Hey Dakka!!
Last week we four gamers decided to make a battle report based on a small tourney based on a knockout system and promised that we would try to get our 2v2 game reported down and posted on here – and here it is!!
Warning – it is very long-winded and I tried to keep it as short and direct as possible.
So to the game. This game was a simple ‘Good vs Evil’ match up, so deciding teams was easy. It was a 2000 point battle that would last 6 turns and
VP would be used if there was no clear winner by the end of it. So with no further ado...
The Good army:
Eldar (foofighter) 1001 points
HQ:
Karandras, The Shadow Hunter – 215
Elites:
5 Striking Scorpions – 107
Exarch with Scorpion’s Claw
7 Howling Banshees – 144
Exarch with Executioner, War Shout & Acrobat
Troops:
10 Guardian Defenders – 105
Starcannon
8 Dire Avengers – 138
Exarch with a Power Weapon & Shimmershield, Bladestorm
Fast Attack:
2 Vypers – 110
Shuriken Cannon & Scatter Laser
5 Swooping Hawks – 117
Exarch
Heavy Support:
War Walker – 65
Missile Launcher & Scatter Laser
Space Wolves (blaze6012) 1000 points
HQ:
Rune Priest – 200
Master of Runes, Wolftooth Necklace, Wolf Tail Talisman, Saga of the Warrior Born
Living Lightning and Jaws of the World Wolf
Elites:
Dreadnought – 155
Twin-linked Lascannon, Wolf Tail Talisman
Troops:
10 Grey Hunters – 185
Powerfist, Plasma Gun and Wolf Standard
10 Grey Hunters – 185
Powerfist, Plasma Gun and Wolf Standard
10 Blood Claws – 175
Powerfist
Heavy Support:
5 Long Fangs – 140
4 Missile Launchers
The Evil army went as follows
Dark Eldar (LovelyLozza101) 997 points
HQ:
Drazhar, Master of Blades – 230
Archon – 190
Combat Drugs, Shadowfield, Ghostplate Armour, Webway Portal, Huskblade, Soultrap
Elites:
5 Incubi – 160
Klaivex with Demi-klaives and Onslaught
Raider – 75
Disintegrator Cannon, Chainsnares and Flickerfield
Troops:
10 Kabalite Warriors – 160
Sybarite with Ghostplate Armour, Blast Pistol & Agoniser
Shredder and Splinter Cannon
10 Wyches – 135
Hekatrix with Venom Blade
Razorflails and Shardnet & Impaler
Fast Attack:
5 Hellions – 95
Helliarch with Stunclaw & Splinter Pistol
Tyranid (Craig) 1006 points
HQ:
Hive Tyrant – 220
Heavy Venom Cannon, Hive Commander
Paroxym and Psychic Scream
Elites:
Doom of Malan’Tai – 90
Mycetic Spore – 90
Troops:
3 Tyranid Warriors – 125
Barbed Strangler, 2x Pair of Boneswords, Adrenal Glands
10 Genestealers – 166
Adrenal Glands
15 Hormagaunts – 105
Adrenal Glands
15 Hormagaunts – 105
Adrenal Glands
15 Hormagaunts – 105
Adrenal Glands
For the good deployment the Eldar deployed all except the Swooping Hawks and the Scorpions with the Phoenix Lord on the Goods right flank. The entire Space Wolf army held the left. For the Evil deployment, the Tyranids spread out across the table edge, the Genestealers were set up in the ruined building in the centre, the Doom of Malan’Tai, its Mycetic Spore one brood of Hormagaunts was held in reserve thanks to the Hive Tyrant having Hive Commander, they would gain +1 in their reserve rolls. The only thing actually put on the board by LovelyLozza was her Raider, which had the Archon and Incubi aboard it. Everything else was placed in reserve.
Before the game started Lozza rolled for Combat Drugs and got Serpentin, which gave the Archon, Wyches and Hellions +1
WS for the whole game
Evil won the roll-off and chose to go first
Turn 1:
Evil
Movement:
Genestealers move out of the ruined building into the open and everything else moves forward as fast as possible. The Raider moves 12” near to the building and Disembarks the Archon and Incubi.
Shooting:
The Archon deploys his Webway Portal, the Raiders Disintegrator Cannon kills 2 Grey Hunters after the Hive Tyrant was found to be just short with its Heavy Venom Cannon. Everything else ran forwards. The stealers only run 2” and are left in the open and out of charge range.
Good
Movement:
Everything bar the Long Fangs moves forwards.
Shooting:
The combined firepower of the (painted) Grey Hunters and the Dire Avengers completely wipe out the Genestealers. The Guardians Starcannon and the Scatter Laser from one of the Vypers take one wound from each Nid Warrior, leaving 2 each. The Rune Priest then casts Living Lightning on the Hive Tyrant, only generating one shot but it was enough to force successful armour save from the monster. The Dreadnoughts Lascannon scored a penetrating hit on the Raider, only to have the Flickerfield save it from harm. The Long Fangs close proceedings by taking one wound from the tyrant with a Krak missile before changing their attention to help the War Walker kill 2 Incubi with Frag and Plasma missiles. The Blood Claws, Banshees and (unpainted) Grey Hunters in the centre all ran.
Turn 2:
Evil
Movement:
The Doom of Malan’Tai’s Mycetic Spore lands behind the (unpainted) Grey Hunters, Dire Avengers and War Walker ready to suck the life out of everything it can. The Outflanking Hormagaunt brood also arrives on the Evil left flank in front of the Banshees but out of Synapse range, although they pass the required leadership test. From the Webway portal the Warriors, Wyches and Hellions all make their entrance and begin to take up positions in and around the ruins. As of yet no sign of the Master of Blades. Everything continued its advance forwards.
Shooting:
The Raiders Disintegrator Cannon was pointed at the Dire Avengers but failed to hit with any shot. The Hive Tyrant melted a Blood Claw with its Heavy Venom Cannon. The Hellions accounted for one Banshee with their Splinter pods whilst the Tyranid Warriors Barbed Strangler killed 2 more but failed to pin them. The Mycetic Spore was in range of the War Walker with its Ripper Tentacles, hitting 3 times and causing 2 penetrating hits – destroying its Missile launcher and stunning the crewman. The crowning glory of the turn belonged to the Doom of Malan’Tai, whose Spirit Leech accounted for 2 Dire Avengers and 4 Grey Hunters, with neither unit running but this was enough to give the Zoanthrope 10 wounds and a strength 10 Cataclysm which it used to great effect, killing 7 of the painted Grey Hunters, reducing it to a single Wolf, and 2 from the other Hunter Squad. That was 15 models in one phase and nigh on crippled the centre of the good lines.
Note: for everybody wondering, the Bisto gravy pot you can see in this picture is our stand-in for a Mycetic spore - rather handy as it had a lid! Improvisation FTW
Assault:
The only possible assault involved the newly arrives Hormagaunts charging into the weakened Banshee squad. The Banshees would go first due to their Banshee mask, but before that they attempted their counter attack roll, which failed. But, on the flipside the Exarchs War Shout interrupted the Gaunts facing them down, causing them to be WS1 for the phase. The Banshees managed to slice apart 3 before 1 being dragged down in return. Still out of Synapse range the Gaunts turned and fled (only 2” mind) and no sweeping advance or consolidation was performed by the Banshees.
Good
Movement:
The first sign of the Eldar reinforcements arriving was when the grenade pack from the Swooping Hawks landed right on top of the Raider, which would have caused a penetrating hit were it not for the Flickerfield (the second time it had avoided destruction), also blowing 3 Gaunts to bits, the Hawks landed safely behind the Kabalite Warriors.
Secondly, the left flank of the Evil alliance became a rather worrying place when The Shadow Hunter and a number of his disciples made their entrance directly behind the Tyranid Warriors... The Blood Claws on the good left made an effort to run headlong into the Gaunts directly opposing them in a charge or be charged situation. The Dire Avengers and Grey Hunters moved out of range of the Doom of Malan’Tai’s Spirit Leech lest it drain more souls.
Shooting:
The Blood Claws attempted to run but only managed to move 3”. The newly landed Swooping Hawks opened fire at the Kabalite Warriors, felling one. The fleeing Gaunts on the good’s right were shot at by the remaining Grey Hunters (although there were only 5 left from the original 2 squads), killing 3 between them. The Guardian squad also opened fire at the Gaunts and the ensuing shuriken storm left 5 more dead and forced them back a further 6”. Realising the Banshees were now out of charge range they decided to run in order to rectify that. A roll of 5 was sufficient to catch them back up. The Long Fangs made it their task to try and destroy the Doom of Malan’Tai. 4 Krak missiles sent towards the abomination with only one hitting, and, were it not for its 3+ invulnerable save it would be dead. Realising this failure, the Dreadnought pivoted and shot its Lascannon at the Zoanthrope, this time the invulnerable save was not enough and beast ruptured and exploded with a flash of built up psychic energy. This sudden psychic discharged must have upset the Rune Priest as his Jaws of the World Wolf failed to kill anything and he could not even cast Living Lightning. Karandras and his chosen opened fire at the Warriors firmly in their sights, but only caused one wound. Finally, the Dire Avengers used their Bladestorm ability, launching a fusillade of shuriken at the central unit of Gaunts left 6 dead.
Assault:
The Banshees charged into the fleeing Gaunts, finally wiping out every gribbly bug. The Scorpions and their Lord charged into the Warrior Brood that towered over them. The 4 Scorpions that hit first fared badly, hitting 7 times, wounding 3 and having 2 saves made. The Warriors pulverised 2 in return. Even the Exarch had an off day, hitting twice but failing to wound. If it wasn’t for the Phoenix Lord they would have lost but he showed them how it’s done, hitting 5 times from his 8 attacks on the charge and wiping out the Warriors there and then. They consolidated into a nearby crater.
Turn 3
Evil
Movement:
The Gaunts on the Evil right positioned themselves for a charge against the Blood Claws, the Tyrant moved towards the left flank to be in range of the Scorpions with its Paroxym, just as the Webway portal crackled with life. Stepping out was Drazhar, upon hearing that the Lord of the Scorpions was present on the battlefield; he made his way towards The Shadow Hunter... The Wyches continued towards the Eldar battle line whilst the Kabalites stayed put and readied their weapons.
Shooting:
The Raider was able to vaporise 2 Hawks where they stood. The remaining Gaunt broods both ran as fast as they could forwards. The Kabalites trained all their weaponry on the Scorpions; a Shredder, Splinter Cannon and 14 Splinter Rifle shots bouncing harmlessly off the heavy armour of their hated kin before the Sybarite had to show them how a gun works, frying one with her blast pistol. Lastly, the Hive Tyrant, passing its Psychic Test was able to cast Paroxym on Karandras and the Striking Scorpions, reducing their
WS and
BS to 1 until the next Evil turn – a disaster considering who was bearing down on them...
Assault:
The Gaunts on the right were able to charge into the Blood Claws and make use of their Adrenal Glands, making the 60 attacks they generated all the more potent. Of the 60, 30 hit and thanks to Furious Charge, 15 wounds were caused – 5 marines were clawed apart. In return, the young wolves tore at the aliens with all they had, killing 4 (one thanks to the Powerfist). This however was not enough and the Blood Claws broke, but were caught and wiped out by the Gaunts. The other Gaunt unit charged the lonely Grey Hunter (who was well on his way to becoming a Lone Wolf at this point). Dragging him down in the ensuing bundle of chitin.
The Archon and his Incubi retinue had not been idle and found themselves able to charge into the Dire Avengers. 4 Dire Avengers were killed (3 by the Archon) for only 1 Incubus in return, but the noble warriors of Khaine remained where they were. The Wyches were able to charge into the Banshees, who were outnumbered and not really expected to last very long. The Banshees struck first, wounding 5 times with 3 being unable to dodge their power blades. Amazingly, in return only 1 Banshee was actually killed but the Wyches seemed undaunted. The focus this turn was on Drazhar hoping to make his now large advantage count hit 5 times and wounded 3. This meant the last Scorpion and the Exarch were killed and Karandras also lost a wound. Karandras was unable to even hit back due to the Paroxym forcing him to need 5’s just to hit. Karandras also took another wound due to him being Fearless and losing the combat – leaving him WS1, BS1 and W1 for the next good turn.
Good
Movement:
The Dreadnought sought to avenge the Blood Claws this turn and purposefully strode towards the Gaunts on the goods left flank. The last 4 Grey Hunters moved forwards to help the Dire Avengers in their battle with the Archon. The Guardians, Vyper and War Walker set themselves up in good firing positions.
Shooting:
Both walkers had the Gaunts on the left firmly in their targeting equipment, the Dreadnought killing 2 (one with Stormbolter and one with Lascannon), whilst the War Walkers remaining weapon killed 3 more in a hail of pin point laser execution. The Guardians turned around and opened fire on the unit of Gaunts that found themselves behind enemy lines, wiping them out. The Long Fangs, safe in the knowledge they weren’t to be frazzled concentrated on the Tyrant and were able to wound it once with a Krak missile. The Vypers tried to keep the momentum up and also targeted the Tyrant, but absolutely nothing happened. The Rune Priests terrible debut continued by casting both Jaws of the World Wolf and Living Lightning at the Tyrant but to no effect on either.
Assault:
The Dreadnought barged its way into the Gaunts, swinging its arm left right and centre, to no avail. Not a single Gaunt was killed and because the ‘Nids couldn’t wound it back an unexpected war of attrition occurred.
The Swooping Hawks were unable to place their Haywire Grenades on the Raider. The now more interesting combat in the centre between the
DA,
GH’s and the Archon and Incubi took centre stage. The resultant melee left 2 Dire Avengers dead, leaving just the Exarch. The Exarch in return brought the Klaivex down leaving the Space Wolves to score 3 wounds on the Archon, whose Shadowfield saved him from everything thrown at him.
The duel between the Phoenix Lord(s?) ended swiftly with Karandras lying broken at his dark counterparts feet, then consolidating forwards next to the Wyches, whose combat was progressing, albeit slowly. The Banshee Exarch was unable to do any damage and was killed as a result, the last Banshee taking a Wych in return leaving the combat a draw.
Turn 4
Evil
Movement:
The Raider moved away from the Swooping Hawks towards the centre of the table with the Kabalites moving in the opposite direction. Drazhar moved towards the Guardians and the Tyrant moved close to the Vypers in the middle.
Shooting:
The Kabalites had used their movement phase to get within 12” of the hawks and use their rapid fire rifles to pummel the Hawks with 16 shots AFTER the Shredder had landed bang on target and turned 2 of the Aspect Warriors to mush – safe to say the Hawks were no more and the Kabalites gained their first pain token. The Raider had moved within range of the Long Fangs and wasted no time hitting and wounding twice causing the old Wolves to take a leadership test, which they passed. The Hive Tyrant didn’t have quite as good a turn as everything else. His heavy venom cannon scattered 9” off target and hit nothing.
Assault:
Following the worst point blank shot ever, the Tyrant charged into the Vypers, but because the Vypers had moved at cruising speed it required 6’s to hit, all 6 attacks missed. Elsewhere the Archon achieved a draw in his combat, failing to wound the Avenger Exarch and having 3 combined wounds from the Eldar and Grey Hunters saved by the Archons Shadowfield. The Wyches were also able to finally kill the last Banshee and gain their first pain token. They consolidated towards the Guardians.
Good
Movement:
The only movement this turn involved the Vypers moving away from the Tyrant and the Rune Priest heading to the right in the direction of Drazhar.
Shooting:
Hoping that this turn his psychic attacks will achieve something, the Rune Priest cast both Living Lightning (generating 6 attacks) and Jaws of the World Wolf at Drazhar, he was wounded but passed his armour saves. The remaining 2 Long Fangs with Missile launchers had a brilliant turn of shooting when they launched 2 Krak missiles in the Hive Tyrants direction, killing the monstrous creature and the Guardians really shone when they opened fire at the Wyches, killing five and leaving just one. The War Walker cleaned up by using its scatter laser to finish the last Wych off. The Vypers fired everything they had at Drazhar, but he remained unscathed.
Assault:
The Dreadnought-Gaunt showdown continued, one Gaunt was killed and they ran 8”. Meaning the Dreadnought could consolidate 5” towards the centre. The Archons melee in the centre left 2 Grey Hunters dead, leaving the Dire Avenger Exarch and one Grey Hunter with a Powerfist left, who would have both wounded the Archon were it not for the Shadowfield yet again. Morale tests were passed.
Turn 5
Evil
Movement:
The last Gaunts reverted back to their instinctive behaviour, failing their Synapse roll and headed towards the Rune Priest. Drazhar moved in on the Guardians.
Shooting:
The Gaunts ran 5” towards the Rune Priest, who had to make an armour save after being shot at by the Kabalites Splinter Cannon and the Raider shoots one Guardian down with its Disintegrator Cannon.
Assault:
The Archons frustrating last few turns finally bore fruit. He was able to kill the Exarch, gaining one pain token, weathered the counterattack from the Space Wolf (thanks again to his Shadowfield), and then forced the Grey Hunter to flee but catching him – gaining his second pain token in one phase. Drazhar charged into the Guardians. His 7 attacks hit 3 times and 2 of those resulted in casualties. The Eldar hit back with 7 attacks of their own, hitting 4 times and wounding twice – but Drazhars armour saves were successful. The Gaunts and the Rune Priest fought to a standstill, each causing a wound on each other.
Good
Movement:
The only movement involved the War Walker and the Vypers training their weapons on the Archon.
Shooting:
The Dreadnought was confounded yet again by the Raiders Flickerfield when another penetrating hit was ignored. The Raiders luck was about to run out when 2 Krak missile came screaming towards its prow. This time the Flickerfield could do nothing to help and the resultant glancing hit destroyed the Disintegrator Cannon before the second missile broke through the hull and detonated the coolant systems, blowing it up in a huge fireball that killed 2 nearby Kabalites. The goods shooting was to continue with the War Walker trying to gun down the Archon, but all 4 shots missed. The Vypers took over and with the combined barrage from the Scatter Laser and the Twin-linked Shuriken Catapult finally managed to short out the Archons Shadowfield. The second Vyper gunner sensed the time was right and fired the Shuriken Cannon at the Archon, slicing him apart with its heavy Shuriken payload, killing him outright.
Assault:
Drazhar gained his second pain token this turn by killing 5 Guardians and forcing the remaining 2 to flee, but not far enough as they were chased and mercilessly cut down. The Gaunts also had a good turn, their 9 attacks being enough to bring down the Rune Priest, ending his rather woeful debut.
Turn 6
Evil
Movement:
Drazhar moved towards the War Walker and the Kabalites advanced to station themselves next to the Vypers. The Gaunts move towards the Dreadnought after failing their Synapse again.
Shooting:
The Kabalite Warriors used what little anti-vehicle weaponry they had to target the Vypers. The Shredder managed to score a Crew Shaken result on one and the Sybarites Blast Pistol managed to wreck the second one.
Assault:
Drazhar charged into the War Walker, intent on shredding the Wraithbone construct apart, his 4 hits managed to score one shaken, one stunned and one weapon destroyed result – leaving the Walker pretty busted up. The Gaunts charged into the Dreadnought but this time they were systematically crushed. That meant the entire Tyranid army were now officially wiped out. It was all down to the Kabal of the Shrieking Sun.
Good
Movement:
The last movement phase was very short the dreadnought was the only thing that moved.
Shooting:
Also very uneventful. The last Vyper was shaken so the only thing available to shoot was the Dreadnought, who opened fire with its Lascannon and Stormbolter, but only accounting for one Kabalite.
Assault:
The last assault of the game was as eventful as turn 1 (and there wasn’t even an Assault phase then!) with Drazhar unable to do anything to the War Walker.
Result – counting up the Victory Points from both sides it was really, REALLY close, the Evil side had pulled it off by only 55 points, the half
VP score for destroying one Vyper
Evil – 1626
Good - 1571
Endgame – if only 1 or 2 things had gone differently (or if we all hadn’t of forgotten about the Mycetic Spore after turn 2) this game would have been very different. It could have also been a straight draw if the Sybarite hadn’t of destroyed that Vyper in turn 6, but, considering that this game had taken over 5 hours, involved snack, cigarette and nappy breaks it was a really good fun day, if not a little bit tiring.
Well until another time Dakka thanks for reading