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2011/09/15 21:26:57
Subject: Empire Games GT 9/10 1750 5 Rounds Mesa AZ
Strike Squad w/psycannon, hammer, halberd Razorback with Psybolt
Strike Squad w/psycannon, hammer, halberd Razorback with Psybolt
Strike Squad w/psycannon, hammer, halberd Razorback with Psybolt
Psyfilman
Dreadknight with stuff
Mission: Spearhead with 3 objectives. One in the center 2 in no man’s land.
Matt’s Grey Knights are gorgeous, the shades of blue and the check bases’s were phenomenal.
Matt won the roll to go first and here is his deployment keeping the Dread Knight in reserve.
Seeing that he is one of the few Grey Knight Players with only 1 Psyfilman I know I can win the range game and Deploy in the opposite corner with my Speeders behind the bastion, keeping my 3 crusader squads in reserve.
Turn 1.
Matt turbo’s the Stormraven with the Termies towards the center objective.
Moves is pysfilman up to find out that he is out of range of my speeders.
The Strike squads move towards the bottom objective.
My shooting phase proves devastating as I down the stormraven and the dread.
Turn 2
Matt runs the terminators towards the center objective and takes some pot shots on my terminators.
The Razorbacks move towards my speeders and are just barely in range downing a few of them.
The strike squad moves to control the bottom objective.
I return fire killing the paladin’s and destroying 2 razor backs.
Turn 3.
Matt’s Dreadknight comes in from reserve and teleports in my face opening up on the terminators and dealing wounds which they make all save.
He rushes another strike squad to the center.
2 of my crusader squads come on from reserves. One moves towards the top objective and the other towards the center.
I lay into the dreadknight with all of my shooting and fail to do any wounds.
I send in the marshal and the fight results in a wound each.
Turn 4.
Matt’s shooting is pretty ineffectual.
He continues to move the Strike Squad to where the Paladin’s were in the center.
During his combat the Dreadknight finishes off my Marshall.
With the looming threat of the dreadknight in my lines I commit a squad of terminators and the emperor’s champion to engage him.
I continue to move the crusader’s towards the center and top objectives.
My remaining speeders start to work on his strike squad in the center killing a few and pepper the ones on the lower objective.
I charge the Dreadknight killing him and he takes a few terminators in the process.
Turn 5/6
Matt tries to hold onto the center and bottom objectives but over the next few turns but with most of my armies shooting ability unhindered I make quick work of them.
The remaining strike squad disembarks for a last ditch run towards the objective but fall short.
Matt’s a great guy and I would love to play him again.
I end up winning 2 objectives to 0.
Round 4 vs. Drew’s Grey Knights[u]
Draigo
Librarian w/ Doom, Might of Titans, Warp rift, 3x Skulls
Paladin Squad with 2x Psycannons Apothecary, hammer, halberds etc
Paladin Squad with 2x Psycannons, hammer, halberds etc
Paladin Squad with 2x Psycannons, hammer, halberds etc
Dreadknight with Stuff.
Mission: Funky… Table Quarters with 5 AV 13 markers. One in the center and one in the center of each Quarter. To kill a marker you must deal 3 penetrating results to it. Winner is who destroys the most markers.
I win the roll to go first…
Round 5 vs. Shane’s awesomely painted Salamaders
Librarian in Termie Armor w/Gate and Vortex
Dreadnought
Termie Assault Squad all hammers
5 Man Tac squad w/ combi melta Lazorback
5 Man Tac squad w/ combi melta Lazorback
5 Man Tac squad w/ combi melta Assback
5 Man Sternguard x2 flamer,x2 melta pfist razorback
Vindicator
Predator Autocannon Heavy Bolters
Predator Autocannon Heavy Bolters
Landraider redeemer
Sorry that this report wasn’t as in-depth.
By the end of the day I was feeling pretty beat and forgetting to take video of each of the rounds.
My game against Shane was like a great chess match. With the amount of LOS block terrain and tight movement phases it really made for a tactical game.
My MVP was definitely my Marshall on a bike. Spending 2 turns speeding up the empty side and then flanking him from the rear killing the dread, tac squad and causing the terminators to go back and deal with him was a game changer.
I had 5 great games and went 4-1.
The ties breakers were determine by victory paints and I ended up going 5th overall.
Blackmoor was the real determining factor for the tournament as he beat the top all top 5 finishers and whoever was able to get the most victory points off of him would be best general.
This message was edited 1 time. Last update was at 2011/09/15 21:30:52
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2011/09/16 15:40:29
Subject: Empire Games GT 9/10 1750 5 Rounds Mesa AZ
Dave_Fay wrote:Yeah out of the 40 players it seemed like 15 or so were Grey Knights.
This trend has greatly informed how I made my list for Semis.
Grey Knights also won over all and the next 6 placings were Dark Eldar, Space Wolves, Blood Angels, Black Templars, Vanilla Marines.
Nice to see that although GK were popular, it didn't do them much good unless they were run by Blackmoor.
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2011/09/16 17:22:44
Subject: Empire Games GT 9/10 1750 5 Rounds Mesa AZ
Man that was some bad luck getting Blackmoore on round 1. Then again with a 4-1 record if you didn't get him round 1, you would probably have gotten him in a later round assuming Swiss style pairings.
Having played against Dave several times I can attest to the cruelty of his dice, and his effect on his opponents dice. In fact, Dave's mere presence is often enough to cause my dice to go haywire (5 "hit" rolls with frag missiles on a clustered strike squad from my Long Fangs, causing 50 hits, 25 wounds, and 8 dead models).
The pictures don't do your army justice. You should post a display picture, because it's very dynamic and well painted.
Congratz on the 4-1 record!
"Duty is heavier than a mountain, death lighter than a feather."
I played Shane in round 4 with the AV13 markers and got properly smoked.
In play testing, my Wolf Lord on TWM with TWC were popping those transports in 1 turn and my Grey Hunter packs were popping them in 2 turns. In my game versus Shane, the Grey Hunters did not pop one the entire game and it took my WOlf Lord crew 3 turns. It was ridiculous!!
2011/09/18 12:35:57
Subject: Empire Games GT 9/10 1750 5 Rounds Mesa AZ