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Made in fi
Regular Dakkanaut




Largest tournament in <st1:country-region w:st="on"><st1:place w:st="on">Finland</st1:place></st1:country-region>

Featured:

67 40k players

61 Fantasy players

33 lord of the rings players

33 Young blood (40k) players

 

My list:

Shas’el, plasma/missile, mutli, array, stims 209pts

Shasävre, plasma/missile, mutli

2* shield drones

 

Shas’el, plasma/missile, mutli, array, 199pts

Shasävre, plasma/missile, mutli

2* shield drones

 

3*Stealths 140pts

5*Gun drones

 

3*Stealths 140pts

5*Gun drones

 

3*Stealths 140pts

5*Gun drones

 

6 FWs

10 Kroot

 

Railhead, SMS, multi, lock, decoy, disruption 185pts

Railhead, SMS, multi, lock, decoy, disruption 185pts

Railhead, SMS, multi, lock, decoy 180pts

 

Game 1: Cleanse Alpha vs Imperial Guard

 

List:

Command squad

Sentinal, lascannon

Heavy weapons squad (3 HBs)

 

Vets with meltas in chimera

Vets with meltas

Vets with plasma

 

Dudes with swords (5)

Random dudes with missiles

Random dudes with missiles

 

Sentinal, lascannon

Sentinal, lascannon

Hellhound

Demolisher

Russ

Bassie

 

I won deployment and used pushback to make sure he could not get the bassie behind cover.

 

Basically he gained very little cover… 3 sides of the board actually had 4+ area terrain but I got to chose side so he received none for deployment, there was a forrest in the center just outside his DZ and a 4+ area terrain on his right flank just outside his DZ which he could utilize later….

 

Deployment can be seen from the (PIC 1 & PIC 2!)

 

 

Turn 1 saw my railheads fire on his demo and russ and score 2 hits but no penetrating hits. My missile fire from my crisis suits took out the basilisk.

 

Smart missiles took out a sentinel and shook another.

 

Basically the IGs infantry squads never had anything to shoot, the only things visible where my hammers as the crisis did jsj all game long (granted they didn’t have great targets most of the game… basically they kept shooting at the hellhound to make sure it didn’t shoot, succeeded in this….imo on turn 3, gun destroyed on turn 5, finally destroyed on turn 6….not that it mattered the game being alpha)

 

I basically devastated his infantry squads with my stealths while taking almost no casualties back.

 

The rails smarts kept firing on the sentinels all game eventually taking out 2, the last one did take several penetrating hits and A LOT of glances but me forgetting it is open topped (unless it had the top cant be sure) it was not destroyed….. 7 glances iirc.

 

I lost a hammer on turn 4… all up I managed 12 shots and around 8 hits with the railguns on the demolisher and the russ but 0 penetrates all game!

 

Thus on turn 6 the demo contested a quarter, the russ contested a quarter and we each held one.

 

I made a slight mistake on the last turn which cost me a entire quarter! So instead of a 13/7 win I ended up with a 10/10 draw….against IG!!!!

 

I did try to block the demos entry into my zone by moving 2 hammers in its way but it just tank shook its way through J

 

MVP of the game for the IG must have been the russ….it killed NOTHING all game until on turn 6 it got a shot off at a crisis unit of mine and took it out in 1 shot! Shield drone, shas’vre and shas’el all gone in 1 shot!.

 

 

Game 2 Recon Gamma vs Godzilla nids

 

Tyranid army:

Winged CC tyrant 229pts (had everything)

Walking CC tyrant with 2+ save

 

Devilfex (2*tl devs, senses)

Devilfex (2*tl devs, senses)

 

16 hormagaunts

16 termagaunts

 

VC, talon fex, T7 5W

BS, talon fex T7 5W

Crushing claws, talons, T7, 5W

 

I had infiltrate on my side so didn’t have to deploy more than my hammers, crisis suits and FWs while he had to deploy the entire army…

 

I started with a hammerhead on my extreme left flank, next on my extreme right, last near center towards right…

 

He then started spreading out his army mostely towards the center....

 

I then infiltrated all 3 stealth teams on my right flank where his horms and gaunts where along with the walking tyrant. (winged one was in the center)

Kroot infiltrated into his DZ, extreme left flank to slow down a single fex enough from getting into my DZ (or to score if he didn’t got for the bait)

 

Game starts with a devilfex of his going after the kroot (took it 2 turns!!! To kill them so he could not score)

 

Winged tyrant comes up the center taking a wound from SMS fire from a hammer and another from my FWs pulse rifles… a lot of MCs in the center have nothing much to do as I advance down the right flank… I shoot down the horms in  2 turns with the stealths, gaunts get a charge on turn 2-3 however I have placed 2 stealth units within each other 121212 in this kind of formation so he is forced to assault both units!

12 S4 attacks and 10 S3 attacks later most of the gaunts that managed to charge are dead (init 10 I have after all) the rest kill a single drone and run, I ran them down!)

 

After this my hammer on the left flank duels it out with a VC fex trying to get past it into the enemies DZ but is taken down on turn 3.

 

The rest of my army start focusing on 1 MC a turn..

 

Turn 3 sees a devilfex go down, turn 4 I take down the walking tyrant (I didn’t even know he had a 2+ save but he kept rolling 1s so&hellip with stealth fire and a few plasmas… I also make the flying tyrant non scoring so he charges it up the field…

 

Turn 5 I manage to take down the winged tyrant and the BS fex (2 rails, 4 plasma, 4 missile and 56 S5 pulse shots) in the final turn I kill the devilfex that was after the kroot on turn s 1-2, it finally made it back to the fight 4 turns later… only to kill a few drones from a stealth unit and die in return…

 

Rail shots make the VC fex take 2 wounds…added to the 1 from the turn before it is also non scoring. Tyranids score with the CC fex J

 

Tau score with  3 stealth teams, 2 crisis teams, 2 hammerheads

 

Tyranids lost….all but half a VC fex and CC fex

Tau lost hammerhead, kroot and FWs.

 

Hmm unless I remember wrong this is how it went…. Anyway we calculated it was only 17/3 win for me although atm it looks like it should have been 20/0

Oh well…. Was a fun game, the tyranid list was not optimised for shooting or point denial so I had an easier time than with some other zilla lists.

 

 

Game 3 Take and hold omega against DROP POD MARINES

 

Opponents army:

Librarian with fear with command squad, 5 marines with a melta in pod

 

5 Terminators with 2 assualt cannons in pod

5 Terminators with 2 assualt cannons in pod

 

5 marines with melta in pod

5 marines with melta in pod

 

Venerable dread with assault cannon in pod

Venerable dread with assault cannon in pod

Venerable dread with assault cannon in pod

 

Opponent gets first turn and forced me to take it…..nutZ!

 

My kroot had infiltrated the center of the table onto the objective (and into a forrest)

I get a railhead, 2 stealth teams on, on turn 2

FWs have moved up near the objective to get away from the table edge…

 

SM turn 2 Opponent gets 2 ven dread pods, command squad, 2 termy squads and normal marine squad…. 5 pods on turn 2!

 

Command squad tries to pod into a position to fear 2 stealth units and FW unit but scatters 9” so can only fear 1 stealth unit and the FWs….

 

Stealths are foolishely close to the board edge, if they fail their ld6 test they are gone…..but both pass! (lib rolled double 1 so took a wound)

 

2 ven dreads pod near the kroot and 2 heavy flamers and 2 assualt cannons later the kroot are all but dead.

 

Command squad, normal marine squad and terminator squad are all to the left of my stealths and railhead…

 

Assualt cannons fail to cause any rends on the rail, melta is out of range so fires on the stealths oooow…. Marines do the same… I lose a few drones from the stealth squad.

 

Last termy squad tried to drop to the upper right of my rail but scattered 11” taking them out of the game for this turn.

 

On my turn 3 I get both my HQ crisis units…. They come on to the left side of the command/termies/marines pods in a position to rapid fire some plasma at the termies…. 4 bs5 plasma/missile and 4 bs3 plasma/missile later 2 termies are dead……

 

I also get another railhead and a stealth.

I really don’t like that fear causing librarian so I put some SMS fire into it, along with a template from the railgun, always causing just equal amount of wounds as is in the unit so no torrent of fire on the lib… I kill a few marines but the fear lib lives on.

Other rail fires a penetrating hit on a dread which is rerolled into a stun… (it has armour)

 

Turn 3 SMs get 0 pods, ven dread and 1 marine pod still in reserve.

 

Termies fire on my crisis suits killing a shield drone (well that was a good trade)

Librarian moves in to fear again…this time FWs and both stealth teams are in range due to my stupidity of not moving the farther stealth team back more.

 

FWs and a stealth team pass, 2nd stealth team fails and runs off the board due to 3d6 fallback move.

 

Dreads decide to try and hide behind the forrest and pods to stay out of rail range.

Termy squad on the right moves into assault cannon range and gets a glance on a railhead.

 

Marines kill a few stealth drones…. Nothing much.

 

Tau turn 4, fail or forget to roll for last hammer… stays in reserve.

 

My crisis suits rapid fire the termies to death, SMS and stealths manage to kill the command squad, rails put solid shots into the termies on the right and kill 2.

Other crisis team can just see between 2 pods and gets some shots on a ven dread and manage to destroy it.

 

Turn 4 SMs

They roll their last 2 pods on.

With their last termy squad on 3 men, marine squad on board about to die… they decide to hide behind the forrest terrain out of los.

 

Termies take their last chance to destroy a railhead but do not manage more than a shaken result.

 

Tau turn 5, I finnish off the termies and the marine squad in los and make for the objective (ok I started moving last turn already)

 

SM turn 5=hiding

 

Tau turn 6:My 2 remaining rails move ontop of the forrest on the objective to get shots on the dreads, 2 railhshots=1 penetrating weapon destroyed and stun.

 

I take off the dread CC arm.

 

SM turn 6: last marine squad moves in onto the objective and meltas a rail, causes a glancing 6, dread tries to assault cannon and assault the other but to no avail…

 

Now a bypasser reminds us there may be an extra turn! I would have loved that! But to no avail… Game is over..

 

Opponent has surviving 2 ven dreads and a marine squad with melta, all on the objective.

I have 2 stealth teams, 2 crisis teams, a railhead all on the objective….aalong with myself having a lot more kills the game is called 17/3 in my favour…

 

Was a fun game, my first against pods… Check out the pic…he had bad luck with scatters on the pods… battlefield looks funny enough with pods scattered all over the place.

 

Game 4 Dark Angles Mission gathering intel

Max 12 pts from kills, the remaining 8 are from holding loot counters, each has 1 counter worth 3pts and 1 worth 1pt…

 

Own ones are yours unless the enemy takes them and to take an enemies counter you need a scoring unit on their counter…

 

Opponents army:

Fury librarian with jump pack

Las/rocket dread

Rocket dread

 

Las/plas

Las/plas

Las

Rocket

Scouts with rocket

 

Tornado

Tornado

Tornado

 

Las/HB pred

Las/HB pred

Whirlwind

 

Been 2 weeks almost and I still haven’t got this done so these last 2 games will be quick recaps…

 

Deployment was not too special, I did manage to get my opponent to deploy a unit of scoutns and a lascannon squad on the right flank where I had nothing, they spent the first 4-5 turns just walking forward to get a firing position for the last turn (when they instakilled a Shas’el)

 

Opponent gets first turn and shakes a hammerhead, kill a few gun drones…. Ok…

 

My first turn I  immo and shake a pred, take off the tl lasc off another pred and stun it.

Whirlwind is also shaken….

 

Opponents turn 2, he has 2 rockets and 2 lascannons in range and sight of hammers…

Rocket 1….hit….glance….6

Lascannon 1….hit….glance….5 rerolled as 6

Lascannon 2….hit…..nothing

Rocket 2….hit….glance….6

 

Yea…. So basically playing for a tie at this point!

I have only S7 to take out his preds from this point on!

 

I do manage to take out 1 of the preds with the S7 missiles, the other one is stunned for a critical turn iirc and thus cannot take one of the objectives…

 

My stealths actually are in a place to take the opponents 3pts objective but the whirlwind kills 4 drones in 1 shot (I bunched up stupidly) and they became non scoring….

 

The dreads stayed out of my missile range all game….not going for the objectives  but staying safe….

 

It seemed like I would be fine however that whirlwind took out massive amounts of stealth drones and over the 6 turns of the game definitely did the most damage to my army by far! After being stunned at the start of the game it hid behind terrain, with no SMS alive I could not go after it!

 

The enemy librarian spent all game furying 3-4 units a turn and finally on turn 4-5 came into CC with some stealths…it killed a drone or 2, my unit ran, regrouped and my army rapid fired plasma on the dude…. Not too bad for me.

 

In the end the game ended 9/11 in his favour as he had slighty more kills than I did, both held their own objectives.

 

His army was not very mobile after I immobilized both of his preds, dreads where too slow and the whirlwind valued its life.

 

He could have used the 3 speeders however they duelled it out with some stealths at the start of the game with my 2 units of stealths coming out on top with 2 dead speeders whilst losing only 8 drones and 1 suit themselves. Opponent opted not to try and take my objective on the last turn with his remaining speeder as I had what was left of my army in place to shoot it down had he tried.

 

Not really any consolation to me but it seems he used all his good luck against me as in the next game he himself lost 950pts in a single enemy shooting round….. I guess that is what happens when you run mech armies but I really never expected 2 las, 2 rockets to take out 3 hammers in a single turn!

 

<strong style="">GAME 5 [/b]

<strong style="">Mech Eldar [/b]

<strong style="">   [/b]

Seercouncil on bikes (1 farseer, 5 warlocks) witch blades, fortune, enhance, embolden… usual goodies, worth about 420tps

 

Avatar

 

2 units of warp spiders

 

3*2 starcannon vipers (oooo I hates these SOOO much)

 

3 wraithlords with brightlances

 

Mission was <strong style="">Assasinate[/b] double points for killing the nominated enemy HQ, his was the avatar (ooo extra 80pts) mine was my 209pts HQ.

 

 

Opponent deployed council in the center, lords one on either flank and 1 in the center, unit of spiders on either flank and the vipers in the center behind terrain.

 

I deployed a hammer on the right flank (to get my opponent to commit some of his force in that area) rest on the left flank (idea was to take out the center wraithlord and stay out of los of the one on the right flank as I had terrain to do this) thus reducing his lance shots at me to 1 a turn after turn 2 when the center wraithlord went down)

 

Basically his HQ council boosts towards my HQ that is his target on turn 1, they charge on turn 2, on turn 3 they are ready to charge a stealth unit…. During the game I do manage to bring the unit below half, I come near to destroying the unit for the first time actually!

 

His wraithlords turn out to be more effective than I originally thought, the one in the center died on turn 2 just as planned, the one on the right however instead of having not targets all game actually did after I gave him one, his unit of warp spiders on the right flank went for the side armour of my hammerhead in  that cornet, they stunned it and I decide to try and tank shock the unit, I do, they pass the test and this brings my hammerhead into los of the wraithlord which quickly lances it down! Lol great!

 

I spend the entire game firing on viper units without gaining a single VP!

I destroy 1 vyper from all 3 units, he hids the last ones to preserve VPs!

He also manages to stun my last 2 hammers for the last turn so I cannot SMS the vipers down.

 

I kill the avatar worth double points and a wraithlord, also get half points for the council.

 

He gets double points for my HQ unit, downs a viper and maybe killed a unit of stealths. Game ends as a tie 10/10 (oddly enough the other 2 games we had earlier that SAME WEEK also ended as ties) only annoying thing about the whole tournament was that we travelled all the way to another city to play each other in the final.

 

Tourny ends with myself and my mate Tom both on 66 game points (we both had 55 before our game….) we share 11/65 place for command points.

ps someone tell me how I can add pics directly? bored of using links.


The Plasma Gun is a game altering force of unspeakable power 
   
Made in us
Fate-Controlling Farseer





Fort Campbell

I don't have the Craftworld Codex, so I'm not 100% on all the varients, but the list you had for the last Eldar player had no troop choices.

It had 2 HQ, 2 Elite, 3 Fast Attack, and 3 Heavy Support.

Can someone fill me in on whether or not thats a legal list?

Full Frontal Nerdity 
   
Made in us
Thunderhawk Pilot Dropping From Orbit





The wilds of Pennsyltucky

Sword wind would make the warp spiders troops.

ender502


"Burning the aquila into the retinas of heretics is the new black." - Savnock

"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. 
   
 
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