Warhammer 40,000 Battle Report #19 – Space Marines vs Tyranids
“The scouts have
all reported the same,” Sergeant Diyor said. “Tyranids. Nug has made
planetfall.”
Surat could not,
would not forget the Tyranids of Hive Fleet Nug. They had proven a thorn in his
chapter’s side, and several companies had fallen in combat with them in the
past. Surat himself felt the bio-plasma wounds on his face tighten as he
scowled. “We must hold this position, brother. Heavenfall Station has sustained
severe damage, she simply cannot fall into the enemy’s hands.”
Overhead the sky
grew dark, and a horde of winged monstrosities descended on the station.
The Armies
Relictors
2nd Company
Space
Marines – 2,000
Chapter Tactics:
Imperial Fists
HQ
Chapter
Master Surat: WARLORD (Storm of Fire); Terminator Armor, Thunder Hammer, The Shield Eternal
ELITES
Sternguard
Veterans: five additional Veterans; 2x Heavy Flamer, Rhino transport
Assault
Terminators: 2x Lightning Claws, 3x Thunder Hammer and Storm Shield
TROOPS
Tactical
Squad: five additional Space Marines; Multi-Melta, Meltagun, Rhino transport
Tactical
Squad: Plasma Gun, Razorback with Lascannon and Twin Plasma Guns
Tactical
Squad: Plasma Gun, Razorback with Lascannon and Twin Plasma Guns
FAST
ATTACK
Assault
Squad: five additional Space Marines; 2x Flamer, Sergeant has Power Maul, Rhino
transport
Stormtalon
Gunship: Twin Assault Cannons, Skyhammer Missile Launcher
Stormtalon
Gunship: Twin Assault Cannons, Skyhammer Missile Launcher
HEAVY
SUPPORT
Centurion
Devastator Squad: 3x Twin Lascannons, 3x Missile Launcher, Sergeant has Omniscope
Nug
Tyranids
– 2,000
HQ
Hive
Tyrant: WARLORD (Conqueror of Cities); Wings, 2x Twin Devourers with Brainleech
Worms, Electroshock Grubs
Tervigon:
Cluster Spines, Electroshock Grubs
ELITES
Zoanthrope
Brood: four additional Zoanthropes, Neurothrope; Dominion, Spirit Leech, Warp Blast,
Onslaught
TROOPS
Hormagaunt
Brood: seven additional Hormagaunts; Adrenal Glands
Hormagaunt
Brood: seven additional Hormagaunts; Adrenal Glands
FAST
ATTACK
Hive
Crone: Cluster Spines
Hive
Crone: Cluster Spines
HEAVY
SUPPORT
Mawloc:
Adrenal Glands
Mawloc:
Adrenal Glands
Toxicrene
Tyrannocyte
Tyrannocyte
Tyrannocyte
After Action
Review
Bunker
assaults are always bloody affairs, and this one was no exception. That said, I’m
surprised by how much of my force survived to the final turn of the game. This
was my first attempt at using the new Tyrannocytes, and I was truly afraid that
I had left too much of my force in reserve. By opening with a conservative
movement from the flying critters, though, I was able to make a concerted punch
once they arrived.
With
that said, I was really wondering if the initiative would swing against me in
the mid-game. His stuff just refused to die, and I realized as I looked across
his army that most of it hadn’t yet engaged. The Flyers came on and really made
me wonder if I had what it took to stay the course and get them knocked down.
Then the Crones came up big with a pair of Snap Shot hits and turned it back
around; those Tentaclids are just so good!
I
also think his plan faltered when he didn’t
get all those Marines out and engage. There were just too few guns putting
fire on the Tyranids, and it allowed me to take him apart piecemeal. I think a
more aggressive approach would have helped him more, but I can also understand
his apprehension to leave his Rhinos; those Mawlocs are a nightmare to clumped
Marine squads!
I
wanted to try as much of the new Tyranid stuff as I could manage, and I had a
lot of fun with it. I think I drastically misplayed the Toxicrene by deploying
him where I did. I’m sure there was a good reason to have him so close to the
Terminators, but it escapes me now! He would have been much better served on
the opposite flank, where he could have used his Tyrannocyte as a screen to
get him into assault against the shootier elements of the Space Marine army.
I
rarely take Electroshock Grubs, but they felt very necessary against the wall
of bunkers I was assaulting and they paid off big time. I fully expect them to
start making regular appearances in my armies, as they made an excellent dent
in all that armor. When I take a Thorax Biomorph it is usually Dessicator
Larvae, but the S5 AP5 will serve me almost as well against the horde units I
was seeking to control in the first place.
The
new Zoanthropes with their Neurothrope overlord are AMAZING. Spirit Leech only
went off a time or two, but it made sizeable dents when he was making his armor
saves against everything else. It also allowed me to have extra dice to throw
at Warp Blast, opening up some truly brilliant fireworks displays against the
bunkers. Add in the Tyrannocyte to ensure that they reach optimal range, and
they really were a brilliant unit.
I’ve
been trying desperately to fit a biomorph on my Hormagaunts to experiment with
them, but this is the first game where I finally bit the bullet and made myself
try. They were really an afterthought to a bunker busting army, added just to
keep me from playing Unbound, but they proved what I wanted to know. It makes
Hormagaunts a significant threat against APCs, freeing up my beefier shots to
knock out heavier units. Furious Charge will also make them much more useful
against tougher opponents in close combat.
Expect more Tyranids in the near future; the new models have
breathed new life into the army. What do you folks think? Let us know in the
comments below which of the new Tyranids are your favorite.
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