
A dozen or so games in so far with the Fritz ‘nids and this past Monday was my first battle vs. IG. Setting up I felt a lot like everybody’s favorite rebel commander wondering how I was going to repel that kind of firepower?
Mission was capture & control, 1750 points, dawn of war. My opponent took first turn as all IG players are doing these days and placed his objective in the center of his deployment zone out in the open. I placed mine in the lower left, in cover of course. Guard sets up and rolls in on turn one- lots and lots of vet chimeras, hell hounds, and three russes instead of valks. I walk on my gaunt groups, zopes, carnifex, and tyrant on my objective, getting cover, as the raveners and stealers outflank- hybrid null deployment model if that has any meaning for you.
Oh and deathleaper.
This game, more than any of the others I had played so far with my Tyranids was going to be about sticking with the plan. No matter what happened I had to stick with the plan, the plan being to stick to it…
My plan was to use the stealers to outflank into terrain and just go to ground to soak up shots, and spread those guard tanks out. Have them move away from the assault range of the stealers and encourage them to shoot. While that was happening I was going to run the ‘fex and zopes up the center to encourage the IG tanks to sit there and shoot like crazy over moving, so they wouldn’t be at my deployment zone by turn five, while the tyrant acts as a last moment counter attack unit and the gaunts just go to ground for the 3+.
Oh and deathleaper.
First stealer group comes in to the left and runs up clawing a chimera and exploding it along with a few guard dudes inside. I could have gone to ground in the terrain nearby, but I wanted to “remind” the IG player what my bugs could do if they got up close to his precious tanks- and that he better be ready to rock and roll since I’ve got twenty more stealers and ravaging raveners still coming in.
Stealers on the left then die to hellhound flames and chimera spam followed by the zopes soaking up a ton of shots and actually making their invul saves, especially against the battle cannons and russ plasma cannons. Now I know how thunder hammer terminators feel…
Next turn my remaining stealers and raveners come in on the right and run into cover, ready to pounce next turn. I might have been able to make it with the stealers to one of the chimeras but again it is about the plan and pushing back with that threat bubble. I’m a nice guy and remind my opponent that the raveners are beasts.
Now that the pressure is on, I start moving the zopes forward along with the carnifex right up the center. Deathleaper comes on the table and pops in mid center and then runs into cover like I am trying to hide him from LOS.
Guard shooting is awesome on my carnifex popping two wounds, which I fail to regenerate as the first stealer unit on the right vanishes from hell hound and las fire. Remaining stealers and raveners pounce on the hell hound and cimera which haven’t moved and all I do is blow off the flame cannon. I blow everything and I suddenly feel like Poncho from Predator...
Not a thing. No blood, no bodies... We hit nothing!
Zopes then epic epic fail missing their shots and then vanish from return fire as the fex goes down and my remaining stealers and raveners fold from a single turn of shooting. Personally I’m feeling really deflated even though I KNOW Tyranids are all about expending bodies to make your opponent do stuff rather than accomplishing it through shooting or assaulting. The threat of assaults get your opponent to move where you want them to move, and piling on bodies as key locations keeps them in place by forcing them to shoot lots of dakka at those units. This is how Tyranids control the game…still getting your balls kicked in no matter what the plan is still hurts.
Now, moving into turn four IG moves out to my objective, but it is too late, as being Fritz, I’m planning on the game ending on turn five. Brother Captain James from the club once remarked that 90% of my strategy is the game ending on turn five…and he is right!
I bring the hive tyrant up and out to counter assault the incoming contesting chimeras as deathleaper takes his cue and slinks back into reserves making it look like I’m putting him back in so the advancing wall of steel doesn’t flatten him. My tyrant goes down like a chump from IG fire and my first gaunt group eats a battle cannon shot and lots of fire as I go to ground for the 3+ and to bypass rage. Bottom of turn five has my second gaunt group raging forward, but they are still within 3” of my objective- exactly the reason why you want big gaunt groups just in case they rage and not run off the objective. Second gaunt group is at ground so they are fine. IG chimera spam is still about a foot or so away from my objective as deathleaper pops in to contest my opponent’s objective which is open at an odd angle with a chimera and russ sitting on it. DL is 1” away from the tanks and 2”ish from the objective.
Game ends on turn five with a “2” rolled on the D6.
Now for the commentary...
How could I only take out ONE chimera and five guardsman in the explosion while my opponent takes out 30 stealers, 17 gaunts, a carnifex, 3 zopes, tyrant, and three raveners and lose the game? I got tabled and still won? This is what is wrong with 40K right now with the skewed missions vs. table size and 5th edition codex points for models- upcoming post on this topic in a few days. How could an army that has only ONE shooting unit at 18” win against and army that has superior firepower, mobility, and more models on the table? Ego pump, and how great I am aside (sarcasm) I won because I took control of the game right away. I made my opponent react to me which means I was always a turn ahead while he waited to see what I did. In 40K you never want to be a passive/reacting opponent, active always wins- control the flow of the game. Of course it might not have felt like that during the game as I pulled off handfuls of stealers and gaunts each turn, but it was there. I got the jump on the IG player and shifted him into a passive play mode, and it was done from there. THAT is the lesson to learn from this battle report- what you want to do, and what you don’t want your opponent to force you into. Of course I needed the game to end on turn five, and if it went on I was done, but against certain armies this is all you have, and I’m just lucky like that.
Of course next time we play my opponents objectives will be walled off from deathleaper and maybe they won’t take first turn, the DL bomb only works once, but I’ve got a second round of stupid tricks like that ready to go…
Boo!