Played Shaun last night, he's been trying different Guard lists as he wants to run with his own instead of trying ones I usually suggest to him. I'm taking Tyranids after offering Shaun to choose which army of mine he wanted to play against.
Tyranids "Hive Fleet Kraken" - 2,000 points
HQ
Hive Tyrant - 2 x twin-linked devourers, old adversary & armoured shell
Tyrant Guard - lash whip
Tervigon - crushing claws, adrenal glands, toxin sacs & catalyst
Elite
2 x Hive Guard
2 x Hive Guard
2 x Hive Guard
Troops
Tervigon - crushing claws, adrenal glands, toxin sacs & catalyst
Tervigon - crushing claws, adrenal glands, toxin sacs & catalyst
10 x Termagants
10 x Termagants
8 x Genestealers
8 x Genestealers
Heavy Support
Carnifex - 2 x twin-linked devourers
Carnifex - 2 x twin-linked devourers
Total: 1,994
Imperial Guard - 2,000 points
HQ
Company Command Squad w/ Chimera - 4 x plasma guns & plasma pistol
Company Command Squad w/ Chimera - 4 x plasma guns & plasma pistol
Troops
Veterans w/ Chimera 3 x flamers
Veterans w/ Chimera 3 x flamers
Veterans w/ Chimera 3 x plasma guns
Veterans w/ Chimera 3 x plasma guns
Veterans w/ Chimera 3 x plasma guns
Fast Attack
Vendetta
Vendetta
Hellhound
Heavy Support
Manticore Missile Launcher - heavy flamer
Manticore Missile Launcher - heavy flamer
Manticore Missile Launcher - heavy flamer
Game: Capture and Control + Pitched Battle
Deployment
Shaun placed his objective top left of the board in the L shaped ruin on the top floor. I placed mine in the centre of the board in the tower ruin at the top, the objectives are oil barrels which we actually forgot to put down until start of turn 1, doh!
I lost the roll off and Shaun deployed first. He spread his Manticores putting each in a ruin one on the left side, right side and centre. He deployed the rest of his army between the left and centre Manticores.
I deployed my wall of Termagants then Hive Guard then the big monstrous creatures. The Hive Tyrant and Tyrant Guard got cover thanks to the Termagants. The Stealers outflank.
* Tactical Notes
Shaun has got a lot of mech so dealing with this army will be hard but if I can stop something shooting and moving I can move up slowly and take the tanks apart and then get at the juicy Guardsmen. If I can get first turn by seize the initiative I can run pretty much everything forward getting into range and more importantly into cover.
I'll first be going for the Vendettas to try and minimise long range low AP fire, once they have gone I'll go for the plasma units which should be in range by then. The Manticores I'll deal with using the Genestealers if they outflank on the right table sides
Turn 1
Shaun starts moving his armour about coming closer to me, but not too close.
Shooting he gets 2 shots per Manticore if I remember right and direct fires them blowing away several Termagants, blowing away two Hive Guard from seperate units and wounding another. He also raped my Tyrant and Guard with lascannon fire which meant the Guard died failing all cover saves leaving the Tyrant with no cover, great.
My turn I spawn a unit of Termagants which move into the tower ruin followed by the Tervigon which spawned them as the rest of the bugs move forward spawning more Termagants on the way.
Shooting Hive Guard manage to wreck a flamer Veteran Chimera, they pass the pinning test and crew shake a Vendetta that's about it!
* Tactical Notes
Not a too bad first turn from either of us though I think Shaun has dealt me a more critical blow by taking out some Hive Guard, I've still got three units left but two models have been fragged by Manticores and one is wounded so not a lot of life left.
I'm going to carry on shooting at the Vendettas for the time being and start flanking my entire army across the board towards Shauns objective. He has got some Chimeras on the right flank, a plasma CCS and plasma Vet unit if I forget them they shouldn't get in range for a long time. Hopefully some Genestealers will come in next turn!
Turn 2
I suggest to Shaun that the Genestealers will be outflanking next turn and would be wise to move his Manticores from the table edge, so he does this and gets ready to direct fire. He moves his armour about again not moving much waiting for me to come to him, though the two Chimera units start coming down the right flank.
Shooting Manticores get 3,2,1 shots which isn't bad and come raining down. When it's all said and done I've lost two Hive Guard leaving me with just two left and got a two wound Carnifex and three Termagants left out of a squad! He also puts multi laser fire on a approaching Tervigon and knocks a wound off it.
My turn I roll for reserves with a single squad of Genestealers outflanking on the left side running through terrain and claiming Shauns objective.. I move the horde up spawning Termagants burning the two Tervigons out who are moving up while the one on the objective holds its ground and spawns more Termagants to act as a bubblewrap for the Tervigon - so that's a unit of Termagants holding my objective, a Tervigon on the ground floor to go through and a wall of Termagants in front,
lol! Feel no pain also gets dished out on the Hive Guard, wounded Carnifex and Hive Tyrant.
Shooting Hive Guard manage to crew shake a Vendetta again while mass devourers blast the side armour of a Chimera but just crew stun it.
* Tactical Notes
At the moment Shaun is taking his time waiting me to come close to him while his two Chimeras start flanking around. He's taken care of my main anti armour so hasn't got a fat lot to worry about now. At least I've stopped another Vendetta from shooting and a Manticore, those blasts were really annoying and he was firing about 6 per turn!
I'm now much closer to Shaun so hopefully I can open up some Chimeras get the devourers firing and Termagants into assault with Tervigon support.
Turn 3
Shaun turbo boosts the shaken Vendetta across his side of the board to get a cover save next turn seems it's doing nothing. He rolls the two flanking Chimeras on the right side through terrain, both are ok. On the left side a
CCS comes close ready to blast the Hive Tyrant a new one. The Manticore in the centre terrain tries to move but gets grounded and is immobilised.
Shooting Shaun direct fires the Manticore at the Tervigon and wounded Carnifex tag team, Tervigon takes a wound and the three surviving Termagants close by die but luckily the Carnifex doesn't take a wound thanks to feel no pain. Hive Tyrant gets raped by plasma fire but thanks to cover saves only takes a single wound!
I roll for reserves and the second Genestealer unit comes on the right flank, I decide to go for the Manticore even though it's moved as I don't fancy getting plasma raped by a
CCS and Vet squad next turn! I move Termagants up to the side of the
CCS Chimera with the Tyrant in support as another unit of Termagants moves through terrain to get to the stunned Chimera as the Tervigon lumbers behind, which is casts feel no pain on the smaller Termagant brood on it's own. The others move up forward with the Hive Guard pitching up in terrain with Termagant shield as the Carnifexes move up with the Tervigon behind.
Shooting Hive Guard shake the Vendetta while devourers manage to wreck the Chimera, flamer squad passes morale test. Hive Tyrant and Termagants don't do anything to the
CCS Chimera.
In assault Genestealers charge and boom the Manticore killing one in the blast. Tyrant and Termagants charge the
CCS Chimera making it go boom, only the Commander and plasma guy left who pass morale and pinning though some Termagants get blown away. Termagants charge the exposed flamer squad, beat them in combat but the Veterans hold in on the fight.
* Tactical Notes
It wasn't going so brilliantly at the end of the last turn but things have turned around with a Manticore dusted, Veterans out the Chimera and locked in combat and a CCS now exposed and the Genestealers are still holding out on Shauns objective.
Next turn I'll charge the CCS and kill them, send more Termagants into the fight to backup the existing Termagants against the Veterans or failing that a Carnifex, lol.
Turn 4
Shaun starts to move a Chimera with plasmas towards his objective along with the flamer squad which I blew out their tank the first turn. He moves the
CCS back through the crater ready to blow my Tyrant away with a mass of plasma. The Hellhound which Shaun has kept back all turn makes its move ready to BBQ my Genestealers as the turbo boosted Vendetta from last turn flanks around with the two Chimeras behind it ready to start assaulting my objective, but is it too late?
Shooting multi laser fires at the Genestealers along with plasma, I go to ground but still take 25% damage but pass morale.
CCS issues order bring it down to itself and blasts the Tyrant who luckily survives with a single wound! Hellhound incinerates the Genestealers and they all die!
Can't remember exactly what happened in combat, but it rages on between the Termagants and Veterans.
In my turn I move the single wound Tyrant up ready to blast the flamer Veterans as the two Carnifexes rumble up behind. Tervigon lumbers behind and gets bogged down in terrain but I manage to run it forward to get it giving out toxin sacs and adrenal glands to units - the other Tervigon is doing nothing so it mooches off to tackle one of the oncoming Chimeras.
Shooting Hive Guard shake the Vendetta again while Carnifexes blast the front armour of a Chimera but do nothing but crew stunned. Hive Tyrant blasts the flamer Veterans on foot going to the objective but the pass morale while the
CCS gets blasted by Termagants, the Commander takes a single wound.
In assault Carnifex charges the Chimera and smashes it causing a massive explosion leaving three flamer Veterans left from that unit who pass morale and pinning and kill some of the Veterans in combat with the Termagants. Combat between the Veterans and Termagants rages on,
CCS manage to beat the SuperGants in combat, they consolidate back towards Shauns objective going into terrain. Tervigon charges a Chimera carrying plasma Veterans but only scores weapon destroyed.
* Tactical Notes
Bit gutted those Genestealers died as I want to take apart the immobilised Manticore but TBH I should have expected it. I was hoping to kill the CCS which is a bit disappointing, was a catch 22 because I was hoping the Tyrants devourers would have chased off that flamer squad and the Termagants kill the CCS, though really I wanted the Tervigon to get the CCS but it got stuck in terrain!
Next turn I'll move the Tyrant up into Shauns objective while Carnifexes can lay down fire support on any units and hopefully chase them off with devourers. I do know something and that is the Tervigon attacking that Chimera with plasmas inside is dead, ah well, it was just pissing in the wind anyway after it burnt out and wasn't getting far.
Turn 5
Shaun bails out his
CCS and supporting plasma Veterans and they aim at the Tervigon....the Chimera carrying the plasma Veterans moves through terrain and the Veterans get out ready to rapid fire the Genestealers to death as the flamer squad moves forward to unleash inferno hell.
Shooting
CCS issues bring it down to itself and the plasma Veterans and Tervigon disappears, luckily no Termagants within 6". Plasma Veterans and flamer squad unleash a torrent of flame, plasma and las shots at the Genestealers and they all die now leaving Shauns objective un-contested. If we get another turn he just needs to move either of those troop choices within 3" to score a draw, unless I kill them

. The three flamer Veterans and a Manticore unleash flamers at a Carnifex in hope of scoring wounds, it gets a single wound but passes the armour save.
Assault Veterans and Termagants tough it out with a single Termagant left.
My turn I move the Tyrant up ready to blast the plasma Veterans by Shauns objective, assault them and pull them away. I move up a Carnifex to blast the flamer Veterans as a Tervigon moves to help the surviving Termagant locked in combat. The bubblewrap Termagants move out ready to shoot and assault the plasma Veteran squad out the Chimera, this would lock them in combat and stop them getting in their transport and getting closer to my objective.
Shooting Tyrant fires only a single set of devourers along with paroxysm, causes 25% damage on the plasma Veterans who fail morale and run. The Carnifex fires at the flamer squad which burnt the Genestealers causes 25% damage they fail morale after the Sgt dies and fall back off the board also! The three remaining flamer Veterans get shot up by the other Carnifex, they go to ground and a solo survivor emerges but fails morale and runs off,
lol. Termagants blast the plasma Veterans and kill one.
In assault Tervigon moves in backing up the single Termagant, the fight still rages on after poor hits from the Tervigon drawing in combat! Termagants charge the plasma Veterans, Veterans lose combat but stay in the fight.
At the end we look and Shaun can't win as he has no troops near his objective and only two troop choices left who are locked in combat. I hold my own objective.
Tyranids win.
Summary
Good game again as usual with Shaun and he's getting better. He still needs to grasp some rules but he's been playing since October and is doing well. He's getting better with tactics knowing to go for my anti armour units first and the Tervigons, though this game he didn't do much to the Tervigons mostly because the Manticores kept bouncing off their armour! His deployment could have been better if he had put his objective in the large centre ruin with a flamer Chimera in the doorway and then all three Manticores then my Genestealers wouldn't have done a fat lot.
I made a few mistakes mostly forgetting feel no pain! I really need to remember that as it is literally life or death for the Termagants. Everything else went ok, I am surprised the Hive Tyrant lasted so long without a Tyrant Guard
tbh. I was surprised that both Shauns troop choices ran off the board in the last turn considering the units were LD7 thanks to the -1 of devourers, well one unit was LD6 but it was bad luck for both to fail. Next turn Shaun could have moved one of those onto his objective and scored a win as no doubt the single wound Tyrant would have been dusted by plasma fire.
Good game I enjoyed it and mech is a real pain in the arse for Tyranids especially if some long range fire can drop over the Termagant wall and splat the Hive Guard. Was getting tough just using devourers but I managed to get through and pull it back at the end.