The combined list:
1 Farseer, singing spear, runes of witnessing
5 fire dragons, exarch, firepike, fastshot
1 Wave serpent TL
Bright Lance, holo feild
2 jetbikes shuriken cannon
8 Dire Avengers
10 Guardian defenders, Bright Lance
6 warpspiders, exarch, spinneret rifle, fastshot
2 warwalkers, scatter lasers, star cannons
1 Grandmaster, Cuirass, MC
Demon Hammer, Psycannon
5 Terminators, Demon Hammer, Psycannon, 3 halberds
5 Terminators, Demon Hammer, Psycannon, 3 halberds
1 Nemesis Dreadknight, Heavy Psycannon, Heavy Incinerator, Greatsword, personal teleporter
5 Interceptors, 1 halberd
GAME 1- Minor Loss
Tau/Eldar - came fifth I think
2 Riptides, 3 broadsides with buff commander and two drones, 2 squads of kroot + hounds
2 Wraithknights 1 wave serpent Dire Avengers, 9 warpspiders, Autarch on bike. Mantle of the laughing god
Deployment vanguard Nominate and keep two units safe, nominate and kill 4 of theirs
Failed 3 2+ saves on Terminators first salvo, ouch
Nemesis Dreadknight shunts infront of the whole opposing army tanks the entire armies shooting phase with 1 HP
left, Charged by a full HP
Wraithlord manages to strips 2 HP
via overwatch, tanks the impact hit and subsequent Wraithknight hits, and decided to kill the Wraithknight no worries. Next turn he shoots the tau commander and clips two warpspiders follows up with an assaults into the tau commander with broadsides and wipes the squad
Warwalkers smoke wave serpents all day every day
Autarch on bike gets 1/256 chance of death, 1 meltagun snap shot over watch, 6 wound, failed 1 save, rerolled and 1 again, dead.
Riptide hits our Dire Avengers forces moral they run of table
same Riptide next turn, hits guardians fail moral on a 11, then run 11 inches, hit table edge and they are off table, this causes our minor loss and it would have been a draw
GAME 2 - Minor Win - lots of IG
left on the table
- not sure of placement
3 Valkries, 3 quads of vets, Yarrick, 3 Psykers, 1 priest
company command squad, Psyker, Platoon HQ
squad, 3 inf squads, missile/melta in each, Hydra, Manticore, Valkyres, ratlines, squad of veterans
Deploy hammer and anvil, Lines of objectives run down three lengths of the table, whoever has the most per line get VPs
we got seized on, Manticore scattered hitting all but 3 guardians and only 4 survived, manticore dies next turn to shunting interceptors + war walkers and wave serpent
Terminators don't land till turn 3 which was our last turn due to opponent game length, Nemesis Dreadknight gets first blood roasting ratlings from a building turn 2 shredding a command squad and having the lord commissar tank 4 Heavy Psycannon shots to the face, then wounded the Nemesis Dreadknight on the charge which it failed grumble grumble plasma pistol
Terminators shred squads on deep strike arrival which was nice, poor Yarrik got destroyed by Psycannons
Their fliers do diddly due to snap firing lascannons and poor placement and facing
Nemesis Dreadknight goes down to 3 full squads using bring it down, He died a heroic death.
Interceptors wipe a vet squad, cuz they are bosses then wipe the remains of a command squad because, well you know why.
Ran out of time, but we would have caused some serious hurt.
GAME 3 - Major Win
Black Templars/Chaos Space Marines – these guys Won best sportsmen, yay for mutual friends!
Captain, artificer, teeth of terra, command squad with apothecary and 2 melta guns in drop pod, Ironclad in drop pod, 5m tac
in a drop pod with meltagun, 10m crusader squad in rhino, 6 bikes with 2 meltaguns
Chaos lord on juggernaut, Power Fist/Lightning Claw, 9m possessed 2 x 10m cultist squad, 5 spawn, 2 maulerfiends
Normal deployment - 4 objectives worth random points, get a supplied model to the opposing side (6 inch from table edge to claim)
go first, chaos run forward and BT
drop pod tactical squad and command squad down, rhino sprints forward, not a lot of damage
Juggerlord get behind building loses some spawn wounds when we shoot
Nemesis Dreadknight jumps 12 shoots and charges the maulerfeind which dies, quickly. Next turn possessed charge and tie up the Nemesis Dreadknight for 3 combat turns
Bikes get the objective model to our table edge, however start to kill themselves to dangerous terrain tests, many laughs were had
Juggerlord turn two charges my interceptors and wipes them, however get left out in the open, loses all his spawn protection to combined shooting from all our armies, Juggerlord get wiped by my GM
after he loses a few terminators
'd Term squad assault the other Maulerfeind, lose 2 but almost kill it
Eldar jetbikes take our objective to the enemy deployment, warpspiders come down and mince quite a few cultists
Nemesis Dreadknight now free from the possessed burns out the fresh cultist squad and Psycannons them into dust, total boss. Warp spiders deal to the other group finally
last maulerfeind goes down, chaos player eliminated however the Term squad take heavy losses to the tacs I'm left with a Demon Hammer who destroys marines/drop pod/rhinos in short succession, like a boss
kills the captain with a hammer to the face, looked like it hurt
They only have 2 drop pods left on the table at game end
Game 4 - Major Loss
Eldar/Dark Eldar - I think they came second
Spiritseer, 2 x 5 wraithguard in waveserpent, Wraithknight, Vule support battery
Baron Sathonyx, 2 x 3 kabalite trueborn in a venom with 2 splinter cannons, 20 helions, 2 x 3 reaver jetbikes, razorwing jetfighter
Vanguard strike, a vehicle moved in from a random table edge with 4 hull points and moves 9 inched a turn can't be penned, if its destroyed a VP
They went first, shots into the Nemesis Dreadknight from lots of splinterfire took him down to 2 wounds, but couldnt finish him off, the hellions sped into the middle 4pt objective and said come at me bro.
not a lot of death, I lost a couple of terminators and the gaurdians took some casualities. Our first turn, the Nemesis Dreadknight shunted near the front of the 4pt objective and burned things, many many things, I positioned the flame template to clip a venom (killed all the inside crew) and took out 2 hellions, Psycannon then mulched the venom
the hellion squad got soulblazed, my god did they get soul blazed, it killed 1-2 models a turn for 4 turns before going out. The Nemesis Dreadknight was then taken out by a Wraithknights lances and wave serpent supporting fire. Terminators took more fire from wave serpents and pistols from the baron.
Interceptors shunt to their far edge and remove the remaining trueborn out.
A wave serpent kills the secondary objective giving them more points.
Farseer runs of the board, again! This was due to accurate shooting from the DE
flier and the artillery hiding in a corner
Grandmaster is left alone after losing his support terminators, then gets shot and blade veined to death, reaver jetbikes are diiiiirty.
Terminators deep strike and mishap onto terrain with baron (a perfect circle was there) and they nailed it! No one dies to dangerous, they then arc up everything around them, but nothing dies. Not a sausage! bugger
Those Terminators then get shot by wraithgaurd, artillery (yes they chanced it deviating onto the hellions, but it didn't) pistols, and finally charged and wiped out. More pain tokens for the DE
We were left with one jetbike squad when the game ended, woot not tabled!
Game 5 - Major Win
Grey Knights/Space Wolves - Not sure of placement
, curiass, halberd, 10m strike + 2 Psycannons, 5m strike squad, 4 paladins + apothecary, 3 halberds Pscyannon, Nemesis Dreadknight Greatsword, Psylincer, Psycannon
, 10m Grey hunters in a rhino with 2 plasma cannons, 5m grey hunters, 2 meltas in a rhino, 5x thunderwolves 1ss/TH
wolf claws, frostblade
Table quarters but each force starts in opposite corners objective in each corner, your own is worth nothing to you but worth 3 to the enemy. With the same nominate two units on each force to kill and two of our own to keep safe.
In this battle everything went our way, the map type, terrain, dice and tactics, we felt really bad for the opponents as they couldn't do anything to stop us.
finally rolls first to the fray, so I keep both Terminators in reserve and have the Nemesis Dreadknight and interceptors in my square. As a team we decide to go after the Spacewolf player first as the GK
player started all on the table and didn’t have any jump units, he had to walk everywhere.
So my GM
/Interceptors/Nemesis Dreadknight started next to his army. Popped a rhino, killed a thunderwolf, first blood and pressure was on.
player started to trudge across the board, not going very far, not doing too much. the Wolf lord breaks off from the other wolves and heads for my GM
+ squad, the other wolves head to my interceptors, the other rhino heads for the Eldar and the 10m squad start to shoot at my term squad, rapid firing plasma guns both get hot, kill their firers but do take down 2 terminators
No other damage done as 2+ saves are really good. The wolf lord charges doesn’t take any wounds and goes to smash my GM
, I refuse the charge he wails on some terminators but they make the invulnerable saves, they do nothing back. The other wolves roll double 1's for charge distance, and stay still. Oh dear.
Our turn two, the interceptors get out of dodge and head for the marines in the first destroyed rhino, the Nemesis Dreadknight senses the GM
might get minced so jumps in to save his butt, doing so by instant killing the wolf lord after he fails his invulnerable save. Eldar whittle down the marines squad to 3 man, the interceptors kill another then assault in wiping them out with ease they decide to hold the objective in the SW
Next turn, the GKs
continue to ponder towards the rapidly retreating Eldar whilst doing very little to them, the remaining Thunderwolves round up on the Nemesis Dreadknight and go in for the charge, luckily the TH
are initiate 1 so hit last because the Nemesis Dreadknight tanks the remaining hits and in return destroys the squad when the SS
fails the first wound (got to love Str10 AP2 hits)
The remaining Rhino that got wrecked by Eldar shooting has its occupants shuffle about and shoot at the fire dragons and kill a few but not enough.
The opposing 5m strike squad have started running for my corners objective however a deep striking squad of warpspiders decide to change their plans and force them off the table. The jetbikes turbo boost to the rear
Our third turn leaves the spacewolf player army less and a Nemesis Dreadknight heading towards the Paladins who are almost upon the Dire Avengers,
the opposing Grandmaster Finally has enough pace to catch the Dire Avengers however unluckily dies to a overwatch bladestorm however the remaining paladins gut the Avengers, but after they are done, there is only one model within 18 inches, yep, you guessed it, Mr Nemesis Dreadknight himself!
The 10m strike squad notice that the bikes have no gone on to the objective behind them, try to scale the battlements but fail to make it up the battlements
The warpspiders jump in, hit, then run away doing a fair amount, the wave serpent does a few kills, but the GK
's hold strong. Mr Nemesis Dreadknight moves, shoots and charges the Paladins, of whom only the apothecary remains after a shot from a Bright Lance takes a head off, you can imagine what happens to the apothecary.
The 10m Strike squad roll high enough to get to the top and most are left lingering at the bottom, ready to be shot by, well everything, they can see a few terminators inside the compound though and manage to kill one with a rending 12 inch Psycannon shot.
The compound terminators strike back and take down two marines, the warpspiders again send pain into the strike squad who finally fail morale, running back to their table edge, which is inhabited by my terminator.
Who, promptly shoot and charge them, taking them down to two marines who fail morale again and run away (curse you no sweeping!) they end up an inch from the board edge and, as marines do rally, the warp spiders had ended up on the table edge side of the compound, directly in range of the rallied marines.
The marines shoot, kill one, charge and die to overwatch. Game done, we tabled them.
Game 6 - Major Loss
Tau/Eldar - We got tabled - not sure of their placement
Commander Farsight, O'Vesa Riptide, 2 x Riptides, 3 bonded crisis suits 2 fusion, burst cannon
Spiritseer, 2 5 Dire Avengers in Wave serpent, 2 Wraithknights
Vanguard Strike, tall terrain in the centre, whoever has a model the highest at the end of the game gets the secondary
Seeing as they have three Riptides with early warning, I elected to start on the table.
Enemy goes first and the Nemesis Dreadknight gets flattened first turn, was also my warlord, not good, not good at all. The good thing here is one Riptide fails its reactor and suffers a wound. The 5m terminator squad gets ripped down to 2 men and I lose 1 more from the GM
squad, my interceptors take a marine down as well, the Eldar fare much better as most of the hurt was at me.
I rally everything and start shuffling forward, I move the interceptors to the bottom of the tall building to hopefully get some LOS
blocking saves, the 2m term squad head centre as well and the GM
squad move towards one of the Riptides and pours fire into him, but the 2+ save proves to effective as no rending occurs, however! I do get vortex off, but doesn’t kill anything, but it’s on the board now.
Eldar try to wound something but only manage to inflict 1 wound on a Riptide.
The Vortex moves closer to the Riptides
Their turn two, Farsight comes down in front of the 2m terminators with a view on the Dire Avengers and with the use of split fire take out a terminator and a bunch of Dire Avengers. Both wave serpents bring guns to bear on the remaining terminator and delete him from the table. I suffer another loss of a terminator from the GM
The same Riptide who failed his reactor fails again! What were the earth caste doing when they made this one?
The Vortex moves closer to my terminators
Having 3 terminators my GM
and 4 strike marines left we decided that our aim is to kill at least one unit this game, the enemies 5m Dire Avengers had piled out of their transport in the previous turn so I shunted the interceptors to just behind them and opened fire. I killed one. Bugger
managed to get off Vortex again this turn however this one scatters and lands on the other side of the large building, not hitting anyone, Terminators fire more shots into a Riptide and manage a wound, The Eldar manage to also put a wound on a Riptide but they are all still alive
One Vortex dissipates on doubles, the other moves into the central terrain
The Interceptors understandably get gribbled in short order, the Eldar take the biggest hits this turn, losing squad after squad to templates and multiple high strength shots, however I do manage to keep my GM
alive on 2 wounds having got one back by ITND. The enemy made a mistake though, the grouped up the two Wraithknights on top of each other (bases touching)
Vortex moves back towards the Wave serpents
goes guts or glory, get another vortex off (three in a row, godlike) it hits dead centre of the two Wraithknight bases, tension was high, rolling to see what happens I accidentally throw a dice off into the distance (exaggerated hand movements on the dice throw) and while I ran after the on dice I hear an almighty cheer, I had rolled a six, Wraithknight sucked in to the void. Mission complete! I only managed to do a single wound on the other though.
The remaining war walker gets his butt in range of the lone HP
Riptide and manages to cause enough saves to kill it, double success!
Central vortex moves away from everyone, Wraithknight killing vortex moves towards their table edge not getting anyone bugger.
Riptides and the rest of the tau clean up all of the Eldar bar the lone war walker and the jetbike squad. My GM
gets taken down to one wound, tanking hits like a boss. Then gets charged by the remaining Wraithknight (I had forgotten force as I wanted Vortex to go off) tanks the impact and invun's the rest he hits back and does 2 wounds, fearless mofo right here
Central vortex lands between a Riptide, Dire Avenger squad and a wave serpent, but hits none of them! Wraithlord killer vortex dissipates
Psychic phase in our turn GM
tries to cast vortex again, perils and dies. Ah well. The bikes try to hit the Dire Avengers and kill 2 more, they pass the moral, the lone war walker tries to kill the Wraithknight, and fails.
Central vortex dissipates
As you can imagine in their turn, they clear everything off the board. Tabled.
Overall a great experience, very draining and very long days. My team mate and I went out to win best sportsmen and even used cupcakes to bribe our opponents. At prize giving however we won best painted! So stoked with that and when we were at the car packing up we hear that
We had actually won best sportsmen as well, however you can only win at one thing so the BT
won best sports. Loot was a medal and the GK
psychic powers/tactical cards, not bad.
Things I learnt from the comp. Read the players pack multiple times, I set my force up to use the new Grey Knight formation only to realise on the Friday before that formations couldn't be used and on top of that I needed three objectives! bashed this one up in 2 hours
MVP was the Nemesis Dreadknight by far, I think that if I had realised I couldn't use the formation I would have dropped the interceptors and the GM
, taken a Librarian and another Nemesis Dreadknight. I am utterly spent now, so exhausted but happy to walk away with a 50% win ratio!