This is my first battle report ever (nevermind on this fine
blog), so if it all gets a bit confusing that’s why!
Before I start I just want to say why I wanted to write this
up. I am one of the few people (though not only person) on the whole interweb
that thinks the new nids codex is pretty good and still competitive. I
wanted to test out this theory by playing against what I thought was a
competitive build using the new codex. I used a tried and tested Eldar/Tau list
that I have previously won a tournament with.
So onto the lists:
Tyranids 1750
HQ
Hive tyrant with wings and 2x twin linked devourers with
brainleech worms – 230
Hive tyrant with wings, twin linked devourers with
brainleech worms, whip & bonesword
and Hive commander– 255
Elites
Venomthrope – 45
Troops
30 Termagaunts - 120
Tervigon – 195
30 Termagaunts - 120
Tervigon – 195
Fast attack
Hive crone – 155
Hive crone - 155
Heavy support
Mawloc – 140
Mawloc – 140
Eldar/Tau 1750
HQ
Farseer on jetbike with spirit stone and runes of witnessing
(to use up points) -145
Tau commander with 2 missile pods, iridium suit, target lock
and drone controller -153
Elites
Riptide with velocity tracker, ion cannon and early warning
override -210
Troops
5 Dire avengers - 65
Wave serpent transport with scatter lasers and shuriken
cannon – 130
5 Dire avengers - 65
Wave serpent transport with scatter lasers and shuriken
cannon - 130
5 Dire avengers - 65
Wave serpent transport with scatter lasers and shuriken
cannon - 130
10 Kroot – 60
Fast Attack
4 marker drones – 56
Heavy support
Wraithknight with 2 wraithcannons - 240
Wraithknight with suncannon and scatter shield plus a
scatter laser – 300
Pre battle
- We roll for scenario and get straight up dawn of war with 5 objectives (classic)
- Farseer rolls powers and gets doom, fortune and prescience (a good start!)
- Hive tyrants get psychic scream, warpblast, horror and dominion
- One tervigon takes dominion and the other sticks with paroxysm as rolled
- Nids win the roll off and elect to go first
- All nids deploy as far forwards as possible and one unit of 30 gaunts go in outflank reserve and Mawlocs in deepstrike reserve.
- All Eldar/tau deploy as far back as possible and pretty spread out except for keeping the shield wraithknight and riptide close to farseer for powers. Farseer, drones and commander all deploy in one unit with commander at the front. Kroot in outflank reserve.
All 4 FMC’s blast forwards 24” so they are all up close to
the elder/tau lines, the only powers cast before are dominion, both tervigons
spawn gaunts (one 12 the other 15), but one corks it straight off. In the
shooting phase both hive crones shoot at the same wave serpent with 2
tentaclids each. One causes a glancing hit and the other a penetrating hit (due
to haywire), but the serpent shield converts it to a glance. The Flyrant with 2
guns then strips the final hull point from the same wave serpent with its 12 S6
shots. First blood to nids.
The other hive tyrant then manages to strip 2 hull points
from another wave serpent with combination of warp blast (which causes a pen,
but again is converted by shield) and his devourer.
Eldar/Tau Turn 1
Farseer casts prescience on riptide and fortune on shield
wraithknight, plus doom on one of the tyrants.
The marker drones snap fire at the sword hive tyrant, which
is set to pounce on any number of units next turn, but they miss. The riptide
then amazingly completely misses the same hive tyrant with all 5 (nova on
fusion for 2 shots) of its shots even with prescience!!! The wounded wave
serpent then snap fires a shed load of shots at it, but this is still
ineffective as the shots that hit just bounce off its armour and it stays in
the air, unbelievable!!
A hive crone is downed by dire avengers and then instant
killed by wraithcannon fire.
More luck was had with the other hive tyrant as it is downed
and wounded twice by a combination of the other wave serpent, dire avengers and
commander’s missiles. The shield wraithknight then charges it but manages to
fluff all of its attacks and so causes no damage, but loses a wound in return!
Not the best turn that this list has ever seen.
Nids Turn 2
Both Mawlocs arrive. First tries to deepstrike onto dire
avengers that were forced from wrecked wave serpent, it scatters right ontop of
the tau commander, but still catches 3 dire avengers. 3 dire avengers die and
the commander takes one wound and tries to look out other but fails, so takes 2
wounds, even so, the Mawloc mishaps due to the commander still being under the
template after 2 attempts with the blast and is placed in the corner of the
board (there is enough to deal with for now). The other Mawloc tries the same
trick but scatters off the board and goes back in reserve.
Tervigon spawns another 12 gaunts.
Hive crone vector strikes the fresh wave serpent and strips
a hull point, it then fires 2 missiles and strips another hull point (cover
saves aren’t working on serpents today). There is some minor shooting at
riptide which does nothing (but the swarm is closing in!)
In the assault phase the bonesword tyrant charges the
wraithcannon wraithknight, it uses all 5 of its attacks and manages to roll a 6
to wound which causes instant death on the wraithknight!!!
Some gaunts join the combat with the other tyrant against
the other wraithknight, but the wraithknight kills the hive tyrant this turn
and loses 2 wounds in return, but is now locked with 15 gaunts.
Eldar/Tau Turn 2
Farseer casts doom on remaining hive tyrant, plus prescience
on riptide. Riptide novas for 2 shots on fusion. The marker drones light up the
tyrant and the riptide kills it with one volley (with use of markers to remove
cover and boost BS, plus re-rolls to hit, plus re-rolls to wound!)
The whole of the rest of the army including commander with
target lock shoots at the unbunged tervigon, but it survives on one wound! This
is a shame as it is right in the middle of loads of gaunts, the synaptic
backlash would have been phenomenal!
The wraithknight kills 2 gaunts in assault phase!
Nids turn 3
Tervigon casts pyroxism on riptide and reduces its WS and BS
to zero, this prevents the riptide from intercepting the Mawlocs!
Mawlocs both arrive again. One scatters onto riptide, it
does no damage and breaks its own neck on a riptide foot!! The other deep
strikes close to the remaining wraithknight.
Gaunts outflank behind a wave serpent that was positioned to
try to kill off tervigon. They strip off its last hull point and wreck it, dire
avenger disembark.
All gaunts move up except for 2 smaller units holding back
for home objectives. The nearly dead tervigon moves out of 12” range on most
gaunts to try to protect them if he pops it, but has cast dominion and so stays
in synapse. It then spawns another 13 or so gaunts.
30 gaunts that started on the board are now very close to
elder lines and kill remaining dire avengers from first wrecked wave serpent.
In the assault phase the remaining hive crone charges the
last wave serpent and explodes it, 2 dire avengers survive. The wraithknight
wipes out the remaining gaunts in combat, due to them being pulled out of
synapse, it consolidates ready to charge the hive crone.
Eldar/Tau Turn 3
Kroot arrive and outflank onto far back objective held by 12
gaunts which are strung out to just be in synapse of fresh tervigon. They shoot
everything at the gaunts and thin their number by about a half (but the back
end is still in synapse).
The wounded tervigon is now out of range of marker drones
(just) and so they have to fire at the full wound one as the riptide is still
BS zero and so can’t fire at anything without markerlights! It strips 2 wounds
from it, but it is getting very close and so are the massed gaunts! The commander is the only thing able
to fire at the wounded tervigon and he manages to hit and wound with all 4 shots,
however the tervigon saves them all! The 5 dire avengers from the gaunt wrecked
serpent move onto objective and shoot at the outflanked gaunt horde, killing a
few. The other surviving 2 man dire avenger squad move towards the other home
objective at the other end of the board near the hive crone. It’s not looking
good.
Wraithknight charges and squashes the remaining hive crone
with hammer of wrath due to instant death and therefore takes no wounds in
return. It consolidates to try to protect the 2 man dire avengers from the
looming Mawloc.
Nids Turn 4
Nearly dead tervigon spawns another 14 gaunts!
2 man dire avenger unit is out of range of newly spawned
gaunts.
Outflank gaunts kill off 5 man dire avengers in combat and
consolidate onto objective (they are in synapse range of the 4 wound tervigon,
which is right in the elder deployment zone now). 2 other gaunt units charge
riptide and commander/farseer unit. 4 wound Tervigon stays out of it and just
provides synapse.
Small unit of gaunts shoot and then charge kroot, they lose
the cobat and are wiped out, the kroot consolidate onto the objective.
Mawloc charges wraithknight and causes 1 wound, it loses 3
in return.
Eldar/Tau Turn 4
2 man dire avengers hide out of sight behind a ruin to hold
the objective. Kroot stay put and hide behind a big rock for the other
objective in the opposite diagonal corner of the board. The riptide and
commander squad is locked with gaunts, both units kill a few but stay locked
due to fearless.
Wraithknight and mawloc both take each other down to 1
wound!
Nids Turn 5
Tervigon spawns more gaunts, I forget how many, but it seems
like loads again and she finally runs dry! (Not that it matters now)
All gaunts consolidate around the 3 held objectives and move
towards the one held by 2 man dire avengers.
Gaunt units lose a few more against riptide and commnader
squad but stay locked.
Mawloc and wraithknight kill each other!
Eldar/Tau Turn 5
It’s all over, 2 objectives will be held but remaining army
will stay locked in combat with fearless gaunts.
Game ends at the end
of turn 5 – Tyranids win 11 points to 8
Thoughts
The hive tyrants were great and I think that it is always
worth considering the sword and whip combo due to the amount of MC’s around in
the current meta. This game certainly proved their worth!
Venomthrope didn’t do much in this game, but I can see it
being worthwhile in others to give ridiculous cover saves.
The stand out unit for me, just as before was the tervigon.
It really doesn’t matter that they can’t spawn and then move and assault the
gaunts. They can still spawn a crap load of gaunts and flood the board with
fearless troops, which just tie units up and claim/contest objectives. Plus in
a list like this you just don’t see them as a priority target due to 4 FMC’s
and 2 deep striking MC’s in your face. You would be a fool not to run them
still in my opinion, just don’t compare them to how they used to be, view them
as a new unit and when compared to other troop choices in 40K they are great
for the points. Also I think that this is the only unit that it is worth taking
the dominion power for, 18” synapse is really useful for a tervigon.
The hive crones performed well against a list that certainly
doesn’t flatter them. The combination of S8 vector strike and haywire missiles
can make a real mess of many vehicles and S8 vector on its own is a real
problem for many infantry units. Not to mention it’s a MC and so is very
dangerous in combat against most units.
The Mawlocs didn’t really shine, but I knew they wouldn’t
against this list. Against any army with lots of infantry they could
potentially be devastating and many armies will have no way of countering them.
As GW seem to think it’s fine for you to place a S6 Ap2 pie plate wherever you
want (twice) that ignores cover, but no way can you assault from reserve or out
of a stationary vehicle as there is just nothing you can do against that,
apparently.
Overall I think that this shows that nids are still
competitive, and more than that they are enjoyable to play with and against. I
know that there was some luck involved, but you always need luck at the right
times in order to convincingly win games, unless you are using certain Tau
lists of course, or anything from the Necron codex……..
I hope you enjoyed this guest post from Matt. If so please comment as perhaps he'll write more then which will give me more time to paint models to show you guys! Tomorrow we're back to my review of the Tyranid codex with a look at Synapse and Instinctive Behaviour before a summary of all of my reviews on Sunday with some suggested lists.
Really nice BR!
ReplyDeleteOne note: Tervigon casts pyroxism on riptide and reduces its WS and BS to zero, this prevents the riptide from intercepting the Mawlocs!
Can you reduces WS or BS below 1?
Page 3 of the BRB talks about Zero-level characteristics but I haven't been able to find anything about modifying characteristics yet.
DeleteThanks for the comment. The BRB FAQ states:
Delete“A model’s Initiative cannot be modified below 1, and no other characteristic can be modified below 0”.
So yes, it can go below 1. But, as with everything else, Tau has a way to get around it! Against any other army you would have completely removed the unit from the game for a turn.
No it can't, look malediction and blessing. Can't go over 10 or bellow 1.
DeleteReally enjoyed this batrep
ReplyDeleteI also believe the termagants cant charge the wraith knight, the rulebook says a unit cannot charge a unit if theres no ability to cause damage, so u cant tie up a wraith knight with termagants unless they have poison.
ReplyDeleteWhere dies it say tht?
ReplyDeleteIt doesn't on Pg20 in the 'Declare Charge' section so I can't see it being true.
DeleteWith the Crone, if it vector strikes it can only fire one gun.
ReplyDeleteMakes it weaker imo.
Crone vector striked (1 weapon) and fired 2 missiles (2 weapons) on the same turn, which is over than the 2 weapons limit for MC, that move was not legal.
ReplyDeleteA single Tau commander still alive under the Mawloc template is not a GUARANTEED second hit: if the casualties of the first hit offer enough space to place the Mawloc model, there is no second hit.
A characteristic cannot go below 1 with a malediction.
As for assaulting a unit that you have NO chance to wound, it is written in the book. You can't assault them, but they can assault you (and you have the choice to auto-retreat at the end of the phase if you want). You can declare an assault if you have a chance to wound (furious charge, rending, benediction, ...), and you can stay in close combat even if you can't wound anymore (no more furious charge, malediction, ...). "Assaultability" is only relevant at the declaration of the assault.
Interesting Batrep, but the multiple mistakes in favor of the Nids and the extreme luck turn 1 of the Flyrant surviving a bucket-load of firepower mean that these Nids were performing better that what we should expect from them.
This game was played within a week of the new book so it isn't surprising they made a couple of mistakes.
DeleteYou take a 40mm base and a large blast and tell me where you could place the mawloc with the commander still there. It has to go where the template was and there's no space with a 40mm base there.
Please point out the page where it says about no charging a unit you can't hurt. Don't saying I don't believe you but I've not found the page myself so I'd be grateful.
Matt acknowledged the Tyranids were lucky but they still performed well.
It's not listed under the "declaring a charge" with the other restrictions and I've never heard of such a rule. Units can charge units they have no hope of wounding, the only special rule that applies is to get OUT of the combat, not preventing them from entering it...
Delete