And now to the details. The tournament went 4 rounds with 14 players bringing their best 2000 point lists to the party. Not knowing the full run of scenarios or the spread of potential opponents, I brought an expanded version of my 1500 Tyranid list, optimized to get the most out of the Strategic set of Warlord traits:
HQ:
Hive Tyrant w/ Armored Shell, TL BL devourers x2, Hive Commander, 1 Tyrant Guard (Warlord)
Hive Tyrant w/ Armored Shell, TL BL devourers x2, Hive Commander, 1 Tyrant Guard
Elites:
2 Hive Guard
Troops:
20 Termagants
20 Termagants
20 Termagants
Tervigon w/ Stinger Salvo, Dominion, Catalyst, Toxin Sacs
Tervigon w/ Stinger Salvo, Dominion, Catalyst, Toxin Sacs
5 Warriors w/ devourers, rending claws, 1 barbed strangler
Fast Attack:
6 Raveners w/ scything talons and rending claws
20 Gargoyles
Heavy Support:
2 Biovores
Round 1:
My first opponent was a combined arms style Dark Angels list. The scenario was a modified objectives grab: each turn for the first 4 turns an objective would deep strike onto a random sector of the table. Each objective was worth 2 Victory Points. All normal secondary objectives applied. My opponent won the roll for first turn and took it.
Positions at the bottom of Tyranid Turn 3. There are still plenty of Dark Angels on the field, but they're too far away from the action. |
And that set the tone for the remainder of the game. With our 2 hour round limit more than up by the end of Turn 3, the Nids claimed a solid victory, with Linebreaker, First Blood, and 2 objectives to none.
A solid victory overall, but running out of time as early as we did was a bit disappointing. In terms of damage inflicted, I was comfortably ahead, but if the last objective had landed on the left flank and the dice had been a bit more generous to him, my opponent could have still fought me to a draw or pulled out a win.
Round 2:
Advancing to Round 2, I was paired off against Chaos Daemons. The mission victory conditions were table quarters, with each quarter free of denial units and with a friendly controlling unit in it worth 3 VP. Deployment was the old school Dawn of War, with the auto loss rule for having no units on the board negated for the first turn. Once again, all secondary victory conditions were in play. My opponent brought a Tzeentch heavy list, with multiple small units of Screamers and Flamers, 2 larger units of Horrors led by Heralds, Plaguebearers, a pair of flying Tzeentchian Daemon Princes, and Fateweaver.
We both decided to reserve fully. My opponent won the roll to go first, but sensibly went second.
At the start of Turn 3, both armies are finally on the field and getting in range of one another. Thanks to Hive Commander, I had everything in play, while my opponent was still waiting on a few units. The left flank of my swarm opened up on a group of 3 Flamers that had scattered close, trying to claim first blood. Unfortunately it failed, and only killed one. The right flank tried to get clever and ground Fateweaver, only to discover that thanks to the Grimoire of True Names, he had a 2++ rerollable save. In desperation, the Gargoyles made a long shot charge through difficult terrain at the Flamers. Despite overwatch and a friendly Beast of Nurgle coming out to play as well, the Gargoyles managed to finish off the Daemons, and locked in assault with the Beast.
In response the Daemons moved forward and started to whittle away my Swarm. Fateweaver swooped directly into the center of my formation, while the Horrors, Screamers, and Flamers angle for shots on the Raveners, who are completely exposed. The Daemons hammer the Raveners with Warpflame attacks; most of the brood is destroyed, but two survive thanks to Fateweaver losing his psychic attacks to Shadow in the Warp. On the left flank the first Daemon Prince charged into the Gargoyles, killing a third of them outright, and then running the Synapseless brood down in a sweeping advance.
As first clashes with new codices go, this one could have gone a lot worse. Tyranids make a pretty bad matchup for Tzeentch heavy daemons. Shadow in the Warp plus the number of psykers in my army made his shooting attacks extremely unreliable, and I never could have ignored any other Greater Daemon the way I did Fateweaver.
Round 3
No pictures for this one, as the few I took were too blurry to be worth posting. This one was against an Abbadon led Chaos Marines force. My opponet brought 3 full Marine squads with the Mark of Nurgle, Noise Marines, 2 Cultist squads, a Land Raider and Terminators for Abbadon to play with, a Forgeworld Decimator, and a full squad of Raptors with the Mark of Khorne.
The victory conditions were Kill Points, with Hammer and Anvil deployment. This was potentially a terrible matchup for me, given the amount of distance to be cross before I got into range, but fortunately my opponent lacked the firepower to capitalize on it. He also hurt himself by clustering behind a large ruin in his deployment zone, which made it almost impossible for my Biovores to miss. I claimed First Blood by wiping out a cultist squad with Biovores and outflanking Warrior shots, and then started cracking the Nurgle marked squads' Rhinos for Kill Points. This kept me a few KP ahead throughout most of the game, but the win was clinched when Abbadon, in a challenge with my Warlord Tyrant, rolled a 1 for Drach'nyen, and lost his last wound.
Round 4
The final round, for all the marbles! The scenario was standard Emperor's Will, with Dawn of War deployment. My opponent was Adam from State Resources, with his terrifying gauss factory of an army: a Warlord and Command Barge, 3 fully loaded Ghost Arks with Crypteks, 2 Annihilation Barges, 13 Warriors, a Lord, and Cryptek manning a Quad Gun and Aegis Line, and 2 squads of 6 Wraiths.
I won the roll for first turn, and decided to go second. I also rolled Night Attacker for my Warlord trait, and used it, hoping to stop some of the gauss fire coming my way. It didn't help. The Gargoyles only lived because they were too spread out to reach every member of the squad. The Termagant squad that was supposed to be blocking charge lanes was cut in half, while the Wraiths moved forward, angling for an assassination run on the Tyrants. In response, I shuffled around, trying to enhance cover, block charge lanes to the Tervigon on the objective, and get the Raveners an assault target. I decide to gamble, and move the nonWarlord Tyrant up ahead of the Warlord, hoping to deplete the closest Wraith squad and bait it into fighting an MC with Feel No Pain, Iron Arm, and an unwounded Guard. An entire swarm's worth of shooting brings down two Wraiths.
Luck continues to favor the Tyranids in Turn 3. The Wraiths cannot get a rend to stick thanks to Feel No Pain on the Tyrants. The squad facing the Warlord is just barely hanging on, while the second squad is wiped out by combined attacks from a S8 Iron Armed Tyrant and a flurry of attacks from the Raveners. In my turn, the Warlord finishes off the last of the Wraiths, while the other Tyrant advances towards a Ghost Ark and its payload of Warriors. Disastrously for the Necrons, the Raveners rush across the board and assault the Warriors holding his objective. The Warriors lose the assault, but not by much, and pass their leadership test.
Final image, at the bottom of Necron Turn 5. |
We played through Necron Turn 5, which sees the Raveners finally destroyed, but called it afterwards. With only one turn left (all scenarios were fixed at 6 turns) and no hope of contesting my objectives, there was no way for the Necrons to win, even assuming they were able to retake and hold their own.
When the last dice came to a stop, I remained the only 4-0 player, and managed to clinch first place.
Second went to a Space Wolves force with allied Codex Marines. Third went to a Codex Marines force, and Adam's Necrons ended up in 4th.
Overall I had a great (if exhausting) time playing. I was extermely glad I went with a balanced list as opposed to some of the more gimicky ideas I'd been kicking around; every brood in the swarm was pivotal in at least one game, and at no point did I find any of them useless. If I had to pick an MVP for the day, it would be the Raveners. In every game their speed and combat muscle allowed them to extend the threat range of what was otherwise a ponderous army. Against the Dark Angels they pulled a scoring unit off an objective. Against the Daemons they managed to finish off several small units that might have contested a quarter, and then locked another scoring unit in place for the rest of the game. Against the Chaos Marines they took out a Rhino, tore apart a squad of Raptors, and then finished off Abbadon's Terminator retinue. And against the Necrons they accounted for most of a Wraith squad before clearing the Necron objective.
Congrats on your victory!
ReplyDeleteI really like this list you brought. I think it gives you a lot of good tools, and you have a boatload of scoring units. It seemed that each unit contributed to the game.
In addition, there was terrain on the table!
Thanks! I've been meaning to try that list out competitively for a while now, and it performed exactly as I hoped it would. It was a bit worrying facing the new Dark Angels and Daemons for the first time in this setting, but neither of my opponents had much experience fighting Tyranids, so that evened out the scales.
ReplyDeleteSorry no one from Arkham could make it down; we had a few extra slots when all was said and done.