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Nurgle Daemons vs Tyranids: Start Collecting DEATHMATCH Game 3

May 31, 2021
Welcome to the beginning of Deathmatch where 16 Warhammer 40k

start

er boxes face off in a single elimination tournament giving us the opportunity to see how armies play in small competitive

game

s and discover the true champions of the Warhammer 40k universe. This is

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3 of 15. in the first two games my orcs went head to head with my chaos space marines, dave's corn demons and andrew's craft world went head to head with my orcs, now my

start

in nergal army demon

collecting

will face the tyranid start box controlled by Man, myth, legend, it's me, it's Anne, I'm back with my nerds annoyingly, where we at The UK was still in a pretty strict covert lockdown when we filmed this, so Ant was in charge on a video call and Penny was doing the honors of rolling the dice and moving her miniatures.
nurgle daemons vs tyranids start collecting deathmatch game 3
Let's do a quick rundown of the tournament rules and then we'll introduce to the armies the scenario is a slightly simplified version of the eternal war the game lasts four turns and the battlefield has three scoring zones each It is worth five victory points if there is no opposition in your command phase starting turn two . Each player can select a secondary objective. If the scores are still tied at the end of turn four, the battle will continue for one more turn as long as they are ahead. in points at the end of turn 4, armies can still emerge victorious even if they have been completely destroyed to keep things balanced and easy to follow.
nurgle daemons vs tyranids start collecting deathmatch game 3

More Interesting Facts About,

nurgle daemons vs tyranids start collecting deathmatch game 3...

Deployment zones and objective scoring zones are clearly marked and the board is symmetrical for pleasing objectives. and of course, we have marked them with white lines and just to be clear, the target area is inside the white circle and not on the outside edge. The walls are only line of sight to block and give the models cover to maneuver around the arena. They can be climbed but offer no defensive bonus if the models are on top as the vast majority of armies that start

collecting

are below 500 points the size of the arena floor is exactly the combat patrol size of 44 by 30 inches and all armies will be limited to no more than three command points at the start of the game, well then let's take a look.
nurgle daemons vs tyranids start collecting deathmatch game 3
Look at the armies first, the fantastic synth wave

tyranids

of the ants. I will use my

tyranids

to face Nergal's demons today and my strength is It will be led by the lord of the brood, the lord of the brood will have a biological artifact of hyper-adaptive biology, which means that as soon as he suffers any injury, he will add a to his resistance and will also take on the lethal warlord trait. miasma, that means at the end of the fight phase you roll a d6 for each enemy unit within an inch of the warlord and with a four more that unit suffers a mortal wound now the broodlord is a psychopath, he has a catalyst and can hit. get a psychic power in each psychic phase a company in the brood lord they are my gene thieves no i only have eight of them and that means they won't get the extra attack if there were 10 or more but i chose to take two acid moles and two meat hooks.
nurgle daemons vs tyranids start collecting deathmatch game 3
You can take one of each of them for every four models you have. I gave them claws and scythe claws. I also gave them toxin sacks, which means. That with more than six wound rolls will deal additional damage and for heavy support we have more locks now in the collection starter box. You can build it as a trine or as a lock more than I have chosen. Take it as I built it, which is safer. I have now given the morlock a prehensile pincer tail and toxin sacs. He also has adrenal glands which will add an extra inch to his progress and carrying range.
Now my secondary objective. chosen is domination, which means I will gain three additional victory points if I control more than half of the objectives. My army has a HQ option and a troop option, making it a battle-forged patrol detachment that gives me three command points at the start. of the game and I will generate an additional command point in each command phase. The tall fleet adaptation I chose was gorgon instead of kraken. The kraken is good for getting up and allows you to advance very far, but on such a small board it's not really necessary, so I'll go with Gorgon so I can re-roll one's wound rolls in the fight phase just to allow me to do that little extra damage now that the tactics I have What I'm going to employ here is just try to go straight to the center, get that central objective and then hold firm, let's see if the Jean Steelers can really move forward and attack and really start chewing up some of these plague carriers, okay, that's what. lots of teeth and claws let's see what I get in the box I start collecting k

nurgle

, leading the charge is the smallpox carrier who takes up my space in the HQ, like all Nurgle units, he's pretty tough but he's also pretty effective in close combat and also has some tasty aura effects.
To buff nearby Nurgle daemonic units, I've basically set up this entire army to be good at holding objectives, so I've given it the Acid Icore Warlord Trait which gives it a chance to burn enemies that attack it. . I also changed his bail. sword for the hell-forged artifact called corruption, which gives it great strength and a damage boost that could allow me to cut that morlock to pieces. He is also a psychopath and knows punishment and the miasma of pestilence, which reduces all hit rolls made against a unit that casts him one by one, he also has two cool aura powers,

nurgle

's place gives all my demon models within six inches of him plus a strength and virulence location causes any wound rolls of six of the nearby demon units to deal additional damage.
I have two units in my troop slots, the first being the plague bearers. 10 models, all armed with plague swords, allowing me to re-roll all failed wound rolls. They're as tough as Jean Steelers with toughness 4 and 5 plus invulnerable save, but they have a few tricks up their sleeve first, disgustingly tough, more on that in a second, but I've equipped them with an instrument of chaos that allows me to add one to his charge in advanced roles and a demonic icon that has the opportunity to resurrect Plague. Wielders, if I roll a one in the morale phase, they are not good at fighting, but they are fantastic at simply refusing to die.
The next troop option is a squad of three Nurgling models. Now, on paper, these guys can look pretty mediocre. Strength two. toughness two move five but each model has four wounds and still benefits from that demonic save and is disgustingly tough. They can also reroll all of their failed wound roles and have a cool special rule called mischief makers that allows me to place them anywhere on the battlefield for so long. since it's nine inches away from enemy models or the enemy deployment zone, finally in my quick attack slot I have some drones littered, they're pretty much the only heavy hitters in my army and the only thing that has ranged attacks like the Plaguebearers I have given you an instrument of chaos and its demonic icons so you can add one to your advances and loadouts and potentially have a chance to respawn a plague drone killed in the morale phase.
Their riders fight as plague bearers, but the Flies themselves are much more effective fighters with four additional attacks, each dealing two damage again, re-rolling all failed wound rolls. You can also throw severed heads at your enemies in the shooting phase because I have a headquarters and some troops, that means The army is a patrol detachment, which means it is forged in battle and I will start with three command points and I will generate an additional one in each of my command phases. The secondary objective I'm going to choose is to kill the warlord. I think my buggy guys have a good chance of getting me six victory points by killing the ant farm lord, so even though it may not seem like the most complete army and almost no shooting, these demons know how to stick around for the moment of filming , the demons of Nagal are still operating. in their 8th Edition Chaos Daemon Codex, meaning their sickeningly tough saves still give them five extra chances to negate each wound removed, which will be much more effective in this game than the updated version of the rule you received the death guard in his new codex, which is about it for the armies an interesting fight ahead there is almost no shooting to speak of basically let's see if the melee prowess of the tyranids can negate the staying power of the nurgle demon At the beginning of the game we take turns setting up and I place my plague carriers, smallpox carriers and bloated drones right on the edge of my deployment zone, but I use my nurgling special ability to place them just nine inches from Anne's deployment zone with hoping to cause early chaos.
My ant opponent placed all of his tyrannies right on the edge of my deployment zone. Your zone is ready to run and charge at the first opportunity, so now the ant and I are ready, it's time to go out to see who goes first and with the new FAQ change, simply whoever gets the highest result takes the first turn. Nurgle demons take turn one. So from the beginning, in the command phase, I go from three command points to four and then we move into the movement phase, so first of all I'm going to bring my little nugglings closer a little bit and spread them out so they're just there.
Try to stop the Tyranid Ants from reaching that objective right away because my plague bearers don't have ranged weapons, I'll just move up the board and hopefully reach the next objective, and because I have an instrument of chaos I get plus one in my advance role oh very good a six in my HQ the epox wielder has the knurgle ability spot so I need to have it pretty close to other models to make them more effective so I go to make it advance. Also, to get closer to those plague carriers, I finally rolled a two to seven inch movement, although my plague drones have the highest movement of my entire army, I'm actually going to leave them behind sitting on the main target alone for a while, I'll see how the next results turn out before I decide what to do with them, that's the movement phase over, now to nurgle the demon's psychic phase, now my pox wielder can cast a psychic ability and I'm going to cast miasma of pestilence on the plague bearers which, if it breaks out, will force the ant to reduce its hit rolls by one if it targets them and to achieve this I need a warp charge of six now, if I were within 18 inches of that man of the brood, the ant might try.
I deny it, but unfortunately we're about 22 inches away, so don't go into the psychic phase over and over again into the shooting phase. None of my models have weapons that are within range of the Tyranids, straight into the charge phase, the only thing I can really do. is to charge the nurglings directly at the gene stealers which is a little suicidal but it will be fun oh they are excited they are definitely fine I hope you are ready for this ant because they have four attacks each and their strength too. oh I'm not so bad, let's get back to bowling those four pretty decent sixes, dammit, so it'll have to be four five-over saves, okey-dokey, so it looks like there's three dead jeans sealers now, but I think I'm going to use a command point to try to save at least one of these jean steelers and just limit the losses damn it so that's still three dead jean steelers that's painful okay so now it's time to Let these five gene sealers hit back because the unit count is less than 10.
They will not benefit from the additional tax. They will only receive three attacks each, but it is still 15 attacks. I'm going to choose to attack with the scythe talents because the brood lord is nearby, they get plus one on their hit roll, which means they're going to hit with two instead of three and also because I'm using the side claws I can throw back ones when I'm attacking, oh, so that's 11 natural hits, I mean. I'll accept it, but let's not forget to reroll the ones and rerolling them gives me 14 hits. This looks pretty spicy for the nurglings that are going to hit two at a time and because of my high fleet. gorgon adaptation, it means I can reroll once this can't be good for the nurgle and surely, ouch, that's 14 wounds the nurgles will have to save, I mean, if nurgle demons are good at anything, they they will remain So after my invulnerable saves and my savesdisgustingly resilient, there are still eight wounds left and since the nerglings have four wounds each, that means two of the models are gone, leaving only one in the morale phase, the gene thieves don't need to take any. morale tests because they are within synapse range, unfortunately my nurglings definitely do because I only have a leadership of seven ah, I rolled a six which would mean I would lose that knurgling.
I'm going to sort the point just to see if I can hold on to it. about only three, it's going to stay here for now, okay, so the tyranids, turn one and it's a little annoying to have that nurgling base still there. I was hoping I could have chewed them through the fight phase and then the morale phase. but hey he's still there but that negates my Jean Steele being able to do much this turn because if I back off with them then I can't go in and charge the plague carriers which is really what I want them to do .
I'm going to try to get the Morlock closer to the center objective so I can charge those plague carriers and hopefully thin out some of his numbers, so let's get the brood lord closer to the center first because I really want to hold him off. like in that center on my local target and then we're going to move that morlock as close as possible to the center target to the psychic phase. Revenge will be mine. I'm going to hit them in little knurlings just to try it. and take out some wounds yeah we got a ten so that's good I have the disgustingly tough saves to make two good saves, so just one of those wounds. go through reducing my last batch of nurglings to three wounds, so that's the end of the psychic phase and I'm not going to lie, I wish I had done a little more damage to those nurglings, those damn disgusting tough saves, okay, move on . shooting phase and well tyrannies don't have a lot of shooting in this collection starter box but I put two meat hooks inside that jean steeler squad so they can shoot when they are within an inch of an enemy unit so they can shoot.
We're going to attack those knurled bases which is four attacks hitting four at a time, oh and only one really hits well, right, but that's going to be strength four, uh, versus resistance two, so it hits two at a time and, luckily, strike first my demon and my vulnerable salvation, and yes. I got it in a six so petting is safe. Ok, now to the loading phase. Now I'm going to try to get that load in and start chewing up some of those plague carriers, just softening them up so that when my Jean Steelers come. There will be a few less targets to chew on, so I'm not going to load anything else this turn, just keeping the brood lord a little back, just aware of the guys' secondary target.
I really don't want to catch the brood lord. too tied to combat yet, so it takes four to charge the morlock against the plague carriers, so with the moorlock at the time of fighting, the morlock gets seven basic attacks, but gets one more for its prehensile and pointed tail and because it has three pairs of slashing claws it also makes an extra attack in total it has seven scythe claws it has a prehensile pincer tail that attacks and a distensible jaw attack this is confusing anyway let's hit on all fours okay so which are three lateral claws that hit the mark and the prehensile pincer tail that hits the mark, but unfortunately the distensible jaws don't hit the mark hmm, I think I'm going to re-roll one of those cutting claws and try to convert it on a hit, so that's a command point down. there and unfortunately it didn't roll again, so that's strength six versus toughness four of the plague carriers, they're winning three at a time and hooray, they all turn out well.
I have four demon saves to make and I made one of them. not bad, let's see if I can make some disgustingly resistant saves and another, which means that two plague bearers have met their fate, okay, I mean, that's better than none, so I'll take that time to let my plague carriers defend themselves. a small three inch stacking move now the pox walkers aren't the best at close combat, they get one attack each when they are plagued which is like your sergeant getting an extra attack so all in all It's just nine attacks that hit four and wound five. only four of those attacks hit and only wound five, although two wounds pass and since they are plague swords I can reroll all the failed wound rolls and another pretty tasty one.
Look, we can make these free saves great. very sturdy of the morlock still standing with full wounds i like the look of this thank you thank you sounded like Mr. Tumble sorry ok so that's the charging unit ready now it's time to move on to the rest of the fighting to If the opponent goes first, it'll be those nurglings that will take a few hits before my jean sellers can chew them up completely. four attacks, hit four, not too bad, now wound six, just one, I still get that rep. Only one is okay, so that's a wound on the Jean Steelers still.
I could really use to keep as many Gene Sealers alive as possible, so I really want to make this save five and up, so that's one dead Gene Sealer, which will bring it down to just four. Now, my goodness, but now it's time for the jean sealers to defend themselves, yes, 100 attacks, so it will be 12 attacks that will hit two at a time and reroll once because they are attacking with their scythe claws again and There are 11 that pass. a miss, but actually with a new roll it takes me to 12, so that's 12 hits, strength four, toughness, two wounds in pairs, oh, very tasty, that's nine wounds that must be deflected by the nerglinds, here Come on, nine, five saves, not great, I missed six. of them now let's see how disgustingly tough these nurglings are ah I missed three so I'd be dead but I think I'm going to use a command point to reroll one of the ones that didn't make it unfortunately that small mass of knurglings are destroyed. finally the nurgling is full and now my jean steelers are more or less freed to start wreaking havoc so that's the fight phase over now in the morale phase and the gene thieves don't need to take a morale test because they pass automatically because 'I'm within synapse range of Mr.
Brewer. Now I only lost two models so the game bearers don't need to make a morale check, but since they carry the demonic icon I can choose to make a morale check and if I roll one, get some plague bearers back oh how many they're going to return not just one but none with that morale phase over that's the end of turn one completely beginning of the nurgle demons turn two I gain an extra command point and I also get five victory points because My plague drones are sitting comfortably on the objective in my deployment zone, although the central objective is contested and with simplified rules for this tournament nothing is scored when entering my movement phase.
To be honest, I feel a little conflicted because I want the disease carrier to be stuck. He actually has a pretty good melee weapon and I think he could do some damage to that Morlock, but that means leaving my most mobile and strongest unit essentially behind in my home area. I think I'm going to change them and get my HQ in my own deployment zone and release my plague drones now the plague drones have skulls which are assault weapons in the shooting phase so I can move forward and still shoot them with a little penalty, let's see if I can move forward and see how far Let's go hmm, two extra inches, not so good, let's order the point to get them a little bit closer and another two fantastic ones.
Okay, they're moving 12 inches up and the smallpox carrier is moving his five inches back to the starting target. All right, then moving. Moving on to the psychic phase and as tempting as it would be to hit that lock more, that miasma of pestilence was quite useful in the last phase, so I'm going to cast it again on the plague bearers who need a six or just that means. anything targeting plague bearers will have minus one to hit the nogl shooting phase demons and now I actually have something in range. The plague drones have weapons called death heads that are assault 2 and their range is 12 inches and I can just aim at the Jean Steelers, but now they will hit five instead of four because I advanced a pretty respectable three hits, force four against hardness four.
I'll need four again, come on, penny five up, save great, so that's the jean sealant that saved your luck below. The Time Def heads are absolutely fascinating. Shooting phase over in the charge phase and the only thing I can really do is charge those plague drones right at that morlock and that's exactly what I'm going to do and the role of an eight lets me in. Sure enough, the fight phase begins and I will use my three-inch pylon move to sneak around the back of the morlock, so first the plague drone riders will attack with their plague swords and after returning to roll fail because of the plague swords, I actually end up scoring two wounds, so that will be two, three superior saves for the morlock to make, so one save failed.
I'm not going to waste a command point yet so it's one less wound from 12 to 11. and now it's time for the real bugs to fight oh man he only hit three times out of 12 attacks anyway wound with fives again throw fails oh and luckily everyone hit three triple saves on the morlock, so that's two saves. and one more wound, reducing it to ten wounds, I will stay there and hold the command point in case I need it to counterattack and those are my charging units that finished their fight, so now it's the ant's turn to choose Which unit are you fighting with?
Now it's my turn to counterattack with the Morlock. I'm not going to split my attacks because splitting the attack never works for me. Now I'd really like to get rid of the plague carriers, but they're actually not that bad. and I didn't take too much damage from them, the plague drones on the other hand could do more damage next turn, so I really want to try to take them out as soon as possible, soften them up a bit so that my jean steelers can get into the next turn and charge them, so both the distanceable jaw and the prehensile pincer tail here, which is good because it's actually more of a potential damage, but the side claws only three hit the target, they all have strength six against hardness. five of the plague drones, so they need three to wound, okay, that's a distensible jaw wound, a prehensile tail wound, this is good, but no wounds on the side talents for the adaptation of Gorgon's high fleet, I can re-perform one's wound roles. so I can reroll that failed wound function on the scythe claw which turns it into a wound, so that's three wounds that actually hit the target with three different weapons, oh my god, this is making my neck hurt. brain, okay, I really need to save this one in particular.
I really don't want this to happen. I'm going to use my second to last command point to see if I can save this, yeah, yeah, so now on the prehensile pincer tail which is, uh, those are the ones that do a lot of damage, oh, you found it. the siphon talent is fine, so that's just one damage, so after all that beating and more blocking, only one wound comes off one of those plague drones. Very, very poor moorlock show and finally, to finish the fight phase, my plague bearers go to fight. Back at the Moorlock, 10 attacks total, hit four, ok, now wounding five, roll again, all miss, but only two wounds appear on the play wearers, so two wounds go through the Moorlock and They must be saved with a release, let's see how we do. do it now, move on to nine wounds for the morlock, that's the fight phase, then move on to the morale phase, no one needs to take anything, but again I'll choose to do a morale check on my plague bearers to see if I get one back , no no. this time on turn two for the tyranids and in the command phase I gain one more CP, bringing my total to three command points.
I get five points for keeping the target market in my deployment zone, but not the middle one, which brings us to a tie five all in the end. start of turn two, so in the tyranid movement phase I have a bit of a dilemma: can I save something, either the brood lord or jean steelers hold that objective and guarantee another five victory points or can I turn them into leroy jenkins in those plague drones and start making them do what they were designed to do, it's leeroy jr time, these guyscome in, we go and move them as close as possible to put them in charge range this turn and make them fight now that the gene thief and the Breed lord is getting nice and close to those plague drones, that's the phase of movement that takes place in the psychic phase.
I really want to create a little more survivability for my jean planters because they're going down fast, so I'm going to throw a catalyst at them, which will give them a 5 up, they won't feel pain every time they miss a wound, pretty good, so you need a warp charge of six for this and it's only five hmm, I'm going to lose with that and not let the power go out now. to the shooting phase so I just want to try to remove some wounds from those plague drains so I'll fire the flash hooks of the two jean steelers at the game drones so four attacks will come that will take four to hit and each . fails, well they weren't meant to shoot anyway, they were born to hack and slash, let's move on to the loading phase so we can get them there slashing as soon as possible, okay, so the only loading I'm doing.
This phase is just a matter of getting the brood lord and his four Jean Steeler friends right to those plague drones so they can start slicing just an inch away, so yeah, they'll go in automatically. I'm going to choose to go with my brood lord first. in the fight phase so that hopefully with his increased damage he can remove more wounds from one of these plague drones and prevent some of those attacks from returning to the brood lord or Jean Steeler, so he will attack six times. with the monstrous tearing claws hitting two at a time and five of them hit, this is a good start okay, so the monstrous tearing claws, when we look to wound this one, I can re-roll any failed wound rolls for that plus any hits of six or more on wound rolls will actually be a minor six and deal three damage, so that's three natural wounds that have passed by rerolling those two failures, turns another one which is great and one of those wounds It's actually a six, so that's good news, okay, time to make my demonic fireplace saves.
I'm using a yellow die for the six that ant got so I really hope I saved that one, annoyingly I only save one of the regular attacks so that's the ripping blow and two regular hits. through and let's see if I can make sickeningly tough saves and that turns into five wounds when we roll for damage, well I made two of them but that's still three wounds that go through so it's a completely dead plague drone, okay, so that's one. Can the Gene Thieves deal enough Plague damage to the remaining Plague Drones to put them out of action, so that's 12 attacks that hit the target now let's see how many of them can hurt well, so that's five that actually hurt. , that means we have two doing two damage and three doing only one damage, so that's still only five wounds for one guy to try to save with his demonic save.
I managed to save one of those ripping shots and one of the normal shots, which translates to 4 damage for my plague drones, how disgustingly tough are they. now they won't just be one of those wounds saved, which means that one of these plague drones has been reduced to a single wound. Now it's the man's turn to choose a unit to counterattack. He has many options to choose from, but I think. It would be more effective to use the plague drones against the Jean Steelers, try and eventually eliminate them. They hit, but they weren't hard enough to hurt the Jean Steelers.
Now let's see how insects do well on all fours to hit. It is not too bad. Too bad the balls can hurt and with these proboscis attacks I can go back to throwing four misses in total, ouch this could be my entire Jean Steelers team eliminated just by relying on these four five saves to keep them in the game, that's a save . done, but that means three are going to die unless I use a command point to reroll this and I think I'll be lucky to be a lady tonight excellent, so that command point reroll just saved another gen Stephen, but that's still too much.
He's gone, so that squad looks very thin on the ground now with only two left and now it's my phone, my phone is tight, no, it's my turn to fight, my goodness, and the only option left is that one. block more, right? in the middle and it's no wonder he's going to put every one of his attacks on those plague drones. Nine attacks, all on all fours, five with the stinging claw have actually hit their mark, but none with the distensible jaw or prehensile pincer. tail unfortunately, so of those five there's strength six versus toughness five, so three to wound those six are doing extra damage okay, so it's only been two wounds.
I'm really missing that repeat of the command point right now. I failed at both. those demonic saves of more than five, let's see if they are tough enough to withstand this and only one of those wounds is like this, the plague drone that has a single wound left is now dead, it only has one left, so for finally completing the fight phase, I get To counterattack with my plague bearers ten attacks that come hitting four, five pass now wounding five, but reroll fails, which is all of them and after all that, only one wound passes fantastic, now it's time to save it, yeah, okay.
I need to take a couple of morale tests, one for the plague drones to see if that last plague drone flees, it only has a leadership of seven. Oh, it's all six, so that would mean the plague drone flees, so I'm going to use. my final command point to see if it stays behind okay roll both so okay now let's see if I can roll a one to bring back another plague bearer with the icon no not this time , no shenanigans and even though I lost a couple of genes. thieves because they are still within the brood lord's synapse they automatically pass a morale check so that's the end of the tyranids turn two here we go nergal demons turn three and at the beginning of the phase I win a command point to take me back to one and I also get another five victory points for keeping the objective in my home zone and moving on to the movement phase.
I'll keep my smallpox carrier behind. He's doing a good job holding the target. There I am. obviously I'm going to keep my plague carriers exactly where they are, they're pretty useless for anything else except just holding an objective, however I'm going to move that one plague drone away from combat because it has a keyword fly, can do that. without any penalty and fly it up and get it closer to the target zone on one side of the table, very cheeky, so just a two for the advanced roll, which means I can move 12 inches into the psychic phase and again I'm going to roll my asthma of pestilence on the plague bearers just to make them a little harder to switch, I need a six on two dice, yes, and with three that's not going to happen, so in the shooting phase the only thing I have to do is shooting my death. heads, I moved forward, so it's minus one to hit, so I'm only going to hit five, just one hit and it'll be four to hit, yeah, and it does, that's just an invulnerable five more save to make in the jean .
Steelers, I'm happy to use one of my command points to repeat this and try to achieve five successes. I've been very lucky with the last few rolls so there's only one command point left in the shooting phase and we move on to the charging phase and I'm not going to charge that plague drone, I'm just going to leave it on that target and hope that ant forgets about him and is too focused on the plague carriers, so he goes straight to the fighting phase and there are no new fights, that means the ant can choose which model he fights first and I think it will be the morlock, so the more love will attack the plague carriers, the same exercise as before, seven attacks with the lateral claws, one with the distensible one. jaw and one with the prehensile pincer tail, okay, so that's six hits with the scythe claws, a little better than before, one hit with a distensible jaw, so that's three to wound, so after reroll , thanks to the capacity of the high fleet to re-launch the ones we have.
I have a total of five that have gone through the side claws and there's that distensible jaw that's hurt, so I managed to save the jaw attack and one of those slashing claws before the slashing talent attacks get through, let's see if I can be disgustingly resistant. save those, ah, just one, that means three more game bearers are dead, now it's time for the plague bearers to respond, now the boss bearer is still there, so that's seven attacks in five attacks normal ones and two big boss ones that were pretty good. hitting there now let's see how many can hurt just two.
I was able to reroll all those misses because they're plagued knives and I get another wound, so that's three saves from three up to make the block great, finally ending the turn. I need to do the morale phase and let's do it with the plague bearers and hopefully maybe one of them will come back, nothing comes back but nothing escapes either so I can't be too bitter about that, with the tyranids it turns to three directly in the command. phase and let's see how many victory points, oh right, okay, we won't get any points, okay, okay, totally fine, but I get one more command point, which raises me from one command point to two command points , okay, so on to the movement phase. and I want to move that brood lord and the jean steelers back to the top of the objective and also attack that plague drone so that the gen steelers and the brood lord, um, all have the abilities to allow them to advance and then keep loading in the same turn, so that's exactly what I'm going to do, so first I'm going to roll for the brood lord, it's a six and then the Jean Steelers just two, so it's 10 inches, so the Gene Steelers move will hinder us a bit. here, but at least the brood lord can return to that target and you want to move your morlock away from that target.
I'm very happy to keep him there during the psychic phase. I want to attack the plague drone and that is a successful d3 attack. The mortal wounds aren't that bad, they're two wounds that go through the plague drone now because these immortal wounds I can't use my demonic save against them, but I can still use the disgustingly tough 5 up, so it's just one less wound, but if he does it. an easier job for the fight phase, so I'm happy with that in the shoot, the only shot I have available to me are those two lone jean steelers that are there still holding on tight with their meat hooks, so that's two. attack each one hitting four at a time so with all four hitting let's see if they wound so we need five to wound a natural wound but let's do some rerolls of ones for the gorgon ability here it's great to turn one , so there are two wounds, the demon saves first, there is no chance.
What's so disgustingly resistant? One is still in the game. Two wounds left crazy props to my Jean Steelers for removing some wounds in the shooting phase. Maybe Jean Steelers can shoot after all in the charge phase and it's no wonder that My plan this turn is to charge the Breed Lord and the Jeans Dealers at that drone because I've strategically placed them right outside an inch from distance, they will automatically be in office, yeah, make them kiss, hello, kisses, kisses, so let's go. go with the brood lord first, so out of those six attacks, after rerolling everything, we end up with three wounds against the plague drone, one of them is six, so one will deal damage without problems of a minimum of six, so with some absolutely excellent rolls for brood lord damage there and some not so good rolls for saves on the plague drone that playing drone is toast after killing the plague drone , I'm just going to consolidate the brood lord to get a little bit closer to those plague bearers who are still in the fight phase and my charge units have fought now, it's up to the man to have his units fight and my Plague bearers have fewer and fewer attacks each time they are eliminated, this time only seven attacks arrive. hit four yeah not that bad not that bad now wound with five reroll fails because they are riddled with knives three wounds not too shoddy release saves to make Ideally you would save at least two of these just to keep the There are more logs in the top bracket, so we've only saved once there, but let's use a repeat of the command point to try to turn one of those others into a great safe that's still in the top bracket for the ready morlock for him to defend himself. treat as before seven attacks of the scythe claws one attack for the distensible jaw one for theprehensile pincer tail all hitting on all fours we managed to make five hits with the lining claws and both the dissensible drawer and the prehensile pincer tail also hit so they are we are going to wound in three, okay, then those wounds we have four for the side claws, two of which are six, one for the prehensile tail, okay, so first we need to make the demon save for the single hit, this can become a bit. confusing now we know which ones have passed we need to calculate the damage now this special attack does d6 damage that means I have to save nine disgustingly tough saves but this was only from three individual attacks so a maximum of three models can die with four failures, that means three are at the dead end of the turn and the only person who needs to take any morale checks is me with the plague bearers, so let's see what happens and with another roll of two, that means that no one runs away, but it also means no one returns, so, well, Nurgle's demons turn four years into the command phase, I gain one command point and I also gain five victory points for being on that objective again in my area of ​​command. origin, which brings me to a total of 15 victories. points, there's no point now leaving my smallpox carrier behind because I can't score any more points for being on the objectives, let's put him in the fight in the psychic phase, as tempting as it would be to hit that morlock again, I think he'll still I have to cast my asthma of pestilence on those plague bearers.
One of six ah eleven. Those plague bearers are now minus one to hit my game. The drones are dead, so I have nothing to do in the shooting phase, straight to the charging phase and me. I'm going to load my pock springer into the lock more and I need to roll the seven and I miss completely, it takes a command point to reroll that and oh no I miss again I only got a six, that pog springer is sitting out there, out in the open like an idiot, what a great way to end the game for the morlock to fight first.
Fortunately, those plague bearers will be harder to hear this turn, so we have seven attacks for the scythe claws and again. one with the distensible jaw and one with the prehensile pincer tail, so even hitting five hits is still five attacks that leave their mark well, it's not that bad, that's four converted wounds, so that's four, five saves up, the guy needs to do oh, luck, luck, now let's see. If I can save the one I failed with a disgustingly tough resistance, no, that would have been very lucky, okay, one more plague bearer dies and now I can counterattack, that's three attacks that hit four, only one and it wounds, oh yeah, it can . the morlock breaks free except he still has seven wounds which means he's still in the top bracket so that's one wound ripped off the moorlock and that's the end of a very short fourth turn let's see if I can get some of those back Plaguebearers with a sneaky morale check, yes, and a one means I can roll another die and a lot of plaguebearers come back.
This is all because the guy with the icon is still alive and that's my last turn, moving on to the Tyranids. Fourth turn. First I do the command phase to get one more command point, which brings me to two command points, I score that objective in my deployment zone, which gives me another five victory points and now let's move on to the movement phase , okay, then I'm going to advance the brood lord as close to the plague carriers as possible, one may not cut it, let's reroll that with a command point, take me down to a cp, reroll to six, since it's a huge 14 inches, that's all the movement I'm going to do.
What I'm doing now in the psychic phase, I'm going to attack the plague carriers, so even though that sounds like a 5. I have a feeling that guy is going to try to deny this. Consider it done so the hit doesn't go off. Let's see if we can do it with teeth and claws. Now the lord of the brood will be an automatic charge against that plague. bearers, the brood lord will have six attacks in pairs, so strength five versus toughness four means they're going to hit in threes and we'll reroll once to get the gorgon ability, so that's five wounds they will go through. only one demon save gave time for a disgustingly tough action, well I managed to save two of them, but I failed badly.
Fortunately, only a maximum of four can die because that was the number of attacks that were actually made and now because it's my turn. he has to fight back, okay, let's finish this with three attacks against the moorlock hitting four and all wounding five, one of them misses, but I can reroll because of the plague knife, two wounds pass, okay, like this that two. one of them was saved, but actually with a wound removed from the morlock taking him to his lowest damage level, that will make it even harder for the morlock to strike back this turn and save some glory.
I'm really going to need to use my last command point to reroll that save and hopefully save that wound, otherwise I don't think the morlock is going to have the ability to kill those plague carriers. Hey, so that command point rolls again. It really paid off and has kept that morlock in his top damage category. Well, now it's time for the Morlock to strike back. Well, I'll just have to live with that and hopefully the guy will fail both the saves and the disgustingly resistant to failure. Well, latest game saves, thanks for the encouragement, Penny, and yes, I made it, so those two plague carriers aren't going anywhere.
Well, that's it, so unless they disappear in the morale phase, it's time to take a morale test. I lost four models, so I add four to my role and if it exceeds my lead of seven, I lose a model and have to do a wear test for the last one, exactly what I didn't want. One model is gone and this one will get away with one or a two because the unit is less than half strength two is the perfect time to use my last command point to negate and its secondary objective yeah I can't believe it that's it ridiculous, get free victory points if you control more than half of the total number of ejected markers on the battlefield.
At the end of your turn, at the end of the game, the Daemons of Nurgle have 15 victory points and the Tyranids have 13. By simply sneaking in with the narrowest of victories, the Daemons of Nurgle emerge victorious over the Tyranids if the games of the tournament If it were five turns instead of four, it would have been an easy victory for the Tyranids. On turn five, the final score is 15 13. I thought it was always going to be difficult because the box to start collecting for the Tyranids isn't the strongest the more you close it. It seems like he should do a lot better than he actually does, that high four weapon skill isn't really doing him any favors right now, those plague carriers just stayed and then as soon as you could kill them they just came back, It was a shame the Jean Steelers were fighting from the start, but it's a closer fight than I thought.
I seriously thought the Tyrions would do a lot worse than that, but I think it was a good game, everyone had a lot of fun. Honestly the MVP has to resort to those little nerglings for his mad suicide run right at the start of the game what little heroes it's a shame I never got to do anything with my pock springer other than cast some psychic abilities he actually has a Pretty nifty melee weapon that you never got to use, what a shame and in case any of you were incredibly upset that the ant kicked out the tournament as soon as he entered, don't worry, he has another couple of squads that he'll be controlling. throughout the tournament, so you'll see him again, don't worry, you know, fingers crossed we'll be face to face again and you'll see my beautiful hands rolling some dice, soon Niggle's demons will advance to the next. stage and will face the winner of the next match of the tournament, a deadly showdown between the drakari and the jean steeler cult.
I hope you'll join us, so thank you very much for watching, bye for now, thanks for watching, see you around. then goodbye

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