Post by mardaddy on Dec 30, 2008 0:01:56 GMT -5
Daemonhunters with IG Allies vs Tyranids at 1,850pts, Ambush Scenario, Nids as the ambushers.
DAEMONHUNTERS
HQ1 (Deep Strike)
Grandmaster w/Scourging
4 GK Termies
TR1
Stormtrooper Sqd of 7 (2 Plasmaguns)
VetSgt w/Plasma Pist & Powersword, Meltabomb, Auspex
TR2
Stormtrooper Sqd of 7 (2 Plasmaguns)
VetSgt w/Plasma Pist & Powersword, Meltabomb, Auspex
TR3 (Armored Fist)
IG w/Plasmagun & Hvy Bolter, Chimera w/Smoke, Multilaser & Hvy Bolter, Surveyor
TR4 (Armored Fist)
IG w/Plasmagun & Hvy Bolter, Chimera w/Smoke, Multilaser & Hvy Bolter, Surveyor
FA1 (Deep Strike)
GK sqd of 5 (2 Incinerators)
FA1 (Deep Strike)
GK sqd of 5 (2 Incinerators)
FA3
Lascannon & 2 Multilaser Sentinels
HV1
GK Dreadnought (Twin Lascannons)
HV2
Lemann Russ (Hvy Bolters all around)
(guessing some of these Force Org attributations for the 'nids, I may have thought something was FA when it was really EL, whatever...)
TYRANIDS
HQ1
Winged Tyrant anti-infantry-shooter-tooled-up
HQ2
Broodlord & 7 Genestealers
TR1
12 Hormagaunts
TR2
12 Hormagaunts
TR3
12 Termagaunts
TR4
12 Termagaunts
TR5
12 Genestealers
TR6
12 Genestealers
FA1
Lictor
FA2
3x Ravener Sqd
HV1
Biovore
HV2
Biovore
HV3
Biovore
EL1
Zoanthrope
EL2
Zoanthrope
EL3
Zoanthrope
Under the Ambush Scenario rules, the nids got 1 marker for every infantry unit and 3d3 additional markers - those are on and moved around on the board until he "jumps" them out or unless they are discovered by the Surveyors/Auspexes at the beginning.
Russ, Dread and one Chimera in the middle, another Chimers and a Stormtrooper squad on the right flank and the Sentinels and another Stormtrooper Squad on the Left Flank... goal is to have more scoring units in the last 12in of the board than on the remainder of the board (we played the scenario the way it is meant, along the long axis of a 6x4.)
This was a GREAT scenario, and I recommend it wholeheartedly.
The center Dread and Chimera bought the farm first turn, as the Sentinels were all immobilized as well. Things were NOT looking good... as the volume of CC units closed in before the DH even advanced 12in... so much so the 'nid player sportingly offered to start the game over. I declined, we'll fight it out.
The first few turns I advanced as much as I could before being bogged down... despite their immobilization, the Sentinels were able to hold a Zoanthrope and the Flanking Broodlord HQ in CC for two full turns, keeping them away from the ST squad that played hell with some Termagaunts, opening a hole in the nid line.
The Russ was set upon by the remains of Genestealer squad and the Raveners. but was able to get back and forth two turns tank shocking and raining the Battle Cannon on the biovores (killing them all) It succumbed Turn 6.
The Chimera on the right flank advanced, unloaded its crew and they set about some mayhem taking out a Termagaunt sqd before reembarking to advance farther up the field.
The Deepstriking units did VERY well. The HQ and one squad came in turn 4 about 8in from the goal line to take on the Hive Tyrant while some Genestealers and about six unknown "markers" advanced towards them... after the smoke cleared, the GK sqd was dead, but the Grandmaster did the Force Weapon thing and NAILED the Tyrant with one hit, wound, failed save.
Second GK squad came in turn 5 right at the goal line, a unit of Hormagaunts popped out to say "hi" and keep them from winning the game. The GK's beat them back, wounding them bad enough they failed their checks and retreated 13in.
Turn 6, Die rolled - THERE WOULD BE A TURN SEVEN. The 'nid player moves the remaining Zoanthropes to try to get range for their "Mind laser" thingy, but it is not enough (by a half inch) the Hormagaunts advance back into assault position, as well as six Genestealers; neither can reach this turn... nothing can reach the GK's this turn. Moved the GK's to the board edge, and put the Grandmaster in front of them as a speedbump. Lemann Russ took it's last shot of the game leaving 4 Genestealers. Used the Scourge Psychic power to kill the rest of them. Stormbolter fire kills five Hormagaunts (only five left.)
Last turn (7)... the only shooting units on the table are still out of range of the GK's (by 2in), and the 'nid player cannot get the remaining Hormagaunts into the scoring GK's for the kill without first hitting the Grandmaster.
Game over - DH wins with ONE scoring unit inside the 12in zone and NO scoring units outside.
Observations...
The already overwhelming nature of CC 'nids PLUS not knowing which markers were real and which were fake REALLY stepped up the tension level of the game, and made the win that much more enjoyable.
DAEMONHUNTERS
HQ1 (Deep Strike)
Grandmaster w/Scourging
4 GK Termies
TR1
Stormtrooper Sqd of 7 (2 Plasmaguns)
VetSgt w/Plasma Pist & Powersword, Meltabomb, Auspex
TR2
Stormtrooper Sqd of 7 (2 Plasmaguns)
VetSgt w/Plasma Pist & Powersword, Meltabomb, Auspex
TR3 (Armored Fist)
IG w/Plasmagun & Hvy Bolter, Chimera w/Smoke, Multilaser & Hvy Bolter, Surveyor
TR4 (Armored Fist)
IG w/Plasmagun & Hvy Bolter, Chimera w/Smoke, Multilaser & Hvy Bolter, Surveyor
FA1 (Deep Strike)
GK sqd of 5 (2 Incinerators)
FA1 (Deep Strike)
GK sqd of 5 (2 Incinerators)
FA3
Lascannon & 2 Multilaser Sentinels
HV1
GK Dreadnought (Twin Lascannons)
HV2
Lemann Russ (Hvy Bolters all around)
(guessing some of these Force Org attributations for the 'nids, I may have thought something was FA when it was really EL, whatever...)
TYRANIDS
HQ1
Winged Tyrant anti-infantry-shooter-tooled-up
HQ2
Broodlord & 7 Genestealers
TR1
12 Hormagaunts
TR2
12 Hormagaunts
TR3
12 Termagaunts
TR4
12 Termagaunts
TR5
12 Genestealers
TR6
12 Genestealers
FA1
Lictor
FA2
3x Ravener Sqd
HV1
Biovore
HV2
Biovore
HV3
Biovore
EL1
Zoanthrope
EL2
Zoanthrope
EL3
Zoanthrope
Under the Ambush Scenario rules, the nids got 1 marker for every infantry unit and 3d3 additional markers - those are on and moved around on the board until he "jumps" them out or unless they are discovered by the Surveyors/Auspexes at the beginning.
Russ, Dread and one Chimera in the middle, another Chimers and a Stormtrooper squad on the right flank and the Sentinels and another Stormtrooper Squad on the Left Flank... goal is to have more scoring units in the last 12in of the board than on the remainder of the board (we played the scenario the way it is meant, along the long axis of a 6x4.)
This was a GREAT scenario, and I recommend it wholeheartedly.
The center Dread and Chimera bought the farm first turn, as the Sentinels were all immobilized as well. Things were NOT looking good... as the volume of CC units closed in before the DH even advanced 12in... so much so the 'nid player sportingly offered to start the game over. I declined, we'll fight it out.
The first few turns I advanced as much as I could before being bogged down... despite their immobilization, the Sentinels were able to hold a Zoanthrope and the Flanking Broodlord HQ in CC for two full turns, keeping them away from the ST squad that played hell with some Termagaunts, opening a hole in the nid line.
The Russ was set upon by the remains of Genestealer squad and the Raveners. but was able to get back and forth two turns tank shocking and raining the Battle Cannon on the biovores (killing them all) It succumbed Turn 6.
The Chimera on the right flank advanced, unloaded its crew and they set about some mayhem taking out a Termagaunt sqd before reembarking to advance farther up the field.
The Deepstriking units did VERY well. The HQ and one squad came in turn 4 about 8in from the goal line to take on the Hive Tyrant while some Genestealers and about six unknown "markers" advanced towards them... after the smoke cleared, the GK sqd was dead, but the Grandmaster did the Force Weapon thing and NAILED the Tyrant with one hit, wound, failed save.
Second GK squad came in turn 5 right at the goal line, a unit of Hormagaunts popped out to say "hi" and keep them from winning the game. The GK's beat them back, wounding them bad enough they failed their checks and retreated 13in.
Turn 6, Die rolled - THERE WOULD BE A TURN SEVEN. The 'nid player moves the remaining Zoanthropes to try to get range for their "Mind laser" thingy, but it is not enough (by a half inch) the Hormagaunts advance back into assault position, as well as six Genestealers; neither can reach this turn... nothing can reach the GK's this turn. Moved the GK's to the board edge, and put the Grandmaster in front of them as a speedbump. Lemann Russ took it's last shot of the game leaving 4 Genestealers. Used the Scourge Psychic power to kill the rest of them. Stormbolter fire kills five Hormagaunts (only five left.)
Last turn (7)... the only shooting units on the table are still out of range of the GK's (by 2in), and the 'nid player cannot get the remaining Hormagaunts into the scoring GK's for the kill without first hitting the Grandmaster.
Game over - DH wins with ONE scoring unit inside the 12in zone and NO scoring units outside.
Observations...
- Choosing to assault the already immobilized Sentinels turned into a REALLY a bad decision by the 'nid player. He thought it should have been a walk-thru with the Broodlord and GS's, but with SO many attacks and the Rending, he rolled so high he blew up two of them, killing three of his own and taking a wound to the Broodlord, and then failed to take out the other Sentinel for another turn.
- The Battle cannon was great. It only fired twice, but both times it missed it still id the trick, taking out the Biovores and the threatening Genestealers.
- This was the only the second time I have destroyed a multiple-wound model with the Force Weapon. Feels GOOD.
- His Flanking strikers ALL came in on the left flank, leaving the right open and unopposed... had I stacked my initial deployment there, (and if his dice reacted the same), this could have been a "running fight" instead of the "catch me" fight it ended up being.
The already overwhelming nature of CC 'nids PLUS not knowing which markers were real and which were fake REALLY stepped up the tension level of the game, and made the win that much more enjoyable.