Tyranids vs Space Wolves 1000 pts

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jssruks
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Posts: 56
Joined: Sat Oct 17, 2015 6:49 am

Tyranids vs Space Wolves 1000 pts

Post by jssruks » Thu Feb 18, 2016 5:16 pm

My first attempt at a battle report, no video, but picture heavy.

This post will be edited once I finish, but wanted to place the lists here now

Tyranids!! (I am new to Nids, but here is what I have.)
1000 Pts - Codex: Tyranids Roster

Total Roster Cost: 1000

: Combined Arms Detachment (30#, 1000 pts)

1 Hive Tyrant, 230 pts = (base cost 165 + TL Devourer w/Brainleech Worms x2 30 + Wings 35) WARLORD
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20 Termagant Brood, 80 pts = 20 * 4
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5 Ripper Swarm Brood, 95 pts = 5 * 19 (base cost 13 + Deep Strike 2 + Spinefists 4)
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1 Venomthrope, 45 pts
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1 Hive Crone, 155 pts
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1 Carnifex / Beast of Phodia, 175 pts = (base cost 120 + Crushing Claws 15 + Heavy Venom Cannon 20 + Adrenal Glands 15 + Spine Banks 5)Image
1 Tervigon, 220 pts = (base cost 195) + The Miasma Cannon 25
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And the Space Wolves, (The army I have the most experience with, which is... 4-5 months?)

1000 Pts - Supplement: Champions of Fenris Roster - q

Total Roster Cost: 1000

: Company of the Great Wolf Detachment (14#, 1000 pts)

1 Wolf Lord in Power Armour, 235 pts = (base cost 105 + Runic Armour 20 + Storm Shield x1 15 + Wolf Claw 20 + Fellclaw's Teeth 15 + The Pelt of Balewolf 10) + Thunderwolf Mount 50
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1 Thunderwolf Cavalry, 0 pts
1 Thunderwolf Cavalry Pack Leader, 55 pts = (base cost 40 + Storm Shield x1 15)
2 Thunderwolf Cavalry, 110 pts = 2 * 55 (base cost 40 + Storm Shield x1 15)
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1 Iron Priest, 105 pts = (base cost 55) + Thunderwolf Mount 50
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1 Lone Wolf in Terminator Armour, 75 pts = (base cost 50 + Thunder Hammer 25)
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1 Wolf Guard Pack Leader, 43 pts = (base cost 18 + Combi-Flamer x1 10 + Storm Shield x1 15)
2 Wolf Guard, 86 pts = 2 * 43 (base cost 18 + Combi-Meltagun x1 10 + Storm Shield x1 15)
2 Wolf Guard, 86 pts = 2 * 43 (base cost 18 + Combi-Meltagun x1 10 + Storm Shield x1 15)
1 Drop Pod, 35 pts
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1 Murderfang, 135 pts
1 Drop Pod, 35 pts
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Place your bets now!!

Playing on a small table, so.. here are some pictures to kick it off..

rolled for mission type, then mission
Got eternal crusade, and... crusade
rolled a 2 on a d6 convert to d3.. 1 extra objective marker.


Tyranids got first turn, and deployment..
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Firstly, warlord traits.

Nids got..
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18" synapse. Yay? So, now I got 24 in, which is half of our table. May have to have him fly off the board a few times.

Wolves turn, lets see, not rolling in the book, using strategic traits, not fond of any of the wolves traits.
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So infiltrate, yay!! closer to the billion shots, or... closer to first turn charge :-D

psychic powers for nids
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Keeping! Onslaught on my billion terms


No seize attempt for the wolves, and.. not infiltrating. So..

Turn one! START!

(Comments and questions so far, this will take all night since I am watching my kid, and doing dinner too.

jssruks
MiniWarGaming Regular
Posts: 56
Joined: Sat Oct 17, 2015 6:49 am

Re: Tyranids vs Space Wolves 1000 pts

Post by jssruks » Thu Feb 18, 2016 5:20 pm

And yes.. I know i dont have the best painted models.. Im working on it =)

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Gene Stealer
First post! Good job, now post more...
Posts: 1
Joined: Wed Feb 18, 2015 4:20 pm

Re: Tyranids vs Space Wolves 1000 pts

Post by Gene Stealer » Tue Feb 23, 2016 5:57 am

Great to see another dad playing against himself when kids permit :)

Johnstonjay
Now we're getting somewhere...
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Joined: Tue Feb 18, 2014 11:21 am

Re: Tyranids vs Space Wolves 1000 pts

Post by Johnstonjay » Mon Mar 28, 2016 4:18 pm

I have a question relating to inflatration and reserves

Regarding Infiltration, the current rule prevents a player setting up infiltrators and then getting a charge in the first player turn, and thus, not giving the other player the opportunity to react to the threat. For example, set up first so goes first, other player sets up, set up infiltrators, charge.

"A unit that deploys using these rules cannot charge in the first turn." (See Infiltration USR, 6th Ed. BRB Pg. 39.)

"One game turn therefore comprises two player turns - one for each player. When ever a rule refers to 'a turn' it always means 'player turn' unless it specifically refers to a 'game turn'." (See Game Turns and Player Turns, 6th Ed. BRB Pg. 9.)

It seems fairly clear that the prohibition against charging is for the first player turn.
And the second player turn in game turn can charge.

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