SJumppanen Posted March 11, 2010 Share Posted March 11, 2010 Since i have been doing this for a while, i just keep doing it. Those who don't know, i have a local tournament going on it has 6 rounds and for each i have 2 weeks to arrange the game with my opponent. Games are 1750 points. This is second round and on this one i have 2 fight to fight (this is because there 11 players so someone needs to do 2 games in every round and on this round it's me) DH is my primary opponent and i get points for this one, secondary is Tyranids and only my opponent gets any points. Mission is bit different than standard ones. It is basicaly a Annihilation and we get also KPs for claiming table quaters. Deployment is unsuprisingly a spearhead. We get 1 point for our own quater, 4 for opponents and 2 for the rest. My list is this: HQ:-Wolf Priest Troops: -Grey Hunters (9) + Rhino + Wolf Guard -Grey Hunters (9) + Rhino + Wolf Guard -Grey Hunters (10) + Wolf Guard Elites: -Wolf Scouts (6) + Wolf Guard -Wolf Scouts (5) Fast Attack: -Land Speeder Typhoon Heavy Support: -Land Raider Redeemer -Vindicator -Long Fangs (6) + Wolf Guard TyranidsHQ: -Hive tyrant Troops: -Tervigon -Tervigon -Termagant brood (20) -Termagant brood (20) -Hormagaunt brood(29) Elites: -Zoanthropes (2) + mycetic spore -Zoanthropes (2) + mycetic spore Fast Attack: -Gargoyle brood (20) Heavy Support -Trygon Daemonhunters HQ: -Grandmaster + Terminator Retinue (4) Elites: -Inquisitor -Vindicare assassin Troops: -Grey knights (8) -Grey knights (8) Heavy support: -Land raider Crusader -Land raider Redeemer -Lance Strike Game will be in next weeks Friday and Saturday so i will write some reports then, but feel free to comment before that. Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/ Share on other sites More sharing options...
Sven Bloodskull Posted March 11, 2010 Share Posted March 11, 2010 Before i go do any commenting, i have one question. Since when can Daemonhunters use Redeemers? Marshal Hellmund Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2314496 Share on other sites More sharing options...
SJumppanen Posted March 11, 2010 Author Share Posted March 11, 2010 Before i go do any commenting, i have one question. Since when can Daemonhunters use Redeemers? Marshal Hellmund Since IA2 was updated. Or possibly it was this latest "Siege of Wraks" book. It has most likely Psycannon on the nose and Incinerators on the sides. Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2314517 Share on other sites More sharing options...
Spacefrisian Posted March 12, 2010 Share Posted March 12, 2010 its not in the updated IA vol 2, unless a new update was put out this week. And against that Nid list you do want to consider a Runepriest with Jaws unless you want to face a huge horde of Gaunts. Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2314862 Share on other sites More sharing options...
SJumppanen Posted March 12, 2010 Author Share Posted March 12, 2010 its not in the updated IA vol 2, unless a new update was put out this week. And against that Nid list you do want to consider a Runepriest with Jaws unless you want to face a huge horde of Gaunts. I just checked: IA7. Can't change list now. Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2314906 Share on other sites More sharing options...
SJumppanen Posted March 19, 2010 Author Share Posted March 19, 2010 Time for an update: I won tyranids with 3 points. That gives me a marginal victory. I write the report sometimes after my next fight with Daemon Hunters. Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2325418 Share on other sites More sharing options...
SJumppanen Posted March 23, 2010 Author Share Posted March 23, 2010 Sorry for delay, i tried to write this thing earlier, but unfortunately i pressed the wrong button accidentaly and destroyed the whole text when i was finishing up 4th. round. But here we go: I described the mission in earlier post see it from there. Table set up: I ended up in the SW corner of the table opponent is obiviously in NE corner. We placed a large (12"x18") ruin/debris field to the middle of the board and small bunker to SE and NW corners, these bunkers were considered as difficult terrain and they couldn't be entered. On opponents side there was 12"x12" building pretty far at the back close to the E side of the board. On my side there was 2 buildings, one small one at the E side of my deployment zone and another bigger (12"x12") building/ruin on my side, buildings remaining 2 walls were at E and S side of the building. Building had 4 levels in it. IIRC my opponent won the initiative and went first (i would have let him do it anyway). Deployment: Opponent: He placed his termagaunts to the north so that they could advance to west and Gargoyles to the south. One tervigon was at the middle and another was hanging far at the back to give it a FNP if needed. Tyrant was hiding in that building on their side. Hormagaunts were sent to outflank, Zoanthropes would pod down and Trygon would Deep Strike. Me: I didn't want to have those Hormagaunts in my back so i placed my shooty scouts to the corner and from there formed a conga line of 2 Rhinos and LRR on my W side of the board. All transports were loaded and LRR was facing to the field (good thing that i did put it so). Long Fangs were in that large buildings top 3 floors (i couldn't put more to the top, there was no room). Vindicator was on the S side of the big building and CC scout pack was in the small building. Speeder was hanging back at my corner. 1st. Turn. Opponent: Moves: He started to move his stuff, Tervigon decided to creep through that ruin at the middle, Termagaunts moved to west at north flank and Gargoyles moved SW at south flank. Tyrant jumped south to stay behind Gargoyles. Shooting: No significant shooting. Tyrant tried to shoot Vindicator but was out of range. Me: Moves: Vindicator and Speeder moved to shoot at tervigon. Shooting: Everyone shot at the lead Tervigon, i think it got one wound. I'll post rest of the report later for 2 reasons: I need to eat and i don't want to lose this text again (completely that is). Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2330274 Share on other sites More sharing options...
SJumppanen Posted March 23, 2010 Author Share Posted March 23, 2010 2nd. Turn. Opponent: Moves: Zoanthropes and Hormagaunts arrive. Hormagaunts come out from west side right next to the LRR. Zoanthropes pod down aiming near LRR also and despite scattering 9" they scatter towards LRR and are placed right next to it. Everything else is moved to my general direction exept for tervigon at the back. Shooting: Gargoyles shoot at CC Scouts hiding in the small building and kill 3 of them. Tyrant is now in range and destroys my Vindicator despite it being obscured. Zoanthropes use their power and immobilise the LRR. Opponent forgot to pop more Termagaunts again. Assaults: Gargoyles fail to reach Scouts with their difficult terrain roll. Me: Moves: I move one Rhino and Speeder to help LRR. LRRs passengers disembark and move some. (they tried to move to the cover in large building so that Hormagaunts wouldn't get any help from their I5 when they assault them.) Another Rhino moves towards the enemy and next to the large building. Shooting: LRR flames Zoanthropes and kills 6 hormagaunts in the process, i can't remember if Zoanthopes were harmed in any way. LRRs Multi Melta or Speeder kills the pod. Long Fangs avenge Vindicators crew and shoot the tyrant. CC Scouts shoot at the gargoyles but fail to do much. Assaults: WP and his pack decide to attack Zoanthropes and Hormagaunts as shooting had failed to do much damage to either. 4 GHs die before they get to hit back, then Zoanthropes and hormagaunts get hit and i win by 5 wounds. Remaining Zoanthrope dies to failed saves from being fearless. Some Hormagaunts remain. 3rd. Turn. Opponent: Moves: More Zoanthropes arrive with Trygon. Zoanthropes land in front of the LRR and Rhino witch was coming to help. Trygon surfaces right next to the large building on south side, in front of the Rhino and next to the Vindicators wreck. Gargoyles surround the CC Scouts. Termagaunts keep coming from NE one of their swarms heading to bunker at NW quater another heading at Long fangs. Shooting: Zoanthropes fail to do anything usefull (possibly stunning LRR). Trygin shoots at the Rhino heading to help LRR and destroys a weapon. Gargoyles Shoot at the Scouts and kill them (realy bad rolls). Tervigon shoots at LFs in the building and kills pack SGT. Tervigons create 4 and 8 termagaunts. Both roll doubles. Assaults: Hormagaunts get wiped out (IIRC 2 more GHs die). Me: Moves: Rhino without the SB decides to tank shock that tyranid pod and Zoas behind it, but before this pasengers get out and move into large building. Pod can't move to the side so it must do the death or glory attack. DoG penetrates and he rolls 3 and since weapon was destroyed it immobilises the Rhino. My scouts move towards the Trygon and Rhino moves just so that assaulting it would be harder. Speeder positioned itself to shoot Trygon. Shooting: LRR kills the pod with AC. RPs pack shoots at the Zoanthropes (IIRC they did cause some wounds). LFs, speeder, Rhino and Scouts all shoot at the Trygon and cause 5 wounds to it. Assaults: RPs pack assaults Zoanthropes and kill them. To be continued... Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2330605 Share on other sites More sharing options...
SJumppanen Posted March 23, 2010 Author Share Posted March 23, 2010 4th. Turn. Opponent: Moves: One teramagaunt swarm go to hang around the bunker at NW quater, second approaches the builsing with Long Fangs in it, other 2 smaller swarms just stay back to secure table corners with Tervigons. Gargoyles fly around Vindicators wreck eying for another pack of scouts. Shooting: Termagaunts and Tervigons shoot at the Long Fangs killing WG terminator (w/ cyclone launcher) and a Long Fang. Gargoyles shoot at scouts killing 3. Trygon may have shot at the Rhino. Assaults: Trygon wrecks a Rhino. Gargoyles kill Scouts but lose 2 gargoyles at the same time. Me: Moves: Speeder moves to attack Gargoyles. RPs pack move south also closer to Gargoyles. GH pack from Immobilised Rhino move out of the building ruins and approach Termagaunts hanging around the bunker. GHs from wrecked Rhino move inside the building preparing to finish off the Trygon. Shooting: Speeder fires the flamer and missiles at the gargoyles, but kills only 5 (they weren't piled up very tightly). Opponent removed casualties from the back. RP and the pack may have shot at them, can't remember. GHs kill the trygon with Meltagun. Long fangs IIRC shot at the Tervigon but did nothing due cover save and FNP. The other GH pack may have shot at the termagaunts at the bunker, but didn't do much. Assaults: GHs assault termagaunts and wipe them out after they take wounds for being fearless. RPs pack assault Gargoyles and also wipe them out. 5th. Opponent: Moves: Moves termagaunts next to the big building preparing to assault LFs in it. Remaining Termagaunts and Tervigons move to cover all 4 corners. Shooting: not much. Assaults: despite having move through cover termagaunts failt to reach LFs. Me: Moves: Everyone aviable go for the kill on termagaunts. This includes my Typhoon with HF it flys to the corner of the large building. Shooting: IIRC Long Fangs fail again to do much on Tervigon (i should have shot at that group of 4 termagaunts). Speeder shoots and kills all but 2 Termagaunts. RPs squad come to rescue again and finish them off despite the fact that only 2 of them had them on range and LOS. Assaults: Nothing going on unless i remember wrong and GHs at the bunker finished their stuff at this point. Game ends when 2 is rolled. Damn! I write that report on DHs later. But to keep you interested (as if...) next round of this saga brings Orks to fight. I think that i open a new thread for that too. Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2330719 Share on other sites More sharing options...
SJumppanen Posted March 25, 2010 Author Share Posted March 25, 2010 Now that damn fight against DH army. Set up: We used that GW gaming terrain table so that there was a hill in the middle of the N and W side of the table, we paced a bunker on top of the both hills. There was a large building in opponents corner (NW) About 6" from the W edge and 3-4" from N edge. On my corner there was another large building in my corner (SE) in about same location as the one on oppisite corner and another bit smaller one in S side just at the border of the deployment zone (building was partialy on the other side). Again we placed a large ruin to the center of the board. There were other buildings, but they didn't have effect to the game. Initiative: opponent rolled higher and choose his side. Deployment: Opponent: He placed most of his forces (GK1, =I=, =A= and Terminators) in to the building on his corner. GK2 was hanging near to the Bunker on the W edge. Both LRs were also near by. GKLRR was howewer holding back as it didn't have a MM on it. LRC was on the front. Me: Scouts were sent to BEL. Long fangs set up on that building on S side best they could while staying in my table corner, this meant that they had to stay in a tight pile and on the ground floor. Rest of my forces were in their transports. One Rhino was near to the large building. Other one was on the N side of my corner and LRR was down to the south from smaller building. Speeder was hiding behind LRR, but still visible to the enemy. Vindicator was near the ruin at the center of the board. I didn't try to seize initiative. 1st. Turn. Opponent: Moves: GK2 moved to the SW corner and hid behind the bunker (exept for the one with Psycannon). LRs moved a bit. Shooting: He shot around with Psy cannons and did nothing (Yet). Vindicare assasin shot at something but didn't do anything (for what i can remember). Me: Moves: I moved LRR to the west at full speed. Rhino at the large building raced to the same direction. Vindicator moved 6" around the ruin moving carefully at the enemy. Rhino at the N flank moved north. Speeder moved to NE. Shooting: Long Fangs and the Speeder fired missiles at the enemy, but IIRC didn't do much due terrain and GK shrouding special rule. 2nd. Turn. Opponent: Moves: He moves his LRC to meet my LRR and moves GKLRR back to the W table edge (thank you very much!). Rest of his forces stay pretty much still. Shooting: LRC fires MM at my LRR but either missed or didn't do anything. Vindicare also shoots at LRR and penetrates, but only stuns it. Rest of them just shoot their psycannons at Long Fangs or the Speeder. LF SGT dies. Me: Moves: CC scout pack arrives from reserve and lands right next to the GKLRR. LRR dismounts it's passengers who bring their meltas to meet the opponents LRC. Rhinos continue their moves as before. Speeder moves around the ruin on the middle. Vindicator again moves 6" hoping to get within range. Shooting: LRR destroys the LRC with MM. Vindicator is out of range. Scouts blast the GKLRR and several of them die when GKLRR explodes. Long Fangs keep shooting with the Speeder, but don't do much. More in next post. Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2333381 Share on other sites More sharing options...
SJumppanen Posted March 25, 2010 Author Share Posted March 25, 2010 3rd. turn. Opponent: Moves: They didn't do much. Shooting: About at this point i lose WG terminator to failed saves when GKs shoot with their Psycannons. Vindicare shots WG from my RPs squad. IIRC they did shoot at the CC scouts. Me: Moves: Shooty Scouts arrive to the W side. RP and his squad embarks LRR again and move closer to the enemy. Rhinos move on and are now holding NE and SW corners. Speeder moves to N hill and is near the Bunker there. Vindicator moves 6" towards the enemy. Shooting: LFs either don't do much or just won't see the enemy i was going to shoot. Same with speeder. Vindicator fails too. LRR may have put some wounds to the Vindicare with AC. Both Scout packs shot at the GK2 group in between them and killed one GK. IIRC Vindicator missied entirely. 4th. Turn. Opponent: Moves: IIRC GK2 moved N closer to CC scouts and away from LRR. GK terminators and GM spread themselfs wider knowing that Vindicator can't miss indefinitely. Shooting: Speeder gets Immobilising and weapon hit from Psycannon. Some CC scouts die. Shooty scouts lose 2 from their numbers. Assaults: GK2 wipes out the CC scouts but IIRC lose one in process. Me: Moves: LRR moves closer to the enemy building. Rhino at the N moves in front of the Speeder to cover it. Vindicator also moves a bit. Shooting: Shooty scouts fail to kill any (or possibly just one) GKs and one of them dies when PP "gets hot" and fails armour save. They run. Other than that there wasn't any significan't shooting (shooting there was but nothing hapened). 5th. Opponent: Moves: GKTs position themselfs more. GK2 keeps running from my forces and hides behind their building. Shooting: Psycannons kill remaining Scouts and destroys weapons and tracks from the Rhino trying to cover the Speeder. Vindicare kills one Long fang. Me: Moves: At this point i just positioned my forces to pound GKs in the building. Shooting: Shooting keeps happening but not much else. 6th. In summary: At the begining of the 6th. GKTs come out of the building thy had been hiding in and make a beeline towards my Vindicator, but fail to reach it because one of them is still inside the building. This gives me a "Great" idea and i dismount the GHs from N Rhino and from LRR and prepare to assault. LRR shots the Vindicare assasin dead. GHs fail to do much by shooting and there is still plenty of hits coming back when they assault. As a result by middle of the 7th. round RP and his GH pack is dead, other GH group fled and now is out of range to the enemy and can't help. GKGM is now only one standing and has only one wound. Everyone who can shoots at him, but they fail to kill him. I won by 2 or 3 KPs. Note that i could have won by more if i had 1) kept my GHs in that Rhino and therefore held the NE corner and 2) Wouldn't have assaulted GKTs at all. Link to comment https://bolterandchainsword.com/topic/194550-my-next-2-fights-will-be-tyranids-and-dh/#findComment-2333447 Share on other sites More sharing options...
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