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2015/05/02 22:04:51
Subject: [1850] Renegades & Daemonkin go to Armacon (Game 5 up + army pics)
The next weekend I'll be attending a local tournament where I'm bringing my Renegades & Heretics from the Siege of Vraks army book, with Daemonkin allies. It's set at 1850 points, with ETC-style missions which you can find here. I'm not 100% set on my list quite yet, but today I got a couple of practice games in. I'll try taking more pictures at the actual tournament, but I'm awful at remembering both picture-taking and what happens every turn I hope you still enjoy it though, and comments and feedback is appreciated.
Game 1 - Iron Hands Space Marines with Knight and Assassin Allies
His list was, approximately from memory:
Spoiler:
1 Techmarine
5 Tactical Marines, 1 Plasma Cannon in a Rhino
5 Tactical Marines, 1 Lascannon
10 Terminators with Thunder Hammers and Storm Shields
Sicaran Tank
Sicaran Tank
Thunderfire Cannon
Stormtalon, Assault Cannon, Lascannon
Stormtalon, Assault Cannon, Missile Launcher
Knight Paladin
Vindicare Assassin
We rolled up the mission, and got Big Guns Never Tire, with Hammer & Anvil Deployment and Tactical Escalation as our secondary.
I tried spreading out my Void Shield Generators (here portrayed by the weapon battery bases, I know they're significantly smaller than the actual model, so we played it as them being taller than what you see here. I'm gonna put them on some empty jar glasses or something for the actual tournament). He fortified both ruins in his deployment zone with his techmarines (the HQ and the thunderfire one) for a sweet 3+ cover. We didn't bother rolling for Night Fight. I kept one unit of Flesh Hounds in outflank reserve, he deployed everything except his flyers.
My deployment:
Spoiler:
His deployment:
Spoiler:
Hounds Scout up:
Spoiler:
My zombie horde slowly moved up, staying within range of the void shield generators, while my hounds and bikes tried rushing up as good as they could. He wisely kept his Sicaran tanks out of range of my Laser Destroyers, taking advantage of his longer range. My void shields managed protecting my units pretty well but his first round of shooting saw him take out a total of 6 shields! He moved his Terminator blob up on my left side, with his knight slowly advancing on my right. I took an early lead in Maelstrom missions, rolling to capture objectives that were on my table half.
I fired thudd guns at his Tactical squad in the ruins, taking out a couple of them. Laser destroyers and meltaguns also managed taking out a couple of terminators, before he managed catching one of my biker units, easily crunching them with a flurry of Thunder Hammer blows. They would be tarpitted by my Zombies afterwards, and spent the rest of the game slowly being ground down by them. He had one terminator alive in the end, but that was enough to cause my zombies to pile in so that they didn't hold a nearby objective any longer, which was annoying.
Spoiler:
My Flesh Hounds managed reaching his VIndicare assassin on the top of the building after my shooting cleared out the infantry in the first level, but that guy is tough! We stayed locked in combat for a couple of turns, with him rolling pretty well and slowly killing my flesh hounds for a few turns, until he finally fell.There was an objective on the bottom floor of this ruin by the way.
Spoiler:
By the time he was gone, my outflanking unit of hounds had outflanked on my left side, right next to his Sicaran, techmarine and Tactical squad (who had disembarked to try repairing the Sicaran who had moved a bit too close to my Rapiers), and the assassin v. hound combat in the ruin. They would clear out the tacticals and the techmarine the next turn.
On the other side of the table, his knight had made quick work of my other bikers, and slowly pushed up towards my lines. His flyers and sicarans kept firing at my artillery units, bringing down my shields and causing one unit of thudd guns and one unit of Rapiers to lose enough models to be forced to take fear tests. I then rolled really bad for my Random leadership value, and they ran off, abandoning the thudd guns (so they die), and dragging the Rapier battery with them. He kept slowly wittling down my forces with his long-range firepower and flyers, being good at prioritizing targets and largely ignoring my zombies (who tried to camp on objectives in my zone, realizing that there wasn't much stuff they could kill)
I kept a lead on Maelstrom points through the early rounds, and I think I had the game in my pocket if we had ended up turn 5... which we did not :( We actually went on to turn 7, which saw his knight charge into my right-side ruins, wiping out a whole gang of zombies (who had first taken some heavy casualties from his battle cannons), and a unit of thudd guns in the last turn. I still got this objective with my other zombies, though.
I scored 6 points on Primary, he scored 3.
On kill points, he scored 10 vs my 6.
He got Linebreaker and Slay the Warlord. I got Linebreaker and slay the warlord. I actually cant remember who got first blood.
I can't remember exactly which maelstrom points we got, but in the end the total sum of primary, secondary and tertiary was:
27 points to Space Marines, 22 to the Renegades! Space Marines take home the victory.
Post-Game thoughts:
Spoiler:
My opponent played really well, keeping focus on target priorities and taking down the right void shields. I also struggle with short range on my anti-tank shooting, so this deployment was pretty rough for me. In retrospect I realize that I shouldn't have placed the Pipelines up front, as all they did was slowing me down. They are just a tax to bring several void shields, after all. I've tried building a list that denies my opponent a lot of Maelstrom points (no MC, no vehicle, no flyer, no psyker), but all that did this game was letting him roll up more objectives that he actually managed getting. I wasn't strong on my maelstrom points at all, but that happens.
This message was edited 6 times. Last update was at 2015/05/21 13:31:40
2015/05/06 12:15:23
Subject: [1850] Renegades & Daemonkin go to Armacon - Tournament on the 9th-10th of May (Practice Game 1 Up)
So the tournament was this last weekend, and it was a lot of fun! I have a lot of exams and a Bachelor's degree to finish, so I'll be a bit slower than I had hoped at putting up these reports, but I hope you'll be patient with me and that I won't forget every detail about my games
This is a pic from my last game, but I want to show it right away just so you get an impression of how a Renegade army looks when fielded:
Spoiler:
Game 1 - Space Marines (Salamanders)
Spoiler:
His list was, from memory:
Spoiler:
Vulkan He'Stan
Elite guys in a pod (command squad? I don't know enough about loyalists to remember, sorry), they had a lot of meltaguns at least
3 Land Speeders with Scouts
2 Devastator squads with Razorbacks
3 Dreadnoughts with one in a pod, all armed with multi-meltas
3 Land Speeders with multi-melta and missile pods
Thunderfire Cannon
The deployment was Dawn of War, and Emperor's Will was the primary objective. Modified Contact Lost Maelstrom secondary, and the usual tertiary points. Kill points gave up to 10 VPs.
He won the roll to go first, and deployed his Devastators in some ruins, his Thunderfire behind a ruin (and near his primary objective) and his land speeders and dreadnoughts spread out.
Due to being so large my army is pretty limited in deployment, and I had to fit everyting into my zone as best as I could, with the Rapiers having LOS to his vehcles. I had my earthshaker and thudd gun unit in my left corner behind a large LOS-blocking hill, near my Emperor's Will objective.
He infiltrated his scout speeders, and scouted them up to my lines. I failed to seize, and he started by rushing his scout speeders right up in my face. Vulkan and his boys podded down within range of my Void Shield, and managed to inflict some casualties. I had, for some reason, declared that I would scout my Flesh Hounds, so I was unable to assault in my first turn (big mistake on my part,), so I tried to move up to my left flank, where he had two speeders and Vulkan + crew. In the shooting phase I managed to take out a Dreadnought and I think a scout speeder. His other shooting mostly went to taking down my void shields.
In the next turns, he was able to score a lot of points in Maelstrom by being on top of objectives fast (Contact Lost lets you draw a maelstrom objective for each objective you control at the start of your turn). I was worried about all the things he had pushing on my left flank, with my primary objective, and sent my flesh hounds over there to go fight scouts, which they hard at, with my zombies slogging up the board. In retrospect I should have sent one unit of hounds to my flank and one up the board to get objectives, but I was afraid of his slowly approaching dreadnoughts, as I have no way of dealing with them in combat. My Rapier destroyers were great for taking out Dreads and forcing jinks on speeders. My bikers ran up his flank to my right, killing a unit of Devastators in some ruins, but spending a few turns on this after flunking their initial charge attacks.
My thudd guns wrecked havoc on Vulkan's unit, and they would later be wiped out by zombies in a slug-fest on my left flank and his footslogging dreads never reached combat.
At the end of our game he still contested my primary objective with a tiny number of Scouts, with his being left untouched. I scored all 10 points on kill points I got first blood, slay the warlord and a total of 8 Maelstrom points. He got his primary for 4 points, linebreaker, I think 7 kill points and a total of 11 Maelstrom points, for a 23-20 victory to the Space Marines!
Post-game thoughts:
Spoiler:
I made some mistakes in this game like declaring I would scout the flesh hounds up and doing so, and not expecting his scouts in my face so early. I also cared too much about protecting my primary objective, when I should have run my hounds up the board and grabbing Maelstrom points, and just avoiding his dreads. The maelstrom mission really hurt me here, but it was my own fault for not playing the mission better and racking up the maelstrom points early in the game. The Void Shields protected me against thunderfire barrages, which is good, but I'm not too worried about melta-shots so I don't know if the shields were worth their points here. It was a close game, and they are always the most fun ones. It was also delightful to see Vulkan fall to Zombies (even though it's just He'Stan and not the real deal).
This message was edited 1 time. Last update was at 2015/05/12 17:34:01
2015/05/12 22:44:29
Subject: [1850] Renegades & Daemonkin go to Armacon (Game 1 up)
I love any opportunity to read Renegades of Vraks games. Thanks for sharing this.
I probably would have just left all the dreadnaughts, scouts, and DS units to multi charges from zombie units to mitigate them to uselessness the rest of the game. This would free up your bikes and dogs to get on maelstorms and clear the opponent's backfield. Just putting forward an idea.
2015/05/13 13:14:19
Subject: Re:[1850] Renegades & Daemonkin go to Armacon (Game 1 up)
IIRC then if you scout but go second then you still get to assault first turn with the units that scouted. Only the person who actually has first turn cannot assault with units that scouted. So that might have been shooting yourself in the foot a bit.
2015/05/13 14:39:27
Subject: [1850] Renegades & Daemonkin go to Armacon (Game 1 up)
Dozer Blades wrote:I love your army - great theme and competitive. I think you did well the first game.
Thanks!
ansacs wrote:I love any opportunity to read Renegades of Vraks games. Thanks for sharing this.
I probably would have just left all the dreadnaughts, scouts, and DS units to multi charges from zombie units to mitigate them to uselessness the rest of the game. This would free up your bikes and dogs to get on maelstorms and clear the opponent's backfield. Just putting forward an idea.
Thank you!
And yeah, my zombies didn't do as much tarpitting as I would have liked them to this game. They have a lot of potential but I just didn't put my units in the right places at the right time. Oh well, I'll blame it on me not being a morning person
JohnnyCage wrote:IIRC then if you scout but go second then you still get to assault first turn with the units that scouted. Only the person who actually has first turn cannot assault with units that scouted. So that might have been shooting yourself in the foot a bit.
That was true in 6th, now you can't assault at all if you choose to scout infiltrate.
Thanks for your replies guys, I'll put game 2 up ASAP
2015/05/13 18:25:44
Subject: Re:[1850] Renegades & Daemonkin go to Armacon (Game 1 up)
JohnnyCage wrote: IIRC then if you scout but go second then you still get to assault first turn with the units that scouted. Only the person who actually has first turn cannot assault with units that scouted. So that might have been shooting yourself in the foot a bit.
Hasn't been the case since 5ed. Now it specifies the scouting unit's first turn
2015/05/18 12:41:12
Subject: Re:[1850] Renegades & Daemonkin go to Armacon (Game 1 up)
My next opponent ran a CSM army, and I've played against him before so I knew what I was expecting. His army is pretty casual and lacks the tools to deal with my hordes, so I was pretty confident going into this matchup.
From memory his list was someting like
Spoiler:
Chaos Lord in Terminator Armour with a Chainfist
5 CSM with a Heavy Bolter
5 CSM with a Lascannon
Maulerfiend
2 Oblits, MoN 2 Oblits, MoN 5 Raptors, 2 Meltaguns
A unit of Terminators
Heldrake, Baleflamer
A vengeance weapon battery with a battle cannon
Chaos Daemons Prince of Nurgle, Wings, some gifts and lvl 2 psyker
A unit of Nurglings
The deployment was Vanguard Strike with The Scouring as a primary objective, and Deadlock (Maelstrom) as a secondary. He only deployed his Daemon Prince behind some ruins, and his Vengeance weapons battery.
I filled up my deployment zone as usual.
I forgot who went first, but he didn't do anything of note the first turn, his battle cannon shot just bouncing off my shields. I move my units up aggressively to start grabbing objectives.
The second turn saw me blow up his Vengeance battery with my melta bikers
Spoiler:
And a lot of his reserves came in, deep striking inside of my void shields and taking out a few models.
Spoiler:
Spoiler:
It was a pretty one-sided game where my flesh hounds and zombies tore apart what survived my artillery barraging. In the end he had his lord and some terminators, his flying prince and his Heldrake left on the table. I think his list needs a lot of improvements and I think it would have been a more fun game for both of us if we had more evenly powerful lists, but oh well
Automatically Appended Next Post: Game 3
Next up I faced a Tau army commanded by a guy who I know is a very good player, having placed 2nd in the Norwegian championship last year and overall having a good tournament performance. He'd been out of the game for about half a year at this point though, so he said he felt a bit rusty, but I knew this would be a tough game. Good, I like a challenge
I don't know enough about Tau to remember details on his list, but he ran Farsight Enclaves and had something like
Spoiler:
A group of characters I forgot the name of (sorry)
Broadsides with missiles and marker drones
A lot of crisis suits
2 Riptides
2 units of Fire Warriors in Devilfishes
A Piranha
A fair amount of gun/missile drones
Spoiler:
Deployment was Hammer & Anvil, with Big Guns Never Tire as the primary mission, and Tactical Escalation as the secondary.
He deployed as you see in the pic above, I filled out my deployment zone as good as I could.
Objectives were placed pretty evenly around the table, and I scouted my flesh hounds up.
He began by shuffling most of his units to his right, and took out some void shields.
My shooting focused on trying to take out his markerlight drones with my barrage weapons, and my Earthshaker managed to blow up his Piranha. Flesh hounds move up right in front of him, to put some pressure, while making sure I tail some far enough back to keep the unit in Void Shield Range.
The game kept swinging back and forth a lot, with his shooting tearing down my void shields and then blasting away flesh hounds, and rapier destroyers, who would roll high for their Random Leadership and stick around. My opponent was unlucky with maelstrom cards, drawing objectives that were placed in my deployment zone, while I got more achievable objectives.
My rapier destroyers kept his devilfishes jinking until I managed to blow them up, and I kept raining barrages on his drones, trying to take them out.
Near the end I was standing on two objectives in my deployment zone, two in the middle were contested and his fire warriors were standing on the ones in his zone, in some ruins. Luckily for me, I managed to kill off enough fire warriors with my Thudd Guns to get him off both his objectives, granting me a very close 13-10 victory.
I apologize for the lack of pictures and details, it's been a few weeks since the tournament now so I've forgotten more details, and I've been too busy with studies to write these reports earlier. I hope you're still enjoying them though
This message was edited 1 time. Last update was at 2015/05/18 13:07:38
2015/05/18 14:46:41
Subject: Re:[1850] Renegades & Daemonkin go to Armacon (Game 3 up)
The Relic, with Spoils of War Maelstrom secondary, Dawn of War deployment.
This saw me up against my friend who I played with in the practice game (first post in this thread), and his list was, as far as I could tell, the same.
Spoiler:
1 Techmarine (Master of the Forge? Something to unlock Sicarans, I don't know loyalist lingo )
5 Tactical Marines, 1 Plasma Cannon in a Rhino
5 Tactical Marines, 1 Lascannon
10 Terminators with Thunder Hammers and Storm Shields
Sicaran Tank
Sicaran Tank
Thunderfire Cannon
Stormtalon, Assault Cannon, Lascannon
Stormtalon, Assault Cannon, Missile Launcher
Knight Paladin
Vindicare Assassin
The relic was placed in the middle, and I deployed my flesh hounds and bikes right in front of it. He placed his Knight to my right, his terminators in the middle, sicarans towards my middle-right, and his marines in terrain. His Thunderfire and assassin hid in a ruin to my far right.
I began the game after scouting up my dogs around the relic, and I drove my bikes up, picked it up, and turbo-boosted 6" back in the shooting phase. He was out of range for my rapiers, and my thudd guns killed a few marines I think. I would take out either his marines or his Rhino for first blood too (can't remember which)
In his turn, he moved his knight up on my right flank, and fired into my void shields, taking down a couple with his Sicarans. I don't remember turn-by-turn events now, but he basically managed to bring down my shields, get his knights into my zombies and stomp them hard. I held the Relic most of the game, but since he kept shooting down the model holding it, I had to pick it up with another biker and move it by turbo-boosting. On Maelstrom it was pretty close in the start, but he got a lead after a while, as those Sicarans are just brutal when he keeps them just out of range of my anti-tank stuff. The most I did to them was to remove a hull point or two with my earthshaker, only for his IWND to fix it. His Terminators, techmarine and my flesh hounds were fighting around the center. His planes came on turn 2 I believe, and added to taking down my shields.
At the end of turn 5, I held the relic, we were pretty equal on maelstrom and I had first blood, so I was really hoping the game would end. However, the game would continue, and that was just brutal. His knight was locked with my zombies so I couldn't shoot it, and he just stomped all of my zombies. His Sicarans kept lurking outside of rapier range, shooting down flesh hounds, zombies and the rare void shield that would get back up. His Thunderfire cannon would also remove large chunks of zombies when they weren't shielded. The game went on to turn 7, and by that time I was nearly tabled!
Crushing victory to the space marines! (again)
Spoiler:
Post-game thoughts:
Spoiler:
Again, sorry for the lack of pictures and my poor memory not remembering turn-by-turn events, I hope you still enjoy these reports and get something out of them.
His army doesn't look that strong on paper, but it has a lot of great synergy. A good combination of shots strong enough to bring down my shield and blast weapons really hurts me, and he outranges me! I was optimistic going into the game, with scouting flesh hounds and bikers on the relic, but he just tore me apart, by again being good at taking down the right shields and having good target priority. I have so many models and almost got tabled! It was a great game though, very challenging and close up to the 6th and 7th turn. I've lost to Space Marines 3 times in a row now, so I have some vengeance to exert
Automatically Appended Next Post: Game 5
The last round, and the mission was Crusade with 4 objectives worth 3 points each, Cleanse & Control as the secondary. Deployment was Vanguard Strike (eurgh)
My opponent played an Imperial Guard horde army, so a lot of people didn't think we would make it past deployment
His list was, from memory:
Spoiler:
Company Command Squad, Lascannon, Master of Ordnance
2 Priests
2 infantry platoons with a bunch of 10 man squads in tauroxes and two blobs of conscripts
4 Wyverns
Aegis with a Quad Gun
Valkyrie with a Lascannon
Culexus (in the valkyrie)
This was our deployment:
Spoiler:
Spoiler:
Spoiler:
Now that's a battlefield!
I scouted my flesh hounds up in his face. Bring it, conscripts!
I think he got the first turn, and tried taking down my void shields, but failed. His wyverns were then useless. He then charged his Conscript blobs into my flesh hounds, which would start a meatgrinder. When it was my turn, I just bombarded his army, I took out 2 wyverns with just my thudd guns, glancing their weak side armour. Most of my rapiers were out of range for anything, but I put a pretty solid dent in his army.
This, too, was a pretty one-sided battle, as he wasn't able to really shoot any of my stuff, while I tore his light vehicles and puny guardsmen apart.The turns went by pretty fast, as he just failed at taking down my shields before I had killed all his Wyverns, and by that time there wasn't much he could do. His culexus and valkyrie were quite useless. He dropped the assassin off in my backfield, and got tied up by zombies.
Near the end, he drove a few tauroxes onto an objective and held it through ObSec and me being unable to kill all his guys, but that was all he managed to do while my zombie horde crept up the board, and the flesh hounds munched down the conscripts.
Crushing victory to the void shielded Renegades (I think the final score was 30-5 or something)
Post-game thoughts:
Spoiler:
I almost felt bad when I saw how poorly he rolled at armour penetration against my shields, because he would be unable to kill me, but just almost. I think he should have pushed his tauroxes towards the objectives earlier, even though my rapier destroyers would've popped them, and my thudd guns probably would have wiped out his infantry. All he needs is one guardsman to hold/contest an objective, though, and it would've been a lot closer game. Not focusing on one shield at a time was also a huge mistake.
All in all it was a great tournament, I placed 7th out of 18 people (I think.. final results haven't been posted anywhere yet and the sheet they showed at the tournament was kinda confusing). Big thanks to everyone that showed up and the T.Os. Big bonuses were: grocery store across the street, free waffles, FAT mats on every table (the difference between a FAT mat and a hard table is huuuge when you play horde armies, speeds up my games so much), and special made Maelstrom card decks.
I'm pretty satisfied with my list, but my bikers must be cursed. They failed so many Fear and Morale tests with LD9 it's just laughable. I love having 9 void shields protecting my units, but I realize that it can be frustrating for some opponents. I never really scored enough Blood Tithe points to do anything of note, but I still love the Gorepack Formation, as it adds some great speed.
Here are some pics:
Spoiler:
(my friend's world eater army, pics taken before the tournament but he brought them for the painting competition, and won best model with the Dread. He ran a GK/SM list using some of the models for the actual games)
This message was edited 3 times. Last update was at 2015/05/21 16:24:51
2015/05/21 18:11:33
Subject: Re:[1850] Renegades & Daemonkin go to Armacon (Game 5 up + army pics)