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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Hey folks! You can find my battle reports for the other games in the GT here:

Game One: You're reading it!
Game Two
Game Three
Game Four
Game Five

This weekend I made the eight hour drive to San Antonio, TX for the Alamo GT. I had originally planned on taking my Necron Wraith Wing, but my wife does the painting around here, and she was under the weather for the last two weeks and didn't get a lot of painting done, so we didn't get the Monoliths done. I don't mind going to RTTs or FLGS tournaments with unpainted models, but not traveling long distances for a Grand Tournament. Worse...I sent in the wrong Dark Eldar list! I wych cult and my kabal are both labeled "2,000 DE.xls" in different places on my desktop, and I didn't realize until I printed out my lists Friday when I was leaving work that I had sent in my Kabal "Darklight Storm." And what I had sent was a modified version of my usual Darklight Storm that I had never actually used before; I made it to playtest a slight tweak in wargear for units.

Darklight Storm
HQ: Baron Sathonyx
HQ: Haemonculi with Shattershard, Crucible of Malediction, and Animus Vitae

Troop1: 5x Warriors with 1x Blaster // Venom with Dual Splinter Cannons
Troop2: 5x Warriors with 1x Blaster // Venom with Dual Splinter Cannons
Troop3: 5x Warriors with 1x Blaster // Venom with Dual Splinter Cannons
Troop4: 5x Warriors with 1x Blaster // Venom with Dual Splinter Cannons
Troop5: 5x Warriors with 1x Blaster // Venom with Dual Splinter Cannons
Troop6: 9x Wyches with Haywire Grenades // Raider with Flickerfield and Torment Grenade Launcher

Elite1: 4x Trueborn with 4x Blasters // Venom with Dual Splinter Cannons
Elite2: 4x Trueborn with 4x Blasters // Venom with Dual Splinter Cannons
Elite3: 3x Trueborn with 3x Blasters // Venom with Dual Splinter Cannons

Fast Attack1: 3x Beastmasters, 4x Razorwing Flocks, 5x Khymerae

Heavy Support1: Ravager with 3x Dark Lances and Flickerfield
Heavy Support2: Ravager with 3x Dark Lances and Flickerfield
Heavy Support3: Ravager with 3x Dark Lances and Flickerfield

1,996 points

List Analysis
-Baron Sathonyx is actually the core of this army for his +1 to go first ability. Dark Eldar are most potent during an alpha-strike, and anything they can do to help get that alpha-strike is worth doing.
-The beast unit itself is a decent unit, but primarily exists to give the Baron a unit to hang with. The Baron is jump infantry, so can't embark on a raider or venom, and I don't want him floating around by himself getting sniped down. It works out rather well since beasts don't have grenades and couldn't use their nifty I6 and I5 if they had to assault through cover. The only decent saves in the unit are the 4++ on the Khymerae, but those are important to save for close combat power weapons. That makes the Baron's +1 cover save a perfect match for beasts! The only downside to the unit combination is their mismatched movement and assault speeds. The Baron can move 12" and assault 6", and the beasts can move 6" and assault 12". They're both fleet, but together they can only move 6" and assault 6". I've found after practice and testing that I can pretty accurately judge when to leave the Baron attached, and when to separate him so that I can get a 12" charge on the beasts.
-Each warrior venom has dual purposes. The venoms are potent anti-infantry, while the unit inside can add its own potent anti-infantry with 8 poison shots rapid-firing at 12" with a STR8 AP2 shot getting a terminator killer shot in there, or serving as a potential anti-tank addition.
-Flickerfields on Everything! Nightshields are pretty useless against almost everything that shoots at tanks, but a 5+ invulnerable save works in both close combat and ranged combat; and theoretically giving me 1/3 more vehicles! Every melta against a ravager that pings off my flickerfield is a little personal victory.
-The wyches in this army primarily exist to make this a TAC army. Lances don't work against Monoliths or Blessed Hull, so haywire grenades fill the gap against things which I don't have the ability to kill. They're a decent assault unit, but have no Agonizer. My opponents keep being surprised at that fact - but at the end of the day, I don't have 25 points to spare for it.
-The Haemonculi is there to pass a pain token on to the wyches unless the wyches get a for their drug and start with one - in which case he couldn't pass the pain token over, so he instead starts with a Trueborn unit. Don't ask about the Animus Vitae; it doesn't do anything to help him, and is only there because this wasn't a tested variant of my Darklight Storm.

Game One Opponent: John Green's Dark Eldar
HQ: Asdrubael Vect and the Dias of Destruction
HQ: Lady Malys

Troop1: 8x Wyches (to go with Asdrubael Vect and Lady Malys in the Dias of Destruction
Troop2: 10x Wyches (1 Hekatrix with an Agonizer), 2x Shardnet and Impaler // Raider with Dark Lance
Troop3: 10x Wyches (1 Hekatrix with an Agonizer), 2x Shardnet and Impaler // Raider with Dark Lance
Troop4: 10x Wyches (1 Hekatrix with an Agonizer), 2x Shardnet and Impaler // Raider with Dark Lance
Troop5: 10x Wyches (1 Hekatrix with an Agonizer), 2x Shardnet and Impaler // Raider with Dark Lance
Troop6: 6x Wyches (1 Hekatrix with an Agonizer), 1x Shardnet and Impaler // Raider with Dark Lance

Heavy Support1: Ravager with 3x Dark Lances and Nightshields
Heavy Support2: Ravager with 3x Dark Lances and Nightshields
Heavy Support3: Ravager with 3x Dark Lances and Nightshields

Beachhead: Your forces have made planetfall on the forest world of Alamo Prime. Your speartip strike force is ordered to seize and control a beachhead for the remainder of your forces to descend from orbit. An enemy force, however, has also decided that the same location would be perfect for their own beachhead. The Battle for Alamo Prime has begun!!!
Objective: Seize Ground (5 objectives)
Deployment: Pitched Battle
Special Rules: Rulebook Default (Reserves, etc.)
Duration: Random Game Length
Secondary Objective: Your orders are to clear sufficient area for support craft landing. The player who controls more table quarters achieves this objective. A table quarter is under control if you have a scoring unit in that quarter and your opponent does not.

Boyz, I think we all just got pormoted." - Davy Crockett on being told Santa Ana would only execute officers
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
We roll off for objectives and John wins the roll, placing three to my two. We take turns setting up objectives, and pretty much end up putting objectives 12" from each other. I think we both want to brawl it out in the middle.


The table is pretty sparse on terrain....but all the tables are pretty sparse on terrain. Someone explained to me that the Alamo is primarily Fantasy, and that the terrain works fine for Fantasy, but not so much for 40k.

We roll for deployment, and I win!


I elect to deploy and go first. Then I pause for a moment to think. Vect can seize on a 4+, and there's not enough terrain on the table for me to hide behind for a safe deployment in case he does seize on me. 50% chance of me deploying to go first and being subjected to a turkey-shoot...50% chance of not....I don't like 50% odds in a fight, so I change my mind and elect to let my opponent choose sides and deploy and go first.

Enemy Deployment:
The Dias of Destruction is the raider on the triangular base that is painted green.


Here's a front shot of his left side deployment:


Here's a front shot of his right side deployment:


For my deployment, I choose to go full reserve. My guns shoot as far as his do, I can move on 12" and still lance 36" across the board; I won't get a perfect alpha-strike but I'll get some. We roll for combat drugs! I get a for an extra pain token! He gets +1 strength.


Enemy Turn One: His vehicles nudge across his deployment line 6" on average and hang tight.


Dashofpepper Turn One: Baron Sathonyx crept around the board and farted on Asdrubael Vect. Vect was not impressed.

Enemy Turn Two: His army stays static and his gunner's fingers twitch on the trigger guards. In his shoes, I would have moved everything flat out around my deployment zone - far enough away that a 12" move, 2" deployment and 18" range couldn't range my vehicles, and I'd get a 4+ cover save against anything that came out of reserve with the ability to range across the board to me - in this case, the single ravager.

Dashofpepper Turn Two: I roll for reserves and get my wyches! Typically the Haemonculi goes with them, but he's donating FNP to some trueborn today since the wyches already have it. I get two trueborn units (not the one with the haemy), two warrior venoms, one ravager, and the Baron+Beast unit. I move on.

Left side moves: I move my venoms on 12" and disembark. I *really* need to focus on taking down his vehicles; he doesn't have FNP on his wyches; if I can explode a couple he'll take serious casualties, and his ravagers will hurt me. I don't think that I was thinking clearly - I was focused on getting 18" range with blasters on him...which would mean my disembarked units are in assault range for his wyches if they move up 12"...and only fleet 1".


On the right side of the board, I bring in a trueborn venom and my wych raider. I'm trying to angle in shots at another ravager with the trueborn, and to take advantage of the wych raider's dark lance.


Diagonal shot of my movement.


I open fire! My trueborn in the middle were planning on shooting at the ravager, but since I'm out of range because of the Nightshields, they go for the wych raider in front of them and explode it! The wyches that get out fall prey to barraging splinter cannons. My lone ravager strikes out at his ravager and only nets a "Weapon Destroyed" result.


My wych raider takes a pot shot at the wych raider of his sitting on the objective in his deployment zone and immobilizes it.


My warrior blaster on the left can't shoot at the ravager either because of the nightshields, so I take a shot at one of his wych raiders on the left and get another weapon destroyed result. I really would have liked to put some fire on the Dias, but 4+ to glance vs. 2+ to glance with the pitiful firepower I have on the table would not be the best use of resources.


My Turn One ends with an exploded raider, a dead wych unit, two lances gone, and an immobilized raider. Hindsight is 20/20, and I'm racking up mistakes this early on. I should have deployed in a corner and gone for a piece of his army to negate his ability to get wide-spread assaults on me, but I didn't. My target priority was good, but my movement was terrible as was my choice of where to move on in what strength.

Enemy Turn Three:

As my poor planning was bound to incur, he moves 12" up the board and disembarks half-naked death in the form of a wych raider and the Vect+Malys+Wych combination. They both run up in preparation for assaulting.


The two weapons left on his weapon destroyed ravager open up on my ravager and wreck it.


He gets a 5" run move with both of his wych units.


Some pot shots from his raiders over on the right side of the board immobilize my wych raider. That's right. I brought my wych raider onto the board in the corner, away from all the action.


His wyches assault into my warriors on my left:


And in the middle, he multi-assaults my warriors and my trueborn.


A few dice rolls later, I'm down two out of six scoring units, I've lost a trueborn unit and a ravager and 1/3 of my anti-tank capability, and he's got FnP on both units, and Furious Charge on Vect, Malys, and the wyches.


Here's a close up of his Vect; its a 3rd edition Dracon.


And a slightly blurry shot of his Malys model - Lelith!


Dashofpepper Turn Three:
I roll for reserves and get my last trueborn unit in! I also get both of my other ravagers and two more troop venoms.

My trueborn come in from reserves, move up and plop down in front of Vect and friends - I'm going to take a shot at the Dias that they came out of - its an extra ravager and equally dangerous. The haemonculi plops down in front of Vect...I'm hoping that my Shattershard can inflict some serious damage.


My beasts 2d6 over towards Vect's unit; I'm hoping for a decent run move so that I can get in and assault them.


My wyches get out of their immobilized raider, move up 6", then run 5" to get into cover and onto the objective. Their raider shoots down the wych raider in his deployment zone behind the objective.


Trueborn open up and take down the Dias of No More Destruction!


The Haemonculi lays down the Shattershard and hits Vect, Malys, and all but two wyches. He starts taking toughness tests - anything 4+ and he loses the model. Vect passes. Malys passes. Agonizer passes. EVERYTHING passes except for two normal wyches. *sigh* Just once I'd like the Shattershard to wtfpwn something uber.


With the horrible shattershard effort, splinter cannons lay down their terrifying fusillade and take out the wyches on the left and most of the wyches in the middle. But I can't touch Vect or Malys, and his agonizer hangs around. Between ravagers, I also explode the last mobile raider full of wyches in his backfield.


The wyches that were just here..gone! Rapid firing warriors from their venoms with some splinter cannons to finish them off get the job done.


My beast unit runs for 3". Damn. My Baron is still attached, and a 3" run won't put me into assault range. From the wreck marker in there, I appear to have lost one of my venoms during his shooting phase in turn three as well. I haven't written any battle reports in almost a year.


Enemy Turn Four:
He's running out of vehicles, but Vect is still in play in the middle of my deployment zone. Worse, I'm terribly afraid that he's going to come jump on my beasts with Malys and Vect.

His surviving raider on the left moves 12" to the rear and the wyches remaining over there move over and jump on. I'm not sure if you're allowed to move a vehicle first, then move a unit to it and embark...but didn't think it would make much of a difference in the grand scheme of things so let it ride. On the right side of the board, his weapon destroyed ravager stays put and the one that hasn't been hurt moves 6" forward to get clear shots at my vehicles.

On the right side of the board, his wyches move up to my own and assault in. I've got FnP and he doesn't....but I completely whiff combat and he doesn't. I lose by two, win the initiative check, and run 11".


And in the middle, instead of going for the beasts, he assaults the trueborn and haemonculi with Vect and Malys, picking up another two pain tokens. Between his ravagers, I lost the trueborn venom on the right and a second of my own ravagers.

Dashofpepper Turn Four:
At this point, I've finally got an opportunity to gain the offensive. My beasts didn't make it into assault with Vect and it cost me two more units, but I have enough splinter cannons to go around (and warrior units in venoms) that I feel like I can rapid fire and splinter cannon that unit down. Vect *eventually* has to roll a and fail his shadowfield, and as I'm eyeballing distances...I'm pretty sure that I can break the Baron off from the beasts, and between him and the beasts assault his immobilized raider in the back, the one that didn't move, and the one that moved 6". Three birds with one stone!

The Baron breaks off and moves 12" towards the immobilized raider while the beasts 2D6 out of cover and get clear. The trueborn from my wrecked venom move up to get clear shots (and within 12") of one of his ravagers.


My wyches also regrouped and consolidated forward 3". I'm glad that I didn't lose them - taking down wyches in cover with splinter cannons is 4+ followed by 4+ FnP instead of just 4+ saves.


On the left side, my ravager moves up to get a shot at the raider that just picked up the wyches. I've got a weapon destroyed venom moving up into blaster range of that wych raider just in case too. Looks like I suffered a shaken result on a venom in the rear.


I open up! My Ravager immobilizes his wych raider in the rear left. My wyches get a 6" run roll, which will bring them back into assault range of his wyches. He goes to ground with his wyches as I open up with splinter cannons to thin their ranks. In midfield Vect also goes to ground on the objective - he's got one surviving wych in there with him and Malys and he's trying to protect it. The wych and Malys still die after much rapid firing and splinter cannons, and Vect finally fails a shadowfield save. I focus more fire on the wyches on the right though because I'm outnumbered slightly, and because I didn't open the raider in the top left.

My trueborn on the right shoot at the stationary ravager and explode it. I was afraid that if I shot the middle one that moved, I wouldn't be able to pull off a multi-assault with my beasts into his immobilized raider and the other ravager, so decided to play it safe.

My wyches assault into more attractive combat, and win! He passes leadership and we stay locked in.


My beast unit and the Baron separately assault into the stationary raider and the combat speed ravager. I wreck both and his wyches pile out.


Enemy Turn Five:
He suffered a devastating turn - I took down two ravagers, most of a wych unit, wrecked one of his last two raiders, and took out Malys and pinned Vect (voluntarily). With Vect pinned, he only has two units to move. His last wych raider on the left is immobilized by my shooting, but he's afraid to get out because of the splinter cannons, so he sits tight, and the wyches in the middle multi-assault the Baron and the beasts. While the beasts don't have defensive grenades on their own, him choosing to multi-assault both hit him with the penalty. 20 attacks on the charge instead of 30, Shardnets reducing the Baron's attacks instead of adding attacks to his own...he put 4 wyches into the Baron and the other six into the beast unit - and the beasts ate his wyches. He's needing 4+ to hit and 3+ to wound (+1STR drugs), while my khymerae are needing 4+ to hit and 3+ to wound as well with 15 attacks...and another 20 from the razorwings needing 4+/4+.

On the right, my wyches finished off his wyches and spread out around the objective to deny him the ability to poke his nose within 3" of the objective. That wrecked raider back there didn't get wrecked until my turn five, so I was just trying to prevent it from happening.


Dashofpepper Turn Five:
My warrior venom on the left moves up to the objective and the warriors jump out. Several Dark lances from a ravager, and much splinter fire later, the raider and wyches are dead, while my surviving trueborn unit on the right kill the last empty raider on the table to finish the game.

Final Score: 20/20 points (16 primary, 4 for secondary)


Post-Game Analysis:
We both made some mistakes. I don't like to reserve, but seizing on a 4+ is too risky to chance, so I figured it was worth it to deny him the ability to alpha-strike me on a seize. I moved on poorly and presented ample and diverse targets for him to fire at. I stuck my wyches in a corner when I really should have brought them out center-field, and I should have moved in on one flank. By the same token, my opponent was apparently unfamiliar with the "Aerial Assault" rule that lets ravagers fire all three weapons while moving at cruising speed, which is why he was only moving them 6" per turn.

Out of the five Dark Eldar players in attendance, four of us got paired up against each other in the first round...which we all thought was interesting.

Stay tuned for Round Two! Hopefully I'll have it up tomorrow.


This message was edited 4 times. Last update was at 2011/05/21 04:58:52


Hulksmash and Dashofpepper put the fear of Xenos into people at They Shall Know Fear
Dashofpepper's Guide to Tournament Preparation, Survival and Success!
 
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

DashofPepper wrote:Enemy Turn Two: His army stays static and his gunner's fingers twitch on the trigger guards. In his shoes, I would have moved everything flat out around my deployment zone - far enough away that a 12" move, 2" deployment and 18" range couldn't range my vehicles, and I'd get a 4+ cover save against anything that came out of reserve with the ability to range across the board to me - in this case, the single ravager.


As you said, he should have been moving flat out on his turn #2 so all of his skimmers get the 4+ cover save when you come on.

His biggest mistake (as you mentioned) was him getting close to you so you can shoot at him with blasters when you come on from reserve. Your effective range is 18"+12" move and a 2" disembark for a 32" range. He should have hung out in his deployment zone and just blown the crap out of you with Dark Lances as you came on the board in a turkey shoot.

That is a problem with bad players is that they only know of one way to play. If they have a wytch cult they fly forward and try to get into assault. They totally ignore the fact that they have superior long range anti-tank fire over you, and you will be coming on a few units at a time. I saw this in another battle report with Grey Knights vs. Deathwing. The Deathwing player totally out ranged the Grey Knight player and can pick him apart with shooting, but the Deathwing player only knows how to run forward and assault.

This message was edited 1 time. Last update was at 2011/05/17 06:29:13



 
   
Made in us
Longtime Dakkanaut






Dallas Texas

Hey dash I enjoyed meeting you. I thought you played well and deserved the win. Sorry people are being sore loosers. Respect for giving ur prize away :-]

hopefully we will be able to get a game in at akon!

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

I agree....heinous mistake....HEINOUS!

He could've had you walking across the board at him with no transports at extreme range.

....waiting to zip out on the late turns for objective grabbing.

I would say you got lucky...but the fact is that you outplayed your opponent. With your early game movement mistakes it just turned out to be a game when coupled with his first two turn blunder.

(I PRAY people go all reserves with my 30 Darklight Vect list.)

I have never failed to seize on 4+ in my life!

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COMMORRAGH 
   
Made in us
Stone Bonkers Fabricator General






Home Base: Waconia, MN (Minneapolis)

Those are some hella sparse tables. Agreed that you outplayed your opponent. An excellent batrep.

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Regular Dakkanaut





Hulksmash wrote:Those are some hella sparse tables. Agreed that you outplayed your opponent. An excellent batrep.


Oh you'll look forward to my game 2. I literally had a tree to hide behind and never chance reserves with Necrons.

Well done making Vect a wasted 250ish point investment!

I spoke with that DE player later and he admitted he's intending to sell his Raiders and invest in the new Talos / Cronos. Apparently, he normally runs 15-strong squads via WWPs.
   
Made in us
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Home Base: Waconia, MN (Minneapolis)

@Wolf

Yeah, I've heard. My heart wept for you before I saw the tables. If that's the example my hearts not just weeping anymore, it's straight up bleeding....Congrats on taking the Crons though. That's something I won't touch till the new codex comes out

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Hooded Inquisitorial Interrogator



Seattle, WA

Fantastic Batrep!

Dash, is this the John Green from Lake Charles?
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Blackmoor wrote:As you said, he should have been moving flat out on his turn #2 so all of his skimmers get the 4+ cover save when you come on.

His biggest mistake (as you mentioned) was him getting close to you so you can shoot at him with blasters when you come on from reserve. Your effective range is 18"+12" move and a 2" disembark for a 32" range. He should have hung out in his deployment zone and just blown the crap out of you with Dark Lances as you came on the board in a turkey shoot.

That is a problem with bad players is that they only know of one way to play. If they have a wytch cult they fly forward and try to get into assault. They totally ignore the fact that they have superior long range anti-tank fire over you, and you will be coming on a few units at a time. I saw this in another battle report with Grey Knights vs. Deathwing. The Deathwing player totally out ranged the Grey Knight player and can pick him apart with shooting, but the Deathwing player only knows how to run forward and assault.


Blackmoor, I think we was fairly new to Dark Eldar. Inexperience doesn't make you a bad player....it just makes you inexperienced. I didn't attribute him not moving flat out before I arrived from reserves to be the mark of a bad player, just something he hadn't considered before. That particular mistake wasn't game changing either. If he had gone flat out, he would have gotten 4+ saves against me - and I scored an explode, immobilize, and weapon destroyed result...from four dark lances and 9 blasters. He didn't have flickerfields or cover saves either. Its reasonable to assume the same results from average rolling. In my case, poor rolling against no cover balances against average rolling with cover.


Automatically Appended Next Post:
inquisitor_bob wrote:Fantastic Batrep!

Dash, is this the John Green from Lake Charles?


I don't know. Quite possibly!

This message was edited 1 time. Last update was at 2011/05/17 14:14:38


Hulksmash and Dashofpepper put the fear of Xenos into people at They Shall Know Fear
Dashofpepper's Guide to Tournament Preparation, Survival and Success!
 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Nice batrep Dash, good to see you're back providing some of the best (if predictably winning ) batreps there.
Well played too, you both made mistakes it seems but you outplayed him so well deserved.

Looking forward to more!

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Mighty Brass Scorpion of Khorne






Dorset, UK

Great report Dash
That board was aweful though, was there no BLOS terrain at all?! Congrats on yet another win.

This message was edited 1 time. Last update was at 2011/05/17 14:30:31


   
Made in us
Khorne Rhino Driver with Destroyer





nice rep!

People have already mentioned this, but this is a serious issue IMO. Tables that sparce in GTs are completely unacceptable... pretty easy to see why razorback spam / mech guard are popular at this level...

can't wait to see the other rounds!




 
   
Made in us
Fixture of Dakka





Units can embark into a transport that has already moved, unless it has moved flat out.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Badass "Sister Sin"






Camas, WA

For the Baron/BM split, if they split during the movement phase they are still restricted to only 6" of movement, right?

Great report, btw. Gonna have to add my voice to the group for the terrain. Poor guy got clubbed.

Welcome home to BR's, Dash!

This message was edited 1 time. Last update was at 2011/05/17 16:13:18



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Feasting on the souls of unworthy opponents

DarknessEternal wrote:Units can embark into a transport that has already moved, unless it has moved flat out.


Can they? I remember a game where I moved a transport over to some guys, then the guys moved up to the transport to get in...and there was an argument about whether I was allowed to get in based on the embarkation rule wording. I don't have the rulebook with me at the moment so I can't look it up. But - it wasn't game changing, so I wasn't too worried about it.

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Camas, WA

Yeah, P66. It even mentions what happens if the vehicle moved before the unit embarks for further movement.


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Nice Batrep Dash, You had a very effective list. I was there, but I only got to watch about five minutes of this round.

The guy got to close to soon, I mean in the range of your blasters, when he had the dark lance advantage numerically.




Automatically Appended Next Post:
@ Dash- I was the only Dark Eldar Player in attendance that never got to play against another Dark Eldar player.

I wanted to go up against one Dark Eldar player, just to learn some things, as I am still consider a novice player, especially when it comes to Dark Eldar. To include the tournament, I have only 9 games with them, going 8-1 so far, which attribute to following good advice and looking in on other games.

Thanks, indirectly Ryan.

P.S. Maybe we can at least play a pick up game against one another in Austin or Dallas, so I could learn more.



Automatically Appended Next Post:
Dashofpepper wrote:
Blackmoor wrote:

Dash, is this the John Green from Lake Charles?


I don't know. Quite possibly!


Yes it was him, from Louisiana.

He is a very experience player with Marines that I know of. He has been playing for a long while competitively with a few tough marine and grey knights lists. I have never observed him play Dark Eldar, but he is a good guy to play against. I have seen his son play Dark Eldar in the past. I think I remember his son being at Alamo as well, but I cannot recall what he played, if he played at all.

This message was edited 2 times. Last update was at 2011/05/17 16:39:41


 
   
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Good to see your batreps again. Looking forward to the rest.

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Great report Dash, it is good to see you writing again. For the transport, you can move a transport and then hop int with a unit as he did.

Also, I noticed this...


While the beasts don't have defensive grenades on their own, him choosing to multi-assault both hit him with the penalty. 20 attacks on the charge instead of 30


I think it is only the models hitting the unit with defensive grenades that do not get the bonus for charging. I have run into this with Daemonettes and Slaanesh DP's before.

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rcm2216 wrote:
@ Dash- I was the only Dark Eldar Player in attendance that never got to play against another Dark Eldar player.

I wanted to go up against one Dark Eldar player, just to learn some things, as I am still consider a novice player, especially when it comes to Dark Eldar. To include the tournament, I have only 9 games with them, going 8-1 so far, which attribute to following good advice and looking in on other games.

Thanks, indirectly Ryan.

P.S. Maybe we can at least play a pick up game against one another in Austin or Dallas, so I could learn more.



I was there too, i didn't get to play another DE player either.
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Getting my broom incase there is shenanigans.

Dashofpepper wrote:
Blackmoor wrote:As you said, he should have been moving flat out on his turn #2 so all of his skimmers get the 4+ cover save when you come on.

His biggest mistake (as you mentioned) was him getting close to you so you can shoot at him with blasters when you come on from reserve. Your effective range is 18"+12" move and a 2" disembark for a 32" range. He should have hung out in his deployment zone and just blown the crap out of you with Dark Lances as you came on the board in a turkey shoot.

That is a problem with bad players is that they only know of one way to play. If they have a wytch cult they fly forward and try to get into assault. They totally ignore the fact that they have superior long range anti-tank fire over you, and you will be coming on a few units at a time. I saw this in another battle report with Grey Knights vs. Deathwing. The Deathwing player totally out ranged the Grey Knight player and can pick him apart with shooting, but the Deathwing player only knows how to run forward and assault.


Blackmoor, I think we was fairly new to Dark Eldar. Inexperience doesn't make you a bad player....it just makes you inexperienced. I didn't attribute him not moving flat out before I arrived from reserves to be the mark of a bad player, just something he hadn't considered before. That particular mistake wasn't game changing either. If he had gone flat out, he would have gotten 4+ saves against me - and I scored an explode, immobilize, and weapon destroyed result...from four dark lances and 9 blasters. He didn't have flickerfields or cover saves either. Its reasonable to assume the same results from average rolling. In my case, poor rolling against no cover balances against average rolling with cover.


Even though I rarely play any armies with skimmers, I still know that you move flat out before reserves come on the table when facing a Null Deployment (everything in reserves). He should have seen it by playing against Vendettas, Land Speeders, Eldar, etc, across the table from him. Skimmers should always move flat out when they do not shoot.

His biggest mistake was getting close to you. If he played correctly and he stayed out of 36"of the board edge, your shooting is only one ravager and you whould have knocked out a Dark Lance (50% chance of you doing nothing if he moved fast), then he gets to unload into you.

This message was edited 1 time. Last update was at 2011/05/17 19:23:07



 
   
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Sounds fun dash! well done

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Dash:

I am John Green, Dash, I read your batrep and I am suprised at how detailed it is. I think the comments here are spot on, I did make two big mistakes, due mostly to the unfamiliarity with my army, that in the long run really jeopardized my chances at winning. I really thought the game was close until that disastrous fourth turn. All in all I had a good game and a generally good time at the tournament. I really think you were fair in the batrep. I am amused at the comments about me being a "bad" player, but you took up for me and i appreciate that as well. I had no idea I was playing an internet personality, maybe is would've "did better". Lol. See you at Wargames con? jg
   
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cypher623 wrote:Dash:

I am John Green, Dash, I read your batrep and I am suprised at how detailed it is. I think the comments here are spot on, I did make two big mistakes, due mostly to the unfamiliarity with my army, that in the long run really jeopardized my chances at winning. I really thought the game was close until that disastrous fourth turn. All in all I had a good game and a generally good time at the tournament. I really think you were fair in the batrep. I am amused at the comments about me being a "bad" player, but you took up for me and i appreciate that as well. I had no idea I was playing an internet personality, maybe is would've "did better". Lol. See you at Wargames con? jg


I can speak up for the two times you tabled me at RTT's with marines over the last five years. LOL
   
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Feasting on the souls of unworthy opponents

cypher623 wrote:Dash:

I am John Green, Dash, I read your batrep and I am suprised at how detailed it is. I think the comments here are spot on, I did make two big mistakes, due mostly to the unfamiliarity with my army, that in the long run really jeopardized my chances at winning. I really thought the game was close until that disastrous fourth turn. All in all I had a good game and a generally good time at the tournament. I really think you were fair in the batrep. I am amused at the comments about me being a "bad" player, but you took up for me and i appreciate that as well. I had no idea I was playing an internet personality, maybe is would've "did better". Lol. See you at Wargames con? jg


Aha! Welcome to Dakka Dakka! All five of my opponents are now on Dakka (for better or worse), where only one of them was actually a Dakkanaut prior to the Alamo GT.

A lot of people read my battle reports because they *are* detailed, accurate, and dispassionately analytical - although I do try inserting some humour in where I can.

I made a *serious* mistake letting Vect and Malys walk through my infantry...and an even graver mistake relying on a shattershard to stop them....which let you walk through a bunch more of my infantry. That shattershard was honestly a disappointment the entire tournament. A random nobody here and there, but it never tagged one of the ICs.

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You roll once at the beginning of the game for first turn - you lost that roll.

First player then starts deploying objectives, then picks their deployment zone and deploys. Second player then deploys. Baron's rule was FAQ'd to allow you to add +1 to the "going first" roll, not the deployment roll (which only works in the battle missions book).

And I guess you did find out that there is a use for nightshields when playing against blasters and other short anti-tank (meltaguns).

This message was edited 1 time. Last update was at 2011/05/19 16:42:23


 
   
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Feasting on the souls of unworthy opponents

ryan3740 wrote:You roll once at the beginning of the game for first turn - you lost that roll.

First player then starts deploying objectives, then picks their deployment zone and deploys. Second player then deploys. Baron's rule was FAQ'd to allow you to add +1 to the "going first" roll, not the deployment roll (which only works in the battle missions book).

And I guess you did find out that there is a use for nightshields when playing against blasters and other short anti-tank (meltaguns).


Not quite. Objectives are deployed on the table before you roll for deployment.

Otherwise players could try gaining an advantage by stacking objectives in their deployment zone. Unfortunately, I see this mistake pretty often.

When I say "Roll for deployment" I *am* saying "Rolling for the option to deploy and go first." Since the player who wins the roll gets to choose the deployment zone....saying "Rolling for Deployment option" makes just as much sense. And I *won* that roll, I didn't lose it.

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I thought the Baron's thing allowed a +1 to roll for Siezing Initiative, and going first though you deployed second?

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Dashofpepper wrote:Not quite. Objectives are deployed on the table before you roll for deployment.
Yes, you are correct here. In seize ground you place objectives and then pick DZ. In Capture and Control you pick DZ and then place.

Regardless, first player places objectives first. That's my point. You lost that roll and then convinced your opponent to roll for "first turn", which was already decided. I'm surprised your opponent fell for that. At least you were kind enought to give it back.
   
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ryan3740 wrote:Regardless, first player places objectives first. That's my point. You lost that roll and then convinced your opponent to roll for "first turn", which was already decided. I'm surprised your opponent fell for that. At least you were kind enought to give it back.


They were playing Seize Ground. Seize ground is roll for who puts first objective. When complete, roll for deployment which determines first turn.


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