| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/07/19 01:59:28
Subject: Team tourney • Darkside Comics, FL • Skulltaker & Co. pillage Gotham...
|
 |
Fixture of Dakka
|
Got to play in a TT yesterday with my good buddy Yuri. Each player takes a 1250 point list... Standard FOC with the following caveats:
- Units which do not fill a slot in the FOC do; for example a summoned greater daemon counts as one of your HQ choices for CSM
- Can only take up to one each of the following:
Elites, heavy support & fast attack
I was running my notorious Khorne daemons:
Skulltaker/juggernaught
Herald/juggernaught, Unholy Might, Fury of Khorne
Herald/ - same as above -
Herald/ - same as above -
4x Blood Crusher/ - fully complex -
8x Bloodletter
7x Bloodletter
Nurgle Daemon Prince/wings, Unholy Might, Iron Hide, Noxious Touch, Cloud of Flies
Here is Yuri's list:
Winged lash prince
Summoned greater daemon
5x Chosen/4x meltagun, IoCG - rhino
10x CSM/2x meltagun, IoCG - rhino
10x CSM/2x meltagun, IoCG - rhino
10x CSM/2x meltagun, IoCG - rhino
Landraider
We were using the 2009 Adepticon missions which included command tokens and head hunting.
- 1st Mission -
This game was versus a couple good friends of mine from Clearwater. They were running SW & IG. Very strong combination. I don't exactly remember their lists so here goes to the best of my memory:
SW:
Rune Priest/JotWW, Living Lightning
Wolf Lord/thunderwolf mount, stormshield, thunder hammer, wolftooth necklace, runic armor
3x Thunderwolf/stormshields, meltabombs, thunder hammer
10x Grey Hunter/meltagun, plasmagun, MotW, power fist - rhino
10x Grey Hunter/ - same as above -
10x Grey Hunter/ - same as above -
5x Long Fangs/2x lascannon, 2x missile launcher
IG:
CCS/astropath, apothecary, 3x plasmagun - chimera/multi laser & heavy flamer
CCS/apothecary, 3x meltagun - chimera/multi laser & heavy flamer
Sly Marbo
10x Vets/3x meltagun & lascannon - chimera/multi laser & heavy flamer
10x Vets/3x flamer - chimera/multi laser & heavy flamer
10x Vets/3x plasmagun, lascannon - chimera/multi laser & heavy flamer
Punisher/Pask, lascannon
3x Sentinels/multi lasers
The first mission was DoW deployment (each player can start off by deploying one HQ & two troops). Primary was objectives (4), can't remember the secondary or tertiary nor tactical bonuses. My team opted not to use the command tokens as it was not advantageous to our armies. You scored 8 battlepoints for each objective you held. The objectives were placed in a square around the center of the table (killing ground basically). Opponents won the roll and decided to go first deploying two squads of Grey Hunters, two veteran squads and the CCS... All placed on their back line. We deployed next with two CSM rhino squads right up at the middle of the table and the lash prince behind them. I then rolled to steal the initiative and up popped a 6 !! Very nice that. I broke my two waves as follows:
(1) Skulltaker + 3 Heralds, Blood Crushers, Nurgle Prince
(2) Bloodletters, Bloodletters
1st Turn - Chaos
Fortunately my preferred wave came in dropping behind the two rhinos. I use the Blood Crushers as a shield for the Herald unit. If the Wolf Lord & his posse are able to charge then they will only be able to hit the Blood Crushers and my Heralds will then be able to counter charge the next turn. Yuri brings the rest of his army (except for the Chosen) onto the table and the two forward rhinos move up the full 12" with both squads hopping out to rapid fire and rain death into the Imperial forces. One chimera full of vets is destroyed and half the guardsmen die, the rest decide to call it a day and flee from the table. The CCS chimera is also destroyed, two guardsmen die in the explosion. The landraider fires the heavy bolter into the CCS, killing them all except for the officer who has gone to ground. Note that we remembered to roll for night fight. My Blood Crushers runs up 6 inches using the rhinos for LOS blocking with the Heralds behind them and the Nurgle Prince runs 4 inches into a crater for cover.
OBJECTIVES - Chaos: 0, Imperials: 0
1st Turn - Imperial Allies
Our opponents bring in everything except for Sly Marbo who is held in reserve. The Wolf Lord and his posse move in 6 inches then later will fleet another inch towards my Blood Crushers. All the IG vehicles move on sticking to their back line, classic parking lot tactic. The Rune Priest is joined to the Long Fangs and they hop onto a rocky hill. The last Grey Hunter rhino comes onto the table in the middle. The first two squads of Grey Hunters disembark ready to rapid fire into the Chaos Space Marines. The Rune Priest passes his psychic test for Jaws but fails to spot my Heralds (night fight). Next a chimera is able to spotlight my Heralds and the shooting phase begins in earnest. Everything that can shoot them does but I only lose three wounds allocating them evenly between the three Heralds, the Skulltaker is untouched. The two squads of Grey Hunters rapid fire, one squad each firing at one of the two forward CSM squads. Each squad of CSM loses three to four Chaos Marines and they pass their morale checks. The Wolf Lord and his posse then multi charge my Blood Crushers and the lash prince. The Wolf Lord moves into base contact with the prince while the three Thunderwolves charge the Blood Crushers. The prince swings first and fails to wound the Wolf Lord. My Blood Crushers then attack taking one wound from two of the Thunderwolves. The Thunderwolves then take one wound from two of the Blood Crushers. Finally the Wolf Lord swings but only manages to inflict one wound on the prince. The prince flails against the Wolf Lord. Both of our units make their armor saves for No Retreat.
OBJECTIVES - Chaos: 0, Imperials: 0
2nd Turn - Chaos
Looks like it's really going to get interesting now as my Heralds will be able to charge as well as my Nurgle Prince. Neither of the Bloodletter units arrive from reserve. My Nurgle Prince moves up to assault a chimera full of guardsmen while the two CSM squads move up to assault the Grey Hunters. Skulltaker and the Heralds move into position to charge the Thunderwolves as I'll let the lash prince continue to fisticuffs with the Wolf Lord for another turn. The landraider sits still and the summoned greater daemon arrives falling out of the tank right in front of the Wolf Lord! The landraider fires both lascannons at the Punisher and stuns it. The two CSM squads fire pistols and meltas into the Grey Hunters killing a few. Skulltaker and the Heralds charge the Thunderwolves and destroy them all in one fell swoop. Combined attacks from the greater daemon and lash prince only manage to drop one wound on the Wolf Lord who takes another wound off the lash prince. The Wolf Lord then heroically passes his morale test. Two of my Heralds cannot pile into combat so they split off moving toward the Imperial line. The Skulltaker and the other Herald are able to pile into the Wolf Lord. The two CSM squads then charge the Grey Hunters rolling well and bring both squads down to below half strength. One squad of Grey Hunters break from combat and flee off the table. The one squad of CSM then consolidate towards the Rune Priest and the Long Fangs using some intervening terrain as cover. The Nurgle Prince then assaults a chimera automatically hitting, pens it four times but all I manage to do is stun it and break off the heavy flamer. Oh well.
OBJECTIVES - Chaos: 0, Imperials: 0
2nd Turn - Imperial Allies
Marbo is a no show. Again the chimera walls fires most of it's shots into the two solo Heralds and they both lose another wound. The Rune Priest and the Long Fangs decide to target my Nurgle Prince even though that squad of Chaos Marines are close by. Psychic test for JAWS goes off but my Nurgle Prince passes his initiative test. Combined fire from the Long Fangs drop two wounds. Back into close combat again the Skulltaker insta gibs the Wolf Lord... Everything consolidates towards the enemy.
OBJECTIVES - Chaos: 0, Imperials: 0
3rd Turn - Chaos
In comes one squad of Bloodletters that drop onto an objective using the Blood Crushers' icon for a pinpoint landing. The Chosen also arrive outflanking in behind the three sentinels and dismount training their meltas on their backsides. Skulltaker and the lone Herald join up and move towards the enemy line but will be out of assault range this turn. The two Heralds that broke off from melée with the Wolf Lord earlier move into position to assault Grey Hunters fighting CSM in close combat. Nurgle Prince lands beside the Rune Priest and Long Fangs. Unengaged CSM move away to fire meltas at a chimera, but only shake it. Greater daemon and lash prince also move towards the Imperial line. Lash prince lashes the lond CCS officer out of a crater and he eat him. Yummy !! Landraider fires into Punisher again and shakes it. Chosen destroy the three Sentinels. Heralds charge into Grey Hunters and finish them off. Nurgle Prince kills all the Long Fangs, Rune Priest breaks and flees off the table.
At this point the forces of Chaos are holding one objective now and the Imperial allies have none. Unfortunately this will be the last turn so winning the primary will depend on if the last vestiges of the Imperial allies can grab some objectives and possibly contest the one we hold with my Bloodletters.
OBJECTIVES - Chaos: 0, Imperials: 0
3rd Turn - Imperial Allies
The remaining two chimeras filled full of vets move towards two uncontested objectives. They reach one without having to disembark but the other they have to dismount and run towards just falling short. One of the SW rhinos is able to move forward towards the Bloodletters' objective but also just falls short. So in the end both teams hold one objective, we get both of the head hunter points and both teams get the command token points. When everything is added up we just barely win by a margin of 2 battlepoints. This is one of those games that if it had gone an extra turn we would have tabled our opponents but 2500 points in 2 hours it just seems really hard to ever get past the 4th turn. So we end up with a very minor victory while actually having pounded our opponents.
More action to follow...
G
|
|
This message was edited 1 time. Last update was at 2010/07/26 04:07:48
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/20 01:17:02
Subject: Team tourney • Darkside Comics, FL
|
 |
Lethal Lhamean
|
This is cool, I couldn't make it into Dark Side this weekend - looking forward to seeing the batreps.
|
Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/20 02:15:44
Subject: Team tourney • Darkside Comics, FL
|
 |
Fixture of Dakka
|
Second game was objectives again for the primary with killpoints for the secondary... Can't remember what was the tertiary or tactical bonuses. Deployment was Pitched Battle. This time Yuri and I were paired up against a couple of new players to the game, they were running Space Marines and Chaos Space Marines. This game turned out to be an easy win due to our opponents not having that much experience, plus Khornate daemons are bad news for power armor. The first turn it wasn't looking so good for us though as every gun in our opponent's battle line focus fired on my uber Crusher unit and my rolls for saves ended up taking two wounds apiece off two of the Heralds plus two Blood Crushers went poof. After that though the remainder hit hard with the Nurgle Prince lending a helping hand... They quickly ate up an entire flank of the Chaos Space Marines over the course of the next two turns (again I got my preferred wave in first though this time I started off with the Skulktaker and his three Heralds all joined to the Blood Crushers for the primary drop). The lash prince was a fiend doing everything he needed to do plus some more like destroying the Ironclad before it could reach my deathstar. So we ended up with full points tabling our opponents. This put us in a good position to win 1st place dependent upon the third round, which was one heck of a match versus another CSM/deamons team (Nurgle themed).
More to come soon !!
G
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/24 03:20:35
Subject: Team tourney • Darkside Comics, FL
|
 |
Fixture of Dakka
|
So going into the final round Yuri & I find ourselves paired up versus another CSM/Daemon team with a pure Nurgle theme. Here are their lists to the best of my memory:
- Chaos Space Marines -
Daemon Prince/Mark of Nurgle, Wings & Warptime
Daemon Prince/Mark of Nurgle, Wings & Warptime
10x Plague Marine/2x meltagun & power fist - rhino
10x Plague Marine/2x meltagun & power fist - rhino
10x Plague Marine/2x meltagun & power fist - rhino
5x Havoc/3x missile launcher & lascannon
- Chaos Daemons -
Epidemius
Great Unclean One
20x Plague Bearer
12x Plague Bearer
12x Plague Bearer
Daemon Prince/Mark of Nurgle, Wings, Iron Hide & Cloud of Flies
Deployment is Spearhead. This mission the primary is victory points and you must have more than 200 points over the opponents. Secondary there are two objectives, one each placed in the neutral table quarters. Tertiary is have the most HQ at the end of the game. We win the roll and opt to go second. Here was Yuri & I pre game analysis:
* Victory points for primary is going to be tough as with the Tallyman & an all Nurgle force the tally will grow quickly. I am counting on the higher initiative of my Khorne daemons & all close combat attacks ignoring armor saves (no FNP) to give us the edge. Our lash prince should be able to place enemy units where we want them to be so we can get the assaults off outside of cover, making sure my Khorne daemons always hit first.
* Since there are only two objectives for the secondary again the lash prince will help us to pull enemy units off of an objective late game.
* Since I have four HQ the tertiary should be easy to win.
Deployment - Our opponents get their preferred wave (Epidemius + 20x Plague Bearer, Great Unclean One & daemon prince). Havocs take a rear position on the top of a building. The three rhinos full of Plague Marines start off side by side right up as close as possible with the two CSM Nurgle Princes behind them. Great Unclean One drops down into the neutral table quarter beside ours, Tallyman with 20 Plague Bearers drop deep in their table quarter along with the other Nurgle prince. We deploy our two rhinos & landraider back in our own table quarter such that the Plague Marines cannot roll up and melta them 1st turn. Our Chosen start in reserve. We do not attempt to seize the initiative.
- 1st Turn, Nurgle -
The three rhinos roll up 12" and pop smoke. The two CSM Nurgle princes fly up behind them. Great Unclean One shuffles over into our deployment zone using the run. The other Nurgle prince hangs back to protect the Havocs. Tallyman & friends hang back as well. Havocs target one of our rhinos but only manage to stun it.
- 1st Turn, CSM/Khorne -
I roll and get my preferred wave again attaching the Skulltaker & Heralds to the Blood Crushers. They drop in deep in our table quarter... Opponents laugh at that. Our Nurgle Prince drops in behind our landraider. The mobile rhino pulls up beside the Great Unclean One and disembark to rapid fire. Landraider pulls back to keep outside of melta range from Plague Marines. Lash prince is positioned to lash GUO towards our CSM. CSM inside stunned rhino hop out & move over towards the GUO. I run my deathstar towards the GUO. 1st squad of Chaos Space Marines rapid fire & melta the GUO for zero wounds in return. 2nd squad bolt pistols & meltas GUO then charges it for zero wounds as well, GUO kills three CSM... the tally has started. Also Landraider immobilizes one of the Plague Marine rhinos.
- 2nd Turn, Nurgle -
Neither squad of Plague Bearers arrive. Two mobile rhinos pull up 12" again. One squad dismounts. Squad of Plague Marines inside immobilized rhino also dismounts. The pair of CSM Nurgle princes play it safe hanging back behind their rhinos. Their backfield remains static. Havocs target the landraider and whiff. GUO kills three more CSM in close combat and they pass their morale test.
- 2nd Turn, CSM/Khorne -
Heralds detach from Crushers and head towards the Plague Marines. Crushers head toward the GUO and will be in range to charge. Neither squad of Bloodletters arrive. Chosen come in on the far table edge, dismounting to melta the third Nurgle Prince. My Nurgle Prince moves up behind my Heralds ready to lend support the next turn. Lash prince flies up and lashes one of the CSM Nurgle Princes towards it. Landraider sits still firing all weapons into a CSM Nurgle Prince and drops 3 wounds... Ouch !! Crushers charge into GUO and drop 2 wounds... Not that great. GUO directs all attacks into the last of the CSM squad finishing them off. Lash prince assaults lashed CSM Nurgle Prince dishing out 2 wounds and receives none in return... Nurgle Prince drops another wound due to No Retreat failed armor save.
- 3rd Turn, Nurgle -
I can tell by the pace of the game we will probably only be able to get in one more turn after this one. No one is slow playing though, it just takes some time to work through the rounds.
Both squads of 12 Plague Bearers arrive from reserve dropping into our table quarter to hold/contest the objective in the neutral table quarter beside ours. Nurgle Prince beside our Chosen moves up to assault them. The wounded CSM Nurgle Prince drops back from the fight looking for some cover to hide behind. This is a decent round of close combat for Nurgle and they get their tally up to the max, which will make them much more scary in close combat. The Chosen are eaten by the Nurgle prince... That is pretty much it.
- 3rd Turn, CSM/Khorne -
My last unit of Bloodletters arrive so I can move off the 1st unit to charge into combat. Pretty much all my army is in position to charge and it's very bloody. Unfortunately I am unable to wipe out a couple of squads that just hang on by their short hairs. One more turn and we would have massacred but the game is called due to time. Our opponents have a really hard time calculating the victory points we earned and Yuri finally has to take their army lists to get it all sorted. It's a draw on the primary for victory points but we score all the rest of the points to win soundly.
My friends we played in the first round end up winning the event by one battle point !! I congratulate them while they are picking up their loot then head outside to hang out with some other friends. It was a great day for our allied Chaos with three wins... A couple more turns and I think we could have taken the top spot. It was really nice though to see my buddies pull out the win for best overall so I'm happy and that's all.
G
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/26 04:42:46
Subject: Re:Team tourney • Darkside Comics, FL • Skulltaker & Co. pillage Gotham...
|
 |
Tail-spinning Tomb Blade Pilot
|
Yeah Deamons and marines can be a really tough army. You need a game against a Nurgle army togo longer than 3 or 4 turns as it takes time to wipe out all those high T wounds. Also being deamons in general, the longer the game, usually the beter the game goes for deamons.
As for the list a fairly interesting one. I have tried similar units to the crusher herlad unit, and it sure can tear through anything, but it can result in less than stellar performances if it comes in the wrong wave and sits on the sidelines half the game. I do like the approach of splitting the heralds from the crushers, so if you do get the wrong wave, not quite as much will sit onthe side lines.
Im sure with all those crushers the DP can become an afterthought to your opponent and that can create a lot of disruption.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/07/27 12:48:57
Subject: Team tourney • Darkside Comics, FL • Skulltaker & Co. pillage Gotham...
|
 |
Fixture of Dakka
|
I had great luck this tourney always getting my preferred wave every round. How often does that ever happen ??
G
|
|
|
|
 |
 |
|
|
|