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Epic Apocalypse – Tyranids vs Dark Angles

Posted on April 2, 2021

Enough time has passed, so a couple of friends and I decided to get together for another game of Epic scaled GW Apocalypse. We organized forces for 400 points, which is a small game, but just right for what we like. With both armies organized, we were ready to go.

I set up the terrain using a Cigar Box Battles Jungle Matt (it was on my table already), I though out a few hills and alien forests and put out some buildings (I really need to repaint those roofs…) to reflect a built up area and some outlying structures. I then added some rocks and craters to give more cover.

We rolled the scenario and ended up with corner set ups and four objectives. The side that controlled the most objective points would win. This was determined at the end of each turn. The two sides placed their objectives and we then did set up, going back and forth placing our detachments. The marines had one detachment in reserve and the tyranids had three.

The marines had their objectives close to the center line, so they, so could set up in s center right position to take and hold both. The Tyranids had one back and one forward, so deployed far right to cover these and threaten the one in the city. We pulled our command cards and started the game.

Turn one had both sides running for the closest objectives and doing some long range fire. Few casualties were caused, but some units did stack up a few wounds, as the turn was more about positioning. It was clear that the main fight was going to be over the town and the central objective. The marines took it right away and planned to hold on for life against the tyranid hordes.

Turn two had the tyranids drop two of their reserves on the marines right flank to threaten the objective and tie down those forces. The marines seeing the numbers committed their reserves to counter that move. The tyranids started their attack into the central marine positions and right flank. The tyranids used their shooting elements to remove the Baneblade and reduce the marine firepower units, as they closed in. The marines targeted the tyranid heavy weapons to reduce the base of fire. The damage markers started to stack up, with a few units being removed (manly the Baneblade).

Turn three had no reserves committed, so was just a continuation of the tyranids attacking and the marines concentrating fire to stack up the hits. However, as the units were closer, the hits resulted in even more units being removed, as the hits stacked up.

Turn four came and the final Tyranid reserve was committed to the center to support the city assault. Both sides took losses on the flank, as the marines tried to hold on to their objective and the tyranids tried to keep them pinned, while trying to cause as many casualties as possible. At this point, it was clear that the tyranids had secured their right flank, so the fight was all about the city fight! The tyranids ground forward and directed fire against the defending marines. This resulted in heavy marine infantry casualties. The timely play of two command cards allowed the tyranids to bring back a lost hormaguant unit in the center and save a unit of warriors that took a lot of hits. As the dust settled, the marines were down to three stands of troops holding the town (with objective security) and some supporting vehicles.

Turn five started and it was clear that the tyranids would be able to move overwhelming units to take the center objective, so we determined the game was over and the tyranids had the day and would have a minor victory. Time for some good eating!

The game was a close call for the first three turn, but the tyranids were able to wrestle the advantage during turn four. Part of this was the advantage of numbers and part was the effectiveness of the tyranid vehicles. Another key was the synapse rule, that allows the player to ignore morale checks, reducing losses. These were just enough!

  • Manteuffel

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