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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