Friday, September 27, 2024

The Paladin Trials - VTC 2024

 Welcome back fellow warriors! My Tyranids once again displayed their predatory instincts at VTC 2024, a 5 man team event hosted by Risky Rollers! Check them out here: https://www.riskyrollers.com.au/

Team Composition:

40k teams events remain the best way to play the game in my opinion, and one of the most exciting aspects is always putting the team together. My team included some illustrious names of 40k and veteran players, which allowed for a nice crucible of different factions to be represented, and spicy tech and builds to be represented. Here is the overview of our lineup:

  • Ed Askey - Grey Knights - 4 dreadknights with Crowe’s purifier bomb, and Draigo with 10 terminators. 

  • Lachlan Booth - Black Templars - The crusader spam list with some different tech options than Olivier Weiss’s pioneered version.

  • Alex Franz - Necrons -  Hypercrypt with an appearance from the silent king himself.

  • Adam Camilleri - Astra Militarum - Double Dorn, Double Tank Commander and a healthy amount of scions.

  • Stuart Trainer (me!) - Tyranids - Invasion fleet good stuff.


I’ll deep dive my list more soon, but first I’ll talk about pairing strategy. Having two teleporting armies as attackers meant we could trap slow armies (Deathguard and votaan) or fragile armies (Aelderi or Drukhari). The Black Templar list could also be used to guide opposing defending lists into our other defending lists, as most lists just didn't want to face the sheer amount of marines . That left our Guard and Tyranids to be defending lists. The guard had an incredible amount of firepower, so having it as a put up where Adam could select the light table was a serious threat. The big firing lines would be dominated by the dorns, and the deep striking scions would smoke out anything hugging terrain too hard. 


That left my tyranid list as our second defender;


Invasion Fleet:


Hive Tyrant with adaptive biology


Neurotyrant

6 Zoanthropes


Deathleaper


10 Gargoyles

10, 10, 10 Hormagaunts


10, 10 Genestealers


2x Maleceptor

2x Exocrine


2x Lictor


Biovore


My list was a bit of a wildcard in our lineup. Its toolkit still made it exceptionally strong into close combat armies, but it had enough flexibility to play into a wide range of matchups and force a tough, grindy game. I was looking to prey on accursed cultist lists, tau and melee marines. I was very wary of sisters, as I couldn't really stop the bringers of flames lists tabling me. I could get points, but at best the game would be a 10-10. I was also hesitant to go into Hypercrypt Necrons. Monolith’s could punish my monsters a little too well, and enmity destroyers would obliterate my infantry. It was too volatile for me to be safe in that matchup.


This list was adaptable enough to play on any terrain density, but its strength increased significantly when it chose its table. When I had the shooting advantage, I could take the light table and further control enemy movement by locking down firing lines. If the enemy had lots of vehicles or similar units without fly that couldn't breach through walls, I would take the heavy table and moveblock the enemy for several turns. Ensuring I was a defending list gave me this advantage, even if the opposing list was not my best matchup. 


Round 1- Mission J: Lynchpin, Raise Banners, Search And Destroy.

(Lists can be found in the links)

https://pastebin.com/08AmJD2k


Round 1 pairings had me match into Tristan Bones war horde. Tristan and I have known each other for years and been to many events together, so I was excited to get to play him. I won't go too in depth into this game, because we actually played this game on stream! You can find it here: https://www.youtube.com/watch?v=XMrxDIvRjsc&t=4886s 

Between the time stamps 29:00 and 3:14:00. 


Orks are a pretty good matchup for nids currently, as the bulk of their damage comes from their close combat units, and this means you can force bad trades by making them hit your chaff rather than important units. They also don't have good answers for the Malecptors, who get to use their -1 to hit aura to blunt their damage output, and make fight on death much less effective if you can bring their units down to below half strength in a single activation. 


I was able to win the war for the center in this game, but unfortunately I drew absolute dead cards on turn 5, even with new orders, which stopped me capitalizing on my board control. 


Result: 12-8 Tyranid Victory. Team result: 72-28 Win



Round 2 - Mission O: Terraform, Stalwarts, Crucible of Battle.

https://pastebin.com/4a1QmUxi


I matched Bismarck's Big Daemons list for round 2. I haven’t played into daemons much in 10th, so I was a little unsure on how this matchup would go, but I was quite confident in my ability to screen out my half of the table and protect my valuable assets. The mission favored me here too, as Bismark didn't have many units he wanted to spend the turn terraforming objectives with. I went first here, and proceeded to terraform the two flank objectives. One of the many strengths of tyranids is their ability to use spore mines, terrain and lone operatives to engineer situations where it is extremely difficult for your opponent to deny control of an objective. I was able to achieve this on one flank objective to ensure a successful terraform. The other flank I flooded with hormagaunts behind a wall, so he couldnt out OC the objective, or get an angle to kill them. With two terraforms out the way, I really felt the game tempo was in my favor. I just had to use my assets to prevent his primary and stop him from terraforming, and I would be walking away with a sizable win. I spent the next two turns just screening the table as much as I could until his reserves were in. table. Bismark forced my hand by planting the 4+ FNP Great unclean one (AKA Big Chungus) in the center.  I foresaw this was his plan, so I had already begun pre damaging him to make him actually killable by the time he could make his OC matter. However, after committing a generous amount of shooting, as well as Hive Tyrant and hormagaunt combat with crit 5’s lethals, he was still standing with 1 wound! This gave Bismark an opportunity to start pushing back into me, but he was one turn too late. I had managed to slow and kill him down enough that he only broke my defensive line on turn 5, and wasn't able to capitalize on too much scoring outside of a healthy endgame primary score.  


Result: 17-3 Tyranids Victory. Team result: 61-39 Win


Round 3 - Mission P: Scorched Earth, Inspired Leadership, Crucible of Battle. 

https://pastebin.com/WHhYJ1r5


Round 3 had our team paired against the favorites to take the event out, a team of 5 members from the 2024 Australian WTC team. There really wasn't any weakness to exploit on this team, but our team spent a good amount of time trying to find our best matchups. I paired into Joshua Brodie on the Gladius DA list, 15 death wing knights and all. This was one of my preferred matchups on this team, but I was sure my score was hard capped. If Brodie dug in with his DWK and played defensive, I didn't have much ability to kill them without shooting support. However, Mission and table pick became critical in enhancing my score for this round. I chose to play the DA on the light table. One of the weaknesses of the DA gladius list is outside of the fire discipline eradicator brick, which is short range, it doesn't have a shooting presence. I wanted to use my exocrines and zoanthropes aggressively take firing lines, as I knew they weren't going to be easily responded to by Brodie, and if he did expose the eradicators, my return fire would take them out. 


I took first on this mission, which isn't ideal. Going second is generally preferred to burn an objective turn 5 and get a slight lead on primary. As I was going first, I decided to take full advantage and aggressively staged near the center and my flank objective, and moved exocrines toward the best firing angle on my half the table. I needed to apply pressure early or I wouldn't be able to stop Brodie scoring points late in the game. Brodie had a nothing first turn, just doing some light staging and attempting to kill a lictor with scouts, but unsuccessful. So far, we were just feeling each other out. Turn 2 I moved a maleceptor and lictor onto the middle objective, with the lictor beginning the burn action. My hormagaunts then charged and killed his scouts near the center, using ovverun to form a moveblock on his staging ruin near the edge of his deployment zone. This would stop him from using his inner circle companions from getting to my lictor burning the center, and stopping the eradicators moving too far forward to shoot something inside their melta range. Josh responded, using JPI’s to hop over the hormagaunt screen and attack the lictor, and the eradicators moved out to shoot my middle Maleceptor. 5 DWK moved onto my flank objective after charging a spore mine. Josh was a bit unfortunate, leaving the Maleceptor on 1 wound, and I heroically intervened with my stealers into the JPI’s who charged the lictor. The lictor fight first flubbed, killing one jump pack marine through aoc and promptly was slain, but the stealers savaged the remaining guys and were in a nice position for my turn 3. I used the full power of 20 stealers and deathleaper to head toward the DWK on my flank objective, the goal being to flood them with saves. Exocrines lined up to shoot a different DWK unit or the eradicators, while zoanthropes and 2 Maleceptors had eyes only for the eradicators. Hormagunts dashed to his flank to deny primary. This was a big turn for me, killing a total 7 DWK’s (5 on my flank, 2 from exocrine shooting) and 6 eradicators. Brodie was starting to feel the pressure now, as he was running out of valuable resources and hadn't taken much away from me yet. Activating assault doctrine, Josh commited the inner circle companions toward the stealers on my flank objective. I overwatched with an exo, killing one companion. The repulsor and wounded DWK’s moved toward the center to deny the objective and get some shots in, killing the wounded 1 wound maleceptor. The companions charged stealers, and deathleaper heroically intervened. With fights first, she clutched up and slew another 2 companions, leaving 3 with a Judiciar. The stealers fought on death, and survived the onslaught from the companions, with deathleaper being felled by the judiciar. The stealers finished off the remaining companions and character, and Brodie was in a dire position. My turn 4 saw me charge the maleceptor, remaining stealers and hive tyrant into the repulsor, which got it below half and failed battleshock in his preceding turn. The zoanthropes finished off the last squad of JPI’s, while I denied his flank objective with gargoyles, and the second squad of stealers began burning my side objective now that there was no way for him to stop it. Azrael attempted to steal back the center with the remaining DWK’s and intercessors, but an incredible zoanthrope overwatch killed the DWK’s (3 sixes with lethal and sustained lascannon shots, yikes) and the maleceptor was able to finish off the repulsor, freeing her to use overrun and be in range of Josh’s home objective. In turn 5, she continued her forward push to burn his home, while Azrael and the boys had a not so heroic last stand being obliterated by two exocrines. Brodie had an apothecary biologis and 5 DWK’s on his flank objective left, and I cruelly opened the casket on shadow in the warp, battleshocking his two remaining units and forcing Brodie to have a donut turn 5. 


Josh made the best of a bad matchup and even worse dice rolls, and was a gentleman the entire game. I was honored to play against a WTC player who earned his spot through hard work and a history of very strong results. 


Result: 18-2 Victory for Tyranids. Team Result: 36-64 loss 


Round 4 - Mission H: Supply Drop, Smoke and Mirrors, Hammer and Anvil

https://pastebin.com/cqbz0ZUi


After licking our wounds from the spanking the WTC lads laid on us, we had a night's rest and locked in for the final day. The podium was still more than achievable, we just needed to win both rounds day 2. After a brief chat with our team in the morning, I boldly proclaimed to the team that if I got the tau matchup, I promised a big win. So when the opportunity arose to take the tau, my teammates gave it to me, even though it meant some other sup optimal pairings for my teammates. 


So Dante and his tau were on the table across from me, and I deployed very aggressively. Dante deployed quite the opposite, trying to keep his distance from me. I took first turn, again not ideal, but made good use of my lone operatives to throw them onto the no man's land objectives with some advance blocking from spore mines. This put dante in an awkward position, as the lone operatives could only be reached by his breacherfish, and had to deal with deathleaper and a lictor, with stealth in built and access to FNP thanks to Neutrotyrants neuroloids. Dante split his shooting between the two, and failed to kill both, setting me up for a big 15 primary turn 2. I capitalized on the early swing, pushing stealers into his coldstar suits which had moved to the central staging ruin, with maleceptor shooting support. The lictor and zoanthropes worked in tandem to wipe out his devilfish and most of his breachers. Dante had a strong turn of shooting to retaliate with, but I saved FNP for the stealers, his flamer starscythe unit only able to clear 2. I baited overwatch elsewhere so the stealers could carve up some more suits and a strike team with hive tyrant support, which allowed an overrun into his broadsides. Over the next few rounds of combat, the stealers also carved their way through the broadsides. Those stealers were a one man army this game. As all of this was going on, I used me resources to stand on the no mans lands objectives and getting shot, but surviving to score primary. Turn 4 I dogpiled the remaining objective with everything I could possibly fit on there, and popped shadow in his turn 5 to reduce his chance of taking it. This secured a max win for me, and I was able to reward the teams faith in me. 


Result: 20-0 Tyranid Victory. Team Result: 76-24 Win


Round 5 - Mission B: Purge the Foe, Smoke and Mirrors, Tipping Point

https://pastebin.com/9XPjm0Dz


“Good thing I secured a 20, because I’m losing my game next round.” I told my teammates during lunch. Purge the foe is such an awful mission for tyranids, especially my archetype with lots of fragile units. Your opponent can just sit on their home while they blast you and max primary. I have to force some interactivity here, and I wasn’t sure I was going to be able to do it. I decided it was best for the team if they didn't give me any pairings priority this round, as even if I got a good matchup, the mission would mean I couldn't capitalize fully. This led me to matching into Merric’s Chaos Knights, not the worst matchup, but certainly not one I loved, especially on purge. My goal was to just keep it close, don’t over extend and rely on my teammates to get us the win for the round. Merric and I had played in the last teams event, when I was playing GK, so I was familiar with his beautifully painted army and its tricks. Rotigus is an interesting tech piece, and gives a rapid ingress threat that can catch you off guard if you're not careful. As you do in purge, we both deployed very cagey, and I scored second turn, huge on this mission. Merric ensured he gave no easy kills, and used his havoc launchers to attempt to knock down a hormagaunt squad. My Hive tyrant was not allowing that however, dishing out free FNP strat to keep them alive, and then regenerating for free in my turn for net 0 damage. Again, my lictors made up my vanguard to score extend battle lines and secure no man's land for turn 1. I exposed some juicy targets for Merric to kill, but he would at least have to come forward. 


Missiling a a Karnivore at my lictor, and a second toward deathleaper and a Maleceptor, Merric pushed his indirect toward my staging genestealers, thinning them out by 3. This didnt stop them heroically intervening when the Karnivore charged Deathleaper and a Maleceptor. The two passed their invo saves and the attacking wardog was layed low for its attempt on their lives. I used a cheeky shadows play in my turn 2 to secure hold more, a vital extra 4 primary points which would end up being the deciding factor, as from this point on the game was a bloodbath as we fiercely competed for kill more in each battle round, with most battle rounds having the CK ahead on kills. It was a nailbiter, but the 4 points from shadow in the warp kept me just ahead, 81-85.


Fantastic game Merric, I had to really plan ahead to keep my score safe, and you were able to captilise on some mistakes to get kill more when I was being so careful to prevent it. Well done.


Result: 10-10 Tie Team Result: 58-42


Wrap-up

There were definitely skid marks in our final round, with the team just squeezing out a win. We were very happy to podium at second place, but we recognised there were several improvements we need to make before we can take out the WTC lads next time. I was able to end another event undefeated with the Tyranids, and I secured 5th place in the player rankings. It’s a bit skewed, however, as I never played into anything I really didn't want to play into. My team made an effort to always put me into matchups I was comfortable into, and I avoided sisters and hypercrypt necrons in several rounds. Often that’s what teams are about, but I want to practice those matchups so I can be of use when I do have to play them. 


Post event, I realized that both my exocrines survived every game. In fact, I struggle to recall if they ever received a wound. These monsters are really starting to seperate themselves from the rest of the list as the work horses, they find their shooting spot and rain plasma at the enemy. As the rest of my army applies pressure to the enemy, the exocrines often get ignored, despite the consistent damage they produce. Perhaps some more long range shooting platforms could also be a great addition to the list?


I also noticed some shortcomings of my list. I probably didn't need two 10 man stealer units. While the second was useful in some games, most of the time I only really needed one, and the second just hung out and screened, or did actions. Not ideal for that unit. Finally, I’m noticing the Zoanthrope unit is becoming a bit of a one trick pony. It tends to pop out, shoot and kill one thing, and my opponent's knee jerk response is to kill them. This isnt always a bad thing, but does mean they often trade down. They also get significantly worse when half the unit is gone, so often killing 3 is enough to make the unit just not a threat anymore. I’m going to explore what the list looks like without them. 


With a balance patch around the corner, however, we will have to wait and see what shakes out of it. Grey Knights or Genestealer cults could start looking real tasty, and I may want to experiment with them. There is still plenty of depth with tyranids though, and when I think about the potential builds I can make, it fills me with excitement. 


Catch you on the next one. 



Monday, September 2, 2024

Ratcon 2024

The Paladin Trials -  Ratcon 2024




Hey 40k nerds! I just won Ratcon 2024, a 76 player GT in Australia, with Tyranids. Here’s how I did it:


Preparation for Ratcon:


Ratcon is one of the premier events hosted in Ballarat by TO’s Michael Hamilton and Lachlan Morrison. Missions have a more narrative twist, but are still based off the Pariah Nexus mission pack. Soft scores (painting and sports) affect your overall placing in addition to battle, but that doesnt stop the top end of this event having real competition. 


My read of the meta showed a bias toward close combat armies with blood angels, drukhari and world eaters boasting high win rates. Australia also seems to always have a strong showing from Chaos factions, so this was another factor I considered. Of my three factions, Tyranids seemed especially well suited to navigating a melee meta, with tools such as fights first lone operatives that feel designed to kill power armor (looking at you Blood angels), Maleceptors providing negative modifiers for enemy units that come too close, and gargoyles still being the king of moveblocking. Shadows in the warp is always a bit of a wildcard too that your opponent can have difficulty playing around, so I liked having it as a mental edge over my opponents. It can be daunting waiting for a tyranid player to rip the cord that battleshocks the majority of your army on a key turn. 


Next I had to decide on the flavor. Vanguard Onslaught had become a clear forerunner since the dataslate, receiving meaningful buffs which increased its number of options. I had an unsuccessful experimentation with Vanguard preslate, and I wasn't convinced it had overcome the hurdle of being stat checked by tough armies like Chaos Knights, or highly mobile armies in Grey Knights Dreadknight Spam or bringers of flame sisters. I decided to go back to basics and expand from there, so I wrote an Invasion fleet list and started organizing a few practice games. 


After those games, I had to appreciate the strength of the invasion fleet detachment. It’s well rounded and has meaningful tools into almost all matchups. Here are the highlights:


  • The detachment rule to adapt your army for either sustained hits against infantry or lethal hits against monster/vehicle targets tailors you to your matchup, and helps overcome one of tyranids main issues in their damage output. 

  • The stratagem suite is incredible; Reactive feel no pain, critical hits on 5’s and fight on death are relevant in 100% of games, and make your hive tyrants incredibly valuable with their reduce stratagem cost ability.

  • Overrun might possibly still be the best stratagem in the tyranid codex, allowing a Tyranid unit to move after fighting, and gives invasion fleet lists an X-factor that can greatly expand the options available to a tyranids player.




I built an invasion fleet list which emphasized the strength of the detachment and could quickly generate positive board states and out-tempo the top dogs of the meta.

Ratcon Invasion Fleet list:

Invasion Fleet


Hive Tyrant with Adaptive Biology Enhancement

Deathleaper

Neurotyrant


20 Hormagaunts

10 Hormagaunts

10 Hormagaunts

10 Gargoyles

10 Gargoyles


10 Genestealers

2 Lictors


2 Maleceptors

2 Exocrines


6 Zoanthropes 


Biovore

How it plays:

Fellow Tyranid players might look at this list and call it unremarkable, and they wouldn't be wrong. It’s basically just invasion good stuff. None of it is particularly strong individually but when these units start to operate together they become increasingly difficult to deal with.


My general game plan was to use the scouting genestealers and infiltrating lictors to create a forward position the rest of my army could expand into, while simultaneously creating a “no go” zone where hormagaunts and gargoyles could safely stage before being sent out as missiles to score points or deny enemy primary, attack skirmish units or moveblock larger threats. The Zoanthrope and Neurotyrant bomb provides a significant overwatch threat to enemy missile units, and in combination with generated spore mines from the biovore, gives me several ways to influence how my opponents could move around the table. Maleceptors were my defensive anchors, and often the first units I would expose to force some kind of commitment from my opponents. With reactive feel no pain and their innate 4+ invulnerable save, if I could position them where they couldn't apply all of their armies' damage into them, the Maleceptor often survived and exposed resources I could retaliate on. These tools are what I planned on using to establish control of the game in the early turns, with the ace in the hole being shadow in the warp during the later half of the game to disrupt my opponents ability to reestablish their own momentum and climb out of the score deficit. I would often put one exocrine in strategic reserve to threaten a different firing angle, as well as one gargoyle squad as an ingress threat to reactively set up a moveblock or primary denial play.

Ratcon games:

Ratcon missions can be found here: https://drive.google.com/file/d/1yy2wqS1eVG1G3Y4jtdMstBh1ONT_drlg/view?usp=sharing



Game 1: vs Mark’s Imperial Knights https://pastebin.com/924zmLD7

Mission: Blessings of the Horned Rat


The opening game had me paired into a triple big knight list, a lot of high toughness wounds and powerful shooting options. I was celebrating I had taken invasion fleet, as the access to lethal hits was going to make this game much more palatable. I chose blessings of claws on this mission for the extra attacks on my little bugs, and Mark chose blessings of the warp to up his shooting output. Imperial knights took the first turn, and as I had deployed conservatively there wasn't much damage he could apply, but he got cleanse for 4 points and 2 points for getting one of my lictors on no prisoners. 


I made a pretty big error on turn 1 of this game which made it much harder for me in the later turns of the game. I pulled storm hostile objective and recover assets on turn 1, completely forgetting you can't score storm hostile on turn 1. I figured I would score storm and burn recover assets for a command point, and didn't realize till the end of the turn I was going to score a fat donut on secondaries for turn 1. Luckily, the rest of my turn went well, as I advanced a gargoyle brood to move block the big knights (a common theme for this tournament) and deny the center objective, while genestealers charged canis rex with critical 5’s bringing him to 5 wounds remaining and keeping him in combat, where he would fail his battleshock test in Mark’s command phase. My shooting frustratingly left an armiger on the center objective on 1 wound. 


My low scoring turn 1 really put me on the back foot, and the following turns I had to play much more aggressively to not only build up my own score, but stop Mark scoring points. After Mark cleared through the first gargoyle screen and promptly laid low one of my maleceptors in the second battle round, my rapid ingressed second gargoyle brood created another moveblock to delay his big knights. The 20 man hormagaunt swarm and one of the 10 mans pushed up to finish off canis and the 1 wound armiger, which promptly both exploded and cleared out almost half of the hormagaunts, a frustrating negative swing which allowed him to clear out the big 20 man with a single armiger shooting activation before it could regenerated and deny his home objective. Deathleaper was able to stand on the middle objective between two ruins, and due to the gargoyles wearing high vis vests and holding road work signs in front of the big knights, was completely safe for next turn, locking in extra primary points. Mark responded with an excellent turn of shooting, killing the second maleceptor and my zoanthropes, leaving behind the neurotyrant, and the gargoyles were no more. 


I was running out of pieces to delay the big knights, and definitely didnt have the damage to take them out anymore. I used my exocrines to clear out one last armiger, and deathleaper and what was left of the hormagaunts went for the armiger on Mark’s home to deny guarding for burden of trust in addition to defend stronghold. My shadow turn allowed me to deny some extra primary, and both big boys left also failed battleshock, which limited his scoring for that battle round. At this stage, the 2 remaining big knights were just outside of my deployment zone, and going to take my home objective.Despite this, In round 5, I was able to scrape the remnants of my mostly tabled army to score endgame primary and some lucky secondary cards, pushing the Tyanids ahead. Mark and I had a great game, and he came very close to ending my run before it began.


Result: Tyranid Victory, 72-60


Game 2: vs Shane’s Drukhari https://pastebin.com/UgLBYKss

Mission: Sneak, Sneak, Yes, Yes


Shane and I had the pleasure to play a few weeks prior to this event at an RTT with very similar lists, so we had a bit of experience in the matchup. Shane had more respect for my Genestealers this time, which had in the previous game fought on death and cleared out most of the incubi and beast pack which had charged them. 


My game plan was to form a blockade with the maleceptors which would force most of his damage dealers outside of the transports, which would be killed from my counter attack and allow me to push deep into his lines. This promptly happened on turn 2, with the incubi going into a maleceptor and tanked through thanks to rapid regeneration. Shane was able to get one up on me though, using his venoms to dart behind the ruin the stealers were staged in, and shower them in splinter cannon shots before they were finished up with a second smaller unit of incubi.  This didn't stop my clearing out the rest of his incubi and court of the Archon, and Shane was left with a few venoms and skirmish units like mandrakes and scourges to face down 75% of my army. Even still, Shane and I were both able to score the secret mission we were forced to take from this missions special rules, ending in a respectable score for both players. Always a pleasure to play you Shane.


Result: Tyranid Victory, 76-63.


Game 3: vs Ned’s Imperial Knights https://pastebin.com/WyKL0BRZ

Mission: Corrupted Lands


Another 3 big imperial knights list, this time with a lancer and a gallant to apply maximum pressure. Ned promptly deployed heavily on the front line. This time, I took the first turn, and proceeded to lock the gallant in gargoyle jail while deathleaper terraformed the objective on the gallants side, and a solitary lictor took the other flank, protected by a well poisited spore mine to prevent the terraform action being stopped on the opposite. After seeing I was going to successfully terraform 2 objectives turn 1, Ned sent the other two bigs and a warglaive barreling into the center of the battlefield, giving me the ultimatum. I ever killed them and we finished our round quick smart, or I failed too and I lose control of the game as two big knights carve their way into my deployment zone. I hate ultimatums, so instead I looked for another solution, and I spent another turn moveblocking while I chipped down the knights, killing the warglaive with shooting bringing the lancer down to below half with a combination of shooting and a genestealer charge, which also kept it locked in combat. The 2 big knights cleared the trash in the center, but were unable to push into the damage units behind them, and the following battle round felled the lancer and left the atropos on minimal wounds, surrounded by hormagaunts. By the time the Gallant entered the fray, freed from many turns of gargoyle jail, it was too little too late, even with bottom of turn primary scoring. 


Result: Tyranid Victory, 69-61


Game 4: vs Mitchell’s Tau https://pastebin.com/7SzVgD3W

Mission: The Ratling gun


Mitchell is one of my close 40k buddies, and relatively new to the competitive scene. He too was undefeated going into day 2, showing his promise as an up and comer in the Australian scene. We had played several games in testing before this event, so we were more than familiar with each other's armies. I knew I had an advantage from a list perspective, as shadow in the warp can be crippling for the tau’s go turn, being able to shut down their ability to guide for each other. Spore mines are also extremely annoying for montka builds, as you effectively stop one of the strongest abilities of the detachment to advance and shoot. Purge the foe is traditionally not great for tyranids with their many fragile units, and less emphasis on being able to deny primary by continually denying on objective. Fortunately, I went second in this game, a huge advantage on this mission. After a conservative deployment, Mitchell was unable to shoot on his first turn, but threatened hold more so I had to send out a resource. My hormagaunts were more than happy to missile out and clear the kroot, but were also able to use overrun to lock up the breacher squad and devilfish behind, which meant the gargoyles poking onto the center objective could only be shot by riptides in the following turn. As riptides won't kill a gargoyles squad in one activation, I was able to kill off the visible ones and use endless swarm to regenerate models onto the center objective to get hold more. I was not only able to do this on turn 2, but turn 3 as well. Mitchell, realizing he was on the back foot, went all in on me during turn 3, his final turn of montka, to try to force a change in the game's trajectory.I responded with killing his sunforge suits with stealers, dropping a riptide with shooting, and damaging a second while clearing the devilfish in the center with my 20 man hormagaunt unit The regenerating gargoyle squad was able to charge broadsides in his backfield.. My turn 4 shadow left him with only the pathfinders who could spot, and he couldn't get enough damage to bear to deal a killing blow to the Tyranids. Turn 4 and 5, the tyranids were able to overwhelm the tau forces. Well done on an undefeated run on day 1 Mitchell, you’ll get me next time.


Result: Tyranid Victory, 100-83


Game 5: vs Adams Adeptus Sororitas https://pastebin.com/4js13iFF

Mission: The Warpstone Shuffle


The final game of the event had me matched up with one of the strongest players from South Australia and a competitive 40k veteran, Adam Napier. Adam’s Bringers of flame list was a little different, focusing on a more grindy playstyle leveraging the durability combo of a big sacresants unit with a hospitaller, in addition to some of the usual stars like Morvahn Vahl with her suits and the seraphim squad with fire and fury cannoness. The seraphim are terrifying for tyranids, and Morvahn Vahls warsuit unit is really hard to take down. This was a game I was sure I wouldn't win if I played defensive. I had to score big early and deny the scoring of the sisters while I had units on the table.My assumption was I would be tabled one way or another, but I would rather have a big advantage on points while being tabled rather than a small difference the sisters could make up. Adam placed Vahl and suits in strategic reserve, which was a mistake I capitalized on by full sending when I went first, immediately squaring up on the center objective with a maleceptor and deathleaper, while genestealers scouted up and hunted the infiltrating callidus, before piling into a penitent engine and a rhino to slow the sisters down. The zoanthropes covered one of the firing angles the seraphim could travel down, and a well positioned spore mine prevented them advancing into the center. Unable to push me off the centre on turn 1, I was able to secure a 15 primary going into turn 2, at the cost of losing a maleceptor on the flank. I sent hormagaunts out to deny the flank objective and push back vahls ingress, and on the opposite side the 20 man hormagaunt squad used a mortifer as a slingshot for overrun, and was able to deny his home objective. Adam chose not to rapid ingress, so Vahl and the girls arrived in his deployment zone, while the seraphim burned my 20 hormagunts to a crisp. Adam was still unable to stop the primary scoring triangle I had created, so another 15 for me on round 3. I pushed the maleceptor forward from the center to charge the seraphim, hoping to lock them in combat for next turn to allow gargoyles to bypass overwatch, while the other squad of gargoyles on the other flank denied the objective again. Shooting from my exocrines and a single Maleceptor was able to take a massive chunk out the celestian sacresants, and a lictor was able to precision out the hospitaller to stop the resurrection shenanigans, effectively neutralsing his defensive crutch. Adam’s primary score was looking pretty dire, and so at the end of his turn 3 he selected a secret mission. This changed my game plan. I just needed to score 91 points, and I’ve secured the win. I threw the rest of my resources at scoring secondaries, as by this stage I had 45 primary points with no possible way from Adam to stop me scoring another 5 from my home. At the end of my turn 4, I was exactly 91 points, which was lucky as I dead drew secondaries turn 5. Adam was thoroughly rough housing the remnants of my army at this stage, and Vahl walked onto my home to achieve the secret mission, coming so close to catching the Nids. Adam was a top tier player during the entire course of the game, even keeping his cool at an almost 40 point deficit in round 3, huge props to him to dig deep and make it a close game.


Result: Tyranid Victory, 91-90. 



Review:

After going undefeated with Tyranids, I was able to take best overall and take the title of Rat King 2024. Special shout out to Ben Coubrough, who also went undefeated with chaos cult and had more battle points than I did, but soft scores got me over the line on this one to take the title.


I learnt a lot from my experience at the event, but here are my main takeaways:


  • I was surprised at how flexible my tyranid list was. While I initially thought it had to build a lead early and hold it till the end of the game, I found it was able to play either aggressively or defensively, and react to my opponents style of list and game plan.

  • The list can be improved; the 20 hormagaunt unit was included to potentially deny cull the horde, but this only came up once in my 5 games, and in most games I ended up committing a 20 man when 10 gaunts could have achieved the same effect. 

  • My unit positioning could have better in the later stages of the game; I was happy with my deployment and staging in every game, but I often found in turn 4, some of my units where in bad positions. My zoanthropes bomb should always be aiming to end up in the center of the table, where their overwatch and shooting threat would be maximized. In some games, they were in a position where they couldn’t target anything meaningful. 


A big thank you again to the TO’s Michael and Lachlan, and to you for joining me for the start of a long Journey. The next episode will likely cover VTC, a teams event hosted by Risky Rollers in Victoria. I hope to catch you then. 


Signing off, 


Stuart Trainer

 


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