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Battle Report 26 - Weathering the Storm*

Tyranids vs. Biel-Tan Eldar

Composed by Michael J. Casavant (Hive Fleet Phage)

* - in this battle, the Tyranids were repeling an attack from Biel-Tan Eldar, a.k.a. Stormwind.

Summary

  • Date - 04OCT2002
  • Points - 1500
  • Scenario - Bunker Assault
  • Hive Fleet Phage, Tyranid Army List played by Michael J. Casavant]
  • Biel-Tan Eldar [played by Andrew Harper]
  • Result - Victory for Hive Fleet Phage
    • VPs, Hive Fleet Phage - 1347 kills
    • VPs, Food - 701 kills + 150 bunker = 851
  • Battle Honours
    • Hive Fleet Phage - Mjolnir Carnifex earned Fast, Lightning Hive Tyrant earned Precise Strike.
    • Food - Unresolved at this moment.

Report

Intro

This will be my second game against Biel-Tan Eldar and my fifth game in Lars' Firmus Mutare Warhammer 40,000 Campaign. This is Andrew's second attempt to take the territory. The first encounter was when we both stumbled into the territory (BatRep 24). This time, Andrew is attacking and I am defending. I have the benefit of some Tyranid Fortifications this time:

  • One Reclamation Pool (see below)
  • One Spore Chimney (see below)
  • Three Bio-Acid Spore Mines

Reclamation Pool [30p, Tyranid only] - Tyranid armies recycle the captured bio-mass of enemy soldiers in reclamation pools. The pools are thick pools of protoplasmic, acidic sludge. Small, but vicious, organisms inhabit the pools symbiotically aiding the processing. Unfortunately for enemy forces, these organisms are prone to striking out at units that wander too close to their pool. Any enemy unit ending its movement during their Movement phase triggers a protoplasma attack on a 4+. If attacked place a bio-acid template towards the enemy unit. The template must be positioned the most enemy models in the unit. Reclamation Pool is considered Impassable Terrain to all models and cannot be larger than a 6" diameter base.

Spore Chimney (new) [40pt, Tyranid only] - A Spore Chimney is a massive tall column that converts the atmosphere of consumed planets for tyranid habitation and sends spore mines drifting about to further protect the hive. At the beginning of each of the tyranid owner's turns, the spore chimney ejects a spore mine. The spore mine scatters 2d6" from the center of the chimney, use the small arrow in the instance of a "Hit" result. In either situation, the Tyranid player can choose the type before rolling for scatter. In addition, if a territory possesses a spore chimney, then additional spore mines may be purchased. These are placed on the board like normal fortifications and do not have to be close to the Spore Chimney. Spore Mines cost 10pts each and the type must be specified when purchased. A player may only purchase three spore mines per level of fortifications, not three bio-acid and three poison mines. In scenarios that use the Sentries special rule, spore chimneys do not produce spore mines until the alarm has been sounded. They are considered in standby mode, slowly producing spores (1/hr) until the Hive Mind urges otherwise. Spores that start on the board move randomly as normal and if they explode, the alarm is sounded on a 4+.

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".

The Battle

Turn 1

Frank was the Attacker, so he went first and moved onto the board. It was a cautious move and his units were in no danger of immediate attack. He blasted one or two Warriors into oblivion. They had the Healing Minor Psychic Power. It worked (passed psychic test), but the model still had to roll higher than it's Toughness. We resolved my free Preliminary Bombardment now and I managed to kill 4 (5?) guys with some lucky rolls. One of the hits was against the Longfang unit. Frank opted to lose the leader instead of one of the big guns, can't say I blame him; however, this took away the special ability to split fire.

I mostly jockeyed around a little and waited. The "healed" Warrior did not get back up (did not roll above Toughness).

Turn 6

 

Wrap-up

Wow, what a nail biter, and look at the devastation! Yikes!