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.
|