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An Imperial Guard Warhammer 40,000 Blog, with the occasional deviation.

Now with added NECRON!!
WARNING! Slight Warzone: Resurrection, after taste.

Wednesday, 16 September 2015

A Prison for Gods - The Tyranids Arrive!



As part of a weekend of carnage down at Rottimus' abode, the Tyranids of Eivind and Magnus' Imperial Guard regiment clashed on Warrens End as the Splinter Fleet made itself known.  This would be a standard Maelstrum game at 1500pts and would be between to players who had never played against each other and on foreign terrain!

Other games will be summerised with thrown in with the post Challenge Summary, but so far:
On Rust, the Eldar fought a bloody war over the ruined Maiden World as the Darker brethren pushed their Craftworld kin out of two sectors and claiming the Starport!

Meanwhile on Warrens End, Inquisitorial mischief saw the 501st and the Black Scorpions chapter come to blows.
Back on the deeply forested world of Acre, the unknown level of the Tyranid threat would prove to be quite the challenge for the Imperial Guard stationed there.

Game: Contact lost (Draw a card for each objective you control at the start of each turn.)

The name of the game here is seizing and controlling the 6 points in the battle during the battle.  Coverage and endurance are key.  If one of the players can take and hold the lion share, then they can ensure the most chances to get victory points. 

Tyranid Forces:
  • Endless hord formation (Wiped out hormagants and termagants return on a 4+)
  • Gary that Ba%&#d! (Edit: Venomthrope 2+ cover thingy)
  • 3 Warriors units
  • 2 Flying Hive Tyrants
  • Hive crone
  • Trygon!

Imperial Forces
  • 2 chimeras, 
  • Roughly 40 men, 
  • Knight (Battle cannon varient)
  • Vendetta, 
  • Wyvern,
  • 6 Militarus Tempestum + Aegis line.


Turns 1 and 2 - Sudden blows.





Magnus's Imperial Guard began well, placed shots across the board damaged a couple of units but still not doing any visible damage to the Tyranid horde.  Denied first blood (Spore Mines didnt count baaaah!), it was his Knight that did the killing, strolling across the board and stomping on Hormogaunts. 

Eivinds reaction was stifled by terrible dice magic, charging Hormogaunts were slaughtered to the bayonet of several Guardsmen. 





Tactical Objective cards continued to be useless on both sides as both the Tyranids and the Imperial Guard failed to claim major Victory Points.  Magnus managed to hold the battle line across the table as Eivind's 'Nids thrust this way and that probing for a hole to exploit with the flying Monsterous Creatures.

Luck began blooming on Magnu's gun line as Gary, the Venomthrope was slain.  RIP Gary.  Jerk.

At the end of turn 4 it was looking good for the Imperials: 7 to 4 to Magnus.  




Eivind however, was not done.  Within range of 3 Objectives, with a bit of a gamble, he managed to roll enough on Run and grabbed all three to claim 3 Victory Points. 

The winning shot came down to Eivind's nasty bio weapons melting the poor Company command squad giving Eivind the essential extra point for Slay the Warlord.



End result: 8-7 Victory to Eivind and his Tyranids!!

At the end of the game Magnus's forces remained intact.  His Knight didn't even have scratched paint work, such was Eivinds drive towards the Objectives.  With so many left on the board (Magnus had 30+ infantry, the Wyvern to boot), this was a Close Victory for the Tyranids!


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