Battle Report 28 - Psychic Fragments*
Tyranids vs. Biel-Tan Eldar
Composed by Michael J. Casavant (Hive Fleet Phage)
* - Another battle for the City of Fidelitas, which confers some
minor Psychic powers to the owner and attackers of the territory.
This turn there were psychic nightmares and such that had negative
impacts on the Defenders of territories.
Summary
- Date - 13OCT2002
- Points - 1500
- Scenario - Take & Hold
- 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 N/A - N/A
- VPs, Food N/A - N/A
- Battle Honours
- Hive Fleet Phage - none.
- Food - ?
Report
Intro
Firmus Mutare Campaign, game seven. In this fight, I was being
assaulted during a turn in which Defenders suffered negative effects
due to an "Assail of Spectres":
The spectral sounds and sights that have plagued the planet
have evolved into a more troublesome form. All of the armies are
receiving reports of missing sentries, feverish nightmares, and
minor poltergeist-like attacks. Some have even died in their sleep
from intense psychic nightmares. The events have left the foot
soldiers on edge and often confused as they respond to false alarms,
or go days without sleep. These effects are strongly focused in
areas of prolonged encampment and rarely happen out on maneuvers
or operations.
EFFECT:
The defenders in all Challenge Battles for this Turn are adversely
affected by these ghostly attacks. This manifests in the following
ways:
- All the defender's reserve rolls are at -1 to the die roll
as units are less alert and often responding to false alarms.
- The defender may deploy 1 less sentry in scenarios that
use the Sentries special rule.
- Some soldiers have been lost to the ghostly attackers and
do not show up for duty. In addition, multi-wound models sometimes
feel their energy drained from the intense psychic nightmares
they have started having. For each defending unit deployment
on the board (do not roll for fortifications), roll a die on
a 6:
- A non-vehicle unit suffers a wound with no armor save
allowed (this includes independent characters and monsters).
- Vehicles suffer the effects of Crew Shaken on the
defender's first full turn (doesn't count sentry sneaking
turns).
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 0 - My free Preliminary Bombardment did not result in a
single hit. We rolled for Psychic Powers. I ended up with Slow
Time on a Warrior, and Andrew ended up with Warp Shifting.
Then there was the "Assail of Spectres". I was as lame
at rolling 6's for this as I was for my PB, so I only ended up
taking a single wound, on a Ripper Swarm at that.
I won board choice. Andrew won the roll to set up the objective
and chose an open area centered on the west half of the board.
I set up my Fortifications; the Spore Chimney went off in the
center of the east half of the board to harass potential deployment
there; my reclamation pool went in an open corridor to discourage
passage through there; and my Bio-Acid spore mines were set up
to threaten the only woods in his deployment zone and two more
corridors of passage. The goal was to force him to endanger his
troops needlessly or set up very close to my army with little
cover. I got my wish, but be careful what you wish for.
Turn 1 - Andrew moved on and shot the heck out of my gaunts,
killing quite a few. He assaulted with his Swooping Hawks and
advanced his Falcon and Wave Serpent (with Stirking Scorpions
and Farseer) up the west edge of the board, hiding behind some
woods.
I assaulted and things just got messy and blurry from there.
Turn 3 - Lightning comes on and assaults the Striking Scorpions
and Farseer, who are already embroiled with a unit of Hormagaunts
that they are slaughtering with little to no effort.
Turn 4 - I have the objective. Thunder begins trudging onto the
board. The game does not end. Lightning finishes off the Striking
Scorpions and Farseer, then Consolidates toward the objective.
Turn 5 - I have the objective. Thunder trudges more. The game
does not end.
Turn 6 - Thunder gets into the mix, along with his Tyrant Guard.
At the end of this round, the forces remaining are:
- Eldar: the Avatar (2 wounds left, down to 1 attack per round
from the Tyrant Guard Lash whips), three Dark Reapers.
- Tyranid: Thunder & 2 Tyrant Guard
The game ends, but now I have no models standing on the objective
and we are both by the objective and pretty much equidistant.
More importantly, everyone is in the middle of a fight. So we
agreed to play on.
Turn 7 - In one more exchange of blows, the Avatar drops, along
with two Dark Reapers, and a lone Dark Reaper decides that he
needs to report back to base and falls back.
Wrap-up
This game was incredibly intense and bloody. One more turn delay
in getting my reserves on would probably have meant a loss for
me.
The most amazing results of the game:
- Tyranid Warriors downing the Wraithlord with the wounds inflicted
by a single Rending Claws Warrior.
- Eldar Exarch hitting SIXTEEN times with his Sustained Assault
ability and subsequently killing SEVEN Lysogaunts in one assault
phase.
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