Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts

Tuesday, December 23, 2025

M32 Battle Report 5: Take and Hold - Xhorik D-87 vs Hive Fleet Tarasque

  "You wanna live forever?!"

-Unofficial traditional pre-jump battle cry of the Xhoirk 87th Firebirds 


Background:

The Ork invasion of Xhorik Prime has unwittingly awoken a dormant Tyranid exploratory tendril that had remained in the stasis of interplanetary travel while buried in the polar icecap of Xhorik Prime. The heat and movement of the arriving and mobilizing Orks caused the Lictors to reanimate. As they found prey and released pheromones, more and more of the frozen Tyranids emerged from their long hibernation and joined in the hunt. 

Campaign Summary M32: The War of the Beast - The Third Xhorik War


Scenario:

We played a simple Take and Hold mission from the Fourth Edition rulebook. There was a single central objective and whichever side had more scoring units within 12" at the end of the game wins. We rolled for Night Fighting and determined it would kick in for turn 6.  

Both sides would be fighting for control of a signal beacon in an abandoned Imperial outpost. The beacon could be used by the Imperial forces to bring in air support in the form of targeted bombing runs on Tyranid positions. The Xhorik D-87th Company was given this task due to the expertise they had developed in fighting this new xenos threat. Compiling countless individual pieces of information observed by a multitude of Tyranid life forms spread across the area, the Hive Mind concluded the humans were converging on this point and determined that whatever your enemy is trying to do should be stopped. A collection of quick-moving broods was assembled along with a few synapse nodes in the form of towering Warriors and psychic zoanthropes, all under the overall command of a cunning Broodlord. 

With night coming early at these northern latitudes, each army had only limited time to take control of the critical objective. 


Pre-Game:

"Into Hell We Go"

Phil: I started this army with the first test model way back in 2015 and have worked on it in small bursts of energy over the last decade. (It's been a labor of love!) And for all of that time, I have been wanting to play some games against Tyranids. Imperial Guard vs Tyranids is one of the most classic matchups of the 40k universe and has a special place in my heart. It draws on themes from countless classic sci-fi books and movies. And The Anphelion Project was the first Imperial Armor book that my brothers and I ever owned or read. In all these years, the closest we have come is a game of Kill Team where The Lucky Bastards of the Xhorik 87th took on a brood of genestealers of Hive Fleet Tarasque. (Drop Troops against Space Marines? Less fun. Drop Troops are like Space Marines Lite, with an emphasis on the LITE: anything they are supposed to do, marines just do twice as well.)

First, a word on which rule set to use. IA3: The Taros Campaign would have been best for 4th Edition WH40K, but I only had the 2nd edition of that book, which was updated during WH40K 6th Edition. IA4: The Amphelion Project has the rules for the D-99 "special forces" drop troops, but it has unique bespoke rules for flyers that would add complexity to the game. IA:8 Raid on Kastorel-Novem came out during 5th Edition so is mostly very compatible with 4th Edition and it just treats flyers as fast skimmers. I decided to use the IA4 army rules but the simplified flyer rules from IA8 since flyers did not exist in the core WH40k game until 6th edition. The IA4 D-99 list is very thematic and flavorful and makes it easier to field a smallish army like mine because you take individual veteran squads instead of platoons. Every trooper is more skilled than normal, but you have a distinct lack of bodies for an Imperial Guard force - quite a concern when going up against a horde of gribblies! 

For the rule of cool, I decided to limit myself to my converted Elysians and not take any of my storm troopers, grenadiers, "Ogryn" battle suits, bikers, etc. This gave me a reasonably balanced force with 53 infantry, split into eight squads, two batteries of sentry guns, two walkers, a Tauros, and two fliers (the Avenger counting as a Vulture, the closest equivalent gunship in the list). The weapon composition is not ideal for Tyranids (7 meltaguns and no flamers??) since my historical foe was always space marines. But the missile launchers and fliers gave me some versatility, and I figured all the lascannons, meltaguns, and multi-meltas, combined with my fast skimmers and deep striking infantry, should allow me to slag the big bugs, thus depriving his hordes of synapse control.

The mission was simple: hold the center objective at the end of the game. After watching the Tyranids wreck a static gun line Imperial Guard army in the first battle of our 4th Edition campaign, I knew I could not afford to sit back in my deployment zone and let the Tyranids control the entire table or I would never reach the objective. I used a standard deployment of infantry and artillery aimed at the center objective and placing my mobile fliers / skimmers positioned on the flanks to fend off the speedy genestealers and hormagaunts before swinging into the center. I elected to keep a few units in reserve to deep strike via grav chute combat drop: the special weapons squads (melta stick A and B) to take out choice targets with their short-range weapons and some infantry squads to drop in close to the objective and fight their way to it. I mounted one unit in the Valkyrie as another way to keep them safe until I was ready to grab the objective late. (I knew trying to sit on the objective and hold out against a Tyranid assault for multiple turns was a losing proposition!) I wanted all of my missile launchers on the table from the start in order to maximize my early shooting. 

The plan was to use the gun line to soften up the center, the skimmers to blunt the fast flanking attacks, the deep strikers to hit targets of opportunity, and then converge on the objective with some late-arriving deep striking units and the squad in the Valkyrie. All that stood in my way was an absolute mass of scuttling claws and gnashing teeth...


Unleash the Swarm

Bill: My army list has remained utterly unchanged since its inception about 20 years ago, consisting of tons of weak, cheap units that can swarm forward and dominate the table in the style of classic sci-fi monsters, drowning the better equipped but hopelessly outnumbered human defenders. Powerful enemy units like tanks and dreadnoughts would have to ignored or tied up in suicidal 'tar pit' melee attacks since I just didn't have the high strength weapons to destroy them. My only options were two Warp Blast zoanthropes (who still couldn't be relied upon since they had to manifest their good attack,) a carnifex (who was too slow to reliably attack anything,) and genestealers (who only rend on a roll of 6 in melee.) Luckily, the mission chosen was well-suited to a 'horde' style army, rewarding taking many small squads and ignoring VPs gained from kills so I could spread out my termagants into 4 ten-strong squads that would be fearless, giving me an excellent core to hold the center objective. 

Adding melee power to the center was the intimidating bulk of the carnifex, while shooting was enhanced by a walking gun line of warriors all equipped with medium-strength blast marker guns, perfect for splattering low armor humans but virtually useless against marines since even my heavy weapon was only AP 5. However, against drop troopers, they'd be given their chance to shine. 

I had to spread my army out across the entire width of the table to keep my 7 broods from tripping over each other or blocking movement. The stealers and extremely swift hormagaunts would sweep the flanks, keeping the pressure up on Phil's army and drawing fire from my center, while everything else plunged into the meat grinder. The trick would be to resist overextending myself. It might be tempting to wreck a few tarantulas or dug-in infantry but that would not win the mission! 

And so, with no boasts or battle cries, the silent but cunning aliens began calmly slinking forward, eager to seize control of a technological treasure they had no way of understanding. All they knew was that it was important, somehow... The will of the Hive Mind had decreed it.



Belligerents:

Hive Fleet Tarasque  - 1453 points

  • Broodlord: extended carapace
  • Warriors (5): enhanced senses, extended carapace, toxin sacs, 3 x deathspitters, devourer, barbed strangler
  • Carnifex: reinforced chitin, extended carapace, regenerate, 2 x adrenal glands, toxin sacs, tusked, toxic miasma, 2 x scything talons
  • Zoanthropes (2): 2 x warp blast, 2 x synapse
  • Lictor
  • Genestealers (10): 4 x scything talons
  • Genestealers (9): 4 x scything talons
  • Termagants (10): fleshborers
  • Termagants (10): fleshborers
  • Termagants (10): fleshborers
  • Termagants (10): fleshborers
  • Hormagaunts (15): extended carapace


Xhorik D-87 Drop Troops (The Anphelion Project D-99 rules) - 1449 or 1364 points? 

  • Veteran Command HQ (5): Senior Officer, medic, vox, missile launcher
  • Veteran Command HQ (5): Officer, medic, grenade launcher (deep strike)
  • Special Weapons Squad A: 3 x meltaguns (deep strike)
  • Special Weapons Squad B: 3 x meltaguns (deep strike)
  • Veteran Squad A (10): demo charge, meltagun, vox (deep strike)
  • Veteran Squad B (9): demo charge, vox (in Valkyrie)
  • Veteran Squad C (6): missile launcher, grenade launcher, vox
  • Veteran Squad D (6): missile launcher, grenade launcher, vox
  • Drop Sentinel Squadron (2): 2 x multi-melta
  • Sentry Gun Battery (3): 3 x twin-linked heavy bolters
  • Sentry Gun Battery (3): 3 x twin-linked lascannons
  • Vulture: heavy bolter, twin-linked lascannons, 2 x hellstrike missiles, searchlight, extra armor, infrared targetting (skimmer)
  • Valkyrie: rocket pods, multilaser, searchlight, extra armor (skimmer)
  • Tauros: grenade launcher
Note: We had agreed on 1450 points and that is what my army list said at the time, but when I go back and add it up a year later, I only get 1364 points. I probably got confused on which rule set to use for the fliers as their costs and rules are quite different between IA4 (special flyer rules) and IA8 (treated as fast skimmers).

Xhorik D-87th Special Forces - Tyrannic Veterans



Sunday, June 8, 2025

M32 Battle Report 4: Subterranean Seek and Destroy

 "Valor is superior to number."

-Chaplain Apollonius, Blood Angels Second Company


Background:

The Third Xhorik War has been raging for nearly a year. The Planetary Governor has been frantically calling for aid, ever since the loss of the major cities of Vayya and Ironton and most of Bhroivor north of Chiros Nova. The continued delays and excuses from Unimund have raised his suspicions, but he has no proof of disloyalty yet. With Imperial forces engaged on a thousand warzones across the galaxy during the dark time known as the War of the Beast, there were no armies to spare. Finally, the Blood Angels strike force Belarius arrived: a single Vanguard-class Light Cruiser transporting the 2nd battle company plus reserves elements from the 7th, 8th and 9th companies.

The Space Marines quickly discovered that the novel species of Xenos was using the subterranean tunnels beneath Ironton to grow their strength out of the frigid winter weather and safe from the Ork and human armies. A small strike team was assembled to enter the tunnels and eliminate the aliens. Yet swarms of scuttling, clawed shapes soon started tracking the Blood Angels intruders and it quickly became unclear who was hunting whom. There would be no prisoners and no mercy in the darkness of the tunnels.


Battle:

Chaplain Apollonius led his men through the utter blackness of the catacombs. The limited level of night vision enabled by their tactical dreadnought and power armor was sufficient to see at the limited distances afforded by the labyrinthine passages. As they progressed deeper and deeper below the city, the tunnels were becoming more and more coated with Xenos biomass. Marines armed with flamers worked methodically to clear the creeping tendrils and nesting areas, filling the narrow passages with acrid smoke and the squeals of the unborn aliens. So far only sporadic resistance had been encountered from the alien beasts, alone or in small groups, easily dispatched by the veteran marines of Second Company. In the smoky darkness of the winding corridors, the marine patrols began to get separated. 

Suddenly, urgent reports started coming in across the com-links from all units. Xenos were closing in from all sides. Within seconds, all units were simultaneously engaged, facing threats from multiple directions at once, even in their rear from tunnels they had already cleared. Not expecting this level of coordination, precise timing, and surprise from such mindless bugs, Herodontus found his units had been quickly separated from each other and pressed under heavy attack. Leading his most elite unit of terminators personally, he fought his way to the aid of a few nearby tactical squads fighting alongside the demi-company's only dreadnought. Before he could bring all his forces together, more swarms of the foul xenos had emerged and were bearing down on his position. They would have to fight their way out. Only one species would survive this day...































Results:

The Blood Angels win!


Post Game:

Despite an effective infiltration surprise attack by the Broodlord his Genestealers, the Blood Angels are able to win the day. The space marine dreadnought held out for a while and inflicted serious damage but was eventually overcome by the masses of rending attacks. The marines' ability to tactically fall back and make the Tyranids come at them piecemeal around corners and through overlapping firing lanes proved the difference. The combined weight of fire from a tactical and terminator squad that holed up in the final room together was too much for any Tyranid unit. The few that made it through the fire were insufficient to win the assault. The marines were able to force the melee-focused aliens to come to them on their own terms. 

Saturday, April 5, 2025

M32 Battle Report 1: The Cleansing of Outpost Zeta-47

 Special Orders to A-Platoon, C-Company, 63rd Division PDF:

(1) This position will be held, and the platoon will remain here until relieved.

(2) The enemy cannot be allowed to interfere with this programme.

(3) If the section cannot remain here alive, it will remain here dead, but in any case, it will remain here.

(4) Should any man, through shell shock or other cause, attempt to surrender or retreat, he will remain here dead.

(5) Should all guns be destroyed, the platoon will use frag grenades and bayonets.

(6) Finally, the position, as stated, will be held.

-Lt. Gorman, A-Platoon, C-Company, 63rd Division PDF


Background:

After furious initial fighting with the ork invaders, the battered Planetary Defense Forces (PDF) were then set upon by a new threat: a novel type of Xenos. As the orks swept down into Chirosov Valley, the humans still held the mines and hills east of Vayya while the city itself was under siege. In the snowy hills, there were erratic and unreliable reports coming in about monsters appearing out of the snow and attacking. Then the garrison at Outpost Zeta-47 went silent. An expeditionary force was sent out to clear the threat and recover the outpost. The Tyranids were looking to sweep all resistance from the area so it could be harvested by ripper swarms. The PDF soldiers peered into the billowing snow, wondering what they would face at Outpost Zeta-47...


Major Dlonra led two heavy platoons reinforced with armor to secure the outpost.


Monday, December 30, 2024

M32 Campaign: Phase 1 Summary

We just finished the most packed weekend of Warhammer we have ever played. We managed to fit in three full scale pitched battles of 1500 points per side and three special scenarios. These games represented the first phase of the Third Xhorik War. Hopefully, I will get around to battle reports eventually, but I will start with a quick recap while it is still fresh. 


Battle 1: Cleanse

Hive Fleet Tarasque vs Planetary Defense Forces

After furious initial fighting with the ork invaders, the battered Planetary Defense Forces (PDF) were then set upon by a new threat: a novel type of Xenos. As the orks swept down into Chirosov Valley, the humans still held the mines and hills east of Vayya while the city itself was under siege. In the snowy hills, there were erratic and unreliable reports coming in about monsters appearing out of the snow and attacking. Then the garrison at Outpost Zeta-47 went silent. An expeditionary force was sent out to clear the threat and recover the outpost. The Tyranids were looking to sweep all resistance from the area so it could be harvested by ripper swarms. The PDF soldiers peered into the billowing snow, wondering what they would face at Outpost Zeta-47...

A mass of Tyranids streams through Outpost Zeta-47 toward the PDF line.


Result: Tyranid Major Victory

The PDF's first encounter with the Tyranids resulted in defeat and the loss of the expeditionary force. The few survivors brought back clear intelligence on the nature of the new threat. 


Battle 2: Secure and Control

Hive Fleet Tarasque vs Dagzag's Speed Freaks 

As the Ork forces of General Woundwart and his two Warbosses, Dagzag and Ugwurr Grimzod, pushed south out of the frozen north, they were attacked in the rear by the awakening Tyranids. Although initially limited to ambushes of small Ork patrols and isolated bands, the Tyranid numbers were growing quickly. As the fighting intensified with both the humans and the Xenos, Woundwart ordered Dagzag to take his mobile forces to secure needed supplies. However, swarms of Tyranids were also patrolling the same areas. When the two sides clashed in a sector with particularly good pickings, the Orks saw it as a chance to have a good scrap and collect some loot. 

The Ork and Tyranid lines clash. To the victor go the spoils.


Result: Ork Major Victory

Dagzag and his boyz smashed the Tyranids and secured significant amounts of loot for the Ork forces, including weapons and forcefield technology.


Battle 3: Seek and Destroy

Hive Fleet Tarasque vs Blood Angels 2nd Co.

Jumping ahead, the Third Xhorik War has been raging for nearly a year. The Planetary Governor has been frantically calling for aid , ever since the loss of the major cities of Vayya and Ironton and most of Bhroivor north of Chiros Nova. The continued delays and excuses from Unimund have raised his suspicions, but he has no proof of disloyalty yet. With Imperial forces engaged on a thousand warzones across the galaxy during the dark time of the War of the Beast, there were no armies to spare. Finally, the Blood Angels strike force Belarius arrived: a single Vanguard-class Light Cruiser transporting the 2nd battle company plus reserves elements from the 7th, 8th and 9th companies.

The Space Marines quickly discovered that the novel species of Xenos was using the subterranean tunnels beneath Ironton to grow their strength out of the frigid winter weather and safe from the Ork and human armies. A small strike team was assembled to enter the tunnels and eliminate the aliens. Yet swarms of scuttling, clawed shapes soon started tracking the Blood Angels intruders and it quickly became unclear who was hunting whom. There would be no prisoners and no mercy in the darkness of the tunnels.

Marines of the Blood Angels 2nd Company clear the catacombs of Xenos threats.


Result: Space Marine Major Victory

Chaplain __ purged the tunnels of genestealers and his men were able to flame the brood nests, reducing the numbers of Tyranids emerging from under the city. The Space Marines also realized how dangerous this new foe was and that clearing every city block by block would be too costly for their small force.


Battle 4: Orbital Strike Alpha (Rain of Blood)

Blood Angels 2nd Co. vs Orks

While Chaplain _ was leading the attacks on the Tyranid nests, Captain _ of the 2nd Company was seeking an opportunity to slow down the marauding Orks using his limited resources. With part of his strike force occupied with the Tyranids, he did not feel the time was yet right for a pitched battle; the Orks were too numerous. So he decided to strike where a small action could have an outsized impact. The Orks had captured a fuel refining plant and were making use of it to keep their Speed Freaks raiding parties active across a wide expanse. Cut off the fuel and it would limit the Orks' mobility, making it easier for the Space Marines to choose an engagement on their terms, without endless Ork reserves arriving. They would launch a Planetfall assault directly from their cruiser, using drop pods for the tactical squads and dreadnought, teleportation for the terminators, and finally the assault marines making direct orbital entry using jump packs. The attack would occur under the cover of darkness, hopefully catching the Orks completely off guard. The objective was to destroy as much of the stored fuel as possible. 

A Blood Angels raid is driven off by a fierce Ork counterattack before they can complete their mission.


Result: Ork Major Victory

Due to limited intelligence and bad luck, there were more Orks present at the refinery than anticipated. One silo was quickly destroyed, but the raid soon became bogged down into close quarters fighting, with most of the marines failing to reach the fuel silos. Captain __ had no choice but to pull his remaining men out before they were completely overwhelmed. The Orks would continue to have access to ample fuel stocks for the time being. 



Battle 5: Take and Hold

Xhorik D-87th Drop Troops Veteran 3rd co. vs Hive Fleet Tarasque

After a year of nearly continuous combat with the Tyranids and Orks along their northern and eastern borders, several regiments of drop troopers had become quite adept at dealing with their new foes. Additionally, with losses of manpower running at an unsustainable rate (it takes much longer to train the elite drop trooper regiments than standard rifle companies), the Imperial High Command sanctioned a program of development and administration of experimental combat drugs. The goal was to keep the veteran units in the field longer, fighting at higher efficiency with less rest. It also had the added benefit of making them more aggressive, improving reaction speed, and dulling fear. These new regiments were identified by the inclusion of a D in their regimental number, as in the D-87.

These specialist forces were often used to strike specific strategic targets rapidly and then hold them until the armored regiments could arrive. One such target were the ridgeline outposts in the Uhtar Mountains that would prevent the aliens from invading the Kozar district. The 3rd Company of the D-87 regiment was ordered to take and hold one of these outposts against an advancing Tyranid force. 

Despite reaching the bunker, the D-87 veterans are forced to cede the field to the more numerous Tyranids as darkness falls.


Result: Tyranid Narrow Victory

The fighting around the outpost was particularly fierce, with both sides suffering heavy losses. As the fighting extended into the evening, the fall of darkness thwarted the X-87th's aim and they had to pull back, yielding most of the strategic ridgelines to the Tyranids. 



Battle 6: Fuel Tank Raid

Xhorik D-87th Drop Troops Veteran 4th co. vs Hive Fleet Tarasque

Drop troop scouts and sniper teams had observed something unexpected: the Tyranids were seeking out and consuming vehicle fuel. As a hydrocarbon, the fuel consisted of the same elements as all life (only extremely energy-dense) and could thus be used to grow the hive fleet. Raids were undertaken by veteran D-companies of drop troopers to destroy any fuel supplies that had fallen into Xenos control before it could be utilized by the hive. 

D-87 veterans attach a melta bomb to a fuel silo as another burns in the background after being struck by a Hellstrike missile from the Valkyrie. Tyranid defenders race toward the attackers.


Result: Imperium Major Victory

The drop troopers were able to launch a series of rapid grav-chute insertions to destroy the fuel stores. They were dangerous missions and losses were significant, but the Tyranids would be denied this important resource.

Tuesday, December 10, 2024

Termagant Swarm Complete



Now this looks like the swarm of skittering claws and slathering fangs that you envision when you picture a Tyranid army!

The ten bugs in the front row are Bill's originals. My quick and dirty copies are the other 30 I painted with a quicker Contrast method. 

Recipe:

  1. Prime with Greyseer
  2. Spray Tamiya white from above
  3. Wash entire model with Nuln Oil
  4. Black Templar the carapace, slightly diluted
  5. Ork Flesh the tail, hind legs, and exposed interiors on the legs and guns
  6. Magos Purple the tubes and tounges (two coats)
  7. Second coat of Black Templar on the carapace, slightly diluted
  8. Additional Nuln Oil in joints and head
  9. Touch up the white sections with White Scar or Bold Titanium White

Base:

  1. Paint entire base grey with craft paint
  2. Apply white glue and kitty litter
  3. Slop on white craft paint
  4. Paint rim with Mounrnfang Brown (two coats)
I'm pretty sure that's it. 

I think if I give them all a spray with a clear coat that is maybe a semi-gloss finish it will help tie them together better. Currently the Contrast models are a little flatter than the glossier originals. And it should help to protect the paint and the base. Maybe the next time we get some good weather. 

Sunday, November 17, 2024

Termagant Horde

 I am using Contrast to paint up some of Bill's termagants to a tabletop standard. Pete will tackle the warriors and maybe some of the other bigger bugs. We are going to try to get the army mostly painted up before our campaign in late December. 

For the first update, here are the first 20 that I painted. The first batch was 11 painted in one weekend and the second batch of 9 was painted the next weekend. Another 9 to go, and then when added to what Bill already has painted, it will give him around 40 to make a few big broods.



Sunday, June 9, 2019

Kill Team Battle Report: Drop Troops vs Tyranids

PRE-GAME AND MISSION:

This was a kill team game with the mission where the Tyranids had to kill the leader of the Drop Troops. It seems the Genestealers could instinctively sense the human leader and knew that his DNA would be the most beneficial for the hive...


FORCES:

Tyranids Hive Fleet Tarasque - Infiltration Splinter
Nine Genestealers

Xhorik 87th Drop Troops - 3rd Company, 2nd Platoon
Lieutenant Kipchak with laspistol
Specialist Tarik with melta gun
Specialist Korab with grenade launcher
Drop Trooper Qerim with vox caster
14 Drop Troopers with lasguns




Kill Team Tarasque moves swiftly and silently in search of their targets.

Kipchak and the men of 2nd Platoon, 3rd Company: The Lucky Bastards


Sunday, February 5, 2017

Bat Rep 10: Da Blitzdreg Boyz vs. Hive Fleet Tarasque: 850 Points

ARMY SELECTION: 850 Points

Da Blitzdreg Boyz: Battle Forged Combined Arms Detachment (Phil)
  • Warboss Grimsmak: 'Eavy armor, shoota, power klaw, boss pole
  • Painboy
  • 'Ard Boyz: 12 boyz with 'eavy armor. Nob with boss pole and power klaw
    • Trukk with rokkit launcha
  • Shoota Boyz: 14 boyz. Big shoota. Nob with boss pole and klaw.
  • Meganobz: 3 Meganobz
    • Trukk with rokkit launcha
  • Bikes x 7. Nob with boss pole and power klaw.
  • Warbuggy with twin-linked rokkits
  • Skorcha Trakk

Hive Fleet Tarasque: Unbound (Bill)
  • Broodlord with rending claws and 9 Genestealers with scything talons
  • 10 Genestealers
  • 5 Warriors with 3 deathspitters, 1 devourer, and 1 barbed strangler. All have scything talons.
  • 2 Zoanthropes with Warp Blast, Warp Fields, and one that never got used 
  • 10 Termagants 
  • 10 Termagants
  • 10 Termagants
  • 10 Termagants
  • 11 Hormagaunts

PRE-GAME
Mission: Purge the Alien
Primary Objective: 1 VP for each unit destoryed
Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
Random game length.

Deployment Type: Long table edges
Roll for deployment and Tyranids win, opting to deploy and go second
We decided not to roll for night fighting.

Warlord Traits: 
Boss Grimsmak: Units within 12" of Warlord can use his Leadership
Broodlord: Gains Outflank.

Sunday, February 15, 2015

Hive Fleet Tarasque

The Tyranid spore pods had attached themselves to the space hulk like barnacles on a ship. No one knows how long they had been encrusted on the ancient hulk as it randomly wandered through space. They were there long before the Orks commandeered the hulk as a massive transport to new war zones. When the Ork landing craft descended onto Xhorik Prime in the middle of a meteor shower, to avoid detection by the Imperial fleet, they unknowingly brought the seeds of a Tyranid infestation with them.

The forward scouts of Hive Fleet Tarasque swarm over an abandoned communication tower.



The Broodlord relishes the assimilation of new genes for the hive mind.






The termagaunts clamber across the rocks in support of the genestealer vanguard.

The first wave of the hive fleet scouts the planet, searching for biomass.

Tuesday, January 6, 2015

Bat Rep 6: Da Blitzdreg Boyz vs. Hive Fleet Tarasque: 1050 Points

ARMY SELECTION: 1050 Points

Da Blitzdreg Boyz: Battle Forged Combined Arms Detachment
  • Warboss Filgakk Skullsplitta: 'Eavy armor, shoota, power klaw, boss pole, Da' Lucky Stikk
  • Painboy
  • Mek: Kustom mega blasta (attached to shoota boyz)
  • Mek: Kustom mega blasta (attached to shoota boyz)
  • 'Ard Boyz: 12 boyz with 'eavy armor. 1 Big Shoota. Nob with boss pole and power klaw.
  • Slugga Boyz: 20 boyz. 1 Big Shoota, 1 Rokkit Launcha. Nob with boss pole and power klaw.
  • Shoota Boyz: 14 boyz. 1 with rokkit. Nob with boss pole.
  • Grotz: 17 gretchin. Runtherd with squighound.
  • Kommandos: 10 boyz. 1 with burna. Nob with boss pole and power klaw.
  • Bikes x 4
  • Warbuggy with twin-linked rokkits
  • Skorcha Trakk
  • Killa Kan with rokkit launcha

Filgakk Skullsplitta and Da Blitzdreg Boyz looking forward to their first battle with the Tyranids.

Hive Fleet Tarasque: Battle Forged Combined Arms Detachment
  • Broodlord with rending claws and adrenal glands (fleet and furious charge)
  • 9 Genestealers with scything talons
  • 10 Genestealers
  • 5 Warriors with 3 deathspitters, 1 devourer, and 1 barbed strangler. All have adrenal glands and scything talons
  • Carnifex with 2 pairs of talons and bio-plasma
  • 2 Zoanthropes with Warp Blast, Warp Fields, and Pyroxism
  • 10 Termagaunts 
  • 10 Termagaunts
  • 11 Termagaunts
  • 11 Termagaunts
  • 11 Hormagaunts

PRE-GAME

Maelstrom of War - Cleanse and Control
Random Deployment: Vanguard Strike (corners)
Bill wins roll to select table edge and chooses north edge.
Bill wins roll for first turn and elects to have the Orks deploy and go first.
Bill rolled for Night Fighting and didn't get it.

Warlord Traits:
Orks - All units within 12" of Warlord add 1" to run and charge rolls (forgot to use it).
Tyranids - Start with an additional Tactical Objective card.


DEPLOYMENT

Overview of Deployment from the east. The Tyranids chose the north edge and deployed first. 
Deployment map showing the numbered Objectives. It was a good balance between the two deployment zones.

Ork Deployment and Da Plan
Phil: Looking at the objectives, I had one in my backfield, two just outside of my deployment zone, two in no-man's land, and one in the enemy deployment zone. I put the Shoota boyz where they could either advance to shoot the incoming Tyranids or move back to claim the backfield objective (6) or they could move to the right to grab Objective 2 in the rocks. I deployed the bulk of my army in the center where I had an open approach to advance towards the mid-field Objectives, if needed.

The plan was pretty straightforward. I knew we would be evenly matched in close combat so my priority was to get the charge. I deployed my units in long, think ranks in an attempt to make Bill charge my Grotz (if he didn't waste time shooting them) so that my boyz and Warboss could then charge him. As a backup, I put the 'Ard Boyz even farther back to provide a counter-charge even if my Slugga Boyz got charged by his main line or a surprise Infiltrating or Outflanking Genestealer brood.

My fast units would zip around the flanks to grab objectives or hit the isolated units at the ends of his lines where he couldn't bring his numbers to bear. The Killa Kan would hide in the rocks until the squishy little bugs got close enough to crush. I didn't leave anything in Reserve as I knew that pretty much everything would be in melee by Turn 2 or 3 and I didn't want to risk anything showing up too late to help (in hindsight, I should have kept the Skorcha in Reserve to Outflank as it didn't do anything the first few turns anyway and might have got killed before it could grab its Objective).
Since both armies had Infiltrators, I was lucky to win the roll and deploy my Kommandos first so I could grab the blind spot behind the Communication Tower. The plan was to use their Burna to catch the Tyranids in the flank or contest Objective 3 (the tower). Also, I didn't want the Genestealers and Broodlord deploying near the tower and hitting my main battle line in the flank while they're also facing his main horde.

The Ork units were deployed close together, where they could support each other.

The Orks deployed in ranks: Grotz in front, then Slugga Boyz and then the 'Ard Boyz in the back where they could jump in to support as needed.

The Ork vehicles were on the far right (east) of the battlefield, ready to hit the Tyranids in the flank.

Tyranid Deployment and Strategy
Bill: Seeing as this was my first battle in years and I would be getting the hang of the new rules, I just deployed my army in the most general way I could and decided to let this battle serve as a learning experience. The hive mind certainly wouldn't bat an eye (or whatever) at sacrificing a small swarm to gain knowledge of the enemy. A swarm army doesn't have many options for deployment since all 53 of my gaunts would have to be within a foot of my 2 synapse units. Luckily, I had 2 elite squads of Genestealers who wouldn't need synapse support and could dash around the edges of the board to nab those hard-to-reach objectives. The swarm would have little choice but to horde together and head up the middle of the board where Phil's green masses would meet them.  

I decided to infiltrate one squad of Genestealers and outflank with the other. The Broodlord and his retinue would start on the board to ensure their presence throughout the battle while the regular stealers would pop out of the board edge on some unknown future turn to hopefully get behind the Orks and capture some distant objective the main swarm would never reach. Sounded good! The only little snag occurred when Phil's Kommandos Infiltrated first and took the spot I had my eye on for the Broodlord and pals. In fact, it was the only spot on the board completely out of sight or at least 18" away from any Orks which forced my Broodlord to deploy FURTHER BACK along my battle line than he would have deployed had I just placed him normally. Oh well. This was a learning experience anyway. 

Since I had never seen my army in action, I had literally no idea how my units would preform. I put the warriors across from the boys to try out the barbed strangler on their tightly crowded masses and the zoanthropes on my left to zap the vehicles. Spread between them was the mass of gaunts, 5 squads of troops to fight or secure objectives as needed.

I was very lucky with my pre-game dice rolling, not only choosing my deployment zone and deploying second but also seizing the initiative to get the first turn! I'll probably never get such perfect circumstances to win a game again. 

The Tyranids deployed in a wide line of gaunts with the two Synapse nodes spaced evenly to cover the entire line.
The Kommandos infiltrated near the Comm Tower. The Genestealers then infiltrated directly across from them.


Bill rolled to Steal the Initiative... and got it! Clearly, my Orks were caught off guard by the speed and aggression of this new foe!

Tyranids Turn 1
Bill drew his Tactical Objectives and got Secure Objectives 4 and 6, Blood and Guts (kill a unit in assault) and Harness the Warp (manifest a psychic power). His Warlord Trait gave him the fourth Objective.

The Carnifex and the Warriors lead the charge.

In the west, the Broodlord and his bodyguard race towards the Kommandos.

The scouts of each army prepare to engage each other.
The Broodlord manifests The Horror on the Kommandos, who pass their Pinning test due to Mob Rule, without losing any boyz. But this nets the Tyranids a Victory Point for Harness the Warp.

Most the Gaunts run forward, but stay within synapse range.
The Zoanthropes manifest Paroxysm on the Slugga Boyz, reducing their WS and BS by two until the start of the next Tyranid turn.

The entire Tyranid line advances on the Ork position.
 The Tyranid Warriors conduct the only shooting for the advancing Tyranids. They elect to shoot the Gretchin and kill 5 (along with two Slugga Boyz caught by the large blast template of the Barbed Strangler).
Overview, end of Tyranid Turn 1. The Tyranids race into the middle of the field.
The Tyranids get 1 VP for Harness the Warp. Bill elects to discard Secure Objective 4 (the ammo crates just outside the Ork deployment zone).

Tyranids: 1
Orks: 0

Orks Turn 1
I drew my Tactical Objectives and got: Big Game Hunter (kill a vehicle or monstrous creature in my turn), Assassinate (kill a character), and Secure Objective 5 (in the Tyranid backfield). Not an ideal starting hand of objectives! Bill's only character is the Broodlord, who is far from my main lines. His only MC is the Carnifex. And Objective 5 is directly behind his advancing swarm.


 I sent the Skorcha to the left flank, hoping to zip past the Genestealers while they were tied up in melee and grab Objective 5 behind the Tyranid lines. I figured I could take down the Carnifex in close combat with my Warboss once close combat was joined, but I didn't have much hope of getting Assassinate in the first few turns as my Kommandos would be greatly outmatched in close combat by the elite Genestealers.

The Kommandos kills two Genestealers with their Burna, but are unable to charge due to Infiltrating.
The Grotz move back into coherency and shoot two Gaunts! Hooray!
I had to move the Gretchin mostly sideways to get back into squad coherency, but I was able to also advance slightly to the edge of the hill. Most of my guns were still out of range and the rokkits missed. The big shootas in the 'Ard Boyz and Shoota Boyz mobs managed to kill two Gaunts. The only excitement in the center of the battlefield came when a mek managed to kill himself with a mis-firing Kustom Mega Blasta! At least that gave the boyz some entertainment.

My luck was better on the east flank where the Ork vehicles struck at the end of the Tyranid line. The Rokkit Buggy tried to drop one of those big floating brains, thinking a head that big would look great on a banner pole, but the rokkits sailed wide of the target. The Warbikers were thrilled to finally shoot something NOT wearing power armor and managed to kill 8 of the scuttling bugs.
The Warbikers raced around the rocks and obliterated 8 Termagaunts in a hail of dakka. Finally, some action!
Overview, end of Orks Turn 1. The main Ork line advances slightly, while the vehicles hit the Tyranid flank.




I discarded Assassinate because it was the hardest of my three, although they would all take at least 1 or 2 more turns to accomplish.

Tyranids: 1
Orks: 0


Tyranids Turn 2
Bill drew Secure Objective 2, the transmitter beacon in the middle of the eastern rocks. He still had Secure Objective 6 and Blood and Guts.

The Tyranid Reserves arrived: a second brood of Genestealers using Outflank. The enter from the east table edge and run to secure Objective 6 in the Ork backfield and also spread out toward Objective 2 in the rocks.

The Genestealers race toward the Orks and the Broodlord uses his psychic powers to create chaos amongst the Orks.
In the psychic phase, the Broodlord once against manifests The Horror on the Kommandos. The Orks are so shaken by the horrific visions, the Nob has to kill three boyz to snap them out of it and make them fight! He won't stand for any cowardly gitz in his mob!

The Zoanthropes once again curse the Slugga Boyz and Ork HQs with Paroxysm.

The boyz withstand a hail of living ammunition thanks to the Painboy and his drugs. The Grotz aren't so lucky.
The rear unit of Gaunts shoots the Gretchin to get clear the path for the rest of the Tyranids to shoot and charge the Slugga Boyz. They kill five and open a nice clear lane of fire to the Ork mob.

Two units of Gaunts, the Warriors and the Carnifex all fire at the Slugga Boyz, but only manage to kill a total of three boyz due to help from the Painboy and his Feel No Pain effect. The boyz pass the Pinning test from the Barbed Strangler.

The Grotz fail morale and the Slaver is forced to release the squighound, who kills five more of the cowardly little buggers!
 The closest unit of Termagaunts attempts to charge the Slugga Boyz, but after losing three to Overwatch, they fail the charge distance roll.

The Broodlord and his bodyguard have no trouble making their charge on the Kommandos. The Orks manage to bring down two Genestealers with Overwatch thanks to their Burna, but then the greenskins are soundly whooped and wiped out in the melee.

The Broodlord kills half the mob and then the Genestealers tear apart the other half.

Tyranid Turn 2. You can't see the Genestealers behind the Ork lines grabbing Objective 6!
I did not get an end of turn overview picture, but the one above is close.

The Tyranids accomplished Blood and Guts by wiping out the Kommandos in melee (+1 VP), First Blood Secondary Objective (+1 VP) and Secured Objective 6 with the Outflanking Genestealers (+1 VP).

Tyranids: 4
Orks: 0

Orks Turn 2
I still had Big Game Hunter and Secure Objective 5. I drew a second copy of Secure Objective 5, making it extremely vital to nab dat shiny cylinder, whatever it was!

The Tyranid trap had been sprung. I now had Genestealers approaching my army from both flanks with the main Tyranid swarm bearing down on my front. With the Tyranids controlling most of the board, I knew it would be a challenge to claim any objectives and to deny the Tyranids without breaking out of the pincer.

The first thing I did was to send my Skorcha racing past the Genestealers as fast as it could move, trying to get to Objective 5, which was now worth two Victory Points! I didn't dare slow down to flame the Genestealers as the Skorcha would be easily killed in an assault by his Rending Claws and I needed those Victory Points.

The last few Grotz on the hill managed to bring down one Hormagaunt with their Grot Blastas. Also in the center, the 'Ard Boyz shot up a few Termagaunts from the painted squad. On the east flank, the Rokkit Buggy missed the Zoanthropes again. Clearly the floating bugs were much tougher to hit than the 'oomies in their bright red armor!


The Shoota Boyz get nice and close before firing at point blank range. It makes 'em easier to hit!

The Warbikes wheel around and add their dakka to the task of wiping out the Outflanking Genestealers before they can grab Objective 2 for another Tyranid VP.

When all the smoke cleared, only two Genestealers remained...

Knowing they had an overwhelming advantage, the Boyz charge in to finish the job.
The Killa Kan shot one Hormagaunt with a rokkit and then charged in. Unfortunately, he did not kill any and the bugs used Our Weapons are Useless to fall back. With their high initiative, the Hormaguants easily escaped the lumbering can and found themselves in position to charge the bikes next turn after they automatically rally due to being back in Synapse range! I badly misplayed that situation. I thought the Kan might be able to kill a few between Hammer of Wrath and his Klaw, but he struck out and sent the Gaunts directly toward my vulnerable bikes.

The Genestealers are wiped out, but the Ork forces in the east are now badly out of position.
In the center, I decided to launch a disorganized charge against the Carnifex and the Tyranid Warriors with my big mob of Slugga Boyz. I would be giving up my charge advantage, but getting both of his heavy hitter tied up in close combat so that one couldn't counter-charge me next turn. I thought that with my numbers and two Power Klaws, I could win combat and kill the Monstrous Creature for a VP. But the Paroxysm malediction was still in effect and my boyz charged in with only WS3 (-2 for Paroxysm, +1 for Da Lukky Stikk).

Filgakk calls his Waaagh! and the Orks charge the Tyranid lines. 

The Orks only lost one boy to the Warriors and two to the Carnifex. Unfortunately, they only manage to land one wound on the 'Fex and two wounds on the Warriors, which didn't kill a single model. It was all up to the Power Klaws now, but the Nob didn't land a single wound. The Warboss did only slightly better and inflicted two wounds on the Carnifex, leaving the giant beast with one wound and denying me my Tactical Objective!

In hindsight, I should have thrown the 'Ard Boyz into the melee as well. But Bill still had a bunch of un-engaged units of Guants nearby and his Broodlord and bodyguard coming in from the flank. I was wary of committing my entire army and then not having any flexibility to deal with the other threats. But I failed to account for how poorly my boyz would do in close combat with the effects of Paroxysm and the Disorganized Charge robbing them of extra weapon skill, attacks and strength!

Overview, end of Orks Turn 2. The Orks control the east, the Tyranids control the west and vicious melee is joined in the center.
I still had not achieved any Victory Points. Worse, re-reading Big Game Hunter, it said I got a VP if I killed a Monstrous Creature "on my turn" so it would not count if I killed the Carnifex during Bill's Assault Phase, as I was sure to do! Aargh! So I discarded it, leaving me with two copies of Secure Objective 5.

At this point, I was feeling pretty frustrated and figured that if Bill killed my Skorcha with his Broodlord, we may as well call the game a Tyranid victory as I would have no hope of achieving either of my two Tactical Objectives on my next turn.

Tyranids: 4
Orks: 0

Tyranids Turn 3
Bill drew two copies of Secure Objective 3, the Communications Tower, so he sent one brood of Termagants scrambling back up the cliff to grab it.

The Tyranids chose not to destroy the speeding Skorcha and instead moved the Broolord and his bodyguard toward the Ork left flank. He attempted to manifest The Horror on the 'Ard Boyz, but the Orks managed to gather together enough psychic energy (probably from the ongoing melee) to deny the power! The Zoanthropes then failed to manifest Warp Blast.


The Broodlord and Genestealers approach the Ork left flank and attempt to pin the greenskins with psychic powers, but are denied by the Orks' combined psychic energy.
The Termagants scramble back up the cliff to claim Objective 3.

The Hormogaunts and Termagants charge the Ork bikes from the rear!
The bikes lay down a hail of Overwatch that kills four of the charging aliens.
The Hormogaunts bring down one biker and the Orks kill two more in return. But the bikes are now tied up in combat and, crucially, cannot shoot next turn.
  
The melee in the center intensifies with the Termagants joining in, killing two Orks. The Warriors kill two more.

But the Orks hit back harder! The Painboy finishes the Carnifex with his poisoned weapon, the boyz kill a Warrior, the Nob kills a Warrior and the Warboss kills the last three Warriors thanks to some re-rolls from his Lukky Stikk banner pole.
 The Orks win a crushing victory in the central melee and without the Synapse of the Tyranid Warriors, the Termagants fail morale and flee to the north. The remaining Orks consolidate toward the remaining Tyranids in the west.
Overview, end of Tyranid Turn 3. The Tyranids continue to pile up VPs, but they are taking heavy casualties.

With achieving two copies of Secure Objective 3, the Tyranids continued their amazing pace of scoring two Tactical Objectives every turn so far!

Tyranids: 6
Orks: 0



Orks Turn 3
Bill left the door open for me by not attempting to charge my Skorcha with his Genestealers. He was about 14" away and he might have failed his charge roll even with Fleet, but if he had killed the Skorcha, I would have had very little chance to catch him.

I drew my new Tactical Objective and got Psychological Warfare (make the opponent fail a morale or pinning test), which is pretty tough to do against anything in Synapse range! Thankfully, I had killed his Warriors and his Zoanthropes could not cover all the Gaunts so I had a good chance.

Of course, I moved the Skorcha Flat Out to finally reach Objective 5.

The Kan and Buggy hit the Zoanthropes with Rokkits from both sides, but the shots are deflected by their psychic shields.

The Slugga Boyz shoot the Termagants on the hill, killing 3 and forcing a morale check. They fail and the Orks claim a VP.

Waaagh! The 'Ard Boyz kill three Genestealers with point blank shooting and then charge in!

The assault was vicious and bloody... just how both sides like it!

In the end, the Genestealers kill 4 Orks and only lose 3 of their own, forcing the greenskins to take a morale check. The Orks fail and lose 2 more boyz due to Mob Rule, but stay in the fight.

In the melee on the other end of the table, the Hormogaunts and Termagants killed two Ork bikers. The last bike failed his morale check and was killed in a Sweeping Advance.


Overview, end of Orks Turn 3. The Orks control the center of the board, but can they score enough Victory Points in the remaining turns to catch up?

I finally got on the board with Securing Objective 5 twice and achieving Psychological Warfare for a total of three Victory Points. At this point, I felt that my army had strong control of the board, but the Tyranids had a big lead and at least one Objective that would be easy to achieve next turn, Secure Objective 2 (the transmitter beacon near the fast Hormogaunts). I would need some luck to achieve enough Victory Points to catch up.

Tyranids: 6
Orks: 3


Tyranid Turn 4
Bill drew another copy of Secure Objective 2, the transmitter beacon in the eastern rocks, making this the third instance of a double-scoring objective this game. Since his Termagaunts had killed the Ork bikes last turn, they had an unblocked path to the objective.

The Termagant brood that failed morale near the Comm Tower last turn is out of Synapse range and continues to fall back. The other Termagants automatically rally due to the proximity of the Zoanthrope.

The Broodlord continued his psychic shenanigans by manifesting The Horror on the Slugga Boyz. The end result was a wound on the Nob due to Mob Rule in order to pass the Pinning Test. Also in the psychic phase, the Zoanthropes manifested Warp Blast and zapped the buggy, immobilizing it and taking it down to one hull point.

The Hormagaunts overcome their instinctive behavior to race forward to secure Objective 2 for +2 VP. But an angry Ork mob stalks in the background.

The Zoanthropes blast the buggy, immobilizing it and knocking off a hull point. The Termagants' Flesh Borers fail to find the soft tissue of the crew and do  no damage to the vehicle.

The Broodlord kills the Nob in a challenge before the lumbering Ork can use his Power Klaw. But the Orks kill the last Genestealer and inflict two wounds on the Tyranid leader.

Overivew, end of Tyranid Turn 4. 

The Tyranids picked up another 2 Victory Points for Securing Objective 2 on two cards, continuing their impressive scoring streak. Bill's army has enough units with enough mobility to claim objectives all over the board every turn.

Tyranids: 8
Orks: 3

Orks Turn 4
I knew I was going to need some luck to catch the Tyranids in Victory Points. Even though I was winning the battles all over the board, I was still losing the war! And luck was on my side. I drew my three objectives and they all had opportunities to score d3 VP, which was the only way I was going to be able to make up enough ground. Behind Enemy Lines (a unit within 12" of the enemy table edge for 1 VP, or 3 units for d3 VP), Supremacy (control twice as many objectives as opponent with a minimum of 2 for d3 VP) and Hungry for Glory (issue a challenge for 1 VP, or 3 for d3 VP). The first two were definitely do-able, but I wouldn't have an opportunity to issue any challenges unless I sent my Slugga Mob the wrong way toward the Broodlord and got there before that melee ended.

The Shoota Boyz open fire on the Hormagaunts and kill them before strolling up to claim Objective 2 unopposed.

The Orks concentrate their fire to whittle down the Termagants. The Slugga Boyz claim Objective 1 for Supremacy.


The Broodlord kills two 'Ard Boyz. The remaining Orks cannot manage to inflict that final wound. So the Orks lose combat and are swept by the ferocious Tyranid leader.

Overview, end of Orks Turn 4. The Orks take two Objectives for Supremacy while the Broodlord owns his corner.

I managed to achieve Supremacy by taking two Objectives and ensuring the Tyranids had none. I rolled and got 3 Victory Points! I also managed to get one Victory Point for Behind Enemy Lines by having two vehicles near the Tyranid table edge, but I just couldn't get a third unit in there as the Killa Kan was too slow. Still, it was four VPs, just what I needed to catch up.

I discarded Hungry for Glory as I did not think I could chase down the Fleet Broodlord before the end of the game.

Tyranids: 8
Orks: 7

Tyranid Turn 5
At this point, Bill had Secure Objective 4 (the ammo crates near the Ork table edge, and two more that did not matter.

He had a tough choice. If he sent his Broodlord to secure Objective 4 for +1 VP, the Orks would surely kill him with shooting or a charge, netting the Orks +1 VP for Slay the Warlord and also denying the Tyranids Linebreaker for a VP. So he decided it was wiser to preserve his Warlord and claim Linebreaker by moving him away from the Orks and Objective 4.

The Zoanthropes tried to kill the Skorcha before it could flame any more Termagants. They fired their Warp Blasts, but only managed a Crew Shaken result and the loss of a hull point on the ramshackle Ork vehicle. Once again, the Termagants Flesh Borers fail to inflict any damage on the vehicle.

Overview, end of Tyranid Turn 5. 
For the first time, the Tyranids fail to achieve any Objectives. At this point, they are just trying to hold on for the win and hope the game ends early.

Tyranids: 8
Orks: 7

Orks Turn 5
I drew Hold the Line, Secure Objective 1 and one more that I forgot to write down. Lucky for me, I already had Objective 1. I just had to keep my Slugga Boyz where they were and resist the temptation to charge the puny Termagants!

The Orks concentrate their fire on the Zoanthropes, finally bringing penetrating the psychic shields of the Tyranids and bringing them down.
 The Shoota Boyz killed the two skulking Termagants near the east table edge.

Overview, end of Orks Turn 5. The Tyranid forces are nearly depleted. 

I secured Objective 1 in the woods for one Victory Point, tying the game. Momentum was clearly with the Orks and the longer the game went on, the better chance I would have to win.

I let Bill roll the die to see if the game ended... and we got another turn!

Tyranids: 8
Orks: 8


Tyranid Turn 6
Bill drew his Tactical Objective and got No Prisoners (kill a unit), probably one of the only Objectives he had any chance to accomplish with his depleted army!

There were two vehicles within range of his Termagants with AV10 and only one hull point. A single roll of 6 to penetrate armor would be enough for a Glancing Hit that would destroy either vehicle. But first, he had to pass his Instinctive Behavior check since the Synapse creatures were gone. He passed! He then fired on the Skorcha, but despite several hits, could not roll a 6 for penetration and the Ork vehicle survived again!

Overview, end of Tyranid Turn 6. The Termagants fail to accomplish their Objective.
The Tyranids got no Victory Points this turn.

Tyranids: 8
Orks: 8

Orks Turn 6
Somehow, I did not write down my Tactical Objectives for Turn 6.

The Skorcha, the buggy and the Slugga Boyz all fired on the Termagants and managed to kill three more.

Overview, end of Orks Turn 6. A few Termagants are killed and the Orks control most of the table.

According to my notes, I got one Victory Point this turn, but I didn't write down what I accomplished! So after all the notes, all the pictures and all the writing, I don't know exactly what I did to actually take the lead in Victory Points that won me the game! A little anti-climactic. I guess I need to work on my note-taking next time. But by the end of a game like this, there is too much excitement and too much exhaustion to think of writing down every detail!

Bill rolled for another turn and the game ended.

Both armies scored the Linebreaker Secondary Objective.

Final Score:
Tyranids: 9
Orks: 10

ORKS WIN!


POST-GAME ANALYSIS
Phil (Orks):
Wow, what a game. The Tyranids had such a big lead early on (6 - 0 after Tyranid Turn 3) that I started to think I could never catch up. And truthfully, Bill had the chance to put me away for good by trying to charge my Skorcha on his Turn 3. But out of some sort of misplaced mercy, he decided not to! At that point, neither of us could see how I could come back in points enough to win. I was just playing to have fun, kill some bugs and at least make the final score respectable. And despite my huge surge to take control of the center of the table and rally to catch up in Victory Points, it still came down to a lucky d3 roll to get 3 VPs for Supremacy that allowed me to win. An average roll right there and we would have tied. The desperation and the huge momentum swing made the game really exciting for me (and probably soul-crushing for Bill!) and I can't wait for my next match against Hive Fleet Tarasque!

Ork MVP: Finally, I get to say it was my Warboss. After a few lackluster performances against Pete's Space Marines, the big boss finally proved his mettle by crushing the Tyranid center. His Strength 10 Power Klaw attacks (with re-rolls to hit and wound from Da Lucky Stikk) were devastating to the T4 W3 Tyranid Warriors as the Warboss could kill each of them with a single hit. The boss and his unit managed to soak up a lot of Tyranid fire, win the central melee, and then accomplish a bunch of Tactical Objectives late to allow the Orks to catch up in VPs (Psychological Warfare, Supremacy, Secure Objective 1 and possibly the last one).

Ork Disappointment: Although my army overall performed quite well and did what it was supposed to do, there were a few disappointments. The Kommandos and the 'Ard Boyz both got creamed by the Broodlord and his Genestealers. The 'Ard Boyz even had a chance to shoot the unit and then charge it, but still couldn't bring down the elite Tyranids. Partially, it was because they were too strung out so that not all of them could shoot or hit in close combat. But they just could not inflict enough damage and both got killed in Sweeping Advances.

Key Moment: I would like to say that my winning the central melee was the key to winning the battle. It was certainly the most dramatic and fun moment (for the Orks, anyway). But, as I mentioned earlier, Bill not attempting to charge the Skorcha with his Broodlord let me get Objective 5 for two Victory Points and let me get back into the game. If he had killed my Skorcha on his Turn 3, I was seriously considering just calling it quits because I figured I would have no chance to catch up since I hadn't scored a single VP at that point and the only two in my hand were the two copies of Secure Objective 5 that would now be impossible (and Bill already had 6).

Tyranid MVP: Definitely the Broodlord and his Genestealers. Despite me thwarting his Infilrate deployment, they cut through my entire left flank of Kommandos and 'Ard Boyz (over 300 points of models) and his Broodlord survived to deny me Slay the Warlord. He then also got Linebreaker. That is a hard-hitting and fast unit that also could cause trouble for me in the psychic phase. All those Pinning checks meant I had to keep rolling for Mob Rule and losing my boyz in order to keep my mobz in the fight. I was also impressed by the Hormagaunts. They escaped from the Killa Kan, killed my bikes, and then grabbed Objective 2 for 2 VPs. Not bad for a 55-point unit! They are fast and efficient and should be very effective in Maelstrom missions where mobility is key.

Bill (Tyranids):
Ha! What a game! And everything was going so well... To go from potentially winning by forfeit to narrowly loosing is about as exciting as it gets. I suppose 'exciting' is better reserved for the victor and I would describe the results of the last couple turns less favorably. The bottom line was that I simply did not take a long-term view of the battle. In retrospect, charging into the center of the table at full speed w my warriors and gaunts and running my hormies full-blast into the shoota boys was unnecessary since it was going to be at minimum a 5 turn game and I could have held back and shot plenty more. My 20-point bio-plasma only killed a single rank and file ork and the potentially ravaging barbed strangler only fired twice even though it had a 3 foot range. My hormies had fire support from 2 warp blasting zoanthropes who, instead of fragging some warbikes, focused on the mob of slugga boys in the middle with little effect. I had no tactical reason to push my entire army into Phil's table half as quickly as possible since none of my objectives called for it. I just figured that was what to do w tyranids! The genestealers, especially that wonderful Broodlord, raked in the vast majority of my VP's and could have done so independantly of the swarm. 


An oversight I don't plan to repeat was ignoring the ork vehicles until the end of the game. I was discussing my loss w Pete on the ride home and concluded that their relative fragility is one of their strengths. Who wants to "waste" firing a high str weapon on such a pathetic target? Letting the bikes, kan, and buggy inflict so much damage on my army was quite a blunder especially when I had 4 turns of warp blasting to destroy them. And, of course, my decision (partially to keep Phil from quitting) to ignore that scrorcha trakk and give up those 2 VP's really came back to haunt me. As I mentioned above, it simply boiled down to not thinking long-term. I was comfortable enough by turn 3 to see losing as an impossibility but I should have stayed tough and heeded the prospect of losing on the last turn.
All in all though, I'm very happy w my army. I feel confident that a re-match against the orks will end in a solid Tyranid victory. My army structure was just about perfect for a tactical objective game: highly mobile and hard-hitting w tons of squads to cover the table and to respond to a new mission without having to detract from the main lines. The plentitude of 4 and 5 point models in a tyranid army means that I will never be outnumbered. It also means every expensive upgrade or gun option I purchase for a more important unit like warriors could have been an entirely new squad of gaunts. I was a little short in points this first game and ended up buying a few such biomorphs just to get up the round 1050. In future battles, a second squad of hormigaunts would do a lot more than adrenal glands for the warriors and bio-plasma for the carnifex.
Tyranid Disappointment: This game was polarized into enormously effective units and virtually useless ones. The carnifex and warriors, though weighing in at about 400 points, made no mark in the game and succeeding only in killing a few boys and a handful of grots before getting utterly embarrassed in the central melee. Once the warriors were destroyed, my gaunts predictably fell into disarray and one squad even fled off the table altogether. If I had kept the warriors back and taken my time getting into close combat with the vastly superior orks, I have no doubt I could have pulled off a definitive win. My gaunts couldn't pull off a single glancing hit that would have wrecked either the buggy or trakk but some str 5 deathspitters would have had an easier time. I could have pulled off a tie w Take No Prisoners on turn 6. Just goes to show how close it was!
Key Moment: The single most important die roll was for the random VP's awarded by the ork's Supremacy. 3!! Curses! Considering his board dominating position by turn 4, it was an ideal time to pull an objective that would normally be so difficult and thusly so rewarding. I keep coming back to that moment when I watched my total dominance deteriorate into a questionable advantage. That and watching my central swarm dissolve under the torrent of ork melee.
Rather than addressing such discouraging key moments, the high point in the game was the continued brutality of the Broodlord and his retinue against everything green and ugly in their path. If only every 200 point squad I had could earn me 4 VP's and kill a third of my enemy's army!