Yesterday, monthly
RTT, 6 players:
Benny (Nids), Peter (Nids), Toby (Necrons), Heiko (Daemons), Markus (
CSM - Khorne), me (
SM).
My list: SM - Red Ravens
Red Raven Librarian w/ terminator armor, storm shield, null zone, avenger – 140
7 Red Raven Terminators w/ thunder hammer x7 – 280
1 Dreadnought w/ assault cannon, heavy flamer – 115
1 Dreadnought w/ assault cannon, heavy flamer – 115
10 Red Ravens w/ lascannon, flamer, power fist, Rhino – 240
10 Red Ravens w/ lascannon, plasma gun, Rhino – 210
10 Red Raven Scouts w/ missile launcher, sniper rifle x5, melta bombs - 155
2 Tornado Land Speeders w/ multi-melta, heavy flamer – 140
Land Raider Crusader w/ multi-melta, extra armor – 275
Predator w/ auto cannon, heavy bolters – 85
Total: 1750 pts.
Missions
All battles are played with victory points as in the rule book.
Rapid Thrust
• Deployment: Dawn of war.
• Break of dawn: The first round is night fight. Before each subsequent turn, roll
D6, on 4+ the night fight ends.
• Thrust: At the end of the battle, each troop unit in the opponent’s half gets +100
VPs. However, if the unit is under half strength, then it only gets +50
VPs.
Death World
• Deployment: Pitched battle.
• Contaminated area: Each unit within 6 inches of area terrain rolls
D6. On 5+ the unit gets
2D6 hits of strength 2. If it’s a tank, then on 6+ it gets an automatic glancing hit.
• Additional
VP’s: For each killed
HQ the opponent gets +100
VPs, and for each troop unit within 12 inches of the center the player gets +100
VPs.
Raiding Party
• Deployment: Cleanse.
• Attacker and defender: Both players roll
D6, the player with the higher outcome is the attacker and the other the defender. The attacker rolls
D6, on 2+ he gets first. The player getting first turn can choose the home quarter and deploys first.
• Four mission objectives: Center of the board, each center of the quarters up to the quarter of the attacker. Each troop holding an objective at the end gives +100
VPs.
• Unit deployment: Attacker can only deploy fast attack units, troop units (only if mounted in transports), and infiltrators; scout moves are performed as usual. Defender can only deploy heavy support units and troop units, no infiltrators. Defender cannot perform scout moves. All other units start in reserve.
First game vs. Toby's Necrons
Deceiver
Lord
3x10 Warriors
10 Immortals
2x6 Scrabs
2 Monoliths
Mission: Rapid Thrust
The Monoliths were kept in reserve while the Necrons advanced towards my lines.
I deployed 2nd so that I could avoid the Deveiver a bit.
He got shot to pieces early in the game.
The Land Raider got immobilized by one Monolith but the Termies got the charge against the Warriors.
They took down 2 Warrior units and the Lord,
while the third unit got shot down too - PHASE OUT.
I had almost no losses up to the Speeders destroyed by the Immortals.
Second game vs. Benny's Nids
2 Hive Tyrants
lots of Gaunts
2x 4 Warrios
3 Carnifexes
3 Zoatrophes
Mission: Death World
He deployed first and so I had the chance to pick the flank deploying all units in one spot
and moving towards his side slowly decimating his flank.
The Dakkafex and one Warrior brood got killed early.
The Termies charged into the center killing one Carnifex and one Tyrant,
while the Tacticals and the Speeders took care of two Gaunt broods.
The Dreads and Pred held the center.
At the end he had no hive minded creature left. Massacre.
Third game vs. Peter's Nids
1 Hive Tyrant with Guard
1 winged
HT
2x 4 Warriors
Gaunts
2x 8 Genestealers
2 Carnifexes
3 Zoantrophes
Mission: Raiding party
Peter was the attacker and so could not deploy anything,
while I could deploy the Scouts, Predator, and the Tacticals.
The game went similarly to the battle vs Benny.
One difference was the Genestealers, they outflanked and
appeared in my back field.
But they couldn't charge anything and then my Dreads showed up.
This helped to take both broods down.
At the end he gave up with almost nothing on the board.
Final standing: Red Ravens, Daemons, Nids,
CSM, Nids, Necrons.