Warhammer 40,000 Battle Report – Thousand Sons vs Tyranids
The
Thousand Sons are back, and this time they have a Codex full of new goodies to
help them make war in the name of Change! Today, they assault an outpost in the
midst of Tyranid consumption. None can know what they plan to accomplish, for
the Weaver of Fates leads his sorcerers to his own nefarious ends. Whatever the
case may be, the Tyranids stand ready to defend their prize. Who will emerge
from this mortal struggle?
The Armies
Ahriman’s
Own
Thousand
Sons – 2,000
Battalion
Detachment
HQ
Winged
Demon Prince of Tzeentch: WARLORD (Otherworldly Prescience), Dark Matter
Crystal, Hellforged Axe, Malefic Talons; Gaze
of Fate, Flickering Flames
Exalted
Sorcerer: Gift of Chaos, Prescience
Sorcerer
in Terminator Armor: Warptime, Infernal
Gaze
TROOPS
10
Rubricae: Glamor of Tzeentch
10
Rubricae: Weaver of Fates
10
Tzaangors
10
Tzaangors
10
Tzaangors
10
Tzaangors
10
Tzaangors
ELITES
6
Scarab Occult Terminators: Soulreaper Cannon; Temporal Manipulation
FAST
ATTACK
3
Chaos Spawn
3
Chaos Spawn
HEAVY
SUPPORT
Forgefiend:
2 Hades Autocannons, Demon Jaws
Forgefiend:
2 Hades Autocannons, Demon Jaws
Hive
Fleet Sothoth
Tyranids
– 2,000
Hive
Fleet Kraken
Outrider
Detachment
HQ
Winged
Hive Tyrant: WARLORD (Instinctive Killer); Adaptive Camouflage, 4 Deathspitters
with Slimer Maggots, Adrenal Glands, Catalyst,
Onslaught
10
Gargoyles
10
Gargoyles
10
Gargoyles
Battalion
Detachment
HQ
Neurothrope:
The Horror, Psychic Scream
Broodlord:
The Horror
TROOPS
10
Genestealers
10
Genestealers
20
Hormagaunts: Adrenal Glands
20
Hormagaunts: Adrenal Glands
19
Hormagaunts: Adrenal Glands
ELITES
4
Zoanthropes: Paroxysm
4
Zoanthropes: Psychic Scream
HEAVY
SUPPORT
Trygon
Prime
Trygon
After Action
Review
What
a bloodbath. In that initial turn, I couldn’t have asked for anything to go
more perfectly. The Tyranids have really been showcasing their speed for me
under the rules for Hive Fleet Kraken, and this game was probably the most they
have done so thus far. I made nearly every single charge I set out to make, and
was able to tie up the majority of his shooting before it ever got a chance to
do its job.
I
was honestly afraid we wouldn’t even pull enough out of this game to be worth
filming. That initial hit just did so much damage, it didn’t seem like there
was anything the Thousand Sons could do to recover. While the score shows that
they never fully came back from that onslaught, Josh took it on the chin and
came out swinging, determined that his veterans would do some damage before
they went.
The
Dark Crystal has been an excellent go-to for Josh in his test games, and it
didn’t disappoint here either. This freed a large chunk of his shooting to do
what they needed to do, and allowed him to do a lot more damage than I
expected. Veterans of the Long War has also proven to be one of his go-to
favorites, as he showcased again and again. I kept pummeling his weak flank
once the game was underway, but those Rubrics fought off charge after charge,
wading through alien ichor and Tzaangor blood to fight their way free. Once
they did I paid again, losing an entire squad of Gargoyle harassers in a flood
of inferno bolts. If every one of Josh’s marines had sold their lives so
dearly, this game would have turned out differently indeed!
The
alternate deployment methods have given the Thousand Sons a very neat face
lift, and given them some speed they desperately needed. It has also freed up
some points in the form of Rhinos they can more easily leave at home, allowing
for even more chaos chickens to be added to the fight. Although this game went
south for the Thousand Sons early, it was interesting to see how much damage
they still did in return. Though they were forced to cede the field to the
Tyranids, they did not do so without a fight.
The
Shadow in the Warp has always felt like a tack-on rule to me; I’ve played the
army since 3rd edition, and it never really seemed to have much
effect on the game. Now, though, it makes a world of difference. There were so
many psychic powers that the Thousand Sons would have been able to get off if
it weren’t for that pesky billion voices, screaming in the back of their minds.
This psychic defense is doubly interesting after playing Necrons for so long,
and feeling helpless for this entire phase of the game. Although I know it had
to be maddening for the Thousand Sons, it was a blast to see the fluff of the
Tyranid warp-presence come crashing into the game itself.
Look
for more in the future; the Sons and the Tyranids will have many more battles
to come!
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