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
Read the scenario HERE then use the Back button on your browser.
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
Deployment:




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