Death Guard vs Tyranids (1000 points)

Another small friendly game where I’m trying to help a younger gamer work out how to play Tyranids.

IMG_3318.JPG

List Theory

I’ve a Land Raider underway with the intent that it will carry my Deathshrouds into combat.  Therefore I wanted to try deep striking them one last time, and I knew that they wouldn’t be terribly good but they would be fun.  Having decided on them I then took Typhus to give them something to guard.

The other part of my list consisted of three squads of Plague Marines, a Chaos Lord and thirty Cultists to act as a screen.  I wanted to practice screening and also help the Tyranid player would out how to deal with screens.

Set Up

We rolled the Ascension mission from Chapter Approved 2017.  This would give us three objectives, one in the middle and two in no man’s land.

I then deployed staggeringly badly.  My first mistake was to only deploy two squads of Plague Marines, the third squad seemed to remain back on the Plague Planet not washing their hair.  My second mistake was to focus on dashing sideways to grab an objective and to not really think just how far Genestealers can move on their first turn…

The Tyranids deployed as far forward as they could ready to come and get me.

The Game

I passed on the first turn, this coupled with my other two mistakes meant that I was now doomed.  One squad of 16 Stealers did something like this….

  • 8″ Move
  • They’re Kraken so got to roll 3d6 for Advance and take the highest, it was 6″.
  • Used the Opportunistic Advance Stratagem to double the Advance to 12″.
  • The Genestealers moved a total of 20″
  • In the charge phase the Genestealers charged, they got about 10″.  This was further than they needed so they got right down the side of my Cultist screen closer to my Plague Marines.
  • In the fight phase they managed to nudge down the side of the Cultists a touch with a Pile In.  They then wiped the Cultists out.  They then Consolidated 3″ towards my Plague Marines and engaged them in combat.

Not counting the Pile In (because they didn’t move that much close to the Marines) the Stealers managed to leap about 33″ across the table on the first turn to take on my Marines.

On my turn all those Marines could do was withdraw, leaving me only one squad to shoot with.

And that was the game over on that side of the table, the Genestealers chomped through one squad of Plague Marines and my Warlord.  My other squad was stuck up on the first floor of a building where the Stealers couldn’t get at them.  The Marines’ return fire was awful and they didn’t really do much back.  The Stealers have a 5+ save and had the psychic power Catalyst manifested on them to give them the ability to ignore any wounds that got through on a 5+.  They’re hard to kill.

So, I’m going to call that side of the table a success as the goal was to practice aggressive Genestealer tactics.  Does that sound convincing? Yes it does, yes it does.

On the the other side of the table…

Typhus and his Deathshroud dropped in with the goal of taking the centre objective and doing some damage.  The Deathshroud promptly blew their 9″ charge roll by getting a double one.  Typhus got his stuff together and made his charge into a horde of Termigants.  Where he didn’t do an awful lot, he gets four attacks that will probably hit and almost definitely wound but against one wound models you’re just chipping away at the horde.

My Deathshroud eventually got their act together and charged a Carnifex, they wiped it out in a single round of hand to hand combat.  Much better.

And that was the game really, I didn’t get a single point, my opponent got about 16 or 20.  I think we can call that a loss…

Post Game Thoughts

  • Genestealers are awesome!  With clever use of Stratagems and the Fight Phase they are truly great units.
  • I really need to work on my screening.  The Genestealers will get me first turn and there must be a sufficient gap behind my screen that things can’t get through it and engage the units behind.
  • Deathshrouds are great in combat, once they get there.
  • Melee only Deep Strikers have a really hard time unless you have some way of ensuring you get that 9″ charge in.

The List

Battalion Detachment +5CP [67 PL, 978pts]

HQ [14 PL, 257pts]

  • Chaos Lord [5 PL, 82pts]: 6. Arch-Contaminator, Balesword [6pts], Combi-bolter [2pts], Fugaris’ Helm, Warlord
  • Typhus [9 PL, 175pts]: 4. Blades of Putrefaction, 6. Curse of the Leper

Troops [42 PL, 541pts]

  • Chaos Cultists [12 PL, 124pts]: 30x Chaos Cultist w/ Autogun [120pts]
    Cultist Champion [4pts]: Autogun
  • Plague Marines [10 PL, 139pts]
    Plague Champion [17pts]
    Codex: Boltgun, Plague knife
    4x Plague Marine w/ boltgun [68pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]
  • Plague Marines [10 PL, 139pts]
    Plague Champion [17pts]
    Codex: Boltgun, Plague knife
    4x Plague Marine w/ boltgun [68pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]
  • Plague Marines [10 PL, 139pts]
    Plague Champion [17pts]
    Codex: Boltgun, Plague knife
    4x Plague Marine w/ boltgun [68pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [27pts]: Blight launcher [10pts]

Elites [11 PL, 180pts]

  • Deathshroud Terminators [11 PL, 180pts]
    Deathshroud Champion [60pts]: Manreaper [17pts], Plaguespurt gauntlets [8pts]
    2x Deathshroud Terminator [120pts]: 2x Manreaper [34pts], 2x Plaguespurt gauntlets [16pts]

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