Craftworlds vs Tyranids – Warhammer 40,000 Battle Report


It’s time for some xenos action today, as Hutch’s Craftworld Eldar come out to stem the tide of a Tyranid advance. Josh has recently caught the hive fleet bug, and decided to take Sothoth out for a test drive. Can Iybraesil withstand the fury of the Tyranid onslaught?


The Armies

Iybraesil
Craftworlds – 2,000

Battalion Detachment
HQ
Autarch: WARLORD (Fateweaver)

Farseer

TROOPS
10 Dire Avengers: Exarch has 2 Avenger Shuriken Catapults

10 Dire Avengers: Exarch has 2 Avenger Shuriken Catapults

10 Dire Avengers: Exarch has 2 Avenger Shuriken Catapults

HEAVY SUPPORT
6 Dark Reapers: Exarch has Tempest Launcher

DEDICATED TRANSPORT
Wave Serpent: Twin Bright Lances, Shuriken Cannon

Wave Serpent: Twin Bright Lances, Shuriken Cannon

Wave Serpent: Twin Bright Lances, Shuriken Cannon

Battalion Detachment
HQ
Eldrad Ulthran

Warlock Council: 2 Warlocks

TROOPS
20 Guardians: 2 Gun platforms with Shuriken Cannons

20 Guardians: 2 Gun platforms with Shuriken Cannons

5 Rangers

Hive Fleet Sothoth
Tyranids – 2,000

Battalion Detachment
HQ
Broodlord

Neurothrope

TROOPS
30 Termagants: Devourers

10 Genestealers

10 Genestealers

20 Hormagaunts: Adrenal Glands

20 Hormagaunts: Adrenal Glands

ELITES
4 Zoanthropes

4 Zoanthropes

3 Neurothropes

Spearhead Detachment
HQ
Winged Hive Tyrant: WARLORD (Instinctive Killer), Adaptive Camouflage, 4 Deathspitters      with Slimer Maggots, Adrenal Glands

HEAVY SUPPORT
Trygon Prime: Adrenal Glands

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

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

After Action Review

Those poor Eldar. All they wanted was to rebuild their ancient civilization. Instead, they turned into a Tyranid buffet.

It’s hard to say what Hutch could have done differently in this one. He was at a disadvantage from the beginning with his reserves, because he knew that as soon as he arrived he would be an obvious target for the Devilgants. Maybe he would have been better off to cede the first turn, or to drop with the rest of his force in the corner. None of these feel like good choices though, because it only negates the damage he did on that first turn, before the Tyranids moved. Dropping more conservatively also would have freed the Tyranids to bring that much more pressure against him in the later game.

I think he might have been better off to remain with his initial deployment rather than using Phantasm, but it is hard to say. The Tyranids are fast, and it likely could have led to an immediate exposure to melee. Still, redeploying only seems to have gained him one turn of respite.

The mission also gave the Tyranids an excellent option in limiting the amount of ground they had to hold, and Josh used this to the fullest. His initial placement meant that he had very little ground to focus on, which further concentrated the lethality of the incoming swarm. I think this was an excellent play, and worked out very well for him in the end.

I’m sure we will see a rematch soon, with the Craftworlds bringing some very different approaches to the table. The Tyranids eagerly anticipate the opportunity at another potential meal!

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