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1650 point batrep vs. Tyranids (Draigoswing)


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Here is my army list:

 

HQ

Draigos

Librarian - Might of Titans, Sanctuary, Shrouding, Warp Rift, Quicksilver; Warding Stave

 

Troops

5x Paladin (fully complex) - 2x psycannon, 2 pairs of falchions, warding stave, daemonhammer; psybolt ammo

5x Paladin (fully complex) - 2x psycannon, 2 pairs of falchions, 2x halberd, Daemonhammer; psybolt ammo

 

Elite

Vindicare assassin

 

Heavy Support

Landraider Crusader - psybolt ammo; extra armor

 

 

Note that I used master crafting to make each squad of Paladins fully complex which is not shown above (don't have my army list with me now).

 

 

Here is the Tyranid army list:

 

Hive Tyrant - wings, scything talons, lash whip & pair of boneswords; paroxysm, hive commander, leech essence

 

Trygon Prime

Mawloc

 

DoM - mycetic spore

 

3x Hive Guard

 

10x genestealer

10x genestealer

15x termagant - mycetic spore

 

10x Yrmgyl genestealer

 

Note that the spores had some upgrades.

 

 

Mission Objectives:

Primary - Annilihation

Secondary - Seize Ground (4x objective marker)

 

 

Deployment:

Spearhead

 

 

The four objective markers were placed around the center of the table all around 12" apart. My opponent won the roll for deployment and let me go first. I placed the assassin on top of a tower deep in my table quarter. Draigos and the Librarian attached to one squad of Paladins and embarked in the Crusader which was placed as close as possible to the center of the table. The other squad of Paladins I deployed in a low lying ruin right beside one objective marker.

 

My opponent held the DoM and termagants in reserve. Hive Tyrant, Trygon, both Mawlocs and the Hive Guard behind a building. One squad of genestealers were deployed beside the posse of monstrous creatures also behind cover. The other squad of genestealers infiltrated behind a building in the table quarter adjacent to my deployment zone. I used the Grand Strategy to grant both squads of Paladins the ability to reroll wounds that rolled 1s.

 

 

Pre Game Analysis

My army is designed around Draigoswing. The assassin was selected so we could play a larger point game. The landraider Crusader is a weapons platform and can transport a large squad moving them into the center of the table to control the area around it. My opponent had deployed in such a manner to deny killpoints and snipe the assassin and open squad of Paladins with genestealers. My strategy was to move the landraider into the center of the table and force the Tyranids hiding behind the building to move towards it.

 

 

1st Turn - Grey Knights

The landraider moved to the center of the table. I had nothing to shoot at this turn.

 

1st Turn - Tyranids

Everything held still. Hive Guard targeted the landraider but failed to inflict any damage.

 

Killpoints -> 0 GK & 0 Tyranids

 

 

2nd Turn - Grey Knights

The landraider moved over 6" so it could snipe the Hive Guard. Shooting from the landraider scored one wound on the Hive Guard.

 

2nd Turn - Tyranids

The Yrmgyl genestealers and the termagants both arrived from reserve. The Yrmgyl genestealers appeared in the tower where I had deployed the assassin blanketing him. The termagants landed in their spore towards the posse of monstrous creature within synapse range and out in the open using their spore for some cover. Again the Hive Guard targeted the landraider but failed to inflict any damage. The Yrmgyl genestealers then assaulted the assassin - both units scored one wound each for a drawn combat.

 

Killpoints -> 0 GK & 0 Tyranids

 

 

3rd Turn - Grey Knights

The landraider sat still and targeted the termagants and scored four wounds. The assassin killed another Yrmgyl genestealer then was taken down. Yrmgyl genestealers then consolidated one level down into the tower.

 

3rd Turn - Tyranids

The DoM came in from reserve landing beside the Paladins out in the open and hid behind his spore. Genestealers behind the building adjacent to my DZ moved out heading towards the squad of open Paladins. Yrmgyl genestealers moved down to the bottom level of the tower and fleeted outside towards the squad of open Paladins. Termagants advanced just a bit towards the landraider keeping at least 50 percent of the unit behind their Mycetic spore for cover. Mawloc burrowed while the Hive Tyrant and Trygon came out from behind the building moving towards the landraider (bait). The Librarian cast Sanctuary - both the Hive Tyrant and Trygon took a wound from moving through dangerous terrain. The other squad of genestealers flanked around on the other side of the building then later ran towards the landraider (bait). Again the Hive Guard failed to inflict any damage shooting at the landraider. Finally the Tyrant and Trygon assaulted the landraider - the Trygon took another wound from moving through dangerous terrain. The Trygon managed to immobilize the landraider.

 

Killpoints -> 0 GK & 1 Tyranids

 

 

4th Turn - Grey Knights

Draigos disembarked out from the front hatch of the landraider to assault the Tyrant while the Librarian and one squad of Paladins disembarked from the side hatch to assault the Trygon. The squad of Paladins in the open backed up away from the approaching genestealers. Shooting saw the landraider kill a few more termagants, Draigos scored no wounds on the Tyrant with his his stormbolter while the Librarian and Paladins scored a wound on the Trygon. In assault the open squad of Paladins destroyed the DoM and his spore, Draigos killed the Tyrant while the Librarian and his Paladins destroyed the Trygon. Draigos consolidated back to far side of the landraider while the Librarian and his Paladins consolidated behind it. The open squad of Paladins consolidated back into the low lying ruin.

 

4th Turn - Tyranids

The lone Mawloc tried to land on top of the lone squad of Paladins but scattered off the table and was lost to the mishap. Again the one squad of infiltrating genestealers and the Yrmgyl genestealers advanced towards the lone unit of Paladins - both would be outside their charge arc even with fleet. The termagants moved up into range to shoot Draigos while the other squad of genestealers moved up to assault Draigos. The Librarian cast Sanctuary which just covered Draigos. The termagants inflicted one wound on Draigos in the shooting phase... Again the Hive Guard failed to inflict any damage on the landraider. The genestealers assaulted Draigos and lost two models to failed dangerous terrain tests - Draigos then killed 3 genestealers and the genestealers scored one wound on Draigos. The genestealers then passed their break test and piled in around Draigos.

 

Killpoints -> 6 GK & 1 Tyranids

 

 

We played a couple more turns - the Grey Knights systematically killed off the rest of the Tyranids with focused shooting - only the Hive Guard and a lone termagant were able to manage to survive so I ended up winning the primary by 8 to 1 killpoints. My only loss was the assassin.

 

 

Post Game Analysis

My strategy worked like a charm - the Tyranids took the bait assaulting the landraider with their two heavy hitters which brought them within my kill zone. The primary objective was well in my favor as I only had a total of 6 killpoints in my army while my opponent had around 11 killpoints. So a solid win with an army of 13 models and one tank versus an army of over 50 models! Not bad at all for my first game. I didn't go into a lot of detail regarding my psychic tests - Shadow in the Warp shut them down about 50 percent of the time when a synapse creature was in range... Other than that I never failed any other psychic tests. Over the course of the game I suffered around 3 wounds combined on all my Paladins and Draigos suffered two himself plus the landraider was immobilized.

 

That's all for now.

 

G :D

Nice win mate. It's also worth to remember that shadow of the warp doesn't effect models in a vehicle (in.pretty sure it got faqed that way) I found that the vindicare didn't do much. Hit and miss are words that come to mind. I want to try out an evesor at some point...

Landraiders are fine as long as your opponent isn't packing a ton of stuff just to destroy them.

 

Last game I played had 3 hammerheads and 3 tyrannofex's (2v2 tau and nid on the same team), I was amazed my LR lasted as long as it did.

Sure there are always going to be those armies that can take out a landraider easily. This was my first game and luckily for me the Nids didn't have any units good at popping AV14 from range. Still versus a shooty army with meltas you can still move the landraider 12", pop smoke and cast the shrouding for a nice 3+ cover save. My army is designed to primarily move the killy unit in a position where they can control that area on the table. If it survives a turn and is still mobile then I can probably launch an assault the next turn. Thats why it is there - shooting is a remote secondary function for the landraider... It's nice but not necessary.

 

G :devil:

True. But if you are using it as an assault transport first. Then after you charge out of it. Your opponent might have more on theory plate then your landraider :lol:

I prefer the redeemer, because I like the option of moving 12 and firing a high str flame template heh.

I love the psybolt ammo and it's cheap for a landraider. I don't care much about losing the defensive weapons. It's most there as a rolling bunker. The squad inside can dole out shooting if I need them to hop out and blaze away. I like the LRR to but prefer the added capacity of the Crusader.

 

G :teehee:

Looking at my list. And I could replace my 260 point dreadknight with a landraider or a storm raven. I shall try it out at some point.

 

Looking at the crusader. 5 points to add higher str but to lose your defensive weapons, looks balanced. That is quite a few str 5 shots if you stay still.

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