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Three way battle: Tyranids vs Necrons vs Imperial Guard mash up - 1,500 points  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Tower of Power






Cannock

Had a game with Craig (Necrons) on Sunday. Shaun (Guard) asked for a game as well so just made it a three way battle. Hopefully I can score a win after my loss from Eldar on the Friday using my Orks.

Tyranids

HQ

Tervigon - crushing claws, adrenal glands, toxin sacs & catalyst

Elite

2 x Hive Guard
2 x Hive Guard
2 x Hive Guard

Troops

Tervigon - crushing claws, adrenal glands, toxin sacs & catalyst
Tervigon - crushing claws, adrenal glands, toxin sacs & catalyst
12 x Termagants
12 x Termgants
8 x Genestealers
8 x Genestealers

Heavy Support

Carnifex - 2 x twin-linked devourers


Necrons

HQ

Necron Lord - destroy body, warscythe, resurrection orb & phalytency
Necron Lord - resurrection orb

Elites

5 x Immortals
5 x Immortals

Troops

10 x Warriors
10 x Warriors

Fast Attack

4 x Destroyers
4 x Destroyers
3 x Destroyers


Imperial Guard

HQ

Company Command Squad w/ Chimera - 4 x plasma guns
Company Command Squad w/ Chimera - 4 x meltaguns

Troops

Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns

Fast Attack

Hellhound
Vendetta

Heavy Support

Manticore Missile Launcher
Manticore Missile Launcher
Leman Russ Executioner

Game: Seize Ground + Spearhead

Deployment

I won the roll off followed by Necrons and then Guard, we all decided to go in order we won the rolls offs. I placed two objective on the highest floors of the two tallest ruins in the centre of the board. Reason for his is Shaun has mech and will have to get out to reach them and Necrons might get slowed down climbing the ruins as my little bugs have move through cover. Another objective is placed near the Guard and two near the Necrons, one is out in the open.

I deploy first using my Termagants as a wall placing the Hive Guard behind then the Tervigons and Carnifex.

Necrons deploy mostly behind a ruin keeping all the units together, but placing the Destroyers in front.

Guard deploys last keeping pretty close together having all the Chimeras out front and the two Manticores tucked away, one in terrain out of sight the other just by the side of the same ruin.

The below shot was taken just as I started my movement but still gets the deployment







* Tactical Notes

At the moment I'm viewing Guard as the biggest threat. The Guard army is not only closer but has loads of plasma which can really hurt my big bugs and I don't get feel no pain. At the moment Necrons are some distance away and I still get armour saves from them.

My plan is to spawn some Termagants and send them to the top of the ruins to camp out with Tervigons nearby. I'll move up a unit of Termagants into a ruin and hopefully go to ground the entire time and then last minute move up and claim the objective in no mans land. That's my plan anyway...


Turn 1

Both Shaun and Craig attempt to steal the initiative but fail.

I spawn Termagants from two Tervigons and burn them both out, luckily one gets 15 which the 'Gants move to the almost top floor and claim the objective in one ruin. The other spawned Termagant unit moves to the tower ruin and claims the objective. I move a Tervigon forward into the same terrain piece hoping that if the 'Gants get wiped out I can move up the ruin and claim it. The rest of my Tyranids move across the board to the tower objective and towards the one in no man's land. I cast feel no pain on all Hive Guard.

Shooting I manage to waste the Hellhound which I could see doing some massive damage so I am glad that's gone. I also manage to immobilise and crew shake a Chimera and broadside another towards the Necrons stunning it.

Necrons turn the Destroyers move out towards the no man's land objective with the Destroyer Lord. The rest of the Necrons move and run using a shrine ruin for cover while a Warrior squad holds the objective Necron side.

Shooting Destroyers blast the HQ Tervigon leaving it with two wounds left.

Guard turn tanks start moving about flanking across the board towards Necrons while Chimeras move into position to get the objective Guard side next turn.

Shooting Manticores and Executioner along with multi lasers make short work of Termagants leaving a unit with just three left and a Hive Guard with a single wound. Chimeras going towards the Necrons pop smoke.



* Tactical Notes

Not a bad first turn. I've managed to take out the Hellhound but looking at it now I don't think it would have been a massive problem as the flame template can only reach to the first floor of ruins only and my Termagant units are spread out across several floors so only would have burnt some.

My plan now is to pretty much just keep going to ground on the objectives if the Termagants get shot up while the Hive Guard and Carnifex will open Chimeras up at range or stop them from shooting at least while the burnted out Terivgons move up and start smashing stuff.


Turn 2

I call for reserves but nothing comes in.

I spawn from the last Tervigon and it burns out getting me five Termagants in the process :( . On the left flank I move a unit of Hive Guard into cover along with a Carnifex covering the ground floor as the Termagants are above on a objective. I run the HQ Tervigon into cover and it can sit there and just be a synapse node as it only has two wounds left. I run the other Tervigon back to join it but it gets a crap run move. I move a unit of Termagants into a ruin near no man's land objective.

Shooting Carnifex stuns CCS Chimera with plasmas inside. Hive Guard shake or stun a few more tanks if I remember right but nothing major.

Necron Destroyers move out towards no man's land objective and contest it while the squads of Immortals reposition in the shrine ruin.

Shooting Destroyers unload into the Termagants I had placed in a nearby ruin but they go to ground and they stick around. I think that's about it for Necrons.

Shaun calls for reserves and the Vendetta comes on 12" from the table edge.

Guards turn several Chimeras move towards the shrine ruin to intercept the oncoming Necrons while a Chimera moves onto the Guard side objective.

Shooting Manticores, Vendetta and Executioner lay waste to Termagants and the lone ranger Hive Guard.




* Tactical Notes

Ok so I've lost a entire Hive Guard unit and some Termagants but it's not to bad. I've got the two highest objectives covered which I know for a fact Guard will have problems reaching and the other Termagant unit near no man's land objective is a thorn in Craig's side which he needs to take care of.

Next turn I'll hopefully blow up that Vendetta because it is seriously annoying and move up the Tervigon in terrain by the tallest ruin objective to assault a Chimera, but I'll only do that if Genestealer support arrives on that flank which then I can also bring up the Carnifex putting more pressure on.


Turn 3

I call for reserves and both Genestealers arrive one goes on the Necron right flank and the other top left flank near the Manticores.

The Tervigon tries to smash it's way through terrain but gets stuck so I hope I roll good enough to be in assault, the close by Hive Guard and supporting Carnifex edge in terrain more. I move a unit of Termagants into the tower base along with a unit of Hive Guard while the troop Tervigon plods towards the Termagants in the ruin near no man's land objective.

Shooting Hive Guard manage to stun the Chimera on the Guard objective, I was hoping to pop it. I manage to explode a close by Chimera, the squad only has three surviving Guardsmen who fail morale and run off. Carnifex manages to score weapon destroyed on the CCS Chimera breaking the multi laser.

In assault Genestealers fail to move through terrain to get to a Manticore rolling triple 1! Other 'Stealers get into assault with a unit of Warriors, Warriors lose combat but pass morale. Tervigon charges and wrecks the immobilised Chimera and the squad inside is pinned.

Necrons turn Destroyers blast my Termagants again but I go to ground, they share the fire power and blast oncoming Tervigon leaving it with four wounds. Immortals blast my other Termagants in the tower ruin but I go to ground, but still lose some.

Guards turn the Vendetta moves to other side of the shrine ruin as two Chimeras come smashing through the wall to gun down the Immortals. One of the Manticores shifts to unleash burny hell on the Genestealers.

Shooting Genestealers get BBQ'd but two still survive and pass morale. CCS blasts the Carnifex but after poor rolls and a gets hot! failed armour save the Carnifex is safe. The Tervigon gets blasted by plasma but still survives. Termagants in the base of the tower ruin get shot up leaving just two left who luckily are in synapse. Immortals get blasted by plasma leaving them all down for WBB.





* Tactical Notes

Damn my bad luck dice getting triple 1's for assault roll! I should have just gone through terrain to get to the Manticore in the first place instead of getting cocky and trying to multi assault. Speaking of assault the Tervigon has taken out a tank exposing the Veterans for next turn who luckily are pinned which meant they couldn't shoot my Tervigon.

Next turn I'll move the two 'Stealers to hopefully tackle a Manticore and use the Tervigon to smash the infantry. If I can I'll pop the Chimera on the objective and use the Tervigon to claim that objective.


Turn 4

I move the two Genestealers towards a Manticore while the Tervigon moves around to munch on some infantry. The troop Tervigon moves towards for tower while the HQ one comes out to play for target saturation reasons. Carnifex moves up to take out the CCS Chimera in combat.

Shooting Hive Guard manage to pop the Chimera on the objective exploding it left Guardsmen pinned. Carnifex blasts the CCS Chimera again but I'm not sure on the result. Tervigon blasts the Guardsmen with stinger salvo to thin the numbers down a bit.

In assault Carnifex charges and explodes the Chimera leaving just Guardsmen left including the Commander who passes morale. The Tervigon charges and beats the Guardsmen in combat who fall back. The Genestealers fail to take out the Manticore while the other 'Stealers remain locked in combat with the Necrons.

Necrons turn sees Craig move a unit of Warriors to claim no man's land objective while doing a conga line so they claim the other necron objective too. The Destroyer Lord leaves the Destroyer unit to assist the Warriors in combat. Some of the Immortals get back up leaving a unit of two and the others join the other Immortal unit as they was closer.

Shooting Destroyers blast the troop Tervigon but thanks to armour and feel no pain saves it is fine. Immortals blast and wipe out my Termagants on the tower objective. Destroyers also blast Termagants in the ruin nearby but three survive. Immortals blast a Chimera but I'm not sure on damage.

In assault Genestealers and Necrons still duke it out, no one wants to go down!

Shauns turn he turbo boosts the Vendetta over the other side of the board ready to contest the no man's land objective next turn. He moves the Chimeras up through the shrine ruin with one moving towards the other Necron objective while two are in the shrine ruin. He moves his Executioner to block LOS of the Veterans pinned on his objective. The two squads of Veterans fall back off the table.

Shooting the battered CCS blasts the Tervigon rampaging around in attempt to kill it but no cigar. The Executioner fires at the Immortals out in the open as the Manticores bomb the hordes of Destroyers knocking plenty down while plasma rips into the Immortals.






* Tactical Notes

Well before I go on we've decided this is the last turn due to time so all I need to do is at least hold the two higher up objectives. I've definately got one without a problem and I've still got a few Termagants hiding in the tower base which the other guys have forgot about which I'll move up along with the troop Tervigon to claim the objective.


Turn 5

The one wound Tervigon moves to ready to assault the Veterans pinned on the Guard objective, it does psychic test for feel no pain and rolls a double six killing itself! I move up the HQ Tervigon behind the ruin where the Termagants have hidden all game as they move out and contest the no man's land objective which at least Craig has to direct some fire power in to remove them.

Shooting Hive Guard send a barrage of impaler cannon shots and wipe out the Veterans on the Guard objective which is a shame as the Tervigon could have claimed it. Carnifex blasts the CCS and wipes them out leaving just the Manticores and Leman Russ near me to worry about.

Combat remains on between the Genestealers and Necrons, no one will just give in!

Craigs turn he moves some Destroyers to deal with the Vendetta and that's about it.

His last shooting turn he blasts the Vendetta but I think it's ok. He blasts Termagants and the Tervigon on the tower objective leaving a single Termagant and the Tervigon still remaining. He blasts the Termagants in no man's land and finishes them off. The two man Immortal unit blasts the side of a Chimera and explodes it spilling out a Veteran unit.

In assault Genestealers still keep the Necrons and Lord in combat. The Destroyers wreck the Vendetta after charging it.

Shauns turn he tank shocks the Warriors by the Necron objective and contests that objective. He moves the Veterans out the shrine ruin and issues move move move order to them which they run onto the Guard objective and claim. He does some last turn shooting trying to wipe my Tervigon out but it passes and cover and armour saves from the Manticores and Executioner.

Tyranids win claiming two objectives and Guard and Necrons draw claiming one each.











Summary

That was a pretty interesting game. I'm glad I managed to go first and place majority of the objectives to my advantage as Guard didn't have much chance in getting them nor did Necrons, though Necrons did stand greater chance of pulling me off the objective as they can put up with sustained assault.

I made a couple of mistakes and that was twice forgetting to cast feel no pain but I think that's about it. I had some crap luck spawning Termagants as all Tervigon burnt out by turn 2 which I think I got a total of about 30 Termagants which isn't a lot at all.

Craig played quite defensively and I can see why. He hasn't got the fire power to tackle tanks or put easy wounds on my monstrous creatures to the best thing he could do and did was sit tight and hope his dice rolled good and opponent armour/cover saves failed.

Shaun did well going for the objectives he knew he could get. He knew he couldn't really get the objectives up high unless he got out the tank which means he would end up in assault and die. He moved across to the Necrons and managed to contest at least one objective. What he could have done he sent half his armour towards the Necrons and used the rest to camp and incircle his objective meaning he would have his fire power mostly together and his objective well protected, though I guess no one claimed it so doesn't matter.

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 gb
Crazed Gorger



Colton

Nice report dude, you definately need new dice though, thats some harsh luck getting a triple 1! It all worked out in the end though
   
Made in gb
Tower of Power






Cannock

The worst luck was triple 1 for terrain and burning out those Tervigons at the start of the game. Everything else was fine. I have noticed the dice lately have been utter rubbish and then on fire. Maybe it's because the ones on top keep getting used? I don't know..it is weird to say the least.

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 gb
Elite Tyranid Warrior






High Wycombe

Bad luck getting those tervigons burnt out. But you played pretty well (especilly considering you deployed in the middle of the other two) as you were able to place objectives well. Nice report.

I play:
Imperial Fists - 9000 pts
Tyranids - 1500 pts

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in ca
Guardsman with Flashlight



The Cadian Gate

a necron army can only have one rezorb can't it?



Automatically Appended Next Post:
A necron army can only have one rez orb can't it?

This message was edited 1 time. Last update was at 2011/06/15 01:23:40


Tyranids, we do psychic powers... better.

W/L/D [6th ed]
I.G. 4/-/-
Nidz 22/1/4 [Sept,22,2012: 1st loss of 6th ed]
 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Wow, I was expecting you to flood the field with Gaunts, burning out all 3 by turn 2 is sad...

   
 
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