DWest
01-04-2012, 12:37 AM
Over the weekend I played my Tyranid horde against a GK Purifier list at 1500 points and pretty thoroughly crushed the Tin Cans. I gather the conventional wisdom is this is unusual, and so I'm trying to figure out if I did something really right, my opponent did something really wrong, or should I just keep on rolling as-is.
The Lists
=====
Tyranids:
HQ: Tyranid Prime (Adrenal Glands, Pair of Boneswords, Scything Talons)
TR: Termagants (10)
TR: Termagants (10)
TR: Tervigon (Toxin Sacs, Catalyst, Cluster Spines)
TR: Genestealers (10; Toxin Sacs; Broodlord w/ Scything Talons)
TR: Ripper Swarm* (3; Spinefists)
EL: Hive Guard (3)
EL: Zoanthropes (2)
EL: Venomthropes (2)
FA: Spore Mines* (3)
HS: Carnifex (2x T-L Brainleeches)
HS: Trygon (Prime, Adrenal Glands)
*I was trying these units out to see how they worked.
Grey Knights:
HQ: Castellian Crowe
TR: Purifiers (10; 2 Psycannon, 2 Incinerator, 5 Halberds, 1 Daemonhammer; Rhino w +1 Storm Bolter)
TR: Purifiers (10; 2 Psycannon, 2 Incinerator, 5 Halberds, 1 Daemonhammer; Rhino w +1 Storm Bolter)
FA: Stormraven (T-L Multimelta, T-L Assault Cannon)
HS: Dreadnought (2x T-L AC, Psybolts)
HS: Dreadnought (2x T-L AC, Psybolts)
HS: Dreadnought (2x T-L AC, Psybolts)
I don't have a copy of the GK list on hand, and I think there was one other unit on the field, but I cannot remember what.
The Match
======
The match was played on a 6x4 table set with mostly low area terrain; the objective was Nick-the-Heretic (i.e. Seize Ground with spare Chaos Marines as objective markers, set in a <> pattern on the table) and the deployment was Dawn of War.
I won the rolloff and set up first; I fielded 2 Troops only; the Tervigon and one Gaunt screen. The Tervigon was hugging a bit of high cover ~6" in, and the Gaunts were a bit forward. Stealers outflanking, Trygon deep-striking, Rippers in reserve (hopefully coming out of the Trygon hole). Spore mines were dropped to make the opponent's terrain inconvenient.
The GK player elected to start with nothing on-board. He then seized the Initiative.
GK Turn 1: The Dreads walk in and step on my Spore Mines, Crowe rides in on the Stormraven and the rest of the troops roll up, making a solid clump in the center of the field.
Tyranid Turn 1: The bugs swarm onto the table, the Prime blobbing in with the squishy Venomthropes, who hide behind the Tervigon's bulwark. Hive Guard also hug terrain in the same area, and Zoanthropes hustle up behind a ruined tower. The Carnifex is sent Running forward to make a meat-wall for the Tervigon and given Catalyst. Termagants are rushed as far forward as possible w/o leaving the Venomthrope or Tervigon bubbles.
GK 2: The Dreads move forward. Psybolts ahoy! My dice mistook the Carnifex's shiny plates for an Armoured Shell and refused to roll above a 2. Still with FNP he absorbed enough bullets to keep anybody from taking potshots at at the Tervigon. Rhinos spread out center and right toward objectives. Stormraven drifts into the left 1/3 of the board to watch over the objective there.
Nid 2: My dice remember where they kept their pips and the Trygon burrows up right behind one Psyfleman and the Genestealers come on in line with the Stormraven. Everybody scrambles forward as fast as they can, and the Tervigon puts Catalyst on herself and dumps out a pack of Gaunts to hold the rear objective. The Trygon lights up the back armor of the right-hand Dread and explodes it. However, the Genestealers get only 1" for Run and so are out of reach of the Stormraven.
GK 3: The remaining Psyflemen turn and blast away at the Trygon as do the Psycannon wielders in the right-hand Rhino, which stays put near the Trygon to get maximum shots. The Big Bug loses 4/6 Wounds but stays alive. Meanwhile, the Genestealers face the full wrath of the Stormraven, losing 5 regulars and the Broodlord who had 4 Mindstrike missiles land directly upon him. Genestealers roll an 11 on Ld and run for the hills. The other Rhino lets rip with its' Storm Bolters and the 2 Psycannoneers inside at the Gaunt screen; 4 or5 die after Venomthrope saves.
Nid 3: Still no Rippers. Oh well. Tervigon plops down another pile of Termagants, summoning 14 (2 more than I have models for) and rolling a double in the process. Gaunts move forward and spread out toward right-hand objective. Trygon slithers into position behind the Rhino, while the Genestealers run away only 3". This comes into handy as the Zoanthropes move up and rally the stealers with their Synapse radius. Tervigon takes Catalyst again. Hive Guard blow open the right-hand Rhino, and the Zoanthropes can just reach the Stormraven. Here my low-rolling dice skill comes in handy as I sneak two Warp Lances in under the Reinforced Aegis of a nearby Dread. Down comes the Stormraven in a flaming heap. Genestealers run and then pounce on Crowe, piling enough Wounds on him for him to fail one. Crowe's whirlwind claims a victim in return and we're locked in. The Trygon pounces on the Purifiers who bailed from their Rhino. Flame Knight goes to cast Hammerhands and succeeds, but pops his head off in the process, rolling 1-6-1 for the psychic test. The remaining 4 halberds have no luck piercing the Trygon's hide and in return he cuts down 4, the GK player discarding the flamer and psycannon models to keep his melee models around. Daemonhammer squeezes in a Wound. No Retreat! saves are passed.
GK 4: One Dread and the squad in the objective-holder Rhino let loose on the Tervigon, applying 3 Wounds, a good show but not enough, while the other Dread finally notices the Prime and friends getting close and gives them a dose. One Venomthrope makes its' cover save, one goes splat! and the Prime takes his 2 like a champ, receiving only 1 Wound. The right-hand Purifiers poke the Trygon to death while Crowe and the Genestealers hold a competition for who can roll more 1's. No change there.
Nid 4: Ripper swarms to the rescue! They enter via the Trygon hole and . . . whiff terribly against the Purifiers. I preemptively declare a charge in order to speed them on their way to the Bucket of Shame where they could keep my Chaos Raptors and Striking Scorpions company. Tervigon takes Catalyst again, Hive Guard stun the middle Dread, Zoanthropes perform as expected against the left-hand Dread (i.e. nothing). The Gaunts are run forward to make room for the Prime to run toward the stunned Dread. The Turn 3 Gaunts and the Tervigon let loose on the Purifier squad in revenge for their fallen Trygon, picking off one more. In the Assault phase, Crowe turns his sword over to read the handy instruction placard on the back and then slaughters the Genestealers, consolidating toward the Dreads.
GK 5: With the Prime up front, the stunned Dread fails Fortitude and remains silent. All the remaining fire is directed at the Tervigon, who cops 2 more but is still hanging on with a single Wound.
Nid 5: The noose is tightened around the top objective and the Purifiers in their Rhino. Tervigon takes Catalyst, the right-hand Gaunts consolidate around the right-hand objective, keeping in Synapse with the Tervigon but out of chain-reaction range. Prime turns toward Crowe. The Hive Guard un-tin the last Purifier squad, killing a couple in the process. Gaunts press forward and shred a couple more, and then the Tervigon coughs up a Stinger Salvo, claiming another victim. One of two Warp Lances go off, enough to explode the left-hand Dread. The smallest Gaunt squad assaults the last Dread to tie it up and the Prime rushes Crowe. Crowe does Rapier Strike, gets only 2 swings, wounds with 1, then the Prime gets the kill. Then Crowe passes his shenannigans roll and takes the Prime with him on the way out.
Turn 6 fails its' saving throw and fails to appear. What can I tell the guy to do differently next time, or should I leave at least one Grand Master shaking in his shoes at the thought of fighting the Great Devourer?
The Lists
=====
Tyranids:
HQ: Tyranid Prime (Adrenal Glands, Pair of Boneswords, Scything Talons)
TR: Termagants (10)
TR: Termagants (10)
TR: Tervigon (Toxin Sacs, Catalyst, Cluster Spines)
TR: Genestealers (10; Toxin Sacs; Broodlord w/ Scything Talons)
TR: Ripper Swarm* (3; Spinefists)
EL: Hive Guard (3)
EL: Zoanthropes (2)
EL: Venomthropes (2)
FA: Spore Mines* (3)
HS: Carnifex (2x T-L Brainleeches)
HS: Trygon (Prime, Adrenal Glands)
*I was trying these units out to see how they worked.
Grey Knights:
HQ: Castellian Crowe
TR: Purifiers (10; 2 Psycannon, 2 Incinerator, 5 Halberds, 1 Daemonhammer; Rhino w +1 Storm Bolter)
TR: Purifiers (10; 2 Psycannon, 2 Incinerator, 5 Halberds, 1 Daemonhammer; Rhino w +1 Storm Bolter)
FA: Stormraven (T-L Multimelta, T-L Assault Cannon)
HS: Dreadnought (2x T-L AC, Psybolts)
HS: Dreadnought (2x T-L AC, Psybolts)
HS: Dreadnought (2x T-L AC, Psybolts)
I don't have a copy of the GK list on hand, and I think there was one other unit on the field, but I cannot remember what.
The Match
======
The match was played on a 6x4 table set with mostly low area terrain; the objective was Nick-the-Heretic (i.e. Seize Ground with spare Chaos Marines as objective markers, set in a <> pattern on the table) and the deployment was Dawn of War.
I won the rolloff and set up first; I fielded 2 Troops only; the Tervigon and one Gaunt screen. The Tervigon was hugging a bit of high cover ~6" in, and the Gaunts were a bit forward. Stealers outflanking, Trygon deep-striking, Rippers in reserve (hopefully coming out of the Trygon hole). Spore mines were dropped to make the opponent's terrain inconvenient.
The GK player elected to start with nothing on-board. He then seized the Initiative.
GK Turn 1: The Dreads walk in and step on my Spore Mines, Crowe rides in on the Stormraven and the rest of the troops roll up, making a solid clump in the center of the field.
Tyranid Turn 1: The bugs swarm onto the table, the Prime blobbing in with the squishy Venomthropes, who hide behind the Tervigon's bulwark. Hive Guard also hug terrain in the same area, and Zoanthropes hustle up behind a ruined tower. The Carnifex is sent Running forward to make a meat-wall for the Tervigon and given Catalyst. Termagants are rushed as far forward as possible w/o leaving the Venomthrope or Tervigon bubbles.
GK 2: The Dreads move forward. Psybolts ahoy! My dice mistook the Carnifex's shiny plates for an Armoured Shell and refused to roll above a 2. Still with FNP he absorbed enough bullets to keep anybody from taking potshots at at the Tervigon. Rhinos spread out center and right toward objectives. Stormraven drifts into the left 1/3 of the board to watch over the objective there.
Nid 2: My dice remember where they kept their pips and the Trygon burrows up right behind one Psyfleman and the Genestealers come on in line with the Stormraven. Everybody scrambles forward as fast as they can, and the Tervigon puts Catalyst on herself and dumps out a pack of Gaunts to hold the rear objective. The Trygon lights up the back armor of the right-hand Dread and explodes it. However, the Genestealers get only 1" for Run and so are out of reach of the Stormraven.
GK 3: The remaining Psyflemen turn and blast away at the Trygon as do the Psycannon wielders in the right-hand Rhino, which stays put near the Trygon to get maximum shots. The Big Bug loses 4/6 Wounds but stays alive. Meanwhile, the Genestealers face the full wrath of the Stormraven, losing 5 regulars and the Broodlord who had 4 Mindstrike missiles land directly upon him. Genestealers roll an 11 on Ld and run for the hills. The other Rhino lets rip with its' Storm Bolters and the 2 Psycannoneers inside at the Gaunt screen; 4 or5 die after Venomthrope saves.
Nid 3: Still no Rippers. Oh well. Tervigon plops down another pile of Termagants, summoning 14 (2 more than I have models for) and rolling a double in the process. Gaunts move forward and spread out toward right-hand objective. Trygon slithers into position behind the Rhino, while the Genestealers run away only 3". This comes into handy as the Zoanthropes move up and rally the stealers with their Synapse radius. Tervigon takes Catalyst again. Hive Guard blow open the right-hand Rhino, and the Zoanthropes can just reach the Stormraven. Here my low-rolling dice skill comes in handy as I sneak two Warp Lances in under the Reinforced Aegis of a nearby Dread. Down comes the Stormraven in a flaming heap. Genestealers run and then pounce on Crowe, piling enough Wounds on him for him to fail one. Crowe's whirlwind claims a victim in return and we're locked in. The Trygon pounces on the Purifiers who bailed from their Rhino. Flame Knight goes to cast Hammerhands and succeeds, but pops his head off in the process, rolling 1-6-1 for the psychic test. The remaining 4 halberds have no luck piercing the Trygon's hide and in return he cuts down 4, the GK player discarding the flamer and psycannon models to keep his melee models around. Daemonhammer squeezes in a Wound. No Retreat! saves are passed.
GK 4: One Dread and the squad in the objective-holder Rhino let loose on the Tervigon, applying 3 Wounds, a good show but not enough, while the other Dread finally notices the Prime and friends getting close and gives them a dose. One Venomthrope makes its' cover save, one goes splat! and the Prime takes his 2 like a champ, receiving only 1 Wound. The right-hand Purifiers poke the Trygon to death while Crowe and the Genestealers hold a competition for who can roll more 1's. No change there.
Nid 4: Ripper swarms to the rescue! They enter via the Trygon hole and . . . whiff terribly against the Purifiers. I preemptively declare a charge in order to speed them on their way to the Bucket of Shame where they could keep my Chaos Raptors and Striking Scorpions company. Tervigon takes Catalyst again, Hive Guard stun the middle Dread, Zoanthropes perform as expected against the left-hand Dread (i.e. nothing). The Gaunts are run forward to make room for the Prime to run toward the stunned Dread. The Turn 3 Gaunts and the Tervigon let loose on the Purifier squad in revenge for their fallen Trygon, picking off one more. In the Assault phase, Crowe turns his sword over to read the handy instruction placard on the back and then slaughters the Genestealers, consolidating toward the Dreads.
GK 5: With the Prime up front, the stunned Dread fails Fortitude and remains silent. All the remaining fire is directed at the Tervigon, who cops 2 more but is still hanging on with a single Wound.
Nid 5: The noose is tightened around the top objective and the Purifiers in their Rhino. Tervigon takes Catalyst, the right-hand Gaunts consolidate around the right-hand objective, keeping in Synapse with the Tervigon but out of chain-reaction range. Prime turns toward Crowe. The Hive Guard un-tin the last Purifier squad, killing a couple in the process. Gaunts press forward and shred a couple more, and then the Tervigon coughs up a Stinger Salvo, claiming another victim. One of two Warp Lances go off, enough to explode the left-hand Dread. The smallest Gaunt squad assaults the last Dread to tie it up and the Prime rushes Crowe. Crowe does Rapier Strike, gets only 2 swings, wounds with 1, then the Prime gets the kill. Then Crowe passes his shenannigans roll and takes the Prime with him on the way out.
Turn 6 fails its' saving throw and fails to appear. What can I tell the guy to do differently next time, or should I leave at least one Grand Master shaking in his shoes at the thought of fighting the Great Devourer?