|
Home
Photo Gallery
Activities:
Cooking
Swimming
Virtual Golf
Theater
Our Movies
Technical
Construction
Robert's Corner:
Rob's
Projects
Rob's Hobbies
Stetson the Rocket Dog
Information:
Contact Us
Our Company-Truewater
| |
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 |
Back to Previous Page
|