Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative. My Mulligan has been used.
The first mission:
Primary: 7- 6 objectives, 3 each are deepstruck by the players, one each on turns 2, 3, and 4.
Secondary: 5- Kill Points
Tertiary: 2- Control most pieces of terrain
Bonus: 2- each-rulebook secondary objectives
Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.
My list:
Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores
Big Mek
30 Boyz, Power Klaw Nob
30 Boyz, Power Klaw Nob
30 Boyz, Power Klaw Nob
30 Boyz, Power Klaw Nob
20 StormBoyz, Power Klaw Nob
Overlord, Mindshackle, Scythe, 3++, Command Barge
10 Immortals, Night Scythe
10 Scarabs
Psychic Powers:
Flyrant 1: Enfeeble, Smite
Flyrant 2: Iron Arm, Endurance
Tervigon 1: Iron Arm, Enfeeble, Life Leech
Tervigon 2: Enfeeble, Life Leech, Warp Speed
Tervigon 3: Iron Arm, Endurance, Smite
The Doom: Cataclysm
Initiative: Orks
You can see most of my opponents deployment below. He has the scarabs on the far right, three big mobs and the CCB up front. One mob is in reserve as well as the Night Scythe.
Turn 1 Orks: See below, he advances everything, including teh scarabs on the right.
Deployment/Turn 1 Nids: Until I know where the objectives are, I don't need to move. He also has almost 0 shooting, so my Flyrants are staying grounded until the Scythe shows up, then they'll pounce. I pull back my lines about 3", no other movement. You can see that the two ten man gant squads are on the edges, that's where I'll put objectives. The 20 man squad is stretched out in front as a shield. I do however manage to enfeeble the encroaching Scarabs... Two Biovores later, and I score First Blood for the first time today. That's a relief at least!
Turn 2 Orks: His Stormboyz and Command Barge both get good rolls to make the charge. However, afteroverwatch and my Initiative 4 attacks, I kill 10 Stormboyz! The unit then dies hideously of course. Everything else advances.
Tyranids turn 2: Silly Orks! I enfeeble the Stormboyz twice. Spawned gants (no doubles) and the 10 man squad gun down the Toughnss 2, 6+ save unit in the open. Lol... I then charge the Overlord with two Flyrants and some gants. HE issues a challenge, so one Flyrant declines, and then Mindshackle gets one gant to kill his mate. The remaining Flyrant smashes the Overlord, he fails to get up. Up at the top of the below picture, you can see a Nerf football and some Stealers... both squads come out of that ruin, and the Doom is nearby. He kills 4 boyz, then drops a Pie Plate on them. Then, two Biovores nail the unit. Finally, all 10 Stealers jump in at Toughness 5. I lose 2 and kill 8, he's down to 10 out of 30 models left, but they hold.
Turn 3 Orks: His boyz mob comes in, he places them by the Ymgarls locked in comat but he can't assault this turn. Good thing too! The Doom zaps that squad and is up to 10 wounds. Stealers finish off the unit then. His rider-less barge smashes a few gants, and his two other Mobs get a little wary and stop advancing.
Turn 3 Nids: The Doom runs at the mob with the Mek. I need to kill the Warlord, because I really need a full victory here! Both Flyrants also advance. After 3 large blasts from the Biovores/Doom, I kill 10 models. The First Flyrant then kills 8 boyz. After I cause 9 more wounds with the second Flyrant, my opponent forfeits the full 20 points. At this point I was crushing himon Kill Points, and had only lost 20 gants, while he had already lost his Lord, Scarabs, most of 2 Mobz and the Stormboyz, and frankly I wasn't going to let up!
CRUSHING VICTORY 20-0
That is exactly what I needed to get back into the tournament! Orks quite frankly just can't deal with 6th edition Tyranids, as Iron Arm/Enffeble nerfs their units hardcore, and challenges means I have no fear of Power Klaws. Full victories weren't common as the top players slugged it out, and I'm certainly not out of this thing yet! Next round however is Primary Kill Points, which is always a struggle for me...
Nice. Thanks for posting. At any point did you think it may have been more useful to drop some of the 20-gant squad for a 3rd biovore? You run them as separate units too, right? Interesting to split the Ymgarls to minimize overwatch and make sure half the squad gets there. You kinda have to hope they come in together for that, but definitely some useful flexibility.
ReplyDeleteThe Biovores are a single unit, which I like as I only have to put one in LoS of the target to get the BS modifier.
DeleteAfter your game versus orks at BeakyCon last year I knew this army had no chance. There are still some competitive ork builds but it just seems to trust Tyranids have always had the advantage.
ReplyDeleteI really enjoyed the rules for this mission... Might use it.