Switch Theme:

Tournament Battle Summary-Toys for Tots Charity Team Tournament in St. Charles, MO-Sorry no pics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Evening Dakka! Earlier today I got to play in a Team Tournament for which the entry fee was a toy to donate for Toys for Tots. The tournament used the Adepticon Team Tournament detachment rules and missions, with 1000 points per player (2000 points per team). My teammate and I both ran Dark Angels for maximum synergy, but there were some wacky combos in there as well. A good variety of armies were present. Knights were allowed in the appropriate detachments, forgoing the usual keyword requirements, so there were a few of those running around, both Imperial and Chaos. My team's lists were the following:
Spoiler:
My list:
Base Detachment:
Azrael
Talonmaster with Heavenfall Blade
5 Scouts
5 Intercessors
Chapter Ancient
Ravenwing Darkshroud
8 Hellblasters
My teammate's list:
Escort Detachment:
Librarian
2x 5 Scouts
3 Aggressors with Boltstorm Gauntlets and Fragstorm Launchers
2x 3 Scout Bikers
10 Hellblasters
Ravenwing Dark Talon

So, on to the summaries of the actual games! Opponents' lists are from memory and so may be slightly inaccurate

Game 1
Opponents: Space Wolves and Tyranids
Opponents' lists:
Spoiler:
Space Wolves Base Detachment
Wolf Lord with Jump Pack, Frost Axe, Storm Shield and The Wulfen Stone
Rune Priest with Jump Pack
3x 5 Blood Claws with Powerfist on each Pack Leader
6 Long Fangs with 4 Missile Launchers, 1 Lascannon, and Wolf Guard Terminator Pack Leader with Cyclone Missile Launcher and Storm Shield
3x Rhino with 2 Storm Bolters
Tyranids Speartip Detachment (Hive Fleet Kronos)
Neurothrope
5 Ripper bases
2x 5 Hive Guard with Impaler Cannons
6 Zoanthropes (single unit)
3 Biovores

My team got first turn and our opponents failed to seize. We had the Dark Talon fly directly over the Long Fangs and drop its Stasis Bomb, killing 5 of the 7 models. It advanced and used Speed of the Raven to allow it to shoot. Otherwise we mostly just moved stuff up and popped two of the Rhinos with our Hellblasters, netting us First Blood. The remaining Long Fangs failed their morale and fled. We also managed to have our infiltrating Scouts tie up one unit of Hive Guard and the Biovores in combat. Alas, it didn't work out for us, as on our opponents' turn the Zoanthropes just smited the Scouts away, allowing the units they tied up to shoot. The Wolf Lord charged our Scouts in the middle of the table, but he failed to kill all 5 models to activate his Saga. On our second turn, we hit the Wolf Lord with both Mind Wipe and Aversion from my teammate's Librarian. We managed to put down some of the Blood Claws and even a couple of Zoanthropes, and we did lock one of the HIve Guard units in combat with some Scout Bikes, but otherwise we didn't accomplish a whole lot on our second turn. The Wolf Lord and Rune Priest charged and killed some Hellblasters, after the third Rhino died trying to charge them. The Hellblasters fell back and gunned both down thanks to the Intractable stratagem. Our Aggressors managed to pick off some Blood Claws that unwisely piled into them after killing our Darkshroud (our opponents didn't realize they were equipped with basically Power Fists!). By Turn 4, the Hive Guard and Zoanthropes were chewing us up pretty badly, and the Rippers grabbed one of the two objectives. We were unable to pick off any of those units fully even by the end of the game, and we ended up losing by 1 point despite wiping out every Space Wolf model. We killed no Tyranid units completely at all, so our loss was mainly based on the Kill Points part of the mission. Overall it was a close game that could have gone either way.

Game 2
Opponents: Orks and Space Marines
Opponents' lists:
Spoiler:
Orks Firebase Detachment (Evil Sunz Klan)
Warboss with Big Choppa
2x 30 Boyz with Slugga/Choppa
10 Gretchin
Morkanaut with Kustom Force Field
3 Killa Kans with Rokkit Launchas
Imperium Command Detachment (Raven Guard/Knights)
Kayvaan Shrike
10 Intercessors
5 Tacticals with Plasmagun
5 Hellblasters
Imperial Knight Warden with Ironstorm Missile Pod

Once again we got first turn, this time because we seized. We didn't actually do very much though, preferring to wait for the Orks to come to us. On their turn, they did manage to kill off some Scouts and the Darkshroud, and they got a turn 1 charge off on another Scout unit, wiping it out. Our counterattack was swift and brutal, using Weapons from the Dark Age on the 10-man Hellblasters to destroy the Morkanaut in one round of shooting thanks to some hot dice. The other Hellblasters supercharged and destroyed the Killa Kans, but 3 of them died to their weapons overheating despite Azrael's rerolls. Our flyer flew over the Ork unit that charged and killed five of them with the Stasis Bomb, then was in a position to shoot at Shrike. It managed to kill him due to some unlucky save rolls on our opponents' part. On the next turn, our Hellblasters got a facefull of Ork Boyz charging in, although several Boyz died to overwatch. They didn't kill many Hellblasters though, and our counterattack with the Aggressors and Intercessors was brutal, wiping out the Boyz and leaving the Warboss exposed. I don't remember who killed the Warboss, but he did die on that turn. We also managed to drop the Knight thanks to using Intractable and WftDA on the larger Hellblaster unit. After that, and managing to lock the Raven Guard Hellblasters up with the Scout Bikes, it was just a matter of mopping up, and we did manage to table our opponents on turn 5.

Game 3
Opponents: Orks and Craftworld Aeldari
Opponents' lists:
Spoiler:
Orks Base Detachment
Big Mek with Kustom Force Field
Wierdboy
4x 30 Boyz
Craftworlds Base Detachment (Alaitoc Craftworld)
Autarch Skyrunner with Banshee Mask, Fusion Gun and Laser Lance
Farseer Skyrunner
3x 5 Rangers
6 Fire Dragons including Exarch
8 Dark Reapers including Exarch
Wave Serpent with Vectored Engines

Once again we went first after our opponents failed to seize. The Dark Talon flew over one squad of Boyz, dropping the Stasis Bomb and unloading all of his shooting into them, but not killing the entire squad. Our units didn't do a whole lot else, as we were waiting for the Boyz to come to us (one of the units was in reserves (Tellyporta thingy), as were the Fire Dragons (Webway Portal). On our opponents' turn, the damaged Boyz unit used Green Tide to come back to full strength on one flank. The Dark Reapers got out of the Wave Serpent and into some ruins, where they then shot down the Dark Talon and used Fire and Fade to go to the bottom floor. The Wave Serpent itself moved and advanced up to take some potshots at the Hellblasters, but failed to cause any unsaved wounds thanks to Azrael's invulnerable saves and the Darkshroud making them harder to hit (nice to see Alaitoc getting a taste of their own medicine!). Another unit of Boyz got into a unit of Scout Bikes and the Intercessors, but didn't kill very many, leading to a drawn out combat that lasted a couple of turns. The Boyz that used Green Tide charged into two Scout Squads, and thanks to my teammate choosing to interrupt, moving the Scouts closer to them to force them to swing and kill them instead of wrapping them, killed both units, leaving the Boyz open to shooting. On our turn, the Aggressors moved into some ruins on the upper floor. The Hellblasters popped out from behind the wall they were hiding behind. The Libby used Aversion on the Boyz that had locked up the Intercessors and Scout Bikes, causing that combat to continue since the Boyz couldn't kill them as easily at -1 to hit. One unit of Hellblasters supercharged and used Weapons from the Dark Age to pop the Wave Serpent, and the other shot into the third unit of Boyz on the table, killing many of them. The Talonmaster, second unit of Scout bikes, and Darkshroud shot into the squad that had just wiped the Scouts, killing enough of them that the rest fled due to morale. Azrael's rerolls really helped with that. The third unit of Scouts managed to charge the Dark Reapers, preventing them from shooting on the following turn. That scout unit was in turn wiped out by the Autarch in close combat on our opponents' turn. The combat with the Intercessors and Scout Bikes finally ended when our units died, but that was in our opponents' turn, and in our turn the Aggressors double fired into the Boyz, wiping them to a man. Before that, the Boyz that were in reserve arrived, but were Auspexed by the large Helllblaster unit, taking several casualties. The Wierdboy rolled his second Perils of the Warp of the game and exploded, doing mortal wounds to the Farseer, Dark Reapers, and the newly arrived Boyz. By time those Boyz actually charged, they had been pretty well shanked by those events and some nasty Overwatch, so they fled to morale after the turn. On our next turn (the one where the Aggressors wiped the other Boyz unit), Azrael charged and killed the Dark Reapers, and two of the Ranger units (which had arrived the previous turn but failed to inflict any damage on anything) were wiped out by the Talonmaster and one unit of Hellblasters. On our opponent's half of the turn, the Fire Dragons arrived and took out the Darkshroud, but after that our opponents conceded, as they were about to be tabled at the bottom of turn 4. We got maximum points for that game.

Overall we went 2-1 and ended up in third place (out of like 18 teams). Our prize was a Sector Mechanicus terrain kit for both myself and my teammate. It's probably only the second time I've ever actually placed in a tournament, so it felt good, especially since I was fielding my beloved Dark Angels, who are still my favorite army despite not being the strongest of my armies. The whole atmosphere of the tournament was friendly and fun, not totally stressed and crazy like some tournaments are when there is serious prize money on the line. I had a great time, and I look forward to attending this same tournament next year.

My takeaways:
-I may revise my stance concerning the Azrael gunline. Competently piloted, it can be extremely nasty. My teammate really showed me some things that may help me up my game in future events.
-Ravenwing Dark Talons are solid gold, especially if facing horde opponents. Their sheer volume of dice helps them become very killy, and the fact that they can produce mortal wounds helps them hurt even hard targets.
-The Talonmaster was another solid performer. With Orks becoming popular in the meta, their utility is only going to go up. I may end up trying a Supreme Command of Sammael and 3 of these guys at some point. That could be hilarious.
-Dark Angels have three major stratagems that you should budget some CP for: Weapons from the Dark Age, Intractable, and Speed of the Raven. These are what really give them an edge compared to most other Space Marines.

Overall, I think Dark Angels are a solid army, although not top tier by any means (they ARE Space Marines after all, and have many of the same shortcomings as far as competitiveness). I think once Chapter Approved drops they are going to get better. I'm probably going to use them for most if not all of my tournament play in 2019 and see how far I get in the ITC faction ranking. We'll have to see how many GTs I'm able to attend, as I am dependent on others for transportation due to not owning a vehicle. It should be fun.

FOR THE LION!
Thanks for reading!

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in au
Been Around the Block




Nice report and congrats on the wins!

Can you elaborate on some tips for the Azrael gunline? Only because I'm attending my first 40k tournament this weekend with Dark Angels.

Max
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

If you are running the Azrael gunline, definitely take the Ancient and the Darkshroud. -1 to hit is crucial for your survivability (but watch out for Dark Reapers or other things that ignore modifiers, like Space Wolves with their strat), and being able to shoot again after dying helps you get more bang for your buck, as Hellblasters are fairly expensive. Make sure to keep your squads clustered around your characters, as the Ancient's ability and Azrael's invul save bubble are on a per model basis, not per unit (the rerolls to hit are per unit though, as is the -1 from the Darkshroud). When you deploy, try to keep the whole works out of LOS if possible in case you go second, and if you do go first, advance everything up and try to grab some cover in the middle of the table. If there is a large ruin in the middle, advance into that if possible and stay on the bottom floor. Pop up on your next turn and blast away! Also, it goes without saying, but keep moving forward pretty much always. Hellblasters have short effective range compared to a lot of true gunlines, so you need to close the distance as quickly as possible. You don't really need to screen the Hellblasters against reserves popping up, as they can use Auspex Scan if somebody tries to drop in close for a charge. And believe me, it's pretty nasty with Azrael giving them rerolls. If you think there's a good chance your Hellblasters will get charged, you might try leaving a small path open for Azrael to heroically intervene, as he is fairly beefy in combat. Don't do that if whatever is charging might be able to use that hole to get to him and kill him, though.

There are a lot of good units to support the Azrael blob with. Librarians are solid with Aversion and Mind Wipe to nerf your opponent's shooting, and for more of that kind of thing you might even ally in a Space Wolves Rune Priest for their -1 to hit power. Dark Talons and Talonmasters are great for clearing hordes, as are Aggressors. Repulsors aren't terrible in the horde-clearing role, but they are expensive and absolutely have to stay within the -1 to hit bubble from the Darkshroud. You should take some fast moving units as well, and I strongly recommend Scout Bikes, as they are very fast and have more firepower than Ravenwing for their points (you can give Ravenwing special weapons, but that costs a lot of points). If you want or need more CP, you could probably incorporate the Astra Militarum Loyal 32 (2 Company Commanders and 3 Infantry Squads), but they really aren't necessary and usually just provide easy points for your opponents. I have allied in a Knight before as well, and while they are nice to have, they aren't really necessary with the firepower of the Hellblasters. If you do insist on bringing one, make it a Gallant to put some early pressure on your opponents. They also have the advantage of being the cheapest Knight, so if it goes down early it won't hurt as bad.

I've seen players try to use Devastators to supplement the Hellblasters, but I think they are a trap. Too many points for how squishy they are, and they will absolutely catch some aggro due to their long range firepower. You also really want Azrael's buffs on them (and the other characters' buffs), but you don't want anything stationary anchoring Azrael to one location. For this same reason, I don't like Sniper Scouts either.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in au
Been Around the Block




Thanks for the thoughts!

Yes I think I just need to make sure the blob pushes up especially first turn. And good tips with Azrael - the gaps (or no gap) for close combat reasons is the nitty gritty stuff I need to improve on. So yep my Azrael blob has 10 Hellblasters, darkshroud and ancient.

Totally agree on Devs.

I'm also taking Sammy and Talonmaster in speeders, Dark Talon and Black Knights. So not super competitive (aka no allies and Black Knights) - I'm happy to field a less competitive army that is made up of all my painted models. Hopefully though I can still put out some good damage - maybe early pressure with the Ravenwing to give the Azrael blob a turn to get into range.
   
Made in us
Banelord Titan Princeps of Khorne






Glad you had a great time at the tourney! We really appreciate everyone showing up and having a good time.

Also, congrats on the 3rd place finish with pure "Space Marines" even if they were green! You guys deserved it.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
 
Forum Index » 40K Battle Reports
Go to: