Batrep: Tyranids vs. Hive Fleet Proteus (2000 pts)

With a bit of a derth of 40k games due to the folks showing up for our regular game night, Tim and I managed to schedule a game outside of normal hours.  He’s more into the competitive circuit, and actually frequents local tournaments, so he requested that I play a list in points values (something I haven’t yet mustered in this edition) and also that I bring something a little less casual than my usual lists.  With that in mind, I set out to make as cheesy a list as I could with my bugs…

Tim’s Tyranids

  • HQ:
    • Hive Tyrant w/ Venom Cannon, Laswhip, & Bonesword
    • Old One-Eye
  • Troops:
    • 20x Genestealers (for the Trygon Tunnel)
    • 3x Warriors w/ Boneswords & Deathspitters, including a Barbed Strangler
    • 3x Warriors w/ Scything Talons & Deathspitters, including a Venom Cannon
  • Fast Attack:
    • 3x Raveners w/ Spine Fists & Rending Claws
    • 3x Raveners w/ Spine Fists & Rending Claws
  • Heavy Support:
    • Trygon Prime
    • 3x Carnifex:
      • 2x w/ Scything Talons & Bioplasma
      • 1x w/ Stranglethorn Cannon & Scything Talons
    • Scythed Hierodule


Hive Fleet Proteus

I ran with a Brigade and a Battalion detachment to see how many extra Command Points I could muster.  I know that I haven’t really used them to great effect in previous games, but I was trying to go cheesy…

  • HQ:
    • 1x Malanthrope
    • 1x Malanthrope
    • 1x Broodlord (catalyst)
    • 1x Broodlord (catalyst)
    • 1x Broodlord (catalyst)
  • Elites:
    • 1x Zoanthrope (onslaught)
    • 1x Hive Guard
    • 1x Venomthrope
  • Troops:
    • 10x Hormagaunts
    • 5x Genestealers
    • 5x Genestealers
    • 5x Genestealers
    • 5x Genestealers
    • 5x Genestealers
    • 5x Genestealers
    • 5x Genestealers
    • 5x Genestealers
  • Fast Attack:
    • 1x Spore Mine
    • 1x Spore Mine
    • 1x Spore Mine
  • Heavy Support:
    • 1x Exocrine
    • 1x Exocrine
    • 1x Mawloc
    • 1x Mawloc

The thing is, I don’t know how to cheese anymore.  I don’t know that going for more CP’s is overly cheesy, and I practically should’ve run just a zillion carnifexes in a Spearhead detachment.  In fact, one iteration of this list did include old one-eye and a bunch of carnies, but I went over points too quickly.  Another list included a bunch of biovores, but I opted to scrap them for the Exocrine (not sure that was a good move).  Still, I figured this list does a pretty good job of min/maxing things.

Since it was my first game with points, I also took advantage of the ability to run units at minimum size.  Though, in hind sight, I believe they say those have to fill out “auxillary support detachments,” so I should’ve had three less total CP’s to deal with.  Oh no… I cheated!

Mission & Deployment:

We played “Deadlock” which is a basic mission wherein you start with six objectives and decrease by one per turn.  The extra twist for this edition is that after the 2nd turn, anything that requires CP’s requires double the amount from that point on.

I had to deploy first, and luckily had more than enough units to place in order to react to his deployment.  I put everything basically where I wanted them to be (though I wound up deploying my first Exocrine too close to the line and not allowing him to be protected by some of my little gribblies).

He deployed likewise, with everything up against the line.  I should say that he chose his side, not because it had more objectives nearby, but rather because he was already over on that side of the table.  He didn’t even deploy units on one of his objectives (spoiler alert: neither of us would ever draw that objective throughout the game).  He says that he hasn’t played many maelstrom of war missions though, so that might explain the way that he deployed.

I opted to try to seize the initiative in order to get an extra round of shooting off, but failed.  I even wasted a CP on trying to re-roll it (what the heck, right?  I have 15 to spare and knew that I wanted to blow most of them in the first two turns).  But when that didn’t work, he took the first turn…

Turn 1: Tim’s Tyranids

His shooting was relatively minimal, plastering a couple of shots into my Exocrine to soften him up, but doing no damage–thanks in part to a nearby venomthrope.  A nearby squad of genestealers was not so lucky though, losing 80% of their number to the Trygon’s biostatic charge.

The Trygon burrowed up in front of my lines, clearing a way for a first turn charge of 20 genestealers into my Exocrine.  Immediately, I knew that I had made a grave mistake, and I’d have to pay the price for it; however, when it came down to the actual assault, he only managed 44 attacks due to trying to get them into the limited base to base contact (he did not opt to multi-charge other units, so that drastically decreased his footprint).  With all of those attacks, he managed to score only four wounds, considering he was striking at strength four against toughness eight.  Both of us knew he was a goner, but somehow my Exocrine lived to tell the tale.

I thought I had covered enough of my deployment zone to keep him at bay, but I overestimated the range–thinking he had to be 12″ away, when it was really only 9″.  That mistake allowed him to plop two squads of raveners in my backfield, who managed to plink away a couple of genestealers and destroy my venomthrope, earning him first blood.

His Hierodule opted to hold an objective for one point, rather than to try to score an Onslaught for a first turn charge himself.

Score: Tim: 1 vs. Hive Fleet Proteus: 0+1

Turn 1: Hive Fleet Proteus

I was not optimistic about my chances at this point.  He had a lot of monstrous creatures, and my main method of dealing with them was going to be genestealers–and I’d just seen how poorly they dealt with an Exocrine.  Still, I had to do something, so I focused my attacks.

All of the broodlords poured forward with their genestealers brethren in tow, surrounding the massive ‘stealer unit and their friend, the Trygon.  In shooting, I managed to damage that Trygon a bit with my lone stationary Exocrine (the other opted to run farther to avoid being charged by a carnifex).  The genestealers crumpled from smites from the broodlords and the Zoanthrope, all of whom rolled a full three wounds of damage.  Then, I pushed in charges from as many units as I could into both the ‘stealers and the Trygon.  Alas, I wasn’t able to kill off either.

I popped up both Mawlocs in such a way that they were able to put some wounds on carnifexes, but couldn’t hold an objective for being in my opponent’s deployment zone.  I figured that if I could at least tie up or kill a carnie or two, it was worth it, and then one of the two mawlocs would be able to slink back and claim that point in the following turn.

The ‘stealers would’ve died if I had killed the Trygon, as they would’ve taken too many wounds to pass a morale test that turn; however, synapse was good to him, and my rolls against the Trygon were not enough for me.  Somehow, the Broodlord failed two saves agains the Trygon, who, in turn, failed to roll at least five wounds on 2d6, so that allowed me to stay in the thick of things.

I scored three points for manifesting three psychic powers, two more for holding three objectives, and another for holding objective #6, and started out with a solid first turn.

Score: Tim: 1+1 vs. Hive Fleet Proteus: 6

Turn 2: Tim’s Tyranids

Turn two hit and the rest of his army hit my lines, proving that the assaults just happen faster than in 7th edition.

You know, because the multiple first turn assaults he got off didn’t already do that, right?  But really, everything in his list that wanted to be in assault was there at this point.  This included the Hierodule, who made short work of five genestealers before consolidating into combat with the Malanthrope (which was legal because the Malanthrope was within 12″ of his original position, so he also declared him as a potential charge victim–despite never being able to realistically reach him through the ‘stealers.

Likewise, the surviving Raveners in my backfield slinked forward and wiped out another squad of ‘stealers before consolidating into the Malanthrope–but at least my nearby hormagaunts were safely defending the objective.

The carnifex line smashed into the two Mawlocs and made short work of them.  Well, Old One Eye did that himself, but Tim wanted to ensure that one of them died, so he poured all of the attacks into a single Mawloc, which completely decimated it.  The other Mawloc got to spend some additional points to attack out of order and snuck through a lucky 6 wounds with a bite, taking the dakka-fex down to a mere 1 wound.  Sadly, that didn’t decrease his damage output, but somehow the Mawloc survived with only two wounds remaining.

He managed to charge another carnifex in to help his Trygon, but he failed to do more than a single wound, thereby allowing my “objective secured” genestealer to hold the objective instead of him, and failed to score himself a point.  The Trygon Prime, however, was more successful, pasting my Broodlord after another round of combat (despite me swinging first and him rolling well for his saves).

Score: Tim: 2+1 vs. Hive Fleet Proteus: 6

Turn 2: Hive Fleet Proteus

As predicted a turn earlier, my Mawloc slunk out of combat and managed to score a point for being in the backfield, whiel the rest of my left flank swarmed with genestealers until there were practically no enemies remaining.  In truth, they’d managed to kill off Old One Eye (lots of rends from a Broodlord does that), two more Carnifexes, and the Trygon prime, plus the remaining genestealers.  This left him with only a wounded dakka-fex on that side of the board.

My Exocrines were out of position, but one did manage to peel six wounds off of his flyrant on the other side of the board.  My objectives at this point stalled out, as most of them were tied up in his HQ, but I had very few units in range to do anything about it.  I had to kill a flyer, a psyker, and a warlord, and time was working against me.

At this point though, tabling my opponent was not completely out of the question, but that would mean that I’d have to find a way to deal with the Hierodule.

Score: Tim: 4+1 vs. Hive Fleet Proteus: 8

Turn 3: Tim’s Tyranids

The flyrant and raveners charged in and made short work of my hormagaunts and earned him points for that.  Meanwhile, his Hierodule moved forward flaming out my lone Hive Guard and charging an Exocrine (who miraculously lived through the onslaught).

The remaining dakkafex charged in and killed my Mawloc with his impact hit, but wouldn’t have much longer to live as he had been reduced to a single wound.

One unit of warriors opted to charge bravely into a Broodlord, and despite it costing me a full four CP’s to do so, I injected my attacks in because I just wasn’t overly confident in his ability to tank that many bone sword attacks.  That turned out to be worthwhile, as I killed two warriors before they’d had a chhance to do anything about it.  It was also important because the broodlord in question was my Warlord (they’re so little–it’s hard to keep track of who is who!).

Tim did wind up scoring an objective in my backfield finally when he wiped out the hormagaunt squad who had been staunchly defending it.  I guess 10 hormies can’t stand up to a squad of raveners and a Flyrant…

Score: Tim: 5+1 vs. Hive Fleet Proteus: 8

Turn 3: Hive Fleet Proteus

I misplayed my ‘stealers, choosing to surround the dakkafex before charging.  The thing is, I didn’t plan on him dying (practically automatically) to a smite attack before I’d have a chance to charge–which left them out of position for later in the game.

The good news was that I was clearly dominating this game, reducing my opponent to just a handful of models: Three warriors, Three Raveners, a severely wounded Flyrant, and a Hierodule.  The bad news was twofold:  Firstly, an army that’s reduced to a Hierodule still has a lot of damage potential.  Secondly, all of my objectives really revolved around killing his Flyrant.  I had to slay the warlord and kill a psyker, plus hold an objective on the far end of the table (by his Flyrant, no less).  So, I pushed the bulk of my models that way, while still doing my best to rain fire from the Exocrines–sadly, it was difficult to get shots lined up on his warlord from where I was.

I passed the turn after killing just a single model and putting myself into better position for future turns.

Score: Tim: 5+1 vs. Hive Fleet Proteus: 8

Turn 4: Tim’s Tyranids

Tim’s raveners burst from cover to charge my malanthrope, but they couldn’t must enough damage to kill him.  He, in turn, slinked out of combat so that he could hold a nearby objective for me.

His Hierodule ended my Exocrine (Finally), but the rest of his turn was fairly uneventful–plinking a few pot shots at genestealers from a warrior squad.  He did, however, manage to score another point and brought the score in closer…

Score: Tim: 6+1 vs. Hive Fleet Proteus: 8

Turn 4: Hive Fleet Proteus

I wound up charging a few remnants of units into the Raveners to keep them off the Malanthrope.    This included three units of genestealers, two of which were reduced to a single model.  The “large unit” (of two figures) charged first so as to absorb the pistol shots, but luckily none landed, and that allowed me to shred up the ravs with some better than average rolling.  On the far side of the field, a Broodlord and a squad of genestealers hit the warriors, and made short work of them.

I was able to nab objective #5, but had to defend it at this point.  One would think that would have put me over, but somehow this was turn 5 already.

Huh?  you ask… yeah, me too.

Score: Tim: 6+1 vs. Hive Fleet Proteus: 8

The Aftermath:

I generally do a fairly good job of writing down the major events and score of the game, plus take pictures of how things progressed; however, this game went on for five turns, but the write-up is somehow missing a complete turn.  In the “final” turn (which was largely described above), he wound up earning another point for something, plus both of us earned linebreaker which tied us up at 9 points.  I was on an objective that was going to automatically win me the game for defending it in the next turn, but that turn never came due to a dice roll.  So, despite my wonky battle report, the final result was a tie.

Had the mission gone on for one more turn, I would’ve almost assuredly won, as all of his eggs would’ve been in “slay the warlord” who was nowhere near him, and would’ve required an impressive chain of impressively tough dice rolls to pull off.  That would’ve, in turn, left him exposed to have his flyrant shot (And charged) by me.  Though, the rules of the game dictate that random game length ends when it ends, so instead, this was my first tie of 8th edition…

Final Score: Tim: 7+2 vs. Hive Fleet Proteus: 8+1

What I Learned:

  • Models with less than the minimum size unit take up an Aux. detachment.  That means they can’t count towards compulory choices (not an issue for me), but also that they eat up 1 CP from my list.  And technically I used five detachments when I should’ve only had 3 available to me.  With this in mind, I don’t think it’s likely worth taking many (if any) minimum sized units.
  • Genestealers aren’t as good as I thought.  Yes, I did great with them and they mowed through everything I put them up against; however, their inability to do multiple damage means that they’re less than ideal against huge creatures–especially those with T8 or higher.
  • Exocrines aren’t unstoppable.  I did good with them, mind you, but I wound up dropping biovores from the list for them.  One Exocrine easily puts out more damage than one biovore, but for the same price as a single Exo, I could pick up two full squads of Biovores–which, because of mortal wounds, may prove to be more valuable.
  • Points are different.  I don’t know that they’re better or worse really–just different than power levels.  I actually prefer power levels because you can make a list far easier and quicker; however, some units–like the Malanthrope–are cost prohibitive when you play with power level as compared to points.  Hopefully they fix that in later editions…
  • Malanthropes aren’t bad.  Speaking of malanthropes, I wasn’t impressed with mine.  He provided synapse and cover to many units throughout the game, but I completely ignored the most important rule he has–granting my army the ability to re-roll 1’s–which would’ve happened by the assault phase of my first turn.  ACK!  I must try these guys again…
  • Deep strike range is 9″.  I was spreading out in my backfield to block him from popping up there, but I measured out 12″ instead of 9″ for some reason.  Stupid mistake….

3 comments on “Batrep: Tyranids vs. Hive Fleet Proteus (2000 pts)

  1. Just a quick note, only units under min size fill the auxiliary role, so you’re good. Though I am sure someone else already said this

  2. Oops, just saw your list – it was the zoeys and venoms that were under min, so your initial assessment was correct.

    Also, venomthropes only give -1 to hit for hive fleet Infantry, not for monsters anymore – the malanthrope has no such restriction.

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