A friend and I are playing through all the scenarios in the Tyranid dataslates and decided to batrep them for fun. Just a heads up we're casual gamers trying out new things so there's bound to be a few proxies, unfinished models, and rules mistakes here and there, but I'll try and point them all out if we catch them post-game.
For now all the pics are at the end, but I may try putting them by the relevant turns as I get better at this. As the title says it's my first batrep and I need to work on the lighting. I tried to be concise and keep things into little sections, but it still looks a bit long. Constructive criticism is welcome. Next time I'll try to limit the clutter around the table and do pics for the end of each turn instead of the end of every relevant phase. It got a bit pic heavy.
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THE SCREAMING FOREST
Space Marines (White Scars) VS Tyranids
-Space marines must evacuate to the opposite edge of the board.
SM gain
VPs, by evacuating &
nids gain
VPs by destroying
SM units. At the beginning of each turn players roll on a jungle
events table which may have various results or do nothing.
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THE ARMIES
Tyranids 1850 (me)
*Formation
Lictor Forest Brood (1 unit of 5 Lictors, can infiltrate into forests within 6" of enemy)
(Had to proxy 3 warriors as lictors because we didn't have enough.)
*Primary Detachment
HQ
-Flyrant w/ 2x Devourers
-SwarmLord
Elites
-2x HiveGuard
Troops
-5 Genestealers
-5 Genestealers
-5 Genestealers
Fast
-5 Spore Mines
Heavy
-2x Carnifex w/ double Devourers (models have talons and claws)
-Trygon Prime w/ Toxin Sacks and the Miasma Cannon
-Tyranofex w/ Acid Spray (used a tervigon with the Acid Spray gun)
White Scars 1850
*Primary Detachment
HQ
-Khan
Elites
-Dreadnaught w/
TL Autocannon
-Dreadnaught w/
TL Autocannon
-Dreadnaught w/
TL Autocannon
Troops
-3 Bikes w/ 2 Meltas and a Grav Pistol
-3 Bikes w/ 2 Meltas and a Grav Pistol
-3 Bikes w/ 2 Meltas and a Grav Pistol
-3 Bikes w/ Flamer and a Grav Pistol
-3 Bikes w/ Flamer and a Grav Pistol
-3 Bikes w/ Flamer and a Grav Pistol
Fast
-3 Bikes w/ Melta and Attack Bike
-3 Bikes w/ Melta and Attack Bike
-3 Bikes w/ Melta and Attack Bike
Heavy
-Thunderfire Cannon (sprue guy and a clear base)
-Thunderfire Cannon (sprue guy and a clear base)
Other
-Knight Paladin (Gundam Toy
lol)
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WL: Khan gets
VPs for killing
ICs in melee, SwarmLord has 18" synapse
PSY: Flyrant gets Onslaught and Psychic Scream. Swarmy gets Warp Blast, Cataclysm, and Paroxysm.
Night Fighting for Turn 1,
SM goes first.
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Turn #1
SM
-Jungle Events = nothing
Bikes press forward.
Knight Paladin opens up on the Tyranofex, but fails to do any damage.
2 Dreadnaughts open up on the Flyrant, but no damage.
The Thunderfire Cannons land a Wound on the Flyrant.
Final Dreadnaught fires at the Genestealers over by the Fexes, but they pass their cover saves.
Bikes manage to wipe out a unit of Genestealers.
Bikes Kill 3 Lictors (Instant Death from Melta s8 v t4).
LD test passed.
Turn #1 Nid
-Jungle Events = 1/2 range for psychic powers and shooting
-Instinctive Behavior passes for the Fexes and the Hive Guard (Brain fart putting them away from
synapse, I just plain wasn't thinking for some reason).
Swarmy puts Catalyst on the Tyrannofex
Flyrant flys over a Dreadnaught for Vector Strike, but no luck. He then fires into the back of another
Dreadnaught, killing it with 3 glances. ((1pt Nids. SM0/Nid1))
Tyranofex takes out 2 bikes between the Acid Spray and Stinger Salvo.
Swarmy hits himself with perils of the warp while using Warp Blast and fails to kill any bikes.
Spore Mines creep towards the center hoping to be in position to hit whatever bikes make it through.
Hive Guard shoot at bikes, but miss.
Fexes didn't have range due to the jungle shennanigans.
Turn #2
SM
-Jungle Events = Nothing again...
6 units of bikes turbo boost ahead
Knight Paladin brought the pain killing a Carnifex and the unit of Hive Guard.
Bikes finished off the unit of Forest Lictors
Thunderfire Cannons managed to put a wound on the Tyrannofex and kill 2 Genestealers
Khan's squad puts a wound on the remaining Carnifex.
Somehow the remaining bikes put 5 wounds on the Tyranofex with SNAPSHOTS from their Meltas, killing it!
The remaining 2 Dreadnaughts fire at the Flyrant, putting another wound on it, but it stayed in the air.
Turn #2 Nid
-Jungle Events = Nothing
-Reserves = rolled a 1 :(
-Carnifex fails instinctive behavior and rolls Devour.
Swarmy puts Catalyst on some nearby Genestealers
Flyrant kills a TechMarine and puts a wound on the now unmanned Thunderfire Cannon.
Spore Mines close in.
A unit of Genestealers runs 4"
Swarmy Kills 1 bike with Warp Blast
Carnifex charges at bikes taking 2 wounds from Melta snapshots, then dies to melee before his initiative.
(The bikes consolidate towards the evac zone.)
A group of Genestealers and the Spore Mines charge a group of bikes, losing 1 Genestealer to overwatch.
Spore Mines explode, accomplishing nothing. Another Genestealer is lost in melee, but they take out 2
bikes with rending hits.
Another group of Genestealers and Swarmy charge a group of bikes, losing 2 Genestealers to overwatch.
No one does anything in melee except Swarmy, who chops down 3 bikes.
Turn #3
SM
-Jungle Events = 1 unit can treat jungle as open terrain this turn
-Evacuation. 5 Squads of Bikes are within 3" of the table edge allowing them to be evacuated.
((+5pts SM5/Nid1))
Knight Paladin and the Dreadnaughts fire away at the Flyrant, but fail to wound or ground him.
Swarmy and the other combat of Genestealers both finish off their bikes. ((+2pts Nids SM5/Nid3))
***We forgot about the bikes having hit and run or they would have probably left combat on my turn***
Turn #3 Nid
-Jungle Events = Nothing (big suprise, right)
-Trygon Prime comes in from reserves.
Swarmy puts Catalyst on some Genestealers
Trygon Prime gets 2 wounds on Khan between the Miasma Cannon and his Containment Spines.
A unit of Genestealers runs 6"
Despite another perils of the warp roll, Swarmy busts the Knight Paladin in the face with Warp Lance,
getting an explodes result doing 4 hullpoints of damage.
The flyrant takes out the other TechMarine and puts a wound on his Thunderfire Cannon as well.
Genestealers fail their charge against Khan's unit and lose a stealer to overwatch in the process.
Another group of Genestealers hits a group of bikes, losing 1 to overwatch and killing 2 bikes in melee.
1 Bike escapes combat via Hit & Run.
Swarmy charges the Knight Paladin, rolling well and taking off 3 Hull Points to kill the Knight Paladin.
((+1pt SM5/Nid4))
Turn #4
SM
-Jungle Events = half range psychic and shooting.
-Evacuation. 2 Bike Squads and Khan escape. ((+3pts SM8/Nid4))
Dreadnaughts try to open up on the SwarmLord, but he makes all his saves.
A Dreadnaught tries to assault and tie up Swarmy, but takes 3 penetrating hits in melee and dies.
((+1pt SM8/Nid5))
Turn #4 Nid
-Jungle Events = Nothing (8-13 on a
3d6 roll is nothing so this happens alot).
Swarmy does Cataclysm on Genestealers of course.
Flyrant slows down so he can get back around to a Thunderfire Cannon, but fails to get a wound somehow
in either shooting or assault
lol.
Swarmy charges the last Dreadnaught and chops it down. ((+1pt SM8/Nid6))
Since the only space marine units left are the 2 Thunderfire Cannons which cannot move or shoot w/o
operators, we counted them as destroyed rather than playing out the remaining turns of shooting at them.
((+2pts SM8/Nid8))
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Final Score: Space Marines-8 Tyranids-8 Tie!
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I think the White Scars would have won on points had we remembered Hit & Run and knew the rules for super
heavies, neither of us had used the big guys before so he was only moving 6" a turn. Also Thunderfire
Cannons were pretty much going to give up points. I wasn't very impressed with the lictors getting shot up
so easily even in jungle terrain. Swarmy did alot more than I expected. Bikes were definitely a good
choice for this type of mission. Both the Knight Paladin and Tyrannofex died quicker than expected, but
that's how the dice went.
Automatically Appended Next Post: ***Apparently I messed up linking the pics, I'll try and fix that afterwhile, but I've got to run out for a bit.***