Showing posts with label BattleReport. Show all posts
Showing posts with label BattleReport. Show all posts

Wednesday, December 14, 2011

Tournament in Iserlohn Part II

Hey guys,

as I promised in my last post, I’ll take a bit about the games played in the tournament and the lists other players fielded against us.

Let’s get started with: Game 1!
The mission played was Seize Ground with a fixed number of five objectives and armies were deployment like in Spearhead.
Once again I had to play against my brother in the first round of a tournament … this is getting rather strange! He didn’t intend to play and was just asked to play for another player, who didn’t show up and so he borrowed a Grey Knights army from the store and teamed up with a Wolves player. There lists were as follows:

***************  1 HQ  *************** 

Ordo Xenos Inquisitor
- 3 x Servo-Skulls
- Power Armour
- Ulumeathi Plasma Syphon
- Rad Grenades
- Psychotroke Grenades
 - - - > 82 Points


***************  1 Elite  *************** 

Purifier Squad
9 Purifiers
- 5 x Nemesis Force Halberd
- 1 x Nemesis Daemon Hammer
- 6 x Storm Bolter
- 2 x Psycannon
- Psybolt Ammunition
+ Upgrade to Knight of the Flame
   - Nemesis Daemon Hammer
   - Storm Bolter
+ - Rhino
   - Searchlight
   - Dozerblade
 - - - > 322 Points


***************  2 Troop  *************** 

Grey Knight Strike Squad
5 Grey Knights
- 3 x Nemesis Force Sword
- 3 x Storm Bolter
- 1 x Psycannon
+ Upgrade to Justicar
   - Nemesis Force Sword
   - Storm Bolter
+ - Razorback
   - Twin-Linked Heavy Bolter
   - Searchlight
   - Psybolt Ammunition
 - - - > 161 Points

Grey Knight Strike Squad
5 Grey Knights
- 3 x Nemesis Force Sword
- 3 x Storm Bolter
- 1 x Psycannon
+ Upgrade to Justicar
   - Nemesis Force Sword
   - Storm Bolter
+ - Razorback
   - Twin-Linked Heavy Bolter
   - Searchlight
   - Psybolt Ammunition
 - - - > 161 Points


***************  2 Heavy Support  *************** 

Dreadnought
- Twin-Linked Autocannon
- Twin-Linked Autocannon
- Psybolt Ammunition
 - - - > 135 Points

Dreadnought
- Twin-Linked Autocannon
- Twin-Linked Autocannon
- Psybolt Ammunition
 - - - > 135 Points


Summed up: 996 Points


***************  1 HQ  *************** 

Rune Priest
- Living Lightning
- Jaws of the World Wolf
 - - - > 100 Points

Rune Priest
- Boltgun
- Living Lightning
- Murderours Hurricane
 - - - > 100 Points


***************  2 Elite  *************** 

Wolf Scouts Pack
5 Wolf Scouts
- Meltagun
 - - - > 85 Points

Wolf Guard Pack
3 Wolf Guard
- 3 x Combi-Melta
- 3 x Powerfist
 - - - > 129 Points


***************  2 Standard  *************** 

Grey Hunters Pack
8 Grey Hunters
- Meltagun
+ - Rhino
 - - - > 160 Points

Grey Hunters Pack
7 Grey Hunters
- Meltagun
+ - Rhino
 - - - > 145 Points


***************  2 Unterstützung  *************** 

Long Fangs Pack
6 Long Fangs
- 5 x Missile Launcher
+ Upgrade to Squad Leader
 - - - > 140 Points

Long Fangs Pack
6 Long Fangs
- 5 x Missile Launcher
+ Upgrade to Squad Leader
 - - - > 140 Points


Summed up: 999 Points
Our deployment of the Orks from the side ...

... and from the top, with the CSM.

Enemies' deployment, everthing seems to be hidden.



My team won the roll off to place the first marker, which gave us the ability to place three out of the five objectives and we decided to put those pretty close to each other, so that my large Ork units could claim several objectives at once. To make it even better for us, we even won the roll off for the first turn and decided to go first, this way we were able to choose a quarter with several interesting ruins for our Obliterators, while we left the enemy armies with only one large LoS blocker, but practically no other cover and in addition to this even only one good position for the Longfangs.
I set up my Nob Bikers quite offensive and Michael kept his Chaos Marines mostly in cover, because we wanted to protect the Rhinos and Daemon Prince. My Boyz were intended to move into the open right from the beginning in order to claim as many objectives as possible. Our opponents tried to get the most out of their LoS blocker, fearing the power of our Obliterators. Right at the moment, when I wanted to start moving my bikes about 24” into the direction of the Longfangs to put on some pressure, our opponents seized the initiative!



Seizing initiative and directly moving into shooting positions.


That meant lots of S8 missiles and autocannons would shoot at my nobs, there wasn’t much I feared, but this was definitely one of the worst things that could happen, because I had no chance to turboboost beforehand. Luckily the shooting was not very successful and I was able to save every shot and didn’t lose a single model. In addition to this our enemy’s large number of Rhinos and Razorbacks stood in each other’s way and couldn’t move around freely. In our turn I boosted the bikes, moved the Boyz and the CSM started to shoot at the annoying Dreadnoughts.
All of the Orks start moving out ...
... and the Boyz secure some objectives.
Over the next few turns we were able to destroy both Dreadnoughts, one unit of Longfangs and nearly every transport vehicle. Sadly, I lost my complete Nob Bikers, but at least they soaked up loooooots of fire and killed one unit of Longfangs and one of the Dreadnoughts. The large unit of Boyz did exactly what it was supposed to do. It secured two objectives and killed a complete unit of Greyhunters, which attacked them.
The Boyz stop the Grey Hunters.
The other Greyhunters and Grey Knights were threaten by our Obliterators and couldn’t reach any objectives that way. The normal CSM camped our home objective and defeated the Wolfscouts and the Plague Marines shot at them Rhinos with their meltaguns. All in all worked our initial plan pretty good, because the table had a large area without any cover right in the middle and we had been able to place most of the objectives there, so that our Obliterators could control everything in the late game. In the end we scored a 15-5 with 3-0 objectives and no real difference in victory points.
The Prince stops some tanks (and lots of dead Orks on the right).
In the next post I’ll tell more about game two and three (which was quite fast). For the second game there are only two or three pictures and in the last game we forgot to take some at all, sorry for that.
Cheers Cleutin

Wednesday, November 30, 2011

Tournament in Iserlohn


Hey guys,
on Saturday November 5th 2011 I went to Iserlohn in order to participate in a team tournament with my fellow Michael. A few weeks earlier my brother and Michael had taken part in another team tournament, which was very similar to this one and so we had very early some good ideas for a team setup.
With a total of 76 tournament points in which only 60 points could be achieved throughout the three games and the remaining 16 points were given for painting, we decided to opt for a fully painted army, because we didn’t want to lose 4 or more points due to painting. In addition to this we hoped that not every team would be fully painted, which would give us an edge in the final rating.
Keeping this in mind, we already had a rather limited possibility of different team setups. First of all I’ll give you a quick overview of the tournament’s rule set and later on will argue why we choose certain units for our armies.
A complete team consisted of two players, which played together on one table as ONE army. But any army specific special rules couldn’t be transferred to the partner’s units. Every player had exactly 1,000 points to spend for his units and any remaining points couldn’t be transferred into the partner’s army. In addition to that, every player had a limited FOC to build his army, which looked like the following:
1 HQ
2-4 Troop
0-2 Elite
0-2 Fast Attack
0-2 Heavy Support
The limitation of several important slots to only 2 per army (not per team) and the necessity to play only painted models, made it difficult to find a suiting army. So first of all, we took a look at the missions played, which were only the three rulebook missions, which meant that we would play objectives twice and killpoints once. Very soon we discovered that Orks and CSM would probably make a good combination, both armies could easily include Troop choices, which are able to deal with some enemies, and could easily combine strong CC power with some decent shooting.
In the end I decided to play the Ork part of our army and our final lists looked like that:
***************  1 HQ  *************** 
Warboss
- Power Claw
- Warbike
- Cybork Body
- Bosspole
 - - - > 140 Points
***************  2 Troop  *************** 
10 Nobz
- Nob Bikers
- Stikkbombz
- 3 x Big Choppa
- 3 x Power Claw
- 2 x Shoota/Skorcha Kombi-Weapon
- 3 x Bosspole
- 1 x Waaagh! Banner
- Painboy
- Cybork Bodies
 - - - > 670 Points
25 Boyz
- Shootas
- Nob
- Power Claw
- Bosspole
 - - - > 190 Points
Summed up: 1000 Points

***************  1 HQ  *************** 
Daemon Prince
- Wings
- Mark of Slaanesh
- Lash of Submission
 - - - > 155 Points
***************  1 Elite  *************** 
3 Chaos Terminators
- 3 x Melta-Combi Weapon
 - - - > 105 Points
***************  2 Troop  *************** 
5 Chaos Space Marines
- Icon of Chaos Glory
+ - Chaos Rhino
 - - - > 120 Points
5 Plague Marines
- 2 x Meltaguns
+ - Chaos Rhino
 - - - > 170 Points
***************  2 Heavy Support  *************** 
3 Obliterators
 - - - > 225 Points
3 Obliterators
 - - - > 225 Points
Summed up: 1000 Points
This way we got quite a number of scoring units (the Ork units being large enough to cover more than one objective and the Chaos units rather mobile and save due to the Rhinos), but also didn’t play too many units that could easily be killed in the killpoint mission. In addition to this we managed to field both armies with completely painted miniatures and didn’t lose any softscores in this way.
So much for today, in the next article I’ll write about the three games we played and provide some pictures and enemy army lists as far as I remember them.
Cheers Cleutin

Tuesday, April 5, 2011

First Steps with DarkEldar


Hey guys,

yesterday I playtested the more or less new Dark Eldar Codex for the first time. I played against a friend of mine and his CSM army. I didn’t take any pictures, because I had had to use proxies for all of my models, not yet owning any Dark Eldars. We played 1.850 points each and rolled for mission and deployment, ending up with Seize Ground and the Pitched Battle deployment. Army lists were the following:
***************  2 HQ  *************** 
Baron Sathonyx
 - - - > 105 Points

Haemonculus
- Webway Portal
 - - - > 85 Points

Haemonculus
- Webway Portal
 - - - > 85 Points
***************  3 Elites  *************** 
Kabalite Trueborn
3 Kabalite Trueborn
- 3 x Blaster
+ Venom
   - Splinter Rifle
 - - - > 136 Points

Kabalite Trueborn
3 Kabalite Trueborn
- 3 x Blaster
+ Venom
   - Splinter Rifle
 - - - > 136 Points

Harlequins
8 Harlequins
- 8 x Harlequin's Kiss
- Upgrade to Shadowseer
 - - - > 206 Points
***************  5 Troops  *************** 
Hellions
20 Hellions
 - - - > 320 Points

Wracks
3 Wracks
+ Venom
   - Splinter Rifle
 - - - > 85 Points

Wracks
3 Wracks
 - - - > 30 Points

Wyches
10 Wyches
- 2 x Shardnet and Impaler
- Haywire Grenades
+ Upgrade to Hekatrix
   - Agoniser
 - - - > 170 Points

Wyches
10 Wyches
- 2 x Shardnet and Impaler
- Haywire Grenades
+ Upgrade to Hekatrix
   - Agoniser
 - - - > 170 Points
***************  3 Heavy Support  *************** 
Ravager
- 3 x Dark Lance
 - - - > 105 Points

Ravager
- 3 x Dark Lance
 - - - > 105 Points

Ravager
- 3 x Dark Lance
- Shock Prow
 - - - > 110 Points

Summed up: 1848 Points


***************  2 HQ  *************** 
Daemon Prince
- Wings
- Mark of Slaanesh
- Lash of Submision
 - - - > 155 Points

Daemon Prince
- Wings
- Mark of Slaanesh
- Lash of Submision
 - - - > 155 Points
***************  1 Elites  *************** 
3 Chaos Terminators
- 1 x Chainfist
- 3 x Combi-Meltagun
+ Chaos Land Raider
   - Daemonic Possession
 - - - > 360 Points
***************  3 Troops  *************** 
7 Plague Marines
- 2 x Plasma Gun
+ Upgrade to Plague Champion
   - Power Fist
+ - Chaos Rhino
 - - - > 266 Points

7 Plague Marines
- 2 x Meltagun
+ Upgrade to Plague Champion
   - Power Fist
+ - Chaos Rhino
 - - - > 256 Points

8 Khorne Berzerkers
+ Upgrade to Skull Champion
   - Power Fist
 - - - > 208 Points
***************  3 Heavy Support  *************** 
2 Obliterators
 - - - > 150 Points

2 Obliterators
 - - - > 150 Points

Chaos Vindicator
- Daemonic Possession
 - - - > 145 Points

Summed up: 1845 Points


He basically played some kind of dual Lash, but loves to play his Plague Marines and Berzerkers and so always tries to squeeze them into his lists. But besides those changes to what I would play, the list is still a quite strong build.
My list was mostly built around the Baron and his 20 Hellion companions. In combination with some pain tokens these “friendly” guys can take and deal lots of damage and are there to protect my Haemonculi as long as those have not yet placed their Webway Portals. A closer look at this list and how it works will possibly be taken in another article.
Thanks to Baron Sathonyx I won the roll to choose sides and rolled a 6 for my combat drugs, giving a free pain token to some of my units. At the beginning of the game a spread out my Hellions in a long line to be able to deploy two portals at different spots in the middle of board to be able to threaten large parts from turn two on. Besides this unit I deployed all three of my Ravagers and one of my Kabbalite Trueborn in their Venom. The rest of my army remained in reserve.
He deployed his complete army, besides obviously his Terminators, who were intended to deepstrike somewhere they could do some damage. His deployed units mostly remained in one corner with his objective, which was directly opposite to mine.
In turn one I opened my two portals and advanced with my Hellion squad that already had the three pain tokens to make it strong against nearly everything. The shots of my Ravagers only destroyed one of the LRs lascannons, but were useless otherwise.
In his first turn both Demon Princes lashed my Hellion squad in order to ball them up, because he intended to shoot everything he had at them. The LR drove forward to throw his Berzerkers at the rests of my Hellions. Here he forgot to use the LRs smoke launchers and so I was able to destroy it in my next turn. The Vindicator nearly missed the Hellion unit and so only killed two of them, while he could easily had killed 6-8 of them. The Obliterators shot down one of my Ravagers and some of the Hellions died to the Plague Marines shooting at them, in the end the squad was charged by his Berzerkers and the units remained locked in combat. At this point I forgot to use my Hit and Run skill, otherwise I would have been able to kill the Berzerkers in the next turn, thanks to my shooting and FC.
At the beginning of my second turn I rolled for reserves and got one squad of Wyches and my second unit of Trueborns without their Venom. Both units entered through the left portal to be right in the middle of the fight. In this turn I destroyed the LR and destroyed the weapon of the Vindicator, leaving it rather useless. The Hellions were assisted in their fight against the Berzerkers by the freshly arrived Wyches, but also with their help the combat did not come to an end.
In his turn the Vindicator left without its weapon tried to do a ram attack against the Venom filled with the Trueborn, but the Venom was able to dodge the attack. After some shooting and the destruction of another Ravager he used one of his Demon Princes and one squad of Plague Marines to win the still on-going CC. If he had used both of his Princes it could have worked out, but this way I was able to finally kill the Berzerkers and the Demon Prince lost two wounds due to being fearless. This time I remembered to use the Hit and Run skill of my Hellions and the Demon Prince was free to move away, because the Wyches were only locked in combat with the Plague Marines.
The next turn brought me the other squad of Wyches and a squad of Harlequins. I decided to throw the Wyches right into battle, because there were still some vehicles remaining and they were equipped with grenades. The Harlequins were sent in through the second portal, because they were able to around his rather unprotected side through a large piece of terrain without being slowed down. I shot down the already wounded Daemon Prince and realized that Wyches and Plague Marines can be locked in CC for nearly an endless time, because none of these units seems to be able to do any damage to the other one (Wyches with FnP are great by the way, but so are Plague Marines).
The rest of the battle wasn’t really interesting in the end and can be told quite fast. My remaining Hellions killed all of his Obliterators and the second squad of Plague Marines shot down the Trueborn Venom and killed the remaining Trueborn, only to be charged by the Hellions and the Harlequins. After this the Harlequins hunted down the second Demon Prince and defeated him in two rounds of CC. His Terminators deepstriked next to the Venom with my second squad of Wracks and destroyed it, but the Wracks were able to outrun the Terminators. The Vindicator tried to tankshok my other unit of Wracks away from my home objective, but I was able to immobilise it before and a unit of Wyches finally destroyed it in an assault. There was only one critical moment, when in my fifth turn his (still locked in combat) Plague Marines slayed one of the Wyches and my unit ran away. Because of this he was able to mount the unit in his remaining Rhino and controlled his own objective. If the game had ended there it would have been a tie after objectives. But the game continued and my Hellions and Wyches were able to contest the objective, so in the end I won 1-0 after objectives and something like 17-3 when calculated by the ETC matrix.
The game was quite fun to play and I can say that Dark Eldar are by far stronger than I expected them to be. Next time I’m going to try out Beast units, as I have strong faith in those (they just seem great, when they charge out of a portal). Maybe I’ll be clever enough not to forget the use of something vital like Hit and Run, that’s something that really annoys me … but it is a step in the process of learning.
Next battle reports and test games will take a rather long time, because university started all over again today and I’m not going to find much time to play, I think … let’s hope that I can find at least some time to paint and update the blog ;)

Cheers Cleutin

Tuesday, March 16, 2010

BattleReport - 1.5k Orkz vs. Tyranids

Finally I forced myself to write the latest battle report and here it comes, hope you enjoy it.


Again we played 1.5k points and I faced a slightly different Tyranid list than last time. This time I went with my Ork army with the following list.


HQ:

Warboss

-big choppa

-cybork body

-'eavy armour


Big Mek

-KFF


Elites:

12 Burna Boyz


9 Tankbustaz

-2 Tankhammers

-Boss with PK


Standard:

3 Meganobz

-shoota-skorcha

-shoota-rokkit launcha

-Battlewaggon (Grot riggers, boarding plank, 3x big shoota)


18 Boyz

-Boss with PK&Pole


12 Boyz

-Boss with PK&Pole

-Trukk (ram, shoota, plank)


10 Boyz

-Trukk (ram, shoota, plank)


10 Gretchin


Storm

2 Warbuggies

-rokkits


Heavy Support:

Battlewaggon (Grot riggers, boarding plank, 3x big shoota)


Battlewaggon (3x big shoota)



The Tyranids played something like:

Alphawarrior

2 Zoas in Spore

2x2 Hive Guards

4 CC-Warriors

4x8 Genestealers (twice with Broodlord)

4 Raveners

Alphatrygon


Mission and deployment were Seize Ground with Dawn of War.

I won the roll to deploy and decided to go first, only setting up an empty trukk and the MANZ behind a large building. He deployed his Alphawarrior and the Tyranid Warriors in the cover of a ruin. His two objectives were in the center of his zone and on my far right, while i kept both of mine in the middle of my zone, to keep my forces together.

I decided to keep my 10 Boyz and the Gretchins in reserve and he outflanked with all of his Genestealers. Trying to seize the initiative he rolled a 6 and went first.


Turn 1

His Hive Guards looked for as much cover as possible and tried to stay out of any LOS, while the Trygon, the Ravagers and the Warrior brood advanced to my side of the table.


On my turn the Orks arrived on the battlefield and I build up a solid wall of Battlewaggons to cover the trukks behind their AV14. The buggies got a few shots on one of the Hive Guards that was just to big to hide itself, but with the BS2 they had no chance of hitting it.


Turn 2-5

The next few turns a lot of things happened and I am unsure in which order or on which turn the events took place, so I am just going to give you a rough idea of how the battle continued.


Two Genestealer broods entered play on the side of my table that was near to my army in two turns in a row. The Zoas wrecked the trukk with the MANZ inside and the first Genestealer squad charged the Orks that scrambled out of the wreck, but only able to kill one of them with their rending attacks the combat was tied and after two more rounds the orks were able to finish the Genestealers off with their Pks. The Trygon crashed into the BW with the big Boy suad accompanied by the Warboss and destroyed the vehicle but was charged by what came out of it. Together with the second Genestealer squad the Trygon killed the 19 Orks, but died in the fight as well.

The Burnaz in their BW made a drive-by with the Raveners and smoked them with 24 Hits and enough wounds to leave none alive. Heading back to the Warboss they saw him dying and took cruel revenge on the Genestealers by hitting them 60 times and scoring 25 wounds!!

But when the Zoas cracked their BW open the Burnaz were combi-charged by another Genestealer unit and the Warrior brood … no need to talk about the outcome of this fight … not a single ork survived the massacre. At the same time the Tankbustaz got beaten up by the last Genestealer unit because they failed their terrain test to attack the Hive Guards. After this quick fight the Genestealers fell back to secure one of his objectives. The other one was guarded by 2 HiveGuards and two Warriors (the other two Warriors had been victims to a PK that was hidden in the trukk boyz).

When my Gretchin and Boyz arrived on the battlefield the Gretchin took cover in a ruin and secured the objective there, while the Boyz charged a squad of Genestealers (with the help of the remaining two MANZ) and killed them, securing my second objective.


In a heroical move my last living BW and the last buggy speeded towards one of his objectives and contested it, so that I won the game after five turns with 2-1 objectives.


After the battle I had on the table:

2 MANZ

10 Gretchin

10 Boyz

1 Buggy

1 BW


and he was left with:

2 Hive Guards

2 Zoas

2 Warriors

8 Genestealers

1 Alphawarrior

1 Mycetic Spore (I didn't even shot at this once ...)


Hope you enjoyed reading this battle report as well. I am going back to bed now and will try to get fit again ;)


Cheers Cleutin

Sunday, February 7, 2010

First BattleReport - 1.5k Salamanders vs. Tyranids

Hey there!

A friend of mine asked me to play his Tyranids in a 1.5k battle after he got the new codex into his hands and wanted to try it out immediatley.
Before writing my list, I knew that he would play somethinhg like a Tyrant, a Trygon, some Genestealers, Warriors, Hive Guards etc. This in mind and trying not to write a cheesy, but more a style list I came up with this:

Captain
-Combi-Melter
-Lightning Claw

5 man Tac Squad
-Powerfist
-Razorback

10 man Tac Squad
-Melter
-Missilelauncher
-Combi-Melter
-Powerfist
-Rhino

10 man Tac Squad
-Melter
-Missilelauncher
-Combi-Melter
-Powerfist
-Rhino

6 man Terminator Assault Squad
-4x TH/SS

Dreadnaught
-MM
-HF
-Extra Armor


Dreadnaught
-MM
-HF
-Extra Armor

Vindicator

Vindicator

My friend's list was in the end something like (sorry, do not remember all of it correctly):

Hive Tyrant + 1 Tyrant Guard
2 Hive Guards
2 Zoanthropes in a Pod
3 squads of Genestealers (2 of them containing a Brood Lord)
3 Warriors
3 Ravener
Alphatrygon

We rolled for mission and got Capture and Control with Spearhead Deployment. I won the roll off and decided to go first, placing my objective in a ruin protected by two Combatsquad Marines with MLs. The rest of my army deployed to the center of the board to get in contact with the Tyranids early, only holding back a rhino (with a Combatsquad) and the Terminators to handle with outflanking Genestealers or deepstriking shit.
He placed his objective in his corner far away from me and only deployed his HQ and the Hive Guards, letting the rest of his army outflanking or deepstriking (the Warriors were able to outflank due to his Hive Tyrant).

Turn 1

My first turn was not verys spectacular, I just moved most of my army towards the middle of the board to stop the Tyranids and shooting a bit at the Tyrant without dealing any damage to him.

In his turn he Hive Guards wrecked my Razorback and all of his units (erhm ... his two units ...) moved into cover.

Turn 2

On my second turn I still didn't have a lot of targets to fire at and spread my army a bit to be able to react into every direction. One of my rhinos circled a large building where his Hive Guards had taken cover to get rid of them.

Turn 2 gave the Tyranids some of their reserves. A group of Genestealers entered the game on his own short side of the table and moved on his own objective. The Warrior brood entered the game on my short table side and both the Trygon and the Ravener deepstriked ahead of my army.
The Hive Guards stunned one of my Vindicators, the Tyrant immobilised one of the Dreadnaughts and the Warriors moved near my objective. The rest of the bugs mostly stayed in cover.

Turn 3
On turn 3 battle became much more intensive. My Vindicator blasted a shot towards the Raveners and eliminated the whole group. The Warriors got a lot of boltgun shots into their direction, which killed one of them, and were finally charged by my Terminators. They weren't able to even harm the Marines before they were blown apart.
On of my Dreads shot at the Trygon and gave him a wound with his MM (which was of course recovered by Regeneration the next turn...).

In the third turn the Tyranids got even more reserves in form of a Genestealer mob that came in on my side and immediatley charged my Terminators and the Pod with the Zoanthropes that blew off the cannon of one of my Vindicators.
The Trygon advanced onto my army and the Hive Tyrant wandered also in this direction.
Due to my nearly perfect Armour Saves none of my Terminators survived the Genestealer attack (failed 3 out of 4 Inv. saves for the Shields and 3 out of 4 normal saves ... love this).

Turn 4
My lonely rhino let out the Combat Squad that attacked those annoying Hive Guards.
The second rhino (with the next Combat Squad inside) and the other two Combat Squads fired at those Terminator-killing-Genestealers and killed all but three of them. The other CombatSquad killed one of the Hive Guards in CC.
The five man TacSquad with the Captain shot their Combi-Melters at the Zoas, killed one of them and charged the remaining one, finishing it finally of in CC.

The last missing Genestealer squad entered the board on my side once more and destroyed the rhino there, while the remaining three of the other squad struggled to finish of the weaponless Vindicator. The Hive Tyrant charged the Combat Squad in CC with the Hive Guard and killed those five Marines, while the Trygon ate one of the Dreads without any problems.

Turn 5
Thinking that this could be the final turn I concentrated at killing those damn Genestealers threatening my obejective. With 20 Marines fireing at them on short distance none of the bugs remained living. The Vindicator fired at the Trygon but wasn't able to hurt the monster. In the hope of another turn i speeded my last empty rhino towards the other objective to contest it on the next turn.

The Trygon killed the other Dread and moved towards my lines to contest my objective if there would be a sixth turn.
The Hive Tyrant and Hive Guard were both unable to stop my lonely rhino.

Turn 6
We rolled a six and so moved on to the next turn. I moved most of my Marines towards the Trygon to stop it from reaching my objective and was able to block its way. My rhino moved 12" onto the objective and hoped to remain unharmed.

The Trygon ignored my Marines and tried to run around them onto my objective, but it was to slow due to several terrain and could not reach it. None of the Tyranids was able to damage my rhino more than just stunning it.

After turn 6 the game ended 1-0 for me. We counted killpoints afterwards and it was a draw with 6 KPs on both sides (Zoanthropes+DropPod, Raveners, Warriors, 2x Genestealers - Rhino, Razorback, Terminators, Combat Squad, 2x Dreadnaughts).

Next time I'll make pictures or short videos of the battle and post them here as well, but forgot to take my cam with me this time, sorry guys. Hope you still enjoyed reading this battlereport.

Cheers Cleutin