying tyrant with termagant support from the first spawned gant unit targets other side of the nobz wagon. The feel no pain termagant units head towards solo kopter, both tervigons move towards ork lines but stay near the factory terrain piece.

In shooting couple of lootas killed by the two termagant units, nobz wagon is immobilised by zoanthropes and lone kopter killed. Zoanthropes myceptic spore kills 1 ork after the trygon pops the wagon with bio electic shots.

Turn 3


All orks hold position except 2 frontal wagons, nobz boss and mek bail other orks bail out their wagon; which gets immobilised in terrain in the shrine of the aquila ruin.

One termagant unit is forced to take morale after getting shot by boyz in a battlewagon on the ork objective, though they pass morale ok. Lootas kill a trygon after mass fire power after rolling a 5 on a D3 for number of shots, other lootas in the crater only kill 2 termagants. Boyz which got popped out their transport kill a zoan and wound another with mas shoota fire power. Termgants by devil tyrant get burnt by warboss and nobz combi skorchas but some still live after feel no pain. Other boyz which bailed out their immobilised wagon put 2 wounds on the flying tyrant.

In assault nobz, warboss, big mek multi assault and hit devil tyrant and termagants with feel no pain. Gants are wiped out and the boss takes a wound tyrant takes 2 wounds. Tyrant stays in combat and suffers no wounds from no retreat. Orks which killed the zoanthropes fail to make a decent move through terrain roll to assault the solo zoanthrope.


Second zoanthrope pod arrives and scatters nearly off the board, luckily lands by ork objective.

Single zoanthrope heads over towards the landed spore. Trygon moves towards boyz in vehicle wreck, tervigon and gants move to assault boss and nobz. Other tervigon eyes up boyz in wagon wreck by trygon. Flying tyrant moves towards boyz which wounded it with gants, a tervigon gives it feel no pain other tervigon gives feel no pain to termagants going in to assault. Tervigon which can spawn pops out 11 termagants .

All 3 zoans fail to pop wagon on ork objective. Gants on objective kill 3 lootas not enough to force morale. Other gants only kill 1 loota. Trygon kills 1 ork in the vehicle crater with bio electric, cluster mines from tervigon kills none. Devil tyrant and supporting gants kill 3 ork boyz.

In combat gants don't kill any lootas and lose 4 and then another 4 because they're fearless as in synapse range. Trygon takes no wounds and kills 4 boyz and wounds the nob another 4 boyz fail armour saves because of no retreat rule. Tyrant kills warboss and wounds big mek, tervigon kills big mek and wounds a nob. Flying tyrant is killed in c.c but takes down 8 boyz after armour saves and no retreat saves.

Turn 4


In shooting lootas kill a zoanthrope out of the unit of two and wound another. Gants on objective take punishment from boyz in the wagon but stick around.

In combat gants against lootas are killed. Trygon mauls and chops down all boyz, last hive tyrant is killed and a nob takes a wound.


Tervigon spawns 14 gants and both tervigons cast catalyst one on itself and the other on the termagant unit it spawned.

Gants on ork objective kill 1 loota, trygon kills a loota with bio electric in the crater. Zoan fires warp blast at lootas but scatters and miss other zoan goes for wagon on ork objective but no good. Gants on objective have moved and fire on incoming boyz which killed flying tyrant, only 3 left but pass morale.

In combat trygon kills and then sweeping advances lootas in the crater. Painboy and big choppa nob are killed, tervigons take wounds but remmain in c.c.

Turn 5


Lootas fail to gun down trygon after it passes all 8 armour saves! Gants on ork objective still live on after fire from the boyz in the wagon. Orks moving to tyranid objective kill none in the shooting turn but assault, both score 2 wounds each. One tervigon is killed in assault and one nob is wounded.


Last tervigon spawns another 12 gants and gives them feel no pain. Trygon moves through terrain to ork wagon on ork objective and fries one loota with bio electric.


In assault trygon kills and sweeping advances the last lootas and also immobilises the wagon on the objective. Nobz take 3 wounds tyranids take 4 but take no wounds for no retreat. Gants in combat with single nob lose but fall back 5" and still on their objective.

Tyranids win holding own objective and contesting orks


Summary

Brutal is the word I'm using to describe this battle. Tyranids performed well despite at first not looking a lot on the table, though once reserves come in and the Tervigons spawned Termagants numbers went up! Over all I think Tyranids are a good force, the monstrous creatures you pay for but they certainly can work well.

I made some mistakes in the game, most of them just general codex knowledge. First mistake was not putting the Tyrant Guard into terrain and claiming a cover save for the unit, also I should have spread the wounds more so the Guard didn't die.

Unit wise the Hive Tyrants are like before, though I didn't get to use any of their powers because either the Orks were in vehicles or the Tyrants were in combat or I forgot! I also forgot about the old adversary ability for the winged Tyrant and I could have used leech essence to get some wounds back!

Zoanthropes work ok, but whatever they shoot at they must kill it or will get shot to ribbons next turn. Though I guess either way they will die next turn.

Tervigons worked well in a pair and between them spawned a whooping 81 Termgants between them! I just loved getting triple 6's on the second turn, even though it meant I couldn't spawn any more. Though these worked as a great objective holder.

Gargoyles shame didn't make combat as I really wanted to see what they could do. Though they did there job as a bullet shield for the Tyrant.

Trygons are ok, one got gunned down in one turn, but that is to be expected. The other wrecked a battlewagon, 20 Orks, 2 loota units and immobilised another battlewagon. Not bad.


Ork wise multiple battlewagons do better than trukks and bigger loota units help that bit better. Deffkopters all with buzzsaws are great for vehicles, but they did not assault...

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Fresh-Faced New User




Nice report and summary. Do you think substituting 2 hive guards for a set of zoe's would have helped?
   
Made in gb
Tower of Power






Cannock

No, I don't think so. The ork battlewagons are armour 14 at the front and armour 12 on the side and then 10 on the rear. Against 14 the hive guard would only glance, against 12 need a 5+ to pen and 10 2+. The zoanthropes have ap1 so +1 on the damage chart, the hive guard don't have much more range but are that little bit tougher.

I think hive guard are useful against a light mech army, they only have ap3 so monstrous creatures aren't really threatened by them, say unlike a krak rocket with ap3. The zoans just are better anti tank and can still do anti infantry, they're just a bit weaker.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in de
Guard Heavy Weapon Crewman




Germany

hi, good Battlereport, and good fight against a tough opponent (army ^^).

some things that i have spotted:
"Both gant units which came in from reserve are out of synapse and fail leadership. "

if you come in from reserve, you dont have to test for instinctive behavior!

///

"Gants in combat with single nob lose but fall back 5" and still on their objective. "

units/modells fleeing at the end of the battle are removed from game and then you look who controls which objective (or in other words: fleeing modells cant contest!).

greetings Badger



   
Made in gb
Tower of Power






Cannock

Was a damn good fight, and mass battlewagon orks are tough with loota and deffkopter support.

Makes sense on the synapse as at the beginning of the movement phase they're off the board, and moving from the board edge.

There was another unit of termagants sitting on the objective so it doesn't matter, however I couldn't see anything in the rules abuot objectives saying units falling back cannot control objectives.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Devious Space Marine dedicated to Tzeentch




mercer wrote: I couldn't see anything in the rules abuot objectives saying units falling back cannot control objectives.


It doesn't say that explicitly, but it does say that at the end of the game, all falling back units are removed as casualties before you check to see who won. So they won't be there to control/contest (and they'll be KP's in an Annihilation game). It's in the section that talks about deployment and missions, but don't have a page ref handy.
   
Made in gb
Tower of Power






Cannock

Cool. I didn't know that one. I found it in the rules book anyway, mental note made

Though, it doesn't matter as another unit of termagants were within 3" of the objective anyway and wasn't falling back.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Devious Space Marine dedicated to Tzeentch




Good stuff. It sure is a huge improvement that if they fail an IB test they'll stay still (assuming they're in or touching some area terrain) rather than fall back like old edition. I'm liking new Termagants.
   
Made in gb
Tower of Power






Cannock

They only run into terrain if cannot shoot something.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in de
Regular Dakkanaut




Nice report. You said you let your termagaunts outflank when they got onto the battlefield. As far as I know, this only works when a unit has scout or infiltrate, or am I missing something?
   
Made in gb
Tower of Power






Cannock

Your missing something. The hive commander ability gives one unit of troops the ability to outflank, I took this ability for two tyrants which means two units can outflank

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in de
Regular Dakkanaut




Oh, that's awesome, I must've glossed over that part - I gave that ability to my winged tyrant as well, and the +1 to reserves alone is worth it, can't complain about the bonus though
   
Made in us
Drooling Labmat





Great battle report, just wondering if you think the end result might have been a bit different if you didn't spawn 70 gaunts.

Not saying you would have clearly lost but you really cant count on the RNG gods like that every game. Somebody worked the math out in a previous post and the chance of blowing of the gaunt spawn and the average number per game and it was way way under. I want to say it was something like 22 gaunts a game with the chance of blowing up factored in.

Just wondering if you think the outcome would still have been a win without those killer spawns?

Smoke checking fools since 1983... 
   
Made in us
Angry Chaos Agitator




Behind you

kool

-1754pts wins: 3 losses: 2
-842 pts wins: 3 loses: 0
- 750 pts
DQ:90-S++G+MB+I+Pw40k07+ID++A+++/mWD356R++T(D)DM+
http://commorragh.proboards.com/index.cgi 
   
Made in gb
Tower of Power






Cannock

Smoke Checked wrote:Great battle report, just wondering if you think the end result might have been a bit different if you didn't spawn 70 gaunts.

Not saying you would have clearly lost but you really cant count on the RNG gods like that every game. Somebody worked the math out in a previous post and the chance of blowing of the gaunt spawn and the average number per game and it was way way under. I want to say it was something like 22 gaunts a game with the chance of blowing up factored in.

Just wondering if you think the outcome would still have been a win without those killer spawns?


Possibly as its weight of numbers and hoping the tervigons won't burn out.

22 Termagants per game isn't right at all. I think someone has messed up there. I got 80 + in this game and in another I got just over 60 and thats because one tervigon burnt out in turn 2.


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Drooling Labmat





22 per tervigon sorry didnt clarify that, so you should see around 44 to 45 if you are running 2. 60 is reasonably a bit above but 80 is almost double of the average, in other words crazy high.

I mean that would be like 1 dice coming up 5 and another coming up 6 every time and the last dice being a 3 or 4 every time without getting 1 double on either tervigon.

This message was edited 1 time. Last update was at 2010/02/24 01:05:51


Smoke checking fools since 1983... 
   
Made in gb
Tower of Power






Cannock

Ah yes that's better. I get on average 60 ish, depends.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Yellin' Yoof on a Scooter





silverdale

awesome bat rep! New nids are fierce.

Orks - 5200
Ultramarines - 2900
Imperial Guard - 740

"The internet is a great way to get on the net."
- Bob Dole, Republican presidential candidate
 
   
Made in gb
Tower of Power






Cannock

They can be tough!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in ca
Three Color Minimum






I think that the Tervigon is a brilliant GW ploy to get people buying guants again. These suckers are just too good with spawning, feel no pain, and being tough too. I really feel for any army suddenly facing 80 more bodies on the battle-field. I guess the risk of spawing 3 guants and burining out first turn is the pay-back here. Great report and sounds like a great battle.

"Never let your morals get in the way of doing what is right" -Issac Asimov (open to interpretation)  
   
Made in gb
Tower of Power






Cannock

Tervigons are awesome beasts and very supportive for the army by either giving feel no pain or expanding the synapse range. They're also pretty tough too.

In one game I got 80 + termagants from two tervigons which is 400 points for free!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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