To re-cap my army:
Chaos Sorcerer: Disc of Tzeentch, Personal Icon, Warptime, Winds of Chaos, Mark of Tzeentch.
Demon Prince: Wings, Mark of Slaanesh, Lash of Submission.
Dreadnought: Plasma Cannon, Heavy Flamer
9 Chaos Terminators: Chain Fist, Power Fist, Combi-Melta x4, Reaper Auto-cannons x2, Icon of Tzeentch
Aspiring Terminator Champion: Lighting Claws x2
7 Thousand Sons Marines
Aspiring Sorcerer: Melta Bombs, Warptime
8 Thousand Sons Marines
Aspiring Sorcerer: Melta Bombs, Warptime
Lascannon, 2 Lascannon Sponsons, Demonic Possession
I find myself matched up against Paul M. from Atlanta whom I will get a re-match against on Sunday when we play again in the Invitational Tournament. Now I face his Nob Bikers with a Stompa.
Power Klaw, Slugga Kombi-weapon, Attack Squig, Bosspole, Cybork Body, Warbike
Choppa, Kustom Force Field, Mek’s Tools
Big Choppa x2, Choppa X5, Power Klaw x2, Slugga x2, Shoota/Rokkit Kombi-weapon x1, Shoota/Skorcha Kombi-weapon x1, TL
Shoota x1, Ammo Runt x1, Bosspole x1, Cybork body x1, Waaagh banner x1
‘Urty Syringe, Dok’s tools, Grot orderly, Warbike
Da Vulcha Boyz:
3 Killa Kans:
Big Mek’s Stompa
Dawn of War
Infiltrate, Deep Strike, Reserves, Outflank, Random Game Length, Vortx Grenade.
Vortex Grenade-Each Player may give a vortex grenade to one model in their army. This model must have a weapon skill and may not be a gargantuan creature or a super heavy. Write down which specific model is carrying the vortex grenade… you do not
have to inform your opponent which model is carrying the grenade.
Once per game the vortex grenade can be thrown 6” in the shooting phase, instead of firing a weapon. The grenade uses the 3” blast marker, and scatters normally (reduced by the BS
of the thrower, as normal).
Once the final position of the marker has been determined, any models touched by template are removed from the game (Flyers are not effected). No saves of any kind are allowed. Leave the vortex template on the table. Gargantuan creatures are no removed, but suffer d6
wounds with no saves possible. Super-heavies vehicles are not removed, but suffer d3 structure points instead.
At the beginning of every following player turn (both sides) the vortex moves, disappearing from and re-appearing 2d6
” in a random direction (if a hit is rolled, use the little arrow for direction). If a double is rolled for the distance moved, remove the vortex immediately.
Models that move onto the vortex for any reason, (i.e. scatter, fallback) suffer the result above.
Modified Annihilation (Kill Points). Modified kill points (mKP)are awarded for each selection on the force org chart:
• Troops: 1mKP
• Elites, Fast Attack, Heavy Support: 2 mKP
: 3 mKP
• Flyers: +2 mKP
• War Machines/Gargantuan Creatures: +4 mKP
Win=20, Draw=10, Loss=0
Capture and Control Win=15, Draw=7, Loss=0
The player with the most units (of any type) at least partially within 6” of the center of the table at the end of the game wins this objective. Win=10, Draw=5, Loss=0
+2 If you destroy all of your enemies HQ
units, including dedicated transports.
+1 Kill the least expensive enemy unit.
I win the die roll and go first
I start with my 2 Troops+Rhino and my Demon Prince, He starts with his troops and his warboss on the board.
Thousand Sons Turn #1
I normally like to sit back and shoot, so I was thinking about buying some time and lashing his Nob bikes into a corner, and making a run for it, but I ended up channeling my inner Centurian99 and lashing his Nob bikers closer, and unloading on them with all of my Thousand Sons and assault with my Demon Prince. I end up getting my butt kicked.
Ork Turn #1
After killing my DP
, he goes after my TS
troops. He moves on the board, and that stompa begins to blow the crap out of me.
Thousand Sons Turn #2
I need to kill that stompa! It is worth a lot of kill points so I unload on it and only knock down one shield. That Mek with his KFF
is rolling great for his saves.
Ork Turn #2
Snikrot comes on…just what I needed. Snikrot chucks his void grenade at my oblits and it scatters away. His squad ends up shooting at my oblits/sorcerer and does 1 wound to my sorcerer. Then he unloads on them with his stompa with some gun that has a million shots and ends up doing 3 wounds to each model in the squad, and I fail 2 out of the 3 on the sorcerer, and he dies with my void grenade. That was very unfortunate because he was going to butcher the Kommandos with warptime. But the really downside is that he was unable to do the last wound to my oblits so I stay locked in combat, because I was about to turn my defilers flamethrower on them but now I can’t That combat ended up about as bad as possible for me. In the mean time his stompa is using his tracktor beam and throwing my vehicles around.
Thousand Sons Turn #3
I am getting chewed up and but I kill his deff dred!!!
Ork Turn #3
Things go badly for me. That Stompa is very hard to kill.
Thousand Sons Turn #4
No picture of my carnage.
Ork Turn #4
I am not doing to good.
Thousand Sons Turn #5
My last hope arrives. I get my terminators and I deep Strike near the Stompa. I unload with my combi-meltas and 2 shots penitrate. Then end up doing nothing substantial.
Ork Turn #5
He gets Zagstruck, and his stompa unloads on my Terminators. He does about two wounds to most, but I was able to only put one wound on each on my powerfist and my chainfist. I still had hoped of killing that stompa! But both my powerfist and my chainfist ended up rolling a “1” and died.
I gots killed some more and the game was over.
At that point I had nothing left, and he got full points.
Durring the game I had very bad luck. My assault on the Nob Bikers should have done better than it did, and his killing my sorcerer with the void gernade was very, very lucky. Also not getting my Terminators on until turn #5 and then killing the 2 terminators that could hurt his stompa or Nobs was some more bad luck.