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Made in gb
Longtime Dakkanaut






Sheffield, City of University and Northern-ness

Using a screamer star in a 1650pt game. I deploy behind cover and out of all line of sight, they get the initiative and proceed to use dark reapers to wipe out 1500pts worth of models in a single round of shooting. I started my first turn with 5% of my army left and immediately conceded.

   
Made in au
Dark Angels Neophyte Undergoing Surgeries





Canberra, Australia

 Ratius wrote:
I managed to kill 1 model before being tabled.


We have a winner.

Anyone ever played a game where they killed absolutely nothing and lost? Or won?


For your consideration:

Last year I was playing in a Necromunda league.
My Redemptionists had been riding high, wiping the floor with everyone, in fact, before this game I was undefeated in the last 2 leagues.

We roll scenario, we roll my opponent (much lower Gang rating) gets to choose. He's a Pit Slave gang, so he can take Outlaw scenarios.
He picks The Hit. Which means he wins immediatly if my Gang Leader goes out of action.

Because of the rules of the scenario, I have to deploy my leader in the centre of the table. I screen him with some noobs as an ablative shield.

Roll to see who gets to go first. The Pit Slaves.

The very first thing my opponent does is to trundle his Servitor out from behind cover (the attackers have to all deploy in cover, so you can't just deploy a heavy in line of sight of the leader).
The servitor has the "Bulging Biceps" rule, so he can move AND fire his Autocannon.

He rolls his D3 to see how many shots he gets. Rolls 3. He needed at least 2 to get to rake the shots across the screening noobs, and onto my Leader.

So he gets to shoot my leader. He decides to roll that one first. Bulging Biceps gives a -1 to hit, and he's BS 2, so he needs a 6. He gets a 6.
Rolls to wound, it's an autocannon, no suprise that he wounds.
But! My leader has some very rare Carapace Armour! I fail my save.
My leader takes a wound. He only has 1 wound.
We roll on the injury chart. On a 6 I go out of action and the game ends right there. He rolls a 6.

First shot of the first turn. I got to make a single dice roll, the armour save.

I did nothing wrong, my deployment was great, and his chance of pulling that off was like, 1 in a hundred or some gak.


Automatically Appended Next Post:
Though, in 40k itself, we need to go back. Way back.

Would have been like, maybe early 3rd ed?

Playing Dark Angels vs Imperial Guard (not sure how many points). For some reason I agree to fight down the length of the table.

In his first turn, he drops a battle cannon shot on my Ravenwing. Kills enough for a break test.
They fail. They run. They are right next to the table edge, so they flee off.

If I recall correctly, they were close enough to the neighbouring unit to cause a panic test for a fleeing friendly unit passing by.
That unit fails too. They flee.
This panic spread across my whole army.
In the end, my assault squad lead by a captain with a jump pack are the only unit I have left.

Although, they did manage to cross the table and kill something like 96 guardsmen plus 3 chimeras before pure weight of fire brought them down.

This message was edited 1 time. Last update was at 2016/11/25 03:26:35


“If you can't do something smart, do something brave.” 
   
Made in gb
Nurgle Veteran Marine with the Flu






 jreilly89 wrote:
 Xenomancers wrote:
 Tonberry7 wrote:
Have you ever had such a disastrous first turn that it seemed like the only eventual outcome would be certain defeat? Did you test your generalship and battle on or throw in the towel? How did it turn out in the end? Were you annihilated as expected? Did you put up a valiant fight? Or did you even manage to pull off an improbable victory against overwhelming odds? To get things started I shall regale you with a tale of woe that happened to me in a game the other day.

I was playing a Daemonic Incursion army with a Tallyband and Tetrad; a fairly strong list. I was going first which suited me so that I could get psychic buffs up on the princes etc. My opponent failed to seize so I advanced all my princes and proceeded to the psychic phase. The first action was to cast Cursed Earth with my Tzeentch DP warlord, he had the Impossible Robes artefact so this would set him up nicely with a rerollable 2++ near the centre of the board. 3 dice, and two of them come up sixes. I wasn't too concerned until I rolled a 1 on the perils table. Still, it wasn't the end of the world as I had reasonably good odds of passing the leadership test but in the back of my mind I had a feeling that this could be trouble. Cue an 11 on the leadership test and Fateweaver nowhere to be seen.

So that was that. No way to get out of it, my Tzeentch DP removed by perils straight away, giving up Warlord kill and First Blood. Needless to say I was a bit dispirited by this but decided to view it as a challenge. So on to the Nurgle DP, not in range of anything yet so I went to cast Endurance with him. Unfortunately another two sixes came up and this was when I really started to get a sinking feeling. My nightmares became reality when I rolled yet another 1 on the perils table followed by a 10 on my leadership test. How could this be happening again straight away? Once was bad enough but having to remove a second DP from the table in short succession was hard to take.

So barely 10 minutes into the game I had lost 2 DPs, putting myself at a roughly 700pt handicap and severely crippling my formation bonuses, as well as giving up Warlord kill and First Blood, and all before my opponent had even rolled any dice.

Although disaster had certainly struck, I didn't want to just roll over and concede, as things surely couldn't get any worse. In the end, thanks to increased favour from the dice gods, and my opponents reserve heavy force coming in piecemeal, I managed to scrape a draw, although had the game continued much longer I would almost certainly have lost. Overall it was an unforgettable game though due to the incredible bad luck on that first turn.


Not fate weaver? okay I think you learned your lesson - no need to lecture.


Fateweaver lets him Re-Roll 1 dice per turn. He could've still lost the second DP.


I can't deny Fateweaver is a great unit, sometimes it seems like it's worth the 300pts just for that re-roll. However at 1850pts I find it's worth dropping Fatey to be able to take a Tallyband with a Tetrad to get all the Daemonic Incursion detachment benefits. So it's not really a lesson learned, the point of the thread was to highlight extreme bad luck cases. I could run that list again 100 times and I doubt I'd lose 2 DPs to perils on my first turn in any of them. And as pointed out Fatey would have (probably) only saved one of them.
   
 
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