Tuesday, September 7, 2010

Practice Games

Space Wolves Vs. Tyranids
(09/05/10)
I hope everyone had a pleasant and eventful Labor Day weekend.  The weather was gorgeous and the weekend long. For those of you who were forced to work, I hope you didn’t work too hard.

Anyways, a few of us FrAGs decided this weekend would provide a wonderful opportunity to get together and practice playing against tough lists or armies that we rarely see. Let’s face it; we regularly see Space Marines, Chaos Space Marines, and Imperial Guard. Within our own playing circle, we rarely see Daemons, Necrons, Tau, or Tyranids. With the exception to Necrons, the other codices can provide a challenge if played by a tactful and sound Warhammer 40k player.

That said, one player brought his Tyranid Army, while another proxied Daemons. I was lucky enough to play against John and his Tyranids. With the help of Saint Omerville, John’s list was revamped to look something like a list Saint Omerville previously faced while playing Mr. Brandt. Saint Omerville thought the list was pretty solid and could provide many armies a serious run for their money or at the least a great amount of difficulty.

Note: Today’s practice games were set at 1850pts

John’s Tyranid List revamped by Saint Omerville
160pts – HQ: Parasite of Mortrax
100pts – Elite: Hive Guard (2)
100pts – Elite: Hive Guard (2)
100pts – Elite: Hive Guard (2)
050pts – Troops: Termaguants (10)
050pts – Troops: Termaguants (10)
050pts – Troops: Termaguants (10)
200pts – Troops: Tervigon w/Adrenal Glands, Toxin Sacs, Catalyst, and Scything Talons
200pts – Troops: Tervigon w/Adrenal Glands, Toxin Sacs, Catalyst, and Scything Talons
200pts – Troops: Tervigon w/Adrenal Glands, Toxin Sacs, Catalyst, and Scything Talons
140pts – Fast Attack: Gargoyles (20) w/Toxin Sacs
240pts - Heavy Support: Trygon Prime w/Adrenal Glands
240pts - Heavy Support: Trygon Prime w/Adrenal Glands
1830pts – Total (unable to recall where the extra points were)

Note: John is using Carnifex Models as Tervigons, Hormaguants as Gargoyles, and two Zoanthropes as Hive Guard in an attempt to proxy this list.  It was convenient that all proxied models were on the same base as the intended model.

The idea behind John’s Tyranid army is that the Tervigons roll in behind the Termaguants providing support while spawning more Termaguants. The Termaguants have poison and reroll their to wound roll in certain situations depending on their opponents toughness.  The Parasite safely flies around with the large unit of Gargoyles and counter attacks or ties up units with their mobility. The Trygon Primes provide additional melee support and help anchor the army while the Hive Guard destroy light armor. With the shier number of models and attacks, the Tyranids plan to overwhelm its opponent and seize the day.

TheEC’s Space Wolves Army
100pts – HQ: Rune Priest w/Jaws of the World Wolf and Storm Caller
140pts – Elite: SW Dreadnought w/Multi-Melta and Drop Pod
085pts – Elite: SW Lone Wolf w/TDA, Chain fist and Storm shield.
085pts – Elite: SW Lone Wolf w/TDA, Chain fist and Storm shield.
180pts – Troops: SW Grey Hunter Pack (10) w/Power Fist, Meltagun x2
215pts – Troops: SW Grey Hunter Pack (10) w/Power Fist, Meltagun x2, Rhino
215pts – Troops: SW Grey Hunter Pack (10) w/Power Fist, Meltagun x2, Rhino
210pts – Troops: SW Grey Hunter Pack (10) w/Power Weapon, Plasma Gun x2, Rhino
210pts – Troops: SW Grey Hunter Pack (10) w/Power Weapon, Plasma Gun x2, Rhino
151pts – Fast Attack: SW Sky Claws (7) w/Power Fist
255pts - Heavy Support: SW Land Raider Redeemer w/Extra Amor
1846pts - Total

Mission: NOVA Open Mission
Primary Objectives: Victory points
Secondary: Table Quarters
Tertiary: Objective Markers (5)
Setup: Pitched Battle

John won the roll to go first and so chose which side he wished to deploy.

Here is a picture before we deployed. John will deploy on the left and I will deploy on the right board edges.
John's Deployment.

John made some mistakes early on with his deployment.  First, he deployed his Parasite of Mortrax and Gargoyles to his far right (my left).  They will have difficulty counter attacking and supporting his left flank (my right).  He also deployed both Trygon Primes to his far left (my right) unprotected and without cover.  In reality, the Trygon Primes would have difficulty receiving cover even behind the Termaguants.  Lastly, John committed most of his forces to the right side of the table (my left).  This will pose a serious problem as he faces a much faster mobile army with my Space Wolves.   

My Deployment.
I deployed in the usual Land Raider shield pattern denying line of site to and providing cover for the softer Rhinos.  This was unneccessary as the Hive Guard weapons do not require line of site and were well out of range. 

Turn 1: John (Nids)
-Misc: John begins by spawning more Termaguants with his three Tervigons.  Their roles were 11 w/Doubles, 4 w/Doubles, and 9 w/o Doubles.  Two out of the three Tervigons will not be spawning Termaguants for the remainder of the game.
-Movement: John then proceeds by moving all his units forward towards my deployment.  Next he runs with everything in an attempt to close the distance. 
-Shooting: None of the Tyranid Weapons were in range.

Turn 1: Chris (Wolves)
-Misc: Both squads of Grey Hunters w/Power Fist and Meltaguns deep strike or arrive via Drop Pods.  They both land on target approximately three to six inches away from the Trygon Primes on my right (John's left flank). 
-Movement: The Land Raider Redeemer rolls up the right flank behind the center terrain piece and disembarks its cargo (Rune Priest and a further 10 Grey Hunters w/Power Fist and Meltaguns near the two squads that arrived via Drop Pod.  Both Rhinos follow pursuit, but their passengers do not disembark.  The Lone Wolves and Sky Claws file in behind he Land Raider and Rhinos waiting to counter charge nearby units.
-Shooting: To begin, the Rune Priest attempts to use Jaws of the World Wolf and roles 3, 3, & 2 for a total of 8 for his Psychic test due to the Shadow in the Warp on the Trygon Prime.  Luckily, the Rune Priest passes and was able to target the Trygon Prime as well as the far right Tervigon.  The Trygon Prime passes his initiative test, but unfortunately for John, the Tervigon does not and is therefore removed from the battle field taking a further 5 Termaguants along the way.  Note:  That was the only Tervigon still able to summon Termaguants! Next, the combined fire from the Grey Hunter Pack that deployed from the Land Raider and the nearest Grey Hunter Pack causes a combined 5 wounds to the first Trygon Prime.  The Land Raider Redeemer finishes off the Trygon Prime's last wound with rending shots from its Assault Cannon.  The last Grey Hunter Pack causes an outstanding 5 wounds to the back Trygon Prime leaving one wound.

Pictures from the end of Turn 1



Turn 2: John (Nids)  
-Movement: John moves all his Tyranids towards my units on his left (my right).  The Gargoyles and Parasite of Mortrax quickly fly in anticipation of getting into range.  John then runs the units that are probably out of range of shooting to further close the gap between our forces. 
-Shooting: Johns has a few units in range and decides to open up in an attempt to exact revenge for the fallen Tyranids.  The Hive Guard squads target the Rhinos and end up immobilizing the far right Rhino.  The remaining Trygon Prime opens up on the Rune Priest and accompanying Grey Hunter pack causing two wounds.
-Assault: The Termaguants assault the closest Grey Hunter pack causing one wound and being whiped out by the Grey Hunter's counter attack.  The Trygon Prime assaults the Rune Priest and accompanying Grey Hunter Pack causing one wound to the Rune Priest and two to the squad.  Note: The T.Prime split its attacks three towards the Rune Priest and three towards the GH pack.  The Rune Priest and Grey Hunters were unable to wound the Monstrous Creature until the Grey Hunter with the Power Fist caused one wound killing the Trygon Prime. 

Turn 2: Chris (Wolves)
-Misc: The Drop Pod with the Dreadnought fails to arrive from reserve.
-Movement: The Land Raider, Lone Wolves, and mobile Rhino move to the left side of the Bastion in preparation to engage the Parasite of Mortrax with Gargoyles, left most Tervigon, nearest squad of Hive Guard, and two squads of Termaguants.  The mobile Rhino uses its smoke launchers.  The Sky Claws, three packs of Grey Hunters, and Rune Priest move forward to engage the closest Tervigon, a squad of Termaguants, and the remaining two squads of Hive Guard.
-Shooting: The immobilized Rhino fails to repair itself.  The Rune Priests attempts to use Jaws of the World Wolf with in range of a Tervigon with Catalyst and is forced to roll three die.  The result ends up with two 6's causing a Perils of the Warp killing the Rune Priest who already had one wound from the Trygon Prime.  One of the Grey Hunter packs kills four out of five Termaguants in cover.  The Drop Pods combine fire to kill the last Termaguant in cover.  One of the Grey Hunter packs cause a single wound to the closest Tervigon.  The Land Raider Redeemer lets loose its promethium from its Flamestorm Cannon and kills no less than nine gargoyles and two termaguants from a nearby squad.
-Assault: One of the Lone Wolves makes it into assault with a squad of Hive Guard.  The Hive Guard are unable to penetrate the ancient tactical dreadnought armor.  The Lone Wolf causes three wounds killing one and putting a wound on the other.  Note: Due to the Saga of the Beast Slayer, the Lone Wolf rerolls failed to-hits rolls against T5 or higher models and Walkers.  The Sky Claws charge one of the other Hive Guard squads killing one (causing two wounds) and losing two in return.  Drawn Combat.

Pictures from the end of Turn 2
Turn 3: John (Nids)
-Movement: Moves the closest Tervigon back out of range of the Grey Hunters to support the Termaguants.  The Parasite of Mortrax and Gargoyles fly over the Land Raider in preparation to assault the mobile Rhino and possibly unengaged Lone Wolf.  The remaining Termaguant squads move up to assist the Hive Guard in assault. 
-Shooting: The unengaged Hive Guard squad targets and shoots the Smoked Rhino and misses.  The rest of the Tyranid's shooting is ineffective.
-Assault: Two squads of Termaguants assault the Sky Claws engaged with one of the Hive Guard squads and kills all five before they can strike back.  Another squad of Termaguants assaults the Lone Wolf engaged with the other Hive Guard squad causing zero wounds.  The Hive Guard fails to wound and gets ripped apart by the Lone Wolf.  The Lone Wolf wins the combat, but the Termaguants stay even after wounds from being fearless.  The Parasite and Gargoyles combine assault the Rhino, unengaged Lone Wolf, and Land Raider in that order.  They only assault the Raider with a single Termaguant in order to assault the Lone Wolf.  The Guants fail to cause a wound and the Parasite fails to hit the Rhino. The Lone Wolf kills a few Termaguants, but they also stay in combat.

Turn 3: Chris (Wolves)
-Misc.  The Drop Pod with the Dreadnought arrives from reserve scatting seven inches back into the cover of trees. 
-Movement: I move the Grey Hunter Squads further around the bastion in pursuit of the Tyranid models and prepare to unleash the power of the mighty Boltgun.  The Land Raider Redeemer moves close to a squad of Termaguants and Hive Guard.  The mobile Rhino moves around the right side of the bastion and the Grey Hunter pack disembarks.
-Shooting: The Dreadnought shoots its Multi-Melta and Storm bolter causing a wound to the last Hive Guard squad.  The Land Raider Redeemer flames a squad of Termaguants killing four Termaguants.  The Land Raider also catches and kills a Hive Guard with its promethium.  The Grey Hunters fire killing seven from one Termaguant squad and nine from another.  The Grey Hunter pack that disembarked from the mobile Rhino killed the last Hive Guard from the Sky Claw combat with the use of Plasma Guns. 
-Assault: The Parasite causes a wound to the Lone Wolf only to take one itself.  The three remaining Gargoyles fail to cause a wound to the Lone Wolf.  Drawn Combat.

Unfortunately, I forgot to take pictures at the end of Turn 3.  However, I somehow have a picture after the Tyranid units charged, but before they unleashed their attacks during Turn 3.  Enjoy!

Turn 4: John (Nids)
-Movement: John (Nids) moves up his Tervigons to support the Termaguants.  The last Hive Guard moves up behind the few remaining Termaguants. 
-Shooting: The Termaguants cause no wounds.  The Hive Guard penetrates the Dreadnought's Armor and immobilizes it. 
-Assault: The Tervigon nearest the Land Raider Assaults it causing a penetrating hit only to immobilize it.  The four remaining Termaguants from the two Squads assault one of the Grey Hunter packs killing two and being whipped out.  The Termaguants in combat with the Lone Wolf fail to cause a wound and the Lone Wolf mauls two in return causing a further two wounds because they lost combat, were fearless, and failed their armor saves.  The Parasite and Gargoyles fail to wound each other.  The Lone Wolf also fails to cause a wound due to missing.  Note: The Parasite is only tough four and the Saga of Beastslayer does not apply.  

Turn 4: Chris (Wolves)
-Movement:  The four squads of Grey Hunters (4, 8, 10, & 10 strong) move up to unleash fire on the wounded Tervigon that moved back Turn 3.  The Grey Hunter pack in the immobilized Rhino disembarks and moves towards the combat between the Parasite, Gargoyles, and Lone Wolf.
-Shooting: The Dreadnought fails to wound the Tervigon.  The Combined fire from the Grey Hunters take down the Tervigon with five wounds. 
-Assault: The Grey Hunter pack that disembarked from the immobilized Rhino assaults the Parasite and remaining Gargoyles killing the remaining Gargoyles and causing two wounds to finish off the Parasite.  The Gargoyles cause two wounds to the Grey Hunter pack, but the Parasite fails to wound the Lone Wolf.  The other Lone Wolf in combat with the Termaguants kills two causing a further two wounds due to combat resolution and finishes the squad.  Both Lone Wolves and Grey Hunter pack massacre towards the last Tervigon.

Pictures at the end of Turn 4

At this point, John called it as he only had one Tervigon and one Hive Guard left with two Lone Wolves and five packs of Grey Hunters in fast pursuit.

It was a really fun game and John was a great sportsman as always.  It was the first time John used the new Nids list and rarely plays against Space Wolves.  He also realized after turn one that he made a huge mistake in the way he deployed his forces.  This didn't help due to the fact that my Space Wolves Army was able to effectively deploy on one of his flanks forcing him to face a much larger force.  In the end, it was nice seeing a competitive Nids list even though it may not have been played to the best of its ability.  I also enjoyed seeing the synergy between the Tervigons and Termaguants.  I liked the units and can see how effective they can be when assaulting in unison.  Spawning units of Termaguants only to enhance their abilities in assault is crazy awesome.

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