40K Video Battle Report: Tyranids Vs. Daemons 1750pts BAO Test Game

Video Battle Report

In this BAO test game, Smilin Dan busts out his Tzeentch Daemons (with blood Thirster!) against the Nids! This game shows some really solid tactics for fighting Daemons of the Tzeentch variety.


About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

17 Responses to “40K Video Battle Report: Tyranids Vs. Daemons 1750pts BAO Test Game”

  1. Matt Bess November 7, 2012 12:08 pm #

    Where did your buddy get that Blood Thirster? I know Rob at HOP was making a bunch of Daemon Princes and Thirsters out of the WHFB Giant kits, was that one of them?

    I think they look decent, but not Chaos-y enough for my taste.

    Nice report, I’m surprised you didn’t just throw Swarmy in that combat with the Prince and Fate Weaver. I think that prolly would have neded it much sooner and the game would have been in the bag.

    • Reecius November 7, 2012 2:20 pm #

      He made the Giant himself and I quite like it! It is painted very well.

      I didn’t want to risk Swarmy getting Spawned, and I needed to counter Bloodthirster. I was confident that the Gants and Trygon could keep Big Bird and Friends tied down. Swarmy would have ended that though in a hurry, you’re right!

    • Defeatmyarmy November 7, 2012 2:24 pm #

      Lol I made and painted the bloodthirsty myself, bought the wings online awhile ago. I think a chaos giant is an awesome themed thirst, originally it was just a painted greater daemon for csm I added the wings because I tried to use him as the tzeentch daemon hq, left my codex at home today so drawing a blank. I made sure to keep the cow on his hip cause there’s never enough BLOOD FOR THE BLOOD GOD!

  2. Defeatmyarmy November 7, 2012 1:34 pm #

    So…I’m probably dropping the screamers for boon spam and breath with 3 daemon princes fateweaver an loodthirster use the leftover points for maybe csm noise marine allies. I really needed firepower an an outflanking daemon mace is boss if he can survive….

    • Reecius November 7, 2012 2:26 pm #

      Flamers and Screamers are fantastic, I think you just need more practice with them to really see their power come out.

  3. jy2 November 7, 2012 4:02 pm #

    Flying FMC’s, while still dangerous, are no longer the best or even the most competitive unit in the dex anymore. Screamers and flamers have taken over. I am finding FMC’s as a good support unit (if you can believe that) for those flamers/screamers. But then again, my armies are usually more concerned with the quantity of attacks over quality of those attacks. In that regards, flamers and screamers hit hard and hit more so they are usually my #1 target priority over the daemon princes.

    • Reecius November 7, 2012 5:34 pm #

      I agree with this. Screamers, Flamers, Fiends are all amazing units that hit like a ton of bricks. They’re more survivable than a single FMC, and hit harder, too.

      • bugsculptor November 7, 2012 8:06 pm #

        Fortunately the screamers and fiends are in the same slot… I would not like to face six maxed units of those choices.

        It was interesting to see the gaunt “defence in depth” strategy against the alpha striking flamers. I bubble wrap with mine a lot, but haven’t needed to create such a large “buffer zone” defence before.

        • Reecius November 7, 2012 8:58 pm #

          I thought Dan would drop the flamers fist, and I wanted to avoid losing a big bug right away to some lucky Flamer rolls. I spaced it out to ensure he couldn’t get any of my important units.

          • jy2 November 7, 2012 9:37 pm

            You don’t need to worry about that. The way those flamers deploy, he can get 3 or at most 4 templates on your big guys, even if he brings a 9-flamer unit. That means at most, you’re taking 1-2W on your big guys on the turn he drops.

            Then on your turn, it’s just mop-up on those flamers.

            Against nids, I would most likely deploy back and then on Turn 2, advance my army aggressively.

          • Reecius November 8, 2012 12:08 pm

            Don’t forget, the other Falmers still have Daemonic Gaze. Not the best, but with some luck he can drop a TMC in one volley.

            I did start moving up field turn 2, but I was spreading out laterally as well to threaten every objective I could.

            I agree though, that Nids Vs. Daemons doesn’t end well for Daemons.

        • jy2 November 7, 2012 9:12 pm #

          Actually, flamers and fiends are in the same FOC slot.

  4. jy2 November 7, 2012 9:34 pm #

    Just some advice if I may.

    In an objectives-game, I wouldn’t deploy the bugs castled up right in the corner like that. They lack the mobility to reach the objectives. All daemons really had to do was to tie up the bugs in their little corner while their troops just land on the objectives. That’s just how daemons play (and win). They force you into a defensive position and then they make you deal with all of their killy units. Meanwhile, you are stuck in your deployment zone playing a defensive game, trying to fight not to lose your objectives while daemon troops are sitting pretty on their own objectives.

    But at least you’ve got the ymgarls to try to make a play on the opponent’s objectives.

    • Reecius November 8, 2012 12:10 pm #

      I had the Ymgarls and I had the Trygon as well. I can see your point though. I do think, however, that the Tervigons ability to projectile vomit Gants out would help to get past any blockades. I was reasonably certain that Dan would come at me, so I deployed for that eventuality. Had he not, I very well could have been in bad position.

  5. Turn 7 Wargaming November 9, 2012 6:41 am #


    Where is the precedence that a FMC’s facing is determined by the direction they scattered? This makes logical sense, but what is the rulebook basis for that ruling?

    • Reecius November 9, 2012 10:58 am #

      I am unfamiliar with that interpretation. As far as I understand it, you can face it any way you choose. In this particular game, he faced Fatewaver towards the units that he wanted him to be close to so they could get into his bubble.

      • Turn 7 Wargaming November 9, 2012 2:12 pm #

        I re-watched the section around your comment at 3:15. I thought the 9″ move was the scatter, not a run. Makes sense now!

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