Had a game with John last night. He said before gaming he had changed his Eldar list, so I was expecting Eldrad and he didn't disappoint. I'm using Tyranids which will be make or break for these guys as against heavy mech armies (like Johns) they struggle. If I'm having a game a like to it be a good slobber knocker each side taking blows and a close victory/loss. Not a hard earned win which I am puffing and panting about after because I've just about done it and hard a uphill struggle doing so.
Tyranids "Hive Fleet Kraken" - 2,000 points
HQ
Hive Tyrant - 2 x twin-linked devourers, old adversary & armoured shell
Tyrant Guard - lash whip
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
10 x Termagants
10 x Termagants
8 x Genestealers
8 x Genestealers
Heavy Support
Carnifex - 2 x twin-linked devourers
Carnifex - 2 x twin-linked devourers
Total: 1,994
Eldar - 2,000 points
HQ
Eldrad
Farseer - guide & runes of witnessing
Elite
5 x Fire Dragons w/ Wave Serpent - Serpent w/ twin-linked shuriken cannon & shuriken cannon
5 x Fire Dragons w/ Wave Serpent - Serpent w/ twin-linked shuriken cannon & shuriken cannon
5 x Fire Dragons w/ Wave Serpent - Serpent w/ twin-linked shuriken cannon & shuriken cannon
Troops
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked shuriken cannon & shuriken cannon
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked shuriken cannon & shuriken cannon
5 x Dire Avengers w/ Wave Serpent - Serpent w/ twin-linked shuriken cannon & shuriken cannon
Heavy Support
3 x War Walkers - 6 x eldar missile launchers
3 x War Walkers - 6 x eldar missile launchers
3 x War Walkers - 6 x eldar missile launchers
Game: Anniliation + Pitched Battle
Deployment
John won the roll off but decided to go second. I deployed in the centre of the board as if I refused flank he could out deploy me on the other flank and his Eldar are a lot faster and have longer range than my bugs. I deploy my usual wall of Termagants, then Hive Guard and then the big guys. This time I'd try infilitrating the Genestealers and see how it works.
John deployed on the left flank a unit of War Walkers, Fire Dragons and Avengers with Farseer. In the centre a unit of Walkers, Avengers and Dragons and on the right flank a unit of Walkers, Dragons and Avengers with Eldrad.
I infilitrated both 'Stealers on on each flank though I was 18" away as John can see my creepy crawlies.
* Tactical Notes
While the Genestealers are not in awesome positions and I really doubt I can first turn assault as I need to be pretty lucky for both units to get a 6+ to run I can at least pop them in terrain to keep John on his toes and get a second turn assault. I'll be keeping a eye on them and see how this works compared to outflanking.
My targets will be the Walkers and Wave Serpents with Dragons in first. I'll use Hive Guard against the Dragons and hopefully keep them supressed, though wrecking them and leaving units stranded or exposed is better. Walkers I'll fire devourers at, the mass shots should score some damage and rip weapons off or keep the walkers supressed, as this things are a real pain in the arse and the meat of Johns anti tank and his list for that matter. The rest I will deal with as and when.
Turn 1
I plod forward my living wall while the 'Stealers on the left flank move into terrain for cover while the ones on the right just fanny about and stand there because they're too lazy to move into terrain, I can kiss them goodbye next turn :(
Shooting Hive Guard on the right flank blast a Dragon Serpent and blow it up, squad passes pinning test. The two Hive Guard units on the right fire at a Dragon Serpent shaking it and a Walker unit scoring weapon destroyed on one of them.
Johns turn he leaves the exposed Dragons in the crater while the supporting Serpent moves 12" away to the middle of the board leaving just the Walkers to support them. Everything on the right flank moves coming forward 6" except for both unit of Walkers who hold position. I think Eldrad guides his own Serpent to blwo some Genestealers to pieces.
Shooting Dragons blast the Genestealers but only kill one thanks to cover saves. The exposed get shot to pieces by shuri fire from two Serpents wiping them out. One of the Tervigons which had took a wound when I tried casting a psychic power gets hammered by
EMLs and dies, it causes destruction on a Termagant unit it had spawned in my turn leaving a sole survivor.
Kill points Tyranids - 1 Eldar - 2
* Tactical Notes
That turn wasn't too bad, at least I got a kill point. I was hoping to take out a walker from the unit I fired at, though reason I did fire at them because the shaken Dragon Serpent is supressed for a turn so I thought I'd spread the damage more amongst the Eldar
. I have lost a unit of 'Stealers which is fine, but I've lost a Tervigon which is annoying because it practically took a unit of Termagants with it and the sole survivor has no where to hide!
Next turn I'll move the 'Stealers up and nail those Fire Dragons while the rest of the Tyranid horde moves up to get the devourers into range.
Turn 2
My Genestealers move out of terrain and run to get some Fire Dragon lunch. The rest of the horde moves forward while I spawn more Termagants to rebuild my living wall. The solo Termagant moves into terrain to get a cover save, I'll go to ground but I am not sure if this help against torrent of fire...
Shooting due to range I blast a Avenger Serpent with the Farseer mid field and wreck it, squad passes pinning test. On the left flank the Dakkafex blasts into the Walkers and cause a full house of shaken results, these are certainly supressed!
lol. The rest of the force fires onto the right flank of Eldar, a unit of Hive Guard immobilise and shake a Dragon Serpent coming down the right board edge. Hive Tyrant blasts the War Walkers and scores weapon destroyed on the one with one less weapon leaving it with none and shaking the rest. Finally the last unit of Hive Guard blasts a Avenger Serpent and stuns it. I believe that's half of Johns fire power supressed!
In assault the 'Stealers charge into cover at the Dragons and both sides lose two models so combat is a draw.
Johns turn and he is scratching his head a bit. On the left flank the none shooting Walkers move and run behind a ruin, but I reckon I can get them next turn he he he. Right flank the previously shaken Dragon Serpent moves 12" and the Dragons bail out near the Hive Tyrant. Eldrad and the Avengers bail out their Serpent ready for some shooty shooty.
Shooting what Serpents can fire blast the Termagant wall with the Avengers leaving the Hive Tyrant with no cover, the Tyrant and Tyrant Guard get blasted with melta from the Dragons leaving the Tyrant on 2 wounds. Eldrad goes to mind war with the Tyrant and kills the big beast. The single unit of Walkers which can fire blast Hive Guard, though they get cover but one still takes a wound. The solo Termagant in terrain gets shot, the little bugger goes to ground but still gets diced up by shuri fire.
In assault the Genestealers munch the Fire Dragons and consolidate towards the War Walkers.
Kill points Tyranids - 2 Eldar - 6
* Tactical Notes
What appeared to be a good turn for me supressing a lot of Johns fire power he's done well taking out the Hive Tyrant and Tyrant Guard giving up two kill points and maiming Termagants netting another two points, it's that damn Tervigon which was reduced my Termagant numbers! At least his Dragons are exposed so I can nail them easily and the exposed Avenger unit I can blast along with the Farseer and hopefully kill them.
Next turn the Genestealers will also tackle those War Walkers on the right flank while the Dakkafex blasts the Avengers with the Farseer while Termagants will pile into the Fire Dragons and their Serpent. I'll use Hive Guard to blast the War Walkers and the Serpents I'll have to bend over and take it, at least they are only a threat to the little guys and not so much a big problem so the big guys.
Turn 3
Genestealers move through terrain and run towards the War Walkers while the Dakkafex lagging behind moves into terrain to get
LOS better through the doorway at the War Walkers for support. The horde moves forward with Termagants been spawned from both remaining Tervigons and feel no pain successfully cast on the unit which will be chewing the Dragons up.
Shooting the Dakkafex blasts the War Walkers wrecking one and scoring damage on the other two. The other Dakkafex fires at the Avengers and Farseer along with the Tervigon, who misses, the unit takes damage thanks to the Dakkafex and falls back off the table including the Farseer! Termagants blast the Fire Dragons and kill one of them while Hive Guard blast into the War Walkers but two still remain from one unit. Some Termagants do manage to get some shots off against Eldrad and the Avengers, two die, but the squad passes morale.
In assault Genestealers charge and wipe the War Walkers out with rending claws. Termagants charge the Fire Dragons and kill them while another 'Gant unit charges the Dragons transport but does nothing.
Johns turn he moves the Serpent which just got attacked 12" away towards his own table edge while the two War Walkers move in front of Eldrad and the Avengers to give them cover.
Shooting he blasts a Termagant unit on the more left side leaving two left, he blasts the wounded Hive Guard unit killing the one and leaving the other wounded, Eldrad tries mind war against the surviving Hive Guard but fails to do him over.
EMLs blast at the remaining Tervigon and Hive Guard, the Tervigon survives the onslaught but has 4 wounds left.
Kill points Tyranids - 6 Eldar - 6
* Tactical Notes
I've caught up on kill points which is good and I've managed to secure the left flank. I'm starting to run out of things on the right flank though, but I am hoping with exposed units and the position of my own I can capitialise on that. I would say mistake wise is firing the Tervigon on the Avengers, they couldn't do a fat lot as hardly any of them left and I should have assaulted the Wave Serpent backing up the Termagants and hoped I could hit it and take it out.
Next turn I'll move the Dakkafex up so can blast Eldrad and the Avengers if in range while the Hive Guard torrent the War Walkers to pieces. The Genestealers will move up to attack the two Serpents Johns board edge while Termagants will assault one and glance it to pieces thanks to the Tervigon close by, I am hoping the Hive Guard with that formation can tackle one of those Serpents as well.
Turn 4
Genestealers move through terrain and run along Johns board edge towards the Serpents but won't be in assault range, damn. I move the horde forward towards those Serpents as the Termagants can assault one of them. I spawn more Termagants and they move out towards Eldrad and the Avengers.
Shooting I blast a Serpent with the Hive Guard on the left side of the centre shrine ruin and they miss, I use the Dakkafex to attempt to supress the one against the board edge which has cover as the Dakkafex isn't in range of Eldrad, causes 2 glances but John saves them both thanks to cover. I blast the War Walkers in front of Eldrad and take one out and leave the other with no weapons at all, the single Hive Guard fires at the War Walkers at the back and scores weapon destroyed on one of them. Eldrad and the Avengers get shot by a couple of fleshborers killing a single Avenger.
In assault Termagants charge the Serpent and score weapon destroyed twice and crew shaken.
Johns turn he turbo boosts the useless Serpent to my side of the board while the other one turbo boosts to the top right corner. The Avengers leave Eldrad and cower away in their Serpent while Eldrad mans up and stays outside behind the weaponless walker.
Shooting Eldrad mind wars the solo one wound Hive Guard and kills him. The
HQ Tervigon with 4 wounds eats
EMLs and is fragged to pieces, it kills a unit which only had two models left, but only kills 3 from another brood.
Kill points Tyranids - 6 Eldar - 9
* Tactical Notes
Well, John has scored himself a nice lead with three kill points now. He has also taken out units part of my plan for next turn, I was going to charge the turbo boosted Serpent with the HQ Tervigon and cross my fingers and lets face it that it wasn't going to do anything else and I was going to use the single Hive Guard to either blast Eldrad or put the hurt on the War Walkers.
Next turn I'll move the Dakkafex and hope he is in range of Eldrad while Hive Guard blast the War Walkers. The other Dakkafex and 'Stealers on the left flank I can now forget about as they won't do anything for the rest of the game.
Turn 5
I withdraw what units I can pulling depleted Termagants behind the shrine ruin so
LOS cannot be drawn to them while a fresh unit is spawned to act as a bullet shield for the Hive Guard. I move the last Tervigon and Dakkafex up hoping to be in range of Eldrad and the War Walkers.
Shooting I fire the Tervigon at the solo War Walker and wreck it. Dakkafex is out of range from Eldrad which is a shame, so I fire Hive Guard at him, but he passes the invulnerable saves, damn.
Johns turn he puts Eldrad into the Wave Serpent after causing much damage for several turns and pulls it back while a unit of Fire Dragons which had been hiding in terrain since their Serpent immobilised move out into the open.
Shooting Hive Guard eat meltas and shuri cannons and die while the Termagants get fragged, though luckily two still remain.
Kill points Tyranids - 7 Eldar - 10
We roll for next turn and it doesn't happen, Eldar win with 10 kill points to 7.
Summary
Well not to sound like a sore loser I was expecting a defeat in this game. Johns Eldar list is always solid and a tough army to beat and I knew with my slower Tyranids, lack of serious anti tank and psychic power blocking from the Eldar stopping my feel no pain I would have a up hill struggle. The first two turns started off not too bad and infilitrating the Genestealers did ok, though I cannot help thinking outflank would have worked in this game due to Johns deployment, however because 'Stealers wasn't outflanking he may have deployed that way on purpose.
I made a mistake on my tactical choice of the Tervigon firing at the Avengers, it should have assaulted the Wave Serpent because even if the Avengers and Farseer didn't fall back they'd probably die next turn or not even do a fat lot. Other than one mistake I think everything else I did was fine.
I did have bad luck with Tyranids doing things. Hive Guard over the course of the game fired a total of 60 S8 shots and the damage they caused was a exploded Serpent, wrecked Serpent, immobilised Serpent and a unit of War Walkers. Considering each unit fires 4 shots that's not really impressive and John agreed after game because he wasn't even bothered about them. In fact one unit for 3 out of 5 turns either missed or failed to damage anything.
While Genestealers take my unit of the match for killing Fire Dragons and War Walkers they too ultimately let me down by failing to get into assault on the Serpents on Johns board edge.
I was glad to see it was a loss by only a few kill points and not a slaughter but I guess a loss is a loss. If certain things were different i.e guns in range and units in range I would have thought the game may have been a lot closer, well I'd like to think that anyway