BatRep 019-04-17-2000
Tyranids vs Imperials
Pitch Black

    Trooper Baptist had heard tales of Tyranid swarms so thick they blotted out the stars-- but he never hoped to see one. The officers assured them that the searchlights would keep the bugs at bay, at least until they made it to the Marine entrenchement. There was a whole company of marines there, including a squad of invincible Terminators. Sure, if they could make it back, they'd be safe, even amongst Marines-- IF they made it at all. The platoon was slowly dwindling away. He'd heard flesh-hooks come whistling into their formation, and seen comrades hauled screaming into the darkness. Each time the searchlights passed overhead, he glanced up to count the tattooed heads of the penal troopers in front of him-- each time expecting to count one less. They were never going to make it back to the compound.

Brother-Captain Chismar reviewed what was left of his command. Since the darkness fell they had fought off countless incursions, losing only a few men each time-- but as he knew well, each Marine lost was an incalculable affront to the Emperor, and in these conditions, all but irreplaceable. By the time the Tyranids finished with them, there was little left of any Marine for the apothecary to salvage. As grim as it was, he smiled at his men. His brown face was lost in the darkness, but his eyes and his teeth shone with savage fury. The communications had been garbled, but despite the intereference in the skies above, the message had reached him. Help was on the way-- Imperial Armor. They would get out of this yet.

   
View from the North / View from the South

Pitch Black
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We decided to make things a little more interesting for the defenders. Rather than buy from a single army and Force Organization chart, Ben and Andy split the task of defending. Ben bought the "main" army from the Imperial Guard Codex, then beefed it up with a small force of Marines under the command of Andy.

Brian (the Patriarch): As long as points are no object, Genestealers are the only way to go. Only once we were out of Genestealer models and out of Troops allotments did I spread my army selection to cover other Tyranid forces-- and even then only at Ben's insistence. If it was up to me, every Tyranid army would be two Hive Tyrants and as many Genestealers as you can buy for the points.
Unit Name ## WS BS St To Wo In At Ld Armor Cost
Hive Tyrant 1 6 3 6 6 4 5 4 10 5(I)+ 106
Independant Character. Synapse Creature (all creatures within 12" pass all morale checks). The Horror (all creatures that wish to assault the Tyrant must make a Morale check or fall back). Monstrous Creature (ignores armour saves in Assault, does +1D6 AP to vehicles).
Venom Cannon
Flesh Hooks
Hive Tyrant 1 6 3 6 6 4 5 4 10 5(I)+ 106
Independant Character. Synapse Creature (all creatures within 12" pass all morale checks). The Horror (all creatures that wish to assault the Tyrant must make a Morale check or fall back). Monstrous Creature (ignores armour saves in Assault, does +1D6 AP to vehicles).
Venom Cannon
Flesh Hooks
Tyranid Warrior Brood 3 5 3 5 4 2 5 2/3* 10 5+ 119
Synapse Creature (all creatures within 12" pass all morale checks).
Close Combat Weapons (x2)
Venom Cannon (x1)
Flesh Hooks
Tyranid Warrior Brood 3 5 3 5 4 2 5 2/3* 10 5+ 119
Synapse Creature (all creatures within 12" pass all morale checks).
Close Combat Weapons (x2)
Venom Cannon (x1)
Flesh Hooks
Genestealers 9 6 - 4 4 1 6 2 10 6+ 288
Opponents get no armour save in close combat.
  Malefactor 1 4 3 8 - - 4 3 - 12/11/10 [90]
Tank. May move normally, then Assault up to 6". May not Consolidate or Advance after close combat. If within 12" of a Synapse Creature, they can move out of close combat, but must overrun the unit they were in CC with and may not assault the same unit that turn. Monstrous Creature: Roll 2D6 for Armour Penetration. The Malefactor can transport up to 10 wounds worth of creatures.
2 Spine Launchers
Spore Cysts
Genestealers 9 6 - 4 4 1 6 2 10 6+ 288
Opponents get no armour save in close combat.
  Malefactor 1 4 3 8 - - 4 3 - 12/11/10 [90]
Tank. May move normally, then Assault up to 6". May not Consolidate or Advance after close combat. If within 12" of a Synapse Creature, they can move out of close combat, but must overrun the unit they were in CC with and may not assault the same unit that turn. Monstrous Creature: Roll 2D6 for Armour Penetration. The Malefactor can transport up to 10 wounds worth of creatures.
2 Spine Launchers
Spore Cysts
Genestealers 9 6 - 4 4 1 6 2 10 6+ 198
Opponents get no armour save in close combat.
Genestealers 5 6 - 4 4 1 6 2 10 6+ 110
Opponents get no armour save in close combat.
Genestealers 5 6 - 4 4 1 6 2 10 6+ 110
Opponents get no armour save in close combat.
Genestealers 5 6 - 4 4 1 6 2 10 6+ 110
Opponents get no armour save in close combat.
Gargoyles 6 3 3 3 3 1 4 1 10 6+ 60
Wings (count as Jump Packs). Can Deep Strike if allowed.
FleshBorer
Hormagaunts 12 4 3 3 3 1 4 1 5 6+ 72
Moves 12" in Assault Phase. Flee and pursue 3d6".
Biovores 2 3 3 3 4 2 1 1 10 -+ 100
Biovores operate as individual models. Launches spore mines: G48" R, S5, AP4, Heavy 1, Ordnance-size blast (no Ordnance effects). The mines scatter 2d6" from the point of impact, and have T4, 1W and no save. They move 2d6" in a random direction in subsequent Tyranid movement phases, exploding as above if they move within 1" of an enemy model or are killed.
Zoanthropes 3 3 3 4 4 2 4 2 10 2+ 123
Fearless. Zoanthropes operate as individual models.
Warp Blast
Flesh Hooks
Carnifex 1 4 3 10 6 4 2 3 10 5(I)+ 105
Monstrous Creature (ignores armour saves in Assault, does +1D6 AP to vehicles).
BioPlasma

Total Army Cost: 2014 Pts.

 

Ben and Andy (doomed troopers): Ben took command of the larger patrol force of Imperial Guard, and Andy took command of the matching Marine force. Obviously it would have been better to use the Guard as the defensive holding force, and let the more survivable Marines do the dangerous patrol mission-- but I really wanted to see all the poor footsloggers running for their lives alongside the armor. Call me sadistic.
Unit Name ## WS BS St To Wo In At Ld Armor Cost
Captain 1 4 4 3 3 2 4 3/4 8 5+ 227
Any Imperial Guard unit within 12" of a Command HQ may use the Ld of the officer leading it for all Ld tests.
CC Weapon, Plasma Pistol , Targeter
  Command Section 4 4 3 3 3 1 3 1 7 5+ [161]
Grenade Launcher (x4)
    Chimera 1 - 3 - - - - - - 12/10/10 [101]
Tank.
Turret Multilaser, Hull Heavy Bolter, Pintle Storm Bolter
Extra Armor
Searchlight
Inquisitor 1 4 4 3/6 3 3 4 3 10 2+/4(I)+ 120
Terminator Armor with Power Fist and Storm Bolter
Rosarius; Gives a 4+ Invulnerable Save.
Eversor Assassin (as) 1 5 5 4 4 2 5 3/4 10 4(I)+ 95
Independent Character. The assassin can never join another unit, they must fight individually. Infiltrate if allowed. Fearless - never fall back, auto-pass morale checks (even ones they would normally auto-fail). Cannot be pinned.
Eversor Temple; Fast Shot - the Eversor never counts as moving when firing his Executioner Pistol (so he can always fire twice with it); Bio-Meltdown - if the Eversor is killed, place the Blast template over him; Any model touched by it takes an S5 hit.
Executioner Pistol, Power Weapon, Meltabombs, Neuro-Gauntlet, Combat Drugs
Lieutenant 1 3 3 3 3 1 3 2/3 8 5+ 71
CC Weapon
Laspistol
  Command Section 4 3 3 3 3 1 3 1 7 5+ [36]
Lasgun (x1)
Lascannon (x1)
Meltagun (x2)
Penal Squad (InfSq) 9 3 3 3 3 1 3 1 7 5+ 75
Commander: Platoon
Lasgun (x8)
Autocannon (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
1st Praetorian (InfSq) 9 3 3 3 3 1 3 1 7 5+ 83
Commander: Platoon
Lasgun (x7)
Autocannon (x1)
Grenade Launcher (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
2nd Praetorian (InfSq) 9 3 3 3 3 1 3 1 7 5+ 83
Commander: Platoon
Lasgun (x7)
Autocannon (x1)
Grenade Launcher (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
Armoured Fist Squad 9 3 3 3 3 1 3 1 7 5+ 184
Lasgun (x7)
Autocannon (x1)
Meltagun (x1)
  Sergeant 1 3 3 3 3 1 3 1 7 5+ [6]
Lasgun
  The Iron Chimera (Chimr) 1 - 3 - - - - - - 12/10/10 [101]
Tank.
Turret Multilaser, Hull Heavy Bolter , Pintle Storm Bolter
Extra Armor
Searchlight
Hellhound 1 - 3 - - - - - - 12/10/10 76
Tank. If the Hellhound moves more than 6", it can still shoot - providing it fires to the side or rear, if it fired forward it would blow itself up. Fuel tanks: Because of the Hellhound's large fuel tanks, all Glancing Hits count as Penetrating.
Turret Inferno Cannon, Hull Heavy Bolter
Extra Armor
Searchlight
Leman Russ Exterminator 1 - 3 - - - - - - 14/12/10 151
Tank.
Turret Linked Autocannon, Hull Heavy Bolter, 2 Sponson Heavy Bolters, Pintle Storm Bolter
Extra Armor
Searchlight

Total Imperial Army Cost: 1165 Pts.

Marine Forces

Unit Name ## WS BS St To Wo In At Ld Armor Cost
Commander 1 5 5 4 4 2 5 4 9 3+/4(I)+ 118
Powered Armour, Terminator Honours, Power Weapon, Bolter-Meltagun, Frag Grenades
Iron Halo
Auspex
Terminator Tactical Squad 6 4 4 4 4 1 4 2 9 2+ 341
Deep Strike if allowed.
Chainfist (x3)
Power Fist (x3)
Storm Bolter (x4)
Assault Cannon (x1)
Heavy Flamer (x1)
  Sergeant 1 4 4 4 4 1 4 2 9 2+ [44]
Power Weapon
Storm Bolter
Auspex
Tactical Squad 9 4 4 4 4 1 4 1 8 3+ 247
Bolter (x7)
Lascannon (x1)
Plasma Rifle (x1)
Frag Grenades
  Rhino APC 1 - 4 - - - - - - 11/11/10 [66]
Carries up to 10 Space Marines. Tank.
Storm Bolter, Pintle Storm Bolter
Extra Armor
Searchlight
  Sergeant 1 4 4 4 4 1 4 1 8 3+ [16]
Bolter
Frag Grenades
Whirlwind 1 - 4 - - - - - - 11/11/10 76
Tank.
Multirocket Launcher
Searchlight
  Searchlight Allows one enemy unit to be fired at by any friendly unit in range and with line of sight. Vehicle can then be fired on by any enemy unit. [1]

Total Marine Army Cost: 782 Pts.

Deployment:

see, it's not so far...those poor, poor bastards...

 slug-like malefactors advance their deadly cargo...more bugs than we could possibly "exterminate"

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