Edit: I wasn't able to get a game in this weekend so i decided to make this report better by adding some vassel maps
Hello all, I have enjoyed reading the fourms here for many years but just now made an account to share my first battle with my new army. Hope you enjoy it.
This army is entirely driven by my love of the back story and the models. All the infantry are necromunda enforcers with some conversions that i originaly colected for the
WH codex that i had to convert to the
GK codex, anything that dosent seem to "fit" with the theme is usually just a ways to play higher point games then i otherwise could (dreadnaught), and some is to make it relatively competative (
LRC), but i always try to make up some reason for it to be there. Also due to this I tend to use their fluff based names insead of the codex entries in the actual report. Anyhoo, here we go.
Adeptus Arbites Clensing force (as
GK henchman):1500
HQ:
Lord Marshal Cornelius-----100
--(counts as Cortez)
Psy-Marshal Andraste-----109
--Xenos
inq. w/ Plasma pistol, digital wepons, 3X servo skulls, rad & psycho grenades, psyker w/hammer hand and
FW
Troops:
Fire support team-----128
--3X
HB servitor
--7X acolyte w/ carapace
---3X plasma gun, 4X stormbolters (shotguns w/ executioner rounds)
Rapid response team-----153
--9X acolytes w/ carapace & Melta bombs(point fillers)
---3X plasma guns, 6X bolters
--Repressor-----70
---chimera w/
HB,
HF, dozerblade, HKM
Breaching team-----165
--9X acolytes w/ carapace & melta bombs(filler)
---3X melta guns, 6X stormbolters
--repressor-----70
---chimera w/
HB,
HF, dozerblade, HKM
"Bag & Burn" Aprehention team-----95
--2X crusader
--4X acolyte with carapace
---3X flamer, 1X stormbolter
--Black Maria-----50
---razorback (
fw exocist model) w/
TL HB & psybolt amo (rocket propeled krak grenade battery)
Storm team-----165
--4X crusaders
--7X death cult assasins(cyber mastifs)
Heavy support:
Mobile Precinct Fortress (MPF)-----280
--land raider crusader w/ extra armor
um...Juge Dread?

-----115
--dreadnought
Tyranid Infestation:
---i apopogize here, i dont have a copy of his list and am not very familliar with the codex, I'll decribe based on the ingame effect they had and what i remember.
Hive Tyrant w/ wings, bone swords, and lashwhip.
2 Tyrant guard w/ S8 ap2 guns
Warrior
HQ that makes his warrior squad better at shooting, w/ the 3 shot S5 ap5 gun
around 6 warriors, one barrbed strangler, the rest with above gun
squad of genestealers of about 10 w/ toxin sacs
squad of hormagaunts of about 15 w/ toxin sacs
8 ripper swarms w/ toxin sacs and deep strike
6 raveners with toxin sacs
Trygon
The battle field was a mix of ruins and industrial terrain, including several oldschool
GW paper card pieces. The left side was mostly ruins, the center had some area terrain with pipes, ruin on his side and a 2 storry papercard bunker on mine, and only a 3 story paper card tower in the righthand no-mans land.
Mission was Seize Ground with 4 objectives, dawn of war. I was roll off to go first.
i put my objectives on the back of the bunker and the top of the tower on the right, he put one in the center on the pipes and one 12" away from my buner obj and the center one, ending up to the left of the bunker in the open.
I deployed the Lord Marshal at the top of the bunker joined to the fire support squad on the main level of the bunker (on the obj), reservied the rest, with the servo skulls giving me a nice bubble of "keep off the grass" aginst infiltrators. He deployed the warriors and warrior
HQ in ruins just back form the pipes, and infiltrated the stealers as close as they could to my squad, they ended up across the pipes and to the left from my bunker. The Tyrand and guards will walk in, gaunts outflank and the rest deepstrike.
Top of turn 1:
The fire support team can hear all sorts nasty sounds in the night, but can only see a foot in from of their faces(rolled a 4).
Bottom of turn 1:
Said nasty beastys could not only hear in the dark, but see as well, and after the guards ran up and stealers stubled into the pipes the warriors made range and launched a volly from their snot cannons and what nots, felling 4 arbitrators. the Tyrant also flew in on the right behind the tower
Top of turn 2:
The call went out from dispatch for all units to respont to the area. Evidently they were all having breakfast at the donut shop down the street as everything but the MPF turned up. The Black Maria rolled up to the right of my bunker to get
los on the warriors, "The Juge" came on just left of the bunker, and the two repressors came on side by side towards the open OBJ. The Black Maria putting a few wounds on them. Everything else opened up on the stealers killing all but one.
Bottom of turn 2:
For reserves he get the rippers and raveners . The raveners pop up not far infront of the bunker but ther rippers then land on them like a 10 year old playing whack-a-mole and the raveners drop down. ( actualy the raveners scattered and misshaped on the rippers but i like this visual better) To make up for this the warriors and guards move up more, warriors raining yet more goo onto the bunker killing 4 more and wounding the Lord Marshal, and the guard wreck the plasma repressor. The Tyrant moves up next to the tower and the lone stealer runs to the bunker wall while the rippers cluster up against its front face.
The Lord Marshal and his two remaining team members can hear all sorts of vile chattering at the base of the bunkers 10' wall, when suddenly a solo genestealer scrambles over the rim. The startaled arbitrators slip on the ichor slick surface (whiffing their attacks), so the Lord Marshal lunges from his vantage point and lands a solid blow from his heavy power maul, but the beast still manages to get its rending claws through the week points in his armor, and he slumps to the ground on top of the beast.
HIs last orders befor he passes out is for the last two team members to secure the tunnel hatch at the rear of the bunker. Draging the alive but unconscious Lord Marshal, they consolidate to the top of the bunker.
Top of turn 3:
The Mobile Precinct Fortress finaly shows up, (you try pulling a cyber mastif away from food) and speeds up to the still advancing repressor, who moves on top of the open OBJ. Their fire, along with "The Juge", see to one
ID warrior and one more wound on them. The last two on the bunker top see the Tyrant peeking from behind the tower and decide to move to the rear of the bunker, Lord Marshal in tow, and stop on the hatch (OBJ). The Black Maria races to the front of the bunker the the "Bag and Burn" team drop out between the tower and bunker. Then earn atleast part of their nickname as each flamer catches 6 swarm baces for one big ripper roast.
Bottom of turn 3:
Last of the Nids backup arives, just not where he wants them. The gaunts end up comming on on my left, well half my army between them and an OBJ, as opposed to nada if they came in on the right. Then he has the Trygon pop up one the left to support the misguided newcommers, he scatters into some ruins to the left and back from my land
rai.*cough* um MPF, yea. Warriors, guard and the tyrant all keep moving forward, tyrant is inches away from the "bag and burn" team.
In shooting the guards do nothing to the MPF but the warriors rip into the team next to the wrecked repressor and cut them down to 3 who are hiding behind the wreck and out of
LOS. The tyrant murders, not kills, not hunts, murders (according to my opponant) the "bag and burn" team, the crusaders shields alow me to live long enough to give him one wound in retern, then got run down. (also the only
Ld test i fail this game
Top of turn 4:
I decide its time to try some shenangains and see how well they do. The Black Maria tank shocks the Tyrant that is looming in their windows, also shooting a few wounds onto the warrior squad, the tyrant casualy sidesteps out of the way but now he is close enough for "The Juge" to wound him with his
MM and charge. The tyrant proptly removes the
DCCW, but "the Juge" dosent notice and still tries to attack with it, for reasons he cant fathom nothing hits.
On the left side the MPF and the last repressor pull a J turn, the MPF squaring off with the gaunts and the repressor looking at the trygon, the Psy-marshal and storm team dump in a spot where they could hit either unit. The three meltas from the onboard team and the MPF's
MM are able to put a wound on the trygon, while the repressor and everything else on the MPF lay into the gaunts, droping only 6 with some good coversaves.
Befor the cyber mastifs' eyes was the single largest sausage they have ever seen (pull away from breakfast remember) they charged the monstrous creature, activated hammerhand on
3d6, poped rad grenades, and rolled a 1 on psycho gas. 7 cyber mastifs, 4 power wepon attacks each, 4+ to hit, 4+ to wound, that thing was down befor their handlers could say seek. Hounds consolidated to square off with the gaunts.
Bottom of turn 4:
In return for this his guard blew up the last repressor and warriors shot the contents, bad roll for him and good save saw only 3 die. The tyrant decided to tear up "The Juge" with a 6" explosion that nicked a warrior and the last two on the back of the bunker. The Hormagaunts charge the cyber mastifs, who graciosly accept the offer of a side to the main cource, the hounds kill all but 2, who whiff their attacks and are run down.
Top of turn 5:
As this might be the last turn i do my best to consolidate on the objectives, Black Maria moves to the back of the bunker, away from the now free tyrant, ande the last to jump in to score from inside. The 3 left from the first repressor team the 6 from and the other both move into range of the open objective, and out of cover. The cyber mastifs load back up and head strait for the warriors at top speed, shooting sees another warrior drop, bringing them to 2 plus the
HQ.
Bottom of turn 5:
Seeing the MPF heading for his warriors, he throws the guard and tyrant at them, while shooting at the 6 man squad. in some of the worst luck rolling ive seen, 12

's to wound & me making saves, miss each guard attack, and rolls

X3 and one more failed pen with the tyrant.
Dice gods say no to carry on, game ends my holding bunker hatch and open OBJ, him with the pipes, no one has the tower. Victory for the Adeptus Arbites as they halt the Tyranid infestation from spreding through the sub levels.
Post game impressions:
As the game ends i point out that had he assulted my troops with his tyrant it would have been a draw as he would contest. He said he forgot that the game had a chance of ending turn 5. he also pointed out that if he didnt stop the MPF they would have wiped the warriors and guard next turn still ending in a vitory for me with one point. If he had wrecked the MPF and the game gone to turn 6 he could have drawn. or won turn 7, depending on my mastifs terrain rolls. Over all he had some trully terrible rolls all game long, never seen so many ones, while my dice were hot. Was still fun for both so it was a good game overall.
My MVP:Cyber Mastifs, i knew they should be good, being as close to a deathstar as i can get, but I was very pleased with their results, and even though the Psy-Marshal did nothing but be a buff

the whole game, he did that well. Also the "bag and burn" squad did their job well so get an honorable mention
My LVP: Fire support squad's shooting did little thanks to night fight, they did little but get shot at, although they did live to cap an obj and end game, or the plasma repressor team that didnt shoot once the whole game, although they also survived to score.
(from my perspective)
His MVP: Warriors were contantly doing damage dispice lower then average rolls
His LVP: From units that were on the table for more then one turn, or at all, i would say stealers, they did little else then get shot up and kill a single modle for it, though it was the Lord Marshal so yea.
Over all a very fun game, i am loving how the army plays, looking forward a another game this friday, maybe I'll actualy be able to use my melta bombs.
Thank you for reading, hope you enjoyed it, all coments welcome.
Edit: if anyone could educate me with the proper names for the tyranid list i would appriciate it, im just not familliar with the codex.