Thursday, January 30, 2014

CAGE Qualifier Round 3

Round three is against Tyranids. This is an army I always love playing, because Dark Eldar have so many answers. This will also be my first game against their new book so I'm excited to see what new tricks they have up their sleeve. He has 3 single zoanthroapes, 2 carnifex, a winged wive tyrant, tyranid prime, tyrant guard, some warriors, some shrikes, an exocrine, 2 units of termagaunts and, and one unit of hormogaunts. This match made me love the 700 points of HQ I'm bringing even more. He wins the roll to set up first, I try to seize once and fail, re-roll with Coteaz and steal it with a 5+ thanks to Vect. Eldrad's redeploy is decidedly less than useful when you set up second though.

Thanks to seizing his bugs are all waiting toes on the line for my first turn. The hellions sneak up into the large piece of area terrain and Eldrad casts invisibility and fortune which, with the exceptions of heldrakes and wave serpents, is the best power set up I could ask for. 

 Despite having started the game with most of my vehicles behind the cover, they manage to jump out and take their shots. I take down the flying hive tyrant and the carnifex over on the right. I'm a little worried about the sheer number of bugs he has on the table, but I'm banking on the hellions to be able to play clean up when it comes down to it. They take some shots at some stealers the first turn and kill a handful of them, leaving the unit just large enough to still be a threat.
Pretty quickly we close the distance between us. Turn two sees me kill the rest of the stealers but leave the brood lord alive. My hellions have just stepped out of cover to get ready to mobilize. He assaults in with the brood lord and hormogaunts. Vect steps up and kills the Initiative 7 brood lord before he can swing and then we manage to kill enough hormogaunts that they can't pile in and combat ends. 

I decide that fortune favors the bold and the hellions are going to have to leave their nice little patch of terrain.

 He moves his bugs up closer on turn two, and assaults into the hellions with the hormogaunts again. Thanks to some impassable terrain in the middle neither side kills very many models. The hellions then hit and run out of combat and get ready for the moment they've been waiting all day for.
 The hellions assault all three squads of gaunts to hold them up and start a war of attrition I'm pretty sure I can win. His termagaunts on either side kept creeping closer to points and my rather fragile vehicles, so I decide to go ahead and just tie up his whole front line with my deathstar squad.
 The results of which is that the center squad ceases to exist and the two outside squads barely make it back into base with their pile in.
Over the last two turns the hellions clean up the gaunts, baron manages to beat down the shrikes and Vect goes on a killing spree and kills his tyrant guard, tyranid prime and his warriors all by himself. The game ends on the bottom of 5 with the board being clear of all the bugs, but I'm sure they'll be back for more before too long.


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