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[BatRep] Tyranids 7.0 Game 1 - vs Steel Legion

 Post subject: [BatRep] Tyranids 7.0 Game 1 - vs Steel Legion
PostPosted: Fri May 12, 2006 2:20 pm 
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Well, finally got a change to take the new Tyranids for a spin.  Played two games last night, both 2000 points and did logging for both of them.  

Here's game 1!

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 Post subject: [BatRep] Tyranids 7.0 Game 1 - vs Steel Legion
PostPosted: Fri May 12, 2006 2:23 pm 
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Rules Used

All experimental rules.
Tyranids 7.0

Armies

Tyranid Armoured Horde

Synapse - (BTS: 5 Synapse Units)
2 Hive Tyrants
2 Tyranid Warrior Swarms
1 Lesser Node

Independent Broods
6 Genestealers
6 Genestealers
4 Mycetic Spores

Common Broods
10 Gargoyles
10 Raveners

Uncommon Broods
8 Carnifex "A"
6 Zoanthropes
2 Haruspex "B"


Steel Legion Heavy Recon

Steel Legion Tank Company - (BTS goal)
9 Leman Russ
1 Leman Russ Vanquisher with Commissar
1 Hydra

Infantry Company 1
Commissar

Infantry Company 2
Commisar

Rough Riders 1
Commissar

Rough Riders 2
Commissar

Artillery Battery 1
3 Manticores
Commissar

Artillery Battery 2
3 Manticores
Commissar





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 Post subject: [BatRep] Tyranids 7.0 Game 1 - vs Steel Legion
PostPosted: Fri May 12, 2006 2:52 pm 
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Objectives, Garrisons, and Deployment

Tyranids kept the Lesser Node in reserve.

Steel Legion garrisoned both Rough Rider Platoons and both Infantry Companies.

Tyranids deployed both units of Genestealers off the forward Objectives and Tyrant 2 was garrisoned forward of the Blitz with 4 Carnifex, 2 Zoanthropes and 1 Haruspex.

Steel Legion deployed remaining units as shown.

Tyranids remaining swarms as shown.

Tyrant 1: 4 Carnifex, 2 Zoanthropes, 1 Haruspex

Warrior 1: 5 Raveners, 5 Gargoyles, 1 Zoanthrope

Warrior 2: 5 Raveners, 5 Gargoyles, 1 Zoanthrope

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 Post subject: [BatRep] Tyranids 7.0 Game 1 - vs Steel Legion
PostPosted: Fri May 12, 2006 3:21 pm 
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Turn 1

No teleports.

Strategy Roll: Steel Legion

Rough Rider Platoon 1 shuffles slightly forward to engage Genestealer Swarm 1 in a firefight: 2 Genestealers survive and scuttle back a little.

Feeling the loss of their broodmates, Genestealer Swarm 2 attempts to engage the other formation of Rough Riders, but decides they'd rather hide in the ruins.

Rough Rider Platoon 2 gallops forward to engage Genestealer 2, and wipes out all but 1 of the six-limbed beasts, losing no horsemen.

The remnants of 'Stealer Swarm 1 engage Rough Rider Platoon 1, killing 4 Rough Riders, including the Commissar, but are themselves wiped out.  The broken cavalry unit heads back towards their own lines.

Manticore Battery 1 sustains fire on Warrior Swarm 1, killing 1 Ravener and a single unit of Warriors.

Warrior Swarm 2 rushes forward to engage Rough Rider Platoon 2 in a firefight, killing 3 Rough Riders.

Manticore Battery 2 also sustains fire on Warrior Swarm 1, killing 2 Raveners, 2 Gargoyles? and the remaining 2 Tyranid Warriors!

Tyrant Swarm 1 marches forward, reclaiming the ruins recently held by the Genestealers.

In a shocking turn of events, Infantry Company moves forward to engage Tyrant Swarm 1, 3 Guardsmen sell themselves dearly killing 2 Zoanthropes, 1 Carnifex, and 1 Haruspex, staving off the Tyranid advance to a moment.

The Brood creatures of Warrior Swarm 1 try to march towards any form of Synapse control, but become confused and just mill about.

The Tank Company advances and takes some long range shots on Tyrant Swarm 1, blowing apart 2 Carnifex!

Tyrant Swarm 2 marches up the middle, heading directly for the Leman Russ Company.

Again an Infantry Company surges forward, engaging Tyrant Swarm 2.  The battle is long and hard fought (3 rounds!  I didn't advance my 'Nids after each round because I didn't want to get under the supporting fire of more Leman Russ? if I would've "known" the combat was going to go that long, I would've chugged right into them!).  In the end, the Imperial Commander, with Commissar, and 10 units of Infantry are left for dead, and the Tyranids?  They lose a *single* Carnifex!

End of Turn: The Armour Company and Infantry Company 2 fail to rally for the Steel Legion.

With a Mycetic Spore, Tyrant Swarm 1 spawns 2 Raveners, 1 Carnifex, and 1 Zoanthrope.

Also using a Mycetic Spore, Tyrant Swarm 2 successfully spawns 3 Carnifex, 1 Haruspex, and 1 Gargoyle.

Warrior Brood 2 spawns 1 Zoanthrope, 1 Ravener, and 1 Gargoyle.

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 Post subject: [BatRep] Tyranids 7.0 Game 1 - vs Steel Legion
PostPosted: Fri May 12, 2006 3:34 pm 
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Turn 2

No teleports.

Strategy Roll: Steel Legion (We both rolled "6")? *sigh*

Seeing the horde of armoured beasties so close, the Leman Russ commander orders sustained fire on Tyrant Swarm 2 and blows away 4 Carnifex, 2 Zoanthropes and 1 Haruspex.

Rough Rider Platoon 2 races forward to engage Tyrant Swarm 2, but the loss of the Commissar to dangerous terrain shakes the horsemen's spirit and they are wiped out causing no damage.

The Hive Tyrant eyes the nearby tanks hungrily, but the savage beating they dished out causes some apprehension in his few surviving Brood creatures and they only manage to fire ineffectively on the Armour Company.

Infantry Company 1 sustains fire on Tyrant Swarm 1 to no effect other than getting their attention and?

Tyrant Swarm 1 moves forward to engage Infantry Company 1, wiping them out without any Tyranid losses.

Rough Rider Platoon 1 charges Tyrant Swarm 1, but they too are wiped out with no Tyranid losses.

The sole survivor of Genestealer Swarm 2 marches forward to put the Armoured Company in its zone of control.

Manticore Battery 1 sustains fire on Tyrant 1 to no effect.

Warrior Swarm 2 marches forward to be close to Tyrant 2's swarm? and the nasty Russes!

Manticore Battery 2 hesitates to fire and the Commissar shoots someone to bolster their spirits?

End of Turn: All Steel Legion formations, except the Tank Company, rally.

With a Mycetic Spore, Tyrant Swarm 1 spawns 3 Carnifex.

Also using a Mycetic Spore, Tyrant Swarm 2 successfully spawns 1 Carnifex, 1 Haruspex, and 1 Zoanthrope.

Warrior Brood 2 fails to spawn anything.

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 Post subject: [BatRep] Tyranids 7.0 Game 1 - vs Steel Legion
PostPosted: Fri May 12, 2006 3:44 pm 
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Turn 3

The Lesser Synapse Node appears in the ruins near the Steel Legion Blitz, and survives its dangerous terrain test!

Strategy Roll: Tyranids (WOOHOO!)

Tyrant Swarm 2 and Warrior Swarm 2 perform a combined assault against the Armour Company, allowing support from the brutalized Infantry Company 2.  All the IG tanks are based and the battle is horrific.  Only 2 Raveners are killed and only the Vanquisher and a single Russ survive the onslaught, fleeing to the table corner.  The horror of the battle breaks the two survivors of Infantry Company 2 and they flee as well.

Manticore Battery 1 sustains fire on Tyrant Swarm 1, to no effect.

Manticors Battery 2 also tries to sustain fire on Tyrant Swarm 1, but the deaths of so many Guardsmen has shaken the gunners and they fire ineffectively on the Tyranids.

The last unit of Genestealer Swarm 2 engages the Vanquisher of the Armour Company, tearing it open, but, in an heroic sacrifice, the Commissar cuts them down, allowing the broken armour formation to win the fight and survive!

Tyrant Swarm 1 moves forward to secure IG Objective 1 and engage Manticore Battery 1, wiping them out for the cost of 1 Ravener.

The Lesser Node goes on overwatch as it secure the IG Blitzkrieg?

End of Turn: Steel Legion 0 (none) vs Tyranids 3 (Blitz, T-n-H, TSNP)

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 Post subject: [BatRep] Tyranids 7.0 Game 1 - vs Steel Legion
PostPosted: Fri May 12, 2006 4:06 pm 
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Hi Chroma, another great batrep.  Thanks :)

Didn't seem like the spawning was quite as high as before, so that looks positive.  Though I noticed you took extra Mycetic Spores to compensate.  Definitely made a difference, especially those Carnifexes (Carnifexi?) that ate the Tank Co.

Dispite the early loss of a complete synapse group this was a fairly straight-forward win for the Nids.  Though (and no disrespect intended here) it looks to have been somewhat down to the IG being unfamiliar with Nid killing tactics.  

Several times as I was reading I kept thinking "oh dear the IG are gonna pay for that".

For example, the Tank Co. staying in range of Tyrant Swarm 2 by sustain firing in turn 2.  When I saw the picture of the end of turn 1 I was hoping that the Tank Co. would move.

I also was looking at the huge empty spaces in the Nid backfield.  And I couldn't help thinking that marching the remaining rough riders into it would have been better than suicide charges.  They could have taken objectives (which would have perhaps forced the Node into the Nid half to contest, or even better forced a swarm to break off from the main attack).  And it would have removed TSNP from the Nids.

I did think the use of the rough riders started out really well though.  They are a decent choice dispite their strength (CC) being somewhat over-shadowed by the Nids in that area.  They eliminated some early threats and held up the advance, slightly.

Oh, and since there was no BP in the Nid army, I think the IG might have made better use of this in creating tighter FF pockets.  Though old habits die hard and so I have found myself carefully spacing out units only to realise later that is wasn't actuallu necessary. :)

Look forward to the next batrep Chroma.


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 Post subject: [BatRep] Tyranids 7.0 Game 1 - vs Steel Legion
PostPosted: Fri May 12, 2006 5:31 pm 
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Quote (Hena @ 12 May 2006 (17:18))
How did it feel on nid side?

It felt very powerful...

I knew that, if I made my Activation check, the Tyrants, with a Spore, would be getting back a minimum of 3 Carnifex... which were more than enough to do the job!

If the "end turn" spawning is going to remain, I really think it should be a "Rally" test rather than an "Action" test, so that it's modified by nearby enemy troops, in addition to the lesser level of spawning if enemies are nearby.

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