So much for my grand plans for September. We are (finally) kicking off the Sanctus Reach Campaign in a week or two now that some sanity has returned to all our schedules. So for today may I present the answer to a question: Can a Imperial Guard fortification hold off a Tyranid attack? The twist is the Guard get only fortifications and infantry with nothing in reserve.
The Tyranid players went for the Warriors and up army style. Lots of monstrous creatures with a few key support critters. That damn Venomthrope kept the Barbed Hierodule from taking any damage the first turn. I wasted a good portion of my firepower for no return. At this scale is does truly become target overload. There are so many units that you have to kill, if you are not careful, you will wind up not killing any of them. Like I did. Much to my detriment.
What I really should have done was kill off the Swarmlord right away. Because I didn't, ALL of the Tyranid reserves showed up on turn two. I knew I was frakked, but I fought on and hoped for some really hot dice.
And the hot dice showed up! Sadly it was the Tyranids who were rolling them and I lost two my bunkers and a whole lot of troops. I can't help but be amused when a game game goes so badly, so quickly. It just wasn't the Guards day, but it was still a grand spectacle.
My command squad put in a fine showing, almost wiping out a squad of Raveners. Almost does not quite cut it when dealing with the Red Terror and a friend. The command squad was quickly dispatched, and for the finale, Old One Eye disassembled the Macro cannon bunker. Top of turn three, game over.

A enjoyable bloodbath. The game went very quickly despite the large number of models on the table. I am already planning for the rematch. 


The Swarm Rolls On
Try not to be in its path.