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Tyranids vs Aeldari 2000 points Competetive  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Sinewy Scourge




Date played: 06 November 2018

Scenario:
Spoiler:
There were 4 methods of generating Victory Points

Primary: Frontline Warfare (Chapter Approved Mission). Using only objective markers 1 to 4.
Secondary: Contact Lost Maelstrom Mission
Tertiary: First Blood, Slay the Warlord, Line Breaker
Quaternary: Kill Points difference (Max 6).

Tabling is an autowin.
Pre Game Sequence:
Spoiler:

1) The players rolled off to place the first objective, the Tyranid Player won the roll off.

2) Warlord Traits

a) The Tyranid player selected Grand Strategist on the Platoon Commander as her Warlord Trait.
b) The Aeldari player selected Famed Savagery on the Archon.

3) Psychic Powers

a) The Tyranid player selects Catalyst and The Horror as powers for the Swarmlord, Catalyst and Paroxysm on the Flyrant and Might From Beyond on the Magus.
b) The Aeldari player selects Doom and Eldritch Storm for his Farseer's powers.

4) Stratagems

a) The Tyranid player uses Bounty of the Hive Fleet to select Chameleonic Skin on her Flyrant.
b) The Aeldari player spends 1 CP on Alliance of Agony, giving Urien Diabolical Soothsayer and recouping 1 CP. He also spends 1 CP on Prizes of the Dark City to take the Vexator Mask on the Haemonculus.

5) The objectives are placed with the Tyranid Player placing 1,3 and 5 in the centre of the board and the Aeldari player placing 2, 4 and 6 in the corners.

6) The roll off for the choice of sides is won by the Tyranid player and she selects the side with more objectives.
Aeldari Army List:
Spoiler:

General: Archon

Prophets of Flesh Battalion
HQ
H Infantry, Haemonculus
Haemonculus armed with an Electrocorrosive Whip
76 points

UR Infantry, Urien Rakarth
Special Character
90 points

Troops
W1 5 Infantry, Wracks 1
Acothyst and 4 Wracks
45 points
W2 5 Infantry, Wracks 2
Acothyst and 4 Wracks
45 points
W3 5 Infantry, Wracks 3
Acothyst and 4 Wracks
45 points

Fast Attack
S1 5 Infantry, Scourges 1
Solarite and 4 Scourges with Haywire Blasters
92 points
S2 5 Infantry, Scourges 2
Solarite and 4 Scourges with Haywire Blasters
92 points
S3 5 Infantry, Scourges 3
Solarite and 4 Scourges with Blasters
128 points

Heavy Support
T1 3 Monster, Taloi 1
3 Taloi with Macro Scalpels and Twin Haywire Blasters
297 points
T2 Monster, Talos 2
Talos with Macro Scalpels and Twin Haywire Blasters
99 points
T3 Monster, Talos 3
Talos with Macro Scalpels and Twin Haywire Blasters
99 points

Alaitoc Patrol
HQ
F Infantry, Farseer
110 points
Troops
R 5 Infantry, Rangers
5 Rangers
60 points

Flayed Skull Spearhead
HQ
A Infantry, Archon
Archon with Huskblade
76 points

Heavy Support
R1 Vehicle, Ravager 1
125 points
R2 Vehicle, Ravager 2
125 points
R3 Vehicle, Ravager 3
125 points

Flyer
RZ12 Vehicle, Razorwing 1
135 points
RZ22 Vehicle, Razorwing 2
135 points
Total: 1999 points
Tyranids Army List:
Spoiler:

General: Platoon Commander

Tyranids Batallion
HQ
FHT Monster, Flying Hive Tyrant
Flyrant with Chameleonic Mutation and 2 Twin Devourers with Brainleach Worms
218 points
S Monster, Swarmlord
Special Character
300 points

Troops
G1 20 Infantry, Genestealers 1
20 Genestealers, 5 Acid Maws
240 points
G2 16 Infantry, Genestealers 2
16 Genestealers, 4 Acid Maws
162 points
H 24 Infantry, Hormagaunts
24 Hormagaunts
120 points

Genestealer Cults Battalion
HQ
M Infantry, Magus
Magus, Might From Beyond
73 points
P Infantry, Primus
Primus, Bonesword
76 points

Troops
N1 10 Infantry, Neophytes 1
10 Neophytes, Autoguns
50 points
N2 10 Infantry, Neophytes 2
10 Neophytes, Autoguns
50 points
N3 10 Infantry, Neophytes 3
10 Neophytes, Autoguns
50 points

Elites
PG 20 Infantry, Purestrain Genestealers
20 Purestrains
200 points

Brood Brothers Spearhead
HQ
TC Vehicle, Tank Commander
Tank Commander with Punisher Cannon, 2 Heavy Bolters
211 points

Elites
PC Infantry, Platoon Commander
Warlord, Grand Strategist, Kurov's Aquilla
20 points

Heavy Support
HWT1 3 Infantry, Heavy Weapon Team 1
Heavy Weapon Team with 3 Mortars
33 points
HWT2 3 Infantry, Heavy Weapon Team 2
Heavy Weapon Team with 3 Mortars
33 points
HWT3 3 Infantry, Heavy Weapon Team 3
Heavy Weapon Team with 3 Mortars
33 points
Deployment Map
Spoiler:
Tyranid Player Thoughts

I started deployment by putting my Gene Stealer Cult infantry in reserve, which used up 6 drops. This allowed me to see that my opponent was setting up squarely on the right flank. My Genestealer units, I deployed forward to attempt to sweep around the buildings and assault the Talos formation from both sides, the Mortar squads are great objective holders and provide plenty of firepower.

Aeldari Player Thoughts

I was very concerned about the Purestrains murdering all my ravagers, so I put all of them into reserve along with one of the Razorwings (I needed the other to block deep strike positioning on Turn 2). I figured that with few guns it would be better for me to go second so set up accordingly, trying to force the stealers to assault the Taloi near the Vexator Haemonculus.

Tyranid Turn 1
Spoiler:
Score: T 00 A 00

CP : T 13 A 05

Objective: Dominate (Cast 3 Psychic Powers)

Commanders Thoughts

Tyranid:

Captain Lawrence looked out across the battlefield, the presence at the back of his mind told him that he should have his forces establish psychic dominance to clear the way for victory. The Xenos war engines across the battlefield looked like floating armour clad scorpions, whilst the sound of their aircraft tearing the sky was horrifying, or woul dhave been if Lawrence hadn't been so confident he would win this battle, the Star Gods were with him, they would ensure an Imperial victory here today.

Aedari:

Archon Mollis smiled, surveying the battlefield from high orbit. his forces had taken a defensive position to draw the swarm forward, counting on the near mindlessness of their need to feed. Mollis was confident that his plan would succeed, even if some lesser Aeldar had to be sacrificed in the process. The bounty of creatures brought back for his fighting pits was bound to be exquisite either way.

Movement Phase

Tyranid: I pushed the Genestealers up towards the Talos block, moving Genestealers 2 20" in the hope of getting both units into the enemy.

Aeldari: Seeing the stealers advance I was apprehensive about my plan, but there was nothing to do about that now!

Psychic Phase

Tyranid: The psychic phase was terrible, Paroxysm on the big Talos unit was very useful, but otherwise all the powers were failed, which was pretty worrying.

Aeldari: My opponent succeeded on her most crucial roll, Paroxysming the big Talos unit and neutering the Mask. Seeing the rest of the powers fail or be denied was delicious though.

Shooting Phase

Tyranid: I had the Swarmlord move Genestealers 1 up to be able to assault into the Taloi, overrunning their position. With my Heavy Weapon Teams, I put 3 wounds through on the big Talos unit, starting to whittle it down before the charge.

Aeldari: The Tyranid shooting phase was, as expected a little lacklustre. I was feeling confident about everything except the upcoming fight phase at this point.

Charge Phase

Tyranid: Genestealers 1 made their (easy) charge, hitting the Paroxysmed Taloi, whilst Genestealers 2 failed. Overall this turn was not going well so far.

Aeldari: Having only one unit of Stealers to deal with made life a lot easier. I wasn't expecting to fo well in these early turns, but I was hoping to survive as well as possible.

Fight Phase

Tyranid: The Haemonculs with Vexator Mask chooses the Stealers to fight last, but as the Taloi are paroxysmed this doesn't make much of a difference. My stealers manage to pull down the wounded Talos, which thankfully doesn't explode.

Aeldari: The loss of a Talos isn't that bad, I've not lost first blood and still have a sizeable number of attacks remaining in the other two. My Taloi manage to pull down 6 stealers, which is a reasonable showing for now.

Tyranid: At the end of the Fight Phase I spend 3 CP, getting one back, to Fight again and manage to do 3 more wounds to a Talos.

Aeldari Turn 1
Spoiler:
Score: T 00 A 00

CP : T 11 A 05

Objective: Assassinate

Tyranid Commanders Thoughts
Captain Lawrence nodded, seeing the elite shock troops of his regiment bring down one of the war machines of the foe. It wouldn't be long now until they were all vanquished, just a small pocket of resistance left in the corner of a vast landscape. He did feel a sense of disappointment that psychic dominance had not been achieved and resolved to have the sanctioned psykers flogged once the battle was done.


Aeldari Commanders Thoughts
Mollis saw the destruction of one of his pet haemonculu's war machines as an acceptable trade for the continued distraction they provided. Considering the field before him he identified the most important task, ridding the field of one of the Tyrants controlling the horde. He waved his hand across a console, allowing the Dracon guiding the battle to know his will.

Movement Phase

Tyranid: It was no surprise that the Taloi fell back allowing the shooting units to target my Stealers.

Aeldari: I moved my units to create a bubble so that, provided I dealt with the stealers within my lines, the Purestrains would have to content themselves with killing a single unit of Wracks or contend with the Vexator mask. Either my opponent would hold the purestrains back, giving me more time to deal with the units on the board, or commit them and allow me to beta strike with my reserves early. At least in theory.

Psychic Phase

Tyranid: Not a good phase for me. Shadows wasn't even helping.

Aeldari: Doom was cast on the stealers, but needed a reroll from Runes. The Tyrant tried to deny, but failed. Smite then slaughtered 3 stealers.

Shooting Phase

Tyranid: That was a lot less brutal than I was expecting with the Stealers having some really hot saves against the Razrowing salvo (saving 5 out of 8).

Aeldari: The Taloi don't fair any better than the Razor and manag only 1 kill between the lot of them.

Charge Phase

Tyranid: As my Stealers have no guns overwatch is moot. Sad times.

Aeldari: Wracks 1, Talos 2 and 3 and the characters all charge the remaining Stealers in Stealers 1.

Fight Phase

Tyranid: I was hoping to get a second round of attacks in with my Stealers.

Aeldari: Unfortunately for my opponent with 6 kills from the Taloi it looked liek they would be wiped.

Tyranid: So I interruprted for 2 CP and attacked with my remaining stealers, trying to kill the Farseer, but only managing 3 wounds.

Aeldari: The Archon then finished off the unit.

This message was edited 5 times. Last update was at 2018/11/13 09:30:03


 
   
Made in us
Sinewy Scourge




Tyranids Turn 2
Spoiler:

Score: T 00 A 01
CP : T 09 A 05

Objectives: Dominate, Master the Warp, Control Objective 1, Witch Hunter

Movement Phase

Tyranids: I considered keeping the GSC units off the board to bait my opponents ravagers, but as he had chosen to go second I figured that was unlikely to work, and keeping them off a further turn wasn't going to be super useful, when compared with scoring a mass of points and drawing a large number of cards next turn. I brought the Primus and Purestrains down using the stratagem and getting a 6, which allowed me to push them up against the Aeldari line alongside Genestealers 2. I moved the Hormagaunts up so that (with swarmy) they could join the fight as well and, hopefully, overwhelm the Aeldari defences. I also dropped the Neophytes on to each of the objectives and the magus in place to buff the Purestrains. I had to use a CP reroll on one of the drops, as I rolled a 1.

Aeldari: This was the play I had been hoping for, but at the same time it felt rather scary to have all those bugs swarming my lines at once, especially backed by a flyrant. Time to see how tough Covens really are.

Psychic Phase

Tyranid: I needed to cast a good number of Psychic powers here, first and foremost being Paroxysm. I cast Catalyst on the Purestrains, which I needed a reroll to get off, followed by The Swarmlord failing at the Horror, but succeding at Smiting the Taloi for 2 wounds. The Magus then cast Might from Beyond on the Purestrains, which my opponent didn't try to deny. I finished with Paroxysm.

Aeldari: Which was denied with a rerolled Deny from Runes of the Farseer. My other Deny had been used up (and failed) against Catalyst.

Shooting

Tyranid: I pushed the Hormogaunts forward with the Swarmlord. Meanwhile Heavy Weapon Team 1 Took Aim! at Wracks 1, hitting, but failing to wound. Heavy Wepaon Team 3 also fires at that unit, killing two. The Tank commander had only one sensible target for the Punisher, using Gunners, Kill on Sight, it pours 40 shots into the wounded Talos unit, managing to tear down a single wounded model, which doesn't explode. The heavy bolter shots pound Wracks 1, killing two more. With Urien the only character in range the Flyrant chooses to fire at Wracks 2, as hurting Urien would have been difficult, killing 4 of them.

Aeldari: Ouch! That was nasty. This turn is looking like it's going to hurt even more than I expected.

Charge Phase

Tyranid: I charged the Taloi and all the characters as well as Wracks one with the Purestrains, Genestealers 2 and the Purestrains. The Flyrant charges the lone wrack on Objective 2.

Aeldari: My paltry overwatch achieves nothing.

Fight Phase

Aeldari: I choose the Purestrains to fight last with the Vexator, obviously.

Tyranid: I selected Genestealers 2 to attack first, attacks split between the 2 Taloi and the farseer. I figured that we might see an interruption, so needed to use the high damage units first.

Aeldari: Luckily my farseer had hot saves, managing to survive on one wound! Talos 2 ends up on 6 wounds and Talos 3 is nearly dead on 2. I choose not to interrupt, conserving CP.

Tyranid: I chose the Hormogaunts next, having them swarm ove rthe Taloi and Farseer. Despite all their attacks they manage only one wound on the Taloi one and nothing on the Farseer! The primus then attacks Talos 2, dealing 2 wounds and dropping it to 4.

Aeldari: That was not as horrible as I feared. The purestrains were still to fight, but at least I was able to injure them some first. Talos 2, the Haemonculus and the Archon only manage to kill 6 purestrains, whilst the farseer kills one of Genstealers 2, and urien kills 3 Hormogaunts.

Tyranid: Well catalyst did great work there, the purestrains are now able to attack and 25 attacks into the Vexator and 55 into Talos 1, aiming to finish both units. The Vexator Haemonculus is torn apart as is the last Talos in Talos 1.

Aeldari: Sadly, the pain engine explodes, killing a Hormogaunt and a purestrain as well as wounding Urien and the Farseer, the Archon though passes his Inured to Suffering roll.

Morale Phase

Tyranid: I spend 2 CP to keep my Purestrains alive, ready to tear the enemy apart next turn.

Scores

Scoring 2 each for Master the Warp and Dominate, the Tyranids also succeed at Controlling Objective 1, thus scoring 5 points! Aeldari remain on 1 point for First Blood.

Score: T 05 A 01
CP : T 06 A 05
   
 
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