Battle Report 16 - Plains of Blood
              Tyranids vs. Ulthwé Eldar
              Composed by Michael J. Casavant (Hive Fleet Phage) 
              Summary
              
                - Date - 13JAN2002
 
                - Points - 1500
 
                - Scenario - Ambush
 
                - Hive Fleet Phage, Tyranid Army List 
                  played by Michael J. Casavant]
 
                - Ulthwé Eldar Army List 
                  [played by Cliff Maxwell]
 
                - Result - Massacre in favor of the Tyranids 
                  
                    - Losses, Phage ( total) - Hormagaunts 1/2 strength (85), 
                      Gargoyles 1/2 strength (40), Spinegaunt one brood 1/2 strength 
                      x 2 (130).
 
                    - Losses, Ulthwé Eldar (1700): No survivors.
 
                   
                 
                - Grand Tournament Scale (Victory Points Difference) - 1445 
                  = Massacre in favor of Tyranids. 
                  
                    -  0-299 Victory Points = Draw - neither side holds the 
                      upper hand.
 
                    -  300-599 Victory Points = Minor Victory - You have won 
                      the battle, but only just!
 
                    -  600-1,199 Victory Points = Solid Victory - You have decisively 
                      defeated your foe!
 
                    -  1,200+ Victory Points = Massacre - You have ruthlessly 
                      crushed your foes!
 
                   
                 
               
              Report
              Intro
              This is my fourth experience with the basic method of mission 
                selection from the rule book and I still like it. This was the 
                third of three games played on one long day. The other two were 
                batrep 14 and batrep 
                15. Again, this one I was playing the Attacker in a Raid against 
                Ulthwé Eldar. Fearing the might of a Seer Council, I took 
                Psychic Scream for my flying Hive Tyrant, instead of Warp Blast, 
                and I added Poison Spore Mines to the options for my Biovores, 
                because of the prevalence of Sv 4+ and Sv 5+ in the Eldar lists. 
              Setup
              Naming convention: The food that have faced Hive Fleet Phage 
                have named the Hive Tyrants that continue to plague them. The 
                one that trudges forward implacably with an escort of Tyrant Guard 
                they call "Thunder." The swift winged beast that races 
                across the battlefield and shatters bodies and vehicles alike 
                has been dubbed "Lightning." They have also named the 
                Carnifex engine of destruction, "Mjolnir." 
              
                 
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                     OK, here's the setup. 
                     Near side - Spinegaunts, Hormagaunts, Genestealers. 
                    Far side - Spinegaunts, Gargoyles, Lysogaunts. 
                    Far Right - Barrels delineating a minefield. 
                    Bottom right (just behind the hill) - Biovores. 
                    Reserves - Thunder, Lightning, Warriors, and Red Terror. 
                      Yes ALL of my synapse is in Reserve. :b 
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              The Battle
               
              
                 
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                     Turn 1 - The Gargoyles, Hormagaunts, and Lysogaunts rush 
                      forward and assault all of the Guardians, the Seer Council, 
                      and a few Striking Scorpions. If you can, always attack 
                      Striking Scorpions first. They are even tougher when they 
                      charge.  
                    The Spinegaunts on the far side of the table failed their 
                      Instinctive Behavior roll, but the result was "Attack!" 
                      so they advanced 2d6" towards the nearest enemy. I 
                      rolled an impressive snake eyes for 2" of movement. 
                      Still, it was better than losing them immediately in a Fall 
                      Back. 
                    Note: Cliff was sporting enough to remind me to roll on 
                      the table instead of just pulling them off. Yay Cliff! :) 
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                     Turn 1 (end) - The Eldar fought hard, but their Striking 
                      Scorpions and some Guardians fell back. 
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                     Turn 2 (first half) - The rest of the Eldar units in the 
                      fight fall back and are run down in advances. Leaving the 
                      Striking Scorpions and Dark Reapers. 
                    Reserves - Thunder and the Red Terror make it on the board. 
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                Turn 2 (second half) - The Eldar all jump into the fight. 
              
                 
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                     Turn 3 (first half) - The Red Terror and Lightning make 
                      it into the assault and the Tyranids kill off the rest of 
                      the Eldar. 
                    Reserve - Lightning entered and was able to get into the 
                      assault this same turn. The Warriors arrived but were too 
                      far away and too slow to affect this turn. 
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              Wrap-up
              Ambush is pretty good for assaulting armies, but you have to 
                be careful. You have to roll 3+ for each unit to get them at the 
                start. I made sure to take three units that could immediately 
                engage, given the chance. On average, I should get two, I lucked 
                out and got all three. 
              Also, I was reasonably well prepared to deal with vehicles and 
                I think that is necessary because it would not be surprising to 
                see a number of vehicles in a list for Raid Defender if they had 
                Ambush prominently in their mind. 
              Cliff fought hard, but I think Tyranids have a distinct advantage 
                as an Attacker in Ambush, at least with the lists we were using. 
              Lessons Learned (and relearned)
              
                - Biovores were not all that useful. In general for a Raid Attacker, 
                  a Carnifex or more Hormagaunts would have been better. Note: 
                  I am not advising this for a general list, but for a Raid Attacker 
                  list. 
 
               
              Tactics Developed
              
                -  Most of my tactical decisions came in designing my list as 
                  noted already. Once the game started I pretty much ran straight 
                  at him and fought.
 
                - I was a little bit crafty engaging just one Striking Scorpion 
                  with a Gargoyle as they assaulted Guardians. That tied up the 
                  Striking Scorpions so that they could not get the benefit of 
                  charging, but I engaged a minimum amount because they are pretty 
                  dangerous and I did not want my Gargoyles to get killed prematurely. 
                  Bugs should die only when the Hive Mind tells them too. :)
 
               
              Rules Questions & Clarifications
              
                - In Drawn Combats the 6" move is a normal move and although 
                  you may ignore Difficult Terrain, as stated, you must go around 
                  the enemy models, not through or over them.
 
               
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