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Escalation Campaign Battle Report 4/30/08

Frank Jimenez's Space Wolves squared off against my Tyranids at the Rice Village Games Workshop for one of the Escalation campaign battles. The mission was "The Hunted" which revolved around killing a unit chosen by the opponent for extra points.


The forces were deployed and Space Wolves got the first turn.




The Wolves moved up both Rhinos and popped smoke


Having no targets, the Wolves could do little else but move. The Tyranids began moving towards their prey. Taking shots at the Troops in the back with the Hive Tyrant scoring 1 kill. The Carnifexes only manage to stun the farthest Rhino.,

 

The Gaunts trade fire with the BloodClaws exiting the Rhino, and a few go down, but not without taking down a marine in the process.

 

The Gaunts rush forwards, followed closely by the Genestealers.



 

On the left flank, the Hormagaunts and the Genestealers rush forwards. The Stealers take cover by climbing up the ruins.


The Hive Tyrants takes another shot and kills another marine.

 

Suddenly an explosion knocks 2 of the Genestealers from the top of the ruins. What was that?


Hmmm,  Devastators hiding in the trees in the far corner.




The Blood Claws rush in for the assault killing 6 of the Gaunts.




The Genestealers run towards the Hive tyrant thinking he has called them. (This was a mistake I made forgetting about brood telepathy) The Carnifexes fire at the farthest Rhino and destroy its weapon, immobilize and shake it.

 

More Blood Claws pile out of the Rhino and begin moving through the cover trying to flank the Hormagaunts.




The Hive Tyrant gets shoots a couple more marines, and moves towards the mass of marines.




Meanwhile, the Devastators kill 4 of the Genestealers that mistakenly fell back towards the Hive Tyrant.




The marines shoot 3 of the Hormagaunts on the way in and wipe out the rest in the assault.

 

On the right flank the Gaunts lose 5 more to shooting and manage to take down another marine.

 

Insane Heroism! These are some tenacious Gaunts.

 

The squad that killed the Hormagaunts is wiped out by the Hive Tyrant and Genestealers before they even get a chance to strike. The Genestealers and Hive Tyrant sweeping advance back out of rapid fire range. The other squad seeing their brethren fall so easily decide to make a break for it and run the other way.

 

The pesky Devastators come out of cover trying to get an angle on the Hive Tyrant, which they miss when the Tyrant Guard steps into the path of the oncoming missiles sacrificing himself to protect the Tyrant. The plasma cannon overheats killing one of thee squad and the Hive Tyrant kills the sergeant in his next shooting phase taking them to 50%.

 

The Carnifexes kill a few more marines with shooting. Meanwhile the right flank squad of marines is sneaking up on them.


The blood claws charge the last Gaunt easily dispatching him.


 

This gets the attention of both Carnifexes who take aim and kill a few more marines.




The Tyrant and the Stealers are too far away to join in the battle.

 

The Carnifex charges the marine squad killing all but one. This is the "Hunted" Carnifex against the last of the "Hunted" Squad.

 

The marines approach shooting the right Carnifex and wounding him, putting him at 2 wounds and 50%.


The stealers smell blood and scurry towards the battle, but they are so far away, it is unlikely they will make it.

 

The right flank marine squad bypassed the right Carnifex to assist their battle brother with the "Hunted" Carnifex which they just barely slew.


The right squad is now feeling cocky enough to take down the last Carnifex so they sweep into him cheering all the way. As the marines are congratulating one another the Stealers come crashing through the ruins ripping the last marine from the other unit to shreds.

 

The Genestealers come to the aid of the Carnifex sweeping into and killing a few more of the right squad. This takes the last unit of Wolves below half strength accomplishing the "all squads below 50% bonus".

 

The battlefield was indeed a desolate place after the action was over, with only a handful of units left on either side.

Result
The game was favoring the Space Wolves early on, and if the Genestealers had not made back into the fray at the last moment, it would have been a different story. In the end, the only scoring unit the Space Wolves had left was the Devastator squad which was exactly at 50%, while the Tyranids had the Hive Tyrant, a Carnifex and a squad of Genestealers remaining as scoring units. Since the Hive Tyrant was alive, the Tyranids didn't get the -1 for their general being dead, where the Space Wolves did. The Tyranids also gained the +1 for taking all enemy troop units below 50%. Both sides killed their opponents hunted unit so neither side got the bonus for keeping "The Hunted" unit alive.

Frank is a great sport and always fun to play with. I was sorry to  learn during this game that he will be leaving us to pursue a job. We'll miss you Frank.

Tyranids Score
611 Victory Points - Solid Victory
+1 All Opponent Troops Below 50%

Space Wolves Score
427 Victory Points
-1 General Dead

 

Tyranids - Robert Byrd's List

 
Name # Grp WS BS S T Wo I A Ld Save Cost
Hive Tyrant 1 HQ 6 4 6 6 4 5 3 10 3+ 200
Monstrous Creature; Fearless
Adrenal Glands +1 WS: Adds +1 Weapon Skill.
Enhanced Senses +1 BS: Adds +1 Ballistic Skill.
Symbiote Rippers: When in close combat, each ripper infested base adds one for outnumbering purposes, after other modifiers.
Toxin Sacs +1 St: Adds +1 to Strength.
Twin-linked Devourer (x1): 18" Range; StC-1(Max6); AP-; Assault 2X; Living Ammunition; Twin linked
Venom Cannon: 36" Range; StC+2(Max 10); AP4; Assault X
Synapse Creature: Any Tyranid broods with a model within 12" of a Synapse Creature never fall back and are assumed to automatically pass any Leadership based test., other than Psychic tests and Target Selection. A brood that enters Synapse range may regroup regardless of usual restrictions. All broods other than Ripper Swarms are immune to Instant Death. A Tyranid with Synapse is able to detonate all spore mines within 24" in the shooting phase. This is done instead of shooting or using psychic abilities. Other creatures from the same brood may still shoot at another target.
The Horror: Any enemy unit that wishes to assault this creature must make a Morale test. If failed, the unit may not assault that turn.
  Tyrant Guard 1   5 3 5 6 2 5 2/3 10 3+ [45]
Shieldwall
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Scything Talons: +1 Attack for each set of talons. (max +2)
Name # Grp WS BS S T Wo I A Ld Save Cost
Genestealers 6 Troops 6 0 4 4 1 6 2/3 10 4+ 150
Fleet of Claw, Brood Telepathy
Extended Carapace +1 Save: Adds +1 to Save.
Flesh Hooks: Counts as frag grenades. Also treats vertically impassable terrain as difficult terrain.
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Scything Talons: +1 Attack for each set of talons. (max +2)
Name # Grp WS BS S T Wo I A Ld Save Cost
Genestealers 6 Troops 6 0 4 4 1 6 2/3 10 4+ 150
Fleet of Claw, Brood Telepathy
Extended Carapace +1 Save: Adds +1 to Save.
Flesh Hooks: Counts as frag grenades. Also treats vertically impassable terrain as difficult terrain.
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Scything Talons: +1 Attack for each set of talons. (max +2)
Name # Grp WS BS S T Wo I A Ld Save Cost
Gaunt Brood 17 Troops 3 3 3 3 1 4 1 5 6+ 102
Fleet of Claw
Fleshborer: 12" Range; StC+1; AP5; Assault X; Living Ammunition
Name # Grp WS BS S T Wo I A Ld Save Cost
Hormagaunts 10 Troops 4 3 3 3 1 4 1/2 5 6+ 100
Beasts, Leaping
Scything Talons: +1 Attack for each set of talons. (max +2)
Name # Grp WS BS S T Wo I A Ld Save Cost
Carnifex 1 Heavy 3 3 9 6 4 1 2 10 3+ 148
Monstrous Creature; Fearless
Enhanced Senses +1 BS: Adds +1 Ballistic Skill.
Barbed Strangler: 36" Range; StC-1 (Max 8); AP5; Assault 1/Large Blast; Pinning
Venom Cannon: 36" Range; StC+2(Max 10); AP4; Assault X
Name # Grp WS BS S T Wo I A Ld Save Cost
Carnifex 1 Heavy 3 3 9 6 4 1 2 10 3+ 148
Monstrous Creature; Fearless
Enhanced Senses +1 BS: Adds +1 Ballistic Skill.
Barbed Strangler: 36" Range; StC-1 (Max 8); AP5; Assault 1/Large Blast; Pinning
Venom Cannon: 36" Range; StC+2(Max 10); AP4; Assault X
Total Cost: 998

 
Roster Statistics
% Elite: 0.0
% Fast: 0.0
% Heavy: 29.7
% HQ: 20.0
Model Count: 43
% Troops: 50.3
% Wargear: 0.0

 

Space Wolves - Frank Jimenez's List

 
Name # Grp WS BS S T Wo I A Ld Save Cost
Rune Priest 1 HQ 5 5 4/5 4 2 5 4/5 9 3+ 101
Independent Character; Psychic Power: Storm Caller
Bolt Pistol (x1): 12" Range; S4; AP5; Pistol
Frost Blade (x1): +1 Strength; Power Weapon
True Grit: No attack bonus, counts bolter as CCW, conditions apply (p76 WH40K)
Name # Grp WS BS S T Wo I A Ld Save Cost
Wolf Priest 1 HQ 5 5 4 4 2 5 4/5 10 3+/4(i) 95
Independent Character
Bolt Pistol (x1): 12" Range; S4; AP5; Pistol
Power Weapon (x1): Ignores armour saves in close combat.
True Grit: No attack bonus, counts bolter as CCW, conditions apply (p76 WH40K)
  Iron Wolf Amulet 1 4+ Invulnerable Save. (p6 C:SW, p23 C:SM) [0]
Name # Grp WS BS S T Wo I A Ld Save Cost
Blood Claws Pack 9 Troops 3 3 4 4 1 4 1/2 8 3+ 312
Headstrong (p10 C:SW); Berserk Charge (p10 C:SW)
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Krak Grenades: One attack with 6+D6 AP (exceptions apply p39 WH40K)
Bolt Pistol (x9): 12" Range; S4; AP5; Pistol
Close Combat Weapon (x8): If used with another close combat weapon, +1 attack in close combat.
Power Weapon (x1): Ignores armour saves in close combat.
Wolf Guard Leader
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Carries up to 10 Space Marines (no Terminators); Transport, Tank; Access Points: 2 side hatches, 1 rear ramp; Fire Points: 2 models can fire from the top hatch; Repair

Storm Bolter: 24" Range; S4; AP5; Assault 2
  Wolf Guard Leader 1 Elite 4 4 4 4 1 4 2/3 9 3+ [110]
Plasma Pistol (x1): 12" Range; S7; AP2; Pistol; Gets Hot!
Power Weapon (x1): Ignores armour saves in close combat.
1 Elite Elite
True Grit: No attack bonus, counts bolter as CCW, conditions apply (p76 WH40K)
Great Company Banner
    Great Company Banner 1 Nearby Space Marine units may re-roll failed Morale checks. If charged, containing unit gains Counter-Attack for that turn. (p15 C:SW, p23 C:SM) [60]
Name # Grp WS BS S T Wo I A Ld Save Cost
Blood Claws Pack 8 Troops 3 3 4/8 4 1 4/1 1/2 8 3+ 198
Headstrong (p10 C:SW); Berserk Charge (p10 C:SW)
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Krak Grenades: One attack with 6+D6 AP (exceptions apply p39 WH40K)
Bolt Pistol (x6): 12" Range; S4; AP5; Pistol
Close Combat Weapon (x8): If used with another close combat weapon, +1 attack in close combat.
Plasma Pistol (x1): 12" Range; S7; AP2; Pistol; Gets Hot!
Power Fist (x1): Ignores armour saves, increases strength in close combat.
  Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
Carries up to 10 Space Marines (no Terminators); Transport, Tank; Access Points: 2 side hatches, 1 rear ramp; Fire Points: 2 models can fire from the top hatch; Repair

Storm Bolter: 24" Range; S4; AP5; Assault 2
Name # Grp WS BS S T Wo I A Ld Save Cost
Long Fang Pack 3 Heavy 4 4 4 4 1 4 1 9 3+ 165
Missile Launcher (x2): Frag: 48" Range; S4; AP6; Heavy 1; Blast.
Krak: 48" Range; S8; AP3; Heavy 1.
Plasma Cannon (x1): 36" Range; S7; AP2; Heavy 1; Blast; Gets Hot!
True Grit: No attack bonus, counts bolter as CCW, conditions apply (p76 WH40K)
  Pack Leader 1   4 4 4 4 1 4 1/2 9 3+ [36]
Fire Control (p12 C:SW)
Bolt Pistol: 12" Range; S4; AP5; Pistol
Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat.
True Grit: No attack bonus, counts bolter as CCW, conditions apply (p76 WH40K)
Name # Grp WS BS S T Wo I A Ld Save Cost
Grey Hunter Pack 10 Troops 4 4 4 4 1 4 1/2 8 3+ 210
Krak Grenades: One attack with 6+D6 AP (exceptions apply p39 WH40K)
Bolt Pistol (x8): 12" Range; S4; AP5; Pistol
Close Combat Weapon (x10): If used with another close combat weapon, +1 attack in close combat.
Plasma Pistol (x1): 12" Range; S7; AP2; Pistol; Gets Hot!
Power Weapon (x1): Ignores armour saves in close combat.
True Grit: No attack bonus, counts bolter as CCW, conditions apply (p76 WH40K)
Total Cost: 1081

 
Roster Statistics
% Elite: 0.0
% Fast: 0.0
% Heavy: 15.3
% HQ: 18.1
Model Count: 36
% Troops: 66.6
% Wargear: 5.6
Files version: 1.29

Note: Frank's list is from memory, so I am sure it is not exactly correct, but should be fairly close.



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