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Made in us
Pulsating Possessed Chaos Marine




Denver, CO

This was the second of my back to back games with the new guard. The other one is the thread New Imperial Guard vs Mech Eldar

So I put into effect some of the idea's after my last game. Namely
1. replacing the autocannon and plasma with flamer's, mortar's and melta.
2. Dropping an infantry squad and adding psyker's.
3. Dropping the eradicator for the Executioner.

My Imperial Guard List

HQ
1 Company Command Squad, 4 melta guns, officer of the fleet, chimera w/ hb, ml

Elites
Battle Psyker Squad, 2 additional psykers, chimera w/ hb, ml

Troops
Platoon Command Squad, 4x flamer, chimera w/ hb, ml
Infantry Squad, mortar, flamer, chimera w/ hb, ml
Infantry Squad, mortar, flamer, chimera w/ hb, ml
Veterans, 3x melta, chimera w/ hb, ml

Fast Attack
Devil Dog w/ hull multi-melta
Devil Dog w/ hull multi-melta
Hell Hound w/ hull heavy flamer

Heavy Support
Demolisher w/ hull lascannon, sponson multi-melta's
Demolisher w/ hull lascannon, sponson multi-melta's
Executioner w/ hull heavy flamer, sponson plasma cannon's

The nid's

HQ
1 Hive Tyrant w/ wings and stuff
1 Hive Tyrant w/ 2 guard, venom cannon, and stuff

Elites
1 Screamer Killer (cc fex)
2 Lictors

Troops
20 Hormagaunts (super gaunt)
20 gaunts

Fast Attack
3 spore mines

Heavy Support
Sniper Fex w/ t7, 2+ armor save
Sniper Fex w/ t7, 2+ armor save
3 zoanthropes, 1 w/ synapse, 2 w/ shooting attack

Missions: Objectives (only 4 this time) I tried to spread them as evenly as possible across the center of the table so that he wouldn't be able to bum rush me with all the fex's in one spot

Deployment: Dawn of War

I win the roll off and decide to let the nid's go first.

Deployment:
He deploys his winged tyrant and hormagaunts right at the 24" line. The other gaunt's will outflank. I choose to bring everything on the board on my first turn.

Nid Turn #1:
Everything else moves on the table and does some running. The hormagaunts move up a bit. The winged tyrant flies a full 12 towards my table edge. There was a large blocking piece of terrain close to my deployment zone on the right hand side. It was about 12 inch's in from the right table edge. His hope was to get a decent run role and get behind the piece of terrain and really limit the amount of stuff that could shoot at him. He roles a 1 and the tyrant is stuck out in the open. One sniper fex comes in on the right, with the screamer killer next to it. The zoanthropes deploy in a line in the center. The hive tyrant is in the center, and the other sniper fex is on the left hand side.
Objectives: Nids: 0 Guard: 0

Imperial Guard Turn #1
From right to left I deploy the veteran squad, company command squad, hellhound, platoon command squad, devil dog, demolisher, demolisher, devil dog, psykers, infantry squad, infantry squad. Still thinking about the fact that I couldn't down a single wave serpent from my last game, I dismount both the vets and the company command squad. I issue my orders for bring it down on the hive tyrant. Between the two squads I had 7 melta guns. Vets fire first get 2 hits, re-roll gives me no help, I then roll a one on the to wound roll only causing one wound with the melta guns. I then shoot all the lasguns, do 6 wounds and he fails a save. Okay 2 down 2 to go. 4 tl melta guns fire from the command squad, 3 hits, 1 wound. What the hell! I then unload a demolisher with a cannon, and a multi-melta into it and a devil dog, and the tyrant goes down. The hellhound fires on the gaunts covering 8 of the little buggers, and I proceed to roll 6 1's, ouch, well there goes the company command squad and the vets . I take some more pot shot's and peel a couple more gaunts off and put a wound on a zoanthrope.
Objectives: Nids: 0 Guard: 0

Nid Turn #2
The gaunts combo charge my ccs, the vet's, and both of their chimera's, they wipe out all the infantry but fail to hurt tanks. One lictor comes in and assaults the battle psykers chimera. Nid shooting see's a devil dog and the hellhound shaken, and the chimera's with the psykers and one of the troop squads stunned.
Objectives: Nids: 0 Guard: 0

Imperial Guard Turn #2
My platoon command squad moves up 12 gets out of their chimera and roasts the hormogaunt squad for some sweet revenge (I think I had something like 27 flamer hits). An infantry squad gets out moves next to the lictor and lasguns it to death. The demolisher's and devil dog's move up. I try to take some shots at the tyrant and guard with the executioner but he's got them spaced out at the 2 inch maximum, between horrible deviation and cover saves my 5 plasma cannon's cause one wound.
Objectives: Nids: 0 Guard: 0

Nid Turn #3
He gets in his other lictor and his gaunts. The gaunts come in on the left side and the lictor goes for a piece of terrain near one of the demolishers. The gaunt's open up on the squad that had just killed the lictor, I go to ground and end up with 3 models left, the flamer, the mortar, and one guardsman. The fex's shoot at the devil dog's, ripping the turret off of one of them and immobilizing it, and immobilizing the other one.
Objectives: Nids: 0 Guard: 0

Guard Turn #3
So now the demolishers are emplaced so they don't need to move. The demolishers, devil dog and the executioner down a sniper fex and the last zoanthrope, and put another wound on the hive tyrant squad. My other infantry squad gets out and flame's, and shoots the gaunts, along with a lot of multi-laser shots and heavy bolter shots and an ordinance template from the psykers, when the dust settles there are 6 gaunts left, they fail morale and start running towards the tyrant, right by my guard squad that just shot them. I suicide run the hellhound up in front of the sniper fex.
Objectives: Nids: 0 Guard: 0

Nid Turn #4
His screamer killer wanders over and kills the hellhound. The other devildog is immobilized as well as another one of the chimera's.
Objectives: Nids: 0 Guard: 0

Imperial Guard Turn #4
I dump everything into the tyrant and friends, the tyrant is still standing at the end of the round. I try to move up one of my chimera's and it immobilizes itself.
Objectives: Nids: 0 Guard: 0

Nid Turn #5
The screamer killer moves towards the center-left objective. And the sniper fex is moving towards the center right one. Another chimera is immobilized.
Objectives: Nids: 0 Guard: 0

Imperial Guard Turn #5
The hive tyrant goes down and I block the screamer killer off with a chimera. The pcs makes a mad dash for the center-left objective and a guard squad hold the left most objective.
Objectives: Nids: 0 Guard: 1

We go on to a turn #6

Nid Turn #6
Screamer killer blows up my chimera and the sniper fex kills a few guardsmen hoping to pin them, but it's not to be.
Objectives: Nids: 0 Guard: 1

Imperial Guard Turn #6
The demolishers pivot and finish off the screamer killer. The infantry run for the objectives.
Objectives: Nids: 0 Guard: 2

Wow the sheer amount of fire power this list put out was impressive. I remember ton's of games under 4th edition where I would spend all day shooting at the nids only for their monstrous creatures to get into my lines and start wrecking me. I need to play against the nids again in a non dawn of war scenario and see how much worse it is for me with them starting on the table. I shouldn't have gotten out of my chimera's against the flying tyrant. I should have just taken some shots at him from inside the tank and not worried about getting a turn 1 kill. At most he would have killed one tank and both of those squads would have lived.

Army performance:
Well the psykers did nothing the whole game, but they aren't going up against their target audience. The executioner was better than the eradicator, but man was I deviating shots all over the table, you definitely don't want to fire that thing anywhere near your lines, unless of course it's a russ . The devil dogs keep giving me consistent good performance for the points, and I'm liking the fully kitted out demolisher's. I think the list has achieved a nice balance, I keep thinking that I need to replace my hull heavy bolters with heavy flamer's to give me just that little bit more anti-infantry.
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Thanks for sharing that batrep Warmaster.

Nice list. Going for the 50/50 vets platoons? Not really my style but it must make protecting the leman russes from melta amazingly easy. It's always tricky to block those drop pods/obliterators/crisis suits.

I like playing aggressively with new guard, but you really went for the throat on that move. Debarking the vets and the CCS to kill the flyrant? Wow. I think i would have been happy with taking him down to a wound or two, only giving him a chimera or a line squad to charge then finishing him off. But dropping synapse is a quick way to victory, and you had a foot platoon that you had to protect

A little nit I have is that you only have a strength 6 soulstorm. I like mine to be strength 8 so nob bikers and plague marines can't FNP. But I know 20 points goes a long way.

Your list is certainly geared towards anti-horde with that PCS and those line squads bringing so much souffle. Don't forget about the mirror match

thanks again for the batrep.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Shep wrote:I like playing aggressively with new guard, but you really went for the throat on that move. Debarking the vets and the CCS to kill the flyrant? Wow. I think i would have been happy with taking him down to a wound or two, only giving him a chimera or a line squad to charge then finishing him off. But dropping synapse is a quick way to victory, and you had a foot platoon that you had to protect

A little nit I have is that you only have a strength 6 soulstorm. I like mine to be strength 8 so nob bikers and plague marines can't FNP. But I know 20 points goes a long way.

Your list is certainly geared towards anti-horde with that PCS and those line squads bringing so much souffle. Don't forget about the mirror match

thanks again for the batrep.


I have one mechanized platoon, and one vet squad, no foot platoons? In hind sight I probably shouldn't have done it, but it was nice dropping the flyrant on the first turn. I had positioned the pcs with flamers to wipe out the hormogaunts if they went after the ccs and the vet's. So I traded my ccs and the vet squad for 20 hormogaunts and a flyrant. I think if I had kept one of them in the vehicle I still would have killed the flyrant, and he still would have charged with the gaunts, which might have been the better bet.

The str6 soul storm bothers me as well. I actually dropped melta's from the pcs to flamers, just to get them up to 6. Peeling that extra 20 out of the list is going to be rough.

It may look like it's geared towards anit-horde but it's actually more geared towards long range anti-tank. I'm trying to break that age old adage of infantry kills tanks and tanks kill infantry. At range I lay out 2 melta-cannons, 6 multi-melta's, 2 las cannons, 5 plasma cannons, 2 demolisher cannons, and 5 multi-laser's, I then have 7 more melta gun's as backup for when things get close. The PCS and his infantry squads coupled with the hellhounds try to provide my anti-horde abilities.

I've actually been watching your list progression and can't help but thinking it would be an interesting match up. Too bad you don't live nearby!
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Warmaster wrote:Too bad you don't live nearby!


And too bad GW cancelled the damn Vegas GT!

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
 
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