Thousand Sons vs Tyranids – Warhammer 40k 8th Edition BatRep
It’s
been some time since the Tyranids and the Thousand Sons have faced one another,
but today the old rivalry is rekindled. Ahriman himself leads the sons of
Magnus in their efforts to remove the mindless savagery of Hive Fleet Sothoth
from the galaxy.
The Armies
Ahriman’s
Own
Thousand
Sons – 2,000
Battalion
Detachment
HQ
Ahriman:
Disc of Tzeentch
Exalted
Sorcerer: Helm of the Third Eye
TROOPS
10
Rubrics
10
Rubrics
10
Rubrics
ELITES
5
Scarab Occult Terminators: Helfyre Missile Rack
HEAVY
SUPPORT
Forgefiend:
2 Hades Autocannons, Demon Jaws
Spearhead
Detachment
HQ
Exalted
Sorcerer: Dark Matter Crystal
HEAVY
SUPPORT
Forgefiend:
2 Hades Autocannons, Demon Jaws
Predator:
Twin Lascannons, Lascannon sponsons
Predator:
Twin Lascannons, Lascannon sponsons
Hive
Fleet Sothoth
Tyranids
– 2,000
Battalion
Detachment
Hive Fleet Kraken
HQ
Neurothrope:
Smite, Catalyst
Broodlord:
Smite, Onslaught
TROOPS
30
Termagants: 30 Devourers
10
Genestealers
10
Genestealers
20
Hormagaunts: Adrenal Glands
20
Hormagaunts: Adrenal Glands
ELITES
4
Zoanthropes: Smite, Psychic Scream
4
Zoanthropes: Smite, The Horror
3
Venomthropes
Spearhead
Detachment
Hive Fleet Kraken
HQ
Winged
Hive Tyrant: WARLORD (Instinctive Killer); Adaptive Camouflage, 4 Deathspitters
with Slimer Maggots; Smite, Catalyst, Dominion
HEAVY
SUPPORT
Trygon
Prime
Carnifex:
4 Deathspitters with Slimer Maggots, Adrenal Glands, Spore Cysts, Enhanced
Senses
Carnifex:
4 Deathspitters with Slimer Maggots, Adrenal Glands, Spore Cysts, Enhanced
Senses
After Action
Review
The
psychic phase didn’t go well for either of us in this game, and ultimately it
was the Thousand Sons who paid the price for it. We both denied one power after
another, with a couple of phases going by where we passed one power or less.
While the Tyranids could weather the lack of support from the Hive Mind, the
Thousand Sons really bled for their lack of psychic support.
The
resiliency of the Rubrics really kept the Sons in the fight for longer than I
expected, but in the end it just wasn’t enough. The support wasn’t able to make
the key shots connect, and Josh’s plan of using Death Hex to quickly rid
himself of Zoeanthrope mobs just never worked out. It was unfortunate, because
I think he had a solid idea going in. He was just never able to break up those
early skirmishers, and they kept him tied up for the rest of the game.
I’m
sure we will see the Spawn again soon; they could have quickly put paid to
those irritating Hormagaunt broods!
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