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Made in us
Tunneling Trygon






Hello all! I've been a little out of the gaming scene for a while, and I haven't written a battle report since after the ATC. But, I am back! With winter comes time off, and I managed to find myself in an RTT last saturday, busting out my Tyranids for the first time since August! Also, I had the new Tyranid units, and I was just dying to try them out... so, onto the lists!

Mine:

CAD:
Flyrant, Devourers, EG, Flyer Ace
Flyrant, Devourers, EG
Malanthrope
3 Rippers, DS
3 Rippers, DS
25 gants
Imperial Bastion, Comms Relay, 2 Barricades
Leviathan Detachment
Flyrant, Devourers, EG
Mucolid
Mucolid
Mucolid
Crone
Crone
Dakkafex in Tyrannocyte
Tyrannofex with EG, AG in Tyrannocyte

My Opponent's List:

Archon, WWP, Haywire Grenades, Venom Blade, Shadow Field
Haemonculus, WWP
5 Warriors, Blaster in Venom
5 Warriors, Blaster in Venom
5 Warriors, Blaster in Venom
6 Reavers
5 Scourges, Haywire blasters
Talos

Autarch, Fusion Blaster, Shard of Anaris
5 Dire Avengers, Wave Serpent
10 Guardians, Wave Serpent
5 Wraithguard (D cannons)
Wraithknight

The Mission:

There are a max of 10 points available. First, there are 5 Maelstrom points available (if you get more than 5, it counts as 5) Then, there are three objectives. Whoever scores the most of these gains 2 points. Finally, the three standard bonuses are in play. Vanguard Strike deployment, standard stuff.

The table: There was a good amount of terrain, which made me happy as this was my first RTT at this store! These were almost all Ruins, with about three equidistant across both Deployment zones, and then there were three forests between the two DZs. There is one center objective, one on my bottom left, one on my top right (all three in no mans land thanks to Vanguard)

Psychic Powers:

Flyrant 1: Onslaught, psychic shriek (-1 reserves, +1 wound for Warlord/Flyer Ace)
Flyrant 2: The horror, Psychic Shriek
Flyrant 3: Catalyst, Warp Lance

Pre-game: I am going into this one fairly confident, but still cautious. Nids do very well against DEldar, but I am a bit nervous about the CWE in his list. Also, I have never played a Maelstrom list and had assumed the missions would be Eternal War, so this took me off guard! I also may be a little rusty, but I think I'll still be sharp for my bugs. Finally, my opponent is one of my team mates from the ATC earlier this year! Despite being his captain, we had never played against eachother, so I knew he was a good player, but I was looking forward to playing him.

Deployment Tyranids: I place my Bastion and Barricades in the middle of the DZ with 5 FMCs up front and my gaunts and Mucolids behind them.

Deployment Elves: He places one Wave Serpent on my left with Avengers inside. Two Venoms also on the left, one on my right, Talos and WKnight in the center. Reavers, Scourges in reserve, along with the Wraithguard with Autarch/Archon attached. Finally, one Wave Serpent is reserved with Guardians and Haemonculus inside.

Turn 1 Eldar: I give him turn 1 thanks to his light deployment. He draws three Maelstrom cards, and gets take Objectives 1, 2, and 3! He moves up and take the central one with a wraithknight, and the top right one with a Venom. He then shoots into my Flyrants, taking one down to two wounds. That 2+ cover save does wonders!

Eldar: 2 Tyranids: 0

Turn 1 Tyranids: I draw three cards, getting Manifest a Psychic Power, control 3 objectives for d3, and kill an enemy unit. My 5 Flyers spinter off, two going after the Wave Serpent on my left, 2 Crones going after a Venom on the right objective and the last Flyrant going straight up the middle. Two Flyrants kill the Wave Serpent for first blood, and then the last Flyrant (Warlord) killed a Venom and 3 men inside with Devourers and Electrogrubs. The 2 Crones on the right kill a second Venom, and leave one man surviving their dual flame templates. I successfully get off a power and kill a unit, tying up the score.



Eldar: 2 Tyranids: 2

Turn 2 Eldar: He draws 2 cards, bringing himself up to 3, getting "kill a unit in CC" and "destroy a building". He then promptly deepstrikes his wraithguard with characters behind my bastion, and kills it with a pen from a thrown haywire grenade! Ouch! He also mishaps his scourges, whom I place in his far back corner. Venom cannon fire is highly ineffective as he guns down a few gants but fails to hurt any FMCs. His Dire Avengers grab the objective on my bottom left for a Maelstrom point.



Eldar: 4 Tyranids: 2

Turn 2 Tyranids: I get score objectives 2 and 3 for my Maelstroms. I land one Flyrant by the bottom left objective and kill all of the Dire Avengers. My 2 Crones vector strike the wraithknight to no effect, and he also shrugs off a warp lance and psychic shriek for no wounds taken. My two other Flyrants and a Dakkafex that deepstruck in target the Talos, stripping him to 1 wound left thanks to Feel no Pain. My gants charge his wraithguard, losing a few. One mucolid also gets in, but his Archon tanks all wounds. But, the Crones with their flamers, and the Tyrannocyte, manage to kill the lone survivor of the last venom, as well as the final venom and the entire squad inside! I get both objectives I need to with one Ripper squad in the center and my Carnifex on the top right. Finally my Flyrant gets the last for all three, giving me 2+d3 points total. Sadly, the mission maxes out at 5...

Eldar: 4 Tyranids: 5

Turn 3 Elves: His Reavers come in, blasting one Flyrant to little effect. A wave Serpent comes down in my bottom right, the last of his reserves, with no scatter thanks to WWP. His shooting is again ineffective with almost my entire army in the air, but he wounds a Crone a few times. CC rages on as he whittles down the gants, but I actually kill a wraithguard!

Turn 3 Tyranids: My Tyrannofex lands, flaming away his Reavers to oblivion, and killing a single Scourge in the process. Rippers land in my bottom left as the Flyrant takes off, gunning down the last of the Warriors on my left. One Crone flames the Scourges, leaving one alive. Carnifex and a single Flyrant finish off the Talos, and the last Flyrant flies back into my corner, and kills the Wave Serpent on his own in an impressive barrage of 6s! Sadly, my gants are cut down here and my opponent gets his final Maelstrom point, tying us at 5 apiece.

Eldar: 5 Tyranids: 5

Turn 4 Eldar: The surviving Wraithguard and the characters charge the Malanthrope, as does the Wraithknight. He kills another wraithguard before being smashed to death. My opponent is running very low on units at this point! Guardians wound my Warlord Flyrant once.

Turn 4 Tyranids: My Tyrannofex is unable to kill his last scourge as it had run last turn. 3 Flyrants go airborn, and all target his Wraithguard unit. All 3 wraiths die, and his Autarch and Archon both fall to the instant death of strength 6, giving me Warlord.

Turn 5 Eldar: His Wraithknight jumps in the middle, mulching some Rippers and taking an objective. His last Scourge flies towards one objective but is out of range.

Turn 5 Tyranids: I hold the bottom left and top right objective, so I ignore his wraithknight, and the guardians in my DZ but kill the last scourge easily.
The game ends here, with Eldar having 2 units left on the board. Tyranids meanwhile, had 9 MCs left alive!

Post game:

Spoiler:
I control 2 of 3 objectives for 2 points, and gain all three bonus objectives as my Tyrannocytes held linebreaker. The Eldar alliance held Linebreaker and all of the Malestrom points, leaving the result...

Tyranid Victory 10-6!

I got a little nervous early as my opponent got ahead in Maelstrom, but good cards and a cap meant it didn't effect the game much. Altogether, I was pretty pleased, but not surprised by the result. I knew I had to take objectives, and made sure I polished off enough units that I could control 2 of them. I think my opponent put too much in reserve personally, as every bit of firepower would have helped turn 1. As I suspected though, most armies won't have the firepower to take out 5 FMCs, and the 2 Fex variants Deepstriking in also were marvelous. Very happy altogether with the new Nid units! I actually never used the bonus wound on the Warlord flyrant though, which was still nice to have.

This message was edited 3 times. Last update was at 2015/01/04 00:26:24



 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Thanks for putting this up! Good game too

   
Made in us
Fixture of Dakka





San Jose, CA

Good game. I actually feel sorry for DE against Tyranids now, but I guess that's poetic justice for bugs.

Not really understanding the chemistry between the Eldar/DE alliance here.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Tunneling Trygon






Alright, game 2!

Round 2 I played against another skilled local player, who was running a Space Marine army. This list was slightly more fun than some of the stuff I've seen him bring, but I still wasn't expecting an easy game here.

His list:

Master of the Forge (with scouts)
Captain (AA, Storm Shield, power fist) (with Centurions)
5 scouts (in LR)
10 Marines, flamer/combiflamer in Drop Pod
3 Grav Centurions (in stormraven)
Land Raider Achilles (FW variant, immune to Lance/Melta, 2 TL Multi melta, Thundefire cannon)
Stormraven
Stormtalon
Contemptor Dread (2 Assault Cannons, Missiles)
Ironclad Dread in Pod
Ironclad Dread in Pod

The Mission:
Three objectives were placed, with a max of 10 points per player. The main objective was Maelstrom missions, with a cap of 7 points per player, and then each player had 3 points possible for the normal bonus points (FB, WL, LB)

Psychic Powers:

Flyrant 1: Catalyst, Psychic Scream (Warlord trait irrelevant, Flyer Ace rule gave him the 5-6, leave the table in shooting phase)
Flyrant 2: Psychic Shriek, paroxysm
Flyrant 3: Onslaught, Paroxysm

Pre-game thoughts: My only concern here is to get first blood. I am confident that I can get the 7 points for Maelstrom, and with all of his Drop Pods he will get linebreaker and probably all 7 Maelstrom points as well. He could potentially kill my warlord, so this game may come down to first blood even though I am confident I can kill most of his army. If things go poorly with points early, I may be forced to go for a tabling... Sadly Maelstrom points can't all be taken turn 5, which isn't conducive to my many Flyers.

Deployment Marines: My opponent only deploys an Achilles with Scouts and MotF, and his Contemptor in a Ruin.

Deployment Tyranids: I follow my usual pattern. All 5 FMCs are clustered around the Bastion, so I will have a 2+ cover save if my opponent decides to take the first turn. My gant scren surrounds the bastion, so he can't get in melta range with his dreads in Pods if he tries to get first blood.

Turn 1 Tyranids: My opponent gives me first turn. I throw all 5 Flyers forwards full speed. His dread is in ruins with stealth (thanks to Warlord trait), and I focus on it. My 2 Crones are high up enough to deny him his 25% cover, so I strip two quick hull points there. Finally, I onslaught a Tyrant and his run+shoot gets him side armor on his dread! I get 2 glances, and he fulls a save to give me First Blood! I score two Maelstrom points here, I believe for an objective in my DZ and for killing a unit.

Tyranids: 3 Marines: 0

Turn 1 Space Marines: My opponent decides to bring both of his dreads in at Midfield to protect objectives, as he would just get tarpitted if he went after my backfield. His shooting is very ineffective this turn as he hasn't gotten his flyers in, and so he causes one wound max. My opponent also gets two Maelstrom points (for a pair of Objectives I believe).

Tyranids: 3 Marines: 2

Turn 2 Tyranids: My Tyrannofex and a single Ripper swarm come in. He lands in front of the Achilles, while my 5 Flyers all surround the Achilles. I plan for it to die this turn, and I have enough haywire to pull it off! Rippers land on the objective in his DZ. In the shooting phase all my Flyrants and both Crones target his Achilles. To my dismay, it survives as I roll 2 1s on my last two haywire attempts... It has one remaining. My Tyrannofex actually couldn't place its template without hitting one of my Flyers bases. I don't think I can flame under a FMC, so I take a hullpoint off the nearest Dread. I get three points, One for an objective and one for controlling double that of an opponent. (I believe, I didn't record my cards sadly and am not fully familiar with it)

Tyranids: 6 Marines: 2

Turn 3: My opponent fails his Drop Pod, but both flyers come in and target my warlord, who jinks. He does strip 2 wounds though, I believe. His Master of the Forge and scouts jump out of the Achilles and flame and shoot my Rippers, finishing them off. He then shoots all his ground stuff into my Tyrannofex, stripping a few wounds. One ironclad assaults, losing a HP to my overwatch Electrogrubs. My opponent gets a single point, either for killing the Rippers or for getting the objective they were contesting.

Tyranids: 6 Marines: 3

Turn 3 Tyranids: Now, I go for the kill! My Dakkafex comes in and place him by the two flyers. My three flyrants all go after the two of them, shooting down the Stormraven and leaving the Stormtalon with a single hull point left, and it jinked. My Crones finish off his Land raider achilles. When his Stormraven explodes, his Centurions are still inside! His captain, designed to tank, fails his first save and dies, and then all three Centurions are killed! Woohoo! In Close Combat my Tyrannofex kills his Dreadnought with a Smash to get its last Hull point. This turn I collect more points as my second Ripper swarm hits the final objective in no mans land, and I get a point from that. I believe I get one final point from putting a scoring unit in his deployment zone (my tyrannocyte walked over). Either way, this turn I maxed out my 7 Maelstrom points. Wonderful!

Tyranids: 8 Marines: 3

Space Marines turn 3: My opponent puts his Drop Pod with Marines in my deployment zone, far away from the rest of my army, to get linebreaker. They are going to be completely out of the fight unless I try to go after them though. I don't really care if they do that though, as long as I outscore him! My opponent scores 3 points this turn I believe. One for killing a Monstrous creature (his last Dread assaults a Tyrannocyte and crushes it) , one for an objective (held by his scouts) and one for... I'm not quite sure what. He did get 3 points this turn though.

Tyranids: 8 Marines: 6

Turn 4 Tyranids: This turn we move through quickly, as I am close to maxing out points. I flame his scouts to death with a Crone, and gun his Warlord down (the Master of the Forge). At this point we just decide to play out my opponents next turns, as I already have maxed out points. Linebreaker is the last one, and I currently have 5 Flyers, a Fex and a Tyranoocyte in range to take it. I probably could have killed his last Dread and a Drop Pod, maybe both, this turn if I had needed to with my Fex, TFex, and two flyrants.

Turn 4 Marines: He gets a Maelstrom point for having a unit in my DZ, giving him a max 7, and we call the game. He has maxed Maelstrom, Linebreaker, and has no chance of killing my warlord, while I am unlikely to knock him off linebreaker.

Post game:

Spoiler:
Tyranid Victory 10-8!

Tyranids: 7 Maelstrom, Warlord, First Blood, Linebreaker
Space Marines: 7 Maelstrom, Linebreaker

This game was not as close as the final score reflected. Just as part of the Missions I couldn't prevent him from getting most of his Maelstrom points, but I outscored him and killed most of his army, while I only lost a single Monstrous creature (and a Pod at that). Halfway though my turn 4, he had a Tac squad, dread, and wounded stormtalon left with a a smattering of drop pods. If I has played though 5, I think my opponents Tac squad and that Pod are the only units alive. If this was an Eternal War mission, it's a massacre. That's just a part of Maelstrom that I have to adapt to though! I can't complain about a full 10 point victory. Ultimately I think this is another case of air superiority. Most lists just don't have the punch to take out 5 FMCs, especially with the Damage I can put out. Unless the Meta shifts to counter it, Tyranids exist as a wrench thrown into the cogs of the meta.

This message was edited 1 time. Last update was at 2015/01/01 04:37:11



 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Well played.

My blog... http://greenblowfly.blogspot.com

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DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in se
Dakka Veteran





 jifel wrote:


Turn 1 Tyranids: My opponent gives me first turn. I throw all 5 Flyers forwards full speed. His dread is in ruins with stealth (thanks to Warlord trait), and I focus on it. My 2 Crones are high up enough to deny him his 25% cover, so I strip two quick hull points there. Finally, I onslaught a Tyrant and his run+shoot gets him side armor on his dread!

Dreads don't 'have' side armour, or rather, they have the same front and side armour.
   
Made in us
Tunneling Trygon






 N.I.B. wrote:
 jifel wrote:


Turn 1 Tyranids: My opponent gives me first turn. I throw all 5 Flyers forwards full speed. His dread is in ruins with stealth (thanks to Warlord trait), and I focus on it. My 2 Crones are high up enough to deny him his 25% cover, so I strip two quick hull points there. Finally, I onslaught a Tyrant and his run+shoot gets him side armor on his dread!

Dreads don't 'have' side armour, or rather, they have the same front and side armour.


This was his Contemptor Dreadnaught, which has front armor 13 I believe, and then the other two in Pods were ironclad Dreads, who also are 13/12/10 I believe.


 
   
Made in us
Tunneling Trygon






A little late here, but here's the third and final BatRep from the Tournament! At this point there are 3 undefeated players, of which I am currently in first place with a full 20 points. My opponent this round is yet again an ATC teammate of mine! I've only played him once, which ended in a loss for me. Here's hoping for a little payback!

My opponent's list:

Astra Militarum:

Company Command squad, 3 Meltas, Heavy Flamer, Carapace Armor, Camo cloaks
Pask Punisher, Heavy Bolters, Leman Russ (Strength 6 ap 4 ignores cover)

10 man Veteran squad, 3 meltas, Carapace Armor, Camo Cloaks
10 man Veteran squad, 3 Meltas, Carapace Armor, Camo Cloaks

2 Hydra Platforms

Void Shield Generator

Imperial Baneblade

Space Wolves Champions of Fenris detachment:

Rune Priest

Iron Priest
Iron Priest

Drop Pod
Drop Pod
Drop Pod

Sicaran Battle Tank (Had a Legacy of Glory that granted Interceptor/Skyfire/Night fight once per game)

My Psychic Powers:

Flyrant 1: Warp Lance, Psychic Scream (WL trait useless, Flyer ace the 5-6 result)
Flyrant 2: The Horror, Psychic Scream
Flyrant 3: Catalyst, Warp Lance

The Mission:

Dawn of War deployment, with two missions. Worth 3 points is Kill points, but you must win by at least 3 points. Then, there are four Objective markers worth one point each,Linebreaker is 1 point and Warlord is worth 2 points, there is no first blood. Night fight is in effect every turn.

Pre-game: I should mention that this is not my opponent's ideal list. He doesn't yet have all of his desired models, and so threw in a Baneblade to fill points. This plays heavily to my advantage as a Baneblade is very low threat to my list. However, my opponent still has a solid list and is a very skilled player, so this will still be an interesting game. He does have a little skyfire, and the Sicaran ignores jink, so I will have to prioritize taking out those units that can threat my air superiority. Also, his Drop is fierce with a lot of potentially ignoring cover Melta shots. First turn will be important for me to get in the air, as my usual defense of 2+ cover will not necessarily help me.

The 4 objective markers end up roughly in 2 in the middle and two to my right in our respective Deployment Zones. The left side has no objectives, so I imagine it will end up being ignored.

Deployment Tyranids: Fortunately I win the roll off and deploy first. My deployment is simple with a Bastion in the middle with all 5 FMCs surrounding it with a gant screen.

Deployment Imperium: My opponent likewise is deployed clustered around a fortification, with all of his vehicles inside of the Void Shield Generator's bubble. The Baneblade and Sicaran are on my left, with the Russes in front and the two hydra batteries to the right. All three Drop Pods are in reserve.

Turn 1 Tyranids: My opponent fails to steal fortunately. I fly all of my FMCs but keep them close to the Bastion instead of pressing aggressively. I then move and run my gants to encircle the Bastion completely, there will be no Melta range available. I shoot my Crones at his army and manage to pop all three void shields with good to hit rolls. Nothing else is in range, so I hold tight, having positioned myself for a big turn 2.

Turn 1 1 Imperium: 2 Drop Pods come in, one on each side of my gant blob. Out pops a Vet squad on my left and a CCS on my right, with all three Space Marine characters attached. They both open fire and cut down my blob squad to about half strength. Then, his firebase shoots up and puts three wounds on a Crone despite his 2+ cover.

Turn 2 Tyranids: I drop one Crone back into my backfield on the left, it is on the ground. It flames and kills 5 of the Veterans there. Then I send all 4 of my other flyers straight into the face of my opponents line. Two Flyrants strip 2 Hull Points off the Sicaran, and the third flames the Russ squadron to take two Hull points off of one. My Carnifex lands on the left with side armor on the Sicaran, but fails to glance it. On the right, my Tyrannofex drops down and double flames the two Hyrda batteries, killing one. The Tyrannocyte over there then kills the second with a hail of dice. On my right in my backfield I run my gants into the face of the CCS, killing one with a fleshborer. I decide not to assault, as he is surrounded and can't advance into melta range. One Ripper brood comes in, and place him riskily. They scatter, mishaps and will come in next turn.

Kill Points: Tyranids: 1 Imperium: 0





Turn 2 Imperium: My opponent counter-drops my Tyrannofex with his last Vet squad. He then moves the first one towards my landed Crone. He pops the Legacy of Glory on his Sicaran, ignoring jink and using skyfire to kill my wounded Crone. He then pulls both Russ towards my Tyrannofex, putting a few wounds on it. The Veterans who landed nearby in a ruin shoot the Tyrannofex and finish him off. Finally, my opponent charges his Vets into my Crone after wounding him once with a Melta. He fails a fear check and so misses with every Krak grenade! I kill 3 guys and the squad fails morale, and I sweep them to death. His Baneblade takes a Hull point off the Bastion and lowers the armor to 12. He then uses meltas, (out of melta range) to pen the Bastion and blow it up. My Malanthrope hops out after suffering some bad wounds.

Kill Points: Tyranids: 2 Imperium: 3


Turn 3 Tyranids: My Flyrant Air Force all sweep to my right past the Baneblade and after the Baneblade. In the Psychic phase I cast Warp Lance and blow up the Void Shield Generator. In the shooting phase I gun down the two Russ with my Flyrants. My Carnifex shoots into the side armor of the Sicaran and fails to glance yet again. This time I charge, yet with 4 hits (including HOW) I fail to roll a single 3+ to glance rear armor 12! The Sicaran survives another turn with one Hull Point left! In my DZ, I fly the Crone around and shoot his flamer into the CCS, killing one Iron Priest and a few guardsmen before charging with gant support. In Close Combat, I kill all of the Vets and leave one Iron priest and the Rune Priest alive with one wound left on each. They stay in combat. My Crone takes wounds but has one left. A Ripper brood came in and landed in my DZ in the ruin on an objective, behind the CCS close combat. The other brood lands in my DZ near by dead bastion, by an objective near that.

Kill Points: Tyranids: 6 Imperium: 3

Turn 3 Imperium: My opponents Sicaran moves away from the Carnifex, and then the Baneblade tank shocks him (which is a Thunderblitz for Superheavies). My opponent rolls a 6 for the Thunderblitz, which means my Carnifex takes 2d6 strength 10 ap 1 hits that ignore cover. HOLY CRAP!!!!!! Needless to say, my fex is utterly flattened and heads to the army box in shame. His two tanks then target my Tyrannocyte floating by the objectives, along with the Veterans. It has cover from Flyrants luckily, and survives with 2 wounds. In Close combat, my Crone whiffs his To Hit rolls and is promptly killed, while the gants there survive.

Kill Points: Tyranids: 6 Imperium: 5

Turn 4 Tyranids: I fly all three Flyrants towards his Veteran squads, casting Psychic Scream twice. The results are devastating as 7 Guardsmen drop dead (with camo cloaks and night fight they had 2+ cover, ignored by Scream). The three flyrants then use overlapping flamers and devourer shots to finish off both the three survivors and the Drop Pod that delivered them. In Close Combat the two Space Marine characters kill the surviving gants.

Kill Points: Tyranids 8 Imperium: 6

Turn 4 Imperium: His two characters split up, with his Iron Priest assaulting my Rippers and killing all three. Then, his Rune Priest runs towards my objective but is short. Baneblade and Sicaran Kill the Malanthrope and one of the Rippers on my home base objective.

Kill Points: Tyranids: 8 Imperium: 8

Turn 5 Tyranids: My three Flyrants come all the way back into my DZ. One vector strikes and kills his Iron priest. Then, a second lands on the objective. These two use two EH and one set of Devourers to kill a Drop Pod there. Finally, my Warlord chases down his Rune Priest and takes him out with Psychic Scream.My two surviving Rippers move onto my Objective.

Kill Points: Tyranids: 11 Imperium: 8

Turn 5 Imperium: My opponent guns down the last of the Rippers, closing the Kill Point gap enough that neither of us win. His Baneblade targets my Tyrannocyte but fails to wound thanks to good luck and night fighting!

Kill Points: Tyranids: 11 Imperium: 9

Turn 6 Tyranids: The game goes on! I maneuver my Flyrants and land on all three objectives in reach (My opponents Baneblade and Sicaran have been sitting on one). I only have the three models left (and random mucoilds) so there is no shooting.

Turn 6 Imperium: He fails to kill anything and doesn't move.

The game ends!

Post-game:

Spoiler:
I control 3 Objectives, and have Linebreaker with a Tyrannocyte and Slay the Warlord (Pask) for 2 points, my opponent has an objective with his Baneblade and linebreaker with a his last Drop Pod.

Tyranid Victory 6-2!

Thoughts: I finished the RTT at 3-0, with 26 points. I end up with a tie for first place, enough to make me pretty happy! On the game itself, it was a very interesting one. At the end both of us were very low on units (I had 6 with three flyrants two SPods and a Mucolid) while my opponent had a sicaran with one hull point and a Baneblade at full health. Of my games so far, my opponent did by far the most damage to my army and was actually the first to kill one of my FMCs that day. This game was tough, I just managed to win at the end because of the mobility and survivability of my Flyrants, whom he couldn't kill. If my opponent drops his Baneblade (as he plans to) then this list will be very scary.


 
   
Made in us
Fixture of Dakka





San Jose, CA

Congrats! Honestly, I am kind of surprised that your round 3 opponent gave you so much trouble, but to his credit, he played well.

Still, tying for 1st is great.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Longtime Dakkanaut





Eye of Terror

 jifel wrote:
 N.I.B. wrote:
 jifel wrote:


Turn 1 Tyranids: My opponent gives me first turn. I throw all 5 Flyers forwards full speed. His dread is in ruins with stealth (thanks to Warlord trait), and I focus on it. My 2 Crones are high up enough to deny him his 25% cover, so I strip two quick hull points there. Finally, I onslaught a Tyrant and his run+shoot gets him side armor on his dread!

Dreads don't 'have' side armour, or rather, they have the same front and side armour.


This was his Contemptor Dreadnaught, which has front armor 13 I believe, and then the other two in Pods were ironclad Dreads, who also are 13/12/10 I believe.


Ironclads are 13-13-0.

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