Warhammer 40,000 Battle Report – Dark Angels vs Tyranids

It’s been quite some time since the Maelstrom showed signs of activity, but 2018 is looking to be a promising year! We’re starting things off today with a game on the road, as we visit Dragon’s Forge Games and Comics in Crossville for a match. Today, on the wind-swept ice fields of some forgotten oil refinery, the advance elements of the Ravenwing will make contact with the first tendril of a Tyranid invasion. Will they purge the unholy creatures in the name of the Emperor, or will they become bio-fuel for the ravenous hive fleet?


The Armies

The 2nd
Dark Angels – 2,000

 Detachment
HQ
Master Sammael

Ravenwing Champion

Ravenwing Black Knights: one additional Black Knight; one Ravenwing Grenade Launcher

Ravenwing Black Knights: one additional Black Knight; one Ravenwing Grenade Launcher

Ravenwing Black Knights: one additional Black Knight; one Ravenwing Grenade Launcher

Ravenwing Bike Squad: two additional Ravenwing Bikers; Meltagun, Flamer

Ravenwing Bike Squad: two additional Ravenwing Bikers; 2x Plasma Guns

Nephilim Jetfighter: Avenger Mega-Bolter

Dark Talon

Storm Raven

Hive Fleet Sothoth
Tyranids – 2,000

Hive Fleet Kraken

Outrider Detachment
HQ
Winged Hive Tyrant: WARLORD (Instinctive Killer); 4 Devourers with Brainleech Worms,         Adrenal Glands, Adaptive Camouflage

Gargoyles

Gargoyles

Gargoyles

Battalion Detachment
HQ
Neurothrope

Broodlord

TROOPS

Genestealers: five additional Genestealers

Genestealers: five additional Genestealers

Hormagaunts: ten additional Hormagaunts; Adrenal Glands

Hormagaunts: ten additional Hormagaunts; Adrenal Glands

Hormagaunts: ten additional Hormagaunts; Adrenal Glands

ELITES

Zoanthropes: one additional Zoanthrope

Zoanthropes: one additional Zoanthrope

Venomthropes

HEAVY SUPPORT

Trygon Prime: Adrenal Glands, Toxinspike

Trygon: Adrenal Glands, Toxinspike

After Action Review

With this being the first game I’ve played with Tyranids in 8th edition, I wasn’t sure what to expect. I knew in the past that I had to weather a lot of fire before I could close the gap, but the new alternate deployment methods really help mitigate that early game fire. Coupled with Adrenal Glands and the ability to charge on landing, I think this is going to be a prime aspect of my attacks in the coming games.
In this game, though, the clear winners were the Zoanthropes. Smite was brutal on that first turn, smashing one biker after another from the saddle. The Genestealers were a close second; their ability to cover ground now is insane, and they still tear into their target when they finally arrive. Especially in Hive Fleet Kraken, I love the way these guys play. I see a lot of Opportunistic Advances in my future!
I do think the Dark Angels would have been served better by spending some time in their half of the board, waiting for some Tyranid arrivals before they spread out. At the very least I think the Black Knights should have changed places with the basic bikers, giving them a chance to respond to the big monsters when they arrived. Losing so many Plasma Talons on turn one was a big blow to their offensive power that they never recovered from.

All told I had a blast with the Tyranids; they have always been at the very top of my list among 40k armies, and I’m looking forward to trying many different styles in the coming months. Hive Fleet Sothoth has finally awakened, and they are eager to fill the caverns of their hive ships with all the bio-mass they can consume. Stay tuned!

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