Gregor looked over the previous night's reconaissance reports. Imperial forces
had been fighting a valiant holding action against the Tyranid horde for weeks. Forced
to fall back by the sheer weight of enemy numbers, Imperial Guard units had rallied
at a nearby spaceport, awaiting badly needed reinforcements due to arrive shortly.
The chaplain winced in disgust as he read on. In the haste of their retreat,
the Imperials had let a valuable computer data center fall to the foul aliens. Surely, the
Tyranids could not have discovered the true worth of the ancient thinking machines. The
best chance would be to strike the depot quickly, cleansing it of all the alien filth,
and then recover the data center's core before the Tyranids could mobilize a counterattack.
It was time for a change in tactics...
The Heroic Blood Angels (1000 Points)
Chaplain Gregor - equipped with jump pack, bolt pistol, frag grenades,
and the usual crozius arcanum and rosarius.
Death Company (5 models) - Equipped with jump packs and usual array of close
combat weapons. All Death Company also have frag grenades.
Tactical Squad Adorno (10 models) - includes a heavy bolter and a flamer
Scout Squad Laertes (9 models) - includes one model with a shotgun. All other
models are armed with bolt pistols and swords, as well as frag grenades. One
brother succumbed to the Red Thirst.
Attack Bike Squadron (2 models) - equipped with heavy bolter.
Assault Squad Gideon (10 models) - two brothers carry plasma pistols. All the
other models are armed with bolt pistols and close combat weapons. In addition,
the squad has been issued frag grenades.
Dreadnought Imperius -
carrying a missile launcher and multimelta. Imperius also sports a smoke launcher.
Dreadnought Furioso -
carrying an assault cannon, power fist with storm bolter, and smoke launcher.
The Tyranid Horde
Hive Tyrant (in reserve) - carrying a venom cannon and lash whip.
Lictors (2 models deployed secretly as per White Dwarf 242)
Tyranid Warriors (3 models in reserve) - the brood includes two deathspitters and
a single venom cannon
Genestealer Brood (10 models)
Termagant Brood (19 models)
Termagant Brood (10 models in reserve)
Zoanthropes (3 models)
Carnifex (1 hulking monstrosity)
We rolled "Change of Orders" for the mission. After rolling again, we came up
with "Take and Hold." Sean rolled highest, so he elected to defend the ruined building
we had placed on the map, leaving me to move on from the nearby board edge.
He was able to place some units of troops, the Zoanthropes, and his Carnifex within the ruin, but
he held back one Termagant brood for reserves, fearing that they might be broken and
scattered without the presence of any synapse creatures. We also agreed that, as per
White Dwarf 242, the two Lictors would be allowed to deploy secretly, even though
normally elite choices must be held in reserve.
Ordinarily, I don't take scouts because they are unusually vulnerable to spore mines.
I figured I'd try a little switch this game; Sean has been so used to fighting
Marines in powered armour that he seldom brings out Biovores any more. Plus, with
the ability to bring in shotguns and mix them with close combat weapons, I figured I'd
stand a fair chance in close combat with the smaller nasties. As infiltrators, they
provided me a rare opportunity during this game, so I set them up between Sean's board
edge and the ruined computer depot.
BLOOD ANGELS, TURN 1
As the attacker, the Blood Angels moved first. My entire army moved on from the board
edge. I tried to organize my troops to maximize my fields of fire over two targets: the
Termagant brood and the looming Carnifex.
Blazing away with their bolt pistols, the Death Company was able to kill two termagants.
Imperius launched a frag missle and fired his multimelta, but succeeded only
in killing two of the little buggers. The attack bikes, dreadnought Furioso, and squad
Adorno blasted the Carnifex, but after getting past his toughness of 6 (!), he made
five consective 5+ saves, allowing but a single wound to slip past his invulnerable
TYRANIDS, TURN 1
Unable to roll for reserves on the first turn, the Genestealers were content to move
forward behind the gargantuan form of the Carnifex. The Zoanthropes and Termagants
blasted the approaching Blood Angels. Fortunately for me, all three Zoanthropes
failed to hit, but two Death Company Marines fell under a rain of borer beetles fired
by the Termagant brood.
In the assault phase, Sean revealed the location of one of his hidden Lictors, who, while
too far away to do any damage at first, would become a thorn in my side later in the game.
BLOOD ANGELS, TURN 2
I needed to stay away from the Genestealers and Carnifex, while maximizing my field of fire
with squad Adorno. To this end I scooted the bikes back, while dreadnought Furioso moved over
to reveal several well-armed Marines standing in his shadow. The scouts moved into bolt
pistol range behind the Termagant Brood, while the Death Company closed on them from
My troops blasted the Termagants, eliminating ten of them! Without a synapse creature
nearby, they broke and ran - falling just short of a crossfire against scout squad
Laertes. The bikes, dreadnoughts and the tactical squad hit the Carnifex with everything
they had, and again, he strode miraculously through the hail of fire unscathed!
In the assault phase, my scouts rushed the Termagant brood. Unable to rally, they were
scattered before the Emperor's righteous fury.
TYRANIDS, TURN 2
I new my number was up when the Hive Tyrant arrived. This time, he was escorted by a brood
of three Tyranid Warriors.
For starters, the Hive Tyrant blasted Imperius with his venom cannon. The resulting
explosion scattered flaming wreckage over a wide area, killing one member of squad
Gideon. The Zoanthropes managed to kill two tactical Marines and one attack bike, but
fire from the Warrior brood was ineffective, killing not a single scout they aimed for.
In the assault phase, Sean revealed the location of the second Lictor. He was hiding in the
woods near my scout squad! He leapt out of the bushes and rushed them, slicing one poor
scout in half with his razor-sharp claws. The scouts, horrified, fell back towards my
The Zoanthrope charged into the midst of the Death Company, inflicting no wounds, but
receiving none in return due to his Warp Field. I won the "Moral High Ground," though, and
Gregor closed around the side of the Zoanthrope, brandishing his Crozius menacingly.
Next, the Carnifex roared into close combat with Furioso, followed by the
Genestealer brood. Furioso swung first, wounding the Carnifex, but the Carnifex's return
was deadly, causing Furioso to explode; the explosion killed four Genestealers, but also
took the lives of four nearby Marines. As the aliens consolidated, they found themselves
staring down the gun barrels of two angry squads of Blood Angels...
BLOOD ANGELS, TURN 3
Luckily, my rolls for Black Rage were holding well. Nobody moved out of place, and
I had the perfect position from which to extract revenge for my dreadnoughts. The scouts moved
to surround the Lictor, bolt
pistols at the ready. Assault squad Gideon moved up towards the nearby Tyranids,
charging their plasma pistols for the slaughter to come.
In the shooting phase, rapid fire from the remainder of squad Adorno and the pistols
of squad Gideon blasted the remaining six Genestealers into a heap of corpses. I tried
desperately to wound the Carnifex with the attack bike's heavy bolter, but his thick
hide was too much for the wrath of my weapon.
In a desperate assault, Sergeant Gideon and his men surrounded the slow-moving Carnifex.
Fueled by the fury of their long-dead Primarch, the raging Blood Angels were able to carve
another wound from its hide, while, due to poor rolling on Sean's part, took no losses
themselves. I still had reason to fear, however, for I knew that next assault phase my
Marines would be striking at strength 4 again, which meant I'd need a '6' to wound the
The scouts teamed up on the lone Lictor, and sacrificed one of their number while purifying
it with their weapons. Chaplain Gregor's crozius carved a crackling arc through the
Zoanthrope's warp field, bringing the hideous beast crashing to the ground.
TYRANIDS, TURN 3
Sean first rolled reserves, and the second Termagant brood entered the fray, this
time within range of the nearest synapse creatures. His Tyranid Warriors and the
Hive Tyrant moved closer to the objective, while his two Zoanthropes moved cautiously
During the shooting phase, the Tyranids' guns hammered my scouts, and after losing
two more men, I failed my Morale test and squad Laertes retreated once again.
The second Lictor, who, until just now had been hidden from the battle behind a stand
of trees, launched himself against squad Gideon, hacking one Marine limb-from-limb before
bounding back into the brush, taking no wounds in return.
BLOOD ANGELS, TURN 4
I knew I had to stop the Lictor from killing more of my assault Marines, or else I might
not have enough troops to take the objective. To this end, I moved squad Adorno into
the woods in a desperate attempt to flush him out. The Death Company swooped into
the ruined depot with their jump packs, angling towards the lone Zoanthrope that they
could see. My scouts and my attack bike moved towards the Tyranid Warrior brood in the
hope that I could eliminate their telepathic presence and rout the Termagants with
some clever use of my firepower later.
During the shooting phase, the Death Company's pistol shells glanced harmlessly off the
Zoanthrope's Warp Field, but Sergeant Adorno's bolter found its mark, wounding the
Lictor. The scouts and the attack bike managed to fell a single Tyranid Warrior carrying
In the assault phase, squad Adorno charged the Lictor, but for all their effort, they
were rewarded with the death of one of their brothers before the slippery beast tore off
into the wild. Gregor easily dispatched a second Zoanthrope, and took cover in the ruins
under the watching guns of the Tyranid Warriors. The scouts and the bike were too far
away to assault anyone, but I figured the bike's high toughness and good saving throw
would draw most of the enemy fire next turn.
TYRANIDS, TURN 4
Sean moved his Tyranid Warrior brood so they could see one member of the Death Company,
and blasted him to pieces with a well-aimed venom cannon shot. The last Zoanthrope
missed (again!), and the Hive Tyrant's fire resulted in not a single casualty. The Lictor
had moved towards the ruins, but he was still too far away to assault anyone.
BLOOD ANGELS, TURN 5
I moved squad Gideon into the ruins, and set up behind the rocks and rubbled
walls, aiming for the approaching Tyranids. At this point I had the objective - all
I needed to do was keep squad Gideon alive long enough to hold it.
I moved the bike, the scouts, and the Death Company out to face the Warrior brood and
the remaining Zoanthrope. After relatively inneffective shooting, they charged in to
fight at close quarters.
Gregor sliced through the last Zoanthrope with ease, and the scouts and bike faired well
against the Tyranid Warriors, killing one of them. Unfortunately, I lost one scout and
the "Moral High Ground." My scouts and bike broke off, pursued by the lone Tyranid
Warrior who was (fortunately) unable to catch them.
TYRANIDS, TURN 5
Sean's fire was fairly ineffective, killing another scout with a venom cannon shot, but
inflicting no wounds on the bike or the Death Company.
In the assault phase, the Termagant brood mobbed the Death Company, felling one of them
and wounding Gregor for a loss of only two Termagants. I lost the "Moral High Ground," but
because of the blood-crazed nature of the Death Company, continued fighting.
The Lictor leaped through the ruins and attacked squad Gideon, but was unable to
cause any wounds. Our return was equally ineffective, and the combat ended in a draw,
with me holding the "Moral High Ground" this time.
The last Tyranid Warrior charged the last scout, but he survived as well. Then,
Sean rolled a '2' for random game length, and the game ended there.
Finally! A victory for the Blood Angels over the infernal Tyranids! While I had
to agree with Sean that another round probably would have meant doom for too many
of my models to hold the objective, sometimes you don't have all the time you
want to fight a battle.
In the post-game analysis, we discussed many things:
1). We noticed at one point that squad Gideon survived a deadly charge by the
alien Lictor. Under the new rules, when a squad is assaulted by a Lictor and loses, they
fall back automatically! Oops! I overlooked this in the bottom of turn 3.
2). It is important when doling out wounds to squads that have multi-wound creatures
that you remove whole models one at a time. This came up when I inflicted three wounds
on the Tyranid Warrior brood - you must remove whole models when possible, as per
the rules on page 53.
The obvious dilemna this poses is in the case of the Death Company, where a multi-wound model
(the Chaplain) is leading a bunch of single-wound creatures who can ignore
a wound dealt them! Sean questioned whether he
could apply two wounds against the Chaplain, thus causing a casualty, since the Chaplain
can not "ignore" wounds like the Death Company can, but I think in this case it is better
for the defender to allocate the wounds amongst his troops and then see
who is still standing - keeping in mind that, in all fairness, even the
Chaplain will have to take a hit for the team if all of his comrades have been hit as well.
In any other situation involving a multi-wound character leading a band of lesser
troops, I think it's safe to say the procedure would be similar, in that the wounding
shots would first strike the foot troopers before finding their mark on the leader.
Enthusiastically, we both give the new Lictor rules in 242 thumbs up, as they actually
became effective and well worth their points cost instead of being over-priced targets
for marauding enemy units.