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 Blood Angels Liberator Assault Group

This week’s Grown Men Playing With Toys’ Battle Report features the Blood Angels Liberator Assault Group against the Tyranids Ambush Predators and Vanguard Onslaught. As backdrop for the game….

Every Blood Angel carries the Red Thirst and every Blood Angel spends his entire life learning to control it. That’s the whole point of the Chapter’s discipline……the Red Thirst is always there, but a Blood Angel channels it, aims it, and only lets it off the leash when the moment calls for it. The Liberator Assault Group takes that idea and turns it into a gameplan by fine tuning the Red Thirst to its ultimate in risk vs reward on the battle field as Blood Angels units have to navigate tapping into more and more power at the risk of succumbing to the Red Thirst. It is the ultimate test for the disciplined Sons of Sanguinius.

On the other side, the Tyranids don’t believe in leashes. Hunger isn’t something the Hive Mind manages, it’s something the Hive Mind indulges, something that it exists to endlessly feed. There’s no restraint for the Hive Mind, no discipline, and no control. Just an endless hunger and pursuit of more and more and more biomass to feed the never ending need to feast.

So the matchup becomes a question of temperament as much as tactics……one army built entirely around controlling an appetite, against one that has never once considered controlling its own.

They said we’re too old, but we said “hold our dice”…..as we find out whether discipline can hold the line against an enemy that simply doesn’t know how to stop….

JUMP TO:

Matchup

Mission

Lists

Tyranids Specific Strategies

Blood Angels Specific Strategies

Round by Round Recap

Result

Game Review

Post-Game Evaluation

Earned Themself a Name

Magnus of the Game

RULES / POINTS VERSION:

11th Edition, 2026-2027 Chapter Approved

July 2026 Balance and MFM Update

MATCHUP:

Faction:Detachment:Force Disposition:
TyranidsAmbush Predators and Vanguard OnslaughtReconnaissance
VS
Faction:Detachment:Force Disposition:
Blood AngelsLiberator Assault GroupTake and Hold

MISSION:

GW MissionDominatus
Blood Angels PrimaryPurge and Secure
Tyranids PrimaryReconnaissance Sweep
Terrain LayoutLayout B
Deployed FirstTyranids
First TurnTyranids
Blood Angels SecondariesTactical
Tyranids SecondariesTactical

LISTS:

Tyranids:

List

Tyranids

Ambush Predators and Vanguard Onslaught (3 Detachment Points)

Reconnaissance

Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Broodlord (80 Points)

• Attached as: Leader (Character)

• 1x Broodlord claws and talons

Genestealers (140 Points)

• Attached as: Bodyguard

• 10x Genestealer

◦ 10x Genestealers claws and talons

Attached unit 2

Broodlord (80 Points)

• Attached as: Leader (Character)

• 1x Broodlord claws and talons

Genestealers (140 Points)

• Attached as: Bodyguard

• 10x Genestealer

◦ 10x Genestealers claws and talons

Attached unit 3

Tyranid Prime with Lash Whip (75 Points)

• Attached as: Leader (Character)

• 1x Lash whip

• 1x Rending claw

• 1x Scything talons

Hormagaunts (70 Points)

• Attached as: Bodyguard (Battleline)

• 10x Hormagaunt

◦ 10x Hormagaunt talons

Attached unit 4

Tyranid Prime with Lash Whip (75 Points)

• Attached as: Leader (Character)

• 1x Lash whip

• 1x Rending claw

• 1x Scything talons

Hormagaunts (70 Points)

• Attached as: Bodyguard (Battleline)

• 10x Hormagaunt

◦ 10x Hormagaunt talons

CHARACTERS

Deathleaper (80 Points)

• Warlord

• 1x Lictor claws and talons

Hyperadapted Raveners (165 Points)

• 1x Ravener Prime

◦ 1x Prime claws and talons

• 4x Raveners

◦ 4x Ravener heavy claws and talons

◦ 1x Venom bolt

Neurotyrant (160 Points)

• 1x Neurotyrant claws and lashes

• 1x Psychic scream

• Enhancements: Hunting Grounds

The Red Terror (130 Points)

• 1x Gaping maw

• 1x Scything talons

OTHER DATASHEETS

Lictor (80 Points)

• 1x Lictor claws and talons

• Enhancements: Encircling Horrors (Upgrade)

Lictor (80 Points)

• 1x Lictor claws and talons

• Enhancements: Encircling Horrors (Upgrade)

Mawloc (135 Points)

• 1x Distensible jaw

• 1x Mawloc scything talons

Mawloc (135 Points)

• 1x Distensible jaw

• 1x Mawloc scything talons

Neurolictor (80 Points)

• 1x Piercing claws and talons

Neurolictor (100 Points)

• 1x Piercing claws and talons

• Enhancements: Encircling Horrors (Upgrade)

Raveners (125 Points)

• 5x Ravener

◦ 5x Ravener claws and talons

Blood Angels:

List

Blood Angels

Liberator Assault Group (3 Detachment Points)

Take and Hold

Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Captain (115 Points)

• Attached as: Leader (Character)

• Warlord

• 1x Plasma pistol

• 1x Power fist

• Enhancements: Rage-fuelled Warrior

Assault Intercessor Squad (80 Points)

• Attached as: Bodyguard (Battleline)

• 1x Assault Intercessor Sergeant

◦ 1x Plasma pistol

◦ 1x Power fist

• 4x Assault Intercessor

◦ 4x Astartes chainsword

◦ 4x Heavy bolt pistol

Attached unit 2

Captain (80 Points)

• Attached as: Leader (Character)

• 1x Heavy bolt pistol

• 1x Master-crafted power weapon

• 1x Relic Shield

Bladeguard Veteran Squad (170 Points)

• Attached as: Bodyguard

• 1x Bladeguard Veteran Sergeant

◦ 1x Master-crafted power weapon

◦ 1x Neo-volkite pistol

• 5x Bladeguard Veteran

◦ 5x Heavy bolt pistol

◦ 5x Master-crafted power weapon

Attached unit 3

Sanguinary Priest (75 Points)

• Attached as: Support (Character)

• 1x Absolvor bolt pistol

• 1x Astartes chainsword

Bladeguard Veteran Squad (170 Points)

• Attached as: Bodyguard

• 1x Bladeguard Veteran Sergeant

◦ 1x Master-crafted power weapon

◦ 1x Neo-volkite pistol

• 5x Bladeguard Veteran

◦ 5x Heavy bolt pistol

◦ 5x Master-crafted power weapon

Attached unit 4

Captain in Terminator Armour (85 Points)

• Attached as: Leader (Character)

• 1x Combi-weapon

• 1x Relic fist

Terminator Assault Squad (310 Points)

• Attached as: Bodyguard

• 1x Assault Terminator Sergeant

◦ 1x Twin lightning claws

• 9x Assault Terminator

◦ 9x Twin lightning claws

BATTLELINE

Intercessor Squad (80 Points)

• 1x Intercessor Sergeant

◦ 1x Astartes grenade launcher

◦ 1x Bolt pistol

◦ 1x Bolt rifle

◦ 1x Power fist

• 4x Intercessor

◦ 4x Bolt pistol

◦ 4x Bolt rifle

◦ 4x Close combat weapon

OTHER DATASHEETS

Assault Intercessors with Jump Packs (95 Points)

• 1x Assault Intercessor Sergeant with Jump Pack

◦ 1x Plasma pistol

◦ 1x Power fist

• 4x Assault Intercessors with Jump Packs

◦ 4x Astartes chainsword

◦ 3x Heavy bolt pistol

◦ 1x Plasma pistol

Assault Intercessors with Jump Packs (95 Points)

• 1x Assault Intercessor Sergeant with Jump Pack

◦ 1x Plasma pistol

◦ 1x Power fist

• 4x Assault Intercessors with Jump Packs

◦ 4x Astartes chainsword

◦ 3x Heavy bolt pistol

◦ 1x Plasma pistol

Land Raider Crusader (220 Points)

• 1x Armoured tracks

• 1x Hunter-killer missile

• 2x Hurricane bolter

• 1x Multi-melta

• 1x Storm bolter

• 1x Twin assault cannon

Land Raider Redeemer (250 Points)

• 1x Armoured tracks

• 2x Flamestorm cannon

• 1x Hunter-killer missile

• 1x Multi-melta

• 1x Storm bolter

• 1x Twin assault cannon

Scout Squad (65 Points)

• 1x Scout Sergeant

◦ 1x Astartes chainsword

◦ 1x Bolt pistol

◦ 1x Close combat weapon

• 4x Scout

◦ 4x Bolt pistol

◦ 4x Boltgun

◦ 4x Close combat weapon

ALLIED UNITS

Callidus Assassin (100 Points)

• 1x Neural shredder

• 1x Phase sword and poison blades

FACTION SPECIFIC STRATEGIES:

Tyranids:

This is an update to what was my favorite way to play Tyranids in 10th edition. My youngest son and I have been hobbying up a bunch of the Tyranids’ new releases and they are finally close enough to done that I am ready to put it on the board.

From a macro strategy perspective, this list’s entire identity is to always be scoring. It’s designed to turn the game into a race to 100 VP by being hyper mobile, hyper flexible, and able to get anywhere on the board at any time. Its also designed to be hyper aggressive against the right opponent, which give the list the ability to simply run the right opponent over by being super aggressive with its damage dealers. Lastly, it has access to one of the potentially most devastating Shadows in the Warp with the ability to stack several Leadership debuffs. The goal is for the list to try to “boat race” the enemy unit off the board and then to create opportunities for big differential scores if Shadows goes off or if the opponent isn’t prepared for a Genestealer or Lash Prime rush.

From a micro-strategy perspective, the list features units that fall into the following roles in support of that macro-strategy:

• Objective Holders/Scoring: Lictors, Deathleaper, or Neurolictors (basically anything with Lone Op)

• Damage Dealers: Broodlord + Genestealers x2, Tyranid Prime + Hormagaunts x2, Mawlocs, Hyperadapted Raveners,

• Scoring Pieces: Lictor x2, Neurolictor x2, Raveners, Hyperadapted Raveners

• Buff Pieces: Neurotyrant, Deathleaper, Neurolictor

The idea for playing the list changes depending on the opponent. Against enemies with low Toughness and high Mobility that want to play a tricksy game, the list will try to run the opponent over by leading with the Genestealers and Hormagants before Deep Striking in with the Mawlocs to do Mortal Wound damage. Against tougher opponents, the list is designed to be more tricksy by leaning in on the “uppy downy” and Rapid Ingress, Lone Op, and Reactive Move abilities to score at will.

It is a list that can play multiple games and matching the strategy to the opponent is the trick, which aligns well with the flexible nature of the Reconnaissance Force Disposition.

Win Condition: Generically, the win condition is really dependent on the opponent. As detailed above, it can either be to play hyper aggressive and win by jailing/tabling the opponent or to play hyper tricksy and to win by out actioning/scoring them.

Specific to this matchup, this game looks to fall into the latter category. The Blood Angels’ list is pretty beefy and super lethal in melee combat. The Tyranids REALLY don’t want to try just rushing the Land Raiders or Terminators as it could result in some devastating crack backs. Instead, the Tyranids win by turning this game into a war of attrition where they out trade the Blood Angels while maximizing action based scoring. They have more units and more flexibility and want to be using it every turn.

What I Want to Work On This Game: I want to work on using the damage dealing units surgically rather than greedily by picking high value targets to commit to instead of just rushing the nearest big thing, only to get counter charged in the next turn. The goal should be to bait out the Bladeguard Veterans and then to smash them with the Genestealers or Lash Prime instead of walking into the Bladeguard charging those high point total units.

CategoryDescription
Leader / Bodyguard Combos:Broodlord with Genestealers 1
Broodlord with Genestealers 2
Tyranid Prime with Lash Whip with Hormagaunts 1
Tyranid Prime with Lash Whip with Hormagaunts 2
Strategic Reserves:Hyperadapted Raveners
Lictor 1
Lictor 2
Mawloc 1
Mawloc 2
Key Stratagems:Invisible Hunter [1CP] Fight – WHEN: End of your opponent’s Fight phase.
TARGET: Up to two VANGUARD INVADER units from your army, or one TYRANIDS INFANTRY unit from your army.
EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.
Unseen Lurkers [1CP] Shooting – WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One VANGUARD INVADER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18″ or, if your unit has the Lone Operative ability, if the attacking model is within 6″. Your opponent can select new targets for the attacking unit’s attacks.
Hypersensory Scillia [2CP] Movement – WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGET: Up to two VANGUARD INVADER units from your army that are within 8″ of that enemy unit, or one other TYRANIDS INFANTRY unit from your army that is within 8″ of that enemy unit.
EFFECT: Those selected units can each make a Normal move of up to 6″.
Seeded Broods [1CP] Movement – WHEN: Your Movement phase.
TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two VANGUARD INVADER units from your army that are in Reserves.
EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
Scanner Gheist [1CP] Fight – WHEN: End of your opponent’s Fight phase.
TARGET: One friendly unengaged DEATHLEAPER/LICTOR/NEUROLICTOR unit.
EFFECT: Place your unit in strategic reserves.
Key Combos:Mawloc + Terror From The Deep ability + Invisible Hunter stratagem

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.
Broodlord + Genestealers 1 + Questing Tendrils detachment rule + Vicious Insight ability + Vanguard Predator ability + Hypnotic Gaze (Psychic) ability

This is the other combo that the list is built around, for specific matchups, 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.
Tyranid Prime with Lash Whip + Hormagaunts 1 + Bounding Leap ability + Alpha Warrior ability + Aggressive Leader-beast ability

This is a new combo to this list. It gives the Nids yet another Advance & Charge threat and this one is the Nids’ equivalent of the Smash Captain that I love so much when playing Space Marines or CSM. It gets the Lash Whip Prime into melee in a hurry with Sustained Hits on an already lethal melee profile. Its not as scary as it can be in Invasion Fleet, but still pretty awesome.
Lictor + Hyperadapted Raveners + Raveners + The Red Terror + Pheromone Trail army rule + Mindhunger detachment rule + Death From Below ability + Hypersensory Array ability + Subterranean Hunter ability + Rapid Ingress stratagem + Scanner Gheist stratagem + Seeded Broods stratagem + Invisible Hunter stratagem

This is the set of combos that this list is built around. Whether its the Hyperadapted Raveners and Lictors using Rapid Ingress for 0 CP OR the Raveners and The Red Terror using their abilities to “uppy downy” every turn, the sheer amount of movement at this lists disposal are borderline Grey Knight level of deployment per turn. Even better, the have the ability to do this on Round 1 thanks to a strategy and have much smaller units, which makes the combos that much more impactful in a set of missions that REALLY want to constantly be in motion.

Blood Angels:

After playing a Disruption game with Stormlance Blood Angels, I’m excited to go back to my roots with Liberator Assault Group. I will admit that it took me a while to warm up to this detachment in 11th because I’ve had to fundamentally rethink the way the detachment plays thanks to it getting Take and Hold as a Force Disposition. In 10th, I played “Oops all Jump packs” and basically played it as an all in melee pressure army, which produced some great results. For 11th, I’ve had to rethink that to play something that also has more defense and staying power when sitting on Objectives. The result is a list that I’m excited to try because its got a good mix of some of my old favorites, the JPI’s and Rage Fueled Captain, with some new tricks and a whole lot of beef.

From a macro strategy perspective, this list is built around playing a patient game that has the ability to lash out violently and punish opponents that get too close to it. It’s designed to put tank units on Objectives and dare the opponent to come within Charge range to get them off. Its then got a few really lethal units to hammer the opponent in the midfield while also having 2-3 units that are highly mobile and focused on doing actions. Its a very different strategy and take on LAG for me and I’m excited to see how it plays.

From a micro-strategy perspective, the list features units that fall into the following roles in support of that macro-strategy:

• Objective Holders/Scoring: Intercessor Squad, Bladeguard Veterans, Land Raider Crusader/Redeemer

• Damage Dealers: Captain + Assault Intercessor Squad, Captain + Bladeguard Veteran Squad, Sanguinary Priest + Bladeguard Veteran Squad, Captain in Terminator Armour + Terminator Assault Squad

• Buff Pieces: Sanguinary Priest (Feel No Pain), Detachment rules for Charging units • Mobile/Transport: Land Raider Crusader, Land Raider Redeemer

• Scoring Pieces: Scout Squad, Intercessor Squad, Callidus Assassin

The idea for playing the list is to use the Scout Squad, Callidus Assassin, and the Jump Pack Assault Intercessors to bounce around the board doing actions while the Land Raiders sit on Objectives and keep the melee combos safe behind armor. Once the enemy comes out to deal with the Land Raiders and the list is then equally capable of either launching a single “go turn” or Charging in waves due to LAG’s buff’s enabling Charging units to punch way above their weight class. Lastly, the Assault Terminators are a flexible Hammer unit that can start in Strategic Reserves as a Rapid Ingress threat or start ion the board as yet another midfield bully piece.

This list isn’t as fast or elegant as I usually prefer to play Blood Angels, but the “bully ball” approach to controlling the midfield should play well with a Take and Hold Force Disposition.

Win Condition: Generically, the win condition for this list is to control the midfield. It wants to sit on Objectives and dare you to do something about it. Then, once you commit to coming out to deal with the Objective holders, it wants to punish you with its Charging Bladeguard, Rage Fueled Captain, and Assault Terminators. It wins by bullying the opponent out of the midfield and is designed to potentially score big against the right opponents.


Specific to this matchup, the concern is twofold. First, the Tyranids have a lot of Precision threats at their disposal. The Blood Angels’ list is very Character heavy and some of the units depend heavily on the buffs from their characters, looks at the Sanguinary Priest and Rage Fueled Captain. Blood Angles will need to be very patient and strategic about when to get out of their Land Raiders in order to ensure that they aren’t exposing their Charcaters too early.

Second, the Tyranid list is a scoring machine. With several small model count units that are capable of “uppy downy”, Lone Op, and Reactive Moves, their list is built to get wherever they need to be on the board whenever they need to get there. To counter this, the Blood Angels will need to either play a board control game that forces the Tyranids to stay in front of them or will need to accept that this game is a race to 100 VP and focus on scoring themselves. I’m going to start with trying the board control approach but may switch into the race to 100 VP if needed.

What I Want to Work On This Game: I want to work on how I use the Blood Angels ability to control the midfield to try to control the tempo of the game. The Blood Angels want to be the bully in this game and I want to ensure that I am always aware of that with how I approach the Blood Angels’ turns.

CategoryDescription
Leader / Bodyguard Combos:Captain with Assault Intercessor Squad
Captain with Bladeguard Veteran Squad
Sanguinary Priest with Bladeguard Veteran Squad
Captain in Terminator Armour with Terminator Assault Squad
Transport / Infantry Combos:Captain + Assault Intercessor Squad + Sanguinary Priest + Bladeguard Veteran Squad in Land Raider Crusader
Captain + Bladeguard Veteran Squad in Land Raider Redeemer
Key Stratagems:Aggressive Onslaught [1CP] Movement phase – WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army has Advanced.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Advanced.
Red Rampage [1CP] Fight phase – WHEN: Fight phase.
TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.
EFFECT: Select either the [LANCE] or [LETHAL HITS] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] and [LETHAL HITS] abilities.
Armour of Contempt [1CP] Opponent’s Shooting or Fight phase – WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Relentless Assault [1CP] Movement phase – WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Fell Back. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes Battle-shocked (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Fell Back.
Key Combos:Sanguinary Priest + Bladeguard Veteran Squad + Sanguinary Priest ability + Bladeguard ability

This is used to create one of the backbone units of the list. It’s 6 Bladeguard Veterans, which are one of my favorite units, with a 4+ Invulnerable Save, a 5+ Feel No Pain, and access to -1 to Hit for the Opponent in melee. Its a good Anvil to help anchor this list, especially coming out of a Land Raider.
Captain in Terminator Armour + Terminator Assault Squad + Unstoppable Valour army rule + Red Thirst detachment rule + Shock Assault ability + Rites of Battle ability + Terminatus Assault ability + Red Rampage stratagem + Aggressive Onslaught stratagem

This is the main Hammer unit of the list. It gives you 10 Terminators that get 7 attacks each at Strength 7 with access to Twin Linked for Wound re-rolls and +1 to Wound via Lance or Advance & Charge (or both) On Demand via stratagems. Thats an absolute ton of damage from a unit that is very durable and that has a huge foot print.
Captain + Assault Intercessor Squad + Oath of Moment army rule + Targeted Intercession army rule + Red Thirst detachment rule + Rage-fuelled Warrior enhancement + Rites of Battle ability + Assault Ramp ability + Finest Hour ability + Red Rampage stratagem

This is an adjustment to what has been my absolute favorite Blood Angels’ combo since their 10th Edition Codex came out. It takes the Captain to insane levels of Damage as he gets a once per game Sustained Hits 3 to go with 9 attacks that get to re-roll Hits and Wounds, if the target is on an Objective, with Devastating Wounds.

ROUND-BY-ROUND RECAP:

Tyranids win the roll off an elect to deploy first so they can place their Infiltrator units. They deploy pretty conservatively, for the Vanguard Assault detachment, with only 1 unit in the midfield and most of the other units evenly spread out and hiding behind terrain. The focus is to protect the units that they want to “uppy downy” with while also lining up the Genestealers and Hormagants to attack Objectives when the Blood Angels move onto them.

The Blood Angels, on the other hand, deploy pretty much “on the line” with the Land Raiders positioned to push up and dominate the areas between midfield Objectives while the smaller units are positioned around the Home and Expansion Objectives.

Board state after Deployment is shown below.

Post Deployment

Tyranids win the roll off and will go first. Counter to their original strategy, they then immediately Scout Move both Genestealer units towards the Blood Angels. It looks like they may see something in the deployment that has them rethinking their Win Condition.

Board state at the start of the battle is shown below.

Start of the Battle

ROUND 1:

Phase:Go First: Tyranids
Score at Start10
CP at Start0
Command[Tyranids] Gains 1 Core CP
[Blood Angels] Gains 1 Core CP
[Tyranids] Draws Assassination and Secure No Man’s Land as Secondary Objectives
Movement[Tyranids] Broodlord + Genestealers 1 Advances onto Objective 5 to Charge
[Tyranids] Broodlord + Genestealers 2 Advances towards Objective 2 to Charge
[Blood Angels] Land Raider Redeemer uses Fire Overwatch for 1 CP
[Blood Angels] Land Raider Redeemer shoots Broodlord + Genestealers 1 and kills 4 Models
Shooting[Tyranids] None
Charge[Tyranids] Broodlord + Genestealers 1 Declares a Charge – Charge Succeeded
[Tyranids] Broodlord + Genestealers 1 Charges into Intercessor Squad
[Tyranids] Broodlord + Genestealers 2 Declares a Charge – Charge Succeeded
[Tyranids] Broodlord + Genestealers 2 Charges into Assault Intercessors with Jump Packs 1 and Scout Squad
Fight[Tyranids] Broodlord + Genestealers 1 uses Hypnotic Gaze on Intercessor Squad
[Tyranids] Broodlord + Genestealers 2 uses Hypnotic Gaze on Scout Squad
[Tyranids] Broodlord + Genestealers 1 Fights Intercessor Squad and Destroys the Unit
[Tyranids] Broodlord + Genestealers 2 Split Fires to Fight Assault Intercessors with Jump Packs 1 to Destroy the Unit and Fights Scout Squad to Kill 3 Models
[Blood Angels] Scout Squad fights Broodlord + Genestealers 2 and deals 0 Damage
[Tyranids] Broodlord + Genestealers 2 Consolidates into Scout Squad
End of Turn[Tyranids] Scores Secondary: Secure No Man’s Land — 5 VP
[Tyranids] Scores Primary — 8 VP
Score at End23
CP at End2

And there is the deviation to the Win Condition that the Tyranids saw post deployment. Coming into the start of the game, they noticed that the Blood Angels had not properly accounted for how small the midfield was when deploying. Dawn of War is the closest that both armies get during deployment and the Tyranids did some quick measuring to determine that they could Scout Move, Advance, and then Charge their Genestealers across the midfield to alpha strike the Blood Angels. Even better, they noticed that the units that the Blood Angels had deployed too aggressively were their scoring units, which made for easy targets for the Genestealers.

Based on all of that, the plan for the turn was to rush the exposed scoring units and to kill as many of them as possible. Ideally, the goal was to pick off the Intercessors, JPI 1, and Scouts, but getting 2 out of 3 wasn’t bad at all. Even better, they put up a big score via Secondaries and Primary and only exposed those two units. The Genestealers probably will die next turn and it wasn’t a favorable trade it terms of army list points, but the Tyranids deemed it worthwhile in terms of the board position that it buys them and the impact to the Blood Angels ability to score Secondaries.

The thought is that since Blood Angels have last turn that it takes away one of the Tyranids biggest advantages…..the ability to use all of their uppy downy to score huge in the bottom of Round 5. They therefore needed to adopt an opposite strategy and come out swinging to hopefully bottle up the Blood Angels for a Round or 2 and to set them back on points in what the Tyranids want to become a race to 100 VP of a game.

Let’s see if the change in Win Condition works for them. Board state in the middle of Round 1 is shown below.

Middle of Round 1

Phase:Go Second: Blood Angels
Score at Start10
CP at Start0
Command[Blood Angels] Gains 1 Core CP
[Tyranids] Gains 1 Core CP
[Blood Angels] Draws A Tempting Target and Outflank as Secondary Objectives
[Tyranids] Nominates Objective 3 for A Tempting Target
[Blood Angels] Scout Squad passes Battle-shock
[Blood Angels] Uses Oath of Moment on Broodlord + Genestealers 2
Movement[Blood Angels] Captain + Assault Intercessor Squad Disembarks and Makes a Normal Move towards Broodlord + Genestealers 2 to Charge
[Blood Angels] Land Raider Crusader Makes a Normal Move towards Objective 3 to Shoot
[Blood Angels] Captain + Bladeguard Veteran Squad Disembarks and Makes a Normal Move towards Objective 5 to Charge
[Blood Angels] Captain in Terminator Armour + Terminator Assault Squad Advances onto Objective 4
Shooting[Blood Angels] Land Raider Redeemer Shoots Broodlord + Genestealers 1 and Kills 6 Models
[Blood Angels] Land Raider Crusader Shoots Broodlord + Genestealers 2 and Kills 2 Models
[Blood Angels] Captain + Assault Intercessor Squad Shoots Broodlord + Genestealers 2 and Deals 0 Damage
Charge[Blood Angels] Captain + Bladeguard Veteran Squad Declares a Charge – Charge Succeeded
[Blood Angels] Captain + Bladeguard Veteran Squad Charges into Broodlord + Genestealers 1
[Blood Angels] Captain + Assault Intercessor Squad Declares a Charge – Charge Succeeded
[Blood Angels] Captain + Assault Intercessor Squad Charges into Broodlord + Genestealers 2
Fight[Tyranids] Broodlord + Genestealers 1 uses Hypnotic Gaze on Captain + Bladeguard Veteran Squad
[Tyranids] Broodlord + Genestealers 2 uses Hypnotic Gaze on Captain + Assault Intercessor Squad
[Blood Angels] Captain + Bladeguard Veteran Squad uses Bladeguard for +1 to Hit
[Blood Angels] Captain + Assault Intercessor Squad uses Rage-fuelled Warrior
[Blood Angels] Captain + Assault Intercessor Squad uses Finest Hour
[Blood Angels] Captain + Assault Intercessor Squad Fights Broodlord + Genestealers 2 and Destroys the Unit
[Blood Angels] Captain + Bladeguard Veteran Squad Fights Broodlord + Genestealers 1 and Destroys the Unit
End of Turn[Blood Angels] Scores Primary — 3 VP
[Tyranids] The Red Terror uses Subterranean Hunter to go into Strategic Reserves
[Tyranids] Raveners use Death From Below to go into Strategic Reserves
Score at End13
CP at End1

Blood Angels’ first turn completes and goes about as well as can be expected. The Tyranids came out aggressive and put them in jail briefly, so the plan for the turn was to dig out of it by killing the Genestealer units while also starting to position for a midfield push in Round 2. The Blood Angels accomplished both successfully and now sit on 2 midfield Objectives while also having cleared out their Deployment Zone. They are behind on VP and CP, but otherwise are feeling OK.

Board state at the end of Round 1 is shown below.

End of Round 1

ROUND 2:

Phase:Go First: Tyranids
Score at Start23
CP at Start2
Command[Tyranids] Gains 1 Core CP
[Blood Angels] Gains 1 Core CP
[Tyranids] Draw Secondaries: Display of Might & Bring It Down
[Tyranids] Scores Primary: Reconnaissance Sweep — 3 VP
Movement[Tyranids] Lictor 1 Deep Strikes near Objective 5 to Score
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 Advances onto Objective 4 to Charge
[Tyranids] Mawloc 1 Deep Strikes near Objective 2 to Score
[Tyranids] Mawloc 1 uses Terror From The Deep on Scout Squad and Deals 3 Mortal Wounds and on Captain + Assault Intercessor Squad and Deals 3 Mortal Wounds
[Blood Angels] Scout Squad Fails Battle-shock
[Blood Angels] Captain + Assault Intercessor Squad passes Battle-shock
[Tyranids] Mawloc 2 Deep Strikes near Objective 2 to Score
[Tyranids] Mawloc 2 uses Terror From The Deep on Captain + Assault Intercessor Squad and Deals 1 Mortal Wound
[Blood Angels] Captain + Assault Intercessor Squad Fails Battle-shock
[Tyranids] Deathleaper Makes a Normal Move towards Objective 1 to Stage
[Tyranids] Raveners Deep Strikes near Objective 3 to Stage
Shooting[Tyranids] None
Charge[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 Declares a Charge – Charge Succeeded
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 Charges into Captain in Terminator Armour + Terminator Assault Squad
[Tyranids] Mawloc 1 Declares a Charge – Charge Succeeded
[Tyranids] Mawloc 1 Charges into Scout Squad and Captain + Assault Intercessor Squad
[Tyranids] Mawloc 2 Declares a Charge – Charge Succeeded
[Tyranids] Mawloc 2 Charges into Captain + Assault Intercessor Squad
Fight[Blood Angels] Captain in Terminator Armour + Terminator Assault Squad uses Terminatus Assault
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 passes Battle-shock
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 uses Epic Challenge for 1 CP
[Blood Angels] Captain in Terminator Armour uses Rites of Battle on Armour of Contempt
[Blood Angels] Captain in Terminator Armour + Terminator Assault Squad uses Armour of Contempt for 0 CP
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 Fights Captain in Terminator Armour + Terminator Assault Squad and Kills Captain in Terminator Armour
[Tyranids] Mawloc 1 Split Fires to Fight Scout Squad to Destroy the Unit and Fights Captain + Assault Intercessor Squad to Kill 3 Models
[Tyranids] Mawloc 2 Fights Captain + Assault Intercessor Squad and Destroys the Unit
[Blood Angels] Terminator Assault Squad Fights Tyranid Prime with Lash Whip + Hormagaunts 2 and Destroys the Unit
End of Turn[Tyranids] Scores Secondary: Assassination — 5 VP
[Tyranids] Scores Primary: Reconnaissance Sweep — 8 VP
[Tyranids] Drops Secondary: Bring It Down for 1 CP
Score at End39
CP at End2

Better lucky than good for the Tyranids this turn. Coming into the turn, the plan was to focus on scoring by getting units into all four corners of the board and then to keep scoring Secondaries by sacrificing 1 CP and a Lash Prime unit to score Assassination. Ideally, the Mawlocs do some damage coming in from Reserves and then serve as a distraction to keep the Captain and Assault Intercessors in that corner of the board.

Instead, the Mawlocs popped off on Mortal Wounds and then banged home a 12 followed by a 10 on their Charge rolls. This got both of them into combat and resulted in them clearing that corner of the board completely. That is a major blow to the Blood Angels and they are now completely on the back foot despite the Tyranids continuing to trade damage dealing units for points and board space.

Tyranids are up big on the scoreboard now. Let’s see if they can keep the lead.

Board state in the middle of Round 2 is shown below.

Middle of Round 2

Phase:Go Second: Blood Angels
Score at Start13
CP at Start2
Command[Blood Angels] Gains 1 Core CP
[Tyranids] Gains 1 Core CP
[Blood Angels] Draw Secondaries: Beacon & Assassination
[Blood Angels] Nominates Terminator Assault Squad for Beacon
[Blood Angels] Uses Oath of Moment on Lictor 1
[Blood Angels] Scores Primary: Purge and Secure — 8 VP
Movement[Blood Angels] Land Raider Crusader Makes a Normal Move onto Objective 3 to Shoot
[Blood Angels] Sanguinary Priest + Bladeguard Veteran Squad Disembarks to Charge
[Blood Angels] Captain + Bladeguard Veteran Squad Makes a Normal Move off of Objective 5 to Charge
[Tyranids] Lictor 1 uses Encircling Horrors to make a Reactive Move towards Objective 1
[Blood Angels] Terminator Assault Squad Advances towards the Tyranids’ Deployment Zone
[Blood Angels] Assault Intercessors with Jump Packs 2 Deep Strikes near Objective 5 to Stage
[Tyranids] Hyperadapted Raveners uses Hypersensory Array on Rapid Ingress
[Tyranids] Hyperadapted Raveners uses Rapid Ingress for 0 CP
[Tyranids] Hyperadapted Raveners Deep Strikes near Objective 1 to Stage
[Tyranids] Lictor 2 uses Pheromone Trail on Rapid Ingress
[Tyranids] Lictor 2 uses Rapid Ingress for 0 CP
[Tyranids] Lictor 2 Deep Strikes onto Objective 2
Shooting[Blood Angels] Captain + Bladeguard Veteran Squad Shoots Lictor 1 and Deals 0 Damage
[Blood Angels] Land Raider Crusader Shoots Neurolictor 2 and Destroys the Unit
Charge[Blood Angels] Captain + Bladeguard Veteran Squad Declares a Charge – Charge Failed
[Blood Angels] Captain + Bladeguard Veteran Squad uses CP Reroll for 1 CP
[Blood Angels] Captain + Bladeguard Veteran Squad Declares a Charge – Charge Succeeded
[Blood Angels] Captain + Bladeguard Veteran Squad Charges into Lictor 1
Fight[Blood Angels] Captain + Bladeguard Veteran Squad uses Bladeguard for +1 to Hit
[Blood Angels] Captain + Bladeguard Veteran Squad Fights Lictor 1 and Destroys the Unit
End of Turn[Blood Angels] Scores Primary — 6 VP
[Blood Angels] Scores Secondary: A Tempting Target — 5 VP
[Tyranids] Mawloc 1 and 2 use Invisible Hunter for 1 CP
[Tyranids] Deathleaper uses Scanner Gheist for 1 CP
Score at End32
CP at End2

The Blood Angels crack back with a great scoring turn as they get a whopping 14 on Primary to dramatically narrow the scoreboard gap.

Coming into the turn, the Blood Angels knew that they needed to start scoring and to figure out how to slow down the Tyranids’ scoring machine. The plan was therefore to put units on all 3 midfield Objectives while also picking 1 quarter of the board, the one near Objective 5, to zone the Tyranids out of. It would sacrifice killing the enemy for scoring points and establishing board position, which the Blood Angels don’t love.

The plan was executed pretty well. The Land Raider Crusader killing the Neurolictor was a nice bonus, but now means that the Sanguinary Priest and Bladeguard Veterans did not need to get out of their transport. There is also the risk that the Tyranids look to have used their access to multiple Rapid Ingress uses to stage up for a mini “push turn” next turn. Here’s hoping the Blood Angels can weather it and then start dominating the midfield and Tyranids Deployment Zone next Round.

Board state at the end of Round 2 is shown below.

End of Round 2

ROUND 3:

Phase:Go First: Tyranids
Score at Start39
CP at Start2
Command[Tyranids] Gains 1 Core CP
[Blood Angels] Gains 1 Core CP
[Tyranids] Draw Secondaries: Centre Ground & Engage on All Fronts
[Tyranids] uses New Orders for 1 CP
[Tyranids] Drops Secondary: Centre Ground
[Tyranids] Draw Secondaries: No Prisoners
[Tyranids] Scores Primary: Reconnaissance Sweep — 3 VP
Movement[Tyranids] Hyperadapted Raveners Advances towards Objective 5 to Charge
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 Advances onto Objective 3 to Charge
[Tyranids] Raveners Advances onto Objective 3 to Charge
[Tyranids] Mawloc 1 Deep Strikes near Objective 1 to Charge
[Tyranids] Mawloc 1 uses Terror From The Deep on Captain + Bladeguard Veteran Squad and Deals 3 Mortal Wounds
[Blood Angels] Captain + Bladeguard Veteran Squad Fails Battle-shock
[Tyranids] Mawloc 2 Deep Strikes near Objective 1 to Charge
[Tyranids] Mawloc 2 uses Terror From The Deep on Captain + Bladeguard Veteran Squad and Deals 2 Mortal Wounds and on Assault Intercessors with Jump Packs 2 and Deals 3 Mortal Wounds
[Blood Angels] Assault Intercessors with Jump Packs 2 Fails Battle-shock
[Tyranids] Neurolictor 1 Makes a Normal Move towards Captain + Bladeguard Veteran Squad to use Psychological Saboteur
[Tyranids] The Red Terror Deep Strikes near Objective 2 to Charge
Shooting[Tyranids] Hyperadapted Raveners Shoots Captain + Bladeguard Veteran Squad and Kills 2 Models
Charge[Tyranids] Hyperadapted Raveners Declares a Charge – Charge Succeeded
[Tyranids] Hyperadapted Raveners Charges into Assault Intercessors with Jump Packs 2 and Captain + Bladeguard Veteran Squad
[Tyranids] Raveners Declares a Charge – Charge Succeeded
[Tyranids] Raveners Charges into Sanguinary Priest + Bladeguard Veteran Squad
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 Declares a Charge – Charge Succeeded
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 Charges into Sanguinary Priest + Bladeguard Veteran Squad
[Tyranids] The Red Terror Declares a Charge – Charge Succeeded
[Tyranids] The Red Terror Charges into Sanguinary Priest + Bladeguard Veteran Squad
[Tyranids] Mawloc 2 Declares a Charge – Charge Failed
[Tyranids] Mawloc 1 Declares a Charge – Charge Succeeded
[Tyranids] Mawloc 1 Charges into Captain + Bladeguard Veteran Squad
[Tyranids] Neurolictor 1 Declares a Charge – Charge Failed
Fight[Blood Angels] Captain + Bladeguard Veteran Squad uses Finest Hour
[Blood Angels] Captain + Bladeguard Veteran Squad uses Bladeguard for -1 to Hit
[Blood Angels] Sanguinary Priest + Bladeguard Veteran Squad uses Bladeguard for -1 to Hit
[Tyranids] Raveners uses Assassin Beasts for 1 CP
[Tyranids] Raveners Fights Sanguinary Priest + Bladeguard Veteran Squad and Kills Sanguinary Priest
[Blood Angels] Sanguinary Priest + Bladeguard Veteran Squad uses Counteroffensive for 2 CP
[Blood Angels] Sanguinary Priest + Bladeguard Veteran Squad Fights Tyranid Prime with Lash Whip + Hormagaunts 2 and Kills 10 Models
[Tyranids] The Red Terror Fights Sanguinary Priest + Bladeguard Veteran Squad and Kills 3 Models
[Tyranids] Tyranid Prime with Lash Whip + Hormagaunts 2 Fights Sanguinary Priest + Bladeguard Veteran Squad and Destroys the Unit
[Tyranids] Mawloc 1 Fights Captain + Bladeguard Veteran Squad and Kills 2 Models
[Tyranids] Hyperadapted Raveners Split Fires to Fight Captain + Bladeguard Veteran Squad to Kill 2 Models and Fights Assault Intercessors with Jump Packs 2 to Destroy the Unit
[Blood Angels] Captain + Bladeguard Veteran Squad Fights Hyperadapted Raveners and Kills 1 Model
End of Turn[Tyranids] Scores Secondary: No Prisoners — 4 VP
[Tyranids] Scores Primary: Reconnaissance Sweep — 5 VP
[Tyranids] The Red Terror uses Subterranean Hunter to go into Strategic Reserves
[Blood Angels] Callidus Assassin uses Acrobatic Escape to go into Strategic Reserves
Score at End56
CP at End0

The Tyranids execute their “push turn” and it’s a good one. Coming into the turn, the plan was to try to eliminate as much of the Blood Angels non-Terminator Infantry as possible. The goal is to try to end the game with the Blood Angels only having the Land Raiders and the Assault Terminators. The Tyranids could then kite these units and beat them on points by playing the mission better. This turn needed to be the crucial step towards completing this plan as the last of the JPI’s and the Bladeguard needed to die.

From an execution perspective, the Tyranids mostly accomplished this. They continued their hot streak on Charge rolls by making 2 more 9 inch Charges from Deep Strike and then killed everything they needed to except the Captain, who will probably die next turn. Tyranids look really well positioned for the rest of the game based on this turn.

Board state in the middle of Round 3 is shown below.

Middle of Round 3

Phase:Go Second: Blood Angels
Score at Start32
CP at Start1
Command[Blood Angels] Gains 1 Core CP
[Tyranids] Gains 1 Core CP
[Blood Angels] Draw Secondaries: Secure No Man’s Land & No Prisoners
[Blood Angels] Captain + Bladeguard Veteran Squad passes Battle-shock
[Tyranids] calls Shadows in the Warp
[Blood Angels] Land Raider Redeemer Fails Battle-shock
[Blood Angels] Land Raider Crusader Fails Battle-shock
[Blood Angels] Terminator Assault Squad passes Battle-shock
[Blood Angels] Captain + Bladeguard Veteran Squad passes Battle-shock
[Blood Angels] Uses Oath of Moment on Tyranid Prime with Lash Whip + Hormagaunts 2
[Blood Angels] Scores Primary: Purge and Secure — 8 VP
Movement[Blood Angels] Terminator Assault Squad Advances towards Objective 5 to Charge
[Blood Angels] Terminator Assault Squad uses Aggressive Onslaught for 1 CP
[Blood Angels] Land Raider Redeemer Advances onto Objective 4
[Blood Angels] Callidus Assassin Deep Strikes onto Objective 4
[Tyranids] uses Hunting Grounds on Callidus Assassin to force Battle Shock test
[Blood Angels] Callidus Assassin passes Battle-shock
[Tyranids] Deathleaper uses Rapid Ingress for 1 CP
[Tyranids] Deathleaper Deep Strikes near Objective 3 to Score
Shooting[Blood Angels] Land Raider Crusader Split Fires to Shoot Tyranid Prime with Lash Whip + Hormagaunts 2 to Destroy the Unit and Shoots Raveners to Kill 1 Model
[Blood Angels] Captain + Bladeguard Veteran Squad Shoots Hyperadapted Raveners and Deals 0 Damage
Charge[Blood Angels] Terminator Assault Squad Declares a Charge – Charge Succeeded
[Blood Angels] Terminator Assault Squad Charges into Hyperadapted Raveners
Fight[Blood Angels] Terminator Assault Squad Fights Hyperadapted Raveners and Destroys the Unit
[Blood Angels] Captain + Bladeguard Veteran Squad Fights Mawloc 1 and does 4 Damage
[Tyranids] Mawloc 1 Fights Captain + Bladeguard Veteran Squad and Destroys the Unit
[Blood Angels] Terminator Assault Squad Consolidates onto Objective 5
End of Turn[Blood Angels] Scores Secondary: No Prisoners — 4 VP
[Blood Angels] Scores Secondary: Assassination — 5 VP
[Blood Angels] Scores Secondary: Secure No Man’s Land — 5 VP
[Tyranids] Scores Secondary: Display of Might — 5 VP
[Blood Angels] Scores Primary: Purge and Secure — 3 VP
[Tyranids] uses Invisible Hunter on Mawloc 2 and Neurolictor 1 for 1 CP
Score at End57
CP at End1

Looks like the Tyranids started counting their….eggs? biomass? hatching pods?…..before they hatched as the Blood Angels come back with a huge turn to basically tie the game up. The Blood Angels needed a bit of luck and got it by drawing perfect Secondaries for what they needed to do this turn. The plan then became to use the Assault Terminators to clear off Objective 5, to kill the Tyranid Prime with Oath of Moment, and to put both Land Raiders on Objectives as a way to secure Primary scoring for the rest of the game.

The Blood Angels got a bit unlucky with Shadows in the Warp battle shocking both Land Raiders but then maximized what luck they did have by using the Assault Terminators to smash the Hyper Adapted Raveners. The result was a huge scoring turn that also puts the Blood Angels squarely controlling all 3 midfield Objectives going into the home stretch,

This is looking like it will be a tight game after all. Board state at the end of Round 3 is shown below.

End of Round 3

ROUND 4:

Phase:Go First: Tyranids
Score at Start56
CP at Start0
Command[Tyranids] Gains 1 Core CP
[Blood Angels] Gains 1 Core CP
[Tyranids] Draw Secondaries: Defend Stronghold & Cleanse
[Tyranids] uses New Orders for 1 CP
[Tyranids] Drops Secondary: Defend Stronghold
[Tyranids] Draw Secondaries: Forward Position
[Tyranids] Scores Primary: Reconnaissance Sweep — 3 VP
Movement[Tyranids] Neurolictor 1 Deep Strikes near Objective 5 to Score
[Tyranids] The Red Terror Deep Strikes near Objective 3 to Score
[Tyranids] Deathleaper Makes a Normal Move towards Objective 2 to Hide
[Tyranids] Mawloc 2 Deep Strikes onto Objective 5
[Tyranids] Mawloc 2 uses Terror From The Deep on Terminator Assault Squad and Deals 1 Mortal Wound
[Blood Angels] Terminator Assault Squad passes Battle-shock
Shooting[Tyranids] Lictor 2 Performs Cleanse on Objective 2
[Tyranids] Raveners Perform Cleanse on Objective 3
Charge[Tyranids] None
Fight[Tyranids] None
End of Turn[Tyranids] Scores Secondary: Cleanse — 5 VP
[Tyranids] Scores Secondary: Engage On All Fronts — 5 VP
[Tyranids] Scores Secondary: Forward Position — 5 VP
[Tyranids] Scores Primary: Reconnaissance Sweep — 6 VP
Score at End80
CP at End0

And there’s the Tyranid scoring machine that this list was built to be. Even though last turn hurt, the Tyranids use their hyper mobility to maximize Secondaries and to continue to run up a big Primary score. At this point in the game, it’s less about the Blood Angels beating the Tyranids and more about them keeping up with the Tyranids, who look to be on route to a high 90’s VP score.

Board state in the middle of Round 4 is shown below.

Middle of Round 4

Phase:Go Second: Blood Angels
Score at Start57
CP at Start2
Command[Blood Angels] Gains 1 Core CP
[Tyranids] Gains 1 Core CP
[Blood Angels] Draw Secondaries: Burden of Trust & Plunder
[Blood Angels] Nominates Land Raider Crusader to Guard Objective 3
[Blood Angels] Nominates Land Raider Redeemer to Guard Objective 4
[Blood Angels] Nominates Terminator Assault Squad to Guard Objective 1
[Blood Angels] Land Raider Redeemer passes Battle-shock
[Blood Angels] Land Raider Crusader Fails Battle-shock
[Blood Angels] Uses Oath of Moment on Raveners
[Blood Angels] Scores Primary: Purge and Secure — 8 VP
Movement[Blood Angels] Terminator Assault Squad Advances towards Objective 1
[Blood Angels] Terminator Assault Squad uses Aggressive Onslaught for 1 CP
[Blood Angels] Callidus Assassin Makes a Normal Move towards the Tyranids’ Deployment Zone to perform an Action
Shooting[Blood Angels] Callidus Assassin Performs Plunder
[Blood Angels] Land Raider Crusader Shoots Raveners and Destroys the Unit
Charge[Blood Angels] Terminator Assault Squad Declares a Charge – Charge Succeeded
[Blood Angels] Terminator Assault Squad Charges into Neurotyrant
Fight[Blood Angels] Terminator Assault Squad Fights Neurotyrant and Destroys the Unit
End of Turn[Blood Angels] Scores Secondary: Plunder — 5 VP
[Tyranids] uses Invisible Hunter on Deathleaper and Mawloc 1 for 1 CP
[Tyranids] The Red Terror uses Subterranean Hunter to go into Strategic Reserves
Score at End70
CP at End2

Blood Angels keep grinding and are doing their best to keep the game close. They now have complete control of the midfield and the Tyranids Home Objective. It’s just a matter of if they can pass enough Battle Shock tests and score enough Secondaries to play the Tyranids to a draw.

Board state at the end of Round 4 is shown below.

End of Round 4

ROUND 5:

Phase:Go First: Tyranids
Score at Start80
CP at Start0
Command[Tyranids] Gains 1 Core CP
[Blood Angels] Gains 1 Core CP
[Tyranids] Draw Secondaries: Outflank & Beacon
[Tyranids] Nominates Lictor 2 as Beacon
[Tyranids] Scores Primary: Reconnaissance Sweep — 3 VP
Movement[Tyranids] Lictor 2 Deep Strikes near Objective 1 to Score
[Tyranids] The Red Terror Deep Strikes near Objective 3 to Score
[Tyranids] Mawloc 1 Deep Strikes near Objective 4
[Tyranids] Mawloc 1 uses Terror From The Deep on Callidus Assassin and Deals 2 Mortal Wounds
[Blood Angels] Callidus Assassin passes Battle-shock
Shooting[Tyranids] None
Charge[Tyranids] None
Fight[Tyranids] None
End of Turn[Tyranids] Scores Secondary: Outflank — 5 VP
[Tyranids] Scores Primary: Reconnaissance Sweep — 6 VP
[Blood Angels] Scores Secondary: Beacon — 5 VP
[Blood Angels] Callidus Assassin uses Acrobatic Escape
Score at End94
CP at End2

The Tyranids keep right on scoring and are now positioned to post a close to perfect 99 VP at the end of the game. The Blood Angels can’t do a ton about it and need to focus on scoring themselves in order to keep the game close.

Board state in the middle of Round 5 is shown below.

Middle of Round 5

Phase:Go Second: Blood Angels
Score at Start75
CP at Start3
Command[Blood Angels] Gains 1 Core CP
[Tyranids] Gains 1 Core CP
[Blood Angels] Draw Secondaries: Bring It Down & Cleanse
[Blood Angels] uses New Orders for 1 CP
[Blood Angels] Drops Secondary: Bring It Down
[Blood Angels] Draw Secondaries: Display of Might
[Blood Angels] Uses Oath of Moment on Deathleaper
Movement[Blood Angels] Callidus Assassin Deep Strikes into the Blood Angels’ Deployment Zone to Score
[Blood Angels] Callidus Assassin Passes Battle Shock
[Blood Angels] Terminator Assault Squad Makes a Normal Move into the Tyranids’ Deployment Zone to Score
Shooting[Blood Angels] Land Raider Redeemer Performs Cleanse on Objective 4
[Blood Angels] Terminator Assault Squad Performs Cleanse on Objective 1
Charge[Blood Angels] None
Fight[Blood Angels] None
End of Turn[Blood Angels] Scores Secondary: Outflank — 5 VP
[Blood Angels] Scores Secondary: Cleanse — 5 VP
[Blood Angels] Scores Secondary: Display of Might — 5 VP
[Tyranids] Scores Secondary: Beacon — 5 VP
[Blood Angels] Scores Primary: Purge and Secure — 8 VP
Score at End94
CP at End3

And that is the game as Blood Angels come up just short. The VP discrepancy for anyone trying to do the math above is caused by them maxing out Secondaries for Round 5 as the scoring rules dictate a maximum of 15 VP per Round and not per Turn and Beacon scoring in the Tyranids’ turn of Round 5. They also max out their Primary at 45 VP.

Board state at the end of Round 5 is shown below.

End of Round 5

RESULT:

Singles Format: 99 – 94 Tyranids WIN

WTC Teams Format: 10-10 DRAW

GAME REVIEW:

This game was a blast to play. Both sides had their moments and it ended up being one of the closest and highest scoring games that I have played in a while.

From a Tyranids’ perspective, the list operated exactly as I had hoped and the game played out really well. The Tyranids focused on sniping out the Blood Angels smaller units and characters before settling in to using its mobility to become a late game scoring machine. It very nearly played a perfect game and was a blast to play throughout. The only “watch item” is that the Tyranids made several 9 inch Charges in the early game, which is bound to normalize over multiple games. They’ll need to make sure that they don’t fall into the habit of banking on those Charges connecting in order to succeed.

From a Blood Angels’ perspective, the game was mostly hit with a bit of miss. The list was great and I actually think it is stronger than the Tyranids’ one. The units operated exactly as I had hoped and the Blood Angels put up a big score as well. The only issue was deployment. The Blood Angels hung several smaller units out to dry early and then had to spend the rest of the game digging out of that hole. They did it, but it set them back by about a half of a turn on points, which needed up being the difference in the game.

Either way, I’m definitely adding both of these lists to my rotation as they were a blast to play and felt really powerful.

POST-GAME EVALUATION:

Tyranids

CategoryRatingNotes
Strategic – List Development5 — Worked GreatList did exactly what I wanted it to do.
Strategic – Force Disposition / Detachment5 — Worked GreatRecon was the perfect disposition for the list and all of the detachment movement tricks and flexibility paired perfectly with it.
Strategic – Win Condition5 — Worked GreatPivoted after getting first turn and seeing the Blood Angels deployment error in a way that really put them in control of the game.
Strategic – Game Focus Area4 — Mostly WorkedExecuted well and I avoided the normal trap of getting too greedy with my “hammer units”, although this almost happened with Tyranid Prime with Lash Whip 1 in the early game.
Strategic – Deployment5 — Worked GreatDeployed in a way that protected their scoring units while giving them flexibility to go aggressive once the BA made a mistake.
Tactical – Movement / Positioning5 — Worked GreatThis list movement is what turned the Tyranids into a “scoring machine” late game.
Tactical – Target Priority / Sequencing4 — Mostly WorkedIt worked in this game, but they got lucky with some long bomb Charges. That won’t fly in every game.
Tactical – CP Usage4 — Mostly WorkedMostly good but they were “riding the lightning” all game long. They were a Callidus Vect aura away from having this part of the plan become a lot more difficult..
Tactical – Primary Scoring5 — Worked GreatMax’d out Primary.
Tactical – Secondary Scoring5 — Worked GreatCame within 1 point of max’ing out Secondaries.

Blood Angels

CategoryRatingNotes
Strategic – List Development5 — Worked GreatList did exactly what I wanted and felt really powerful.
Strategic – Force Disposition / Detachment5 — Worked GreatTake and Hold was a great Force Disposition for a list built to dominate the midfield. The LAG buffs really helped for counter charging enemies that challenged the midfield.
Strategic – Win Condition5 — Worked GreatWin Condition was accurate and following it is what kept BA in the game.
Strategic – Game Focus Area4 — Mostly WorkedThis was mostly followed despite some early game hiccups (see below).
Strategic – Deployment1 — Didn’t WorkThis was the Blood Angels’ fatal flaw. They should have started the Assault Terminators near Objective 5 instead of 4 and the Land Raider Redeemer near Objective 4. They also should have loaded both Captain units (Bladguard and Assault Intercessors) into the Crusader. This would have allowed them to control the midfield flanks and to force the Nids into the middle, where they REALLY didn’t want to be.
Tactical – Movement / Positioning4 — Mostly WorkedThe Blood Angels got there eventually and used movement to recover from a bad deployment. The only hiccup was the Sanguinary Priest + Baldeguard Veterans deploying out of the Land Raider Crusader one turn too early and then getting caught out the next turn (although they couldn’t of known that the Neurolictor would die in Shooting).
Tactical – Target Priority / Sequencing5 — Worked GreatThis was great as they didn’t go chasing the distraction units that they weren’t going to catch.
Tactical – CP Usage5 — Worked GreatAlso great and disciplined, which helped keep them in the game.
Tactical – Primary Scoring5 — Worked GreatMaximized primary.
Tactical – Secondary Scoring4 — Mostly WorkedMostly good, but were just 1 turn behind on this, which is what cost them the game.

EARNED THEMSELF A NAME:

Mawloc 1. While the Raveners had the key kill, on the Sanguinary Priest, Mawloc 1 was the most consistent threat for the Tyranids all game long. It used Invisible Hunters to do Mortal Wounds and to cause Battle Shocks in 3 of the Rounds and connected on 2 major Charges that really impacted the game early for the Tyranids. Thats definitely worth a name for the coolest part of the list.

MAGNUS OF THE GAME:

The Blood Angels’ secondary scoring units. Pick any of the following: Intercessor Squad, Scout Squad, JPI1, JPI 2. All of them died before meaningfully impacting the game. Only the Callidus Assassin was able to add value as a scoring unit.

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