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2015/07/17 16:57:59
Subject: 1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory
ibushi wrote: I'm still curious to hear how the Hemlock performed at the BAO -- any batreps in the pipeline?
Most definitely... I am currently coming back off vacation and I am still not at home. I will begin creating the videos and uploading them to youtube when I get back. Any request as far as format? The bugeater reports had the opposing list at the beginning of the video. I can list both list and mission at the beginning if desired. Sadly I did not snap a picture of the maelstrom points by turn. Otherwise I could post the score from turn to turn.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Wet Coast GT 2015 Best Overall
TSHFT 3rd Place, Best Eldar
Guardian Cup 8.5 Best General
Attack-X Best Overall
WGWB Best Overall
Tanksgiving Best Overall, Best Painted
22-2 for 2015
2015/07/21 04:00:22
Subject: Re:1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory
I will try and get at least game one and two done this week.
This message was edited 1 time. Last update was at 2015/07/21 04:00:42
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Dawn of War Mission: Modified Emperor's Will: 4 Mission Points if achieved, 0 pts if lost or tied.
Secondary Modified Maelstrom:
1. Hold Maelstrom Objective 1
2. Hold Maelstrom Objective 2
3. Have a scoring unit at least partially within the enemy deployment zone.
4. Destroy an Enemy Unit
5. Destroy an Enemy Unit
6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.
Opponent: David Cutts
His List:
White Scars
Demi Company 1
Khan on Moondrake
Dev Squad w/ 4x missile launchers
Razorback w/ Assault Cannon
Land Speeder w/ Heavy Bolter
Anti Air Defense:
Hunter Squadron x 3
Stalker
Pre-Game Thoughts and Analysis: TBH this is one of the armies that I was hoping to avoid going into this event. However, they are also one of the armies I deliberately planned for when I included the Firebase Support Cadre. I was hoping to draw the battle company in round two where I could hide behind some kill points. Claiming and denying maelstrom objectives against this army is almost impossible. If I roll bad on my maelstrom objectives then it may be a quick game. He has won the roll off and taken first turn. His entire army has scout. Yes, that means I can potentially have a bike squad 5 and about 40 marines in my deployment zone on turn one... I have some good firepower but I can only shoot so many units. The game will come down to how effective I can nullify his first turn... if the S8 shooting brings down the broadsides early then I may be in for a long game.
Deployment: He deploys all but the land speeders(Deep striking) and one of the devastator razorbacks chooses to outflank. I deploy everything except the wraith fighter and the warp spiders (deep striking)!
Game Turn 1:
Spoiler:
He scouts up with his entire army but fails to make it close enough with his bikes to really threaten me. He decides to turbo them back out of range of the broadsides. The multi-melta devastators and the melta tac squads are more aggressive as they move on my line along with a flamer squad. He fires into my broadsides and manages to cause 4 total wounds. Luckily only one was an instant death wound and it was on an already wounded broadside. I roll the leadership and barely pass with an 8. I made some pretty good saves overall and then return fire on my turn as my units jump out to shoot and then assault move back behind BLOS terrain. Between the riptide, and the broadsides I manage to kill off 2 squads of marines and the devastator squad the scouted to the center. My wraithknight fires into some razorbacks killing one of them and then he fails a 5" charge that leaves him exposed on the outside of the ruins.
Game Turn 2:
Spoiler:
He gets a landspeeder in from reserves but it mishaps and goes back into ongoing reserves. He begins to move his hunter squadron out from his ruins as they had remained hidden on the first turn. One of them is immobilized driving through the ruins. He shoots into the wraithknight heavily but only manages to cause one wound. The bikes move up closer but stay out of sms range. He disembarks another squad of marines as they run to my side to take my objective two which is a maelstrom point for me.
On my turn I manage to get both of my reserves to come on. The Wraith fighter shoots up the right flank and kills his lone stalker while also remaining out of range of the hunter squadron. I also turbo the shuriken bikes to his deployment zone along the same flank for another maelstom point. The warp spiders attempt to deepstrike in his deployment zone near his devastators and along his ruins for blos terrain... sadly i scatter off and mishap. My opponent places them in front of his bikes in the middle of the board. Luckily they are mobile and I move back with a run and assault move while also shooting. The wraithknight moves out to score objective two as he kills some of the space marines trying to contest the objective. I shoot an insane amount of firepower into his bikes but he manages to make his saves and about 5 or 6 fnp saves. The maelstrom is currently 4 to 3 favoring me.
Game Turn 3:
Spoiler:
He brings in a land speeder back in his deployment zone to help with objectives. His bikes move up with the warp spiders exposed. Khan seperates from the group to charge in seperately, The main group charges into the warp spiders and khan fails the short charge leaving the chaplain and the bikes to fend for themselves. I make some decent saves only losing one warp spider... thanks to the exarch i am fearless.. I choose to hit and run but he wins the roll off and moves away from the wraithknight. His hunter squadron advances trying to get in range of the Hemlock wraithfighter. The missile devastators fire at the wraithknight but fail to do a wound.
I leave the safety of my ruins and leave only one squad to hold my back objective. The shuriken bikes turbo to the wall next to his objective 1 as I try and keep a maelstrom point from my opponent. The hemlock moves to the center and fires into the hunter squadron killing one of them. The warp spiders move up using placement to ensure the apothecary was taking the first hits when they shoot the bikes... the last wound that was inflicted finally brings down the apothecary. The broadsides and the wraithknight wrap them up killing off the remaining bikes and khan. The riptide moves out and targets the razorback behind the pyramid but the shot scatters wide. I am now up by two on maelstrom.
Game Turn 4:
Spoiler:
He brings in his last razorback and landspeeder but interceptor kills them both as they show up. With a few more things going against my opponent and some bad rolls for his maelstrom we decide to call the game. Que Alan 'Pajama Pants' Bajramovic video bomb.
Post Game Analysis:
Spoiler:
I was a little intimidated with so many vehicles + scout going into this match-up. Had my opponent been more aggressive in the first turn especially with the bikes that weathered all of my shooting in the second turn then maybe this game would of been a little different. Since he stayed back and did fully commit the terrain and some really good units allowed me to focus all my firepower while staying out of harms way for the majority of the game. The terrain in this event is very friendly to eldar jetbikes. The bottom floor of the L shaped buildings completely block line of sight. With 90% of the boards at the event carrying two of these pieces of terrain I am feeling very confident that I can sting most armies without taking much damage in return. David was a good opponent and I would definetely play him again to see how the game would of ended up with the terrain being a little more open.
Results: 11 to 1 Victory for Eldar!
This message was edited 1 time. Last update was at 2015/07/24 03:19:08
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Battle Company is very susceptible to massed firepower, of which your army has in spades. Also, what he needs are drop pods against your army, not razorbacks.
2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle
2015/07/23 16:11:42
Subject: 1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory (Round 1 Started!)
jy2 wrote:Battle Company is very susceptible to massed firepower, of which your army has in spades. Also, what he needs are drop pods against your army, not razorbacks.
My prediction, Eldar with a massacre.
The razorbacks are effective but he targeted the wraithknight after turn two which was decent but a little underwhelming if you cannot get 's.
sumi808 wrote:Where can I find Tomb Kings battle reports?
I dont have a dedicated thread linking all of my reports.... I will probably make a thread in the near future that links all of my battle reports going back to 2012.
jy2 wrote:Are you talking about current BAO reports?
Sorry, can't help you there. He hasn't posted them yet.
If you're talking about his past reports, you can find them in this link:
Thanks for the link... that will make it easier to make a complete battle report thread later.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle
2015/07/24 19:50:27
Subject: 1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory (Round 1 Completed!)
Mission:
Vanguard Strike
Primary: Purge the Alien 4 VP
Secondary: Modified Maelstrom 4 VP 1. Hold Objective 1
2. Hold Objective 2
3. Hold Objective 3
4. Have more scoring units at least partially further than 12"
from your deployment table edge than your opponent.
5. Have a scoring unit at least partially within 12" of opponent's
deployment edge.
6. Have 3 of your own and no enemy scoring units at least
partially within 12" of your deployment edge.
Destroyer Cult:
Destroyer Lord (Veil of Darkness)
3 Destroyers
3 Destroyers
3 Destroyers
Allied Detachment:
Orikan the Diviner
5 Immortals
Pre-Game Thoughts: Well this list is obvious with a lychguard bomb and some wraiths to give me a little hell. Sadly I have drawn one of the most resilient armies in the game for a kill points mission. Thoughts think back to round 2 at Adepticon where I faced a Lance knight formation/lynx on a skyshield in kill points :soapbox. This match-up isnt as bad and I do have the advantage in mobility. I just need to hit him hard when he comes in with his wraiths and his lychguard... if I fail to kill off either of them then this could be a really long game. I may have to leave the tau formation to its own doom. I might send the wraithknight into either the wraiths or the lychguard to hold them up if needed. Maybe a stomp or two can finish them off.
With it being kill points and him having the harvester formation my opponent takes first turn. He reserves a good portion of his army for deepstriking and/or walking on. I reserve the warp spiders, shuriken bike squad, and the Hemlock. My opponent deploys orikan along with the wraiths in the middle. That means he will be trying to hit me with both deathstars in the first/second turn. I attempt to seize but fail.
Game Turn 1:
Spoiler:
My opponent starts off his turn by granting RP which is automatic for everyturn that follows. He deepstrikes the lychguard squad along with the destroyer lord via the veil. He places them in front of my lines and about as far away from me as one would expect. He then scatters 11 inches towards my closest unit and barely mishaps as he lands in the ruins with an almost perfect scatter to mishap . Any other direction or at a shorter distance he would of been fine. Luckily my opponent doesnt instantly die but I get to place the squad and I cannot afford to fight them in a kill points mission. I place them in his ruins at the far side of the board. With his lychguard squad pushed to the back he decides to not move the wraiths up as fully as he had wanted with nothing on the board to draw fire. I also think he rolled low on the run. On my turn despite orikan being attached i manage to kill 2 of his wraiths with dakka. I score one of my maelstrom objectives early to go up 1 to 0 in maelstrom.
Game Turn 2:
Spoiler:
He advances his wraiths to try and charge the wraithknight but fails i believe a 7" charge. The game continues to be unforgiving for my opponent. He has some reserves come in but not much damage is done with the wraithknight being the target as he is in the open. On my turn I move up and continue to shoot his wraiths with just about everything in my army. The wraithknight lines up for a 5" charge on the wraiths which i easily fail (I guess jump pack lets me re-roll but i never knew). Regardless I manage to kill off a couple of his scarabs and take the wraiths almost completely out of the game as only one and orikan are still standing. I am currently tied 0 to 0 on KP and 3 to 1 on maelstrom.
Game Turn 3:
Spoiler:
He charges my wraithknight with orikan and his wraiths in an attempt to lock him in combat with some decent rolls. It works for one round as I roll poorly. On my turn I roll better and instant kill both orikan and the wraith with my S10 attacks. The riptide moves out to start getting more aggressive. The big hit this turn was my farseer getting a perils after i already used his re-roll... I then rolled a followed by an 11 on the leadership. He blows up and kills off nearly his entire squad of scat bikes and they flee with snake eyes neeeded to rally . With that I am now only up 2 to 1 on KP with one about to flee off the board and I am up 5 to 2 on maelstrom.
Game Turn 4:
Spoiler:
[spoiler]He brings in all of his destroyers on the left flank and they manage to kill a shuriken bike squad off that is on the middle objective. The destroyer lord also comes out and joins a unit of destroyers to get in the game with a little PE. My warp spider and hemlock both come in and focus on his destroyer squads on the left flank killing one of them. The wraithknight moves to the middle and helps kill off his scarabs and his spyder. I am now up 4 to 3 on kill points and 6 to 2 on maelstrom.
Game Turn 5:
Spoiler:
We play out this turn.. He targets the warp spiders which flicker jump behind the BLOS terrain on the left flank. The wraithknight and the riptide take a few shots but nothing major at this point. I manage to kill off another destroyer squad, the tomb blades, and a warriors squad to take a commanding lead 7 to 3 in kill points. At this point we go ahead and call the game as it is a forgone conclusion.
Game Results and Analysis:
Spoiler:
I have to say that I got incredibly lucky in this game. I honestly wanted to see how the game would of went had he not mishaped on the deepstrike on turn one. Might of been a completely different game. The 2nd turn advantage for maelstrom is a very real thing in the ITC format. It often leads to games where the person going first just gives up trying to claim maelstrom objectives and focuses on the other mission in an attempt to win the tie breaker. I think that is what my opponent did in this particular game. It was close for a while but eventually my units just had more kill power and the ability to hide.
Victory for Eldau 11-0
Please note I have gone second in both of my games and won both of them.
This message was edited 2 times. Last update was at 2015/08/06 04:07:34
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Last tournament I had a very similar matchup on the same scenario -- my prediction is you are able to shoot one of his CC units to death, and assault the other one to ineffectiveness, while cleaning up on the maelstrom with your mobility.
The broadsides will get killed, but the crons will get too spread out trying to get objectives and you can pick them off.
Saying that I'm curious to find out what the terrain is and who goes first...
Looking forward to finding out what actually happens!
Wet Coast GT 2015 Best Overall
TSHFT 3rd Place, Best Eldar
Guardian Cup 8.5 Best General
Attack-X Best Overall
WGWB Best Overall
Tanksgiving Best Overall, Best Painted
22-2 for 2015
2015/08/05 19:19:53
Subject: 1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory (Round 2 started!)
Here's my analysis of your Game #2 vs Necrons (assuming I didn't already know the results).
You have 2 easy KP's in the broadsides. Well, they're not exactly easy to kill, but because they are static, it will be hard for them to get away from the wraiths and a teleporting lychstar. You also have 2 easy KP's in your 3-man bike squads, but that will depend on who goes 2nd. If his destroyers come in before your bikes, then they can survive. If his destroyers come in after, then he has a good chance to kill them if he dedicates at least 2 units to shooting at them.
You should be able to take out the 3 destroyer units and the tomb blades and perhaps the immortals as well without too much difficulty due to your mobility. IMO you have a slight advantage in the KP mission. With the Maelstrom objectives, it could go either ways depending on what you guys roll. He has the resiliency to hold the objectives. However, you've got the mobility and the ObSec units to wrestle it from him (if you're willing to sacrifice the unit), so IMO, you've got a slight advantage there as well.
Overall, however, whoever is going 2nd will have the advantage in this game. I think that if he went 2nd, it's going to be a close fight but your Eldau will come out on top. If you went 2nd, it's going to be a Eldau blowout victory.
ibushi wrote:Nice, glad to see you are still kicking!
Last tournament I had a very similar matchup on the same scenario -- my prediction is you are able to shoot one of his CC units to death, and assault the other one to ineffectiveness, while cleaning up on the maelstrom with your mobility.
The broadsides will get killed, but the crons will get too spread out trying to get objectives and you can pick them off.
Saying that I'm curious to find out what the terrain is and who goes first...
Looking forward to finding out what actually happens!
I got incredibly lucky early in this game... I actually ended up killing more of my own models thanks to my psyker delving too deeply into the powers of the warp. I like to think I was prepared for an all or nothing charge into his lychguard had they landed in my vicinity. The middle piece of terrain was actually pretty good for BLOS on the scarabs and the spyder. Even some of the wraiths were hidden early on in the game.
Cieged wrote:Thanks for the posts, I've always enjoyed your reports!
No problem, glad you enjoy them!
jy2 wrote:Here's my analysis of your Game #2 vs Necrons (assuming I didn't already know the results).
You have 2 easy KP's in the broadsides. Well, they're not exactly easy to kill, but because they are static, it will be hard for them to get away from the wraiths and a teleporting lychstar. You also have 2 easy KP's in your 3-man bike squads, but that will depend on who goes 2nd. If his destroyers come in before your bikes, then they can survive. If his destroyers come in after, then he has a good chance to kill them if he dedicates at least 2 units to shooting at them.
You should be able to take out the 3 destroyer units and the tomb blades and perhaps the immortals as well without too much difficulty due to your mobility. IMO you have a slight advantage in the KP mission. With the Maelstrom objectives, it could go either ways depending on what you guys roll. He has the resiliency to hold the objectives. However, you've got the mobility and the ObSec units to wrestle it from him (if you're willing to sacrifice the unit), so IMO, you've got a slight advantage there as well.
Overall, however, whoever is going 2nd will have the advantage in this game. I think that if he went 2nd, it's going to be a close fight but your Eldau will come out on top. If you went 2nd, it's going to be a Eldau blowout victory.
I would of actually preferred to go first in this particular game as I was facing two deathstars that I would of liked to shoot a few times before they got their buffs off. Alas I went second which gave me a significant advantage in the maelstrom missions. I'm going to start to keep track of my W/L record and going first or second. I honestly think the 2nd turn advantage is 100% real in the ITC format.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
So instead of shooting one CC unit to death, it mishapped to obscurity, and then you shot everything else to death. Fair enough.
Its true about going 2nd in ITC, it has helped me win a fair number of times, and I have chosen to go second, even against armies with a decent alpha. But I think that is a great way to balance out what used to be pandemic "first turn" syndrome.
Anyway, looking forward to the next one, keep up the good work!
Wet Coast GT 2015 Best Overall
TSHFT 3rd Place, Best Eldar
Guardian Cup 8.5 Best General
Attack-X Best Overall
WGWB Best Overall
Tanksgiving Best Overall, Best Painted
22-2 for 2015
2015/08/06 16:58:10
Subject: 1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory (Round 2 Completed!)
Tomb King wrote: The Firebase support cadre became an almost auto include for me thanks to the new space marine formations. They give me ignores cover and preferred enemy vs all them space marines.
Where are you getting Ignore Cover from on that besides the SMS?
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.
2015/08/06 17:49:56
Subject: 1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory (Round 2 Completed!)
I would of actually preferred to go first in this particular game as I was facing two deathstars that I would of liked to shoot a few times before they got their buffs off. Alas I went second which gave me a significant advantage in the maelstrom missions. I'm going to start to keep track of my W/L record and going first or second. I honestly think the 2nd turn advantage is 100% real in the ITC format.
You would prefer to go first, but what you actually needed to do was to go 2nd.
He had no ability for an alpha-strike, as you could just deploy out of his shooting range (or just take shots with your 2+ units). As you are finding out, it's better to go 2nd for most armies in the ITC format.
Tomb King wrote: The Firebase support cadre became an almost auto include for me thanks to the new space marine formations. They give me ignores cover and preferred enemy vs all them space marines.
Where are you getting Ignore Cover from on that besides the SMS?
While he doesn't have many option (besides Perfect Timing, Psychic Shriek and SMS), I wouldn't under-estimate SMS.
I actually played against Eldar w/FBC using Ravenwing (Not TK's Eldau, but someone else's in a practice game). In my game, SMS from the broadsides killed one of my Darkshroud speeders and did a number on my Ravenwing bikes. 6 broadsides = 24 shots = 18 hits = 9 wounds = 3 dead bikers a turn. To RW, that is actually a significant loss just from SMS and that's not counting the firepower from the rest of the army (HYMP and scatterbikes). (Then in my game, my opponent also got Perfect Timing!).
Man, that was a good fight. I would have done a battle report if not for the fact that my entire army was proxied. LOL.
This message was edited 1 time. Last update was at 2015/08/06 17:52:04
It just jumped out at me as a strange way to say it if he only meant the SMS.
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.
2015/08/06 21:04:24
Subject: 1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory (Round 2 Completed!)
ibushi wrote:Ah wow yeah that was unlucky for him, too bad.
So instead of shooting one CC unit to death, it mishapped to obscurity, and then you shot everything else to death. Fair enough.
Its true about going 2nd in ITC, it has helped me win a fair number of times, and I have chosen to go second, even against armies with a decent alpha. But I think that is a great way to balance out what used to be pandemic "first turn" syndrome.
Anyway, looking forward to the next one, keep up the good work!
The only issue is when playing objective games. Its a double advantage for the player going second. Your target priority is a lot easier.
DarknessEternal wrote:
Tomb King wrote: The Firebase support cadre became an almost auto include for me thanks to the new space marine formations. They give me ignores cover and preferred enemy vs all them space marines.
Where are you getting Ignore Cover from on that besides the SMS?
Just the SMS but as jy2 stated... That is 24 TL S5 shots that have preferred enemy sm.
I would of actually preferred to go first in this particular game as I was facing two deathstars that I would of liked to shoot a few times before they got their buffs off. Alas I went second which gave me a significant advantage in the maelstrom missions. I'm going to start to keep track of my W/L record and going first or second. I honestly think the 2nd turn advantage is 100% real in the ITC format.
You would prefer to go first, but what you actually needed to do was to go 2nd.
He had no ability for an alpha-strike, as you could just deploy out of his shooting range (or just take shots with your 2+ units). As you are finding out, it's better to go 2nd for most armies in the ITC format.
Tomb King wrote: The Firebase support cadre became an almost auto include for me thanks to the new space marine formations. They give me ignores cover and preferred enemy vs all them space marines.
Where are you getting Ignore Cover from on that besides the SMS?
While he doesn't have many option (besides Perfect Timing, Psychic Shriek and SMS), I wouldn't under-estimate SMS.
I actually played against Eldar w/FBC using Ravenwing (Not TK's Eldau, but someone else's in a practice game). In my game, SMS from the broadsides killed one of my Darkshroud speeders and did a number on my Ravenwing bikes. 6 broadsides = 24 shots = 18 hits = 9 wounds = 3 dead bikers a turn. To RW, that is actually a significant loss just from SMS and that's not counting the firepower from the rest of the army (HYMP and scatterbikes). (Then in my game, my opponent also got Perfect Timing!).
Man, that was a good fight. I would have done a battle report if not for the fact that my entire army was proxied. LOL.
I think you forgot preferred enemy in your numbers. As for going first i was confident i could still take maelstrom as he had 0 opsec. However, it would have resulted in more units being sacrificed. The only itc mission i really like first turn is relic because eldar can take it to your deployment zone in one turn.
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
Wet Coast GT 2015 Best Overall
TSHFT 3rd Place, Best Eldar
Guardian Cup 8.5 Best General
Attack-X Best Overall
WGWB Best Overall
Tanksgiving Best Overall, Best Painted
22-2 for 2015
2015/08/10 15:28:39
Subject: 1850 BAY AREA OPEN? ELDAR + FIREBASE TAU Code Named: Cheese Factory (Round 2 Completed!)
Ratius wrote: Nice reps but dont keep us in suspense, did you play JY2?
As much as I would have liked to, but no, we didn't.
In order for me to have faced TK, I would have had to beat Pajamapants on Game #4, which I didn't.
ibushi wrote: Unless I'm mistaken, it would always take 2 turns to get the Relic back to your DZ:
T1 jump into base contact with relic to control at end of movement phase, in assault phase use jetbike/jet pack movement to bounce back 6".
T2 move 6" and jetbike/jet pack 6" again in assault phase -- home free!
Is there a way to do it faster?
Nope.
Wait, actually yes....but you need a few factors going your way.
First of all, you need a jetpack unit on a large oval base (i.e. Riptide).
Then you need Master of Ambush. Either infiltrate the riptide on the Relic or about 6" away (i.e. if your opponent is directly across from the Relic).
Turn 1, move him so that the tip of his base is touching the Relic and the back of his base is the minimum distance to your deployment zone. Then jump him back in the Assault phase. The back of his base should be in your deployment zone (or very close to). Then if you need to, you can drop the Relic onto another unit in your deployment zone. Granted, he won't be holding the Relic yet, but at least it is in your deployment zone.
Ratius wrote:Nice reps but dont keep us in suspense, did you play JY2?
Unfortunately we had the chance but 1 in 4 wasnt enough.
ibushi wrote:Unless I'm mistaken, it would always take 2 turns to get the Relic back to your DZ:
T1 jump into base contact with relic to control at end of movement phase, in assault phase use jetbike/jet pack movement to bounce back 6".
T2 move 6" and jetbike/jet pack 6" again in assault phase -- home free!
Is there a way to do it faster?
So regrettably this is something that I messed up... You cannot move more then 12" in a turn with the relic as you cannot turbo boost and make jump moves in the same turn. This means the first turn you pick up the relic you can only move 6" that turn. Every turn following you can move 6" in the movement phase followed my 6" in the shooting or assault phase but not both. Thankfully it appears the mistake was not too crucial as my opponent didnt even attempt the relic despite seizing on me. Then after that I had fortune on the squad with the relic as they moved back to my side.
jy2 wrote:
Ratius wrote: Nice reps but dont keep us in suspense, did you play JY2?
As much as I would have liked to, but no, we didn't.
In order for me to have faced TK, I would have had to beat Pajamapants on Game #4, which I didn't.
ibushi wrote: Unless I'm mistaken, it would always take 2 turns to get the Relic back to your DZ:
T1 jump into base contact with relic to control at end of movement phase, in assault phase use jetbike/jet pack movement to bounce back 6".
T2 move 6" and jetbike/jet pack 6" again in assault phase -- home free!
Is there a way to do it faster?
Nope.
Wait, actually yes....but you need a few factors going your way.
First of all, you need a jetpack unit on a large oval base (i.e. Riptide).
Then you need Master of Ambush. Either infiltrate the riptide on the Relic or about 6" away (i.e. if your opponent is directly across from the Relic).
Turn 1, move him so that the tip of his base is touching the Relic and the back of his base is the minimum distance to your deployment zone. Then jump him back in the Assault phase. The back of his base should be in your deployment zone (or very close to). Then if you need to, you can drop the Relic onto another unit in your deployment zone. Granted, he won't be holding the Relic yet, but at least it is in your deployment zone.
This method requires you to infiltrate and expose the riptide to a possible first turn charge. I would prefer to use the bikes myself... they are there to grab objectives after all.
Alright gents I bet you cannot guess what I faced in round 3.....
Mission: #3 ITC
Hammer and Anvil
Primary: Relic 4 VP
Secondary: Modified Maelstrom 4 VP 1. Hold Objective 1
2. Hold Objective 2
3. Destroy a unit
4. Destroy a unit
5. Have a scoring unit at least partially within 12" of opponent's
deployment edge.
6. Have 3 of your own and no enemy scoring units at least
partially within 12" of your deployment edge.
Bonus: First Strike, Table Quarters, Slay the Warlord
Destroyer Cult:
Destroyer Lord (Veil of Darkness)
3 Destroyers
3 Destroyers
3 Destroyers
Allied Detachment:
Orikan the Diviner
5 Immortals
Pre-Game Thoughts: Well... that is one model off from an exact mirror build. The only difference between my round 2 oppoent and my round 3 opponent is an overlord + 1 lychguard vs Zahndrekh. My opponent has some options here... he could deepstrike on the relic on turn 1 and then walk it back with the very reselient lychguard bomb. This would force me to push up and direct everything on his lychguard as they move back... to make matters worse he could just jump the relic to other units the further he got back to his own side. I really need to get first turn in this one. Failure to do so may result in me losing the crucial primary objective. He doesnt really have the mobility to threaten me if I am able to grab the relic and bring it to my side.
Game Turn 1:
Spoiler:
He begins the game by seizing the initiative on me. He does this on a 5+ because of the lord of war I am fielding. This hurts as I was really exposed and ready to get shot up. Fortunately he is out of position to grab the relic with his wraiths. He begins his turn by deepstriking the lychguard not on the relic but in my deployment zone behind the runes. They are accompanied by orikan and the destroyer lord... he then proceeds to scatter 11 inches towards the board edge... with his biggest model the first one placed he cannot fit all the models on and they mishap to ongoing reserves. That is back to back games with lychbombs deepstriking 11" and mishaping, in both games. My opponent decides to not push up and pulls his wraiths back instead of moving them onto the relic. He shoots at my 3 bike squad but they pass all the saves. I move up on my turn and grab the relic with the bikes. I move the wraithknight up in support as I move the bikes back with a turbo boost. I then assault move them a further 6".... I Cheated by doing this... I screwed up and accidentally moved 6" to far in this turn. I am not sure it made a huge difference as he didn't even make a move for the relic but it is still cheating and for that I apologize to my opponent.
Game Turn 2:
Spoiler:
He brings in 3 units of destroyers. One mishaps and goes back to ongoing reserves. One is killed with interceptor and the last squad Is weakened but takes some pot shots at the bikes. His lych bomb walks on from the board edge from ongoing reserves. I bring in my warp spiders and they mishap and are placed by my opponent in the back right corner. With me going second in this game I move my bikes over to contest his maelstrom objective for a key 0 points scored by opponent in maelstrom. The second turn advantage in maelstrom is very real. I move the relic back another 12" legally and park them behind my ruins. Maelstrom is tied 2 to 2.
Game Turn 3:
Spoiler:
He brought in his last destroyers and I killed them off. I begin to move the wraithknight up the field. I score both of my maelstrom and keep my opponent from scoring both of his. I am now up 4-2 in maelstrom objectives with the relic in my deployment zone hiding.
Game Turn 4:
Spoiler:
We roll maelstrom and his are get into my deployment zone and keep me out of his deployment zone. I roll score my two objectives and with me looking to pull up by 4 on maelstrom we call the game here.
Post Game Results and Analysis:
Spoiler:
Eldau win the game 10-1
Post Game Thoughts: This game was a bit brutal and frankly over in the first turn... with the lychguard being the main unit in this list not being able to participate it was hard to see it happen. A part of me wanted me to just say they made it just for the sake of seeing the game out. I think had I got to place them I would of placed them in play near me as I couldn't do that in back to back games. I felt bad about placing them on the opposite board edge last game. I would of probably placed them in the center of the board to still get to me but giving me a turn or two to shoot them first. Once again I would like to apologize to my opponent for my mistake on turn one with moving too far. I actually didn't fix this issue until after my next event where I was able to notify my opponent of the mistake and I was prepared to take a loss for my mistake but he also stated he wasn't even playing for the relic. Either way it will not be happening again and is an inexcusable mistake at this level.
This message was edited 2 times. Last update was at 2015/08/12 03:46:30
TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)
TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)
How are the Necrons having an Allied Detachment of Necrons?
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.