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2015/04/20 16:56:43
Subject: [1500] Renegades go to Winter War, a tournament report (Completed)
Hey guys,
For about a year I've been hooked on the idea of traitor guard, renegades, mutants and heretics, whatever you wanna call it. For a long time I used the IG codex with Cultist models to represent this, but with the new IA:13 book, and later the Siege of Vraks book, my traitor guard finally got proper rules that fit them. This past weekend there was a tournament in Bergen, a city north of where I live, and I decided to pack my renegades, get on a 5 hour bus ride and fight for the Chaos gods.
The tournament went on for two days, with a total of 5 games, 1500 points.
If you won the primary mission, you got 10 points, the secondary gave 4, and each tertiary gave 3, for a max sum of 20.
There was a Highlander challenge, so initially I planned on bringing my Renegade Baneblade, but I opted against it for two reasons: first off I expected a lot of anti-tank weapons because some super heavies were allowed (I believe it was the LVO list), and secondly my Skyshield Landing Pad didn't arrive in the mail in time.
I decided to ally in some Daemons instead, for mobility and the ability to summon. Every mission had Kill Points as the secondary mission, so going into this tournament I knew I had to aim for primary and at least one tertiary to get wins.
My final list, using the Siege of Vraks Renegades, was this:
I'll try putting up reports of all 5 games quickly. Sadly I forgot to take pictures in every game but the first one. I've also never written battle reports yet, so I hope to make it an interesting and enjoyable read.
Automatically Appended Next Post: Game one
I was paired up against a CSM player with a beautifully painted Nurgle army. He was running a Highlander list, and from memory it was something like this:
Spoiler:
Daemon Prince, Mark of Nurgle, Wings, Power Armour, Burning Brand
Chaos Lord, MoN, Palanquin
Plague Marines (forgot how many)
10 Cultists
Heldrake, Baleflamer
Blight Drone
Hell Blade, upgraded Autocannons
Land Raider Proteus
Plague Hulk of Nurgle
Obliterator, MoN
The mission was Crusade, with 5 objectives.. Kill points secondary, and tertiary was Warlord, Linebreaker and something else I don't remember. Deployment was Dawn of War.
I won the roll to deploy first, and deployed all my units across my deployment zone. He only deployed his Land Raider with the Marines and lord inside, and his Plague Hulk, both behind some ruins.
He failed to seize, and I began moving my zombies 6" up the board. My Heralds and Screamers moved up, summoned some units and turbo-boosted back into cover in the shooting phase. Shooting was uneventful as my Rapiers failed to hurt his vehicles.
His turn was perhaps even more uneventful as he didn't have much to do other than moving his vehicles a bit back and out of my Rapier's range.
My second turn also consisted of me moving up, summoning more units, then turbo boosting somewhere safe (not that he had a lot of shooting on the table, but no need to take an unnecessary rot cannon to the face). I now had some Plague Drones, flesh hounds and several screamers on the table.
He was really unlucky with his reserve rolls and nothing came on. He killed a few zombies with his shooting.
Things would go on like this for the most part, with his reserve rolls being abysmal and most of his things not coming in until the 4th round, by which I had summoned over 500 points worth of models and had spread out over the majority of the table. I managed to get my Plague Drones into his Land Raider, and glanced it down over two turns. I had both his access points blocked by screamers and plague drones (the Proteus has side doors, and is not an assault vehicle like most land raiders), so he was unable to emergency disembark and his plague marines and chaos lord were destroyed. His cultists were able to reach and wipe out some pink horrors I had slowly pushed up to an objective in his deployment zone, before being blasted away by my artillery.
In the end his Hell Blade was unable to land and had to fly off the board in the last turn, giving me another kill point.
In the end I had Linebreaker, I won Primary and I won secondary. My opponent got 2 points on Tertiary, and i believe it was by getting his Blight Drone into my zone for Linebreaker.
Renegades win 16-2
Post-battle thoughts:
Spoiler:
That's a good start to the tournament! My opponent was quite unlucky with this match-up, as an objective game is hard for a flyer-heavy list, his reserve rolls were really unlucky and his army lacked the firepower to impact my summoning and objective-grabbing. I also play CSM myself so I was familiar with how his army worked and how to counter it. I really loved his army though, it was beautiful and I think that's the reason for why I remembered to take some pictures haha. He was a great guy and it was a fun game (I had a lot of fun at least, and I hope and believe that my opponent did too)
My next game had me facing a fast CSM/Daemons list, consisting of (from memory)
Spoiler:
Sorcerer, lvl 3, Bike, Spell Familiar
Sorcerer, lvl 3, Bike, and either spell familiar or the balestar of mammon)
2 units of cultists
2 units of Spawn with MoN 3 Obliterators
Herald of Tzeentch on disc, lvl 3, grimoire
Horrors
A large unit of Screamers
The deployment was Vanguard strike, and the mission had one objective in the center of the board, and one in the center of each table quarter. We got one VP at the end of our player turn for each objective we controlled, and two VP for every objective held at the end of the game.
We both deployed aggressively. I rolled the Infiltrate WL trait, but it only gave me a few inches in advance since he had spread out very well around his deployment zone, having LOS everywhere.
The first turn was uneventful, with my shooting only taking out some cultists, and my heralds summoning some road blocks, and him moving up and not doing anything with his shooting.
The next turns would consist of his spawn crashing into my Zombie lines, creating a meatgrinder that would last until the end (we only got to turn 4), and poor deployment by me made his buffed-up spawn able to charge into my Screamers that were in some ruins near the center, nearly wiping them out. I kept firing at his back lines with my artillery, trying to keep him off of his objectives, but his cultists refused to break.
He kept pushing me off the center objective, despite my attempts to summon things to run on it and contest, so in the end of a bloody battle that kept swinging back and forth, CSM/Daemons took the victory. He won Primary, Secondary, First Blood and Linebreaker, for a total of 18 points. I got Linebreaker for 2 points.
Post-game thoughts:
This was a very fun game as it kept swinging back and forth. I screwed up by keeping my Screamers and Heralds too close to the center, I should have just turbo-boosted them behind enemy lines and forcing him to divert some of his assault force from my zombie lines, perhaps allowing me to grab the center objective.
2015/04/26 13:05:29
Subject: [1500] Renegades go to Winter War, a tournament report
Thanks for sharing this. There are far too few renegades batreps.
I really like your zombie swarm. If you manage to roll master of ambush as your warlord trait people will rip their hair out trying to remove all those zombies.
2015/04/27 17:49:57
Subject: [1500] Renegades go to Winter War, a tournament report
ansacs wrote: Thanks for sharing this. There are far too few renegades batreps.
I really like your zombie swarm. If you manage to roll master of ambush as your warlord trait people will rip their hair out trying to remove all those zombies.
CrownAxe wrote: Looking forward to more. Thanks for posting, Always glad to see Renegades in action.
Thanks!
I wish I had pictures and a better memory so I could get close to the quality of other battle reports here on dakka, but I aim to improve. I got another tournament coming up on the 9th-10th of May, where I'll bring my Renegades and allied Daemonkin. I'll try remember to take more pics then and maybe take notes if I get the time.
Battle 3 - Eldar/Harlequins
For my third game I faced a guy I've played against quite a bit before, so I knew a bit about what to expect. The deployment was Dawn of War, and the mission was a modified version of The Relic. The Relic was an objective in the center of the table (as usual), and in addition there was four other objectives, where each player placed two objectives in the opponent's table half after determining sides. I placed mine quite far up in his deployment zone, knowing that my zombies will never get to his backlines. There were two available missions you could choose: either The Relic, where you get 1VP for each turn you hold the relic, and 5 VP if you control it at the end of the game. The other was to get 1VP for each objective you hold at the end of your turn, from the second turn onwards. I naturally chose the latter, knowing well that the Eldar would reach the relic before me with their superior mobility.
His list was (from memory, and without familiarity with Harlequin unit names - so I apologize for the lack of details):
Spoiler:
Farseer on bike
Farseer on bike
3 Jetbikes
1 Wave serpent with some guys inside (typical loadout)
Wraithknight
Wraithknight
Harlequin skimmer
Big unit of Harlequin bikers
Smaller unit of Harlequin bikers
He won the roll to deploy first, and did so, putting his Wave Serpent to my extreme right, his WKs in the middle, and his jetbikes to my left. Guardian Jetbikes were in reserve. I deployed my rapiers on top of a hill to my extreme right, so I could see his wave serpent, and there was nowhere I couldn't see it. I spread my zombies out across my deployment zone (I can barely fit them when I space out, it's a bit of a luxury problem), and my artillery to my left, behind as much cover as I could, and near my WL (who was joined to a unit of zombies).
I failed to seize, and he began by jumping onto the Relic with one of his Wraithknights. His psychic phase got off the power to reroll saves, but not much else. His shooting saw the Harlequins and their haywire blasts wake out my Wyvern for First Blood, as well as a couple of nearby zombies. His Wraithknights did a little damage to my Rapier batteries, but not enough to take them out.
My first turn saw my zombies move up, my screamers and heralds move up to the center, summon some stuff (I believe I went for Plague Drones), before turbo-boosting back to safety in the shooting phase. Shooting saw my Rapiers get two pens on the Wave Serpent, where he failed one of his jink saves, and I proceeded to roll a 6. Wave serpent down! The guys inside were removed quickly after. My Thudd Guns unloaded into his big blob of Harlequin bikes and Farseers, putting around 30 wounds on him, of which he failed a single one... I believe I targeted his big bike unit with my Earthshaker, causing him to jink. Eldar has 1 point for holding the Relic for a turn at this point.
I can't remember everything that happened round by round, but his WK basically moved back with the relic, bikes shuffled around a bit and got into combat with a zombie unit, and he shot down some of the stuff I summoned. I also lost some zombies, but with cover saves and 4+ fnp they're insanely durable for their price. I detached one of my heralds (the one with the worst psychic powers) to fly up to one of the objective in his table half, and my zombies managed a long charge into some woods where the relic-holding WK was.
His harlequins and farseers killed nearly a whole zombie unit over a few turns, but they were also slowly whittled down themselves. Hit & Run shenanigans don't help much when I can just lob barrages into combat
My zombies kept piling in around his WK, and I kept summoning stuff onto the board and slowly covering it in bodies as the Eldar forces were either locked in combat or slowly ground down by artillery fire. T7 with 3+ saves is hard to hurt, and the one WK that wasn't in combat wasn't rolling too hot on his shooting, so my artillery was largely untouched.
I can't remember if we reached round 4 or 5, but at one point I had killed so much Eldar stuff that he didn't have the firepower to win on kill points. I had also amassed quite a lot of VPs by controlling 3-4 objectives most of the game, and with my ObSec units piling in to his relic, my opponent conceded, giving me a total of 18 points (10 for primary, 4 for secondary, 2 for linebreaker, 2 for slay the warlord) vs his 2 (first blood).
Post-game thoughts
Spoiler:
This was a pretty good mission for me to face this army, and when I managed to remove 2 of his 3 obsec units so early on in the game, I knew I was in a good position. His list has the ability to take out elite forces, with haywire and s10 shots etc., which is something I see a lot in tournaments today. However, I don't care about that Shoot s10, s6, s7 and whatever you want at my zombies, as long as it's just two shots I'm not worried about losing anything. I always place some crew in front of my artillery for ablative wounds, so it would take 2 WKs shooting at my artillery to take out one gun, which is 30 points or less. As you can tell, I am not worried about WKs getting D-weapons, they still only kill 2 zombies. I'm a lot more worried about massed S6 shooting from those jetbikes. (Just had to add that part, since everyone is talking about the new Eldar nowadays.) I finish day 1 with two wins and one loss, and three fun games versus great opponents.
This message was edited 1 time. Last update was at 2015/04/27 18:49:18
2015/04/27 20:54:38
Subject: [1500] Renegades go to Winter War, a tournament report
This game had Hammer & Anvil deployment, with one objective in the middle of the board and one in the middle of each table quarter. For the primary mission we had to pick 3 objectives from a list. I chose the following:
Kill all enemy HQs Control the center objective
Have 3 scoring units in my opponen's deployment zone
I can't exactly remember my opponent's objectives, but we both selected the one for controlling the objective in the middle of the board.
My opponent's list was (from memory)
Spoiler:
Farseer on bike
Large unit of Jetbikes
Wave Serpent full of guys inside, carrying some heavy weapon with them
3 Hornets
3 War Walkers
Wraithguard with flamers
Wraithlord with two flamers
I apologize for not being more specific with names for weapons and such, I'm just not familiar enough with the units so I hope you'll bear with me
I deployed like I usually do, with my zombies spreading out, screamers and heralds hiding behind cover, and artillery taking up positions in ruins.
My opponent kept his Hornets in Outflank reserves, and put most of his army to my right side, with war walkers and the wave serpent hiding behind cover, and the jetbikes being out of LOS.
I went first, and slowly moved my horde up. I cast Incursion and summoned some Plague Drones who scattered up right in my opponent's face, before turbo-boosting back to safety. My shooting failed to bring down his War Walker squadron, but made some of his stuff jink.
On his turn he managed scoring first blood by taking out the summoned plague drones, but his other shooting was ineffective.
The rest of the game consisted in my horde slowly moving forwards, as usual, while summoning stuff onto the board. His Hornets came on in my backfield and killed a few screamers before I charged them with summoned screamers and plague drones (as a digression I can mention that I got Incursion in every game, which helped me a lot), taking out one and leaving one with just 1HP. The game kept consisting of my horde moving up the board and summoning stuff, while he flew around and survived my shooting through jink saves. One of my zombie blobs tarpitted his Wraithlord and his Wraithguard for a couple of turns, which was a good trade for me; I don't know how many points his wraith constructs were, but I'm pretty sure it's over 90.
He unloaded his troops (guardians or dire avengers? I am not sure) near the center objective, but was charged and destroyed by my second zombie horde. I also popped his Wave Serpent with my rapier destroyers at one point.
At the end of the game (I believe we got to finish 4 rounds), we were drawn on the primary, each of us having accomplished two of our missions. I controlled the center objective and had 3 units in his deployment zone (1 lone seeker and 2 summoned units of screamers), and he ended the game with no units in his deployment zone and succeeded in another objective that I do not remember. We were also tied on the secondary (kill points), as he had only managed to kill off the plague drones and one unit of summoned seekers, and I only finished off the wave serpent and the troop blob. A bit frustrating as he had one HP left on the war walker, he had one jetbike left in the squad, his Hornet squadron had 1hp left on each vehicle etc., but that's what happens when playing an army that has both summoning and hordes: it takes time!
For the tertiary missions he got First Blood and I got Linebreaker.
Tie on all counts!
Post-game summary:
Spoiler:
This was a fun game, but I'm not a big fan of the mission. Most of the options were favouring highly mobile armies, and we had to keep the missions secret until the end of the game. I really wish the game had gone on, as I think I would have won it if it had, but I definitely took up most of our play time with all my models, so that we didn't get further than round 4 is entirely on me. I'm just glad I faced the jetbike and wraithguards before the new codex came out
Automatically Appended Next Post: Final game - Eldar/Knights
Even more Eldar!
This mission had Vanguard deployment, and the board was divided into table quarters. To win the primary mission, you had to control more table quarters than your opponent. You controlled table quarters by having more points in it than your opponent.
My opponent's list was (from memory)
Spoiler:
Exarch
Farseer on bike
3 Wave serpents with various stuff
2 Knight Errants
I won the roll to go first (again!), and also got the Infiltrate WL trait. I decided to infiltrate two rapier laser destroyers, as well as one zombie unit. I spread the rest of my army out like usual. There aren't a whole lot of options for my deployment when I have so many models
He kept his serpents in reserve, and deployed his knights up near the center of the table. I then infiltrated my rapiers so that I had both in range of a knight, one unit facing the front, and one in the rear.
My first turn started as usual (move up, summon, turbo-boost to safety), but my Rapier laser destroyers managed to strip 5 HP from the knight; 2 pens went through, then I rolled a 6 and another 6. I then fired my earthshaker onto it, scoring a hit, and another pen dropped the knight. Hit them from the front, side and rear, that's how you bring those suckers down! His turn saw him send his remaining knight back towards the Rapiers I had in his backfield, easily wiping them out.
The rest of the game consisted in him hugging his table edge, out of range of my remaining rapiers, while I moved up and summoned stuff.
Not a lot happened in this game, really. His farseer flew around, trying to cast some powers that were denied by all my warp charges, before being shot down as he had to expose himself thanks to all my models (I had flesh hounds and seekers coming up on his flanks, plague drones near the center, etc.). On the last turn I summoned some Daemonettes and blocked the path so that he couldn't flat-out his wave serpents into the table quarter I had few models in, and the game ended in a draw on the primary: since we didn't kill much of each other's stuff my only choice was to summon and hope I got more points worth of models than he had left, which I didn't manage.
He won on kill points, having killed a couple of summoned units, scoring him 4 points.
I scored first blood and linebreaker, and he got no tertiary, scoring me 4 points too.
Another draw!
Post-game thoughts:
Spoiler:
I feel that my list is really strong in this mission, but I didn't have enough long-range anti-tank to take out any of his units. Had it been an infantry-based list I could've had a better shot, but that wasn't the case. My opponent played conservatively, which was wise, as I think he would have lost if he had been more aggressive.
I apologize for the lack of pictures and my poor memory not remembering turn-by-turn events, but I hope that people have still enjoyed reading these reports! I want to show that Renegades can be both competitive and a lot of fun, although there are a few downsides to bringing them to a tournament:
-Lack of mobility. This is the really big one, especially if you play maelstrom missions. Allying in CSM, daemons or daemonkin can help a lot with this. I think Necrons would be great allies as well (locking units in combat with wraiths and then shooting barrages into the combat? Yes please)
-Time. It takes time setting up all the models, which can be a big downside in a timed setting. With this list, summoning took more time than moving the horde, though.
-Packing. With the combination of summoning and horde, I had to bring three suitcases full of miniatures with me on a 5 hour bus ride, which was a bit annoying
This message was edited 1 time. Last update was at 2015/04/28 17:21:29