Nobody was happy about this unholy alliance. The Blood Angels had to stay calm in order to avoid ripping their allies apart. But the chapter needed some bucks to "buy" new recruits. My Tyranids decided to devour the bio-mass after the tournament and so we started to plan our unholy pact we would unleash on our dear enemies. So the swarm brooded its "planetfall army" with a flyrant, 2 zoas in pod, 10 termas in pod, tervigon, 3x10 genestealers and a trygon. The Blood Angels decided to play a deep striking army consisting of a scriptor, furioso cybot in pod, sanguinius priest, 2x10 stormmarines, 10 tacticals in redeemer and a stormraven.
Welcome, foolish reader. Prepare to lose the rest of your shattered mind if you dare to go deeper into this Blog. Wisdom and knowledge about tabletop strategies, assembling and painting await those, brave enough to risk their sanity. So enter, but don´t moan you haven´t been warned!
Sonntag, 11. Juli 2010
Samstag, 26. Juni 2010
BatRep Tournament 1.500 pts.
This saturday I visited a 1.500 points 40k tournament with my Hive Fleet Aurantium, fielding my favourite infiltration/outflank/deep strike armylist consisting of the following:
Flyrant (230) Hive Commander (25) Toxic Sacs (10)
2 Zoantrophes (120) Spore (40)
10 Termagants (50) Spore (40)
1 Tervigon (160) Regeneration (30) Adrenal Glands (10) Toxic Sacs (10) Cluster Spines(0)
10 Genestealers (140) Toxic Sacs (30)
10 Genestealers (140) Toxic Sacs (30)
10 Genestealers (140) Toxic Sacs (30)
1 Trygon (200) Prime (40)Regeneration (25)
1st game was about KP vs Black Templars.

I deployed the Flyrant and Tervimom because we started with 1HQ and up to 2 troops units just in order to make a influence in his movement phase because I knew he would stay away of my Flyrant and run into open space where I could deep strike and outflank easier. I expected most action in that area of the tabletop.

And I was right. Within 1 additional turn that area was bursting with activities. While my genestealers ripped the Assault Termies out of the way, the Tervimom sliddered pathetically on her temporary Good-Bye-Lenin-DVD-base and managed to lose wound after wound while my Termagaunts were forced to rush into the combat and save the day. In the upper left corner of the pic you can see the feet of the big Templar unit which wanted to support this chosen area but I rushed in with my Flyrant, knowing he would die, but he would take the Champ of the Emperor with him so it was a KP exchange. Further it was a goal to get those Templars busy until my 3rd Genestealer unit arrived to finish the job.

This is about the 5th turn in a 6 turns game. The jerking Tervimom found its end but also did most of the threatening units in my dear opponent´s army. In the 6th turn I lost a Spore but rushed in with my Trygon and destroyed his Drop Pod in return so I won 8:6 KP.
First game won, 2 more to go, and the next one was a Tau player and 2 MO to conquer.

Early in the game I concentrated on holding my MO (Mageknight guy bottom left) and contesting the second (right upper corner behind the tree). I also deep striked in the middle of the table in order to distract a little bit.

After a disapointing Tau shooting phase the way was free for my party animals. I also managed to destroy a transporter with my Spore, so the fire warriors were forced to continue on foot. My Tervimom bred 2 Terma units (14 and 12) and conquested also the second MO (half Mageknight guy right). With murderous beasts at their heels and in brutal close combat actions, the Tau were beaten in turn 5.
2 games, 2 wins and now against a Ork guy with 2 massacre wins ... gulp! We were playing 4 MOs, so I placed 1 in my corner (hold) and 1 near one of his near the table edge (contest). He placed his second MO somewhere in the middle where it would see no action, as I thought.

Blessed with 3 of my 4 synapse cratures I attacked a weak wing of his "deployment" (end of movement turn 2) and destroyed a Pikk-Up with 12 Boys within. He could just respond with a Boss-Biker mob and 12 other Boyz from a near Pikk-Up. And this is where hell began to burn my lady Fortuna. The Orkz shot and killed a lot, because I failed most of my save rolls.

This is how it looked like after the Ork close combat phase. Fething hell!!! I just had one chance left. Outflank on the left table edge (which I managed) and hold 1 MO. The second thing was not so easy. I outflanked my Tervimom in the middle of the Orks and hoped to breed a lot and survive in order to contest. But the Orks were just to many and to tough. I got all my guys erased and there were 2 MOs on that side. But I managed to distract his troop units by charging at angles which pulled them away from the MOs. I was just partially successfull, because I couldn´t prevent him from also holding 1 MO, but at least from holding 2 instead. So at the end of the game I had just 1 unit genestealers left while he was hovering around with his troops just where I distracted them.
So the last game ended in a draw (with terrible losses for me, but never the less) and I was placed 2nd in a 10 players tournament.
Things I´ve learned:
- Again, always keep the victory conditions in mind. Count KPs and keep an eye on subsequent turns and how you could hold/contest MOs.
- Don´t waste your units. But if it seems advantageous, sacrifice them in order to win the game (e.g. sacrifising a Hive Tyrant for a Emperors Champ sounds silly, but it kept the bigb Templar out of action until my own reinforcements arrived).
- Even if everything seems lost, think about the options. I´ve got my butt kicked by greet feet. I was about to head into nothing. So what do I have to lose? Nothing! I made a risky plan which I followed until I turned a desastrous defeat in a draw.
Flyrant (230) Hive Commander (25) Toxic Sacs (10)
2 Zoantrophes (120) Spore (40)
10 Termagants (50) Spore (40)
1 Tervigon (160) Regeneration (30) Adrenal Glands (10) Toxic Sacs (10) Cluster Spines(0)
10 Genestealers (140) Toxic Sacs (30)
10 Genestealers (140) Toxic Sacs (30)
10 Genestealers (140) Toxic Sacs (30)
1 Trygon (200) Prime (40)Regeneration (25)
1st game was about KP vs Black Templars.
I deployed the Flyrant and Tervimom because we started with 1HQ and up to 2 troops units just in order to make a influence in his movement phase because I knew he would stay away of my Flyrant and run into open space where I could deep strike and outflank easier. I expected most action in that area of the tabletop.
And I was right. Within 1 additional turn that area was bursting with activities. While my genestealers ripped the Assault Termies out of the way, the Tervimom sliddered pathetically on her temporary Good-Bye-Lenin-DVD-base and managed to lose wound after wound while my Termagaunts were forced to rush into the combat and save the day. In the upper left corner of the pic you can see the feet of the big Templar unit which wanted to support this chosen area but I rushed in with my Flyrant, knowing he would die, but he would take the Champ of the Emperor with him so it was a KP exchange. Further it was a goal to get those Templars busy until my 3rd Genestealer unit arrived to finish the job.
This is about the 5th turn in a 6 turns game. The jerking Tervimom found its end but also did most of the threatening units in my dear opponent´s army. In the 6th turn I lost a Spore but rushed in with my Trygon and destroyed his Drop Pod in return so I won 8:6 KP.
First game won, 2 more to go, and the next one was a Tau player and 2 MO to conquer.
Early in the game I concentrated on holding my MO (Mageknight guy bottom left) and contesting the second (right upper corner behind the tree). I also deep striked in the middle of the table in order to distract a little bit.
After a disapointing Tau shooting phase the way was free for my party animals. I also managed to destroy a transporter with my Spore, so the fire warriors were forced to continue on foot. My Tervimom bred 2 Terma units (14 and 12) and conquested also the second MO (half Mageknight guy right). With murderous beasts at their heels and in brutal close combat actions, the Tau were beaten in turn 5.
2 games, 2 wins and now against a Ork guy with 2 massacre wins ... gulp! We were playing 4 MOs, so I placed 1 in my corner (hold) and 1 near one of his near the table edge (contest). He placed his second MO somewhere in the middle where it would see no action, as I thought.
Blessed with 3 of my 4 synapse cratures I attacked a weak wing of his "deployment" (end of movement turn 2) and destroyed a Pikk-Up with 12 Boys within. He could just respond with a Boss-Biker mob and 12 other Boyz from a near Pikk-Up. And this is where hell began to burn my lady Fortuna. The Orkz shot and killed a lot, because I failed most of my save rolls.
This is how it looked like after the Ork close combat phase. Fething hell!!! I just had one chance left. Outflank on the left table edge (which I managed) and hold 1 MO. The second thing was not so easy. I outflanked my Tervimom in the middle of the Orks and hoped to breed a lot and survive in order to contest. But the Orks were just to many and to tough. I got all my guys erased and there were 2 MOs on that side. But I managed to distract his troop units by charging at angles which pulled them away from the MOs. I was just partially successfull, because I couldn´t prevent him from also holding 1 MO, but at least from holding 2 instead. So at the end of the game I had just 1 unit genestealers left while he was hovering around with his troops just where I distracted them.
So the last game ended in a draw (with terrible losses for me, but never the less) and I was placed 2nd in a 10 players tournament.
Things I´ve learned:
- Again, always keep the victory conditions in mind. Count KPs and keep an eye on subsequent turns and how you could hold/contest MOs.
- Don´t waste your units. But if it seems advantageous, sacrifice them in order to win the game (e.g. sacrifising a Hive Tyrant for a Emperors Champ sounds silly, but it kept the bigb Templar out of action until my own reinforcements arrived).
- Even if everything seems lost, think about the options. I´ve got my butt kicked by greet feet. I was about to head into nothing. So what do I have to lose? Nothing! I made a risky plan which I followed until I turned a desastrous defeat in a draw.
Donnerstag, 3. Juni 2010
BatRep Tyranids VS Necrons 1.850 pts
Yesterday I playtested my Tyranid armylist with wich I intend to bring in the battlefields of the austrian championship this year in Vienna. My list was the following one:
HQ:
1x 1 Winged Hive Tyrant with Old Adversary and Hive Commander
1x 1 Tyranid Prime with a pair of Boneswords and Toxin Glands
EL:
2x 2 Zoantrophes in Mycetic Spore
TR:
3x 10 Genestealers with Toxin Glands
1x 10 Termagants in Mycethic Spore
1x Tervigon with Regeneration, Toxin & Adrenal Sacs
FA:
1x 10 Gargoyles
HS:
1x 1 Trygon Prime with Regeneration
Friend Lipse fielded the following miniatures:
HQ:
1x 1 Nightbringer
EL:
1x 7 Immortals
TR:
3x 11 Warriors
FA:
2x 6 Destroyers
HS:
1x 1 Monolith
It was all about 3 mission objectives with a spearhead deployment. He got the first turn, deployed everything but a single warrior unit which should come through the Mono. The first turn was dominated by Necron maneuvring as I kept all my units in reserve in order to outflank/deep strike. In the second turn Lipse maneuvred a little bit more and then aprox. 1/3 of my army came in. 2 Zoas reduced the Mono´s firepower by 1, the Gargoyles covered the Immortals with their spit, doing nothing else, but ruining their paint. The Hive Tyrant deep striked near the Destroyers at a border edge the only unit Genestealers came in in order to use Old Adversary, but was to far away, even through running. So the Genestealers assaultet the Destroyers without support and managed to kill two (one rending). The Trygon Prime deep striked in front of a building full with 22 Necron warriors in order to charge next turn.
In the third the C´tan laid a hand in the cc, but only managed to kill two Genestealers which killed one Destroyer and passed the Ld test. In the meanwhile the Mono thinned my lines by failing the most hit or wound rolls with his 12" "round it goes" weapon and costed a Mycethic Spores 2Ws. The Immortals shot at the Trygon Prime and tore a W out. Then 22 warriors and the Destroyers opened fire and made just 6 wounds. With a grin I rolled my 3+ saves and regarded my opponent with 4 "2s" 1 "6" and a "1". So much about my mighty monstrous creature. In my turn everything came on 2+ from reserves. Thus 2 units Genestealer and the Zoas with the Tyranid Prime chose to stay abord my mothership for a while. With a sigh I continued my turn and killed with my Genestealers in that everlasting cc 2 other Destroyers but lost 4 Genestealers. I passed my Ld test and the cc lasted on. The Zoas and Gargoyles shot at the Immortals and managed to kill all but two, which turned the metal tail and fled. The Tervimom entered the board from the wrong edge and made her/him/it- self to the MO in the middle of the field. The Hive Tyrant charged the warriors in the building which dared to massacre my Trygon and killed 4 of them, but suffered a W in return. The warriors made their Ld test with 7 on a 7 ... damned, I wanted to overrun them.
The 4th turn was interesting as 2 Immortals stood up and killed one Zoa. The Mono reduced the other Zoa to 1W and killed 5 Gargoyles and the Mycethic Spore. The Destroyers on the Tervimoms side opened fire, but could do nothing but tingle on her carapace. The Necron warrors decided that this was the time and visited us from the reserves, sniping 2 Gargoyles (the rest was to far away). In a demonstration of incompetence in the cc Deathbringer/Destroyer VS Genestealer hugged each other and did no damage. The Tyrant killed another 4 warriors but they held their ground with a 3. The surviving Gargoyles and Zoa roasted 3 Immortals. My fresh arrived Zoas with the Tyranid Prime shot at the warriors which emerged from the Mono and killed 6 metal warriors. The rest fled. On the other side of the carnage my Tervimom bred 14 Termagaunts (6,6,2) and sterilised herself for further breeding. In the following shooting by 2 Mycethic Spores, 15 Termagaunts (some of the new brood were in range) 4 Destructors hit the ground. Crazy! The cc with the Genestealers ended as all faded by the hand of the Deathbringer without being able to do any damage by themselves.
The 5th turn began with a desaster for the Necrons as neither the 4 dead Dessis returned, nor 3 of the Immortals which have even been ported through the Mono. The Hive Tyrant emerged vicourious from the combat with the warriors and repositioned himself on the roof of the building. My 1W Zoa died a horrible death through the Mono, and even the Gargoyles were reduced to 1 model. The 2 surviving Dessis and the one survivor from the Genestealer cc shot at the other Zoas but did no damage (3+ just rocks, but don´t let the Trygon Prime hear that). Lipse positioned his last warriors in the first floor of the building so I wouldn´t be able to charge them in the subsequent turn. After some shooting my Tyrant was reduced to 2W. Having just little units left, his turn ended very quickly. So it was my turn and as a suprise I made both bad behavior tests for the Gargoyle and the 10 Termas units which were out of synapse range. So I rushed and run toward 2 mission objectives with the Termas I just mentioned, the new born Termay, 2 units Genestealers and the Tervimom ... 5 scoring units on 2 mission objectives - that should be enough! My Tyrant descended from the roof, regained a W by leeching the fleeing warrior unit and braced himlesf for impact, contesting the MO in the building. The Tyranid Prime seperated from the Zoa unit and disembowled the 2 remaining Dessis. The Zoas shot concentrated psychic lances at the surviving one Immortal but failed to do any harm. Being of no use, I let the Gargoyle charge the last surviving Destruktor and made 6 to hit, which has been the end for the poor Dessi. I just love sucidal runs, when they work and that´s rare enough. We rolled for another turn, which came. But as the shop was closing and it was rather clear that I would contest his MO and keep my both, we agreed on letting the game end, so I won with 2-0.
Things I´ve learned this time:
1. Setting priorities works.
1a I´ve tried to kill his contesting fast units (Dessis)
1b I´ve kept my plan to get the Deathbringer involved in a cc and hope he would be kept out of business for a while (it worked better than I thought)
2. Always take a look at your opponents strenghts (here I´ll be back, Dessis)
3. Always take a look at your opponents weaknesses (here phase-out which didn´t work and expensive units like Deathbringer and Mono)
4. Keep ´em busy! In the meanwhile you can eye on what really matters - mission objectives.
HQ:
1x 1 Winged Hive Tyrant with Old Adversary and Hive Commander
1x 1 Tyranid Prime with a pair of Boneswords and Toxin Glands
EL:
2x 2 Zoantrophes in Mycetic Spore
TR:
3x 10 Genestealers with Toxin Glands
1x 10 Termagants in Mycethic Spore
1x Tervigon with Regeneration, Toxin & Adrenal Sacs
FA:
1x 10 Gargoyles
HS:
1x 1 Trygon Prime with Regeneration
Friend Lipse fielded the following miniatures:
HQ:
1x 1 Nightbringer
EL:
1x 7 Immortals
TR:
3x 11 Warriors
FA:
2x 6 Destroyers
HS:
1x 1 Monolith
It was all about 3 mission objectives with a spearhead deployment. He got the first turn, deployed everything but a single warrior unit which should come through the Mono. The first turn was dominated by Necron maneuvring as I kept all my units in reserve in order to outflank/deep strike. In the second turn Lipse maneuvred a little bit more and then aprox. 1/3 of my army came in. 2 Zoas reduced the Mono´s firepower by 1, the Gargoyles covered the Immortals with their spit, doing nothing else, but ruining their paint. The Hive Tyrant deep striked near the Destroyers at a border edge the only unit Genestealers came in in order to use Old Adversary, but was to far away, even through running. So the Genestealers assaultet the Destroyers without support and managed to kill two (one rending). The Trygon Prime deep striked in front of a building full with 22 Necron warriors in order to charge next turn.
In the third the C´tan laid a hand in the cc, but only managed to kill two Genestealers which killed one Destroyer and passed the Ld test. In the meanwhile the Mono thinned my lines by failing the most hit or wound rolls with his 12" "round it goes" weapon and costed a Mycethic Spores 2Ws. The Immortals shot at the Trygon Prime and tore a W out. Then 22 warriors and the Destroyers opened fire and made just 6 wounds. With a grin I rolled my 3+ saves and regarded my opponent with 4 "2s" 1 "6" and a "1". So much about my mighty monstrous creature. In my turn everything came on 2+ from reserves. Thus 2 units Genestealer and the Zoas with the Tyranid Prime chose to stay abord my mothership for a while. With a sigh I continued my turn and killed with my Genestealers in that everlasting cc 2 other Destroyers but lost 4 Genestealers. I passed my Ld test and the cc lasted on. The Zoas and Gargoyles shot at the Immortals and managed to kill all but two, which turned the metal tail and fled. The Tervimom entered the board from the wrong edge and made her/him/it- self to the MO in the middle of the field. The Hive Tyrant charged the warriors in the building which dared to massacre my Trygon and killed 4 of them, but suffered a W in return. The warriors made their Ld test with 7 on a 7 ... damned, I wanted to overrun them.
The 4th turn was interesting as 2 Immortals stood up and killed one Zoa. The Mono reduced the other Zoa to 1W and killed 5 Gargoyles and the Mycethic Spore. The Destroyers on the Tervimoms side opened fire, but could do nothing but tingle on her carapace. The Necron warrors decided that this was the time and visited us from the reserves, sniping 2 Gargoyles (the rest was to far away). In a demonstration of incompetence in the cc Deathbringer/Destroyer VS Genestealer hugged each other and did no damage. The Tyrant killed another 4 warriors but they held their ground with a 3. The surviving Gargoyles and Zoa roasted 3 Immortals. My fresh arrived Zoas with the Tyranid Prime shot at the warriors which emerged from the Mono and killed 6 metal warriors. The rest fled. On the other side of the carnage my Tervimom bred 14 Termagaunts (6,6,2) and sterilised herself for further breeding. In the following shooting by 2 Mycethic Spores, 15 Termagaunts (some of the new brood were in range) 4 Destructors hit the ground. Crazy! The cc with the Genestealers ended as all faded by the hand of the Deathbringer without being able to do any damage by themselves.
The 5th turn began with a desaster for the Necrons as neither the 4 dead Dessis returned, nor 3 of the Immortals which have even been ported through the Mono. The Hive Tyrant emerged vicourious from the combat with the warriors and repositioned himself on the roof of the building. My 1W Zoa died a horrible death through the Mono, and even the Gargoyles were reduced to 1 model. The 2 surviving Dessis and the one survivor from the Genestealer cc shot at the other Zoas but did no damage (3+ just rocks, but don´t let the Trygon Prime hear that). Lipse positioned his last warriors in the first floor of the building so I wouldn´t be able to charge them in the subsequent turn. After some shooting my Tyrant was reduced to 2W. Having just little units left, his turn ended very quickly. So it was my turn and as a suprise I made both bad behavior tests for the Gargoyle and the 10 Termas units which were out of synapse range. So I rushed and run toward 2 mission objectives with the Termas I just mentioned, the new born Termay, 2 units Genestealers and the Tervimom ... 5 scoring units on 2 mission objectives - that should be enough! My Tyrant descended from the roof, regained a W by leeching the fleeing warrior unit and braced himlesf for impact, contesting the MO in the building. The Tyranid Prime seperated from the Zoa unit and disembowled the 2 remaining Dessis. The Zoas shot concentrated psychic lances at the surviving one Immortal but failed to do any harm. Being of no use, I let the Gargoyle charge the last surviving Destruktor and made 6 to hit, which has been the end for the poor Dessi. I just love sucidal runs, when they work and that´s rare enough. We rolled for another turn, which came. But as the shop was closing and it was rather clear that I would contest his MO and keep my both, we agreed on letting the game end, so I won with 2-0.
Things I´ve learned this time:
1. Setting priorities works.
1a I´ve tried to kill his contesting fast units (Dessis)
1b I´ve kept my plan to get the Deathbringer involved in a cc and hope he would be kept out of business for a while (it worked better than I thought)
2. Always take a look at your opponents strenghts (here I´ll be back, Dessis)
3. Always take a look at your opponents weaknesses (here phase-out which didn´t work and expensive units like Deathbringer and Mono)
4. Keep ´em busy! In the meanwhile you can eye on what really matters - mission objectives.
Dienstag, 25. Mai 2010
4 Generals 2nd game at 1.000 points
Last Saturday I grabed my swarm and warped to the mighty halls of conquest and glory in order to face my opponent. But suprise, Kevin, the copyright-violator used my own tactics against me. He fielded an Eldar army following the mean strategies I´ve posted on my blog when I used to play Saim-Hann. And this was his tribute:
Farseer, Soulstones, Doom, re-roll hits "spell"
8 Banshees, Exarch, S5 blade in Serpent with 2 ShurCas (Farseer within)
5 Firedragons in Serpent with 2 ShurCas
2x3 Jetbikes
3 Warwalkers with 2 ShurCas each
1 Fire Prism, Holo
First thing I thought was "damned" and the second one was "hmmm, just 2 scoring units at a mission objective mission? Yeah baby, yeah!"
Before a game starts I like to think about what I want to do. In this game I´ve seen that I´ll be troubled by all the skimmers, contesting and claiming mission objectives. So the primary targets were:
1. Kill all jetbikes (so the worst case could be a draw)
2. Destroy or imobilise the skimmers
1st turn:
As I kept my whole army in reserve (army list see previous blog entry) the first turn was rather quick. Suprisingly Kevin deployed his jetbikes instead of keeping them in reserve ... ok, works fine for me. He maneuvred his skimmers so, that the firedragons had a difficult terrain in their back and the other two tanks were exactly at the tableborder. That would make it impossible for the banshees to jump out of their serpent and charge.
2nd turn:
I began the second turn with rolling my hive tyrant, a zoantrophe and two genestealer untis into the game. As the Eldar massed his units at the centre of the board I deepstriked the tyrant in my table quarter in order to charge next turn. The Zoa immobilised the firedragons serpent and the mycethic spore desintergrated one jetbike unit with a little help of my hive tyrant. The genestealers attempted to charge the warwalkers, which were about 15" from the table edge (both genestealer units got to choose from which edge to outflank). One unit made it into cc and destroyed a warwalker (thanx randing there are no chances to a glancing hit and I need a 4, 5 or 6 to destroy a warwalker).
I lost one and he continued the slaughter by "firedragoning" my mycethic spore and the zoa lost a wound as the farseer (!!) shot at the creature. Despite of doom and all the re-rolls, my hive tyrant didn´t even lose a wound. On the other side I lost a genestealer but destroyed a warwalker too.
3rd turn:
The rest of my army came in and I deep striked my termagaunts infront of the bikes but shot at the firedragons which lost 3 men. The trygon prime also came in front of the bikes and with some help of the mycethic spore, his second and last scoring unit was dead. Now I´ve got to get rid of the fast skimmers. One was immobilised, so I charged the other one with the hive tyrant. Maybe he will die in the subsequent turn, but I´m playing toward a possible win, so I have to eliminate all fast moving threats. I managed to immobilise the serpent which wasn´t what I hoped (damaging the banshees insede) but for the purpose of eliminating his fast units, it worked well. The hormagaunts deep striked behind my trygon and run towards the assimilation party and to a mission objectives. The genestealers killed the last warwalker and ran to the next terrain to get cover.
Realising he couldn´t win this game, Kevin tried to do as much damage as possible. He pired his prism at my genestealers and killed 3, so one genestealer remained. The serpents shot at the termagaunts and killed 4 of them. With a ear-popping shreek, the banshees charged my tyrant and the zoa and ripped them to pieces ... oh, feht!! The Firedragons fired on the one-genestealer-unit but he made his cover save.
Time for a second glace at the options:
1. He can´t win any more (no bikes left)
2. One fast skimmer left and the rest of his army shouldn´t be near enough to contest a mission objective.
3. At the beginning of the game I deployed a mission objective near one of his. I outflanked the genestealers there and deep striked the hormagaunts (termagaunts would have bin better, but I needed them for the firedragons). Now this strategy began to work as I would concentrate my scoring units in that area (the objectives were 7" away from eachother.
4. I could charge the banshees with my termagaunts in hope to cause some causualties. But I want to keep the banshees out of contesting range. If I charge they would get nearer through the massacre movement. So I´ll let them get slaughtered!
4th turn:
I double charged the immobilised firedragon serpent and the fireprism with my trygon. I destroyed the serpent, but as it had moved previous turn, I had to roll a 4+ to hit (re-roll missed hits thanx talons) the fire prism with 5 attacks. All missed (incl. re-rolls). I was not amused! I shot 3 banshees with termagaunts and the mycethic spore and devoured the firedragons with my hormas. But the point was, I´ve let the damned skimmer alive ...
... which laughed at my luck and flew to my hormas (holding objective 1) to contest and shot at my 5 genestealers which lost 2 (face down in the dirt behind a tree gives a 3+ cover save). The bansees shot with the last sperpent at the termagaunts and killed 5, then the chicks charged and killed them all.
5th turn:
I drew back in the woods with my hormas and followed with the trygon in order to keep them in synapse range as they moved out by retreating. The one-man-genestealer-unit moved to the 2nd objective to help holding it. The trygon shot at the banshees (with a little help of the mycethic spore) and killed all but 1 banshee (incl. farseer ... har har har, autokill spores are nice). I widened my horma line and claimed both objectives with this one unit
The banshee moved, ran (6") and charged in difficult terrain (6") into the hormas just to be slaughtered by the fearsome foe. But Kevin achieved what he wanted and pulled my hormas away from the second mission objective as I rolled to low for the massacre movement. Grabing his last chance (and contesting my second mision objective) the prism shot at the genestealers and killed three of the three genestealers unit and killed one horma. My one genestealer unit made its cover save and as it came to no further turns, I won the game with 1 mission objective to 0.
Things I learned:
1. Keep an eye on the mission objectives
2. Make a priority list (which enemy units can harm you, claim mission objectives, ruin your plan to win the game,...)
3. Follow your priority list (I shouldn´t have split my attacks between the two skimmers, but I should have throw everything a trygon can deliver on the still intact fire prism)
4. Always take enough troop choices.
5. Sometimes sacrificing a unit can be the right thing. In my case I sacrificed the termagaunts in order to slow down the banshees.
Farseer, Soulstones, Doom, re-roll hits "spell"
8 Banshees, Exarch, S5 blade in Serpent with 2 ShurCas (Farseer within)
5 Firedragons in Serpent with 2 ShurCas
2x3 Jetbikes
3 Warwalkers with 2 ShurCas each
1 Fire Prism, Holo
First thing I thought was "damned" and the second one was "hmmm, just 2 scoring units at a mission objective mission? Yeah baby, yeah!"
Before a game starts I like to think about what I want to do. In this game I´ve seen that I´ll be troubled by all the skimmers, contesting and claiming mission objectives. So the primary targets were:
1. Kill all jetbikes (so the worst case could be a draw)
2. Destroy or imobilise the skimmers
1st turn:
As I kept my whole army in reserve (army list see previous blog entry) the first turn was rather quick. Suprisingly Kevin deployed his jetbikes instead of keeping them in reserve ... ok, works fine for me. He maneuvred his skimmers so, that the firedragons had a difficult terrain in their back and the other two tanks were exactly at the tableborder. That would make it impossible for the banshees to jump out of their serpent and charge.
2nd turn:
I began the second turn with rolling my hive tyrant, a zoantrophe and two genestealer untis into the game. As the Eldar massed his units at the centre of the board I deepstriked the tyrant in my table quarter in order to charge next turn. The Zoa immobilised the firedragons serpent and the mycethic spore desintergrated one jetbike unit with a little help of my hive tyrant. The genestealers attempted to charge the warwalkers, which were about 15" from the table edge (both genestealer units got to choose from which edge to outflank). One unit made it into cc and destroyed a warwalker (thanx randing there are no chances to a glancing hit and I need a 4, 5 or 6 to destroy a warwalker).
I lost one and he continued the slaughter by "firedragoning" my mycethic spore and the zoa lost a wound as the farseer (!!) shot at the creature. Despite of doom and all the re-rolls, my hive tyrant didn´t even lose a wound. On the other side I lost a genestealer but destroyed a warwalker too.
3rd turn:
The rest of my army came in and I deep striked my termagaunts infront of the bikes but shot at the firedragons which lost 3 men. The trygon prime also came in front of the bikes and with some help of the mycethic spore, his second and last scoring unit was dead. Now I´ve got to get rid of the fast skimmers. One was immobilised, so I charged the other one with the hive tyrant. Maybe he will die in the subsequent turn, but I´m playing toward a possible win, so I have to eliminate all fast moving threats. I managed to immobilise the serpent which wasn´t what I hoped (damaging the banshees insede) but for the purpose of eliminating his fast units, it worked well. The hormagaunts deep striked behind my trygon and run towards the assimilation party and to a mission objectives. The genestealers killed the last warwalker and ran to the next terrain to get cover.
Realising he couldn´t win this game, Kevin tried to do as much damage as possible. He pired his prism at my genestealers and killed 3, so one genestealer remained. The serpents shot at the termagaunts and killed 4 of them. With a ear-popping shreek, the banshees charged my tyrant and the zoa and ripped them to pieces ... oh, feht!! The Firedragons fired on the one-genestealer-unit but he made his cover save.
Time for a second glace at the options:
1. He can´t win any more (no bikes left)
2. One fast skimmer left and the rest of his army shouldn´t be near enough to contest a mission objective.
3. At the beginning of the game I deployed a mission objective near one of his. I outflanked the genestealers there and deep striked the hormagaunts (termagaunts would have bin better, but I needed them for the firedragons). Now this strategy began to work as I would concentrate my scoring units in that area (the objectives were 7" away from eachother.
4. I could charge the banshees with my termagaunts in hope to cause some causualties. But I want to keep the banshees out of contesting range. If I charge they would get nearer through the massacre movement. So I´ll let them get slaughtered!
4th turn:
I double charged the immobilised firedragon serpent and the fireprism with my trygon. I destroyed the serpent, but as it had moved previous turn, I had to roll a 4+ to hit (re-roll missed hits thanx talons) the fire prism with 5 attacks. All missed (incl. re-rolls). I was not amused! I shot 3 banshees with termagaunts and the mycethic spore and devoured the firedragons with my hormas. But the point was, I´ve let the damned skimmer alive ...
... which laughed at my luck and flew to my hormas (holding objective 1) to contest and shot at my 5 genestealers which lost 2 (face down in the dirt behind a tree gives a 3+ cover save). The bansees shot with the last sperpent at the termagaunts and killed 5, then the chicks charged and killed them all.
5th turn:
I drew back in the woods with my hormas and followed with the trygon in order to keep them in synapse range as they moved out by retreating. The one-man-genestealer-unit moved to the 2nd objective to help holding it. The trygon shot at the banshees (with a little help of the mycethic spore) and killed all but 1 banshee (incl. farseer ... har har har, autokill spores are nice). I widened my horma line and claimed both objectives with this one unit
The banshee moved, ran (6") and charged in difficult terrain (6") into the hormas just to be slaughtered by the fearsome foe. But Kevin achieved what he wanted and pulled my hormas away from the second mission objective as I rolled to low for the massacre movement. Grabing his last chance (and contesting my second mision objective) the prism shot at the genestealers and killed three of the three genestealers unit and killed one horma. My one genestealer unit made its cover save and as it came to no further turns, I won the game with 1 mission objective to 0.
Things I learned:
1. Keep an eye on the mission objectives
2. Make a priority list (which enemy units can harm you, claim mission objectives, ruin your plan to win the game,...)
3. Follow your priority list (I shouldn´t have split my attacks between the two skimmers, but I should have throw everything a trygon can deliver on the still intact fire prism)
4. Always take enough troop choices.
5. Sometimes sacrificing a unit can be the right thing. In my case I sacrificed the termagaunts in order to slow down the banshees.
Donnerstag, 20. Mai 2010
4 Generals
Last month a brand new 4 generals project started. A perfect chance to build my tyranid army. The following armies have been foolish enough to step into the path of a hungry swarm:
- Black Templars
- Space Wolfes
- Imperial Army
- Eldar
- Daemons
The first game was based on 500 points and this was my army list:
HQ:
1 Winged Tyrant (230)
El:
1 Zoantrophe in Spore (100)
TR:
2x5 Genestealers with Toxin Sacs (170)
We can play as many games as we want but only one counts regarding the score list for the 4 generals project. Of course we have to announce the game as counting before we start the carnage. My first prey was the Black Templars chapter consinsting of the following:
1 Commander
1 Cybot
5 Marines
5 Marines + 2 Scouts
1 Predator
Originally I wanted to deep strike/outflank my whole army, but I rather decided to begin the game with my Tyrant on the table. As a punishment for this foolish thought, he died in the first turn. First he lost 2W in the Templar´s shooting phase and then lost further two by flying through a jungle and attempting to use a psychik skill - pathetic. But as soon as the reinforcements came in, the sun shined again. 5 Genesetealers managed to kill the 5 guys unit within 2 cc turns and the Zoa exploded the Predator. After suffering minimal losses the Cybot exploded too. As it was a KP mission I´ve won by 3-2.
This weekend is the next game (based on mission objectives) and I will use the fresh DNA to create the following 1.000 points army list:
HQ:
1 Winged Tyrant with Hive Commander (255)
El:
1 Zoantrophe in Spore (100)
TR:
2x5 Genestealers with Toxin Sacs (170)
14 Termagaunts in Spore (110)
10 Hormagaunts in Spore (100)
HS:
Trygon Prime with Regeneration (265)
I don´t expect this list to win, but I need some scoring units. And with the goal of building up a planetfall style army in my mind, I want all my miniatures to deep strike/outflank/infiltrate. Style is better then an army lists which will crush your opponent and your friendships.
- Black Templars
- Space Wolfes
- Imperial Army
- Eldar
- Daemons
The first game was based on 500 points and this was my army list:
HQ:
1 Winged Tyrant (230)
El:
1 Zoantrophe in Spore (100)
TR:
2x5 Genestealers with Toxin Sacs (170)
We can play as many games as we want but only one counts regarding the score list for the 4 generals project. Of course we have to announce the game as counting before we start the carnage. My first prey was the Black Templars chapter consinsting of the following:
1 Commander
1 Cybot
5 Marines
5 Marines + 2 Scouts
1 Predator
Originally I wanted to deep strike/outflank my whole army, but I rather decided to begin the game with my Tyrant on the table. As a punishment for this foolish thought, he died in the first turn. First he lost 2W in the Templar´s shooting phase and then lost further two by flying through a jungle and attempting to use a psychik skill - pathetic. But as soon as the reinforcements came in, the sun shined again. 5 Genesetealers managed to kill the 5 guys unit within 2 cc turns and the Zoa exploded the Predator. After suffering minimal losses the Cybot exploded too. As it was a KP mission I´ve won by 3-2.
This weekend is the next game (based on mission objectives) and I will use the fresh DNA to create the following 1.000 points army list:
HQ:
1 Winged Tyrant with Hive Commander (255)
El:
1 Zoantrophe in Spore (100)
TR:
2x5 Genestealers with Toxin Sacs (170)
14 Termagaunts in Spore (110)
10 Hormagaunts in Spore (100)
HS:
Trygon Prime with Regeneration (265)
I don´t expect this list to win, but I need some scoring units. And with the goal of building up a planetfall style army in my mind, I want all my miniatures to deep strike/outflank/infiltrate. Style is better then an army lists which will crush your opponent and your friendships.
Dienstag, 18. Mai 2010
Some paintwork
Giving the stuff I have to deal with every day, its a little wonder that I can spare some time for my blog. This time it will be some pics of my own miniatures and a paint job for Poke.
First of all my Mortheim Skaven Warband "Creeping Threat":

The Heroes Raging Claw (Black Skaven), Silent Paw (Assassin) and Lightning Claw (Black Skaven).

The sorcerer Warpsnout.

My Heroes Brave Heart and Iron Musk (Nightrunners).

2 of my henchmen from various henchmen groups like "Sewer Divers", "Tactical Retreaters", "Silent Berserks", and so on.

The Ratogre Neck-Smack.
On the following the paintjob (Night Lords Rhino) for Poke:

Right side and a little bit from the back (yes, the guy glued the backdoor himself).

Left side and the chaos boy´s back.

Front and left side again.

The thunderbolts a little bit nearer.
First of all my Mortheim Skaven Warband "Creeping Threat":
The Heroes Raging Claw (Black Skaven), Silent Paw (Assassin) and Lightning Claw (Black Skaven).
The sorcerer Warpsnout.
My Heroes Brave Heart and Iron Musk (Nightrunners).
2 of my henchmen from various henchmen groups like "Sewer Divers", "Tactical Retreaters", "Silent Berserks", and so on.
The Ratogre Neck-Smack.
On the following the paintjob (Night Lords Rhino) for Poke:
Right side and a little bit from the back (yes, the guy glued the backdoor himself).
Left side and the chaos boy´s back.
Front and left side again.
The thunderbolts a little bit nearer.
Montag, 5. April 2010
Back to Blog
Being cut off of the world wide synapse, I´ve been unable to write any articles on my blog. But now, creeping out of the unspeakable dephts and perils of an internet-less life, I´m back. This is just a brief warning of things I´ve missed to report about and which will befall upon those, foolish enough to enter this uncrypted blog-vaults:
- Warhammer 40k Batrep at 1850
- The rest of my Xenology Tyranid Articles
- Experience reports regarding Tyranid units in Battle
- My painting and converting progress
- Interesting Tyranid Army Lists and Ideas
- Selfmade free downloadable Tyranid Reference Sheet
- And many many more crazyness
- Warhammer 40k Batrep at 1850
- The rest of my Xenology Tyranid Articles
- Experience reports regarding Tyranid units in Battle
- My painting and converting progress
- Interesting Tyranid Army Lists and Ideas
- Selfmade free downloadable Tyranid Reference Sheet
- And many many more crazyness
Dienstag, 16. Februar 2010
Xenology Tyranids 21 FA Spore Mine Cluster
Starting Abilities:
One ... everything just a 1! Well, what do you expect of a living bomb? When it explodes, you get a Large Blast with S4. The only thing is, that you have to deploy the models after selecting deployment zones but before any units are deployed. They also com via Deep Strike, so you are even more limited as they will probably scatter.
Conclusion:
Imo the worst Fast Attack choice, if not the worst in the whole Codex. We will see, how more clever Hive Minds then me can benefit from this unit.
One ... everything just a 1! Well, what do you expect of a living bomb? When it explodes, you get a Large Blast with S4. The only thing is, that you have to deploy the models after selecting deployment zones but before any units are deployed. They also com via Deep Strike, so you are even more limited as they will probably scatter.
Conclusion:
Imo the worst Fast Attack choice, if not the worst in the whole Codex. We will see, how more clever Hive Minds then me can benefit from this unit.
Xenology Tyranids 20 FA Harpy
Starting Abilities:
Now this is a fat and ugly chicken! S5, T5, 4W, I5, 2A and a 4+Sv makes the Harpy the toughest Fast Attack Choice. As a Monstrous Creature it ignores Sv and re-rolls 1s to hit. Its firepower is not to be underestimated as the Harpy starts with a multishot middle range weapon, a long range Large Blast & Pinning gun and can suprise the enemy with its droppings. Yes, droppings! Once per game the Harpy may drop D3 Large Blast suprises with S4 on some unlucky opponents, the Harpy flew over ... ieeeeeeh!! Oh, and it has Wings in order to get to the party in time. Btw., birdy is Fearless and screeches so loud that it counts as equipped with Assault Grenades and any attacked unit halves its I for the reminder of the assault phase in which this "Screeching Chicken of Unglorious Death by Droppings" (SCUDD) assaults.
Options:
You can exchange the Large Blast weapon for a S9 Blast weapon or the middle range Stinger Salvo for Cluster Spines which gives you a Large Blast weapon wqith S5. Make the Harpy tougher with Regeneration or equip it with Poisoned A(4+) or Furious Charge.
Conclusion:
Wow, a nice choice. Its tough and can cloud the enemy in 2 Large Blasts per turn and additional d3 Large Blasts once per game. You can also keep a middle range weapon if you want to save some points. The Harpy can defend itself in cc and even win some combat against small units. Imo we will see more of them in tournaments, especially when GW makes it to produce a kit for this creature.
Now this is a fat and ugly chicken! S5, T5, 4W, I5, 2A and a 4+Sv makes the Harpy the toughest Fast Attack Choice. As a Monstrous Creature it ignores Sv and re-rolls 1s to hit. Its firepower is not to be underestimated as the Harpy starts with a multishot middle range weapon, a long range Large Blast & Pinning gun and can suprise the enemy with its droppings. Yes, droppings! Once per game the Harpy may drop D3 Large Blast suprises with S4 on some unlucky opponents, the Harpy flew over ... ieeeeeeh!! Oh, and it has Wings in order to get to the party in time. Btw., birdy is Fearless and screeches so loud that it counts as equipped with Assault Grenades and any attacked unit halves its I for the reminder of the assault phase in which this "Screeching Chicken of Unglorious Death by Droppings" (SCUDD) assaults.
Options:
You can exchange the Large Blast weapon for a S9 Blast weapon or the middle range Stinger Salvo for Cluster Spines which gives you a Large Blast weapon wqith S5. Make the Harpy tougher with Regeneration or equip it with Poisoned A(4+) or Furious Charge.
Conclusion:
Wow, a nice choice. Its tough and can cloud the enemy in 2 Large Blasts per turn and additional d3 Large Blasts once per game. You can also keep a middle range weapon if you want to save some points. The Harpy can defend itself in cc and even win some combat against small units. Imo we will see more of them in tournaments, especially when GW makes it to produce a kit for this creature.
Xenology Tyranids 19 FA Gargoyle Brood
Starting Abilities:
Average stats as a Termagant but with Wings and very important: Blinding Venom. It means that every 6 on the to hit roll automatically causes a wound.
Options:
Upgrade your brood with Furious Charge or Poisoned A(4+)
Conclusion:
A quick moving unit with chances to get creatures down which are blessed with a high T. At this point value a nice choice, but unprotected they will perish like a Nurgle Deamon raiding a penicilin factory.
Average stats as a Termagant but with Wings and very important: Blinding Venom. It means that every 6 on the to hit roll automatically causes a wound.
Options:
Upgrade your brood with Furious Charge or Poisoned A(4+)
Conclusion:
A quick moving unit with chances to get creatures down which are blessed with a high T. At this point value a nice choice, but unprotected they will perish like a Nurgle Deamon raiding a penicilin factory.
Abonnieren
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