Sunday, July 15, 2012

First run with 6th ed Tyranids

7.13.12 Bugs vs SpaceWolves 1000pts

Winged Tyrant fully loaded 2x Devourers Hive commander, Old Adversary
Prime with sword whip talons and poison
3 Hive Guard
16 Termagants in a Pod
Pod with Stinger Salvo
Tervigon Stinger Salvo & Claws
Aegis Defense Line

Table Layout 6x4

The Green patches are forests
Grey in the Center is a swamp
Resin mutli-floor ruins on the right
River in the center with a bridge

More Forest markers
Resin multi floor ruin at right and next to bridge
Craters leading to a crashed flyer wreck

Mission:Purge the Alien 
Deployment: Hammer & Anvil, Night Fight on round 1, Wolves go first.  Alpha Warrior is my warlord and rolls Legendary Fighter bonus VPs for challenge kills

Bug deployment
Flappy and the Vulva pod full of Termagants held in reserves.  Someone thought it would be a good idea to land a drop pod full of Terminators behind my defensive lines before I even get a turn.

Wolf Deployment
Obligatory Longfangs in the tall ruins
2 Rhinos with 6 man squads
2 Psykers walking along behind the Rhinos
1 Suicidal lone wolf hiding in the forest
Landspeeder w/ Flamer & MM

Turn 1

Top of 1 Wolf strike
5 Termis get out and put a total of 1 wound on the Hive Guard unit. sorta anti-climatic.
Lone wolf in the forest finds nests full of Razorwings that try to eat his face off (1 Wound suffered)

Bottom of 1
Tervigon spawns 14 termagants without blowing an O-ring out. and Casts Iron Arm for +2 S,T, etc
The Pond turned out to be full of Dangerous Iceblood, that my Termagants and Tervigon wallowed in like pigs in mud.

Termagants and Tervigon score 13 wounds in the shooting phase only to watch the termis save all but 1. Looks like this is gonna leave a mark.

Assault Phase Warlord Prime makes it into assault challenges and wins his combat (1 bonus VP), Combat ends in one turn, 3 of the spawned Termagants survive and no wounds are dealt to momma bug.

Turn 2
Top of 2
Random HK missiles and storm bolter fire from the wolves, and we see the first Daemonic attack as a wolf priest rolls snake eyes for a power.

Bottom of 2 Enter Flappy and the Vulva pod of death.
Flappy passes his roll for a power only to have 2 wolf priests deny it with a 24" range axe.
Flappy then vectorstrikes the unit of Longfangs dealing 3 wounds that were not to be saved even with ruin cover.  True to form the wolves roll snake eyes for moral. Flappy then unloads with devourers and takes the Multimelta off of the speeder.

The Vulva pod (ChapterHouse Studios pod)does not scatter and lands almost on top off a Wolf priest, Termagants unleash hell with fleshbolters and deal 1 unsaved wound.  The pod itself is within 6 inches of a Rhino and proceeds to whip the hell out of it and immobilizes the rhino.

Turn 3
Top of 3
Wolf priest and unit from immobilized rhino light up the termagants with bolters, and the Wolf Priest charges termagants. Leaving the priest and 2 gants locked in combat at the end of combat.
Lone wolf camping out in the razorwing forest decides to charge the drop pop.  Lashwhips means the pod and wolf go at the same time, wolfie does one wound and gets locked in combat.
Bottom of 3
Lone termagant keeps the wolfpriest locked in combat due to a massive  attack of ones rolling.

Turn 4
Shadows in the Warp help a Daemon find and finish off a wolfpriest when it shoots a power at a group of termagants, taking one gant with him on his way to some exotic hell.

Turn 5
End of 5th turn 2 scoring units are right on the line, 1 more inch and either unit would have scored a secondary objective of linebreaker.

The last surviving members of the Wolves are the 2 long fangs perched in the ruins.

Final Score 
Bugs 12 VPs
everything except for 2 of the Longfangs 9 points
First Blood
Slay the warlord
Legendary Fighter bonus
Wolves 3 VPs
1 unit of 16 Termagants
1 Drop Pod
1 Venomthrope

Notable events
Momma Tervigon never rolled a double, spawned 15, 14, 8, 8, and 12. So an extra 67 Gants during a game is nice.
Daemons caused 2 or 3 wounds to wolf priests and 1 wound to the flappy tyrant.
Termagants tarpitting the Wolfpriest for at least 3 rounds of combat is crazy nice compared to the old days of no retreat wound shenanigans.

After having played Tyranids since 2nd edition it feels like the bugs may be back to being competitive.

1 comment:

  1. I rolled an impressive amount of snake-eyes in this game. Especially with the Rune Priest that locked in combat with the Termagaunt. I like that the Featless Saves are gone, but it might make for longer games while playing with horde-style armies. But we'll see. This example was clearly dice driven! LOL

    I like the random terrain, not sure I like how "ignore move through cover" circumvents the built-in narrative aspects of the new rules, and seems a bit sketchy at this stage of the edition.

    The new psy-powers are a lot of fun. We both enjoyed using them.

    With 67 extra models appearing on the table, the lessen here is that Marine armies MUST concentrate their efforts in order to clear these beasties.

    My loneswolves were utterly ineffective. Range for the 1st few rounds was a factor, as was simply scattering, and/or dud missles. They did roll an Insane Courage (double 1's) on a morale test which I don't think I did once during 5th or 4th editions!

    The landspeeder's heavy flamer wsa definitely effective. Flame weapons will be huge in these kind of high cover games, and I took more of them than I typically would (wolf guard termi and the Long Fang Pack leader-they died before they could use them though).

    I like snapshot and overwatch.

    I thought the rhinos proved a tad tougher than they did in previous editions. and I liked that they can do snapshots when moving at cruising speed. WIth one rhino I eschewed the Self-Repair attempt instead to take shots at the tyranid line and took out the Venomthrope.