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Made in us
Wicked Canoptek Wraith





This past Saturday I went to a tournament hosted at the local GW store. We’ve had some great tournaments there recently keeping the armies down to 1,000 points only which lets us get 5 games in and still finish by 6.30.

I went for a change of pace and took witch-hunters, leaving my marines on the shelf.

* Inq Lord with Liber Hersius, Psychic Hood, Shotgun, Familiar and Penitent Henchmen x 2.
* Callidus Assassin
* 5 Stormtroopers with 2 grenade launchers
* 5 Storntroopers with 2 plasma guns
* 5 Marines las/plas
* 5 Scouts 2 snipers and 1 missile
* 2 separate speeder tornados
* 2 separate exorcists with smoke, armour and searchlights

All the games gave 5 points for a win, 3 for a draw and 1 for a loss. There were two bonus points that varied between games.

My first game was against Chaos.

* Kharn
* 9 Thousand suns in a Rhino
* 10 Berserkers
* 2 Single Obliterators

This mission was a straightforward vp mission with night fight for the first two turns. One of the bonus points was for having your HQ choice kill/damage something which was good news for Kharn but not so much for my shotgun dude.

Fortunately for me I won the roll to go first and after the smoke cleared I had killed 1 of the Obliterators. The Thousand sons disembarked and killed a few scouts and the Obliterator missed. The Berserkers hid out behind a big hill. I killed the final obliterator in the second turn and a few of the Tzeench marines. The rest of the game was spend killing them before they could reach me though not before Kharn knocked out a speeder. The Beserkers didn’t want to advance against the Exorcists and stayed hidden after killing my assassin. To no-ones surprise I didn’t get the bonus for having the HQ kill something.

My second game was against Marines.

* Terminator Librarian with Fury
* 8 Assault marines
* 5 Terminators with 2 cannons
* Speeder Tornado
* 6 Devs with 2 missiles
* 5 Marines with Lascannon
* 5 Marines with lascannon

This mission had 3 scattering objective markers which were worth an additional 150vps for each one controlled at the end of the game. Otherwise it was another straight vp game. The board had a big kill zone in the centre and favoured one side with more cover than the other. This was the game where the Liber Heresius was totally worth the points. I picked the good side and had the assassin move the devastators so they had to spend one turn moving before they could shoot. The objective scattered a little in my favour which meant my opponent would have to cross most of the killing area to try and grab them while I could stay in cover for 4 turns if needed.

To try and force the issue my opponent set up his 8 assault marines close to the centre behind some 4+ cover. We both kept our speeders in reserve (mission special rule). 2 of the assault marines made it to my lines but shot the stormtrooper squad before charging, killing enough to force a break check which they failed, leaving the 2 guys hanging out with a lot of my guys looking for revenge.

His terminators came down in turn 3 right behind me and dropped a speeder. My return fire killed only 2 and in his turn he advanced towards me and dropped a second speeder. Fortunately the single Exorcist that could see rolled well and killed them before they could hit my troops. The assassin meanwhile had broken the devastators but had been killed by the Librarian. By the end of turn 6 I had the game on vps but could only manage one of the bonus points.

My third game was against the guy winning so far. A very busy board terrain wise and to make things even better he had double-lash Chaos – no wonder he was on maximum points

* Prince with Lash x 2
* Greater Daemon
* 5 Raptors with banner of Slaanesh
* 5 Havocs one lascannon, 3 heavy bolters
* 5 Marines in a rhino with naked champion
* 5 Marines in a rhino with naked champion

The mission was vps with bonuses for controlling a flag in the enemy deployment zone. I picked the side of the board that was slightly better terrain wise and he put most of his units on my left behind a massive ruined building. As this was where the two princes were I would spend the game moving all my infantry to my right except for the marines who would stand and shoot for as long as possible.

My callidus moved the rhino on the right out from behind cover and after winning the roll to go first I blew it up with the lascannon. The game pretty much went with the princes advancing deep in cover so I couldn’t get them with the Exo tanks while my assassin and scouts arrived (infiltrators could come on from any board edge in this mission) and killed the havocs guarding his flag. This meant the greater daemon had to come on from the marines closest to them to try and get my guys away from his flag. As he was doing a pretty good job of hiding the rest of his army my speeders went daemon hunting and along with a tank managed to kill it before it could assault. I lost the Callidus to the remaining marines but would end up killing those two and holding that flag unopposed. The threat of my firepower kept his princes pinned in my quarter and they ate the marine squad I’d left there (they’d blown up the second rhino and killed three raptors in the blast by this point) but lost a prince to a speeder in the process. In my last turn I had a chance to drop the last prince below scoring with the two speeders (the rest of his army was dead or below scoring) but I could only put it on half wounds. This meant he got both of the bonus points while I only picked up one again.

The fourth game featured a mission with 6 minefields placed on the board after set up. My opponent was using marines.

* Terminator Chaplain
* 5 Terminators with 2 cannons
* 5 Assault Terminators in a Land Raider
* 2 squads of 5 scouts

This was a real quick game. I got one hit with an exorcist on the tank in my turn 1 which caused him to disembark. To make things worse he failed his pinning check and so stayed there for his turn 2. The chaplain and boys dropped in on turn 2 and killed one marine!

I killed the Chaplain squad before they could charge and the assassin arrived and dived into the terminators. Between her attacks and a couple of rending shots from the speeders all the assault terminators died. The tank got hit with the neural shredder and could only shoot with the machine spirit. For the rest of the game my 2 speeders and Exos would fire everything at the Land Raider and bounce with everything. Only the neural shredder kept the return fire to a single lascannon (which didn’t hit once). A unit of scouts made it into combat with my Lord, killed him over the course of a few turns and then wiped out the nearby stormtroopers! At the end of the game I had all of the points but the land raider was still armed and mobile!

The last game of the day was a mission with a difference! No vps were awarded for kills. The only way to get points was to teleport a unit off the board. To teleport, all a unit had to do was be within 12” of the centre of the board at the start of their shooting phase then instead of shooting that unit could just leave the board. The mission featured 12” deployment zones and this meant that it was going to be really easy to leave the board. To make things really interesting the mission featured escalation…

My opponent had Necrons

* Lord with ROVOD
* 10 Warriors x 2
* 10 Immortals
* 3 Destroyers

Quite correctly he had worked out that if he killed 2 of my units and then beamed out before I could drop his own he would win. He went first, and did precisely that. The game lasted about 15 minutes

I could have made a game of it had the Assassin arrived in turn 2 to pin a Necron unit in place but after a sterling performance all day she had clearly decided to take a breather. In fact, only a single Exo tank and single speeder turned up before he teleported his army out. I picked up a single bonus point.

The last thing to do was to circle 3 opponents against whom you had a great game (each vote was 1 point for a player) and wait for the scores to be worked out.

The last mission threw a real spanner in the results and made everything very close between the top 4 players and a little surprisingly I ended up coming first! The Chaos player had scored 2 more battle points than me but I overtook him on the sportsmanship points. I guess people just didn’t like playing against twin-lash.

Overall, a really fun day, and I’m looking forward to their next event – a combat patrol tournament next month.

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in af
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Wow, that last mission seems really, really lame. Thanks for the report, though. What a depressing amount of marines out there...

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Wicked Canoptek Wraith





The last mission was the only one that had not been playtested sufficiently ahead of the tournament. The theory for this mission is quite sound and makes for an interesting vairant and a few of us made suggestions to which will make it much more challenging if it gets run again.

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in af
Auspicious Aspiring Champion of Chaos





On the perfumed wind

What changes would you make? I can see a kind of force management thing going on there- who can you stand to lose, who can stay to fight, etc...

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Great army, very very unique and refreshing. Congrats on the win, and thanks for the report, enjoyed the read

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Wicked Canoptek Wraith





What changes would you make? I can see a kind of force management thing going on there- who can you stand to lose, who can stay to fight, etc...


A few simple changes would improve the mission:

*Make the teleport zone 6" from the centre not 12"
*Models can only teleport out from turn 3 onwards
*Models teleport out at the start of the movement phase, counting as their move action.

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Tough-as-Nails Ork Boy




Grats on the win especially with the WH!
   
 
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