Battle Report 2 - Tyranids vs. Imperial Marines
              Composed by Michael J. Casavant (Hive Fleet Phage). 
              1500 Point Night Fight (23MAY2001)
              Tyranid Army List 
              Imperial Marines List 
              Setup
              The Marines won the roll off, choosing their quarter, quadrant 
                1, first. Tyranids placed first in quadrant 3. Infiltrators moved 
                their initial bonus move; there were two units in each army. Marines 
                won the die roll and moved first. 
              Description
              Turn 1, Marines - One speeder fired at the Carnifex to no effect. 
                The other speeder moved up and opened fire on the genestealers, 
                killing 1 or 2. Both sniper units fired on the hive tyrant brood. 
                Tactical Squad 1 moved towards the hive tyrant brood. Tactical 
                Squad 2 moved into another quadrant (your right-hand quadrant). 
               
              Turn 1, Tyranids - The clicking slavering Strikergaunt brood 
                1 surged forth and began the battle dramatically, tearing one 
                skimmer out of the sky and cutting down some members of Scout 
                Squad 1. 
              Turn 2, Marines - The remaining speeder rushed past the hive 
                tyrant brood to threaten the quarter. Marine tactical squads fired 
                on various units to minimal effect. 
              Turn 2, Tyranids - Genestealer brood 1 turned about and charged 
                the skimmer, failing to strike it down with their few attacks. 
                Strikergaunt brood 1 kill off Socut Squad 1 and Sweep into Tactical 
                Squad 1. Spinegaunts assault the Socut Squad 2 (snipers). 
              Turn 3, Marines - The Skimmer moved away and fired on the Genestealers, 
                because the Biovores cannot hold quarters. TS unit 1 whittle down 
                Strikergaunt brood 1.  
              Turn 3, Tyranids - stuff happened. Scout Squad 2 dead? 
              Turn 4, Marines - stuff happened. Things were looking bad for 
                the SM, but this round things turned around a little as droves 
                of dead 'nids fell to the ground and the Angelfire Flyer entered 
                combat. 
              Turn 4, Tyranids - The SM's flyer finally gets on the board, 
                but now there are not many targets of opportunity. So he pounds 
                the crap out of Genestealer brood 1. As I now know, since this 
                game ends with captured quarters determining victory, it is a 
                valid tactic for victory conditions. At this point, the SM is 
                down to two or three units left that can capture a quarter.The 
                fleeing Strikergaunts 2. 
              Turn 5, Marines - The Assault Squad and Tactical squad mix it 
                up with my Gaunts and Genestealer 2, killing all of the Genestealers 
                and Spineaunts, and routing the remaining Strikergaunts, which 
                revert to instinctual behavior and rush into the nearby difficult 
                terrain to lurk. 
              Turn 5, Tyranids - Strikergaunts 2 lurk. The HT, TG, and Carnifex 
                deviated 90 degrees to the right of their original path towards 
                the Devastator squad, heading in to a ruins and assaulted the 
                marine Commander and assault squad. The Angelfire Flyer shot at 
                my Genestealers some more. A poison spore takes ou ta few members 
                of the Devastator suqad. 
              Turn 6, Marines - The Devastator squad movees out of their corner. 
              Turn 6, Tyranids - The Strikergaunts 2 rally in the warm glow 
                of the Hive Mind and rush forward to help the HT group, slashing 
                and clawing at each other in their eagerness to move forwad, but 
                being protected by their chitinous plates (took a wound from moving 
                through Difficult Terrain, but saved against it). The HT, Cfx, 
                and TG charged the Tactical Squad 2, killling them and advancing 
                into the renants of the Tactical Squad 1 while the remnants of 
                Strikergaunt 2 was split up among TS 1 and tying up the Devastator 
                squad with a few models in assault as well. Flyer shot at my Genestealers 
                some more. 
              End - The game ended at Turn 6. There were only three intact 
                units on the board that could hold quarters, the Hive Tyrant, 
                the Carnifex, and the Devastator squad. However, at the instant 
                the game ended, the Devastator squad was a mere one unit away 
                from being at 50% and thus not able to capture. As far as surviving 
                units went, I still had a handful of Genestealers, all three Biovores, 
                the HT, 1 TG, 1 Carnifex, and a few Strikergaunts left; the SM 
                had 6 Devastator squad model, 1 or 2 Tactical squad guys, and 
                the Angelfire Flyer. The Flyer actually helped make the game a 
                draw since it brought my Genestealers down to where they could 
                not capture a quarter. Sort of frustrating, but it was an exciting 
                battle and at least in a draw there are no losers. I can console 
                myself with knowing that my Carnifex definitely ate the rest of 
                the marines. Lars is a great opponent that knows his army, so 
                I am proud to get a draw against him. 
              Conclusions
              
                - Night Fight - The night fight hurt us both really. The Devastator 
                  squad, but only because they were way back in the SM's corner. 
                  Otherwise I think it had very little effect. My first unit placement 
                  was putting a unit as close to the center as possible to constrain 
                  the SM player with the rule that requires them to place units 
                  no less than 24" away from an enemy unit; that was a very 
                  good idea I think.
 
                - Biovores - The Night Fight made these less useful. I knew 
                  in advance that the Poison Mines would be less useful against 
                  Marines, but I wanted to try them out and I am trying not to 
                  let myself fall into making the perfect army to kill a given 
                  opponent. I also was not taking full advantage of them. You 
                  can target a mine on a model so that if you roll a "HIT" 
                  it goes off immediately, which would have been nice.
 
                - The gaunts I used were not completely effective against Marines.
 
               
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