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0006/11/16 21:00:18
Subject: ATC report: TyranKnights 1850 (All games completed, post tournament up)
Hello everyone! I haven't put any Battle Reports on Dakka in a while, but I'm back in business! Early this morning I got back from the American Team Championships in Tennessee. For those who aren't familiar, the ATC was composed of 34 teams of 5 players each. Each round, teams are matched up, and the two captains exchange lists. Then, they roll off, and the winner chooses which team may place a list down first. The other team responds with an army list, and the Captains alternate placing lists down. When all 5 players are matched up with another person on the other team, the games are played. Each team tallies the points scored by each of their players, whoever scores most wins that round. Final placing is determined solely by Battle Points.
This year was my first trip to the ATC, and my first trip outside of Florida for a 40k event. Last year, we had several players from the Orlando area go to the event, and decided to form a team, Orlando Hereticus. However, enough people in the area were interested that we ended up forming two teams, Alpha and Beta. I was the last player to sign up and ended up as Captain of the Orlando Hereticus Beta team. As could be assumed, the Alpha team had most of our heavy hitters, but I went into the event having very high hopes for the Beta team!
This is our two teams together, in uniform. We gave a great showing for Florida!
My comrades-in-arms brought Knights/Necrons, Tau/Blood Angels, White Scars/Iron Hands, and Daemons. I myself brought my TyraKnights (patent pending!) to the ATC:
The most striking part of my list is definitely the giant Robot who doesn't quite fit in. I was the only Tyranid player at the event who was using allies, despite the limitations of Come the Apocalypse. I had played 11 games to test the Knight out before the event, and ended up being extremely happy with how the results went. The Knight was an irregular addition to my list, but I felt that he added something huge. He's a massive Close Combat deterrent to the enemy and his massive Melta Cannon also provides Tyranids with some very valuable anti-tank fire, as well as an AP 2 large blast. For 200 points more than an Exocrine, he fills Tyranids AP 2 needs while also providing a ton of other buffs. I was also hoping that a Tyranid Knight would draw firepower away from my Monstrous Creatures, and would be an unexpected match up that my opponents would be unsure how to counter.
So, I should have my first battle Report posted tonight! Game 1 was against team Name Pending, and my opponent was a very friendly guy who happened to be bringing 3 Imperial Knights with Imperial Guard allies. Any thoughts or predictions on my list? The results are online if anyone likes spoilers, but the rest of you must wait and see! If there was anyone else on Dakka at the event, feel free to chime in!
This message was edited 10 times. Last update was at 2014/07/31 15:48:14
All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
Glad to see more nids being played in the big leagues. I've been running a knight with tyranids since the beginning of 7th and its an amazing addition to the army. Looking forward to the reports
Game 1: TyraKnights vs Imperial Knights/Astra Militarum
The ATC missions are pretty simple. 6 missions possible, two each of the various deployment types. Then, 3 Primary objectives, each worth 8 points or 4 for a draw. Kill Points, Emperors Will, and Capture and Control. Each secondary objective is 2 points, for a maximum of 30 available.
This game had a Dawn of War deployment.
Team "Name Pending is our opponent for the first round, and after matching everyone up I am playing against an Imperial Knight/Guard army. I think this is a very good matchup for me, as I'd practiced versus Knight lists (both 3 and 5) several times, and my Flyers had been instrumental in those games.
Pre-game: This map had a lot of hills on it and Ruins, I made sure every objective I could place was near a Ruin or terrain that blocked some LoS to help my Rippers. I also got "Master of Ambush" as my Warlord trait and then proceeded to completely forget it!
Deployment Imperium:
Spoiler:
The Imperial Deployment is very straightforward. All three Knights are right up front, with the Wyverns and Russ behind them. Each Taurox takes a flank.
Deployment TyraKnights:
Spoiler:
My Knight takes my far right flank with my Emperor's Will. I put my Bastion central with Venom inside and Flyers all around, but reserve my Biovores. Shrikes, Zoanthrope, and gants all are behind the Bastion.
Turn 1 Imperium:
Spoiler:
My opponent goes first, and I don't try to seize. His turn consists mostly of firing into my Flyers while my 2++ cover kicks in. I only take a wound on one Crone, which is nice. His Wyverns miss by a wide margin and I survive almost unscathed!
Turn 1 TyranKnights:
Spoiler:
I fly all my FMCs up as fast as I can and just put my Knight in 36" range of his Warlord. I shoot both of my Fyrants into a Taurox behind a ruin on my right, but he makes a lot of cover saves and survives. My Crones fly interference to try and funnel his Knights away from my Bastion, and strip some Hullpoints off a normal Russ.
Turn 2 Knights:
Spoiler:
My Opponent advances his Knights around my Crones slowly, while his guard remain still.
His shooting blows up my Bastion and the Venom inside for First Blood. His Guard contingent then opens fire, and I lose both my Zoanthrope and two Shrikes.
Kill Point Counter: Imperium: 2 TyranKnights: 0
Turn 2 Tyranids:
Spoiler:
My flyers run more interference, and all three Ripper swarms arrive. One goes on the far top left behind a hill, another in my own deployment zone as I realize my Synapse will soon die, neutering my gants. The final aims at a ruin but scatters 9" straight towards the Flamer vets on my left! In shooting a Flyrant again fails to kill the Taurox on my right. Son of a gun! To make me feel a little bit better, my non-Warlord manages to single-handedly kill both Wyverns with some side armor shots and explosions. My Knight Errant advances towards my opponents Warlord and fire his Fusion gun at Melta range, stripping 2 Hull Points. Crones take a Hull point off Pask.
Kill Point Counter: Imperium: 2 TyranKnights: 1
Turn 3 Imperium:
Spoiler:
My opponent pulls his Warlord Knight 12" back away from mine, and instead sends an Errant after him, taking off a hull point. His Warlord actually grounds a Crone with his Stubbers and then assaults and kills him! I do take off one more hull point first though. He also finishes off my Shrikes this turn. His Flamer vets on the left get out and kill 2 Rippers, but one lives miraculously. Worse though, one Knight Paladin assaults and breaks my Gants, who fall back off the board. Below is the shooting phase before my Crone gets killed.
Kill Point Counter: Imperium: 5 TyranKnights: 1
Turn 3 TyranKnights:
Spoiler:
My Flyrants split up while my last Crone goes after his Flamer Vets. The Biovores arrive, and with the Crone, kill his Flamer Veterans. One Flyrant finishes off the right side Taurox while the other uses his ElectroGrubs to kill the normal Leman Russ. My Knight advances behind terrain, daring him to assault. I strip some hull points off his Errant.
Kill Point Counter: Imperium: 5 TyranKnights: 3
Turn 4 Imperium:
Spoiler:
He sends both his Paladin and Errant after my Knight, but when his Paladins fails a 9" charge he doesn't send his Errant in though terrain. He does however kill my last Crone with Pasks punisher cannon, and 2 Biovores with his Warlords Battle Cannon.
Kill Point Counter: Imperium: 6 TyranKnights: 3
Turn 4 TyranKnights:
Spoiler:
I send my non-Warlord Flyrant after his Errant, as well as my own Knight. It has three HullPoints left, same as my own. I take one off with my Flyrant and hit him with my Melta Cannon, but roll snake eyes to pen. Dang!
I then decide to charge him anyways, and actually blow up his Knight without dying! I consolidate onto my Emperor's Will objective.
On the other side of the map, my other Flyrant gets a good Haywire template and kills his last Taurox plus a few of his last Vet squad.
KillPoint Counter: Imperium: 6 TyranKnights: 5
Turn 5 Imperium:
Spoiler:
His Paladin is too far away from my Errant to make it and contest, so he goes after one of the Ripper swarms. Unfortunately for him, he can't see them with his Battle Cannon and I lose one wound only! His Warlord and last Vet squad shoot at my Flyrants but don't kill either.
Turn 5 TyranKnights:
Spoiler:
I land one Flyrant and flame half of his last Vet squad away, taking him out of range of his Emperor's Will, and then they fall back. My last Biovore fails instinctive behavior and shoots at his Knight for no effect. The other Flyrant goes a full 24" and kills Paskm who had one Hull Point left. The most important part however is when all three Ripper units pop out of various terrain pieces, grabbing three Objective markers! One Ripper went straight into the face of a Knight but had Objective Secured to take it!
Kill Point Counter: Imperium: 6 TyranKnights: 6
Turn 6 Imperium:
Spoiler:
We roll, and the game ends!
Turn 6 TyranKnights
Spoiler:
Final Result:
Spoiler:
Tyranids win Emperor's Will 1-0, with my Errant. Tyranids win Crusade as all three Rippers grab an Objective, 3-1 while his Warlord holds one. Tyranids win Kill Points 7-6, because his Veteran are falling back. I score Linebreaker, and my Opponent scores Linebreaker and First Blood.
Tyranid Major Victory, 26-4!
Post game thoughts:
Spoiler:
Woo! That was a great start for me personally. That game started getting rough early, but in my turn 4 everything suddenly worked perfectly. When my night managed to kill his and survive, it completely wrong-footed my opponent who had assumed we would both die. This gave me Emperor's Will, as well as a decisive Kill Point. My opponent played very well overall I thought, there was just nothing he could do about the Rippers once I had a turn to hide them all, and it won me the game. If the game hadn't ended, I would've been in DEEP trouble, but I made a gamble that payed off massively! In turn 6, I almost certainly lose Kill Points and Crusade as probably two Ripper units die. My opponent only had two models left at the end that weren't falling back, but both were Knights at at least half strength. I had some poor luck early, but overall it balanced out and my dice were good when they were most needed in the end game.
As for the team itself, we ended up losing by a small margin. I unfortunately turned in the sheets and never recorded the scores for each round, just my own, but I believe the final score was 82-70. Our opponents went on to do very well, as Name Pending finished the tournament in third place! My opponent was a great guy, and I think all of the games went very smoothly. I would very gladly play them again!
This message was edited 1 time. Last update was at 2014/07/16 02:52:55
gardeth wrote: I remember tarzan being heart broken when his unharmed Knight missed all his attacks on your's with 3 HPs left and then got D'd down!
Scoring rippers are deviously effective.
It wasn't unharmed, it actually had one hull point left after Hammer of Wrath, but yeah I was fully expecting to lose my Knight as well! And the Rippers were easily the game MVP, that guaranteed 6" move through terrain is massive!
I really wish Id had the chance to play you, I believe you won 30-0 vs my Marine player? Congrats on your final standing by the way! Your team was definitely full of great players.
Alright, here comes Game 2 from the ATC! Game 1, which I put up two days ago, featured a major Tyranid victory over an alliance of Imperial Knight and Astra Militarum. Round 2 saw us matched up against the team "General Staff". For matchups, I was one of the last two players left on my team (along with our Knight/Cron player) when our opponents put down a quite Nasty Eldar list. Both of knew we would fare very poorly against it, and both of us knew we would do quite well against the last list our opponent had, a Daemon build. After minute of discussion, I decided to fall on the sword for the team. This list was perhaps my worst matchup possible, but I was hoping that I could at least steal a few points and I knew my team mate would have a very favorable matchup now. Indeed, my team mate ended up getting 30 points in his game! But now, on to my own battle:
Eldar army list: Alexis
Autarch
5 Dire Avengers in Wave Serpent
5 Dire Avengers in Wave Serpent
5 Dire Avengers in Wave Serpent
5 Dire Avengers in Wave Serpent
5 Dire Avengers in Wave Serpent
Wraithknight
Wraithknight
Wraithknight
There were plenty of walls that could be hidden behind, which I made sure I did turn 1. My Knight took the far right to be able to advance up field as needed.
Deployment Eldar:
Spoiler:
My opponent put all of her Serpents in a row, with cover from the walls, and Wraithknights on the ends of the line.
Turn 1 Tyranids:
Spoiler:
To be honest, I really hate going first. I really do. But when Serpents ignore cover, I knew I'd potentially be losing two FMCs turn 1, and I really wanted a chance to take first blood. So, I chose to go first. Basically, all 4 of my FMCs ran full speed at her Wave Serpent line, and I used Onslaught to make sure all 4 of my gribblies could focus on a single skimmer. Sadly, after all of that, I inflicted a single Hull Point on the front Wave Serpent... terrible. Between Haywire Missiles, the Knight, and my Devourers, I put 7 Hull points on the sucker, but she jinked almost all of them away with a 3++.
Turn 1 Eldar:
Spoiler:
Her 5 Wave Serpents opened fire, and managed to knock down a Crone for First blood. Her 3 Wraithknights then took a Hull Point off of my Knight.
Kill Point Counter: Eldar: 1 Tyranids: 0
Turn 2 Tyranids:
Spoiler:
I maneuver both of my Flyrants to catch her wounded Serpent, and bring it down with Haywire. The Squad inside is pinned but suffers no casualties. I also deep strike some Rippers behind a wall out of Line of Sight. I then shoot my Knight and actually blow up a second Wave Serpent to my delight.
Kill Point Counter: Eldar: 1 Tyranids: 2
Turn 2 Eldar:
Spoiler:
My opponent backs up her gunline and keeps blasting away. I get lucky this time and take no casualties, just a wound on a Crone and Flyrant. I also lose another Hull Point on my Knight.
Turn 3 Tyranids:
Spoiler:
I fly a Crone of the table, and Vector Strike to no effect. My 2 Flyrants continue to shoot up the Serpents, taking one down to a single Hull point left as she makes all of her Jink saves from Devourers. My Knights shots are all saved as well. One unit of Rippers lands on my Emperor's Will.
Turn 3 Eldar:
Spoiler:
A single Wraithknight fires at my Knight, and takes off all 4 Hull points with one shot, despite my save. Boom! Wow, that really hurt me bad. To make matters worse, one of my Hive Tyrants goes down to her 3 Wave Serpents as I fail all of my Feel no Pain rolls.
Kill Point Counter: Eldar: 3 Tyranids: 2
Turn 4 Tyranids:
Spoiler:
My Crone comes on the table, and his Vector Strike does nothing. My Warlord stays in the air and targets her Wave Serpent with a single Hull Point, only for her to again make all of her saves. One Ripper brood pulls around the wall as the final brood lands behind it, but I fail a 4" charge on her Dire Avengers. I also move my gants up to try and assault her Wraithknight, and again fail a short charge.
Turn 4 Eldar:
Spoiler:
She jumps her Wraithknight on my left around and kills a single Shrike but fails the charge, while her 3 Serpents deal various wounds to my Flyers while killing neither. Finally she does some wounds to a Ripper brood.
Turn 5 Tyranids:
Spoiler:
One Ripper brood assaults and kills a Dire Avenger squad that had been depleted, but I roll a 1 to consolidate and cant make it onto the other side of a wall. My Warlord lands and manages to finish off a third Wave Serpent. I am trying to kill a second Dire Avenger squad but come up empty as one survive my Crones flamer and a single Devourer shooting at the squad. My gant brood finally manages to assault her left most wraithknight and ties it up for the game.
Kill Point Counter: Eldar: 3 Tyranids: 4
Turn 5 Eldar:
Spoiler:
One Wraithknight makes a long charge and assaults my Biovores to contest a Crusade objective, and a the Wave Serpents combine to kill my last Flyrant and Warlord. Finally, two Dire Avenger squads gun down and assault to finish my Rippers on her objective. Her last Wave Serpent shoots at the Rippers on my Crusade but fail to kill them as one is out of Line of sight.
Kill Point Counter: Eldar: 5 Tyranids: 4
Due to time, the game ends here!
Final result:
Spoiler:
Eldar win Crusade 2-1, Eldar win Purge the Alien 5-4, Tyranids and Eldar tie Emperor's Will. Eldar claim First Blood and Slay the Warlord, Tyranids take Linebreaker.
Eldar Major Victory 24-6! 
Post-game review:
Spoiler:
Yikes! That game went about as poorly as I had feared. Initially I was able to hold my own, but turn 3 the Dice completely abandoned me when my Knight was one shotted. Before that, I was able to deter her Wraithknights from advancing towards the middle, but when he died her Knights advanced and were able to contest one of my objectives. Also, failing to kill that last Dire Avenger hurt me badly, my Biovores were missing all over this game. One more note, this game got very tense between my opponent at a few points. This was mostly my fault, because after a few turn I started rushing to make sure we got 5 in. I don't particularly like losing, and at the end of the game I got very tense as I tried to figure out how to salvage points. This is something I realize I could improve, to make sure the game goes a little smoother at the end. Either way, my team ended up losing this round as well, by a score of 76-82. Very very close! Up next, I face off against team "Make it Rain" and the longtime nemesis of Tyranids, the Dark Eldar...
This message was edited 1 time. Last update was at 2014/07/17 17:41:33
2014/07/18 01:12:26
Subject: ATC report: TyranKnights 1850 (Game 2 vs Eldar complete)
She had the luck of the Devil that one. When we played them she managed to kill all 3 of our Necron players annihilation barges in a Hammer n Anvil deployment to table him first turn :S
"I'm not much for prejudice, I prefer to judge people by whats inside, and how much fun it is to get to those insides." - Unknown Haemonculi
2014/07/19 00:51:33
Subject: ATC report: TyranKnights 1850 (Game 2 vs Eldar complete)
gardeth wrote: She had the luck of the Devil that one. When we played them she managed to kill all 3 of our Necron players annihilation barges in a Hammer n Anvil deployment to table him first turn :S
Devil wrote: Thank you for your reports. Good work!
ps. was there night fight turn1 ? if not holo fields shoudn't grant 3+ cover
jifel wrote: Tyranid Turn 1..but she jinked almost all of them away with a 3++
Thanks! And no there was not. Don't holo fields add +1 to cover saves?
It only grants +1 cover if the tanks moved. Since you went first, your opponent's tanks didn't move yet. Ergo, no +1 holo-fielded saves yet.
Ouch! Yep, she should have had a 4+. That would've been first blood. Come to think of it, she didnt move her tanks most of the game. Crap! I'm sure it was an honest mistake, but that's disappointing.
Devil wrote: Thank you for your reports. Good work!
ps. was there night fight turn1 ? if not holo fields shoudn't grant 3+ cover
jifel wrote: Tyranid Turn 1..but she jinked almost all of them away with a 3++
Thanks! And no there was not. Don't holo fields add +1 to cover saves?
It only grants +1 cover if the tanks moved. Since you went first, your opponent's tanks didn't move yet. Ergo, no +1 holo-fielded saves yet.
Ouch! Yep, she should have had a 4+. That would've been first blood. Come to think of it, she didnt move her tanks most of the game. Crap! I'm sure it was an honest mistake, but that's disappointing.
I was only looking for 4+ when rolling saves the first turn. Not everything shot at the same one. The Knight tried to get two that were closer together. I moved every turn even if it's only a couple inches. Often it's because the arc of the shield is so small. Your first turn I was more bunched so I spread more in mine to keep the Knight from dropping 2. I hadn't realized it had a S9 gun, and putting the template over 2 in turn 1 made me realize I needed to spread more. Luckily I believe it failed to glance. Also, trying to get position to shoot your guys behind the walls was a nightmare. I don't recall needing to make that many saves turn 1. My rolling evened out turn 2 and was horrible for game 3.
This message was edited 2 times. Last update was at 2014/07/19 17:44:01
Devil wrote: Thank you for your reports. Good work!
ps. was there night fight turn1 ? if not holo fields shoudn't grant 3+ cover
jifel wrote: Tyranid Turn 1..but she jinked almost all of them away with a 3++
Thanks! And no there was not. Don't holo fields add +1 to cover saves?
It only grants +1 cover if the tanks moved. Since you went first, your opponent's tanks didn't move yet. Ergo, no +1 holo-fielded saves yet.
Ouch! Yep, she should have had a 4+. That would've been first blood. Come to think of it, she didnt move her tanks most of the game. Crap! I'm sure it was an honest mistake, but that's disappointing.
I was only looking for 4+ when rolling saves the first turn. Not everything shot at the same one. The Knight tried to get two that were closer together. I moved every turn even if it's only a couple inches. Often it's because the arc of the shield is so small. Your first turn I was more bunched so I spread more in mine to keep the Knight from dropping 2. I hadn't realized it had a S9 gun. Luckily I believe it failed to glance. Also, trying to get position to shoot your guys behind the walls was a nightmare. I don't recall needing to make that many saves turn 1. My rolling evened out turn 2 and was horrible for game 3.
Thanks for chiming in! I guess I was looking for 3s, but if you were looking for 4s then no problem. It was a great game!
EDIT: How do you feel your army would've done vs our Necron Knights (3 Knights 2 Scythes, an A barge and Command Barge)? It was the list I almost put against you, but he didn't like the matchup for him.
This message was edited 1 time. Last update was at 2014/07/19 17:52:53
Devil wrote: Thank you for your reports. Good work!
ps. was there night fight turn1 ? if not holo fields shoudn't grant 3+ cover
jifel wrote: Tyranid Turn 1..but she jinked almost all of them away with a 3++
Thanks! And no there was not. Don't holo fields add +1 to cover saves?
It only grants +1 cover if the tanks moved. Since you went first, your opponent's tanks didn't move yet. Ergo, no +1 holo-fielded saves yet.
Ouch! Yep, she should have had a 4+. That would've been first blood. Come to think of it, she didnt move her tanks most of the game. Crap! I'm sure it was an honest mistake, but that's disappointing.
I was only looking for 4+ when rolling saves the first turn. Not everything shot at the same one. The Knight tried to get two that were closer together. I moved every turn even if it's only a couple inches. Often it's because the arc of the shield is so small. Your first turn I was more bunched so I spread more in mine to keep the Knight from dropping 2. I hadn't realized it had a S9 gun. Luckily I believe it failed to glance. Also, trying to get position to shoot your guys behind the walls was a nightmare. I don't recall needing to make that many saves turn 1. My rolling evened out turn 2 and was horrible for game 3.
Thanks for chiming in! I guess I was looking for 3s, but if you were looking for 4s then no problem. It was a great game!
EDIT: How do you feel your army would've done vs our Necron Knights (3 Knights 2 Scythes, an A barge and Command Barge)? It was the list I almost put against you, but he didn't like the matchup for him.
Not sure. I was able to beat a 3 knight list because of Infiltrate Warlord trait. Took me 3 turns and attacking from 3 sides to kill the Knights.
It was a good game. Obviously, you're a very good 'Nid player.
This message was edited 1 time. Last update was at 2014/07/19 18:22:47
2014/07/19 22:00:04
Subject: Re:ATC report: TyranKnights 1850 (Game 2 vs Eldar complete)
Ok, so here we go! Game 3 for me was against a Dark Eldar player with Eldar allies. Our team was matched up against "Make it Rain", and I threw down my list hoping that our opponent's would counter with Dark Eldar. Not a lot of people realize it, but DEldar and Tyranids is now a terrible matchup... for the elves! That was the theory at least, and I couldn't wait to test it out on the tabletop. My opponent was Steve, who I believe was last year's Best Dark Eldar player. Here we go!
The mission was Hammer and Anvil, Fast Attack were two kill points each.
Steve's Dark Eldar/Eldar list:
The Baron
3 Trueborn with 3 Blasters in Venom
3 Trueborn with 3 Blasters in Venom
5 Warriors , 1 Blaster, in Venom
5 Warriors , 1 Blaster, in Venom
5 Warriors , 1 Blaster, in Venom
5 Warriors , 1 Blaster, in Venom
5 Warriors , 1 Blaster, in Venom
5 Wyches, Haywire Grenades, in Venom
Beastpack (3 Masters, 5 kymera, 4 Razorwings)
Ravager
Ravager
Flyrant 1: The horror, Paroxysm
Flyrant 2: Catalyst, Warp Lance
Zoanthrope: The Horror
Warlord Trait: I got Master of Ambush!
Deployment and turn 1 coming tonight!
Pre-game thoughts:
Spoiler:
I was relatively confident coming into this. My thoughts were that my Knight could handle his Beast Star, I just needed to disable his Haywire units ASAP. Beyond that, Flyrants are amazing and killing Venoms, and I had enough flamer weapons to roast his infantry inside! I also am outflanking both of my Crones thanks to the Warlord trait. In Hammer and Anvil, there will be nowhere he can hide that a Crone couldn't flame a vehicle from the side! If I can get my Knight out front quickly, I'll hopefully be able to stall him and prevent him from overwhelming my lines, and then my FMCs should be able to take out his Venoms.
Deployment Tyranids:
Spoiler:
I deploy first, and do my usual Bastion in the center with a cluster around it. My Knight is all the way on my left. Both Crones are outflanking due to my Warlord.
Deployment Dark Eldar:
Spoiler:
He puts one Trueborn and the Wych venom opposite my Knight. The rest is mostly central, but slightly towards my right. His Beast star has both ICs attached and is right in the middle.
Turn 1 DEldar:
Spoiler:
I think my opponent was surprised, but I gave him turn 1. He isn't in position to do much damage with shooting. All his Venoms advance, but due to Line of Sight he can't use most of his Venoms. He does a single wound to a Flyrant I believe.
Turn 1 Tyranids:
Spoiler:
His Wyches got too close! Both Flyrants get in range and flame it. 2d6 hits kills the squad inside, while Haywrie and devourers finish off the Venom. Even better, my Knight makes charge and explodes his Trueborn Venom, killing one. They then fall back! I score First Blood,
Kill Point Counter: DEldar: 0 Tyranids: 3.
DEldar turn 2:
Spoiler:
My opponent is disappointed as both Jetbike squads come in. He then shifts his entire army away from my Knight! Below is the end of his movement phase.
His shooting lowers the armor value of my Bastion with his Dark Lances. So, he assaults it with his Beasts and destroys it! Yeah, he just killed a Building with birds... The Venomthrope inside dies as always. Other than that, he kills a Shrike with Venom fire and mostly bounces off my Flyers, then turbo boosts his Jetbikes.
Kill Point Counter: DEldar: 1 Tyranids: 3
Tyranids turn 2:
Spoiler:
One Crone comes in on each side. I Vector Strike a Venom and take off a Hull point, flaming the squad inside as well. A Flyrant comes in and uses it's Flamer to finish off both the Venom and the squad. The Second Flyrant kills a second Venom. On the left, my Crone kills a Jetbike with its vector strike. The squad then fails morale and falls off the table! Finally, my Knight assaults the Beast star. I take no wounds, but kill several models. He then hit and runs away.
Kill Point Counter: DEldar: 1 Tyranids: 7
Turn 3 DEldar:
Spoiler:
His Beast star assaults both my Zoanthrope and Biovores, Venoms kill a second Shrike and blast away at my flyers to little affect. In assault, he fails to kill either of my units, and I win assault by one! Wow! That really hurts him as I have plenty of Synapse left now. He doesn't hit and run away.
Turn 3 Tyranids:
Spoiler:
My 25 gants and Knight charge into the Beast star again. This time, there are no survivors! My Crones each go after a Ravager and take some Hull Points. Hive Tyrants keep smashing Venoms, and two more venoms die, as well as one squad. (My Rippers have been deepstriking around on various objectives)
Kill Point Counter: DEldar 1: Tyranids: 13
Turn 4 DEldar:
Spoiler:
His whole army has stopped advancing, now he is trying just to down some of my Flyers. Again, he isn't able to do much. The squads that have lost their rides run for cover and objectives.
Turn 4 Tyranids:
Spoiler:
I blow up his two Venoms, one is left. My two surviving Biovores kill a Warrior squad. The Knight is too close to my gants and can't move! My gants however open fire and kill two Trueborn, one is left on my Emperor's Will. Both Crones land, but use Missiles to ensure his Ravagers keep jinking. One Flyrant goes after his last jetbike squad and kills them all.
Kill Point Counter: DEldar: 1 Tyranids: 17
Turn 5 DEldar:
Spoiler:
He finally kills my Warlord Flyrant, and just tries to put Units on as many objectives as he can.
Kill Pont Counter: DEldar: 2 Tyranids: 17
Turn 5 Tyranids:
Spoiler:
I kill his last Venom with my Knight, as well as his trueborn on my objective. Rippers assault and kill his last trueborn on the other side of the board that had fallen back turn 1. One Crone assaults and kills a Ravager, my Flyrant kills the second one. Finally, Rippers assault and kill two warriors on a Crusade Objective.
Kill Point Counter: DELdar: 2 Tyranids: 22
At this point, my opponent has three Warriors left on the table. There is just no way he can accomplish anything, and so we call the game here.
Final Result:
Spoiler:
Tyranids win Crusade 3-0, Emperor's Will 1-0, and Kill Points 22-2. I claim Linebreaker, First Blood, and Warlord, while my opponent slew my Warlord.
[color=blue]Major Tyranid victory 30-2! [/color]
Post-game:
Spoiler:
Ouch! That was just brutal. I think this match up was heavily in my favor, but I didn't expect it to go THAT poorly for him. The dice did favor me several times, throughout the game, and overall my opponent rolled below average. Tactically, there's not much to say. Everything I wanted to do, happened perfectly. I just don't think my opponent quite realized how drastically the match up had changed! DEldar vs Tyranids is no easy thing now... My opponent finished the tourney with 136 points, enough for 26th place! A very strong finish overall by opponent. Sadly though, his team won by a score of 82-64.
Coming up next, Tyranids vs the Astra Militarum!
This message was edited 3 times. Last update was at 2014/07/20 04:15:15
2014/07/20 04:09:38
Subject: ATC report: TyranKnights 1850 (Game 3 vs Dark Eldar pregame)
I definitely think in retrospect I should have faced the Eldar player. I was just afraid of all of the s10 that would hit my knights b4 they could even strike.
Aftermath can be calculated.
Dark humor is like food, not everyone gets it.
2014/07/20 08:29:15
Subject: Re:ATC report: TyranKnights 1850 (Game 3 vs Dark Eldar completed)