Perfect Shot Dark Angels Predator Pilot
|
This last Saturday I attended a 2500 point tournament at Knightfall Games in Beaverton Oregon. This event was created for the local scene to bust out and test our Ard Boyz lists for the upcoming tournament. The store was most accommodating to the players, and did an awesome job hosting the event. The only issues with the event were the missions having a lot of draw scenarios. This was the TO’s second event to host, so I am used to a little bumps along the way. I found my camera after the tournament, so next report will hopefully have pics.
Now, onto the report.
My list:
Da’ Big Bossez (HQ):
Wazzdakka Gutsmek
Warboss on bike – Power Klaw, Attack Squig, Boss Pole, Cybork
Da’ Bosses (Elites):
Nob Bikers x6 (Pain Boy, 2 Power Klaws, 1 Waaagh Banner, 1 Boss Pole, 3 Big Choppas, 3 kombi-rockits & ammo runts, Cybork, Stickbombs)
Da’ Boyz (Troops):
Nob Bikers x6 (Pain Boy, 2 Power Klaws, 1 Waaagh Banner, 1 Boss Pole, 3 Big Choppas, 3 kombi-rockits & ammo runts, Cybork, Stickbombs)
Warbikerz x3 (including nob w/Power Klaw)
Warbikerz x3 (including nob w/Power Klaw)
Warbikerz x3 (including nob w/Power Klaw)
Gretchen x16 (including 1 Runtherd w/Grabba Stikk)
Gretchen x16 (including 1 Runtherd w/Grabba Stikk)
Fast Attack:
Warbuggies x3 w/TL Rockits
Warbuggies x3 w/TL Rockits
Warbuggies x3 w/TL Rockits
Heavy:
Killa Kans x3 w/Kustom Mega Blastaz
Killa Kans x3 w/Kustom Mega Blastaz
Killa Kans x3 w/Kustom Mega Blastaz
Round 1
The first mission was against Scott, and his nicely painted mechanized IG. The mission was King of the hill/spearhead. The goal of the king of the hill mission was to get more scoring units into the center of the board than your opponent. The win condition was to have 2 more scoring units within 6 inches of the board than your opponent.
Here is Scott’s list:
CO. CMD Squad w/Creed, Lascannon, chimera
Psyker Battle Squad x7 in chimera
Veteran’s w/AC, Meltagun x3 in chimera
Veteran’s w/AC, Meltagun x3 in chimera
Veteran’s w/AC, Plasmagun x2 in chimera
Veteran’s w/AC, Plasmagun x2 in chimera
Veteran Demolition Team
Vendetta x2 (independent)
Bane Wolf x2 (squadron)
6 Hydras
3 Basilisks
This game was probably the most challenging of the afternoon, because of a few reasons. First, Scott is a solid player who brings his A game every time. The second is IG is one of the few armies that can give my list a hick up when played well. This game began with me loosing the roll to go first, and me making one of the biggest mistakes I have made lately. That was not reading the mission. This game had night fight turn one, and Scott and I completely missed out on that. Had I been paying attention, I would have deployed and risked the first turn. Instead I went all reserves to take away one of his shooting phases. Then Scott made his big mistake and popped smoke on most of his vehicles turn one. After he completed his turn, I told him take you second turn. He instantly did a head slap and took his second turn. On my second turn, I had the following come in: Warboss & nobz, 2 Warbikerz, 1 Gretchen, 3 buggies, and 1 Kan unit. I sent the boss and crew turbo boosting up the side after his heavies, and had the Warbuggies, come on right of center, to support, the warbikerz turbo boosted, the Kans went center field, and the grotz hid in a building. The shooting phase for me was abysmal. I only took out one hydra, and stunned another. On his turn, he unloaded on my nobz and killed 3 of them with basilisks, and Meltagun. Then he used his Psyker to weaken resolve the nobz and I failed the test, but only fell back 8 inches. He also took out 3 kanz, and one biker squad. On my next turn, I had the Wazzdakka and company come in, as well as 2 Kan units, and the last Gretchen unit. I sent Wazzdakka up the left side to get him to divide his fire power. I had one Kan unit reinforce that side, and the other reinforces the right side. Then, I had to roll to regroup my Warboss and nobz, but failed. You heard it right, I had 2 chances at a rolling under a 9 and blew it 2 times. This time when they fell back, it was off the board. After that my dice started falling apart completely. I couldn’t roll a save to save my life. The game ended up in a draw, because I was able to turbo boost a warbiker unit near the objective, and had a grot unit able to get within scoring range. Then, we rolled a 1 for turn 6, and the game ended in a draw.
In the end, it was a great game against a fun opponent.
Score Draw: 5-5
Lessons learned: READ the mission completely!!! Keep the nobz near each other to reinforce. Kans and cover, use the field better. READ the mission completely!!! (Yes I said it twice, because it is very important.)
Round 2
This game was against Ryan, and his awesomely painted Tyranids. I want to just point out that Ryan is one of the best painters out there, and it shows that he loves the hobby. This mission was called rescue the survivors. Each army had 3 tokens that they had to rescue, only 1 unit per token. The win condition was to get at least 1 more token to your deployment than your opponent.
Ryan’s list was approximately as follows:
Tyranid Prime w/Lash whip, bone sword, scything talons
4 Tervagons
3 units of 3 Hive Guard
1 unit of genesteelers
3 units of gaunts
1 unit of Ravenors
3 Trygon Primes
This game I lost the first turn (again), but decided to deploy everything. On his first turn, he moved, ran, spawned. On my first turn, I sent both nobz up my left side of the board (learned my lesson from game one), and had almost everything else in my table quarter. I sent 2 warbiker squads up the right side to harass/draw his fire, but I think that was not a great tactical move. Then it was time for my shooting phase. This first round my dice were actually rolling average, but he was rolling way above average. I sent 6 S8 AP2 shots at 1 unit of Hive Guard, all covered. Then I sent 9 S8 AP3 shots at the same unit 1 wound. That was the extent of my turn one. On his turn 2 he had 2 trygons come in, and spawned 3 more units of gaunts (at least 11 each). He made them a wall that I had to clear before I was able to assault his HVT (high value targets). His shooting phase was pretty good, because he was able to take out 2 Kans and stop 4 from shooting. He also took out a couple buggies. Then it was on to my second turn. I sent Wazzdakka over some difficult terrain to multi-assault 2 gaunt squads. The Warboss squad went after a trygon, and gaunts. I sent 2 stunned Kans to assault the trygon. I also had one bike squad move to charge through a gap in the gaunt wall, and go after hive guard. My shooting phase was ok; he took a couple of casualties, but nothing substantial. Then it was on to my assault phase. I multi-assaulted the gaunts with Wazz, and sent the Warboss after gaunts, and his boys after the trygon. The regular warbikerz made it through the cracks to the hive guard. In the end of that assault, Wazzy’s nobz killed both gaunt squads, the Warboss nobz took out the trygon, and the Warboss killed some gaunts. I was able to keep the Warboss in melee with the gaunts (got to love synapse), and I tied up one of the hive guard units. On his next turn, his last trygon came in, and he was able to grab one of his objectives. The trygon moved over towards my main force, and his stealers went after some buggies. On his shooting phase, the remaining hive guard took out 2 buggies, and stunned 2 more Kans. On his assault, he sent the stealers after the buggies, and we continued the assault with the gaunts and hive guard. The stealers whiffed, and the gaunts and hive guard died. At this point we were warned it we had 15 minutes left, and there was not time for another turn. I started my movement, and went after kill points (they are used for tie breakers). I had Wazzdakka & company go after another gaunt squad, and the Warboss & company turbo boost with an objective into my deployment zone. I sent one unit of kanz towards a hive guard unit with the prime attached, and the last 2 kanz after a trygon. I sent a grot squad after the trygon in my deployment zone, and the other after the trygon the Kans were assaulting. In the shooting phase I actually managed to do 4 wounds to the trygon in my backfield (2 with grot Blastaz). Then came the assaults, I was able to kill the prime and hive guard, but was unable to kill either of the trygons. The game ended with me holding one objective and him none.
In the end this mission was tough.
Score: Solid victory me (9-3)
Lessons learned: Do not assault trygons with Kans, it doesn’t work.
Round 3
This game was against Dan and his fully painted Raven Wing army. This mission was really goofy, because of a rule added into the mission. The main mission was Annihilation/DOW, but there was a rule that at the start of every shooting phase, and assault phase a unit had to roll a dice, and on a 1 they were unable to act for that phase. There was a lot of grumbling, but it we all played on.
Dan’s List was approximately as follows:
Samiel in a Land Speeder
Librarian on a bike
Command Squad on bikes w/Banner, Apothecary, PW
4 Full bike squads with 2 plasma guns, sgt plasma pistol, MM attack bike
2 Full bike squads with 2 Meltagun, MM attack bike
3 Land Speeder Typhoons w/MM
This game I lost the roll for turn (0 for 3), but was made to go first. I chose to keep everything off the board, and DOW reserves everything (except the grotz, they were in regular reserves). He decided to do the same. On my first turn I turbo boosted all my bikes, and had the kanz, and buggies hold the middle. On his turn, he came on and clustered in the corner across from me, and he turbo boosted everything but his attack bikes and speeders. His shooting phase was a lot of 1 hit, and me making a 3+ cover save. On my turn I sent Wazzdakka turbo boosting into his face, and had the Warboss turbo boost to the other flank and box him in. I also had 2 warbiker squads go after 2 of his biker squads on the left edge. On my shooting phase I stopped 2 speeders from moving or shooting, killed 1 attack bike, and killed 2 bikers on the edge. On my assault phase I sent 1 warbiker unit after his unit (5 strong) and killed 3 and only lost one boy. That ended my turn. On his turn, he sent up his librarian and command squad after Wazzdakka. He also sent a speed bump squad in front of the Warboss to slow them down. His shooting phase he killed 2 warbikerz (on the left side) but he lost 2 to plasmas, and he did a wound to a couple of the Warboss’s nobz. He also shot a flamer from the librarian (S 2d6-2 AP d6) at Wazz, but only got a S3 flamer, and failed to wound. He then charged in with his command squad, and sent the librarian after Wazzdakka. On the attack he actually managed to wound Wazz, and then he said he was going to use his force weapon, and I asked him if he was able to use more than one power a turn. He said no, and Wazz took a wound. The rest of the command squad did 2 wounds to the nobz, but Wazz insta-pulped the librarian, and his boys squashed the rest. On my turn, I sent Wazz after the attack bikes clustered in the middle, and the bike squad near them. I had my lone warbiker nob go after the three man bike squad. The Warboss just prepared to pulp the marine bikers that were in his way. As far as my shooting I shot his speeders and stopped all three from shooting, and took the missiles off of one. Then it was time for the assaults. I sent the lone warbiker after the 3 marine bikers (they had a PF), Wazz and nobz after the bikes and attack bikes, and the Warboss after the bikers. The lone warbiker was able to kill one marine before he bit it, and Wazzdakka’s group was able to clean up. We decided to call the game there, because there was little to be gained by rolling it out.
In the end it was an example of how awesome Ork bikers are compared to SM bikers.
Score: Massacre me (14-1)
Final thoughts, I ended up taking the top spot overall in the tournament with 38 points (28 BP, 10 Paint, 0 Down check Sports {Mannahnin’s System}) I thought that Knightfall Games did a wonderful job supporting the tournament. I was also amazed that out of the 6 armies there 3 were fully painted, and 2 were mostly painted.
|