
I'd arranged for a couple of people to come over to mine on Sunday so I could get those annoying test games out of the way without too many witnesses about to see any of my monumental cock-ups (and I made a few as you'll see, lol).
I'm splitting these into 2 Blog posts as they're fairly long (with the added benefit that I don't have to think of anything to post tomorrow, lol).
I was using my Test list detailed here
Mike was using his Blood Angels list, which looked like this,
1750 Pts - Mikes Blood Angels
HQ: Captain Tycho (1#, 175 pts)
1 Captain Tycho @ 175 pts
HQ: Librarian (1#, 125 pts)
1 Librarian @ 125 pts (...in Power Armour; Blood Lance; Fear of the Darkness)
1 ...in Power Armour (Jump Pack)
Elite: Sternguard Veteran Squad (8#, 265 pts)
6 Sternguard Veteran Squad @ 265 pts (Combi-Meltagun x2; Combi-Plasmagun x1; Rhino)
1 Sergeant (Bolt Pistol; Power Fist x1)
1 Rhino
Elite: Sanguinary Priest (1#, 105 pts)
1 Sanguinary Priest @ 105 pts (Brother Corbulo)
1 Brother Corbulo
Elite: Chaplain (1#, 100 pts)
1 Chaplain @ 100 pts (...in Power Armour)
1 ...in Power Armour
Troops: Tactical Squad (11#, 270 pts)
9 Tactical Squad @ 270 pts (Flamer; Lascannon; Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Lascannon and TL Plasmagun)
Troops: Tactical Squad (11#, 245 pts)
9 Tactical Squad @ 245 pts (Meltagun; Missile Launcher; Razorback)
1 Sergeant (Bolt Pistol; Power Weapon x1)
1 Razorback
Troops: Death Company (10#, 270 pts)
1 Death Company @ 270 pts (Death Company; Death Company; Death Company; Rhino)
1 Death Company (Power Fist)
1 Death Company (Power Weapon)
7 Death Company
1 Rhino
Troops: Assault Squad (8#, 194 pts)
6 Assault Squad @ 194 pts (Meltagun)
1 Assault Marine with Meltagun
1 Sergeant (Lightning Claw x2)
Total Roster Cost: 1749
Me and Mike have differing ideas about list building.
I tend to build lists around the principle of what is generally referred to as 'Spamming'. Basically I find a unit I think is the best in that particular Force Organisation Chart slot and cram in as many as I'm allowed.
Mike tends to include more variety in his units than I do. They do however all have enough versatility so they can handle any task given them.
It's worth noting at this point that 'Duality' in lists is always worth having as it makes your opponents target priority much more difficult. That discussion however needs a blog post all of it's own...
Game 1.
The mission we rolled was 'Annihilation' with a 'Spearhead' deployment.
I 'proxied' a 'Rifleman' Dreadnought as my 2nd Tyrannofex and a couple of tentacle Chaos Spawn as Lash Whip Hive Guard. The armless Trygon will be my Swarmlord when it's finished but for now I just used it without the arms.
Mike won the roll off and elected to go first.
Note: I'll post the picture first with the explanation afterwards and it'll hopefully make some sense that way.
My lack of experience with the Tyranid book makes both this Swarmlord combat and the one in the 2nd game a lot more tedious than it should be. There will now be a brief interlude while I explain why I'm a fucking idiot.
'I'm a fucking idiot' break No. 1
If I'd have bothered to read the Bone Sabre entry I would have realised that they cause instant death. Which means rather than try and chip away at the unit I should have just split my attacks between the characters and got the biggest threats out of the way first and then butchered the squad. This would have enabled me to finish that combat about 3 turns earlier and I could have then helped the Tyrannofex slaughter the Death Company which in turn meant I could have then destroyed the Immobilised Rhino before it fixed itself and ran away...
'I'm a fucking idiot' break No. 2
I had been giving my Swarmlord Preferred enemy every one of my assault phases (apart from the first one that i forgot) but had completely forgotten that the power says 'unit' and I could have been rerolling for the Tyrant Guard he'd joined as well.
The Swarmlord butchers the Squad that just got out of that Razorback (I'm not sure why they did that now I think about it, but there must have been a reason as Mike doesn't usually make silly mistakes) and attempts to get close enough to kill those 3 Marines in the open.
Next turn the Librarian runs away tactically withdraws and the remaining heavy weapons kill off the Swarmlord who only had one wound left anyway.
Tabled on turn 7,
8 or 9 Kill Points to Mikes 11...
Post game analysis.
Well the obvious problem was that I kept forgetting to do things, though in my 2nd game I remember a lot more of them and that sort of thing is only to be expected when your using something new I suppose. Though that's not much of an excuse I'd be the first to admit.
A more thorough reading of the Tyranid rules is a definite must before my next games.
Swapping the Tyrannofex Stinger Salvo for Cluster spines worked well as a chance of hitting lots of infantry with the Large Blast is going to more often than not generate more wounds than the 4 S5, AP4 shots that the Stinger Salvo is going to get me, especially once you take BS3 into account. Saying that though, I may keep the Stinger Salvo on the Tervigons as they may be semi-useful for taking pot shots at Landspeeders and the like, plus It's easier for me to decide which is best if I have them both to compare against one another in the same list ;-)
The free upgrade to Dessiccator Larvae on the Thorax Swarm also turned out to be the best choice as wounding on 2's is always nice to have and Mathshammer would tend to agree.
Most of my monumental cock-ups are listed in the actual report but I'm sure you smart arses can find a few more.
The floor is now open for (constructive) criticism...
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