Tuesday 15 September 2020

The Spore Flank Redemption: Mantis Warriors vs Tyranids


During Captain Nampo's disastrous attempt to protect the generator complex from the Tyranids, a portion of his Mantis Warrior force became separated from the rest and missed their extraction. 

Primaris Librarian Nagai Ryozo, who had been wounded during the fight, found himself in command of a small group of marines and veterans, trapped inside the generator tunnels. Unable to contact their cruiser either via comms (they were underground) or psychically (the Hive Mind drowned out his attempts to broadcast), Ryozo decided on a simple course of action. 

If they could cleanse and retake the generators, repairing even one would be certain to attract attention from the planet's defenders. There was the added bonus that they would also be helping the defence effort at the same time. 

They were, however, deep inside territory that Hive Fleet Afanc had already infested. At least they weren't near a swarm front, but if they didn't move fast and hard, even the relatively small numbers of tyrannoforming organisms nearby would be certain to overwhelm them. 

Welcome back to the Drawbridge Campaign! This second instalment sees the Mantis Warriors under the command of General Rapid, who is writing in italic below, whilst I'm taking over Hive Fleet Afanc. It's a short sharp 500-point Combat Patrol tonight, and we've chosen the Outriders mission to roughly reflect the campaign situation you've just read. 


Sporetuitous Circumstances

There's some more reinforcements just leaving the painting tray, so I'm basing my combat group on them. A new Sporocyst is my big money unit - at this level of game, it's a nasty speed bump to run into. Using it to guard one of the middle objectives leaves the Marines a nasty choice. Take the objective to be exposed to its firepower, or rush it and leave themselves perhaps over-extended?

Backing it up is a cheap group of Tyrannic grunts. A small unit of Warriors and their Prime, a Neurothrope to lead, then two small troops units (the new Hormagaunts and some Rippers) to hold objectives or screen bosses. Not much, but there's plenty there for the Mantis Warriors to chew on!

Afanc is mimicking Kronos today, mostly to give the Sporocyst rerolls of one to hit. Damn thing can't hit a barn door otherwise...


Hive Fleet Afanc Patrol Detachment plus Fortification Network Detachment, 500 points

  • HQ - Neurothrope, Warlord with the Resonance Barb relic, Smite and Psychic Scream 
  • HQ - Tyranid Prime with Adrenal Glands, Deathspitter, Bone Sword and Lash Whip
  • Troops - 3 x Tyranid Warriors with Boneswords and Deathspitters, one Venom Cannon, Enhanced Resistance adaptation
  • Troops - 10 x Hormagaunts
  • Troops - 4 x Ripper Swarms
  • Fortification - Sporocyst with Spore Mine Launcher and 5 x Deathspitters


No Mantis Left Behind

The Marines have a small and elite group. After I mentioned that the new Bladeguard Veterans haven't seen action, Rapid took the hint and built a combat group around them. 

The Primaris Librarian is leading a pair of small Tactical squads, then the Bladeguards and a pack of close-combat Veterans. These guys can also operate as bodyguards for the Librarian, so there's plenty of potential for a very hard-hitting melee rush here! 

If I can't focus my fire or mortal wound output, this lot will go straight through my troops and barely notice. And if there's nothing particularly well-suited to killing the Sporocyst, there's nothing to stop them pounding it to mince given a turn or two of combat. Especially if we hit the Assault Doctrine...


Mantis Warriors Patrol Detachment, 500 points

  • HQ - Primaris Librarian with bolt pistol and force sword, Null Zone and Psychic Fortress powers, Warlord with Sword of the Imperium trait and The Honour Vehement relic
  • Troops - 5 x Tactical Marines, Sarge has a chainsword and bolt pistol, the specialist has a flamer
  • Troops - 5 x Tactical Marines, all with bolters and bolt pistols
  • Elites - 3 x Bladeguard Veterans, master-crafted power swords, heavy bolt pistols and storm shields
  • Elites - 5 x Company Veterans with one lightning claws, one twin chainswords, one power axe and bolt pistol, one power sword and storm shield, one chainsword and bolt pistol

Mission and Terrain

Outriders is the name of the game tonight, a Combat Patrol. Corner deployment with a no-go circle in the middle, then an objective in the middle of each board quarter. 

My Secondaries are:
  • Survey, the mission specific one. If I hold both the objectives in no man's land at the start of a command phase, I get 5 points
  • While We Stand We Fight, 5 points for the two HQs and the Sporocyst if they survive the game
  • Slay the Warlord, because that Librarian is being too loud and needs shushing

Rapid takes:
  • Engage on All Fronts, have units in three or more board quarters, usually a solid pick but perhaps trickier in a small game like this
  • Attrition, kill more units than the enemy in a round, often pretty easy against 'Nid swarms
  • Slay the Warlord, because Librarians should do all the shushing


It's a small board, 3'x4', for a small game, and we're playing inside the darkened industrial corridors of the space port generatorium. Tall columns are Obscuring, barricades and similar give Light Cover and the black squares are Unstable (representing holes in the floor) so you can move over them unimpeded but not end a move on them. 

To War!

 

Deployment

Rapid chooses to defend, and takes the top right corner. Here, he sets up in a solid pack, favouring his lower edge, with Tac Marines keeping watch inside a small command centre and the combat veterans ready to rock forward. 


My Rippers are in deep strike, ready to grab or hold any stray objectives, while the Neurothrope takes the forward edge, screened by Hormagaunts. On the backfield base are the Warriors and their Prime, a second wave, hoping to weaken the Marines with firepower before rushing in. 



And the Sporocyst? Well, it's a gamble for the first turn, but it's out on the far flank, watching over the objective there. If I go first, I can slap spore mines on it whilst shooting. If I don't, there's a pretty strong chance I'll get charged and battered to death by power-armoured veterans in short order. But I didn't come up with the terrible pun for this report for nothing, so I'll take that chance!


Obviously, I go second. 


Mantis Warriors Turn 1


Rapid wastes no time in pouring forwards in a tide of green armour. The Tactical Squads hang back, providing bolter fire and objective securing, as the Librarian and his Company Veteran bodyguards sprint straight at the Sporocyst. The Bladeguards bridge the gap, a strong reserve wave to counter my Warriors. 


The Psychic phase doesn't go too well, however. Although Library Boy can smite a pair of wounds off the Sporocyst, he can't get Psychic Fortress off on the Company Vets. Because I'm a stinker and play Deepest Shadow, the Kronos special strat, on him! 

By way of revenge, the bolters do pretty well against the 'Cyst, stripping a good three wounds off, then the Librarian pistol whips another one away. And then the Veterans charge in, laughing off the Overwatch entirely despite several hits.

Tooled for an assortment of bear types as they are, the bulky spore chute is a tough nut for them to crack. Even after the Librarian throws his weight in, it's still got three wounds left, so it's time for them to Honour the Chapter!


Three chainswords, twin lightning claws, a power axe and the sarge's power sword, all with an extra attack from that Vehement Librarian's aura, and it's not to be. Somehow, the big lug scrapes through with a single wound, and the Marines are left pinned against it as it caresses them with soft tendrils. 

Objectives Scored: nil

Rapid says: The second round of combat was very disappointing, I feel an abrupt reduction in momentum on that one. This round of shooting is going to be telling on the company veterans.

Tyranids Turn 1


Looks like no spores for me, the 'cyst can't fire them off in combat. But it can still shoot...

First, though, I need to capture the board. The Neurothrope moves forward so it can see the Veterans and the Warriors move up to screen it, with the Prime keeping his tail on the rear objective but still casting his aura forward to them. 



The Hormagaunts leg it, advancing towards the top board twice in a row using Metabolic Overdrive. Which bites them in the arse rather, three of them burst. This later means they fail their Morale check, and being out of Synapse sees one of my trademark Lucky Rolls, and another four just keep running and never come back. 70% casualties, and I did it all myself. Great!

In the face of true psychic might, the Librarian is left powerless. The Neurothrope fries all five Company Vets with Smite and Psychic Scream, then the Sporocyst tears a pair of wounds from the Mantis Commander with its Deathspitters. And finally, a Bladeguard Veteran falls prey to Venom Cannon and Deathspitter fire from the Warriors - it's been a painful turn for Rapid, made worse when the Librarian still can't swipe that last wound from the Sporocyst!

Objectives Scored: nil

Mantis Warriors Turn 2


First points of the game come with primary objectives. The Tac Marines squint down their barrels at the Warriors, the Bladeguard move to hold the southern objective and relieve the Librarian. Who takes the change of shift gladly, and goes to change his armour behind a nearby shed. 
 
I rather imagined he went around the corner and bent over, with a bit of sobbing during the heavy breathing. "Pull yourself together man!"

Not before he smites the Sporocyst into soup, mind you! But it's a quiet turn otherwise. Tactical doctrine usually helps bolters, but not against my enhanced armour, and not a one actually dies. 
 
The deepstrike has me worried on the next turn, a swift drop behind could pull me off the points.

Objectives Scored: 10 on Primaries


Tyranids Turn 2


Likewise, it's a quiet turn from me. The Warrior clutch heads towards the Bladeguard, along with the Neurothrope, and the Rippers pop up in the back field. The Hormagaunts have learned to operate mining gear, and use the rarely-remembered rule that lets them move the drill. So that they can cower behind it pathetically, of course. 


The Neurothrope can't get a smite past the Librarian's Psychic Hood, but plinks off a lone wound from the Bladeguards with his Scream instead. Then the Prime manages a similar plink from his Deathspitter, and the Warriors follow with a completely ineffective splattering of goo. Six hits! And a lot of ones. 

I could charge in, but those Bladeguard are pretty likely to shrug off the damage. Those troops are all I have to vie for objectives against all those Tac Marines, and I'd rather make them come to me. I'd better hope they last long enough, though, the Mantis are pulling away on points...

Objectives Scored: 10 on primaries, 4 for the Mantis Warriors on Attrition


Mantis Warriors Turn 3


There are some obvious moves here, and Rapid is all over them! The Librarian tags back in on the Objective, the Tac Marines shuffle about to maximise firepower on the Warriors, and the Bladeguard stride slowly forward, limbering up as they prepare for a fight. 


Once again, the Librarian gets shut down hard in the Psychic Phase, and the bolters make no headway against the Warriors armour, especially now they're in cover. So it's down to the Bladeguard, and they do not disappoint!

Three dead Warriors later, the Bladeguard consolidate on to the Neurothrope, who gives them a nervous grin and an air kiss by way of greeting. 
 
Smoochie smoochie, my what a big brain you have. Would you mind if I cut it in two? For learning purposes of course. I lied! For the emperor!

Objectives Scored: 10 on Primaries

Tyranids Turn 3


Well, the fat is in the fire now! If I pull back, the Neurothrope won't be smiting, so he stays in place. The Prime comes to bail his floaty ass out, at least. 

One Bladeguard falls to a smite, but the Librarian fends off the Scream. Which means big things are expected from the Prime, and he certainly delivers! Four hits, four wounds... but with a re-roll, the Bladeguard sarge bounces them all on his shield, and lunges straight for the Tyranid Warlord. 


Who also knows a thing or two about shields, luckily - just as the Bladeguard managed, I deflect the lot on my warp bubble. 

This is getting a bit tense. I'm behind on points and running out of time...

Objectives Scored: 10 on Primaries, 4 to the Mantis Warriors on Attrition


Mantis Warriors Turn 4


This is going to be a swing turn, although I can't work out which way it's going to go! The lone Bladeguard pulls out, ready to charge in again after his backup do some shooting. And the Librarian stands a little off and provides psychic support. 

Or tries to - the Neurothrope gets a pair of good deny results, plus another Deepest Shadow on the Null Zone the Librarian is brewing. So there's no fireworks there, and the rain of bolter shells all patter off the Neurothrope's shields. 

So the lone Bladeguard, sporting his assault doctrine bonuses, gets ready for some action and charges the pair of Tyranid characters. 


It's good rolling! But here's the weird thing - it's good rolling from both of us... The Bladeguard hits and wounds, but only a single strike makes it past the shimmering defences of the brain bug. The Prime isn't quite as forgiving this time, and the already wounded Bladeguard is cut down as he tries to wrestle his way past the Neurothrope's protection. The Mantis advance stalls for a moment, and I have a chance to strike back!

Well. Err.. um. Doh!

Objectives Scored: 10 on primaries


Tyranids Turn 4


My troops are all busy, so I'd better hope a pair of characters can deal with all these remaining marines. In we go...

The Librarian protects himself as best he can, stopping one psychic blast and gritting his teeth through the other. He even manages to duck and dive through the Deathspitter shots the Prime can shower him with. But the Prime is just too much on the charge, and the Librarian runs out of wounds half-way through the combat. 



I'd be celebrating! But this does leave two valuable characters standing right in front of a lot of angry Tactical Marines, so it's not all good news. Not in such a close game - losing the points for keeping those guys alive could easily lose me the game!

Objectives Scored: 10 on Primaries, 6 on Slay the Warlord


Mantis Warriors Turn 5


All the Tac Marines cock their bolters, then hose the Prime down. But the big brute isn't having any of it. Hardly any, anyway, a lone wound falls. 


Combat, I am not looking forward to. The weight of attacks, plus the extra damage from assault doctrine - I could easily vanish here! In the event though, Rapid gets a bit below average and then my armour manages to hold off the rest. Desperate to show that I too can whiff like a champ, the Prime does nothing except stand there and roar primally. 

Yes, it's another one-off!

This was a tough pill to swallow. Thought that many bolters would sort the prime out. That's one tough dude!

Objectives Scored: 5 on primaries


Tyranids Turn 5


The last turn falls pretty much as you'd expect. Unfettered by the Librarian, the Neurothope blasts most of the nearby Tac Marines away and the Prime slices the rest apart. With those two characters left alive, and the majority of the board under Tyranid domination, it's time to count up the scores...


Objectives Scored: 10 on Primaries, 10 on While We Stand We Fight

Results: Tyranid Victory, 56 vs 43!


Digestion Pool


So close! But the Mantis Warriors just couldn't quite punch out the Tyranid characters. If that first charge had just taken out the Sporocyst, it would have been very different! 

Rapid also reckoned afterwards that he should have focussed the Bladeguard on taking out the Prime. Its armour would have been a cinch to slice through for their swords, and it wouldn't have been rampaging around afterwards either. 

Massive Kudos to Rapid, though, for taking a very fluffy list for the Campaign lore! Even one or two shootier options would have really helped out, but it was very closely fought all the same. Great fun!

This was a great game. Not focusing on the prime was definitely a missed opportunity but I was focused on killing the warlord! He took a lot of punishment, the 3++ was fantastic. After this game I'm leaning very much towards a White Scars army. The fall back and charge is brilliant. So much fun to be had with that! 

Another game with these boys in green is definitely in my future!

Campaign Update

It wasn't until long after the Drawbridge campaign had fought to a close that the records of Librarian Ryozo's final stand were recovered from the generator tunnels. 

Surrounded on all sides, he'd cut his way almost to the heart of the Tyranid infestation. There, he'd finally fallen, locked in combat with the leader beasts of the swarm. Almost all of the marines accompanying him had likewise perished, fighting desperately to reclaim the generators from an endless stream of lesser bugs. 

Almost all, but not all. 


Although assumed lost, and not reunited with their chapter until much later, they survived deep within the enemy's ranks. Afanc's reactions to this tiny thorn in its side might have been slight, but they still made a difference. The expected surge that would have finally overthrown the spaceport took longer to arrive. 

There was still a tiny window of opportunity for the Scions to land. 

7 comments:

  1. A good effort for the Mantis Warriors there - I've fallen into the Neurothrope tar pit myself. For a floating blancmange, they're surprisingly tough!

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    1. Wonder if their warp field will go the way of the Storm Shield come the next codex?

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  2. Great report mate! Looked like a fun game. I'll keep my eyes peeled for more of this campaign.

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    1. Thanks, glad you liked it! More to come in due course...

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  3. Really enjoyed this game. Great fun!

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  4. Great read! Well played Kraken & Rapid.

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