Warhammer 40K Battle Report: Underworld Gaming 1 Day Event January 2024
1. About the event
Galaxy Purge is the monthly to bi-monthly Warhammer 40.000 event which is run by Underworld Gaming in Tallaght, Dublin. The shop itself stocks a good assortment of products from the Games Workshop range. In addition to that the store also provides tables in the back of the store to play tabletop games and an adjacent room to hold tournaments in. Parking is easy and costs 15 euros for the day at the nearby parking lot in front of the shopping center. If you live in the greater Dublin area you also can arrive via the nearby Luas station. For those arriving by car, you make your way to the M50 and get off at Tallaght. For those interested in a pint after the event, you do not have far to go to an Australian-themed pub/restaurant.
In terms of games being played the event follows the WTC structure of running the event. The start time is 9.30 and you will play three games of Warhammer 40K for 2.000 points based on the latest data slate. If your opponent and you are there at 9.00 you can start as well and bank on a “relaxed” lunch break rather than playing back-to-back games. The terrain is dense and follows the WTC guidelines. One Tournament Organiser (TO) oversees roughly 15 tables and players are mainly left to police themselves. I would therefore recommend that you already have a little bit of experience and practice to get a game of 5 rounds done within 3 hours as there is not a lot of time for learning basics and explanations. If you want to ease into the hobby your local club or store for casual games might be the better option to start. However, for your first event to dip your toe in, Underworld gaming has the ideal format in my opinion after being in the hobby for two years with roughly 70 games under my belt.
Overall the player pool is friendly and the more senior members of the community will usually be playing on the top tables. I attend once a quarter and there are always players from the Irish team present who place in the top three while one of them or someone close to the team runs the event as a TO. If you want to become part of the regular Dublin player base this is probably the place to be, although have not tried the events in the city center myself.
Since my first tournament at Underworld, the terrain has improved as there are more pieces available than in the past. The organizers have also learned from the events run at Castlebar by Broadsword Wargaming and provide cutouts to be put under the terrain to mark where terrain dimensions begin and end. Make sure to run your understanding of the terrain rules quickly by your opponent based on the mission pack to avoid misunderstandings during the game. I have been caught out more than once by thinking that a repulsor executioner or Land Raider can fit through terrain where it didn’t. There are no games with player-placed terrain and therefore all tables are balanced. If you disagree consult the TO who also does a quick sight check of the terrain at the beginning of each round.
The tables are stable but due to the limited space of the venue a little crammed in the back and to the sides. What has improved since my first visit is that some of the shelving units have been moved to the walls and are not adjacent to the tables anymore. Galaxy Purge has a disadvantage to events being run in hotels/local gyms where the ceilings are higher and the tables can be placed to be freely moved around. That is also reflected in the price point as Underworld Gaming usually charges between €15 - €25 per ticket depending on who is running the event, while the hotel-based events usually come in between €25-€50 per ticket depending on whether it is one or two days. What also factors into ticket pricing for bigger events is whether you get access to the entire convention or just to the Warhammer 40.000 part. Watch out there, as I have bought the wrong tickets before.
The Best Coasts pairings app is used to score the event and generate the pairings depending on the wins and points scored. Players submit the scores themselves via the app without a double-check through the TO with both players present. Points for battle-ready painting are rewarded independently of whether the army is battle-ready or not. Proxies are usually allowed as long as they have the same base sizes as their originals and you are not turning a Tau army into World Eaters. Lists are played as written and not as what you see is what you get. Changes to the lists during the event are not allowed. Lists are submitted 48 hours before the event starts and locked in. They remain hidden until the day before the tournament (unless the TO forgets to hit the button for hiding when setting up) . If you are not familiar with the Best Coasts Pairings App I recommend asking someone in your local club or reaching out to me before you go to avoid disappointments when submitting scores. It also helps to find your next opponent and table (If in doubt shout though, has always worked for me).
Attendance and armies
No. of players 29
Faction Details:
6x Astra Militarum
5x Space Marines
1x Deathwatch
1x Blood Angels (Gladius)
1x Salamanders (Firestrom)
1x Dark Angels (Ironstorm)
1x Black Templars (Vanguard)
3x Grey Knights
2x Tyranids
2x Chaos Demons
2x Tau
2x Death Guard
2x World Eaters
1x Sisters of Battle
1x Leagues of Votann
1x Necrons
1x Aeldari
1x Drukhari
Top tables
Black Templar vs Chaos Demons
Death Guard vs Astra Militarum
Grey Knights vs Salamanders
This is the usual turnout of players you would expect for Galaxy Purge. It is surprising to see that the Guard was a little overrepresented compared to the usual distribution of armies. Eldar has retreated probably expecting a major nerf in the not-too-distant future. By sheer superiority of numbers, the Guard decided to be present in at least one top-table matchup. The Imperium approves.
My list
As I have already admitted in my first battle report on the blog I am a filthy meta-chaser and brought the Vanella list. Games Workshop rightfully punished me for my Heresy by nerfing it in the newest data slate released by making Angron less likely to come back and bringing the Master of Executions back to normal character levels rather than Primarch ending proportions of devastation.
The wrath (2000 Points)
World Eaters
Berzerker Warband
Strike Force (2000 Points)
CHARACTERS
Angron (415 Points)
• Warlord
• 1x Samni’arius and Spinegrinder
Khârn the Betrayer (100 Points)
• 1x Gorechild
1x Khârn’s plasma pistol
Lord Invocatus (140 Points)
• 1x Bolt Pistol
1x Coward’s Bane
1x Juggernaut’s bladed horn
World Eaters Lord on Juggernaut (100 Points)
• 1x Exalted chainblade
1x Juggernaut’s bladed horn
1x Plasma pistol
World Eaters Master of Executions (100 Points)
• 1x Axe of dismemberment
1x Bolt pistol
BATTLELINE
Jakhals (70 Points)
• 1x Jakhal Pack Leader
• 1x Autopistol
1x Jakhal chainblades
• 1x Dishonoured
• 1x Skullsmasher
• 8x Jakhal
• 8x Autopistol
1x Icon of Khorne
7x Jakhal chainblades
1x Mauler chainblade
Khorne Berzerkers (200 Points)
• 1x Khorne Berzerker Champion
• 1x Berzerker chainblade
1x Icon of Khorne
1x Plasma pistol
• 9x Khorne Berzerker
• 7x Berzerker chainblade
7x Bolt pistol
2x Khornate eviscerator
2x Plasma pistol
Khorne Berzerkers (100 Points)
• 1x Khorne Berzerker Champion
• 1x Berzerker chainblade
1x Icon of Khorne
1x Plasma pistol
• 4x Khorne Berzerker
• 3x Berzerker chainblade
3x Bolt pistol
1x Khornate eviscerator
1x Plasma pistol
DEDICATED TRANSPORTS
World Eaters Rhino (75 Points)
• 1x Armoured tracks
1x Combi-bolter
1x Combi-weapon
1x Havoc launcher
World Eaters Rhino (75 Points)
• 1x Armoured tracks
1x Combi-bolter
1x Combi-weapon
1x Havoc launcher
OTHER DATASHEETS
Eightbound (145 Points)
• 1x Eightbound Champion
• 1x Heavy chainglaive
• 2x Eightbound
• 2x Eightbound eviscerators
Exalted Eightbound (320 Points)
• 1x Exalted Eightbound Champion
• 1x Paired Eightbound chainfists
• 5x Exalted Eightbound
• 5x Eightbound chainfist
5x Eightbound eviscerator
Exalted Eightbound (160 Points)
• 1x Exalted Eightbound Champion
• 1x Eightbound chainfist
1x Eightbound eviscerator
• 2x Exalted Eightbound
• 2x Eightbound chainfist
2x Eightbound eviscerator
After playing Iron Hands for two years I want to get better at movement, charging, timing, piling in, using transports, and all the things that are a little more complex than “stand here and shoot”. The tournament showed that I am on the right way and still need loads to learn.
Game 1 Grey Knights 78 - 68 World Eaters
The first game was a matchup with a Team Ireland player who consistently takes the podium in tournaments around the Emerald Isle. For him, it was a test run for the Grey Knights for upcoming team events. For me, it was my second game running the World Eaters full term. Was happy to be finally matched into him and get my knuckle dusters out. This game was a lot closer than I expected it to be and I am proud of the result even if it was a loss.
Game Setup
Points: 2000
Deployment: Search and Destroy
Mission rules: Chilling Rain
Primary Objective: Take and Hold
World Eaters: Tactical
Grey Knights: Tactical
Deployment
Kharn and 10 Berzerkers in Rhino for the center
Master of Executions and 5 Berzerkers for far-right No man’s Land
Lord Invocatus and Exalted Eightbound center to be staged on flanks
Eightbound in the center for options
Anfron off the center to be hidden
Jakhals on home objective
Lord on Juggernaut in deployment zone behind Jakhals to screenout
When we talked at the end of the game I think there are some learnings to take from this deployment.
Against Grey Knights and Genestealer Cults, it is probably better to deploy Angron Center and not hide. When Angron was deployed I had perfect knowledge that there would be no major threat to him on the table turn 1 and that will be the same for any list that wants to bring the hammer down turn 2 or 3 out of reserves / deep strike. I overcompensated for the mistake in the last game against the Necrons where Angron took the shooting of three Lokhust destroyer units to the face because I left him hanging out (and survived…).
Turn 1
I got turn 1 and pushed out, but not for the charge on the home objective as that would have been a very risky charge.
Lord Invocatus pushes through the center as Screen
Rhinos on assigned objectives
Eightbound on the left flank
Exalted Eightbound staged on the right flank in cover
Eightbound and Angron on the left objective
There was not a lot to do for the Grey Knights in return as the two units on the board were where they needed to be and not great to make a move on anything.
The Eversor Assassin went for the far corner not in the picture to be in position for scoring investigate and engage running past the Rhino.
Knowing how the game panned out afterward I think the second Exalted Eightbound unit would have been better positioned where the dice is as i left a hole there to deep strike into which I closed in the next turn.
From here was set up well to score and my opponent did not like his options.
Turn 2
On the right flank, one unit of Terminators with flamers came down which tried to put a dent into the exalted Eightbound with no success
I moved on them with the berzerkers and they teleported away
Disembarked the Berzerkers in the center
Charged and killed the unit on the home objective with the exalted
Lord on Juggernaut runs away from the Terminator unit in my DZ
Jkhals move toward that unit but not too far to avoid the 3-inch deep strike right on home
3 exalted eightbound move to screen out
I think here I made some key mistakes that cost me the game.
Leave the Zerkers in the Rhinos, If the Grey knights don’t teleport away they either
Charge the Exalted on the home objective
They will not score primary where the Rhino is in no mans land
Charge the Rhino with Zerkers in
to wrap it it would have been 8 inch charge ish with a ten-man squad
The most likely outcome is Rhino dead, out OC the terminators with the zerkers and countercharge (including the Master of executions)
Why do I move 20 OC out the Rhino with nothing to charge into?
Should have sat that one out
Did not move Angrong to close the hole in front of the no mans land objective
My thinking was to keep the 6 OC on the objective to defend against the 3-inch deep-strike
Better: Move Angron to push any unit coming in further away if it is a 9-inch charge
If it is a 3-inch drop onto the objective Angron wipes the unit next turn
As I did not do it Draigo came in and decapitated Angron on a 9-inch charge after a CP spent. (See picture below)
Rest of the game
From there Angron came back and defended the home objective and the grey knights got the jump on the units out of the transports in turn 3 in center. That destroyed the center and left me with little control so my opponent could close the gap. Some unlucky draws on secondaries on the last turn for behind enemy lines (too far away, because Angron cleaned his own house) and bring it down (nothing on the board to score it / not enough punches in range of Termies) sealed the game with a 10 point gap against me.
Game 2 World Eaters 47 - 25 Drukhari
The second Round was against Drukhari which so far I have a pretty good record against (as opposed to Tyranids and Necrons, but we get to that later). I was looking forward to trying some of the tips and learnings from the game before about where to position Angron and when to disembark the berzerkers,
Game Setup
Points: 2000
Deployment: Search and Destroy
Mission rules: Hidden Supplies
Primary Objective: Priority Targets
World Eaters: Tactical
Drukhari: Fixed Deploy Teleport homer / Cleanse
I was a little surprised at the combination of secondaries as I would have expected behind enemy lines and deploy teleport Homer. I wasn’t sure whether standing on an objective each turn to cleanse it to give me a target to charge into was wise against World Eaters.
Deployment
Kharn and 10 Berzerkers in Rhino for the center
Master of Executions and 5 Berzerkers for far-right No Man’s Land
Lord Invocatus and Exalted Eightbound center to be staged on flanks
Eightbound in the center for options
Angron center
Jakhals on home objective
Lord on Juggernaut in deployment zone behind Jakhals to screenout
Very similar to the game before except that Angron went in the middle. Personally I was a little surprised that the Drukhari were deployed so aggressively. Whenever I played against them in the past they would stack up in the ruin.
Turn 1
Got the first turn
Ignored the Scout unit in the center with Exalted and went into the venom
Put Angron and the eight bound into the center unit
Drove the Rhinos up center and far
Moved the small exalted unit on the infiltrators
Tank shocked the other Infiltrator unit with the Rhino
Scourges respond with heat lances, and no severe damage is inflicted
This went a little better and more strategic than in my other games with the World Eaters. This was the first time I actively thought about keeping the reroll hit aura from Angron, the re-roll wounds aura from the Eightbound, and the 6-man exalted eightbound together for the synergies. To calculate that I would go for the 20-wound unit that scouted to the center with all my assets came back to bite the Drukhari player. While a good idea it was not set up as a screen to protect the rest of the army, but more as a blob on the center objective. That meant I could easily walk the exalted eightbound around and bank on that Angron would charge in from the far end while the eightbound would attack second to wipe the unit and then consolidate to put their aura on the exalted eightbound. That plan worked.
A missed opportunity was to multi-charge the venom and the Talons which were beside each other. The charge would have been 4-5 inches and then both units would have been in combat and not able to move. Killing the talons would also have been more devastating than the venom as the heat lances on them were about the only thing to really threaten Angron.
Another learning for me is, that I also have misplayed often against other armies with my Iron hands, which is that Infiltrator units are just slingshots for enemy melee units if you place them on the objective rather than in front of it. There were no units near the counter charge or planned into the list. Therefore I think it is better to use the infiltrators to keep me off the objective rather than holding it T1. Because there was a unit on each no man’s land objective I could charge in. The tank shock and shooting were lucky to kill three bases where the Rhino is in the lower right corner, but I would not even have gotten to the objective without a unit on it. Same for the other no man’s land objective.
To make matters worse for the Drukhari all of the Dark lances whiffed against Angron and I saved the shots from the Talons which wounded…
Turn 2
Berzerkers and Angron cut the movement of 1 venom and two talons killing them in the process.
Exalted Eightbound stay in combat
Wrecks did surprisingly well in combat with Angron before he fell back, i thought they would die when they were charged into him the turn before
Eightbound in the center set up to move blöock transports to the center
Lord Invocatus falls back to hold the center objective
Master of executions and rhino kill the other scouting unit on the right flank
Scourges respond with heat lances, and no severe damage is inflicted
This was the first time that Kharn went to work. I was not sure whether the Berzerkers were enough to kill all three big bases on the way over to the no man’s land objective and moved Angron that way as a backup. Also, the first time for me to encircle a blob of units (hard to do with just 1 redemptor with my Iron hands) on a charge and roll a 10. If you look closely you see the poor three dudes in the middle that came out of the transport beside black Kharn.
In retrospect even if one base would have stood it woudnt have gone anywhere and in the unlikely event that it would have killed the unit Kharn would still fight on death. So the objective on the far left was not really in danger. That would also have meant that falling back to the right flank would have been the better play for either clean up the scourges, and venom or moving on the home objective turn 3 with Angron.
Turn 3
Drukahri shooting pops the Rhinos
Master of Executions still hangs out in the bottom right corner
Eightbound hold center
Lord Invocatus survives on 1 wound in the center
Angron moves toward home
Berzerkers staged behind the ruin for anything coming for the lord or eightbound
As most things are dead and nothing in reserves the Jakhals chill
For optimized play, the Jakhals should have moved to the center to free up the units there or just sacrificed themselves for a charge on the venom if it made a move toward the home objective as they are sticky. If the board looks like this and I ask “Anything left in reserves” next time I should cop that “No” means Jakhals have to move. By now time was called but I would suspect that this would have been a 90-50-ish game at the bottom of T5 as Angron would have eaten some stuff and I could have shifted the entire down to the right T4 without giving up points on primary. Also forgot to score myself on Primary that Turn before submitting so technically it was 57-25 at this point… anyway what is on the board is on the board did not make a massive difference.
Game 3 World Eaters 50 - 61 Tyranids
Game 3 was against one of the two banes of my Warhammer life, Tyranids. Unfortunately, my phone died by that time and I have no pictures which is a real shame as my opponent drove 2 hours from Limerick to attend and did a textbook counterplay to World Eaters which would deserve to be showcased better.. Here is my quick hand which does not do it justice.
Tyranids got T1
Fight first Infiltrators move straight to my DZ after being set up that way, boxing me in
Tyrranofex puts 11 wounds on Angron
Scout unit takes the other 5 of Angron
The Tyranid shenanigans between a hive tyrant, maleceptor and neurotyrant (various combinations of
-1 attack
- 1 to hit
- 1 to wound
crippled the center
I crumbled under being boxed in and my phone dying. Being nice also didn’t help to let the Tyrranofex move and shoot because it was forgotten in the movement
Regret not having pictures to go more in-depth. It is a pattern though that I am flustered by the third or fourth game in the tournament. Therefore I do not to prepare better and simulate more upfront to create less fatigue during the event. Practice makes perfect and all, but that game was lost once I was boxed in, and do not know yet how to respond properly to that with World Eaters.
Summary
Overall I enjoy my new army and it does exactly what I wanted from it which is learning better movement and fighting for the entire game.
On the Grey Knights game, a clock was introduced and I think a learning from that is that the TO goes to that table when time is called, asks for scores, and stops the game rather than leaving it to the players (as both agreed at the start of the game to have a clock, which is NOT the norm, but playing into the lunch break if the game was slow kind of is). We decided to play the full game, but I think that would have been better overall. I do not know whether to leave it to the players to sort it out when someone introduces a clock is a good way to manage it. At the same time, I have never been a TO and it is also an awkward position to be in as you want people to come back to the next event. On top of that, we both did not pay close enough attention to our times and switching it over for saves. A bit messy, but that’s life.
For the future
If a World Eaters unit does not move in a turn I have to assume a made mistake (Even check the Jakhals before declaring shooting)
Staging for T2 charges is the better play when the opponent deploys defensively
Check your opponent’s army for D6+x damage.
If there is none Angron goes center and goes super aggro forward
If there is one, set up Angron for a T1 charge to kill it
If there is more than 1 check whether you can stage Angron and the exalted to eradicate T2 and take as little shooting as possible T1
Berzerkers stay in Rhinos as long as possible, unless Angron does and you need Icon Of Khorne
Only get the Berzerkers out of the Rhinos if they have a valid charge target
Assess how likely it is that the Rhinos get wrapped on the charge, if that is a no, leave the Berzerkers in and sacrifice the Rhino
If your opponent has no more deep-strike Jakhals go marauding
If your opponent goes first, keep Rapid Ingress opportunities for Angron in mind when he comes back
If your opponent deploys very aggressively, look for the BEST multi-charge targets rather than picking one unit and going YOLO
If your opponent shoves something in your direction when you play World Eaters, look for ways to walk around it to something more valuable
Be aware of which holes you leave on the table against Genestealers and Grey Knights and use the little unit count you have for maximum screen
Have a plan on how to use Scout moves better to not get boxed in if you lose initiative T1
Study up on Fight First for the Master of Executions
Angron is very tough by himself, use him as a lone “Killer”, rather than a backup plan for other smaller units
The data slate
The list I play got nerfed in the data slate in two major ways:
No more rerolls on Blessings of Khorne each turn to bring Angron back
No more ridiculous D5 on the charge for the Master of Executions
This happened after the event. I am only 4 games into World Eaters, but Angron came back every time he dies by T4 latest. If Angron resurrecting is a given by potentially 15 blessings of Khorne rolls (assuming you kill a unit each turn and spend a CP each time to get a roll in addition to the favored of Khorne roll) it becomes a given that he comes back rather than a maybe. So take that buff of the best-performing list to make Angron coming back a “maybe” rather than an almost certainty by the bottom of T5 is good for the game overall. And that a 105-point character can one-shot any other character in the game also needed fixing. I’ll keep this list to get better
Lists
++ Army Roster (Imperium - Grey Knights) [2,000pts] ++
+ Configuration +
Battle Size: 2. Strike Force (2000 Point limit)
Detachment: Teleport Strike Force
Show/Hide Options: Agents of the Imperium are visible
+ Epic Hero +
Kaldor Draigo [125pts]: Scourging, Storm Bolter, The Titansword, Warlord
+ Character +
Brotherhood Librarian [130pts]: Combi-Weapon, Nemesis Force Weapon, Purge Soul, Sigil of Exigence
Brotherhood Librarian [135pts]: Combi-Weapon, First to the Fray, Nemesis Force Weapon, Purge Soul
+ Battleline +
Brotherhood Terminator Squad [210pts]
. Justicar: Nemesis Force Weapon, Storm Bolter
. Terminator: Nemesis Force Weapon, Storm Bolter
. Terminator with Ancient's Banner: Ancient's Banner, Nemesis Force Weapon, Storm Bolter
. Terminator with Heavy Weapon: Incinerator, Nemesis Force Weapon
. Terminator with Narthecium: Narthecium, Nemesis Force Weapon
Brotherhood Terminator Squad [210pts]
. Justicar: Nemesis Force Weapon, Storm Bolter
. Terminator: Nemesis Force Weapon, Storm Bolter
. Terminator with Ancient's Banner: Ancient's Banner, Nemesis Force Weapon, Storm Bolter
. Terminator with Heavy Weapon: Incinerator, Nemesis Force Weapon
. Terminator with Narthecium: Narthecium, Nemesis Force Weapon
Strike Squad [125pts]
. 3x Grey Knight: 3x Nemesis Force Weapon, 3x Storm Bolter
. Grey Knight with Heavy Weapon: Incinerator
. Justicar: Nemesis Force Weapon, Storm Bolter
+ Infantry +
Interceptor Squad [135pts]
. 3x Interceptor: 3x Nemesis Force Weapon, 3x Storm Bolter
. Interceptor w/ incinerator: Close combat weapon, Incinerator
. Justicar: Nemesis Force Weapon, Storm Bolter
Interceptor Squad [135pts]
. 3x Interceptor: 3x Nemesis Force Weapon, 3x Storm Bolter
. Interceptor w/ incinerator: Close combat weapon, Incinerator
. Justicar: Nemesis Force Weapon, Storm Bolter
Paladin Squad [450pts]
. 4x Paladin: 4x Nemesis Force Weapon, 4x Storm Bolter
. Paladin with Ancient's Banner: Ancient's Banner, Incinerator, Nemesis Force Weapon
. Paladin with Heavy Weapon: Incinerator, Nemesis Force Weapon
. Paladin with Heavy Weapon: Incinerator, Nemesis Force Weapon
. Paladin with Heavy Weapon: Incinerator, Nemesis Force Weapon
. Paladin with Heavy Weapon: Incinerator, Nemesis Force Weapon
. Paragon: Nemesis Force Weapon, Storm Bolter
Purgation Squad [135pts]
. Justicar: Nemesis Force Weapon, Storm Bolter
. 4x Purgator w/ incinerator: 4x Close combat weapon, 4x Incinerator
Purgation Squad [135pts]
. Justicar: Nemesis Force Weapon, Storm Bolter
. 4x Purgator w/ incinerator: 4x Close combat weapon, 4x Incinerator
+ Allied Units +
Eversor Assassin [75pts]: Executioner pistol, Power sword and neuro gauntlet
++ Total: [2,000pts] ++
++ Army Roster (Aeldari - Drukhari) [1,980pts] ++
+ Configuration +
Battle Size
Detachment
Show/Hide Options: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are visible
+ Character +
Beastmaster [105pts]
. Beastmaster: Agoniser, Splinter pods
. Clawed Fiend: Clawed Fiend fists
. 2x Khymerae: 2x Khymerae talons
. 3x Razorwing Flock: 3x Razorwing feathers
Beastmaster [105pts]
. Beastmaster: Agoniser, Splinter pods
. Clawed Fiend: Clawed Fiend fists
. 2x Khymerae: 2x Khymerae talons
. 3x Razorwing Flock: 3x Razorwing feathers
Haemonculus [60pts]: Haemonculus tools and scissorhands, Stinger pistol, Warlord
+ Battleline +
Kabalite Warriors [110pts]
. 5x Kabalite Warrior: 5x Close Combat Weapon, 5x Splinter rifle
. Kabalite Warrior with Blaster: Blaster, Close Combat Weapon
. Kabalite Warrior with Dark Lance: Close Combat Weapon, Dark lance
. Kabalite Warrior with Shredder: Close Combat Weapon, Shredder
. Kabalite Warrior with Splinter Cannon: Close Combat Weapon, Splinter cannon
. Sybarite: Close Combat Weapon, Splinter Rifle
Kabalite Warriors [110pts]
. 5x Kabalite Warrior: 5x Close Combat Weapon, 5x Splinter rifle
. Kabalite Warrior with Blaster: Blaster, Close Combat Weapon
. Kabalite Warrior with Dark Lance: Close Combat Weapon, Dark lance
. Kabalite Warrior with Shredder: Close Combat Weapon, Shredder
. Kabalite Warrior with Splinter Cannon: Close Combat Weapon, Splinter cannon
. Sybarite: Close Combat Weapon, Splinter Rifle
Wracks [60pts]
. Acothyst: Wrack blades
. Wrack with Hexrifle: Hexrifle, Wrack blades
. Wrack with Liquifier Gun: Liquifier gun, Wrack blades
. Wrack with Ossefactor: Ossefactor, Wrack blades
. Wrack with Stinger Pistol: Stinger pistol, Wrack blades
Wracks [60pts]
. Acothyst: Wrack blades
. Wrack with Hexrifle: Hexrifle, Wrack blades
. Wrack with Liquifier Gun: Liquifier gun, Wrack blades
. Wrack with Ossefactor: Ossefactor, Wrack blades
. Wrack with Stinger Pistol: Stinger pistol, Wrack blades
Wracks [60pts]
. Acothyst: Wrack blades
. Wrack with Hexrifle: Hexrifle, Wrack blades
. Wrack with Liquifier Gun: Liquifier gun, Wrack blades
. Wrack with Ossefactor: Ossefactor, Wrack blades
. Wrack with Stinger Pistol: Stinger pistol, Wrack blades
Wracks [120pts]
. Acothyst: Wrack blades
. 5x Wrack: 5x Wrack blades
. 2x Wrack with Liquifier Gun: 2x Liquifier gun, 2x Wrack blades
. 2x Wrack with Ossefactor: 2x Ossefactor, 2x Wrack blades
Wracks [60pts]
. Acothyst: Wrack blades
. Wrack with Hexrifle: Hexrifle, Wrack blades
. Wrack with Liquifier Gun: Liquifier gun, Wrack blades
. Wrack with Ossefactor: Ossefactor, Wrack blades
. Wrack with Stinger Pistol: Stinger pistol, Wrack blades
+ Infantry +
Mandrakes [65pts]
. 4x Mandrake: 4x Baleblast, 4x Glimmersteel Blade
. Nightfiend: Baleblast, Glimmersteel Blade
Mandrakes [65pts]
. 4x Mandrake: 4x Baleblast, 4x Glimmersteel Blade
. Nightfiend: Baleblast, Glimmersteel Blade
Scourges [110pts]
. Scourge with Heavy Weapon: Close combat weapon, Heat Lance
. Scourge with Heavy Weapon: Close combat weapon, Heat Lance
. Scourge with Heavy Weapon: Close combat weapon, Drukhari Haywire Blaster
. Scourge with Heavy Weapon: Close combat weapon, Drukhari Haywire Blaster
. Solarite: Close combat weapon, Shardcarbine
Scourges [110pts]
. Scourge with Heavy Weapon: Close combat weapon, Heat Lance
. Scourge with Heavy Weapon: Close combat weapon, Heat Lance
. Scourge with Heavy Weapon: Close combat weapon, Drukhari Haywire Blaster
. Scourge with Heavy Weapon: Close combat weapon, Drukhari Haywire Blaster
. Solarite: Close combat weapon, Shardcarbine
+ Monster +
Cronos [50pts]
. Cronos: Spirit Syphon, Spirit-leech Tentacles
Cronos [50pts]
. Cronos: Spirit Syphon, Spirit-leech Tentacles
Talos [180pts]
. Talos: Macro-Scalpel, Twin Heat Lance, Twin Liquifier Gun
. Talos: Macro-Scalpel, Twin Haywire Blasters, Twin Liquifier Gun
Talos [180pts]
. Talos: Macro-Scalpel, Twin Heat Lance, Twin Liquifier Gun
. Talos: Macro-Scalpel, Twin Haywire Blasters, Twin Liquifier Gun
+ Dedicated Transport +
Venom [80pts]: Bladevanes, Splinter Cannon, Splinter Cannon
Venom [80pts]: Bladevanes, Splinter Cannon, Splinter Cannon
Venom [80pts]: Bladevanes, Splinter Cannon, Splinter Cannon
Venom [80pts]: Bladevanes, Splinter Cannon, Splinter Cannon
++ Total: [1,980pts] ++
Jan 2k (2000 points)
Tyranids
Strike Force (2000 points)
Vanguard Onslaught
CHARACTERS
Broodlord (100 points)
• 1x Broodlord claws and talons
• Enhancement: Stalker
Deathleaper (70 points)
• Warlord
• 1x Lictor claws and talons
Neurotyrant (135 points)
• 1x Neurotyrant claws and lashes
1x Psychic scream
• Enhancement: Neuronode
Winged Hive Tyrant (225 points)
• 1x Monstrous bonesword and lash whip
1x Tyrant talons
• Enhancement: Chameleonic
BATTLELINE
Gargoyles (75 points)
• 10x Gargoyle
• 10x Blinding venom
10x Fleshborer
OTHER DATASHEETS
Biovores (75 points)
• 1x Chitin-barbed limbs
1x Spore Mine launcher
Exocrine (135 points)
• 1x Bio-plasmic cannon
1x Powerful limbs
Genestealers (170 points)
• 10x Genestealer
• 10x Genestealers claws and talons
Lictor (60 points)
• 1x Lictor claws and talons
Maleceptor (170 points)
• 1x Massive scything talons
1x Psychic overload
Neurolictor (65 points)
• 1x Piercing claws and talons
Neurolictor (65 points)
• 1x Piercing claws and talons
Tyrannofex (245 points)
• 1x Powerful limbs
1x Rupture cannon
1x Stinger salvoes
Von Ryan’s Leapers (150 points)
• 6x Von Ryan’s Leaper
• 6x Leaper’s talons
Von Ryan’s Leapers (150 points)
• 6x Von Ryan’s Leaper
• 6x Leaper’s talons
Zoanthropes (110 points)
• 1x Neurothrope
• 1x Chitinous claws and teeth
1x Warp Blast
• 2x Zoanthrope
• 2x Chitinous claws and teeth
2x Warp Blast