Approx 790 points
Marines (21, 1 Dread, 2 Vehicles)
Force Commander
Tactical Squad 1 (Sergeant with SB & PW, Heavy Bolter, Plasma Gun) in Drop pod
Tactical Squad 2 (Sergeant with Storm Bolter & PW,
Plasma Cannon, Plasma Gun)
Dreadnought with Multimelta
Whirlwind
Tyranids (29 and 14 Spore Mines)
Hive Tyrant
21 Termagaunts
Zoanthrope
6 Warriors
3 Spore Clusters (5,5,4)
Mission
Capture and Control with Dawn of War deployment
Pre Game
Marines win first turn and choose deployment edge
Choose to deploy on side with both hills to provide clear
lines of fire
Place objective in crater 4 inches from edge in left hand
half of board
Tyranid objective in opposite corner in Wooded Area Terrain
Spore Mines deploy using Orbital Deployment and land in 3
groups in Marine Deployment Zone
Marines deploy with Force Commander on hill, and Tactical
Squad 2 split into Combat Squads. Combat Squad 2a with Sergeant and Plasma
Cannon deploy next to the Marine objective, while Combat Squad 2b deploy
further towards the middle line of the board to advance towards the Tyranid
Objective.
Dreadnought and Whirlwind and left to come on in Turn 1,
with Tactical Squad 1 in Drop Pod in Reserve.
Tyranids deploy with Hive Tyrant and 21 Gaunts near the
centre line, ready to advance. The Warriors are next to the Wooded Area Terrain
and Objective, but crucially not within 3" of it.
Tyranids attempt to Seize Initiative and fail, so Marines
still get first turn.
Turn 1
Night Fight is in effect.
Marines
Tactical Squad 1 arrives by Drop Pod, landing in the Tyranid
corner with the objective and crucially not scattering off the board (rolled a
hit on the scatter dice!) Deploy into Combat Squad 1a with Sergeant and Plasma
Gun, and Combat Squad 1b with the Heavy Bolter. Combat Squad 1a is within
3" of Tyranid Objective after deployment and Marines capture the enemy
objective!
Combat Squad 2a attempt to shoot the spore mines nearby and
kill them with Bolter rapid fire, unfortunately the Plasma Cannon shot scatters
6" back towards the Cluster of 5 marines and hits the Plasma Cannon marine
and the Sergeant, killing the both despite their cover save from the crater!
Tyranids
The remaining Spore Mines scatter randomly but are all too
far away to be of major consequence.
Gaunts and Hive Tyrant advance on the Marine Objective, but
are unable to spot any targets or are out of range.
Warriors shoot at Combat Squads, but fail to wound.
Zoanthrope comes in near the Drop Pod, fires its Warp Lance
power at it and destroys the Storm Bolter!
Turn 2
Night Fight is now lifted.
Marines
Dreadnought moves towards the Gaunts and fires Storm Bolter
failing to do any damage.
Combat Squad 1b fires 8 Bolter shots and 3 Heavy Bolter
shots at the Zoanthrope and kill it.
Force Commander joins Combat Squad 2b and moves up the board,
shooting at the Warriors with the Force Commanders Hellfire Rounds and
Auxiliary Grenade launcher which cause 3 wounds.
Dreadnought Assaults the Gaunts, tying them up in Combat and
preventing them from moving and capturing the Marine Objective as the other
Tyranid Troops choice, the Warriors is occupied with clearing Marines from
their own Objective! 6 Gaunts and killed in the charge, but they are incapable
of hurting the Dreadnought! Due to the proximity of the Hive Tyrant they are
fearless and stay in the fight.
Whirlwind hits the Warriors causing several wounds.
Tyranids
The remaining Spore Mines scatter randomly but are all too
far away to be of major consequence.
4 more Gaunts die in assault with the Dreadnought.
Warriors kill 2 marines in Combat Squad 1b, and they fail
their Morale Check and fall back far enough to bunch them together near the
other Combat Squad.
Turn 3
Marines
Dreadnought fails to kill any Gaunts in Combat.
Combat Squad 1b rallies fires at the Warriors causing
several wounds.
Combat Squad 1a fires at the Warriors causing several
wounds.
I totally forget to move the Commander and Combat Squad 2b!
Whirlwind may or may not have hit the Warriors, killing 1 of
them.
Tyranids
The remaining Spore Mines scatter randomly, two are getting
near the close combat, one runs into another and is removed.
Hive Tyrant moves up to assault the Dreadnought, but cannot
yet as his own troops are blocking the charge! It fires at Combat Squad 2a on
the Objective and kills 2 of the remaining 3 marines. The last one fails the
Morale Check at LD8 and flees off the board (he was only 3" from it!).
This leave the objective contested by the Whirlwind and in danger of being
captured.
Warriors shoot at Combat Squad 1b again, but don't do much.
2 more Gaunts die in Combat.
Turn 4
Marines
Both Combat Squads from Tactical Squad 1 fire at the Tyranid
Warriors who have now taken two wounds each, and they begin to die. The
Whirlwind assists them. There are only 3 Warriors left.
Force Commander and Combat Squad 1b move across the board towards the Hive Tyrant, and run to
make up ground.
Dreadnought kills 1 more Gaunt, which opens up a gap for the
Tyrant to charge into!
Tyranids
The remaining Spore Mines scatter randomly, one goes between
the Tyrant and the Close Combat and into the potential path of the Force
Commander.
Warriors continue their fire fight with the Combat Squads 1a
and 1b, but are still unable to dislodge them from the Objective.
Hive Tyrants uses the Paroxysm power on the Dreadnought (we
ruled that although it is a vehicle and RAW prevents it from being used, the
Dreadnought has a WS and BS value, and is piloted by a living being and could
therefore be affected. Until this is FAQ'ed by GW this will work for me).
The Dreadnought has WS and BS reduce to 1 by the Hive
Tyrant, which then charges in to combat. It hits with all 5 attacks, and causes
4 penetrating hits; a Crew Shaken, Weapon Destroyed, Crew Shaken and Destroyed
- Wrecked. The Dreadnought is destroyed, and the remaining Termagaunts
consolidate towards the Marine Objective. The Tyrant moves towards the Force
Commander.
Turn 5
Marines
Force Commander splits from the Combat Squad, and moves
towards the Tyrant. He passes his LD test to charge it and charges into Combat
after firing both the Flamer and Auxiliary Grenade Launcher at it - both fail
to wound.
Combat Squad 2b moves back towards the Marine Objective to
try and stop the Gaunts from taking it.
Tactical Squad 1 still hold the Tyranid Objective - just,
and their Drop Pod is still close enough and intact so that it would be
contesting it even if they died, and the Warriors claimed it back.
The Whirlwind moves as close to the Marine Objective as
possible to ensure that it is contesting it if needs be. It moves into the
crater and passes it's Dangerous Terrain test, but I wasn't too bothered if it
did fail as I had no intention of moving it any more.
Force Commander does 2 Wounds to the Tyrant in Combat, but
takes 1 back due to its Acid Blood. The Tyrant hits the Commander 3 times,
wounding twice and the second wound causes Instant Death due to the Implant
Attack rule which states that any 'To Wound' roll of a 6 causes Instant Death!
The Force Commander is killed despite having a single wound remaining.
I will now point out that I totally forgot to use his Iron
Halo Invulnerable save against all the Wounds caused by the Tyrant in combat!
So he might not have died! I think I just got a bit over-excited.
Tyranids
The remaining Spore Mines scatter randomly but are all too
far away to be of major consequence.
Hive Tyrant regenerates all 3 lost wounds, and advances
towards the Marine Objective and the Whirlwind sitting next to it. It opens
fire at the Whirlwind with 6 twin-linked, Strength 6 Devourer shots in a
desperate attempt to at least destroy the tank and force a Draw, but fails to
damage it.
The remaining 3 Gaunts move towards the Marine Objective,
but can't get close enough to it.
Tyranid Player rolls for Random Game Length and rolls a 2.
End of Game.
Result
Marines win.
They hold the Tyranid Objective, and the remaining Tyranid
Warriors are just too far away to be contesting it. The Marines are not holding
their own objective, but the Tyranids have not captured it either.
Post Game
Highlights:
A risky Space Marine Drop Pod deep strike manoeuvre pays off
on Turn 1. If it had scattered off the table, the entire squad would have been
lost and I'd have been fighting for a draw all the way through pretty much.
The Plasma Cannon marine killing himself and the Squad
Sergeant on Turn 1 with a scattered shot.
The Dreadnought getting ripped apart in one combat round by
the Hive Tyrant! Spectacular!
Forgetting to use the Force Commander's Invulnerable Saves
in combat with the Hive Tyrant, not that it would have changed anything, but I
may have been able to kill the Tyrant in the next combat round if I'd have been
luckier.
The Zoanthrope was unlucky not to destroy the Drop Pod. It
only needed to roll a 3+ to score a Penetrating Hit, which it did, and it got a
+2 to the damage roll ( +1 for being an AP1 weapon, and +1 due to the Pod being
Open Topped), a 3+ would have been enough (3+2=5, 4 or higher +2=6 ), but he
rolled a 2, which resulted in an Immobilised result. As the Pod is already
Immobilised it was downgraded to Weapon Destroyed.
Six Tyranid Warriors soak up a surprising amount of
firepower before they die.
Failing both the Morale checks I had to make on my LD 9
Marines, which resulted in me not holding my own objective near the end of the
game.
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