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Iapedus and I attempt a playthrough of the leviathon rising series. Barring some heavy proxying here and there, we'll try to do as faithful a record of the arrival of hive fleet leviathon on Satys.
The Screaming Forest
Imperial Guardsmen of the 203rd Catachan regiment have fallen back to a bunker complex controlled by Captain Norensis and space marines of the aurora chapter. Norensis soon realises that the swarm will overwhelm him and his forces. He makes a desperate plan to evacuate his men through the jungles of Satys to the nearby cities of the manufactorum where he can rejoin the larger defending force
OPPOSING FORCES
1000pts of Tyranids
Spoiler:
Battle Forged CAD 615pts
HQ Deathleaper
Troops
Children of Cryptus
Phodian Hive Warriors w/ TSAG, BS Scytals, VC Scytals, RCLW&BS
*Tyranid player forgot to account for 95 points. Which were supposed to be a venomthrope and additional lictor.
1000pts of 203rd Catachan Regiment with Ultramarine Allies
Spoiler:
Battle Forged CAD
Imperial Guard CAD, 305pts
1 x Lord Commissar, The Emperors Benedicton, Power Fist, 95pts
10 x Veterans, Heavy Flamer 70pts
10 x Veterans, Heavy Flamer 70pts
10 x Veterans, Heavy Flamer 70pts
Ultramarines CAD, 695pts
1 x Librarian, lvl1, jump pack, force sword, 80pts
5 x scouts, Land speeder storm w/HF, 95pts
5 x TAC marines, Rhino, Flamer, 110pts
5 x TAC marines, Rhino, Flamer, 110pts
5 x Assault Marines, jump packs, 90pts
5 x Assault Marines, jump packs, 90pts
SETUP
Spoiler:
Mission: The Screaming Forest - Imperial Primary Objective: Evacuate! At the end of the game, 1VP award for every imperial unit that has left the table via the long table edge.
Tyranid primary objective: Tyranids are awarded 1 VP for every unit they kill.
Game Length:[b/]
The game continues until there are no more Space Marines left on the table.
[b]Deployment:
Deep jungle surrounds the space marine compound. A single path leads through to the evacuation point merely two rhinos wide. The players roll off, and the space marines get the farthest table edge. The tyranids can deploy within 3" of any other table edge.
Initiative: Space Marines go first. Tyranids fail to seize.
Special Rules:
Permanent night fighting
All forest terrain is considered jungle: each turn a player must roll a 3D6 to determine what special jungle event takes place.
Warlord Traits:
Tyranids: Deathleaper takes Mind Eater - 2 VPs for every independent character killed
Librarian:
Psychic:
Space Marines
Psychic Scream, Force
Tyranids
Both Broodlords have The Horror ability
PRE GAME ANALYSIS
Spoiler:
Reasons why Imperial Forces will win:
1: They only need to evacuate half their forces to win the game
2: The have a landspeeder and rhino which can flatout to the evacuation point
3: Frak missiles and bolters make short work of genestealers.
Reasons why tyranids will win:
1: Genestealers and Lictors rock in CC 2: The deployment means our forces can flank the enemy
3: This is a nid campaign.
Deployment and Tactical Considerations
Spoiler:
Deployment and Tactical Considerations
The marines were faced with a dilemma. Evacuate the troops too fast, and stragglers will be left behind. Too slow, and their forces may be overwhelmed. As the attack might come from any side, the marines spread their troops out around the entire compound, with deadly devastator squad in the bird’s nest to give covering fire. The catachan’s held the rear, perhaps offering a softer target for the approaching threat.
Tyranids dispersed throughout the jungle parallel to the evacuation route. The plan, harry the evacuation at all stages. Then, at the last leg, the lictors, deathleaper and phodian warrior will intercept the evacuees that make it.
TURN 1 – Ultramarines
Spoiler:
Turn overview & Photos
Psychic phase. Force is successfully denied by Nids.
The assault marines advance providing protection to the flanks. The rhinos take up position ahead of the column.
"You men, get to your transports!"
The Catachan 'bait' swing around to the front of the camp to join in the evacuation.
"The whole goddam place is crawling. What the hell are those things?"
*Photo missing
Ineffective krak missiles rain down from the bunker at the shadows in the jungle.
TURN 1 – Tyranids
Spoiler:
Psychic Phase
"Terra! We are not ready to take on such a terrible foe"
Horror is cast on the assault marines and they fail their leadership test suffering pinning for the rest of the turn.
"But wait there's something moving in the jungle. Just ahead. There. Didn't you see it?"
A brood of genestealers bursts from the jungle and envelop the librarian and his unit. A lictor emerges from the melee and challenges the librarian. a single wound is taken from both combatants. The assault squad suffers 3 casualties but holds its ground.
Phodian Warriors are unable to do any damage with their venom canon.
Other broods suffer poor move rolls and remain pretty much where they are. Two groups of genestealers fail to breach the jungle. What are they waiting for?
Deathleaper advances keeping a cautious eye on the krak missiles in the bunker.
VP – Tyranids 0:0 Imperial Forces
TURN 2 – Imperial Forces
Spoiler:
Turn overview & Photos
The rhinos and landspeeder make their get away scoring 3 vps for the imperial player
Ahead of the column the tactical marines take point to cover the retreat of the remaining units.
Withering fire from the krak missiles reduces the children of cryptus to 2.
Having disgorged its contents the landspeeder is gobbled up by the deathleaper, then, with a combined assault from the lictor the 2 hold up the 5 man squad of scouts. 3 drop but the melee continues.
TURN 2 – Tyranids
Spoiler:
Turn overview & Photos
Successful psychic powers terrify the assault marines for a second time, reducing them to a quivering bunch of nancy boys.
The spawn of crytpus hones in on the horrified assault marines.
The phodian warriors make short work of the tactical marines. The lashwhip and bonesword combo makes for a devastating combo against armour value 3.
The librarian and his unit fall to the broodlord, genestealers and lictor. The Brood surges forward under fire from the krak missiles from the encampment.
VP – Tyranids 3:3 Imperial Forces
Turn 3 – Imperial Forces
Spoiler:
Turn overview & Photos
Krak missiles kill the last 2 children of cryptus, and the spawn himself is reduced to a single wound. Nevertheless he zeroes in on the assault marines.
The Catachan squads advance to bring supporting fire to bear. Bolter fire takes out precious few of the new wave of genestealers.
The scouts fall in the continued combat, freeing up the deathleaper and lictor to advance on the bunker.
The phodian warriors take heavy wounds from flamer and bolter fire. But they triumph again in the assault phase butchering another tactical marine squad.
TURN 3 – Tyranids
Spoiler:
Turn overview & Photos
Finally the 2 squads of reluctant genestealers burst forth and charge the compound.
The imperial guard are charged and drop to a man. The commissar is left with little choice as to how to proceed.
The remaining tyranids assault the central column and destroy the assault marines.
VP – Tyranids 6:3 Imperial Forces
Turn 4 – Imperial Forces
Spoiler:
Turn overview & Photos
Devastator doctrine is invoked, but the Krak Missiles fail to slow the oncoming tide. The last remaining imperial guard make a desperate last stand. The last of the Children of Cryptus die to flamer fire. However, the combined fire is not enough to slow the onslaught.
The Commissar charges the genestealers and makes many heroic saves, but dies valiantly.
TURN 4 – Tyranids
Spoiler:
Turn overview & Photos
Horror is successfully cast on the catachans. Who fall in assault.
The last of the marines atop the bastion are surrounded.
VP – Tyranids 7:3 Imperial Forces
Turn 5 – IMperial Forces
Spoiler:
Turn overview & Photos
"Brother's, we can not overcome, but at least we can buy precious time for denizens of the manufactorum. Make them pay for your lives dearly!"
Fire from the bastion is inaffective.
TURN 5 – Tyranids
Spoiler:
Turn overview & Photos
The lictors assault absorbing the deadly krak missile overwatch.
The bunker is overrun by the tyranid vanguard
VP – Tyranids 8:3 Imperial Forces
Final Score
Tyranids: 8 VP
Unit Kills 8
Imperial Forces: 3 VP
Evacuees: 3
TYRANID VICTORY
note: This is my first batrep. Many apologies for missing info and incoherent sequence of events. The next will be better. Coming this Wednesday!
Thanks! These campaigns are a super way to still have fun with nids. In regular games they don't fare so well these days. Iapedus and I will be returning with Battle for the Underengines on Wednesday. So keep an eye out for the rest of the campaign.
Iechine wrote: This is great, it's the kind of Warhammer I really miss playing. Having the models painted up to boot is even better and the board looks great.
Exactly - you are preaching to the choir here my man
It was a great game, not just played with good sportsmanship but also in keeping with the spirit of the scenario - no 'flying circus' Nids or '10 free rhino' marines zipping straight off the table, instead a good old fashioned narrative game between CADs and fluff-appropriate formations.
Great write up Iponimous, looking forward to the next one dude
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Each Summer, I run a story driven campaign for my group of 40k players, and this summer was planning to do the whole Shield of Baal campaign. In fact, I just emailed one main player two days about it.
Its great to see this as inspiration for my our local Summer Campaign. It looks terrific!
Ah I do miss playing at FA, wonderful boards and copious well mannered opponents. This was a fantastic report (for all the reasons mentioned before) and your opponent (the Nid player) is a great fellow!
sir william the bold wrote: Ah I do miss playing at FA, wonderful boards and copious well mannered opponents. This was a fantastic report (for all the reasons mentioned before) and your opponent (the Nid player) is a great fellow!
Looking forward to the reports to come
Greetings Sir William! Thank you kindly for your comments. I look forward to another game whenever you are back in town!
FTGTEvan wrote: Awesome. Really would love to do this with any of the series they've dropped, but never seem to have all the right armies in our group.
Well, all you really need are the nids. As you can see we are proxying Chaos cultists as the catachan regiments. If you haven't got nids, well, as an avid painter, I can recommend them as some of the most fun out there!
Neophyte2012 wrote: It is truly a great Batrep. Well done Iponimous, for both the write up and the 1st win in the name of Hive Mind
Gaming wise, looks like the imperial side did not mount up a good organized fighting retreate and the Nids ultilised this issue
Great game for the two of you. Looking forward to see the next one in this series
Thanks Neophyte. Though truth be told the imperial player had a number of more cheesy strats that would have won him the game outright. If he had raced his rhino's off the board in turn two, he would have won.