2000pt Team Tournament. Originally we were going to do a Nurgle
CSM Nurgle Daemon list, but with the preponderance of plague marines in lash lists these days we decided to go the tzeentch route.
1000pt Thousand Sons Army
HQ
1 Daemon Prince w/ mark of tzeentch, wings, warptime
Troops
8 Thousand Sons
1 Sorcerer w/ breath of chaos, melta bombs
8 Thousand Sons
1 Sorcerer w/ breath of chaos, melta bombs
8 Thousand Sons
1 Sorcerer w/ doom bolt, melta bombs
1000pt Tzeentch Daemons Army
HQ
1 Herald of Tzeentch w/ chariot, bolt of tzeentch, we are legion, master of sorcery
1 Herald of Tzeentch w/ chariot, bolt of tzeentch, we are legion, master of sorcery
Elites
4 Flamers
4 Flamers
Troops
8 Horrors
1 Horror w/ bolt of tzeentch
8 Horrors
1 Horror w/ bolt of tzeentch
1 changeling
Heavy Support
1 Daemon Prince w/ mark of tzeentch, bolt of tzeentch, daemonic gaze
A picture of our combined armies:
Close up of the tzeentch heralds on chariots (some people were asking).
Round #1
We drew a pair of Marine players, templars, and a diy marine chapter.
Templars Army List
HQ
1 High Marshall w/ hand grenade, halo, etc.
Elites
Dreadnaught w/
tl lascannon, heavy flamer
Troops
Huge Crusader Squad on foot
Huge Crusader Squad on foot
Heavy Support
1 Vindicator
DIY Marines Army List
HQ
1 Commander in Terminator armor
Elites
5 Terminators w/ storm bolter, power fist
Troops
10
Tac Marines, flamer, missile launcher
10
Tac Marines, flamer, multi-melta
Heavy Support
Land Raider Crusader
Scenario: Primary Control the center of the table, Secondary table quarters.
They won the roll for deployment and going first and decided to take it.
Marine Deployment:
They spread across the entire table. 2 crusader squads in the North West corner, the 2 tactical squads combat squaded in the North East corner. Dreadnaught went in the North east corner and the land raider and vindicator were close to the center.
Chaos Deployment:
We set up all the thousand sons in the South East corner, basically forcing the templars to come all the way across the table. The
DP hid behind a building in the South East his job was going to be dreadnaught patrol.
Marines first turn
Crusader moves up and shoots into a sons squad killing 2. All the combat squads and crusader squads run for the turn. Dreadnaught and vindicator move up, but the vindicator is out of range
Chaos first turn
My initial wave is 2 horrors and the daemon prince. One horror squad tries to come in near (south) the combat squads in the north east corner and deviates over the combat squads next to the dreadnaught. The other deep strikes into the center. The daemon prince comes in near the middle thousand sons squad for backup. The horrors and thousand sons squads open up and kill all 3
tac squad combat squads that were moving forwards.
Marines second turn
The crusader moves up 12 and unloads the captain and 5 terminators. They shoot in and assault one of the thousand sons squads. The sorcerer at the back moves up and attacks the captain, killing him with his force weapon. 3 thousand sons go down. The dreadnaught flames and charges the horror squad and kills everything but the changeling. The vindicator kills a few horrors.
Chaos second turn
No daemonic reserves become available. The sons daemon prince flies up and swats the dreadnaught, the changeling then cowers in cover holding a table quarter. The far right sons squad starts to move towards the center. The daemon
dp charges into the terminators killing 3 and the sorcerer kills 2, killing off the terminators. The middle thousand sons squads tries a breath on the land raider and assaults it with melta bombs, doing nothing to it.
Marines third turn
The templars continue running up the vindicator peels off a few more horrors. For some reason they don't move the crusader, and a sorcerer's melta bomb blows it up.
Chaos third turn
1 of the flamers, and both heralds come in. The flamers do a suicide drop next to the templars. After placing the templates I had 31 hits and between those and 2 thousand sons squads, a daemon prince, and shots from both of the heralds, the crusader squad is wiped out, including the commander.
http://images.dakkadakka.com/gallery/2009/1/28/17474_md-Battle%20Report.jpg
Marines fourth turn
The last crusader squad charges the flamers, killing them off. Vindicator kills some thousand sons.
Chaos fourth turn
The heralds manage to pop the vindicator and put some shots into the crusader squad. 2 squads of sons pop shots into the crusaders, and the daemon prince shoots them, killing off the second crusader squad. Our opponents conceded at this point, with a 5 man
tac squad (down 2 3) being the only thing left on the table.
Aftermath:
We knew the tzeentch combo's would be nasty against marines, but we didn't realize just how nasty it would be. Granted our opponents were newer players and made a lot of mistakes but the sheer amount of ap3 or better fire power the two lists put out was just nasty.
Round #2
Orksies
List #1
HQ
1 Mech w/ shokk attack gun
Elite
15 Loota's
15 Kommando's and snikrot
Troops
30 Slugga boyz
30 Slugga boyz
List #2
HQ
1 Nob on bike
Elites
12 Burna Boyz
Troops
8 Nobs on bikes (i think)
Heavy Support
1 battlewagon w/ deff rolla
Mission: Control more allied table quarters than your opponent, Secondary: control the center of the table
Our opponents won the role to go first, and graciously allowed us to. This qas a quarters deployment.
Chaos deployment
We deployed all the sons up as close to the center as possible and spread out. The goal was to make it so that snikrot and boys would have nothing to charge when they came on the table. And we wanted to be softening up the boys squads as soon as possible.
Ork deployment
They put the
sag in a building, loota's in the back of their zone, battlewagon next to the loota's, and a boys mob behind a building away from the thousand sons. They held the nobz, and 1 boyz squad in reserver with snikrot. This is probably what cost them the game, I don't really know why they held so much stuff in reserves.
Initial deployment
Chaos first turn:
Thousand sons had no targets so they just ran forwards. Initial daemon drop was 2 horror squads, daemon prince and a squad of flamers. The flamers landed on target and fried 8 loota's, the rest broke and ran off of the table. Both horror squads deviated towards the boys (within charge range). They killed about 8 orks between them. The daemon prince was going for a side shot on the wagon and deviated way away from it.
Orks first turn:
The boyz happily charged in and killed all 18 horror's. The burna boyz drove up got out of their wagon and flamed the flamers.
http://images.dakkadakka.com/gallery/2009/1/28/17476_md-Battle%20Report.jpg
There used to be flamers on this hill:
Unfortunately after this I forgot to take any more pictures :(.
Chaos second turn:
No reserves for the daemons. The daemon prince rolls a 1 and 2 and a 1 for difficult terrain, putting him out of assault range of the orks, the
dp and a thousand sons squad shoot down some of the orks. The rest of the sons run towards the center.
Orks second turn:
One units of boyz come in, in the far corner and start moving up. The other reduced unit puts 3 wounds on the
dp from shooting (i failed all my saves) and finishes him off in
hth.
Chaos third turn
Both chariots and the second unit of flamers comes in. The thousand sons squad and the two chariots kill all but 2 of the orks. The chariots pop the battlewagon, and the flamers light up the burna's that had to get out (leaving one left).
Orks third turn
Snikrot and friends come in and dual charge both heralds, killing both of them. Boyz keep running up from the table edge they came in on waagh and fail to make it to one of the thousand sons squads. The lone burna shoots and assaults the flamers, but the flamers withstand the attacks and kill him.
Chaos fourth turn
The flamers hop up and try to burn the commando's, only killing 4, the thousand sons squad only kills 3. The other thousand sons squad finishes off the 2 man ork unit hiding in one of the buildings.
Orks fourth turn
Nobz come on the table, shoot at the daemon prince, causing a wound. The kommando's assault the flamers killing them off. The orks waagh but the last boys unit fails to make it in.
Chaos fifth turn:
Thousand Sons squad shoots and kills off the commando's. The other 2 thousand sons squads rapid fire into the orks, and then charge, assisted by the daemon prince. When the dust settles there are about 4 orks left.
Orks fifth turn:
The nobz charge into the grand melee. The combat actually ended up as a draw, 4 thousand sons went down, to all 4 of the other orks, my friend who was playing the thousand sons made 9 out of 13 invulnerable saves on his sons (through some clever wound allocations and very impressive dice rolling).
We controlled one of our allied table quarters, and the orks held none since they were contested by the other thousand sons. Even without the nobs on the table this was a bloody game, and it came all the way down to the last round. We got the primary, but they got the secondary with the warboss sitting on it. This game was simply one of the reasons I play
40k. It teetered back and forth with one side and then the other gaining the advantage, good rolls and bad rolls happened on both sides of the table.
Round #3
Eldar + Nids
Eldar List
HQ
Eldrad
Elites
Banshees in serpent
Scorpions w/ stalker
Troops
Dire avengers in serpent
Fast Attack
2 Vypers
Nid List
Flyrant w/ warp blast and talons
Elite
CC Fex
Troops
12 Genestealers
12 Genestealers
12 Genestealers
Heavy Support
CC Fex
Mission: Primary: Victory Points, Secondary: Table Quarters
This one also had some other rules associated with it. It had a marked unit that you got double points for. It also made each team pick one of their
hq models, that model would get a 3+ invulnerable save, re-roll misses to hit in hand to hand, and had to move towards the closest enemy model and assault it. They chose their Hive Tyrant. We chose the
hq daemon prince, in hind site we probably would have been better just putting it on one of the chariot heralds and letting it die.
This one also had screwy deployment rules. The winner of the role got to either choose to pick deployment zones and go second and setup second or set up first go first, but not get to pick the zone. Our opponents won the roll to go first and graciously allowed us to take the first turn. This one had the older diagonal line deployment where you measure 18 inches in from each of he corners to set up the lines. The board was basically a city fight board, and there was probably more terrain than not on the table. 4+ saves for all the genestealers would not be fun.
Chaos Deployment:
We deployed the thousand sons in a line from the southeast corner towards the middle of the table.
Elnid Deployment:
They set the stealers up in a line to match ours. Deployed the tyrant with the fexes on either side, and the eldar were behind the nid lines.
Chaos Turn #1
I chose the 2 heralds and the
dp to come in first, and promptly rolled a 2 thus getting the other wave. We deep struck the horrors on the north east side and combined fire reducing one of the genestealer mobs to 3 models. I suicide dropped one of the flamers near the genestealers on the south east side and they landed mostly on target. I tried placing the other unit of flamers further back to just provide some supporting fire, instead they deviated 10 inches towards the genestealers lines, far enough away I could flame but easily within charge range the next turn. The 2 squads of flamers ruduced the genestealers to about 4 models. Our
dp flew up into a building in the center to await the enemy forces. Really low terrain roles meant the sons didn't move around much.
Elnid Turn #1
The 4 stealers assault the flamers in the southeast, killing all but one locking them in
hth. The dire avengers flew up got out and unloaded on the other flamer squad, killing all of them ( I failed 5 out of 7 saves). The 2 missile launchers on the wave serpents peeled out 4 horrors from the changelings squad. The vypers and hive tyrant unload on my
dp causing one wound. The hive tyrant assaults my daemon prince. The
dp deals 3 wounds to the tyrant, the tyrant deals 5 to the
dp, the
dp takes 1 wound, the tyrant saves all of its.
Chaos Turn #2
2 chariot heralds come in. The heralds set down in the north east area. The horrors finish off the last of the one genestealer squad. The thousand sons and chariots take out one of the other carnifex's. The hive tyrant dishes out 4 more wounds to the
dp it takes another wound, the
dp hits it for another four wounds and the tyrant saves them all. Double ones on the thousand sons means they are stuck and can't get away from the last advancing stealer squad and carnifex. They try to do some shooting, putting one wound on the fex and killing a genestealer (the sorcerer dies from a perils test). Here I probably should have not shot and tried to run away, it might have kept the carnifex from making it into the combat, but this is more second guessing than anything else.
Elnid Turn #2
Genestealers and fex assault and locking a sons squad in
hth. The banshee's get out to try and assault but roll a 1 for their fleet, leaving them way short of their target (they probably needed a 4-5 to make it). The tyrant finishs off the
dp without taking a single wound. They vypers shoot at one of the chariot heralds causing a 2 wounds.
Chaos Turn #3
The horrors and sons unload on the banshee's killing all of them. The stealers and fex eat some more thousand sons finishing off the squad.
Elnid Turn #3
The tyrant flies into the next thousand sons squad. The dire avengers unload from their serpent and open up on one of the tzeentch heralds, I fail 5 out of 6 wounds and he dies. The vypers take out the other herald. The stealers and fex finish off the sons squad and moves up.
Chaos Turn #4
The horror's shoot the small 3 man genestealer squad that was left finishing them off and blocking the tyrant and stealers from getting to the last thousand sons squad. The
dp finally shows up and kills a dire avenger (after deviating straght backwards about 10 inches to land on the corner of the board). The las sons squad tries to thin out the scorpions numbers a bit more.
Elnid Turn #4
DIre avengers and vypers finish off the large horror squad, and genestealers and tyrant kill off the other 3 man horror squad.
Chaos Turn #5
The thousand sons breath and bolter the last genestealer squad and then assault it, killing them all off. The daemon prince kills 2 more dire avengers.
Elnid Turn #5
The dire avengers, vypers, and wave serpents all unload on the last squad of thousand sons, and then the remnants are finished off by the hive tyrant.
This army combined with the scenario was brutal against us. The Hive Tyrant made something like 18 out of 19 3 plus saves and easily ate through about 12 thousand sons and a warp time
dp it was not pretty. Once it smacked down the
dp so easily we knew we were in trouble. The worst part was that it was a stock tyrant, almost the cheapest thing you can get and it still just decimated us. I should have just said screw it all and suicide dropped the other flamer squad and just hoped to take out more than we lost (they were our marked unit so I was trying to keep them somewhat safe, but that didn't really work out). It was also just one of those games where I felt like my 4+ save was more like a 6+ save. Kudos to our opponents, they played their list very well, and it turned out to be a very nasty combo on their part, they went on to win best general.
So having tried to get pictures of the games, my main question is how people get the over the table view, is it a hold it up in the air and hope for the best or do people only get part of the table in their snapshots?