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1000 points vs tyranids


Paladin777

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I'm not sure where to put this in the new format, but here goes anyway. Mods, if this is supposed to go somewhere else, please let me know.

 

I've got my first game of 40k since before covid tomorrow vs tyranids, and I was people would think of this 1000 point list.

 

I don't think we're using nephilim rules, so I can be a bit more free with the relics/warlord traits. 

 

HQ

Warlord Jump captain (thunder hammer, plasma pisto... holdover from 8th)

Warlord Trait: Gift of Foresight

Relic: Armor indomitus

 

Jump lieutenant (pair lightning claws)

Relic of the chapter: artificer armor

 

Troops

Intercessors x5 (grenade launcher, captain has power sword)

Intercessors x5 (grenade launcher, captain has power sword)

 

Elites

5 Tartaros terminators (3 with LC/CB, 1 with RL/CF, sergeant has PB/CF)

Sang guard (4 with swords and assault bolters, 1 with fist and assault bolter, 2 with inferno pistol and fist)

 

Fast attack

3 boltceptorS

 

The termies are gonna start in reserves

 

The lieutenant will accompany the inceptors as a buff unit and nice little shredder for countercharges, and the captain will probably go marauding around with the SG

Edited by Paladin777
Points discrepancy.
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Well, played the game and it was a blast!

 

I ended up taking the posted list (which has been edited slightly from the original because of points errors on my part). My opponent was a brand new player who was borrowing my Tyranid army, so he was not only unpracticed with the game, but also with the army. Anyway, he chose Hive Fleet Kronos, and his army consisted of a winged hive tyrant, a trygon prime, 3 hive guard with impaler cannons, 3 tyrant guard, and 4 broods of 10 termagaunts with fleshborers. Since we both had core rule books, we just played the Eternal War, Incursion mission Center Ground. I chose to be the defender and this ended up being our deployment. I had my Relic Terminators in reserves, but everything else from both of our lists ended up being deployed. I ended up rolling higher to go first.

 

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For secondary objectives I took Oaths of Moment, Thin their Ranks, and Bring it Down. I don't remember his.

 

My Turn One

 

Movement

I started out playing cagey. The intercessors on the left walked up and took the objective right in front of them. The sanguinary guard went up to the center terrain piece, and poked out just enough to shoot at his termaguants on the left. My captain accompanied them. My inceptors took the high/middle ground for firing ability and to score some Oaths of Moment points, accompanied by my Jump Lieutenant. My intercessors on the right went up and claimed the objective right in front of them.

 

Shooting

The left intercessors and SG wiped the brood of gaunts on the left, while the Inceptors put a few wounds into the Trygon.

 

Since there wasn't anything in range to charge, that was the end of my turn

 

His Turn One

Command phase

He did some shenanigans for some rerolls and bonuses to charge and advancing. He did this every turn so I'm not going to bother repeating it for the subsequent turns.

Movement

He moved the termagaunt broods on the center and (my) left pretty much straight up and to that left flank. Everything else he moved around to my right flank. The tyrant was in front, followed by the tyrant guard, then the trygon. His hive guard pretty much stayed where they were.

 

Psychic phase

His tyrant took one wound off the intercessors on the right flank with Smite, and gave his tyrant a 5+++ with Catalyst.

 

Shooting

Honestly, he rolled like crap and my saves were pretty obnoxious so I only ended up losing 2 intercessors on the right flank overall. That being said, because of my cagey positioning, as well as him being overly cautions, he wasn't able to charge.

 

Overall I scored 3 points on Oaths of Moment, but that's all the VP that were scored in the first battle round

 

Turn Two

Command Phase

We both had two objectives, so I got ten points.

 

Movement.

All my intercessors stayed put on their objectives while my SG and captain moved around the left of the center objective to engage the middle brood of gaunts. My inceptors shuffled around a little to claim the left objective, but mostly just stayed put. I dropped down my Terminatos just in range to be able to target the Tyrant Guard with the sergeant's plasma blaster on the right. That may have been a mistake, but through sheer dumb luck it ended up working out!

 

Shooting

My inceptors and the left squad of intercessors shot his squad of gaunts in the left back field to pieces, and the SG thinned out the center brood enough to make using them as a slingshot for them and my captain a pretty done deal!

 

After using Fury of the First (as well as a command reroll on the sergeant's overcharged plamsa blaster! XD), the terminators managed to gun down one tyrant guard and put three wounds on another. The Right squad of intercessors also dropped 6 right side termagaunts.

 

Charge and Fight phase

I chose not to attempt to charge with my intercessors on the right, but my SG and captain did end up using what remained of the center field gaunts as a slingshot to get some extra movement, though I stayed out of easy charge range of his trygon, which paid off dividends.

 

His turn Two

Command Phase

He had one objective, so he scored 5 points on primary.

 

Movement

He continud advancing up the left flank with his tyrant, tyrant guard, and trygon, but dropped his remaining 4 gaunts to his backfield objective. Again, his hive guard remained stationary.

 

Psychic

His did two mortal wounds to my right intercessors, dropping another one, and once again gave his tyrant a 5+ shrug.

 

Shooting phase

He once again rolled abysmally with his hive guard against my inceptors. Other than that he only put 2 wounds on one of my terminators and killed another right flank intercessors.

 

Charge and Fight phase

He charged his tyrant into my terminators and his tyrant guard into the last two intercessors, though they weren't able to consolidate back into combat.

 

The intercessors died quickly to the tyrant guard's rending claws (those things are friggin nasty!), but after his tyrant managed to hit and wound with all 5 (damage 3) attacks, I somehow managed to make 4 out of 5 invulnerable saves!!!! I managed to put a few wounds on the tyrant with my return swing (RT is nasty when THP isn't a thing!)

 

Even though they survived, My terminators were in a bad position!

 

At the end of turn two, I got another three points for Oaths of Moment. He had 5 VP points total, while I was sitting on 16

 

Turn 3

Command Phase

I was still sitting on 2 objectives, but my opponent was only on one, scoring me another 15 VP on primary!

 

Movement

Seeing an opportunity, I was able to reposition my Captain, SG, and Lieutenant into charge range of the tyrant guard and the tyrant! My left intercessors remained on the objective.

 

Shooting

My captain was in range of the tyrant guard with his plasma and bolt pistol (he's modeled with the plasma pistol as a hold-over from last edition, but it worked this game because he wouldn't have been in range with the inferno pistol!), and was able to take out the tyrant guard that had only one wound left, leaving only one remaining. My SG, Lieutenant (bolt pistol), and inceptors unloaded into the trygon, dropping it from 11 wounds down to 5!

 

Charge/fight phase

My SG needed a 4 on the dice to charge both the hive tyrant and Tyrant guard, but rolled a 9! My Lieutenant needed a 5 on the dice and thankfully managed to get that exactly! The RT really put in work this match! However, my captain failed his charge, even with a command reroll.

 

The SG and lieutenant killed the last hive guard and put enough wounds on the tyrant to put him in his bottom bracket. His retaliation took out 3 SG, though he really should have gone after the terminators as they hadn't swung yet. However, when the terminators swung back they only put one wound on the Tyrant, leaving him with only 2 wounds.

 

After the combat I was forced to take a morale check with my SG, and initially failed with a six, but used a command reroll to fix that.

 

His turn Three

Command Phase

Somewhere in the last turn he lost control of his backfield objective, so he scored zero on primary.

 

Movement

He started moving his hive guard up to try to take an objective with them (a little late, but ok). He also moved his trygon into position to charge my terminators and SG. That was pretty much all he had left.

 

Shooting. He dropped one of my Inceptors, but pretty much everything else in range was already in combat.

 

Charge and fight phase

He multi-charged his trygon into the SG and Terminators, but that also put him in engagement range of my lieutenant... When the fight phase started I used Angel's Sacrifice, protecting my SG and terminators at the expense of my lieutenant. Best Trade Ever! On their return swings, my Terminations finished off the tyrant, and (with the help of another command reroll) my SG finished off the trygon.

 

It was at this point he conceded the game. All he had left was 3 hive guard, while I had 4 terminators, 3 SG, a full strength smash captain (with an unused Armor Indomitus), 5 intercessors, and 2 Inceptors. In addition, I believe I was sitting on 40VP to his 5...?

 

While I won, It was really just a fun game against an opponent who had no idea what he was doing with an army he knew much about. He seemed to be well aware of this going into the game and was a very good sport about loss, and had a great time regardless. I look forward to when he gets armies up and running, and we can get some close games in (though I'll admit his trygon and tyrant hitting my lines did have me sweating for a little bit!).

 

 

Edited by Paladin777
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