Saturday, 23 July 2011

Eldar versus Tyranid Battle 1

The game was Capture and Control, with a pitched battle set up. The objective on the Tyranid side was placed in the middle wood on their side, the objective of the Eldar was placed at the wide open space at the east side.

The armies were:

TYRANID


16 Termagants                                                                      
Tervigon                                                                                
6 Shrike w/ bonesword and whip                                          
6 Tunnelling Rippers w/spinefists                                          
6 Warriors, one w/ venom cannon, the rest with deathspitters
Tyranid Prime w/regeneration, lash whip and bonesword                                              
3 units of 2 Hive Guard                                                      
15 Hormogaunts w/toxin sacs
8 Genestealers  

ELDAR

Eldarad
3 warlocks on jetbikes, with singing spears and destructors
An autarch with sweeping hawk wings, a fusion gun and a power sword
10 Dire Avengers, with an Exarch, extra catapult and bladestorm
Dedicated Transport: Wave Serpent, with a twin linked brightlance
10 Storm Guardians w/ two fusion guns, and a Warlock with a singing spear and embolden
Dedicated Transport: Wave Serpent with spirit stones, twin linked shuriken cannons and star engines
6 jet bikes, w/ two shuriken cannons; and a 7th jet bike warlock with a singing spears and a destructor
3 Vipers with Bright lance and shuriken cannon each

DEPLOYMENT

I massed the Tyranids pretty tight, intending to advance forwards using my little guys as cover.


The Eldar took the north west corner, tightly packed, which meant that already my hive guard were too far away from them to be effective.
 So here's the set up, looking at it from the western edge

And here it is from the north eastern edge, the shot I'll use for most of the game.

TURN ONE

Tyranids go first. Funnily enough, we charged and then ran.

END OF TYRANID TURN ONE

Looked like this

ELDAR TURN ONE

The Eldar moved forward, and deployed the Dire Avengers out of the backside of the tank. Taking a bead on the front most termagants, they bladestormed them. Going to ground, the little tikes didn't know what else to do. They, nonetheless, got utterly wiped out. The Eldar then let rip on the western most unit of hive guard, who also go to ground. The Brightlance of one of the tanks manages to take out one of the Guard. Finally, the remaining tank star drives forward.


As you can see, Malcolm was using tiny cardboard circles from the warlocks on jet bikes. You can see the absence of the termagants and the lone Hive Guard sat on the left. Poor bastard.

END OF ELDAR TURN ONE

Looked like this


TYRANID TURN TWO

The stealers make the reserve roll. Aha! Ready to leap on the Eldar at the edge. But, no, I screw up the roll and end up on the wrong edge. The Stealers charge in and settle down into the wood, with an eye on doing nothing before taking the objective later in the game.

The Tervigon spits out 11 gants and - seeing the opportunity to get a bit of monstrous creature action in, charges the tank. This proved, however, utterly ineffective. The rest of the horde move forward. The Warriors let rip with their venom cannon, taking our three of the Dire Avengers, and the deathspitters from the rest of the warriors take out another two. I was happy enough with that.

END OF TYRANID TURN TWO

ELDAR TURN TWO

The guardians disembark from the other tank, whilst the Dire Avengers get back on board theirs. The guardians blast the Tervigon, fusion blasting it for a wound. The Autarch does another, the Warlock's spear bounces off. The shuriken *pistols* manage to do another 3 wounds which the Tervigon fails to save. Did you hear me? The PISTOLS did three wounds.

3 brightlances open upon on the Hive Guard on the far west. He drops back to ground again, but even that doesn't save the poor bastard.

The Warlocks on the jet bikes flame the warriors, for a total of 14 wounds. This kills three, and smokes two more. It glances the Shrike, but does no damage.

The Guardians assault the Tervigon. One power sword later, inflicting four wounds, and the Tervigon is dead. The Warlocks assault the warriors, managing to kill the one with a venom cannon, but in return lose two of their bikes.

 

So, there we have the consolidated warriors leaving the dead Tervigon to go to the objective, and the warriors still assaulting the cardboard cut out warlock on a jet bike.

END OF ELDAR TURN TWO


TYRANID TURN THREE

Mal went to buy fags. I was left doing my turn on my own, and thought that Eldarad was the guy who got out of the tank. So when my ripper swarms emerged, I put them down that end. The Ripper Swarms emerge, but they miss the deep strike, ending up in the forest, narrowly being able to be placed. The hormogaunts and hive guard continue forwards, but everything else turns around to take out the Eldar who have got that bit too close.

The Shrike charge the guardians, killing them utterly and consolidating back towards the Vipers, thinking they could get a go at them there. The Warriors manage to finish off the warlocks, and turn back towards moving back across the table.

Here they are, having done the business.

END OF TYRANID TURN THREE

ELDAR TURN THREE

The Eldar doom another the Hive Guard units. The Dire Avengers disembark again, and their tank heads off. The Vipers move around to the side of the building facing the Tyranids, and the jet bikes advance. The Bikes flame the hormogaunt unit, taking out five, and then light them up with Shuriken Cannons, taking out another 5. The removal of the dead manages to kill the unit just out of range of the Avengers, who fire nonetheless.

The Vipers line up and take a shot at the Hive Guard, taking down one of them.

END OF ELDAR TURN THREE


TYRANID TURN FOUR

The Prime breaks off from the Warriors and returns to the objective on the Tyranid side of the table to ensure that the units stay in synapse range. The termagant units and ripper swarms spread out to surround the objective and keep enemies from coming within 3".

The Hive Guard open up on the Vipers, taking out one, and then the Shrike assault it, taking out another.


The hormogaunts utterly screw up charging the jet bikes by not making it through the barbed wire (rolling a 2, 2, 1 for move through cover. DO YOU KNOW WHAT THE CHANCES ARE OF THAT? My gawd, those eldar jet bikes are lucky.) They manage to run a little, getting past the wire, but that's it.


END OF TYRANID TURN FOUR

ELDAR TURN FOUR

The Avengers get back in the tank again, whilst Eldarad's tank comes down ready to challenge the Tyranid side objective. The jet bikes move to gun down the hormogaunts, which they succeed in doing between the flamer and the shuriken cannon.





The Tank fires at the Hive Guard, but to no effect.

END OF ELDAR TURN FOUR

TYRANID TURN FIVE

The Hive Guard, seeing Eldarad's tank at the back, open fire on it. No effect. (What the hell? Those Guard have killed on viper, and that's it. Pieces of crap.)



The stealers, sensing now is the time to move, valiantly move and then run through the barbed wire like it isn't there, passing all of the necessary tests, and making the full 12" to get next to the objective on the Eldar side of the table.

The Shrike charge up, but I can see now that they can only contest the Eldar objective by turn seven so I need the game to last another two turns.

END OF TYRANID TURN FIVE


ELDAR TURN FIVE

The tank shocks the Tyranid objective, moving the gants out of the way and contesting it. I'm just hoping that the Hive Guard can finish it off next turn.


The jet bikes zoom up. Flaming and cannoning them to death they do the Eldar shuffle and sit on the objective. The tank follows up with them.



Knowing that I need not just one, but two more turns, I watch Mal roll the end of game die. It comes up with a '1', and with one objective contested, and the other firmly in Eldar control, that's that for the Tyranids.

END OF GAME SHOT

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