So my younger brother and I had a small battle today. Our points were somewhere around 470 points (its all he has), but we weren't very strict about them. The lists:
My Salamanders:
Captain- chainsword & Bolt Pistol
10 man tactical squad- flamer and missile launcher, Sarge has a chainsword
5 man scout squad- 4 snipers, sarge has the missile launcher
Dreadnought- autocannon
His Nids:
1 Zoanthrope
3 Tyranid warriors- venom cannon, 2 deathspitters, all have boneswords
20 termigaunts- fleshborers
16 hormigaunts- scything talons
5 genestealers- rending claws and scything talons
(I know his list isn't legal, but those are all the units he has, so I didn't really care)
Seize ground- 5 objectives
Pitched Battle deployment
Nids deployment. Ignore the pile of genestealers at the top, they were infiltrating. The brown base on the second floor of the building is an objective, and the black 40mm base toward the top is another.
and marine deployment. The scouts also infiltrated. The clear base near the missile launcher is an objective.
Turn 1:
The warriors move into the second floor of the cardboard box building, securing the objective there (the brown base). The mob of termis move into the bottom floor. The hormies move some, stealers sit tight on an objective. The hormies run, and end of their turn 1.
Space marine combat squad moves up with the captain and dread. The other tacs squads missile launcher kills 4 termies, and the dread puts a wound on the warriors. The scouts standing on the hill objective kill a hormie with their snipers.
End of turn 1:
Turn 2:
The hormies move some, and run. The zoan tries to template the scouts on the hill, but wiffs. Unfortunately, I had them go to ground. The warriors fire a template at the combat squad moving up, killing one marine.
The combat squad group continues moving up. The other squads missile misses, the tacticals run 1" (woo-hoo!), dread puts another wound on the warriors, and the scouts are
GTG.
End of Turn 2:
Turn 3:
The hormies move up, and are going to munch on the scouts. Nothing else moves. Zoan shoots lance at the dread, destroying the autocannon. The warriors fire their blast at the combat squad, killing another marine.
The hormies assault the scouts on the hill. With the difficult terrain, scouts get to attack first, and wipe out the entire unit!...just kidding. Though they did kill 3. The hormagants wipe out the whole unit of scouts, securing the objective there. We were having trouble getting the hormies to stand on the hill, so we just kinda piled them on top of the scouts.
The marines move a little in their movement, and shooting doesn't even do anything (I don't even have a picture because its that uninteresting).
End of Turn 3:
Turn 4:
The hormies move back down the hill, hooking up with the zoan.
And the termies move out of the building, trying to get in range of my marines. The warriors blast wiffs, the zoan wiffs, and the termies put a wound on my captain
My dread moves into assault range of the zoan, and the marines move a little more. My marines shooting kills 2 termies, and the missile wiffs. In close combat, my dread puts a wound on the zoan.
End of turn 4:
Turn 5:
The hormies run, attempting to finish off my marines, the warriors kill one marine, the termies kill another, that leaves my sargeant and the captain. The Dread does nothing to the zoan.
My Sarge+Captain run toward the now vacant objective, getting just within 3". The dread finishes off the zoan.
We roll for turn 6: a 2. The game ends. Final score: 2 objectives each, 2 kill points each. A complete tie. I would have gotten crushed if we had gone to turn 6, because the genestealers were about 7" away.
Overall, a good way to spend a rainy sunday, however, there were a lot of tactical mistakes on both sides. I was really cautious with my marines, as I was really outnumbered, yet my brother has a tendency to camp with units he really shouldn't (genestealers holding objectives, really?).