Battle Report - Hold the Line!
Over the course of more than a decade playing this game, a few special games stand out among the others for one reason or another. Sometimes it is for the sheer bloody-minded nature of the mission, when it seems like neither faction is ready to give up. This mission definitely represents one of those times. This game will go down for truly capturing the nature of a war between Space Marines and Tyranids, when neither faction is capable of surrendering ground to the other. By my best count, this mission started with 145 models on the table, and ended with only 15!
The Relictors were a grim lot at the best of times. Now was definitely not one of the best of times.
Tyranids were still pouring into the Agora system, and the lines were being pressured by their attack on all fronts. Reports of a Dark Eldar assault on the lines fell silent only days before, and then there were Tyranids pouring through a gap in the line. Stormtalon squadrons had managed to hunt most of them down and the line was reinforced with Imperial Guard reserves, but the reports seemed to indicate the Tyranids had slaughtered the Dark Eldar in the process of breaking through.
The Relictors Captain took some satisfaction in their enemies wiping one another out.
“More Tyranids inbound,” came the report of a Sergeant in the forward trench.
They were as ready as they could be. The Tyranids would not come through the line here without a fearsome price in blood.
The Mission
This is a repeat of the last mission I featured in a battle report, except this time the trenches were defended by the Space Marines of the Relictors Chapter. The points value remained 2,000 points per player, and the terrain was mostly still set up from the last game.
For a brief review, the deployment type was Hammer & Anvil, with the Space Marines defending a trench system against the Tyranids. The mission was Purge the Alien. Warlords were worth three Victory Points each, and the Tyranids would receive an additional three Victory Points for every unit that was above half strength and in the Space Marine deployment zone at the end of the game.
Army Lists
HQ
Captain: Warlord; Terminator Armor, Primarch’s Wrath, Power Sword
Master of the Forge: Conversion Beamer
ELITES
Terminator Squad: Cyclone Missile Launcher
TROOPS
Tactical Squad: five additional Space Marines, Heavy Bolter, Flamer, Razorback transport with Lascannon and Twin Plasma Guns
Tactical Squad: five additional Space Marines, Heavy Bolter, Flamer, Razorback transport with Lascannon and Twin Plasma Guns
Tactical Squad: five additional Space Marines, Plasma Cannon, Plasma Gun, Sergeant has Combi-Plasma
Tactical Squad: five additional Space Marines, Plasma Cannon, Plasma Gun, Sergeant has Combi-Plasma
FAST ATTACK
Stormtalon Gunship: Twin Assault Cannons, Skyhammer Missile Launcher
Stormtalon Gunship: Twin Assault Cannons, Skyhammer Missile Launcher
Land Speeder Squadron: two additional Land Speeders, all have 2x Heavy Bolters
HEAVY SUPPORT
Devastator Centurions: Twin Lascannons, Missile Launchers, Omniscope
Stalker: Storm Bolter
The lone painted Warrior in the foreground is standing in as a second Venomthrope; my Hive Tyrant was being glued back to his base after a real life crash test!
HQ
Tyranid Prime: Warlord; Lash Whip & Bonesword, Deathspitter
Hive Tyrant: 2x Twin-Linked Devourers, Hive Commander, Wings; Warp Blast, Paroxysm
ELITES
Hive Guard Brood: two additional Hive Guard; Impaler Cannons
Zoanthrope Brood: two additional Zoanthropes; Warp Blast, Paroxysm
Venomthrope Brood: one additional Venomthrope
TROOPS
Tervigon: Onslaught
Termagant Brood: twenty additional Termagants, 30x Devourers
Hormagaunt Brood: nine additional Hormagaunts
Hormagaunt Brood: nine additional Hormagaunts
FAST ATTACK
Hive Crone
Harpy: Twin Heavy Venom Cannons
HEAVY SUPPORT
Carnifex Brood: one additional Carnifex, Scything Talons and Heavy Venom Cannons
Pre-game
There would be no Night Fight on Turn One of this game. The Space Marines deployed their Minefields in the open areas across the center, and then we rolled for Warlord Traits. The Space Marine Captain had Fear, and the Tyranid Prime would receive a 5+ Feel No Pain after suffering his first wound.
The Tyranids largely mirrored their deployment in the first game, taking shelter in the central ruin and deploying Hormagaunts in either street. The Zoanthropes deployed up front in the right street to provide intervening cover for the Hormagaunts, and the Hive Guard deployed in the building on the right side. The Carnifexes deployed behind the Hormagaunts in the left street. The Tervigon was the only Tyranid Reserve, waiting to Outflank thanks to Hive Commander.
The Master of the Forge fortified the central trench system, and the Space Marines moved into position. A Razorback went into fire support on either flank, and the Centurions joined the Master of the Forge on the Firestorm Redoubt. The Land Speeders and the Stalker deployed in its shelter, and the two foot mobile Tactical Squads manned the front line. The Captain and his Terminators defended the right flank, while the combat squads with Heavy Bolters deployed in the right Bastion and the Firestorm Redoubt.
The Preliminary Bombardment failed to do any damage at all, and the Space Marines then Seized the Initiative! Determined to make the Tyranids pay in blood, the Captain led his men to war.
Turn One
The opening volley was to prove devastating for the Tyranids. After limited maneuvering, the Space Marine line erupted in a hail of gunfire.
The Centurions scored four Wounds on the Zoanthropes, who failed all of their saves and died instantly! The Hive Guard suffered one casualty as more firepower poured in; since they were only in Synapse coverage through the Zoanthropes, they promptly failed their Morale check and fled the battlefield. A handful of Hormagaunts were cut down by Heavy Bolter fire on either side of the tower, exploding under the mass reactive rounds.
The Tyranids pushed forward to gain positional advantage, but with the Space Marines having seized the initiative the Flying Monstrous Creatures were playing it safe. The Stormtalons could arrive at any moment, and a Flying Monstrous Creature caught in the open would be shredded under their firepower.
With the Hive Guard gone and the Flyers playing it safe, there was little damage to be done. The Carnifexes managed to Stun one of the Razorbacks, and the Hive Tyrant killed two Space Marines in the advance squad. I then remembered my two Orbital Bombardments from the mission, and realized I had a way to turn this first turn disaster on its head.
The round landed smack on from orbit, damaging the Firestorm Redoubt and obliterating the Master of the Forge and two Centurions in a blast of ionized atmosphere. The Centurion Sergeant barely managed to avoid destruction, going to the deck and passing his save.
Each of us had taken a terrible blow to our fire support. The game was already looking to be bloody.
Kill Points: Space Marines 1, Tyranids 1
Additional Space Marine Points: First Blood
Additional Tyranid Points: None
Turn One Score: Space Marines 2, Tyranids 1
Turn Two
In a fit of misfortune, both of the Stormtalons failed to arrive from Reserve. The Space Marines prepared to defend the line without their air support.
After their first successes, the Space Marine shooting seemed largely desultory. The Hive Tyrant lost a single wound but stayed aloft, and no further telling blows could be scored against it. The combined Bolter fire was directed against the Devourer Gaunts, felling twelve of them through their 3+ Cover Saves by sheer mass.
Following the Space Marines’ example, the Tervigon did not arrive from Reserve. The Hive Guard failed their third consecutive Morale Check and exited the table, giving the Space Marines their second Victory Point. The flying monsters moved up to press their advantage, taking position in the Space Marine trenches on each end. The Hive Tyrant flew onto the Landing Pad and took aim on the Razorback nearby, coring it with the large organisms in his bio-cannons.
The second Orbital Bombardment deviated from target but still landed on the surviving Razorback, blowing it apart in a hail of shrapnel and Pinning the squad inside. The Carnifexes scored two Penetrating Hits against the Land Speeders, but their speed saved them from the blows. The Crone’s Drool Cannon coupled with the surviving Devourer Gaunts to cut through one of the lead Tactical Squads, leaving only the Sergeant standing. Meanwhile, the Hormagaunts continued their relentless advance to break the line and bring melee to the Space Marines.
Kill Points: Space Marines 2, Tyranids 3
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, four units Breached
Turn Two Score: Space Marines 3, Tyranids 16
Turn Three
The two Stormtalons sped into position, racing past the Tyranid flyers to help break up the encroaching swarm. The first unloaded his cannons into the Venomthropes, cutting them apart as they attempted to move between cover and got caught in the open. With the poisonous fog lifting, the second flyer cut a swathe through the Hormagaunts and knocked them below half strength, ensuring they would be unable to break the line.
Further Space Marine firepower knocked the Harpy from the sky, and the Terminator Captain snarled as he activated his Power Sword. A moment later the winged beast was pummeled to death by the Captain and his Terminators.
The Tyranids received their Reserves; the Tervigon arrived at the Landing Pad and unloaded a squad of larvae onto the platform. Unfortunately, she rolled doubles and ran out of hatchlings to birth.
The Hive Crone turned suddenly in mid air and grabbed one of the Stormtalons as he flew past, ripping through the fuselage and sending the small fighter to the ground in a ball of flames. The Hive Tyrant swept in over the Firestorm Redoubt and pummeled the other Stormtalon, breaching the hull and slaying the pilot.
The Devilgaunts rolled an exceptionally high number of hits against the other frontline Tactical Squad, and the Space Marines responded with poor saves. Between the two, and a bad crash landing from one of the Talons, the entire squad was wiped out! The Carnifexes managed to destroy the Storm Bolter on the Stalker, but could do no damage to the Redoubt itself.
The Hormagaunts finished the turn up by charging into the lone Sergeant and cutting him down in a flurry of stabbing claws, drenching the trench system in his gore as they stooped to feed.
Kill Points: Space Marines 4, Tyranids 6
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, four units Breached
Turn Three Score: Space Marines 5, Tyranids 19
Turn Four
Again, the Space Marines used minimal maneuver and brought their firepower to bear against the most pressing targets. While they were never able to make the Hive Tyrant crash, a series of good volleys brought the beast low through failed armor saves. The Terminators closed with the Crone and caused several hits, but they were unable to bring the creature down for an assault.
The first combat squad quickly occupied the Imperial Bunker near the Crone and fired into the Hormagaunts there, slaying enough of them to prevent a line breach. The combat squad on the Space Marines’ left flank vaulted into the trench to avenge the fallen Sergeant. As the Hormagaunts looked up from their meal, two exploded under Bolt Pistol fire. The Space Marines charged in and worked back and forth with their combat knives, winning the combat. The Hormagaunts, out of Synapse Range with the death of the Hive Tyrant, were able to hold their ground and continue the fight.
The Crone’s will was slaved by the Hive Mind, bringing him down into harm’s way to confront the rampaging Speeders. Though it meant certain death at the hands of the Terminators, the wall of Heavy Bolters had to be disrupted for the Tyranids to break into the open and cover the last bit of distance.
The Tyranid Prime and the Devourer Gaunts fired on the Terminators in an attempt to soften the armored killers. The Prime scored a lucky Precision Shot against the Cyclone Missile Launcher, finding a chink in the Space Marine’s armor and cutting him down. The Devourer Gaunts were able to lay a second Terminator low, but the veterans stood firm through the casualties.
The Carnifexes had been quietly advancing along the flank over the course of the game, scoring hits but never causing enough damage to become an immediate target. Now, that all changed. The two shots from the Heavy Venom Cannons soared into the open fire slit of the Firestorm Redoubt, detonating ancient lascannon capacitors within. The Bunker was ruptured, slaying the entire combat squad inside and knocking the Centurion from the roof in the concussive blast, causing a Wound. Furthermore, the Stalker was caught in the edge of the blast from the cannons and exploded as well.
As the Space Marines reeled from this sudden blow, the Crone swooped down on the Land Speeders. Once was destroyed from the Drool Cannon’s acid, and a second was crushed in close combat. The Hormagaunts leapt into the bunker and cut the combat squad apart in a flurry of close range bloodletting. The Marine armed with a Flamer was able to survive, and he quickly drove the feeders back with his weapon. The other combat squad suffered a single casualty before slaying the Hormagaunts, leaving one of the frightened beasts leaping away across No Man’s Land.
The armies were dwindling in strength, but the Space Marines had to cleanse their Deployment Zone to turn the game back.
Kill Points: Space Marines 5, Tyranids 8
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, three units Breached
Turn Four Score: Space Marines 6, Tyranids 18
Turn Five
The combat squad started the turn by finishing what they started, cutting down the retreating Hormagaunt with precision Bolter fire. The lone survivor in the bunker emerged and fell back into the support range of his comrades, flaming most of the Hormagaunts clustered near the door. The few survivors were put down by Heavy Bolter fire from the nearby Bastion.
The surviving Speeder fired at the birthed Gaunts to bring them below half, killing three of the six necessary. The Centurion punched a Wound in the Crone’s carapace, followed a moment later by two more from the Terminators. The veterans charged and ended a second flying monster for the battle, taking no damage in return.
As the exhausted but still defiant armies closed in for more carnage, the Devourer Gaunts killed the lone Flamer under a punishing fusillade. The Carnifexes killed another Marine in the trench system, and the Land Speeder survived shots from the Tervigon as the Termagants fell back to the opposite edge of the platform, taking shelter from further Speeder damage.
We rolled the die, but the game continued, with neither army yet broken. This wouldn’t end without further bloodshed. The Space Marines were slowly buying back their deployment zone with their own blood as currency. Would there be enough blood left in the end?
Kill Points: Space Marines 8, Tyranids 9
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, two units Breached
Turn Five Score: Space Marines 9, Tyranids 16
Turn Six
The surviving Space Marines moved to occupy the trench system, stepping over the bodies of their slain brothers. The Terminators joined the Centurion and the survivors from the combat squad, cutting down six Termagants as they approached. The Captain needed 6” for his Assault to land home against the Prime, but it fell just short with a 5” roll.
The Carnifexes moved up to the trench system, planning a charge of their own. The Prime and the last of the Termagants fired into the two surviving Space Marines in the trench, finally cutting them down. The Carnifexes failed to do any damage with their weaponry before attempting a charge, needing 6” to make the distance. Like the Terminators, they fell short.
Kill Points: Space Marines 8, Tyranids 10
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, three units Breached
Turn Six Score: Space Marines 9, Tyranids 20
Turn Seven
As the final turn began, the Land Speeder roared onto the Landing Pad to get shots on the Termagants sheltering in the corner. Heavy Bolters chugging, it was able to knock them below half strength and thereby prevent them counting as a breaching unit. The Centurion and the Terminators fired into the Gaunts, cutting all but two of them down. The Centurion declared a charge first and soaked the Overwatch fire, before the Captain led his men into combat once more.
The Prime and the Captain squared off against one another as the three surviving Terminators dispatched the Termagants. The Prime had been wounded by Bolter fire in the Shooting Phase, and the Captain was able to cause another wound with his Power Sword. The Prime’s Bonesword landed an Instant Death blow, but it couldn’t find purchase in the thick armor of the Captain.
As the last turn wound down, the Termagants were able to smash the last Land Speeder with their Fleshborers. The Prime slaved the simple minds of the Carnifexes, and brought them screeching into the combat.
The Hammer of Wrath hits from the Carnifex caused five Wounds on the Terminators, and the two warriors with Power Fists were bowled over beneath a wall of aggression and violence. The Sergeant managed to thrust his sword into an exposed joint a moment before the Carnifex cut him in two with a sweeping blow from its Scything Talons.
The Captain’s armor held out the blows of the Prime’s Bonesword once more, an he managed to land a third wound in the Prime’s hide! As I started to remove the model (and concede four total points), my opponent reminded me of my Warlord Trait. I rolled the Feel No Pain roll; 6! The Prime had survived the seemingly deadly blow!
The Captain ruggedly held his ground, refusing to bow, even to such overwhelming odds.
Kill Points: Space Marines 9, Tyranids 12
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, three units Breached
Turn Seven Score: Space Marines 10, Tyranids 21
Tyranids Victory
Post-Game Thoughts
This game featured everything I love about playing Tyranids. There is nothing like the grinding smash of slamming into a trench system in an attempt to overwhelm the world’s defenders in a tide of chitin.
The Terminators were definitely MVP for my opponent; they came through in so many turns to remove threats from the backfield and keep the Space Marine firepower going outward rather than inward. Their armor was incredibly tough to get past (as it should be), and in the end it took a brood of maddened Carnifexes to put an end to their shenanigans.
The Flying Monstrous Creatures proved themselves again in breaking the deadlock; although all three of them went down, they were able to draw enough firepower to give the rest of the swarm time to close the gap. The Devourer Gaunts were also another shining unit; with Venomthropes and cover to hide in, they become truly deadly at simply standing and trading fire, even against superior infantry like Space Marines.
The Corrosive Atmosphere rule for this mission played a very disproportionate role it seemed. Several of his Marines would pass their Armor Saves on a 6, only to fail the reroll. However, it affected both of us, as three of my Tyrant’s four failed saves occurred due to Corrosive Atmosphere!
The Carnifexes were amazing; from blowing the Redoubt apart to crushing the Terminators in assault, they were just a great unit for getting the job done. I will definitely be trying these guys out more in the future.
I’m looking forward to the next mission in the campaign, but look forward to more from this mission. I’m having fun working to make the defenses of the Agora system look like Swiss cheese!
The Relictors were a grim lot at the best of times. Now was definitely not one of the best of times.
Tyranids were still pouring into the Agora system, and the lines were being pressured by their attack on all fronts. Reports of a Dark Eldar assault on the lines fell silent only days before, and then there were Tyranids pouring through a gap in the line. Stormtalon squadrons had managed to hunt most of them down and the line was reinforced with Imperial Guard reserves, but the reports seemed to indicate the Tyranids had slaughtered the Dark Eldar in the process of breaking through.
The Relictors Captain took some satisfaction in their enemies wiping one another out.
“More Tyranids inbound,” came the report of a Sergeant in the forward trench.
They were as ready as they could be. The Tyranids would not come through the line here without a fearsome price in blood.
Hold the Line!
This is a repeat of the last mission I featured in a battle report, except this time the trenches were defended by the Space Marines of the Relictors Chapter. The points value remained 2,000 points per player, and the terrain was mostly still set up from the last game.
For a brief review, the deployment type was Hammer & Anvil, with the Space Marines defending a trench system against the Tyranids. The mission was Purge the Alien. Warlords were worth three Victory Points each, and the Tyranids would receive an additional three Victory Points for every unit that was above half strength and in the Space Marine deployment zone at the end of the game.
Army Lists
Relictors - 5th Company Strike Force
Space Marines - 2,000
The Ork and Tau Flyers are proxies for Stormtalons, and the Whirlwind is
being used as a Stalker.
HQ
Captain: Warlord; Terminator Armor, Primarch’s Wrath, Power Sword
Master of the Forge: Conversion Beamer
ELITES
Terminator Squad: Cyclone Missile Launcher
TROOPS
Tactical Squad: five additional Space Marines, Heavy Bolter, Flamer, Razorback transport with Lascannon and Twin Plasma Guns
Tactical Squad: five additional Space Marines, Heavy Bolter, Flamer, Razorback transport with Lascannon and Twin Plasma Guns
Tactical Squad: five additional Space Marines, Plasma Cannon, Plasma Gun, Sergeant has Combi-Plasma
Tactical Squad: five additional Space Marines, Plasma Cannon, Plasma Gun, Sergeant has Combi-Plasma
FAST ATTACK
Stormtalon Gunship: Twin Assault Cannons, Skyhammer Missile Launcher
Stormtalon Gunship: Twin Assault Cannons, Skyhammer Missile Launcher
Land Speeder Squadron: two additional Land Speeders, all have 2x Heavy Bolters
HEAVY SUPPORT
Devastator Centurions: Twin Lascannons, Missile Launchers, Omniscope
Stalker: Storm Bolter
Hive Fleet Nug - Siegebreaker Swarm
Tyranids - 2,000
The lone painted Warrior in the foreground is standing in as a second Venomthrope; my Hive Tyrant was being glued back to his base after a real life crash test!
HQ
Tyranid Prime: Warlord; Lash Whip & Bonesword, Deathspitter
Hive Tyrant: 2x Twin-Linked Devourers, Hive Commander, Wings; Warp Blast, Paroxysm
ELITES
Hive Guard Brood: two additional Hive Guard; Impaler Cannons
Zoanthrope Brood: two additional Zoanthropes; Warp Blast, Paroxysm
Venomthrope Brood: one additional Venomthrope
TROOPS
Tervigon: Onslaught
Termagant Brood: twenty additional Termagants, 30x Devourers
Hormagaunt Brood: nine additional Hormagaunts
Hormagaunt Brood: nine additional Hormagaunts
FAST ATTACK
Hive Crone
Harpy: Twin Heavy Venom Cannons
HEAVY SUPPORT
Carnifex Brood: one additional Carnifex, Scything Talons and Heavy Venom Cannons
Pre-game
There would be no Night Fight on Turn One of this game. The Space Marines deployed their Minefields in the open areas across the center, and then we rolled for Warlord Traits. The Space Marine Captain had Fear, and the Tyranid Prime would receive a 5+ Feel No Pain after suffering his first wound.
The Tyranids largely mirrored their deployment in the first game, taking shelter in the central ruin and deploying Hormagaunts in either street. The Zoanthropes deployed up front in the right street to provide intervening cover for the Hormagaunts, and the Hive Guard deployed in the building on the right side. The Carnifexes deployed behind the Hormagaunts in the left street. The Tervigon was the only Tyranid Reserve, waiting to Outflank thanks to Hive Commander.
The Master of the Forge fortified the central trench system, and the Space Marines moved into position. A Razorback went into fire support on either flank, and the Centurions joined the Master of the Forge on the Firestorm Redoubt. The Land Speeders and the Stalker deployed in its shelter, and the two foot mobile Tactical Squads manned the front line. The Captain and his Terminators defended the right flank, while the combat squads with Heavy Bolters deployed in the right Bastion and the Firestorm Redoubt.
The Preliminary Bombardment failed to do any damage at all, and the Space Marines then Seized the Initiative! Determined to make the Tyranids pay in blood, the Captain led his men to war.
Turn One
The opening volley was to prove devastating for the Tyranids. After limited maneuvering, the Space Marine line erupted in a hail of gunfire.
The Centurions scored four Wounds on the Zoanthropes, who failed all of their saves and died instantly! The Hive Guard suffered one casualty as more firepower poured in; since they were only in Synapse coverage through the Zoanthropes, they promptly failed their Morale check and fled the battlefield. A handful of Hormagaunts were cut down by Heavy Bolter fire on either side of the tower, exploding under the mass reactive rounds.
The Tyranids pushed forward to gain positional advantage, but with the Space Marines having seized the initiative the Flying Monstrous Creatures were playing it safe. The Stormtalons could arrive at any moment, and a Flying Monstrous Creature caught in the open would be shredded under their firepower.
With the Hive Guard gone and the Flyers playing it safe, there was little damage to be done. The Carnifexes managed to Stun one of the Razorbacks, and the Hive Tyrant killed two Space Marines in the advance squad. I then remembered my two Orbital Bombardments from the mission, and realized I had a way to turn this first turn disaster on its head.
The round landed smack on from orbit, damaging the Firestorm Redoubt and obliterating the Master of the Forge and two Centurions in a blast of ionized atmosphere. The Centurion Sergeant barely managed to avoid destruction, going to the deck and passing his save.
Each of us had taken a terrible blow to our fire support. The game was already looking to be bloody.
Kill Points: Space Marines 1, Tyranids 1
Additional Space Marine Points: First Blood
Additional Tyranid Points: None
Turn One Score: Space Marines 2, Tyranids 1
Turn Two
In a fit of misfortune, both of the Stormtalons failed to arrive from Reserve. The Space Marines prepared to defend the line without their air support.
After their first successes, the Space Marine shooting seemed largely desultory. The Hive Tyrant lost a single wound but stayed aloft, and no further telling blows could be scored against it. The combined Bolter fire was directed against the Devourer Gaunts, felling twelve of them through their 3+ Cover Saves by sheer mass.
Following the Space Marines’ example, the Tervigon did not arrive from Reserve. The Hive Guard failed their third consecutive Morale Check and exited the table, giving the Space Marines their second Victory Point. The flying monsters moved up to press their advantage, taking position in the Space Marine trenches on each end. The Hive Tyrant flew onto the Landing Pad and took aim on the Razorback nearby, coring it with the large organisms in his bio-cannons.
The second Orbital Bombardment deviated from target but still landed on the surviving Razorback, blowing it apart in a hail of shrapnel and Pinning the squad inside. The Carnifexes scored two Penetrating Hits against the Land Speeders, but their speed saved them from the blows. The Crone’s Drool Cannon coupled with the surviving Devourer Gaunts to cut through one of the lead Tactical Squads, leaving only the Sergeant standing. Meanwhile, the Hormagaunts continued their relentless advance to break the line and bring melee to the Space Marines.
Kill Points: Space Marines 2, Tyranids 3
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, four units Breached
Turn Two Score: Space Marines 3, Tyranids 16
Turn Three
The “Stormtalons” arrive.
The two Stormtalons sped into position, racing past the Tyranid flyers to help break up the encroaching swarm. The first unloaded his cannons into the Venomthropes, cutting them apart as they attempted to move between cover and got caught in the open. With the poisonous fog lifting, the second flyer cut a swathe through the Hormagaunts and knocked them below half strength, ensuring they would be unable to break the line.
Further Space Marine firepower knocked the Harpy from the sky, and the Terminator Captain snarled as he activated his Power Sword. A moment later the winged beast was pummeled to death by the Captain and his Terminators.
The Tyranids received their Reserves; the Tervigon arrived at the Landing Pad and unloaded a squad of larvae onto the platform. Unfortunately, she rolled doubles and ran out of hatchlings to birth.
The Hive Crone turned suddenly in mid air and grabbed one of the Stormtalons as he flew past, ripping through the fuselage and sending the small fighter to the ground in a ball of flames. The Hive Tyrant swept in over the Firestorm Redoubt and pummeled the other Stormtalon, breaching the hull and slaying the pilot.
The Devilgaunts rolled an exceptionally high number of hits against the other frontline Tactical Squad, and the Space Marines responded with poor saves. Between the two, and a bad crash landing from one of the Talons, the entire squad was wiped out! The Carnifexes managed to destroy the Storm Bolter on the Stalker, but could do no damage to the Redoubt itself.
The Hormagaunts finished the turn up by charging into the lone Sergeant and cutting him down in a flurry of stabbing claws, drenching the trench system in his gore as they stooped to feed.
The Space Marine line is being overrun, but Tyranid reinforcements are running thin.
Kill Points: Space Marines 4, Tyranids 6
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, four units Breached
Turn Three Score: Space Marines 5, Tyranids 19
Turn Four
Again, the Space Marines used minimal maneuver and brought their firepower to bear against the most pressing targets. While they were never able to make the Hive Tyrant crash, a series of good volleys brought the beast low through failed armor saves. The Terminators closed with the Crone and caused several hits, but they were unable to bring the creature down for an assault.
The first combat squad quickly occupied the Imperial Bunker near the Crone and fired into the Hormagaunts there, slaying enough of them to prevent a line breach. The combat squad on the Space Marines’ left flank vaulted into the trench to avenge the fallen Sergeant. As the Hormagaunts looked up from their meal, two exploded under Bolt Pistol fire. The Space Marines charged in and worked back and forth with their combat knives, winning the combat. The Hormagaunts, out of Synapse Range with the death of the Hive Tyrant, were able to hold their ground and continue the fight.
The lines have devolved to individual broken units fighting. The war for attrition has been costly for both sides.
The Crone’s will was slaved by the Hive Mind, bringing him down into harm’s way to confront the rampaging Speeders. Though it meant certain death at the hands of the Terminators, the wall of Heavy Bolters had to be disrupted for the Tyranids to break into the open and cover the last bit of distance.
The Tyranid Prime and the Devourer Gaunts fired on the Terminators in an attempt to soften the armored killers. The Prime scored a lucky Precision Shot against the Cyclone Missile Launcher, finding a chink in the Space Marine’s armor and cutting him down. The Devourer Gaunts were able to lay a second Terminator low, but the veterans stood firm through the casualties.
The Carnifexes had been quietly advancing along the flank over the course of the game, scoring hits but never causing enough damage to become an immediate target. Now, that all changed. The two shots from the Heavy Venom Cannons soared into the open fire slit of the Firestorm Redoubt, detonating ancient lascannon capacitors within. The Bunker was ruptured, slaying the entire combat squad inside and knocking the Centurion from the roof in the concussive blast, causing a Wound. Furthermore, the Stalker was caught in the edge of the blast from the cannons and exploded as well.
As the Space Marines reeled from this sudden blow, the Crone swooped down on the Land Speeders. Once was destroyed from the Drool Cannon’s acid, and a second was crushed in close combat. The Hormagaunts leapt into the bunker and cut the combat squad apart in a flurry of close range bloodletting. The Marine armed with a Flamer was able to survive, and he quickly drove the feeders back with his weapon. The other combat squad suffered a single casualty before slaying the Hormagaunts, leaving one of the frightened beasts leaping away across No Man’s Land.
The armies were dwindling in strength, but the Space Marines had to cleanse their Deployment Zone to turn the game back.
Kill Points: Space Marines 5, Tyranids 8
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, three units Breached
Turn Four Score: Space Marines 6, Tyranids 18
Turn Five
The Redoubt is a flaming ruin and the lines are shattered; who will hold the battlefield when everything is slain?
The combat squad started the turn by finishing what they started, cutting down the retreating Hormagaunt with precision Bolter fire. The lone survivor in the bunker emerged and fell back into the support range of his comrades, flaming most of the Hormagaunts clustered near the door. The few survivors were put down by Heavy Bolter fire from the nearby Bastion.
The surviving Speeder fired at the birthed Gaunts to bring them below half, killing three of the six necessary. The Centurion punched a Wound in the Crone’s carapace, followed a moment later by two more from the Terminators. The veterans charged and ended a second flying monster for the battle, taking no damage in return.
As the exhausted but still defiant armies closed in for more carnage, the Devourer Gaunts killed the lone Flamer under a punishing fusillade. The Carnifexes killed another Marine in the trench system, and the Land Speeder survived shots from the Tervigon as the Termagants fell back to the opposite edge of the platform, taking shelter from further Speeder damage.
We rolled the die, but the game continued, with neither army yet broken. This wouldn’t end without further bloodshed. The Space Marines were slowly buying back their deployment zone with their own blood as currency. Would there be enough blood left in the end?
Kill Points: Space Marines 8, Tyranids 9
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, two units Breached
Turn Five Score: Space Marines 9, Tyranids 16
Turn Six
The surviving Space Marines moved to occupy the trench system, stepping over the bodies of their slain brothers. The Terminators joined the Centurion and the survivors from the combat squad, cutting down six Termagants as they approached. The Captain needed 6” for his Assault to land home against the Prime, but it fell just short with a 5” roll.
The Carnifexes moved up to the trench system, planning a charge of their own. The Prime and the last of the Termagants fired into the two surviving Space Marines in the trench, finally cutting them down. The Carnifexes failed to do any damage with their weaponry before attempting a charge, needing 6” to make the distance. Like the Terminators, they fell short.
The combatants cluster for one final showdown at the front line.
Kill Points: Space Marines 8, Tyranids 10
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, three units Breached
Turn Six Score: Space Marines 9, Tyranids 20
Turn Seven
As the final turn began, the Land Speeder roared onto the Landing Pad to get shots on the Termagants sheltering in the corner. Heavy Bolters chugging, it was able to knock them below half strength and thereby prevent them counting as a breaching unit. The Centurion and the Terminators fired into the Gaunts, cutting all but two of them down. The Centurion declared a charge first and soaked the Overwatch fire, before the Captain led his men into combat once more.
The Prime and the Captain squared off against one another as the three surviving Terminators dispatched the Termagants. The Prime had been wounded by Bolter fire in the Shooting Phase, and the Captain was able to cause another wound with his Power Sword. The Prime’s Bonesword landed an Instant Death blow, but it couldn’t find purchase in the thick armor of the Captain.
As the last turn wound down, the Termagants were able to smash the last Land Speeder with their Fleshborers. The Prime slaved the simple minds of the Carnifexes, and brought them screeching into the combat.
The Hammer of Wrath hits from the Carnifex caused five Wounds on the Terminators, and the two warriors with Power Fists were bowled over beneath a wall of aggression and violence. The Sergeant managed to thrust his sword into an exposed joint a moment before the Carnifex cut him in two with a sweeping blow from its Scything Talons.
The Captain’s armor held out the blows of the Prime’s Bonesword once more, an he managed to land a third wound in the Prime’s hide! As I started to remove the model (and concede four total points), my opponent reminded me of my Warlord Trait. I rolled the Feel No Pain roll; 6! The Prime had survived the seemingly deadly blow!
The Captain ruggedly held his ground, refusing to bow, even to such overwhelming odds.
The Captain stands alone; he will not yield!
Kill Points: Space Marines 9, Tyranids 12
Additional Space Marine Points: First Blood
Additional Tyranid Points: Linebreaker, three units Breached
Turn Seven Score: Space Marines 10, Tyranids 21
Tyranids Victory
Post-Game Thoughts
This game featured everything I love about playing Tyranids. There is nothing like the grinding smash of slamming into a trench system in an attempt to overwhelm the world’s defenders in a tide of chitin.
The Terminators were definitely MVP for my opponent; they came through in so many turns to remove threats from the backfield and keep the Space Marine firepower going outward rather than inward. Their armor was incredibly tough to get past (as it should be), and in the end it took a brood of maddened Carnifexes to put an end to their shenanigans.
The Flying Monstrous Creatures proved themselves again in breaking the deadlock; although all three of them went down, they were able to draw enough firepower to give the rest of the swarm time to close the gap. The Devourer Gaunts were also another shining unit; with Venomthropes and cover to hide in, they become truly deadly at simply standing and trading fire, even against superior infantry like Space Marines.
The Corrosive Atmosphere rule for this mission played a very disproportionate role it seemed. Several of his Marines would pass their Armor Saves on a 6, only to fail the reroll. However, it affected both of us, as three of my Tyrant’s four failed saves occurred due to Corrosive Atmosphere!
The Carnifexes were amazing; from blowing the Redoubt apart to crushing the Terminators in assault, they were just a great unit for getting the job done. I will definitely be trying these guys out more in the future.
I’m looking forward to the next mission in the campaign, but look forward to more from this mission. I’m having fun working to make the defenses of the Agora system look like Swiss cheese!
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