Switch Theme:

Whats your shortest game?  [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 gb
Longtime Dakkanaut



London

Had one on Monday. Third game, one day doubles tourney.
Objective - Field of Glory
Place one objective at the centre of the battlefield before rolling off; starting with the winner of the roll-off, each player sets up one objective marker in their deployment zone more than 6" from any battlefield edge.
At the end of the fifth battle round, the player who controls the most objective markers wins the game. A player wins immediately if they control all three objective markers at the end of their turn.
Twist - Eager for the fight
Add 2" to the Move characteristic of all models and add 1 to all Advance and Charge rolls.

5 Storm troopers in their Valkyrie took the centre objective with ObSec, allied took the deployment zone one, other valk with 10 storm troopers in flew over and obsec'd the one in the enemy deployment zone. Game over.

Anyone had a similar occurrence?
   
Made in ca
Painlord Titan Princeps of Slaanesh





Hamilton, ON

I put my (vaguely Soviet-themed) Renegades on the table, she immediately went off about how Hitler was kinda right. I packed up and left.

Pretty short.

The Fall of Kronstaat IV
Война Народная | Voyna Narodnaya | The People's War - 2,765pts painted (updated 06/05/20)
Волшебная Сказка | Volshebnaya Skazka | A Fairy Tale (updated 29/12/19, ep10 - And All That Could Have Been)
Kabal of The Violet Heart (updated 02/02/2020)

All 'crimes' should be treasured if they bring you pleasure somehow. 
   
Made in us
Fixture of Dakka





6E, I think - might have been 7th.

Opponent had a DP of Tzeench, and rolled all the good powers and all the good gifts except for +1t. So a T5 flying DP with 2+ rerollable and tons of wounds.

He had Abadddon and an extremely well-geared squad in a Land Raider - don't remember if it was Chosen or Posessed.

He had a nasty Soul Grinder in cover.

A squad of Noise Marines.

Some other support.

I had a standard demicompany-ish (the style, not the formation) list of UltraMarine descendants - lots of Tacs, bunch of Devs and ASMs, smattering of Rhinos, and some support.

I also had a Chapter Master.

I seize.

Orbital Bombardment scatters, placing it's center in a dead zone - right in the middle of everything. Barely clips the Grinder, Prince, and LandRaider, but fully covers the Noise Marines.

IDs the Prince, before he can start flying

Pens the LandRaider. Expodes it. He rolls straight ones for wounds on the squad (Abby lives, but entire squad dies).

Pens and destroys the Grinder.

Kills most of the Noise Marines.

He now has something like 100-200 points on the board.

He forfeits.

We agree to play again. He puts his models back. I roll to sieze again, and we play another game.
   
Made in gb
Executing Exarch





London, UK

I had a game with the fresh 6E Craftworlds codex and brought my 4E Eldar list which included jetbikes and wave serpents. I went first and by the bottom of turn two there wasn't much left to kill.

Bladestorm and laser lock was disgusting and I miss it.

   
Made in gb
Frenzied Berserker Terminator




Southampton, UK

7th edition, used to be fairly evenly matched with my Khorne CSMs against my mates Blood Angels. Then he rocked up with a new Eldar wraiths and jetbikes army. I didn't get a turn 2.
   
Made in us
Jovial Plaguebearer of Nurgle





Kansas, United States

Does old WHFB count?

Skaven army, lots of units of clanrats and stormvermin, flanked by a doomwheel and a warpfire cannon (or whatever it's called). First turn, I fire with the warpfire cannon and it malfunctions. Spins in a random direction and fires directly into the clanrats next to it. Clanrats break due to morale, flee directly away - into my next unit of clanrats, which causes them to roll for morale. They break and flee into my stormvermin. Rinse and repeat all the way down the line, until all I have left are a doomwheel and a warpfire cannon that has already fired.

I asked for a mulligan.

Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
Deathwatch 
   
Made in us
Mekboy on Kustom Deth Kopta






5e orks, game lasted 1 player turn. I won the roll off to go first, 2 SAG, 45 lootas, min gretchin troops and some big guns. i shoot the SAG first turn, double 1's (at the time that meant it explodes and everything in 6 inches was removed from play) roll for the second double 1's again. I lost enough lootas guns and gretchin to force leadership, failed all leadership rolls and my units all ran off the board before my space wolf opponent even go to move a model.

10000 points 7000
6000
5000
5000
2000
 
   
Made in ca
Longtime Dakkanaut





7th Edition Genestealer Cult. 750 point Escalation League. Half of my stuff got into combat with him on Turn 1 and kill him before he could swing back. He failed the roll for his Flyer to come on the board on his turn 2 and the game ended. Entire game took about 15min.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Monster-Slaying Daemonhunter





First game of 8e. My opponent deployed everything but a dreadnought in deep strike. The dreadnought was hidden in a back corner behind a building. I had first turn, and used vanguard to get my Dominions around the building, and then meltagun the one dreadnought to death. The game was over before he even took a turn.


The second following shortest game was in 7th, and runs along the same lime of most of the opposing army being in deep strike. I blew up a Tervigon with a lucky hit from a Shadowsword, which he had counted on surviving for the two turns until his reserves arrived, and cleaned up his infantry after for another very short game.

This message was edited 1 time. Last update was at 2019/04/24 15:21:46


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Omnipotent Necron Overlord






Early in the eddition with space marines vs admech it was rare we got into turn 4....no models left.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Witch Hunter in the Shadows





5e planetstrike, opponent wiped out by the initial bombardment and drop (deployment was pretty short too).

In 8th, three questoris knights vs a super castellan and support units. The castellan shot two knights off the board in two turns while hellhounds and other support units finished off the last.

Honourable mention to a bloodbowl game against a notoriously slow player - I ran in an opening touchdown in a couple of turns and then back to back to back pitch invasions ran out the clock without another move being taken.
   
Made in us
Monster-Slaying Daemonhunter





 Xenomancers wrote:
Early in the eddition with space marines vs admech it was rare we got into turn 4....no models left.


I had this experience with my Sisters; I usually tabled them or forced a concession by turn 4. But it was different with my Guard, where it was more a factor of them not being able to do the same to me, while the very weak profile of Battle Cannons lead to not killing things as fast.

Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in ie
Regular Dakkanaut





3ft 2".
   
Made in us
Shadowy Grot Kommittee Memba






We have been trying to run the Urban Conquest campaign pack and there are special narrative missions tied to certain regions...unfortunately, Narrative missions require each player to follow, let's say "gentleman's guidelines" to avoid the games being silly, and unfortunately we decided that lists should be determined beforehand to avoid tailoring.

Well, someone got randomly assigned a mission to try and get through to their opponent's deployment zone with as much stuff as possible. Their whole list was loaded into 3 stormravens and protected by 2 stormtalons. the mission guidelines said the attacker should not use any FLYERS, but the player had written his list beforehand and only brought those models. Luckily, his opponent automatically got the first turn so it was possible for him to shoot down the transports and cover the exit zone with his screens...but the attacker seized and the game was over top of turn 1 movement phase.

The players were chill about it, just laughed it off, coutned the win and played a regular game, but it was pretty funny.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Omnipotent Necron Overlord






 Inquisitor Lord Katherine wrote:
 Xenomancers wrote:
Early in the eddition with space marines vs admech it was rare we got into turn 4....no models left.


I had this experience with my Sisters; I usually tabled them or forced a concession by turn 4. But it was different with my Guard, where it was more a factor of them not being able to do the same to me, while the very weak profile of Battle Cannons lead to not killing things as fast.

It was pretty much glass vs glass for us. Hellblasters and repulsors vs destroyers and dune crawlers - nothing lives.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Longtime Dakkanaut





Denison, Iowa

4th edition, I had an opponent rage-quit on me at the end of the first turn. For the mission we were playing my necron needed to cross a large gap or loose. This favored his Tau heavily, especially since he got first turn.

I used a Monolith to shield my troops, but face palmed at this mistake when I noticed he had 4 railguns. On his first turn he either missed or failed to penetrate with all those railguns and only killed a couple destroyers.

My first turn: I resurrected the destroyers, teleported a unit up with the monolith, VoD some immortals, and proceeded to kill everything in sight with really hot dice rolling.

He packed up and left.

This message was edited 1 time. Last update was at 2019/04/24 15:44:41


 
   
Made in us
Longtime Dakkanaut





The_Real_Chris wrote:
Had one on Monday. Third game, one day doubles tourney.
Objective - Field of Glory
Place one objective at the centre of the battlefield before rolling off; starting with the winner of the roll-off, each player sets up one objective marker in their deployment zone more than 6" from any battlefield edge.
At the end of the fifth battle round, the player who controls the most objective markers wins the game. A player wins immediately if they control all three objective markers at the end of their turn.
Twist - Eager for the fight
Add 2" to the Move characteristic of all models and add 1 to all Advance and Charge rolls.

5 Storm troopers in their Valkyrie took the centre objective with ObSec, allied took the deployment zone one, other valk with 10 storm troopers in flew over and obsec'd the one in the enemy deployment zone. Game over.

Anyone had a similar occurrence?


Man, IG and their supposedly weak strategems break so many things in this game.

I faced an IG armored column with an all-infantry Marine list and got tabled before my first turn once. I don't blame the IG tank column for that though, his dice were so hot and mine were so cold that it wouldn't have mattered what we had on the table.

   
Made in us
Shadowy Grot Kommittee Memba






The Newman wrote:
The_Real_Chris wrote:
Had one on Monday. Third game, one day doubles tourney.
Objective - Field of Glory
Place one objective at the centre of the battlefield before rolling off; starting with the winner of the roll-off, each player sets up one objective marker in their deployment zone more than 6" from any battlefield edge.
At the end of the fifth battle round, the player who controls the most objective markers wins the game. A player wins immediately if they control all three objective markers at the end of their turn.
Twist - Eager for the fight
Add 2" to the Move characteristic of all models and add 1 to all Advance and Charge rolls.

5 Storm troopers in their Valkyrie took the centre objective with ObSec, allied took the deployment zone one, other valk with 10 storm troopers in flew over and obsec'd the one in the enemy deployment zone. Game over.

Anyone had a similar occurrence?


Man, IG and their supposedly weak strategems break so many things in this game.

I faced an IG armored column with an all-infantry Marine list and got tabled before my first turn once. I don't blame the IG tank column for that though, his dice were so hot and mine were so cold that it wouldn't have mattered what we had on the table.


I don't see how any of that involved a stratagem?

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Monster-Slaying Daemonhunter





The Newman wrote:
The_Real_Chris wrote:
Had one on Monday. Third game, one day doubles tourney.
Objective - Field of Glory
Place one objective at the centre of the battlefield before rolling off; starting with the winner of the roll-off, each player sets up one objective marker in their deployment zone more than 6" from any battlefield edge.
At the end of the fifth battle round, the player who controls the most objective markers wins the game. A player wins immediately if they control all three objective markers at the end of their turn.
Twist - Eager for the fight
Add 2" to the Move characteristic of all models and add 1 to all Advance and Charge rolls.

5 Storm troopers in their Valkyrie took the centre objective with ObSec, allied took the deployment zone one, other valk with 10 storm troopers in flew over and obsec'd the one in the enemy deployment zone. Game over.

Anyone had a similar occurrence?


Man, IG and their supposedly weak strategems break so many things in this game.

I faced an IG armored column with an all-infantry Marine list and got tabled before my first turn once. I don't blame the IG tank column for that though, his dice were so hot and mine were so cold that it wouldn't have mattered what we had on the table.


IG armored column is a pretty weak overall list, but most all-footslogging infantry marine lists I see are at an even worse level; and in this case the tanks kind of hard counter the marine infantry.

There's a way to make a reasonably effective footslogging marine list played, I've seen it done, but it's hard to both focus on bodies and keep your bases covered firepower-wise.


Most Marine footslogging lists make heavy use of high power low toughness units. But a Guard tank list as a pretty good suite of weapons for digging out Devastators and flattening.Veterans. The most successful Marine footslogging list I've seen made extensive use of tacticals, intercessors, and scouts with a healthy dose of embedded special and heavy weapons, supported by re-rolls for everything. It also made extensive use of cover to make it hard to dig them all out. It appeared to be vulnerable to charge-your-face rapid mass melee, though.

I've actually been seeing a lot of marine foot lists lately, with a lot of intercessors, but they usually also have dreadnoughts supporting them to bring the heavy weapons. Sometimes they do pretty well, since the intercessors are pretty hard to dislodge.

This message was edited 2 times. Last update was at 2019/04/24 16:09:07


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Been Around the Block




the_scotsman wrote:
The Newman wrote:
The_Real_Chris wrote:
Had one on Monday. Third game, one day doubles tourney.
Objective - Field of Glory
Place one objective at the centre of the battlefield before rolling off; starting with the winner of the roll-off, each player sets up one objective marker in their deployment zone more than 6" from any battlefield edge.
At the end of the fifth battle round, the player who controls the most objective markers wins the game. A player wins immediately if they control all three objective markers at the end of their turn.
Twist - Eager for the fight
Add 2" to the Move characteristic of all models and add 1 to all Advance and Charge rolls.

5 Storm troopers in their Valkyrie took the centre objective with ObSec, allied took the deployment zone one, other valk with 10 storm troopers in flew over and obsec'd the one in the enemy deployment zone. Game over.

Anyone had a similar occurrence?


Man, IG and their supposedly weak strategems break so many things in this game.

I faced an IG armored column with an all-infantry Marine list and got tabled before my first turn once. I don't blame the IG tank column for that though, his dice were so hot and mine were so cold that it wouldn't have mattered what we had on the table.


I don't see how any of that involved a stratagem?


None of that is even really unique to ig! Anyone with flyer-transports, deepstrike or drop pods could have done the same.
   
Made in us
Longtime Dakkanaut





Not really Pleasestop. Nobody but Guard has a transport that lets troops deploy after it moves (see below) and Deep Strike can't happen turn 1 anymore.

the_scotsman wrote:
The Newman wrote:
The_Real_Chris wrote:
Had one on Monday. Third game, one day doubles tourney.
Objective - Field of Glory
Place one objective at the centre of the battlefield before rolling off; starting with the winner of the roll-off, each player sets up one objective marker in their deployment zone more than 6" from any battlefield edge.
At the end of the fifth battle round, the player who controls the most objective markers wins the game. A player wins immediately if they control all three objective markers at the end of their turn.
Twist - Eager for the fight
Add 2" to the Move characteristic of all models and add 1 to all Advance and Charge rolls.

5 Storm troopers in their Valkyrie took the centre objective with ObSec, allied took the deployment zone one, other valk with 10 storm troopers in flew over and obsec'd the one in the enemy deployment zone. Game over.

Anyone had a similar occurrence?


Man, IG and their supposedly weak strategems break so many things in this game.

I faced an IG armored column with an all-infantry Marine list and got tabled before my first turn once. I don't blame the IG tank column for that though, his dice were so hot and mine were so cold that it wouldn't have mattered what we had on the table.


I don't see how any of that involved a stratagem?


...oh right, bailing out of the Valk after it moves is built into the Valkerie. It just sounds like something that ought to cost CP. ...and probably would be a Strategem in any other army.

Man IG just ignore so many rules meant to reign in cheesy BS.

This message was edited 2 times. Last update was at 2019/04/24 16:12:27


   
Made in us
Monster-Slaying Daemonhunter





The Newman wrote:
Not really Pleasestop. Nobody but guard has a transport that lets troops deploy after it moves (see below) and Deep Strike can't happen turn 1 anymore.

...oh right, bailing out of the Valk after it moves is built into the Valkerie. It just sounds like something that ought to cost CP.

Man IG just ignore so many rules meant to reign in cheesy BS.


Orks, Necrons, even Grey Knights could have done that with Da Jump, Veil of Darkness, or Gate of Infinity. Grav Chute Insertion is also limited by the 9" rule, like the other options.

Also, it looks like someone was using Open War cards for a tournament, which also seems like another you problem.

There are a lot of problems with the IG, mostly related to infantry units and First Rank Fire, Second Rank Fire; this is one that I'm definitely skeptical of.


Like, there are many ways to stop this, one of which is occupying the objective yourself, which blocks the stormtroopers from even getting close to it. A 55 point infantry unit [or hell, one of your support assets], and something you already should have been doing, and just like that this exploit isn't a thing.

This message was edited 1 time. Last update was at 2019/04/24 16:22:53


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Insect-Infested Nurgle Chaos Lord






Didn't personally play in either of there but witnessed them. First one was Kroot Mercs v Alpha Legion back in 3rd ed when you didn't alternate placing infiltrators. Players roll off, Kroot player wins and places his forces in such a way the AL player cannot deploy. Game won on a single roll.

Other one was in a WHFB 7th ed tournament (IIRC).Vampire Counts v Tzeentch Chaos. VC player as per usual has deployed his big nigh-unkillable block of grave guard with rhe entire Von Carstein extended family in the front rank. Chaos player casts Infernal Gateway with irresistible force in his first magic phase, a spell that was strength 2d6, but if you rolled an 11 or 12 it just removes the unit. You can see where this is going...

VC player just yells out FOR FETHS SAKE! and concedes right there and then.


Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
Made in us
Commoragh-bound Peer





I once forfeited a game before I had taken a turn, so I guess that counts?

My opponent was a tangential friend with pretty severe ADHD. Great guy, not saying that to insult him, but he was easily distracted. It took him about an hour to get through his first movement phase (As Tau, mind you), and an hour and a half after that for his shooting phase. By the time I got a turn my patience was spent so I conceded and never played him again.

So, half a turn is my answer.

Douglas Adams wrote:If you try and take a cat apart to see how it works, the first thing you have on your hands is a non-working cat.

 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

Early 8th... bike army using the chevron deployment map (we rolled), were able to assault IG first turn, consolidate into new units after wiping out most of their initial kills, and by the end of the 2nd assault phase had nearly tabled the opponent. Game easily called bottom of turn 1

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Sinewy Scourge




Played against an Imperium player with 3 big blobs of DeathWatch in reserve. I'd wiped all but a couple of characters by the end of turn 1 and zoned out the board. He was just caught off guard by the crazy speed of my army. I went first, he conceded top of his turn, so 1/2 battle round. About 15 minutes.

This message was edited 1 time. Last update was at 2019/04/24 17:04:38


 
   
Made in us
Been Around the Block




 Inquisitor Lord Katherine wrote:
The Newman wrote:
Not really Pleasestop. Nobody but guard has a transport that lets troops deploy after it moves (see below) and Deep Strike can't happen turn 1 anymore.

...oh right, bailing out of the Valk after it moves is built into the Valkerie. It just sounds like something that ought to cost CP.

Man IG just ignore so many rules meant to reign in cheesy BS.


Orks, Necrons, even Grey Knights could have done that with Da Jump, Veil of Darkness, or Gate of Infinity. Grav Chute Insertion is also limited by the 9" rule, like the other options.

Also, it looks like someone was using Open War cards for a tournament, which also seems like another you problem.

There are a lot of problems with the IG, mostly related to infantry units and First Rank Fire, Second Rank Fire; this is one that I'm definitely skeptical of.


Like, there are many ways to stop this, one of which is occupying the objective yourself, which blocks the stormtroopers from even getting close to it. A 55 point infantry unit [or hell, one of your support assets], and something you already should have been doing, and just like that this exploit isn't a thing.


Exactly! I could have done this easily with sisters (12+d6 scout move plus 9" disembark and a 3" distance on objectives means that i am almost immediately controlling those objectives) or Grey Knights (interceptors shunt and gate of infinity means 4 units redploy via deepstrike turn one) and conquer the objectives b4 the opponent even has a chance to go.

Orks could drop 30 boys on the farthest objective and then move super fast vehicles onto the others.

It would be one thing if you needed explicit troops to hold objectives, but since you don't, any sufficiently fast nonflyer will win you the game turn one.

And yeah, turn 2 is for most other armies, but holding three objectives on the top of turn 2 with deepstrikes or flying transports wouldn't be all that hard. Holding them until the end of turn 2 would be a lot harder.

This message was edited 1 time. Last update was at 2019/04/24 17:10:02


 
   
Made in gb
Longtime Dakkanaut




In some edition of WHFB this guy was stomping the store league with an army of 15 Chaos Warriors, 5 Chaos Knights, a chariot and 3 Dragon Ogres (plus obnoxious characters). (I want to say 1500 points, can't remember).

I had High Elves and the first turn. My bolt throwers and archers got lucky killing the chariot. My opponent promptly failed two panic tests, possibly with a reroll, which sent the Chaos warriors and knights off the table. The result was three Dragon Ogres facing my entire army and a rather quick concession and restart.
   
Made in gb
Norn Queen






Not mine, but a classic from I believe 4th edition.

Full story: https://imgur.com/gallery/V0gND

My personal shortest game in 8th was my Kraken Genestealer + Swarmlord army vs a Transport and Jetbike (not Shining Spears) heavy Biel-Tan army which in retrospect might have been a little unfair. Despite his best efforts at tactical deployment, two units of Sanic The Jeanstealers managed to race up his board and get turn 1 charges, at which point he conceded.
   
Made in pl
Fixture of Dakka




Not counting games when an opponent didn't show up, making them end before they started. It would be a game in our 1000pts store event. I had the NDK and a unit of strikes in the middle and two units of termintors waiting to deep strike turn 2. My objective was to defend a teleport beacon. I had first turn, my opponet steals it with a special card he won in a prior game. Charges my army with his tyranid swarm. No psychic powers, overwatch mostly ineffecient, everything dies. he spreads around the beacon. The scenario rules say my reservs have to come within 6" of the beacon. GG. We didn't roll for his stealers fighting my strikes. So the whole game was. him stealing the initiative, haywiring my GM NDK, charge. Maybe took 10 min. Including deployment.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
 
Forum Index » 40K General Discussion
Go to: