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Made in us
Wicked Canoptek Wraith





Last weekend I was across the pond for a week and took and army with me to take part in the annual WPS Club Challenge event. It's a fun weekend with UK clubs fighting it out among different GW game systems with the club doing best in all events taking the overall trophy.

Its been 2004 since I played at the WPS club challenge and I was looking forward to saying hello to everyone again. Fresh from their recent MA victory I brought my pink Necrons to the event. As its quite a mixed list I was squarely in band 2, so at least I'd get some points if I came up against any horrid armies (there is a banding system for armies and band 2 is the middle). To recap, my list was

Destroyer Lord with warscythe, orb and phase shifter
8 Immortals
10 Warriors x 2
5 Scarabs w/disruption fields
4 Destroyers
2 Heavy Destroyers
Tomb Spyder
Monolith

For my first game I was drawn against Colin and his Guard. As you'd expect with Guard, he had lots of men (not entirely sure of the exact makeup) with the highlights being:

2 Basilisks
6 Rough Riders x 3
5 Drop troop veterans w/plasmas and meltas x 3

The terrain was a decent mix of open space with woods and ruins, and the mission was omega level recon.Winning the roll to go first, Colin took it and everything rushed forwards into cover. Thanks to a very wide deployment, my own force started quite far back and they stumbled forwards into terrain ready to make lots of armour saves in the following turn. I had a unit of warriors on the left with the scarabs while my right flank was anchored by the immortals and other warrior squad in a large ruined building.

Not much of Colins army turned up in turn 2 and a couple of necrons fell down, only to rise again in my turn. My immortals shredded most of a guard squad in cover and the scarabs got into a protracted combat over on the left with a squad of gaurdsmen. Unfortunately for me only my heavy destroyers turned up and with no basilisks to hunt they stayed hidden.

The third turn saw all of the drop troops arrive with a rough rider unit and a basilisk. Between the special weapon shooting and other firepower my warriors on the right were completely wiped out and a couple of immortals bit the dust. Over on the left, more guardsmen piled into the scarabs but fortunately only succeeded in making the melee big enough that my warriors over there could get into combat. Necrons don't normally charge into combats, but I was pretty confident that between the lack of power weapons in the Guard hands and their high toughness I'd have a chance of breaking three guard squads at once. Alas, my boys lost the combat and while the scarabs stayed put, my charging warriors failed their break test and ran 11" back towards their table edge. Drat.

So, at the start of turn 4 I had lost one warrior squad and another unit was running. With a couple of immortals failing their wbb roll, I was worringly close to phase out and I didn't have my whole army on yet! Fortunately, the running warriors rallied (and would steadfastly avoid close combat for the rest of the game) and the rest of my army arrived. The monolith landed in Colin's deployment zone and beamed the immortals through so they could charge a rough rider squad, the heavy destroyers stunned a basilisk and the destroyers started tearing into a rough rider squad in cover. One of the drop troop teams was close enough for my lord to get into combat when he entered the board and he would leapfrog from squad to squad over the next few turns, crucially getting the charge on a rough rider squad.

With the majority of my army in combat in turn 4, the high toughness and good armour of my troops began to tell and the combats slowly swung my way. The scarabs died but they had done their job well and held up the Imperial advance on my left. The monolith had dropped to a position out of sight of enemy lascannons which meant it could roam slowly around whipping everyone nearby with its blasters. It did get immobilised by the last Basilisk but I wasn't too concerned by that, as it meant the basilisk wasn't trying to shoot my infantry.

When the smoke settled at the end of the game, there were only a couple of pockets of Guard left while after the scare of nearly being phased out at the start of turn 4 my Necrons controlled the field, getting an immortal squad into the far deployment zone. Totting up the victory points saw me win by around 1,200.
_________________
Cold Steel Mercenary (Exile)

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Wicked Canoptek Wraith





On to game two. This was to be a gamma level take and hold mission and my opponent was Jeff and his Tyranids. To precise, it was his Nidzilla Tyranids

The terrain was a mix again of a couple of hills, some woods and a impassable dome that was close to the centre of the board. Aside from this, there was not a lot of cover within 15" of the centre. I was confident about killing all of the small bugs but was not entirely sure what to to if Jeff marched his 5 monsters forwards onto the objective, as I only had three guns that could punch through their armour.

Looking at Jeff's list I decided there were quite a few priorites in this mission.

1. Drop some monsters before they got to within charge range
2. Not hang too far back otherwise I'd never be able to make it towards the centre of the board.
3. Keep my destroyers away from any kind of cover to stop Jeff's lictor ambushing them.
4. Kill the small gribblies and the fast moving things before they tied me up for the big boys to jump all over me.

I won the roll to go first and killed half of a gaunt squad with the destroyers. I sent the scarabs forward a little to see if I could tie something up in turn 2. Everything else fired at a single carnifex to see if Jeff could fail some armour saves. Naturally he made every one. The monolith managed to carefully place its template weapon so that it partially covered three monsters, and then missed them all with the 4+ roll...

Sensibly Jeff moved all his monsters forwards with the 10 ripper bases forming a very small carpet in front of them. Everything else moved forwards a little. The two Carnifexes with venom cannons pumped shots into the monolith and shook it. I had to remind myself as he scored hit after hit that at least he wasn't shooting my warriors....

In turn 2 I dropped some more gaunts, caused one wound on a carnifex and jumped the raveners with my scarabs. Jeff continued his advance, wiped out all but two scarab bases with some help from the brood lord and shook the monolith a little more.

In my turn 3 I was beginning to worry a little. Jeff's carnifex's would simply not fail armour saves. I caused one more wound on a carnifex and finished wiping out some gaunts and killed a couple of the rippers. The monolith moved back just a little to prevent a monster charging it and yet again failed to kill anything. The brave scarabs got wiped out but at least they delayed the brood lord and raveners for a turn. The lictor arrived and fortunately hung out in a wood rather than jump my heavy destroyers. Given they had fired 6 shots into a carnifex and caused 1 wound I don't think Jeff was worried about them.

In turn 4 my Necron Lord rushed forward to jump a carnifex while the warriors teleported through the monolith to charge a reduced squad of rippers and a close combat carnifex, staying within range of the Orb. The Spyder wandered over to engage the lictor and whilst it would die in turn 6 along with its little scarab mates it would keep the lictor pinned for the game. I caused a few more wounds with shooting and actually managed to drop a gunfex. Somewhat surprised by the warriors assaulting them the rippers and carnifex lost that combat and my lord stripped a couple of wounds from his opponent. Jeff shuffled his units a little but seemed content to fire at the immortals and warriors rather than help out his units in combat and though I had to take a ferocious number of armour saves (twin linked devourers are awesome) my lord and warriors hung on in there, with the lord actually finishing off his carnifex and setting himself up to pile into another. The mad, brave fool.

Turn 5 saw me resuce the warriors only for them to charge in again to the rippers, forming a screen through which the unengaged monsters couldn't reach my immortals who continued to be rubbish by not wounding anything. I had a stroke of luck in this turn when the last of the genestealers failed to roll a 4+ to reach my immortals with a charge through cover. My lord finished off his second carnifex and then found himself being dropped by the hive tyrant. The ravenors made it into combat with my warriors but critically my guys made their break test. Meanwhile the warriors hacking up the rippers lost a few more men to the combat 'fex but passed their test as well.

In turn 6 I rescued the warriors who were fighting the raveners and set them up in a screen to shoot them while the immortals moved into the scoring zone and killed the stealers. I could do nothing about the warriors engaged with the rippers and fex and lost a few more. My Lord failed his get up roll and the Tyrant failed to take the bait by charging the nearby destroyer squad, as this would have taken it outside the scoring zone. In the last turn I lost the last of the warriors fighting the rippers and my spyder, but managed to get the immortals and the monolith into the scoring zone, with the monolith getting immobilised for its trouble.

Jeff had gotten 2 scoring monsters into the middle and totting up the points we found I had won by a little over 500 points. It could have been very different had the tyrant made a beeline for my army from turn 2, but man of the match was my lord who hung in there providing res orb cover for the combats while killing 2 carnifex's in close combat before dying.
_________________
Cold Steel Mercenary (Exile)

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Wicked Canoptek Wraith





My two wins saw me move up to the dizzy heights of table two where I was playing Alex and his Space Wolves in an Alpha level cleanse mission. Table two had a bunch of small woods and two massive ruined pieces of cover, providing some fire lanes but also some covered advances.

Alex was using a mostly drop pod list, which comprised the following:

Rune Priest on a bike
4 Bikers (inc. fist)
2 x 8 man Grey Hunter squads with all the toys in drop pods
1 x 8 man Blood Claw squad with all the toys in a rhino
5 scouts
Venerable Dreadnought in a drop pod
Tornado
Predator annihilator with heavy bolter sponsons

The good news for me was that Alex only had one gun that had any real chance of hurting my monolith. The not so good news was that any one of his drop pod units would be able to land close to me and wipe out either my destroyers or heavies, denying them the chance to get up again. Space wolf scouts are always a pain and so I determined not to be anywhere near my own board edge from turn 2 onwards.

I generously gave Alex the first turn and it could not have gone better for me. The predator crashed into the wood it was hiding behind and promptly immobilised itself. This pretty much made my monolith inviolate for the game. The speeder stayed hidden while the bikers and rhino tried a flanking manouevre, the Rune Priest casting his power on the rhino to make it hull down. My entire army moved forwards and a little towards the centre and everything that could fire did so at the rhino, blasting it apart and killing a couple of the marines inside.

One of Alex's Grey Hunter squads arrived and they came down perfectly to my right, jumped out into a wood and dropped all of the destroyers with one salvo. Ack. The Priest and the Bikers were just able to engage a couple of warriors and killed them, though they lost two to terrain checks and one to a warrior in combat. My guys passed their test and piled in. In my turn I rescued those warriors while the spyder and scarabs piled towards the hunters. The heavy destroyers killed the priest and his mate and that was officially the last of my good dice rolls for shooting for the whole game. Everything else fired at the grey hunters (30 rifle shots and 16 blaster shots) and killed 3 men... The scarabs and spyder made it into combat and would eventually win a few turns later, with the spyder on one wound being the only survivor.

In turn 3 the other hunter squad and the dreadnought arrived, wiped out the heavy destroyers and killed most of a warrior squad (though a bunch would get up). Given how abysmal my shooting had been the turn before I was hopeful of something better this time around. When all the dust had settled I'd killed a total of 2 marines and the dreadnought was looking surprised that he'd not even been scratched. The Lord charged the dreadnought, confident of repeating his performance in the earlier game. Needless to say he completely screwed it up and only his phase shifter stopped him being pulverised.

The scouts turned up in turn 4 and started running for cover in my deployment zone, while the speeder drifted away to get ready to go grab another piece. The blood claws saw the scrap they were missing and slowly started trying to make their way closer, trying a melta shot at the monolith as they got near it. The grey hunters steamed into one of my warrior squads but luckily for me the power fists only dropped a couple and my guys killed a couple back and hung around. The lord continued his battle with the dreadnought and would end up dying in the space wolf turn without actually hitting the thing. He'd certainly made up for his sterling performance against the carnifex's.

In turn 4 the Lord decided to stay dead and I rescued the warriors who poured fire into the dreadnought, killing it at last. The immortals killed the last of the grey hunters and the last warrior squad failed to kill any of the scouts attempting to get behind cover.

In turn 5 the blood claws started to redeploy towards a spare quarter while the speeder stayed well and truly hidden and the scouts almost made it behind a piece of cover. In my turn a couple of my immortals could see 3 of the scouts but of course failed to kill any. One of the warrior squad advanced through a large piece of cover into a deployment zone and the other warrior squad made sure I was still contesting my initial one. The spyder hung around contesting the quarter it had won from the hunters.

In turn 6 Alex's speeder rushed into the top left quarter, the scouts got firmly behind cover in the bottom right and the blood claws moved further through cover in the bottom left. I my turn my warriors moved to rapid fire range against the speeder, the other warriors moved closer to the scouts to get a couple in range and the monolith beamed the immortals through to shoot the blood claws and get in that quarter. If everything went my way, I would have all 4 quarters. In no particular order: 16 shots with gauss rifles failed to do anything to the speeder. 6 rifle shots did nothing to the scouts and 16 blasters and the flux arc killed all of two blood claws rather than the 3 they needed to. This meant we contested three quarters and I had one. The equivalent of a minor win. A great game to end the first day, and much merriment was had in bugmans until very late at night...
_________________
Cold Steel Mercenary (Exile)

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Wicked Canoptek Wraith





After a good night of merriment and a pretty bad TV movie I found I was back on table two again to face off against Jason and his Marines in a gamma level seek and destroy mission. The terrain had moved around only a little so it was still the same mix of big pieces of ruin with some fire lanes for shooting.

Jason had a really nicely painted army using servitors for scouts which had the following:

Techmarine HQ
2 x Dreadnought with assault cannon and missile launcher
2 x 8 man scout squads with a missile launcher
1 x 8 man scout squad with a power fist
1 x 5 man terminator squad with the usual
1 x 8 man devastator squad with 4 missiles
1 x 8 man devastator squad with 4 heavy bolters
1 x Whirlwind
2 x seperate speeder tornados

Jason deployed his missile devs and a scout squad in the large building in the centre of the deployment zone giving him decent fields of fire everwhere except to my left. The whirlwind and a dreadnought hid behind it. On my left went everything else, which meant I was in for a nasty firefight if I tried to move up that way. A single squad of scouts held the right. I split my army in two and placed the monolith, heavies, lord and a warrior squad on the centre/right and everything else on the left.

I went first and while most of everything shuffled forwards the immortals and the destroyers moved up a little and opened up on some scouts and one of the speeders. The net result was a stunned speeder and 2 dead scouts. The scarabs moved forwards to threaten the left flank. Jason moved some of his infantry on the left forwards a little to shoot bolters at the scarabs but only caused a wound, while a dreanought and a speeder steadfastly ignored the scarabs and fired into my destroyers and immortals. Between them and the whirlwind a couple of immortals fell down as did 3 of the destroyers. Who promptly failed their break check and ran off the board...

So, turn 2 and I'm already 400 points down in this mission The immortals got up and spread out a little and fired at the dreadnought, my lord redeployed to the left and my heavies rounded a corner to snipe at the speeder. The scarabs piled forwards ready to engage the scouts. The speeder got stunned, the dreadnought immobilised and the scarabs broke the scouts in combat, who would flee the board. The scarabs piled into the dreadnought to prevent themselves from being shot to death. Jason drops a single heavy and a couple more immortals with the whirlwind and the heavy bolter devastators jump the scarabs. I'd end up losing the combat a few turns later but managed to take out some marines which I was happy with. The terminators refused to come on.

In turn 3 my lord and spyder continued to hang around close to the immortals, which is where I figured the terminators would arrive. Realising that this game had the potential to be quite dull if I continued to hide the monolith, I moved it forwards and in the open towards the missile launchers. It was either going to die to a jammy glancing 6 or it was going to get close enough for me to bridge forwards and assault the marines in the cover. My heavies dropped a speeder as did the immortals. In Jason's turn 5 missiles bounced off the monolith, stunning it, and another immortal got dropped by the whirlwind, pinning them.... The terminators still didn't turn up.

Turn 4 was a really quick turn for me. With the immortals pinned I had no firing on the left. With the terminators off the board I couldn't afford to commit my lord and so I settled for a few sniping shots from warriors and the heavies on the right against the redploying scouts. The monolith drifts forwards some more. I forced a break check which they failed and they ran off the board. In turn 4 the terminators finally arrive on my left and between them and the whirlwind drop all but one of the immortals who have the decency to pass their break test this time.

Turn 5 saw 3 immortals get up leaving the squad at half strength, and they quickly move backwards as far from the terminators as they can. The spyder and his scarab mates crash through the terrain to try and kill some terminators in combat. The Lord joins the nearby warriors and all of them teleport through the monolith and make best speed towards the devastators, the lord leading the charge. My heavies redeploy for a side shot at the whirlwind in turn 6. The spyder loses all of his scarab mates to the termintors but survives, killing 2 of the marines. The lord and warrior make it into the devastors, lose a couple but kill a couple in return. In Jason's turn 5 the terminators finish the spyder. His scouts join the combat in the ruin and my lord and warriors leave the techmarine on one wound and kill the devastators for the loss of a couple more guys.

In turn 6 I was able to get one heavy destroyer to a shooting position on the annoying whirlwind. My left flank had vanished. I had 4 immortals facing 3 terminators and 4 heavy bolter devastators. I figured that I would be ablet to reduce the devs below half or maybe if lucky the terminators, but whatever happened the immortals would die. The terminators would catch them in combat. The monolith drifted to the left, we measured the range and I was just able to teleport them to exit on the far side of the ruin. My heavy missed the whirlwind while my lord and warriors finished the techmarine and killed some scouts, who refused to run.

In Jason's final turn his dreadnought crashed through the ruin next to the combat to get a shot at the newly arrived immortals, and he got one. The scouts in combat were reduced to 2 men and facing a horrible penalty to his morale check Jason rolled snake eyes!

A really good game, which I was very happy to have clawed back from a dismal start. Working out the points saw me grab a minor win by a little over 300.
_________________
Cold Steel Mercenary (Exile)

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Wicked Canoptek Wraith





My minor win kept me squarely on table 2 again for the final round, where I was due to play Pat and his Guard in an Omega level secure anf control. Pat had been on table 1 in the last round where he had drawn with his opponent. That draw and my minor win in round four meant that there was only around 5 or so points in it between everyone on the top 3 tables.

The scenery on our table was moved around a little bit by Jason before he moved to his new table and while he did this Pat gave me his list.

Command Squad in Chimera
2 x Troop squads in Chimeras
Hellhound
Basilisk
3 units of 3 sentinels with lascannons on all
2 infitrating vet squads with missile launcher
8 ratling snipers

So, lots of armour, which is normally good for Necrons. However, given my gauss perfomance so far though I wasn't wild about my ability to do much damage. 9 Lascannons was certainly a concern, though Pat decided to deepstrike them (so he could target the monolith which didn't start on the board) which meant I didn't have to worry about them for a while.

With Pat infiltrating all of his three infantry squads I set my army up on the centre and right. We'd rolled for three loot counters and they were in a diagonal line across the board. The closest to me was on my left and I figuered that the Spyder could go grab that one when it turned up. Everything else I had would just start walking forwards and trust in high toughness and good armour scores. Pat set up his Ratlings in a ruin 19" in front of my immortals and warrior squad while the two veterans were just to my right, able to fire into pretty much anywhere in my deployment zone. I won the roll to go first and took it, my warriors on the right beginning to trudge through the woods ahead of them. My scarabs rushed forwards on the left ready to assault the ratlings if necessary. Deciding to go for some shooting my warriors and immortals both spotted the ratlings and when the gunfire stopped 7 of them were dead. Wow. So much for the 3+ save they had from the cover. This did mean the scarabs couldn't charge but I was okay with that. The veterans in Pats turn killed two warriors with krak missile fire.

In turn 2 my destroyers and nothing else arrived, which suited me down to the ground. The destroyers moved up a little to bring some fire down on the veterans. My warriors on the right walked into rapid fire range of a vet squad and the immortals started to push forwards. The warriors in the centre too careful aim at the single Ratling. Between the three squads they killed every enemy model on the board. Brutal. Two Chimeras arrived for Pat and wisely moved up to behind cover on his side.

In turn three all but my lord arrived. The monolith missed its dropzone and landed where it could see nothing. The Spyder wandered forwards towards the far left objective and the heavy destroyers whizzed on behind cover. The destroyers hung around, with nothing to shoot at. In Pats turn another Chimera and a single Sentinel squadron arrived. The Chimera hid and one of the earlier ones took some potshots at my warriors at long range. His troops on the right disembarked from their transport and moved up with the vehicle to put some shots into the warriors who were still walking forwards, knocking a couple over. The sentinel squadron went for the glory and landed in cover on the dead ratlings and fired at the monolith. A single glancing blow was scored which luckily for me only stunned the tank.

My lord turned up in turn 4 and turbo'd to the middle of the board. My monolith moves a little and my guys on the right kill a bunch of guardsmen who had shot at them. My heavy destroyers turbo boost in case Pat tries to wipe them out with another Sentinel unit and between the flux arc and an awful lot of gauss fire all of the sentinels on the board go down. Pats army arrives on turn 4 and while the basilisk and hellhound come on to the right of the board the sentinels go for targets other than the monolith. One unit almost misses the board and comes down within an inch of my table edge on the right to shoot at destroyers while another unit come down on the edge of the board to the left to shoot at the heavy destroyers. 2 of the destroyers and none of the heavies fall over and the destroyers pass their break check this time.

In turn 5 my spyder alters his direction to go for the sentinels but would be out of range until turn 6. This meant the heavy destroyers had to do what they are not designed for - charge the sentinel squadron. They did kill one on the way in but we would both flail around for a couple of turns before the spyder arrived. The scarabs pile into the last dismounted infantry unit and would stay there for the rest of the game, reducing the unit to 2 men but not breaking them. The destroyers get up and go after the basilisk, immobilising it and blowing the main gun off. The flux arc meanwhile immobilises the nearby Chimera and the warriors on my right kill the last of the guardsmen there. The warriors in the centre of my deployment zone take out a single sentinel with a fluky rifle shot while my lord turbo-boosts over to charge them next turn. The immortals wander forwards to the objective in the middle, knocking a gun off the immobilised Chimera. In Pats turn the command squad start rushing towards the sentinels fighting the heavies but they were too far away to do anything. The other sentinels fire at the lord zooming towards them but miss. The Hellhound fires at the warrior squad on the left and does nothing (just like the turn before).

In turn 6 my Lord kills a sentinel, the spyder makes it to the combat on the left and shows the heavy destroyers how you kill things in close combat and the immortals and monolith destroy the nearby Chimera and Basilisk. The heavy destroyers fire into the side of the last Chimera and kill it. The necron warriors on the right blow both guns off the hellhound. In Pats turn 6 the Lord kills the last sentinel and the command squad wipe out the heavy destroyers. The hellhound tank shocks the warrirors but they pass their check and surround the tank.

Turn 7 came along and the warriors shot the hellhound but did nothing while the monolith parked on the objective on the right. The immortals grouped around the centre objective while the warriors continued legging it towards the one on the right, as the Spyder was way out of position having been distracted by Sentinels and was now chewing up command models. The Hellhound tank shocked my warriors again but again they passed their test. The game ended here, with two men and a mobile hellhound left alive for Pat. I'd lost over half the scarabs, the heavy destroyers and a couple of warriors and was able to claim two objectives, which gave me a maximum win.

Alex (from game 3) had scored a big win against his opponent on table 3 while the winner of table 1 had gotten a medium win, so it was potentially going to come down to sportsmanship and painting (we all had band 2 armies so there would be no points difference there). The results came up and I'd managed to win overall with 180 points to Alex's 177 with the chap from table 1 in third.

I had a great time and played 5 cracking games. Warhammer World was a great venue as always and if I can get over for the event next year I'll certainly be going.
_________________
Cold Steel Mercenary (Exile)

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Longtime Dakkanaut





Go Crons! You CSM guys can sure throw down.

Can you give more info about the banding system? It sounds interesting.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Wicked Canoptek Wraith





Thanks!

The banding system is incredibly subjective. Everyone submits their army list by a certain day (think it was about 3 weeks before the event) and then the lists are sent to 5 players. Not sure how these 5 people got chosen but they're guys who done well in UK tournaments so theoretically they have a good grasp of the game

Band 1 is for armies that are typically UK GT standard (there is also a 'don't bring this list' type, which twin lash obliterator spam falls into). An army that would fall into band 1 would have duplications of elites/fast/heavy slots. For instance, a guard army with 2 or more basilisks would be band 1, as would an Eldar army with 2 or more holo-field falcons, or a 3 exorcist sisters army, or destroyer heavy necrons. Band 2 is an army that doesn't abuse any selections but is still hard while band 3 are for armies that traditionally are pretty weak (there were two Grey Knights armies that were band 3 that I know of).

If a player plays an army in a band one lower than himself, he gets a -3 penalty to his score at the end of the game and the other guy gets a +3 bonus (so a 30-0 massacre becomes a 27-3). If you play someone two bands away the bonus and penalty is +6/-6 (so a massacre would become 24-6). The highest and lowest score possible is 30 and 0 so there is no benefit for wiping out a higher band army.

The aim of the Club Challenge is to get players playing with less 'tricked out' armies than normal. It attracts a lot of controversy but the organisers point out that there are plenty of straight tournies around and if people don't like it then they don't need to play. The idea behind the 5 judges is that there needs to be a majority decision and between 5 of them they usually get it right. To give you an idea, the first and second armies I played were band 1 (drop troop and r/rider heavy and 5 monsters accordingly). An army that was split 3-2 in favour of being band 1 over band 2 was the following (I only know because the owning player was moaning at me): Deceiver, 2 x 10 warriors, 6 immortals, 6 pariahs and 2 x 4 destroyers.

Three time holder of Thermofax

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




You should really get a bonus for defeating a higher rated army tho. That kinda cheats the fluffier players that are just THAT GOOD if you know what I mean.
   
Made in us
Wicked Canoptek Wraith





You do get a bonus for defeating a higher band army, but the maximum score is capped at 30. By way of example, the win I got against the Tyranid player was originally a 24-6 win to me. Because he was a higher band army the score ended up 27-3. If I had had a band three army and got the same margin of victory the final score would have been 30-0.

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
 
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