Showing posts with label Hivefleet Haemorrhoid. Show all posts
Showing posts with label Hivefleet Haemorrhoid. Show all posts

Tuesday, July 9, 2019

Elsewhere on Elamdavar

After Sunday's first crack at the apocalypse, everyone was anxious to have another go... and... since it's summer holidaze... We played another game on Monday. This one went a bit quicker and we played, more or less, to it's conclusion.

While the Thaestalyrdaes Craftworld was defending the ruins of Belylath, another fierce battle was brewing elsewhere on the Exodite World of Elamdavar around the desert settlement of Gilfahith.... Here the forces of the Biel-Tim fleet and Rainbow Warriors Contemporary Dance Company faced another invading horde of Hivefleet Haemorrhoid!

FORCES

Combined Aeldari Forces 

Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Autarch (+ Warp Jump Generator) - 7PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL

Asuryani Spearhead Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Warlock - 3 PL - Warlord

Elite
Wraith Guard (5) - 8 PL

Heavy Support
Wraith Lord (Bright Lance) - 6 PL
Wraith Lord (Missile launcher) - 6 PL
Wraith Lord (Scatter Laser) - 6 PL

Asuryani Super-Heavy Auxiliary Detachment - Beil-Tim Fleet (as Biel-Tan) 
Lord of War
Tempest/Scorpion Heavy Grav-Tank - 30 PL


Harlequin Battalion Detachment - Rainbow Warriors Contemporary Dance Company
HQ
Troupe Master - 4 PL - Warlord

Troops
Troupe (5) - 8 PL
Troupe (5) - 8 PL
Troupe (5) - 8 PL

Elites
Solitaire - 8 PL


Harlequin Vanguard Detachment - Rainbow Warriors Contemporary Dance Company
HQ
Shadowseer - 7 PL

Elites
Death Jester - 5 PL
Death Jester - 5 PL
Death Jester - 5 PL

Total Aeldari Forces: 182 Power Level



The Forces of Hivefleet Haemorrhoid

Tyranid Battalion Detachment - Hivefleet Haemorrhoid (as Leviathon)
HQ
Flyrant - Warmaster - 11PL
Broodlord - 6PL

Troops
Hormagants (10) - 2PL
Genestealers (5) - 5PL
Ripper Swarm (3) - 2PL

Heavy Support
Mawloc - 7PL
Carnifex (+ Chitin thorns) - 6PL
Toxicream - 8PL


Tyranid Battalion Detachment - Hivefleet Haemorrhoid (as Leviathon)
HQ
Tyranid Prime - 6PL

Troops
Termagant (10 - with Fleshborers) -4PL
Termagant (10- with Fleshborers) - 4PL
Tyranid Warriors (3) - 3PL

Elites
Venemthorpe (3) - 4PL

Fast Attack
Ravenors (3) - 5PL

Heavy Support
Tyranofex - 11PL


Air Wing Detachment - Hivefleet Haemorrhoid (as Leviathon)
Fliers
Harpy - 9PL


Super-Heavy Auxiliary Detachment - Hivefleet Haemorrhoid (as Leviathon)
Lord of War
Hierophant Bio-Titan - 95PL


Genestealer Battalion Detachment (Finnegan's contribution to the game) 
HQ
Broodlord – 6PL

Troops
Genestealers (10) – 9PL
Genestealers (10) – 9PL
Genestealers (10) – 9PL

Finnegan’s Genestealers Power Level: 33
Ian’s Total Power Level: 188
Tyranid Total: 221
(If they'd had six more points, they'd have had 25% more than us and we would have gotten TWO points every turn we held equal or more objective markers!)


THE GAME

SET-UP



Setting up our forces.



Once again Eldar are facing an invasion force of Tyranids on the Elamdavar exodite world.



The Harlequins held the Aeldari right flank.



The centre and left were held by Asuryani of the Biel-Tim Fleet and one of the Exodite's Waithknights.



Finnegan's Genestealer Horde - mostly miniatures from his Space Hulk game - supplemented by a few extras I picked up for a Kill Team, but then, more or less, passed on to him.



Ian's horde of Chitinous Critters from Hivefleet Haemorrhoid.


TURN ONE

The Forces of the Aeldari won the Initiative roll and then we placed some order and generated some command assets and were off! To kick off the Action Phase we used a Command Asset Card called "Trophy Kill" and played it on the Bio-Titan... I think it allowed us to re-roll ones...? Or all misses...? Gah! I can't remember now, and don't have the card handy...



To start things off the Death Jesters of the Harlequin Vanguard Detachment unleashed a fury of fire on the horde of Genestealers opposite them... leaving one blast marker on one unit...



We were starting with our shooty detachments, hoping they'd flinch and advance with their maneuver detachments and bring them within range of ours to charge!



The Tyranids first action was to activate one of their Battalion Detachments and cram almost the entire battalion into this one Building (Defensible Terrain). I'm not sure why? As the attackers, they really needed to really be more aggressive and MOVE and seize objectives. We STARTED the game sitting on three (of the six) to score - all we had to do was tie the Tyranids and WE'D be the ones scoring victory points at the end of the round!



I think the Termagants tried firing on the Wraithknight, but that didn't really work out for them.

The Wriathknight then charged straight up the street and chopped the Tyranofex to bits. (Ian had been bragging about his latest toy, and how it was going to wreck some of our big stuff... so we made sure to take it out first...). She left three large blast markers on it (that destroyer ability on the Titanic Ghostglaive is bad-ass!) with only a 6+ save and three wounds, it would not be long for this world...

The Harpy swooped across the battlefield dropping spores (and a blast marker) on one of the harlequin troupes, and attacked another directly, but they dodged it's slow and ungainly blows.



The Tempest then blew a couple holes in the Bio-Titan.

The Tyranids played a command asset card called "Laserburn" - they rolled to put blast markers on about 5 or 6 units, but failed all but one - the Farseer.

Having learned his lesson from yesterday's game, the Bio-Titan came trundling out of it's corner shooting... and dropped a pile of blast markers on the Tempest... If I'm going to have to face this beastie on a regular basis, I'm going to have to get the others painted... or the Eldar Titans...



The Aeldari Wraith Spearhead detachment was the next to move... All fired on the Bio-Titan, but it was the Wraithguard, with their Wraithcannons, that actually scored a wound and because they have the Destroyer ability they left a fourth large blast marker on there!



The Tyranid battalion detachment with the Flyrant then piled in around the Wraith knight and laid the boots.... or... tentacles to it - leaving two large blast markers.

The Dire Avenger Battalion opened up on the Termagants in the building opposite, but their fire had little effect on the cowering critters.



With only the one detachment left to activate, the Tyranids decided to charge forth... The one detachment that didn't really NEED to act aggressively - because they were already ON an Objective marker, left it and charged at the Harlequins to try and shift them off of theirs... unfortunately they couldn't get far enough.



The Harlequin Battalion detachment - with all their Troupes - viciously attacked the Genestealers. Their attacks left five blast markers on two units and a single one on the other.

DAMAGE PHASE

During the Damage phase, two units of Genestealers disappeared - significantly diminishing the strength of the detachment holding the Tyranids left. The Bio-titan also failed two saves and took two damage! half way to critical damage - one quarter of the way to being dead!

The Tempest failed to save ANY of the hits against it and took four wounds!! Then it failed morale and decided they'd had enough and limped back to the rally point hoping to escape with their crippled vehicle and live to fight another day! It was a blow, to be sure... but I was really happy with this outcome - I LOVE that single model units actually have a mechanism where they have to take morale tests and can leave the table because of them - and not just fight to the death... always!!!

The Wraithknight also failed one of it's saves, and then failed morale giving it a second damage token...

At the end of the Turn the Eldar were holding three objectives and the Tyranids were only holding one...? so.. Victory Point to the Eldar - only needed to keep this up for two more turns and we'd WIN!


TURN TWO

Eldar AGAIN won the initiative.



I brought in an entire deep-striking battalion, that had been held in reserve at the beginning of the game! They immediately seized the objective marker the Genestealers had given up when they advanced on the Harlequins.

The Rangers in the Battalion all fired on the Genestealer's Broodlord, but only scored a single blast marker. The Warp Spiders unleashed a torrent of mono-filament wire at the Hormagants with their Death Spinners - this left them with one large blast marker.



While the Carnifex, Broodlord and Genestealers continued to lay the boots... er... podomeres...? to the Wraithknight, the Toxicream fell back and shimmied down the road towards one of the Objective markers.



meanwhile the herd of hormagants swarmed the Warp Spiders - it was Bug-on-Bug! Their spiny-stabby- bits left a large blast marker on the Warp Spiders (but they'd just shrug that off later in the damage phase...).

the Wraith Spearhead detachment unloaded on the Bio-titan again collectively leaving two large blast markers - two of the Wraithlords did one small each - which converted into a large, and then the Wrarithguard did a large on e on it's own because DESTROYER weapons! It definitely got the big bugs attention!

I feel like a Psychic Ability Command Asset card played some role in this...? "Guide", perhaps?



The Great Nibbler shambled forward and finally made contact with Eldar troops - and laid down the PAIN!!! OUCH!!! (mental note - stay out of the way of the Great Nibbler!)



Because the harlequin troupe that had been engaged with the Harpy last turn had fallen back when they were activated, the Death Jesters of the Harlequin Vanguard detachment opened up on it - perhaps the sun was in their eyes, though, as they only managed to give it one little blast marker...



The remians of the Genestealer Battalion (the Broodlord and one unit of Genestealers) fought desperately to say in the game... but could not land blows on the lithe Harlequins. The harlequins, however, went next and laid the smack down pretty hard on the Genestealers and Broodlord.



One troupe even charged back in against the Harpy and inflicted a large blast marker on it!



Another Troupe surged forward to seize the objective abandoned by the Hormagants when they ran off to fight the Warp Spiders. We now controlled FIVE of the six Objective Markers!!



Using a Command Asset card, the Tyranid warriors swarmed out of the building they'd been occupying and the moved again to assault the building across from them containing the Farseer and two Dire Avenger units... but didn't actually succeed in doing anything to them...

The Termagants all fired on the Wraithknight and we much more successful - scoring five blast markers (which turned into two large and one small)

The Wraithknight, in turn, cut the Carnifex with it's Titanic Ghostglaive and shot up the Broodlord in contact with it - because Titanic units can do that!

The Dire Avengers then fired on the Tyranid Warriors and did a few blast markers on them...

DAMAGE PHASE



Things thinning out a bit...

To start with, the Wraithknight failed one save and then failed morale and, misreading the data card (looking at Attacks instead of Wounds) Keira declared the Wraithknight to have shuffled off this mortal coil... and rolled to see if it blew up... and it did... and the damage it did in doing so was enough to knock out the Broodlord and Genestealers!

Elsewhere the Bio-Titan took another wound. The Toxicream, Carnifex, Hormagants and Finnegan's Genestealers each took one damage was well. The Tyranid warriors, The Harpy and Finnegan's Broodlord were also knocked out.

the Wraithguard took two wounds and failed morale - removing it from the table. One of the Wraithlords was taken out of action and a second was critically damaged... a unit of Rangers also fled with some wounded back into the Webway.

The Eldar, however held FIVE of the six Objective Markers and scored a second Victory Point. As there are only five points that can possibly be earned in this game (on per turn for whoever holds the most objective markers), we just needed to hold onto half of them for one more turn to guarantee victory!!


TURN THREE

AGAIN with the Eldar Initiative!



At the top of the round, the Mawloc arrived 0 bursting up through the ground and attacking one of the Death Jesters.



Some ravagers also popped up near one of the Objective Markers.



Keira started things off in the Action Phase, playing Mirror of Minds on the malloc, leaving a couple of blast markers on it. She then followed up with the Shadowseer and Death Jesters of the Vanguard detachment unleashing a flurry of monofilament Shurikens (or... whatever those shrieker cannons fire) at the Mawloc, leaving another blast marker on it.



The Great Nibbler then really, really smashed on a Wraithlord (SIX LARGE BLAST MARKERS - overkill much?) and threw a bio-cannon blast into the building smashing some Dire Avengers...



The remains of the shattered Spirit Host Battalion, decided to sell themselves dearly and piled into the Bio-titan, giving it some serious slaps with their wraithbone fists.. The Tyranid Prime chucked a Vortex Grenade into the building with the Dire Avengers (because that's a thing that they do... according to the Command Asset card they played!). So we played DOOM on the Tyranid Prime and caused it some hurt.



The Hormagants and Warp Spider continued to battle it out. The Flyrant swooped across the table to attack Death Jesters - and keep the Malloc in command and close enough to a Synapse Creature that they could ignore morale!



The Toxicream attacked some Harlequins, and the Ripper Swarm actually positioned itself to contest the Objective that the Harlequins were holding.



It got ugly this round - loads of blast markers everywhere.



harlequins smashing back at Genestealers and Toxicream and other big beasties.

DAMAGE PHASE



This Damage Phase REALLY thinned things out...

We lost a Death Jester, the Shadowseer, two squads of Dire avengers, two Writhlords, the farseer, and the Warp Spiders took on point of damage (critically injuring it)!!

The Malloc took two damage, the Toxicream and Biotitan each took one (which was a fourth for the Bio-Titan, critically damaging it!) and the Tyranid Prime was taken out of action. Luckily, for the Tyranids, the Bio-Titan checked damage first, as if it had gone AFTER the Tyranid Prime there wouldn't have been testing for morale! (as Tyranids go, it has a pretty good leadership, but still...)

not that any of this mattered THAT much, because the Eldar still held three Objective Markers to the Tyranids two... gaining us a third Victory Point and, effectively, the game.

The Boyz might have like to continue the game to see if they could wipe us out - to gain a "moral" victory. I doubt the could have - though our left was falling apart, the right was still pretty strong and holding it's own and the Bio-titan just couldn't have gotten there fast enough to make a difference.


THOUGHTS

Harlequins are bad ass. I need to finish painting the rest of my Troupes so I can field a Battalion of Troupes (maneuver-chargey element) and a Vanguard Detachment of Death Jesters (shooty-supporty element).

Dire Avenger' Defensive Tactics useful in this game. Park them in defensible terrain and they always get a 6+ save on a d12!

I really like how they've handled a LOT of the special abilities.

Oh, another thing I like about these new apocalypse units: single model units have to take morale tests - it has never made sense to me that all characters and single model units would simply fight to the death, always!

One thing I think is missing are rules saying super-heavy units - at least super-heavy walkers - can simply walk OVER infantry, like they can in regular 40K. In these rules, as written, a 5 Power Level infantry unit could potentially block the advance of a 100+ Power Level Titan simply be being positioned craftily... I have a feeling this will be errata'd or FAQ'd in the near future - or, at least, I HOPE it is.

Also the lack of Faction abilities for Titanic units is noticeably lacking. Imperial titans have the  Imperium, Adeptus Titanicus, [Titan Legion] faction Keywords - none of which have a faction ability (even though, fluff-wise, they are part of the Adeptus Mechanicus). Like wise, the Eldar Titans have the Aeldari, Asuryani, Spirit Host, [Conclave] faction keywords - no [Craftworld], which also precludes them from making use of any of the Faction abilities. Perhaps we'll see those related as PDFs....? or in a White Dwarf....? I hope so. I mean, Apocalypse is all about bringing out those BIG GUNZ - and, if people are buying those new Forge World models, they're buying the most expensive models GW sells - some that cost as much as an entire army - you'd think GW would throw those patrons a bone and not leave them hanging out in the wind...

Seek out and destroy Synapse Creatures - so the Tyranids have to start taking morale tests - without them and their Ignore Morale benefits, the Tyranids have terrible Leadership and very prone to fleeing!

Attackers need to be aggressive and seize Objective Markers!


Coming Soon to Tim's Miniature Wargaming Blog:

I have one, and potentially two or three more Apocalypse games arranged over the next two weeks, so there will be some reports of those actions. I do have some stuff I'm plinking away at on the workbench - a mix of 40K things... some for 40K/Apocalypse units... some for Necromunda... some of it mine... some of it for Amanda or the kids...

Sunday, July 7, 2019

The Defence of Elamdavar

I picked up the new Warhammer 40,000: Apocalypse rules yesterday... and some Data Cards... and fancy dice... (But I didn't buy the new movement trays, because I made my own! I need to make a bunch more now, though!).

Originally we planned to have Just a family game on Sunday... Finnegan and I could play my Imperial Engines along with a detachment or two of footslogging Imperial Guard against the combined might of the Grrrlz Aeldari (Amanda's Drukhari, Keira's Asuryani and Harlequins). But then we thought we might invite others over to play as well and ended up inviting the kids' friend Ian over along with his massive horde of bug-things.


BACKGROUND

The exodite world of Elamdavar is in dire peril! An unforseen invasion of the Tyranids of Hivefleet Haemorrhoid has begun! The Thaestalyrdaes Craftworld, who have strong ties to these exodites, were among the first to respond.

A raiding party of Drukhari also seem to have showed up... Sometimes they find if valuable to stay in their cousins "good books"... and there were many horrendous monsters present they could capture and take back to the fighting pits of Commorough or drain of essence to manufacture their vicious poisons..

The forces first met in an extensive ruin overgrown with jungle...


FORCES

Combined Forces of the Aeldari

Drukhari Battalion Detachment - Cult of Strife
HQ
Lelith Hespirax – 5PL

Troops
Wyches (10) – 4PL
Wyches (10) – 4PL
Wyches (10) – 4PL


Drukhari Outrider Detachment - Cult of the Crimson Wave
HQ 
Succubus – 4PL

Fast Attack
Reaver Jet Bikes (12 +4 Balasters) – 20PL
Hellions (10) – 5 PL
Hellions (10) – 5 PL

Drukhari Total Power Level: 51


Asuryani Vanguard Detachment
HQ
Jain Zar – 8PL

Elites
Howling Banshees (5) – 5PL
Howling Banshees (5) – 5Pl
Howling Banshees (10) – 12PL


Asuryani Battalion Detachment - Elamdavar Guardian Defender Militia
HQ
Farseer – 4PL
Warlock (1) – 3PL

Troops
Guardians Defenders (10) - 3PL
Guardians Defenders (10) - 3PL
Guardians Defenders (10) - 3PL



Asuryani Battalion Detachment - Thaestalyrdaes Craftworld
HQ
Autarch – 5PL
Avatar of Khaine – 10PL

Troops 
Dire Avengers (10) – 7PL
Rangers (5) – 5PL
Rangers (5) – 5PL

Elites
Wraithblades – 7PL

Fast Attack
Swooping Hawks – 7PL

Heavy Support
Wraithlord - 7PL


Assuryani Auxiliary Super Heavy Detachment - Biel-Tim Fleet
Lord of War
Scorpion Heavy Grav Tank - 30PL


Assuryani Auxiliary Super Heavy Detachment Thaestalyrdaes Craftworld
Lord of War
Wraitknight – 21 PL


Asuryani Total Power Level: 148


Aeldari Total Power Level: 199



The Forces of Hivefleet Haemorrhoid

Supreme Command Detachment
HQ
Flyrant - Warmaster - 11PL
Tyranid Prime - 6PL
Broodlord - 6PL

Elites
Venemthorpe (3) - 4PL


Battalion Detachment
Troops
Termagant (10 - with Fleshborers) -4PL
Termagant (10- with Fleshborers) - 4PL
Ripper Swarm (3) - 2PL

Heavy Support
Tyranofex - 11PL


Spearhead Detachment
Troops 
Hormagants (10) - 2PL
Genestealers (5) - 5PL
Tyranid Warriors (3) - 3PL

Fast Attack
Ravenors (3) - 5PL

Heavy Support
Mawloc - 7PL
Carnifex - 5PL?
Toxicream - 8PL


Airwing Detachment
Fliers
Harpy - 9PL


Auxiliary Super Heavy Detachment
Lord of War
Hierophant Bio-Titan - 95PL



Genestealer Battalion Detachment (Finnegan's contribution to the game) 
HQ
Broodlord – 6PL

Troops
Genestealers (10) – 9PL
Genestealers (10) – 9PL
Genestealers (10) – 9PL

Finnegan’s Genestealers Power Level: 33
Ian’s Total Power Level: 187 169
Tyranid Total: 220 202

Or, at least, that's what he'd said he was bringing... after getting all set up and ready to deploy troops, he realized he'd left FOUR UNITS at home!? We went ahead with the Tyranids being the attackers (and later, when I counted things up, they STILL had more points than the Eldar... So, it was all good. We didn't use Ruses or Instant Death rules.


THE GAME

I have to apologize in afvance for the quality of the photos... despite playing in mid afternoon, the lighting in the basement is atrocious. This is one of the things that will hopefully be rectified during the renovation that will be happening over the summer...

The scenario I ran was a little uninspiring - I used the basic Apocalyptic Assault scenario straight out of the rulebook. It seemed simple and straightforward and good enough for learning the game.

SET UP



The Boyz all set up and ready to rumble.



Tyranids' Spearhead and Auxiliary Super Heavy Detachment (Hierophant Bio-Titan) across from the Aeldari Auxiliary Super Heavy Detachment (Tempest/Scorpion Heavy Grav Tank)



The Howling Banshees of the Aeldari Vanguard detachment led by Phoenix Lord Jain Zar! Behind them, part of the Battalion detachment of Aspect Warriors from the Thaestalyrdaes Craftworld.



A large Outrider Detachment of Reavers and Hellions from the Cult of the Crimson Wave and a Wraithknight from the Thaestalyrdaes Craftworld.



Heavy Hitters face off... the Tempest Heavy Grav Tank in one corner, and the Hierophant Bio-Titan in the other (backed up by a Tyranofex)


ROUND ONE



The Forces of the Aeldari got the initiative in the first turn and selected one of their Auxiliary Super Heavy Detachments to go first - the Tempest/Scorpion Heavy Grav Tank. They'd given in the Aimed Fire orders so it unleashed a torrent of fire from it's Twin Pulsar Cannon - scoring three blast markers (which turned into one large, and one small blast marker).

The Tyranids then activated THEIR Auxiliary Super Heavy Detachment and the Hierophant Bio-Titan fired back with it's Dire-Biocannons - scoring three LARGE blast markers (Destroyer Weapons! Yikes!)

And then it was a game of "who's going to flinch first?" Most of the forces on the table were pretty focused on close assault - but none were within charge range (well... okay... IF Amanda had give her Outrider Detachment an Assault order, they could have all been in contact with enemy on their first move!) so all were waiting for someone else to move first, so they could charge in and attack them (unlike regular 40K both sides don't automatically fight in a separate close combat phase - you move, then you attack - if the target has already activated that round, it's not going to be fighting back!)



So Amanda hadn't given her Outrider Detachment an assault order. She instead gave them an advance order and decided to activate them next. They swooshed out into the middle of the table, surrounding one of the objective markers (I made a mistake and told her she couldn't actually contest it, as they were fliers - it's actually only AIRCRAFT that can't hold objectives... In the end it didn't matter).

The Reavers and Hellions blasted away with their Splinter Rifles and Splinter Pods (which were mostly ineffective against the heavier targets in the immediate vicinity, the blasters on the Reaver Jetbikes managed to tag the Toxiccream twice, leaving it with one large blast marker.

The Tyranids then activated their Spearhead Detachment and the Toxiccream and Carnifex charged into the Reavers!



They left a mark, for sure - each dealing one large blast marker. The Genestealers and Hormagants just moved about. Strangely the Hormagants that had set up in a building - an area of "defensible terrain" that had an objective marker in it - moved out of it...? I guess they were still within 6", and therefore contesting it... so...?

The Aeldari next activated the Battalion of Local Guardian Defender Militia - moving one unit marginally closer to an objective...



The Tyranids had to move SOMETHING next, so Finnegan charged out with his Genestealers and moved to take control of an Objective.

The Aeldari then activated the Vanguard Detachment of Howling Banshees led by Jain Zar - to try and shift those Genestealers off of the objective - as the Genestealers were Troops from a Battalion Detachment, they had the Objective Secured ability - meaning, unless there was an enemy unit with the same ability, they would control the objective regardless of how many enemy detachments were also within 6"!

So this single unit of Genestealers held the objective despite there being THREE units of Howling Banshees AND a Phoenix Lord also within 6" of it.

Battalion Detachments and Objective Secured, FTW!



The Tyranid Air Wing Detachment (a solitary Harpy) flew out into the middle of the battlefield and took a few pot shots at the WRaithknight. They missed - or at least failed to wound/leave blast markers.



Keira activates her Battalion Detachment of Aspect Warriors from the Thaestalyrdaes Craftworld. Starting with the Rangers who moved out of the building their occupied at the beginning of the game.

The Avatar of Khaine marched up and gave the Harpy a couple of good hacks - leaving it with two large blast markers, The Wraithlord blasted the Flyrant with a Bright Lance, others moved up a bit.

The Supreme Command Detachment activated next. The Flyrant charged in to attack the Banshees and the Broodlord ran into the woods to cower...



The Wraithkniht strode forward and cleaved the Harpy good - leaving THREE more large blast markers on it! It would not be surviving this round!



What a mess! An glorious, epic, roiling mess!
 

Ian moving up his Battalion Detachment of Termagants, Ripper Swarms and a Tyranofex. The Termagants took some pot shots at the Hellions, with little effect.



Finally the Wyches moved up and secured a couple objectives at their end of the table and attacked the Carnifex, leaving it with one small blast marker.

Then came the Damage Phase - wherein is determined what all those blast markers mean!?

The Harpy was knocked out of action... five large blast markers meant five saves with a d6 and needing an 8+ to succeed... bye-bye flying beastie. the Toxiccream took one wound as did one of the units of Hellions. The Reavers were hit pretty hard and took THREE wounds - critically damaging the unit (half attacks) they DID pass their morale test though!

Checking all the objective markers the Aeldari controlled three, and the Tyranids controlled three. Normally whoever controls the most gets a single victory point. If it's a tie, the victory point goes to the defender - so one victory point to the Aeldari!


ROUND TWO

Now, by the time we were done Round One, it was almost 5pm... I an had arrived at 1pm... We didn't actually get started rolling dice and pushing toys around until almost 2:30... Mind you, there was a LOT of rule explaining and re-explainging... and RE-re-explainging...

Ian's dad was coming to pick him up around 5:30, so I was ready to just call it, but everyone else was interested to see how much of a second round we could get in in the next 40 minutes, so...



GRRRAAAAAWR!? a Mawloc burst up from the ground and... failed to damage anyone... anything but a one on a d12 would have put one or more blast markers on an adjacent unit... he rolled a one...



The Swooping Hawks dropped out of the sky to harass the flank of the Genestealers.

Keira used a Command Asset Card called Eldritch Tempest and put blast markers on the Flyrant and a Genestealer Unit.

The Aeldari had the initiative again, and so they started with the Aspect Battalion. The Avatar of Khaine cut the Flyrant with The Wailing Doom - leaving another pair of blast markers on the enemies Warmaster! The Rangers and Wraithlord fired on Genestealer units, leaving another blast marker on each.



The Tyranids started with activating their Spearhead Detachment. The Hormagants, Genestealers, and Carnifex all attacked the Wyches on the Objective - but for all their attacks only left one large blast marker on them. The Toxiccream attacked the Reavers though and let them with a blast marker - if they didn't save THAT one, it would be bye-bye Reavers!



The Mawloc also shimmied over and jiggles its chitinous hide in the Reavers general direction, but they seemed to take no notice...?



Then Amanda pulled a little coup with her Wyches - one unit charged both units of Termagants while another slipped into the Building the Hormagants had vacated to seize the objective marker there! now in control of FOUR of the six objectives - when, as defenders, they really only needed to hold three to gain victory points each turn.



The Hierophant spat another pair of blast markers onto the Tempest Grav-Tank... and took few shots at Lilith Herspirax, but totally missed...

The Guardian Defender militia shuffled around a bit to solidify their hold on a couple objectives.

Turns out the Spearhead detachement - the only ones close enough to potentially attack the Wyches that seized an objective from them.... had an Aimed Shots order! So they just stood their and poured fire into the building... but I think only did one blast marker - as they're holding defensible terrain they only need a 6+ on a d12 to slough that off!



The Wraithknight then charged forth and slashed the Toxiccream with it's titanic Glostglaive, nearly cleaning it in twain (three large blast markers!)... unfortunately it spurted toxic cream all over and that left a blast marker on the Wraithknight.



Keira rolling that damage against the Toxiccream.



Finnegan's Genestealers went next and charged the Swooping Hawks and Wraithlord - leaving a large blast marker on each...

... and that was it - Ian's dad showed up and he had to leave. In that 40 minutes we got through over half the detachments. Still not super fast, but faster than the first round had gone.

I'm hoping to get in a few more games this week as I'm going to have to disassemble that big table  in the basement fairly soon for the renovations to go ahead.

TOUGHTS

I like it. I feel like this could easily become my go-to for 40K gaming.

I like the building/defensible terrain rules - simplified and streamlined and it feels a bit more like cover matters in this. I think I may have put a little TOO much out - as it was a little ward to maneuver around and it seems only Infantry, Swarms and Beasts can enter them...? Which meant none of the walkers (from wraith lords to titans!?) or most of the bigger Tyranid beasties... I'll have to look into that one... I feel like a Wraithknight or a Bio-Titan should be able to wade through woods...?

No more alpha smite. Who goes first matters less... well... for this - but the first turn dance of who is going to go first can mean some units get to charge in and make assaults and their opponents just have to stand there and take it... none of that seemed devastatingly bad, though...

I like the alternating activation. In theory it should keep people involved and not getting bored.

I'm sure there was other things that popped up where I thought, "Oh, that's neat!" in the moment... but now totally forget what they were...


Coming Soon to Tim's Miniature Wargaming Blog:

MOAR APOCALYPSE!!!

(and THEN some Necromunda!)

Actually, I'm feeling pretty pumped to get some more Lords of War painted - I have three Eldar titans (two revenant, one Phantom) to paint up and field as a Super Heavy Detachement... two more Tempest/Scorpion tanks to finish up another Super Heavy Detachment.... and a Wraithknight of my own... which will only be in an Auxiliary Super Heavy Detachment (until I get TWO MORE!?) - on the Imperial side I have two knights to finish assembling and painting... not quite enough to form a Super Heavy Detachment... I was thinking at some point - once I actually get to them and finish them up, I might get some lighter Armiger Knights to finish up ANOTHER Super Heavy Detachment... The dream would be to (at SOME point) get a couple more guard super heavy tanks - I was thinking a Baneblade and a pair of Stormlords - with Vulcan Mega Bolters and transport capacity for forty infantry each.... Sure heavy Detachment that can carry a complete company of infantry! I'm not sure how that works - transports from one Detachment carrying infantry from another...? I guess I should worry about getting the stuff I HAVE painted first, before I start thinking too much about getting anything else!