Switch Theme:

Dark Angels vs. Tyranids: The Purge of Malachai IX (COMPLETE)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
Who will be victorious?
The Great Devourer - Too many bodies to kill!
The Dark Angels - The rugged spacemen keep the objectives free of xenos filth!
Draw - the Angels and the Tyranids just can't overwhelm each other!

View results
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Rampaging Carnifex




West Coast, Canada

Hi all,

Got in a game against Dark Angels yesterday, against a very friendly local player who has been around since 3rd - there were some beakies and old school metal models on the board! The gametype rules were:

Points: 750
Deployment: Hammer and Anvil
Mission: Crusade (3 objectives)

******************************************************************

The lists are as follows:

The Great Devourer:

HQ: Tervigon (Warlord), Adrenal, TS, Catalyst
HQ: Tyranid Prime
T: Tervigon, Adrenal, Catalyst
T: Termagants x19
E: Venomthrope x1
FA: Gargoyles x17, Adrenal

The Dark Angels Task Force
(Best estimate of forces)

HQ: Interrogator Chaplain on Bike, Maul, 3+, 4++
T: Tactical Squad, Heavy bolter, Power fist
T: Tactical Squad, Plasma Cannon, flamer
FA: Ravenwing bikers x6, plasmagun x2

******************************************************************

Given the lists and the gametype, who do you think will prevail? Tyranids win the deployment roll, but opt to go second. The Dark Angels split their squads into combat squads, hoping the bolter fire, plasma cannon and heavy bolter will whittle enough wounds off before the swarm arrives.

OBJECTIVES

There are three objectives, denoted by piled crates (Thanks, Dave Graffam models!). They are by the obelisk in the DA DZ, in the large ruined building on the Tyranid left flank, and in the ruined rhino-crater area in the Tyranid RH DZ.

DEPLOYMENT
(And apparently, DA turn 1 movement! )


The Angels deploy the Plasma Cannon combat squad in the rearmost tower, and the Heavy Bolter combat squad on the Tyranid's right flank, near the objective. The Interrogator Chaplain joins the Ravenwing bikers on the Tyranid left flank, while the Power Fist and Plasma Pistol combat squads are in the centre of the Dark Angel DZ. It appears that the plan is to hammer down on my left flank and drive me off the objective in the ruined building.

The Tyranids deploy cautiously: Termagants are up front, deployed in such a way as to minimize LOS from advancing bolters. The Gargoyles are hidden in the rear of the DZ, as their 12" movement will allow them to make up the distance quickly. The Troops Tervigon (Proxied by the Acid Spray Tyrannofex) is hidden behind a building, with the HQ Tervigon on the left close to the termagants. Everything is covered by the Venomthrope's 5+ cover bubble, and the Prime joins the Venomthrope for majority toughness 5, and both of them hide in the central Tyranid DZ building.

TURN 1 Dark Angels



The Dark Angels advance! Twin-linked Bolter fire knocks out 2 or 3 Termagants - cover saves saved a few as well. Target practice!

TURN 1 Tyranids



The small bugs advance, with 2 Termagants in range to shoot the nearest tactical squad. No casualties result.



The HQ Tervigon deploys 11 or 12 Termagants close by. They bravely prepare to take a charge from the bikers racing towards their brood mother... The other Tervigon does not try to spawn. Feel No Pain is successfully cast on the large brood of Termagants closest to the Angels. The other Tervigon fails to cast on the Gargoyles, but rolls '11' and does not take a wound.

TURN 2 Dark Angels



The Dark Angels pour bolter fire into the Gargoyles, and blast three from the sky. The plasma cannon rolls just enough scatter to land between the two front squads of bugs, hitting empty terrain. The big event of this turn is the assault phase...



Where the bikers nearly wipe out the newly-spawned squad of Termagants. When all is said and done, one wound is taken off of the Chaplain, and only three Termagants remain... The bike squad is very fast, and very tough. Fortunately, toxin sacs on the Tervigon allow the Termagants within 6" to wound on a 4+, which is a huge benefit. The bikers were required to take dangerous terrain tests as they were charging a squad that was under the Venomthrope's cover bubble, but they made their armour saves...

TURN 2 Tyranids



The Gargoyles refrain from shooting, and make their charge! Overwatch kills 3. They manage 5 wounds, with three coming from the Blinding Venom rule, but almost all are saved by the Marine's sturdy plating. In exchange, several Gargoyles die to retributory bolt pistols to the face. Fortunately, they are 11.9" away from the Tyranid Prime, so they stay locked.



On the left hand side of the board, the combat between the Bikers, Interrogator and Termagants takes a terrible turn when the Tervigon manages another 12-Termagant spawn. The forward-most Termagants, who have Feel No Pain, arrange themselves in such a way as to get in on the combat... This is where it is key to have a Tervigon with both Toxin Sacs and Adrenal Glands within 6" of your Termagants. On the charge, the Termagants get 2 attacks, hitting on 4 and wounding on 4 - this results in another wound on the Interrogator and...



6 dead bikers. At least 10 Termagants are killed as well - but the Chaplain is still locked in, and now does not have access to H&R. He has, however, successfully acquired First Blood by killing the last Termagants from the initially charged squad!

TURN 3 Dark Angels

The Heavy Bolter and Plasma Cannon attempt to hit the Tervigon in range, but the Heavy Bolter does nothing and the Plasma Cannon scatters off to open terrain again.



The Combat Squad decides that it needs to lend a hand to the dwindling members of the frontline squad, so charges into the Gargoyles.



As before, many gargoyles perish horribly! Fortunately for the bugs, a few Marines go down, leaving the Powerfist squad with only two members (Powerfist and flamer).



The Biker Chaplain goes down swinging, failing no saves against the Termagants but dying to a failed 4++ when the Tervigon, furious, charged into him (post picture) and crushed him to death.

TURN 3 Tyranids

Termagants and a Tervigon consolidate onto their respective objectives. The RH Tervigon spawns seven Termagants, the first spawn attempted, and burns out on a double 2! The LH Tervigon refrains from spawning. Prime joins the 7-Termagant squad and advances, while the Venomthrope tries to maintain coverage while remaining in the open. FNP is cast on the Prime and friends, and also the Venomthrope. Still no Perils! Gargoyles continue to die.



TURN 4 Dark Angels



The Dark Angels pepper the front Termagant squad with fire - a Heavy Bolter and 4 bolters at range results in only 2 deaths, though there were a good number of wounds caused. Being able to roll a 5+ cover save followed by a 5+ FNP roll is shockingly effective, and doubly so when done using a 'free' squad gained from a Tervigon. The Plasma cannon mildly scalds himself, and retires the field. The remaining front-line Marines beat the last Gargoyle to a fine red pulp, then turn to face the undying nightmare bearing down on them...

TURN 4 Tyranids





12 more Termagants are spawned by the LH Tervigon, who then burns out. I believe that it spawned around 45 Termagants by itself in this game. These Termagants move over to support the RH flank, while the LH squads of Termagants move forward to hold the objective. One squad tries for linebreaker, and runs forward.

The two Tervigons are within range of the 2-man squad with both the Powerfist and Flamer Marines in it. Their shower of S5 spikes is enough to end both Marines, clearing the way for a Prime-led assault on the squad of 4 behind them. Only the Sergeant remains, and the Tyranids take no losses.

TURN 5 Dark Angels



It looks grim for the Marines. (And Dark.) The rearmost squad of bolters leaps down from the tower to meet their fate, while the heavy bolter team tries for a few wounds on the Venomthrope, and unfortunately fails to accomplish this goal. In assault, the Warrior Prime cuts down the Sergeant before turning his attention to the Heavy Bolter team, and the Objective...

TURN 5 Tyranids



No appreciable movement, aside from the Termagants trying for Linebreaker (And forgetting to Run!) and the Prime's squad moving into assault range of the Heavy Bolter squad. All random objectives, strangely, were Grav Wave Generators! How odd! The Tyranids roll over 4" for their charge, though, and succeed in making contact with the Marines.



Apologies for the unpainted Termagants - I had no idea I'd spawn ~54 of them in this game, so had to use some of my unpainted ones. The charge kills one Termagant from Overwatch, and three Marines go down. This objective is now contested.

We roll to see if the game continues and... it's a 1. The game ends with the Marines still standing bravely against the xenos horrors!

******************************************************************

Endgame: The Marines are holding one Contested Objective. They also have First Blood! The Tyranids, however, have Slay the Warlord and two objectives.

The game is a Tyranid victory with 7VPs to the Swarm, and 1 to the Marines!

******************************************************************

Thanks to my opponent, Rick, for a fantastic and (dare I say) cinematic game! And thanks to our local store, Bastion Games, for the use of their tables.

-Steve

This message was edited 12 times. Last update was at 2014/01/05 01:38:19


 
   
Made in us
Regular Dakkanaut





The bikers were required to take dangerous terrain tests as they were charging a squad that was under the Venomthrope's cover bubble, but they made their armour saves...


Hmmm, I dont think a cover save like this can cause a unit to make dangerous terrain tests...

But nice report, I bet you are stoked for the new release. 9-)

This message was edited 1 time. Last update was at 2014/01/06 13:08:41


 
   
Made in us
Hellacious Havoc



United States

Its not the cover save that does it, its the Venomthrope's special ability.

Nice Batrep though

This message was edited 1 time. Last update was at 2014/01/06 13:42:35


Chaos. Good News 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Yes, the venomthrope's rules force the DT check when 'covered' units are charged. It's really handy at times.

Glad you enjoyed the report!

   
Made in us
Regular Dakkanaut




Good report and nicely painted models for the ones that had been done so far. Even if your camera is bad try and go close up to get some cool action or Killy shotz

You fool me once I'm mad.
You fool me twice, I don't really like you.
You fool me three times, your officially that guy.
 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

I'll be sure to get some closeups for the rematch. Advice for future reports is, as always, very much appreciated! Anything else you guys would like to see in the future?

   
Made in us
Missionary On A Mission





Very good job with the report. I thoroughly enjoyed it and liked its cinematic nature.

Would it be possible for you to do a game with a higher point value (1000-1500)?
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Thank you! I will be most likely playing a tournament soon, though it's a Kill Team one. My next 'large' game will be an 1850 point game however, though I don't know when that might be.

However, I can share a report from November! http://www.dakkadakka.com/dakkaforum/posts/list/562293.page

Hope you like it. Feel free to share your thoughts on strategy and tactics if you like!

   
Made in us
Stalwart Dark Angels Space Marine




Nice barep here. It looks like a very low point game you might consider 4x4 to keep up the action level. Good luck in your next game.

For Dark Angel's content and great comic batreps checkout: http://legionofcaliban.blogspot.com/ 
   
Made in ca
Perturbed Blood Angel Tactical Marine




Vaughan

This feels like the Tyranid equivalent of taking two Riptides at 750 points. Also, more drop pods and melta needed from the BT player I think. Plasma cannons need to be twin linked and vehicle mounted (imo) or they're too unreliable.

Purge the heretic. 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

More options for rapid movement would certainly have helped. Dropping in might work quite well, and melta is always a good idea.

The plasma, I think, needs to be taken in either large amounts up close or not at all, but that's just me. I think my next game will have less Tervigons, though. Unless I go up against the other resident Tyranid player... haha!

   
Made in tr
Death-Dealing Dark Angels Devastator






Great batrep. I'm a huge fan of cinematic old school reports.

Also really dig that board. Didn't notice until one of the last photos that the crevasses are filled with skulls!

2,500 points

2,500 points

1,500 points

41-31 since returning to the game.

 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Thanks for the compliment, and thanks for reading! The board is a Realm of Battle board, owned by the local games store - not sure who painted it but they did a great job!

I will try to get another batrep up as soon as I get another game in - but when that will happen, I can't be sure...

   
 
Forum Index » 40K Battle Reports
Go to: