About Xenos and Proud

This is a small blog about my Warhammer 40,000 hobby. I will try to concentrate on the tactics behind the general game and my Xenos armies but there will be the odd post about random stuff.

About Me

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Aberdeen, United Kingdom
Xenos and Proud is an 18 year old from Scotland who has been playing 40K for the last 4 years. He loves the 'under-dog' xenos armies, namely his Tyranid Gorgon splinter fleet, his Saim-Hann windrider host, his Tau Vleastean Hunter-cadre and the newest addition, the Shadowfax Corsairs. Although his tactics are mostly 'borrowed', his painting skills still 'developing' and his luck becoming evermore 'ridiculous' he continues to play, paint and roll in the hope that one day things will get better.
Showing posts with label Battle Reports. Show all posts
Showing posts with label Battle Reports. Show all posts

Wednesday, 22 February 2012

Jolly Toys Outing Round 1 Review

Firstly, I didn't do incredibly well overall in the tournament, 2 wins and 3 losses; all the losses on the first day too. I faced Dark Eldar after my Grey Knight opponent which left me in last place (no chance against Dark Eldar) then to face an Eldrad army in spearhead quarters which had bright lance War Walkers and Pathfinders which simply ripped up my MC's. I did feel a bit bashed about as I couldn't do much against the second and third opponents though they were great guys to play I was annoyed as I felt I could have done better in the first game..... and here's why....

Turn 1
Yes, Tau are stand-in Paladins....

So the deployment was Dawn of War and mission Kill Points (have to win by 3 or more). So against a Paladin list with a Libararian, Draigo, 5 Intecepters and 4 Dreadnoughts I was looking at a very hard match-up. I gave him first turn and brought everything besides the 30 Termagaunts on first turn like so and left the gaunts as a back-up, my sneaky plan.....

The idea here was I saw him deploy in a T shape with his Paladins and Draigo (with the Libby at the rear turn 1) so I split flank: Tervigons, Hive Guard and Venom on one side; Hive Tyrant and Tyrannofexes on the other. The idea being he must go for one and be more susceptible to a devastating charge from spawned (and reserved) gaunts in the later turns as we dance about the center. I needed to hit him with my entire army in one charge or he would win easily. I also knew that the only real way to keep my big MC's alive in combat and not force weapon'ed (thank you Brotherhood Banner) was to screen with gaunts as well so only 1 Paladin could attack the valuable MC's.


This is the start of my turn 4 after much dancing and maneuvering this was the turn I attempted my charge. The orange represents the Tervigon side which was the focus of his shooting, downing both Hive Guard broods, the Venomthrope and a Tervigon luckily for him. I had only managed to kill 1 dreadnought and 1 Paladin with many wounded though. The green shows where the Hive Tyrant was desperately moving to assault and stupidly of me shoot. My biggest mistake was not running the Tyrant as my opponent managed to exclude him from combat and avoid his deathly attacks that may have swung the game.

The three gaunt squads had either been spawned or were from reserve and although there were more he cleverly made sure only about 40 could charge due to careful movement. Then quite a number died to Sanctuary or whatever power it was that made me take both difficult and dangerous terrain when assaulting; horrible.

Although my opponent was pulling of clever movement tricks I was too and here I demonstrate how I managed to attack 1 Paladin with both Tervigons leaving them alive for one more turn. I had also cast Paroxysm on the unit making them much easier to hit and myself a lot harder to hit.


All my plans went well and I eventually beat the Paladins by 3 wounds but sadly when he took his Ld 7 test he passed..... on a 7! After that the game was set as my charge had failed and all the Tyranids in that combat then died from Force Weapons and the like. Very close game hinging on one role and some very close movement, my best tactical game ever!

In the end I enjoyed it and the man (ranked 7th in Rankings HQ!!!!) said I had done very well against such a tough list and player and it had been very close. Good game sir.... til next time......

Saturday, 25 September 2010

Battle Report Conclusion

So Ko'vash let victory slip from his grasp and the game ended in a draw. With the help of EoV of course.

So where did Ko'vash go wrong and where did EoV go right? It all happened between turns 2 and 4.

The first dramatic event was when EoV neutralized both hammerheads by blowing one up and destroying the railgun on the other. This meant the bastion was safe as Ko'vash had no other weaponry that could even scratch it. So instead of killing it he contested it with the kroot. The kroot weren't going to move and any effort to get them off would still result in a contested objective. So that took the game down to 3 objectives.

These kroot.

Thursday, 23 September 2010

Friendly Competition: Turn 4 and 5

So here is the penultimate part of the battle report between my friends Salamanders and Tau.

EoV's Turn 4:


With the game approaching to a close both players started thinking about objectives more. Each of them had 1 objective held each and realised their best chance to win was to contest the others objective.

Start of Turn 4
- The objective in the bastion is being contested between the kroot and scouts (in the bastion) with neither of them going to move soon that objective was out.
- The objective to the left of the bastion was being screened by the devastators and held by the combat squad. Ko'vash needed to contest this.
- The objective under the right-side devilfish was being held by the devilfish. It was not moving and out of the devastators LoS so that objective was owned by Ko'vash.
- The final objective was between the other devilfish and the captain so was being contested. If the captain is killed Ko'vash will have 2 objectives for the win.


Tuesday, 21 September 2010

Friendly Competition: Turn 2 and 3

So continuing from my last post about Deployment, Army Composition and Turn 1 here's Turn 2 and 3 of the battle report.

Turn 2 EoV


After having been shot up really badly by Ko'vash's guns and some of his army having run away it didn't look good. However things quickly turned. Both of the fleeing units rallied and after his large tactical squad and vanguard moved even closer to the tau gun lines, EoV's infamous luck proved its worth.

Start of the turn.

Monday, 20 September 2010

Friendly Competition Battle Report

Hello everyone,

On Sunday my friends and I played a little friendly competition at just 1500 points. No fancy rules or what-not but we did use the ultimate random mission table from the battle missions book to get totally random missions from either the core rule book or the battle missions book. We played 2 games each so 3 games played in total.

This is going to be a battle report but it will be quite long (and I can't write it all at once) so I will split it into 4 parts,

- Deployment, Army Composition and Turn 1
- Turn 2 and Turn 3
- Turn 4 and Turn 5
- What I can remember of my two games

and spread it over a few days.

So what follows today is Deployment, Army Composition and Turn 1.


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