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3 Battle Reports from last 4th edition DOS (Spain biggest tournament)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in eu
Stalwart Ultramarine Tactical Marine




Madrid, Spain

I been out of the forums posting for some time, cause I got lost in the warp for some months…. In that time I changed work, got a second son, a so on… so I was not getting to much time for writing battle reports for my pure GK army…

Now that I am recovered some breath space I will try to post the battle reports for the last 4th edition tournament I played (last june) . (These BRs have been already post in the Grey Knights forums)

My list was the usual one I am been using, with some last minute tuning….

- GK Grand master with psicannon and 4+ inv, plus 4 GKT's + 1 psicannon (kept to deep-strike)
- 6 PAGK's + 2 psicannon
- 6 PAGK's + 2 psicannon
- GK Dreadnought - TLLC, DCCW
- GK Land Raider - extra armor
- GK Land Raider - extra armor

This tournament is called DOS and is the biggest in Spain. Up to 130 players and mine were the only GK attending… lots of Chaos Armies and also lots of Dark Angels in all their variants…

For first battle I was drawn against a chaos army. Mission to get to the enemy deployment zone and omega level…

The Chaos list
- Slaneesh Greater Daemon with wings and Lash
- Slaneesh termi sorcerer with lash and 4 termis retinue with heavy flamer
- 10 Thousand Sons marines (AP3 + slow and purposeful) + rhino
- 10 Khorne Berzekers with rhino
- 1 Chaos vindicator with demonic possession
- 1 Defiler with battle cannon
- 1 tri-laser chaos predator

Only my PAGK where deployed Got first turn and give it to him.

1st Chaos Turn:
Nothing to do for the chaos player
1st GK Turn:
Advance one of the PAGK to tried to get some cover…. failed miserably due to poor difficult terrain rolls… The other squad covers my flank from some forest cover

2nd Chaos Turn
Arghhhhhh…. Amazing reserve rolls!!!! Everything came… I said everything!!! Both PAGK squads had to endure the fire of almost all the enemy army but the barzekers, that run their rhino to my DZ and the defiler that can’t find LOS to shot at anything so it fleets… Fortunately aegis armour save me from lash so the vindicator fire and the tri-laser predator fire are less effective. Nonetheless both squad are reduced to 3 models each…
2nd GK Turn
Only got a Land Raider from reserves and it fails to hurt the opposing predator… PAGK fire kills a couple of thousand sons marines and a 1 chaos termi.

3rd Chaos Turn
Predator destroys my LR on his first shot. One PAGK is lashed out of cover… shoot away killing all but the justiciar, which is in turn charged and killed by the daemon… The other PAGK squad survives this round of shooting losing just one member…
3rd GK Turn
I got the rest of my army from reserves, the GM and GKT, the second LR and the GK dread. The dread and LR combined fire didn’t ever scratch the paint of the predator. But the remaining PAGK psicannon got lucky and blows the zekers rhino, killing a couple in the process. At the same time the GM psicannon got side shots at the chaos vindicator and blow it up.

4th Chaos Turn
Predator (my nemesis!!!!) got two armament destroyed results against the dread, chaos termies kill the last PAGK, zekers are pinned, thousand sons embarks on their rhino to race to my DZ, defiler failed to hurt the remaining LR. The daemon closed on the LR but is out of charge range.
4th GK Turn
I tried to ignore that dammed predator. My Land Raider fire put the chaos termies under 50%, and another side shoot from the GM destroyed the thousand sons rhino pinned that squad.

5th Chaos Turn
Predator put its fire on the GKT and kills a couple of them. The daemon finally get to charge on the LR, but only got a shaken crew result … Also the defiler fire missed that same tank. Zekers reach my DZ and hide in cover. Chaos sorcerer and termis charge and die against GM and GKT
5th GK Turn
LR runs closing on the defiler and on the enemy DZ. Psicannon fire from the GM and GKT put a wound on the daemon

6th Chaos turn
Predator, moving 30cm and not firing, Defiler and Daemon form a wall to avoid my LR getting to his DZ. Daemon charge it again to no avail. Thousand sons failed to bring GKT under 50%
6th GK Turn
GKM and retinue move into enemy DZ , pouring side shots into the dammed predator and blowing it right away!!!. The LR fired on the defiler immobilizing it.

We rolled for another turn but it didn’t come… Some rapid maths told that the last turn has got me a victory, because now I got points for GM and GKT (double points for being in the enemy DZ), my weaponless dread (we two forgot about it after its weapons were destroyed) and a fully operational LR.
He got only points for the zekers (doubled), the greater daemon, the thousand sons, and half defiler. The difference was small, but enough to give a marginal victory

For the second battle I was drawn against an all infantry, Tigurius led ultramarine force….

Into the fire of battle we go... 
   
Made in eu
Stalwart Ultramarine Tactical Marine




Madrid, Spain

Second Battle Tigurius led all infantry ultramarines. The mission was to get to the center of the board, occupied by a big area terrain piece. Level Alfa.

The ultramarines list was as follows

- Tigurius and command squad with 2 melta guns
- 5 termis 2 assault canons squad
- 5 termis 2 assault canons squad
- 2 full tactical squads plasma/laser
- 1 10 man scout squad with missile launcher
- 1 full assault squads
- 2 heavy bolter attack bikes

That almost 60 saves (2+,3+,4+) to fail, taking into consideration the little low AP weaponry my list is sporting…. In addition I was paying more than a third of my points to get those twin linked lasscannons that now have no vehicle to shoot at…. terrible miss-match…

I will not give a detailed account on this one… it is still to painful to remember.... psicannons failed me miserably this time, and were more than matched by the termies assault cannons (rending got rid of both land raiders and the dready). PAGK got double ones on the difficult terrain roll when trying a valiant multiple charge against the scouts and Tigurius command squad… and then where in turn charged by those two squads plus the assault marines… Finally, after 6 turns, only my the GM survived… and I just got points for bringing below half the scouts, 1 of the termie squads and the command squad…(just make him fail 20-something of those 60 saves) the assault, both tactical, the second termie squad, and the attack bikes got to the objective to double their points… huge difference for my opponent who got a massacre and put me out of the fight for the title’s tables.

Third battle to follow… against a somewhat atypical eldar list commanded by Eldrad but in the hand of a quite noob player

Into the fire of battle we go... 
   
Made in eu
Stalwart Ultramarine Tactical Marine




Madrid, Spain

Third Battle. Eldar battlehost in the hands of quite a nob player…. The mission was annihilation, with gamma level. His list was something like this…

- Eldrad
- Avatar
- 5 harlequins including shadow-sheer
- 5 striking scorpions (infiltrating) with exarch
- 5 banshes
- 3 guardian jetbikes with 1 shuriken canon
- guardian squad with warlock and multi-laser
- D canon
- Fire Prism tank
- 5 dark reapers with exarch

My opponent insisted in arrange the little cover available in fantasy fashion… creating two fortresses following both large table boards and leaving an empty center…. The map was arranged this way…. F’s are forests (5+)…. R’s are ruins(4+) and…. H’s are small hills (no cover but LOS denial)…

North

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•••••••••••••••••••••••••••••••HHHHHHH••
•••RRR ••••••••••RRRRRRRRRR••• HHHHHHH••
•••RRR•••••••••••RRRRRRRRRR••••••••••••••
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South


I won deployment roll and chose the south table edge. I hide the first LR behind the right side hill. Then he deployed the dark reapers on his corner ruins!!!!.... I understood that he didn’t know anything about how “veil” work so I explained him, giving him the chance to change the deployment of the reapers (if I deployed my infantry on the right side of my ruins they will be out of veil range for the all match)… he declined so we continued deploying…. The second LR joined the first hiding behind the hill. The PAGK deployed in my ruins, in psicanon range of the forest but outside average veil range from the reapers… Dready joined the PAGK in the ruins and the GM and GKT were kept in reserve. He deployed everything else in the forest or behind it, save the infiltrating scorpions the were hidden in the small ruins in the left of my DZ, and de jetbikes barely hidden behind the small hill in his DZ. Eldrad give him the chance to move one of his units after deployment… I thought that he will use that move to bring the dark reapers closer, but he instead move a little back the D canon so it could not be targeted through the forest

So we rolled for first turn… he won it and the show begun…

1st Eldar Turn
Eldrad fortuned the reapers (??). They failed the veil test to shot at the closest PAGK. Also the guardians’ multilaser failed veil. The jetbikes performs JSJ to shot at the PAGK, passing veil and killing 2. Fire Prism came out of hiding to shoot and kill the dread. Harlequins fleet closing on my lines, but still far enough for their own veil to save them. Scorpions remain hidden waiting to the harlequins to combine their charge on my lines.
1st GK Turn:
Both LR came out of hiding and they combine to stun and get and armament destroyed on the Fire Prism. PAGK put psicanon fire on the guardians, killing 3, and the banshees, killing 2.

2nd Eldar Turn
Eldrad fortuned again the reapers (??x2) They failed again (x2) the veil test. Guardians now pass the test but failed to hurt the PAGK. Jetbikes JSJ again but they now failed veil test. Banshees move backward to avoid been targeted. The now weaponless Fire Prism move 30cm sideway to get its only glancing magic. Bad fleet roll kept the harlequins still out charge range, so scorpions remain put in their cover.
2nd GK Turn
Got GM and GKT retinues from reserves, and they came ready to shoot and charge the hidden scorpions. Now, only D cannon a harlequins rending can now hurt my LR AV 14, but the clowns are in the opposing flank, and the reduced range for the D cannon, combined with the annihilation mission means I can squirt its range without giving it a single shoot in the all game… so both LR move forward (but keeping close to the board edge) Psicanon and Lasscanon fire target this time the guardians killing another 3 (forest cover saved another 4 at 5+!!!) In the south-left corner the termis obliterated the scorpions with psicanon fire and nemesis attacks.

3rd Eldar Turn
Eldrad fortuned again the reapers (??x3) They failed again (x3) the veil test. Guardians do not shoot, as they move backwards out of psicanon range. Jetbikes JSJ again but they now failed veil test. Harlequins took the bait and charge eagerly on the GM and GKT (yay!!!!!) They managed to kill 2 termies (5+ inv saved some rending), but the GM and the remaining GKT hit back killing 3 clowns… including the shadow-seer!!!... then the clowns failed their test and break the combat…
3rd GK Turn
GM and retinue psicanon away at the running harlequins killing them, the rest of the fire is concentrated in the only available target, the Avatar, putting a couple of wounds on it. The LR are closing on the enemy DZ, net turn will be able to shot at the jetbikes if the continue to perform their JSJ dance

4th Eldar Turn
Eldrad fortuned again the reapers (??x4) They failed again (x4) the veil test. Avatar hides. Jetbikes JSJ again pass veil test but failed to hurt PAGK. Every other mini hide
4th GK Turn
GM, and PAGK combined fire failed to bring down Fire Prism (only target in range) Just one of the land raider got LOS to the jetbikes, but it is enough. One of the bikes is killed outright by a GodHammer lasscannon shot, and the rest failed their test and ran away from the table.

5th Eldar Turn
Eldrad fortuned again the reapers (??x5) They, for fist time, pass their veil test and mange to put just 2 unsaved wounds in the closest PAGK squad. Every other mini hide
5th GK Turn
GKT and both PAGK squads (now at 4 marines each), without targets to fire at, move away from the reapers. First LR kills D cannon and crew, Second LR kill some more guardians and put the squad to flight.

6th Eldar Turn
Eldrad fortuned again the reapers (??x5) They failed again (x5) the veil test. Banshes, Avatar and Fire Prism moved away from the LR
6th GK Turn
GM and GKT now got range to the banshes and kill all of them. LR’s fire failed either to hurt either the Avatar or the Fire Prism.

That was the end of the game. I got point for killing more than half his army and I only give points for the dready. Huge massacre. I have to say that it was not a fun game, as my noob opponent made so much errors that I was sure of my victory from turn 1 onwards… the deployment of the reapers were disastrous, Eldrad was of no use, the Avatar should have helped the harlequins in their assault, and they should have assaulted the PAGK instead of the termies. I think that my opponent neither understood the mission, nor the way to run his army.

After a massacre, a marginal victory and the big loss against the ultramarines y got ranked in half table. Best General was won by a teenager necron player that was able to win the last game against Israel Tapia and his “tau-lovers” (Spanish champion and most famous player for the last 3 years)

Into the fire of battle we go... 
   
 
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