Battle Report (Tyranids vs Ultramarines)

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Hyper aggression met discipline in a display of shocking violence. A thin blue line of Primaris Intercessors poured measured volleys into the living tide of razor-edged claws and chitin that surged towards them. Hellblaster squads let rip with the fury of caged stars as their plasma weaponry felled the larger synapse creatures whose power shackled the lesser beasts to the great devourers indomitable will. In the storm wracked skies above the main battle lines Inceptors duelled with gargoyles and their hideous Harridan brood mothers in a confused dogfight to the sound of alien screeches and the rapid scattoo of assault bolters. Repulsor tanks swept forward between the Intercessors when the horde pressed in close, their frag launchers and the grav-wash from their passing helping push back the endless swarm just as the Tyranids seemed poised to get to grips with the Ultramarines time and again. Primaris lieutenants shouted orders and redirected squads attention to the most pressing targets as they presented themselves in a display of tactical acumen that would make their primarch proud.
The hive mind did not remain passive as the scions of the Ultramarines plied their deadly craft. It continued to feed weapon beasts into the slaughter in the knowledge that it had the biomass to produce a billion more if need be. It studied, analysed, adapted and learned from its foe. With an alien disregard for casualty figures, morale or logistical constraints it herded the required bioforms into a wedge backed by synapse beasts of greater stature and hurled them at the centre of the Primaris’ lines determined to consume their superior biomass.
The change in the Tyranid tactics heralded the arrival of Captain Antiochus and a brace of Redemptorist dreadnoughts. He had anticipated and had been awaiting this turn of events and strode forth flanked by the immense forms of his dreadnought entombed brethren to counter the hive minds latest gambit. The decisive moment was upon them.

Mission: Scorched Earth

Points: 1500

Deployment: Spearhead Assault

++ Battalion Detachment +5CP (Imperium – Space Marines) ++

**Chapter Selection**: Ultramarines

+ HQ +

Captain in Gravis Armor: Boltstorm gauntlet, Master-crafted power sword, The Santic Halo
. Warlord: Adept of the Codex

Primaris Lieutenants
. Primaris Lieutenant: Master-crafted auto bolt rifle

+ Troops +

Intercessor Squad: Auxiliary Grenade Launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

Intercessor Squad: Auxiliary Grenade Launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

Intercessor Squad: Auxiliary Grenade Launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

+ Elites +

Redemptor Dreadnought: 2x Fragstorm Grenade Launchers, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

+ Fast Attack +

Inceptor Squad: Assault bolter, 2x Inceptor, Inceptor Sergeant

+ Heavy Support +

Hellblaster Squad: Plasma incinerator
. 4x Hellblaster
. Hellblaster Sergeant: Bolt pistol

Hellblaster Squad: Plasma incinerator
. 4x Hellblaster
. Hellblaster Sergeant: Bolt pistol

+ Dedicated Transport +

Repulsor: 2x Storm Bolters, Auto Launchers, Icarus Ironhail Heavy Stubber, Ironhail Heavy Stubber, 2x Krakstrom Grenade Launcher, Las-talon, Onslaught Gatling Cannon, Twin lascannon

++ Battalion Detachment +5CP (Tyranids) ++

+ HQ +

Hive Tyrant: 2x Two Devourers with Brainleech Worms

Malanthropes: Malanthrope, The Norn Crown, Warlord, Warlord Trait: Insidious Threat

+ Troops +

Ripper Swarms: 4x Ripper Swarm

Ripper Swarms: 4x Ripper Swarm

Termagants
. 30x Termagant (Devourer): 30x Devourer

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Lictor: Flesh Hooks, Rending Claws

Lictor: Flesh Hooks, Rending Claws

+ Fast Attack +

Raveners
. Ravener: Rending Claws, Scything Talons
. Ravener: Rending Claws, Scything Talons
. Ravener: Rending Claws, Scything Talons
. Ravener: Rending Claws, Scything Talons
. Ravener: Rending Claws, Scything Talons
. Ravener: Rending Claws, Scything Talons

+ Heavy Support +

Biovores: 3x Biovore

Toxicrene

Trygon: 3x Massive Scything Talons, Toxinspike

Citizens of the Imperium, tune your vox receivers, for today the emperors finest take on Hive Fleet Jormungandr in a brave effort to defend your safety. Roboute Guilliman’s resilient Primaris Space Marines strike deep into the Ultima Segmentum in an effort to finally extinguish this Xenos threat… This week’s report brings two fantastic players to the studio from over the border. Chema’s tunneling Tyranids, who benefit from cover unless they advance, charge or have the fly key word, take on Antonio’s Primaris Ultramarines, who add one to their leadership and can fire after falling back on a minus one. Before we commit this board to a sea of blue miniatures, let us take look at this phenomenal toxic battlefield the SN Team have set up for this clash. Acid geysers, mangled rock and twisted vegetation, this table sets up the perfect atmosphere for a world torn and infected by the Tyranid plague in the far reaches of Imperial Space.
Deployment

The already scorched earth begins to rip and tear as Chema begins his deployment phase. His Hive Tyrant and Toxicrene burst through the earth taking the centre field. They are flanked by his warlord; the ominously hovering Malenthrope rises from the gaping hole in the earth posing a deeply insidious treat to the Ultramarines.

Deployment

Chema moves on to deploy his Hive Guard defensively on his left flank. He shields them from enemy fire behind a rock formation, should the Space Marines take first turn, but keeps them in position to counter any movements on the exposed flank. The rest of Chemas army remains within the Jormungandr tunnel network, he uses the Enemy from Below stratagem to keep the Termagants in reserve.

Deployment

In a flash of blue, the noble Primaris Marines begin emerging on the battlefield, Guilliman’s finest and bravest soldiers stand unwavering against the Xenos horror before them. Antonio also take’s centre field, countering Chema. He deploys an Intercessor Squad, flanked by the reliable Repulsor transport and sturdy Redemptor Dreadnought.

Deployment

Antonio then deploys another unit of Intercessors and the Hellblaster Squad behind a rock formation opposite the Tyranid deployment zone, giving him better board control.

Turn 1 (Tyranids)

Chema Takes first turn and begins by moving the core of his army on the table up the battlefield towards Antonio’s, line securing two objectives in the process.

Turn 1 (Tyranids)

The Tyranids begin their psychic phase. Deep earthy clicks of sound and strange mutterings almost swirl around the Hive Tyrant as it discharges a wave of deadly energy in the direction of its enemy. Chema first casts Horror on the Repulsor and shortly follows by attempting to cast smite on the nearest Intercessor Squad, failing to do so however.

Chema begins his shooting phase with a stratagem. He uses Pathogenic Slime for two command points on his Hive Tyrant as its devastating Devourers begin to swell with toxic biomass; they will now deal an additional wound. The biomass is unloaded into the very same Intercessor Squad which Chema had intended to Smite, but Antonio proves the true extent of the Emperor’s protection and in an amazing display of dice rolling only three Primaris Marines are felled.

Turn 1 (Tyranids)

In astonishment and with determination to bring down the Intercessors and secure First Blood, Chema fires his Biovores into the Squad. He deals a single mortal wound, leaving two Marines standing!

Turn 1 (Tyranids)

Chema cant believe his luck. He sends his Biovores into overcharge with the Single-Minded Annihilation stratagem for a further two command points. Again the resilient Primaris Marines shoulder the damage and only one falls to the fire. Nevertheless, the area surrounding the Primaris Marines is now littered with ominously close spore mines. This does, however, deny Chema First Blood, he otherwise held one objective securing a single victory point for his first turn.

Turn 1 (Space Marines)

After bearing the brunt of the Tyranid shooting the Primaris Marines begin their first turn. In an almost exact counter to Chema, Antonio moves the bulk of his force up the board towards the Tyranids securing an objective in the process.

Turn 1 (Space Marines)

An Intercessor Squad advances onto an objective securing it, and a victory point, for the end of the turn.

Turn 1 (Space Marines)

Antonio now begins his shooting phase. He opens with the Redemptor Dreadnought. A loud high pitch hum and a bright flash of blue light signals the beginning of this war-machine’s shooting as its Macro Plasma Incinerator releases a ball of cackling blue plasma which tears into the Hive Tyrant. This is followed by a shower of missiles and hail of Bolter fire. Some protection is provided by the negative one to hit aura from the Malenthrope, but the Tyrant still sustains six wounds.

Turn 1 (Space Marines)

Antonio moves onto his Hellblaster Squad, their Plasma Incinerators shake with power as they enter their Supercharge mode and discharge into the Hive Tyrant. One Marine, however, fails to properly cool down his weapon and the unstable plasma erupts, killing him. The Hive Tyrant, now covered in scorching plasma puts on a fantastic display of resilience as Chema passes all his invulnerable saves.

Turn 1 (Space Marines)

Suffering a negative two penalty from Horror and the Malenthrope’s aura, the Repulsor unleashes it’s entire payload into the Hive Tyrant. Its Las weaponry proves most useful to Antonio here, and the hot beams of glowing energy leave the Hive Tyrant with only two wounds remaining. This does not secure First Blood for Antonio, from his objectives, however, he scores three points this round.

End of Turn 1
Chema: 2
Antonio: 3

Turn 2 (Tyranids)

Chema continues to move the core of his force up the board. He positions his severely wounded Hive Tyrant, now leaving a trail of thick blue blood behind it, behind a rock formation in an attempt to block line of sight and provide protection from the Ultramarine’s shooting.

Turn 2 (Tyranids)

The earth begins to shake as the vibrations of dozens of burrowing Termagants deep beneath the Space Marine deployment zone begin drawing nearer the surface. Chema deploys his Termagant squad directly behind the Marine line as the earth heaves and gorges open revealing a swarm of scurrying bodies, he used the Enemy Below stratagem to allow for this. Emerging from the frenzy the Ravener squad also appears using their Death From Below special rule. Chema has the space marines surrounded, but his new arrivals keep their distance.

Turn 2 (Tyranids)

Antonio employs the Auspex Scan stratagem and fires, with a negative one penalty to ballistic skill, into the growing mass of Termagants with nearest Hellblaster Squad, removing six.

Turn 2 (Tyranids)

The wounded Hive Tyrant musters what strength it has left and attempts to cast Horror on the Repulsor a second time. This time it fails to do so. In an almost panic and with desire to save its skin, the Tyrant casts Catalyst on itself. Chema rolls a ten, but in another feat of amazing rolling Antonio denys the power using the Santic Halo on his Captain.

Turn 2 (Tyranids)

The Termagants, now enraged by the fire they have sustained, pour all their firepower into the Hellblaster Squad. Three shots each prove too much for the Marines and the squad is destroyed by the shower of toxic biomass. This finally secures First Blood for Chema.

Turn 2 (Tyranids)

The Toxicrene’s lumbering mass finally reaches the Primaris Marines on Antonio’s right flank. A wave of Choking Spores fills the air around the Hellblasters as one of them sustains a wound from extensive coughing and damage to the lungs.

Turn 2 (Tyranids)

The Biovores target the Hellblaster Squad which is being faced down by the Toxicrene. They deal one more mortal wound to the squad, removing the injured Space Marine. Two spore mines appear beside them.

Turn 2 (Tyranids)

In a flurry of cracking and swirling from its tentacles, the Toxicrene is sent into combat with the Hellblasters. After its first wave of attacks leave the unit crippled, but still standing, Chema expends his last three Command Points to use the Adrenaline Surge stratagem on the Toxicrene for another round of attacks. This time the flailing Massive Toxic Lashes wrap round and crush the remaining Primaris Marines.

Turn 2 (Tyranids)

To uphold the honor of the chapter and avenge his fallen brothers, the noble Primaris Captain crashes into combat with the Toxicrene by means of a Heroic Intervention. Three wounds are taken from the Tyranid monstrosity.

Turn 2 (Tyranids)

In a magnificent display of bravery the Primaris Captain weighs in for a second round of attacks against the Toxicrene; Antonio using three command points for the Honour the Chapter Stratagem. A further four wounds are removed from the Toxicrene as the Captain’s Master-crafted Power Sword plunges deep into its foe’s hide.

From and objective and First Blood, Chema secures two victory points this turn.

Turn 2 (Space Marines)

With the desire of consolidating his position, Antonio simply re-shuffles his forces somewhat.

Turn 2 (Space Marines)

To counter the threat of the outflanking Termagants and Raveners, Antonio deploys his Interceptor Squad to plug the gap. Descending onto the battlefield using their Meteoric Descent special rule, the Interceptors appear before the Xenos mass, their armour glowing from the heat of re-entry. In a hail of Assault Bolter fire, twelve Tremagants are slain.

Turn 2 (Space Marines)

The Redemptor Dreadnought splits its firepower this round. It beams it’s Macro Plasma Incinerator into the Hive Tyrant, finally destroying its heavily wounded body, then fires its Rockets and Gatling Cannon into the Termagants, killing four more of them.

Turn 2 (Space Marines)

Deploying his Trygon away from the fray, behind a rock formation, Chema had hoped his monstrous creature would evade the fire power of the marines. Antonio moves the Repulsor to fire on it however. But in a dramatic change of fate, perhaps distracted by the oncoming Toxicrene, all the weapons on the Repulsor either fail to hit or wound the Trygon, shocking rolling on Antonios part.

Turn 2 (Space Marines)

Although the Toxicrene strikes first, Antonio passes all his invulnerable saves and moves onto attack it back with his Captain. Continuing in the same vein as in the previous combat phase, the Primaris Captain musters all the strength he can draw from his Master-crafted power sword and in the name of the God Emperor swings it at his enemy, this time killing the Toxicrene.

Turn 2 (Space Marines)

Out of Synapse range, and after sustaining heavy casualties, the Termagants flee the field. Holding onto the same three objectives as last turn, Antonio scores a further three Victory Points at the end of Turn two.

End of Turn 2
Chema: 4
Antonio: 6

Turn 3 (Tyranids)

To re-apply pressure on the Space Marines rear, Chema moves his Ravener’s against the Interceptors.

Turn 3 (Tyranids)

Before it acquires another chance to fire against it, Chema sets his Trygon against the Repulsor.

Turn 3 (Tryanids)

After its counterpart entered the Turn previously, Chema’s second Lictor silently infiltrates into the battlefield using the Hidden Hunter special rule.

Turn 3 (Tyranids)

The Impaler Cannons of the Hive Guard, deal their first meaningful damage in the game. Although they are out of line of sight, the heavy, almost mortar like, weapons destroy an Intercessor Squad, leaving an objective unguarded by the Space Marines.

Turn 3 (Tyranids)

The Trygon slams its huge hulking mass into the Repulsor shaking it off balance a little. It then tries to claw into the transport’s armour with its Massive Sything Talons. But the engineering of Magos Belisarius Cawl proves too resilient for the attacks, only two wounds are taken.

Turn 3 (Tyranids)

The Malenthrope had previously moved back to capture an objective. This secures three victory points for Chema at the end of his turn three.

Turn 3 (Space Marines)

This Turn again sees very little movement on Antonio’s part, his army consolidate themselves and prepare to fire.

Turn 3 (Space Marines)

The Redemptor Dreadnought now turns its attention to the encroaching Trygon and unleashes all its firepower into it, removing six wounds as bullets and rockets tear through its soft underbelly.

Turn 3 (Space Marines)

Using the benefit of its Fly keyword, Antonio pulls the Repulsor out of combat with the Trygon and opens its batteries against the Tyranids. It first removes a Lictor with Bolter fire and follows by beaming its Lascannons into the Trygon dealing another six wounds and killing it. From objectives Antonio secures three victory points this turn.

End of Turn 3
Chema: 7
Antonio: 9

Turn 4 (Tyranids)

After loosing half their number to shooting in the previous round, Chema moves the Raveners right up to the Interceptors almost clawing at them before they charge.

Overview

Although the Space Marines are heavily depleted, Chema has failed to do any meaningful damage to the Redemptor Dreadnought or Repulsor. Antonio has broken Chema’s force with his firepower, but now stands to lose board control against his superior numbers. Only the next two turns will tell whether Antonio can hold onto his lead and pound the Tyranids further, or if Chema can steal victory from under the Primaris Marine’s noses.

Turn 4 (Tryanids)

The Hive Guard tear two Interceptors from the battlefield, causing their Jump Packs to erupt into flames in the process.

Turn 3 (Tryanids)

The last is torn apart by the Raveners and cast lifeless into a nearby pool of acid. From objectives, Chema secures three Victory Points this Turn.

Turn 4 (Space Marines)

A Primaris Intercessor, displaying somewhat an air of caution about his actions for fear of the potential bombardment which may be delivered by the Hive Guard, moves onto an objective.

Turn 4 (Space Marines)

A bit of a mistake here guys. We forgot to make the leadership test for the Raveners in the previous turn who lost three of their number. Chema rolls a six for this meaning last three should be removed. As a result, and in keeping with good sportsmanship, both players agree to remove the Reveners and place the Interceptor which fell in combat back onto the table. It must have been quite an amazing sight for the other marines indeed, to see their fallen brother emerge from a pool of acid, shake himself off, and re-prepare for the battle.

Turn 4 (Space Marines)

The Redemptor Dreadnought commits all its firepower against the other Lictor, blowing it off the table but, more importantly, blowing it off an objective.

Turn 4 (Space Marines)

The Repulsor removes two of the troublesome Hive Guard and takes out three Ripper Swarms with Bolter and Stubber fire.

Turn 4 (Space Marines)

The Primaris Captain, which re-secured an objective in the movement phase, sees Antonio take three more victory points for this turn.

End of Turn 4
Chema: 10
Antonio: 12

Turn 5 (Tyranids)

Chema now resorts to taking objectives. He sends his Ripper Swarms scurrying across to a marker, securing it after an advance roll.

Turn 5 (Tyranids)

Just as the Interceptor comes to his senses and wipes acid off his helmet, the last Hive Guard fires a volley which throws him back into the pool of acid. This finally destroys the squad. Chema takes two points this turn.

Turn 5 (Tyranids)

Antonio positions his army to maximise their line of sight.

Turn 5 (Space Marines)

The Redemptor Dreadnought has proved itself the most reliable unit in Antonio’s Primraris force. It continues to perform removing the last Hive Guard and finishing off the final Ripper Swarm from the previously targeted unit.

Turn 5 (Space Marines)

The Repulsor destroys the last unit of Ripper Swarms as it failed to enter line of sight of the Malenthrope, Chema’s Warlord. Antonio claims a further three Victory Points this Turn.

End of Turn 5
Chema: 12
Antonio: 15

At this point Chema concedes the game to Antonio. With only two units left on the field, it would be an impossible task to secure enough victory points to defeat the Space Marines. Imperial Victory!
Chema: The list that I used against the Ultramarines was a mix of combat and light shooting. The list was good and had been solid in a few games but I made some very bad mistakes when I didn’t take into account my synapse. This basically cost me the game, especially when I realised how low my leadership actually was when not in synapse. My deployment was good, I was happy with that and how my opening turns went. However I was a bit too hasty with my command points and saw myself using them up quite quickly when I actually needed them the most later on in the game. This is what I enjoy about the game, we don’t loose, we learn and today I had a fantastic game and learnt a lot. A pleasure to battle against Antonio and thanks to the SN team for the kindness and friendliness throughout the report.
Antonio: Well that was awesome! I am truly happy with this win and believe this or not its only my 5th game in 40k! I’m loving it….. The terrain set an excellent scene for this battle and loved how both armies looked on the table, I was eager to start… well a bit to eager which made me make many mistakes on my opening two turns, nearly costing me the game. To tell you the truth I thought it would be over by turn three. I actually think everybody in the room at that time thought the same but the Ultramarines proved their name and slowly but surely changed the course of the game with tactical precision….. and the help of some big mistakes from Chema lol. A massive thanks to Steven from the SN team for organising this game, I cant wait for the next one. Hope you all enjoyed the report as much as i did playing it.

 

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