Competitive 40k tactics and Battle Reports with the Tyranid Codex

Wednesday, October 31, 2012

Tyranid Beaky list review, and random thoughts

 
Got up this morning and read the paper before driving off, and just about dropped my Cheeri-Os! Right there on Family Cuircus, gotta love that! (This reminds me of a Fox Trot from a few years back...)


 
 
So, happy Halloween everybody! Bonus points for dressing up as anything 40k related! Anyway, I was asled in a comment to do a full review of my BeakyCon list... it seemed like a good idea! Until I win a GT, there's room for improvement (or new dice... game 5 cough...)
So here we go! For referrence, my list below:
 
Tyrant: Shell, OA, twin Devourers, one guard
Flyrant: twin devourers
3 Hive Guard
3 Hive Guard
10 gants
19 gants
20 gants
Tervigon, 3 powers, TS/AG
Tervigon, 3 powers, TS/AG
Tervigon, 3 powers, TS/AG, Crushing Claws
2 Biovores
 
If you read any of my battle reports, you know how this list rolls: Psychic powers make this super tough, I go almost all Biomancy. Then, I bunker down on objectives while blasting at anything that gets near, assaulting with poisoned gants and MCs as I see fit.
 
Unit by Unit review:
 
Walking Tyrant: My Warlord, he has to be good right? Slow moving, but an absolute brick to kill. He was underwhelming at times, (see his saves in games 5/6) but overall he's tough as balls, and dishes out the damage. Old Adversary makes things nearby scary at shooting. Bonus points for being a psycher! He makes a good counter assault unit, with some gants as support, reasonable anti air, and is also my "anti Space Wolves" unit for giving the finger to Missile launchers.
 
B
 
Flying Hive Tyrant: Devourers are nasty, and wings can get him in a great position to use them. He's there to take out isolated flyers (he gets overwhelmed by 3+ I'm afraid). It's great to have a fast moving unit in a very slow army, he can hit just about anywhere. However, he is very fragile and a huge target to enemy players... As long as I remember t play him cautiously, I give him a...
 
B+
 
(2x) 3 Hive Guard: These are mech killers, pure and simple. At BeakyCon, I saw real "mech heavy" lists twice, and they were great both times. But, against Necrons, and the IG/Space Wolves and Orks? Not so much. A lot of the time they were just ineffective. So, what to do here? They're really a "mech deterrent" more than anything else. Mech was our nemesis before, but now maybe not so much? We can out objective them I think. At least one unit is required, but I might think about dropping one... only problem is, what for? Still, a big target sign. I'll be testing out Ymgarls again perhaps.
 
C+
 
2 Zoanthropes: Instead of for their Lances, I used these as cheap psychic powers. Overall, they're good at buffing my troops or weakening the enemies, plus I need not worry about cover. And hey, synapse is nice right? I think I need to be a bit better at positioning them, but that was the one of the first times I'd used Zoeys, so I think it's alright.
 
B+
 
10/19/20 gants: These are meatshields, objective holders, and surprisingly deadly in CC. Don't ignore poison weapons, they'll mess up a Lord of Change in a heartbeat! They're also unlockers of Tervigon joy, which is never bad. For the low price and large unit footprint, the damage possible is great, as well as the toughness of 20 wounds. Put them near Tervigons for Comedy Gold!
 
A-
 
Tervigons: 3 psychic powers is a must. With Biomancy, there are really 4 good rolls one can get. 3 gies a guarentee, plus the increased likelihood of the greatest of them all... Iron Arm... going from 2 to 3 powers increases the odds by 25% of getting this sacred savior of Tyranids. Anyways... got off track there. These guys are great! Scoring, tough, cheap, and they can pack a mean, mean punch! Smash will kill all characters you challenge, and you're tough enough to weather the storm and punch back. These are absolutely essential to every truly competetive Tyranid army. We're underestimated on the GT scene, but I'd put the Tervigon as one of the three best all around units in the game. (Night Sycthe, Flamers). 3 is a boon, as it's redundant (yes, spammy...) and they can churn out the models to frighten any opponent. My only thought is to drop Crushing Claws on the one Tervi. Thery're really there in case I need to kill one model, then the Tervigon is a wrecker. No question here on the grade:
 
A+
 
2 Biovores: For the price of a 5 man combat squad, I lose a wound, lose a save point, but gain 2 Barrage Weapons... I'm sold! Biovores aren't a competetive choice, and for the life of me I don't know why... They achieved something in all 6 games (except maybe the 9 scythe list), and thanks to a bad reputation, normally lasted a few turns until my opponent realised that they needed to die. I think I could use a second squad here if I can find where to squeeze them in. Overall, dropping Sniper Pie Plates on my opponent is fun! Plus, it keeps me engaged in all turns. I HATE going round one without rolling a dice in anger because I just have zero things in range... So this is fun for me. Doubting Nids players, try these out!
 
A-
 
Final list thoughts: It syncronizes well, and is tough as heck. I love it, but nothing is perfect... more playtesting will come, as always, and I could make some changes. I wouldn't mind another fast/surprise quick assault unit... Maybe gargoyles, Raveners, or Ymgarls? Dropping one Hive Guardbrood, and two gants, gives me 20 gargoyles with Poison/Furious Charge. For "friendly" games I'll drop one Tervi, then probably add said gargs, and then an extra Biovore I think, and one more gant so both broods hit 20. I may also try out the Swarmlord more, but I still think he's not quite at the Walking Tyrants level... your mileage may vary.
 

Monday, October 29, 2012

Thoughts on Chaos Space Marines


With holidays approaching, and the vast amount of models often aquired during this time, I lay my plans for Chaos Space marines... Here's a list of things I have/want in my collection. (I actually don't have my codex on hand, so I can't get a points total. This probably won't all fit in a 2k list.)

Warpsmith with Power fist or axe: I have one with a hammer/stomshield, a Mark of Tzeentch and the Iron Halo equivalent works here.  I also have one with a Hammer and Combi-melta, this would be a basic WarpSmith, with maybe a P Fist upgrade.

A librarian of some sort (I have a terminator armored, a PA, and a PA Ahriman count as) The TA has a Stomshield, so I'd get him the 3++ and run him with some Tzeentch Terminators. Oterwise, I'll have one Tzeentch unit to chill with Ahriman. If I use the ML 3 sorceror he'll have no mark, and just go with a normal squad.

I have a chaplain/Dak Apostle model... however I don't think I'll use him as such. The Ld. Buffs and re rolls on rewards aren't worth it really... I may use him as a Power mace sarge.

I have a Lord-type model in TA armor, (who can't be a warpsmith therefore) I don't think he'll see much use.

One Custodian hero type character... not sure what to do with him. He's not even painted yet. Maybe use as a really cheap lord.

8 Terminators: one ChainFist/Reaper auto, 2 fists, two Combi-melta swords, one sword, one fist, and a dual sword guy whod end up as a LC I'd guess. If I use them, it'll be Tzeentch or no mark. Tzeentch would mirror the FW Cataphracti and allow a Tzeentch character to join.

5 Custodians: No idea what to use here. Originally they were Space Marine honor guard with relic blades... now, Chosen are not CC, possessed are too random, Mutilator may actually fit here, but I'd have to rebase them on to one size larger. If I did, they'd end up with Mark of Slaanesh or Tzeentch.

One Dread/Helbrute with two Magnetized CC weapons: I have a reapr auto built but with no magnets, I don't see myself needing any other options.

I have 22 Space Marine models painted, but this includes 4 sarges (2 axe 2 fist). I may build an extra random marine, and use as a tough 20 man squad with 2 flakk missile launchers to sit objectives and shoot, while being tough as hell.

I have one rhino... I expect very little use out of him... Maybe as a chosen deliverer.

What I want to have:

A Bike Lord with potentially crazy options, I may magnetize arms here for Combi Weapons, fists, or maces.

A full bike squad: They'll be modeled with Jetbikes of course. I may wait on this to see if the DA release has some nice plastics in it... But it'll be a melta squad with a maul probably. Marks would be Slaanesh if it all, with an "icon holder" apothecary.

10 man Raptor squad: Max flamers, just for giggles. This'll be a kitbash, either of the new Raptor Jetpacks or MaxMini ones, combined of course with base assault Marines

Spawn unit? I'd make them out of Fantasy Ogres, but theyd represent Gene-built workers (such as the "sons of Dantioch" of HH renown.) The Mark would be whatever the Lord has, if any.

10 Havocs with 4 Autocannons: Autos fit the theme (theyd be kitbashed out of psycannons and IG heavy weapons) I want 10, not just a 5 man squad. 10s an even number, and means my opponent needs to put serious power into this to kill it in cover.

2 ForgeFiends: They'll be based off of a Dread top on a Rhino bottom with two massive cannon arms. (BS 3 = servitor targeting...). They'll probably be removable to add in a Pred turret if needed. Two is tough, and a lot of Str. 8 shots, enough to hurt flyers!

Thousand Sons/Tzeentch Marines: I really want to use the sexy FW boarding shields, I think a Sternguard unit with a 4++ inv makes sense, and special bolters to represent Ap. 3. These'll be my Sorcerors buddies, if MoT or Ahriman.

IG: I wantmy IG to have a distinct German theme, WWI era. Like the "freikorps of Krieg", before Death was cool. And of course, being the support of a Traito Legion leaves seed for future corruption in Krieg... I'll use Maxmini heads, wargames factory bodies and buy cheap lasguns off IG players all over.

Lord Commissar: The morale and the weapon-manner, as well as HW choice. Plus, der Kommissars!

Infantry Platoon: 20 men w/ Commissar as an objecvtive holder, I may have some Mortars inside for barrage, or atocannons.

Artillery: Basalisks with Camo Netting are so sweet behind an Aegis... Plus, Iron Warriors. I must, I must!

An Aegis with quad cannon for der Kommissar or the Havoc Sarge to shoot.

So much to look at at once! But I'm a fair bit in to it at least, and I ve painted a lot of boring infantry, shouldn't be much left.

Saturday, October 27, 2012

BeakyCon Game 6: vs. Necrons



*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Warlord- walking tyrant, armored shell, 2x Devourers, Old adversary, one guard
Flying Hive Tyrant, 2xDevourers
2x3 Hive Guard
2x Zoanthropes
10 gants
19 gants
20 gants
Tervigon #1 with Toxin/Adrenal, 3 powers
Tervigon #2 with Toxin Adrenal, 3 powers
Tervigon #3 with Toxin Adrenal, 3 powers, and Crushing Claws
2x Biovores

Ok, here comes the last Batrep from BeakyCon 2012! At this point, both of us are 4-1, I'm in 5th, and he's in 6th place. However, I've talked to the Head Judge and looked at the standings.  Whoever wins this game will finish in 3rd place at the Con, as the next player ahead of me has a 19 point lead... there's absolutely no way for either of us to get in the top 2. (There were prizes only for the top 2 players of the Tournament. 3rd place has nothing.) Basically, this game will not affect what I go home with, just bragging rights.

My Opponent's list: Remy - Necrons

2x Destroyer Lords, with a Scythe, 2+ save, and MSS. one is warlord
6 Wraiths, 3 Whips
6 Wraiths, 3 whips
3 Scarab Bases
3 Spyders
Doom Scythe
Nigh Scythe with 6 warriors
Nigh Scythe with 6 warriors
Nigh Scythe with 6 warriors
Nigh Scythe with 6 warriors
Annihilation Barge

The mission: Kill Points, Hammer and Anvil. Tie Breaker is Table Quarters

The Board: My perspective is from a long board edge, my DZ to the left, my opponents to the right. On bottom left theres a large ruin, nothing top right, and in the middle top and bottom are two large craters.

Warlord Traits were equally useless

Psychic Powers:

Flyrant: Iron Arm, Warp Speed
Hive Tyrant: Warp Speed, Smite
Zoanthrope 1: Objuratio Mechanicum, Crush
Zoanthrope 2: Crush, Gate of Infinity
Tervigon 1: Endurance, Warp Speed, Enfeeble
Tervigon 2: Iron Arm, Smite, Endurance
Tervigon 3: Iron Arm, Life Leech, Warp Speed

Pre Game Thoughts: I've had my share of Necron flyers for the weekend... This is not going to be an easy game. Kill Points are my weakness, and this army is really, really tough. 5 Flyers won't be easy to take down. Scythe Wing is nigh unkillable when it doesn't have to play to objectives. I'm going to have to try to table everything he has on the board, and hope that's enough to get a lead, then hunker down and hide.

Deployment: Tyranids: I put all three Tervis up front as per usual, one each in the top, center and bottom. Iron Arm ones are center and bottom. One blob is top left partially in a ruin, the other is bottom left. Hive Guard are center and bottom left in the ruin, as are the Zoeys and Biovores. Flyrant is behind there, 10 gants in reserve, and the Walking Tyrant is in the center, just touching the Ruin.

Necron Deployment: Each Wraith Squad has a Lord up front, and ison the front right in either top or bottom. Warlord is the bottom squad. Three Scarabs behind the Spyders in the center, and the Annihalation barge is in front of them.

Turn 1 Tyranids: I don't move much. His wraiths will want to move closer, then I'll shoot them up. Psychic Powers all over, and I fly the Tyrant up 12" at an angle. Shooting sees the Biovores wipe out the 3 Scarab Swarms for First Blood.

Tyranids: 1 Necrons: 0

Turn 1 Crons: A general advance, the wraiths are cautious, waiting for Flyers I'd guess. His Annihalation Barge moves up and is touching terrain. I may lose a random wound on the non IA tervi.

Tyranids: 1 Necrons: 0

Tyranids turn 2: I advance a little, Hive guard Scrap the Annihaltion barge and the Flyrant leaves the board.

Tyranids: 2 Necrons: 0

Necrons Turn 2: I believe three Scythes come on, not the Doom. Everything advances full speed, the time for caution is done! One Scythe targets the Walking Tyrant, and it's Tesla rule leads to 5 wounds on the Big guy. I fail 3 of those five 2+ saves... :'( Other shooting takes another wound or two off the Tervi.

Tyranids: 2 Necrons: 0

Tyranid turn 3: I'm in a good position to hammer his wraiths. I enfeeble the top squad, and the Flyrant comes on zooming 24" and is in range, so that the Lord isn't the closest. I spawn gants on the top and bottom, and surround both Wraith Squads. Now, I open fire! The Flyrant does 10 wounds to the T3 wraith Squad... Every failed save strips a model off! He only fails one save... Next, about 30 gants open fire... another wraith dies. Hive Guard and Two Tervigons shoot into the same wraiths, I finally kill the lord there. He stands back up... For the other Wraiths, more Hive Guard and Fleshborer fire, plus the DakkaTyrant, lead to two wounds on the Lord and one dead wraith... So overall I wounded both Lord twice and killed 3 wraiths. Not nearly as much as I was hoping for... Then, I assault. On the top, my gants are going through terrain, and somehow roll 12" on their charge anyway. Since I have to put as many bases in combat as possible, I wrap the unit, saving them from the Two Tervigons about to charge in! :O On the bottom, my Tervigon fails a 3" charge... the gants also fail, and I decide not to assault with the Wounded Tyrant now that he'd be the only MC and probably would die... Great. In the one combat that happens, I kill a wraith and lose a lot of models. Wounding on rerollable 3+s really, really should have done more... He is locked however.

Tyranids: 2 Necrons: 0

Necrons turn 3: The Doom Scythe and another Scythe come in, and one flies off. The Flyrant takes two wounds, and I lose a Hive Guard or two, and the Tyrant is slain. In assault, his free Wraiths hit my 19 man blob that failed to assault him, and kills them. The other assault sees him whittle down the two gant squads he's fighting, and his lord dies, then gets up. He also loses another wound on the wraiths. (Preferred Enemy is NASTY)

Tyranids: 2 Necrons: 2

Tyranids turn 4: My Flyrant flies over to a Night Scythe, and fails his Iron Arm check... and Perils. Im at one wound now. His shooting yields 9 hits on the Night Scythe at strength 6, but somehow only glances twice. Objuration Mechanicum hits the Wraiths for re rolling 6s to hit/wound. He denies it. Gants and a Tervigon assault the Wraiths there after a bit of shooting wounds a wraith. A Tervigon also jumps in the top combat with some more gants. There, I lose more gants, kill a wraith and the Tervi whiffs and loses a few wounds. MSS means one gant kills another. On the bottom one I challenge and murder his Lord with the Tervi, gants are all slain but kill yet another Wraith. (He's down to one in the squad at this point) I get warlord here.

Tyranids: 3 Necrons: 3

Necrons turn 4: His shooting kills a Hive Guard and wounds the unengaged Crushing Claw Tervigon. His SPyder make their way up and assault the gants.  The Tervigon dies ther and the gants are down to only a handful. Fliers buzz around, and he drops 5 warriors next to my Flyrant, who takes one wound and dies... In CC my Tervi fails to hurt his wraith, I take a wound. Up top, he breaks out of the gant blob there by simultaneously whiping the survivors of each squad. His wraiths are down to one, wounded, and the lord, wounded.

Tyranids 3: Necrons: 5

Tyranids turn 5: I assault his lone wraith with the Crushing Claw Tervi. Out of 8 combined attacks, I hit once and dont wound... Up top I'm backing away form the Wratihs/lord and the Spyders, I shoot innefectively at the lord trying to get KPs. I believe I destroy the one HP Night Scythe, my only Flyer kill of the game.

Tyranids 4 Necrons 5

Necrons turn 5: He shoots and kills a Hive Guard, and the Tyrant Guard. In the lone assault he doesnt do really anything, and again I get 8 attacks that fail to do anything... Damn Wraiths! he does disembark some Warriors who shoot and help kill the Hive Guard.

Tyranids: 4  Necrons: 7

Tyranids turn 6: I kill the damn wraith, finally! Other than that Biovores and Hive Guard kill one disembarked warrior squad. Zoanthrope fails to kill the Doom Scythe, only getting one glance.

Tyranids: 6 Necrons: 7

Necrons turn 6: He kills the last Zoanthropes and Biovores. Not much else to do.

Tyranids: 6, Necrons: 9

Final: Necron Victory! 9 to 6 Kill Points

This was my first game against the Wraith Star in 6th edition... Boy are they tough! He was hot on saves, but they can take one heck of a punishment before going down! I think that this is a better version of ScytheWing than the 9 Scythes. This has a stronger Ground presence, while still having Firepower and Maneuverability. Ultimately the flyers were too much, whittling away squads and being way, way too tough to kill. My opponet was a very friendly guy, and a great player. This was one of the toughest lists I saw. As I said above, the winner ended up in third place overall in the Tournament, congratulations to Remy! The First place player had a very similar Wraith/Scythe list, while 2nd place was the IG/GK player I beat in round 4. I'm not sure what my final placing was on the event, but I'm overall happy. There's room to tweak it though. I need to find a way to do well in Kill Point games I think, I'm quite happy with how I do on Objectives.

Friday, October 26, 2012

Beaky Con game 5: IG/Space Wolves



Wow, it's been a while since the last one of these... Sorry about that. Real life has just been beating up on me, I haven't had the time to get these written. But, I'm hoping to get these busted out tonight and tomorrow!

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Warlord- walking tyrant, armored shell, 2x Devourers, Old adversary, one guard
Flying Hive Tyrant, 2xDevourers
2x3 Hive Guard
2x Zoanthropes
10 gants
19 gants
20 gants
Tervigon #1 with Toxin/Adrenal, 3 powers
Tervigon #2 with Toxin Adrenal, 3 powers
Tervigon #3 with Toxin Adrenal, 3 powers, and Crushing Claws
2x Biovores

Here comes game 5, and I'm 4-0 on the day, and also I believe the top player at this point. However, my next game comes up against Alan, who was last years undefeated BeakyCon champion, and is also 4-0 this year! I'm going to go ahead and say that in 6 games, he's the best player I faced over the weekend. His list I am unsure of, I seem to have misplaced my copy, but I know the generals

2 Space Wolf JAWWS priests in Termi armor
5 Grey Hunters in Pod
5 Long Fangs with 4 Missiles

IG Primaris Psycher
CCS with unknown weapons and a Lascannon
2 Big Blobs (one will be held in 40/50 guys with autocannons, the other in 4x10 with Autocannons.
Hydra
IG artillery piece, has strength 10 AP 2. I believe this is a Medusa.
2 Vendettas with Flamer PCS inside
Psycher Battle Squad
Aegis Line with Autocannons

(His Primaris can remove fearless, and can make a single model shoot at one of my units. Puppet Master and Dominate, I believe)

Warlord Traits: His I don't recall, mine was the Stealth Ruins (Quite useful. Definately my favorite Warlord Trait!)

My Psychic Powers:
Flyrant: Warp Speed, Smite
Tyrant: Iron Arm, Warp Speed
Zoanthrope 1: Iron Arm, Warp Speed
Zoanthrope 2: Enfeeble, Life Leech
Tervigon 1: Iron Arm, Enfeeble, Smite
Tervigon 2: Iron Arm, Warp Speed, Smite
Tervigon 3: Iron Arm, Enfeeble, Warp Speed

The Mission: Dawn of War, Table Quarters is primary (most VPs in quarter), secondary is KPs, tertiary is raw VPs.

For reference, The 4 table quarters will be, from my POV on my long edge
                                                                (his edge)
2 (top right)                                1                                2
1 (top left)                           
4 (bottom right)                          3                               4
3 (bottom left)                                         (my edge)

Terrain: Exlusively Ruins. Quarter 2 is mostly free, thats where the Aegis is. Big ruins in the left of 3, right of 4, and in the dead center, as well as a very tall one in between 1 and 2, and a large tall ruin in 1.

Deployment IG: Aegis in a wrap in corner 2, Both blobs and CCS behind it, as well as both tanks. That is definately his. Psychers behind building on line of 1 and 2, and the Long Fangs are on the third or fourth floor in quarter 1. Pod with both priests inside and Vendettas in reserve.

Deployment Tyranids: With Jaws incoming, I'm nervous. Last time I saw DPing Jaws I lost 800 points turn 1... (Helluva game there... ) So, Tervigons 1 and 3 are in reserve, and number 2 is on the second floor of a ruin, in the middle of my DZ. One Hive Guard and the Biovores are there with her. According to the TO, Jaws will affect the same floor level that the caster is on, my opponent agreed to this. Then, Hive Guard and Zoanthropes on the far right in a ruin. Next to it is the Dakkarant, and then 20 gants behind there. The next 10 and 19 are to the left between two buildings. The Flyrant is also far left. My plan is to hold 3 and 4, and then push into and at least contest table quarter 1, as it is far weaker. Only Long Fangs there, and only Psycher battle squad anywhere nearby.

Turn 1 IG/GK: Pod comesin quarter 4. He deploys one priest seperately, 6" away and up in the second floor of a building. (This was illegal. Vehicle rules are that you place in base, then move 6", so he wouldnt have had to move 5" and then 3" up to get there, not 6" straight. This was an honest mistake though,  I don't believe my opponent intended that. I'm not great with vehicles, and it's a very, very obscure difference. It also didnt affect much, and was actually better he did.) Both Jaws are outside of Shadow, he passes both and somehow misses both! Apparently it's a beam, and so rolls to hit. Woo! Other incoming fire kills a few things, and random wounds take the first two wounds off the Tyrant. I like my position at this point, as I'm ready to pounce on his Grey Hunters... However, my opponent remembers he has not yet shot the Aegis gun, and targets the Ground Tyrant. Two wounds, and I take them on the Tyrant. No big deal. I roll Snake eyes... Of course. This is how it's gonna go...

Turn 1 Nids: Tervigons alive! Ah ha! I Spawn away, but double. Them and a bunch of gants run up and assault the single priest and Hunters. Hive guard combo fire and take out the lone priest, after putting 8 wounds on him. Flying Hive Tyrant rolls Warp Speed (stupid. I did it to autopass Jaws by boosting I above 6, but a 6 fails aanyway, all the time...) I perils. Every other power gets Wolf-Talismanned away. Every... one... Urg. The Hunters lose one model in assault, I lose a bunch of gants. the Flyrant kills three models in the LF squad (2 missiles) , they fail and fall back, down one level. Other than that I advance. Biovores kill a few Guardsmen.

Turn 2 IG: He gets a Vendetta in. Flyrant gets hit, various shooting drops him to 1 wound. He does fail his first grounding check, as seems a tradition... Shooting mostly focuses on my far right. I lose a few Hive Guard and a Zoey, as well as a few gants. In CC he kills some more gants, they get Dominated and fall back, and are swept.

Turn 2 Nids: Reserves! I roll, ready to swing the tide to me... I roll a 1 and a 2. Crap in a hat... I try to hide my last Zoey. My gant wave on the left advances, I'm about to enter his DZ and quarter 1. Flyant advances and tries to shoot his Vendetta. I only get two glances... Hive Guard whiff horribly trying to hit the Vendetta. Nothing there... I try to shoot at the Grey Hunter squad, he's hot on saves, none die. Again, 0 powers go off.... Not good!

Turn 3 IG: Both Vendettas are now in and zooming across from quarter 1 to 4. Shooting. The freed Priest zaps my last Tervi on the board, he dies. Had a bit of a dispute on who denies the witch. He hit one gant first, so that's the unit to deny, they fail (There was an FAQ I was unaware of for multiple effected units). The Tervis demise kills a bunch of gants nearby. Shooting kills two Hive Guard and the Zoey on my right. Hive Guard is out of synapse and falls back. Finally, the Hydra and other shooting downs and murders my Flyrant... I have no Synapse on the board...

Turn 3: Reserves... 2 and a 2... :'( I now have to take an entire turn with no synapse... Jesus. I then fail every single Instinctive behavior test... Wow. Just... wow. My army has no movement phase, I'm stuck a few inches from his DZ! Shooting is nearly worthless. However, my one high point is when I try to shoot a few random gants at his Hunters. He points out that technically, his Vendettas closer. I hit it rear armor, and bring it down! (it had one HP remaining) One guy inside lives, sadly, but hilarious!

Turn 4 IG: Psycic Battle Squad is now wholely in quarter 1. His Primaris Puppet Masters my Hive Guard, and says "Ok, shooting one guy at the Bugs." I then reply "Who, the Biovores?" He forgot about them! So he says "Actually, yeah I'll shoot them!" Thats me being a dumbass... HUGE mistake there. No wounds are caused, but I forget my Warlord trait, and go to ground. Didn't need it at all. This comes back to bite. Shooting whipes the lone Hve Guard, he drops the PCS out the Vendetta and flames and kills some gants. At his end turn, he has  LFs and the Psychers in 1, a crap ton in 2, and in 4 he has a few Hunters and some Guardsmen.

Turn 4 Nids: Instinctive Behavior is before reserves. I fail every one except the Hive Guard. My Tervis both come in, I now out point him in quarter 4. I kill all the IG guys still on the ground in that quarter. I then make a desperation move to clear him out of Quarter 1. Hive Guard are going to shoot te two long fangs, both must die, or 1 and then the other falls back, then the Biovores have  LoS to the Psychers, who re all bunched up with 0 cover... I shoot, then relaise I've gone to ground. Nothing. I only have one unit in range of two targets... I can't kill them.

Game ends at turn 4. Victory: IG Table Quarters, tied, 2-2, Secondary I lose on KPs.

Summary: This game was very, very frustrating. My opponent was a great guy and general, but I feel I shouldve won.If even a single Tervigon makes a reserve roll, from turns 2 or 3, I win. Synapse means I advance gants into his quarter, and easily outpoint him. As it was, I had way too many point sitting motionless 3" away from his lines. The early loss of the Tyrant hurt me early, I wouldve wrecked the Grey Hunters with him if he'd lived and then the surviving Tervi would have moved my troops across that line... Just very disappointing. I knew I wouldn't damage him much, but I really should have won I feel. Bone headed Biovores mistake, both in telling him and then going to ground by forgeting I had +1 already, really hurt me there, that cost me my last chance to pull it out... My opponent did exactly the right thing though, for what I did. He was, again, the best general I played that day. I now sit at 4-1 and I'm in fifth place.

Saturday, October 20, 2012

RTT today... kinda

Showed up at 1 pm at my friendly local store, for a 2000 point RTT. Sadly, there were only three other players there!  Since store rules gives prize money to the top 4, the winner would have only made $6 profit... not worth breaking out the game face for. We ended up screwing around and having a 2v2 4000 points per side battle on an 8 by 4 board. I was paired with a Daemons player, who had lots of FMCs, flamers, and Pink Horrors (a lot like what Id do if I ran Daemons, which I may eventually as CSM allies...) Our opponents were an 10 skimmer DE army, and a Tau/Eldar player with the fortress of Redemption, Broadsides and Eldrad... tons of fun! Anyways, it was Emperors will, and we ended up with objectives exactly opposite eachother so I basically bum rushed the Tau/Eldar. Daemons dropped in with Fateweaver and made many a save. Gotta love using flamers to murder guys on the fortress of redemption. had some great, funny moments like the DE player having three vehicles lined up under a flamer onslaught and making all his Flicker Field saves! Then, I had really high dice all game, which meant with Eldrad that I perilsed more wounds off the big guys han my opponents did! highlights for our team included Eldrad finally getting Booned by Fatey. It was reassuring to see that my army is still very durable even without psychic powers. We ended up winning as I crowded gants and Tervis around our objective, while Fateweaver, a Blood thirster and some Pink horrors all managed to hover around their objective. Note to self: Biovores still rock. The templates did mean thing to all the Dark Eldar and Tau bodies on the board, especially after transports were popped. Seriously, no one shoots the damn things! Pretty good for the cost of 5 Tac marines... Another note to self, Shadow Fields on DE transports are disgustingly evil. My Hive Guard got nothing done this game as the DE were hovering out of range and plinking away. Still, they absorbed a lot of shooting. I also see why the Fortress of Rdemption is considered so good! he eldar player had a lot of guys holed up inside, and I couldnt assault them... I ended up surrounding the thing with gants and just pumping fire into every unit on the topside, eventually sheer weight of fire whiped out all the firewarriors and Dire Avengers there, while Flamers mulched the pathfinders inside. Eldar get sneaky tricks with Exarch powers and the fortresses guns... like shooting the giant krak missile barrage weapon twice, and ignoring cover... that was a bit rude. For the record, there were a few turns where I had exactly 72 gants on the field, the number I had with me. It was quite fn sending that horde towards enemy lines. It also makes me think that I need more. Sadly, I still have not aquired the Chaos Codex. That needs to happen...

Alright, enough rambling. It was great though to settle down and have a fun, stressless game of 40k!

Thursday, October 18, 2012

BeakyCon Game 4: Vs. GK/IG



*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Warlord- walking tyrant, armored shell, 2x Devourers, Old adversary, one guard
Flying Hive Tyrant, 2xDevourers
2x3 Hive Guard
2x Zoanthropes
10 gants
19 gants
20 gants
Tervigon #1 with Toxin/Adrenal, 3 powers
Tervigon #2 with Toxin Adrenal, 3 powers
Tervigon #3 with Toxin Adrenal, 3 powers, and Crushing Claws
2x Biovores
This game won't have any pics I'm afraid. This was a tough matchup and I knew it. At this point I had two losses in in 6th edition, and both were to him... he plays the polar opposite an hard counter to my army, so this'll be tough. Only thing worse is Jaws. At the time he was the leading player as far as battlepoints goes, and I was in second, so I was a bit distracted this game. I lost my opponents list, but then found it online. List C+P from Warseer. Coteaz was warlord, and had two divination powers, the ignore cover and re roll to hit ones.

Opponent: Alex

Primary Detachment
Coteaz
Vindicare
4 Jokaero (Fabulously effective all throughout the tournament)
-Chimera w/Searchlight
3 Acolytes with 2 Plasmaguns (Total waste, they just melted themselves all tournament)
-Chimera w/Searchlight
10 Strike Squad (2 Psycannons)
-Psyback
Psyfleman
Psyfleman
Dreadknight w/Incinerator (Superb performance in all but one round, absolutely critical to taking the final match)

Allies
Company Command with 3 plasmaguns and Master of Fleet
-Chimera
Infantry Platoon
-Platoon Command
-2 Infantry Squads
-4 Hvy Weapon Squads w/3 autocannons each
Manticore
Warlord traits: He gets -1 to my reserve, I get something pretty useless. Might have been the re roll outflank one.

Mission: The Mission: Vanguard Strike, the most annoying Deployment GW could conjure up. 4 objectives placed in a sort of "diamond" so that there were two on the 3 foot line of the long edge, each 6" from the board edge, and then there were 2 24" up the short edge, about 18" ish from the short edge. Tiebreaker is KPs. Same as round 3.

Psychic Powers:

Flyrant: endurance, enfeeble.
Tyrant: Iron Arm, Hemorrhage
Zoanthrope 1: Crush, Telekine Dome
Zoanthrope 2: Telekine Dome, Shockwave
Tervigon 1: Endurance, Warp Speed, enfeeble
Tervigon 2: Iron Arm, Life Leech, Enfeeble
Tervigon 3: Iron Arm, Warp Speed, Life Leech

Note: This is diagonal, so I'll be using my long edge as reference. My short edge is to the right, my opponent has the half to the top and left.

The board: large LoS blocking wall in no mans land, ~12" from the top objective and towards my top right corner. Large building in his DZ with several levels. Another large building in the bottom left no mans land, but slightly closer to him. Theres a small building in front of, and short ruins behind, my bottom objective. Everything is ruins, theres one more small building in my DZ and a crater in his that have no impact.

I win and take second turn. Night Fight is in effect.

Deployment GK hybrid: Manticore is way far back corner. Dreadknight is in the front of his lines, between his two large buildings. The three plas henchmen in a Chimera, and 5 basic strikes are in a razor in front of his building in the top center, by that objective.  In the building near that, he has 3 Heavy Weapon squads, 5 Strikes with 2 psycannons, and the Vindicare. Behind the bottom left building are both Infantry squads and the last three autos, as well as Coteaz/monkeys in a Chimera. Psyflemen are to either side of theDreadknight and back a bit. CCS in a chimera is slightly ahead of Coteaz's Chimera, and the PCS is with the Infantry squads.

Deployment Nids: I put 20 gants, the Zoeys and Tervigon 2 (Iron Arm) with 3 hive Guard in the far top right. There's a wall there that can hide the Tervigon easily from LoS, I plan to use it. Bottom left, two Tervis and the Tyrant are all touching area terrain for saves. 19 gants up to the left, 10 well behind. Biovores are also hiding, and then three Hive Guard are behind the area terrain. Flyrants reserved.

Turn 1 GK alliance: Autocannons let loose, I take no wounds (Night Fight) The Manticore hits dead on and I fail a save on both the left Tervis and a Tyrant Guard. More chipping away, I take two more wounds on one Tervi from Psyflemen and Monkeys. The Chimeras and Razback basically lit things up for the Psyflemen and manticore.

Turn 1 Nids: Psy powers all over, and advance on both of my two halves.  Shootings ineffective, I might wound the Dreadknight, but the Biovores are ace and kill an Autocannon team top level, and pin them.  I clear gants away from the wounded Tervi.

Turn 2 GK: Dreadknight advances slightly. More shooting kills the wounded Tervi after crappy FnP saves, which kills7 of the ten man gant squad nearby. Vindicare fails to wound. Manticore kill a Hive Guard

Turn 2 Nids: Advance again, both sides. Psypowers. The Flyrant comes in and sweeps the command squad, killing 4, then shoots the Autocannon teams in the back and kills two, they hold. (Damn T shirts!) Biovores target again, kill an Autocannon from a seperate team. Dreadknight loses one more wound maybe?

Turn 3 GK: The gunline moves a bit and again opens up. I lose another Hive Guard and a wound on a Tervi. Yay for Iron Arm! Dreadknight flames a bunch of gants on the left. Walking Tyrant is down a wound or two.

Turn 3 Nids: Finally have Hive Guard in range. Lone one on left kills a Psyfleman, and the three on right pop a psyback. Advances in general. Tyrant and depleted gants assault and murder the Dreadknight. Flyrant gets behind the Coteaz Chimera and blows it up sadly. If Id glanced it to death he'd have been forced to disembark next to me, as it is he's on the other end of the wreck. I roll horribly low on charge there and fail. And Im gliding, as Id been ready for assault... yikes...

Turn 4 GK: He advances an Inf Squad and the PCS survivor down the bottom around the building. Other squad goes up top onto the objective, right by the Walking tyrant. After shooting the big gant blob is dead on my left, and then he focuses on the Tyrant. The 3 plasma henchmen jump out of their ride to double tap. Amazingly, 6 plasma shots kills two of their own and doesnt hurt me. The CCS singletaps out of their rhino and lose a member, down to 2 Plasmaguns. The Flyrant and last Hive Guard on left are blasted apart, for the record. He then tries to Vindicare snipe my Walking Tyrant (2wounds left) but I Look out sir the shot to the Tyrant guard, who makes his FNP from the nice little Tervigon nearby! He finishes shooting with that, not very happy about how poorly he rolled.

Turn 4 Nids: Tyrant goes Toughness 9. For the lulz! He charges an Inf Squad and rapes them. Biovores kill a few dudes in the IFS to the bottom left. Hive Guard kill the Chimera. on the top center. Tervigon is hugging that wall out of LoS still. Zoeys make their way down towards the bottom center objective, and the three gants there.

Turn 5 GK: His 5 man Strike squad is looping around the wall and blasts at the 20 gants there. He downs my last Tervigon on the left. My Walking Tyrant, who was in Cover, takes no harm except losing the Tyrant Guard attached. a few scattered HWTs go for his objective, as he is now perilously close to running out of troops there.

Turn 5 Nids: I spawn gants (no doubles) on the top center. They and the Hive Guard blast the 5 man Psycannon squad, who is near that objective (which gants now contest...) He loses 4 of 5. On the left, the last gants pass Instinctive Behavior, but run to the area terrain anyways! Theyre less than 5" from the objective. a 1 on both the move through cover and run still would get them in range. Zoeys run, getting them Synapse. Walking Tyrant assaults the last Psyfleman, who is near the objective... I dont smash, and dont glance him. Im T9 again, he dosnt hurt me. Im contesting that one.

Last turn due to time:

Turn 6 GK: He fires away. The IFS on the bottom left kills two gants by the bottom objective, the last is completely out of Line of Sight. He targets the big blob on the far right objective and whipes it out. Tyrant and Dreadnaught whiff away.

Turn 6 Nids: I run the lone gant to the objective. Gants in top center kill the lone GK and take that objective. Tervi moves and runs onto the right side one, and Tyrants still contesting the left one.

Tyranid Victory: 3-0 on objectives!

That was an ugly, ugly game. First of all, my opponent did roll very poorly at times, but I think I'd have won on objectives just by a last turn contest from the Tervi behind the wall. Still, the dice backfired a few times when it hurt him most. This win puts me at 4-0 and the top ranked player currently in the Con,  out of three undefeated. The last two left are a Daemons and an IG list. Still feel very good about the win, he's been my nemesis in 6th so far.

Monday, October 15, 2012

BeakyCon Game 3: Green Tide

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

The TO gave us a mini cameo on his blog as the game started: linky. I stole a few pics.
My list:

Warlord- walking tyrant, armored shell, 2x Devourers, Old adversary, one guard
Flying Hive Tyrant, 2xDevourers
2x3 Hive Guard
2x Zoanthropes
10 gants
19 gants
20 gants
Tervigon #1 with Toxin/Adrenal, 3 powers
Tervigon #2 with Toxin Adrenal, 3 powers
Tervigon #3 with Toxin Adrenal, 3 powers, and Crushing Claws
2x Biovores
Opponents list:

Grotsnik
Mega Armored PK warboss (warlord)
30 'Ard Boyz with Choppa/Slugga
30 Shoota Boys with2 Big shootas
30 shoota boyz with 3 big Shootas
30 Shoota Boyz with 3 Big Shootas
30 Shoota boyz with 3 Big Shootas
10 Lootas
12 Grots
DakkaJet
Dakkajet
DakkaJet
Aegis line

The Mission: Vanguard Strike, the most annoying Deployment GW could conjure up. 4 objectives placed in a sort of "diamond" so that there were two on the 3 foot line of the long edge, each 6" from the board edge, and then there were 2 24" up the short edge, about 18" ish from the short edge. Tiebreaker is KPs.

Warlord traits: Both hideously useless. I might have been able to re roll my outflankers? Woo.

Psychic Powers:
Flyrant: Iron Arm, Life Leech
Walking Tyrant: Life Leech, Smite
Zoey 1: Endurance, Smite
Zoey 2: Endurance, Life Leech
Tervigon 1: Iron Arm, Endurance, Warp Speed
Tervigon 2: Enfeeble, Endurance, Life Leech
Tervigon 3: Warp Speed, Life Leech, Enfeeble

Pregame plan: I can't let this go to tiebreakers, he has very few "easy" KPs, dont think I can match him there. Im going to have to hold my two with gants and slow down the Ork horde with Tervigons. My psychic powers should help here. I will need to contest or take at least one of his thoug, that'll be where the Tyrants come in... DakkaJets I'll take potshots at, but no more than that.

Note that for references, I'm playing this from my long edge, with my short edge on my left.

Deployment Orks: I give him first turn. His Aegis forms a wraparound bunker with the lootas inside on the left. Shoota Boy mob in the top center sitting in area terrain on an objective. One more in the Aegis in roughly center of his Diagonal line, and then one to the bottom right. DakkaJets in reserve. 'Ard boyz with HQs and last Shoota Boyz are at the very front, ready to come running at me. Grots are behind Lootas, in range for an easy move onto the objective. (again, dakkajets are just set there, theyre in reserve. You can see the loota bunker though)



Deployment Nids: Two Tervigons top leftwith a 19 man blob on the objective. There's a large LoS blocking terrain peice in the middle, I put my Bios and Hive Guard there. Flyrants in reserve. Dakka Tyrant and a Tervi,as well as 20 and 10 are bottom and as far right as I can go, that's where I'll make my push. Zoans are hovering well in the back, I'll be tossing out Endurance like candy.

The below is actually after turn 1, but gives a good idea of Deployment

 
 
Turn 1 Orks: Just kidding! I sieze the initiative.
 
Turn 1 Nids: Shooty units advance marginally. Not much else, but the  Biovores let it rip on the Lootas. 2 direct hits kills 7 of the 10 Heavy Weapon specialists, who then pinned. Boo ya! Hive Guard kill a small number of Ard boyz.
 
 
Turn 1 Orks: The Ard Boyz advance, as well as the two right most boyz and one boyz mob on my left. I dont believe he has shooting.
 
 
Turn 2 Nids: The DakkaTyrant advances, setting its sights on the Ard boyz. Psychic powers all over, and I enfeeble the approaching mob, to majority toughness 3. I open fire. Sporatic Tervigon shots and the Dakka Tyrant dent the front of the mob. when the dist clears, The Warboss and Grotsnik are the closest models. Finally, Hive Guard open fire. The Warboos elects not to LoS as Grotsnik is the closest model and would be pasted. Instead he takes all the wounds, and at a reduced toughness of 4, fails his last save. The Instant death here gives me both First Blood and Slay the Warlord. Biovores scatter of the few Lootas and kill a few boyz.
Turn 2 Orks: A DakkaJet comes in,and the Ardboyz run into terrain, with Grotsnik in the dead middle. More advancing. Shootas on left continue and wound a Tervi.  DakkaJet kills the Biovores sadly.
Turn 3 Nids: Flyrant comes in, far left by a boys mob, out of LoS of all but said mob. I fail his Iron Arm check... crap in a hat, that would have been useful. The clawed tervi runs up and casts warp Speed. Ard boys are enfeebled again. Psy powers all over. The Clawed Tervigon, who has FnP, charges the Ard boyz. Grotsnik wusses out of the challengwhen I explain that I have 3+2d3 strength 10 attacks, rerolling to wound. The Boyz take a beating and can't hurt me as they are a measly Strength 2, to my Toughness 6.
 
 
Turn 3 Orks: Second Dakkajet comes in, he Waaghs!. The two jets each pick and maul a Hive guard brood. in the end I have a single wounded Hive Guard. Boyz target the Flyrant, who takes three wounds but stays in flight. In CC I continue to pick apart the Ard Boyz. Shoota Boys on my left are close and blast another wound off the Tervi on the objective.
 
Turn 4 Nids: Flyrant goes right over the Mob and blasts the Grots. 2 survive, who run like hell. Hive Guard advances and kills a loota, they fall back. Neither will rally. Ard boyz are reduced to just the Mad Dok. Psy Powers all over, the DakkaTyrant, 20 gants and the ervigon on my right are advancing towards his far right objective. Iron Arm makes the top left objective Tervi T 8, he charges the Shoota Boyz who cant hurt him, and kills a few.
 
turn 4 Orks: Last DakkaJets in. The Flyrant is shredded by a DakkaJet, second flies off, the third focuses on the 10 man gant squad and reduces them to a few scattered survivors. The Shoota Mob on the right advances and wastes over half of the 20 man blob there. Grotsnik is pasted.
 
Turn 5 Nids: Tyrant and Tervi on my right charge and enfeeble the shoota boyz on right, who are helpless. Tervigon on my top left kills a few. Other Tervi hides by terrain.
 
Turn 5 Orks: One dakkajet comes in, one flies off. The two Dakkajets blast away,the 10 man gants are whiped and the Clawed Tervi is wasted after the Shoota boyz parked on the top objective chip in for the last two wounds. In CC I continue to smush boyz. His shootaboyz on the right, his only scoring unit nearby, kill a few more gants.
 
Turn 6 Tyranids: I spawn  in both CCs, on the far left and the far right. The combined extra attacks, ar Iniative 4 with poisonous re rolls is too much. Both mobs are below 11, and fail leadership checks. Both are swept.
 
Turn 6 Orks: DakkaJets whirl around. The last Hive Guard dies. The Tyrant absorbs lots of shots with ease, and the Tervigon on the top left objective is down to a single wound...
 
Turn 7 Nids: I position things very carefully up on the left. The spawned depleted gants, the original, depleted gants, and the Tervi are all within exactly 3", however on exact opposite sides so the Tervis explosive death wont kill my guys. The DakkaTyrant, Tervi, and two sets of spaned gants let it rip at the (enfeebled) shoota mob on the objective. Many die, and the ensuing assault sweeps the survivors.
 
Turn 7 Orks: He calls the game. I hold 3, he has one. His 4 units have no chance of knocking me off any two objectives. I have a depleted gant squad on my back objective in Synapse range (remember the Zoeys?) and 3 scoring units on the left, plus 2 and a Tyrant on the right. His DakkaJets arent in position to unload on the lonely gants, the other objectives are way too well protected.
 
Victory... Tyranids!
 
That was wild! getting 7 turns in was crazy with over 200 models on the board! Still, Nids rock objective games. Psychic powers saved my bacon by letting me neutralize the PK-less mobs of boyz. My plan worked perfectly, as I held on to my two while grabbing a third. The 4th was way too well held with a full boyz mob and nothing nearby.
 
 


Wednesday, October 10, 2012

BeakyCon Game 2: The Scythewing!

BeakyCon Game 1: IG/CD
*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

After a solid vitory round one, I knew I'd end up against an opponent who had done equally well... little did I know what I had in store! Round 2 I recieve a folder with my opponents list. I start counting out loud, and someone walks up behind me. "Nine..."

Game 2: Kurt: Necrons. He meant 9 scythes, which was in fact what I was counting...

Imotekh
Cryptek (harbinger of eternity, with a Chronometron)
10 Warriors in a scythe
9 warriors in a scythe
6 warriors in a scythe
5 warriors ina scythe
5 warriors in a scythe
10 immortals (gauss) in a scythe
Doom Scythe
Doom Scythe
Doom Scythe

The Mission: 3 objectives. One center, the others are 18" from the short edge and 6" from the long, so together they form a nice line diagonal across the board, which is Hammer and Anvil.

Warlord traits: He gets re roll reserves... great. Just great. I get the -1 reserves, which will help a bit at least.

Psychic Powers:
 Flyrant: Life Leech, Warp Speed
Tyrant: Life Leech, Hemorrhage
Zoey 1: Telekine Dome, Gate of Infinity
Zoey 2: Telekine Dome, Crush
Tervigon 1: Endurance, Iron Arm, Life Leech
Tervigon 2: Iron Arm, Endurance Smite
Tervigon 3: Iron Arm, Life Leech, Warp Speed.

The board: Less crowded than last round, but a few ruins. One in my DZ, some nice area terrain in the middle and another ruin to the right of that. Some area terrain in his DZ, that doesnt effect too much in the game.

First turn: Him.

Deployment: Necrons: Imotekh and Ctyptek and 10 Immortals are in one ruin way back, 5 Warriors in another, opposite side.

Deployment Nids: Blob one of gants on the left, second on right. Two Tervigons, one on each side, third is far back in a ruin by the objective for a late game poop. Lots of gants in the middle to take the objective early. Both Tyrant nearby. Hive Guard in center, Zoeys on right, Biovores on left. 10 gants in reserve.

Pregame: Oh boy. My game plan for flyers going into today was for someone else to take them out of the running... that didn't work. I have one thing alone going for me this game... It's objectives. Kill Points is a tie breaker, so I MUST take two to win. Basically, sieze the middle and hold the rear... Iron Arm on Tervigons will help immensely here.

Turn one Crons: No movement. Imotekh is highly unaffective, I might lose a gant?

Turn one Bugs: He's coming in hot next turn! Time to brace for impact. Iron Arm on all three Tervigons yields some poor results... all three fail. My two front ones take a wound each because I rolled 4 straight 6s... Telekine Dome goes onto some gants. My Flyant goes 24" into a building, Biovores kill an Immortal.

Turn 2 Crons: 2 DoomScythes an 3 Night Scythes come in off his board edge... both Dooms hit my right flank. 3 Night Scythes come in center. Then the rolling starts. I lose a few scattered wounds, as I'm completely in area terrain or have Invulnerable saves. One Doom Scythe clips a Domed gant, I bounce the shot back and strip off a Tesla Destructor from the other Doom Scythe. I lose a Hive Guard on my right, and two wounds on the Flyrant. Maybe another wound on a Tervi.

Turn 2 Nids: Flyrant goes to glide and lands right in fron of the Immortals. Otherwise, I castle Objectives and open fire. No damage of course... Between the two Hive Guard broods and the DakkaTyrant I hit a lot and roll 4 straight 1s to penetrate. Flyrant tries to assault the Immortals, but rolls a three... he even takes a wound on overwatch, just to make me mad.

Turn 3 Crons: The Air force shifts. Three Scythesicluding the Doom come in. All flyers scatter of their straight vectors, blasting away. With Iron Arm on I take less damage, the Tyrant shrugs off wounds like a boss. Rapid fire Immortals and two Scythes line up my Flyrant and gun him down despite some valiant attempts to save. Another Hive Guard goes down and a few gants get Tesla wounds bounced on.

Turn 3 Nids: Everything goes psychic, my leftmost Tervi breaks off to head after his objective with Immortals. The DakkaTyrant downs one (empty) Night Scythe. Hive Guard do squat. Gants come in from reserve onto my objective.

Turn 4 Necrons: Rinse and Repeat, he's dancing around me blasting away. I lose the Zoanthrope Squad and some gants, plus a few random wounds. His last Scythe in reserve flies in and grabs the Immortals. He flies a few off he board. I take wounds on Tervigons.

Turn 4 Nids: My Tervi on left rolls a two for terrain and decides not to leave. My Firepower locks the Velocity on a Night Scythe and takes a HP on another.

Turn 5 Crons: He dumps ten warriors on his objective, and 5 man squad is working its way over. Night Scythes hit and wound my left Tervigon. My Tyrant made three cover saves from the Doom Scythes. Tesla bounces a few gants.. He then dumps 6 warriors in front of my back objective.

Turn 5 Nids: My Tervigon on left moves up towards his Warriors. Rest of my army huddles en masse in the center. I spawn gants back in my DZ, who shoot down a few and fail to charge. Then, my Tervi rolls Snake eyes on her distance...

Turn 6 Necrons: My left Tervi is blasted away, as are my back objective gants. His Immortals are dropped near my objective but not in combat range, they just rapid fire and kill a bunch.

Here you can see I have a lot of models in center and a Tervi in gants right in front of the objective (out of shot) This is during his shooting phase.

Turn 6 Nids: I spawn gants on to the rear objective, taking it, his warriors are too far to contest, if not I'd have crushed them with shooting and an assault. Still have the center with ease. Due to time, this is last turn...

Victory: Tyranids! 2 objectives to one. I scored on kill point, no bonuses.

Wow! Didn't see that coming. This reinforces what I've been saying about my army though, that pure Toughness and board control will win games. Odd as this sounds, the Necron Air Force just doesn't do enough damage. Tesla allows my saves, while spaced out MCs means he never got two Synapse models with the DeathRay on the Dooms. I had some poor luck, but held on, as 6 turns wasnt enough to kill all the scoring units I had. Also, the Necron Air force seems really unwieldy in protracted fights... With the forced moves, he could never bring all 9 scythess firepower to bear, as he was constantly spinning, pivoting, and flying off the table. This game shows exactly what I want my army to do. Hold tight and take a beating from any army while still remaining combat effective. This reduces speed, but that's unneccessary in a game like this where all I need is objectives.

Tuesday, October 9, 2012

BeakyCon Game 1: IG/CD

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

My list:

Warlord- walking tyrant, armored shell, 2x Devourers, Old adversary, one guard
Flying Hive Tyrant, 2xDevourers
2x3 Hive Guard
2x  Zoanthropes
10 gants
19 gants
20 gants
Tervigon #1 with Toxin/Adrenal, 3 powers
Tervigon #2 with Toxin Adrenal, 3 powers
Tervigon #3 with Toxin Adrenal, 3 powers, and Crushing Claws
2x Biovores

Day one Game one: I wake up bright and early at 6 am, and arrive at the GT with planty of time to spare. I spend a solid hour walking arround, checking out armies and talking with some of the people I know from last year, and from my local stores. Also got a look at the new CSM codex. It's awesome. Finally aftr a short delay, round one pairing are up!

Game one: Jason: Imperial Guard and Chaos Daemons

His list:
Lord of change, with Gaze and Bolt
Lord of change, with gaze and Bolt
5 plaguebearers (icon)
5 plaguebearers (icon)
3 Flamers
3 Flamers
5 Screamers
5 Screamers
5 Screamers

CCS with three meltas in a Chimera
PCS with three Meltas (in Vendetta)
PIS with Autocannon in a Chimera
PIS with Autocannon in a Chimera
PIS with Autocannon in a Chimera
PIS with Autocannon in a Chimera
Vendetta

The board: Pretty heavy on terrain, basically all ruins. Nothing impassable.

Mission: Dawn of war, 5 objectives placed one in the center and then four in the middle of each quarter.

Warlord Traits: ironically, we both end up with Stealth/MTC ruins... perfect for the board we have!

Psychic Powers:
Flyrant: Endurance, Iron Arm
Tyrant: Warp Speed, Endurance
Zoey 1: Gate of Infinity, Objuration Mechanicum
Zoey 2: Shockwave, Objuration Mechanicum
Tervigon 1: Warp Speed, Endurance, Life Leech
Tervigon 2: Iron Arm, Enfeeble, Endurance
Tervigon 3: Warp Speed, Endurance, Hemorrhage

I get first turn/deploy first sadly.


Deployment Nids: Tyrant takes the center with the Claw Tervigon. Tervi one takes the right flank with 20 gants, to guard that objective. On the left I have the Flyrant hiding behind a building, Tervigon 2 and 19 gants. The Hive Guard broods are in right andleft, there's a large building on the left there to move up to. Biovores and Zoanthropes are in a small terrain peice in the back middle of my DZ. 10 gants in reserve.

Deployment CD: His Chimeras are in a wall behind some terrain.  Vendettas in reserve, as are Daemons of course.

Turn 1 Nids: Powers go off, I advance, no shooting.

Turn 1 Daemons: 5 plaguebearers, 2 units of screamers and both Lords of Change come in. Plagues are right in front of his army, mostly out of LoS. Big Birds come in on my center and left, but still fairly close to his lines. Screamers come in center and far right. One Chimera immobilises itself, the rest move and fire. I take little to no damage, maybe a wound on a Hive Guard. He then flat outs one screamer squad and sweeps the gants on my far right, killing 4. We decided cover saves from being in area terrain could be taken, not sure if this is true. This is mid his deployment, as he's putting down his second Lord of Change.

Turn 2 Nids: I advance. All powers go off, all over. I then shoot down a screamer  or two with the flyrant. General advance only. The right Tervigon assaults his Screamers on the right, between shooting from gants and CC he loses a few various wounds. Hive Guard pop two Chimera. Biovore miss. 10 gants come in on left and grab that objective.

Turn 2 CD: One flamer squad, Plagues and Screamers come in off the Icon on the table. Shooting kills two Hive Guard. 3 Screamers assault Tervi 3 and lose one. The flamers do take a wound off Tervi 3 in the center ruin in the shooting first. His Lord of change on the right, a fantasy Basalisk (see above pic) moves up and charges the 20 gants by the Tervi, only to lose 3 wounds to poison. In CC I take a wound from the screamers on the Tervi, and kill one. Other Screamer squad that just arrived sweeps the lone HG but fails to damage.

Turn 3 Nids: Dakka Tyrant unloads on a  Lord of Change,  with the lone Hive Guard damaging a Chimera. Other Hive Guard kill a Chimera. Dakka Flyrant hits the three flamers that just came in and shred them. Biovores kill three Plagues, with help from the left gant blob that moves up to take some shots. gants finish of warlord Lord of Change in CC.  A few Screamers die and wound each Tervi once.

Turn 3 Daemons: Last Flamers show up, and the Vendetta. Screamers in my line kill the Biovores, the others assault my Tervi in the middle ruins, shooting bounces off my Flyrant and Tyrant. Wounded Lord of Change assaults my Tyrant and dies horribly before swinging. Both Plague Squads approach the big left gant squad, which the three Flamers kill a few of. Vendetta kills a Zoey. My Tervi in the center kills the last screamer.

Turn 4 Tyranids: Right Tervi spawns gants, they assault and massacre those screamers. Tyrant finishes off a chimera. He onlyhas one immobilized Chimera left at any rate. Flyrant moves around to his disembarked squads and blast the CCS off the table. In assault he loses two Plagues. Tervi 3 spawns gants around the Plagues onto the top left objective, combined shooting takes down the Flamers, then the 20 gants assault the 7 plagues and kill the small two man squad. He'll be locked for a long, long time. Zoanthropes Obj. Mechanicum and Hive Guard manage to take down the Vendetta.

At this point we call the game. I have gants on the back left and right objectives, and a Tervi on center. Lots of units spread around as support, and I have gants on the top left. The top right is unclaimed. He has a few scattered guard squads and an immobilized Chimera, if he goes near the objective I can contest it with ease with my unwounded Flyrant, or spawning with any Tervigon. I have a very sizable Kill points lead. His only Daemonic survivors are 5 screamers in my back line, and 5 plagues lockedin assault with way too many gants, with more nearby.

Victory: Tyranids!

Thoughts: This was a pretty good matchup for me. 5 objective games are hard to beat Nids on, and I had way too many tough monsters to shoot down, with too many little guys to kill on objectives. Overall, my winning hopes are off to a great start! My opponent had a solid list, but not what I'd call a scary or uber competetive one. It just didn't have enough firepower for IG, or enough Daemon units to overwhelm me. Everything that came in was responded to and removed as a threat, except 5 screamers, but those were ignored just because there wasn't much they could do to hurt me.

I got a lot of points for KPs and objectives, while only giving up a single Kill Point (the Bios). I also claimed Warlord, First Blood, and Linebreaker.

Monday, October 8, 2012

Beaky Con! Photo dump.

 
        
 
Hello everyone! I'm going to start off a photodump of all the pictures that won't be important in the upcoming batreps. basically, I didn't play against any of these armies. The above is my Tyranid army that I brought. Below are a few close ups. For the record, I'm not a great painter. Or even good really. The point is that they are painted, and look cohesive. Plus, it's fun to put a crap ton of models onto the board!
 
My list, for referrence: All psychic beasties swap powers, all the time.
 
Flying Hive Tyrant with two Devourers
Walking Hive Tyrant with Shell, Old Adversary, and twin Devourers (my warlord for all games) and one Tyrant Guard
2x3 Hive Guard
2x Zoanthropes
3x Tervigons with 3 powers, Toxin and Adrenal (one had Crushing Claws)
20 gants
19 gants
10 gants
2 Biovores
 
 
 
My army case: Two levels, the bottom is purely gants.
 
 
 
Now, onto the well painted armies! Below is just a bunch of pics of armies. A few didn't come out well, and so weren't included. Which is a shame, there was a gorgeous Genestealer-hybrid army that just looks like pink blur in my shot...

 
 
One of the armies that went throughday 1 at 3-0. Don't underestimate an old codex!




 
 These lovely Daemons were 4-0 before falling to an IG/GK gunline (my opponent from round 4)

 
 This is the only unpainted army I put up, but, it's pre heresy world eaters, so acceptable. Just because I'm working on a pre heresy Iron Warriors army!

 
Ok, I played the army below, but it had a pretty darn cool display.







 
Da Orky Kroozer! WAAAAAAGHH!!!