The Nottingham GT was a Super-Major 40k tournament run by the UKTC and was held in, well, Nottingham! It was a massive event, originally scheduled to have over 300 players but overall resulting in around 290. This has easily been the largest event that we’ve been to since the London Grand Tournament last year, and it felt so good to be back at one of the massive tournaments!
Terrain was all pre-set and each mission had its own scheduled layout, ensuring that both players had equal amounts of terrain and that the board was perfectly symmetrical. To ensure there was enough space for all places, most of the tables were rotated so that players would be standing lengthways from each other, rather than widthways. At first I found this a bit odd, and it made setting up the terrain and deployment zones confusing, but after the first game I had zero issues with it and found it fine to play on. The event as a whole ran very smoothly, I never had any issues with any of my opponents, and overall I had a fantastic time!
This event in particular, was also one I wanted to do especially well in. Before the event began, I was sitting in 2nd place in the ITC UK Tyranid rankings, and I really wanted to be able to break through and achieve that #1 spot. So let’s see how we did!
Something I did want to note though - Unfortunately due to getting so caught up in the games I was playing, I totally forgot to take pictures of the games I was playing. This is something I am determined to improve on, and hopefully will be able to get some good shots for the next tournament report!
Mission 1: Retrieval
Mission 2: Vital Intelligence
Mission 3: Battle Lines
Mission 4: Priority Target
Mission 5: Sweep and Clear
I know. I’m taking Crusher Stampede to a competitive tournament; who would’ve thought! I’ve tried my best to not spam any of the best units, taking only 1 of each, to ensure my army was as varied as possible. I’ve had a fair amount of experience playing this list, and a good few years playing Tyranids in the competitive scene, even being lucky enough to go 4-1 with Tyranids at the LGT and winning best in faction, so let’s take a look at what I’m bringing!
Battalion: Hive Fleet Leviathan
Army of Renown - Crusher Stampede
HQ1: Hive Tyrant, x2 Monstrous Scything Talons, Adrenal Glands, Toxin Sacs, Wings, Paroxysm, Onslaught, Biomorphic Carapace [WARLORD - Strategic Adaptation, Raging Influence, Alpha Leader Beast -1CP]
HQ2: The Swarmlord, Aggressive Surge, Synaptic Barrier
HQ3: Neurothrope, The Void Crown, Infused Energies, Catalyst
TR1: 3 Tyranid Warriors, 3 Lashwhips and Boneswords, 3 Deathspitters, Bioweapon Bond
TR2: 3 Tyranid Warriors, 3 Lashwhips and Boneswords, 3 Deathspitters
TR3: 3 Tyranid Warriors, 3 Lashwhips and Boneswords, 3 Deathspitters
EL1: 6 Hive Guard, 6 Impaler Cannons, Enhanced Resistance
EL2: Maleceptor, Catalyst, Focal Essence
HS1: Carnifex, x2 Monstrous Scything Talons, Tusks, Adrenal Glands, Spore Cysts
HS2: Carnifex, x2 Monstrous Scything Talons, Tusks, Adrenal Glands, Spore Cysts
HS3: Scythed Hierodule
Points - 1999
Starting CP - 9
Paul’s Deathwing and Ravenwing
Vanguard Detachment - Deathwing
HQ1: Azrael [WARLORD - Brilliant Strategist]
EL1: Deathwing Ancient, Pennant of Remembrance, Power Fist, Storm Bolter
EL2: Deathwing Apothecary, Chief Apothecary, Selfless Healer
EL3: 10 Deathwing Terminators, 8 Storm Bolters, 2 Assault Cannons, 5 Chainfists, 4 Power Fists, 1 Power Sword
EL4: 5 Deathwing Terminators, 5 Storm Bolters, 4 Power Fists, 1 Power Sword
EL5: Relic Terminator Squad, 4 Combi-bolters, 3 Lightning Claws, 1 Chainfist, 1 Reaper Autocannon, 1 Power Sword
Outrider Detachment - Ravenwing
HQ1: Primaris Chaplain on Bike, Lightning-Fast Reactions, Litany of Faith, Exhortation of Rage, Benediction of Fury, Master of Sanctity,
FA1: 5 Bikers, 1 Meltagun
FA2: 3 Outriders
FA3: Storm Speeder Hammerstrike
FL1: Nephilim Jetfighter, Avenger Mega Bolter
So seeing his list, I’m already loving it. I’ve never seen the Hammerstrike on the table before so it’s great to see it in action, and with the tricks that Dark Angels can do with their movement, I’m excited to see what it does! The Nephilim Jetfighter is also something I’m not used to seeing, and looking at its rules, my Hive Guard are pretty scared of being shot at turn 1. That thing has a lot of S5 D2 shots!
Engage on all Fronts
My army is fast enough to get Engage and Paul doesn’t have any denies (outside of Azrael’s once per game deny) to stop my Warp Ritual, so I’m hoping I can score high on both of those.
For Paul’s secondaries, he has gone for Abhor the Witch, Behind Enemy Lines and Grind Them Down.
We roll off for the first turn, and I’m lucky enough to take it. I know straight away that the Dimachaeron is just begging to be thrown into the enemy lines, so I move him up as well as the rest of the army to the mid-board. I buff him up with all the psychic powers that I can (4++, 5+++, +d3 attacks) and when the shooting phase rolls around, I fling him into Paul’s deployment zone, ready to charge.
The Hive Guard do what they do best, raining a ridiculous amount of punishment down from across the board, but I underestimate just how durable Paul’s Terminators are: thanks to Inner Circle giving them a permanent Transhuman effect, they only kill 2 Terminators!
The Dimachaeron, however, does what he does best. He charges right into Paul’s army and uses Breaking Through on his Deathwing Ancient, dealing 6 mortal wounds and slaying him outright - I really wanted to get rid of this guy early because his -1 damage relic makes my Hive Guard so ineffective against his Terminators. The Dimachaeron then fights and kills some Terminators, and is firmly planted in Paul’s deployment.
Paul starts his turn 1 knowing that he has to deal with the Dimachaeron ASAP, but also can’t afford me to sit on the objectives. His Hammerstrike flies up the flank and his bikes zoom onto the midfield objectives. All of his characters prepare to do damage to the Dimachaeron and engage it in glorious combat! The Nephilim Jetfighter also flies up to try and deal with the Warriors sitting in the backfield.
Unfortunately, Paul’s turn just doesn’t quite come through. Despite all of his shooting and combats, he only manages to kill 2 Warriors, wound a Carnifex and deal a few wounds to the Dimachaeron. The big bug swings back and manages to kill his Chaplain, and does 4 mortal wounds to a unit of Outriders, slaying one and granting him a 5+++ for the rest of the game.
And unfortunately for Paul, at this point in the game, I just have too much of an advantage for him to deal with. The Dimachaeron manages to stay in combat for almost the entire game, but Paul makes some awesome saves on Azrael who stays in combat with him for 2 entire battle rounds! The Flying Hive Tyrant manages to bring down the Jetfighter, ensuring my Hive Guard remain safe for the remainder of the game, although Paul does come close to doing some damage to them, using 4cp to Interrupt with the Hammerstrike after I charge it, and then falling back before I can swing back at him! But it just quite can’t get line of sight onto the Hive Guard, and manages to bring down a Carnifex instead with his meltas.
From there, I manage to run away with the game. Paul was such a great opponent and such a good sport, and played it all the way to the end and actually managed to score a decent amount of Primary this game! He even managed to use Azrael’s once per game deny to stop one of my Warp Rituals, so I only score 7 on that secondary! But overall, the game ends with a victory to the Tyranids, 85-40.
Patrol Detachment - Goffs
HQ1: Beastboss on Squigosaur, Beasthide Mantle [WARLORD - Might is Right]
TR1: 10 Gretchin
EL1: 10 Kommandos, Power Klaw
EL2: 5 Meganobz, 5 Power Klaws, 5 Kustom Shootas
FA1: 10 Stormboyz, Power Klaw
FA2: 5 Stormboyz, Power Klaw
Outrider Detachment - Freebooterz
HQ1: Warboss on Warbike, Da Killa Klaw, Brutal but Kunnin’
EL1: 5 Kommandos, Power Klaw
FA1: 3 Deffkoptas
FA2: 3 Deffkoptas
FA3: 3 Megatrakk Scrapjets
FA4: Rukkatrukk Squigbuggy
FA5: 5 Stormboyz
FL1: Wazbom Blastajet
FL2: Wazbom Blastajet
As soon as I saw Edward’s list, I was terrified. I’ve seen how much damage those Wazbom Blastajets can do, and they can just totally wipe my Hive Guard off the table effortlessly. I also only really have 2 units that can deal with them, in the Flying Hive Tyrant and the Hive Guard. He also has some great combat power in the Beastboss on Squigosaur and the Meganobz, and I feel like I really need first turn here.
Engage on all Fronts
Bring it Down
Ed’s list gives up 14 on Bring it Down, so I know I just have to take that, Engage is also an obvious pick for me, and thanks to Ed not having any denies in his list, I go for Warp Ritual to hopefully score 12 on this time around. Ed looks at my list and has some similar thoughts, going for Bring it Down, Engage on all Fronts, and Retrieve Octarius Data. He has units of Stormboyz and Kommandos that can easily achieve the latter two secondaries for him, and the former - well, he has to kill my big bugs anyway, why not score points for it!
We deploy both our armies, and the time arrives for the all-important roll off… and I win the roll off! Wiping the sweat off my brow, I suddenly feel a lot more confident and need to capitalise on this as much as possible. Ed has deployed very conservatively and ensured that damaging his Flyers turn 1 is next to impossible, so I re-deploy the Hive Guard further up but still in an L blocker to stay hidden, but it gives them some more options.
I manage to pass all the usual psychic powers and put them on the Dimachaeron, so he has a 4++, 5+++, +d3 attacks and can advance and charge. The Hive Guard do what they do best - with Relentless Flurry giving them exploding 6s, they manage to kill 9 out of 10 of Ed’s Kommandos, and put their second volley from Single Minded Annihilation into some Deffkoptas, managing to kill 2 of them. The Dimachaeron rolls high on his advance, and places himself 6” away from Ed’s Scrapjets.
Onto the charge phase, and I make the charge! Spending 1cp on Breaking Through, I do 6 mortal wounds to the Scrapjets. I then spend 1cp on Voracious Appetite to ensure I have as much reliability as possible, and I’m lucky enough to destroy all 3 of the Scrapjets. I have such a massive advantage right now, so Ed is really gonna have to do what he can to pull it back.
Straight into his turn, and his planes fly up to gain sight on everything that they need to. The Beastboss on Squigosaur prepares for a charge into the Dimachaeron incase the shooting fails. The Meganobz move up ready to charge the Swarmlord, and Ed starts on his ROD to score some points.
His shooting phase rolls around and man… it’s not often I see someone roll as unlucky as Ed did. Ed only has one Blastajet left to shoot, and the Dimachaeron is still sitting on a healthy amount of wounds. He puts everything from it into the big beastie, and unfortunately doesn’t quite do it and brings him down to 3 wounds. A combination of low number of shots and failing those 4+ to hit rolls mean that he’s forced to charge his Beastboss in, and he knows I have a fight on death stratagem so this really was something he didn’t want to do. Luckily, both the Beastboss and the Meganobz make their charges.
He starts with the Meganobz, but thanks to the Swarmlord’s 3++ in combat he only manages to do 4 damage to him. At this point, I was debating whether to spend 2cp to interrupt with the Dimachaeron - I only had 3 wounds left, so I would only be hitting on 5s rerolling, and I know Ed also has a fight on death stratagem with his Beastboss… In the end, I decide to hold onto the CP to use for Death Surge when I die, so at least I will be fighting on top bracket.
Ed activates his Beastboss and attacks everything in the Dimachaeron and does 2 damage to it… Yikes. I felt so bad for Ed at this moment, his rolling was nowhere near what they should have been, and now my big bug has survived his turn on a single wound remaining. Luckily for Ed though, when he swings back, he doesn’t quite manage to kill the Beastboss, but he does bring him down to a single wound remaining! The Swarmlord also manages to kill 3 of his Meganobz when he swings back.
At this point, I hate to say it, but I’m just too far ahead of the game. Thanks to the rest of my force being unscathed, the Flyrant and the Hive Guard manage to bring down both of Ed’s planes, and the Hierodule safeguards the centre of the board so Ed can’t even get close. The Swarmlord finishes off the Meganobz, although Ed’s other Warboss does charge him and bring the beast down, scoring some points on Bring it Down. But because this mission is Domination (Hold 2, Hold 3 and Hold more) Ed unfortunately just can’t score much at all on the primary, and the game ends with a Tyranids victory, 94-27.
Ed was such a fantastic opponent to play against and overall a great guy. Despite the game just not going his way at all, he played through it all the way to the end, and was an absolute joy to chat with. I wished him all the best luck for the last 3 games of the tournament - he deserved it after that last game!
Jack’s Speed Mob
Army of Renown - Speed Freeks Speed Mob
Outrider Detachment - Evil Sunz
HQ1: Warboss on Warbike, Killsaw, Rezmekka’s Redder Paint [WARLORD - Fasta Than Yooz]
FA1: 5 Deffkoptas
FA2: 5 Deffkoptas
FA3: 9 Warbikers, Big Choppa
FA4: 5 Warbikers
FA5: 5 Warbikers
Outrider Detachment - Freebooterz
HQ1: Warboss on Warbike, Da Killa Klaw, Madboyz, Speed King
FA1: 5 Deffkoptas
FA2: Megatrakk Scrapjet
FA3: 3 Rukkatrukk Squigbuggies
FA4: Shokkjump Dragsta
FL1: Dakkajet, 2 Additional Supa Shootas, More Dakka
FL2: Wazbom Blastajet
So straight away, this is a grudge match for me. Myself and Jack faced off at last week’s Twisted Warp where he took the win over the bugs. But this time is going to be different!
His list is the reason why I’m always wary of the Ork matchup, and especially more so in this case. I know how fast his army is, and I know the sheer volume of damage output it can also do. Jack knows exactly how to play the army so I know I’m gonna be in for a tough game.
Engage on all Fronts
Bring it Down
These three seem to be my standard picks against Orks. Jack gives up a huge amount on Bring it Down so I’d be silly not to take it. He also has no denies so Warp Ritual seems like a relatively safe bet. Jack has decided to take Engage on all Fronts, Bring it Down, and To The Last (both units of Deffkoptas, and the 3 Squigbuggies)
Jack knows how fast my army can be, and deploys his entire army on his deployment edge. Which is definitely a wise move; it forces me to be aggressive with my Hive Guard, and if I fail to cast Onslaught, it means my Dimachaeron potentially won’t be getting a first turn charge.
We both roll for first turn… and for the third time in a row I secure it! Using the redeploy I put both the Hive Guard and the Dimachaeron up on the front lines. I know for a fact that the Hive Guard will only get 1 turn of shooting anyway thanks to Jack’s Squigbuggies being AP-3 in a Speedwaagh, so I need to get as much use out of them as possible.
And it pays off well. The Dimachaeron advances and I luckily get Onslaught off so he can get right into Jack’s deployment. The Hive Guard, being granted +1 to hit from Bioweapon Bond, do 10 wounds to his Wazbom Blastajet in the first volley. I’m beyond tempted to split my fire on the second volley… but I decide to play it safe and put them all into the Wazbom again. Which proves to be the correct play; I only JUST manage to bring it down thanks to some terrible wound rolls! The Dimachaeron is fully buffed up with a 4++ and 5+++ and he smashes right into Jack’s army; he only manages to kill one of the smaller units of Warbikers, but he tags his Shokkjump Dragsta so it can’t teleport next turn, and he’s forced to deal with it otherwise it will run rampant through his army.
Going into Jack’s turn and his retaliation is strong. But thanks to the terrain he isn’t really able to get onto many of the objectives, and he has to hold some stuff back to be able to shoot (and potentially charge) the Dimachaeron. He calls a Speedwaagh and his 3 Squigbuggies fire into the Hive Guard, and just utterly demolish 5 of them. Pretty good rolls from Jack so far! And with the combined forces of all of his dakka, he just about manages to bring down the Dimachaeron. Because he had to put so much into it though, it guaranteed me 15 on the primary for the second battle round, gaining an early lead.
I continue to move up with the rest of the army, trying my best to keep Jack in his deployment zone - nothing in his army has the infantry keyword and only the deffkoptas fly, so as long as I block up the areas between the terrain features I should be able to keep him there. And the Scythed Hierodule does exactly this: thanks to his massive base he plugs up one of the exits from Jack’s deployment zone to ensure he struggles to leave. I also throw the Flying Hive Tyrant up into Jack’s lines, ready to charge into both his Warboss and some Deffkoptas.
Shooting is a bit nuts in my turn 2. My psychic managed to do 3 mortals to the Dakkajet that was in the middle of the board, but I decide to fire the Hierodule’s Acid Spray into it to do some more damage. I roll outrageously well, and manage to bring it down straight away! This is a huge benefit to me, as it means Jack’s ways of scoring Engage are dwindling.
The Flying Hive Tyrant charges into both the Warboss and the Deffkoptas; this Boss in particular forces me to fight last, so I spend 1cp on Breaking Through and deal 6 mortal wounds to him, which manages to kill him thanks to him suffering some wounds beforehand in the battle! I then swing into the Deffkoptas and kill 3 of them - I really need to try and kill Jack’s “To The Last” units as soon as possible.
Jack swings back by killing the Flyrant, and dealing a load of damage to the Hierodule but not quite killing him. But as I planned, he’s still trapped in his deployment zone for most of his army and again he only scores 5 on the primary. He’s done a good amount of damage though - I’ve lost the Flying Hive Tyrant and the Dimachaeron, and the Hierodule is on its last legs.
I keep the pressure up by scoring another 15 on the primary in the third turn. Each of the middle objectives has a Carnifex on it, and Jack knows that if he shoots them he’s just wasting efficiency, as they have an innate -1 to hit thanks to Spore Cysts. The Hierodule moves up to charge the Shokkjump Dragsta, and I manage to also max Warp Ritual on this turn for 12 points. The Swarmlord also moves up to a building, and Jack’s Deffkoptas are behind this ruin so I really need to make use of Hive Commander here.
Shooting is negligible, but the Swarmlord makes use of his double move to move over the ruin and horizontally 3”. I haven’t moved very far, but I have moved over the ruin and need a 6” charge into his Deffkoptas. He makes the charge, and manages to kill 4 out of 5 of them, and the Hierodule kills the Dragsta. Luckily though, Jack passes his morale and there’s only 1 Deffkopta left in each of his units, and they’re each worth 5 points to him for To The Last! But I’ve managed to max Bring it Down at this point, so I’m feeling confident.
But from there, the game is pretty much decided. Jack only manages to score 5 points on the primary on turn 3, and I’m just so far ahead on the primary that I’ve got the game in the bag. At the end he does manage to keep 1 unit of Deffkoptas and the Squigbuggies alive, scoring 10 on To The Last, and he manages to pick up on his primary on turns 4 and 5, scoring 10 on each of them.
But at the end, the game ends with a victory to the Tyranids, 92-70.
Andrew’s Grey Knights
Patrol Detachment - Swordbearers
HQ1: Brotherhood Librarian, Purifying Flame, Vortex of Doom [WARLORD - Psychic Epitome]
HQ2: Grand Master in Nemesis Dreadknight, Gate of Infinity, Empyric Amplification, Unyielding Anvil, Dreadfist, Dreadknight Teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Servant of the Throne
TR1: 5 Strike Squad, Psycannon, 4 Nemesis Force Swords
HS1: Nemesis Dreadknight, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
HS2: Nemesis Dreadknight, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
Outrider Detachment - Prescient Brotherhood
HQ1: Castellan Crowe, Warp Shaping
HQ2: Gand Master in Nemesis Dreadknight, Gate of Infinity, Vortex of Doom, Divination, Dreadknight Teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Daemon Greathammer, Shield of Humanity, Sigil of Exigence
FA1: 10 Interceptors, 8 Nemesis Falchions, 5 Nemesis Force Swords, 1 Warding Stave
FA2: 10 Interceptors, 8 Nemesis Force Halberds, 1 Warding Stave, 1 Nemesis Force Sword
FA3: 10 Interceptors, 16 Nemesis Falchions, 1 Warding Stave, 1 Nemesis Force Halberd
HS1: Nemesis Dreadknight, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
So going into this game I’m conflicted. On paper, Crusher Stampede should be a good matchup into Grey Knights, with the amount of denies and damage reduction the army has. But at the same time, I know the sheer amount of mortal wounds this army can dish out, and just how good those Dreadknights are if I fail some key deny the witch rolls. Andrew is also a very experienced Grey Knight player.
I’m not too keen on Assassination as my final pick, I’d have rather gone for Warp Ritual, but with how good at denying Grey Knights are, I can’t risk it on rolling a 9 on my casting roll. Stranglehold and Priority Targets at least are easy picks here. Andrew settles on Priority Targets, Purifying Ritual and Engage on all Fronts as his 3 secondaries. He also combat squads all of his Interceptors so he has 6 units of 5.
We rolled off for first turn, and for the fourth time in a row, I’m lucky enough to get it. I redeploy my Hive Guard and Dimachaeron further up the field and get straight into the game.
The Dimachaeron does what he does best, and fly straight into Andrew’s lines. I manage to give him Catalyst, but Andrew denies Synaptic Barrier for the 4++. The Hive Guard shoot into Andrew’s Interceptors and manages to kill a decent chunk of them, and the Dimachaeron makes a first turn charge into one of the Dreadknights and manages to rip it apart.
Andrew’s first turn is brutal though. My catalyst saves totally fail me and Andrew manages to deal 14 mortal wounds to the Dimachaeron - I only made two 5+ rolls! All of his shooting also brutalises my Hierodule, bringing it down to only 6 wounds remaining. As much as the -1 damage helped here, Andrew just rolled an incredible amount of 4s and 5s and I just didn’t make many saves at all. He kills the Dimachaeron and makes a lucky 9” charge into my Warriors on my home objective after he teleports some Interceptors. But thanks to the Lashwhips and some bad rolling from Andrew, only 1 Warrior is slain and the combat results in there being 2 Warriors and 2 Interceptors remaining.
I try my best to keep the pressure up after scoring 15 on the primary by sending the Flyrant up to knock his Interceptors off an objective, and I’m lucky enough to achieve it. The Hive Guard also kill a Dreadknight and do 6 wounds to another, and Andrew starts his next turn by gaining only 5 on the primary. However, his mortal wound output continues to shine and I fail all of my key deny rolls, as he smites my Flyrant out of the sky effortlessly.
His Dreadknights also successfully kill a Carnifex on another one of the Objectives, so I only manage to score 10 on the primary in my third turn. Luckily, my Hierodule remained unscathed, and could continue to sit on the centre objective. He did only have 2 wounds remaining at this point though, so I had to use Hive Mind Imperative on him to grant him Objective Secured.
The Hive Guard also manage to bring down a third Dreadknight, so Andrew only has his 2 Grand Masters remaining. The reason I haven’t shot them yet is thanks to one of them having a 3++ once per game, and the other one being able to redeploy when I target him, and I didn’t want to give him some free movement just yet.
Andrew’s turn 3 is one of the big deciders though. His mortal wound output continues and slays the Hierodule, and he manages to make a lucky charge into the Hive Guard. At this point, I’m feeling totally screwed - I’ve failed almost all of my denies and now my biggest damage output is tied up and being destroyed in combat - only a single Hive Guard remains after the attacks. My only remaining assets are the Warriors, a Maleceptor, the Swarmlord and a Neurothrope.
On my turn 4 I still manage to score 10 on the Primary, and I send the Swarmlord up to try and kill at least one character. Thanks to Hive Commander, he manages to charge both Crowe and the Librarian, and he slays the Librarian where he stands! That was Andrew’s biggest source of mortal wounds, so I’m hoping I can spike my invuln saves on the Swarmlord to survive this turn. The Warriors have also moved out of hiding onto the objectives to keep me scoring Stranglehold and Primary if they survive.
Unfortunately, it just wasn’t meant to be. Andrew slays the Swarmlord with only his psychic and one of his Dreadknights, and another Dreadknight manages to barely get in range of some Warriors and rolls hot enough to wipe the squad. Losing that unit of Warriors was an 8 point swing, as I now only score 5 on the Primary on my turn 5, and Stranglehold is nearly impossible to get on my turn 5.
After Andrew scores 15 on his primary in his final turn, the game ends with my first loss and a score of 80-84. Both of us missed however that his Librarian was the warlord and the score should have ended 81-84 thanks to Assassinate, but it didn’t make a difference to the overall result. On to game 5!
Mark’s Thousand Sons
Patrol Detachment - Cult of Time
HQ1: Ahriman, Glamour of Tzeentch, Presage, Weaver of Fates, Disc of Tzeentch
HQ2: Exalted Sorcerer, Gaze of Hate, Tzeentch’s Firestorm, Athanaean Scrolls, Disc of Tzeentch, Inferno Bolt Pistol [WARLORD - Immaterial Echo]
TR1: 5 Rubric Marines, Empyric Guidance, Icon of Flame
EL1: 10 Scarab Occult Terminators, 2 Hellfyre Missile Racks, 2 Soulreaper Cannons, Temporal Surge
FA1: Chaos Spawn
FA2: Chaos Spawn
Patrol Detachment - Cult of Duplicity
HQ1: Infernal Master, Empyric Guidance, Glimpse of Eternity, Malefic Maelstrom
HQ2: Daemon Prince, Doombolt, Swelled by the Warp, Hellforged Sword, Umbralefic Crystal, Aetherstride
TR1: 5 Rubric Marines, Temporal Manipulation
TR2: 5 Rubric Marines, Cacodaemonic Curse
TR3: 5 Rubric Marines, Perplex
EL1: 10 Scarab Occult Terminators, 2 Hellfyre Missile Racks, 2 Soulreaper Cannons, Temporal Surge
FA1: 5 Chaos Spawn
So straight away, I look at his Scarab Occult and wonder if I’ll ever be able to kill them. I know with the buffs they become outrageously hard to kill. Other than that, his list has a great amount of psychic, shooting, combat and durability - a very strong all-rounder.
Grind Them Down
Similar to last game, I’m not overall keen on Grind Them Down. I took it though because Mark has two units of single Chaos Spawn, and a few units of minimum Rubric Marines that I can hopefully use to take advantage of. Mark decides on Bring it Down, Mutate Landscape and To The Last (Scarab Occult units and Ahriman) as his secondaries.
We rolled for first turn, and Mark wins it! And you know what, I’m not even mad. I’ve had first turn for all 4 games so far, and Mark has gone second in every one of his games, so he deserves it!
He spends his first turn by deepstriking both of his units of Terminators onto one of the no man’s land objectives, and in a position where he can see my Maleceptor. And despite using Encaphalic Diffusion to reduce the strength of his weapons by 1, his Terminators effortlessly kill the Maleceptor with just one round of shooting! I knew how tanky they were but I seriously underestimated the sheer volume of firepower these guys put out.
It goes to my turn and I move my army up. The Hierodule sits himself comfly on the objective opposite to all of those Terminators, and my Dimachaeron does what he does best - prepare for a turn 1 charge.
It goes to my Hive Guard, and they fire all of their fully buffed up shots into the Terminators… and Mark makes an absolutely outstanding roll on his saving throws, and I only manage to kill 1. I then fire again with Single Minded Annihilation… and he does it again! Except this time I don’t kill any! I didn’t roll badly or anything - Mark had to roll 16 saving throws in total and he passed 14 of them!
The Dimachaeron charges into them though, and after spending a huge amount of CP, I manage to wipe the squad. It felt really bad though as I had to fight twice in order to do it, so I spent an eye-watering 9cp in the first turn. Luckily I scored 3 on Grind Them Down though from also killing a Chaos Spawn.
Mark retaliates in his second turn, and oh boy does he swing hard. The Dimachaeron goes down thanks to a combination of mortal wound output and shooting, and the Scythed Hierodule suffers a staggering 17 wounds from the Terminators shooting! Mark has been rolling incredibly well and my saves just haven’t been cutting it lately.
Turn 2, I throw the Flying Hive Tyrant into his lines and keep my Carnifexes on two other objectives - I really need to score as many points on Direct Assault and Stranglehold as possible, my secondaries might be the only thing that keeps me in this game! My shooting goes just as well as last turn, with Mark making an incredible amount of saves, and the Flyrant charges into the Terminators just to keep them tied up. Thanks to my relic, his Terminators need 6s to wound me in melee, so they just bounce off him.
The game at this point turns into a “unstoppable force meets an immovable object” kind of game. His army continues to bounce off my monsters, and my monsters bounce off his Terminators. It isn’t until round 4 when the Flying Hive Tyrant finally dies, but the Swarmlord is able to charge and kill his Daemon Prince.
Mark makes the most of his teleportation by trying to contest an objective on the other side of the board with his Rubrics - to win the game, he needs to do enough damage with just that squad to Rubrics to kill a Carnifex on the objective - no easy feat! And unfortunately for Mark, even with a combination of smite and Inferno Bolters, the Carnifex remains on the point and keeps it secured thanks to Hive Mind Imperative. The Swarmlord does go down in Mark’s turn 5 though, and the score is 64-85 to Mark going into my turn 5. I really need to put some work in to try and score enough points.
Beginning my final turn, I notice I have the units necessary to score 15 on the primary, 3 on direct assault AND 3 on stranglehold! This would bring the score up to 85-85… All I need to do is kill Mark’s Terminator squad and the score would settle on 85-80… My Hive Guard fire into the Terminators, using all the buffs I can give them. Mark fails enough saves that if I roll a single 5 or 6 on the d3 damage, the game is mine!
But lady luck continues to ignore me, and I roll minimum damage on every dice roll. So the final game ends with a score of 85-85. A fantastic game that I couldn’t have asked for a better one to end the tournament. Massive thanks to Mark for a great game!
Final Placing and Thoughts
All of the scores are tallied up from the games, I placed 52nd out of over 280 players. I was really happy with this placing, and at the time of writing this, I scored enough ITC points to secure the #1 spot for UK Tyranids! A result that I was incredibly satisfied with, and beyond proud of myself for achieving.
Talking about my list though, I think I’ve decided I’m going to stop playing Tyranids for a while and move onto Genestealer Cults. I’ve been playing them in the competitive scene almost non-stop for the past 4 years and it’s about time that I changed it up a bit. I still love my bugs and always enjoy playing them, but I’m also very excited to see how the Genestealer Cults perform in a competitive setting.
I’m sure until some kind of change happens, Crusher Stampede will continue to be the absolute powerhouse that it was at this tournament, with there being a relatively large number of Crusher Stampede lists near the top tables.
I wanted to say a massive thank you to the guys over at UKTC for running such a great event, and I look forward to attending the LGT again later this year.