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2012/01/08 07:28:02
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Background So I've been trying out my Tyranids a lot more lately, and have rediscovered just how fun they are to play. And while their current codex isn't perfect (heck, I'm the guy who wrote the Tyranids Fandex PDF on Dakka), I've found that it can hold its own, although I'm still experimenting with my lists.
So I packed up the bugs and headed down to the local GW, where I got in a match against Dark Angels (the last 40k army that I haven't fought before coincidentally). I played against their general, Eric, once before in my first game of Fantasy... where he soundly trounced my Lizardmen with his Empire army. So I hoped to get some revenge, although after a quick 500pt three-way-battle I was worried about how I was going to pop his Deathwing... He's a far better painter than I am, but unfortunately his Dark Angels aren't painted at the moment.
(These are approximates, but they're really close in any case – I added them up and everything!)
Belial (2x Lightning Claws)
Sammael (Jetbike)
Venerable Dreadnought (Plasma Cannon, Heavy Flamer, Drop Pod)
Deathwing Command Squad (Cyclone Missile Launcher, Apothecary, 1x PW/SB, 2x SB/PF, 1x TH/SS, 1x Dual Lightning Claws)
Deathwing Terminator Squad (Cyclone Missile Launcher, 1x PW/SB, 4x PF/SB)
Ravenwing Attack Squadron (2x Meltaguns, Sergeant with Power Weapon and Meltabombs, Ravenwing Attack Bike with Multimelta, Ravenwing Land Speeder)
10x Tactical Marines (Plasmagun, Sergeant with Power Fist)
10x Tactical Marines (Plasmagun, Sergeant with Power Fist)
5x Devastators (4x Missile Launchers, Sergeant with Plasma Pistol)
TOTAL: ~1995pts
DEPLOYMENT We rolled to see what the mission and deployment would be and got Dawn of War (ugh!) and Seize Ground. We rolled again and ended up with a whopping 5 objectives. We then rolled to see who'd deploy first, and Eric won the roll-off – however, he passed the first turn on to me. Damn, I'd prefer to go second, but I can live with that if I have to.
I placed my Tyrant, Warriors and a squad of Termagaunts, leaving my Genestealers and 2nd squad of Termagaunts in reserves – everything else would walk in on Turn 1. In turn, Eric placed his 2 Tac Squads and hid Sammael behind a building to shield him from any incoming fire. With the stage set, Eric tried to seize the initiative, but failed to.
Turn 1 – Tyranids My Tyranid immediately horde moved onto the board, screened by the sacrificial Gargoyle units. I hoped to shield the Carnifexes for a couple turns with them – same with the Zoanthropes, who were shielding the Hive Guards. Meanwhile, the Termagaunts and Warriors would secure objectives by themselves, while the Tyrant led the offensive on the enemy line. However, I was still wary of an enemy Deathwing attack behind my own lines. As a result, I spread out in a line, in hopes that if my enemy arrived he'd have to come in front of me, or possibly scatter onto my conga-lines or off the table.
With night fighting in effect on the first turn, coupled with the Nids' general lack of ranged weapons and Dawn of War forcing my Biovores to move, I ran with most of my units in the Shooting Phase and then passed it on to Eric.
Turn 1 – Dark Angels At the outset of my opponent's turn, his Dreadnought and Belial arrived. He Deep Struck them conservatively, fairly close to the protection of his lines. Meanwhile, the rest of his army (aside from the Deathwing Terminator Squad) moved onto the board. Luckily for Eric, the Gargoyles were fairly close to his lines, so he opened fire with his Tac Squads, Belial's squad and (in an awesome display of over-kill) Plasma Cannons on his Dreadnought and Sammael. Predictably, half of my Gargoyles died, thinning out my flying meat shield considerably! Fortunately, his Devastators were unable to fire since they had just walked onto the board. Also, surprisingly, one of his Tac Marines in the crater kills himself when his plasma gun overheats!
Eric didn't have a drop pod, so he had to proxy it with a large blast template.
Sacrificial units do their job...
Turn 2 – Tyranids I rolled for my reserves and both my Termagaunts and Genestealers arrived. Even better, I rolled a 5 for the Genestealers' outflank move, and I sent them right after Belial. My forces continued to press forward, slowly but surely.
In the Shooting Phase, my Biovores got exceptionally fortunate as well – they landed 20 hits on the Marines in the crater in their barrage, killing 5 of them! I also discovered that 2 of my Warriors were in range of the Land Speeder (including the Venom Cannon), but were unable to damage it. My Gargoyles also fired their weapons, but were unable to do any damage, while the rest of my army ran.
Finally, the Assault Phase was rather horrific for Eric. My Broodlord cast Hypnotic Gaze on Belial, but luckily it failed. Not that they really needed it – the Genestealers wrecked house, killing everyone except for the Dual Lightning Claws and Belial (who was wounded once), and only suffering a single casualty in return! Geez, everything was swinging my way at this point!
The Biovores take a toll on the Marines in the crater.
Turn 2 – Dark Angels Eric was hoping to turn things around, but unfortunately his Deathwing Terminators failed to arrive on a 4+. The only units that he moved were the Ravenwing, which advanced to flank the Warriors and Carnifexes with their Meltaguns. The Attack Bike, however, went over by the Land Speeder to support it.
In the Shooting Phase, Eric continued to massacre the Gargoyles, killing them to a man as if they were the PDF (I'm officially incorporating that wannabe meme whenever that situation arises ). He also fired a few shots at the Hive Tyrant from the Ravenwing and Devastators, killing his last Tyrant Guard but failing to wound the Tyrant itself.
In the Assault Phase, the Broodlord successfully cast Hypnotic Gaze on Belial, but not that it mattered – the Genestealers tore him and his retinue to pieces, and then the Dice Demons rubbed salt in the wound with a 6 inch consolidation move straight towards Sammael.
Turn 3 – Tyranids This turn, my last Gargoyle failed its Instinctive Behaviour roll and ran off to hide behind a shrine, but the objective-camping Termagaunts surprisingly passed theirs. With the Ravenwing bearing down, and the Dark Angels' right flank collapsing, I decided to send the Fexes after the pesky bikers. Meanwhile, Tyrant went straight towards the crater Tac Marines.
In the Shooting Phase, my Zoanthropes got a glancing and penetrating hit on the Venerable Dreadnought. The penetrating hit resulted in a Stunned result, whereas the glancing was a Wrecked (with modifiers from AP1). Eric asked me to reroll the glancing, but once again I rolled a 6 so the Dreadnought was wrecked regardless. Ouch... The Biovores then fired at the Tac Marines in position in their tower, killing 2. The Tyrant tried to cast Leech Essence to get a wound back, but failed. Finally, the Warriors fired at the Land Speeder again, but failed to damage it once more.
Finally, in the Assault Phase, the Genestealers steamrolled Sammael and then consolidated behind the tower to contest the nearby objective – the Tac Marines couldn't do anything about it either, since there was no line of sight to the back of the building. However, in a huge flub on my part, I completely forgot to assault the crater Tac Squad with my Hive Tyrant. Whoops...
Sammael meets his maker.
Turn 3 – Dark Angels Eric prayed to the Dice Gods, but they are cruel masters – the Deathwing Terminators failed to arrive again. He sighed and then started his Shooting Phase (he didn't really want to move anyone). I knew that something bad was coming when his Marines in the crater rolled 3 6's to wound – uncharacteristically good luck for once! The Tyrant took only 1 wound, but it was enough to change the fickle favours of the dice deities. The Land Speeder fired on him, and he failed 2 more routine 2+ saves! Uh oh, not good! Refreshed with the death of the Hive Tyrant, the Ravenwing fired their Meltaguns at the Fexes, although they only put 1 wound on 1 of them. Meanwhile, the other nearby units focused fire on the Venomthropes, killing 1 and putting 1 wound on the other. There were no assaults this turn, but it was a clear turning point for the Dark Angels fortunes.
The Tyrant gets toasted.
Turn 4 – Tyranids The death of the Tyrant was a clear turning point – I had the upper hand, but victory could still be snatched away in an instant if I wasn't careful! First thing's first, my backfield Termagaunts and the last Gargoyle both failed their Instinctive Behaviour tests and hugged cover (they did this for the next few turns). I then sent my Carnifexes into charge range of the Ravenwing, while the Venomthrope went to find cover in a nearby ruin. Meanwhile, the Zoanthropes, Hive Guard and Termagaunts trudged ahead to secure the middle objective.
In the Shooting Phase, my units did very little. The only thing of consequence was that my Warriors managed to Stun the Land Speeder. In the Assault Phase, the Carnifexes generated a whopping 8 bonus attacks with their crushing claws, effortlessly destroying the Ravenwing squad, and consolidating towards the Devastators.
The Genestealers take a smoke break.
Turn 4 – Dark Angels Okay, surely the Deathwing will arrive this turn on a 2+? Nope. Eric's bouts of bad luck continued, but on the bright side they were guaranteed to come in next turn... In fact, things were actually starting to look up, as Eric spotted a means with which to (at the very least) pull a draw and turn this misfortune into a positive (that thar's good generalship, boy howdy ). Let's just say that Deathwing Terminators are scoring units...
In the Shooting Phase, he fired everything he had at the middle Termagaunts, blowing away 6 of them. The only things that he saved were the Devastators, which fired at the Carnifexes, killing 1.
Turn 5 – Tyranids Things were getting seriously intense now. I had had the game in my control for the first 3 turns, but now it was threatening to turn into a comeback! Oh the suspense! Since, like Brad Pitt, I'm a basterd, I moved to crush Eric's hopes and dreams. The Genestealers remained stationary in order to contest their objective. The Carnifexes also headed after the Devastators, since they were too far to attack the crater themselves – hopefully some Tyranid shooting could do it.
In the Shooting Phase, my Hive Guard shot down the Land Speeder. The Zoanthropes also managed to warp blast a single crater Marine. Unfortunately the rest of my units whiffed, including the Biovores who, all game, had been either on target or wildly off.
Everyone was out of range to assault this turn, but if the game continued for another turn they would be ready...
Turn 5 – Dark Angels The Deathwing finally arrived, hoping make up for their absence. They fired on the Termagaunts, but I got some really lucky cover saves and only lost one. Meanwhile his Devastators, Attack Bike and crater Marines killed a Hive Guard and a Zoanthrope. Clearly, if the game continued, Eric had a decent chance to turn this game around, since he had 3 objectives within his grasp.
We rolled to see if the game would continue and...
Spoiler:
...there would be a Turn 6!
Turn 6 – Tyranids My best hope to prevent Eric's comeback was to deny him as many objectives as I could. With that well in mind, I charged the tower with my Genestealers, hoping to wipe them out and get myself another objective (since my center Termagaunts were likely toast), although they would be striking at I1 (stupid lack of assault grenades...). Elsewhere, the Carnifexes went after the Attack Bike to prevent any last turn turbo-boosting shenanigans.
My Shooting Phase was infuriatingly ineffective, as the Deathwing shrugged off 16 S5 shots from my Warriors, Warp Blasts, Impaler Cannons and 3 Fleshborer shots without a single loss! The Assault Phase went slightly more in my favour however, as the Carnifexes easily squashed the Attack Bike. The Genestealers killed 3 Tac Marines, but suffered some pretty serious casualties – 5 Genestealers were killed and the Broodlord was wounded once. Miraculously, the Genestealers stayed in combat.
Turn 6 – Dark Angels The Deathwing moved to steamroll the Termagaunts in assault (do I even need to say that they did so successfully?). In the Shooting Phase, everything else fired at the Hive Guard and Zoanthrope, but they only managed to put 1 wound on the Zoanthrope! If the game continued for another turn, they could still possibly contest the center objective til the end of Turn 7!
Meanwhile, the Genestealers killed 2 Marines without casualties, and actually caused the Marines to break. I'm pretty sure we played this wrong, but the Marines ran upstairs and the Genestealers ran outside to try to secure the objective since the Marines couldn't score anymore (or regroup since the Genestealers were still <6” away for that matter). Unfortunately they were a half inch away from the objective!
If the game ends at this turn, it's a tie – two objectives each, with one unowned... do you believe in magic?
Spoiler:
The Dice Gods do, apparently! Turn 7 is a go!
Turn 7 – Tyranids Once again, I think we played this out of turn, but this is what I believe happened – the retreating Tac Marines ran 6” out of the tower to get towards the table edge, but ended up being 6” away from the Genestealers, so they would regroup on their turn. In retrospect, I think they move during their own turn, but I could be wrong on that... Actually, I think we might have accidentally played an extra turn without realizing it...
Anyway, I figured I should finish them once and for all, sending the Genestealers to finish the job. Meanwhile, the Hive Guard and Zoanthrope went in to try to contest the center objective, while the Carnifexes moved to take out the Marines in the crater. And just because I apparently don't like my own troops, I sent the Venomthrope to its death against the Devastators.
This turn, my shooting was a bit more effective, killing 2 Deathwing Terminators. The Assault Phase was also productive, as the Carnifexes nom nom nomed the last of the crater Marines to death. Unfortunately, the Deathwing killed the Zoanthrope and Hive Guard because of No Retreat saves (the Hive Guard had taken a Power Fist wound).
“What's that rumbling noise...?”
Turn 7 – Dark Angels This is it, the last turn of the game. It's been really, really intense the last few turns, but Eric still hasn't pulled out a victory, and is no in serious trouble with his crater Marines dead and tower Marines in combat with my Genestealers – I'm still winning the war of attrition.
In the Shooting Phase, Eric fires his missile launcher Devastators at my Carnifexes, killing 1 and putting another wound on the last 1 with his sergeant's plasma pistol.
All that Erik had left to shoot with were his Deathwing, but there wasn't much they could do. My Warriors' objective is pretty much unshakeable, and the only other objective that I owned was occupied by my... Termagaunts... My out of synapse, Ld6 Termagaunts...
OH!!!!!!
If Eric kills 3 Termagaunts, then they'll have to take a Ld test, which they have a ~40% chance of passing. And he has a Cyclone Missile Launcher still in his squad. OH !!!
He fires 2 Frag Missiles, which both hit dead-on and kill 3 Termagaunts. DAMMIT. So now the outcome of the game is quite literally riding on a single leadership test, on Termagaunts no less... I roll my dice and get...
Spoiler:
What a shocker of an ending!
VICTORY FOR THE TYRANIDS
Tyranids – 1
Dark Angels – 0
Contested
Tyranids – 2
Dark Angels – 0
Tyranids – 2
Dark Angels – 1
AFTERTHOUGHTS Wow, that might have been one of the most intense battles I've ever fought – I dominated during the first 3 turns (in part due to some serious luck on my side), but when my Tyrant died there was a palpable shift in the direction of the game. From there, Eric had at least 3 different opportunities to steal back the game, which I had to desperately attempt to counter. And the fact that the game came down to a Leadership check from a freaking Termagaunt squad just shows how razor-close this game was. Well-played Eric!
I'll do a unit breakdown here for how each of my units performed:
Hive Tyrant/Tyrant Guard: This guy has been an iron steamroller for me lately – a total combat beast, and nigh-unkillable from anything but AP1/2 weapons. That held true in this game, although he died before he could reach combat (in part due to my stupid mistake in Turn 3 – if I had remembered to assault the crater Marines, the game wouldn't have been half as intense... even then, his untimely death can be easily chalked up to horrible luck). However, he was a fire magnet, which allowed my other units to move about unimpeded. Rock solid. B+
Hive Guard: Didn't do much in this game, but still a very valuable unit for any Nid army – and only 50pts each! B
Zoanthropes: Were indispensable. I needed them for their synapse coverage, and the fact that they destroyed the Dreadnought and various other nuisances as the game went by were bonuses. A-
Venomthropes: A sorely under-rated Tyranid unit, these guys kept all of my units alive just a little bit longer... I probably should have given the last one a more dignified death... B+
Genestealers: These guys single-handedly swung the game in my favour. Annihilating Belial and Sammael in succession, then contesting an objective made these guys my easy MVP unit. A+
Termagaunts: Most of the game, none of these guys did anything – they were just 50pt objective campers. They didn't even shoot well when they got the chance. However, when the game was on the line, they stepped up. Completely unexpected, but very welcome! B+
Warriors: I realize that Warriors are fragile, but put them in cover on top of an objective, and they become some of the Nids' best objective campers in my opinion. Like the Termagaunts, they didn't do much, but they but up a wall so tough that my opponent didn't even bother to try to knock it down. B+
Gargoyles: Died, exactly according to plan. Were magnificent fire magnets, but didn't do much else. B
Biovores: The only unit that really under-performed, but even they had their moments (killing 5 Marines in one blast? Yes please!). I wish their barrages had been on target more often, but at least they did some damage. B-
Carnifexes: I know that Fexes are pretty weak this Edition, hell I've complained about it enough myself... however, a Brood of 3 of them can be pretty tough if it gets a chance to reach the enemy lines (although that's the stipulation there...). My Fexes did abnormally good this game, although they usually get AP3'ed to death before they even get into combat, so its nice to see them not be fire magnets for once! A
If you enjoyed this, be sure to check out my other battle reports!
It's good(?) to see your Tyranids doing so well recently. I look forward to fighting them again. On another note, the men who ran the other day and the heavy bolter troops who failed at everything, have all been executed. Hopefully we'll get another game in over reading week and our luck wont give out too badly on either of us next time.
Great report btw, and good to see your termagants and warriors being so solid!
Lord-Commander Jeremiah Alexandre: 5th Victorian Army +/- 3,500 Points
Phaeron Amheosiris of the Isiran Dynasty +/- 3,500 Points
Lord Yersina Thrax of the Death Guard +/- 750 Points
2012/01/08 18:29:26
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Intense report man, had me on the edge of the seat. I was particularly happy to see the 'fexes perform. One of my favorite units, in spite of the fact that 5th edition totally cut their balls off.
Say, those overhead illustrations are pretty damn cool. What did you use to create them?
Don't worry sir, I'm from the internet.
2012/01/08 19:24:52
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Dr. Douchebag wrote: Intense report man, had me on the edge of the seat. I was particularly happy to see the 'fexes perform. One of my favorite units, in spite of the fact that 5th edition totally cut their balls off.
Say, those overhead illustrations are pretty damn cool. What did you use to create them?
hmm.....interesting battle. I'll be constructing a suitable build for our next encounter, but the netlists have failed to deliver thus far. I'll have to craft something just.....for......you!!
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
2012/01/09 06:41:31
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Awesome report, man. I'm no longer using the Fandex for the moment (my friends are pussywimps), but I'm glad to see the nids rockin' in the free world, regardless!
I'm going to be trying the Old Adversary Tyrant + Genestealers again soon; I used it on a whim in a 2v2 and had great success with them.
PS: Venomthropes are amazing, I have 3 and use them in every other list... horribly underrated.
"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown
"Yeah, f*ck you too!" - R.J. MacReady, The Thing
2012/01/09 10:45:58
Subject: Re:Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Really enjoyable report.
Easy to follow with good pics and the vassal ones too.
I would have sent the bikes down the flank though towards your backfield obj to pressure it. Putting them in range of the Carnis was nasty.
Why did the marines run back up the tower when the Stealers beat them?
Nicw flank assault by the Stealers though.
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2012/01/09 16:57:21
Subject: Re:Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Ratius wrote:I would have sent the bikes down the flank though towards your backfield obj to pressure it. Putting them in range of the Carnis was nasty.
Why did the marines run back up the tower when the Stealers beat them?
Nicw flank assault by the Stealers though.
Yeah, I think Eric wanted their melta guns and power weapon to hopefully destroy some of the Fexes (although this meant he'd have to be within their charge range). After the first 3 turns, he was getting pretty resigned to losing, so he might have just kept them in range in apathy as well.
I believe we did it that way because they were trapped inside the building, and it was the only direction they could run. I don't think we played it right, but it didn't really change the outcome of the game in any case.
Yeah, I love Genestealers!
Automatically Appended Next Post:
Titan Atlas wrote:hmm.....interesting battle. I'll be constructing a suitable build for our next encounter, but the netlists have failed to deliver thus far. I'll have to craft something just.....for......you!!
Mmm bring it!
Maybe if that doesn't work, then I could write a list for you?
odorofdeath wrote:Awesome report, man. I'm no longer using the Fandex for the moment (my friends are pussywimps), but I'm glad to see the nids rockin' in the free world, regardless!
I'm going to be trying the Old Adversary Tyrant + Genestealers again soon; I used it on a whim in a 2v2 and had great success with them.
PS: Venomthropes are amazing, I have 3 and use them in every other list... horribly underrated.
Yeah I still haven't gotten a chance to use the Fandex (stupid having to work during Christmas!), but I'm gonna try to playtest it on VASSAL with one of my friends sometime. My Genestealers and Tyrant usually act independently, but with Toxin Sacs they don't really need Old Adversary all that much - besides, I don't want to kill all the enemies in one turn, or the Genestealers will get shot at!
And yes, Venomthropes are horribly underrated! I need to get another Hive Guard though, 2 isn't quite enough.
This message was edited 1 time. Last update was at 2012/01/09 17:00:38
Well, I'll see if I can make a nice 1500 point list, if I don't feel confident about it I might ask you to tell me which unit configurations are good for which situations and such.
But yeah, so long as you don't bugger me up the arse with an army list like telling me to add a Captain Kangaroo I'd be glad to take your advice.
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
2012/01/09 20:39:38
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves 4000 Kel'shan Ta'u "He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
2012/01/09 20:59:31
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Titan Atlas wrote:Well, I'll see if I can make a nice 1500 point list, if I don't feel confident about it I might ask you to tell me which unit configurations are good for which situations and such.
But yeah, so long as you don't bugger me up the arse with an army list like telling me to add a Captain Kangaroo I'd be glad to take your advice.
Haha of course not! I won't make it completely one-sided for you, but I could write you a good take-all-comers list.
Alright, what the hell, sounds like a rollicking good time. I'll take that list, maybe call it my well-rounded list as you say, and then from there work with whatever works best against different opponents. Plasma weapons and low AP weapons will be good against your.....particular forces.
Automatically Appended Next Post: <_<
This message was edited 1 time. Last update was at 2012/01/09 21:09:53
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
2012/01/10 14:17:04
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
This list isn't perfect, but it should be a pretty strong 1500pt list (although I've built in plenty of risks - plasmaguns can overheat, Librarians might get shut down by Shadow in the Warp, etc):
HQ Librarian (The Sanguine Sword, Unleash Rage) - 100pts
Mephiston, Lord of Death - 250pts
Elites
Furioso Dreadnought (Blood Talons with Meltagun and Storm Bolter, Drop Pod) - 195pts
2x Sanguinary Priests (100pts)
Troops
8x Assault Marines (Hand Flamer, Rhino, Veteran Sergeant with Hand Flamer and Power Weapon) - 204pts
9x Assault Marines (Plasmagun, Rhino, Veteran Sergeant with Plasma Pistol and Power Weapon) - 232pts
10x Assault Marines (2x Plasmagun, Rhino, Veteran Sergeant with Plasma Pistol and Power Weapon) - 265pts
7x Death Company Marine (Hand Flamer, Drop Pod) - 185pts
Andilus Greatsword wrote:This list isn't perfect, but it should be a pretty strong 1500pt list (although I've built in plenty of risks - plasmaguns can overheat, Librarians might get shut down by Shadow in the Warp, etc):
HQ Librarian (The Sanguine Sword, Unleash Rage) - 100pts
Mephiston, Lord of Death - 250pts
Elites
Furioso Dreadnought (Blood Talons with Meltagun and Storm Bolter, Drop Pod) - 195pts
2x Sanguinary Priests (100pts)
Troops
8x Assault Marines (Hand Flamer, Rhino, Veteran Sergeant with Hand Flamer and Power Weapon) - 204pts
9x Assault Marines (Plasmagun, Rhino, Veteran Sergeant with Plasma Pistol and Power Weapon) - 232pts
10x Assault Marines (2x Plasmagun, Rhino, Veteran Sergeant with Plasma Pistol and Power Weapon) - 265pts
7x Death Company Marine (Hand Flamer, Drop Pod) - 185pts
That's a BA list and he was running DA... codex confusion or codex switch?
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
2012/01/10 15:03:39
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
He's talking to me, pal. He's helping me get better.
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
2012/01/10 15:03:51
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Andilus Greatsword wrote:This list isn't perfect, but it should be a pretty strong 1500pt list (although I've built in plenty of risks - plasmaguns can overheat, Librarians might get shut down by Shadow in the Warp, etc):
HQ Librarian (The Sanguine Sword, Unleash Rage) - 100pts
Mephiston, Lord of Death - 250pts
Elites
Furioso Dreadnought (Blood Talons with Meltagun and Storm Bolter, Drop Pod) - 195pts
2x Sanguinary Priests (100pts)
Troops
8x Assault Marines (Hand Flamer, Rhino, Veteran Sergeant with Hand Flamer and Power Weapon) - 204pts
9x Assault Marines (Plasmagun, Rhino, Veteran Sergeant with Plasma Pistol and Power Weapon) - 232pts
10x Assault Marines (2x Plasmagun, Rhino, Veteran Sergeant with Plasma Pistol and Power Weapon) - 265pts
7x Death Company Marine (Hand Flamer, Drop Pod) - 185pts
That's a BA list and he was running DA... codex confusion or codex switch?
Oh no, sorry, I wrote that for Atlas cuz he runs Blood Angels and is still learning the game and just decided to post that here. The Dark Angels' list was posted near the beginning of the report:
Belial (2x Lightning Claws)
Sammael (Jetbike)
Venerable Dreadnought (Plasma Cannon, Heavy Flamer, Drop Pod)
Deathwing Command Squad (Cyclone Missile Launcher, Apothecary, 1x PW/SB, 2x SB/PF, 1x TH/SS, 1x Dual Lightning Claws)
Deathwing Terminator Squad (Cyclone Missile Launcher, 1x PW/SB, 4x PF/SB)
Ravenwing Attack Squadron (2x Meltaguns, Sergeant with Power Weapon and Meltabombs, Ravenwing Attack Bike with Multimelta, Ravenwing Land Speeder)
10x Tactical Marines (Plasmagun, Sergeant with Power Fist)
10x Tactical Marines (Plasmagun, Sergeant with Power Fist)
5x Devastators (4x Missile Launchers, Sergeant with Plasma Pistol)
TOTAL: ~1995pts
It sounds like pretty good anti-tyranids, I mean, lots of infantry so I don't have another incident like that one with the Baal Predator XD
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
2012/01/10 21:41:24
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Titan Atlas wrote:It sounds like pretty good anti-tyranids, I mean, lots of infantry so I don't have another incident like that one with the Baal Predator XD
You might wanna consider ditching the Death Company for something else (a Baal or the like), but the others should be fairly solid.
leohart wrote:Your battle report is awesome. Very detailed. The story-telling is great. The pictures + the map are very nicely done. Looking forward to seeing more.
Thank you! I've got plenty of other reports if you wanna check them out (they're at the end of my report).
Death company are risky I suppose, especially if you keep your core units behind other groups, causing my raging death company to potentially compromise the strategy, you're right.
I guess I'd just have to make sure to plan my strategy accordingly so NEXT time I don't get nuked by genestealers after getting unluckily immobilized XD
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
2012/01/12 01:51:47
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Titan Atlas wrote:Death company are risky I suppose, especially if you keep your core units behind other groups, causing my raging death company to potentially compromise the strategy, you're right.
I guess I'd just have to make sure to plan my strategy accordingly so NEXT time I don't get nuked by genestealers after getting unluckily immobilized XD
Well there's that, and also I kind of just threw them in to spend your last 180pts or so on an assault unit since I know you like that.
Fair enough, dude. But I guess I should also be open to new things if I want to win.
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
2012/01/12 19:48:32
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Awesome. I'll try that build and see where it lands me. Once I get the money I'm gonna get a codex and the paint list I've written out. I very much dislike using the PDF.
No one Provokes me with Impunity Atlas' Blood Oath - In progress, 22W 14L 4T (2012) - 14W 6L 0T (2013)
Craftworld Mymeara 440 points - in progress (....sort of a given ) - 4W 2L 0T (2013)
DQ:90S++G+M-B--IPw40k13++D++++A+/fWD-R++T(T)DM+ Where beautiful and brilliant people go to hang out - Lord Sanguinius' fb page
2012/01/25 00:40:33
Subject: Intense 2000pt Battle - Tyranids vs Dark Angels! (Pic Heavy)
Pairs of Zoanthropes and Venomthropes, Carnifexes, Tyranid Warriors with Deathspitters and Venom Cannon... Awesome seeing these in a report.
My second thought?
Put some terrain on the table! There were 3 decent bits of terrain that the Tyranids could have used to get close without getting shot up. They were all on the ouside of the table, none in the center.