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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