So this is where I get to show off what I managed to get done in the 2 weeks prior to the tournament. Not as pretty as I had hoped, but certainly functional. So onto the batrep. My list after some tweaking looked like:
Overlord
Warscythe
CC Barge
Overlord
Warscythe
CC Barge
2 Royal Courts w/
2x Solar pulse teks
2x Despair teks with Veils
5x Deathmarks w/ Night Scythe
5x Deathmarks w/ Night Scythe
5x Warriors w/ Night Scythe
5x Warriors w/ Night Scythe
5x Immortals w/ Night Scythe
Doom Scythe
Doom Scythe
I know from experience resilient models or models with multiple wounds give me a huge headache.
BA and Paladins would be the 2 armies I fear the most. First round match-up...
BA! From memory his list is:
Sanguinor
Mephiston
5 Assault Terminators
3x
LC, 2x
TH/
SS Land raider dedicated tranpsort
Sanguinary Priest
10 man
Tac squad
PF sergeant, flamer and Lascannon
5 man scout squad
sniper rifles
5 man scout squad
PF 5 man
Dev Squad
1 Lascannon, 3
ML's
2x Vindicators
Not an entirely optimized list, but 1 that if played correctly can potentially knock out a lot of vehicles quickly and has the resilience to ignore a lot of my S7 tesla. While his most potent threats are most definitely
CC orientated and thus less likely to hit, his units put out a lot of attacks and are fast, allowing him to catch me and perhaps get some damage results which I could do without.
We roll for missions and get Kill Points, pitched deployment. I win the roll off for first turn and we do all the pre-game stuff. I mark Mephiston and his Terminators with my Deathmarks as I deploy them. My opponent rolls for red thirst, gets nothing. He then gets his terminator sergeant buffed by the Sanguinor and chooses my painted Necron
HQ as his chosen target for re-rolls to hit and wound with. That's fine by me. If I get disembarked from my
CC Barge, I'm probably dead anyway.
My deployment looks like
I have lined up as far back as possible. The models are pretty big and I have seen bad results in the past when deploying aggressively and having the intiative stolen. This way if he deploys aggressively and steals he might struggle with fast vindicators getting alpha strike shots on.
His deployment originally looked like:
but then changed his mind just in case he didn't steal to:
BA then failed to steal and I decide to scoot forward just over 12" forward with everything. I want him to struggle with night-fight Turn 1 while getting cover saves and preparing for my Turn 2 alpha.
His Turn 1. Not much moves and he tries to inflict as much damage as possible before I hit him. 1 Vindicator fluffs and I make my cover saves against the other. His Landraider and
Dev Squad fare better though as they both see in night-fight, get through my cover saves and manage to wreck their respective targets (2 left-most Night Scythes - 1 with Warriors, 1 with Deathmarks). Ouch! Sanguinor moves to support the single Vindictor flank (and leaves the
FnP bubble) and Mephiston moves to assault my
CC Barge that went maybe a bit too far forward. He reaches it but then fails to hit. He is now exposed as well as no
FnP!
No pics of that though(getting into the game at this point and leaving my camera on the side a bit too often), sorry!
My Turn 2 alpha begins!
Everything pushes 12" forward for shots.
I then move both
CC Barges over his Vindicators. The result:
So 1 is stunned and immobilized, the other 2 weapon destroyed (he added a strombolter). In other news I torrent the Sanguinor with torrent of fire and manage to kill him. Doom Scythes do very little this turn with me aiming at his Devastators and him making all cover saves. Tesla destructors elsewhere manage to put 2 wounds on Mephiston and knock out a couple of
tac marines.
He's up 2
KP's to 1 and I'm now in his face so night-fight isn't so important. He lost some guns but he still has plenty of fight left in him. Things may have gone horribly wrong for me here. The resilience of his army is frustrating me a bit.
His Turn 2.
No pics since nothing moved and nothing happened. He had a pretty abysmal turn. Landraider shoots 2 lascannons at 2 different Doom Scythes and rolls double 1's to penetrate.
Tac squad does the same with his lascannon. The
Dev Squad fails to see 12" in front of them with a night-fight roll of 3. Scouts with sniper rifles get a rend but then fail to pen. Mephiston moves to assault a Night Scythe and though he misses with his plasma pistol, in
cc he manages to immobilize the vehicle.
My Turn 3.
This is going to be ugly. I close for the kill.
1 unit of Deathmarks comes in from reserve and thanks to Mephsitons speed I can rapid fire him from my table edge with them.
Elsewhere I finally get the
KP's from his vindicators with my
CC Barges and blow away a number of
Tac marines. Deathmarks fell Mephiston all on their own with 3 rends.
Dev Squad loses their lascannon to Doom Scythes...he's rolling real hot on cover saves for these guys. Then to top it off at the end of the phase his
tac marines fail morale and take their
FnP bubble away with them off the table. I'm now up 5KP's to 2.
This is where my opponent decides to call it. He figures although hes till has stuff left it's not enough for a decisive comeback. After the game he was a bit depressed my army had nothing to assault. Although I dealt with Mephiston and the Sanguinor early I didn't really have to since they will usually hit on 6's. Terminators were also wasted points. An enjoyable game, though a bit one-sided. Felt bad for the guy at the end and apologized for his Turn 2. Sometimes that's just the way the dice roll.
Onto round 2 for me though and my next opponent...
BA again!