Dark Eldar List:
Tyranids List:
Warlord Traits:
DE got The Dust of a Thousand Winds(Your warlord and all friendly units within 12" get "Move through cover" special rule
Tyranids recieved Divide and Conquer (Whilst your warlord is alive, your opponent has a -1 modifier to reserve rolls
The tyranids psychic rolls got:
Hive tyrant:
Haemorrhage
Enfeeble
Tervigon: Warp Speed Iron Arm Enfeeble
Combat drugs granted the DE wyches +1S
Initiative rolls:
DE - 3
Tyranids -2
Reserves: Tyranids Doom in a pod 20 Termagants in a pod 8 Ymgarls
This will be a text report due to models not being complete and time restraints.
There is however a photo of the board

Oh wait a twist. Tyranids seize initiative :( And now for the game.
Turn 1:
Turn 2:
TURN 3:
Turn 4:
Turn 5:
Was a fun match and I have 2 things to say:
1: I hate dice
2: Thank god I rolled a lot of dice
Here is a little narrative for the loneliest Trueborn:
A lone Trueborn standing out in the open. I had picked down a squad of hive guard down to one with a single wound left. He had had enough and charged. The battered Trueborn raised his blaster in a final moment of defiance and let loose a single shot from him unstable blaster and downed the beast only a few feet before him.
As for Unit analysis, here we go.
Archon - A+ Limited usage but the one swing he got worked like a dream.
Wyches - ? Never really got to use them
Trueborn - A Worked pretty darn well. Them on a venom is top notch. I like the blasters a lot but it is limited with the one shot. Thank god the venom makes up for it. Great unit in this game
Warriors - B Pretty good. Did some stuff. I think them in a raider with splinter racks is better though. The did apply a good bit of wounds in this game though.
Beastmaster - F- I know it was my own ability to disprove math but good lord. First turn on doom I rolled 36 dice and got 1 wound. It never really got better either. The Doom just kept gaining more that I was dealing.
Ravager - A The Dissy cannons are nice and worked well for this battle. Not sure I would go 3 dissy to often. These always preform but next time I will put in one razorwing.
I will let dale break down his army so that's all for now.
Thanks for reading.
Testing.
ReplyDeleteHey, you got it to work
ReplyDeleteOh the Mawloc was also in reserves.
Delete-Bugs Performance Breakdown-
ReplyDeleteFlyrant- This guy should have been awesome, but didn't due to user error. I should have flown him a little farther out and started shooting immediately, instead I opted for the cover save in the rubble and he was shot down before he did anything.
Tervigon- Another big bug that is usually awesome. I made the mistake of thinking iron arm and cover saves would keep this thing alive and birthin' babies, but iron arm doesn't do jack against poison shots.
DevourerGaunts in Spore- This did alright. They were shot up pretty quick after their initial shooting spree, but they did their damage first.
Doom in Spore- Star of my army for this game. Tactically he didn't make much difference in the outcome, but he wrecked some beastmaster and got up to a 10str 10wnd monster. In retrospect I should have dropped him closer to the objective.
HiveGuard- These guys always do alright for me. Being able to shoot w/o LOS from behind a wall is always nice.
Ymgarl Genestealers- First time trying these guys and they did well. They were definitely worth the pts, just too bad they aren't scoring units.
Mawloc- Pbbbbbttttt nope. Another unit I hadn't tried before. I figured that s6 ap2 blast when it deploys could hurt some tightly packed DE boats, then I could stick him in CC to avoid getting shot down, hit&run on my opponents assault, then burrow on mine, rise/repeat. That didn't work at all in practice.
Notes:
-Monstrous creatures aren't nearly as tough vs that many poison shots. Probably better to go swarmy against DE.
-Trying to be defensive with Nids usually gets them shot up and killed, the bugs need to be aggressive.
-I should have tried to stay out of their LOS instead of getting into terrain for cover saves.