For a little bit of pre-game explanation, my friend and I are getting back into
40k after a bit of a drought, and we're using the opportunity to get into a couple of new armies. I will be making a Emperor's Children army using the Crimson Slaughter supplement, and my opponent will be maing a Tyranid army. He's at an advantage already, as his army is fairly sizable, but I've got big plans for my army. To start out, however, all I've got is the squad of Noise Marines, a Chaos Lord on a bike, and some Obliterators that I'm proxying in for Spawn.
500 Points Angels of Ecstasy
Chaos Lord on Bike
• Mark of Slaanesh
• Sigil of Corruption
• Melta Bombs
• Gift of Mutation
• Relentless Blade
Noise Marine Squad
• 5 Noise Marines
• 1x Blastmaster
• Aspiring Champion
• Doom Siren
Chaos Spawn
• Mark of Slaanesh
500 Points Wintergreen Tyranids
Tervigon
20x Termingaunts w/Devourers
20x Hormagaunts
MISSION:
Purge the Alien with Dawn of War Deployment. No night fight turn 1.
Tervigon got Heightened Senses (Night Vision) Warlord Trait and Psychic Scream
Chaos Lord got Murderous Rage (Furious Charge and Rage) Warlord Trait and then rolled snake eyes for his Gift of Mutation. This would set the tone for the rest of the game.
PRE GAME THOUGHTS
I am woefully inexperienced vs. ‘Nids. I know some tricks to fighting them from battle reports, etc but that’s about it. Every other time I have faced them I’ve lost. Badly. From what I’ve seen focusing fire on the Tervigon is the way to go but unfortunately I don’t have much in the way of firepower yet. My plan is to use my Chaos Spawn to intercept the hormagaunts and hopefully kill them off, or at least bog them down for a while. My Chaos Lord will intercept any gaunts the tervigon spawns, buff the Relentless Blade as much as possible, and then charge the Tervigon. With any luck he’ll be
Str 6+ by then and hopefully my Noise Marines can put some extra wounds on the monstrous creature as well.
DEPLOYMENT
Nids win the roll-off and deploy. Tervigon sets up in the middle with both large gaunt groups flanking. I set up in the opposite corner from the hormagaunts, deeming them the easier target. Chaos failed to seize the initiative and the game begins.
TURN 1 - Nids
Turn 1 consisted of the Tyranids moving as rapidly as possible towards my forces. This means everything that could run, ran. The Tervigon birthed 8 Termigaunts and rolled doubles. Nothing was in range for shooting and so the turn passed.
TURN 1 - Angels of Ecstasy
The Lord split off from the Chaos Spawn to intercept the 8 termigaunts in front of the tervigon. The plan was to kill as many termigaunts as possible this turn, mop up the rest during the ‘Nids assault phase, and then slingshot into the Tervigon. Shooting was minimal, with the Noise Marines failing to wound the Tervigon. The Blastmaster hit but unfortunately rolled a 1 to Wound.
In assault, my Chaos Spawn rolled a 4+ armor save vs. the Hormagaunts, which I was hoping would spare me from the 40 attacks I faced. I figured I’d be okay since they’d need to roll 6’s to wound, but my opponent rolled very well and I faced 8 wounds. My dice rolling started out bad and continued downhill as I failed 6 of 8 wounds and lost two spawn right off the bat. The remaining spawn rolled 6s for their attack dice and did manage to cause 8 wounds.
My Lord charged the termigaunts, who only got off one hit with snapshots. True to form, however, he managed to wound my Lord and I failed his armor save. With rage, furious charge and an AP3 sword, he cut down 6 termigaunts right off the bat. Perfect!
TURN 2 - Nids
The tervigon moved up to counter my Noise Marines and hopefully get into psychic scream range. His large squad of termigaunts moved towards my right flank, where the spawn and hormagaunts were fighting. The tervigon fired at the Noise Marines but was unable to kill any.
In assault, the spawn rolled tentacles and then go 6 attacks again. However, the hormagaunts rolled like champs and managed to kill another spawn and wound a second. In response I only managed to kill two gaunts.
In the other assault, my
Str 5,
AP 2 Chaos Lord was able to kill off the last two termigaunts and set up a charge vs. the Tervigon. JUST KIDDING! He whiffed his attacks and only managed to kill 1 gaunt, locking him in combat for another turn. Unless I get lucky, I see my Lord’s death in the future.
TURN 2 - Angels of Ecstasy
No movement on my part, though I do get really lucky during the shooting phase and put two wounds on the Tervigon with my Noise Marines.
In combat, I roll tentacles again for the spawn, and only four attacks. The gaunts kill another spawn and put two wounds on the other. I’m down to one spawn at this point already. Spawn kills a couple more gaunts but I’m still grossly outnumbered.
True to form, my Lord kills the last gaunt in his combat, and then only rolls a 3 for his move, leaving him out in the open vs. 20 termigaunts and a Tervigon. This will not end well.
TURN 3 - Nids
The Tervigon moves up to scream my Lord and the Noise Marines, and the termigaunts move to intercept my Lord. In the shooting phase, my Lord falls under a fusillade of devourer fire. What else do you expect from 20 (slightly weaker) burst cannons. I was actually thinking I might survive after he rolled horribly and only ended up causing 6 wounds. Unfortunately I failed two, and the Lord died.
The Tervigon tried to scream at my Noise Marines but was just out of range, and settled for firing its weapon instead, managing to kill one.
In assault, the hormagaunts missed out on causing any wounds on the spawn! Sadly the spawn rolled 1 attack and only killed one gaunt.
TURN 3 - Angels of Ecstasy
Things are looking bad for Chaos. I decide to try and hold my ground and see if I can drop the Tervigon, but I’m just not lucky enough. I do end up causing one more wound, but at this point it still has three remaining.
In combat, my last spawn dies, and the gaunts consolidate towards me. The end is near.
TURN 4 - Nids
The Tervigon and hormagaunts converge on my remaining Noise Marines. The Tervigon attempts to scream but I deny the witch! It doesn’t matter as I get dual-assaulted by the Tervigon and gaunts, and fall to the weight of all the Nids.
TURN 4 - Angels of Ecstasy
HAHAHAHAHA, as if.
FINAL SCORE
Angels of Ecstasy – 2 (1
KP, First Blood)
Wintergreen Nids – 5 (3
KP, Warlord, Line Breaker)