The second game with the Schwarzes Pferd II team. In general, we had good estimations and an easy pairing process. If I remember correctly, I placed tyranids as the first defender to avoid red pairing with AM. Got Orks for tyranids and all the rest pairings went smoothly.
All but one results were as expected. Our GSC player had zero experience with Votanns and got a lot of surprises during the game, losing badly.
Viktar "SUSSY PLAYER" (Genestealer cult) 1 - 19 Dominik "Toudi" Podobiński KR423 (Leagues of Votann)
Total: Brohammer 70 - 30 SP2
Nevertheless, we've managed to get a second major victory and jump to the very top of the Leaderboard after game 2.
Tyranids vs Orkz
I've played my second game with Marcin "Kołodziej" Kopyt
His army list can be found here:
So, a bunch of meganobz, huh? Not gonna let 'em reach my monsters:)
Mission 23 means that orks cannot reach me fast enough, so I can get two turns of shooting to disembark meganobz from transports and deal with them after on my terms:)
Secondaries:
I get No prisoners, Bring it Down and Interrogation (orks are no good at hiding characters out of los).
Marcin picks 3 orkz secondaries.
Deployment
Tyranids has only pyrovores in an egg via deepstrike.
Orkz send killa-kans and 1 gretchin unit in strategic reserves.
Commandos get positions on my right and behind the central ruin, while all the vehicles are hidden behind the ruins faaaaaar away from my positions.
I do protect hormagaunts from possible charge of commandos turn 1, putting carnifexes to the front with hormies for counter-charge.
Orkz start first... and all their vehicles are faaaaaar from my positions:) Nice)
Turn 1
Orkz
Commandos on my right reach to my carnifex. Shock shooting + kommandos bomb squig + kommandos charge bring carnifex down to 1 wound.
Vehicles get out from hiding and out in the open.
Tyranids
Tyrannocyte is left in the orbit, waiting for the food to get out from cans:)
Hormagaunts on the right finish commandos.
With all my shooting I manage to bring down the battle wagon, truck, and a Kill Rig altogether with all the orkz boiling out.
The central hormagaunt unit gets auto 6" advance stratagem and manages an 8-inch charge for the commandos in the center, wiping them out. With overran stratagem I manage to roadblock all the orks, creating a congo-line 1 inch away in front of the Orkz army.
Turn 2
Orkz managed to do nothing but kill hormagaunts with flamers, leaving only 1 alive. With a lucky "1" for morale, it survives!
On my turn, I return 5 hormies back to the table for stratagem and they head for grots behind the ruin.
On the right flank, fully buffed hormies manage to bring down the full Beast Snagga Boyz unit in combat.
In the center, I unleash all the psychic phases and shoot damage at meganobz. After that, I charge them with Hive tyrant and wipe all but 1 meganob.
Not much left for orkz. Bike boss charges into gants, killing a bunch.
Killa kans flame and charge my tyrant, killing him outright.
Beastboss charges two carnifexes, stripping one down to 5 wounds, and loses all but 1 wound in a return.
We call the game at this point. The result sheet is as follows:
So, the deployment was not any good for orks, and with cautious deployment behind the ruins, I had enough time to deal with the infiltrators first, with transports second, and with the meganobz third. I call it "Piecemeal": devouring the opponent's army piece by piece :) If Marcin had played more aggressively - the result could be different.
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