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![[Post New]](/s/i/i.gif) 2010/12/06 01:40:48
Subject: New Zealand 2010 Masters Tourney Report
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Tough-as-Nails Ork Boy
Wellington, New Zealand
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Over the weekend just been, we had the New Zealand Masters; an invitational tournament for the top 12 ranked players, as per these rankings. We had 2 drop out on very short notice however, so the field was reduced to 10 people.
I had won the tournament last year, and was defending the title, but to be honest, was on a bit of a wargaming downer. I hadn't touched my figures in almost 3 months, both times I had picked up a new codex to look at doing a new army, I had received emails/snide comments whingeing about it, so had decided to just chuck it in. I was no longer enjoying the game due to all the politics that go on in the scene, and only agreed to play in the tournament as I think the previous winner always should; it removes any "if only I were there.." type comments.
Compound this with the fact that I have two Siberian Husky puppies taking up a truck load of my time (so demanding.. arggh!), and have started playing wow again casually in between work exploding in how busy it is - and it didn't leave much time or effort left for wargaming.
What I didn't bank on is what a good group of guys this was. The good thing about the masters is that you tend to know EVERYONE there very well - its a unique atmosphere, and whilst it is easily the most highly competitive tournament of the year in the NZ calendar, with more bragging rights riding on it than any other, it seems almost like a laid back weekend with friends. I had forgotten how enjoyable that side of the scene could be; no whingers (or at least it was this year  !), minimal politics. I must say it really did revitalise my interest in the hobby.
It probably helped that I had that I had 8 people in my house over the weekend in between players in 40k/fantasy and their better halves!
I fielded my orks again. I hadn't had time to even consider any changes, so to submit my list I simply forwarded my email containing my list submission back to the umpire from the last tournament I played at. The list was as follows:
HQ: Warboss with PK, Eavy Armour, Cybork Body, Attack Squig, Bosspole, Shoota
HQ: Big Mek with KFF, bosspole, and grot oiler
Troops: 8 meganobs (1 of each kombi), battlewagon, armor plates, reinforced ram, big shoota, boarding plank
Troops: 30 shoota boyz, 3 big shootas, nob with PK and bosspole
Troops: 30 shoota boyz, 3 big shootas, nob with PK and bosspole
Troops: 10 grots, 1 runtherd
Troops: 12 Trukk Boyz, Nob with pk and bosspole, trukk with reinforced ram and boarding plank
Fast: 4 Deffkoptas, TL Big Shootas, 1 Buzzsaw
Heavy: 3 Killer Kans, 3 Big Shootas
Heavy: 3 Killer Kans, 3 grotzookas
The lists were submitted to the other participants to be comp scored, and I received a 0/15 for comp. This would be a big hurdle to overcome. Comp was being applied by comparing the comp of each person in the game, dividing the difference by 2, and both detracting this from the lower comp army, and adding it to the higher comp army.
For example, if a 0/15 for comp army beat a 15/15 for comp army, and beat him 20-0 - the difference is 7.5, so the final score would be 13.5 - 7.5 . This is obviously the most extreme example only.
Right, that should do for the pre shenanigans, so into game 1 we go!
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Blogger over at thefieldsofblood.com and occasional annoying New Zealand accent on 40kuk.com |
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![[Post New]](/s/i/i.gif) 2010/12/06 01:42:00
Subject: Re:New Zealand 2010 Masters Tourney Report
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Tough-as-Nails Ork Boy
Wellington, New Zealand
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Game 1:
Opponent: Ben Foster
Army: Witch Hunters
Mission: Kill the fast ones (modified killpoints, anything that can move more than 6 in a single phase is worth 3 KP's - IC's 2, everything else 1 from memory).
Deployment: Pitched Battle
Ben had:
HQ: Canoness with enough toys to be a real PITA!
Elites: Celestian Squad in Rhino, Priest, Couple of eviscerators and toys.
Troops: 15 man foot squad with priest, couple of eviscerators and toys.
Troops: 10 man sister squad in rhino, various toys.
Troops: 5 storm troopers with 2 meltaguns in rhino with toys.
Troops: 5 storm troopers with 2 meltaguns.
Fast: 8 seraphim, eviscerator, 2xtwin hand flamers, few other bits of wargear.
Heavy: Exorcist
Heavy: Exorcist
Heavy: Immolator
For this list, ben scored the highest comp score, a whopping 13/15 - meaning the difference between us, and thus the game modifier, would be 6.5.
Secret Mission. I should probably explain here, the battle scoring. For a win you got 15 points, a loss got you 0, and i cant remember what a draw was worth. On top of this, there were 6 different secret missions, but you could choose each one only once. If you achieved your secret mission, and your opponent did not achieve his, you earned an extra 5 points. If you both achieved your secret mission, you each only got 2 points. If you did not achieve your secret mission, you did not earn anything.
I chose the assassination Secret mission, where I had to eliminate his HQ. I figured she would wind up chilling out with the celestian squad that I would have to deal with. Also, this secret mission can be difficult to achieve later on, if you have to kill someone like eldrad who is gonna be running away out of the way all the time, so I felt this was a good time to get it off my list of secret missions.
Ben chose the mission where he had to hold a ruin or building in his deployment zone. Of course I didn't know this until after the game, but had to protect against it all the same.
Ben won the roll for first turn, and set up centrally. I set up parallel to him, and outflanked my deffkoptas, mostly to try keep them alive throughout the game to not give up 3 kill points. Because Ben had 7 vehicles that could give up the 3 points, compared to my 3, this was always going to be a rough game for Ben.
Turn 1
Ben started plinking killer kans off, though good KFF saves were keeping the majority of them off, while I advanced forward, shooting the seraphim down to 2 sisters left.
I pushed my trukk forward into a building so that it couldnt be seen, not wanting to risk the extra KP's early.
Turn 2
Bens second turn saw an attempt to bring the battle wagon down, without any luck, and another kan or two killed off.
In my turn 2, I felt if i unleashed the meganobs on a rhino, the immolator, and an exorcist - i would in the process force out the celestians, and be able to take the hit from them. What i didn't want was to get hit by both them, and the squad of 15 that currently had the canoness in it - 3 eviscerators making themselves s8 would hurt meganobs. As long as the boyz squad on my right got more than a 1 for their fleet though, they would be able to reach it and tie it up... a combat i would lose over time, but would tie them up long enough for me to wreck everything else.
Unfortunately that's exactly what happened - a big fat 1 was rolled, leaving them short, and the meganobs in a spot of trouble after they popped all the vehicles in their way.
Turn 3
Ben then did a very silly thing. Instead of keeping his canoness with the 15 man squad, and using her free auto power to make them invulnerable, he hopped her into the celestians. Any meltas that were in range unloaded on the meganobs, but as I could see I was going to get assaulted, I went to ground and avoided the bulk of any real danger thanks to 3+ cover.
Ben then assaulted both units into the meganobs - making the celestians invulnerable, but failing to make them s8. The other unit managed to go S8 however, so a couple of meganobs went down to instant death. Due to them not being invulnerable, I was able to wipe out the 15man squad to a man, leaving me with just the celestians to worry about, though I had taken some losses.
In my turn 3, the boyz squad who had fallen short went and killed the 10 man squad who had tried to help kill some meganobs, as well as finishing off the other exorcist. The seraphim were reduced to a lone sister, the last of the celestians were killed off, but the canoness remained, and the rest of the army continued to move forward.
Turn 4
The canoness went S8 again and finished off the last 3 meganobs. His remaining mobile units moved into a ruin on my right - which pretty much confirmed for me that his secret mission was to hold that ruin.
In my turn 4, I sent everything towards that ruin, except for the trukk boyz, who went and mauled the canoness to death to complete my secret mission. I managed to assault and wipe out the rhino that was hiding there.
Turn 5
Ben could see there was now pretty much nothing left at all, and no way he could win or get his mission, so he charged the last of his stuff in and the game finished with a tabling.
Result
I won (15), Achieved my secret mission without Ben achieving his (5) - for a total of 20-0. The comp difference was then applied, and the final score went in as 13.5 - 6.5.
It was always going to be a very hard game for Ben, though he could have made it much closer by not letting the meganobs harvest so many killpoints (11 kill points, in exchange for the 1 they gave up, plus 2 for the warboss) - using one vehicle to push right up and block. From there, the crucial mistake I mentioned would have made a large amount of difference; he would have won the combat by enough to make the meganobs run - and would have either caught them, or kept them running. Relatively small amounts of anti horde firepower though meant that he would find it hard to deal with the two 30man squads.
Will post up the rest of the games shortly, have to go to another meeting right now >.<
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Blogger over at thefieldsofblood.com and occasional annoying New Zealand accent on 40kuk.com |
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![[Post New]](/s/i/i.gif) 2010/12/06 02:00:06
Subject: New Zealand 2010 Masters Tourney Report
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Regular Dakkanaut
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0/15 for THAT list? That's a fething joke and I'd seriously talk to the TO. You've got good variety, took a unit a lot of people don't (Meganobz), didn't take Ghaz, and it's really not an optimized list.
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![[Post New]](/s/i/i.gif) 2010/12/06 02:13:06
Subject: New Zealand 2010 Masters Tourney Report
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Longtime Dakkanaut
New Zealand
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How the hell did your list get a 0 for comp? This was 1750pts right? 1 Battlewagon, 1 Truck, 1 unit of Deffcoptas and some Kans should be a 7-8 at the worst. I don't really know why you would do player judged comp in this kind of event even if you do know everyone there. It seems like your comp score was also a handicap based on you winning last year (which if you are ok with it is fine, but that seems pretty dirty to me and good example of why comp can be bad).
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![[Post New]](/s/i/i.gif) 2010/12/06 02:19:25
Subject: New Zealand 2010 Masters Tourney Report
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Tough-as-Nails Ork Boy
Wellington, New Zealand
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I've had my fair share of comp grumbles regarding my list in the past - but im never going to get anywhere on that subject so have given up.
In this case, I'm actually okay with the 0 however... it seems like any lists that averaged a lower score would have gotten 0 - so in this case it probably just means everyone thought it was harder than average.
I've been fielding this list for about 20 months now. Its comp score has progressively gone down as I've gotten better with it - despite the other codicies that have come out in that time. People over here just arent adapting to it and learning how to play against Orks (which IMO are actually quite easy to bet as soon as you put some thought into it) - its easier to hit it than learn to play against it, that way you get to shift the blame for the loss from ones self, to the opponents army
In this case, my score matched the mech-guard lists, though under a normal system I average slightly more than them - where i can get anything from a 1.5 to a 2.1 out of 5 - they'll usually get somewhere between a 1 and a 1.5.
I agree it's not optimised - half mech half foot to me seems slowed, and the only ranged anti tank being a single kombi rokkit that you'll never shoot because the battle wagon will be moving fast is just idiotic - these things are there to try have someone notice the nod to comp and mark accordingly - but its just not happening. To be honest, everything points to a "f*ck it - just make it hard as nails then" approach, but theres not much point really... I'm ready for the next army, a bit tired of these guys after almost 200 games with them
(also its a bit hard for me to argue after the fact that my comp score was lower than it deserved, considering by the end of this report I go 120/120 in battle for the second year running before comp modifier).
- Charlie
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Blogger over at thefieldsofblood.com and occasional annoying New Zealand accent on 40kuk.com |
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![[Post New]](/s/i/i.gif) 2010/12/06 02:25:15
Subject: New Zealand 2010 Masters Tourney Report
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Longtime Dakkanaut
New Zealand
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Not wanting to derail this thread, but you coming up to Auckland for Battlecry and/or Equinox this year?
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![[Post New]](/s/i/i.gif) 2010/12/06 02:26:59
Subject: New Zealand 2010 Masters Tourney Report
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Tough-as-Nails Ork Boy
Wellington, New Zealand
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I'll come try defend last years equinox win.
I was too busy earlier in the month to get a ticket to battlecry before it sold out, so wont get to defend that win :(
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Blogger over at thefieldsofblood.com and occasional annoying New Zealand accent on 40kuk.com |
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![[Post New]](/s/i/i.gif) 2010/12/06 03:27:04
Subject: New Zealand 2010 Masters Tourney Report
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Painlord Titan Princeps of Slaanesh
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As a SoB player I am surprised he actually assaulted your Mega Nobs. Given you had G2G, he could have just run his sisters back and taken another round of Exorcist fire. Also, throwing in a 15 man squad of sisters when you are killing Nobs at I1 (when their claws strike) seems like a terrible idea. I've run in with Celestians, Priest Canoness before and thats 10 Eviscerator swings for 7.5 hits and 7 wounds on the squad...
Regardless, his list looks like it has a ton of toys in it, at least throw some Penitent Engines in if you want to field a priest!
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![[Post New]](/s/i/i.gif) 2010/12/06 03:45:56
Subject: Re:New Zealand 2010 Masters Tourney Report
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Tough-as-Nails Ork Boy
Wellington, New Zealand
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To be fair, I don't think I left him with any other options. He was already close to his board edge, couldn't really go back. If he had pulled the celestians back to only just be in range of 1 or 2 meganobs, kept the canoness in the big squad and made them invulnerable, I would have done very few casualties, 4 or 5 sisters at most. In return he would have 4 eviscerators at s8, and the canoness as well at s8, all rerolling to hit. That would have equated to most of the squad dying, and definitely running away unable to rally.
I feel it was the right move, but seriously lacked the fiddly execution required, in turn sealing the game for me. He was wasteful with his faith points when he should have saved them for invulnerable saves also... E.g don't waste the time making people in 3+ cover get shot wit rending bolters.
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Blogger over at thefieldsofblood.com and occasional annoying New Zealand accent on 40kuk.com |
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![[Post New]](/s/i/i.gif) 2010/12/06 05:06:09
Subject: Re:New Zealand 2010 Masters Tourney Report
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Tough-as-Nails Ork Boy
Wellington, New Zealand
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Game 2:
Opponent: Glen Burfield
Army: Eldar
Mission: Table Quarters + 1 objective in the centre
Deployment: Spearhead
Glen had:
HQ: Avatar
HQ: Fortune/Doom Farseer with usual wargear
Elites: 6 Fire Dragons in a Serpent
Elites: 9 Harlies with troop master and Shadowseer, deathjester and 8 kisses
Troops: 8 dire avengers in serpent
Troops: 3 bikes, shuriken cannon
Troops: 3 bikes, shuriken cannon
Troops: 5 pathfinders
Heavy: 3 warwalkers with 6 scatter lasers
Heavy: Nightspinner
Heavy Nightspinner
For this list, Glen had the third highest comp score, with 11/15, meaning the difference between us would modify the gamescore by 5.5.
Secret Mission: I chose the secret mission to wipe out his most expensive unit, the harlequins, as I knew I would have to deal to them. From memory, I think Glen chose the mission to have the most scoring units within 12 of the centre of the table.
I won the roll for first turn, and set up for an alpha strike. Glen set up defensively across from me keeping his bikes in reserve, but did not use his harlequins as well as he could have to shield his important stuff. Glen then infiltrated the pathfinders on my far right, hoping I wouldnt commit resources to them and they would claim an easy quarter. I turbo boosted up for maximum deffkopta turn 1 carnage.
Turn 1
The deffkoptas flew up and shot the warwalkers, blowing a gun off two of them. In the assault phase however, Glen had left the walkers too close to a nightspinner, so the buzzsaw kopta was able to reach that, while the other 3 koptas hit the warwalkers right next to it. This paid off, as allthough the warwalkers were unharmed, the nightspinner blew sky high. Everything else just advanced forward and shot the avatar, hoping to plink off early wounds before fortune went off, but Glen rolled like a champ and only took a single scratch. Meanwhile the trukk pushed into some LOS blocking terrain, to be safe from being shot, and able to smash those pathfinders next turn.
In Glens Turn 1, he countercharged the deffkoptas with the harliequins, who had the farseer attached, fortuned the avatar, nightspinnered a boyz unit to cause some dangerous terrain casualties, pushed his vehicles up the side of the table out of harms way missle launching at kans but not doing much. Glen wiped out the deffkoptas, but low consolidates for the harlies and walkers meant they were crowding around the walkers feet.
Turn 2 I decided to take the avatar out of the game by feeding a 30man boy squad to it - which I figured I should probably lose but will take all game to happen, whilst it was the single biggest threat to my hammer unit so long as fortune was up. The meganobs pushed forward, dead set on multicharging the harliequins and warwalkers. My plan was to try get ~4 nobs on the walkers + warboss, rack up a tonne of glancing/penetrating hits for combat res, and cause the harlies to run off the board with the farseer. Instead a pathetic waagh from them saw this being unlikely, so I had to address the situation with my backup plan. As Glen had bunched up the harlies so much around the walkers, I shot the grotzookas at the warwalkers. All 6 shots either hit, or got a favourable scatter. The resulting destruction saw 1 warwalker killed, 5 harlies killed (including the shadowseer and troop master), and the farseer instakilled, have to love strength 6. As the shadowseer was now dead, the rest of the big shootas in the army shot at the harlies, but none were killed. The meganobs still made it into combat however, and polished them off, including the warwalkers.
Predictably the trukk boyz went and ate the path finders, and the avatar was left unscratched but molested a few orks.
Reeling from the massive loss (something like nearly 700 points that turn) - Glen pushed his vehicles further up one flank, but there shots again bouncing off. More nightspinner action went on, but as the unit being shot was sitting in a corner and claiming the middle objective, I was content for them to sit there.
Turn 3 The meganobs hopped back into their battlewagon, and proceeded to go after the action. From here on out, it was really just clean up. I had no way I could possibly lose the game from here on out, so just went through a checklist of the secret missions to make sure there was no way he could achieve his. So I looked at the 6 missions:
1- there was no way he was going to kill my general
2- his only tools to take care of the meganobs were now gone (most expensive unit)
3- one of the missions is to kill more elites and heavy supports than the other guy. I only have 2 units, so he would have to kill all 6 kans just to draw this one, also safe.
4- Glen only had one ruin in his deployment zone, so as long as I got a unit sitting in there, he couldnt score it.
5- Scoring units in the centre of the table. I had to be careful of this one, but kept things central so if he tried, I could hit them. It would really rely in the bikes staying in reserve, so if they came in early, I had to make shooting them down a priority.
6- Getting any 2 units into my deployment zone - I considered this one the biggest threat, due to my lack of late game mobility, and 0 ranged AT firepower.
As such, The rest of the game played out as a cat and mouse, where the cat is a giant yellow bus full of meganobs, who proceed to eat a couple of wave serpents that cant quite get away, before the remaining models in glens army are wiped out and we call it once we work out he cant possibly achieve his secret mission, which ever one it may be.
The avatar wound up being killed by the 30man boy squad that had been in combat with it, however all that remained was the nob on 1 wound, ha!
The final score again was a win (15), achieving secret mission and denying theirs (5), for a total of 20 - 0, then modified by comp to become 14.5 to 5.5.
I felt really bad for Glen, had scored a resounding win over a tough mech IG list in the game before, but just made a couple of extremely crucial punishing mistakes in deployment, and turn 1 that noone could recover from. If Glen had protected his units from alpha strike, used the fire dragons early to either stop the battle wagon, or use EML's on battle wagon side armour and then firedragoned the contents, I think he could have really done some brutal damage. Unfortunately you just cant afford to make those kinds of mistakes against an all out offensive army, especially not with eldar.
At this stage I was a little bit miffed with the comp, in that I had gotten 40-0, but was sitting on 28-12 after the comp modifier. However, I recognised that by luck of the draw, I had drawn 2/3 of the worst possible point matchups for me, and that by the end of 6 games, it should have balanced out, and stuck in there. Despite the low points I felt I was on, this did see me go onto the top table for round 3, so on I rolled!
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Blogger over at thefieldsofblood.com and occasional annoying New Zealand accent on 40kuk.com |
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![[Post New]](/s/i/i.gif) 2010/12/07 04:14:52
Subject: Re:New Zealand 2010 Masters Tourney Report
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Fresh-Faced New User
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Great Stuff! I remember reading your battle reports from last year's masters tourney and being thoroughly impressed with both your abilities in games (especially the preciseness of your ridiculous multi-charges) and with your ability to summarize the battle reports length to the point that it is extremely easy to read, while still being full of detail. Its unfortunate that your not as active recently, as I love reading your tournament reports, but I'm glad you got around to typing this one up.
I can't wait to read more, thanks!
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![[Post New]](/s/i/i.gif) 2010/12/07 11:42:47
Subject: Re:New Zealand 2010 Masters Tourney Report
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Tunneling Trygon
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I thought the comp score was wonky after game 1, but game 2 ... Eldar with farseer, avengers and dragons in serpents get 11/15 and you get zero. I feel your pain ...
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2010/12/07 12:28:25
Subject: Re:New Zealand 2010 Masters Tourney Report
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Boom! Leman Russ Commander
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Comp just doesn't work. I've never seen a good comp system, and this one is total garbage for sure. Your list is far from optimized, and you probably only got docked because of your superior performance at tourneys.
Very well written reports, you're very good at describing the exact critical moments in the battles.
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![[Post New]](/s/i/i.gif) 2010/12/07 12:38:50
Subject: New Zealand 2010 Masters Tourney Report
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Longtime Dakkanaut
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If this army gets you a 0 in comp, your next army should be SW with long fangs and Thunderwolves. Play that for a year and your Orks comp will skyrocket.
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![[Post New]](/s/i/i.gif) 2010/12/07 13:14:08
Subject: New Zealand 2010 Masters Tourney Report
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Araqiel
Yellow Submarine
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Yes looking at the other armies it looks fairly obvious your soft scores were tanked. You are still kicking @ss though!
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![[Post New]](/s/i/i.gif) 2010/12/07 14:25:16
Subject: New Zealand 2010 Masters Tourney Report
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Regular Dakkanaut
Cedar Rapids, IA
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I know your bored of them, but you play your orks very orky and I think its awesome.
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![[Post New]](/s/i/i.gif) 2010/12/07 18:54:31
Subject: New Zealand 2010 Masters Tourney Report
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Araqiel
Yellow Submarine
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He is the green messiah, Thrakka reborn.
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![[Post New]](/s/i/i.gif) 2010/12/08 01:52:34
Subject: New Zealand 2010 Masters Tourney Report
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Grisly Ghost Ark Driver
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Great report! I look forward to more.
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Falcon Punch!
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![[Post New]](/s/i/i.gif) 2010/12/08 08:06:34
Subject: Re:New Zealand 2010 Masters Tourney Report
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Tough-as-Nails Ork Boy
Wellington, New Zealand
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Sorry for the delay, Cataclysm came out for WoW, so I've been poop-socking my way to level 85 ;D
Next up I drew Mark Buttle. Mark and I have been running into each other at tournaments for about 4 years now, and this is his fourth army in that time. Mark is a decent player, but historically has taken it a bit too seriously, which makes him prone to handling pressure badly. You can normally twist the thumbscrews in game easily enough that he falls to bits >
Game 3:
Opponent: Mark Buttle
Army: Tyranids
Mission: Dying in the light (6 fake objectives, in turns 2,3,5 you roll to find out which objectives are the real ones)
Deployment: Dawn of War
Mark had:
HQ: Winged Tyrant, standard set up with leach essence/paroxysm.
Elites: 2 Hive Guard
Elites: 3 Hive Guard
Elites: 2 Venomthropes
Troops: 15 Hormies, Poison
Troops: 15 Hormies, Poison
Troops: 10 Naked termies
Troops: Tervigon, Catalyst
Fast: 5 Ravenors
Fast: 14 Gargoyles
Heavy: Trygon Prime, adrenal
Heavy: Trygon, Adrenal
For this list, Mark had only scored a 3 - meaning any score modification would only be 1.5 points. Hoooweeey! Now we're cooking with gas.
Secret Mission: Given the objectives could be anywhere, the best mission available to me at this point is the one where I have to kill more Heavy and Elite choices than he kills of mine. I only have 2 choices, the kans, so as long as I kill the venomthropes and the 2 heavies, which quite frankly, I HAVE to deal with, I cant afford not to, then I achieve this mission. I cant remember which one Mark chose, hopefully he reads this and lets me know so I update it.
I won first turn and set the 2 units of 30 boyz up on the half way line. I had no intention of really going further than that, they were really only there to start the pressure cooking from minute one. Mark leaves nothing on the board and elects to bring it all on turn 1 except for his gaunts. I keep my grots in reserve, and away we go!
Turn 1
Everything zooms on and sets up centrally. The boyz squads start stretching out strategically to cover-feth the assulting nids. I.e. make them go last.
Mark comes on and tries to refuse flank me, cramming into 1 half of the table, with all his assault elements in the outside half of that. Fortunately this only cuts 1 30mob out of the effective game, and I always planned to keep one mob in the mid field shooting away being a nuisance and spreading on objectives, so this suits me perfectly. The goal if possible was always to use his little bugs against his big bugs, and this almost makes that a certainty. Being nightfight, mark has no shooting, just some runs, so we sidle into turn 2.
Turn 2
The deffkoptas risk the top floors of some ruins to get a good no cover other than their 5+ firing position on the venomthropes.the boyz move and run backwards, making cover even more of an obstical to come through, and start retreating to a second level of ruins where closest - to poke fun at the poor ravenors who arent allowed to climb stairs. Mark is using the gargoyles as a screen, so couple are shot up, but as yet its not concerning me. The trukk boyz zoom back from the middle, to be ready as a second wave for some assaults im going to receive on my left flank - and keeps them out of hive guard range. Everything else just pushes centrally to set up a bit of a solid battle line. Next turn should be when it all starts going down. The battle wagon is sitting in a position where if it survives (and it should, s8 vs armour 14 isnt exactly exciting!) - it should be able to tag both hiveguard, link it to some little stuff to mop up, and we'll see what we can link on the other end of that small stuff.
I expect to be doing some bigtime assaulting at some point, so those venomthropes have to go - the deffkoptors pull this off amicably. Good boys!
Because of the defensive work I've done, mark uses this turn to consolidate his battle line a little further. The tyrant walks into terrain, so he is in striking distance. The raveners push up next to him to try help out, as do some hormagaunts, who dont get as much movement as they would like. The gaunts come on and and to start catching up, while the gargoyles get feel no pained. Mark proceeds to move them all through difficult terrain twice though, and loses ~4. What Mark does do however, is shoot at the battle wagon with the 2 hive guard unit. One hit. One Glance. One failed cover save. One 6, gahhhh! Fortunately the meganobs are allready sitting in a nice threat range with decent rolls, in the centre of the table - 18 inches is a long way.
Turn 3
2 Objectives have shown up now. 1 right infront of Marks army, 1 as far from his army as you can get, over near some ruins on my side - one that he's never getting to unless he wipes me out. The one on his side is right where he will be fighting. My grots come onto the table, and move into a position where they can safely hold this objective.
So I unexpectantly have another turn of prep work. Mark has got the ravenors all dry humping each other, with little stuff close to them as well, so I use the Grotzooka kans as a dual purpose. Primarily, they are hopping forward to bait at least one trygon, maybe even 2, out into my attack zone. The meganobs push forward, I make it look like they're proceeding with the plan to hit the hive guard, but snake them out behind enough that they can respond pretty much anywhere, 10 40mm bases give you a nice big footprint like that. Things unload on the ravenors, and one shiny ravenor is left, and wounded at that when the smoke clears. Several gargoyles are killed, as is a hive guard. The boyz unit on my left is now fully entrenched up stairs in the building, so that they're at the extreme end of hormagaunt assault range, only perfect rolling will get them in - but close enough to be enticing.if they do make it, ill get to go first anyway. The unit on my right starts to anchor him in - no real purpose to this other than to help ramp the pressure up even more.
Mark decides this is the turn to pull the trigger. The hive tyrant flies out to hit the 30man squad in the building - hurting his tootsie on the way, 1 wound down. Another gargoyle goes down to dangerous terrain as they scramble to get out of the way, and the hormagants push up, but dont get the best of rolling. One trygon takes the kan bait, while the other is clearly considering it depending on its fleet role, as well as that of the unit of hormies infront of it.
The tervigon poops out a unit of gaunts and pushes them into midfield.
In the assault, only the hive tyrant makes it into the boyz, the gaunts fall short, and are now perfectly spread out between the trygons. One trygon kills the grotzooka kans, and that winds up being the only assaults from his trigger pull. This, I can live with. The hive tyrant kills 2 orks, and I do a wound to it despite my WS1. I consider that a decent trade off
Turn 4
My turn. Remember that trukk casually lurking in my back field? It goes and dumps 12 trukk boys and another PK on the hive tyrant. They can make base contact fortunately, due to the number of orks having to move down levels to get into base to base. Where he assaulted, they were so spread back, that theres still enough room. At this point, I can see how I'm going to get rid of both trygons, and with the tyrant as well, the game will just be mopping up. My meganobs cant take the punishment of the 2 trygons - its just too many wounds. He does however have plenty of small stuff too close to them, and I have 2 IC's.
I push the 30man boy squad on my right to tag the last of the gargoyles, and the freshly produced gaunt squad. I then point the meganobs almost entirely into a hormagaunt squad, just tagging said gaunt squad (linking the two combats together), with the Big Mek facing one trygon, and the warboss facing the other. You can only pull this off generally if every other meganob can make base contact with a gaunt/hormagaunt - fortunately the way models are at the moment is perfect for that.
In the assault, one trygon annihilates the big mek, but the other only does 1 wound to the warboss. The warboss fails in return however, 6 s10 pk attacks hitting on 3's only do 1 wound. All the little stuff is smashed to bits though, and when the smoke clears, Mark loses the combat by 15. One Trygon completely dissapears, the other is left with 1 wound, and the little stuff vanishes.
Over with the tyrant - he does 2 wounds, and dies in return.
In Marks turn 4, he does a bit of a stocktake on what he's got left. 1 Hormagant unit, who's only non meganob targets are all in cover. 1 wounded ravenor. 4 Hiveguard, a gaunt squad, a tervigon, and thats it. Mark tries to deal with the meganob problem the only way he knows how, and hits it with all of the above pretty much. A gaunt squad is pooped out, and hides in the backfield, and one hiveguard is too far out to make it.
Predictably, the warboss is killed this time around, the trygon is smashed in return, the hormies are wiped out, the gaunts are wiped out, the tervigon takes 2 wounds, and 1 wounded hiveguard is left.
Turn 5 I finish off the Hiveguard and the deffkopters shoot and assault the termagant unit, wiping mark out.
Result
I won (15), Achieved my secret mission without Mark achieving his (5) - for a total of 20-0. The comp difference then kicked in making it 18.5 - 1.5.
Many moons ago, I had had a quick proxy of this list against my orks, and tabled them very badly - so I know that they definitely have the tools to do the damage. Fortunately Mark doesnt really have the list working too well for him yet, so I was able to exploit this. Before my orks, I played Tyranids for a good 18 months, in which I played more than 200 games, so it was easy to draw on this experience and make his army work against him. If there was bait, it was taken, if there was a fake, it was responded to, everything went well so the game was over without any real hiccup, except for the battle wagon dying, but all worked out well in the end.
I must point out that the night before, Mark had told my wife he had been practicing all week against my list... hehehe!
Well, that concludes the first day. I finished the day on a total of 60/60 points before comp, and although this was altered to 46.5/60 - I was still leading day 1 by a gnats pubic hair. I hadn't eaten all day, so was tired, hungry, and sweating worse than Subway Jarad in the pre sandwhich days. We nipped home, had a speed-shower, and headed out to a nice dinner of tapas and tablefood at a cafe local to the event, with the rest of the masters field. This was very well organised, and many a delicious brewskie were shared.
Humorously, we had a police officer staying with us, and all took turns checking our blood alchahol level on his little machine. BOOYAH, youth-fail right here baby. Fortunately he was the sober driver
Automatically Appended Next Post: DarthDiggler wrote:If this army gets you a 0 in comp, your next army should be SW with long fangs and Thunderwolves. Play that for a year and your Orks comp will skyrocket.
I'm actually looking at maybe doing SW's
I painted up a quick test figure, though the pic is taken with my phone, so excuse the quality.
I'd love to put in some thunderwolf cav, and paint them up like my dogs
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This message was edited 1 time. Last update was at 2010/12/08 08:13:38
Blogger over at thefieldsofblood.com and occasional annoying New Zealand accent on 40kuk.com |
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![[Post New]](/s/i/i.gif) 2010/12/08 20:46:31
Subject: New Zealand 2010 Masters Tourney Report
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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I must see these are some great battle reports. Thank you so much for writing them up. And congratultions on the exceltent performance!
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![[Post New]](/s/i/i.gif) 2010/12/09 06:01:04
Subject: New Zealand 2010 Masters Tourney Report
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Missionary On A Mission
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Good Reports! I agree that you were robbed with the Comp scoring. You army is actually pretty balanced.
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![[Post New]](/s/i/i.gif) 2010/12/09 06:08:17
Subject: Re:New Zealand 2010 Masters Tourney Report
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Fresh-Faced New User
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Excellent work as always Charlie, and sorry to hear about the politics. Hope you can keep enjoying the game.
Mitchell
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![[Post New]](/s/i/i.gif) 2010/12/09 06:58:36
Subject: Re:New Zealand 2010 Masters Tourney Report
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Fresh-Faced New User
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Grats man again on first, whenever I get to play you (twice now) I do learn from it which is all I can ask.
Least my Eldar did well on the 2nd day, no Orks to fight
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![[Post New]](/s/i/i.gif) 2010/12/09 07:55:12
Subject: Re:New Zealand 2010 Masters Tourney Report
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Fresh-Faced New User
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Congrats on you result. Got an Email from Mr Burfield with a long run down on the weekend, and from hsi report of your game it sounded epic.
I for the life of me cannot understand your comp score, and had a big rant about it with Glen.
July 23rd & 24th 2011 is the High Lords of Terra invitational in Sydney. I know Glen is coming over, I hope you will consider attending as well. I'm the TO and would love to see you clean up over here with what I think is the most balanced Ork list i've seen in quite some time.
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![[Post New]](/s/i/i.gif) 2010/12/09 19:48:09
Subject: Re:New Zealand 2010 Masters Tourney Report
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Grovelin' Grot
donegal
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Is that devonport? by any chance? And two sibes wow you will be busy without anything else going on!
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This message was edited 1 time. Last update was at 2010/12/09 19:49:47
1500pts space orks
1200pts space marines "cover is for pussies!"
850pts guardsmen.
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