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.

Tyranids Vanguard Onslaught vs Emperor’s Children Court of the Phoenician

JUMP TO:

Matchup

Mission

Lists

Tyranids Specific Strategies

Emperor’s Children Specific Strategies

Round by Round Recap

Result

Game Review

What I Would Change Next Time

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

10th Edition, 2025 – 2026 Chapter Approved

December 2025 Balanced Dataslate and MFM Points Update, with January 2026 500 Worlds Update

MATCHUP:

Faction:Detachment:
TyranidsVanguard Onslaught
VS
Faction:Detachment:
Emperor’s ChildrenCourt of the Phoenician

MISSION:

GW MissionA
PrimaryTake & Hold
Terrain LayoutGW Terrain Layout 1
DeploymentTipping Point

LISTS:

Tyranids:

List

Tyranids

Vanguard Onslaught

Strike Force (2,000 Points)

CHARACTERS

Broodlord (100 Points)

  • 1x Broodlord claws and talons

  • Enhancements: Neuronode

Broodlord (80 Points)

  • 1x Broodlord claws and talons

Deathleaper (80 Points)

  • Warlord

  • 1x Lictor claws and talons

Neurotyrant (105 Points)

  • 1x Neurotyrant claws and lashes

  • 1x Psychic scream

Winged Tyranid Prime (65 Points)

  • 1x Prime talons

BATTLELINE

Gargoyles (85 Points)

  • 10x Gargoyle

     ◦ 10x Blinding venom

     ◦ 10x 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

NOTE: I proxied a Barbagaunt as a Lictor and a Trygon as a Mawloc for this game. Also, this is my son’s Tyranid army. I love seeing it because it really shows how he has improved as a painter (from ages 7 to 9) and I’m especially proud of his Broodlords and Genestealers.

Emperor’s Children:

List

Emperor’s Children

Court of the Phoenician

Strike Force (2,000 Points)

CHARACTERS

Daemon Prince of Slaanesh with Wings (215 Points)

  • 1x Hellforged weapons

  • 1x Infernal cannon

Daemon Prince of Slaanesh with Wings (215 Points)

  • 1x Hellforged weapons

  • 1x Infernal cannon

Fulgrim (340 Points)

  • Warlord

  • 1x Daemonic blades

  • 1x Malefic lash

  • 1x Serpentine tail

Lord Exultant (105 Points)

  • 1x Bolt Pistol

  • 1x Close combat weapon

  • 1x Phoenix power spear

  • 1x Rapture lash

  • Enhancements: Tears of the Phoenix

Lord Exultant (80 Points)

  • 1x Bolt Pistol

  • 1x Close combat weapon

  • 1x Phoenix power spear

  • 1x Rapture lash

Lord Exultant (80 Points)

  • 1x Bolt Pistol

  • 1x Close combat weapon

  • 1x Phoenix power spear

  • 1x Rapture lash

BATTLELINE

Infractors (85 Points)

  • 1x Obsessionist

     ◦ 1x Plasma pistol

     ◦ 1x Power sword

  • 4x Infractor

     ◦ 4x Bolt pistol

     ◦ 4x Duelling sabre

     ◦ 1x Icon of Excess

Infractors (85 Points)

  • 1x Obsessionist

     ◦ 1x Plasma pistol

     ◦ 1x Power sword

  • 4x Infractor

     ◦ 4x Bolt pistol

     ◦ 4x Duelling sabre

     ◦ 1x Icon of Excess

Infractors (85 Points)

  • 1x Obsessionist

     ◦ 1x Plasma pistol

     ◦ 1x Power sword

  • 4x Infractor

     ◦ 4x Bolt pistol

     ◦ 4x Duelling sabre

     ◦ 1x Icon of Excess

Tormentors (85 Points)

  • 1x Obsessionist

     ◦ 1x Plasma pistol

     ◦ 1x Power sword

  • 4x Tormentor

     ◦ 2x Boltgun

     ◦ 4x Close combat weapon

     ◦ 1x Icon of Excess

     ◦ 1x Meltagun

     ◦ 1x Plasma gun

Tormentors (85 Points)

  • 1x Obsessionist

     ◦ 1x Plasma pistol

     ◦ 1x Power sword

  • 4x Tormentor

     ◦ 2x Boltgun

     ◦ 4x Close combat weapon

     ◦ 1x Icon of Excess

     ◦ 1x Meltagun

     ◦ 1x Plasma gun

DEDICATED TRANSPORTS

Chaos Rhino (80 Points)

  • 1x Armoured tracks

  • 1x Combi-bolter

  • 1x Combi-bolter

  • 1x Havoc launcher

Chaos Rhino (80 Points)

  • 1x Armoured tracks

  • 1x Combi-bolter

  • 1x Combi-bolter

  • 1x Havoc launcher

Chaos Rhino (80 Points)

  • 1x Armoured tracks

  • 1x Combi-bolter

  • 1x Combi-bolter

  • 1x Havoc launcher

OTHER DATASHEETS

Noise Marines (145 Points)

  • 1x Disharmonist

     ◦ 1x Close combat weapon

     ◦ 1x Sonic blaster

  • 5x Noise Marine

     ◦ 2x Blastmaster

     ◦ 5x Close combat weapon

     ◦ 3x Sonic blaster

Noise Marines (145 Points)

  • 1x Disharmonist

     ◦ 1x Close combat weapon

     ◦ 1x Sonic blaster

  • 5x Noise Marine

     ◦ 2x Blastmaster

     ◦ 5x Close combat weapon

     ◦ 3x Sonic blaster

FACTION SPECIFIC STRATEGIES:

Tyranids:

BUG JAIL!!!!!

The idea behind this list is to be super aggressive and it’s how I like to play melee Nids. It’s 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. 

The strategy is to jail your opponent Round 1 behind the Genestealers and, depending on the matchup, 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 Mawlocs 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.

Tyranids’ Win Condition: The list is very much predicated on going first and aims to jail the opponent. I’m very curious about how it will work against the Emperor’s Children. On one hand, they have access to Fall Back, Shoot, and Charge, so the Nids ability to jail them will be limited. On the other hand, the Emperor’s Children detachment buffs are predicated on getting Charges off, so the Nids may be able to bully them for the first few turns. Based on this, the Nids win condition is to try to keep the Emperor’s Children out of the midfield for as a long as possible via the Genestealer bricks and then Deep Striking Mawlocs.

What I Want to Work On This Game: I want to work on using Charges to setup board control and tarpits for the Emperor’s Children. Given that the EC rules are limited to not being able to activate into units that they Fell Back from, I want to Charge and touch as many units as possible with my Genestealers.

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.

Emperor’s Children:

This is the new Grotmas detachment for the Emperor’s Children. I will admit to being lukewarm to it because I really wish that they had improved Fulcrum’s datasheet instead of trying to patch him via a detachment. I also am suspicious that this detachment will play better without Fulgrim in it.

All that said, I have yet to play my new Fulgrim and am going back and forth between playing this detachment or Peerless Bladesmen in the next round of my LGS’s league. I’m going to take this detachment for a few practice games to see how I like it and am intentionally bringing a list that is different, or as different as you can get given EC’s limited range, from how I play Coterie or Peerless.

Like all EC armies, the list is built around Noise Marines, Lord Exultants leading Infractors out of Rhinos, and Winged Daemon Princes. Where I am slanting this one differently is by bringing an additional Tormentor unit for scoring and by bringing an additional Rhino. I also have Fulgrim despite my misgivings about how he plays in this detachment. The idea is to use the Noise Marines, Infractors, and Tormentors to play a minimum sized units (MSU) game while the Winged Daemon Princes and Fulgrim “Kool Aid Man” through walls to smash into anything in their way.

Emperor’s Children Win Condition: This one is a work in progress. Peerless is very much a “stage and push” style of play where you try to smash the opponent with a single “go turn”, Coterie likes to play a tempo’d trading game until you build up your buffs before pushing, and Carnival is the closest that EC has to a “tempo and trade” detachment.

My initial theory is that Court wants to play more like Peerless and setup a big “go turn”. Unfortunately, the “go through walls” stratagem being limited to once per turn limits the effectiveness of this style. Also, the Nids’ may just be better at it with their army construction. Based on all of this, I am going to start by trying to play a tempo’d trading game with EC where they try to survive the initial Nids’ push and then score heavy in the late game.

What I Want to Work On This Game: I want to be able to clearly define the EC win condition as I am a bit fuzzy on it right now. I also anticipate that I may need to make some list refinement based on how this game goes.

CategoryDescription
Leader / Bodyguard Combos3 x Lord Exultants with Infractors
Transport / Unit Combinations:2 x Noise Marines in Rhino
1 x Lord Exultant + Infractors in Rhino
Strategic Reserves:1 x Winged Daemon Prince
Key Stratagems:Sinuous Breach – Used in your Movement or Charge Phase to give one Daemon unit the ability to Move, Advance, or Charge through terrain.
Close-quarters Excrutiation – Used in your Shooting Phase to give one unit +1 to Strength and AP when shooting at a target within 12 inches.
Contemptuous Disregard – Used in your opponent’s Shooting or Fight Phase to subtract 1 from the opponent’s Wound roll if the strength of their attacks is greater than your unit’s toughness.
Key CombosNot a ton of big combos here but there are some good unit / stratagem combos, such as:

-Fulgrim or WDP’s with Sinuous Breach
-Noise Marines with Close-quarters Excrutiation

ROUND-BY-ROUND RECAP:

The game starts with Tyranids winning the roll off and choosing to deploy first to get their Infiltrators out early to protect their Scout Moves.

Tyranids deploy very aggressively, with the Genestealers on the line and a lot of units in the midfield screening and protecting their Scout Moves. The biggest challenge here was figuring out how to zone out their DZ from the WDP in Deep Strike since so much of this list wants to be moving forward.

EC deploy a bit more strategically and deeply into their DZ. They face a similar challenge in how to protect their home objective since they also want to be going forward with everything and address it with Tormentors. They then build their deployment around making sure that Fulgrim and the WDP can get out into the midfield to maneuver early.

Tyranids win first turn, which both really wanted, and then make their Scout moves (EC’s were blocked by the Tyranids). The board state at the start of the game is shown below.

Board State: Start of the Battle

ROUND 1:

Phase: Go First: Tyranids
Score at Start10
Command-Fulgrim picks Fight First ability
-Draw Bring It Down and Secure No Man’s Land for Secondaries
Movement-Lictor 1 to Objective 3
-Lictor 2 stages
-Broodlord + Genestealers 2 Advance to Charge into Rhino 2
-Broodlord + Genestealers 1 stage behind terrain
-Neurolictor to Objective 4
-Deathleaper to Objective 5
-Von Ryan’s Leapers 1 and 2 move to Charge Rhinos 1 and 3
-Exocrine moves up to Shoot Rhino 1
Shooting-Exocrine does 3 damage into Rhino 1
Charge-Von Ryan’s Leapers 1 into Rhino 1
-Von Ryan’s Leapers 2 into Rhino 3
-Broodlord + Genestealers 2 into Rhino 2 (and barely avoid a Fulgrim Heroic Intervention)
Fight-Von Ryan’s Leapers 1 does 3 Damage into Rhino 1
-Von Ryan’s Leapers 2 does 2 Damage into Rhino 3
-Broodlord + Genestealers 2 do 5 Damage into Rhino 2
-All Rhinos whiff in the crack back
End of Turn-Score 5 on Secondaries
-Drop Bring It Down for 1 CP
Score at End15

Boy are Tryanids happy that they got to go first. The have successfully plugged up the midfield with Lone Ops and move blocked all of the EC transports. Fulgrim’s Fight First is going to be a massive issue all game and the WDP 1 is free to maneuver, but those were known issues going into the game. So far, so good for the Tyranids. The board state in the middle of Round 1 is shown below.

Board State: Middle of Round 1

Phase: Go Second: Emperor’s Children
Score at Start10
Command-Draw Area Denial and Sabotage for Secondaries
-Rhino 1 fails Battle Shock
-Tormentors 1 sticky Objective 2
Movement-Fulgrim Advances and uses Sinuous Breach stratagem + Fly keyword to get to Objective 4
-Neurolictor uses Hypersensory Scillia stratagem to Reactive Move back behind terrain
-Noise Marines 2 disembark Rhino 2 to shoot onto Objective 3
-WDP 1 Advances to Charge onto Objective 3
-Rhino 3 Falls Back
-Rhino 2 Falls Back
-Lord Exultant + Infractors 1 and 2 setup Charges into Broodlord + Genestealers 2
-Tormentors 2 move up to shoot Von Ryan’s Leapers 2
Shooting-WDP 1 does 2 Damage to Lictor 1
-Tormentors 2 do 2 Damage to Von Ryan’s Leapers 2
-Noise Marines 2 split fire and do 3 Damage to Lictor 1 while only killing 1 model in Von Ryan’s Leaper 2
-Rhino 2 whiffs into Von Ryan’s Leapers 2
-Rhino 1 kills 2 models in Von Ryan’s Leapers 1
-Fulgrim kills 4 models in Genestealers 2
Charge-Fulgrim into Broodlord + Genestealers 2
-WDP 1 into Lictor 1 and kills it with the Charge Mortal Wounds
Fight-Fulgrim uses Prideful Superiority stratagem to kill Broodlord + Genestealers 2 and then Consolidates back onto Objective 4
-WDP 1 Piles In on Lictor 2, dodging Fights First, and kills it
End of Turn-Score 5 on Secondaries
-Drop Sabotage for 1 CP
Score at End15

That went surprisingly well for EC. The detachment rule adds another layer of complexity and planning during the Charge phase but the extra AP and Strength definitely felt worth it. Full re-rolls on Fulgrim is also a hell of a drug and him lifting an entire Genstealers + Broodlord unit by himself felt amazing. That said, EC still did a concerning amount of Falling Back that turn and are about to eat another Genestealers Charge and 3 Mawloc Deep Strikes. This should be fun. The board state at the end of Round 1 is below.

Board State: End of Round 1

ROUND 2:

Phase: Go First: Tyranids
Score at Start15
Command-Fulgrim chooses Fights First
-Draw Extend Battle Lines and Overwhelming Force for Secondaries
-Pass all Battle Shocks
-Score 10 on Primary
Movement-Von Ryan’s Leapers 1 and 2 move to Charge the Rhinos 1 and 3 again
-Broodlord + Genestealers 1 Advance to Charge into the EC DZ
-Winged Prime + Warriors Advance to setup a Charge onto Objective 3
-Mawloc 1 Deep Strikes near Rhino 1 and uses Terror From the Deep ability to do 3 Mortal Wounds to Rhino 1, 3 Mortal Wounds to Infractors 1, and 1 Mortal Wound to Fulgrim
-Mawloc 2 Deep Strikes near Fulgrim and WDP 1 and uses Terror From the Deep ability to do 3 Mortal Wounds to WDP 1
-Mawloc 3 Deep Strikes near Rhino 3 and uses Terror From the Deep ability to do 3 Mortal Wounds to Rhino 2
Shooting-Exocrine kills Rhino 1 and 1 Noise Marine dies disembarking
Charge-Broodlord + Genestealers 1 into Lord Exultant + Infractors 1
-Winged Prime + Warriors into WDP 1
-Mawloc 3 into Rhino 3
-Neurolictor into WDP 1
-Von Ryan’s Leapers 1 into Noise Marines 1
-Von Ryan’s Leapers 2 into Tormentors 2
Fight-Warriors pick re-roll 1’s to Save ability
-Broodlord + Genestealers 1 kill Lord Exultant + Infractors 1 for 5 VP and then Consolidate into Lord Exultant + Infractors 2 and onto Objective 2
-WDP 1 uses Counter Offensive stratagem to kill 2 Warriors models
-Von Ryan’s Leapers 1 whiff
-Von Ryan’s Leapers 2 kill 1 model in Tormentors 2
-Winged Prime + Warriors do 3 Damage into WDP 1
-Neurolictor whiffs
-Mawloc 3 does 3 Damage to Rhino 3
-Lord Exultant + Infractors 2 kill 8 Genestealers by using Lord Exultant’s Go Mode and rolling hot
-Rhino 3 and Tormentors 2 whiff
End of Turn-Score 9 on Secondaries
Score at End34

So……Fight First Fulgrim in the middle of the board against an all melee army is scary. Rather than charging into that blender, the Tyranids went for the EC Home Objective and continue to apply the pressure. They would have liked to kill the WDP 1 that turn, and really did not enjoy the combo of EC Infractors + Lord Exultant 2 rolling hot and then Tyranids low rolling saves on the Genestealers, but otherwise are satisfied as they have decent board control and are bleeding the EC of CP. Let’s see how EC can respond. Board state in the middle of Round 2 is below.

Board State: Middle of Round 2

Phase: Go Second: Emperor’s Children
Score at Start15
Command-Draw No Prisoners and Extend Battle Lines for Secondaries
-Tyranids call Shadows in the Warp
-Noise Marines 1, Lord Exultant + Infractors 2, Rhino 3, Fulgrim, Rhino 2, and Noise Marines 1 all fail Battle Shock
-Score 5 on Primary
Movement-Fulgrim to Charge Mawloc 2
-Noise Marines 2 to shoot onto Objective 3
-Tormentors 2 to Objective 3
-WDP 1 Falls Back towards Mawloc 2
-Lord Exultant + Infractors 3 disembark from Rhino 3 to Charge Von Ryan’s Leapers 2
-Rhino 2 screens EC DZ
-Lord Exultant + Infractors 1 use Desperate Escape to Fall Back
-Noise Marines 1 use Desperate Escape to Fall Back and lose 1 model
-WDP 2 Deep Strikes onto Objective 4
Shooting-Tormentors 1 kill 1 model in Genestealers 1
-Noise Marines 1 kill Genestealers 1 but not Broodlord 1
-Noise Marines 3 do 3 Damage to Neurolictor
-Rhinos 2 and 3 whiff into Von Ryan’s Leapers 2
-Tormentors 2 do 2 Damage into Warriors
-Fulgrim whiffs
Charge-WDP 1 into Mawloc 2 and does 2 Mortal Wounds
-Fulgrim into Mawloc 2
-Lord Exultant + Infractors 3 into Von Ryan’s Leapers 2
-Tormentors 1 and Noise Marines 1 fail 3 inch Charges into Broodlord
Fight-Von Ryan’s Leapers kill 2 models in Infractors 3
-WDP 1 does 9 Damage to Mawloc 2
-Fulgrim kills Mawloc 2
-Lord Exultant + Infractors 3 kill Von Ryan’s Leapers 2
-Mawloc 3 does 1 Damage into Rhino 3
-Rhino 3 whiffs
End of Turn-Score 8 on Secondaries
-Tyranids use Invisible Hunters stratagem to pickup Raveners 1 and Mawloc 1
Score at End28

EC continue to dig slowly out of the hole that the Tyranids have put them in. One minor whine about that turn……boy does failing 2 separate 3 inch charges feel BAD, especially when the Battle Shock impacts from Shadows prevents them from re-rolling. That one is going to hurt next turn when the Broodlord gets another free Charge into something on the EC Home Objective. That aside, the game is going well for both sides. Tyranids obviously don’t have an answer for the EC Daemons (Fulgrim included), but also are making up for it by just burying everything else in the EC army. On the other side, EC Daemons are going ham, but their infantry and Rhinos are stuck in bug jail. It will be interesting to see how long it takes EC to break free and if they can recover on the scoreboard. Board state at the end of Round 2 is below.

Board State: End of Round 2

ROUND 3:

Phase: Go First: Tyranids
Score at Start34
Command-Fulgrim picks -1 to Hit ability
-Draw Secure No Man’s Land and Display of Might for Secondaries
-Score 10 on Primary
Movement-Exocrine to Objective 5
-Deathleaper Advances to Charge Lord Exultant + Infractors 2
-Neurolictor and Winged Prime + Warriors move to Charge into Noise Marines 2 and Tormentors 2
-Broodlord 1 and Von Ryan’s Leapers 1 move to Charge onto Objective 2
-Neurotyrant backs up on Objective 1
-Raveners 1 Advance away from Objective 1
-Gargoyles Deep Strike to Move Block in front of Objective 5
-Mawloc 1 Deep Strikes near Objective 2 and uses Terror From the Deep ability to do 3 Mortal Wounds to Infractors 2 and 3 Mortal Wounds to Noise Marines 1
-Raveners 1 Deep Strike into the Nid DZ
Shooting-Exocrine kills 2 models in Lord Exultant + Infractors 2
Charge-Deathleaper into Lord Exultant + Infractors 2
-Winged Prime + Warriors into Tormentors 2
-Neurolictor into Noise Marines 2
-Broodlord 1 into Tormentors 2 and Noise Marines 1
-Von Ryan’s Leapers 1 into Noise Marines 1
Fight-Warriors pick re-roll 1’s to Hit ability
-Broodlord 1 kills 4 models in Tormentors 1
-Deathleaper uses Precision and a CP re-roll to kill Lord Exultant 2 and 1 Infractor and then gains a CP thanks to Feeder Tendrils ability
-Neurolictor kills 2 models in Noise Marines 2
-Winged Prime + Warriors kill Tormentors 2
-Von Ryan’s Leapers 1 whiffs
-Noise Marines 1 does 1 Damage into Von Ryan’s Leapers 1
-Tormentor 1 does 2 Damage to Broodlord 1
End of Turn-Score 8 on Secondaries
Score at End52

Well that was brutal. The Tyranids parlayed a successful Shadows in the Warp into a push turn where they severely damaged a lot of EC’s scoring units. Shutting down EC’s ability to use Counter Offensive or Heroic Intervention on any unit that would do any real damage was lucky but also super helpful. The Tyranids will definitely get punished next turn as it looks like Fulgrim will take their Home Objective, but they are keeping the pressure on EC. Board state in the middle of Round 3 is below.

Board State: Middle of Round 3

Phase: Go Second: Emperor’s Children
Score at Start28
Command-Draw Cleanse and Overwhelming Force for Secondaries
-Drop Cleanse for Recover Assets
-Pass all Battle Shock tests
-Score 10 on Primary
Movement-Fulgrim uses Sinuous Breach stratagem to setup a Charge into Neurotyrant
-Lord Exultant + Infractors 3 to Objective 3
-WDP 1 to Neurolictor
-Noise Marines 2 move 9.1 inches away, to avoid triggering a Reactive Move, to Shoot Deathleaper
-Tormentor 1 moves onto Objective 2
-Rhino 2 to midfield
-Noise Marines 1 Fall Back
Shooting-Tormentor 1 and Rhino 2 Recover Assets for 3 VP
-Tormentor 1 Grenades Broodlord 1 to death
-Noise Marines 2 into Deathleaper
-Deathleaper uses Unseen Lurkers stratagem for 6 inch Lone Op
-Noise Marines 2 kill Winged Prime + Warriors for 5 VP
-Fulgrim does 2 Damage into Neurotyrant
-WDP 1 whiffs
Charge-WDP 1 into Neurolictor and does 1 Mortal Wound
-WDP 2 into Deathleaper and does 4 Mortal Wounds
-Fulgrim into Neurotyrant
-Lord Exultant + Infractor 3 into Neurolictor
Fight-Neurolictor kills 2 models in Infractors 3
-WDP 2 kills Deathleaper and Consolidates back to Objective 4
-Fulgrim kills Neurotyrant
-Lord Exultant 3 kills Neurolictor
End of Turn-Score 8 on Secondaries
-Tyranids use Invisible Hunters stratagem to pick up Mawlocs 1 and 3 and Death from Below ability to pickup Raveners 1 and 2
Score at End46

Finally EC start pushing out of Bug Jail. They’re also starting to claw back the score and have a path to dominating primary in the final turns. Things are looking up for the EC in this game. Let’s see if it stays that way. Board state at the end of Round 3 is below.

Board State: End of Round 3

ROUND 4:

Phase: Go First: Tyranids
Score at Start52
Command-Fulgrim picks -1 to Hit ability
-Draw Assassination and Defend Stronghold for Secondaries
-Drop Defend Stronghold for Sabotage
-Von Ryan’s Leapers 1 fail Battle Shock
-Score 5 on Primary
Movement-Gargoyles move onto Objective 4 to out OC the WDP 2
-Von Ryan’s Leapers 1 moves to Charge Noise Marines 1
-Raveners 1 Deep Strike into the EC DZ to Sabotage
-Mawloc 3 Deep Strikes near Objective 3 and uses Terror From the Deep ability to do 3 Mortal Wounds to WDP 1 and 3 Mortal Wounds + Battle Shock to Lord Exultant + Infractors 3
-Mawloc 1 Deep Strikes near Objective Objective 2 and uses to Terror From the Deep to kill Tormentor 1 and do 3 Mortal Wounds to Noise Marines 1
Shooting-Exocrine kills Rhino 2
-Gargoyles whiff
-Raveners 1 Sabotage
Charge-Von Ryan’s Leapers 1 into Noise Marines 1
-Mawloc 3 fails into Lord Exultant + Noise Marines 3 and then fails a CP re-roll
Fight-Von Ryan’s Leapers 1 whiff into Noise Marines 1
-Noise Marines 1 whiffs
End of Turn-Score 0 on Secondaries
-Hold Assassination
Score at End57

Hmmmm. That turn didn’t go as well as expected. The Mawlocs continue to do great work coming out of Deep Strike and have effectively neutered most EC infantry units, but the Noise Marines 2 are positioned to potentially deny the Tyranids Sabotage, which could be game changing. Either way, this game is coming down to the wire and a lot of fun to play. Board state in the middle of Round 4 is below.

Board State: Middle of Round 4

Phase: Go Second: Emperor’s Children
Score at Start46
Command-Draw Behind Enemy Lines and Secure No Man’s Land for Secondaries
-Pass all Battle Shocks
-Score 10 on Primary
Movement-Infractors 2 to Objective 2
-Noise Marines 1 Fall Back
-Noise Marines 2 roll a 6 for Advance to get into Line of Sight and inside 12 inches of Raveners 1, who are Sabotaging
-WDP 1 uses Sinuous Breach stratagem and Fly keyword to get onto Objective 4
-Gargoyles use Hypersensory Scillia stratagem to Reactive Move behind terrain
-WDP 2 uses Fly keyword to setup a Charge into Exocrine
-Tyranids Rapid Ingress Raveners 2 near Objective 3
Shooting-WDP 2 kills 1 Gargoyle
-Noise Marines 1 whiff
-Noise Marines 2 use Close-quarters Excruciation stratagem to kill Raveners 1 and block Sabotage
-Infractors 2 supercharge plasma pistol to kill Von Ryan’s Leapers 1
Charge-WDP 2 into Exocrine and does 6 Mortal Wounds
Fight-WDP 2 does 3 Damage into Exocrine
-Exocrine whiffs
End of Turn-Score 8 on Secondaries
-Tyranids use Invisible Hunters stratagem to pickup Mawlocs 1 and 3
Score at End64

The Emperor’s Children have caught the Tyranids and passed them on the score board. They also hold most of the Objectives. It will be close, but I think they may be able to pull this one out. Board state at the end of Round 4 is below.

Board State: End of Round 4

ROUND 5:

Phase: Go First: Tyranids
Score at Start57
Command-Fulgrim picks -1 to Hit ability
-Keep Sabotage and Assassination for Secondaries
-Use Insane Bravery stratagem on Exocrine
-Score 5 for Primary
Movement-Gargoyles to Objective 4 to out OC the WDP 1
-Raveners 2 to Objective 3 to Charge Lord Exultant 3
-Mawloc 1 Deep Strikes near Objective 2 and uses Terror from the Deep ability to kill Noise Marines 1 and Tormentors 1 while also doing 1 Mortal Wound to Noise Marines 2
-Mawloc 3 Deep Strikes near Objective 4 and uses Terror from the Deep ability to kill WDP 1 for 5 VP
Shooting-Mawloc 1 Sabotages
Charge-Raveners 2 into Lord Exultant 3
Fight-Raveners 2 use Surprise Assault stratagem to Battle Shock and then kill Lord Exultant 3
-WDP 2 kills Exocrine
End of Turn-Score 5 on Secondaries
Score at End67

This is going to be close and Tryanids have done everything that they can, but I think EC have it on points. They’ll probably win by around 5 points based on what Secondaries they draw. Board state in the middle of Round 5 is below.

Board State: Middle of Round 5

Phase: Go Second: Emperor’s Children
Score at Start64
Command-Draw A Tempting Target and Marked For Death for Secondaries
-Tyranids mark Raveners 2, Mawloc 3, and Gargoyles (they don’t want to gamble on Sabotage failing)
-EC marks Mawloc 1
-Tyranids choose Objective 3 as Tempting Target
Movement-Noise Marines 2 roll a 5 to Advance towards Objective 3
-Raveners use Hypersensory Scillia stratagem to Reactive Move back 6 inches, but unfortunately not outside of 12 inches
Shooting-Noise Marines 2 use Close-quarters Excruciation stratagem to kill Raveners 2 for 5 VP
Charge-None
Fight-None
End of Turn-Score 5 on Secondaries
-Score 10 on Primary
-Tyranids score 6 on Secondaries
Score at End79

The game ends with a score of 79-73 for the Emperor’s Children. It wasn’t quite as dramatic as my last one, but is still the second straight very close game that I have played. This is starting to look like Steve might be on to something with his advice on how to setup a “good game”. Board state in the end of Round 5 is below.

Board State: End of Round 5

RESULT:

Singles Format: 79 – 73 Emperor’s Children WIN  

WTC Teams Format: 11 – 9 Emperor’s Children WIN

GAME REVIEW:

This was another great game that was super interactive and challenging to play.

From a Tyranids’ perspective, they almost held on despite clearly not having any answers for Fulgrim or the WDP’s. I’m very pleased with how I played them, especially the Mawlocs. I didn’t quite get the Genestealers working the way that I would have preferred and definitely lost them to bad trades, although they did buy me a ton of board control and 3 turns of virtually uncontested primary for parts of the board. Most positively, I think I timed calling the Shadows in the Warp the best that I have in a Tyranids game to date and that timing, plus some luck on the dice, went a long way to making this a closer game than it should have been.

From an Emperor’s Children perspective, I’m still not sure about this detachment. On one hand, there are some amazing stratagems that are worth spamming. Sending Fulgrim and the WDP’s through terrain like the Kool-Aid Man is amazing, as is Close-quarters Excruciation on the Noise Marines. On the other hand, I don’t love that it seems to occupy a gray area on how to play it from a style and pacing perspective. It does’t play a tempo’d trading game as well as Coterie or Carnival but also doesn’t feel as good playing a melee pressure style (although that could have just been this matchup). I’m going to keep working on it because I adore my Emperor’s Children but worry that it occupies the dangerous “good at a lot, but great at none” space when it comes to how it lays.

WHAT I WOULD CHANGE NEXT TIME:

  • Tyranids
    • I still need to refine the timing on pushing with my Genestealers to ensure that they get traded for maximum value (opponent’s unit points, board control, and/or opponent’s CP), but thats not severe. I think the biggest challenge that I have with this detachment, and it didn’t come up this game, is – what if I go second?
  • Emperor’s Children
    • I got stuck in Bug Jail and it was almost bad. Normally EC is very happy if you want to get “up close and personal” but I’ll need to adjust my strategy to account for this not being as happy about that as Coterie is going forward. I also found this detachment more swingy than Coterie, Carnival, or Peerless due to the lack of re-rolls or Sustained and so need to account for that when planning out my turns.

EARNED THEMSELF A NAME:

Mawlocs 1 and 3. This is the best that I have played Mawlocs in this list and they were going yup and down all game and causing havoc for the Emperor’s Children. They almost singlehandedly (single talonedly?) kept the Tyranids in this game between the points they scored and the amount of models that they killed.

MAGNUS OF THE GAME:

This one its tough because there was not a great candidate on either side. I guess I’ll pick the EC Rhinos because they literally got bullied by Von Ryan’s Leapers all game, which is embarrassing, but even that is a bit of a reach.

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