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I must humbly extend my sincerest apologies for the interruption, Lord General, but I have just received the most current reports from the ongoing campaign in the Segmentum Tempestus. As you are of course well aware, Battlefleet Arcturus—with support from no less than 16 Imperial Guard (please disregard the conflicting reports of "Astra Militarum" units listed on the Administratum logistics rosters, this can only be a vile plot of the Ruinous Powers to sow confusion and discontent amongst the feeble-minded) regiments and associated auxiliaries—has been valiantly battling the monstrous incursion of Hivefleet Leviathan. The most recent skirmish thereof, involved the vanguard of the Emperor's own glorious 555th Cadian Mechanised and one of the many splinter forces of the vile xenos threat.
Before the Battle Mission type was Cloak and Dagger (6 objectives, tactical cards hidden from enemy) with Dawn of War deployment (pitched battle for you old dogs).
Rolling for table sides and deployment was in the IG's favour. The Emperor's Finest elected to go first.
IG Warlord Trait - Pask's Old Grudges, PE(Tyranids)
Tyranid Warlord Trait - Make forest/jungle/wood dangerous terrain each movement phase
Imperial Deployment
Spoiler:
Tyranid Deployment
Spoiler:
The Tyranids failed to seize the initiative and the 555th began to roll inexorably forwards...
Imperial Guard Turn 1
Spoiler:
Pask signaled his squadron to move into a combat firing position, gauging the range to the hovering Hive Tyrant and Hive Crone (clearly the most dangerous threats). The Wyvern revealed Objective 6 as a Skyfire Nexus while Veteran squads Baker and Charlie moved up to attempt to claim the two objectives (5 and 3) in the middle and left edge of the trenchworks, respectively. The middle objective (5) was a Grav Wave Generator and the left objective (3) was a Scatterfield. The Hellhound Ignis Belli was unable to quite reach the objective (1) on the right edge of the trenchworks. Veteran squad Able parked behind the abandoned Firestorm Bunker, identified a second Grav Wave Generator (4) and kept the engine running.
Smiling his characteristic half-smile (the scars from a Tyranid spore mine turning it into an ugly grimace), Pask gave the order to spool up the Punisher Cannon. The roar of the mighty weapon was deafening—even through both his headset and half a metre of ceramite plating—but when the smoke cleared, the dreaded Hive Tyrant was staggering drunkenly, no less than a dozen fist-sized holes in its glistening carapace. Pask gave the filthy creature a half-second's respite, before ordering a supporting fusillade from the Heavy Bolter gunners. The beast roared—an otherworldly sound that echoed across the battlefield—but was quickly silenced as it retched a flood of gore from its gaping maw. Slumping forwards to the ground, it began to drown in its own vital fluids. "That's one," muttered the old tank ace.
The squadmate Executioners were able to down the Hive Crone in a flurry of plasma blasts (thanks to Pask's split-fire Tank Commander order) and killed a warrior in the process. The Wyrvern squad fired 8 twin-linked, barrage, small blast, shred templates into the Termagants, but tactical spacing resulted in only(!) 14 kills. The Hellhound incinerated 4 termagants and the Able squad Chimera took pot shots at the Zoanthropes, doing no wounds.
Imperial Guard (4) - Slay the Warlord, First Blood, Witchhunter (kill a psyker), Control Objective 5
Tyranid (0)
Tyranid Turn 1
Spoiler:
Undaunted, the xenos threat charged, en masse, towards the Imperial gunline. Termagants, Hormagaunts, Zoanthropes, and Warriors moved up while the Tervigon and Biovores remained behind. The ruins objective (2) was revealed as a second Skyfire Nexus, giving the Biovore Brood a 3+ cover save. The Tervigon wisely remained completely out of LOS. Spawning termagants, however, proved somewhat more difficult than usual as doubles were rolled after only birthing 13 models. Undaunted, the Tervigon began to summon the mystical energies of the immaterium and attempted to manifest the Catalyst upon its new brood...
The warp gods are fickle indeed. Its birthing sacs already hanging dried and dessicated, the Tervigon's bestial mind was scoured clean by a cacophony of a thousand alien voices. Down to five wounds and purged of the psychic power of Catalyst, the Tervigon huddled behind the ruins, physically and mentally battered, but still contemplating its next move.
Warp blasts from the Zoanthropes washed over both Able and Baker Chimerae, but only Baker lost a hull point to a glancing hit. The Biovores lobbed spore mines onto Charlie Chimera and the Wyrvern Squadron. Exploding harmlessly off of the former (failing to glance AV10), but landing just short of the latter. As turn 2 began, 3 mines drifted ominously in the Imperial backfield.
Imperial Guard (4)
Tyranid (1) - Control Objective 3
Imperial Guard Turn 2
Spoiler:
Relatively pleased with their positions, all three Chimerae, the Wyvern, and the Hellhound elected to remain stationary. Pask's squadron rumbled at a steady combat speed towards the eastern edge of the trenchworks and drew a bead on the closest Zoanthrope Brood.
Newly transferred Fire Control Officers (FCO) assigned to Wyrvern Squadrons are often pleasantly surprised at the relative comfort and technological prowess of the uniquely retrofitted suppression tanks. Despite the outwards appearance, impressive capabilities, and careful ministrations of the attached Enginseer corps, crew requests for newly acquired Wyrvern batteries are often sorely lacking for volunteers. While no Imperial Guard commander would ever sanction the voicing of such heresy (especially within earshot—or whatever else they have—of a Mechanicus representative) the skuttlebutt ranges from uneasy feelings of being watched, to outright claims of ghosts in the machine. Hydra battery commanders—who make up the bulk of the augmentees—have been especially unnerved by the ever-present thrumming of the proximity auspexes and, ironically, the distinct lack of teeth-jarring recoil commonly associated with the Imperial Guard's premier anti-aircraft system. The Stormshard mortars, while evocatively named, have an eerily quiet report upon firing and crews have expressed concern at how quickly the targeting systems react, even when toggled to manual mode. Some have even reported that the Wyvern seems to have an 'eagerness' to engage particularly large masses of infantry. Conflicting reports of disciplinary action against FCOs accused of launching without proper clearance invariably contain the same tired claims of system error and an absolute assurance that all safety switches were guarded prior to the event in question. Naturally, these laughable excuses are ignored and such traitors are executed in the Emperor's name. The fact that Wyverns seem to attract the most disobedient of FCOs—even those who had exemplary careers before being involuntarily transferred—and the highest attrition rate of any artillery battery due to punitive measure, remains a mystery to this day.
The two Wyverns targeted the bounding Hormagaunt Brood and butchered 17 models in a storm of whickering fragments. Holding the Scatterfield objective was unable to save them thanks to the Wyverns Ignores Cover ability. The Hellhound ignited the two remaining Warriors in the middle of the field and managed to put two wounds on the lead model. Unloading all guns into the Termagant Brood netted Baker Chimera 6 kills. Able Chimera was unable to penetrate the western Zoanthropes 3++ but Pask overloaded both of the eastern Zoanthropes warp fields by pure volume of fire, killing both with the last wound coming from the lowly Heavy Stubber. Charlie Chimera mopped up 3 Hormagaunts with its Heavy Flamer. The Vendetta elected to continue orbiting the battlefield and enter the fray on a later turn.
Imperial Guard (4) - None
Tyranid (1)
Tyranid Turn 2
Spoiler:
Chittering madly, the xenos horde plunged ever onwards into the very mouth of hell. Again, the mass of Termagants, Hormagaunts, Warriors, and remaining Zoanthropes charged forwards and swarmed into the trenchworks. Having bounded with a full 9" run in the previous turn, the Hormagaunts managed to position themselves well within range to assault Charlie Chimera. The Zoanthropes manifested Warp Blast a second time (using 7 dice!) and stripped two hull points off of Able Chimera, stunning and shaking it in the process. The Biovores continued their bombardment of the Veteran squad Chimeras but were only able to gain a glance on a single Wyvern. The Hormagaunts viciously charged Charlie Chimera but, despite a substantial handful of dice, only managed to bring it down to a single hull point.
The game is tied as we move into turn 3. To Be Continued...
Imperial Guard Turn 3
Spoiler:
Smite the foe! Smash the enemy! For the Emperor we bring death! - Incantation of Battle
The sound of screaming jet turbines filled the air as Halo 11 roared overhead the Imperial lines. Zooming in from reserves over Charlie Chimera, the Vendetta quickly picked out the two warriors in the open and vaporised them with impunity. Charlie Chimera, battered but not beaten, and emboldened by the sound of angelic deliverance, turned and tank shocked its previous attacker, the Hormagaunt brood. Since they charged out of synapse, the now non-Fearless Hormagaunts failed their leadership test and bounded back towards the Tyranid lines.
Having found an excellent vantage point at the military crest of the hill, Pask and his unit pivoted to face the second Zoanthrope threat on the western flank. Stunned from the previous shooting phase, Able Chimera's crew desperately tried to get the engine started, but to no avail. The Hellhound tank shocked the middle Termagant horde in the hopes of getting a juicy target for his Inferno Cannon but (after reading the rules regarding tank shock, and how models no longer actually physically move out of the way [and apparently didn't even do so in the previous edition...]) elected to reverse back where he came and simply immolate 3 termagants instead. Baker Chimera chalked up 3 more Heavy Flamer kills and a well-timed melta gun shot from the hatch managed to wound the lone Warrior on the other side of the trench. Failing his cover save, the T4 Warrior had a short, sharp lesson in the physics behind Boiling Liquid Expanding Vapour Explosions (BLEVE).
Pask split-fired and unloaded 10 barrels of hell on the Zoanthropes, killing one (which looked suspiciously like a Venomthrope...). The Plasmacutioners brought the light of the Emperor to the Termagant squad, killing 9 but losing a hull point (after realizing Gets Hot! on the Executioner Plasma Cannon must be rolled 3 times, rather than just once, giving a total of 5 dice per tank!) to plasma venting. The Wyrverns did what Wyverns do and cut the centre Termagant brood down to 7 models.
Imperial Guard (5) - Objective 3
Tyranid (4)
Tyranid Turn 3
Spoiler:
While the Tyranid Eastern flank was rapidly coming apart—the fleeing Hormagants, now robbed of their synapse Warriors, continued to run—the Tervigon and remaining Zoanthrope were able to rally the remaining broods to action. Realizing the thinness of remaining synapse available, the Tervigon elected to cast Dominion and ensured that all of the Termagants would be under control. Objective 1 and objective 5 were claimed and contested (respectively) by the two central Termagant broods who then hunkered down and prepared to weather the storm of Imperial gunfire. The largely untouched brood of Termagants on the Western edge of the battlefield surged forwards and contested Objective 4. The Zoanthrope floated ponderously behind a ruined ADL, comfortable in his 3+ invulnerable save.
Manifesting its most powerful warp blast yet, the Zoanthrope blasted a man-sized hole in Able Chimera's already-dented front armour, wrecking it completely. Able squad were able to evacuate via the rear hatch but the choking smoke, residual warp energies, and chaos of battle became too much for their sergeant to handle; the squad was completely pinned. The unrelenting Biovore barrage continued. Charlie Chimera was wrecked from a direct hit and glancing blow but thankfully Charlie squad evacuated without incident. Their success was short-lived, however, as a second Biovore barrage—this time from near the Tervigon's last known location—landed almost directly on target. Pict recordings of the aftermath are available but they are not for those with a weak stomach. The loss of 8 members of Charlie squad was duly noted in the Logisterium.
Having monitored the vox network closely for any tactical information, Pask realized that Objective 2 had suddenly become his priority target. Two separate Higher Headquarters (HHQ) taskings included instructions that it was to be secured at all cost. Knowing his ponderous Leman Russ would never make it in time, he forwarded the information to the 12th Airborne for immediate prosecution.
Halo 11, having received new orders, descended to hover mode and lowered grav hooks for the remaining two members of Charlie squad to quickly embark. Maneuvering carefully, the Vendetta sighted the lurking Tervigon and removed a single wound with a focused Lascannon blast. The Hellhound revved across the ruined trenchworks and made best speed towards Objective 2. Bravo Chimera flamed two of the remaining Termagants and the Multilaser killed a third. The Wyrverns were awaiting orders from central command regarding target priority, but never received it and failed to fire (I forgot...). Pask, however, passed his split-fire roll and riddled the remaining Zoanthrope with enough Punisher shells to give it a severe case of lead poisoning. The Executioners, thankfully passing their Gets Hot! rolls this round, were able to kill the majority of the Termagant brood, leaving 7 models still claiming objective 4.
Realizing the approaching threat of the Hellhound, the Tervigon decided it was time to take matters into her own claws. Lumbering out from behind the ruin, she roared a challenge at the Ignis Belli and prepared to charge. The western Termagant squad, despite being less than 1/3 of its original strength, leapt nimbly over the ruined building and towards Able squad, who were finally able to pick themselves up and re-enter the fight. The Hormagants, needing Insane Heroism to rally, failed to do so and continued to run towards the Tyranid lines.
The only shooting was the continued barrage of spore mines from the Biovores. Two groups landed just shy of the Hellhound and a third group impacted just to the rear of Baker Chimera. Seeming to float aimlessly for a moment, they suddenly drifted towards the vehicles and violently exploded in a welter of acidic pus and gore. Baker Chimera was thankfully spared the worst of the blasts but despite the Hellhound's side armour proving thick enough to ignore the first group, itsuffered a glancing blow from its rearward attackers. The survival was to be short lived, however, as the rampaging Tervigon charged and wrecked the anti-infantry tank in a single round of combat.
The western Termagants charged the surviving Able Squad and lost two of their number to overwatching Lasguns. Undaunted, the slavering beasts made it into base-to-base and snapped their jaws hungrily as the Imperial Guard would strike first. The Emperor Himself guided Able squad's bayonets—especially those of the sergeant—and three Termagants were slain. The remaining 3 monsters were only able to kill two Guardsmen and, having over-extended their synapse range for a second time, failed their Leadership. Unable to catch the bounding beasts, Able squad consolidated around the wrecked Chimera and towards Objective 4.
Imperial Guard (5)
Tyranid (9) - Kill a Unit
Imperial Guard Turn 5
Spoiler:
The Guard were running out of time. With the potential for an extraction order at any moment, it was imperative that they secure the priority objectives and eliminate the Tyranid threat. Halo 11 pushed up the throttles and zoomed over to the contested ruins. Unable to draw a bead on any targets, the twin-linked Lascannons remained silent. Able squad edged closer to Objective 4 and claimed it for the Imperium. Pask and the Executioners rumbled forwards into the wooded area at the foot of the hill, deftly avoiding any immobilization results, and prepared to add a third monstrous creature kill to their tally for the day. Baker Chimera remained stationary and in control of Objective 5.
FIRE UNTIL THE BARRELS GLOW! Not risking a split-fire order, Pask and his unit unleashed hell upon the finally exposed Tervigon. 20 shots from the Punisher and Heavy Bolters resulted in 7 armour and 3 cover saves for the Tyranid Matriarch. Despite the wreck of the late Ignis Belli to shield it, the Tervigon was slain. Wyrvern fire eliminated the Termagant brood holding Objective 1 and Baker Chimera finished off the Termagants contesting Objective 5.
Imperial Guard (6) - No Prisoners (kill a unit)
Tyranid (9)
Tyranid Turn 5
Spoiler:
The remaining Tyranid forces were few in number, but tactically they were still in the lead. It had become a war of stagnation and the hope was that the Imperial Guard would not have the time to make up the disparity.
The Hormagaunt brood failed to pass their Insane Heroism and finally fled the board. The fleeing Termagants also continued to run. The Biovores, having already caused grievous hull point and infantry casualties, fired on the the last surviving Chimera (Baker) and the remains of Able squad. A single model in Able squad was able to claim a cover save... and failed. It is unlikely that the Munitorium will recover anything from the bubbling mass of organic remains. Baker Chimera was wrecked by a solid hit and the embarked squad piled out with no further issues.
Imperial Guard (6)
Tyranid (9) - None
A D6 roll of 3 means the game continues... barely. A stroke of luck for the Imperial Guard.
Imperial Guard Turn 6
Spoiler:
Descending into a hover mode, Halo 11 turned to face the Biovores holding Objective 2. A new HHQ missive indicates Objective 3 must be reclaimed and Pask's squadron moves at full velocity towards the target.
Lascannons split the air and a single Biovore is slain. Objective 2 is now held by the Vendetta. Pask rolls for Full Throttle! and succeeds. The Eastern Executioner is 10 inches from claiming Objective 3 so a 4+ is required on the next D6 (6+D6 flat out movement). A 5 is rolled and Objective 3 is claimed. An extremely fortuitous series of events for the IG. The Emperor was indeed smiling upon them this day.
Realizing the precariousness of their victory, the Tyranids realize that the Vendetta must be destroyed. With only Biovores remaining, all shots are fired at the hovering vehicle. A single hit and two scatters result in no damage to the skimmer (side AV 12) but a group of 2 and a group of 3 Spore Mines land easily within charge distance. The final dice roll to decide the game needs as many sixes as possible... and when the smoke clears the Vendetta is still flying with a single remaining hull point.
Imperial Guard (10) - Linebreaker
Tyranid (9)
BATTLE RESULTS
Spoiler:
Tyranids 9 - Imperial Guard - 10
Victory to the Imperial Guard!
Imperator Vincere!
After Action Report (AAR) to follow...
This message was edited 2 times. Last update was at 2014/06/19 18:16:22
"War. War never changes." - Fallout
4000pts
3000pts
1000pts
2500pts
2014/06/16 15:09:33
Subject: 7th Edition - 1500pts Tyranids vs. Mechanised Guard (pics)
Interesting batrep thus far with the fluff thrown in. Win or lose, I predict the Tyranids aren't going to have many models left on the board, lots of little gribblies versus lots of armour = Lots of dead gribblies. I'm intrigued to see if the bugs can pull it off.
One little thing in regards to your Tervigon perils fluff... Tyranids don't tap into the warp for psyker power, they harness some of the hive minds power.
Hive Fleet Ngaro 4800 points
Cult of the Red Saviour 1700 points
Zerg Infested Terrans 2300 points
Hey all, thank you for the comments. Second half of the batrep should be up tomorrow.
- With regards to the sparsely populated board, you're correct, and we didn't really think about this until we were a couple of turns in. This being said, the vast majority of the bugs were actually getting cover saves—in part due to the green areas being 'trees,' multiple units providing cover to each other, and pretty liberal use of the 25% rule—except for those shot by the flamers/stormshard mortars. I think the only thing we really needed more of was complete LOS blocking cover. Definitely something to do next time. The only really bad 'no cover' situation was, as some have mentioned, the first turn where the big gribblies were sitting out in the open for all the world to see.
- The Tervigon did indeed cast catalyst successfully even though she periled. My fluff may have been somewhat overzealous in presenting the sense of 'failure' that the poor mummy bug experienced.
- As for the few questions about Tyranids (warrior brood numbers, psychic fluff, etc.) I'm afraid I'm not well-versed in Tyranid rules or fluff. Definitely good to know, however, and I'll adjust my writing to reflect it. Thanks!
Well for 1 the Nids didn't have nearly enough anti tank to compete on this one. I knew as soon as saw the lists he was done.
2 there wasn't much cover for the Nids which made it even worse for him.
3 The guard got 1st turn and did not let the Crone or HT get being the flying threats which could have made a diff.
4 I just don't know what to think about Zoanthopes now. They were good with pods but having to walk across the board I have never seen them as threats in games anymore. Many a bunch in a Bio-titan might me great.
5 More Crones HTs and Harpies please. Woulda made a diff.
This message was edited 1 time. Last update was at 2014/06/20 14:30:56
Great report! Exalted. Loved how the nids were playing tactical and you went with a kill them all strategy, very imperial. Really suspenseful! I feel like you don't really need the second executioner, I guess it helped drop the harpy though. Do they both get preferred enemy as well? Pask was rolling well but seemed like someone replaced your prometheium tanks with diet mountain dew cans since your flamers were on safety mode. The detta was my favorite, just how I imagine them being used. Very fun even if he didn't kill a lot, although line breaker and assassinating the last right flank synapse was ace. Give that model some nose art!
Abadabadoobaddon wrote:
Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.
Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.
Mythra wrote: Well for 1 the Nids didn't have nearly enough anti tank to compete on this one. I knew as soon as saw the lists he was done.
Very true. The AV11 rear Leman Russ variants were all but invulnerable to him (except for the Zoanthropes/MCs). Although he did only lose by a single victory point. That says something for both his tactical skill and that a bad match-up isn't always auto-lose in 7th.
2 there wasn't much cover for the Nids which made it even worse for him.
Agreed. Although the majority of his units were actually getting 4+/5+ cover from various sources. The Wyverns and volume of fire from Pask made the cover situation somewhat moot, unfortunately, although the first turn MC in the open didn't help.
3 The guard got 1st turn and did not let the Crone or HT get being the flying threats which could have made a diff.
That was an interesting tactical situation. He discussed keeping them in reserve and have them flying on, but was worried they wouldn't arrive in time to help. He also wanted them closer so they could get into combat more quickly, but that meant no cover behind smaller gribblies. I think it would have been a very different game if they had had a chance to take to the sky.
4 I just don't know what to think about Zoanthopes now. They were good with pods but having to walk across the board I have never seen them as threats in games anymore. Many a bunch in a Bio-titan might me great.
He was mixed as well. They were abysmally slow, but at least could run in the shooting phase every time. They also soaked quite a bit of fire (with the 3++) but I'm not sure if that was worth it.
5 More Crones HTs and Harpies please. Woulda made a diff.
Even though Pask is an MC killer, more MCs (especially flying ones) would have been a challenge to deal with. Then again, more big bugs means fewer small ones and his Termagaunts won him the game with their objective grabbing.
Silverthorne wrote:Give that model some nose art!
I like that idea! I still haven't decided on a good scheme for her but now I think a sexy Tyranid pin-up might be in the future