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Home Battle Reports Battle Report (Astra Militarum vs Tyranids)

Battle Report (Astra Militarum vs Tyranids)

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1477

Elysion Thunder lived up to its name. The Shadowsword’s engine battered the columns of the weary Cadian infantry marching alongside it with its stupifying volume. The squealing of the 350 ton behemoth’s tracks had been painful despite the ear defenders handed out to the poor troopers who had been assigned to escort the superheavy to the front. It had been painful, an hour into the mission and most troopers were made temporarily deaf by the aptly named Elysion Thunder, the remainder had collapsed with ruptured ear drums. The company commander shook his head, 7% of his command had been rendered combat ineffective and they were still a dozen clicks from the front. No wonder superheavy escort duty was amongst the most hated assignments in the Astra Militarum, the monstrosity could only manage a few kilometres per hour, the dust it kicked up and the smoke that belched from its numerous exhausts permeated everything and left a foul taste in everyone’s mouth. And the noise… The noise rendered most men slack jawed with shock after only a few minutes. He himself was afflicted with quite the worst case of tinnitus he could remember and as a 30 year veteran of the Cadian 33rd that was saying something. 30 years of artillery barrages and point blank heavy ordnance fire was nothing compared to this. Worst part was that they still hadn’t even got to the front! Ironically things should be easier there he reasoned. Once the Shadowsword reached its prepared firing position and could allow its hideously loud engine to idle and his company could set up in defensive positions around it then the benefits of being posted to a superheavy unit would begin to be felt. No xenos bug would be able to get within three hundred metres of them with the steel gargant’s guns at their backs. No, the company was on easy street once they reached the lines. Ruby bright las fire to his immediate front brought him out of his reverie. His barked orders to hold fire made no impression on his or his men’s newly acquired hardness of hearing. Men shouted and screamed soundlesly. More las fire. A squad sergeant had the presence of mind to use hand signals. What he signed was both baffling and worrying in equal measure. ENEMY INCOMING. BOTH FLANKS. Shit! The front must’ve collapsed… why in the Emperors name were they not notified of this? He noticed the red runes flashing on his vox operator’s pack-mounted array. Of course no one had heard the damn vox chirping with that blasted shadowsword rendering the whole company deaf. He could see them now, a Tyranid swarm converging on both their flanks like the closing jaws of dome giant predator. The metaphor was apt. He signalled his orders and these were repeated down the line with typical Cadian efficiency. The Elysion’s fist turret swung round as ranks of Cadian veterans fixed bayonets. They might have been surprised but they would not be found wanting.

Deployment: Custom Mission Deployment

Points: 1500pts

Mission:  No Mercy

Special Scenario:
Destroying the Shadowsword +5vp
Each Tyranid with the “Monster” keyword slain +3vp

 

++ Battalion (CP +3) (Tyranids) ++

++ Battalion (CP +3) (Astra Militarum) ++

 

Deployment

What a report we have here for you today! Not only is it the classic grudge match between the Astra Militarum and Tyranids, but it takes on a whole new level when it’s husband and wife. Yes today’s game sees Jamie (A.K.A Tabletop Tactics Colonel) vs his other half Ceri, in what could possibly be the best way for anyone to settle any marital disputes. The custom scenario for this battle has Jamie set up his whole army in advance, marching across the battlefield, on the brink of being ambushed by the Tyranids, who will be entering via the table edges. The Scout Sentinels lead the path for the Astra Militarum to follow, treading carefully and cautiously. All seems eerily quiet for a planet that has recently been overrun by one of the many tendrils of Kraken.

 

Deployment

The bulk of the Imperium Forces trail behind, huddled closely together and protecting the precious payload from all angles.

 

Deployment

The Ratlings advance themselves into position to get a better vantage point of the battlefield. Suddenly there’s a break from the radio silence as the Ratlings call in, “incoming!!!”. It’s from this point the Astra Militarum spot the wave of Mycetic Spores arriving from the skies above, piercing through the dense clouds and crashing to the grounds. “Ready your arms, they’re all around us!”

 

Turn 1 (Tyranids)

But before the message can be fully relayed, the Tyranids have already begun their advance. Suddenly the silence has been broken with the noise of a thousand hooves and claws scuttling amongst the ruins, and the synaptic screeches of the hive mind.

 

Tyranids (Turn 1)

The Hive Tyrant swoops down from the skies and draws in all of it’s psychic might to successfully cast smite on the Scout Sentinels, Catalyst on himself and The Horror on the Shadowsword, reducing his ballistics skill by 1.

 

Tyranids (Turn 1)

The horde of Termagants are out of range to fire their Fleshborers, so they continued their advance covering as much ground as they can.

 

Tyranids (Turn 1)

Despite the advance, they still had enough shots to kill off 5 Guardsmen.

 

Tyranids (Turn 1)

The sounds of the Exocrines moving in the distance can be heard, followed by two loud quakes as they burrow themselves into position.

The first Exocrine fires at the Trojan, tearing through it’s armour like if it were made of paper and removes 4 of its wounds.

 

Tyranids (Turn 1)

The second Exocrine was not quite as lucky. Even after expending a command point on a wound roll, it still failed to inflict any more damage to the Trojan.

 

Tyranids (Turn 1)

The Hive Tyrant spares no time to even blink before he’s engaged his first victim in combat. It makes light work of the Sentinel, killing it outright, and then consolidating towards its next prey.

 

Tyranids (Turn 1)

It was able to draw in a unit of Guardsmen into the combat, however they barely had any time to react in the wake of this deadly ambush, and they fail to cause any damage on the Tyrant.

 

Tyranids (Turn 1)

With the Tyranid threat being in such close proximity and surrounding their enemy, the Astra Militarum need to make sure that their not stocked up on any blanks, for every shot counts if they are to be able to stand their ground and survive.

 

Astra Militarum (Turn 1)

The Astra Militarum have been left with no choice but to move themselves closer to the Tyranid swarm to maximise their rapid fire lasgun shots.

 

Astra Militarum (Turn 1)

The Scout Sentinels move away from the threat of the Hive Tyrant to a new foe, the Tervigon. The Astra Militarum are fully aware that these big bugs need to die early if they are to stop the swarm from growing.

 

Astra Militarum (Turn 1)

The Enginseer moves to a safe location where he can focus on repairing the damaged Trojan. His Servo-arm begins to re-bolster the hull damage granting the Trojan an extra 2 wounds.

 

Astra Militarum (Turn 1)

Needing all the support they can get the Guardsmen are blessed with a psychic barrier from the Primaris Psyker,  moments later they hear their commanding officer cry out, “Guardsmen! First rank, second rank!”.

 

Astra Militarum (Turn 1)

The noise of hydraulic pistons and grinding gears are heard as the Armoured Sentinels relocate themselves into sight of one of the Tervigons. However in the heat of everything surrounding them they fail to make contact with any of their shots.

 

Astra Militarum (Turn 1)

Moments later an ear deafening, ground shaking blast erupts from epicentre of the Astra Miliarums forces. The Shadowsword had fired its devastating volcano cannon, with help from the Trojan for rerolls to hit, and thus vaporising the Tervigon into chunks of flesh and bone.

 

Astra Militarum (Turn 1)

For the Emperor! The Company Commander issues a direct order to the squad to advance into cover and fire at the nearest enemy threat. Unfortunately for them they were only able to kill off 2 Termagants, barely a scratch to the impending doom.

 

Astra Militarum (Turn 1)

The Ratlings take aim at the Tyranid’s chain of command from their relative safe point. They were able to pierce through the Warlord/Hive Tyrant’s hardened chitinous armour, removing 3 of its wounds.

 

Astra Militarum (Turn 1)

The two units of Termagants, away from the synaptic range of the hive mind, were forced to take morale checks this turn. Even after a command point reroll, 8 and 6 Termagants were retracted into a state of instinctive panic as they fled the battlefield into hiding.

 

Tyranids (Turn 2)

The remaining Termagants, not hindered from their casualties, make way towards their closest threat. They’re so close now the Guardsmen can hear the snarling and teeth grinding with every step they run closer.

 

Tyranids (Turn 2)

The other unit of Termagants move up on the opposite side to the Imperium forces flanking them on both sides. There is nowhere to run, nowhere to hide, the Tyranids now must be fought head on!

 

Tyranids (Turn 2)

The Tervigon conjures up its psychic might and unleashes a smite attack on the Shadowsword, but was only able to remove a single wound. It then casts The Horror on the Shadowsword reducing its hit rolls by 1 for another turn once again.

 

Tyranids (Turn 2)

Ceri is aware that any damage to the Shadowsword would be futile if the Trojan would be allowed any more chances at assisting it. The Trojan didn’t stand a chance when both of the Exocrines concentrated their  Bio-Plasmic Cannons at it as it erupted into a fiery mess.

 

Tyranids (Turn 2)

Each of the Termagant units fire into separate Guardsmen units. The wave of small arms fire saw another 9 Guardsmen die where they once stood moments ago.

 

Tyranids (Turn 2)

The Armoured Sentinel tries to maintain its composure as a horde of scuttling Termagants envelop it. Before it has any time to react the thrashing sounds of the Hive Tyrants huge wings are heard, it then performs a single fell swoop out of the skies like an avenging angel of death. As the Sentinel looked up briefly, the pilot knew it was all over and remained stationary, frozen in despair. The Hive Tyrant rips apart the armour plating as if it was made of clay and dismembers him; the Termagants devour the scattered human remains.

Across the battlefield the other unit of Termagants also manages to get themselves into assault.

 

Tyranids (Turn 2)

Jamie chose to use 2 of his command points for Counter-Offensive to give one of his units of Guardsmen the chance to strike first.

 

Tyranids (Turn 2)

It pays off and the unit were able to completely hack away the final remnants of one of the Termagant units after also killing 3 of them from overwatch. There was a brief moment of relief but that was short lived as the battle is far from over yet!

 

Tyranids (Turn 2)

The other Guardsmen unit wasn’t quite as fortunate and all perished from the tide of Tyranid claws and teeth piercing and tearing their flesh apart.

 

Astra Militarum (Turn 2)

The Astra Militarum fall back towards the Shadowsword. It is crucial that it survives if they are able to live another round.

 

Astra Militarum (Turn 2)

The Primaris Psyker channels his energy into a Psychic Smite, killing off just 2 gaunts.

 

Astra Militarum (Turn 2)

Once again another huge quake and ear shattering thunder comes from the Imperium forces when the Shadowsword takes aim at the second Tervigon. The magnitude from the sheer power of the Volcano Cannon proves too much and all 14 wounds are removed instantly from the Tervigon, killing it instantly.

 

Astra Militarum (Turn 2)

Orders are in and it’s First Rank, Second Rank! The Guardsmen fire at the smaller of the two Termagant units and quite literally kill off a handful. But incidentally, that also meant the entire unit

 

Astra Militarum (Turn 2)

12 more Termagants are killed from a hail of Lasgun firing. The Tyranid forces are slowly dwindling, but is it enough?

 

Astra Militarum (Turn 2)

Ratlings now focus their attention on a different target and try to see if they can whittle down one of the Exocrines. They only managed to remove 2 of its wounds and the Exocrine shrugs it off as if it were almost completely unaffected by it.

 

Astra Militarum (Turn 2)

Ceri uses 2 of her command points to assign Insane Bravery on the last remaining Termagant unit so that there will be no further casualties this turn as they have been left stranded with no synaptic guidance.

 

Tyranids (Turn 3)

The Hive Tyrant continues to be a threat at the heart of the Astra Militarum’s forces. It swoops into position, whilst casting catalyst on itself and smiting 3 Guardsmen to their deaths.

 

Tyranids (Turn 3)

With no Synapse anywhere near their vicinity anymore, the Exocrines resort back into their instinctive behaviour, firing at the closest enemy units. Despite that they still managed to eradicate the Scout Sentinel squad and an entire unit of Guardsmen.

 

Tyranids (Turn 3)

The Hive Tyrant finds its next victim and tears open another Armoured Sentinel, this time with help from a Command Point reroll to wound.

Ceri knows that she must remove all of the nearest enemy targets if the Exocrines are ever going to fire at the Shadowsword now.

 

Astra Militarum (Turn 3)

With most the Tyranid forces being held back, the Tech Marine appears from hiding and advances alongside the Shadowsword.

 

Astra Militarum (Turn 3)

More Guardsmen push forward after the grounds they’ve been defending has been given the all clear from their commanding officer.

 

Astra Militarum (Turn 3)

The Astra Militarum have the Hive Tyrant exactly where they want him, down the end of the barrel of the dreaded Volcano Cannon. The Shadowsword gunners reload the cannon as fast as they possibly could, but amidst the panic they failed to hit with 3 of the 6 shots it had this phase as the Hive Tyrant strafed from side to side. One of the shots merely grazed the Tyrant, while another was nullified from its 5+ invulnerable save.

With only one wound going through, Jamie rolls the 2D6 damage scoring a measly 3! One of which was negated by Catalyst. The Hive Tyrant survives this time relatively unscathed, suffering just 2 wounds, but can its luck continue for the rest of the turn?

 

Astra Militarum (Turn 3)

The Ratlings take it upon themselves to do better than the Shadowsword and set their sights on the Tyrant. The marksmanship of these little snipers are shown when they were able to remove another 2 of its wounds.

 

Astra Militarum (Turn 3)

The Hive Tyrant is momentarily grounded recovering from the damage it has just endured, but that was enough for the Sentinels to take aim and bring down the beast with two short ranged Lascannon shots to the chest. A huge screech can be heard across the battlefield as the Tyrant convulsed to the ground before becoming motionless. Things are looking a little grim for the Tyranids now with no Synapse left on the board.

 

Astra Militarum (Turn 3)

The Termagants begin to die like ants when fired upon by a Guardsman unit. All but one survived, but that was short lived when the Enginseer took matters into his own hands, splitting the last gaunt in two with his Omnissian Axe.

 

Tyranids (Turn 4)

As there is no longer any Synapse, or any Tyranids aside from the Exocrines by that matter, they are forced to succumb to their instinctive behaviour again. 5 Rattlings are shot and killed out of their hiding, but besides that, nothing else happens.

 

Astra Militarum (Turn 4)

All but the Shadowsword from forces of the Imperium march forward, sacrificing their shooting to get into position next turn to flush out the last remaining xenos scum.

 

Astra Militarum (Turn 4)

The Shadowsword could not draw a clear line of sight to their target and because of this, failed to hit with all of their shots. The Exocrines survive yet another turn.

 

Tyranids (Turn 5)

In a repeat of events the Exocrines obliterate another unit of Sentinels and a unit of Guardsmen. Despite the Astra Militarum not having much on the field themselves, they still have the Shadowsword unscathed. Will the Tyranids be able to pull something out of the bag here and turn the tide?

 

Astra Militarum (Turn 5)

The Shadowsword focuses its firing at one of the Exocrines vaporising it with ease after all of its shots hits.

 

Astra Militarum (Turn 5)

The Enginseer bravely charges the last remaining Tyranid unit crippling it when both its Servo-arm and Omnissian Axe puncher through the thick chitinous armour, causing a total of 5 wounds.

 

Astra Militarum (Turn 5)

The Exocrine stands up on its hind legs as its forelimbs cascade to the ground pulverising the Enginseer and killing him outright in a single motion.

However, the roll is made for Turn 6 but the dice gods have deemed not to be.

Victory for the Astra Militarum!!

 

Jamie: That was a great game (not just because I won), having the narrative of the convoy was great and made me deploy accordingly. Having deployed first it was just a waiting game to see where the Tyranids would strike and what the hive mind’s (Ceri’s) plan was. Having played against Tyranids for year I know that taking down the synapse is always the first priority. I was lucky to cripple one flank early or the guard my not have been so lucky. Overall it was a great game with lots of great moments like the charging engineseer taking a max 5 wounds of the exocrine in combat. Thanks to SN for letting us play in this battle report and let it be known that, Cadia Stands.

 

Ceri: That was the first game I’ve played with a full narrative behind it and absolutely loved it! I may have got crushed but there were some great moments. The Hive Tyrant staring down the barrel of the Shadowsword was a particular highlight! I didn’t have enough synapse on the board to allow my army to work to it’s full potential (lesson learnt, I’ll include more next time!) but I went in with a plan and stuck with it. I knew the Trojan Support Vehicle would make the Shadowsword more deadly, so set about killing the Trojan first as it would be easier to take down. After that it was trying to get at the Shadowsword as it felt like a prize to be won being the centrepiece of Jamie’s army! I gave it a good attempt but unfortunately the amount of firepower his army could kick out was just too overwhelming for me in the end! I’ll get him next time…

 

3 COMMENTS

  1. Epic Report guys! My fabvourite one for Eigth so far. So much carnage on both sides, great to see the Guard standing their ground in style against the devourer.

    I love Jamies painting, flawless work. Same for Ceri’s tyranids, super clean.

    The narrative is great, and the idea that the shadowsword is just so loud no one could hear paints a great picture and a nice sobering thought that war is anything but organised and linear! Emporer bless the Guard, they served the imperium yet again and many of their names and honours will be lost to sands of time.

    Surely the Engineseer will recieve a place in Jamie’s hall of honour for taking on an Exocrine!!! True hero move!

    Thanks again guys for your excellent reports! Eagerly awaiting next one…….fist vs night lords round 2???? 😛

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