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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

First time we managed to get enough folks to do a Tournament and we had guys from all over the place come out of the woodwork showing up. (We got guys from UK, America and Asia all represented at this thing. Turned out really well)

Anways, overall format was 3 games with scoring on generalship and overall including standard sportsmanship along with painting scores. Kind of standard stuff. First time running a tournament so we kept the points low at 1k plus we didn't know who'd actually show up so I brought spare "armies" just in case.

First game was Kill points (Purge the alien)
2nd game was fast attack scoring with random objective worths (The scouring)
3rd game was heavy support scoring (big guns never tire)

Scoring was as followed:

3 points for win, 2 points for draw, 1 point for loss
1-2 points for painting (opponent scores you)
1-2-3 points for sportmanship (opponent scores you)

My List:

HQ

HQ Shas’el airburst frag launcher, missile launcher, hard wired multi-tracker and hard wired black sun filter

HQ farseer with spirit stones + runes of warding

Elites –

Crisis suits x3 with missiles, plasma and multi-tracker
Fast Attack :

Tetra with disruption pods – (proxy via tau pariana)

Heavy:

Hammerhead with railgun, burst cannons, disruption pod, black sun filter and multi-tracker – 170 (one has proxy guns for the burst cannons)

Hammerhead with railgun, burst cannons, disruption pod, black sun filter and multi-tracker

Troops:

Dire avengers x5
Fire warriors – 9 man without team leader with photon grenade
Fire warriors – 9 man without team leader with photon grenade

Total – 998 points

Table 1:



Table 2:



Table 3:



Table 4:




Game 1:

I got the snow table and drew a very nicely painted space marine list.



I think his list went something like:

Sm captain with I think artificer armor and power sword
5 TH/SS terminators deep striking
5 scouts with tele homer
2 10 man Tac squads in rhinos. One had plasma gun and plasma cannon, the other had melta and multi-melta
Auto cannon and HB and storm bolter predator






Psychic powers I got Divination prescience, and misfortune, Warlord traits I can't remember.
He won the initiative and decided to go first.

Deployment:

Spoiler:


Was table corners
Scouts scouted forwards trying to get across the table while maintaining some cover. The TH/SS terminators are in reserve and will be deep stirking as will my crisis suits



His marines in rhinos and the predator stayed to the edge of the deployable line. My Tau essentially hugged what cover they can trying to be as far away as possible. The hammerheads are trying to stay well behind the ruins and blocking LOS to the tetra and having no other cover available on my table side, just threw the dire avengers in the back. With review of his list, I realized that the hammernators will probably be trying to arrive close to the scout beacon so I stayed away from those guys.






Some shots of other games in the background:

Necrons vs venom flying dark eldar. Old school metal necrons ftw.





The table made a mistake here as the DE bought the bastion but they picked table halves after it was already on the table which had the necrons just walking into it to control it. The TO forced a restart.

Here's the re-redeployment


14 GK footslog terminators vs mostly foot necrons including veiltek with deathmarks and some wraiths


The few... vs the metalic hordes...



DE foot vs fateweaver daemons with juggernauts and screamers.






SM turn 1:
Spoiler:

Essentially uneventful
Rhinos drove up as did the predator with scouts shuffling forwards. Shots went into the fire warriors visible in the window but I made all but one of my cover saves. His melta rhino drove flatout trying to in range to burn my tanks next turn.


Tau Turn 1:
Spoiler:

Between divination powers as well as markerlights, I managed to blow up both rhinos and killed I think 1 space marine. They both pass pinning but I'm up 3-0 with first blood and 2 tanks gone. Railguns make short work of pretty much anything espically twin linked and BS 5/no cover....





SM turn 2

Spoiler:
Terminators failed to arrive so he just started to take pot shots at everything. His melta squad failed to get within 12' of the closest hammerhead so he decided to try and get into assault range of the tau in front (but doesn't make the charge). Shooting kills I think 1-2 fire warriors but really fail to do much else. His predator blows up I think another fire warrior or two as well but the unit passes morale as the farseer is attached for Ld 10.




His plasma tac squad shoots at my HQ and attached fire warriors and gets a direct hit. With the new blast marker rules for 6th, he can only take models closest to him despite the marker landing close enough to hit the commander. Was not barrage so he was kind of bummed only killing 2 more fire warriors.



Tau Turn 2

Spoiler:
Vehicles all shuffle around a bit with dire avengers moving up but nothing really moved that much. Crisis suits also fail to come in.

I misfortune the tac squad in front of the fire warriors and then proceed to rapid fire into them with the surviving fire warriors (with markerlight support from the tetra) and dire avengers. They basically wiped them out. Rerolling 3+ armor is kind of tough for the SM. I divinationed the far left hammerhead and even with rerolls, got a 1 and a 2 to hit on the predator. The other hammerhead was out of LOS, so just took a pot shot at the scouts with the submunitions. It would have wiped them out but I drifted some 9 inches and did nothing.

Far right fire warriors traded shots with the plasma tac squad and I think even with all their shots and the missle launcher on the commander only kill 1 guy.



Simultaneously, on the table behind me, The death marks have apparently failed 2 deep strike mishaps and ends up in reserves each time. The 14 GK terminators are down 2 guys but continue to slog their way through the necron lines.



The far table had chaos daemons vs foot dark eldar with incubi and scourages. The fateweaver is pretty darn hard to kill at 1k points...



SM turn 3

Spoiler:
Hammernators arrive and goes for the homing beacon so they are close enough to threaten my tanks. The plasma tac squad gets into the ruins to get some better fire lanes I think and the warlord joins them for more bodies. Predator continues to plink at the fire warriors and get some nice rolls killing all but 3 of the squad. The moved plasma marines don't do anything memorable as far as I remember.



As they just deep struk in, the terminators only managed to run 6' but don't crush any face yet.


Tau Turn 3

Spoiler:
Sensing imminent danger close from hammernators, the hammerheads retreat. The one closest chooses to go alllllll the way back away. The other tanks also shuffle back a bit. Dire avengers move up to screen for the depleted fire warriors and farseer.

Shooting wise with the terminators out of range of misfortune managed to kill 1 guy after 3 fire warriors and 5 dire avengers. The railguns fail to do much and I think only strip off a hull point from the predator.
The Tau HQ and fire warriors continue to plink at the plasma marines killing 1 marine.



Meanwhile on the table behind me, the GK terminators manage to beat 3 wraiths and some more warriors but then end up leaving themselves in the open for alot of heavy gauss guns.



The DE air force arrives and blows up alot of necron destroyers. DE HQ sits pretty in their 14 AV bastion pinking away with HB's and lances from the ports.
DE really shines at lower points I've realized. Each venom is able to pump out some 12 shots with all poisoned weapons. Very deadly.





SM turn 4

Spoiler:
Hammers run up trying to club the dire avengers but fail their charge with a 3! SM morale is pretty much shot at this point. Predator and plasma cannon tac squad takes out some fire warriors from the right and that was about it. Nothing picture worthy so we move on.


Tau Turn 4

Spoiler:
The crisis suits auto arrive this turn and hit dead on behind the predator. The tanks all shuffle around a bit more and then we proceed to roll some nice misfortunes and divinations ( this time on the dire avengers).
Assault 2 dire avengers and both sets of fire warriors and the commander opens up on the terminators and thanks to rerolling successfuls, forces 4 's and the terminators are no more. Crisis suits get rear armor on the predator and blows it up with some nice pen rolls along with the tetra buffs to their BS and decrease cover saves. Explosion fails to kill any marines. The hammerheads then submunition the scouts and one hits directly while the other drifts off completely. The scouts survive with one guy mostly cause I failed to wound them enough. The lone scout passes morale.



Meanwhile... The DE air forces and venoms have essentially wiped out the necrons in the open and the monolith mishaped a deep stike so was placed alllllll the way in the corner so that the gate of eternity was kind of useless this game.



I'm not sure what's going on in this second picture but apparently one of the bombers got shot down while the venoms are moving away from the slowly advancing monolith.



The necron vs GK battle continues with some really lucky rolls by the GK and apparently passing of many a mind shackle tests though failed to catch the breaking warrior squads as they are in terminator armor.



Later on, The GK with just one model left, actually wins the game against the necrons

Kill points, warlord, linebreaker, first blood gave them the win since they only had 5 KP to begin with and still had the HQ alive at the end.



The foot DE find themselves kind of surrounded by daemons..... Vector slash attacks by the screamers were deadly to them apparently.



New daemons prove they got no fear of just about anything, om nom nom'ing dark eldar and sucking up poisoned weapons like a boss



However incubi can still beat blood letters easily. There used to be a squad of them in front of the surviving blood letters in this pic.



SM turn 5

Spoiler:
With essentially nothing left except 1 scout and one depleted tac squad and a captain that would likely never survive a foot slog across open ground the SM player gives up. Hardy handshake.


Tau Turn 5

Spoiler:
Final tally - I got first blood with rhinos, 5 KP's, and line breaker. SM gets linebreaker with the scout surviving and did not manage to fully kill any units. 7 - 1

Victory for the Greater Good!

This message was edited 2 times. Last update was at 2013/01/01 01:54:39


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Fresh-Faced New User




Good Report. But what was going on in that second picture was that my Void Raven flew off the board while dropping the void mine on the Monolith but only managed a 1 on the damage chart :(

Rape, Pillage, Maim, Capture, Torture, and Repeat  
   
Made in gb
Devastating Dark Reaper





Haha nice battle report and sneaky peek at the rest of the action.

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Made in jp
Sinewy Scourge






USA

Hi, batreps look good. My friend attended with his Necrons. He said it was a good time--im sure I'll be attending in the future. Where can I find the rules for this and/or other tournaments?

Thanks!

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Made in jp
Proud Triarch Praetorian





Aww, man, where were you guys playing?
I'd love to come along and check things out if you do another one.

 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

 AesSedai wrote:
Hi, batreps look good. My friend attended with his Necrons. He said it was a good time--im sure I'll be attending in the future. Where can I find the rules for this and/or other tournaments?

Thanks!


We're planning another one in Feb and still deciding on the rules
I'll post something once we decide on what's in store. It seems like we seriously underestimated the number of points people actualy have and likely will increase the points cap we play at next tournament.

Aww, man, where were you guys playing?
I'd love to come along and check things out if you do another one.


Love to have ya! This event ended up occurring in Fussa which is one of the prefectures to the west of Tokyo (along the Ome line on the JR). Due to the amount of space we needed, we actually got permission to host it at Yokota Air Base. Had to get the American soldiers (who also play) to walk outside people onto the base but it wasn't a major issue.

+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Fixture of Dakka





San Jose, CA

Nice report. I like these smaller 1K tournaments and used to go to them in one of our LGS. However, I felt kind of bad because I would win it almost every time I went there so now I don't really do it any more.

MEQ armies who aren't fast really have a hard time against Tau. Hope you don't have to face the venom-spam DE with 2 razors. That army is just brutal at 1K.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
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Made in jp
Proud Triarch Praetorian





 sudojoe wrote:
we actually got permission to host it at Yokota Air Base.
You guys got to go into Yokota? Dude, awesome! Did you get to go shopping at the commissary? They've got all the American junk food you could ever want, there, and all for super cheap!
(now I DEF want to come. I haven't been there since my base connection left to go back to the states after 3/11)

 
   
Made in us
Fresh-Faced New User




 jy2 wrote:
Nice report. I like these smaller 1K tournaments and used to go to them in one of our LGS. However, I felt kind of bad because I would win it almost every time I went there so now I don't really do it any more.

MEQ armies who aren't fast really have a hard time against Tau. Hope you don't have to face the venom-spam DE with 2 razors. That army is just brutal at 1K.



He would have in the final round but with a playing dropping out and me being the TO I decided to let the other player play. PS, It's 1 Void Raven and 1 Razor. And mainly because it's what I had painted. In feb I'm hoping to bring my Dark Angels.


Automatically Appended Next Post:
 skoffs wrote:
 sudojoe wrote:
we actually got permission to host it at Yokota Air Base.
You guys got to go into Yokota? Dude, awesome! Did you get to go shopping at the commissary? They've got all the American junk food you could ever want, there, and all for super cheap!
(now I DEF want to come. I haven't been there since my base connection left to go back to the states after 3/11)


We work there...

This message was edited 1 time. Last update was at 2012/12/31 22:19:26


Rape, Pillage, Maim, Capture, Torture, and Repeat  
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Game #2

Tau/Eldar vs the 14 GK terminators @_@

GK list had -
Librarian with psybolt ammo
Brother captain with psycannon (both HQ's are joined to 2 paladins)

paladin #1 - sword
paladin #2 - hammer

Terminator squad 5 man with halberd, hammer, psycannon, swords around for the rest
Terminator squad 5 man with same thing as above

Game type: The scouring
Deployment: short table edge (hammer and anvil)

GK won the roll off but decided to make Tau deploy first.

Night fighting was in effect.

Warlord traits - Tau gets VP if the commander kills someone in a close combat challenge (essentially worthless)
GK - rerolls of 1's against anything within 3' of an objective. (very useful!)

Psychich powers - perfect timing, and prescience

The 6 objectives are located at: One right next to the green manufactory in the north (from tau's point of view), another one in front of the factory. There's 1 essentially in each ruin on the board as well.

Pregame synopsis -
Tau should have no problems with this foot slog build. I got the mobility and rail gunz! Also got some crisis suits and plasma. Biggest problem would be if he deep struck in but I can then focus fire hopefully things off the board. He has to deploy some stuff and can't risk too much in reserves so I'm realistically not terribly concerned about being overwhelmed by terminators turn 2. Runes of warding will also help shut down any GK powers.

GK - By discussion with the player after the game: 'I will be trying to play like the water army that GK has been well known for. While there's only terminators, my goal will be to probably more likely push him off his objectives rather than simply sitting back and getting shot off. With that many rail guns, all the terminators are living on borrowed time. Gotta hope for like a turn 5 end and some crazy dice rolls. Come on dice!'

Deployment:

Spoiler:
Tau-dar having nothing better to do, decides to be somewhat more aggressive and deploy up on their lines along with getting in range of essentially 3 objectives.





GK deploys with one squad on the objective with the other terminator squad ready to advance next to the brother captain and librarian. Lack of cover will definately suck but that's a problem when you let your opponent pick the side.





Meanwhile, on some of the other tables - we got essentially foot necrons vs foot dark eldar





Mech/air power dark eldar vs Fatweaver daemons (no, the skyshield is not in play as such, it's just a piece of terrain)



apparently screamers suck vs AV 14 buildings lol



Crons vs the vanilla marines





very well painted necrons



Onto my game - really not alot was going on so I don't have that many pictures honestly.

Tau turn 1 -
Spoiler:
black sun fliters and night fighting are good friends but the GK aren't too shabby getting some LOS to at least the fire warriors so just potentially eats 2 rail gun shots. Dire avengers move up and discover the building on the right hand side was worth 1 point. The other 2 Tau objectives are worth 2 points each >.< Blarg. The GK can potentially win this now as his objectives are likely the 3, 3, or 4 one.

With presence on one and markerlights on the other, I get a 1, and then a 2 for the presence'd hammerhead
The other hammerhead uses the 1 markerlight hit and gets up to BS 5 and scores a hit and wound. The librarian would have taken the hit but he passes his look out sir and the paladin actually rolls his invul so nothing happens.


GK turn 1 -

Spoiler:
The GK objective next to the factory is worth 3 points, the one in the open is worth 4 points as expected so it leaves the left ruin one as the other 3 point objective. As expected, the paladin HQ squad advances up along with the spare terminator squad. As I've gotten somewhat reckless and moved up guys. He's actually in range to start shooting. Those psycannons/storm bolters really hurt on xenos lol. He puts a hullpoint and shakes the tetra almost getting first blood but I make my other covers. Also puts 3 wounds on the dire avengers who fail morale and fall back.

So far the dice gods are certainly in his corner. Let's see how turn 2 does.



Tau Turn 2

Spoiler:
Things continue to stagnate. Crisis suits fail to show up. I regroup the dire avengers and they regoup on top of the objective. The fire warriors with the commander on the right shuffle around a bit. The left fire warriors with the farseer try to advance up and grab the 3 point objective but don't get far with their move through cover rolls. The busted up tetra flees back to hide from the terminators.

Shooting does slightly better as I get one wound through from 2 hammerheads (still sucks with presence and str 10 bs 4 lol, both hit but I rolled a 1 for wounding on the buffed tank, the other tank gets through on the librarian). The paladin makes a look out sir and gets insta gibbed.

All my small arms from fire warriors and missles from the commander bounce off terminator armor.

GK - turn 2

Spoiler:
More advancing with the terminators straight forwards and at this point, I'm not entirely sure I got the firepower to dislodge them now as I seem to have the most terrible rolls this game. His psycannons and combined storm bolters mow down some 5 fire warriors from the HQ squad but I at least make morale and stick around though firepower is very much lessened. Other terminators hang out on the manufactorium objective otherwise.


Tau turn 3

Spoiler:
At last, crisis suits arrive and deep strike behind the terminators but scatter towards them narrowly missing a mishap. Thank goodness for pre-measuring lol. Can't really mishap if you are 12' away to begin with

The depleted fire warriors move back into the ruins to get away from the psycannons. The farseer group continues to struggle over difficult terrain and still fail to get out of the 2 point objective lol. Dire avengers hang out on the objective and is ready to GtG.

Tetra moves up a bit and mark up terminators but fail to get a single hit
The 2 hammerheads continue to shoot at the GK HQ squad and manage to actually kill the librarian! They both hit and wound this time but he makes another invul save but finally fails a LoS and invul to lose the librarian. Took 3 turns but finally someone got first blood.

The crisis suits fire all the plasma and missles at the terminator 5 man squad and manage to miss all but 2 plasma wounds and 2 missles. He goes on to make more invul but finally fails 2 saves. Rest of the small arms do nothing and dink off terminator armor again. This forces him to take some morale checks at least and he passes on the terminators but fail on a 11 for his HQ squad lol who fall back about 9 inches.

Crisis suits assault move backwards but only gets a few inches.



GK turn 3

Spoiler:
Casualties though few are very telling. Each guy killed is a big deal! Anways, the paladin/HQ regroups due to ATSKNF and then proceeds to regroup 3' and move another 6 towards the crisis suits. The 3 surviving terminators move towards the other 3 point objective. At this point, I have 4 points of objectives and 6 points with first blood. If all his guys survive, he can get 6 objective points and if he takes out a wounded tetra, he can still have a chance to win.

Shooting takes one wound from the crisis suits by the brother captain and paladin. They then charge the crisis suits getting a nice 9' charge. Overwatch by everything puts 1 plasma and 1 missle wound on them. He LoS's the plasma to the paladin who fail his invul and the brother captain then fails his one armor save lol. Don't lose a model but gets into combat. Even without hammer hand, he cleaves through the crisis suits and insta gibs them with the hammer. Crisis suits of course fail to do anything but die horribly lol. The 2 terminators consolidate back to the fray.



Tau turn 4

Spoiler:
I'm getting just a bit sick of those terminators and decide to throw everything I have left at them. It's been 4 turns and he's only lost 4 total models. Very frustrating game lol. My right flank is too weak to threaten them. I only have 3 fire warriors, a HQ, and 2 dire avengers to do much so it's up to the sub weapons on the hammerheads which unfortunately are still too far to go but hopefully we'll get there by turn 5 since I have a good idea where he's going with his guys.

Shooting again flubbs. I try to insta gib the HQ with railguns but fail to hit again even with prescience. The other hammerhead uses the one marker light I flash on him to get one wound through. He again passes his LoS and the wounded paladin passes his invul. All the remaining pulse rifles and missles kill just one terminator. 2 more remain to go after the objective. Average of 1 model down a turn is making this game alot more stressful than I'd like.


GK turn 4

Spoiler:
He makes a dash for the objective with the 2 terminators. brother captain's psy cannon gets in range of the moved up hammerhead and immobilizes it through 6 and 6's and then a 4. I think we counted it as a 5 due to rending but I think we misplayed it as I'm not sure the rending increases vehicle AP damage anymore or not. At least he only gets a 2 for his run on the 2 surviving terminators and are still in the open.


Tau turn 5
Spoiler:

Wow ok I didn't really expect this game to be this challenging. Mostly thought I'd just walk through his list but we're actually making a game of this. If I can't budge his units, he'll likely grab the 4 point objective and the 3 point one with terminators and possibly gun down a depeted squad or tetra for the win. Gotta turn this around somehow but the dice have just stunk this game from the objective/warlord rolls till now. As he took a long time to think through each of his moves, we're actually running low on time now which may mean this could be the last turn.

Moving around a bit, I decide I'll never make it to the 3 point objective with my farseer fire warrior squad and get back on the 2 point objective. The very depleted fire warriors squad go up to the 1 point objective and the tetra moves up to score the 3 point objective with a flatout. Hopefully even if it blows up, it may prevent the terminators, if they survive, to get to the objective by causing extra difficult terrain moves from the wreckage.

Shooting I buff the immobilized hammerhead with psychic powers and focus alot of stuff on his troops. Due to the positioning of the HQ, I try to gun him down for slay the warlord with the right hammerhead but he passes it LoS to the wounded paladin who finally fail his 5++ but his warlord survives!.
I rail gun down one of the 2 terminators and then with all the small arms left in the army, manage to make him finally roll a 1 to wipe out the squad. Phew, I'm safe now.


GK turn 5

Spoiler:
He can't win now but he wants to take down as much as possible. He moves the warlord over to try and gun down my HQ but fails horribly to wound and I make my armor saves with the crisis suit. His other terminator squad moves up and tries to blow up the tetra but I make both of the penetrating hits against me saved on a 2+ jink save (due to flatout and disruption pod). Game is over on a 2.



Meanwhile due to my frustrations with the game, I mostly forgot to take pictures of other games and only got 2 shots of the necrons vs SM fight. Apparently TH/SS terminators failed their charges again and the necrons get the win through volume of fire but the SM made most of their saves and was down to the random charge distance.





The other necrons also won vs the foot DE while the daemons due to playing it wrong apparently, couldn't break through the bastion to get the DE HQ and eventually got venom'ed to death. Also forgot that FMC had bolt apparently.




This message was edited 3 times. Last update was at 2013/01/01 02:00:47


+ Thought of the day + Not even in death does duty end.


 
   
Made in au
Utilizing Careful Highlighting





Australia

Nice work firing up 40k in Japan, nice report.

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

1st in Lords of Terra Open (Sydney) 2012

Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
Made in jp
Fresh-Faced New User



Tokyo, Japan

When are you guys playing next? I just got 1500 points of grey knight/dark angel allies. So far I've only played one game at the Jimbocho shop. Even so I'd consider my list somewhat competitive (first game in 6th edition but I used to be a tournament player in 4th).
   
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Tilter at Windmills






Manchester, NH

Cool report, thanks for sharing! Sounds pretty awesome!

That said, if I can offer any constructive criticism, it looks like you've got "new TO syndrom" with the terrain. Looks like you've split up enough terrain for two boards between four.

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