So this is my first time posting anything like a Battle Report. I apologize if I left something out or if it's hard/confusing to read. I mostly just wanted to share my first 6th edition game and give some thoughts.
Please post if you notice any rules mistakes. Our lists were as follows:
Hive Tyrant
- Wings
- 2x Devourers with Brainleech
2 Zoanthropes
12 Genestealers with Toxin Sacs
- Broodlord
25 Hormagaunts with Toxin Sacs and Adrenal Glands
15 Gargoyles with Toxin Sacs and Adrenal Glands
vs
Warboss
- Attack Squig
- Mega armor
- Cybork Body
25 Shoota Boyz
- Nob
-
Pk
- Bosspole
- 2 big shootas
22 Shoota Boyz
- Nob
-
Pk
- Bosspole
- 2 Big shootas
12 Lootas
5 Deffkoptas with
TL Rokkits
3 Big Guns with kannons
- Runtherd
- 6 additional gretchin
We roll and get The Emperor's Will for the game type (1 objective in each table half). Dawn of War for deployment.
I exchange all of my psychic powers for Biomancy powers.
My Hive Tyrant gets Endurance and Iron Arm. My Zoanthropes get Enfeeble + Smite and Life Leech + Haemorrhage. My Broodlord gets Warp Speed and something useless, I think it was Life Leech.
I choose to roll on the "Personal Traits" for my warlord. A 2, 4, 5, or 6 would be decent. I roll a 3 (my hive tyrant can now outflank)
My opponent rolls on the "Command Traits" for his. He rolls a 6 (all friendlies within 12" charge an extra inch).
Terrain was pretty average - a couple of forests, a large ruins, a few craters, walls, etc.
He chose to go first. Nothing special in deployment - I threw 25-30% of my units in terrain or completely out of
LoS. Night fighting did not happen turn 1. I failed to seize the initiative.
Orks Turn 1:
He moved his large boyz squad with the warboss 6" up into a forest, which turned out to be an Ironbark Forest (3+ cover). Everything shifted around and he moved on to shooting.
His Deffkoptas shot their rokkits at my Hive Tyrant, who was left untouched after some poor rolling. A total of 1 hit, which rolled a 1 to wound. His shoota boyz killed a couple of Hormagaunts by focus firing. His Kannons blasted the Genestealers who had 4+ cover and I only lost 1 (they were spread out). His Lootas also fired at my Tyrant with 1 shot each, but I made all the 3+ saves.
Nids Turn 1:
I chose to have my Flyrant Swoop this turn. I cast Enfeeble on his large unit of Boyz (-1
str and toughness), Endurance on my Flyrant, and Warp Speed on my Broodlord (he got +2 initiative and attacks).
My Flyrant moved the full 24" over his smaller Boyz squad, killing 2 with a Vector Strike. The rest of my army moved up, the Gargoyles landing 5" away from his Enfeebled Boyz Unit. That was it for movement.
Shooting: my Flyrant shot into his Lootas and killed 5, despite 4+ cover from the ruins. I decided not to shoot with my Gargoyles - I didn't want to take him out of a reliable charge range. His Lootas failed morale and fell back 8".
I assaulted with my Gargoyles (who would be wounding the Enfeebled squad on a 3+ with a reroll). I rolled a 1 and a 2. Since I used their jump packs to move the full 12", no rerolls for me. Luckily, his Warboss was still in the unit, which meant that they couldn't use Overwatch that turn (Slow and Purposeful). So...that was my turn.
Orks Turn 2:
His Lootas failed morale again and ran off the table. His smaller Boyz squad moved 1-2" in front of my Hormagaunts. His Deffkoptas moved away from my Flyrant. His Warboss left the large Boyz unit and joined the Artillery. His larger boyz unit moved further into the 3+ cover forest, forcing me to charge through terrain. That was all his movement.
Shooting phase, his Deffkoptas shot at the flying Tyrant (needing 6's to hit). They only managed 1 hit. I passed the Grounded Test, but failed
FnP and took a wound from the Rokkit. His large Boyz squad shot at the Gargoyles and killed 9. His Kannons shot at the Zoanthropes, hoping to instagib one. I passed all the 3++ saves. His smaller boyz squad shot at the Hormagaunts, killing 8 after cover saves.
He chose not to charge the Hormagaunts who were now 9-10 inches away, fearing that I would kill him out of the combat (i.e. kill enough models at Initiave 5 that he wouldn't even be able to strike back).
Nids Turn 2:
I had my Flyrant drop back down to gliding, hoping to kill some Deffkoptas. For my psychic powers, my Tyrant used Endurance on himself again. My Broodlord used Warp Speed (only +1 attack/initiative). My Zoanthrope tried to Enfeeble his large boyz squad, but he rolled a 6 for Deny the Witch.
I moved my Flyrant within 1" of his Deffkoptas. My Hormagaunts moved out of cover and prepared to charge the smaller Boyz squad. The Zoanthropes moved up to support them, placing the less useful one closer to the enemy. The Gargoyles and Genestealers both moved up to charge his large boyz squad in the terrain.
My Tyrant shot into the Deffkoptas, killing 2 or 3. They passed morale.
For the assault phase, the Tyrant charged the Deffkoptas, taking a wound to their overwatch (
FnP never mattered in this game). The Gargoyles charged his large boyz squad. He could overwatch the gargoyles or risk being caught in combat, unable to overwatch the genestealers. Since the Gargoyles were only 5-6" away and could reroll the charge distance, he shot at them and killed 4. The last 2 made it into combat. The Genestealers easily made it with an 11" charge. The same thing happened with the other boyz squad. I charged with the Zoanthropes first (about 6" away) and he chose to shoot them, killing 1. The Zoanthropes and the Hormagaunts easily made the charge.
All combats went as expected. The Hive Tyrant dealt 3 wounds and took nothing, running the Deffkoptas down. The Genestealers lost 4 to the Boyz (I was initiative 1) and then slaughtered the rest. I forgot to challenge with my Broodlord, but it didn't matter. They were run down. The smaller boyz squad lost 14 to the Hormagaunts and the Zoanthrope didn't get to attack. He piled in and killed 4-5 gaunts. Despite losing by ~10, he was still
Ld 9 and held - apparently, modifiers are applied after everything else now. If a unit of Boyz has 9 models left, you can make them Leadership 9, regardless of combat resolution.
Orks Turn 3:
Almost nothing happened. His warboss moved out to finish off the gargoyles.
His Kannons did nothing to the Flyrant, and his warboss killed the gargoyles.
In combat, he lost the rest of his Boyz and his Nob held.
Nids Turn 3:
The Flyrant charged the artillery, taking a wound to perils (1 left). The Genestealers failed a 5" charge against the warboss.
In combat, the last Nob died to the gaunts. The Tyrant did 0 wounds to the gretchin...yeah

.
Orks Turn 4:
His warboss charged the genestealers and challenged the Broodlord, who had +3 attacks and initiative (7 attacks at initiative 10

).
In combat, his Nob died to 5 or 6 gaunts. I jokingly challenged his Runtherd with my Tyrant and he accepted. I managed a wound this time and the artillery was wiped out. The Broodlord dealt 2 wounds to his warboss and then died.
Nids Turn 4:
The gaunts failed their instintive behavior test, making them slightly stronger

, and ran towards the closest objective. The Flyrant swooped and Vector Striked the warboss in combat, failing to kill him. The 5 genestealers actually failed to do anything. 10 attacks, 8 hits, 2 wounds with no rending wounds. The warboss had 5 attacks, hit 5 times, and wounded 5 times.
Orks Turn 5:
The Warboss shot at the Flyrant and did nothing.
Nids Turn 5:
The gaunts grabbed the objective. The Flyrant finished off the warboss, tabling the Orks.
So...postgame thoughts.
~ The Flyrant
is as good as everyone thinks it is. It alone killed the Lootas, Deffkoptas, Big Guns, and the Warboss. I even failed every
FnP and It Will Not Die roll and he still survived.
~ At first glance, the game seems bloodier. We didn't even get to worry about objectives as 80% of our armies were dead by turn 3.
~ Random charges can be annoying but that's just part of the game now - we'll get used to it.
~ I personally don't like the amount of movement required in each combat. The combat involving the Boyz, Hormagaunts, and Zoanthrope involved 6 separate movements in one turn, plus we had to stop and remove models at every step.
1. Hormagaunts pile in 3" and attack.
2. Remove the models.
3. Zoanthrope piles in 3" and doesn't make it into combat.
4. Boyz pile in 3" and attack.
5. Remove models.
6. Powerklaw piles in 3" and attacks.
7. Remove models.
8. After the combat ends, gaunts and zoanthrope piles in 3".
9. Boyz and Nob pile in 3".
That's 9 steps for one combat. I'm sure we'll get faster once we're used to it and there won't be a problem.
~ Lastly, I'm not sure how I feel about generating the random psychic powers. I brought 4 psykers with a total of 8 powers, and I still got a little bit screwed. It's much less of an issue for Tyranids, but giving a Space Marine librarian 2 random powers seems so risky. A lot of the powers are situational or just bad, and
most of the primaris powers are mediocre.
Anyway, let me know if you have any thoughts or comments. Thanks!