Grown Men Playing With Toys

They said we were too old. We said "Hold our dice!"

Join us as two best friends, strategic / stoic “Erik” and observant / energetic “Steve”, as they embark on this passion project to discuss topics and experiences that surround their world of Warhammer gaming.

Terminator Spam Grey Knights vs Vanguard Tyranids

JUMP TO:

Matchup

Mission

Lists

Grey Knights Specific Strategies

Tyranids Specific Strategies

Round by Round Recap

Result

Game Overview

What I Would Change Next Time

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

10th Edition, 2025 – 2026 Chapter Approved

September 2025 Balanced Dataslate and MFM Points Update

MATCHUP:

Faction:Detachment:
Grey KnightsHallowed Conclave
VS
Faction:Detachment:
TyranidsVanguard Onslaught

MISSION:

GW MissionG
PrimaryPurge the Foe
Terrain LayoutGW Terrain Layout 7
DeploymentHammer & Anvil

LISTS:

Grey Knights

List

Hallowed Conclave

Strike Force (2,000 Points)

CHARACTERS

Brotherhood Librarian (80 Points)

  • 1x Combi-weapon

  • 1x Nemesis force weapon

  • 1x Vortex of Doom

Brotherhood Librarian (80 Points)

  • 1x Combi-weapon

  • 1x Nemesis force weapon

  • 1x Vortex of Doom

Brotherhood Librarian (100 Points)

  • 1x Combi-weapon

  • 1x Nemesis force weapon

  • 1x Vortex of Doom

  • Enhancements: Inescapable Judgement (Psychic)

Grand Master (120 Points)

  • Warlord

  • 1x Incinerator

  • 1x Nemesis force weapon

  • Enhancements: Eye of the Augurim

Grand Master (110 Points)

  • 1x Incinerator

  • 1x Nemesis force weapon

  • Enhancements: Sanctic Reaper

Grand Master Voldus (110 Points)

  • 1x Malleus Argyrum

  • 1x Searing Purity

  • 1x Storm bolter

BATTLELINE

Brotherhood Terminator Squad (200 Points)

  • 1x Justicar

     ◦ 1x Nemesis force weapon

     ◦ 1x Storm bolter

  • 3x Terminator

     ◦ 1x Apothecary’s Narthecium

     ◦ 1x Incinerator

     ◦ 3x Nemesis force weapon

     ◦ 1x Storm bolter

  • 1x Ancient

     ◦ 1x Ancient’s Banner

     ◦ 1x Incinerator

     ◦ 1x Nemesis force weapon

Brotherhood Terminator Squad (200 Points)

  • 1x Justicar

     ◦ 1x Nemesis force weapon

     ◦ 1x Storm bolter

  • 3x Terminator

     ◦ 1x Apothecary’s Narthecium

     ◦ 1x Incinerator

     ◦ 3x Nemesis force weapon

     ◦ 1x Storm bolter

  • 1x Ancient

     ◦ 1x Ancient’s Banner

     ◦ 1x Incinerator

     ◦ 1x Nemesis force weapon

Brotherhood Terminator Squad (200 Points)

  • 1x Justicar

     ◦ 1x Nemesis force weapon

     ◦ 1x Storm bolter

  • 3x Terminator

     ◦ 1x Apothecary’s Narthecium

     ◦ 1x Incinerator

     ◦ 3x Nemesis force weapon

     ◦ 1x Storm bolter

  • 1x Ancient

     ◦ 1x Ancient’s Banner

     ◦ 1x Incinerator

     ◦ 1x Nemesis force weapon

Strike Squad (120 Points)

  • 1x Justicar

     ◦ 1x Nemesis force weapon

     ◦ 1x Storm bolter

  • 4x Grey Knight

     ◦ 1x Close combat weapon

     ◦ 3x Nemesis force weapon

     ◦ 1x Psycannon

     ◦ 3x Storm bolter

OTHER DATASHEETS

Paladin Squad (225 Points)

  • 1x Paragon

     ◦ 1x Nemesis force weapon

     ◦ 1x Storm bolter

  • 1x Paladin Ancient

     ◦ 1x Ancient’s Banner

     ◦ 1x Nemesis force weapon

     ◦ 1x Psycannon

  • 3x Paladin

     ◦ 1x Apothecary’s Narthecium

     ◦ 3x Nemesis force weapon

     ◦ 2x Psycannon

Paladin Squad (225 Points)

  • 1x Paragon

     ◦ 1x Nemesis force weapon

     ◦ 1x Storm bolter

  • 1x Paladin Ancient

     ◦ 1x Ancient’s Banner

     ◦ 1x Nemesis force weapon

     ◦ 1x Psycannon

  • 3x Paladin

     ◦ 1x Apothecary’s Narthecium

     ◦ 3x Nemesis force weapon

     ◦ 2x Psycannon

Paladin Squad (225 Points)

  • 1x Paragon

     ◦ 1x Nemesis force weapon

     ◦ 1x Storm bolter

  • 1x Paladin Ancient

     ◦ 1x Ancient’s Banner

     ◦ 1x Nemesis force weapon

     ◦ 1x Psycannon

  • 3x Paladin

     ◦ 1x Apothecary’s Narthecium

     ◦ 3x Nemesis force weapon

     ◦ 2x Psycannon

Tyranids

List

Vanguard Onslaught

Strike Force (2,000 Points)

CHARACTERS

Broodlord (100 Points)

  • 1x Broodlord claws and talons

  • Enhancements: Neuronode

Broodlord (90 Points)

  • 1x Broodlord claws and talons

  • Enhancements: Stalker

Deathleaper (80 Points)

  • Warlord

  • 1x Lictor claws and talons

Winged Tyranid Prime (80 Points)

  • 1x Prime talons

  • Enhancements: Chameleonic

BATTLELINE

Gargoyles (170 Points)

  • 20x Gargoyle

     ◦ 20x Blinding venom

     ◦ 20x Fleshborer

OTHER DATASHEETS

Exocrine (140 Points)

  • 1x Bio-plasmic cannon

  • 1x Powerful limbs

Genestealers (140 Points)

  • 10x Genestealer

     ◦ 10x Genestealers claws and talons

Genestealers (140 Points)

  • 10x Genestealer

     ◦ 10x Genestealers claws and talons

Lictor (60 Points)

  • 1x Lictor claws and talons

Lictor (60 Points)

  • 1x Lictor claws and talons

Mawloc (135 Points)

  • 1x Distensible jaw

  • 1x Mawloc scything talons

Mawloc (135 Points)

  • 1x Distensible jaw

  • 1x Mawloc scything talons

Mawloc (135 Points)

  • 1x Distensible jaw

  • 1x Mawloc scything talons

Neurolictor (70 Points)

  • 1x Piercing claws and talons

Raveners (125 Points)

  • 5x Ravener

     ◦ 5x Ravener claws and talons

Raveners (125 Points)

  • 5x Ravener

     ◦ 5x Ravener claws and talons

Tyranid Warriors with Melee Bio-weapons (75 Points)

  • 1x Tyranid Prime

     ◦ 1x Tyranid Warrior claws and talons

  • 2x Tyranid Warrior

     ◦ 2x Tyranid Warrior claws and talons

Von Ryan’s Leapers (70 Points)

  • 3x Von Ryan’s Leaper

     ◦ 3x Leaper’s talons

Von Ryan’s Leapers (70 Points)

  • 3x Von Ryan’s Leaper

     ◦ 3x Leaper’s talons

FACTION SPECIFIC STRATEGIES:

Grey Knights:

This list isn’t optimized but it is a way for me to run the reason that I got into Grey Knights….the Terminators and Paladins. Its not meta and probably only decently powered at best, but contains all of my favorite Grey Knight models (except Crowe) and lets me run them in a way that is a very different play pattern for Grey Knights. Said more succinctly, this is my “I want to play MAX Terminators and Paladins cuz they’re the coolest models” list.

The list is built around using the 3 Terminator units to move into the midfield and try to get into melee with as many opponents as possible, while also using the Apothecary to bring back 1 model per turn and using the Detachment Rule to Fall Back and keep cycle charging. The Paladins are then used as a Second Wave that can teleport around with decent shooting, while also staying protected by the Librarians’ 18 inch Lone Op ability before engaging in melee to smash units up in the late game. Lastly, the Strike Squad are in there to do actions and sticky objectives.

For this particular matchup, I liked my odds into a Tyranids army that really wants to rush and jail you. The Fall Back and Charge Detachment Rule will really help keep the Tyranids from tarpitting the Grey Knights and both armies wanting to “get stuck in” should mitigate some of the Grey Knights’ weaknesses. Going in, I had this game as a slight to moderate win for the Grey Knights (between a 12-8 and a 15-5). 

CategoryDescription
Leader / Bodyguard Combos:Brotherhood Librarians with the Paladins

Grand Masters and Grand Master Voldus with the Brotherhood Terminators
Key Strategems:Precognitive Strategies – Used in your Opponent’s Movement Phase to reactively move up to D6 inches when an opponent ends a Normal, Advance, or Fall Back move within 9 inches of your unit.

Unending Fidelity – Used in your Opponent’s Shooting or Fight Phase to Fight or Shoot on Death on a 4+.
Grind Them Underfoot – Used in your Charge Phase to do mortal Wounds on the charge on a 4+ for every model in the unit that made it to Engagement Range.
Giants of the Battlefield – Used in the Fight Phase to add 1 to the attacks of melee weapons for all models in a unit.
Key Combos:
Grand Master + Terminators with Incinerators + Eye of Augurim Enhancement + Warrior Strategist Ability

This combo is used to give the Grand Master + Terminators a free Overwatch or free Heroic Intervention every turn, with 1 turn to do either for free with 2 units.

Grand Master + Terminators + Sanctic Reaper + Warrior Strategist Ability + Might of Titan Ability + Force Edge Ability + Giants of the Battlefield Stratagem

This is the closest that Grey Knights get to having my favorite combo – the Smash Captain. This can be used to give the Grand Master 12 total attacks at Strength 9, AP -2 (-3 vs Infantry on the Charge), 2 Damage.

Tyranids:

BUG JAIL!!!!!

The idea behind this list is to be a turbo-Aggressive Hitter and it’s how I like to play melee Nids. Its not the strongest detachment at the moment and probably has more optimized builds than what I bring. That said, the list has a very clear play pattern that I enjoy and, more importantly, its one of my sons’ favorite ways to play Nids. 

The strategy is to jail your opponent Round 1 behind the Genestealers and Gargoyles and then to setup the Lictors, Neurolictor, and Deathleaper on midfield objectives or in key terrain where their Lone Operative abilities make it possible to score points without the opponent being able to interact with them.

The Mawloc’s then serve as a pseudo-second wave of jail that deals out mortal wounds and, ideally, can utilize the Invisible Hunters stratagem to perform this maneuver multiple times.   

The Exocrine is there to dominate a shooting lane and pick off anything that breaks out of jail. The Warriors and Winged Prime are held back as a counter charge for anything that breaks out of jail. Lastly, the Raveners are there for late game uppy-downy to score secondaries or as a last ditch counter charge threat with their new, buffed up melee profiles.

The list is very much predicated on going first and aims to jail the opponent. I’m not super confident that it will work against a pretty tough Grey Knights army. I also worry about the Tyranids being disadvantaged by Purge the Foe as they have more and squishier units. This is looking like a 5-15 loss from the Nids’ perspective.

CategoryDescription
Leader / Bodyguard Combos:Broodlords with Genestealers

Winged Tyranid Prime with Tyranid Warriors with Melee Bio-Weapons (gives them “Vanguard Invader” keywords)
Key Strategems:Hypersensory Scillia – Used in the Opponent’s Movement Phase to Reactive Move up to 6 inches if an enemy ends a Normal, Fall Back, or Advance move within 9 inches of your unit. Can be used on 2 Vanguard Invader units.

Unseen Lurkers – Used in your Opponent’s Shooting phase to give a unit 18 inch Lone Op ability or, if they are already a Lone Op they get a 6 inch Lone Op ability.

Invisible Hunter – Used at the end of the Opponent’s Fight phase to “uppy downy” 1 unit or 2 Vanguard Invader units.
Key Combos:Mawlocs + Invisible Hunters Stratagem + Terror From the Deep Ability.

This is one of the combos that the list is built around. The ideal is to keep cycling Mawlocs in and out of Deep Strike and dealing out Mortal Wounds as they emerge.
Genestealers + Broodlord + Scouts 8 inches Ability + Questing Tendrils Detachment Ability + Hypnotic Gaze Ability.

This is the other combo that the list is built around as the idea is to full send the Genestealers and Broodlord into melee to jail the opponent and to give them -1 to Hit in melee.

ROUND-BY-ROUND RECAP:

The game starts with the Grey Knights winning the roll off and making the Tyranids place the first model. Both sides deploy as shown below and then the Grey Knights win the second roll off to get first turn. Tyranids do their Scout moves while Grey Knights choose to not do any.

Board State: Start of the Battle

ROUND 1:

Phase: Go First: Grey Knights
Score at Start10
Command-Draw Recover Assets & Area Denial for Secondaries
-Strike Squad stickies the GK Home Objective (HO)
Movement-Voldus + Terminators stage to charge the Center Objective (CO)
-Lictor on the CO reactive moves out of charge range
-Advance Grand Master (GM) 2 + Terminators onto the GK NEO
-Librarian 1 + Paladins move into shooting range of Broodlord + Genestealers 1
-All others stage or screen the GK Deployment Zone (DZ)
Shooting-Librarian 1 and Paladins pop off and kill 9 Genestealers
-GM1 + Terminators and Strike Squad Recover Assets for 3 VP
Charge-None
Fight-None
End of Turn-Score 3 on Secondaries
-Drop Area Denial for 1 CP
Score at End17
Phase:Go Last: Tyranids
Score at Start10
Command-Draw Engage On All Fronts & No Prisoners for Secondaries
Movement-Neuorlictor moves into Line of Sight and Charge range of GM2
-Gargoyles roll a 6 to Advance and setup a move block on the CO
-Broodlord + GS1 move into Charge range of Librarian 1 + Paladins
-Exocrine moves into shooting range of Librarian 1 + Paladins
-All others stage
Shooting-Exocrine kills 3 Paladins
-Gargoyles shoot for no damage but move another 6 inches to complete the move block of the CO
Charge-Broodlord + Genestealers 1 into Librarian 1 + Paladins
-Neurolictor into GM2
-Broodlord + Genestealers 2 into GM2 + Terminators
Fight-Neuorlictor Fights First into GM2 and does 2 Damage
-GM2 uses Counter Offensive & Giants of the Battlefield Stratagems to allow his unit to fight next and give all models +1 attacks in melee
-GM2 + Terminators kill the Neuorlictor for 4 VP and 9 Genestealers using the GM’s Might of Titan Ability
-Broodlord + Genestealers 2 kill 2 Terminators
-Broodlord + Genestealers 1 kill 2 Paladins for 6 VP (NP + Purge)
-Librarian 1 kills 1 Genestealer and does 4 Damage to the Broodlord 1
End of Turn-Score 6 on secondaries
-GK pick up no units
Score at End20

After Round 1, both armies have things to feel good and bad about. For the Grey Knights, it doesn’t feel great to lose a Paladin unit already and they are almost entirely boxed into their DZ, but it does feel great to chew through most of the Genestealers and to be setup nicely for potential easy “kill one” and “kill more” in Round 2. For the Tyranids, they feel great about their early game scoring and board control but have a lot to be worried about with the Genestealers going down a full round earlier than usual. The board at the end of Round 1 is shown below (note: I don’t own 20 Gargoyles and so proxied in some Termagants).

Board State: End of Round 1

ROUND 2:

Phase: Go First: Grey Knights
Score at Start17
Command-Draw No Prisoners & Secure No Man’s Land for secondaries
-Score 4 on Primary for “hold one” objective
Movement-Sequencing this phase properly was key as the Nids could reactive move 2 units
-Librarian 1 falls back from Broodlord 1
-GM 1 + Terminators move towards Nids NEO
-GM 2 + Terms fall back onto the GK NEO
-Nids use Invisible Hunters stratagem to reactive move the Gargoyles and Deathleaper
-Librarian 3 + Paladins move to shoot Broodlord 2
Shooting-Librarian 3 + Paladins kill Genestealers 2 and bring the Broodlord 2 to 2W for 6 VP
-GM2 + Terms kill Broodlord 2 and 6 Gargoyles for 2 VP
-GM 1 + Terminators kill 10 Gargoyles
Charge-Voldus + Terminators into Gargoyles and roll high enough to tag the CO
-GM1 + Terminators into Lictor 1 and am able to hide GM1 behind a wall to avoid Precision
Fight-Voldus + Terminators kill the Gargoyles and Consolidate onto the CO
-Lictor does 2 Damage to Terminators and dies in the clap back
End of Turn-Score 10 on Secondaries
-Score 4 on Primary for “kill one”
-Nids use Invisible Hunters to pick up Lictor 2 and Raveners 1
Score at End35
Phase:Go Last: Tyranids
Score at Start20
Command-Draw Overwhelming Force and A Tempting Target for secondaries
-GK choose CO for the tempting target
-Score 4 on Primary for “hold one” objective
Movement– Warriors Advance to the CO
-Raveners 1 Deep Strike into Nids’ DZ to screen
-Mawloc 1 Deep Strikes near GK NEO for 3 Mortal Wounds (MW)
-Mawloc 2 Deep Strikes near GK NEO and CO for 3 MWs to GM 2+ Terminators
-Mawloc 3 Deep Strikes near Nids’ NEO for 3 MWs to GM 1 + Terminators    
Shooting-Exocrine whiffs into Librarian 1
Charge-Warriors into Voldus + Terminators
-Mawloc 3 into GM 1 + Terminators with an 11 inch Charge
Fight-Warriors use Surprise Assault and kill 1.5 Terminators
-GM 1 + Terminators use Counter Offensive and do 6 Damage to Mawloc 3
-Mawloc 3 kills 3 Terminators
-Voldus solo kills the Warriors and Winged Prime
End of Turn-drop both Secondaries for 1 CP
-Score 0 on Secondaries
-GK score 4 on Primary for “kill more”
-GK pick up Paladins 2 and 3 and Librarian 1 (now solo)
Score at End20

To quote Scooby-Doo, “ruh roh Raggy!”. The Grey Knights had a really good mini “go turn” and were able to claw back a lot of board position. The Nids weren’t happy with that but had hoped for more in their clap back. Instead of a “go turn” they instead got a “no turn” and this could be back breaking as they lost a lot of their damage dealers and the Grey Knights will be able to use their Apothecaries to bring those models back over time. The board state at the end of Round 2 is shown below.

Board State: End of Round 2

ROUND 3:

Phase:Go First: Grey Knights
Score at Start35
Command-Nids call Shadows in the Warp, only the Strike Squad fails Battle Shock
-Draw Display of Might and Overwhelming Force for secondaries
-Drop Overwhelming Force for A Tempting Target
-Score 8 on Primary for “hold one” and “hold more”
Movement-GM 2 + Terminators move towards Mawloc 1,
-Nids use Hypersensory Scilla to Reactive Move Mawlocs 1 and 2 back into their DZ
-GM 1 + Terminators Fall Back towards the Exocrine
-Librarian 1 Deep Strikes onto the GK NEO
-Librarian + Paladins 2 and 3 Deep Strike in to shoot the Nids NEO
-Nids use Rapid Ingress on Lictor 2 to place it in the GK DZ
Shooting-Librarians, Paladins, and Voldus all do chip damage to the Mawlocs and Exocrine
-All others whiff
Charge-GM 1 + Terminators multi-Charge into Mawloc 3 & the Exocrine
-GM 2 + Terminators into Mawloc 1
Fight-GM 1 + Terminators kill Mawloc 3 for 4 VP
-GM 2 + Terminators do 4 Damage into Mawloc 1 and then lose 1 model in the clap back
End of Turn-Score 9 on Secondaries
-Score 4 on Primary for “kill one”
-Nids use Invisible Hunters to pick up Mawloc 2 and Von Ryan’s Leapers 1
-Nids pick up Raveners 1
Score at End56
Phase:Go Last: Tyranids
Score at Start20
Command-Draw Display of Might and Assassination for secondaries
-Drop Display of Might for Defend Stronghold
-Score 4 on Primary for “hold one” 
Movement-Lictor 2 Advances onto the GK NEO
-Deathleaper moves into Charge Range of GM 2
-Mawloc 2 Deep Strikes near Librarian 1 and kills him with 3 MW’s to score 5 VP
-Raveners 1 Deep Strike into the GK DZ
-Von Ryan’s Leapers setup to screen the Nids DZ
Shooting-Exocrine shoots into Paladins 3 and kills 3 models
Charge-Deathleaper into GM 2
Fight-Deathleaper only does 2 Damage into GM 2
-GM 2 + Terminators take Deathleaper down to 1 Wound
-Mawloc 1 kills the Terminators with GM 2 for 4 VP
-GM 1 + Terminators take the Exocrine down to 2 Wounds
End of Turn-Score 5 on Secondaries
-Nids score 8 on Primary for “kill one” and “kill more”
-GK picks up Paladins 2, Voldus + Terminators, and the Strike Squad
Score at End37

After Round 3, the Nids are feeling really on the back foot. The scoreboard has gotten away from them, the board has gotten away from them, and this is starting to feel like a blow out. On the GK side, they are feeling really good, but have a bit of a worry that the size of the differential might fall on their ability to roll 5+’s to Wound into Mawloc’s. Below is the board state at the end of Round 3.

Board State: End of Round 3

ROUND 4:

Phase:Go First: Grey Knights
Score at Start56
Command-Draw Extend Battle Lines and Cleanse for Secondaries
-Res a Terminator onto an Objective to get “hold more”, somewhere out there a Necron player is jealous
-Score 8 on Primary for “hold one” and “hold more”
Movement-GM 1 + Terminators Fall Back from the Exocrine
-GM 2 Falls Back from Deathleaper
-Strike Squad Deep Strike onto the Nids NEO
-Voldus + Terminators and Paladins 1 Deep Strike into the GK DZ to target Raveners 1
Shooting-GM 1 kills the Exocrine for 4 VP
-GM 2 kills the Deathleaper
-Voldus+ Terminators and Paladins 2 kill Raveners 1
-Strikes and Paladins on the CO Cleanse
Charge-None
Fight-None
End of Turn-Score 9 on secondaries
-Score 4 on Primary for “kill one”
-Nids score 3 on secondaries for Defend Stronghold
-Nids use Invisible Hunters to pick up Mawloc 2 and a Von Ryan’s Leapers unit
Score at End81
Phase:Go Last: Tyranids
Score at Start37
Command-Draw Marked For Death and Cleanse for secondaries
-GK mark the 2 Paladin units and Voldus + Terminators
-Nids mark GM 2
-Score 4 on Primary for “hold one”
Movement-Mawloc 1 to GM 2
-Mawloc 2 Deep Strikes near CO and deals 3 MW
-Von Ryan’s Leapers setup to screen the Nids’ DZ
Shooting-Lictor 2 Cleanses
Charge-Mawloc 1 to GM 2
-Mawloc 2 into the Paladins 2 on the CO
Fight-Mawloc 2 kills 1 Paladin and the Paladins do 4 damage back
-GM 2 tanks Mawloc 1 and lives on 1 Wound
End of Turn-Score 2 on secondaries
-Drop Marked for Death for 1 CP
-GK score 4 on Primary for “kill more”
Score at End43

The Grey Knights are starting to run away with the game. They just need to take down one last Mawloc and then score a decent secondaries to run up a big differential. From the Nids’ side, they incredulous that the Grand Master 2 is still alive and pretty peeved that he continues to cost them points. Here’s hoping their “uppy downy” ability and having last turn work out. The board state at the end of Round 4 is below.

Board State: End of Round 4

ROUND 5:

Phase:Go First: Grey Knights
Score at Start85
Command-Draw Marked For Death and Sabotage for secondaries
-Nids mark both Von Ryan’s Leapers and remaining Raveners
-GK mark Mawloc 2 on the CO
-Score 4 on Primary for “hold one”
Movement-GM 2 Falls Back
-Deep Strike Paladins 2 nine inches from Mawloc 2 on CO
-Deep Strike Voldus + Terminators nine inches from Mawloc on CO
Shooting-Paladins and Voldus take Mawloc 4 down to 4 Wounds
Charge-Charge Paladins 2 and 3 into Mawloc 2 on the CO
Fight-Mawloc 2 goes down for 6 VP
End of Turn-Score 2 on secondaries
-Score 4 on primary for “kill one”
-Nids use Invisible Hunters to pick up Raveners and VRL’s
Score at End94
Phase:Go Last: Tyranids
Score at Start43
Command-Draw Storm Hostile Objective and Extend Battle Lines for secondaries
Movement-Deep Strike Raveners onto the GK HO
-Setup the Von Ryan’s Leapers on the Nids’ HO
Shooting-None
Charge-Mawloc 1 into GM 2
Fight-GM 2 finally dies for 4 VP
End of Turn-Score 8 on Secondaries
-Score 12 on Primary for “hold one”, “hold more”, and kill “one”
-GK score 2 on secondaries
Score at End66

15 – 5 for the Grey Knights. The Grey Knights leave this one satisfied but annoyed by how the last turn went, as they could have potentially pushed this to a 17-3. The Nids meanwhile don’t feel great about Rounds 1 and 2, are super annoyed at Grand Master 2, but are proud of their final turn and that they salvaged a 15-5 to avoid a blowout. Final board state is below.

Board State: End of Round 5

RESULT:

Singles Format: 94 – 66 Win for Grey Knights  

WTC Teams Format: 15 – 5 WIN

GAME REVIEW:

I think this is the type of game that shows that when it comes to melee mirror matchups, that Ricky Bobby was right all along……”If you ain’t first, you’re last”. In this particular case, most of the Tyranids’ melee threats were inferior to the Grey Knights, especially with the Grey Knights having access to a Fight on Death and +1 Attacks via stratagems. The result was the Tyranids suffering back breaking losses in Rounds 1 and 2 that put them at a massive disadvantage.

Ironically, that same problem then flipped on the Grey Knights in the later rounds as they really struggled to kill the Mawlocs and Exocrine at a quick enough rate to avoid suffering big losses. They also got out maneuvered by a super fast Tyranids list that also could “uppy downy” 3 to 4 units per turn thanks to the Invisible Hunters stratagem and Raveners’ datasheet ability. The Tryanids used both of these advantages in the late game by switching to playing like a Defensive Blocker that focused on board controlling and avoiding or “kite’ing” the Grey Knights.

Lastly, this kind of game is a part of why I love the Teams format so much. In a normal singles game, this might have been a 3rd Round concession by the Nids. Instead, they fought and clawed their way back to what I would consider a respectable result that ended with both sides feeling OK, but not great about the results.  The Grey Knights smelled a blow out after Round 2 and failed to capitalize on it, while the Tyranids avoided a blow out but had a really rough first few rounds.

WHAT I WOULD CHANGE NEXT TIME:

  • Grey Knights
    • Nothing major by I can’t help but feel that there were a few small movement mistakes that let the Nids kite them in the late game. Overall this game was pretty good for a just ok strength detachment.
  • Tyranids
    • I’m not sure it would have changed anything but I kind of feel like the Nids were on autopilot for Rounds 1 and 2 when they should have adopted a different strategy against a slower but more dangerous in melee opponent. I’m not sure what that strategy should have been, but the feeling is nagging at me. I’m going to have to think on this one.

EARNED THEMSELF A NAME:

Grand Master 2 with the Sanctic Reaper Enhancement. He lived WAY longer than he should have thanks to some clutch 4+ invulnerable save rolls and also was a key part of wiping out most of a Genestealers squad in Round 1.

MAGNUS OF THE GAME:

Both Broodlord + Genestealers units. Like I said above, the Nids kind of followed their standard approach when playing Vanguard and the Broodlords and Genestealers payed for it as they were all gone by the end of Round 2 and didn’t even come close to trading their deaths for an equivalent number of points or board space.

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