So yeah, spent 7 hours at the club yesterday. Not the bouncy-boom-boom one though, the hobby one.
Played 6 objectives from the short table edges, I was set in cover fairly well and the 'Nids got to go first. My first roll before the game: a 1. That would turn out to be the overall theme of the next few turns...
1st turn: my opponent used a stratagem to un-cover a building ruin housing my sniper scouts and tactical squad. So much for camo cloaks!
His advance was incredibly fast and menacing, two units of warriors pushing down on one flank, OOE and the three Carnifexes on the other, with a fairly huge piece of LOS-blocking terrain in the middle. Genestealers were the first to advance though, and did so for about 16 inches in total with the Kraken buff and opportunisitic advance being played. The Broodlord was only shortly behind.
The Termagaunts hugged the backfield in two long rows of bugs.
Onslaught was cast on the advanced warriors, catalyst went off on the genestealers, me not being in range to deny either with my Libby Dread.
The shooting turned out to be fairly ineffective, but effective enough to strip the Lazorback down to 4 wounds.
No assaults managed to get in.
My first turn:
Captain started on the table next to the Lasback, Devastators and Heavy bolter scout squad. Sangguard and the Ancient in reserves, the DC and characters in the Raven.
Ready to shoot down the Hive Tyrant that had marched up with the warriors, I moved the Stormraven in melta-range and in fron of the genestealers, blocking their way between the terrain and the base of my flier.
The Libby Dread saw an opportunity: being just out of 24" of the broodlord could bring him in a fairly good position for a turn 1 charge on the enemy warlord! So I moved him up, closer to the psychic menace.
Very little other movements were made as I didn't need to get any closer; my opponent was doing that for me.
Psychic phase, failed to cast Quickening (not even in Shadow of the Warp range...just rolled poorly). Since I knew that Wings was the more important power here, I didn't command re-roll at this point. Then attempted to cast Wings, got a 7 with a 5 and a 2, but since my opponent's dice had been on fire from the start, I re-rolled the two and got....a 1! Which my opponent easily blocked. Libby Dread had been a liability since then.
Shooting phase: The Stormraven got around 3-5 wounds with his S8/9, AP3 and Damage 3-D6 on the Hive Tyrant. My opponent made all his 4++ saves. Didn't kill a single stealer because of, again, insane dice rolling with 5++/5+++ against the Hurricane bolters.
Devastators, hit, wounded the Tyrant, both were blocked by the 4++. Lasback: same. Or didn't hit. Or rolled a 1 to wound. Something like that.
Sniper Scouts I'm going to mention here because they failed to roll a single 6 or even 5 against the big creatures of the Hive fleet.
Whirlwind, didn't kill a single stealer, only getting 4 shots and my opponent continueing to roll boxcars all the time.
The heavy bolter scout loaded the hellfire shells into his weapon and let loose...to hit! and caused 2 wounds on the Hive Tyrant! Something that took the rest of my army an entire round of shooting....Anyways, I think the Tyrant went down to 8 wounds.
Oh and by the way, my objectives were: Kill Old One Eye, keep 3 units in my deployment zone after turn 2, but no Tyranids and capture objective no. 5. Which was at the other end of the table, where the gaunts were hugging the backline. Yeah. I kept forgetting to drop them to get new ones, too, so...
Everything moved ever closer, you know, it's 'Nids.
Psychic phase: 3 mortal wounds from Psychic Scream and smite from the Neurotrophe on the Stormraven, even with armour of contempt stratagem. Poor rolling on my part...
Shooting phase: Razorback blew up - my Captain, the devs and the scouts in range. I re-rolled, only to get a ....6. Worst of timing. Captain took a single wound, but the devastators were wiped out since they'd taken 2 wounds in the shooting phase already. Scouts only got 1 or two dead.
I'm going to make it short here:
It was a bitter day for the Sons of the Angel. An enjoyable game it was, but what left a bitter taste in my mouth is the fact that my own dice betrayed me!
Highlights: DC took out the Broodlord after disembarking from the SR, Captain killed the Hive Tyrant turn 2 I think. DC charged a big unit of warriors after killing one in the shooting phase, but my inability to roll 4+/5+++ saw them loosing too many models in the fight against the synapse creatures. They were shot and charged off the table.
Man of the Match: gotta give it to the Heavy bolter scout. That dude plinked off 4-5 wounds on the Hive Tyrant all by himself, and off some warriors as well!
Poor dogs: Tacticals, poor guys got charged by Stealers and were wiped. Everything was wiped, kinda, but they suffered a turn 2 charge deep in my deployment zone and got overrun.
Conclusions: Get new dice, and tinker with some lists. I like the DC with chaplain and priest, they really go to town. Paint up and magnetise another power fist for them, as well as the jump packs I've had lying arounds for ages. And Lemartes.
Sangguard are solid. Even better with a Priest, Ancient and Warlord around. Thinking of making the Ancient the WL to get them their ability all the time so smashy can go get 'em.
Perhaps I'll need a Predator or two. The autocannon is pretty good with flat 3 damage, and lascannon sponsons will certainly help as well in addition to the Devastators.
Thanks for reading.