Friday, April 27, 2012

The Foot ... Err... Claw... Hoof... Whatever List



So with 5th edition presumably winding down, I think I may take one more stab at a classic foot swarm. Not sure how this will do, but the Venom Cannon doesn't seem like such a terrible investment with the resurgence of Quantum Shielded Necrons and the lack of true vehicle vehicle swarms in my area. I'm anxious to see how the big unit of Genestealers will do; it'll be interesting to see how the swarm does with a nice center of stabby death rather than the smaller units of cannon fodder surrounded small assault units and MCS.

HQ:

Hive Tyrant w/ Leech Essence, Paroxysm, TL BL Devourers, Heavy Venom Cannon - 210

2 Tyrant Guard W/ Lash Whips - 130

Troops: 

20 Genestealers w/ toxin sacs, 1 Broodlord w/ toxin sacs, scything talons, implant attack-403

19 Termagants - 95
19 Termagants - 95

 Tervigon w/ Domininon, Cluster Spines, Catalyst, Toxin Sacs, Adrenal Glands - 195

Heavy Support:

Carnifex w/ scything talons and Heavy Venom Cannon - 185

Carnifex w/ Scything talons and Heavy Venom Cannon - 185

Thoughts?

Thursday, April 19, 2012

Battle Report: Tyranids v. Necrons



Got in another game with the Tyranids tonight, this time against Necrons and at 2000 points.

The Tyranids:

Hive Tyrant w/ Leech Essence, Paroxysm, Talons, TL BL Devourer, Wings, Hive Commander

2 Lictors, x2 broods

8 Ymgarl Genestealers

10 Genestealers w/ toxin sacs, x2 broods

14 Termagants w/ devourers in a Mycetic Spore

5 Warriors w/ lashwhip and bonesword, deathspitters, 1 barbed strangler

Trygon Prime x2

The Necrons:

Overlord w/ Warscythe and Catacomb Command Barge

10 Immortals w/ Tesla Carbines, attached Despair Cryptek

9 Warriors w/ Ghost Ark, Destruction Cryptek

9 Warriors w/ Ghost Ark, Storm Cryptek

6 Wraiths: 4 Whip coils, 1 redshirt, 1 particle caster, x2 squads

9 Scarabs

3 Spyders, 1 w/ Fabricator array

Annihilation Barge x2


We rolled up Pitched Battle and 5 Seize Ground objectives. The Objectives ended up in a loose triangle, with the "point" being on my far right flank, along the centerline of the board. I fully reserved and placed the Ymgarls in a woods on top of the "point" objective. The Necrons spread out, placing the Scarabs and Spyders in the center of their deployment zone, with the Immortals and Overlord just ahead. The Annihilation Barges went on my right, near the Scarab Swarm. The Ark with the Destruction Cryptek took a position on the left, with a unit of Wraiths running in support position. The Ark with the Storm Cryptek and second unit of Wraiths mirrored that formation on the right.

I lost the roll off for first turn, and my opponent elected to go second.

Turn 1:

Everything in the Necron center shuffled forward slowly; the Spyders spawned a few more Scarabs. On the flanks, the Ghost Arks moved 12" forward, with the Wratihs running behind.

Turn 2:

Tyranids:

The Hive Tyrant, 1 unit of Lictors, and a Trygon Prime fail to arrive; everything else bursts from cover, and the battle is on.

On the left flank, the Lictors appear in a trench line directly behind the Ark, while a unit of Genestealers run out into the open, heading directly for the Ark. On the right flank, the Ymgarls appear in the woods and advance slightly forward; just behind them are the Warriors and another unit of outflanking Genestealers. The Trygon bursts from the ground directly in front of the Ark, while the Termagants and Spore scatter back towards my board edge into terrain. Two die from dangerous terrain tests, but the survivors are still in range of the Wraiths.

On the left flank, the Lictors manage to glance and penetrate the Ark, but roll snake eyes for damage; both results are negated by Living Metal. The Genestealers, denied the possibility of getting at the Warriors within, rush the Ark in the assault phase and whiff completely.

On the right, the Wraiths weather a torrent of devourer maggots, strangler pods, deathspitter acid, and bio-electric blasts. When the shooting stops, one Ymgarl is dead from friendly fire, while one coil Wraith is dead and the caster on one wound. The Ymgarls rush into assault, choosing +1T. I chose to go without an offensive upgrade because the other two broods were out of charge range, and I needed the Wraiths locked in assault until they arrived. Three Ymgarls go down to rends, but the rest survive due to the enhanced toughness, and actually manage to inflict 4 wounds, killing 1 more coil wraith and putting a wound on the redshirt. They pass their fearless save, and lock.

Necrons:
In the center, the Spyders shuffle forward and spawn more Scarabs. The Command Barge moves over the Scarabs to roughly the center of the table, while the Annihilation Barges move slightly to get better firing angles on the advancing Genestealers. The rightmost Ark also moves 6" away from the Trygon. The Immortals mishap trying to get a clear shot on the rightmost Genestealers and go into reserve.

On the left flank the Ark repositions while the Wraith and Scarabs move toward the Lictors. Shooting sees the Stealers reduced to drifting ash, while the Wraiths pin the Lictors with their coils and eviscerate them before they can raise a talon to fight back.

On the right, 3 Genestealers go down to Tesla fire, but cover and hot 5+ carapace saves save the brood. The Warriors and Ark unleash a torrent of Gauss fire into the Trygon, reducing it to 1 wound. In assault the Ymgarls pull down another Wraith, but only 1 remains after combat resolution.

Turn 3:

Tyranids:

The rest of the Swarm decides to show up, with the Tyrant deepstriking behind some LoS blocking ruins, near one objective and within striking distance of the second. The Trygon appears about 12" above the first, within charge range of the Annihilation Barges if it survives. The final two Lictors slither out of the ruins they'd been hiding in, directly behind the Storm Cryptek's Ark. The Termagants pull back slightly, while the Warriors and surviving Genestealers advance.

Shooting is inconsequential; both Trygons fleet, though not far. The Lictors hit and glance, but once again fail to get a damage result through the Ark's Living Metal. The Tyrant also has nothing but AV 13 to hit, and instead runs. In assault the Genestealers and Warriors hit the Wraiths; they kill off the last Ymgarl, but another Wraith goes down, leaving two. The wounded Trygon hits the the Ark, exploding it and taking one Warrior down after Resurrection Protocols.

Necron 3:

The Immortals arrive from reserve, but promptly mishap back off the table. On the left flank the Ark moves up to rapid fire the Tyrant. On the left the Spyders, Wraiths, and Scarabs move to the right. The Overlord moves flat out over the Tyrant, knocking off three wounds with his Warscythe.

In the shooting phase the Destruction Cryptek finishes off the Tyrant before the Warriors can fire. One Annihilation Barge finishes off the wounded Trygon, while the the other and the Warriors from the downed Ark fail to hurt the newly arrived Prime. The Wraiths are still out of assault range, but the Scarabs manage to reach the Lictors. Only a few are able to attack thanks to the Scarabs' spread out formation; several bases go down to S6 hits, while one Lictor takes a wound and loses his armor save. They Hit and Run out of combat. On the right, the Warriors and Genestealers overwhelm the last two Wraiths and consolidate forward.

Turn 4:

Tyranids:

Everything still alive picks a target and moves forward. The Lictors whiff their difficult terrain test, meaning there is no way they can get to the second Ghost Ark. Instead they shuffle back towards the Scarabs, hoping to at least slow them down. The Termagants move around, trying to line up more shots on the swarms. The Genestealers and Trygon both pick an Annihilation Barge, while the Warriors bear down on the Necrons hiding in the crater of their transport.

The Gaunts blast into the Scarabs, killing two bases; flesh hooks account for another. In assault the Lictors charge back in, but this time are picked apart, doing minimal damage. The broods on the right flank fare better. The Trygon wrecks its Barge, while the Genestealers explode theirs, losing two in the blast. The Tyranid Warriors charge into the crater, annihilating them for no losses.

Necrons:

The Immortals finally manage to stay on the table, deepstriking onto the upper leftmost objective, about where they started. The Warriors in the remaining Ghost Ark disembark and prepare to set up an objective conga line. The Wraiths are still out of assault range this turn, but the Spyders start creeping towards the Trygon. The Scarabs make a beeline for the remaining Termagants.

In assault the Scarabs wipe out the Gaunts, taking a few casualties in return. The Spyders make their difficult terrain check and charge the Trygon; both sides whiff and do a wound each.

Turn 5:

Tyranids:

Almost everything is dead and I have virtually no hope of clearing the objectives I'd need to even draw... but I've still got a Trygon and some Warriors! The latter rush into the Trygon/Spyder combat; between the two of them they shred the Necron warmachines before they can swing. The Warriors consolidate around the Trygon in an attempt to shield it from the inevitable Wraith charge.

Necrons:

On the left flank and center, the Immortals and Warriors spread out, holding three objectives, possibly four - we didn't measure the last one. The Wraiths and Scarabs rush into the Warriors, and an absolute bloodbath ensues. The Tyranids just barely win combat, 6 wounds to 7, only losing a single Warrior thanks to allocation.

We roll to see if the game continues, and it comes up 1, giving the Necrons a handy 3-0 victory.


A few takeaways from the game. I hate Wraiths. They're fast, annoyingly hard to kill, and devastate most of my heavy hitters. Only the Warriors had a chance against them in a fair fight. I'm getting more and more impressed with the Necron codex the more I play against it.

The Lictors whiffed this time, but did a decent job of threatening the Arks; even marginally better rolling on either one could have dramatically changed up the game. I'm really liking the Lictor/Ymgarl combination, although I think I need to get better at placing both. I also think I need to change up my use of the Tyrant, either flying her on from the board edge more often or switching back to a walker with guns and Guards. She's far too expensive to get capped without doing any damage, and that's been happening way too much lately.

The Warriors may be my new favorite unit. They're spectacularly killy in assault, can take lots of small arms fire, and the lashwhips are a great equalizer. Their survivability was greatly enhanced by the lack of S8 shooting, but even if it had been around, it wouldn't have come into play.

Tactically I'm not sure what else I could have done. In retrospect I might have brought the leftmost Genestealer brood onto the board lower down, where they could have found cover and an objective, but that probably would have just delayed their death to turn 3 and ensured that they had no chance of taking down the Ark or the Warriors. Then again, if they had been there, the Tyrant probably would have lived.

Thoughts?

Wednesday, April 18, 2012

Battle Report: Eldar v. Tyranids




Still testing out the Tyranids; last night I got in a short trial run at 1500 against Mech Eldar.

My list was as in the last post, with the Hive Guard replaced by 2 Lictors and less a few upgrades to round out the 30 points.

My opponent fielded: Eldrad, 2 units of 10ish Dire Avengers (1 with a Shimmershield, the other with a Diresword), both mounted in Scatter Laser armed Wave Serpents, a Falcon, Fire Prism Grav Tank, and an Autarch kitted out to move with a small group of Wapr Spiders.

We rolled up a Spearhead deployment with 4 Seize Ground objectives. They ended up placed in a rough diagonal line across the board. Unfortunately I lost the roll to pick sides and was given first turn. The Eldar then chose to reserve everything...


Turn 1:

"Crickets chirping"


Turn 2:

Tyranids:

The Tyranids roll very well for reserves; only the Ymgarl Genestealers and Hive Tyrant fail to arrive. The Warriors make an outflank onto the upper left side, running into range of an objective placed on the edge of a large ruin. A unit of Genestealers follows suit, running into some woodland terrain about 6" on and 12" below (from my perspective) the Warriors.

The Lictors also arrive on this flank, popping up in the ruins the Warriors are making for. On the other flank, the 2nd brood of Genestealers arrives in the lower right corner behind some ruins, intent on using it as cover to string out from and hold the objective about 6" above the cover.

In the center, both Trygons pop up on either side of the woods holding the central objective (and the dormant Ymgarls). To their left, the Termagants and spore land within caputure range of the last objective.

At this point I was pretty concerned. The last time I played this matchup, at 2000 pts, I deployed too aggressively and had both Trygons, my Hive Tyrant, and the bulk of my Warriors slagged in the first Eldar shooting phase. The Eldar are faster than I am, and while they have only 2 scoring units, I'm spread out trying to hold and multiple objectives.

Eldar:

The Eldar, with the Autarch's help, also roll well on their reserves, with only the Fire Prism staying in reserve. My opponent clusters all of his tanks in the upper left corner, while his Spiders and Autarch deepstrike near the Termagants.

Shooting goes poorly for him. The Spiders inflicted crippling wounds on the Termagants, but they were able to go to ground while using their spore for cover, and only lost 1.
After a flurry of pulse lasers, shuriken fire, a bright lance, and Eldrad's Mind War, 1 injured Warrior remains standing, while the Lictors and Genestealers are untouched.

Turn 3:

Tyranids:

The Hive Tyrant and Ymgarl Genestealers both arrive from reserve; the Tyrant lands within 6" of the Lictors, negating its scatter, while the Ymgarls pop up at the forest edge and race towards the Spiders.

In the shooting phase the Ymgarls roll a 6 for their run (on top of their 6" move out of cover). The Trygons shuffle towards the action, but roll poorly on their terrain and run moves. The Genestealers on the right flank saunter deeper into cover and closer to the objective, while those on the left also roll poorly to get out of their cover. The Tyrant manages to Stun the Falcon, while the Lictors do the same to Eldrad's Wave Serpent with their flesh hooks.

In assault the lone Warrior and Genestealers assault the lead Wave Serpent while the Lictors rush Eldrad's Serpent. Thanks to poor movement, only 4/9 Genestealers are in attack range, and the Nids fail to dent it. The Lictors have better luck, scoring three penetrating hits on their target and wrecking it. Dire Avengers pile out of the wreck, pass their pinning test, and start eying up targets. Back towards the center, the Ymgarls charge the Spiders, who lose combat by two, break, escape, and end up 7" away and above half...

Eldar:

Predictably the Fire Prism arrives from reserve, sidling up from the edge to my left but well out of assault range. Unpredictably, the Spiders fail their rally test and flee off the board.

Further to the left, the lead Serpent jets away from the Genestealers, then stops to let the Avengers pile out. Eldrad's unit shuffles forward, losing 1 to Dangerous Terrain as he moves over the wreck of his Serpent. Shooting sees Lictors incinerated by AT fire, while the last warrior is gunned down by Eldrad and the Avengers - who do not Bladestorm. The second unit of Avengers, outside of Eldrad's buff range, elect to Bladestorm the Genestealers, who go to ground; two survive.

Turn 4:

Tyranids:

The Ymgarls and Trygons continue to run towards the action, but are at least another turn from being able to do anything. The Hive Tyrant moves out of the terrain it landed in, then unloads its devourers into the Avengers that decimated the Genestealers. The Tyrant assaults the survivors, killing two, but the remaining Eldar pass their leadership test, locking them in assault.

Eldar:

With no other good options, Eldrad and his Avengers assuault the Tyrant, hoping they can kill it before more Tyranids arrive. Desultory fire from the remaining tanks kills 1 of the 2 remaining Genestealers, while the survivor is also assaulted by Eldrad's unit in the hopes of wracking up more kill points and taking out my last scoring model on that flank.

In assault the Tyrant kills 3 from the originally charged Dire Avenger squad, while the lone Genestealer whiffs. The Eldar then fail to kill the last Genestealer, and only get one wound on the Tyrant despite the rerolls from Doom. The depleted squad passes its Morale test, but in a burst of spectacularly bad luck, Eldrad's squad failed theirs and was run down by the Genestealer.

At this point we called it, as it was getting late and the Eldar were significantly behind on objectives and functional models.

Overall it was a better outing than I hoped for, although I'm not sure how conclusive it is. Victory really hinged on the two Avenger leadership tests in in Turn 4; if either of those had gone the other way, it would have been very different. It also helped that my opponent didn't unload the Wave Serpents immediately. Not doing so allowed the Tyrant to arrive and assault, and forced him to spend two shooting phases clearing me off one objective. Thoughts?

Sunday, April 15, 2012

Revamping the List





I've been reworking the Tyranids yet again in light of the last few games. Nothing major has changed, but I decided to see what happens when point efficiency gets thrown out the window. This list and version at 2000 are fragile and expensive, but can appear from nowhere,crack open transports, torrent what spills out, and murder survivors in assault.

HQ:

Hive Tyrant w/ Paroxysm, Leech Essence, Scything Talons, Wings, Hive Commander, TL BL devourers
-270

Elites:

2 Hive Guard - 100

7 Ymgarl Genestealers - 161


Troops:

10 Termagants in Mycetic Spore - 90

9 Genestealers w/ toxin sacs - 153
9 Genestealers w/ toxin sacs - 153

3 Warriors w/ toxin sacs, deathspitters, lashwhip and bonesword, barbed strangler - 170

Heavy Support:

Trygon - 200

Trygon - 200

Saturday, April 14, 2012

RIP Leaping Warriors...

... and then be reborn into the swarm. Just a short requiem for the removal of late 3rd/early 4th edition rending claws on my old leaping Warriors. Although long - since eclipsed in close combat, for a time a leaping/rending/betaloned brood was the final word in killing Marines. Now at last these relics are getting called back to the digestion pool.

I'd say I'd miss them, but they'll be fielded again soon, sporting some new symbiotes.

Wednesday, April 11, 2012

And Now Back to the Campaign...

And here's an update from local campaign. Hopefully another to come as I get it written up.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++





Despite the breathing room they had gained, the Imperial forces remained in a precarious position. While much of Jegara's population remained loyal to the Imperium due to the sterling example and grim vengeance exhibited by the Invaders, that Chapter's fall, coupled with the devastation wrought by first the Alaitoc Eldar and subsequent Xenos invaders, had done much to corrupt the remnants of the city. Occupation forces were subjected to increasingly severe acts of harassment as they pressed deeper into the city, although significant aid was also received from surviving elements of the PDF, loyal citizens, and elements of the Adeptus Arbites. Intelligence gathering, as well as evidence provided by these irregular forces, allowed Imperial commanders to at last evaluate their opponents' motivations and dispositions.



Local forces suspected that the tie between Tau and Ork raiders was more than a mercenary one. Intelligence analysts noted genuine strategic coordination between the two forces, with at least one joint operation conducted and a noticeable division of labor. While Tau forces focused on pacifying areas of the city and suborning the loyalty of the population, their Orkish compatriots were constantly on the move, acting as scouts, harassers, and equipment scavengers. Tau units also exhibited an uncharacteristic aggression in engaging hostile forces, while frontline units engaged with the Orks noted the increased quality and size of their weaponry and vehicles, presumably the result of Tau assistance.



Even more alarming was the close coordination between the Pasiphaen daemons and the Necron forces tentatively attributed to the Ogdobekh dynasty. Such coordination was unique in Imperial records at the time, and no satisfactory explanation has ever been presented. Members of the Adeptus Mechanicus and Inquisition have speculated as to how the Necrons were able to control the Daemons. The possibility of soulless machines being corrupted by the Ruinous Powers is given no credence.



Xenos cooperation was further highlighted by logistical and chain of command difficulties within the Relief Force. The Salamanders remained hobbled by a poor landing site and the damage done to their Strike Cruiser upon re-entry, while the Dark Angels remained aloof after their encounter with the Crimson Templar. The Space Wolves, after destroying a traitorous formation of the old Planetary Defense Force, apparently considered their honor and battle lust sated and departed the system. Of the Blood Angels, there was still no sign. Reaper Squadron, exhausted after weeks of constant battle, was able to do little more than hold the line, a situation common to all Imperial Guard units on the surface.



During this period, only the Crimson Templar were able to undertake significant offensive action. Once again High Marshal Thograr led his battle brothers to victory, this time against the hapless Eldar of Aile'fin. Incensed that any of these degenerates still walked soil hallowed by the sacrifice of the Invaders, Thograr and his chosen veterans led a mechanized assault on their supply lines. Although Eldar witchery nearly doomed the attack, felling Thograr's entire vanguard, the Marshal would not be stopped. Heedless of enemy fire, he continued to advance on foot while the surviving Templar suppressed the Eldar support units. Faced with the wrath of the Emperor incarnate, the Eldar broke and ran, with Farseer Mua'din escaping only by warlock trickery. Thograr alone slew twenty Dire Avengers, a down payment on the vengeance he would later reap for his fallen brethren.



On the city outskirts, the Orks and Pasiphaens once again clashed. Despite improved weaponry and numbers, the Orks were slaughtered in a spectacularly violent engagement, with only a Mek and his retinue able to escape the daemonic trap. Although they too suffered heavy losses, the tally of souls reaped by Slaanesh only served to invigorate Its warhost and tighten its grip on the area.



"Oi! I don't think iz spine is s'posed to bend like dat... or go there."

-Big Mek Krunkshafta, upon witnessing the defeat of Warboss Snappaklaw



"ABHOR THE WITCH! FOR THE EMPEROR!"

- High Marshal Thograr

Plenty More Where They Came From

I got in a few games with the list I mentioned in the last post: one at 1500, and a second upgraded to 2000. The results were mixed. The first, against Dark Angels, ended in a 4th turn tabling of the Marines. However, that was against a newer player using a non Deathwing list, so didn't provide much in the way of feedback.

My 2nd game was against 2000 points of Mech Eldar. This provided a better workout for the list. My opponent also reserved everything, and successfully wrong-footed me from the start by forcing me to go first. I was able to pull out a draw only because the game ended on turn 5 while my last Hive Guard and a Mycetic Spore were contesting both Cap & Control objectives.

I think I need to make a few changes, both in use and list. As much as I hate to drop them, the Lictors are getting replaced with Ymgarls to provide a better distraction force. I'm also going to try and deploy the Hive Tyrant from the board edge, at least in objective games. The next iteration should look something like this:

HQ:

Hive Tyrant w/ scything talons, TL BL devourers, leech essence, paroxysm, Hive Commander - 270


Elites:

8 Ymgarl Genestealers - 184
8 Ymgarl Genestealers - 184

2 Hive Guard - 100


Troops:

10 Genestealers w/ toxin sacs - 170
10 Genestealers w/ toxin sacs - 170

14 Termagants w/ devourers in Mycetic Spore - 180

5 Warriors w/ toxin sacs, lash whip and bonesword, devourers, 1 barbed strangler - 260


Heavy Support:

Trygon Prime - 240

Trygon Prime - 240


This version is a little lighter on troops than I'd like, but it can do a variety of things well: attack from any angle, murder just about anything in assault, crack most transports, and torrent anything that spills out of those transports with midstrength fire.

Tuesday, April 3, 2012

The Next Brood

Well it's been over a month since I posted, so here's this. I've been working on and off on tweaking the Tyranids, and thought I'd try out some units I hadn't used in a while.

Tyranids - 1500

HQ:

Hive Tyrant w/ Leech Essence, Paroxysm, Scything Talons, Hive Commander, TL BL devourers
-270


Elites:

2 Lictors - 130
2 Lictors - 130


Troops:

10 Termagants - 50

10 Genestealers w/ toxin sacs - 170
10 Genestealers w/ toxin sacs - 170

5 Warriors w/ scything talons, 4 deathspitters (5), 1 barbed strangler(10) - 180

Heavy Support:

Trygon - 200
Trygon - 200

I lose the suicide Mycetic Spores and Zoanthropes, but between the random nature of psychic AT and the easy KP, I'm not sure I'll miss them.