Thousand Sons vs Tyranids – Warhammer 40k 8th Edition BatRep


It’s been some time since the Tyranids and the Thousand Sons have faced one another, but today the old rivalry is rekindled. Ahriman himself leads the sons of Magnus in their efforts to remove the mindless savagery of Hive Fleet Sothoth from the galaxy.


The Armies

Ahriman’s Own
Thousand Sons – 2,000

Battalion Detachment
HQ
Ahriman: Disc of Tzeentch

Exalted Sorcerer: Helm of the Third Eye

TROOPS
10 Rubrics

10 Rubrics

10 Rubrics

ELITES
5 Scarab Occult Terminators: Helfyre Missile Rack

HEAVY SUPPORT
Forgefiend: 2 Hades Autocannons, Demon Jaws

Spearhead Detachment
HQ
Exalted Sorcerer: Dark Matter Crystal

HEAVY SUPPORT
Forgefiend: 2 Hades Autocannons, Demon Jaws

Predator: Twin Lascannons, Lascannon sponsons

Predator: Twin Lascannons, Lascannon sponsons

Hive Fleet Sothoth
Tyranids – 2,000

Battalion Detachment
Hive Fleet Kraken
HQ
Neurothrope: Smite, Catalyst

Broodlord: Smite, Onslaught

TROOPS
30 Termagants: 30 Devourers

10 Genestealers

10 Genestealers

20 Hormagaunts: Adrenal Glands

20 Hormagaunts: Adrenal Glands

ELITES
4 Zoanthropes: Smite, Psychic Scream

4 Zoanthropes: Smite, The Horror

3 Venomthropes

Spearhead Detachment
Hive Fleet Kraken
HQ
Winged Hive Tyrant: WARLORD (Instinctive Killer); Adaptive Camouflage, 4 Deathspitters      with Slimer Maggots; Smite, Catalyst, Dominion

HEAVY SUPPORT
Trygon Prime

Carnifex: 4 Deathspitters with Slimer Maggots, Adrenal Glands, Spore Cysts, Enhanced Senses

Carnifex: 4 Deathspitters with Slimer Maggots, Adrenal Glands, Spore Cysts, Enhanced Senses

After Action Review

The psychic phase didn’t go well for either of us in this game, and ultimately it was the Thousand Sons who paid the price for it. We both denied one power after another, with a couple of phases going by where we passed one power or less. While the Tyranids could weather the lack of support from the Hive Mind, the Thousand Sons really bled for their lack of psychic support.

The resiliency of the Rubrics really kept the Sons in the fight for longer than I expected, but in the end it just wasn’t enough. The support wasn’t able to make the key shots connect, and Josh’s plan of using Death Hex to quickly rid himself of Zoeanthrope mobs just never worked out. It was unfortunate, because I think he had a solid idea going in. He was just never able to break up those early skirmishers, and they kept him tied up for the rest of the game.

I’m sure we will see the Spawn again soon; they could have quickly put paid to those irritating Hormagaunt broods!

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