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Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/24 17:50:20


Post by: Tomb King


Alright boys, so as you may already know adepticon was this past weekend. I showed up late thursday night and was pretty much ready to hit the hay after the long 8 hour drive from kansas city. The kicker was I was still only on the wait list for the 40k champs and I was number 7 on that list. I had signed up for the fantasy tournament but didnt get my vampire counts ready in time so I didnt even bring them and came with the idea that I would make it into the 40k champs tournament. So friday morning I check in and being my first year at adepticon I am asking questions to make sure I dont screw this up. I run into a lot of the vets and greet them and await the disposition. After what seems like forever they call of 4 people from the wait list and stop just before me. F is literally what I said on this occasion. Then after further inquiry they had 29 people end up not showing up so I manage to sneak in. I gleefully run to my table and take out my army in rapid order for display and they inform me after completion of making them look good that I will be judged at lunch. I am going into game 1 with no games really since my loss against Hans Necrons at the Indy finals.



PICTURES FROM THE EVENT! If you see your army let me know and I will tag you under it!

Spoiler:


Someone said sisters of battle didnt show up... I beg to differ


My army the 56th Mechanized ID



A spinning custom made display board



Double Deck of Imperial Guard!


Some of the Many GK!



Dont step in the lava! Blood Angels!







A very nice SW's Army on display. However, I have beef with you... next time you knock someone's army over at least come back an apologize to the man. Never saw you return after going to set your army down somewhere. Just my two cents...






This guy wins the coolest award. He made a carrying cart that is mechanical and raises and lowers with the press of a button so he can push it under the table while he plays.








The skulls smoke via enscents








Reecius Eldar


Dark Angels


SW so many!


Yes those are flowers in a necron army!


I wanna say this is Tony's SW


My army:

56th Mechanized ID Mobilizes (It looks better then the indy but still needs a lot of work on the paint job)
Tomb King

Total Roster Cost: 1850

HQ: Company Command Squad (6#, 145 pts)
4 Company Command Squad, Meltagun x4
1 Company Commander, 26 pts
1 Chimera, 55 pts ML/HF

Elite: Psyker Battle Squad (10#, 155 pts)
8 Psyker Battle Squad, 80 pts = 8 * 10
1 Overseer, 20 pts
1 Chimera, 55 pts ML/HB

Troops:
10 Vets with demo charge
10 Vets with 3x melta in Chimera, ML/HF
10 Vets with 3x melta in Chimera, ML/HF

HQ:
1 Lord Commissar, 90 pts = (Power Weapon) + Camo Cloak

Troops:
Infantry Platoon (185 pts)
PCS with 3x flamer
Infantry Squad with las cannon
Infantry Squad with las cannon

Fast Attack:
1 Vendetta, 130 pts
1 Vendetta, 130 pts
1 Vendetta, 130 pts

Heavy Support:
1 Manticore Rocket Launcher, 160 pts HF Hull
Hydra Flak Tank Battery (2#, 150 pts)
1 Hydra Flak Tank, 75 pts HB Hull
1 Hydra Flak Tank, 75 pts HB Hull

1 Leman Russ Demolisher, 165 pts


Naturally my first round opponent is Necrons! I lost my sheet that had everyone's names on it but my opponent was from Alaska which was pretty cool.

His list is:

Overlord w/ warscythe, sempiternal Weave on a Catacomb Command Barge w/ gauss cannon

Royal Court:
Harbringer of Despair
Veil of Darkness
2 harbringers of destruction

Overlord w/ warscythe, sempiternal Weave on a Catacomb Command Barge w/ gauss cannon

Royal Court:
Harbringer of Despair
Veil of Darkness
2 harbringers of destruction

Troops:

10 Immortals (tesla carbines)
10 Immortals (tesla Carbines)
8 Necron Warriors in Ghost Ark
8 Necron Warriors in Ghost Ark

Fast:

10 Scarabs

Heavy:
Annihilation Barge w/ tesla cannon
Annihilation Barge w/ tesla cannon
Annihilation Barge w/ tesla cannon

Total Pts: 1848

Round 1: The moon of Skulls 6 objectives 1 you place in your deployment zone and 2 they place
Mission:
Annihilation
Hold the line (hold more objectives in your half of the table)
Take and hold (Control more objective in the opposing half)
Deployment: Dawn of war

Pre-game analysis: Looking at the packet I can do missions to an extend but I loathe kill points. It appears every mission has one of the 3 objectives as kill points and one mission has termination and killpoints making that one basically 2 out of 3 dedicated to killing. With veil his list has good mobility and with night fight I am relatively certain I am going to be giving some overlords high fives on turn 2. I manage to win the turn to go first for what its worth. All of my pictures are uploading atm so I am waiting to finish the report. What are your alls predictions?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/24 18:35:21


Post by: Unholy_Martyr


I think with a well played game you could handle the list fairly well...knocking out the Scarabs first turn would help out immensely and from there you could just use well placed firepower to bring down his units.

I can see the concern with the Immortals; however, with weight of fire after they Deep Strike in, you should be alright.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 02:53:53


Post by: Smitty0305


Another group of exciting games I hope!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 03:58:16


Post by: Tomb King


Smitty0305 wrote:Another group of exciting games I hope!


I dont believe the 56th would fight any other. I have to administer a pt test in the morning but after that I am free for the day. I will get atleast game one done up tomorrow. So your alls prediction?

Win 3 to 0
Win 2 to1
Win 1 to 0
Win by Victory points
Lose 3 to 0
etc...
So your alls prediction?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 04:00:43


Post by: Smitty0305


Tomb King wrote:
Smitty0305 wrote:Another group of exciting games I hope!


I dont believe the 56th would fight any other. I have to administer a pt test in the morning but after that I am free for the day. I will get atleast game one done up tomorrow. So your alls prediction?

Win 3 to 0
Win 2 to1
Win 1 to 0
Win by Victory points
Lose 3 to 0
etc...
So your alls prediction?


Are you cadet/military?

and I dont predict 40k games because there 2 many variables and im always wrong lol. I think you have all the tools to beat the necron list.

And the 3 Primaries, you need to win more primaries than your opponent to win the game?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 04:44:32


Post by: Tomb King


Smitty0305 wrote:
Tomb King wrote:
Smitty0305 wrote:Another group of exciting games I hope!


I dont believe the 56th would fight any other. I have to administer a pt test in the morning but after that I am free for the day. I will get atleast game one done up tomorrow. So your alls prediction?

Win 3 to 0
Win 2 to1
Win 1 to 0
Win by Victory points
Lose 3 to 0
etc...
So your alls prediction?


Are you cadet/military?

and I dont predict 40k games because there 2 many variables and im always wrong lol. I think you have all the tools to beat the necron list.

And the 3 Primaries, you need to win more primaries than your opponent to win the game?


Yes to both questions. Win the majority of objectives and you win the game. As for the CDT/Military I am currently and SMP which is technically both but in exactly 15 days i will cease to be a CDT and cease to be enlisted as I will be comissioning.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 04:49:26


Post by: Exalted Pariah


My money is on necrons


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 04:58:59


Post by: kinratha


I'm in for the guard, Strong leadership and a good general will win the day.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 07:09:53


Post by: Smitty0305


Tomb King wrote:
Smitty0305 wrote:
Tomb King wrote:
Smitty0305 wrote:Another group of exciting games I hope!


I dont believe the 56th would fight any other. I have to administer a pt test in the morning but after that I am free for the day. I will get atleast game one done up tomorrow. So your alls prediction?

Win 3 to 0
Win 2 to1
Win 1 to 0
Win by Victory points
Lose 3 to 0
etc...
So your alls prediction?


Are you cadet/military?

and I dont predict 40k games because there 2 many variables and im always wrong lol. I think you have all the tools to beat the necron list.

And the 3 Primaries, you need to win more primaries than your opponent to win the game?


Yes to both questions. Win the majority of objectives and you win the game. As for the CDT/Military I am currently and SMP which is technically both but in exactly 15 days i will cease to be a CDT and cease to be enlisted as I will be comissioning.


Im an MSII in college right now.

Grats on your commission, whats ur MOS?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 10:53:53


Post by: Tomb King


Smitty0305 wrote:
Tomb King wrote:
Smitty0305 wrote:
Tomb King wrote:
Smitty0305 wrote:Another group of exciting games I hope!


I dont believe the 56th would fight any other. I have to administer a pt test in the morning but after that I am free for the day. I will get atleast game one done up tomorrow. So your alls prediction?

Win 3 to 0
Win 2 to1
Win 1 to 0
Win by Victory points
Lose 3 to 0
etc...
So your alls prediction?


Are you cadet/military?

and I dont predict 40k games because there 2 many variables and im always wrong lol. I think you have all the tools to beat the necron list.

And the 3 Primaries, you need to win more primaries than your opponent to win the game?


Yes to both questions. Win the majority of objectives and you win the game. As for the CDT/Military I am currently and SMP which is technically both but in exactly 15 days i will cease to be a CDT and cease to be enlisted as I will be comissioning.


Im an MSII in college right now.

Grats on your commission, whats ur MOS?


Currently an 88M, however my branch to be is M.I. branch detail F.A.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 15:33:35


Post by: Tomb King


Lets get this party started shall we!
GAME 1
My army:

56th Mechanized ID Mobilizes (It looks better then the indy but still needs a lot of work on the paint job)
Tomb King

Total Roster Cost: 1850

HQ: Company Command Squad (6#, 145 pts)
4 Company Command Squad, Meltagun x4
1 Company Commander, 26 pts
1 Chimera, 55 pts ML/HF

Elite: Psyker Battle Squad (10#, 155 pts)
8 Psyker Battle Squad, 80 pts = 8 * 10
1 Overseer, 20 pts
1 Chimera, 55 pts ML/HB

Troops:
10 Vets with demo charge
10 Vets with 3x melta in Chimera, ML/HF
10 Vets with 3x melta in Chimera, ML/HF

HQ:
1 Lord Commissar, 90 pts = (Power Weapon) + Camo Cloak

Troops:
Infantry Platoon (185 pts)
PCS with 3x flamer
Infantry Squad with las cannon
Infantry Squad with las cannon

Fast Attack:
1 Vendetta, 130 pts
1 Vendetta, 130 pts
1 Vendetta, 130 pts

Heavy Support:
1 Manticore Rocket Launcher, 160 pts HF Hull
Hydra Flak Tank Battery (2#, 150 pts)
1 Hydra Flak Tank, 75 pts HB Hull
1 Hydra Flak Tank, 75 pts HB Hull

1 Leman Russ Demolisher, 165 pts


Naturally my first round opponent is Necrons! I lost my sheet that had everyone's names on it but my opponent was from Alaska which was pretty cool.

His list is:

Overlord w/ warscythe, sempiternal Weave on a Catacomb Command Barge w/ gauss cannon

Royal Court:
Harbringer of Despair
Veil of Darkness
2 harbringers of destruction

Overlord w/ warscythe, sempiternal Weave on a Catacomb Command Barge w/ gauss cannon

Royal Court:
Harbringer of Despair
Veil of Darkness
2 harbringers of destruction

Troops:

10 Immortals (tesla carbines)
10 Immortals (tesla Carbines)
8 Necron Warriors in Ghost Ark
8 Necron Warriors in Ghost Ark

Fast:

10 Scarabs

Heavy:
Annihilation Barge w/ tesla cannon
Annihilation Barge w/ tesla cannon
Annihilation Barge w/ tesla cannon

Total Pts: 1848

Round 1: The moon of Skulls 6 objectives 1 you place in your deployment zone and 2 they place
Mission:
Annihilation
Hold the line (hold more objectives in your half of the table)
Take and hold (Control more objective in the opposing half)
Deployment: Dawn of war

Pre-game analysis: Looking at the packet I can do missions to an extend but I loathe kill points. It appears every mission has one of the 3 objectives as kill points and one mission has termination and killpoints making that one basically 2 out of 3 dedicated to killing. With veil his list has good mobility and with night fight I am relatively certain I am going to be giving some overlords high fives on turn 2. I need to take out his heavy hitters first. If I can do that it should be easy pickings. So priority goes to the catacombs, then the mobility, then the scarabs given how close they are at the time.

Deployment:

I place my blob squad on the far right flank with my lord commissar and place the PCS in the center and the Demo vets on the far left flank. I did this to prevent him from jumping in on my left flank or the center behind that cover and holding down those objectives. I chose the right flank because it had better firing lanes for my vehicles and was generally more open to my front. This worked as he delpoyed in the woods with his immortals and some of the royal court. He rolls to seize and doesnt get it.

IG Turn 1:


Everything rolls onto the board. I search light his immortals squad and proceed to unleash the payload or enough to drop them below half strength. Then with a timely weaken resolve they flee from the battle without firing a shot. So far so good. My vendetta's move to the center and to the left flank to pick up there respective squads in the next turn.

Necron Turn 1:


He turbo's both catacomb command barge's up the right flank as expected they will be ready to give me some high five's on turn 2. His 3 annihalation barge's take the center with a ghost ark and the scarabs hide behind them for cover. The remaining immortals and ghost ark move up the left flank. Shooting in the night fighting doesnt yield much fruit.

IG Turn 2:



My shooting is devastating. As previously stated the catacomb command barge's are prioritized for there threat and speed. I alway try to take out the biggest threat and then the fastest units of the enemy. The command barge's are both of these. After the vendetta's pick up there squads they move back 6 and help unload if need be. The armies combined firepower explodes the center one and wrecks the right one. I also have available firepower go across board including the manticore. Manage to stun 2 of the annihilation barge's.. so much for those necron vehicle saves. The third annihilation barge loses its main gun. 3 scarabs get killed forcing 6 total to die. All in all the 56th had done there battle drills and preformed a near flawless turn.

Necron Turn 2:


Here come the crons. The far right Overlord steps from his command barge with a vengeance and charges into the blob hacking away guardsman. The commissar manages to keep the men holding there ground but they will not hold long. The other overlord takes cover behind the middle building. His shooting see's my far left vendetta become immobilized(for convenience we just leave it on the base hovering in midair).

Mid game analysis: I am not happy about the combat on my right flank. The commissar dies and I am hosed. Luckily he isnt in combat yet so he cant be killed but the thought of an overlord running amok through my battle line is not my idea of a good time. My vendetta on the far left flank becoming immobolized is crucial. I needed those vets for that objective and now they are sitting ducks. Frankly the left flank is faltering imo and they will need reinforce less I grant the enemy those objectives and that flank. I would move up with my veterans to start the mid-range fighting but his overlord behind the building is keeping me in check. He still has 3 troops left and mobility for two of them nad two of the 3 missions are objectives which a majority of lie in the middle of the board. This next turn could be very crucial.

IG Turn 3:


I manage to finish off the scarabs and take out the middle ghost arc. In addition, I bring down two of the annihilation barge's they arent that tough after they have lost there quantum shielding. With the commissars boasting I actually win combat 1 to 0 against the necron overlord. However, he passes his leadership of 9(would of been epic to win the whole combat... shame I didnt throw a weaken resolve that way for gaks and giggles, and now the commissar lord makes it into base contact.)

Necron Turn 3:


His necron lord in the center advances around the building. The squad shot out of its ride heads for his back objective. His shooting stuns my psykers ride. His last remaining ghost arc moves onto the far left objective with the immortals behind them. His necron lord meets my comissar in open combat. The who exchange blows but my the overlords strength and toughness prove too much and he is instant killed with 1 attack that slips through. The entire blob seeing there commissar die are routed from the field and the overlord consolidates dangerously towards my manticore.

Note: I am looking at the turns and the time and it is clicking. I am in trouble for these objectives. This 8 hour drive is about to be for nothing.

IG Turn 4:


I disembark the demo vets on the left flank and run them forward or try to atleast. 2" is as far as they make it and the safety of the ruins is not achieved so I run them as well and get 1". I am now a sitting duck with my one troop that is helping hold the left flank. I have had enough of the overlord on my right flank and shoot a severe amount of fire into him and thankly he does not rise. The overlord in the center takes damage but survives the turn which is a little scary. I try to panic the back squad on his objective with the PBS but they fail to get the job done.

Necron turn 4:


His overlord advances but is too slow to get to me with the DT. He advances up the left flank and fires his immortals and his ghost arc into my demo vets. I go to ground but end up panicking and running away with 5 guys left. His other fire into my vehicles does minimal damage but does enough to stop one of my chimera in the center.

This game is coming down to the wire.

IG Turn 5:

My Demo vets on the left flank rally and go to the far left vendetta. Dakka in the middle of the board see's his last overlord go down. I also manage to finally blow up his last annihilation barge. I concentrate fire on his back objective squad of warriors again and this time the psyker battle squad does their job forcing them off the objective for good. I make a choice to run the chimera on my own objective up to the center objective and dismebark them out and behind cover to pop shots at the overlord and the annihilation barge whichever needed to die. I disembark my pcs to make sure they hold my rear objective and also disembark the vets that are in the chimera that can move. They shoot into the ghost ark bringing it crashing down on that objective. I had a choice to weaken resolve them after shooting there but had no LoS to them through the building but luckily I got the back right squad. All he has left now is the immortals with a veil and a squad of warriors on that objective.

Necron turn 5:
He veils to the far right objective and the game ends.

Missions:
Annihalation: Imperial Guard 9 kp to 3
Objectives in own deployment zone: IG/Crons 2 to 2
Objectives in opponents deployment zone: N/a

Victory goes to the 56th Mechanized IG

Battle analysis: Holy these missions are definitely not my favorite ever played by any means. I nearly board wiped my adversary but still almost lost the game to technicalities on the different objectives. I really had to get the back right squad off of the objective or I would of lost this game or at least had it come down to kill points. Not getting any games really since the Indy Open had left me a little rusty. So when i face as good of an opponent as I did it is ill advised to go in a little rusty. My army besides the Blob squad performed admirably and did what had to be done when it needed to be done. Those poor vets on the left flank disembarked got shot up and then reembarked. Was kind of amusing at times. Either way I am glad to have survived the first round. Going home after game one would of been a total buzz kill. I fill for my opponent because he came from Alaska.

Game 2 will be up later today or this week.... I draw MSU GK for game two...


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 16:15:35


Post by: Red Corsair


Wow great game, but I didn't feel like it was ever that close as you were rearing him on the primary. Awesome stuff mate! Can't wait to see you slow roast some GK's


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 17:43:09


Post by: Smitty0305


the necron player didnt do anything except charge your blob squad......he needs to play a different list because he had no idea how to play his.

grats on the win.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 21:05:56


Post by: Zid


Damn army officers (enlisted af here)

Great rep tomb! That first round of shooting pretty well decided the outcome. Look forward to the rest!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 21:45:09


Post by: Tomb King


Red Corsair wrote:Wow great game, but I didn't feel like it was ever that close as you were rearing him on the primary. Awesome stuff mate! Can't wait to see you slow roast some GK's


Yes, but had the game ended on turn 4 he could of actually beat me 2 to 1. I wasnt paying enough attention to the objectives.

Smitty0305 wrote:the necron player didnt do anything except charge your blob squad......he needs to play a different list because he had no idea how to play his.

grats on the win.


He did do stuff but I was stunning him a lot and keeping him at range. Niether of his lords managed to get back up. Had either gotten back up I would of been in trouble. The immortals on the left flank were waiting for my demo vets to get out and he was also protecting them from my main force and the psykers.

Zid wrote:Damn army officers (enlisted af here)

Great rep tomb! That first round of shooting pretty well decided the outcome. Look forward to the rest!



Dont let my commissar catch word of those comments.

Ya I really had to bring things down and in this game I managed to do that when I needed to. The manticore was instrumental in stopping the center of his lines. The first round of shooting only really saw the 2 command barge's come down. I think I did the most damage in the 3rd turn.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 22:04:39


Post by: Kirika


Great report. Grats on beating Necrons with IG. I haven't had much luck vs Necrons with my IG. Immotekh really has my number.

I'm thinking I need to put a PBS back in my list as it did great in your game vs Necrons.

Vets with just demo in a Vendetta isn't something I've tried yet but looks like it might be pretty good. I like having chimeras for my vets in case I don't go first since Vendettas seem to get shot first.

Why the lord comissar? For Camo cloak? The regular one can't get picked out in CC.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 22:05:14


Post by: Randall Turner


Something you said here re: Necron turn 1 firing -

Shooting in the night fighting doesnt yield much fruit.
He's using pulses (no Imotekh), he doesn't have night on his turns.

It's unclear how many pulses he took, typical is 2, not clear whether that was the case here. Regardless, I'm a Necron player so I'm partial to them, this wasn't a good game. What should happen is the Vendetta's moving up to searchlight should draw a lot of fire. (Unless there's some IG shenanigans I'm unaware of, for them to searchlight they've got to engage, ie, no flat-out cover saves.) That wasn't the case? He just didn't have his base of fire set up soon enough? Really, without cover saves even the 4x Harbinger of Destruction s8 ap2 should have (with a 36" range) been enough to fend off the choppers. (I can't tell where they deployed.)

Y'all slaughtered my metallic brethren there, dude.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/25 22:32:00


Post by: Tomb King


Kirika wrote:Great report. Grats on beating Necrons with IG. I haven't had much luck vs Necrons with my IG. Immotekh really has my number.

I'm thinking I need to put a PBS back in my list as it did great in your game vs Necrons.

Vets with just demo in a Vendetta isn't something I've tried yet but looks like it might be pretty good. I like having chimeras for my vets in case I don't go first since Vendettas seem to get shot first.

Why the lord comissar? For Camo cloak? The regular one can't get picked out in CC.


Yes, for the 3+ cover save for the entire squad + I had 50 extra points sitting around. Although tbh they didnt really get shot at all tournament so it was kind of mute. The 6" LD 10 bubble was nice but I know now where the points should have gone. I should of taken an OoF to subtract from people's reserve rolls and force those out-flankers to re-roll which side they come in from. I love my demo vets but due to the nature of the games this last weekend I didnt use them as much as I usually do.

Randall Turner wrote:Something you said here re: Necron turn 1 firing -

Shooting in the night fighting doesnt yield much fruit.
He's using pulses (no Imotekh), he doesn't have night on his turns.

It's unclear how many pulses he took, typical is 2, not clear whether that was the case here. Regardless, I'm a Necron player so I'm partial to them, this wasn't a good game. What should happen is the Vendetta's moving up to searchlight should draw a lot of fire. (Unless there's some IG shenanigans I'm unaware of, for them to searchlight they've got to engage, ie, no flat-out cover saves.) That wasn't the case? He just didn't have his base of fire set up soon enough? Really, without cover saves even the 4x Harbinger of Destruction s8 ap2 should have (with a 36" range) been enough to fend off the choppers. (I can't tell where they deployed.)

Y'all slaughtered my metallic brethren there, dude.


I moved my farthest back detta up 12" and searchlighted with it and the hydra's I think searchlighted to because one failed. The two vendetta in the center of the board turbo boosted for the cover saves. My opponents lance weapons didnt really do any damage. I either saved them or he either missed to hit or failed ot penetrate. He did not have any solar pulses in this one but did bring Veil of darkness for teleportation shenanigans.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/26 00:42:43


Post by: Mannahnin


Good report! Thanks for sharing it! Looking forward to more.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/26 05:14:03


Post by: Tomb King


Alright I will at least get you all thinking about round 2...

56th Mechanized vs MSU + Henchman GK

His army:

Librariran in terminator armor mastery level 2

Inquisitor coteaz

Elite:
5 purifiers MC daemon hammer, 2 x,psycannon, 2x Halberd in rhino
5 purifiers MC daemon hammer, 2 x,psycannon, 2x Halberd in rhino

Troops:
5 Strike Squad, psycannon in razorback with TL Assault cannon psybolt ammunition
5 Strike Squad, psycannon in razorback with TL Assault cannon psybolt ammunition
7 warror acolytes w/ 3x melta and 4x Storm bolter in chimera ML/HF
7 warror acolytes w/ 3x melta and 4x Storm bolter in chimera ML/HF
5 warrior acolytes in razorback with TL HB and Psybolt ammunition
5 warrior acolytes in razorback with TL HB and Psybolt ammunition

Heavy:
Rifleman Dread with twin linked autocannons and of course psybolt ammo
Rifleman Dread with twin linked autocannons and of course psybolt ammo
Rifleman Dread with twin linked autocannons and of course psybolt ammo

Round 2: By this Axe I rule!
Missions:
Annihilation
Battlefield Control aka table quarters (Only takes one unit to contest any qrtr though)
Lead by Example: A player Achieves this mission objective by have a model from an hq unit with 3" of the center of the board. Both players can achieve this mission
Deployment: Spearhead

Initiative goes to Grey Knights...

Pre Game analysis: This army is a heavy hitter. With the deployment being spearhead it will be hard to stay out of the 24" threat range of some of those weapons. Going second could really hurt in this one. Since I have like a 4 to 8% chance of stealing I think it best to reserve a little under half my force. This way I might be able to turn his flank and get into some of them table quarters in the later turns. I dont see me exactly pushing him back. I can already tell that this one is going to hurt. Target priority is rifleman dreads and then mobility. I always like to have freedom of maneuvers on my side. Still those dam psychic pilots could give me hell throughout this one.


whats are the predictions guys? I will try to get it posted tomorrow night.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/26 06:25:55


Post by: Smitty0305


you have all the tools to beat the GK list.

His Dreds will wreck ur vandettas tho.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/26 13:06:38


Post by: G. Whitenbeard


Love the reports and the pictures. Really like the paintjob on the necron army.

One teeny, weeny completely friendly note on grammar:
should of --> should have
would of --> would have
could of --> could have

Keep the reports coming!





Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/26 13:10:41


Post by: reds8n


Great reporting, enjoying it very much. Please keep it coming.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/26 14:32:15


Post by: pretre


Great report, TK!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/26 15:53:52


Post by: Tomb King


Smitty0305 wrote:you have all the tools to beat the GK list.

His Dreds will wreck ur vandettas tho.


Interesting. He pretty mutch matchs my amount of firepower but has an army that is more resilient to being shot(psychic pilots, and repairing etc..). We will see how it ends.

G. Whitenbeard wrote:Love the reports and the pictures. Really like the paintjob on the necron army.

One teeny, weeny completely friendly note on grammar:
should of --> should have
would of --> would have
could of --> could have

Keep the reports coming!



I will try to work on the grammar a little bit but do note I am a 27 credit hour student and that I write these reports to escape it all not relive it.

reds8n wrote: Great reporting, enjoying it very much. Please keep it coming.


Thanks, so are you rooting for Rocky(56th MID) or Ivan(MSU GK)

pretre wrote:Great report, TK!


Thanks, I think I could of gotten away with taking sisters to this event and still made it decently far. Just need to find the time to paint the ladies first. Leopard print armor FTW.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/26 15:59:25


Post by: pretre


Leopard print? Yeck. They're paragons of virtue; not cheap Jersey street walkers.
lol


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/27 17:05:17


Post by: Tomb King


Sorry for the delay on this guys... a real busy last two days. I will definitely get it posted tonight as I am rounding off my to do list.

Without further delay I present round 2:


56th Mechanized vs MSU + Henchman GK

His army:

Librariran in terminator armor mastery level 2

Inquisitor coteaz

Elite:
5 purifiers MC daemon hammer, 2 x,psycannon, 2x Halberd in rhino
5 purifiers MC daemon hammer, 2 x,psycannon, 2x Halberd in rhino

Troops:
5 Strike Squad, psycannon in razorback with TL Assault cannon psybolt ammunition
5 Strike Squad, psycannon in razorback with TL Assault cannon psybolt ammunition
7 warror acolytes w/ 3x melta and 4x Storm bolter in chimera ML/HF
7 warror acolytes w/ 3x melta and 4x Storm bolter in chimera ML/HF
5 warrior acolytes in razorback with TL HB and Psybolt ammunition
5 warrior acolytes in razorback with TL HB and Psybolt ammunition

Heavy:
Rifleman Dread with twin linked autocannons and of course psybolt ammo
Rifleman Dread with twin linked autocannons and of course psybolt ammo
Rifleman Dread with twin linked autocannons and of course psybolt ammo

Round 2: By this Axe I rule!
Missions:
Annihilation
Battlefield Control aka table quarters (Only takes one unit to contest any qrtr though)
Lead by Example: A player Achieves this mission objective by have a model from an hq unit with 3" of the center of the board. Both players can achieve this mission
Deployment: Spearhead

Initiative goes to Grey Knights...

Pre Game analysis: This army is a heavy hitter. With the deployment being spearhead it will be hard to stay out of the 24" threat range of some of those weapons. Going second could really hurt in this one. Since I have like a 4 to 8% chance of stealing I think it best to reserve a little under half my force. This way I might be able to turn his flank and get into some of them table quarters in the later turns. I dont see me exactly pushing him back. I can already tell that this one is going to hurt. Target priority is rifleman dreads and then mobility. I always like to have freedom of maneuvers on my side. Still those dam psychic pilots could give me hell throughout this one.

Deployment:


I placed all my vets in reserves along with my psyker battle squad and I chose to outflank the demo vets. It was the only way I could see me threatening his table quarters because he is going first and has in my opinion superior firepower. He could very easilly lock me up in my own deployment zone which would cost me the game. I scout move both vendetta's to gain cover and hopefully draw fire off of my main force.
He deploys his force on the front axis ready to move up and around both sides of the center building.

I roll to seize and get a 4.

GK Turn 1:


He moves up to the center with his purifiers in there ride and they turn sideways to provide cover for the vehicles behind them. He pops smoke in the process. His dreads preform as expected and fire there payload into the vendetta stunning the near one but I do well for cover and keep the other unaffected. The amount of firepower coming at me is daunting and I feel blessed that I survived the first turn without serious damage being taken.

IG Turn1:

The shaken Vendetta heads to the top right corner for another cover save. The unaffected vendetta sets up to take some shots at the enemy dreadnoughts. My demolisher(The Hammer) pushes up the center and waits for me to pop the rhino with the purifiers in it. After sustained shooting though including a manticore I shake a few vehicles and only manage to immobilize the purifiers ride but I do wreck one of his razorbacks advancing on the left flank. Its a partial victory because it now blocks the rest of the vehicles from advancing straight through the open terrain. However, with no real damage done to there firepower I am looking foward to his next round of shooting.

GK Turn 2:


Here comes the pain. He moves around the immobolized vehicle and pops smoke. Other vehicles run through the DT with the ease of a skilled driver. As expected all vehicles with stun/shaken results pass their psychic test. Shooting see's my vendetta in the corner become shaken again and the other vendetta gets immobilized and is forced to land. He tries to repair his immobilized rhino but is unsuccessful. He takes a few pot shots at the hammer but its strong haul ignores it.

IG Turn 2:


I roll for reserves and my PBS comes in. I move it onto the left flank to get a shot at his hq's side armor. They are both in chimera's and that damn +1 to cover save is getting old fast. I hide the vehicle the best I can behind obstruction to get cover. The psykers aim for the inquisitor warband in the center. I once again move flat out to get a cover save with my vendetta. The pilot must feel like a glorified decoy. I fire into the front right psyback and it becomes stunned. I shoot at one of his dreads in the back and get a weapon destroyed result. That at least takes some of the sting from his fire away.

Mid game analysis: I cant seem to do any damage and have it stick. If I manage to hit in there his 3+ covers are keeping them alive. I really need to start doing some damage and fast. Those vendetta's will not be able to stay alive much longer given the torrent of fire they are under. It looks like the 56th are going home early this time unless I can pull off a miracle.

GK Turn 3:


Again he passed all fortitude test. He advances some more and the fire starts to come in rapid succession. My army isnt bullet proof and he begins to systematically eliminate my vehicles. The second vendetta takes a shot to the engine and is forced to make an emergency landing next to his wingman it also takes a stunned result. One of his dreadnoughts on the left flank swings around and blows up the PBS ride. A few of them die in the explosion. Again he opens up on the hammer in the center of my lines but once again the armor ricochets all of his shots. The Hammer is the one thing in my army denying him the freedom to close in for the kill.

Analysis: If you were looking for a miracle.... that wasnt it.

IG Turn 3:

The game is a crap shoot now so myswell go all out. I get a vet squad from reserves and roll it in 12" and disembark intent on taking down the nearest razorback and the shrikes within. The hammer is standing by to drop the siege cannon on them as soon as I do. I go to roll . This game is beyond rough.

Abstract(If you dont like the fluff then skip): The noise on the battlefield is deafening but then the noise cease. As the Imperial lines go silent. The enemy continues to fire but no fire is being returned. Lord Commissar Bellick books it back to the command vehicle and walks into too see the young captain shell shocked starring blankly at the vox where an unknown guardsman is requesting orders. Both leaders are still a little shaken up from the near annihilation of the 56th in the Indy system. Another enemy round ricochets off the hull and the Old Commissar snaps back to reality. He runs over and grabs the young leader shaking him desperately trying to bring him out of his daze. Sir! SIR! The young leader shakes his head and looks at the commissar as if he had first noticed the man presence. "We cant beat them," the young leader proclaimed as his head sank. Good thing it did because Bellicks eyes burned bright with rage as his hand went to rest on his bolt pistol he had seen too many young commanders loose it in the throws of battle usually at the cost of there men. Bellick thought about putting the young Cpt. out of his misery but quickly dismissed the motion and brought his hand back up to young Creed's shoulder. "Win or lose the 56th will not retreat again.. we either gain victory or die fighting are you with me?" Cpt. Creed looked up with a new found admiration for this commissar who with all regards had every right to execute him. Creed's answer was without hesitation, "Til the end!" The young captain didnt miss a beat as he spun around grabbing the vox and barking out orders while examining a digital display of the battlefield. The commissar hoping he made the right decision exited the vehicle heading back to the front.



The vendetta comes in outflanking in the back left corner to contest that qrtr and fire at the rear of one of the dreads. The PBS hunkers down in the qrtr and tries to shoot up the henchmans some in the middle. The right flank see's some shooting finally come my way as I explode one Purifier rhino and wreck the other. Both squads are finally out in the open.

GK Turn 4:
His dreads swing around and explode my newly arrived vendetta. The squad that arrived and rolled the triple 1's to hit get assaulted by the shrike squad that was in that razorback. They are slaughtered. His psycannons start to target my vehicles but nothing huge is damaged. Again the Hammer holds up to sustained fire. He moves his razorback off to the flank of the vendetta some to prevent my immobilized vendetta's from bringing it down.

IG Turn 4:



My immobilzed vendetta's shoot the weapon off of the vehicle attempting to move to the top right corner. The ccs moves forward trying to make a ditch effort at the 3" objective in the center of the board. I blow up another one of his rides in the center of the board. My chimera that is left in the center moves up and flames the henchman finishing them off. The PBS and the Demo vets in the top left corner both continue to hunker down.

Thought process: What is attainable. I have a slim chance of getting the lower left tablequarter if I can clear his units out of it and bring in my one from reserve. I currently contest all table quarters. I have a shot to make to the center if I move, disembark 2", and then give my CCS the RUN RUN RUN order and roll well. Kill points I think I have unless something goes crazy. It appears like this game could come down to kill points which has to be won by 185pts or the game ends in a draw. I start to identify his most epensive units compared to what can be killed.

GK Turn 5:



It is like he was in my head. I was going to use the hammer to kill off his top right razorback as it moves beyond LOS of the downed vendetta's but the hammer finally gets his and is wrecked(1 kp & 165pts ). He shoots and immobolizes my CCS chimera . He shoots my Demo vets in the top left table quarter and kills them down to five and they flee . He also moves up some henchman and his dreadnought into the left flank tablequarter not contesting it and possibly holding it as he shoots the PBS. Luckily they pass their leadership check. He attempts to assault my Blob with the shrikes but fails the charge.

Reanalysis: What is attainable!
Missions:
Annihilation (I need to kill 1 or 2 things and I got it)
Battlefield Control aka table quarters (Very slim chance and possibly he wins 1 to 0)
Lead by Example: (unattainable and he gets this one)
If the game ends now I lose 3 to 0.

IG Turn 5:



I roll the crucial one first. The demo vets pass their leadership and then consolidate behind a tree . My last squad of vets makes it in from reserves and come in with room to shoot up the strike squad that failed the charge. My CCS disembarks and moves up to shoot his razorback that I rolled 3 1's to hit earlier. I give the Infantry platoon first rank fire second rank fire to the squad in front of them. They take a few out with a mad minute of las fire. I wreck the razorback with the ccs. My vendetta's open up on his purifiers in the center and they go down to sustained fire. My Hydra's shoot down what remains of the Shrike squad in the center. My chimera with 3 melta's fire into what remained of the shrike squad in front of them bringing them down. My last shots available finish off what remains of the 2 shrikes and 1 purifiers squads that were my primary targets this turn.

Game Results:
Annihilation (Goes to IG!)
Battlefield Control aka table quarters (All 4 quarters contested)
Lead by Example: (Goes to GK!)


We go to tie breaker Victory points....
I win victory points by 253pts avoiding a draw by 68 pts.

Victory: Imperial Guard


Post Game Analysis: This game was sickening. No matter what I did the GK just ignored or in some cases did better. Eventually after a while I was able to bring him down by weight of dice. Going second in this one nearly cost me the game. If I would have started all my vendetta's on the board I could have taken out his dreads early on and really changed the tempo of the game. I survived this game through wits and a little luck but I sure as hell got the gak beat out of me in the process(why I included the rocky pics). Looking at the mission before the game started I was confident I could get killpoints but I was worried about the other two missions. Sometimes I think it would be easier to pick up grey knights and play henchman. If I could ignore shaken and stuns for my IG omg the damage I could do. IG seriously need a psych hood. If I had an MVP for this game it would be the Demolisher aka the Hammer. It was a champ and honestly was my knight in shining armor in this match. It alone denied him from advancing into my battle lines and kept his marines in their transports. Had it been wrecked like the rest of my vehicles my opponent would of disembarked and started laying into me. I would do fine if I didnt have a game as close as this one for a while. Thanks for reading guys.

Round 3 will be up sometime this weekend...


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/28 13:42:13


Post by: Sephyr


Very nice crisis management in the GK game. And while it may seem unfair, remember that his army spent the princely sum of 30 points to have that stun immunity almost across the board! Truly, we should all commiserate.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/28 17:03:06


Post by: jy2


Great battle against a very, very tough foe in the GK's. You definitely earned it.

Yo Adriannnnn......


pretre wrote:Leopard print? Yeck. They're paragons of virtue; not cheap Jersey street walkers.
lol

Lol. I can just imagine it now....Street-walking Sisters of Battle....pay us or die, heretic!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/28 18:08:50


Post by: Red Corsair


Great report, your last turn was pretty vicious man!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/29 04:50:45


Post by: Smitty0305


I love your pictures they really show whats going on.

Basically what you have here is a GK player who wants to play a static gunline with the magority of the army having low caliber weapons and short ranges. Mech Guard is abundantly better with more higher caliber shots, bad GK list is bad.

nice job beating him. I also liked that you outflanked, that was a great idea.



Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/29 05:52:46


Post by: jy2


Smitty0305 wrote:
Basically what you have here is a GK player who wants to play a static gunline with the magority of the army having low caliber weapons and short ranges. Mech Guard is abundantly better with more higher caliber shots, bad GK list is bad.

His list isn't bad. It's actually quite good for a shooty list and will give any mech list a run for their money.



Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/29 09:37:12


Post by: Tomb King


Sephyr wrote:Very nice crisis management in the GK game. And while it may seem unfair, remember that his army spent the princely sum of 30 points to have that stun immunity almost across the board! Truly, we should all commiserate.


I would gladly pay 30 points for the ability to keep shooting. Especially in my army..

jy2 wrote:Great battle against a very, very tough foe in the GK's. You definitely earned it.

Yo Adriannnnn......


pretre wrote:Leopard print? Yeck. They're paragons of virtue; not cheap Jersey street walkers.
lol

Lol. I can just imagine it now....Street-walking Sisters of Battle....pay us or die, heretic!


lol, yea I felt like the rocky IV David vs Goliath match-up was fitting. I definately had my skills tested throughout the match. It drained me but I am getting better at these marathon weekends.

Red Corsair wrote:Great report, your last turn was pretty vicious man!


Yea I pretty much focused my entire army on 3 units a total of I think 12 maybe 13 marines. With enough dakka you can bring down anything. I established what needed to be killed and then made it happen maximizing the firepower that I could bring to bare.

Smitty0305 wrote:I love your pictures they really show whats going on.

Basically what you have here is a GK player who wants to play a static gunline with the magority of the army having low caliber weapons and short ranges. Mech Guard is abundantly better with more higher caliber shots, bad GK list is bad.

nice job beating him. I also liked that you outflanked, that was a great idea.


Thanks I usually take the pictures at the end of a turn.

I have to disagree about your assessment of the GK build. This is one of the strongest GK builds I have faced to date and I have played against purifier spam 6 dread GK before and I found this one tougher to deal with because of the survivability of it. I couldnt stop him. Had he rolled better to hit and to pen this game could have very well been switched on the end results.


jy2 wrote:
Smitty0305 wrote:
Basically what you have here is a GK player who wants to play a static gunline with the magority of the army having low caliber weapons and short ranges. Mech Guard is abundantly better with more higher caliber shots, bad GK list is bad.

His list isn't bad. It's actually quite good for a shooty list and will give any mech list a run for their money.



Yes, as stated above I didnt not want to play this list ever again if I could aboid it. GK are silly good in some area's that are really key.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/29 09:40:57


Post by: Smitty0305


All im saying is an Army with BS3 24" range weapons have no advantages over guard, with many more shots at a higher strength and with a longer range.

Add up the shots that his army has, add up the shots that your army has, and your at a distinct advantage (that being said spreadhead gimped that a little bit).


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/29 11:12:55


Post by: happygolucky


Sub'd these battles are awesome...


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/29 15:02:09


Post by: Red Corsair


Smitty0305 wrote:All im saying is an Army with BS3 24" range weapons have no advantages over guard, with many more shots at a higher strength and with a longer range.

Add up the shots that his army has, add up the shots that your army has, and your at a distinct advantage (that being said spreadhead gimped that a little bit).



Yea but try not to forget that he uses a rotating lead tank with smoke each turn for cover coupled with shrouding. Which is stupid good, giving him a 3++ on all his armor out the gate. Then he ignores all shaken/stun results with that idiotic fortitude. Trust me, a 3++ and then fortitude is frustrating as heck. This really pulls down your priorities, as the odds of allocating what would normally be pleanty to wreck a vehicle are now out the window and you just sit there throwing dice until you notice your out of guns and haven't dented that wall.

I agree that they don't match the output in firepower but that's only half of their game.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/29 15:44:23


Post by: jy2


I can see from the viewpoint of an eldar player why this GK might not be so scary.

Runes of Warding just screws with Shrouding and Fortitude.

Too bad guards don't have it though....


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/29 17:16:48


Post by: Red Corsair


jy2 wrote:I can see from the viewpoint of an eldar player why this GK might not be see scary.

Runes of Warding just screws with Shrouding and Fortitude.

Too bad guards don't have it though....


Ha ha, yea that is a good point. If only guard had a hood! But I think they still have the tools. You just need to "upset" the meta, sort of like how that single demolisher upset his opponents plans.

I still am hopeful that much of what we think is "unbalanced" in 5th will become much more level in 6th.... I mean I know it sounds crazy to hope GW has a plan but....


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/30 05:00:43


Post by: Tomb King


Smitty0305 wrote:All im saying is an Army with BS3 24" range weapons have no advantages over guard, with many more shots at a higher strength and with a longer range.

Add up the shots that his army has, add up the shots that your army has, and your at a distinct advantage (that being said spreadhead gimped that a little bit).


Alright here is the math for you:
I have 11 las cannons (4 possible targets and 9 of which are twin linked but BS 3) They never got to shoot in this really because he had first turn and kept shaking or stunning them.)
I have 8 TL Autocannons at BS3 (1 possible target)
I have 12 HB shots at BS 3 (3 at different target, 6 at the same target as autocannons, 3 at demolisher target)
9 multi laser shots at BS 3 (3 possible targets)
10 Melta guns (3 possible targets)
1 Demolisher cannon (1 possible target)
1 manticore (1 variable target)

That is pretty much all of my anti mech in a nut shell.

His army: Can ignore shaken and stunned mind you
12 TL S8 Autocannons at BS 4 + (3 different targets)
12-24 S7 rending psycannon shots at BS 4 (4 different targets)
8 TL Assault cannon shots at BS 4 (2 different targets)
6 TL S6 Heavy bolters at BS 4 (2 different targets)
6 Multi-Laser shots at BS 3 (2 targets)
6 Melta Guns (2 targets)

Add this all to the fact that he ignores shaken/stun results and has a psyker giving him a 3+ cover and him going first. I dont see how I outshoot that. Especially with half my force hiding in reserves. So basic assesment he has roughly the same amount of firepower I might have a few higher strength but he counters that with better BS, cover saves, and psychic pilot.


happygolucky wrote:Sub'd these battles are awesome...


Dont know what that first word is but thanks.

Red Corsair wrote:
Smitty0305 wrote:All im saying is an Army with BS3 24" range weapons have no advantages over guard, with many more shots at a higher strength and with a longer range.

Add up the shots that his army has, add up the shots that your army has, and your at a distinct advantage (that being said spreadhead gimped that a little bit).



Yea but try not to forget that he uses a rotating lead tank with smoke each turn for cover coupled with shrouding. Which is stupid good, giving him a 3++ on all his armor out the gate. Then he ignores all shaken/stun results with that idiotic fortitude. Trust me, a 3++ and then fortitude is frustrating as heck. This really pulls down your priorities, as the odds of allocating what would normally be pleanty to wreck a vehicle are now out the window and you just sit there throwing dice until you notice your out of guns and haven't dented that wall.

I agree that they don't match the output in firepower but that's only half of their game.


Ide say they more then match the amount of firepower. I might have range but he has more shots.

jy2 wrote:I can see from the viewpoint of an eldar player why this GK might not be so scary.

Runes of Warding just screws with Shrouding and Fortitude.

Too bad guards don't have it though....


I really hope 6th edition gives all armies a basic psychic hood. It really hurts a lot of codex to lack any defense.

Red Corsair wrote:
jy2 wrote:I can see from the viewpoint of an eldar player why this GK might not be see scary.

Runes of Warding just screws with Shrouding and Fortitude.

Too bad guards don't have it though....


Ha ha, yea that is a good point. If only guard had a hood! But I think they still have the tools. You just need to "upset" the meta, sort of like how that single demolisher upset his opponents plans.

I still am hopeful that much of what we think is "unbalanced" in 5th will become much more level in 6th.... I mean I know it sounds crazy to hope GW has a plan but....


lol, as long as matt ward doesnt have a plan we should be fine. The hammer was my hero in this game. Had that bad boy went down earlier I would of been sitting on the sidelines twirling my thumbs for the rest of the day. As I stated above, I really hope there is a universal psychic hood in 6th ed.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/30 05:46:30


Post by: Smitty0305


Hmm. I always thought shrouding was for one target, I didnt know that it was for every unit within 6".......

Ive never seen that used before, but thats definitely a good Meta for me to know.

Something I love about batreps is insight into lists I dont see in my local meta.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/30 20:26:02


Post by: Tomb King


Yea shrouding can be a real pain in thee arse... and it thanks to photobucket bandwidth limits I am now paying to provide these reports. So do enjoy ladies and gentleman.


Round 3: Dig Me No Grave
Missions:
Annihilation
Seize Ground with 5 objectives
Marked for termination (your opponent picks one non dedicated transport unit.. if he kills it he gets this mission.. both players can achieve this mission)
Deployment: Pitched Battle

Opponent: Martin (hailing from D.C.)
His army: Grey Knights (6 total servo skulls)

HQ:
Librarian in termy armor fully kitted out
Coteaz

Elite:
Techmarine
Ven dread with AC

Troops:
Henchman 6 assassins, 2 crusaders
Henchman 6 psykers in chimera (escort coteaz)
3 Henchman in razorback w/ AC (psybolt ammo)
3 Henchman in razorback w/ AC (psybolt ammo)
3 Henchman in razorback w/ AC (psybolt ammo)
3 Henchman in razorback w/ AC (psybolt ammo)

Heavy:
Dreadnought 2 TL autocannons
Dreadnought 2 TL autocannons
Land Raider Crusader (escorts the liby, techmarine, and DCA group)

Initative: GK
Pre-game analysis: Well.. this mission looks fun. Basically 2 of the 3 missions are kill points and his side of the board has 4 of the 5 objectives on it. The servo skulls are all placed so I cant get a scout move with my vendetta's so I will have to reserve most of them. There is a giant fortress in the middle of the board but his side has a majority of the available cover. So as I analyze the mission compared with the terrain I realize I will be hard pressed to take the objectives. He choose one of my vendetta's to be marked for termination and I pick one of his dreadnoughts. He deploys his I decide to outflank mine and keep it from being shot hopefully as long as possible. My plan in this one is to focus on KP and termination and literally ignore objectives completely. It is a risky strategy but a sound one and more stable then trying to push his army off of the objectives.

I roll to seize the initiative and get a HELL YEA... my opponent lets me have my moment of celebration and then states Coteaz makes me re-roll and I fail to seize twice.

Predictions?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/04/30 20:31:10


Post by: pretre


Tomb King wrote:Yea shrouding can be a real pain in thee arse... and it thanks to photobucket bandwidth limits I am now paying to provide these reports. So do enjoy ladies and gentleman.

Why don't you upload to Dakka? That's free.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/01 00:51:42


Post by: jy2


Tomb King wrote: I roll to seize the initiative and get a HELL YEA... my opponent lets me have my moment of celebration and then states Coteaz makes me re-roll and I fail to seize twice.

Predictions?

Oh....so....cruel.

I think your previous GK opponent was tougher....at least against your army. This one's got better assault but your other opponent had better shooting. Who cares about uber-assault units when you're playing guards. Shooting is what will hurt you more.

The 56th takes it...but then again, I already know how you did on day 1.



Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/01 01:39:01


Post by: Mannahnin


pretre wrote:
Tomb King wrote:Yea shrouding can be a real pain in thee arse... and it thanks to photobucket bandwidth limits I am now paying to provide these reports. So do enjoy ladies and gentleman.

Why don't you upload to Dakka? That's free.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/01 18:26:49


Post by: Tomb King




Round 3: Dig Me No Grave
Missions:
Annihilation
Seize Ground with 5 objectives
Marked for termination (your opponent picks one non dedicated transport unit.. if he kills it he gets this mission.. both players can achieve this mission)
Deployment: Pitched Battle

Opponent: Martin (hailing from D.C.)
His army: Grey Knights (6 total servo skulls)

HQ:
Librarian in termy armor fully kitted out
Coteaz

Elite:
Techmarine
Ven dread with AC

Troops:
Henchman 6 assassins, 2 crusaders
Henchman 6 psykers in chimera (escort coteaz)
3 Henchman in razorback w/ AC (psybolt ammo)
3 Henchman in razorback w/ AC (psybolt ammo)
3 Henchman in razorback w/ AC (psybolt ammo)
3 Henchman in razorback w/ AC (psybolt ammo)

Heavy:
Dreadnought 2 TL autocannons
Dreadnought 2 TL autocannons
Land Raider Crusader (escorts the liby, techmarine, and DCA group)

Initative: GK
Pre-game analysis: Well.. this mission looks fun. Basically 2 of the 3 missions are kill points and his side of the board has 4 of the 5 objectives on it. The servo skulls are all placed so I cant get a scout move with my vendetta's so I will have to reserve most of them. There is a giant fortress in the middle of the board but his side has a majority of the available cover. So as I analyze the mission compared with the terrain I realize I will be hard pressed to take the objectives. He choose one of my vendetta's to be marked for termination and I pick one of his dreadnoughts. He deploys his I decide to outflank mine and keep it from being shot hopefully as long as possible. My plan in this one is to focus on KP and termination and literally ignore objectives completely. It is a risky strategy but a sound one and more stable then trying to push his army off of the objectives.


Deployment:


I deploy the one vendetta with the PCS in the center of my side hiding from one of his dreads via building with the Demolisher(The Hammer) next to it. I will have to eat fire from the other. I place my hydra's on the far left flank with a vet squad in a chimera. On the far right flank my infantry platoon sets up behind some barricades followed up by the CCS and the manticore(The Four Horseman) and my other melta vet squad plops down waiting for the land raider to come around the building. I Outflank the empty vendetta and the demo vet vendetta as one is marked for termination. He deploys mainly centralized and places his two rifledreads on the third story of the ruins to get line of sight to me. The one on the right is marked for termination. His vendread is on the second story so he gets cover. He also boost the right ruins for extra cover.

I roll to seize the initiative and get a HELL YEA... my opponent lets me have my moment of celebration and then states Coteaz makes me re-roll and I fail to seize twice.

GK Turn 1:

All that terrain he deployed in is ineffective in immobilizing and of his vehicles. As expected he opens up at the vendetta. His dread with clear line of sight hits with 4, penetrates with 4, and explodes the vendetta. (At least I pass my leadership) His razorbacks advance with 3 taking the center and 1 taking the left flank. His landraider and chimera are on his right flank.

IG Turn 1:

I advance the Hammer towards the center to hopefully get a shot at some of his razorbacks. My vets on the left flank move up some to get cover. My Hydra's turn there sights on his marked for termination dread that is across the board. 8 TL Autocannons open up on it and I get 2 glance and 1 pen. He cast shrouding and makes a 6+ cover save for the pen result . One of the glance's makes it through and I stun the vehicle. My manticore fires indirectly on his land raider and manages to immobilize it.

GK Turn 2:


His 3 razorbacks in the center advance again without being bothered by the terrain. He fails his psychic test to make his dreadnought shake off the stunned result. He uses the summoning power to deep strike his vendread right in front of my lines and it scatters closer then he probably wanted and again passes the dangerous that could of immobilized the vehicle. His assault cannons fail to do any real damage. I manage to make cover as most of my vehicles are placed to have cover. He attempts to repair the land raider but it fails.

IG Turn 2:


I get my psyker battle squad in from reserves and it advances up my left flank. My vets in the chimera on the right flank move up to throw melta into his vendread immobilizing it on its high perch. On the left flank my first vendetta comes in the one that is not marked for termination. It moves in for a rear shot on his far left razorback, it is on that back hill but the board is unruly so I have to place him back from where he actually is. MY vets on the left flank open up into his razorback there wrecking it. My hydra's again open up on his marked for termination dreadnought this time I immobilize it disallowing him to retreat into the safety of the ruins. The four horseman fires the manticore missile(Famine) into the razorbacks in the center. The first dice hits in the front razorback, 2 other blast hit both rolling arrows towards the other razorbacks. One vehicle is wrecked, one explodes, and the other loses its weapon and is immobilized. Manticores are awesome when they hit like that makes them worth taking on any day. Had games where I didnt get a single kill with them in 4 rounds of shooting so I am happy to see the luck fall my way especially against GK. One of his squads falls back due to casualties.

Mid game analysis: Right now I am winning kill points but losing objectives and neither of us have killed the vehicles marked for termination. So regardless of how much I kill we are sitting at another victory point game unless I can take out his dam dreadnought.

GK Turn 3:
My opponent tries to repair the land raider again but no success. He fires what he can but his army is severely crippled. His ven dread shoots at my melta vets chimera but I make my saves but still lose a weapon. His dread in the back shoots at my chimera and shakes me.

IG Turn 3:


I roll for reserves and my marked for termination vendetta still does not arrive. My vendetta on the far left flank moves to get rearshots at the dreadnought perched on the tower. It gets to pens and takes off both weapons. The four horseman(manticore) fires at his Landraider again and I scatter but not enough to take it off the vehicle and this time Pestilence wrecks the Landraider. My hydra's fire 8 TL autocannons into the dreadnought and finally one wrecks his dreadnought marked for termination. On my right flank a mix between lascannons and melta vets explode his vendread. Shooting in the middle of the board dwindles down what remains in the center.


At this point the game is all but decided. I urge my opponent to call the game as victory is unachievable. When my vendetta shows up he has nothing to shoot it down with leaving me a 2 to 1 victory. I could have taken objectives but I give that mission to my opponent as he currently has the majority of them and I didnt need to smash my opponent I just needed to win.

Game Ends:
Annihilation (Victory IG)
Seize Ground with 5 objectives (Victory GK)
Marked for termination (Victory IG)

Overall victory claimed by the 56th Mechanized Infantry Division.

Post game analysis: Martin was my favorite opponent of the day. He came walking around the table once and accidentally stepped on my foot and apologizes knocking on his leg with a hollow sound and stated it was hard to keep track of that one. Come to learn he is a retired Army LTC and had lost his leg in a chopper crash. So the game was enjoyable as we talked about some of his experiences and the like and for once I didn't offend an opponent by calling them "Sir" all match. This game was brutal. My round two of shooting severely crippled his army and followed up by the elimination of all long range firepower on turn 3. This army can preform very well still in this meta you just have to work it the right way. Ignoring the objectives all together allowed me to focus on taking out his long range fire support and maximize my firepower. I am finally getting the hang of these win the majority of objective missions.

I would appreciate it if I could get first turn in my next game. Going second is nerve wrecking when facing other gun lines. Being able to get cover and/or deny true los in this one is what kept me alive long enough to nix going second. That and a few good roles with a manticore.






Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/01 19:39:17


Post by: Smitty0305


very nice


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/01 20:56:42


Post by: CaptKaruthors


Sweet battle reports. Glad to see GK taking it on the chin.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/01 21:06:40


Post by: bagtagger


These are really great reports! Good use of pictures


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/01 23:07:10


Post by: Ricedaddy


Great reports and congrats on the wins! Also, well done with the pictures both in framing and quality. Too many non-VASSAL reports are either too blurry or too close to be able to match what is in the pic with what is in the report.


Automatically Appended Next Post:
Reading these reports also let me see a mech guard force in action, as I'm thinking of using IG as a second army to my SM.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/02 01:27:33


Post by: Red Corsair


Awesome game TK! Glad to see a manticore launch stick! I know exactly how you feel, mine will do gak for 4 games then when I am about to retire it, it will win me the game on turn one! LOL!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/02 03:27:29


Post by: Tomb King


Smitty0305 wrote:very nice


Thanks, I was real proud of the 56th on this occasion. They preformed their jobs expertly. I'd have to say that the redbull saved me in this one as I was a little bit incoherent starting off this game.

CaptKaruthors wrote:Sweet battle reports. Glad to see GK taking it on the chin.


You and me both.

bagtagger wrote:These are really great reports! Good use of pictures


Thanks, I like using the pictures to tell the story and help the readers visualize the game better.

Ricedaddy wrote:Great reports and congrats on the wins! Also, well done with the pictures both in framing and quality. Too many non-VASSAL reports are either too blurry or too close to be able to match what is in the pic with what is in the report.

Reading these reports also let me see a mech guard force in action, as I'm thinking of using IG as a second army to my SM.


Thanks, as for the pictures I am in a photography class atm so I have access to a real high speed camera. Unfortunately I had to turn it in but hopefully the new one I purchased can get the job done even though the quality will without a doubt take a hit. If you look ay my Indy GT report a lot of the pictures were blurry as I had messed up the settings and didnt have time to fix them. This time around I had all the adjustments ready to go and adjusted to the lighting as it changed throughout the event.

I love my imperial guard and I would recommend guard to anyone. They are really a finesse army that carries around a hammer. If played correctly you can make it far in a lot of tournaments. This army definitely has a learning curve to them. You have to play to your strengths and your opponents weaknesses. If you do end up picking them up protecting your side armor just became your number one priority. If you have any questions about any of the units in the army feel free to ask and I can at least offer my opinion of the units and their overall effectiveness given to the roles you need them to fill in your army.

Red Corsair wrote:Awesome game TK! Glad to see a manticore launch stick! I know exactly how you feel, mine will do gak for 4 games then when I am about to retire it, it will win me the game on turn one! LOL!


The Indy Finals was definately one where it on me. I guess it wasnt having that action again. The craziest part of it is that it scattered in the direction of the other two vehicles. I only rolled the first one as a hit. So my odds were even worse for actually hitting the dam things. Its good to have a few fall my way though because as you saw in previous games it is a lot harder to win when they dont.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/02 04:24:46


Post by: Ricedaddy


Tomb King wrote:If you have any questions about any of the units in the army feel free to ask and I can at least offer my opinion of the units and their overall effectiveness given to the roles you need them to fill in your army.


Thanks! I'll take you up on that. Literally, right now

I've drafted up a 2K point mech list tonight. I'm about 100 points under and not sure where to spend it. I'd love your input both on where to spend those as well as on the list itself. Here is the link: http://www.dakkadakka.com/dakkaforum/posts/list/446962.page


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/02 05:23:17


Post by: Tomb King


Ricedaddy wrote:
Tomb King wrote:If you have any questions about any of the units in the army feel free to ask and I can at least offer my opinion of the units and their overall effectiveness given to the roles you need them to fill in your army.


Thanks! I'll take you up on that. Literally, right now

I've drafted up a 2K point mech list tonight. I'm about 100 points under and not sure where to spend it. I'd love your input both on where to spend those as well as on the list itself. Here is the link: http://www.dakkadakka.com/dakkaforum/posts/list/446962.page


Alright, I left you a bit of a lengthy response but hopefully it helped.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/02 16:14:34


Post by: flower power


Very close game. Good victory, with a vicious last turn.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/02 18:16:10


Post by: Tomb King


flower power wrote:Very close game. Good victory, with a vicious last turn.


Thanks, when those dice hit they hit.

Here we go I will go ahead and start the next round for predictions!

Round 4: Wolves beyond the border
Missions:
The sum of the parts (kill half your opponents kill points in there army, he has 20 that means i need 10)
Tactical markers (one in the center and one in your deployment zone)
Recon (I loathe this mission in every round I play it, The player with the most units scoring or otherwise entirely within the opposing deployment zones)
Deployment: Pitched Battle

Opponent: Paul Miglino (hailing from Philly)
His army: Imperial Guard

CCS 4x plasma guns in chimera ML/HF

Elite:
Marbo

Troops:
Infantry platoon
----PCS w/ 4 melta in a chimera ML/HF
--------INF Sqd
--------INF Sqd

Vet sqd 3x plasma in chimera ML/HF

Vet sqd 3x plasma in chimera ML/HF

Vet sqd 3x plasma in chimera ML/HF

Fast:
Vendetta

Vendetta

Vendetta

Heavy:
Manticore

2x Hydra Flak Tanks

2x Hydra Flak Tanks

Fluff: After being attacked by two imperial inquisitor forces Cpt. Creed was not at all surprised to see an imperial guard force aligning themselves to block the only route to the planets capital city. The 56th primary objective! Creed snatched up the vox, "Let me guess... you want us to turn around?" There was a brief pause before the vox crackled with a deep voice, "No Captain! Rumor has it that the 56th has attacked and destroyed 2 imperial armies." Cpt. Creed rubbed his head quite annoyed. "No matter what I tell you that is going to be your story isnt it?" The voice was quick to respond, "Orders are orders captain, the 56th ends here!" At that Cpt. Creed looking at commissar Bellick and nodded. The commissar exited the chimera and started barking orders getting the men battle ready. Captain Creed thought for a brief moment before responding, "If you come within 3600 meters of the 56th we will open fire. This is your last warning turn aside this is a waste of imperial soldiers!" This time only static responded. Creed popped the top hatch of the chimera to view across the field. The imperial force was now falling back. There vendetta's disappeared into the clouds. However, looking through his binoculars Creed could see them just moving back and moving to better defensive positions. Shaking his head he gave the order to attack as he whispered "Emperor forgive us!"

Pre-game analysis: Well so much for scout moving my vendetta's. With 16 TL autocannon shots per turn from my opponent I wont likely survive very long. His army is surprisingly plasma heavy. That means as long as I can take out his manticore, the PCS, and his birds then the hammer will have freedom of maneuvers with 14 FA. The biggest thing in this one is who goes first. Fortunately for me I win the roll off. I am not sure how my opponent is gonna set up but I am relatively sure he is gonna reserve most if not all of his army. I hate facing 100% reserve armies because you have to guage there affective range from any point on there side of the board while still remaining combat effective. I think I have a few higher strength shots than him but he definately has the superior long range firepower with 16 of his shots ranging in at 72" I can try to get recon but as an IG army this mission is pretty much a wash. Even if I do outflank I wont survive him coming in to kill me. Target prioritization goes, vendetta's, hydra's, then manticore.

He decides to reserve his army and rolls to seize... but I maintain the initiative.
What are your predictions?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/03 06:10:31


Post by: Smitty0305


well this is the 4th game and you didnt go to the top 16?, so I predict you loose.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/03 07:07:16


Post by: jy2


Smitty0305 wrote:well this is the 4th game and you didnt go to the top 16?, so I predict you loose.

I don't really want to spoil it for the readers, but you can check on this thread http://www.dakkadakka.com/dakkaforum/posts/list/445500.page to see who made it to the Top 16 of Adepticon. But if you want to find out how TK did from his reports, I suggest you don't look until after his game 4.

I've heard Paul is a very good player. Didn't he used to play for Team American at the ETC? And his guard army just looks absolutely nasty. I don't want to predict because I already know, but if I didn't, I probably would have picked Paul as the winner.



Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/03 07:42:17


Post by: Tomb King


Smitty0305 wrote:well this is the 4th game and you didnt go to the top 16?, so I predict you loose.


Awe no faith in the 56th?


Round 4: Wolves beyond the border
Missions:
The sum of the parts (kill half your opponents kill points in there army, he has 20 that means i need 10)
Tactical markers (one in the center and one in your deployment zone)
Recon (I loathe this mission in every round I play it, The player with the most units scoring or otherwise entirely within the opposing deployment zones)
Deployment: Pitched Battle

Opponent: Paul (hailing from Philly)
His army: Imperial Guard

CCS 4x plasma guns in chimera ML/HF

Elite:
Marbo

Troops:
Infantry platoon
----PCS w/ 4 melta in a chimera ML/HF
--------INF Sqd
--------INF Sqd

Vet sqd 3x plasma in chimera ML/HF

Vet sqd 3x plasma in chimera ML/HF

Vet sqd 3x plasma in chimera ML/HF

Fast:
Vendetta

Vendetta

Vendetta

Heavy:
Manticore

2x Hydra Flak Tanks

2x Hydra Flak Tanks

Fluff: After being attacked by two imperial inquisitor forces Cpt. Creed was not at all surprised to see an imperial guard force aligning themselves to block the only route to the planets capital city. The 56th primary objective! Creed snatched up the vox, "Let me guess... you want us to turn around?" There was a brief pause before the vox crackled with a deep voice, "No Captain! Rumor has it that the 56th has attacked and destroyed 2 imperial armies." Cpt. Creed rubbed his head quite annoyed. "No matter what I tell you that is going to be your story isnt it?" The voice was quick to respond, "Orders are orders captain, the 56th ends here!" At that Cpt. Creed looking at commissar Bellick and nodded. The commissar exited the chimera and started barking orders getting the men battle ready. Captain Creed thought for a brief moment before responding, "If you come within 3600 meters of the 56th we will open fire. This is your last warning turn aside this is a waste of imperial soldiers!" This time only static responded. Creed popped the top hatch of the chimera to view across the field. The imperial force was now falling back. There vendetta's disappeared into the clouds. However, looking through his binoculars Creed could see them just moving back and moving to better defensive positions. Shaking his head he gave the order to attack as he whispered "Emperor forgive us!"

Pre-game analysis: Well so much for scout moving my vendetta's. With 16 TL autocannon shots per turn from my opponent I wont likely survive very long. His army is surprisingly plasma heavy. That means as long as I can take out his manticore, the PCS, and his birds then the hammer will have freedom of maneuvers with 14 FA. The biggest thing in this one is who goes first. Fortunately for me I win the roll off. I am not sure how my opponent is gonna set up but I am relatively sure he is gonna reserve most if not all of his army. I hate facing 100% reserve armies because you have to guage there affective range from any point on there side of the board while still remaining combat effective. I think I have a few higher strength shots than him but he definately has the superior long range firepower with 16 of his shots ranging in at 72" I can try to get recon but as an IG army this mission is pretty much a wash. Even if I do outflank I wont survive him coming in to kill me. Target prioritization goes, vendetta's, hydra's, then manticore.

He decides to reserve his army and rolls to seize... but I maintain the initiative.

Deployment:


I place my demolisher(The Hammer) in the center of my lines. My hydra's take the right flank sitting behind a hill. I scout move my vendetta's up. I place my Infantry squad on my right flank surrounding my Manticore(Four Horseman). The CCS and another vet squad take there place next to the manticore. My PBS takes cover behind my demolisher. Ignore my opponents army on the table at this point as he reserved everything.

56th Turn 1:
After scout moves I move around and make my army look pretty.

IG Turn 1:
He looks at me aimlessly. lol

56th Turn 2:


Again ignore his forces at this point he is setting them up to roll for reserves. I move defensively and offensively at the same time. I place my demo vets in harms way but in a position to shut down the left flank, they are supported by a melta vet squad in there chimera. My demolisher takes its place in the center prepared to hold that objective while suppressing the enemy. I move my other vendetta back to the far right corner to prevent him from outflanking there(beware madness ensues).

IG Turn 2:

He rolled for reserves and got all but 2 or 3 units to come in and this was without a +1 to reserves.
The picture may not show it very well because as I said madness ensued. He moved a vendetta in behind my vendetta in that corner and facing my rear armor. They ruled at this tournament that vendetta could not hang over the edge. which was happening but the kicker... he was allowed to be within 1" of my vendetta hull based on the reasoning that the inat faq said he could be under my wing and he was not within 1" of my flying base. The judges did a great job all weekend but this was one I did not agree with them on but none the less it happened. Then my opponent tried to argue that he could give orders to his CCS that are embarked in a chimera(when i challenged it and said it specifically states you can never issue orders to models embarked in a chimera he picked up his codex and proclaimed here let me help a fellow IG player out like I was failing to see the big picture ). To add to all of craziness you may look over to his hydra's. He shot me with them but then we realized that he had moved on 8.5 to 9" in an attempt to negate a side shot and try to give himself cover. Had we caught this in the movement phase no harm no foul lets fix it but we caught it literally at the end of the shooting phase as I was about to get the demo vets out of the wrecked vendetta and I looked over and noticed it. Mind you this is after already giving my opponent a break on moving 7" with his chimera and shooting I said bump it back some your fine but 8.5 to 9" was a bit much. Back to the game. He fails to bring down by back vendetta and his manticore brings down my PCS vendetta in the center. Shooting his squads at my demo vets vendetta on the left flank shakes it. He manages to wreck my melta vets chimera though due to my poor placement to gain complete cover for the front.

56th Turn 3:


As you can see by the picture I didnt like his vendetta in the back corner and quickly bring it down with a hail of fire. My melta vets in the chimera on the right flank have the choice to advance on his manticore/hydra's or shoot at the vendetta. I decide to pull them back and shoot the vendetta. They shake it and immobilize it. In the center The Hammer attempts to advance but gets stuck in the vendetta's crater and becomes immobilized . I declare my demo vets are assaulting his chimera on the left flank. My veterans on the left flank move around the wrecked chimera to assault his PCS for wrecking their ride and he makes me roll DT to assault the vehicle because I had to go around his guys . I roll miserably and actually lose combat. Luckily I fall back. I go to do the demo vets and he states I cant because I didn't move them. I threw him a bone earlier by allowing the chimera that stunned me to still count but since I didnt let him go back in the shooting phase to move two units back 4" he was arguing that he shouldnt give me the assault. The judge said it was his call and that he wouldnt get involved in it. Even though I declared the assault before doing the other one.

Finally my opponent allowed it which was good because had he not I would of just shook his hand and retired early to my hotel. Next time I know to move all models when I declare them before moving on for the sake of speed. The demo vets manage to explode his chimera killing some of them.

IG Turn 3:


He rolls for reserves and brings in whats left. A plasma squad rolls on in the center next to where the demo vets are. His other vendetta comes on in the same corner and it is quickly becoming a graveyard for fliers. His hydra's turn and shoot my vendetta in that corner and wreck it. His immobilized vendetta shoots into the side of my chimera on the right flank and explode it. It is hard to remember what exactly happened later in this turn but we basically exchange shots and he tears into my demo vets but doesnt finish them off.

Mid game analysis: This game is ugly and I am at the point where I am not even challenging anything and just letting the game happen. Im sure my opponent is a great guy but we apparently rubbed each other wrong on this one and it isnt a pleasent game. I will be happy when its over. As it stands I have objectives 2 to 1 but that is very tentative and neither of us half the opponents kill points and he is actually winning with more units in my deployment zone. I need to get those kill points and I need make sure I hold onto that middle objective.

Summing up the last of the turns as they became a blur:

56th actions:


After wrecking his last mobile vendetta on the right flank the squad inside sustains heavy casualties and flee. The melta vets end up in the cover of an enemy downed vehicle.
The hydra's turn and shoot to the far corner wrecking the chimera on the far left flank. The psyker battle squad weaken resolves his squad off the board. Marbo came in on turn 2 or 3 and was shot and killed by my hydra's but he did manage to wreck one of them. I manage to close the gap some and I have 8 kill points I might be able to pull it off.

Enemy IG actions:

He has a chimera come in from reserves and moves 12" up and combined dakka from a few sources hits the PCS in the middle. They actually panic and flee. He has shooting immobilize my back left vendetta. He begins to move scoring units towards the objective in his deployment zone.

Pre-Last turn analysis: I really need the PCS in the center to rally. Doing the calculations in my head and I need 2 kill points and I am relatively sure my opponent needs 5, 6 if I rally. Ide rather not see this go to victory points again. Lets drive this one home for the 56th.

Last turn for the 56th:


I make the roll and my PCS with only 3 men left manage to rally and they consolidate behind the building some for cover. The melta vets on the right flank managed to shoot and explode his last vendetta on that flank. I shoot and kill his squad in cover on the left flank and weaken resolve them off the board. The Four Horseman drops death on his manticore and hydra's and wrecks his manticore and finishes off the hydra's some.

Last turn for Enemy IG:

He advances his squad up and disembarks on the center objective to get within 3". He disembarks a squad in his last chimera on the back left flank and embarks a scoring squad and move them to his objective back there. He does a little shooting and then calls the game here. We shake hands and talk about the game and calculate up the kill points 3 to 4 times and I show him model for model which kill points he got because he only got 4 to my 11. We start writing the scores down on the card and then he states, "Wait I forgot to shoot you on the middle objective". I look at him to see if he is serious as the game has been over for 5+ minutes and we have already started picking up models all around the board. The judge just states, "No its over!" lol. He ask if he can roll anyways so he knows and I end his suffering by showing him that The hammer is within 3" of the objective anyways and it didnt even matter.

Game Results:
The sum of the parts (Victory IG)
Tactical markers (Tied 1 to 1)
Recon (Neither achieved this mission)

Victory goes to the 56th Mechanized Infantry Division

Post Game Analysis: I honestly hope I dont have another game like that ever again. Maybe next time me and Paul can get the game started with a better rapport and have a nice relaxed game of warhammer 40k. It was a little funny though because one of the podcast guys on the table next to me kept looking over at me feeling my pain through some of it and cheering me on. I admit though my opponent wasn't the only bad guy in this one. I let him get to me some and I started throwing an attitude right back. This game was close and it was after a long day of games. My opponent actually went on to win best imperial general during the apoc gladiator event on Sunday. From what I can tell he was just a real competitive guy and very aggressive by nature. Either way it was a fun game and I am glad we worked things out in the end and ended on a good note. TBH the game started on a bad note when he said he was from philly but not an eagles fan So after 4 games the 56th is battered but still standing. This one was closer then I wanted it to be but I can only do so much with those missions. Kill points has kind of become my forte.

Smitty0305 wrote:well this is the 4th game and you didnt go to the top 16?, so I predict you loose.


No faith in the 56th! I was the only Imperial Guard army to survive to day two and was one of the ten that went undefeated on day one so .


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/03 10:27:27


Post by: Smitty0305


I was kidding lol, the tournament standings were already posted and I didnt want to spoilz it =p .

Honestly pretty amazing job. Bravo! Your last GT and this report are a real blast to read.

Whats your wargaming history? Is this year the first year your contending in top spots for large tournies, or have you been doing that for a while?

Are you going to WarGamesCon?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/03 15:50:56


Post by: anton


The last battle was was EPIC, nice to see, good IG play btw


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/03 17:21:02


Post by: Tomb King


Smitty0305 wrote:I was kidding lol, the tournament standings were already posted and I didnt want to spoilz it =p .

Honestly pretty amazing job. Bravo! Your last GT and this report are a real blast to read.

Whats your wargaming history? Is this year the first year your contending in top spots for large tournies, or have you been doing that for a while?

Are you going to WarGamesCon?


Is that the one in Austin. I have played with the idea of going but that is a 12 hour drive and finances might keep me from attending. I have played fantasy since 2003 but didnt start playing 40k until February of 2010 when a friend dragged me to a tournament and gave me some CSM to play and I managed 2nd as I learned how to play on the fly . I think what really helps me is I used to play Empire in warhammer fantasy back in the days when you had to guess range and I was dam good at it. Now using that same practice and applying to 40k and I never really miss opportunities to shoot something as I am a good judge of how close I am or how far something is from me. As for big tournaments. Besides ard boyz last year and the bugeater this is my first year in the tournament scene.

So far starting with the last ardboz:
Ard boyz pre-lims 2nd with my CSM(they were the easiest to ship to me as I was stuck in FT lewis for the summer)
Ard Boyz Semi's: 1st with the 56th (nice IG prize support)
Ard Boyz Finals: 2-1 (lost game 3 to DoW Annihalation against hiding draigowing now you know why my army is kitted to kill draigo and company)
Indy GT: 5-1 (lost at final table)
Adepticon Qualifier: 4-0
Adepticon Finals: (To be reported but I am not sure I should given the negativity of the game. Put it this way rounds = 2:30 minutes in length. Opponent reserves entire army and only gets 2 units on turn 2 and then nearly all of his army on turn 3 and he was playing battlewagon orks. I shoot once on top of 4 and then he gets his last battlewagon in on bottom of 4 and game ends. I shot once all game. looking at my camera logs his turn 3 alone took over 1 hour.)

anton wrote:The last battle was was EPIC, nice to see, good IG play btw


Thanks, I have played them enough now that I know every weakness and strength of the army so I like to think I have an advantage in IG vs IG match-ups. Though it does help going first.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/03 18:24:20


Post by: Auxellion


Great reports!

It sucks that you and your 4th round opponent rubbed eachother wrong. Hopefully it was all the travel/all day gaming that drained the life out of you guys.

They ruled at this tournament that vendetta could not hang over the edge. which was happening but the kicker... he was allowed to be within 1" of my vendetta hull based on the reasoning that the inat faq said he could be under my wing and he was not within 1" of my flying base.


This is how I normally play it/I've had it ruled like this before. I understand this ruling

Then my opponent tried to argue that he could give orders to his CCS that are embarked in a chimera


He can give orders OUT of the Chimera to squads on the ground, but not embarked units in vehicles. This I agree with.


You both seemed drained and a bit hostile. Was this a minor victory for you?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/03 18:36:56


Post by: Tomb King


Auxellion wrote:Great reports!

It sucks that you and your 4th round opponent rubbed eachother wrong. Hopefully it was all the travel/all day gaming that drained the life out of you guys.

They ruled at this tournament that vendetta could not hang over the edge. which was happening but the kicker... he was allowed to be within 1" of my vendetta hull based on the reasoning that the inat faq said he could be under my wing and he was not within 1" of my flying base.


This is how I normally play it/I've had it ruled like this before. I understand this ruling

Then my opponent tried to argue that he could give orders to his CCS that are embarked in a chimera


He can give orders OUT of the Chimera to squads on the ground, but not embarked units in vehicles. This I agree with.


You both seemed drained and a bit hostile. Was this a minor victory for you?


Yes, he can give orders out of chimera to squads all he wants. His argument was that he could give it to himself inside the chimera.

As for the vendetta thing there is nothing in the rules that states you can be within 1" of a hull at anytime. It does allow you to go under the wings etc.. but doesnt allow you to break the rule disallowing you to be within 1" of an enemy unit.

As for the victory yes I managed to hold onto the victory even though he captured one and contested the other objectives tying that particular mission up on the last turn. Had the game ended the turn before I would of won 1 to 0 via objectives. Had the thing gone one more turn I probably could of won 2 to 1 killing his squad in the middle via the flamers.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/04 15:28:39


Post by: Kirika


TombKing
Congrats on making top 16. Great reports.

IMO the regular comissar and not being able to be picked out in combat trumps the ld10 and camo cloak of the lord. Officer of the Fleet is something I can't seem to fit in my lists either unless its like 2k.

Have to say Congrats on winning vs two MSU Coteaz grey knights. I have a very hard time with MSU Coteaz grey knights vs yermom and avariel. I haven't been able to win a GK match is going second, if they have servo skulls you have to outflank your vendettas since you can't scout to get a cover save and only get 1 shot when you come on from reserves and its really hard with their firepower and fortitude.

Looks like I will have to take another look at running a Demolisher. Yours really seemed pretty good in the games you played. I been running 2 Manticores for redundancy and they really help out vs hordes and land raiders. I experimented with Creed and the outflanking Demolishers back in 2009 but it was fun however cost way to many points.

IG mirrors now seem to give a huge advantage to the person going first since with your demo vets forcing the second player to reserve. If Vendettas could fire all 3 las cannons while outflanking this evens things a bit.

Really like the fluff and the names for the vehicles. The Demolisher being the hammer and the Manticore is the four horsemman with the missle being famine, pestilence is awesome.

Ricedaddy
I'll take a look at your list also.





Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 03:16:46


Post by: Tomb King


Kirika wrote:TombKing
Congrats on making top 16. Great reports.

IMO the regular comissar and not being able to be picked out in combat trumps the ld10 and camo cloak of the lord. Officer of the Fleet is something I can't seem to fit in my lists either unless its like 2k.



Kirika wrote:
Have to say Congrats on winning vs two MSU Coteaz grey knights. I have a very hard time with MSU Coteaz grey knights vs yermom and avariel. I haven't been able to win a GK match is going second, if they have servo skulls you have to outflank your vendettas since you can't scout to get a cover save and only get 1 shot when you come on from reserves and its really hard with their firepower and fortitude.


Ya, the servo skulls can be a real pain in the arse. I usually just outflank with the vendetta if no scout move is available and try to take out his heavy hitters some before they arrive. They kind of nix are vendetta's for the most part with servo skulls. Fortitude is more broken then dumb or fortune imho it is the best power in the game.


Kirika wrote:
Looks like I will have to take another look at running a Demolisher. Yours really seemed pretty good in the games you played. I been running 2 Manticores for redundancy and they really help out vs hordes and land raiders. I experimented with Creed and the outflanking Demolishers back in 2009 but it was fun however cost way to many points.

Ya, Creed is just too expensive to take unless your running 2500pt + games. In addition, he is best suited for a foot heavy guard army. I love my demolisher the reason I take it over another manticore is AP2 and 14 armor that I can shove down my opponents throat.


Kirika wrote:
IG mirrors now seem to give a huge advantage to the person going first since with your demo vets forcing the second player to reserve. If Vendettas could fire all 3 las cannons while outflanking this evens things a bit.

Again I agree. I went second at the INDY GT against a dual manticore guard army and it nearly cost me the game. Going first in this addition is big across the board though and not just in guard on guard match ups.

Kirika wrote:
Really like the fluff and the names for the vehicles. The Demolisher being the hammer and the Manticore is the four horsemman with the missle being famine, pestilence is awesome.


Ya, deep down I am a bit of a fluff guy. I buy the codices and read the fluff on them before reading the army characteristics and options. It is partly why I never started a grey knight army. There fluff sucks and the army breaks the game.
My manticore actually has each of the horseman written on the color coordinated missiles.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 03:30:14


Post by: NotThisTime


Brett, this is Paul from our game #4 match from the 40K Championships. Against my better judgment, I am going to respond to your assessment of our game. I initially felt a bit apprehensive but your battle report left me with little choice in that I now have an obligation to respond to stand up for myself and for what I believe happened during our match. Let me preface by stating that I have never entertained a discussion like this before nor have I ever posted anything online in this regard so please bear with me.

I want to start by stating that I respectfully disagree with some of the points you made throughout your report. I believe you have provided some distortions of the facts and I am going to try and provide a bit more detail to clear up any misinformation as I feel I have been unjustly maligned. Don't get me wrong here Brett, we all want to come out ahead and be victorious at the end of the day, but it's the manner in which you go about doing so. Let me explain as best I can.

To start, your battle report neglects to mention one of the most important points of our game. On the bottom of turn #2, prior to my Vendetta outflanking which happened to be my first move onto the board, I stated to you after my reserves rolls were made that I was going to move on and shoot with everything. Immediately after the outflanking Vendetta ruling went in my favor, which again was my first move onto the board, you mentioned to me directly to “pick up the speed of the game.” I said no problem Brett as we were indeed running a bit behind schedule. In an effort of trying to accommodate you, I did move on but with a bit too much haste. As a result, I did not realize initially that I moved a bit extra with both sets of Hydras and one CCS in a Chimera. My Hydras and CCS, at the very most, were right around 7.25 inches or less up the board, not the 10 inches as you have stated. Just look at the pictures you took after my reserves came in during my movement phase. Can you honestly say to yourself that those models look ten inches up the board? My intentions were made known to you prior to coming on the board from reserve that I was going to shoot with everything. As you can imagine, I was somewhat stunned when you went on to say that I could not fire both squadrons of Hydras because I moved over six inches. Regardless of what I told you of my intentions and how I was speeding up my play to try and accommodate you, you wanted to hear none of it. With the two of us being IG players, we both know how this works as there would be no reason for me to move my Hydras or CCS more than 6 inches. Yes, I did indeed move more than I should have and at the end of the day this is my fault and I should have known better. And by the rules you are indeed correct and firing would not have been possible. However, my intentions were made known to you prior, not to mention that I was trying to speed up the game per your request. At that point unfortunately it became very clear to me that you would do just about anything to get an upper hand. At the end of the day Brett, you make your own choices.

Another example was when my Hydras were targeting your Vendetta directly across from them in turn#3. You stated that you should get 5+ cover as you felt we couldn’t come to an agreement on whether or not you should get cover. This is what the rulebook recommends if it’s unclear whether a unit is obscured, but my Hydras had completely clear lines of sight so I decided to grab a judge. While this is in the rulebook, you were clearly trying to exploit the rules themselves by simply stating that because we could not agree that you should automatically receive 5+ cover. The Adepticon judge came over and ruled in my favor by stating I had clear lines of sight with both models.

There are some other points where I found or what appeared to me were inaccuracies. My Vendetta which outflanked was at no point hanging off the table edge as you claim, nor was my base or hull within one inch of your Vendetta’s base and hull. You seem to forget that both Adepticon judges ruled that my Vendetta's placement was perfectly legal. With regards to giving myself orders from within the Chimera, I stand corrected on this ruling Brett, as I have always believed that this was possible and I apologized afterwards for the mishap. Another minor point, my first set of Hydras were third in line to shoot, behind my PCS and CCS squad, in the bottom of #2. Not nearly towards the end of my shooting phase as you mentioned. Unfortunately, the Hydras never had a chance to shoot that turn. Motto of the story: take your time.

Lastly, you mention that some individual next to you on the table was pretty much more interested in our game than his own. I did not notice him feeling your pain or cheering you on as you put it. It’s actually kind of ironic, as later that day and Saturday I was approached by two separate individuals whom I did not know that expressed disbelief with what they witnessed during our match. The bottom line is Brett, that there are always two sides to every story. Hopefully we both learned something from this experience and will put that knowledge to use as soon as we can. Best to you.

Paul


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 04:31:05


Post by: DaKKaLAnce


So are there only 16 left? or is the tournament over now? Great reports btw


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 05:11:44


Post by: Tomb King


NotThisTime wrote:Brett, this is Paul from our game #4 match from the 40K Championships. Against my better judgment, I am going to respond to your assessment of our game. I initially felt a bit apprehensive but your battle report left me with little choice in that I now have an obligation to respond to stand up for myself and for what I believe happened during our match. Let me preface by stating that I have never entertained a discussion like this before nor have I ever posted anything online in this regard so please bear with me.

I want to start by stating that I respectfully disagree with some of the points you made throughout your report. I believe you have provided some distortions of the facts and I am going to try and provide a bit more detail to clear up any misinformation as I feel I have been unjustly maligned. Don't get me wrong here Brett, we all want to come out ahead and be victorious at the end of the day, but it's the manner in which you go about doing so. Let me explain as best I can.

To start, your battle report neglects to mention one of the most important points of our game. On the bottom of turn #2, prior to my Vendetta outflanking which happened to be my first move onto the board, I stated to you after my reserves rolls were made that I was going to move on and shoot with everything. Immediately after the outflanking Vendetta ruling went in my favor, which again was my first move onto the board, you mentioned to me directly to “pick up the speed of the game.” I said no problem Brett as we were indeed running a bit behind schedule. In an effort of trying to accommodate you, I did move on but with a bit too much haste. As a result, I did not realize initially that I moved a bit extra with both sets of Hydras and one CCS in a Chimera. My Hydras and CCS, at the very most, were right around 7.25 inches or less up the board, not the 10 inches as you have stated. Just look at the pictures you took after my reserves came in during my movement phase. Can you honestly say to yourself that those models look ten inches up the board? My intentions were made known to you prior to coming on the board from reserve that I was going to shoot with everything. As you can imagine, I was somewhat stunned when you went on to say that I could not fire both squadrons of Hydras because I moved over six inches. Regardless of what I told you of my intentions and how I was speeding up my play to try and accommodate you, you wanted to hear none of it. With the two of us being IG players, we both know how this works as there would be no reason for me to move my Hydras or CCS more than 6 inches. Yes, I did indeed move more than I should have and at the end of the day this is my fault and I should have known better. And by the rules you are indeed correct and firing would not have been possible. However, my intentions were made known to you prior, not to mention that I was trying to speed up the game per your request. At that point unfortunately it became very clear to me that you would do just about anything to get an upper hand. At the end of the day Brett, you make your own choices.

Another example was when my Hydras were targeting your Vendetta directly across from them in turn#3. You stated that you should get 5+ cover as you felt we couldn’t come to an agreement on whether or not you should get cover. This is what the rulebook recommends if it’s unclear whether a unit is obscured, but my Hydras had completely clear lines of sight so I decided to grab a judge. While this is in the rulebook, you were clearly trying to exploit the rules themselves by simply stating that because we could not agree that you should automatically receive 5+ cover. The Adepticon judge came over and ruled in my favor by stating I had clear lines of sight with both models.

There are some other points where I found or what appeared to me were inaccuracies. My Vendetta which outflanked was at no point hanging off the table edge as you claim, nor was my base or hull within one inch of your Vendetta’s base and hull. You seem to forget that both Adepticon judges ruled that my Vendetta's placement was perfectly legal. With regards to giving myself orders from within the Chimera, I stand corrected on this ruling Brett, as I have always believed that this was possible and I apologized afterwards for the mishap. Another minor point, my first set of Hydras were third in line to shoot, behind my PCS and CCS squad, in the bottom of #2. Not nearly towards the end of my shooting phase as you mentioned. Unfortunately, the Hydras never had a chance to shoot that turn. Motto of the story: take your time.

Lastly, you mention that some individual next to you on the table was pretty much more interested in our game than his own. I did not notice him feeling your pain or cheering you on as you put it. It’s actually kind of ironic, as later that day and Saturday I was approached by two separate individuals whom I did not know that expressed disbelief with what they witnessed during our match. The bottom line is Brett, that there are always two sides to every story. Hopefully we both learned something from this experience and will put that knowledge to use as soon as we can. Best to you.

Paul


I am glad you commented Paul and as I said concluding the report that I hold no grudge for the game. There is definitely two sides to a story and I merely provided mine and my opinion of the match. This game did happen over 2 weeks ago and I recall the facts as best I could. As you can see two of the turns even got blurred where I just stated stuff that happened. I wont enter any he said/she said arguments but I will touch up a few things I saw here. We will start off with what is done is done. I like debates and given my degree I like examining the facts to get to the truth.

From the top now:
NotThisTime wrote:Brett, this is Paul from our game #4 match from the 40K Championships. Against my better judgment, I am going to respond to your assessment of our game. I initially felt a bit apprehensive but your battle report left me with little choice in that I now have an obligation to respond to stand up for myself and for what I believe happened during our match. Let me preface by stating that I have never entertained a discussion like this before nor have I ever posted anything online in this regard so please bear with me.

No harm no foul here. If you feel there has been an injustice than speak and be heard and I will do my best to correct it.

NotThisTime wrote:
To start, your battle report neglects to mention one of the most important points of our game. On the bottom of turn #2, prior to my Vendetta outflanking which happened to be my first move onto the board, I stated to you after my reserves rolls were made that I was going to move on and shoot with everything.

I dont remember hearing this at all and it would sound kind of silly if someone actually stated that to me out of the blue. Not saying you didnt say it or taking away any relevancy from it just that I dont remember it and I like to think my verbal memory is pretty good. Give me faces to names though and thats a whole new story.

NotThisTime wrote:
Immediately after the outflanking Vendetta ruling went in my favor, which again was my first move onto the board, you mentioned to me directly to “pick up the speed of the game.” I said no problem Brett as we were indeed running a bit behind schedule. In an effort of trying to accommodate you, I did move on but with a bit too much haste. As a result, I did not realize initially that I moved a bit extra with both sets of Hydras and one CCS in a Chimera. My Hydras and CCS, at the very most, were right around 7.25 inches or less up the board, not the 10 inches as you have stated.

Wait! So I place my army and scout move and do basic movements and then turbo boost again and then have you move onto the table your first action and I tell you to speed it up? I did make a comment about time but I believe that was made at the bottom of 3 when we already had the judge over a few times.

NotThisTime wrote:
Just look at the pictures you took after my reserves came in during my movement phase. Can you honestly say to yourself that those models look ten inches up the board?

As for the distance I cant accurately judge it now but I can show a picture of the beginning of turn 3. Your Hydra's never moved after there initial move onto the board.

In this photo a Chimera chasis is roughly 5" in length. If you moved on your suggested 7.25 then your manticore would be hanging of the board. Instead it is comfortably placed on the board and gaining cover from your hydra. Simple math here dictates it. If you would like a better angle for this that same squadron has one tilted at an angle in front of it and even if that other hydra is on the board edge(which given the rules for pivoting would disallow it to pivot on the spot as it would be over the board) this would still put you well over 8" (If I recall correctly you were actually about 8.5 to 9 and 10" was an exageration, I will fix that in the report) Either way it is a mute point because the rulebook states 6" or below and anything over is breaking the rules, yes you can let slight mixs up slide like I did for the Vet Squad on the left flank which was about 7.25 as stated. (report adjusted with new numbers)

NotThisTime wrote:
Yes, I did indeed move more than I should have and at the end of the day this is my fault and I should have known better. And by the rules you are indeed correct and firing would not have been possible. However, my intentions were made known to you prior, not to mention that I was trying to speed up the game per your request. At that point unfortunately it became very clear to me that you would do just about anything to get an upper hand. At the end of the day Brett, you make your own choices.

So for enforcing a blatant rule violation which I let you slide on once already is apparently me cheating you? Are you saying I did not win the game fairly? Alright had we counted those shots you managed to wreck the vendetta with the Demo vets in it. What would have changed? That vendetta did nothing further for the rest of the game but move to the back corner. That is 1 more kp then. 11 to 5 on kill points which still results in a 56th victory.

NotThisTime wrote:
Another example was when my Hydras were targeting your Vendetta directly across from them in turn#3. You stated that you should get 5+ cover as you felt we couldn’t come to an agreement on whether or not you should get cover. This is what the rulebook recommends if it’s unclear whether a unit is obscured, but my Hydras had completely clear lines of sight so I decided to grab a judge. While this is in the rulebook, you were clearly trying to exploit the rules themselves by simply stating that because we could not agree that you should automatically receive 5+ cover. The Adepticon judge came over and ruled in my favor by stating I had clear lines of sight with both models.

Alright, I am certain before you even fetched the judge that I told you to go ahead and roll and I would not have a save. I said just take it an upward of 5 times but you grabbed the judge and he ruled in your favor, remember by the time he ruled in your favor we had already worked out the damage and it was wrecked?

NotThisTime wrote:
There are some other points where I found or what appeared to me were inaccuracies. My Vendetta which outflanked was at no point hanging off the table edge as you claim, nor was my base or hull within one inch of your Vendetta’s base and hull. You seem to forget that both Adepticon judges ruled that my Vendetta's placement was perfectly legal.

I said I disagreed with the judges on this one and stated why, its the interwebs I do get an opinion. I dont think my picture of the 1" to the hull came out so its a he said/she said. Either way judges allowed it.

NotThisTime wrote:
With regards to giving myself orders from within the Chimera, I stand corrected on this ruling Brett, as I have always believed that this was possible and I apologized afterwards for the mishap.

Your fine it was a long day and gak happens. You have it for next time.

NotThisTime wrote:
Another minor point, my first set of Hydras were third in line to shoot, behind my PCS and CCS squad, in the bottom of #2. Not nearly towards the end of my shooting phase as you mentioned. Unfortunately, the Hydras never had a chance to shoot that turn. Motto of the story: take your time.

Alright so lets count here. You have PCS move on and you give them order bring it down after they disembark. You try to issue order to CCS but cant but you fire with them and do no damage. Then you fire with vets in the chimera that moved in onto the flank as well and manage to stun my vendetta. Had you been able to that would of left you 2 hydra units to shoot and the manticore effectively your last firing models.

NotThisTime wrote:
Lastly, you mention that some individual next to you on the table was pretty much more interested in our game than his own. I did not notice him feeling your pain or cheering you on as you put it. It’s actually kind of ironic, as later that day and Saturday I was approached by two separate individuals whom I did not know that expressed disbelief with what they witnessed during our match. The bottom line is Brett, that there are always two sides to every story. Hopefully we both learned something from this experience and will put that knowledge to use as soon as we can. Best to you.

I actually don't doubt this it was a rough game and I depicted it as a rough game. I even stated that I got a little short during the game and I hope next time we meet on better terms and have a nice friendly game which I am sure will happen. I heard you won best imperial general on Sunday so you actually won more then me throughout the weekend so maybe it was a good thing you lost. I would of gladly had traded places with you given what happened to me in my next game and something as a fellow IG player you are probably all too aware of. Only got to shoot my opponent one turn in an entire game. Thank you for your comments and if ever you need anything let me know and I will try to fix some of the discrepancies in the report.

yours truly, Tomb


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 05:41:01


Post by: Leth


Two sides, same coin memories get distorted so no point jumping back and forth, it just looks like you guys were tired and that happens. Really great report and glad to see the opponent chime in. Do you think you could (if the OP doesnt mind) mention your tactical views on the game? I would be excited to see your tactical views of the match.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 05:51:34


Post by: H.B.M.C.


Uhh... suddenly I'm reminded why I hate reading tournament reports. Other than that second game, those tables are just empty. The blank spaces in the first table are inexcusable, and just playing on a RoB does not mean the table is covered in terrain (some barricades do not count) especially when the hills are put to the four corners. And the fourth table has a bunker in the centre... and that's it.

I'm sure someone will say "if you squish it together it was 25% terrain" to which I can only say "that means 75% of the board was flat and open".


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 06:30:03


Post by: Powerguy


H.B.M.C. wrote:Uhh... suddenly I'm reminded why I hate reading tournament reports. Other than that second game, those tables are just empty. The blank spaces in the first table are inexcusable, and just playing on a RoB does not mean the table is covered in terrain (some barricades do not count) especially when the hills are put to the four corners. And the fourth table has a bunker in the centre... and that's it.

I'm sure someone will say "if you squish it together it was 25% terrain" to which I can only say "that means 75% of the board was flat and open".


Tbh the table coverages is a bit of a mixed bag, but saying they are empty is a bit of a stretch. The first table is about one medium sized piece of terrain short (right in the middle of the IG board edge needs something), the second table is fine, the third is about one medium-small piece short (hills and barricades are terrain, not everything has to be area terrain) but looks bad because the terrain has been clustered slightly (there are two buildings on the left which means there is way too much coverage in the centre left of the board, I'm guessing this might have been moved here to fit a display board on the table at some point and never moved) and the fourth is again about one medium sized piece short (again from the middle of the IG board edge). All the table could do with a few smaller pieces scatters around, but otherwise the terrain is perfectly acceptable, there are LOS blockers and area terrain on every table.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 07:06:56


Post by: H.B.M.C.


Powerguy wrote:Tbh the table coverages is a bit of a mixed bag, but saying they are empty is a bit of a stretch. The first table is about one medium sized piece of terrain short (right in the middle of the IG board edge needs something), the second table is fine, the third is about one medium-small piece short (hills and barricades are terrain, not everything has to be area terrain) but looks bad because the terrain has been clustered slightly (there are two buildings on the left which means there is way too much coverage in the centre left of the board, I'm guessing this might have been moved here to fit a display board on the table at some point and never moved) and the fourth is again about one medium sized piece short (again from the middle of the IG board edge). All the table could do with a few smaller pieces scatters around, but otherwise the terrain is perfectly acceptable, there are LOS blockers and area terrain on every table.


It's not about just having LOS blockers and area terrain. It's coverage. Look at the huge tracts of empty blank table on that first table. It's horrific. Not the worst I've seen, but still quite bad. I always use this as my example for terrain, and it applies here.

Also:

"(hills and barricades are terrain, not everything has to be area terrain)"

I'm not saying that everything has to be area terrain, but my point about the RoB is that having all four hill sections slotted in the corners creates a kind of "big crater" effect. The hills have no impact on the game itself other than providing more LOS and making the obvious blank spots even worse. The fact that the table appears to have nothing besides the big fortress in the centre and a few barricades only makes this worse. This is what I mean when I say that the barricades are not terrain. They're incidental. Putting them on a RoB hill or a flat board is the same in my mind.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 10:19:17


Post by: mattyrm


Great performance against the OP GK.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 11:27:06


Post by: Blood and Slaughter


H.B.M.C. wrote:
Powerguy wrote:Tbh the table coverages is a bit of a mixed bag, but saying they are empty is a bit of a stretch. The first table is about one medium sized piece of terrain short (right in the middle of the IG board edge needs something), the second table is fine, the third is about one medium-small piece short (hills and barricades are terrain, not everything has to be area terrain) but looks bad because the terrain has been clustered slightly (there are two buildings on the left which means there is way too much coverage in the centre left of the board, I'm guessing this might have been moved here to fit a display board on the table at some point and never moved) and the fourth is again about one medium sized piece short (again from the middle of the IG board edge). All the table could do with a few smaller pieces scatters around, but otherwise the terrain is perfectly acceptable, there are LOS blockers and area terrain on every table.


It's not about just having LOS blockers and area terrain. It's coverage. Look at the huge tracts of empty blank table on that first table. It's horrific. Not the worst I've seen, but still quite bad. I always use this as my example for terrain, and it applies here.

Also:

"(hills and barricades are terrain, not everything has to be area terrain)"

I'm not saying that everything has to be area terrain, but my point about the RoB is that having all four hill sections slotted in the corners creates a kind of "big crater" effect. The hills have no impact on the game itself other than providing more LOS and making the obvious blank spots even worse. The fact that the table appears to have nothing besides the big fortress in the centre and a few barricades only makes this worse. This is what I mean when I say that the barricades are not terrain. They're incidental. Putting them on a RoB hill or a flat board is the same in my mind.



I completely agree with this. the rulebook is actually pretty damn clear - about 25% of the table (so I'd say 20-30% should be the range) should be terrain and that should be an equal division between cover providing area terrain, cover providing/los interfering terrain, los blocking terrain with the latter being described as 'particularly important' otherwise game balance could be 'seriously affected'.

Often I see tables where 6 or 7 pieces of terrain are all there is. Again the rulebook says that if the terrain pieces are aboyt 12"x12", then -7 is the correct number, but too often there are just 6-7 pieces none of which are much bigger than 6"x6". I do understand that it's hard to provide proper terrain for lots of tables but it's easily just as big a deal as allegedly 'broken armies' fielded by opponents and yet is seldom made a big deal of.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 15:35:47


Post by: Tomb King


Leth wrote:Two sides, same coin memories get distorted so no point jumping back and forth, it just looks like you guys were tired and that happens. Really great report and glad to see the opponent chime in. Do you think you could (if the OP doesnt mind) mention your tactical views on the game? I would be excited to see your tactical views of the match.

As I stated above I do mind in the least. It would only add to the thread.


H.B.M.C. wrote:Uhh... suddenly I'm reminded why I hate reading tournament reports. Other than that second game, those tables are just empty. The blank spaces in the first table are inexcusable, and just playing on a RoB does not mean the table is covered in terrain (some barricades do not count) especially when the hills are put to the four corners. And the fourth table has a bunker in the centre... and that's it.

I'm sure someone will say "if you squish it together it was 25% terrain" to which I can only say "that means 75% of the board was flat and open".

Some of the boards had amazing cover while others were lacking this happens at every tournament though, this one was better then most. I actually pointed out that some might of been moved on game 3 but we played it as it was and luckily I was able to get cover from the barricades otherwise I was left without any cover in my zone.



mattyrm wrote: Great performance against the OP GK.

Thanks, its always a pleasure to beat GK. It is like that trophy catch when you do it and if you lose its that fish that got away. I havent lost to grey knights since DoW Annihalation when I had to face a draigowing that had a wall to hide behind. My army is built to combat grey knights.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 15:48:08


Post by: Blood and Slaughter


Oh I meant to add to my post that I really like how these battle reports have been done, thanks for posting them - epsecially as it's not easy to take photos when competing.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 16:02:49


Post by: Tomb King


Blood and Slaughter wrote:Oh I meant to add to my post that I really like how these battle reports have been done, thanks for posting them - epsecially as it's not easy to take photos when competing.


Thanks, it is definitely a challenge to remember to take photo's especially in those nail biters.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/05 17:58:10


Post by: calypso2ts


Rather than argue over a game that happened 2 weeks ago I think (maybe) a better way to handle this might be to say...

"Thanks for reading the report. I definitely understand that you were probably as frustrated as me. I do not want to get into an internet squabble, but I appreciate your measured response on this. I hope we can play again next time and enjoy a great game without any drama or bickering!"

You can also add that adorable ork smiley face Dakka has.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/06 03:48:13


Post by: Tomb King


calypso2ts wrote:Rather than argue over a game that happened 2 weeks ago I think (maybe) a better way to handle this might be to say...

"Thanks for reading the report. I definitely understand that you were probably as frustrated as me. I do not want to get into an internet squabble, but I appreciate your measured response on this. I hope we can play again next time and enjoy a great game without any drama or bickering!"

You can also add that adorable ork smiley face Dakka has.


I could of but as stated above. I am a CJ major and I like debate and establishing the facts. However, I do like your way as well but I figured a well worded response was due either way.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/07 16:34:22


Post by: Tomb King


I suppose I should at least post the finals here.

Round 5

Opponent: Doug

His army: Battlewagon Orks

HQ:
Ghazghkull Thraka
Big Mek (cyborg body, Bosspole, Poker Claw, KFF)

Elite
11 Kommandoes w/ snikrot and 2 burna's
12 burna boys w/ mekboy(rokkit launcha)

Troops:
17 Boyz w/ Nob(bosspole; eavy armor; Power Klaw; Rockit Launcha)
17 shoota Boyz w/ Nob(bosspole; eavy armor; Power Klaw; Rockit Launcha)
12 shoota Boyz w. Nob(bosspole; eavy armor; Power Klaw; Big Shoota) in Truck(Boarding Plank; Red Paint Job; Reinforced Ram; Wreckin Ball; Big Shoota)

Fast:
2 DeffKoptas w/ 2 twin link rocket launcha and 1 buzzsaw

Heavy:
Battlewagon w/ Armour Plates; Boarding Plank; Deff Rolla; Grabbin Klaw; Red Paint Job; Stikbomb Chukka; Wreckin Ball; Big Shoota x 1
Battlewagon w/ Armour Plates; Boarding Plank; Deff Rolla; Grabbin Klaw; Grot Rigger; Red Paint Job; Stikbomb Chukka; Wreckin Ball; Big Shoota x 1
Battlewagon w/ Armour Plates; Boarding Plank; Deff Rolla; Grabbin Klaw; Grot Rigger; Red Paint Job; Stikbomb Chukka; Wreckin Ball; Big Shoota x 1; Kannon


Mission: By this Axe I Rule
Annihilation
Battlefield Control
Lead by Example
Deployment: Spearhead

We roll to see who goes first and I win the roll off.

Pre-game Analysis: The mission is a repeat from the first day. If I could pick one I hated the most from that day this would be it. I have to get my Commander to the middle of the field and keep him alive while trying to keep his away from it. Table quarters is pretty much a wash in just about every game because it can be contested by just one unit regardless of how many scoring units you have in that corner. So with 2 of the 3 missions looking very hard to achieve it comes down to the last mission which is killpoints. I have 18(if I dont split my platoon up) to his 12 so that should be interesting. I am relatively sure my opponent is gonna reserve most if not all of his army. So the plan is spread out and make him work for the kill points if he is gonna get them and hopefully blast him as he comes in piecemeal. Getting those extra turns of movement show allow me to get in position to take table quarters in the later rounds. I can use my infantry platoon to bubble wrap my manticore. It will be key in this victory as he has vehicles but not necessarily numbers. My biggest threat is snikrot and ghaz coming from my side of the board. That will be a real pain in the arse but I can have my flamer squad standing by.

He decides to reserve everything and states the choppa's are outflanking and Ghaz is going with the commandoes. No surprises here as it was expected.

What are your predictions?




Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/07 17:25:27


Post by: calypso2ts


Ghaz is an awful tough HQ to take down and the Mek is probably going to make it to the center pretty quickly. I think this one goes to the Orks, he just has too much potential pressure on the back front and sides given a mission that forces you to the center.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 01:48:37


Post by: Ricedaddy


Looking forward to the report!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 02:01:42


Post by: jy2


Dugg (his handle here on dakkadakka) brings a really interesting list. It's not your typical ultra-competitive, finely-tuned ork army. Rather, it seems to incorporate a lot of things that makes other generals go, "huh?" He also happened to get 6th overall (and Best Ork player) at the BAO, so I'm assuming he's a really good player.

Too bad there's drama here in this game. He seems to be a really cool and laid-back person.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 04:10:12


Post by: Smitty0305


Dont see you having alot of problems with orks or the list, should be a good game tho.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 15:50:54


Post by: -666-


Philly Paul is a great guy. I don't think the drama adds to a batrep... Not impressed.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 18:20:16


Post by: Red Corsair


Super competitive events (even more so ones that are plastered all over the net) tend to spark some amount of drama in one way or another. I can't say I would fault anyone unless they were openly being a D-bag. Unfortunately the stress and pressure gets worse the further you make it.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 18:24:41


Post by: -666-


I fail to see how sniping another player adds anything constructive to a batrep.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 18:43:21


Post by: Tomb King


-666- wrote:I fail to see how sniping another player adds anything constructive to a batrep.


That is precisely why I have waited so long to put this battle report up. Trying to be tactful about the way i word it. I am in no way shape or form trying to down a fellow player maybe a play style but not a person. I will get this report up later tonight.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 19:18:11


Post by: calypso2ts


In my experience (not telling what to do naturally) it is best to be circumspect about disagreements. For example...

"We had a disagreement because he moved his manticores over 6", we agreed to move them back to 6". He shot..."

Basically, give a nod that it was contentious, but does not get into a debate about right or wrong.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/09 21:09:33


Post by: -666-


Tomb King wrote:
-666- wrote:I fail to see how sniping another player adds anything constructive to a batrep.


That is precisely why I have waited so long to put this battle report up. Trying to be tactful about the way i word it. I am in no way shape or form trying to down a fellow player maybe a play style but not a person. I will get this report up later tonight.


Whatever.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 02:40:27


Post by: vossyvo


You're starting to sound a little hypocritical -666-, Lets just let him post his BatReps up and let the issue pass. They are fantastic to read, looking forward to the report on the Ork game.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 03:00:00


Post by: Ricedaddy


vossyvo wrote:You're starting to sound a little hypocritical -666-, Lets just let him post his BatReps up and let the issue pass. They are fantastic to read, looking forward to the report on the Ork game.


This completely.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 03:12:02


Post by: 0305Smitty


-666- wrote:Philly Paul is a great guy. I don't think the drama adds to a batrep... Not impressed.


It gives context to the game and how it played out, when I write batreps I do a much similiar writing style because it gives you insight that you wouldnt normally get.

Anyone who attends 5+ game tournaments understands that in ATLEAST one game you will play against some1 that you dont rub well against, and will get into some rules disputes. This is part of the game, and you can either take it personally or move on. Tomb King moved on, I move on.

I appreciate the honesty, and the insight into how the game went. I personally like the Drama as it adds depth.

As far as taking the drama personally, well thats your choice.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 08:36:40


Post by: Tomb King


Alright guys and I present to you game 5 and I dont mind -666- is merely defending a friend which I can understand.
Round 5

Opponent: Doug

His army: Battlewagon Orks

He actually makes these carrying tray/cases I believe so if your interested he has an account on dakka.

HQ:
Ghazghkull Thraka
Big Mek (cyborg body, Bosspole, Poker Claw, KFF)

Elite
11 Kommandoes w/ snikrot and 2 burna's
12 burna boys w/ mekboy(rokkit launcha)

Troops:
17 Boyz w/ Nob(bosspole; eavy armor; Power Klaw; Rockit Launcha)
17 shoota Boyz w/ Nob(bosspole; eavy armor; Power Klaw; Rockit Launcha)
12 shoota Boyz w. Nob(bosspole; eavy armor; Power Klaw; Big Shoota) in Truck(Boarding Plank; Red Paint Job; Reinforced Ram; Wreckin Ball; Big Shoota)

Fast:
2 DeffKoptas w/ 2 twin link rocket launcha and 1 buzzsaw

Heavy:
Battlewagon w/ Armour Plates; Boarding Plank; Deff Rolla; Grabbin Klaw; Red Paint Job; Stikbomb Chukka; Wreckin Ball; Big Shoota x 1
Battlewagon w/ Armour Plates; Boarding Plank; Deff Rolla; Grabbin Klaw; Grot Rigger; Red Paint Job; Stikbomb Chukka; Wreckin Ball; Big Shoota x 1
Battlewagon w/ Armour Plates; Boarding Plank; Deff Rolla; Grabbin Klaw; Grot Rigger; Red Paint Job; Stikbomb Chukka; Wreckin Ball; Big Shoota x 1; Kannon


Mission: By this Axe I Rule
Annihilation
Battlefield Control
Lead by Example
Deployment: Spearhead

We roll to see who goes first and I win the roll off.

Pre-game Analysis: The mission is a repeat from the first day. If I could pick one I hated the most from that day this would be it. I have to get my Commander to the middle of the field and keep him alive while trying to keep his away from it. Table quarters is pretty much a wash in just about every game because it can be contested by just one unit regardless of how many scoring units you have in that corner. So with 2 of the 3 missions looking very hard to achieve it comes down to the last mission which is killpoints. I have 18(if I dont split my platoon up) to his 12 so that should be interesting. I am relatively sure my opponent is gonna reserve most if not all of his army. So the plan is spread out and make him work for the kill points if he is gonna get them and hopefully blast him as he comes in piecemeal. Getting those extra turns of movement show allow me to get in position to take table quarters in the later rounds. I can use my infantry platoon to bubble wrap my manticore. It will be key in this victory as he has vehicles but not necessarily numbers. My biggest threat is snikrot and ghaz coming from my side of the board. That will be a real pain in the arse but I can have my flamer squad standing by.

Deployment:

I choose my side and deploy my entire force. I combine the infantry squad and have them wrap around my manticore. I could of just placed my infantry squad on the back table edge to guard from the kommandoes outflanking but I elected to protect the manticore from his deffkopta's. I place the hammer in the front center preparing to lead the center of my battle lines once more. I plan to scout move all my vendetta's.

He decides to reserve everything and states the choppa's are outflanking and Ghaz is going with the commandoes. No surprises here as it was expected.

My opponent elects not to attempt to seize the initiative.

56th Turn 1:
I scout move and advance my units on nearly every front just making sure I spread out and get out of the dangerous corner. I rush through turn 1 as nothing really matters on this turn.

Ork turn 1:
With no units he concludes his turn.

56th Turn 2:

I advance again moving units out to my left flank and scoot up the Hammer 8" as bait for any of his units that come in on turn 2. I have a vet squad in a chimera taking up my left flank with the PBS right next to them staying centrally located. I prepare to accept his forces.

Ork turn 2:

He rolles for reserves and surprisingly only gets his truck with the boyz and the deffkopta's. Unfortunately the kopta's come in where ever he needs them as he rolls a 6 for outflank. Would of been nice to see them come in on the opposing table edge. As expected he moves up 13" and disembarks and manages to assault my demolisher through difficult terrain and manages to get 2 6's to hit and penetrates the vehicle stunning it. Gotta love those odds. His deffkopta's cant charge my manticore so they charge the infantry platoon and combat is locked.

56th Turn 3:

Being that I only really have 2 things I can shoot at I breeze through my turn. I move vehicles around to maximize fire on his orks and use the chimera's flamers and I manage to wreck his truck. I weaken resolve the squad but he declares a wagh making them fearless. The infantry platoon actually causes one wound on his kopta's.

He manages to hit and run with the kopta's passing his initiative test.

Ork Turn 3:
All of his reserves come in except 1 battlewagon. So he moves Gaz and the kommandoes in from the rear and multi charges the psyker battle squads chimera and the hydra flak tanks. His 2 battlewagons advance straight on and both squads disembark and assault through DT and make into charge my front 2 chimera that are next to my demolisher and they wreck both chimera's. Ghaz destroys both hydra tanks and the squad manages to explode the psyker battle squads ride with the vehicle being mostly surrounded some are killed off.

Mid game analysis: Unknowing to me the last turn took well over an hour to be worked out. I dunno how i missed it I guess because something was constantly being done that I failed to notice that we should of picked up the pace of the game significantly. So looking at the time there is only about 35 minutes left in the round. I try to look at what all I can do at this point and see that I can only really take the game if I make it to turn 5. I need to be swift.

56th Turn 4:
My PCS with there flamers disembark and try to flame Gaz and the commandoes. My CCS starts heading towards the middle of the board to try to get to that objective I give them the RUN RUN RUN order and they get 2, 1, 1 . I move my vendetta on the right flank 6" to get a side shot at his battle wagon and the vendetta in the center does the same. I move the melta vets in the chimera on the left flank around to get into the far top left table quarter and move the hammer up to also contest it. My shooting to the battlewagons either doesnt damaged or doesnt make it through the KFF. The flamer test causes Ghaz squad to take a panic check and I weaken his resolve by 3. He makes his leadership 7 though. The deffkopta in the corner see's one of them go down and now only one remains. I manage to finish my turn quickly and I am poised to make a run for the game in turn 5.

Ork Turn 4:

He points out that the middle was suppose to have a marker on it that we accidentally removed and so that marker is now placed and I am out of 3" with my CCS. He moves his KFF battlewagon up to ram my vendetta but doesnt but doesnt get the job done he does end within 3" of the center marker. His last battlewagon arrives from reserves and moves into the top left table quarter. One of his squads that was disembarked runs back to the battlewagon on the top right tablequarter. Gaz and the kommandoes rush up to kill the pcs and the psyker battle squad but somehow both squads survive combat and it is locked. My infantry squad does 1 more wound to his kopta's in the corner as he makes one of the saves and then passes the leadership locking combat.

With only 3 minutes left in the round we are disallowed to continue.

Mission: By this Axe I Rule
Annihilation (6 kp to 2 Orkz win it)
Battlefield Control (He got 1 and the rest were contested)
Lead by Example (he was within 3" and I wasnt)

Victory: Orkz

Post Game Analysis: I chalk this one up to a few bad plays by me and a little inexperience of not watching the clock. Either way there wasnt much I could do only shooting my opponent once in the 2hr and 30 minute round. Had the game gone onto 5 I believe I could of gave it a run. Getting my CCS in middle vendetta and moving up to take one of his table quarters and possibly killing off the last deftkopta which had 1 wound left that contested my qrtr. Either way it is mute now because I lost and the 56th was forced to retire early once more. My only request for this one is if you play a horde army dont let that bog down a game not saying it was purposeful in this one but only making it to 4 turns after a full reserve and no real action until turn 3 really sucked.

Hope you all enjoyed the reports and maybe next time i can get you one that wins the dam tournament. Im just happy I made final 16 on my first attempt at adepticon and even better that I was only IG player left standing after day 1 for the second straight major event that I attended. That could be more the 56th than any correlation to my actual skill as a player.




Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 12:44:36


Post by: calypso2ts


Well written and thanks for sharing. Making the cut at Adepticon itself is a huge accomplishment, although I definitely understand the disappointment of having the game end early.

I am amazed he managed to smack the Demolisher around on Turn 2, with the first set of reserves coming in so weakly I thought you had a good chance to blow him off the board.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 12:53:43


Post by: -666-


Wow that was interesting to say the least.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 15:27:51


Post by: Norbu the Destroyer


Now this is just a theory here- An early start after a long gaming weekend can make everyone move slower. Not only that, I believe Dugg is from the West Coast...so to him it felt like 4AM ish. That could be the reason for only 4 turns. I got up at 6am to come and watch the games and I came in the championships ball room sometime around 6:30am and the games were all underway. I dont know what time the round started nor what time it was called, but being so early in the morning, on top of it was day 3 of a LONG weekend of gaming, Im sure everything was moving a little slow. I saw a few rules discussions at that table, not sure about what, something about a unit coming onto the board maybe?? and all of that eats up time.

For al I know they declared the round starting and it took some time to do all the formalities (roll off for who goes first, terrain discussion with those weird pipes, deploy, etc...). It is too bad you didnt get to finish 5 turns, but unfortunately thats how things go sometimes. I have had games where I thought both folks were moving at a good pace and time is called after turn 5. Both of you play armies that have units that can bog down the game. Moving lots of orks can be very tedious, melees with the large blobs of infantry (orks or guardsmen) can take some time, and at 6AM ish after a long weekend, this can take even more time.

Congratz on making it to the finals, I am jealous as I really wanted to be there playing instead of hanging out in the cattle pens on the outside of the ropes they set up.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 15:41:24


Post by: jy2


Very good writeup. Very tactful of you to try to minimize the drama. You should be proud of your 56th. They had a fine run against some very, very tough competition. None of the games seemed easy.

Definitely sucks to not be able to finish the game. Had a game against horde IG in a tournament before. Reserved my troops so that he couldn't shoot at them. Thought I had the game in the bag as I was pummeling his guys....but my troops just wouldn't come in from reserves! Him taking about 20min to deploy and about 20min per turn to my 5min certainly didn't help (time limit 1hr). These are the types of matchups you just dread at a timed event, and though you really don't want to be rude, sometimes, you do have to push the other guy somewhat to pick up the pace.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 16:01:27


Post by: Redbeard


You going to post the other three games, or did you just drop?


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 17:47:19


Post by: Red Corsair


This is why they need those timers from chess. Each player should have half the allotted time and once your clock is tapped you should be penalized.

Maybe not the best idea but they really need something.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 18:48:18


Post by: DarthDiggler


No chess clocks. Just play the game out until it's finished. There are to many ways to game the system in a timed event - stuff to make a 4 turn game highly likely - and then the armies that play quickly get a big benifit in going second.

An army that plays quickly can bog down a slow army when it wants to and dictate when the slow turns happen. It all seems on the up and up, but it's really manipulating the timed round to gain a benifit. No one is truely slow playing, just gamesmanship.

Eliminate the timed rounds in the finals and this is gone. You also don't need 7 million people in the event to start with. Lower that number to. But alas none of that will happen so in comes the gamesmanship.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 18:49:43


Post by: Tomb King


calypso2ts wrote:Well written and thanks for sharing. Making the cut at Adepticon itself is a huge accomplishment, although I definitely understand the disappointment of having the game end early.

I am amazed he managed to smack the Demolisher around on Turn 2, with the first set of reserves coming in so weakly I thought you had a good chance to blow him off the board.


Thanks, I am glad you enjoyed the reports.

I was actually hoping more would of came on. I had moved the demolisher perhaps an inch to far up but he still needed to make it through difficult terrain and hit me on 6's. It was a risk that sort of back fired. He managed to destroy the weapon on it on turn 3 before I drove over to contest the top left corner.

-666- wrote:Wow that was interesting to say the least.


Ya, wasnt exactly the ending i expected either.

Norbu the Destroyer wrote:

Congratz on making it to the finals, I am jealous as I really wanted to be there playing instead of hanging out in the cattle pens on the outside of the ropes they set up.


Wont comment on the theory but I did send a pm. Thanks it was definately still fun making it the second day of the event. Especially since I showed up to the event not sure I would make it in to compete. In addition, I was allowed to walk freely around the final tables since I had made the final 16 which was really cool. I hope to possibly make it again next year and who knows maybe we will get that rematch.... You coming to the midwest massacre?

jy2 wrote:Very good writeup. Very tactful of you to try to minimize the drama. You should be proud of your 56th. They had a fine run against some very, very tough competition. None of the games seemed easy.

Definitely sucks to not be able to finish the game. Had a game against horde IG in a tournament before. Reserved my troops so that he couldn't shoot at them. Thought I had the game in the bag as I was pummeling his guys....but my troops just wouldn't come in from reserves! Him taking about 20min to deploy and about 20min per turn to my 5min certainly didn't help (time limit 1hr). These are the types of matchups you just dread at a timed event, and though you really don't want to be rude, sometimes, you do have to push the other guy somewhat to pick up the pace.


Thanks, I tried the best I could to tell it as neutrally as possible. I am very proud of the 56th. This year they have a 9-2 record in GT's. I have chances still to grab that first GT win later this year... not certain if I can make the nova or not yet. $$$$ might be an issue.

Yea, I was definitely not watching the clock in this one. I will have to keep a better eye on it and keep myself as well as my opponent moving along as fast as possible. It didnt help that there were a few rules disputes which sometime bog games down but definitely nothing out of the norm.

Redbeard wrote:You going to post the other three games, or did you just drop?


I had a 8+ hour drive back to K.C. still after a long weekend so I elected to drop in an attempt to start driving back. Plus it didnt appear like they were really tracking the losing side of the bracket. However, my friend informed he that he had bought tickets to the drawing that was suppose to be at 4 so I ended up being stuck there anyway but it was too late to get back in it. I ran into Aaron(Spag) who had stated he wanted to play at the bugeater so we got in a nice layed back game where he managed to edge me out 1 to 0 even though I pulled a sexy grave chute insertion from a vendetta on the last turn landing on an objective and cooking the marines that were on it.

Red Corsair wrote:This is why they need those timers from chess. Each player should have half the allotted time and once your clock is tapped you should be penalized.

Maybe not the best idea but they really need something.


I actually have a buddy that does this. He brings the chess timer to help keep track of how long his turns our and to make sure he keeps track of time.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 19:24:51


Post by: 0305Smitty


Grats on doing so well its a monumentous achievment.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 19:26:00


Post by: Ricedaddy


Tough luck, but congrats on your success. I've never competed in even a local tournament, but I don't think I have any problem with a little gamesmanship, just so long as it doesn't go overboard. As the commander of an army (I know that's a cheesy way of putting it, but still) you do what you have to do to secure victory. That being said, though, sportsmanship above gamesmanship.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/10 21:20:13


Post by: Feldmarshal Goehring


Congratulations on your success. It was definitely a good showing for the 56th. Tough matches against tough opponents. You should certainly be proud.

Never mind the bit about the drama. You both came to win your matches. The stress of the situation was compounded by the long weekend, early start, etc. Best thing to do at this point is to tip your hat, give your opponent the benefit of the doubt, and forgive and forget.

Thanks for posting the Batreps.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/11 02:25:20


Post by: Tomb King


You all have a rare opportunity. My opponent Doug has contacted me and he is gonna be posting his analysis in the thread as well and his pre-game plan etc...


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/11 04:40:39


Post by: 0305Smitty


Tomb King wrote:You all have a rare opportunity. My opponent Doug has contacted me and he is gonna be posting his analysis in the thread as well and his pre-game plan etc...


Dont really care about his perspective lol


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/11 11:40:02


Post by: Illumini


0305Smitty wrote:
Tomb King wrote:You all have a rare opportunity. My opponent Doug has contacted me and he is gonna be posting his analysis in the thread as well and his pre-game plan etc...


Dont really care about his perspective lol


Speak for yourself. His list is quite different and even looks "less than optimized" with stuff like stikbomb chukkas, wrecking balls, rpj, mekboy and only 3 wagons at 1850pts. I would like to hear his thoughts, especially on the reserving, if that was a tactic for this game or a tactic employed frequently in the tourney.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/11 13:05:17


Post by: Feldmarshal Goehring


Illumini wrote:
0305Smitty wrote:
Tomb King wrote:You all have a rare opportunity. My opponent Doug has contacted me and he is gonna be posting his analysis in the thread as well and his pre-game plan etc...


Dont really care about his perspective lol


Speak for yourself. His list is quite different and even looks "less than optimized" with stuff like stikbomb chukkas, wrecking balls, rpj, mekboy and only 3 wagons at 1850pts. I would like to hear his thoughts, especially on the reserving, if that was a tactic for this game or a tactic employed frequently in the tourney.


I agree with Illumini. Getting the perspective of those who are successful is always a good idea. Especially those who do not feel constrained by the Interwebz idea of what a 'good' list is.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/11 13:53:26


Post by: Redbeard


I'd like to see Dugg's take on the game too.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/11 19:18:36


Post by: -666-


It will add a lot to this batrep. Good job TK to get Dugg to speak his piece.

: )


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/11 19:22:56


Post by: Adrian Fue Fue


Great reports, can totally tell you are in college and in the service. Might as well add some military acrimonious in there while you are at it.

Necron in the first match was toast on turn two, you could have just pushed him off some more . He might not have been ready for the tournament with those tactics.

While I was reading your 2nd Match I was wondering why you weren't popping razorbacks. Sure enough you got them on the final round. Not sure how much goes in as luck or maybe your foe underestimated your tanks. Either way congratulations on your 2nd Match.

Those guys in Round 3 had no chance, that was all aimed at your cover static force to shoot at ducks as they walked in circles. But had you kept playing, I think you could have contested an objective. . .



Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/11 20:46:53


Post by: Ricedaddy


I'm a firm believer that more perspectives = a better understanding of what actually happened. Even though I kind of became a fan of the 56th through these reports, I'm looking forward to reading Dugg's analysis.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/12 07:32:33


Post by: Feldmarshal Goehring


Ricedaddy wrote:Even though I kind of became a fan of the 56th through these reports.


I have to agree here as well. I became fond of the Fighting 56th while reading as well.

And from a Naval Officer to a Cadet/Soldier nearing commissioning: Fair winds and following seas.

Maybe I'll see you around somewhere in this 'joint' environment.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/12 08:24:23


Post by: Tomb King


lol, ya. I like the fluff behind the 56th. Creed in his younger days before he was the head honcho. As for the whole army thing as of 1000 hrs friday morning I am no longer a cadet but now an LT. Finally!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/12 16:27:47


Post by: Ricedaddy


Tomb King wrote:As for the whole army thing as of 1000 hrs friday morning I am no longer a cadet but now an LT. Finally!


BIG CONGRATS DUDE!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/13 01:42:33


Post by: Dugg


Hello Everyone,

After talking with Tomb King through PMs, I’m here to add my Strategies and Game assessment of our Round 5 Game.

Pre-Game Analysis:

IG vs Orks is a tough game where the game usually swing hard for whoever gets the drop on his opponent. Tomb King had a rough list to deal with so my plan was to deny as much of his shooting as I could, so I pick to go all in reserve, denying him 2 rounds of shooting. I put Ghaz with Snikrot, Koptas outflanking and Battlewagons and Trukk driving on. I put the Big Mek with KFF with my Shoota boyz BattleWagon. I know I have to get one of my 2 HQs to the center and my thoughts were to get the Big Mek/Shootas BW heading that way when they came on and have Ghaz/ Snik squad come in on Tomb Kings board edge and wreck everything in their path as they head to the center as well. A good old Ork Vise Move.

My list is a Swiss Army Knife of Orky goodness. I was hoping by putting Ghaz with Snikrots squad I could get the 56th to worry about them and push forward enough for my Battlewagons to do their drive on WAAAGH! move they love to surprise their Enemies with, and when I’m reserving everything I can WAAAGH! when they come on, and it’s the “Prophet of the WAAAGH!” from Ghaz which can be used anytime after Turn1 and lasts both Player Turns. It also give me an auto 6” WAAAGH!/Fleet move and makes my army Fearless.

IN GAME STRATEGIES:

With Tomb Kings Deployment and Turn 1-2 Movement over I roll my reserves.

Orks Turn 2:

Only my Trukk w/shootas boyz and Koptas come in from reserve my T2. DANG!

I bring the Koptas in on the Manicore side and plan to hit the blob with them. This will draw the blob off the Manicore so hopefully Ghaz/Snik can come in and hit the Manicore and Hydra both. It also keeps them from getting shot at during the 56th T3.

The Trukk on the other hand is in big trouble. These boyz will be feeling the full weight of the 56th. OH WELL, Orks are grown to die in battle, I just need to make it count. What was I going to do? If you look at the photo of 56th Turn 2, you can see the Leman Russ pushed pretty far forward. With its 24” range I was hoping it would come forward early but I was surprised it pushed this far forward. I decided to rush forward, jump the Boyz out of their Trukk, keeping them in cover in front of the Russ and hope I’m in range for an assault. Part of my strategy here was to find out how far the Russ actually was thru my attempt to charge it. Actually getting the Charge off was a bonus, and now I knew the range and could better plan my Battlewagon movements when they come on, and secondly I gambled that the 56th Chimeras and maybe even a Vendetta or two would push forward in order to get their shots into my Boyz, putting them in position to be assaulted by my Battlewagons my Turn3. This whole plan is with the hopes that the Mighty Mork & Gork will be good to the Evil Sunz and let at least 2 of THEIR Battlewagons come on my following turn.

Assualt Results:
I get the assault on the Russ and only Stun it.
Koptas charge into blob and kill some guardsmen but they make their check and pill-in more, and open up a bigger whole for the Kommandos to charge in.

56th Turn 3:

Shooting:
The full force of the 56th is launched at my Boyz and their Trukk, killing 6 boyz and Kareening the Trukk towards my board edge (you can see the little brown crater where it exploded near my board edge). I take a big risk that I will get at least 2 Battlewagons in on my Turn3 and Call my “Prophet of the Waaagh!” and keep my boyz strong and fearless, after the 56th weaken their resolve to a LD2.

Assaults:
Nob takes off the Demolisher Cannon & Shakes it.
The Koptas kill a few more Guardsmen before making their Hit&Run move. That’s right! They actually made their Hit&Run, how crazy it that?

Orks Turn 3:

I roll reserves and get Ghaz/Snikrot, both boyz Battlewagons but fail the Burna Battlewagon roll.

Now, I’m really set up here. Big Mek/Shoota Battlewagon drives up the middle with the SluggaChoppa Battlewagon driving on the flank of it. Both Boyz squads jump out, Big Mek stays in his Battlewagon, and boyz charge the 2 Chimeras and the Russ. With my Koptas free and the 56th rolling a low consolidate they are in perfect position to jump back in the fight by Multi-charging the Manicore and the blob squad. This leaves Ghaz and the Kommandos the chance to come in on the other side of the Hydras, right behind the Vendetta. Their Waaagh! strings them out toward the PBS Chimera all the way back to Ghaz who is next to the Hydras on the table edge. The remainder of the trukk boyz DT move and Waaagh! towards the Psyker Battle Squad Chimera. CHARGE IN BOYZ!!

Assault results:
Koptas destroy the Manicore and kill a few more Guardsmen.

Boyz Wreck the CCS Chimera & Explode the Vet Chimera, Vets take enough wounds and they fail their break test and fall back.

Trukk boyz and Kommandos wrap PBS Chimera and it explodes, after Nob swings, kills 7 Psykers but they make their checks. Snikrot and a few Kommandos swing on the Vendetta only Stunning it and Ghaz wrecks 1 and explodes the other Hydras.

56th Turn 4:

He already wrote this above. He misses his shots on my Battlewagons from the 2 Vendettas that can fire and the flamers kill 3 Kommandos and 2 of the Trukk boyz. Trukk boyz fail their check, pissing off the Nob who smacks a boy upside the head, a bit too hard and kills him, but this doesn’t keep them in line and they fall back. Ghaz keeps his Kommandos in check.

Assaults:
Koptas kill a few more Guardsmen but the 56th end up doing 3 wounds, Koptas saving all but 1 wound that went on the 1 without the Buzzsaw.

Orks Turn 4:

This photo was taken during my Turn 4 movement phase.



Movement:
Red#1- Burnawagon Comes on and goes 13” to be in the 1 empty table quarter, if needed to contest Turn 5 and its in 6” of Big Mek KFF (I measured at the end of game to confirm). I also wanted it to be far enough away from the Full Vet Chimera in front of the V1 Vendetta so during T5 the 56th would have to come 12” and jump out to get their Melta shots off at my Burnawagon, leaving them in the open for my Burnas and/or 15boyz+Nob in Mek wagon to come out and assault them my Turn5.

Red#2- Mek Battlewagon picks up the shoota boyz and Rams V2 Vendetta, V2 makes it dodge so I stop 1” away.

Red#3- Ghaz and Snik squad move towards center and position themselves for another Multi-Charge on PBS squad and Flamer PCS.

Red#4- Battlewagon moves up 7”(to the white box shown in above photos) Boyz roll DT and jump into the Battlewagon. I moved it there so I could still be capturing that quarter and also giving the BW “possible” cover from the 56th Turn5 V3 Vendetta if it moved into that quarter, guessing it might be dumping out the Vets and hitting my BW with their Meltas. The 15boyz+Nob inside were itching for some CC in their Turn 5. *sidenote- We agreed at beginning of game that the large Green Pipes were impassible. Also with this battlewagon in this position and the other two Battlewagons Red#1 & Red#2 near the boarders of other quarters I was feeling pretty good that I could react to the 56ths Turn5 moves and at least contest all quarters if I couldn’t keep at least one.

Red#5- Trukk boyz fall back again, but not very far.

Red#6- You can see here that the Lord Commissar has finally pilled-into contact with my Buzzsawless Kopta, nicely maneuvered by Tomb King not to go into my Buzzsaw Kopta.

Shooting & Assaults:

Red#1- BW uses its Wrecking Ball and immobilizes Russ.

Red#2- BW uses its Wrecking Ball and Stuns V2 Vendetta, knocked down to a Shaken. Big Mek Boarding Planks Russ and Wrecks it. Now the BW is ready for the 56th Turn 5 movement where it will try to Grabbin’ Klaw V2 so it can’t move during his turn, on a 4+. I didn’t waste any more on this Vendetta knowing that if I didn’t end up Grabbin’ Klawing it, it could only go 12” and not Flatout if the CCS jumped inside so I feel I would have still been in range to deal with this, if need be on the next Turn.

Red#3-Ghaz and Snik squad Multi-Charge the PBS squad and the PCS flamers. I believe only 2 Reg. Kommandos get to the PCS squad but the rest are in contact or within 2” of someone in contact with the PBS squad, including Snikrot but Ghaz ends up being just out and can’t swing. Both Kommandos and Ghaz have stikkbombs (frag grenades) so Snikrot puts his 6 I4 Str6 swings into the PBS, re-rolling To Hits on 3s and Wounding on 2s. If he missed killing them there were 2 Burnas, attacking as Power Weapons, with 6 Attacks on the charge plus 3 Reg. Kommandos with 12 swings total there as well, all Hitting on 3s and wounding on 3s. I killed 1 or2 Flamers and I thought I killed the last 4 of the PBS squad. Tomb King believed some of the PBS survived so I will concede to him on this one. They make their checks and Ghaz pills-in closer to the Center and on the Flamers ready to finish them off on the 56th Turn 5. This also keeps me safe from any firing that they might have wanted to try during their Turn5 shooting and within reach of the Center for Ghaz in Turn5.

Red#4- Boyz inside BW shoot at V3, rokkit hits, glances and Shakes V3.

Red#5-Trukk boys falling back take a wild shot at the CCS squad, killing 1or2 Meltas and giving the Commander a wound. The Commander shrugs it off and tells his men to stay strong, and they make their LD check.

Red#6- I’ll end up missing my two Reg. swings on the Commissar but the Buzzsaw kills another Guardsmen. We stick, again.

Turn 4 Ends and the Judges say we can’t start a 5.

Final Score:

Annihilation (6 kp to 2 Orkz win it)
Battlefield Control (Orks got 1 and the rest were contested)
Lead by Example (Orks HQ within 3" and IG HQ wasnt)

==================================================================================
BATTLEFIELD END OF TURN 4
==================================================================================

The 56th Imperial Guard:
HQ: Company Command Squad (6#) Taken down to Commander (-1w) and 1or2 Meltas
Chimera –DESTROYED (Ork players Turn3)
Elite: Psyker Battle Squad (10#) – Down to a couple Pykers and locked in CC with Ghaz/Snikrot squad
Chimera –DESTROYED (Ork players Turn3)
10 Vets with demo charge
10 Vets with 3x melta in
Chimera –DESTROYED (Ork players Turn3)
10 Vets with 3x melta in
Chimera
PCS with 3x flamer – Down to a couple flamers and locked in CC with Ghaz/Snikrot squad
Lord Commissar(Power Weapon) + Camo Cloak w/ Blob
Infantry Squad with las cannon x2blob
1 Vendetta –(V1)THE SHAKEN would have been removed on 56th T5.
1 Vendetta –(V2)SHAKEN (Ork players Turn4)
1 Vendetta –(V3)SHAKEN w/ Vets inside (Ork players Turn4)
1 Manticore Rocket Launcher –DESTROYED (Ork players Turn3)
Hydra Flak Tank Battery (x2) –DESTROYED (Ork players Turn3)
1 Leman Russ Demolisher –DESTROYED (Ork players Turn4)

================================================================================
Evil Sunz Orks:

Ghazghkull Thraka
Big Mek (cyborg body, Bosspole, Poker Claw, KFF)
11 Kommandoes w/ Snikrot
12 Burna boys
17 Boyz w/ Nob
17 shoota Boyz w/ Nob
12 shoota Boyz w. Nob – 2 Boyz & Nob Falling Back
Truck –DESTROYED
2 DeffKoptas
Battlewagon Slugga Choppa Boyz
Battlewagon Shoota Boyz
Battlewagon Burna Boyz

================================================================================

Post Game Analysis: The Finals at Adepticon is a tough field and I really think most, if not all, games come down to who makes the least mistakes and how much of an advantage is your opponent able to get from those mistakes. Like I said during my pre-game Analysis, with IG vs Orks it’s who gets the drop on their opponent first and this was just the Orks time.

I would like to commend you Tomb King on getting your 56th Imperial Guard to the Finals. I didn’t get the chance to ask you about your Qualifying matches so it was nice to check out your Battle Reports. I would also like to thank you again for the photos of our game and you have inspired me to take more photos and better notes during my own games.

Hope this helps everyone see what the Green skins had planned for this Epic Battle of the 56th and the Evil Sunz.

Cheers,
Warboss Dugg


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/13 15:09:55


Post by: calypso2ts


Well written Doug, I very much like the 'swiss army ork' list with grabbing laws planks and wreck in balls

I will echo the sentiment that these reps and others have me trying to take pics and share games, tried this weekend at a local rtt but when you get into the game it is so hard to remember!


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/13 16:44:24


Post by: Nocturn


Zid wrote:Damn army officers (enlisted af here)


What's your AFSC/duty station?

I like how the Gatorade bottle went to ground in turn 5 of the IG/GK game.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/14 00:09:58


Post by: Tomb King


Nocturn wrote:
Zid wrote:Damn army officers (enlisted af here)


What's your AFSC/duty station?

I like how the Gatorade bottle went to ground in turn 5 of the IG/GK game.


yea the gatorade went for the 3+ cover but still failed it hence why it was empty.



Automatically Appended Next Post:
Ricedaddy wrote:
Tomb King wrote:As for the whole army thing as of 1000 hrs friday morning I am no longer a cadet but now an LT. Finally!


BIG CONGRATS DUDE!


!Thanks man appreciate it.


Would you all be interested in Team awesome sauce's team tournament report? Do remember that it was thrown together last minute with none of us knowing each other before the tournament.


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/14 14:46:47


Post by: calypso2ts


I have not read a full report on the Team Tournament yet, I think it would be interesting to read about all the Grey Knight armys you fought at the Team Tournament


Adepticon 40k Champs Report (Games 1-5 completed) @ 2012/05/14 16:24:25


Post by: jy2


Why not? Let's see how well you guys gel together in the team tourney....and also how many GK teams you beat. Lol.