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Escalation Campaign Battle Report 4/9/08

The Daemonhunters had been given orders to withdraw from a Tyranid infested zone, and are almost home free when the Inquisitor spots movement in the tree line. Before he can warn his forces, Tyranids began leaping and bounding from the forest around them, and they suddenly find themselves surrounded by a sea  gnashing teeth and razor sharp claws...

 

Turn 1 Tyranids
Tyranids scurried towards the food source (Grey Nights) in the center of the table.



 

Turn 1 Daemonhunters
Grey nights and Storm

troopers spot the oncoming hoard and run for cover, they squeeze off a few rounds which find there mark and fell 3 Gene Stealers who go down screeching.



 

Turn 2 Tyranids
Gene Stealers close on the Grey Nights and Storm Troopers in close cover, the Nights have the advantage of cover and strike first killing 1 more Stealers, and the Scrappy Stormtroopers just barely manage to kill another Stealer. The lone Gene Stealer fails to land any wounds. The Gaunts close on the Inquisitor and his Retinue and kill a Mystic.

Turn 2 Daemonhunters
Stormtroopers who are no longer involved in the fray, see a group of warriors approaching and fell one with a well placed Hellgun shot. The Grey Nights take down the final gene Stealer with their Nemesis weapons. The Callidus Assassin takes down 3 Gaunts, and tries to disengage, but there are too many Gaunts and she gets stuck in the swarm. The Gaunts take down another Mystic and a Sage, and find them to be quite tasty.

Turn 3 Tyranids
Another swarm of Genestealers suddenly come bounding out of the forest at the far end of the board and maintain cover behind the tree line while closing on the Grey Nights. The Grey Nights still in cover, kill the last two warriors in close combat. The other group of Warriors close on the Inquisitor Retinue who is knee deep in Gaunts and take
down the rest of them.

Turn 3 Daemonhunters
The Callidus Assassin uses a flamer like weapon to take down two of the advancing Genestealers who not liking this turn and head into the tree line. The Grey Nights make a break for the escape route and the Stormtroopers follow.

Turn 4 Tyranids
The Warriors close on the Callidus Assassin and manage to wound her, but she bravely fights on. The Genestealers come crashing through the tree line and close with the Grey Nights ripping two of them to shreds before they knew what happened, but the remaining Grey Nights manage to wipe out the Genestealers. The two remaining Grey Nights began running for their very short lives. The Gaunts catch the Stormtroopers, taking down several of them by shooting some type of voracious worm that bored right into their skulls, and the rest go down in close combat. The Gaunts spot the fleeing Grey Nights and give chase.


Turn 4 Daemonhunters
The Callidus Assassins realizing this is the end, lands a couple of blows and wounds one of the Warriors, but they just won't die. The Warriors rending claws rip through the Assassins light weight armor and gut her like a fish.  The Warriors look around the field and not seeing any other threats, they decide to stay for dinner - CRUNCH!


Turn 5 Tyranids
The Gaunts close on the Fleeing Grey Nights and take them both down in a frenzy of teeth, claws and very un space marine like high pitched screams of terror.


Result
The Tyranids wiped out the Daemonhunters completely, but at a high cost. The Tyranids had a single scoring unit of 3 Warriors and 5 Gaunts remaining, but at least the ones who survived were well fed. As always, Jeff Pinson was a great sport and a real class act.

Daemonhunters Points: 470
Tyranids Points: 590

 

Daemonhunters List - Jeff Pinson

 
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Grey Knights (5#, 150 Pts)
  Grey Knights 4 Troops 5 4 4/6 4 1 4 1/2 8 3+ 150
Grey Knight special rules
Nemesis and Storm bolter (x4): See C:DH, pg. 18.
24" Range; S4; AP5; Assault2.

True Grit: See C:DH, pg. 8.
    Grey Knight Justicar 1 - 5 4 4/6 4 1 4 2/3 9 3+ [50]
Grey Knight special rules
Nemesis Force Weapon: See C:DH, pg. 18.
Storm Bolter: 24" Range; S4; AP5; Assault2.
True Grit Hero: See C:DH, pg. 8.
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Inquisitor (7#, 156 Pts)
  Inquisitor 1 Elite 4/5 4/5 3 3 2 4 2 8 4+ 156
Psyker; Independent Character (unless leading a retinue). An Inquisitor may be accompanied by a retinue of 0-6 Henchmen.
Combi-Plasmagun: 24" Range; S4; AP5; Rapid Fire (Bolter)
24" Range; S7; AP2; Rapid Fire; Gets Hot! (Plasmagun - once per battle)
    Mystic 1 - 3 3 3 3 1 3 1/2 8 6+ [6]
If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.
Laspistol: 12" Range; S3; AP-; Pistol
Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat.
    Sage 1 - 3 3 3 3 1 3 1/2 8 6+ [10]
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15.

Laspistol: 12" Range; S3; AP-; Pistol
Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat.
    Sage 1 - 3 3 3 3 1 3 1/2 8 6+ [10]
If accompanied by a Sage, the Inquisitor benefits from +1BS. If he has more than one Sages in his retinue, the Inquisitor or a member of his retinue tmay re-roll a failed roll to hit during the Shooting Phase to hit. See C:WH, pg. 16 or C:DH, pg. 15.

Laspistol: 12" Range; S3; AP-; Pistol
Close Combat Weapon: If used with another close combat weapon, +1 attack in close combat.
    Warrior 1 - 3 4 3 3 1 3 1 8 4+ [45]
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15.

Gun Servitor
      Gun Servitor 1   [35]
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Krak Grenades: One attack with 6+D6 AP (exceptions apply p39 WH40K)
Plasma Cannon (x1): 36" Range; S7; AP2; Heavy1; Blast; Gets hot!
Targeter: Allowed to pre-measure the range to a target before they decide to shoot at in the Shooting phase. After you have used a targeter Guess range weapons may not be used that turn. See C:WH, pg. 22 OR Wargear, pg. 61.
        Plasma Cannon 1 36" Range; S7; AP2; Heavy1; Blast; Gets hot! [0]
    Warrior 1 - 3 4 3 3 1 3 1 8 4+ [25]
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15.

Gun Servitor
      Gun Servitor 1   [15]
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Krak Grenades: One attack with 6+D6 AP (exceptions apply p39 WH40K)
Heavy Bolter (x1): 36" Range; S5; AP4; Heavy 3
Targeter: Allowed to pre-measure the range to a target before they decide to shoot at in the Shooting phase. After you have used a targeter Guess range weapons may not be used that turn. See C:WH, pg. 22 OR Wargear, pg. 61.
    Warrior 1 - 3 4 3 3 1 3 1 8 4+ [25]
The Inquisitor gains +1 WS if he has any Warriors in his retinue. See C:WH, pg. 16 or C:DH, pg. 15.

Gun Servitor
      Gun Servitor 1   [15]
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Krak Grenades: One attack with 6+D6 AP (exceptions apply p39 WH40K)
Heavy Bolter (x1): 36" Range; S5; AP4; Heavy 3
Targeter: Allowed to pre-measure the range to a target before they decide to shoot at in the Shooting phase. After you have used a targeter Guess range weapons may not be used that turn. See C:WH, pg. 22 OR Wargear, pg. 61.
Name # Grp WS BS S T Wo I A Ld Save Cost
Elite: Assassin Operative (1#, 120 Pts)
  Assassin Operative 1 Elite 5 5 4 4 2 5 3 10 4(i) 120
Independent Character; Fearless; Infiltrate; Invulnerable

Callidus Assassin
C'tan Phase Sword: See C:WH, pg. 31 OR C:DH, pg. 28.
Neural Shredder: Template; S8; AP1; Assault 1, uses target's Ld value instead of Toughness to determine wounding.
See C:WH, pg. 31 OR C:DH, pg. 28.
Poison Blades: See C:WH, pg. 31 OR C:DH, pg. 28.
Polymorphine: See C:WH, pg. 31 OR C:DH, pg. 28.
A Word in Your Ear: The player with the Callidus Assassin can move one enemy unit up to 6" after both sides have deployed, but before the first turn starts. The unit's new position must be within the normal deployment zone, and the owning player may choose the facing of the unit after it has been moved. See C:WH, pg. 31 OR C:DH, pg. 28.
Jump Back: See C:WH, pg. 31 OR C:DH, pg. 28.
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Inquisitorial Stormtroopers (5#, 70 Pts)
  Inquisitorial Stormtroopers 5 Troops 3 4 3 3 1 3 1 8 4+ 70
Frag Grenades: Fight simultaneously with troops in cover (p39 WH40K)
Hellgun (x3): 24" Range; S3; AP5; Rapid Fire.
Plasmagun (x2): 24" Range; S7; AP2; Rapid Fire; Gets Hot!
Targeter: Allowed to pre-measure the range to a target before they decide to shoot at in the Shooting phase. After you have used a targeter Guess range weapons may not be used that turn. See C:WH, pg. 22 OR Wargear, pg. 61.
Total Cost: 496

 
Roster Statistics
% Elite: 55.6
% Fast: 0.0
% Heavy: 0.0
% HQ: 0.0
Model Count: 18
% Troops: 44.4
% Wargear: 13.1
Files version: 1.29
Faith Points: 0
 


 

Tyranids List - Robert Byrd

 
Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Warriors (3#, 90 Pts)
  Warriors 3 HQ 4 2 4 4 2 5 2/3 10 4+ 90
Adrenal Glands +1 In: Adds +1 to Initiative.
Extended Carapace +1 Save: Adds +1 to Save.
Rending Claws (x1): Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Scything Talons (x1): +1 Attack for each set of talons. (max +2)
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.
Name # Grp WS BS S T Wo I A Ld Save Cost
HQ: Warriors (3#, 90 Pts)
  Warriors 3 HQ 4 2 4 4 2 5 2/3 10 4+ 90
Adrenal Glands +1 In: Adds +1 to Initiative.
Extended Carapace +1 Save: Adds +1 to Save.
Rending Claws (x1): Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Scything Talons (x1): +1 Attack for each set of talons. (max +2)
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.
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Genestealers (6#, 120 Pts)
  Genestealers 6 Troops 6 0 4 4 1 6 2 10 4+ 120
Fleet of Claw, Brood Telepathy
Extended Carapace +1 Save: Adds +1 to Save.
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Genestealers (6#, 120 Pts)
  Genestealers 6 Troops 6 0 4 4 1 6 2 10 4+ 120
Fleet of Claw, Brood Telepathy
Extended Carapace +1 Save: Adds +1 to Save.
Rending Claws: Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook.
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Gaunt Brood (13#, 78 Pts)
  Gaunt Brood 13 Troops 3 3 3 3 1 4 1 5 6+ 78
Fleet of Claw
Fleshborer: 12" Range; StC+1; AP5; Assault X; Living Ammunition
Total Cost: 498

 
Roster Statistics
% Elite: 0.0
% Fast: 0.0
% Heavy: 0.0
% HQ: 36.1
Model Count: 31
% Troops: 63.9
% Wargear: 0.0
Files version: 1.29

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