1.11.2015

Batrep 1850 Eldar vs Tyranids

Canberra is hosting an upcoming 40k tournament during its CANCON event.  Myself and a few other mates are travelling over for it, the 10th was the due date for lists so I sneaked in a game to confirm the build and make any very last minute tweaks!  Using the community comp system for a more balanced version of 40k details of which can be found here:  On to the batrep!



My opponent was Eldar and his list looked like this at 10 comp points:

HQ
Autarch, Warp Jump Generator

Troops
10 x Guardians, Star Cannon
Wave Serpent, Scatter Laser, Holofields, ISS
10 x Guardians, Star Cannon
Wave Serpent, Scatter Laser, Holofields, ISS
3 x Jetbikes, Cannon
3 x Jetbikes, Cannon
20 x Guardians, 2 Star Cannons

Fast Attack
6 x Swooping Hawks, Exarch, Hawks Talon

Heavy Support
3 x War Walkers, Holofields, Scatter Laser
3 x War Walkers, Holofields, Star Cannon, Bright Lance
7 x Dark Reapers, Starshot Missiles

I was running with my 7 comp point Tyranid list that had a big assortment of nifty tricks, which was discussed here.

The event is doing 4 of the 6 Eternal War missions and 4 Maelstrom missions so we d3'd the mission group then rolled up the Scouring with Dawn of War deployment.  Eldar got to pick his side and also got first turn, Night fight is on for the game.

Deployment
Tyranids reserve most of the army leaving 2 Sporocysts and Deathleaper on the table to weather the storm for 2 turns.

Eldar castle up in the corner of each board edge with a War Walker Squad and Wave Serpent, Dark Reapers hold the center of the board.



#1
First turn sees Eldar take a Sporocyst off the table leaving two units on the board.

Tyranids saw 2 reapers taken off the table with them being the closest unit to the remaining Sporocysts Venom Cannon shots. Deathleaper sneaks away into the shadows to reduce potential incoming fire.



#2
Eldar reserves sees the 20 man guardian blob on and the swooping hawks.  Warlord trait was strategic #4 for rerolling reserves/steal the initiative which in conjunction with the Autarchs reserve manipulation is an awesome result.  Shooting sees Deathleaper take a wound from a serpent shield and 3 wounds on the remaining Sporocyst.

Tyranid reserves come in.  2 Flyrants, 3 Lictors, 1 Zoanthrope brood, 2 Mucolids, Tyrannocyte with Termagants.  Both Mucolids aim for landing right in front of the Guardian blob and BOTH mishap into ongoing reserves, Tyrannocyte has more luck acting like a Drop Pod and strays away slightly from the blob.

Psychic phase with 9 warp charge dice and not a single power generated, the Hive Mind is unhappy with my previous reserve rolls!  Shooting sees nothing taken off the board, tough turn not being able to shoot with the Flyrants due to range.  Deathleaper assaults the hawks and kills only 1, they pass their ld at negative 2 and hit and run from combat.




#3
Eldar get one Jetbike squad on the table using rerolls and autarch powers.  One Lictor is removed via serpent shields, the Termagant squad takes 19 wounds and sticks around thanks to Flyrant synapse. The remaining Sporocyst is removed after failing every single armor and cover save..  Hawks sky leaped away from their impending doom aka old mate Deathleaper.

Tyranids get in the 2 Spores Mine squads, Flyrant, 1 Lictor and remaining Zoanthrope brood.  Psychic sees onslaught cast on the fresh from reserves Flyrant and a nearby Lictor, the Guardian squad pinned along with the Dark Reapers pinned.  Shooting sees both War Walker squads dead and one Wave Serpent down.  Assault sees a bike squad dead from a Lictor assault after two rends are caused, the -3ld test was too much and they were ran down.



#4
Eldar sees the last bikes come in and the hawks return to take out a Mucolid, the Guardians from the remaining wave serpent take out another Mucolid, then the Wave Serpent opens up on a Lictor and with some good rolling with FNP only removed and single wound.  The Guardian blob put out an amazing amount of sixes and the nearby Flyrant cops 3 rending shots to the face.

Tyranids and their 3 Flyrants ate through the rest of the army and the game was called as nids were sitting on a #4, #3 and #2 objective with Warlord,  Line breaker and with nids having the last turn there was no chance for last turn grabs from the wave serpent or hawks.





Nids win!


Post game analysis

The Eldar deployed well giving them plenty of firing lanes and were sitting on 3 objectives by turn 1.  As the Tyranid player I was probably over cautious with my army and in retrospect should have had more on the table turn 1.  Castling in a corner could have reduced the incoming fire to one of the Flyrants enough and with Night fighting and the Sporocysts able to provide a 4+ cover save they should have been on the table.

The tweaks to my Tyranid list after this game was to drop the Spore Mines and change the loadout of the Termagants to have 6 Devil gants for 18 x s4 shots at 18".  The 12" range is just too limiting, other than that the list plays really well and has been submitted.

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