Game 1 vs. Tyranids
|Took me a turn to realize that a combat army orientated for Melee won't last long vs. an army whose key stuff is all swooping. Havoc Launchers were proving effective though...|
|One of the 4 Hive Tyrants in my opponents list - most unpleasant particularly as two of them had 16 S6 shots each at AP2|
|Flesh Hounds did their scout thing but didn't last that long - they can't really get in the way of things that can fly over them though.|
|Woohoo I might get into combat... nope shooting and a nasty Psychic phase wipe out the Hounds|
|Basically I got all of my infantry to shoot at one Tyrant trying to ground it - Melta's proved their worth but I kept rolling one's to wound. Bikes and Hounds went after the Tyranid foot sloggers.|
|Oh look another large beastie...|
Game 2 vs. Iron Hands
|More terrain and an infantry based army albeit one with lots of drop pods containing Dreadnoughts|
|First Dreadnought comes down and its bye bye Cultists but at least its Tithe points|
|One Rhino down but the CSM get a charge in blowing up another Iron Hands Rhino and then getting into combat with the Squad inside.|
In the first game the Hive Tyrants were the major problem here it was the group of Iron Hands bikes with a 2+ FNP making them pretty much impossible to kill. Dreadnought firepower had taken out all of my Cultists and one CSM squad was done but most of the Host was still alive.
|Last throw of the dice|
Finally... I started assembling this guy this afternoon...