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Made in gb
Steady Space Marine Vet Sergeant




England

Well done mate. What is the next milestone going to be?

If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
Made in gb
Death-Dealing Devastator






 Nevelon wrote:
Nice looking army you have there. Good to see them all lined up!


Thanks. I don't think there are enough full army photos out there, and certainly not enough where every miniature is painted.


 AirborneAnto wrote:
Really great looking army! I love how crisp the painting is. You're making me miss my own Raven Guard... I must root them out and give them a touch up!


They're an under-represented Chapter, although that's changing now that they have proper rules. I'll look forward to seeing what you come up with.


 WarbossDakka wrote:
Well done mate. What is the next milestone going to be?


Well for now I'm going to be looking at other projects. My Tau are eight models away from 1000pts and my Imperial Guard are only a hundred and ten models short of 1500pts! Those will be my next projects, all of which will be posted in other threads.

At the moment, though, I've been commissioned to spruce up a Revenant Titan. The chap only wants it gluing back together and neatening up a bit, but I'm a total perfectionist, so I'll be giving it a proper going over. I'll see about posting that as well, but it's unlikely to be in a thread.

Raven Guard-wise, I have a total of four 1500pt army lists written, each of which uses existing units, but also adds a little to the overall collection (a tank here, a Dreadnought there, etc). These can then be boosted to the 2500pt level with the addition of units I've already finished, so over the next year or so I may post the odd new unit here, but I intend for it to be mainly battle reports for the time being, while I have a break from black Power Plate.

Anyway, this thread isn't about to go dormant, so check back now and then for updates.

   
Made in gb
Death-Dealing Devastator






So, this happened sooner than I thought. Had a great game on Thursday night against the supposedly 'unholy trinity' of Battlesuits. Admittedly this was not your dad's cheesy, min-maxed army, but neither was mine. Still, this game really went in my favour from the first minute. I did manage to take a few more photos this time.


My opponent's army consisted of three Riptide-class suits, including the two Forge World ones, alongside two squads of 12 Fire Warriors, three Remora Drones and Shas'o R'Myr with a pair of bodyguards. Expecting a gunline, I had loaded up on bodies and Alpha-strike units, with two Tactical Squads and a full Assault Squad, my customary unit of Scouts in a Speeder, three Land Speeders, a Stormtalon and a Predator. We rolled for a Hammer and Anvil deployment and a Relic gametype, which is probably my favourite combination in the BRB. Though I lacked my normal Lias Issodon, I managed to roll the very same Warlord trait, allowing me to infiltrate three units. My two Tactical Squads were set up in cover, as was my Assault Squad and Chaplain, while the enemy Battlesuits and Fire Warriors poised to strike.


The first turn was fairly uneventful, with my squads shifting around to avoid what fire they could. My Dreadnought came in, the Drop Pod taking Interceptor fire from the Riptide and R'Varna and losing its Storm Bolter (I was distraught). Luckily this left minimal firepower available to punish my units at ground-level. They would have benefited from Shrouding, but hardly needed to. In the Tau turn I copped a few wounds from the Y'Vahra and Fire Warriors, but nothing major.


The highlight of the turn was a Rhino pivoting on the spot, moving the equivalent of 1", and immobilising itself on a rock. The Tactical Squad inside collectively rolled their eyes and prepared to disembark early.



Turn 2 began in a bit more style, with my Predator advancing into the ruins and my Dreadnought and Assault Squad moving into position. The Land Speeders and Scouts all arrived on target, instantly decimating the backfield Fire Warrior Team, the remaining member of which promptly soiled his fatigues and fled. Meanwhile, the other Warriors were cut apart by Bolter fire before being assaulted by the Dreadnought. None of these things were good for my opponent's battle-plan, shreds of which we were now peeling from our clothes.


The Chaplain's squad fearlessly launched themselves at the Riptide, beginning one of the most tense and vital assault actions I can recall seeing.


Unsurprisingly, this did not end well for the Tau.



Turn 3 saw my Stormtalon arrive, sending all of its shots into the Y'Vahra to no avail, while my Predator advanced, being similarly ineffectual (New Model Syndrome, you see). The Riptide's combat ground on, with the Scouts jumping from their Land Speeder to join the fray, and by the end of the turn it was on its last wound. The R'Varna fared no better, taking five wounds from my Librarian's Psychic Shriek (which might be my favourite Witchfire power now). Meanwhile, my second Rhino nipped out from cover so that the Librarian could grab the Relic. In the Tau turn, the Remoras arrived and took a Hull Point off the Stormtalon, while the immobilised Rhino was finally wrecked by the R'Varna.


It might not have been able to hit anything, but this Predator cut a dashing figure as it cruised through the ruins.


With all the Reserves, things started to get pretty choked in the Tau Deployment Zone. Linebreaker, it seemed, would not be a problem.



Turn 4 was simply a matter of consolidating my victory, but not before my opponent gave one last Hurrah! In his turn, the Librarian hopped back into his Rhino with the Relic, tagging in the Tactical Squad, who assembled to guard his retreat. The R'Varna finally fell to the cannons of the Stormtalon and Dreadnought, while the two remaining Land Speeders blasted a Remora from the sky. Finally, the Chaplain finished off the Riptide, mere moments before the Y'Vahra valiantly charged in to avenge his stricken mate. The Shas'o and his Bodyguards dropped into play, reducing my forward Tactical Squad to a single pinned Sergeant, but leaving themselves open to the Librarian's squad in the following turn.


Yes, that's the R'Varna from the Forge World website; the very same model! No, I didn't feel bad.


I didn't have much hope for this one, but it was another two guns I didn't have to worry about.



The fifth and final turn of the game saw me secure a decisive victory. The Tau had been routed, their impetuous Commander humbled, their machines brought to ruin and their numbers severely depleted. Though the wider Praefectia campaign would not fare so well in the weeks to come, this engagement would be remembered as one of the Chapter's finest. The results speak for themselves.


Some may call this cowardice, I prefer to think of it as Professionalism.


As a final humiliation, the enemy Commander was brought low. Though I wouldn't have the time to claim Slay the Warlord, the alien's capture will surely have aided the war effort greatly, and I'm sure it had nothing to do whatsoever with the tragic accident he'd had on the way to the battle, which meant that he spent the whole evening in a heap.



Final result was 5 - 1 to the Raven Guard, and a good time was had by all. Hope you enjoyed the report. I've been invited to a tournament later in October, which should be interesting. Until then, watch out for pics of my ongoing commission, which you'll be able to find in my gallery when it's complete.

   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Nice report. Alsway good to hear about some xenos being purged.

   
Made in gb
Death-Dealing Devastator






Short one for you today, partly because I didn't take too many pictures and partly because we had to call the game after just four turns.

Nevertheless, this was a fun little game. Due to a bit of an oversight, it ended up being a three-way battle, and I had to write my list on the fly, so it wasn't as well assembled as I normally like. Nevertheless, I took a Tactical Squad, some Sternguard, an Assault Squad, a Stormtalon and a Predator up against a horde of Guard Veterans and a Scout-heavy Blood Angels list, on a board featuring three objectives, as well as Linebreaker, Slay the Warlord and First Blood secondaries. I won't do an exhaustive turn-by-turn exposé (because I can't be bothered), but here are some of the more dramatic moments.


In Turn 1, my Assault Marines took heavy fire from the assembled Guardsmen, but leapt fearlessly onward.


Meanwhile, the Predator advanced, taking care to avoid the sights of the enemy Russes, whose Vanquisher Cannons would have made short work of its side armour.

Elsewhere in Turn 1, the Blood Angels surged out to claim objectives and set up their early strikes, while my Infiltrated units held tight, waiting to exploit weaknesses in the enemy battle lines.



Into Turn 2, the enemy tanks still struggled to draw a bead on any of my own vehicles. When they got a shot off against my Rhino, however, it would spell the end for my Tactical Marines, who were left exposed to a nearby Baal Predator.


On the other side of the board, my Sternguard took their chance, decimating the enemy Tactical squad with a volley of Vengeance rounds, before steeling themselves for the inevitable charge...


...the results of which looked like this! For once, the dice were with me, as only a single Veteran fell to the Blood Angels' furious assault, while I dealt two further wounds from Overwatch and Master Korbijn's Power Sword. The Blood Angels fled, but were caught and fought on valiantly.



The last two turns of the game saw my Tactical Squad wiped out in a single round of shooting from a Baal Predator, while my Assault Marines wrought havoc among the Traitor Guard, wiping out the Command unit having already sent some Veterans scrambling for an escape. The Blood Angels tank would later be finished off by my Stormtalon, but it wasn't much of a consolation.

although they had positioned themselves to charge the remaining Guard infantry, a round of Blood Angels Sniper Fire would render this idea pointless. Instead, the Chaplain's squad charged and wrecked the Leman Russ which had earlier blown up my Rhino.

And that was the point at which we called it. The final result was a tie between myself and the Blood Angels player, who held an Objective and scored Linebreaker, while I claimed Linebreaker twice, as well as First Blood and Slay the Warlord. We tried to settle it with a duel between Tycho and Korbijn, but after three rounds of failing to wound one-another, we gave up.

Quite a fun, casual game. So fun, in fact, that I forgot to roll for my reserves, thereby lacking a unit of Scouts in a Land Speeder.

Next week's game should be a good one, as I'm hoping to get a game against some excellently-painted Tyrant's Legion. I'll be sure to do a more thorough job of documenting that one.

   
Made in gb
Death-Dealing Devastator






Time for another Raven Guard Battle Report. This time I was up against Max’s Harlequins, and a player with a somewhat more competitive oeuvre to my own, so even though he was 'handicapped', as it were, by a slightly less-than-top-tier army, I was feeling slightly pessimistic. So pessimistic, in fact, that if pessimism were an Olympic event, I wouldn't have fancied my chances. Hur hur hur.

But enough ground-breaking comedy, time for a serious report. I took plenty of photos this time, as well. Anyway, my army consisted of my Counts-as Lias Issodon, a Level 2 Librarian, five Sternguard, one Mortis and one Venerable Dreadnought, two mechanised Tactical Squads, a Stormtalon and both my Predators. I'd packed this army in the morning, and only found out at Lunch Time on the day of the battle that my opponent was bringing a full Masque Detachment loaded with Caresses and as many Haywire weapons as possible. Nevertheless, I felt that I had enough armoured infantry to swarm him where he castled and get as much Instant Death going on with his Jetbikes as possible. We rolled for a Dawn of War and Purge the Alien game and started deploying.

I won the roll-off (after no fewer than five tied attempts!) and chose to go first, deploying my Predator Annihilator and Mortis Dreadnought in commanding positions and my Tactical Squads as close to his castled units as I could, intending that they would use their transports to get into Rapid-fire range and start depleting units before they could gain momentum. For Max's part, it seemed he intended to run rings around me from the get-go, so I would have to do my best to deny him the chance.


Turn 1 began with my Venerable Dread podding into cover, ready to charge some Jetbikes as soon as he had the chance. After this, a Rhino barely managed to move an inch before it immobilised itself on a rock. Grumbling, the tactical Squad inside debarked and lined up to do their best at maximum range. Meanwhile, the Predator Destructor broke cover and started putting rounds on the enemy Skimmer, joined a moment later by its Lascannon counterpart. The light vehicle was momentarily lost in a haze of colour and dancing images before it exploded spectacularly, its mirage launchers hopelessly outmatched by the Imperial firepower. After this, a Skyweaver was smoked by the Mortis Dreadnought, the rest of the Squadron then failing their Morale check and fleeing to the very edge of the battlefield. A single dancer on the other side of the board was the final casualty, his squad weathering a storm of fire from the Tactical Squad before failing one save against a throw-away Storm Bolter from the immobilised Rhino.

In return, the Harlequins took a significant chunk out of my army. Making use of a rule I had totally forgotten about, the Death Jester's Shrieker Cannon took one Marine out of one of my Tactical Squads, who then failed their Morale Check and ran sideways off the board. Meanwhile, my infiltrated Sternguard copped a charge from a full Troupe, complete with Shadowseer. The Eldar took wounds from Combi-flamers, claiming three Sternguard in return, while Korbijn slew the Shadowseer in single combat. The Troupe Master making his escape, with the Sternguard hot on his heels.


The Skyweavers began the game castled in the corner of the board.


2+ Cover Saves, indeed!


The Voidweaver was about as much use as my Rhino, shame it was thrice the price.


Turn 2 saw me make some gains here and there. I dealt significant wounds to one Skyweaver Squadron. My Venerable Dreadnought fired its Plasma Cannon at the Death Jester, who was saved by his cover shenanigans. Korbijn and his Sternguard finished off their assailants, with the Troupe Master being gunned down as he fled.

My plan to hammer the Harlies while they were castled was in tatters, so my remaining Tactical Squad prepared to receive a charge. The lone Skyweaver came first, with all of my Overwatch failing to accomplish anything. After this, the squad was also charged by a full Troupe, including a Solitaire. Obviously they didn’t even get the chance to strike. My Sternguard fared little better, losing all of their remaining members to Zephyrglaives. Finally, the depleted Troupe on the far right of the board charged and wrecked the stricken Rhino with their Caresses.


The Venerable Dread would probably have been one of my star players, had it not failed in the last combat.


Making use of that sweet Shrouding.


By the end of Turn 3, I had begun to think I might be in with a chance of winning. My Stormtalon dropped onto the board in Hover Mode. My remaining Rhino roared toward the consolidating Harlequin Troupe, sending them packing even as it failed its terrain check *rolls eyes*. Meanwhile, the Venerable Dread made a counter-charge against the Skyweavers, knocking two out of the air and sending the last one fleeing off the board.

The enemy turn saw the Harlequins start clawing back the game. The Troupe which had previously wrecked the a Rhino went on to do the same to my Predator Annihilator, while their counterparts in the centre of the board rallied, casting Veil of Tears and Shrouding and taking out the other Rhino. With that, the Victory Points stood at 6 – 4 and I was quietly confident.


Mortis puts Las up the field. As you can see, we take things seriously at our club.


I love Dreadnoughts, and they love me.


Turn 4 saw me truly give the game away. With Veil of Tears and Shrouding preventing any meaningful shooting against them, the remaining Troupe was all but invulnerable. Stupidly, I moved my Predator, Dreadnought and Stormtalon forward to see if I could get a shot, while Korbijn and the Librarian ran to claim a Linebreaker.

In the Harlequin’s turn, my defeat was assured. The Troupe which had taken out my Predator stuck around to claim its own Linebreaker point. The central Deathstar hammered forward, their sights set on the helpless units I had stupidly fed them. The tank lasted all of three seconds, while the Drop Pod actually managed to weather the Solitaire’s onslaught.


The Sternguard prepare to receive a thunderous charge.


...having already survived one difficult combat against the Eldar.


Luckily, they would have help against the Jetbikes.


The fifth and final turn of the game was just a matter of clearing up. My Venerable Dreadnought charged the Troupe in the centre even as they picked over the wreck of my Predator. He whiffed all but one of his attacks and absolutely obliterated one basic Harlequin. A Second hit would have got me a Kill Point, but it wasn’t to be. The Mortis Dreadnought took a cheeky shot at the Solitaire, but it was to no avail.
Finally, the Harlequins ended the Venerable Dread’s rampage with Caresses and Haywire grenades, claiming a tenth Victory Point for Max and ending the game.


This was the point at which it all went wrong, really.


I should have focussed more fire on that unit.


This Rhino would prove quite the inconvenience to the Eldar, and would pay dearly for it.


The final result was 8 – 10 to the Harlies. I definitely feel like I snatched defeat from the jaws of victory there. If only I had been more careful and not under-estimated that Deathstar to such a degree. Nevertheless, it was a rather entertaining game. No grinding combats, no turns consisting only of movement, just two fully-painted armies going at each-other like mortal foes.

As a final thought, Max told me that the game had restored his faith in Harlequins as an army. Sadly, with the opponents he usually faces, he felt that he couldn’t make the army work. I’m glad I could be of use in that regard, at least.

Still hoping to get that game against some Tyrant’s Legion, so stay tuned.

This message was edited 4 times. Last update was at 2016/09/19 20:41:31


   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

Those are some gorgeous minis! Really nice batrep. I kinda want to start a Raven Guard army now

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Nice report! well fought.

   
Made in gb
Death-Dealing Devastator






 War Kitten wrote:
Those are some gorgeous minis! Really nice batrep. I kinda want to start a Raven Guard army now


They can look very nice on the tabletop, although my preference is now moving away from the first founding Chapters. I'd advise you to consider the rules before you buy anything, then have a look at some Successors, just for the sake of variety. Since the Warzine Damocles books came out I've been seeing an awful lot of rubber stamped RG armies.

   
Made in gb
Pious Palatine






Cool batreps. The battle with the Harlequins was very cool.

EDC
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

 Spineyguy wrote:
 War Kitten wrote:
Those are some gorgeous minis! Really nice batrep. I kinda want to start a Raven Guard army now


They can look very nice on the tabletop, although my preference is now moving away from the first founding Chapters. I'd advise you to consider the rules before you buy anything, then have a look at some Successors, just for the sake of variety. Since the Warzine Damocles books came out I've been seeing an awful lot of rubber stamped RG armies.


True enough. I'm not all that concerned with how strong/weak a given CT is, I'm more concerned about if I'll like how the scheme will look on a mini. Although I probably should consider a successor since I already have an Ultramarines force...

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in gb
Death-Dealing Devastator






 War Kitten wrote:
True enough. I'm not all that concerned with how strong/weak a given CT is, I'm more concerned about if I'll like how the scheme will look on a mini. Although I probably should consider a successor since I already have an Ultramarines force...


That's just my preference, you should obviously feel free to do as you please.

That said, I've always been a fan of the Revilers' colour scheme. If you can't find one you like in the end, just make up your own. Creating a cool, unique army needn't be difficult.

This message was edited 1 time. Last update was at 2016/09/21 05:20:30


   
Made in gb
Death-Dealing Devastator






Crikey, one-a-week?! I don't think I've ever managed one-a-week of anything! Must be because I'm having such a good time with this army. Even my losses have been entertaining.


So this one was a bit of a practice for an upcoming doubles tournament. Ben and I are entering as a team and wanted to test our units tactics, as well as comparing our (rather similar) armies. My force consisted of Shadow Captain Korvydae and my usual Chaplain heading a rapid assault force including Assault Marines, Vanguard Veterans, Land Speeders and all of the Scouts I could muster. I was facing a more Armoured force including Lias Issodon, a Terminator Librarian, two Tactical Squads and some Tanks. We also both had a Storm Talon to call upon, though that went a lot better for my opponent, as you'll see.


We began by rolling Dawn of War and Crusade for our game type, then I lost the roll-off and got Conqueror of Cities for my Warlord Trait. Yes, folks, I began the game by rolling four consecutive 1s. That's just the way I do things, ain't nothing gonna change that. We deployed (with both of us using many Infiltrators) and I rolled a fifth 1 for my Seize attempt.


The First Turn began with a Dreadnought appearing right up my rear-end, before continuing into casualties on my Scout and Assault squads from shooting. My Vanguard Veterans had taken up a position in the only ruin on the board (I was determined to use that Warlord Trait), and then rolled a 1 for their 2+ Cover save, losing a member instantly. My opponent's Whirlwind and Dreadnought failed to hit anything, thankfully, but one of my Land Speeders was Stunned by his Predator. In my side of the turn, all three Land Speeders missed their Melta at the Dreadnought, only for a lone Scout with a Rocket Launcher to Immobilise it with one shot. Meanwhile, my Assault and Vanguard squads both made it into combat against Infiltrated units, with the Vanguard losing another two models to Overwatch, but wiping their target unit.


Ben made the mistake of infiltrating a squad right in front of an Assault Squad.


The Assault Squad would pull of a brilliant first-turn charge which undoubtedly won me the game.


"Ere, Korvis, did you hear something?'


Turn 2 involved more casualties for me. My Vanguard were polished off by the other Combat Squad, with Korvydae then failing his Morale check and fleeing a full 13"! This was followed by my losing a Land Speeder to Autocannon fire, and two Scouts to the Heavy Bolter of a Razorback. The Whirlwind missed again and Issodon and his Sternguard disembarked to bolster the Raptors lines. In return, I brought in my Stormtalon to destroy the immobilised Dreadnought, took members out of the Sternguard, dealt more wounds to the central Tactical Squad, and had Korvydae polish off the last of the Tactical Marines in the fortress.


Luckily, the Lascannon was not functional.


With the Sternguard unable to intervene, the central combat ground on.


With things getting crowded in my Deployment Zone, the Stormtalon was quite welcome.


Turn 3 saw the game start to swing in my opponent's favour. The Land Speeder squadron was reduced to one immobilised model, the Scouts took a third casualty from the Drop Pod's Storm Bolter, and the Assault squad continued to struggle to finish off their prey. Finally, with his brothers now dead, the Terminator Librarian closed to duel with Korvydae, who hadn't managed to consolidate far enough to be safe. One failed Invulnerable save later and the Shadow Captain was violently de-souled. For my part, I brought on my two Scout Squads, one of which demolished the Predator, while the other sped on to put rounds on the Librarian. I also stunned the Razorback, burned the remaining Sternguard alive and finally finished off the Tactical Squad, my Assault Marines consolidating into the enemy deployment zone.


This didn't end as well for Korvydae as I'd hoped.


Luckily, reinforcements arrived to avenge the Captain.


Turns 4 and 5 were where I began to claw back the game, but not before being punished further still. My Stormtalon, stricken from the previous turn, was laid low by its opposite number. The Assault Squad came under more fire as it closed with its second target, but weathered it without loss, and the Whirlwind roared forward to ram the Land Speeder for a glancing hit. In return, the Speeder hopped over and its passengers piled out to deliver bolts in the back, while the other Scouts took the unoccupied objective and sent some fire in the general direction of Issodon, the immobile Land Speeder finally got a Melta shot off and destroyed the Razorback which threatened my objective and the Assault Squad sent the remaining Tactical Marines packing. Shortly after, the Librarian took on the Chaplain, slaying him just as he had the Captain before. Issodon failed to accomplish much, but the Stormtalon tore through the Scouts that threatened his position.


Another improbable charge ended the Tactical Squad's existence.


This Librarian was ridiculous.


One final turn stood between me and victory. my opponent clung onto two objectives by his fingertips and I had units poised to dig him out. With the intervention of someone with better luck than me, Turn 6 was confirmed. A Land Speeder Storm fell to Issodon's bolter and the Librarian took his home objective. Once my remaining Scouts were in position, breath was held as I rolled my final two attacks. In the first, my four remaining Snipers took aim and scored two Rending hits against Issodon, killing him instantly. In the second, my Speeder Squad sent everything they had into the Librarian, hoping beyond hope that he would a second armour save. As that sweet 1 was rolled, a cheer went up. The objective was mine and with it the game; 3VPs to 5.



With such similar tactics, these two armies should make a decent team for the tournament, although we'll also be up against another team from our club, who I suspect will have a more optimal army.

This message was edited 2 times. Last update was at 2016/10/16 07:06:59


   
Made in gb
Death-Dealing Devastator






So one Battle Report per week turned out to be unsustainable; this was partly due to a pressing matter (a tall, lanky one with pulsars, images soon), and partly to my own laziness in not bothering to organise a game. There was no such issue last week. I wanted a game and, for my sins, they gave me one. I have always had a tenuous relationship with dice, but the way I was rolling in this game was just beyond understanding. You'll see what I mean shortly. Anyway, this game would pit my Raven Guard against Traitors in the colours of the Night Lords. I must say that the match-up gave an excellent impression of hatred and history between the two armies, to say nothing of their conduct in the actual combat. With my opponent winning the roll-off, we deployed across from one-another and I gave my Sternguard a forward position where they might bring in my Dreadnought early-on. My Scouts would Outflank later to claim the Relic, once my Land Speeders had swept it clear. At least, that was the plan.

Turn 1 began with both of my Rhinos taking fire. One was shot half to death by Havocs, while the other copped a Hull Point from a Helbrute. I couldn't pass a single cover save, with both Tactical squads under fire from afar. My Sternguard took a 1st Turn charge from a unit of Raptors, losing two members just to pistol fire! In my turn, my Dreadnought podded in to give my opponent's tanks a good rogering, while my Tactical squads made the best of a bad lot, shuffling forward to gaze longingly at the Relic. Then ensued a truly terribad shooting phase; with the Tactical Squads acheiving the death of two Chaos bikers between them and the tanks managing no more than an immobilised Helbrute. The Dreadnought turned out to be a massive waste of points; as it scored three damage results against one of the Chaos Predators, only for the enemy to pass two 6+ cover saves! He rolled his auto-senses and braced for a counter-rogering, while my Sternguard swept away the last of the Raptors to claim First Blood.


I was unnerved by this. I shouldn't have been.


...this, however.


This was one of the better-looking armies I've faced.


Turn 2 began with my Dreadnought dieing to vengeful Predators. This was followed by a pre-assault barrage from the Bikers and the Relic being taken by a Chaos Lord and his Terminators. It was at this point that I decided it would be a good idea to drop my phone, sending it clattering through the remaining Sternguard and sending snapped-off arms and bolters, as well as phone parts, all over the damn place. Once the depression had abated, I resumed the game, rolling nothing on any of my reserves (even with my Warlord's modifier), losing most of a Tactical Squad to assaulting Bikers (but not all, crucially), and failing to gain any purchase on the enemy. Every shot either missed or failed to wound, my opponent becoming gradually more incredulous at my shocking performance.


The woods did not offer enough cover. I rolled many 1s.


Nor, it seemed, would LoS-blocking terrain.


Nor, it seemed, would standing in the open like a lemon.


Turn 3 went much as the others had, with the Night Lords colonising the centre and starting to make off with the Relic. I lost both Rhinos (which had accomplished bugger-all up to that point), and some Marines from the unengaged squad (ditto). I didn't feel too bad about the losses. In return I brought on two Scout Squads in Speeders (one of which broke as I put it on the table). Neither squad accomplished anything, but that was expected by this point. I rolled to bring on my Land Speeder Squadron, but they scattered into difficult terrain, mishapped, and went back into Ongoing Reserves. On the other hand, I did manage to score a Weapon Destroyed result on the Helbrute (from three Lascannons, mind), but only got rid of its Chainfist. Having been held up for a full turn, the Bikers then finished off my Tactical Marines and set their sights on the Armour.


Not a promising sight.


Relic claimed for the enemy.


No sooner had the Helbrute lost its Chainfist than it rolled a Fire Frenzy result on the Crazed table, which was nice. It shot twice at my remaining Rhino, destroying it in short order. The Bikers moved up and 'sploded my Lascannon Predator. One of my Scout Squads had their Speeder done in by the Chaos Predators, but passed their Pinning check and debarked in the right direction. I brought my Land Speeder Squadron in, without rolling this time. They scattered, mishapped and return to Ongoing Reserves. My remaining Predator then FINALLY managed to do something, wrecking one of the Chaos Rhinos and spilling a full strength Attack Squad onto the field in Turn 4! Finally, a 55pt Scout Squad on foot did what a 165pt Dreadnought in a Drop Pod couldn't, and destroyed a Predator.


Hah, sucker thought he was safe from my Scouts!


Taking rounds!


Turn 5 began, and it was looking pretty grim for me. When my Drop Pod finally got glanced to death, I had run out of Vehicle Destroyed counters and started optimistically using Stunned ones instead. Having destroyed a Predator last turn, the Bikers charged my remaining Tactical Squad, who took many wounds (including one from an Overheating Plasma Gun), but fought on valiantly. In my turn, I brought in my Land Speeders, who then scattered, mishapped and went back into Ongoing Reserves. The other Scout Squad moved up and took chunks out of some Chaos Marines, who were then further hammered by my Predator, leaving just the Champion and one regular Marine.


The Sternguard were meant to be my linchpin, but there they go.


In Turn 6, the enemy made a grave error. Sure of his victory, the Chaos Lord abandoned the Relic and moved to engage the upstart Scouts, cutting them apart with their Lightning Claws. Meanwhile, the remaining Chaos Champion charged and wrecked my other Predator, putting the number of models I had on the table at three. My Land Speeders landed, on target this time, taking it back up to six; they immolated the Chaos Marines that had taken the relic, sweeping it clear and opening the game up again. My three remaining Scouts cowered behind the wreck of the Predator they'd destroyed, hoping beyond hope that I wouldn't now roll for a seventh turn.


You shall pay for your hubris, Night Lord.


...Actually, I can hurt you, so you shall pay for his hubris..


Turn seven was a nail-biter. Every remaining Chaos unit was bent on my destruction, but none were going to make it to the Relic in time. The Terminators would have to hack through three Land Speeders to even see the Relic. They did so with savage glee, while the Havocs put everything they had onto the Scouts. When all was said and done, I was back down to three models on the board, but they happened to be claiming a Linebreaker objective.


Bizarrely, had the Night Lords not won this combat, the game would have been mine!


This Bike Squad claimed two Tactical Squads and a Predator, which is a pretty good tally. Unfortunately, none of the units they destroyed had even a tiny impact on the game. They may as well have been killing Grots.


That's right, folks, it's just like my first battle with this army; lose the vast majority of my models and get by on a technicality. I claimed First Blood and Linebreaker, while my enemy claimed Linebreaker and Slay the Warlord, making it a tied game, which I consider a victory against my rotten luck.

That was a close-run thing. I'm used to rolling badly, but that must have been worse than usual. It was another one of those games where my opponent simply couldn't believe my luck. I of course, know that it was far from unusual for me.

My unit of the game was a tough choice. On one hand, the Scouts stuck around against the odds, but my Land Speeders had by far the best kill of the game. Incidentally, they also scattered, mishapped and went back into Ongoing Reserves.

This message was edited 2 times. Last update was at 2016/10/16 07:07:51


   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Wow, nice tie in the face of adversity.

Have you thought about luck mitigation? Things like homing beacons, stuff for re-rolls, etc? While you can’t totally ignore our fickle little friends, there are some things we can do to mitigate bad rolls.

   
Made in gb
Death-Dealing Devastator






 Nevelon wrote:
Wow, nice tie in the face of adversity.

Have you thought about luck mitigation? Things like homing beacons, stuff for re-rolls, etc? While you can’t totally ignore our fickle little friends, there are some things we can do to mitigate bad rolls.


I've taken plenty of twin-linked weapons, and always bring at least one Locator Beacon. The trouble is that I took a chance in this game and didn't use my beacon, and my bad rolling all happened at the To Wound/Penetrate stage, or with my opponent's Saves.

Anyway, as you say, a draw isn't bad.

   
Made in gb
Pious Palatine






Cool bat rep. Typically Choas, so bent on destruction that they abandoned the objective. So, well done on a draw, I think you definitely deserve to chalk it up as a minor victory considering how badly the game seemed to go!

EDC
   
Made in gb
Death-Dealing Devastator






 evildrcheese wrote:
Cool bat rep. Typically Choas, so bent on destruction that they abandoned the objective. So, well done on a draw, I think you definitely deserve to chalk it up as a minor victory considering how badly the game seemed to go!

EDC


Thanks, it's always nice to hear that I'm not totally incompetent.

   
Made in gb
Death-Dealing Devastator






Hear that? That stuttering, coughing, grinding sound? It's the sound of Thread Necromancy, and I'm doing it in the most spectacular style.

2016 was crap, wasn't it? Since my last post I've been to three funerals and about twelve Job Interviews, all of which have gone equally badly. My job has been getting steadily worse and it's looking increasingly like I'm going to have to leave my home town to deal with a family crisis too tragic to go into. The only constant has been wargaming, and I think we all ought to take a minute to appreciate the value of the hobby we have.

2017, I hope, is going to be a much better year. I'll start it by resuming my posts here, and that, ironically, means revisiting one of the negative experiences from the-year-which-shall-no-longer-be-named: my first ever 40k Tournament.

Now, one cannot exist near a broadband connection these days without hearing one of two rather extreme views of the competitive side of our hobby. Tournaments are either the only way it's possible to play now (because it's well-known that living rooms don't exist), or they are a blight on all human existence and should be bombed without exception. I'm not here to espouse either one of those views (despite the content of report that will now follow), and I certainly feel that no good ever comes of holding such absolutist views. However, I can say with relative certainty, that the three games presented hereafter did nothing whatsoever to endear the idea of Tournament gaming to me, and that the next time an even like this is run at my local shop, I fully intend to ignore the crap out of it.

Right, without further ado: the event was a little doubles tourney organised by my local games shop. mostly they actually do card games (God knows why), but they have a small 40k community, so my club decided to send a couple of teams. I took a fast-moving assault force with Captain Korvydae and I was partnered with my friend, Ben, who'd brought an altogether more shooty Raptors army involving small Tactical units and a couple of tanks. I won't go into massive detail here, but suffice to say that I think I came across all the worst types of people at this Tourney. Games were 2*750pts, Maelstrom Objectives, and we could expect to have a Bye Round due to the odd number of teams.


Game 1 put us up against a team of Tau and Necrons. The Necron player was new to the faction and didn't know most of his own rules, while his mate had brought a Stormsurge and a massive chip on his shoulder.

My Land Speeders swept the central objective clear of Tau, and I came in for a lot of bitching from their owner, who apparently had not reckoned on Heavy Flamers ignoring both his cover and his armour saves.


My Vanguard Veterans wiped out these Destroyers, only for the opponent to bring them back in a rather dubious manner.


My Assault Marines claimed points from the objective here, then overran the Necrons (eventually). Meanwhile, my partner copped an earful for having the audacity to bring a Whirlwind.


We only got to play four turns. The game ended just before this combat began, which probably worked in my favour. Incidentally, we completely ignored the Stormsurge.

Game 1: Loss.
Lesson Learned: don't rely on the enemy to know his own army. Expect rules to be misinterpreted in his favour. Don't provoke sleeping bears.


Game 2 had us face a couple of older blokes who we were actually warned about. One had brought Red Scorpions with all the trimmings, while the other was using Ravewing and a Knight Acheron (yep, in a 750pt force!)


Face full of 4+ FNP from Turn 1.


Red Scorpions owner was very proud of his army, which he'd just got back from the painters that morning.


This Dread was some cheesy Special Character, who completely wiped out my Vanguard before charging and destroying both of my partner's tanks.


The combined fire of these units killed I think two Marines.


By the end of Turn 3, this was my army.

Game 2: Loss.
Lesson Learned: Some people are just awful. I believe the line was 'No, you don't understand. If you don't explicitly ban this sort of thing, I HAVE to take it.'


Game 3 was, if anything, probably the best of the weekend, in that only one of the opponents was intolerable. Up against a team of Orks and Dark Eldar.


This was the Ork player. I'd been looking forward to playing him, and I have to say he was a thoroughly fun chap. Think the hat might have given him an unfair advantage, though.


My Storms took up forward positions and hammered the Boyz.


My Assault Marines struck and, for a brief moment, I was having fun. Until the other player got involved, that is.


Then there were Deldar. Seriously, this guy spent more time quoting chapter and verse than actually playing the damn game.

Game 3: Loss
Lesson Learned: The rules are there as much for the player's entertainment as their guidance. Obsessing over sentence minutiae is deeply tiresome.


And that was it. At the end of the 3rd game was our Bye Round, and after that it was clear that even if we won both our fourth and fifth games, my team were still going to be bottom of the table. We'd done that badly. One thing I hadn't really anticipated going into this is that each game would only last four turns. Not sure if this is common, but it certainly made the whole thing a lot less painful. It was also only the second time I'd ever played with Maelstrom objectives, which may have gone some way to ensuring our downfall. Played three, lost three, never again.

So yes; in one event I'd had a whiner, a goldfish, two Power Gamers, a brilliantly fun true hobbyist and a Text-to-Speech generator. Does that cover every Tournament stereotype?

This message was edited 1 time. Last update was at 2017/02/09 19:38:25


   
Made in us
Dusty Skeleton





Welcome back!

I'm a huge fan of painting/gaming logs in the same thread; so I'm happy to see this one revived.
   
Made in gb
Pious Palatine






At least you got some cool pics from the games!

Seriously though, don't let this experience put you off tournaments all together, but I can definitely appreciate that they're not always the best experience.

EDC
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

Eesh sounds like you just had the misfortune to meet some unpleasant people. Don't let it put you off all tournaments, at least at the LGS level, most people are pretty nice there

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Oof.

I hear you about The Year Which Shall Not Be Named. Giant dumpster fire of a year. Spent a chunk of it getting divorced and looking for a job and new place to live myself. But the hobby perseveres! Keeping painting and playing is one of the few things keeping me sane. 2017: Nowhere to go but up!

I find that tournaments tend to bring out the worst in people, myself included. Not a big fan. My last FLGS had some nice low key ones I enjoyed though. Most of the crowd wasn’t particularly cut-throught, and it was a guaranteed 3 games. There were the bad matches, but those were the exception, not the norm. And the ugly games I tried to set achievable personal goals. Like “Not get tabled until after turn 3” or “Kill that irritating unit”

But at the very least, I got to go out and socialize with some like minded hobbyists.

Good to see you still blogging.

   
Made in gb
Steady Space Marine Vet Sergeant




England

Yep, definitely good to see you back, even if it is on a bit of a low note. I'm not much of a fan of tourneys either if I'm honest, probably due to my FLGS being a bit more competitive than most.

If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
Made in gb
Death-Dealing Devastator






Thank you al for your encouragement. I'm sure this experience isn't indicative of the wider tournament scene, but I think I'll be sticking to my little, casual games for the foreseeable future.

Speaking of which, I've got a cracker lined up for this weekend. Stay tuned.

   
Made in gb
Death-Dealing Devastator






Okay. Time for some better news.

In the aftermath of that awful tournament, I felt the need for some light relief, and so I approached a friend of mine from the club. Simon and I always have loads of fun when we play, primarily because we have very similar approaches to the game. Simon used to play a lot of tournaments, but quit the scene when he lost patience with the Power Creep in 5th Edition (at which point it was less of a creep and more of a cascade).

Because I tend to play easy-going, friendly armies, Simon felt able to give his long-neglected Orks some action and I was delighted to see that in addition to being one of my favourite factions, his army was almost fully painted and comprised of alternative, 3rd-party models, meaning we had a really entertaining evening of play, and that I got plenty of good pictures. I was taking the opportunity to run some of my Imperial Guard (seen much earlier in the thread), along with some sturdy Raven Guard. The game was meant to be 1500pts, but once I'd done some adding up, it transpired that I'd only brought about 1250. Nevertheless, on with the show.


In Turn 1, Simon seized the Initiative, which was fine by me. He hammered up the field with his Trukks and Deffkoptas, and his big, scary Kanz and Dreadz swarmed through the midfield. The Deffkoptas opened up on my Veteran Guardsmen, who had taken up positions in the ruins on my side of the board, sitting on objectives and poised to Go to Ground. They did so and weathered the fire. The Warboss' retinue also moved up in their Trukk, but they were a while off yet. And I had a Predator ready to pop their flimsy transport. In my turn, I positioned my Tactical Squads and Dreadnought forward before doing just that, wrecking the Trukk with a Combination of Lascannons and an Autocannon and leaving the Meganobz on foot. I then put rounds into the Trukks on the my flank and marched my Guardsmen up to scythe through the spilled Boyz and claim the right-hand-side of the board.


I'm a big fan of my Guardsman blobs. This one was just forty-men, owing to poor maths on my part, but still pretty formidable.


This was the kind of model Simon had brought. Made of paper, no less!


I love the Deffkopta models. Shame they've never been released on their own. This Squadron took a lot of fire in the first turn, failing their Morale check and fleeing right to the back of the board.


Turn 2 began with Simon's Boyz rallying and getting into position to lay into my infantry on the right flank. The Kanz and Dread had moved up so far that they had no chance of charging my Dread, which had been unable to move last turn having debarked from its Pod, meaning the Ancient retained the initiative for what promised to be a deadly assault. On the left flank, Simon's Deffkoptas failed to rally and flew off the board, while the Warboss and his Meganobz made for the central objective, which I had sent a Tactical Squad to claim from the Gretchin. In my side of the turn, they took wounds from my Veterans and Predator, but kept on shuffling. Meanwhile, my Guardsmen and other Tactical Squad poured fire into the Boyz on the right flank. I also moved both of my Rhinos up, one to cut off the narrow corridor through which the Killa Kanz were advancing, and the other to block the charge from the remaining Trukk Boyz.


The remnants of the Tankbustas were able to line up a volley. My Dread took it like a fifteen-foot Iron Lung on acid.


This is a great use of Rhinos. I always look for opportunities to control my enemy's movement.


And a subtly different tactic is screening. Remember kids, waste a 35pt vehicle, not a 170pt Tactical Squad.


Turn 3 saw the armies clash in earnest. The Kanz, frustrated by a Rhino, headed in the opposite direction, and wiped out a tactical Squad with their Grotzookaz. A mob of Shoota Boyz on the right flank destroyed a Rhino in short order, while their Trukk made for the centre, (I expect the driver remembered his orders at the last minute). Meanwhile, my Guard blob swarmed over the Shoota Boyz, an avalanche of bayonets turning the Orks into a fine mince. My remaining Tactical Squad gave a huge effort to reach the centre objective, but failed their 3" charge, instead giving the encroaching Meganobz an awkward look.


These Kanz were a real threat at the beginning of the game. By the beginning of Turn 4, their presence had been thoroughly wasted.


Blitzkrieg Boyz! Love these models.


The Blob is triumphant. The Blob is supreme!


In Turn 4, our armies were actually largely spent. The Killa Kanz has achieved so little that they seemed to just give up on trying to get through the ruins. The Meganobz struck my Tactical Squad, not quite wiping them out. My Autocannons immobilised the remaining Trukk, meaning it wouldn't be claiming any objectives, and my Dreadnought took a Hull Point off the Deff Dred before charging it for the other two.


this was long-awaited, and it went my way. What a great game!


The Kanz, however, got nothing at all. They just stood there with their bottom lips thrust out, lamenting their lack of a fight.


This was a disappointment, but I'd won on secondary objectives, and held all of my own.


And that was it. Just a full evening of fun with friends. In a contrast to the truncated, rushed games of the tournament, this was fast, brutal and tactical, with both armies clashing like old foes should. Though it was a decidedly low-scoring game, my victory came from a First Blood for the Warboss' Trukk and a Linebreaker from my Dreadnought, while Simon had failed to score at all. Still, a hugely enjoyable game with plenty of action.

And I have another such game lined up this week at the club. Stay tuned for details.

   
Made in gb
Death-Dealing Devastator






Well, it was promising from an anticipatory point of view, but I'm afraid last week's game turned out to be something of a train crash for my army. In my defence, the enemy was absolute kryptonite to my sneaky, mid-to-close range, largely uncentred army.

My opponent this week would be a thoroughly nice chap from out of town. He was in the area for work, and had contacted the club for a quick, friendly, low-pressure game. Being one of our foremost representatives of that style of play, I stepped jovially forward, and arrived with an CAD army consisting of a large Imperial Guard platoon, three squads of Veterans, an Aegis Defence Line and a small Allied Detachment of Raven Guard designed to be a strike element. What I was met with was what might be called a truly Battle-forged army; a Rapture Battalion of the Emperor's Children, thick with sonic weapons and Feel No Pain saves. With the combination of cover-ignoring weapons, high initiative and enhanced toughness, I went into the game with some cynicism, but was nonetheless perfectly ready for a fun few hours. We chose to play a simple Kill Points game, and my opponent took the first turn.


Turn 1 was uneventful for my opponent. He moved some of his army forward, but upon achieving the 18" range that his army favoured, it was clear that he had nothing to do but await my advance. He did knock two Hull Points off my Predator, but said vehicle would go on to fulfil its purpose. Not wishing to risk an entirely empty first turn, I marched my Guardsmen into position and decided that it would be better to steal an extra round of shooting early on. I brought in my Dreadnought, blew up two Rhinos and scythed apart an expensive assault unit with Lasguns. All thoroughly good things.


My Guardsmen are one of my favourite units. They're big, ridiculous, unwieldy, difficult to transport and move on the table, and require frankly ridiculous feats of multiplication to use.


My Veterans set up their heavy weapons, expecting an assault. Instead they received no more than a pounding of awful sound.


Turn 2 gave me a taste of the punishment to come. While my first proper Shooting Phase had been exciting, my opponent's was devastating. Guardsmen were stripped from my blob at a rate I'd never seen before, my Predator was shaken to pieces and my poor Dreadnought barely had time to watch the Rhino burn before he copped a Blastmaster to the upper glacis. Thusly neutered, my response was simply to array my infantry and await reinforcements. When these arrived at the beginning of my turn, I had a brief moment of hope before I started rolling dice. My Assault Squad got into what might have been heavy cover in any other game and awaited their chance to strike, while my Scout Squads rode their Land Speeders in from the flank to attempt vainly to blind and harm the Noise Marines.


This had been promising, briefly.


And this one, while absolutely successful in its application, had not made back its points.


Turn 3 came on with momentum, and my destruction promised to be swift, if not a little brutal. Again, my opponent hammered me with sonic death, and I, in my folly, had fed him more units. A Land Speeder, most of its Scout cargo and very nearly an entire Assault Squad were evaporated by the horrific blasphemies of the followers of Slaanesh. In response, I could do little but lose the Assault Squad to Overwatch, plink away with my Lasguns and try to ignore the fact that half of my opponent's units had yet to take even a single wound.


Frankly, the Chaos army could have been this big, and I still would have lost.


Spoilers: he gets one.


Turn 4 should really have been the last. I finally lost a full Veteran Squad to enemy Bolt Pistols, and decided that the best course of action was to try and save my Warlord. In true Imperial fashion, I drew my Veterans back and positioned them as speed-bumps with my Commander left far away from any Blastmasters and my remaining Guardsmen and Scouts moving to stall the enemy advance.


In hindsight, this assault was never going to happen.


'Dammit, Sergeant, you will hold them until you have confirmed my escape!'


Turn 5 was no more than spite from my Army's point of view, with the meagre remnants f my Blob hurling themselves at the enemy with simple, bloody-minded hatred while their distant Commander made a tacit effort to reclaim his honour. Five VPs to Twelve. Job done.


Unit of the match was, inevitably, my glorious Blob. Ever reliable, utterly devastating, and worth their weight in plastic.


Yes, a quite entertaining game. I thoroughly enjoyed my opponent. His army was brilliantly turned-out, even including Sonic Rhinos (with mounted speakers for the Dubstep). To me it proved that a defeat can be as much fun as a victory, and that modern 40k is not one, but two Sci-fi tabletop games. The one I started playing all of twelve years ago is definitely still in there, but sitting atop it is another, altogether more serious and involved game which I'm afraid still leaves me rather cold.

As a final thought I must say that I found myself feeling rather sorry for my opponent. It seems he asked for a small, simple, low-key game because in his local metagame, that's precisely what his army represents. I find Formations decidedly restrictive and frustrating to build, probably because I begin an army with a vision of what I want long before I consider any rules, and it strikes me in the aftermath of this game that I must be in something of a minority in that regard. What a shame.

This message was edited 1 time. Last update was at 2017/03/04 18:17:06


   
 
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