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Made in au
Brainy Zoanthrope





Newcastle, Australia

The game - 1000 pt 1 HQ 2 Troops compulsory, 6"x 4" table about 40% terrain coverage with good LOS blocking terrain also. 5 Objectives total, 1 in the center then 1 on each side 12" from it along the central line, then an additional objecting 12" from that one (I.E. Edge---Obj--12"--Obj--12"--CenterObj--12"--Obj--12"--Obj---Edge). 2 VP per Obj at the end of the game, 1 VP per full unit destoryed by the end of the game. No secondaries.

Nids
Old One Eye
Termagant Brood
Hormagaunt Brood
Zoanthrope 1
Zoanthrope 2
Carnifex 1 2x TL Dev
Carnifex 2 2x TL Dev
Carnifex CC x2, 2x Bio-plasma, 2x Spine Banks

Powers
Zoan1 - Warp Blast, Dominion, Paroxysm
Zoan2 - Warp Blast, Dominion, Catalyst

Warlord Trait - OOE fixed trait - Adaptive Biology, What was forgotten all game :(

Iron Hands SM
MOTF Thunder Hammer, Servo Harness
Tactical Squad 1 Flamer, Lascannon, Power Fist
Tactical Squad 2 Melta, Plasma Cannon, Power Fist
Terminator Assault Squad 2x TH SS, 3x TL LC
Dreadnaught TL LC, ML
Devastator Squad 4x ML

Warlord Trait - Can’t remember sorry, didn’t come up anyway

Deployment
SM gets to Deploy and go first, MOTF, Tac1, Dread in central ruins in his deployment, Tac2 on the left flank in the open, Devs on the right flank in the open with Termi’s in front of them.
Nids OOE, CCfex, Fex2, Zoan2 all just right of the middle as far forward as possible. Fex1 in the middle with Zoan1. Gants in front of Fex1, Horm on the left flank in cover.
Night fighting is rolled for, it is in effect.
Nids seize the Initiative.

T1 Nids
Movement phase, all advances. Psychic phase, Zoan2 gets Catalyst off on the Gants and Zoan1 casts Dominion on itself. Shooting phase, all run considering shooting is out of the question with the Zoans warp blast at 24" being the longest ranged attack in the army. End of the turn Horms in cover towards center left Objective, Gants in the open at the central objective. Zoan1 in cover behind Gants. Fex1 to the right of the Gants in cover. The rest in cover on the right flank heading towards the Center Right and Right Objectives.

T1 SM
Movement phase, Temi’s move up towards the central right obj, no one else moves. No psychic phase. Shooting phase, he unloads on Zoan1, Fex1, and the Gants. Some good cover saves (2+ thank you night fighting) and no wounds to Zoan1 or Fex1. I lose about half the Gant squad after FnP rolls.

T2 Nids
Movement phase, all advance again, Gants sit in the middle in the open on the central Obj, Horms take the center right Obj half in cover, Zoan1 moves up to keep everyone in synapse is now in the open. Fex1 moves a staggering 2" out of cover towards the center Obj, still out of range to shoot. Zoan2, CCfex, Fex2 all move past center right and right Obj into range of the Termi's. OOE moves towards the center heading for the MOTF and Tac1. Psychic phase, Catalyst on OOE and both Zoans get Dominion on themselves, doing quite well for Psychic phase so far. Shooting phase, Fex1 runs towards OOE in the center. CCfex shoot the Termi's with 2x Bio-Plasma blasts and 2x Spine Bank blasts, 1 Bio-Plasma wound on the Termi’s, 1 on myself, however 6 Spine bank hits -> 4 wounds. Termi's fail invuln on the storm shield, and lose another to Spine bank wounds, CCfex takes a wound from Bio-Plasma. Fex2 unloads on the Termi's and they lose 2 due to unlucky saves, 1 Termi left. Gants shoot into Tac1 and MOTF who is joined to the squad but all wounds are saved. Assault Phase, CCfex attempt to charge the remaining Termi, Make it. Termi dies to HOW. Consolidate towards the Dev squad.

T2 SM
Movement phase, nothing moves. No Psychic phase. Shooting phase, Devs light up OOE causing 2 wounds dropping him to 2 (forgot FnP :() MOTF and Tac1 fire into the Gants causing only 2 to be left standing. The dread attempts at OOE causing 1 Lascannon wound, takes him down to 1. Tac2 fires into the Horms taking them down to 5, but the Plasma cannon Gets Hot and kills the marine. No assaults this turn.

T3 Nids
Movement Phase, Horms hide in LOS blocking cover holding the center right Obj, Gants fall back into ruins in range of the central Obj. Fex1 moves up to support OOE, CCfex and Fex2 move towards the Devs. Zoan1 takes up a position in the center of the board in the open, while Zoan2 sits on the center right obj. OOE moves slightly to get a better charge against the Tac1 squad with the MOTF. Psychic phase, Zoan1 casts Catalyst on OOE and Warp Lance at the dread, Glances the Dread that later regens with it will not die, Zoan1 perils however and is down to 1 wound. Dominion on both Zoans but Zoan2 perils, also down to 1 wound (what did I say about good luck in the psychic phase?). Shooting, Fex1 shoots into Tac1 with MOTF taking 1 marine down. Fex2 shoots into the Devs killing all 4 ML, the sergeant subsequently fails his morale check and falls back off the board. CCfex are now not in range to assault anything as Fex1 killed the only marine from Tac1 in range, so they run. Assault phase, Zoan1 declares a charge against Tac1 and MOTF, they overwatch him causing a few wounds that are all saved, He fails charge range. Fex1 then assaults Tac1 and makes it followed by OOE. OOE and Fex1 cause 4 marines to be removed from HoW (Living Battering Ram is very powerful). The marines attack OOE at Init step 4 causing no wounds. OOE kills the rest of the squad off at Init step 2 followed by Fex1 killing MOTF before his Thunder hammer attacks can be made. They consolidate around the dread. OOE regens a wound back to 2.

T3 SM
No movement or psychic phase again. Shooting phase, Dread shoots into OOE but fails to hit. Tac2 fire at Fex1 causing 1 wound. No assaults.

T4 Nids
Horms outside of synapse and fail LD, they then kill off 2 of themselves leaving only 3 still on the Obj. Movement phase, Fex2 moves back towards the right Obj, CCfex move towards the Dread and Tac2 but are quite far away from actually doing anything, everyone else basically stays still. Psychic phase, Dominion on both Zoans and Catalyst on OOE. Shooting phase, CCfex run towards the dread. Fex2 runs and claims the right Obj. Fex1 shoots the dread causing 2 glancing hits but is saved from cover saves as it is in ruins. Assault phase, OOE and Fex1 assault the dread, the dread misses all overwatch against Fex1 (first to charge) the combined HoW hits from OOE and Fex1 cause 4 Pens wrecking the dread at Init 10. They consolidate towards the final Tac squad on the left. OOE regens another wound back to 3.

T4 SM
Tac2 moves towards Fex1 and unloads in rapid fire and Melta range. Causing 1 wound, down to 2.

T5 Nids
Movement phase, CCfex move further towards Tac2 not going to make it for a charge however. Fex1 and OOE move towards Tac2, OOE moves an astounding 2" however. Psychic phase, Dominion on both Zoans but Catalyst fails. Shooting phase, Fex1 shoots Tac2 causing 3 to die. Assault Phase, Fex1 assaults Tac2, taking no overwatch wounds, kills another 3 from HoW. Tac1 Causes no wounds at the Init 4 step, Fex1 kills all but the sergeant with the PF. The sergeant hits 1 PF attack and wounds taking Fex1 down to 1 wound. Morale check and Tac2 fails, Sweeping advance fails. Tac2 rolls for fall back distance, 7" they are 6" from the table edge. They run off the board.

Nids win.

Going into this game I really did not expect to do so well. I’m not sure if it was luck / good rolls / or if 20 T6 wounds at 1000pts is cheesy. I was expecting the Zoans to die very quick and for me to have no reliable control of my army. That being said, I’ve only used OOE one time before and he died quite fast, he was defiantly a powerhouse when he reached CC this game very surprising.

To be fair after T2 it wasn't looking good at all for the SM, but my opponent stuck it out to the last man and it was an enjoyable game, Very grateful they were such a good sport.

I don’t know if I would run this list again, maybe 1 more time to see if it is the list or was just luck. Perhaps to make it interesting I'd remove the Zoans drop Bio Plasma and Spine Banks on the CCfex and add another Fex with TL Dev and HVC. So no synapse and IB rolls every turn. Could be funny to see how it goes and balance out the fact there is 24 T6 MC Wounds walking around.

This is the first time I've tried to write up a battle report. Sorry about no pictures I didn't plan to write one while I was playing.

Thanks for reading.

This message was edited 1 time. Last update was at 2014/12/05 07:10:56


6000 - Hive Fleet Limax
4000 - Sons of Horus
5500 - Ultramarine's
1000 - Blood Raven's
3000 - Skaven 
   
Made in us
Frightening Flamer of Tzeentch




PNW

Grats on your victory. I think the loss of the Terminators on T2 tipped the game in your favor early on as that was his primary hammer unit (no pun intended).

 
   
Made in au
Brainy Zoanthrope





Newcastle, Australia

 Aurelian wrote:
Grats on your victory. I think the loss of the Terminators on T2 tipped the game in your favor early on as that was his primary hammer unit (no pun intended).


Yeah some really unlucky rolls made that unit disappear real fast. It was strange, not even that many wounds were put on them. Just couldn't make a save.

6000 - Hive Fleet Limax
4000 - Sons of Horus
5500 - Ultramarine's
1000 - Blood Raven's
3000 - Skaven 
   
 
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