Showing posts with label 7th Edition. Show all posts
Showing posts with label 7th Edition. Show all posts

Tuesday, August 12, 2014

Blood Angels versus Tau 7th Edition Battle Report

The title should really be.

Pie Plate versus Pie Slice.


Thanks again reddit for your services. ;)

This post we see the return of Yoda of the Blood Angels, a long forgotten creature of wisdom. He will provide comments where needed.

Neverness demands humor lets see if we can deliver.

Daniel and I met again for a game of 40K and this time I brought my Blood Angels as my Tyranids are undergoing a slight paint scheme update. Again you ask, yes, well sort of. I have found a new way to paint them faster, but that is another story. Daniel brought with him some new dice, new dice, we'll out those dice to the test.



Force List

Blood Angels

I did something different for a change and that was I used a special character, not the best choice, and I didn't take any Sanguinary priests.


Astorath

1x Furioso Dreadnought with Frag Cannon, Drop Pod

1 x Sanguinary Guard squad

1x Tactical Squad with 5x Additional Marines, Plasma Gun, Plasma Rifle, Lascannon, Power Weapon

1x Assault Squad with 5x Additional Marines, 2x Meltagun, Power Fist

Baal Predator with Heavy Bolter Sponsons

1x Land Speeder Squadron with 2x Heavy Bolter

1x Land Speeder Squadron with 2x Heavy Bolter

1x Devastator Squad with 5x Additional Marines, 4x Missile Launcher

Tau

I wasn't exactly sure of the loadouts so I improvised there, but the unit types should be correct.

Commander w/ BattleSuit and a bunch of other stuff

Ethereal

Firewarriors x 12

Firewarriors x 12

XV-104 Riptide with a bunch of other stuff

Stealth Suit Team with 4 x XV15 battlesuits w/ burstcannons and 2 x XV25 battlesuits with fusion blasters

Pathfinders with 7 Pulse carbines and Marker lights, and 3 with Rail rifles

Hammerhead Gunship with a bunch of other stuff

Broadside with a lot of missile launchers

Broadside x 3 with a lot of big guns


Deployment

We rolled for the mission big guns never tire. Along with a roll of three mysterious objectives, heavy support choices would be worth extra victory points. I placed the first objective in the middle somewhat, Daniel placed another where the Pathfinders would eventually be deployed and I placed the last objective where the Baal was eventually deployed. The objectives resembled a game of Domination setup in BF4, sort of. Night fight was a failure, but with Tau it really didn't matter much at all.

Daniel got to go first again, bah.

We used the same table as last time. I changed the terrain a bit to give both sides a nice amount of cover and minimize the middle dead zone, although it was still kind of was a dead zone.
I gained an excellent warlord trait which Daniel so nicely enhanced by failing three leadership tests, pinning his entire middle to right flank minus the Hammerhead. New dice indeed.


The Baal Predator scouted about 6 inches into the middle dead zone.


Turn 1

First turn was very frustrating for both of us as all we did was take whole units right off the table. I wish I had photoshop skills or a side artist to pay for artwork.
Tau

Hammerhead
Pie plate Assault squad, safe.

Riptide
Imagine ... a pie just rolling across the field landing on the Tactical squad.
Pie plate Tactical squad, goodbye Tactical squad.

Blood Angels

Enter Drop pod, hello Furioso Dreadnaught, oh my what a big Frag cannon, Frag cannon, WTF is a Frag cannon?
Dreadnaught
Imagine ... a pie slice emerging from the barrel and slicing through the Pathfinders.
Pie slice Pathfinders, goodbye Pathfindes.

Devastator Squad
Mini cake Firwarriors, GTFO Farewarriors, lolz panzees. Firewarriors routed.

Astorath and the Sanguinary Guard assaulted the Tau commander. One Sanguinary Guard dies.



Turn 2

Tau

Hate upon the Assault squad who have done nothing wrong to thee, kill all but three.
Enter Stealth suits, Stealth suits destroy Landspeeder, goodbye Landspeeder. Stealth suits jump away into cover to hide, cowards.
Tau commander fails to harm Astorath in a challenge, Astorath cleaves the Tau commander in half with his mighty axe. Goodbye Tau commander, I love killing Daniel's Tau commander.

Blood Angels

The Baal Predator removes half of the untouched Firewarrior squad, lolz, eat my AP4 rounds.
The Landspeeder and Devastator squad not able to deal with the cowards below opened fire on the previously demoralized Firewarrior squad. With some Heavy Bolter and lovely crack rounds the Firewarriors were no more. Goodbye Firewarriors, lolz, panzees.
The Furioso Dreadnaught strolled over to the lone Broadside and stated "It looks like you are trying to kill Blood Angels, Would you like help?" The Furioso Dreadnaught showed the Broadside a thing or two on how to open up to the Blood Angels squishing the battle suit and the Tau pilot within to a bloody pulp. There was no official reply from the Tau pilot.
Astorath morphed into true model form, actually another Blood Angel player named Chris swapped my librarian model for Astorath. Astorath and the Sanquinary Guard failed their charge, lame.



Turn 3

Tau

The Stealth suits failed to destroy the Landspeeder, "Idiots, says the face-palming Ethereal.

Then much death the blood angels felt.  Yes, hmmm.

The Riptide killed the rest of the Assault squad, bully!
The Broadsides killed Astorath after making three Instant Death Invulnerable saves and the rest of the Sanguinary Guard, so sad. Astorath promptly dissipated and traveled back to his rightful owner. Well played Chris, well played.

Blood Angels

The Landspeeder and Devastator squad combined firepower and rained death down upon the Stealth suits and killed four of them, leaving two of them to cower as presumed.
The Furioso Dreadnought walked to the Hammerhead with a fist of friendship. Evidently the fist of friendship was not friendly at all as the Hammerhead was torn apart and rearranged into the a throne for the Furioso. The furioso didn't like his new throne and strolled back to the nearby objective.



Turn 4

Tau

The Tau did nothing spectacular by moving the Riptide closer to the middle objective and moving the Stealth suits into cover, again, cowards, again.

Blood Angels

The Devastator squad tried to kill off the remaining Stealth suits, but too many were obscured. The Baal Predator shot the rest of the Firewarriors off the battlefield as they had nothing else to do, but hide in the trench lines. The Landspeeder moved to the middle objective to contest it and force the Riptide to stay put and maybe move the Stealth suits away.



Turn 5

Tau

The Stealth suits moved away and up keeping out of the sight of the Devastator squad possibly moving to an objective.
The Broadsides finally destroyed the Baal Predator, finally.

Blood Angels

The Devastator squad was not able to harm anything at all.



End Game

Once Turn 05 was finished I was tired of such a frustrating game and wanted to get home before Midnight. The cool thing was my friend Ralph was online for a few games of BF4 which is always a good thing.




Victory Points

Tau

1 First blood
1 Slay the warlord (A special production, directed by fail and produced by cheese)
1 Objective held by the Riptide

Blood Angels

1 Slay the warlord
1 Linebreaker (This was almost tied, but the Stealth suits were moved out of the Blood Angel's deployment zone)
1 Objective held by the Furioso Dreadnought
1 Tau Heavy support Broadside suit destroyed
1 Tau Heavy support Hammerhead destroyed

Somewhere about half way through the game we noticed we forgot to reveal the mysetrious objectives and in turn we both agreed to treat them as normal objectives.



Awards

Most deadly, MVP
Furioso Dreadnought
Once the Furioso dropped and deployed he was never removed and decided to have his own one dreadnought blood bathed destruction fest. This model needs some paint.

Most annoying
Stealth suits

Most didn't do didly shit
Tactical squad, Pathfinders, Firewarriors

Most missed chances
Astorath and the Sanguinary Guard
Failing their assault, and the constant annoyance of BS rolls of 6 with added BS re-rolls ofS 6 overwatch AP2 BS fire

Most hated
Broadside suits
Lawn chair cowards protecting a coward, lol. The Devastator squad was about the same, but they didn't have those 2+ saves.

Most almost Kenny
Riptide
This jackass managed to wound himself three times from lolvercharging.

Most cowering, not able to hang with the grunts, let the commander and grunts die in shame
Ethereal




Thoughts

Be honest in this game Astorath was not the best choice. I hate using characters for the most part and I rarely use them. If I don't use a character Blood Angels are left with an expensive boring captain, a sub par wanna be chaplain, and a librarian with no special save. I usually take the librarian as he is the cheapest of them all.

Failing <6 inch charges makes me face palm so hard the earth shakes.

The Sanguinary Guard might not have been the best choice either, but they are fun to use.

Sanguinary priest(s) might have helped, but the amassed AP2 firepower coming down in the open might and might not have saved some. They really helped the most when used after a normal/cover save, but without the normal save, marines with a 5+ save are simply dreaming with luck.

I am so glad I brought a full Devastator squad, anything smaller might have been easily been destroyed.

I wonder if I maybe should have combat squad the Tactical squad. Keeping a small squad with the Lascannon for shooting purposes and a small squad to grab the objective later. Keeping a squad hidden just to grab an objective on the last turn possible seems dull and why would I be playing this game anyway. Not my style.

Feel no pain on the Riptide is BS. It felt like the ONLY unit doing any work. I couldn't wound it at all and most of the time I just ignored it. Even ignoring it, the unit was still so powerful it could practically if rolling well remove whole units each turn if it really wanted. Models for money I suppose.

The Tau Commander's ability to do a similar smash attack is kind of silly. This should be reserved for monstrous creatures alone. I understand giving all your attacks up, but strength 10? A Blood angel can only achieve strength 8 with a PF, and strength 10 with certain characters (maybe) and with good rolls on the psychic power table. More models for money I suppose.

I lost my only AP2 weapon, again my only AP2 weapon when the Tactical squad went bye bye. The assault squad had two melta guns, they died.

I fought Necrons before and the Warriors ability to repair after an opponent's shooting and after an assault began to frustrate me. The Riptide's ability to charge up here, there, everywhere E-I-E-I-O, sigh. The warriors are kind of minimized by a normal 4+ save, but it is a 4+ save/4+ repair roll. The riptide a walking firepower machine, 2+ save, feel no pain, mounstrous creature, f^%& me.

This game displayed two things in the first turn I detest in this game a lot. Dick measuring and taking entire units off the battlefield in the first turn. More importantly it seems to be the norm with this game and the only way it seems to be going.

The first turn of this game and most 40K games feels like dick measuring and that is who can remove as much of the opponent's models as possible before they even take their first turn, stupid. A lot of strategy is lost in my opinion.

My Tyranid army constantly suffers from having to take huge chunks or whole broods off the table before first turn, early on, during play, but when my Blood Angel's are doing the same thing it gets dull fast.

By the third turn my army assault and mobility had been decimated. Fourth turn I was barely holding on doing what I could barely do. Fifth turn forget it I was down to two units. I almost got tabled which isn't fun for anyone, I think, some like the abuse.

Will Yoda of the Orks ever return?

Does anyone actually crave massive heavy infantry and support tanks games without all the crap in the center or without the lawn chair guy on the other side laucnhing shit and never moving?

Keep in mind I rant against the game and stupid rules and never Daniel, Daniel was a great player.



I hope you have enjoyed this BR and Rant , my Blood Angels will be back again for more abuse soon just you wait.




Friday, July 18, 2014

Tyranids Vs Tau 7th Edition Battle Report

Last weeks venture to play 40K I met two new players who were Daniel and son or guy with hat, I forgot the other guy's name. Both were looking to play a game and were not use to the normal phenomena of waiting 40 minutes to play 40K. What was first offered from the new guys was a dual game was quickly shot down by Mac, nice call. Mac with his Chaos Space marines took on the guy with hat, while I took on Daniel's tau with my Tyranids.

While Daniel took a bit of time to create a nice well balanced list I got to sit down with Rob to learn about some ancient history concerning the Manei Domini.

I used what seems to be my normal 1500 points list which uses just about everything I like to use and does a good job. I thought about swapping the Raveners and the Biovores for a Mawloc, but the leftover points always leaves me wanting and wondering. Other thoughts have made me think of swapping the Tyrant Guard for a flying Hive Tyrant, but I really need to read up on the rules for flyers. So here where our lists.

Tyranids

Hive Tyrant w/ 2xTL Dev
Pychich Powers - Primaris, The Horror, Paroxysm
Tyrant Guard x 2

*The Hive Tyrant had two offensive powers, one good for scaring off enemy units and the other for weakening or shutting down enemy units.

Zoanthrope x 2
Pychich Powers - Primaris, Paroxysm, Warp Blast
Zoanthrope x1
Pychich Powers Primaris, Onslaught, Warp Blast
Hive Guard x2

* Usually all of the Zoanthropes are in the same brood, for this battle I split them up for better survival and synapse coverage. The additional bonus was a bit more psychic power. The dual Zoanthrope brood's additional power may prove useful leaving the single Zoanthrope brood to utilize the Warp Blast power

Tervigon "Momma" w/ Stinger Salvo, Scything talons, The Maw-claws of Thyrax
Pychich Powers - Primaris, Catalyst
Termagants x 30

* Momma's additional power should prove useful as always

Raveners x 5 w/ Scything Talons, Rending Claws

Bivores x 3
Carnifex w/ 2xTL Dev, Spine banks
Exocrine

* Someone reminded me of the Exorine's BS being +1 if it doesn't move so +1 to you sir


Tau

Commander w/ BattleSuit, Iridium battlesuit, Plasma rifle, Cyclic Ion Blaster, Airburst Fragmentation Projector,Onager Gauntlets, Shield Generator, Kitchen Sink, and a Puretide Engram Chip

Ethereal

Firewarriors x 12, bonded
Firewarriors x 12, bonded
Firewarriors x 12, bonded

XV-104 Riptide, Ion Accelerator, TL Smart Missiles, and Stimulants
Stealth Suit Team w/ 4 x XV15 battlesuits w/ burstcannons and 2 x XV25 battlesuits with fusion blasters

Pathfinders w/ 7 Pulse carbines and Marker lights, and 3 with Rail rifles

Hammerhead Gunship w/ Railgun, TL Smart missiles, Disruption pod, Target lock, and Submunition rounds
XV88 Broadside x 2 w/ TL High Yield Missile pods, TL Smart Missiles, Seeker missiles, and Stimulants

* I have faced everything here before except a Riptide so this will be a learning experience. If all things the always useful idea of ignore it may come into play.


Deployment

Six random objectives were placed on the board and they revealed before the first turn.
The thing about this board was we left it as is when we played on it so it had a nasty dead zone between both sides. I figured Daniel would place his three objectives in his deployment zone like myself, but he boldly placed one in my deployment zone.

Before deployment the six objectives were placed

  • Tau Objective 1 - In the ruins on the Tau's right flank
  • Tau Objective 2 - In the ruins on the Tau's left flank
  • Tau Objective 3 - In the ruins in the middle of the Tyranid's northern deployment zone
  • Tyranid Objective 1 - In the ruins on the Tyranid's left flank
  • Tyranid Objective 2 - In the ruins on the Tyranids's right flank
  • Tyranid Objective 3 - Behind the hill in the middle of the Tyranid's southern deployment zone

Obviously Tyranid's don't deploy objectives so it must have been a bunch of junk the Tau empire lost and want to reclaim.
Tau chose to go first.
The Tau's warlord trait seemed to be about as useful as flock on the board. Perhaps a grass cover save would have been better.
The Tyranid's warlord trait added +1 to the seize the initiative giving their roll a 5 and they fail to seize the initiative.
Night fight was is in effect.

With the new rules of any unit being able to claim objectives, I spread my Tyranids as much and as safely as possible. This allowed me to possibly claim up to four objectives on the first turn. With this in mind I didn't need to move most of my units at all depending upon their revealed point values. This left me with a few units to move around according such as the Hive Tyrant and the Raveners and to some extent the Zoanthropes. I knew Daniel had a reserves unit and I could possibly be forced off an objective or even shot off an objective such as the case with the Biovores so I had to be aware of them till they arrived from reserve and deployed.



* Blue and green markers are reminders for the presence of psychic units
* Blue ice dice are the psychic unit's rolled psychic powers

After deployment the six objectives where revealed
  • Tau Objective 1 - (2) In the ruins on the Tau's right flank
  • Tau Objective 2 - (2) In the ruins on the Tau's left flank 
  • Tau Objective 3 - (3) In the ruins in the middle of the Tyranid's northern deployment zone
  • Tyranid Objective 1 - (3) In the ruins on the Tyranid's left flank
  • Tyranid Objective 2 - (4) In the ruins on the Tyranids's right flank
  • Tyranid Objective 3 - (1) Behind the hill in the middle of the Tyranid's southern deployment zone
Tau near two objectives and Tyranids near four objectives already placed the Tau into challenge mode. The Tau will need to come to the Tyranid lines or try to shoot them off their objectives.

Turn 1

The Tau forced moved their entire East flank forward with the commander leading the charge forward. The Pathfinders entered the ruins in front of them, the Firwarriors in the open moved forward with their commander supported by the Hammerhead behind them. The Firewarriors in the center ruins moved forward out of the ruins slightly with the Riptide in front to provide support.

With night fight rules in effect, the Tyranids thought the Tau shooting would not be as good, but the Ethereal reminded his followers to be rock stars and announced to the Tyranids.

DEAL WITH IT!

The Tau used their special sunglasses. The Tau concentrated their firepower to eliminate a third of the large Termagant brood along with adding a single wound on the Exocrine.

Momma ordered her Termagant brood forward to close the opened gaps. The Carnifex climbed atop the ruins to perch itself for a higher vantage point. The Hive Tyrant pressed the Hive Guard to bash through the windows of the ruins into safe hiding so they could use their weapons with no LOS.  The Hive mind sensed the Raveners eager willingness for biomass consumption and necessary casualties, but ordered them like the Hive Guard to bash through the windows of the old ruins to safely close the distance to their targets ahead.

* The Hive Guard were placed on the top of the ruins in the places where they would be in the ruins for simplicity. The same idea was used for the Raveners.

Momma angered by the sight of her large brood being decimated attempted to prognate more of her lesser Termagants and succeeded with a small brood of seven Termagants. However, Momma's anger got the better of her and the stress was too much for her brood pronating organs to process anymore Termagant order for the Hive Mind.
The Tau commander saw this as a blessing, the Hive mind knew the Tau's battle strategy was a fault and foresaw no need to lose additional troops.

* Psychic Phase

So far it is not bad, I like it a lot better than challenges even thought it is much different. In this battle the Tyranids had a ton of psychic potential leaving the Tau at the mercy of what the Tyranids initial roll would be. This gave the Tau to some degree a buffer, but a buffer which had to be carefully used.

The first Tyranid psychic phase was good with a few warp blasts being tossed on the Firewarriors moving out of the center ruin and Feel no Pain being applied to the Exocrine courtesy of mamma. The Tau focused on trying to deny the Feel no Pain application than trying to deny the warp blasts which did far more damage.

The first Tyranid shooting phase opened with the best Biovore barrage any Tyranid commander could ask for. All three blasts hit directly on target to the Firewarrior squad in the open awarding a total of 27 hits. The lone shroud save did nothing to help the Firewarriors as they were bio-bombed into oblivion.
The Exocrine's original target was the Firewarrior squad, but since it had been eliminated the Tau commander was too tempting of a target and was fired upon. The Tau commander was killed in a horrendous volley of alien firepower.
Between the Carnifex and the Hive Tyrant, the Hive Tyrant was able to wound the Riptide.

* The Tau commander dying was just an offset I suppose. Daniel managed to fail a great deal of 3+ invulnerable saves than I expected. I also thought moving his commander out was dangerous, but I think it is a play style to in a sense marshall his troops and show a no fear atitude. Not the same for my Hive Tyrant which usually cowers at times till it can safely move acrooss, lol.

The purple die near the Tervigon is not a wound die.

Turn 2

The Tau's Stealth Suits arrived and deployed behind the Tyranid lines placing themselves by the hill slightly to the left behind the Biovores. With the Stealth suits deployed, the rest of the Tau movement was simple with the Riptide moving to the right flank and the Hammerhead moving up to cover the gap produced by fallen comrades. The Tau's shooting was something to be desired as well with only a single wound going to the Exocrine, I think, a few more Termagants being killed and a sadly single Biovore dying from the stealth suits. The Tyranid's were expected the loss fo the Biovores after there nasty barrage before.

The Hive mind's response to the Tau at this point was respond and push forward. The Tau commander was feeling a sudden iminent loss for the Stealth suit team. The  Termagants moved to their position along with the Hive Tyrant and his Tyrant guard. The single Zoanthrope brood tuned to face the Stealth suits while moving to a safe position. The Exocrine pivoted around to assure complete destruction. With almost the entire left flank of the Tyranid force responding to the Stealth suits, the Hive mind still pushed the Raveners out of the ruins and into the ruins before them to assault the Tau Pathfinders hiding within.

The Tyranid psychic phase had the Zoanthropes warp blasting more Firewarriors from the center squad in the center ruins. The time he Tau tried to deny this compared to tryingt o deny the Feel no Pain application.

Tyranid shooting was even more destructive. The Biovores missed the Firewarriors in the center and left a large spore mine cluster to the right of the Riptide and way too close to the Firewarriors in the ruins to be ignored. The Hive Guard impaled a Broadside battlesuit while the rest of the Tyranids on their flank completely decimated the Stealth suits. The Termagants failed to do anything, while the Tyrant killed all but one allowing the Exocrine to finish off the last suit.

Tyranid assault phase had the Raveners assault the Pathfinders in the ruins. The Pathfinders struck first dropping two before the Reaveners tore more of the Pathfinders into pieces. The Pathfinders held there ground for now.

Stealth suits? What stealth suits?

Turn 3

The Tau were presented with little movement options. The Riptide moved to the center Dead Zone to support the three remaining Firewarrirors from the center sqaud dashing for the center cover.

Tau shooting concentrated on various threats the spore mines, Biovores, and the Zoanthropes. The spore mine cluster could not be ignored, the Biovores were especially dangerous for fear of the Ethereal getting bombarded causing a serious morale loss, and the Zoanthrope were simply terrorizing the Firewarriors and getting within leathal range of the Hammerhead. The Firewarriors in the ruins killed the spore mine cluster. The Broadsides and Riptide combines firepower to at the Biovores removing them. The Firewarriors and the Hammerhead combined firepower at the dual Zoanthrope brood and kill one and wounded the other.

With the exeption of the wounded Zoanthrope, although leaving only one left was still a 50% reduction in
there offensive cability. I think Daniel's descisions on which target's to shoot were tactically sound on what he could and could not harm.

The Pathfinders in the ruins continued to hold despite loosing more members of thier squad.

* We weren't sure if a spore mine clsuter automatically explodes when wounded, so we left it as not exploding to be sure.  I couldn't find anything in the codex entry about it at the time.

When it was time for Tyranid Hive Mind to act, the Hive Mind turned the Hive Tyrant as he turned his own Tyrant Guard around towards the Riptid. Mamma ordered her Termagants in the center to chain the brood between the Exocrine and the hill top were the Biovores were previously. The Zoanthrope broods were rushed forward as well.

Tyranid psychic phase proved useful and useless, the Hive Tyrant smacked the Riptide causing its WS and BS to drop by 3 each and the Zoanthropes failed to wound the Riptide with a warp lance and failed to cast warp lance against the Hammerhead.

Tyranid shooting saw the Firewarriors in the center loose more lives by the work between Mamma and her Carnifex perched above.  The Hive Tyrant and the Exocrine had enough combined firepower to punch through the Riptide's shield and wound it.

The Hive Tyrant attempted an assault on the Riptide which failed with no damage incurred. The Raveners tour apart the remaining Pathfinders.


Turn 4

Tau movement started with the three leftover Firewarriors in the center moving to the cover in the middle of the dead zone. The Riptide moved back a bit, but still remained the front unit in combat. The Hammerhead moving ahead just a bit and to the left a bit to gain more targets and hide from the Exocrine.

Tau shooting was light. The center Firwarriors failed to down the nearby Zoanthrope. The Hammerhead tried to use a large blast weapon on the Termagants to perhaps shoot them off the objectives, but the shot scattered killing only a few Termagants. The Hammerhead also failed to kill the nearby Zoanthrope. The Riptide's shooting turned to garbage by the Hive Tyrant's paroxysm power needed the help of the lone Broadside managed to kill a Tyrant Guard and wound the other Tyrant Guard leaving the Hive Tyrant unharmed.

The same Tyranid broods which moved ahead previously were ordered to do the same along with the Exocrine moving to switch sides. The Raveners were kept in place to claim the objective.

Tyranid psychic phase was dangerous. The Zoanthrope near the Hammerhead warp lanced the Hammerhead and immobilized it. The Hive Tyrant continued to bully the Riptdie and smacked it causing its WS and BS to be reduced by 3 each again.

Tyranid Shooting was concentrated on the Riptide an Broadside as the entire Tau left flank had collapsed. The Hive Tyrant caused what damage it could to the Riptide while the Exocrine completely finished it off by punching through its powered up shield. Mamma and her Carnifex finished off the Firewarriors in the center as well.



End Game

Once turn four passed the Tau commander conceded the battlefield to the Tyranid Hive Mind.

Final Victory Points

Tau

+2 Objective

2 Total

Tyranids

+ 13 Objectives
+1 First blood
+1 Slay the warlord

15 Total

* Examining the objectives again I removed destroyed units from adding points.

Thoughts

Daniel was using a set of older GW dice from a green tin, I recommend he fired those dice and towrds the third turn or so he began to agree.
Daniel's list was a great mix of what his codex could do, but I believe some units were a bit on the pricey side. It would be interested to go again seeing his maybe use the same list or free up some more points for some more group units.
Daniel's decision to place an objective in my area was bold, but bad in the end. My Tyranid list is build for shooting, but has some close combat abilities, however it has limitations so it is no means perfect.
The Riptide was a tough bastard to bring down absorbing more firepower then I could ever believe, but nothing holds better then Bob's Eldar, those things can tank!
Paroxysm is dangerous when used correctly and if the roll is decent.
I forgot my Raveners were equipped with rending claws so they should have killed the Pathfinders off sooner, but no worries.
I think Daniel may have been surprised by the amount of wounds the Biovores and the Raveners had, they come to a great advantage to low non-instant death weapons.
Daniel kept trying to kill the Exocrine, but how it was deployed next to the ruins it was 75% in cover from both points of view of the Hammerhead and the Riptide. The no cover allowing missiles it made all its normal saves most of the time.
The idea of any unit being able to claim an objective is great when you have low troops count to help balance the rest of an army.
The Exocrine moving little as possible really helped in shot output.
I considered reviewing certain units of the Tyranid code from my own opinions, but I can leave it to another time if anyone cares to here my blabber.

Overall it was a great game and a great chance to see how different units interact on the battlefield.