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Made in us
Fireknife Shas'el





Reedsburg, WI

Midwinter Gaming Tournament

I brought the following list:

Wyomingfox’s Taudar:

HQ: Commander w/ Vectored Retro-thrusters, DC, OG, CCN, Puretide Engram Chip, MSS, Iridium Battlesuit – 178 pts
HQ: Farseer w/ JB & SS – 120 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 3 Eldar Guardian Jet Bikes -- 51 pts
Troop: 3 Eldar Guardian Jet Bikes -- 51 pts
Elite: Riptide w/ Ion Accelerator, TL SMS, and EWO – 190 pts
Elite: Riptide w/ HBC, TL SMS, VT, and EWO – 205 pts
Heavy: 3 Broadsides w/ TL SMS, TL HYMP, TL, and 5 Marker Drones – 270 pts
Heavy: Wraith Knight

Total: 1500 points

Game 2:

The Enemy: Mech Guard

HQ: CCS w/ 4 PG – 110 pts
Troop: PCS w/ 4 MG & Chimera – 125 pts
IS w/ Flamer, Autocannon & Chimera – 120 pts
IS w/ Flamer, Autocannon & Chimera – 120 pts
IS w/ Flamer, Autocannon & Chimera – 120 pts
Troop: Vet Squad with 3 MG, Lascannon & Chimera – 160 pts
Elite: 5 Storm Troopers w/ 2 MG
FA: Vendetta – 130 pts
FA: Vendetta – 130 pts
HS: Manticore – 160 pts
HS: Hydra – 75pts
HS: Hydra – 75 pts

Mission:

Deployment: Vanguard Strike.

Terrain: His long board: Building in left corner. Ruins in Center. Forest in right corner.
Center: Two forests. My long board: Forest in left corner. Ruins in center. Building in right corner.

Victory Condition: 5 objectives each worth 3 points . One in the center of each table quadrant and one in the center of the board.

Pregame:

Spoiler:
Pregame Thoughts: High priority is Manticore that can double out my farseer, broadsides, and kill off my hidden kroot/bikes. Next is the chimeras carrying his vet squad, CCS, and PCS that can kill my fire base.

Warlord Traits: I have Predator of the Sky (Sky Fire/1 turn). His was negligible.

Psychic Powers: Prescience, Guide and Perfect Timing

Night Fighting: Not on the first turn

Deployment: The picture below shows our respective deployments.

I win the toss and elect to deploy first. From left to right all on the line: HBC Riptide, WK, Broadsides with attached commander and Farseer forming the center, IA Riptide. Kroot are outflanking. Jetbikes are in reserve.

Back in his corner and behind cover he places his Manticore, and 2 IS in a Chimeras. He places on the line and from left to right both Hydras, PCS Chimera, IS Chimera, CCS Chimera, and Vet Chimera. Vendettas in reserve
.

Turn 1: Taudar

Spoiler:
Both riptides nova charge their big guns. Farseer casts prescience and perfect timing on WK and guide on HBC Riptide. Commander selects tank hunter. WK jumps forward and fires into the Manticore destroying its missile payload. Broadsides split fire wrecking the Vet Chimera and Stunning the CCS Chimera. Vets are pinned. IA Riptide immobilizes the PCS Chimera and deals another HP to the CCS Chimera. HBC Riptide explodes the IS Chimera slaying a few guardsmen but more importantly killing the LC vet team and 1 MG vet nearby; they make their moral check. Riptides jump back out of melta gun retaliation range. I shuffle my drones and Farseer so that he is 12” from the WK.


Turn 1: Mech Guard

Spoiler:
Commander issues get back into the fight on the Vets so they are no longer pinned. Vets move and fire at the WK but fail to wound. Backfield IS Chimeras and the Manticore retreat back towards his short board edge. Hydras backpedal from approaching WK forming a wall to give the IS chimera behind them cover saves. The disembarked infantry squad from the wrecked chimera in the center move back into the nearby forest. CCS snap fires into the broadsides in hope of killing off my marker drones who are shielding the farseer, but fails to hit. Everything else fires into the WK scoring a single unsaved wound.


Turn 2: Taudar

Spoiler:
2 kroot squads out flank on my short board edge and move and run towards the two objectives on the right side of the board. Both Bike Squads come in and hide in the backfield. Both riptides nova charge their big guns. Farseer casts prescience and perfect timing on WK and guide on HBC Riptide. Commander selects tank hunter. WK jumps forward and shoots exploding a nearby Hydra. Broadsides split fire exploding the CCS Chimera and killing the remaining vets. HBC Riptide explodes the PCS slaying all but 2 MG and the platoon commander; they make their morale check. IA Riptide wipes out all but the company commander and the sergeant in the CCS; they make their morale check. Riptides thrust forwards towards the center.


Turn 2: Mech Guard

Spoiler:
Neither Vendetta nor the Storm Troopers come in. Commander and sergeant move and run out of LOS behind the wrecked chimera. Hydra and IS Chimera move back with the Hydra staying in front of the Chimera to block the WK charge and potentially give cover saves. Second IS Chimera hovers near his objective in the upper left corner. Everything fires into the wraith knight scoring 1 unsaved wound.


Turn 3: Taudar

Spoiler:
] Last kroot squad outflanks on his short board edge centered between the two IS Chimeras. HBC riptide fails to nova charge its big guns. IA Riptide nova charges for the 3++. Farseer casts prescience and perfect timing on HBC Riptide and guide on WK. Commander selects tank hunter. Kroot move and run to secure the lower right and upper right objectives. Bikes move and turbo boost in the backfield to get 4+ jink saves in case Vendettas decide to target my troops. WK jumps towards the Hydra and shoots, scoring a shaken result. Broadsides kill off the PCS near the center of the board and slay a half of the IS. HBC Riptide explodes the IS near the Hydra and the nearby kroot finish off the disembarked passengers. IA Riptide whiffs. WK assaults his Hydra and explodes it.


Turn 3: Mech Guard

Spoiler:
Both Vendetta’s but not the Storm Troopers come in and move in towards the WK. As my HBC is not nova changed, I elect to not fire interceptor. His one remaining Chimera in the upper left corner elects to not move so that he can either fire at the WK or my Kroot. The remains of the IS and CCS stay hunkered down near the center of his deployment line. Everything ends up firing into the wraith knight scoring 3 unsaved wound. He could have shot at my kroot in his backfield but he wanted to see if he could score that final wound of my WK.


Turn 4: Taudar

Spoiler:
I could potentially table my opponent this turn. Farseer casts prescience and perfect timing on HBC Riptide and guide on WK. HBC Riptide nova charges its HBC and IA Riptide ripple fires its SMS. Commander selects tank hunter and burns his warlord trait to give the broadsides sky fire this turn. WK moves towards the last Chimera. Kroot move and run to capture the upper left objective. Jetbikes turbo boost to score his lower left objective and the center table objective. Broadsides and HBC blow both vendettas out of the sky. IA riptides wipes out the remaining PCS. WK shoots and explodes the Chimera and assaults the contests wiping them.


Turn 4: Mech Guard

Spoiler:
The storm vets mishap (even after the reroll) and go into ongoing reserves. The remains of the CCS remain hunkered down behind the Chimera. His Manticore, which I had forgotten about tank shocks the kroot off his upper left objective. They roll box cars for movement and rush back towards my long board.


Turn 5: Taudar

Spoiler:
Kroot regroup but fail to get within scoring range of the upper left objective. WK shoots and wrecks the Manticore. Broadsides slay his CCS, tabling my opponent. In this tourney you did not get max points for tabling an opponent. I control 4 out of 5 objectives for 12 VP and the win.


Closing Thoughts:

Spoiler:


That was just ugly for my opponent. Given that I was going first, I think he made a big tactical error in deploying on the line like he did. He would have been better served keeping his army castled in the far corner and out of range of my HBC and Broadsides. Even if I could have moved my Broadsides into range they would have been snap firing. Then on his turn 1 he could move forward and fire into my advancing units. As it was he allowed me to sit there turn 1 and fire at full effect, robbing him of his high strength weapons needed to challenge my MCs.

Taudar MVP: The WK that tanked all of his firepower for 3 rounds, resulting in the rest of my army being unscathed. It also damaged the Manticore and later destroyed it, punked 2 Hydras as well as a backfield Chimera and its passengers.

Enemy’s MVP: Manticore that stayed out of the way and out of my mind till the last round where it denied my an objective marker. Good job hanging in there to deny me max points.


Game 3:

The Enemy: Iyanden Mechdar

Imperial Guard Detachment:

HQ: Farseer w/ Spear of Terthlas, Rune of Warding, & Jetbike – 140 pts
Troop: 10 Guardian Defenders w/ Waveserpent w/ SL, SC, & HF – 235 pts
Troop: 5 Avengers w/ Waveserpent w/ SL, SC, & HF – 210 pts
Troop: 5 Avengers w/ Waveserpent w/ SL, SC, & HF – 210 pts
Troop: 5 Avengers w/ Waveserpent w/ SL, SC, & HF – 210 pts
Troop: 3 Jetbikes – 51 pts
Troop: 3 Jetbikes – 51 pts
FA: 8 Warp Spiders – 152 pts
HS: Wraith Knight – 240 pts

Mission:

Deployment: Dawn of War.

Terrain: His long board: Building in left corner. Ruins in Center. Forest in right corner.
Center: Two forests. My long board: Forest in left corner. Ruins in center. Building in right corner.

Victory Condition: Kill Points. You also gain 3 bonus VP for scoring line breaker. There is also a special rule in which at the end of each player turn any non-unique units destroyed that turn are brought back from grave and placed into reserves.

Pregame:

Spoiler:
Pregame Thoughts: Well I am up against Sergeant Pickle who is a Madison Veteran, having won several local and regional RTT as well as being a Ard Boys Finalist and part of the Tyranid Team that took 4th place in the 2013 Adepticon Team Tourney. Got to say, I have a bit of a queasy feeling in my stomach, especially after reviewing his list. However, it is not all doom and gloom, my list when running on all 6 cylinders can statistically take out 2 wave serpents a turn…or 1 wraithknight. Buff commanded Broadsides can each inflict 1.67 HP and the Nova Charged HBC with 2 Marker Lights and Guide can inflict 1.5 HP. High priority will be in destroying the waves serpents until his Wraith Knight gets within 24” of my firebase, meanwhile I will use my WK to try and punk his. As long as I am in range I certainly have the tools to make those WS disappear.

Warlord Traits: I have the trait that gives him -1 penalty to reserves. His was negligible having to do with wraith guard.

Psychic Powers: I have Doom, Guide and Misfortune. I am thinking I should have traded misfortune for prescience, but these make the WK even less scary. He has Guide, Hallucinate, and Puppet Master.

Night Fighting: First turn

Deployment: The picture below shows our respective deployments.

I win the toss and elect to deploy first. Its KP vs 4 bloody wave serpents that out range me. Normally I deploy my broadsides in the dead center to lessen the risk of getting flanked, but there is a large ruins in the center consisting of two parallel walls and a ceiling. Due to the terrain being angled, if I deploy my broadsides centrally or to the left of the ruins, my LOS will be blocked to parts of the board…which would be very useful to my opponent. However, by deploying the right of the ruins, I will be able to see almost all of the board at the expense of some 4-6” of distance. From left to right on the line: HBC Riptide, WK, Broadsides with attached commander and Farseer being deployed right of the center. Then much farther to the left is my IA Riptide hiding behind a rock. Kroot are outflanking. Jetbikes are in reserve.

Back in his right corner and behind LOS blocking terrain he places his 4 serpents and his WK. Warp Spiders are Deep Striking and the Jet Bikes are in Reserves with one attached to his Farseer. He is fearing all my SMS that may target and kill his warlord

.

Turn 1: Taudar

Spoiler:
Both riptides nova charge their big guns. Farseer casts guide on the IA Riptide. HBC Riptide moves forward within range of the far right WS. IA Riptide jumps up on the rock and cast full LOS to the far right WS. Commander selects tank hunter and joins the HBC Riptide. WK jumps forward towards the ruins and takes a shot at the WK exposed head but he makes his 2+ cover saves. Broadsides move forward along with the drones. 3 drones and a Broadside are just in range of the far right wave serpent with the guardians. I get 1 ML and expend it to raise the BS of the HBC Riptide to takes 2 HP of the Guardians WS. The IA nova charged weapon strikes the right wave serpent and the WS behind it. I wreck the guardians WS and immobilize the one behind it (he failing both his CS and his SS). I hit and run back with the HBC Riptide. Drones shuffle in front of the riptide to grant cover saves. The wave serpent does not return.

Taudar: 1 Eldar: 0


Turn 1: Eldar

Spoiler:
WK jumps moves down and slightly to the right but keeps its distance to avoid my farseer and my own WK. The disembarked guardians move and run behind the immobilized serpent as he is fearing that I will go after his troops (I am more interested in his WK and WS right now to be honest). 2 wave serpents on the left move out from behind the LOS rock to get within 36” of my broadsides in case he wants to fire at them. His WK fires into my WK who makes his 2+ cover saves. His immobilized WS and another fires everything + shields into my WK who takes a wound. Last WS fires everything plus shields into riptide who takes a wound.

Taudar: 1 Eldar: 0


Turn 2: Taudar

Spoiler:
1 kroot squads out flanks on the right short board edge and hides behind the rock…nothing for them to attack on the left. One Bike Squad comes in and hide in behind the rock as well after turbo boosting. Both riptides nova charge their big guns. Farseer casts guide on the WK. Commander selects tank hunter and joins the Broadsides. My WK jumps forward onto the ceiling of the ruins which we say gives no cover save but it will deny his WK a 4+ cover save. The Broadside unit split fires with 2 broadsides attacking a WS on the left and stripping 1 HP (rolled horribly on the pen checks even after rerolls) and the third + marker drones stripping 1 HP from the immobilized WS. IA Riptide fires into the immobilized riptide wrecking it and slaying 5 guardians hiding behind it who pass their leadership. Avengers HBC Riptide fails to damage a WS. WK fires into his WK rolling a 6 to wound, he fails his 5+ cover and it is banished to the warp. I shuffle the drones, commander and jetseer around to put bodies in front of my jetseer and commander in case the spiders drop. Neither the WK or WS come back.

Taudar: 3 Eldar: 0
[/spoiler]

Turn 2: Eldar

Spoiler:
Only his Farseer Bike Unit comes in and they move and turbo boost in front of the LOS blocking terrain. The disembarked guardians and avengers move and battle focus behind the hill. 2 wave serpents on the left move to get jink saves and then fire everything plus shields into my WK, and the WK loses another wound.

Taudar: 3 Eldar: 0


Turn 3: Taudar

Spoiler:
2 kroot squads out flank on the right short board edge and hide behind the rock…I wanted them on the left to potentially wipe out his farseer or exposed troop units but even with rerolls they ended up on the right. One Bike Squad comes in and hides in behind the rock after turbo boosting. HBC riptide nova charge its big guns, IA riptide gets a 3++. Farseer casts guide on the HBC Riptide. Commander selects tank hunter. I forget to move my WK off the top of the ruins (there was a forest behind and in front that I could have moved him into for cover saves). The Broadside unit split fires with 2 broadsides attacking the wounded WS wrecking it and the third + marker drones doing no damage to the last WS. HBC Riptide fires into the last WS with marker support and scores 2 HP. IA riptide overheats but I make my save. WK fires into his WS he makes both his 4+ cover saves. The WS does not come back.

Taudar: 4 Eldar: 0


Turn 3: Eldar

Spoiler:
Only the Warp Spiders come in and deep strike just in front of the wraith knight. His Farseer casts guide on his lower left disembarked avenger squad and moves to the edge of the rock but still behind. He realizes now that by keeping his troops back and out of the fight he is allowing me to dismantle him piecemeal without having to worry about target priorities…but he still fears my WK. The last WS on the left disembarks his last avenger squad and then moves to get a jink save. The 5 guardians and all three avengers move and battle focus towards my WK. I intercept the spiders with my IA Riptide who scores a direct hit, slaying 7 out of the 8 spiders. Last spider shoots at my WK for no damage. He has a total of 10 Avengers and 3 guardians in range who all unload, finally taking it down. The WS then fires everything plus shields into my BS unit, slaying 3 drones and putting a wound on a BS. Lastly, the Jetseer unit turbo boosts 12” or so in front of my Broadside Unit. The WK does not come back

Taudar: 4 Eldar: 1


Turn 4: Taudar

Spoiler:
HBC riptide fails to nova charge its big guns, IA riptide ripple fires. Farseer casts guide on the HBC Riptide, Doom which is denied on a 2+ due to runes, and Misfortune on his Jetseer Unit. Commander selects Stubborn in case I get charged. My troop base moves out from behind the rock. Two kroot units move towards the forest near the ruins. Bikes stay hidden. Last kroot unit moves and runs towards my broadsides. The Broadside unit split fires with 2 broadsides attacking the jetseer and putting 2 wounds on him and slaying both bikes, I split fire the last Broadside at the wave serpent wrecking it. IA fires into the jet seer council but it scatters slaying only two avengers who make their leadership check. HBC Riptide fires into the jet seer wiping the unit. HBC Riptide assault moves away from his troops. You are probably wondering why I didn’t kill his sole warp spider. Right now it has no damage output…but if I slay him my opponent has a 33% chance of gaining the entire unit back from the grave. No way in hell am I risking that when the fire power from such a mobile unit can easily wipe out my commander’s unit or either riptide. The farseer and WS fail to return though the jetbikes do and are placed into ongoing reserves.

Taudar: 7 Eldar: 1


Turn 4: Eldar

Spoiler:
Both Jetbike units come in from reserve and move towards a kroot unit. Warp spider moves towards the broadsides. The 5 guardians and all three avengers move and battle focus towards my Broadsides. I intercept the bikes with my IA Riptide who scatters. The spider, guardians and avengers (that are in range) fire at my Broadside unit slaying the two marker drones, the wounded Broadside and put a wound on my commander, I make my leadership. The bikes fire at my kroot who go to ground, I lose only 2.

Taudar: 7 Eldar: 1


Turn 5: Taudar

Spoiler:
Both riptides ripple fire their SMS. Farseer casts guide on the HBC Riptide, Doom which is denied, and Misfortune on an avenger unit. Commander selects Stubborn. One kroot units move towards the bikes. Both Bikes jump out and move towards his bikes. Last kroot unit moves and runs towards my broadsides. The Broadside unit fires at the closest avenger squad (5 man) wiping them. IA riptide ripple fires into the 3 man avenger squad scoring 2 wounds. HBC Riptide fires at the guardians who go to ground and lose 2. Two kroot squads and both bikes fire into a bike squad but slay only a single member. Everyone makes their leadership. HBC Riptide assault moves away from his troops. IA riptide assault moves towards his board edge. The avenger squad returns and is placed into ongoing reserves.

Taudar: 8 Eldar: 1


Turn 5: Eldar

Spoiler:
The Avengers walk on the board edge, moving and battle focusing towards the IA Riptide whom they “rend” twice though I make both 5++ saves. Spider and Avenger squad move and battle focus into my deployment zone. Guardians and remaining avengers fire into the broadsides slaying a broadside and putting another wound on my commander. One bike squad moves twoards my closest bike squad. The other bike squad moves towards the kroot in the forest. One bike fires and assaults my bike squad killing all but one member who makes his leadership to stay locked. The other bike squad shoots and assaults my kroot losing one guy to overwatch before winning combat and running down my kroot. The spider, guardians and avengers (that are in range) fire at my Broadside unit slaying the two marker drones, the wounded Broadside and put a wound on my commander, I make my leadership. The bikes fire at my kroot who go to ground, I lose only 2. We have only 5 minutes left so we call the game here. I win 8-5.

Taudar: 8 Eldar: 2 + 3 VP for Line Breaker



Closing Thoughts:

Spoiler:


The game highly favored who went first due to KP and then you had my WK punking his in turn 2. He made the mistake of not advancing with his “rending” troops early in the game, which allowed me to focus on his transports. If they had been out and in my face I would have had to make a tougher decision of whittling his AP power or taking down his higher volume transports. For this same reason, he would have been better served in keeping his Farseer and Warpspider in the field instead of showing up piecemeal via reserves and susceptible to my Interceptor fire. I made the mistake of forgetting to move my WK back in turn 3 and instead left him to face a lot of rending shuriken firepower without a cover save. I was also fortunate that none of his heavy hitter were regenerated.

Taudar MVP: The broadsides + buff commander were key in damaging and/or removing his wave serpents each turn, though statistically I should have done better in general against his WS. The Wraithknight once again took several rounds of punishment.

Enemy’s MVP: His piddly “rending troops”, which killed much of my Broadside Unit and the Wraith Knight.


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Decrepit Dakkanaut






Madison, WI

I just love the fact that you put the eldar rending stuff in quotes every time... just too funny! I can just hear the disdain in your voice!

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Must be my inner hivemind showing

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

So, I had the opportunity to face an unconventional list in preparation for The Good, The Bad, and The Ugly Tourneyment this coming Sunday in Milwaukee. Taudar meet inflitrating landraiders .

My List:

Taudar:
HQ: Commander (Warlord) w/ Vectored Retro-thrusters, DC, OG, CCN, Puretide Chip, MSS, Iridium Battlesuit – 178 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 15 Kroot with Hound – 95 pts
Elite: Riptide w/ Ion Accelerator, TL SMS, EWO – 190 pts
Elite: Riptide w/ HBC, TL SMS, VT, and EWO – 205 pts
Heavy: 3 Broadsides w/ TL SMS, TL HYMP, TL, and 6 Marker Drones – 282 pts
Heavy: Skyray w/ DP – 131 pts
Heavy: Skyray w/ DP – 131 pts
HQ: Farseer w/ JB (Doom, Guide, Prescience) – 115 pts
Troop: 3 Guardian JetBike – 51 Pts
Troop: 3 Guardian JetBike – 51 Pts
Heavy: Wraith Knight w/ Dual WC – 240 pts
Total: 1849 points

The Enemy:

Black Legion:
HQ: Ahrimon (Warlord) (Tzeechs Firestorm, Hemorrhage, Smite, Warp Speed) – 230 pts
HQ: Abandon – 265 pts
Troop: 5 CSM w/ MoK, 4 BG, 5 BP, 5 CS, VotLW, MG and LR w/DC, WFG and DB – 348 pts
Troop: 5 Chosen w/ 5 BG, 5 BP, 5 CS, VotLW, and LR – 330 pts
Troop: 5 CSM w/ MoK, 4 BG, 5 BP, 4 CS, VotLW, MG, PM and Rhino w/DC and DB – 168 pts
Troop: 5 Chosen w/ MoK, 3 BG, 5 BP, 5 CS, VotLW, 2 MG and Rhino w/DC and DB – 175 pts
Heavy: 3 Obliterators w/ VotLW – 220 pts
Heavy: 10 man Dev Squad w/ 4 Flak ML – 219 pts
Elite: Warp Smith – 115 pts

Mission:

Deployment: Vanguard.

Terrain: Each team takes turns placing a terrain element, starting with the team that selected sides first, until all terrain has been placed. Terrain must be placed on your coalition’s table half, though it can straddle the center line. This table has 3 ruins, 1 - AV 12 building that can hold a unit of 20, 2 – AV 12 Buildings that can hold a unit of to each and each has a bastion, 3 forests, and a temple (Area Terrain).

Primary Objective: 5 Objectives each worth 3 VPs…(we are using sniper drone squad members as objectives). I place my two away from where I plan on castling near my opponent’s short table edge and on opposite corners…one near a forest and the other near the building where my kroot can cower behind/in. He places two objectives near the center of the board and a third behind the bunker near my short table edge

Secondary Objectives: Slay the Warlord, Line Breaker, First Blood. Each is worth 1 VP.

*If you table your opponent then you get max points.

Pregame:

Spoiler:
Pregame Thoughts: Ahriman is his warlord and he is going to be infiltrating his 2 LR full of nasty. It would have been nice to have gone first just so that I could infiltrate my big kroot unit as far forward as possible and thereby force his LR far from my castle. As it is, I will deploy my big kroot unit across my deployment line so that he only gets an extra 6”. Targets will be to knock out the vehicles while keeping my other kroot and bike units safe, out of the way and in position to nab objectives late game. Use screening units buffed with stubborn from Ethereal to tie up Abby as much as I can. Basically keep him tied up killing off my castle while my scoring units win me the game. Still, having Abby in range to plant his metal nobbers up my Taudar's pie holes is not something to take lightly.

Warlord Traits: I roll on strategic (hoping for RR reserves) and get Acute Senses. Arhiman comes with the warlord trait that allows him to infiltrate D3 units. He rolls 2 and elects to have the two units w/ the dedicated LR as infiltrators.

Night Fighting: Not 1st turn

Deployment: Scroll down to the picture of End of Enemy Turn 1 to get an idea of our respective deployments.

He wins the roll to deploy first and choose to do so. He places both rhinos and contents at the center of his deployment line. He Infiltrates both LR. Abby and warpsmith join the chosen in the LR. Ahriman joins the CSM in the LR. Oblits DS.

I place my Big Kroot Squad along my deployment line. Ethereal, Farseer, Buff Commander all join the Broadsides on the temple; I position the drones behind the BS for protection – I also place my Farseer out of LOS from most of the vehicles – luckily he moved one LR so that I could draw a bead – otherwise no doom). WK and both Riptides are behind the temple. One Skyray is to the left of the temple. One sky ray is behind the ruins to the right. Both kroot units outflank. Bikes in reserves.

He Infiltrates both LR 18” from my kroot. Arhimon is the far left LR.


Turn 1: Black Legion

Spoiler:
I fail to seize. The picture below was taken after the end of his assault phase. He moves and flatouts all 4 vehicles. The LR are now 1” away from the Kroot.



Turn 1: Taudar

Spoiler:
The picture below was taken after the end my assault phase. I Nova Charge Both Big Guns on my Riptides. Farseer TL both Sky rays and Doom on Ahrimon’s LR, which is denied. Ethereal selects Stubborn. Commander selects Tank Hunter and joins HBC Riptide. WK jumps forward to assault Ahrimon’s LR. Marker drone’s shuffle for LOS on Abby’s LR. Riptides shuffle for LOS. Broadsides fire into the MoK Chosen Rhino wrecking it. ML split fire and target Abby’s LR scoring 2 MLs. IA fires its nova charged blast and scores a HP on Abby’s LR. HBC Riptide expends 2 ML for B5 (and IC, TL, and TH from the commander), exploding it, embarked unit is positioned as far forward as possible in the crater. WK fires into the Ahrimon’s LR and explodes it – they pile as far back in the crator to avoid an assault from the WK. Left Skyray gets two marker light his to ignore cover on Arhimon’s squad and fires all 6 missiles plus SMS, slaying 4 CSM.
Second Skyray only gets a single ML hit (not enough to ignore cover) on Abby’s unit so I forgo firing missiles. Riptides shuffle back, but within 6” of the Kroot. MD shuffle back and I lose one to dangerous terrain.



Turn 2: Black Legion

Spoiler:
The picture below was taken after the end of his assault phase. Oblits DS in front of the WK and the IA intercepts slaying two of them. Rhino moves up and flat outs 6” or so from the WK. Arhimon’s unit moves forward and he fires all his witchfires (except smite) into the WK but fails to wound. Oblit fires a lascoannon shot and puts a wound on the wraith knight. MoK Chosen roll a 2 for moving through the ruins and being out of range of the WK choose to fire into the Kroot. Abby’s unit also fires and charges the kroot (Warpsmith and Abby tank Overwatch), wiping the squad and consolidating to within an inch of my BS (Abby himself had 11 attacks). HBC riptide takes a wound to gets hot during the overwatch.




Turn 2: Taudar

Spoiler:
The picture below was taken after the end my assault phase. Everything comes in. One Kroot outflanks on the upper right corner and heads towards the objective. Second kroot squad outflanks on the lower right corner and heads towards that objective. Bikes chill in the lower right corner. I Nova Charge the big gun on the HBC and ripple fire the SMS on the IA Riptide. Farseer prescience’s the Broadsides (ML) and guides the Sky ray with the remaining missile payload and Doom on Abby’s unit. Ethereal selects stubborn and leaves the broadside unit. Commander selects Stubborn and moves towards the right, farseer joins his unit. WK jumps forward to shoot and assault the Oblit. Marker drone’s shuffle for LOS on Abby’s unit. Left/empty Skyray moves to shoot a ML at Abby. IA Riptide moves right into the ruins. Broadsides, MD and skyray fire into Abby’s unit slaying all of the chosen and putting a wound on Abby (Did I mention that Abby and the Warpsmith tanked over 15 wounds). HBC Riptide fires into the Mok Chosen slaying 3. WK fires and assaults the Oblit, slaying him in CC and moving up towards the bunker. HBC Riptides shuffle back into the lower left corner, IA riptide shuffles right farther into the ruins. MD shuffle to screen my Commander unit from Abby should he decide to try and break away.



Turn 3: Black Legion

Spoiler:
The picture below was taken after the end of his assault phase. Rhino moves up and and the MG shoots at the WK but fails to wound. MoK Chosen move out of the ruins and shoot their MGs at the Skyray exploding it. Arhimon’s detaches from the sole MoK CSM and moves to assualt the WK; he fires all his witchfires (except smite) into the WK but fails to wound. Arhimon assaults the WK and is slain in CC. Abby’s unit assault the Broadsides and the warpsmith dies to overwatch. Abby chooses to use the claws so as to reduce the chance of wiping the squad and getting shot up during my turn. Abby goes on to slay 3 broadsides and 2 drones (Note bby is actually where the green dice is). The remaining 3 drones make their leadership test due to the Ethereal’s leadership and stubborn bubble, Abby is safe as planned.



Turn 3: Taudar

Spoiler:
The picture below was taken after the end my assault phase. I fail to Nova Charge the big gun on the HBC. Farseer guides the WK. Ethereal selects stubborn. Commander selects Stubborn and moves up the field. WK jumps forward to shoot and assault the Rhino. Kroot move and secure both objectives. Bikes move/turboboost up and around the forest. IA Riptide shoots into the MoK Chosen, slaying 2. HBC whiffs. WK fires and explodes the Rhino and then assaults the passengers, slaying two and staying locked in combat. HBC Riptide moves farther up the field, IA shuffles to the right. In assault, Abby chooses not to risk the deamon weapon and launches in with the claws. However, he rolls abysmally and slays only two of the 3 drones and thus he stays locked (Note Abby is atually where the green dice is)

.

Turn 4: Black Legion

Spoiler:
The picture below was taken after the end of his Assault Phase. MOK Chosen moves into the ruins to claim the objective. The MoK CSM moves down and shoots/assaults my ethereal, dying to overwatch from my riptide. Abby slays the last MD.

http://www.dakkadakka.com/gallery/576243-BR10_Turn%204_BL_End.html?m=2


Turn 4: Taudar

Spoiler:
Ethereal and commander move away from Abby. I slay what remains of his troops and the bikes move into the two objectives. We call the game.

I have Slay the Warlord, First Blood, and Line Breaker. He has Line Breaker. Taudar win 15-1.



Closing Thoughts:

Spoiler:
Well, having his entire army right at my deployment line on turn 1 was a bit creepy, especially since Abby was right up there. Still, I feel my list has what it takes to handle 2 LR, especially if my WK is in assault range of one of them. He may have been better off not flat outing his vehicles turn 1 in favor of smoke; hard to say given that I have 10 ML on the table that are pretty hard to kill off. I was also fortunate that Ahrimon rolls so terribly for psychic powers.

Taudar MVP: My troops… my big Kroot unit that pushed his infiltrators back a bit and ate Abby’s initial charge. I could have kept them forward instead of falling back in turn two just to keep Abby’s unit from moving up the board as much as he did. Losing the ability to disembark after tank shocking in 6th is pretty big. Secondly the others that scored. It’s kind of nice to know that even if he had wiped out my firebase, I could still win the game.

This message was edited 3 times. Last update was at 2014/01/20 21:50:32


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Decrepit Dakkanaut






Madison, WI

Not exactly an "Ancient Enemies" batrep... but it's nice to see you having so much success with your TauDar.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

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Reedsburg, WI

Yeah, but it uses a lot of the core for mine and Yellowbeard's list and should give him some idea of how our matchup can work/not work against various builds. Allows him to better see the synergies. I don't think he will have much opportunity to play test with Tau.


Automatically Appended Next Post:
You will also be happy to know that I took pictures of second game at the last RTT, so it won't just be a wall of text. The first game against a competive Eldar biuld, I only got one picture off...still, it only lasted 3 rounds so the wall of text shouldn't be unbearable.

This message was edited 2 times. Last update was at 2014/01/20 22:00:49


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
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Decrepit Dakkanaut






Madison, WI

Now be honest wyfox, you aren't playing that army to help out an Adepticon teammate... you're playing it because you've won two tournaments in a row with it and have a tendency to beat people 15:1.

The pictures are a great add by-the-way. Even 1 shot per turn is a huge help. Besides, your models look fantastic... you should show them off as much as you can.

This message was edited 1 time. Last update was at 2014/01/21 00:26:32


Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

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Longtime Dakkanaut





Eye of Terror

I sure learn a lot reading your reports... Awesome!

My blog... http://greenblowfly.blogspot.com

Facebook...
https://m.facebook.com/Terminus6Est/

DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
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Fireknife Shas'el





Reedsburg, WI

 Gitsplitta wrote:
You're playing it because you've won two tournaments in a row with it and have a tendency to beat people 15:1


Shush you! .... I love my Taudar

Besides, your models look fantastic... you should show them off as much as you can.


These models were brought to you by Caleb Wissenback and the letter 'A'


Automatically Appended Next Post:
 Dozer Blades wrote:
I sure learn a lot reading your reports... Awesome!


Thanks . Glad I can be of some service.

This message was edited 2 times. Last update was at 2014/01/22 14:56:44


Wyomingfox's Space Wolves Paint Blog A journey across decades.
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Never Forget Isstvan!





Green Bay, Wisconson

Wasn't there supposed to be some pictures?

 
   
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Fireknife Shas'el





Reedsburg, WI

The last battle report posted has pictures or are you asking about the status of me writing up the two battle reports from 2 weekends ago ?

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Solstice of Slaughter Tournament

I brought the following list:

Wyomingfox’s Taudar:
I end up trading out my typical IA Riptide for a second HBC Riptide as my previous list lacked any backup for sky fire and I am not sure if the tourney will be using Sky Fire nexus rules for a second time.
HQ: Commander w/ Vectored Retro-thrusters, DC, CCN, Puretide Engram Chip, MSS, Iridium Battlesuit (Warlord) – 173 pts
HQ: Farseer w/ JB & SS – 120 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 3 Eldar Guardian Jet Bikes -- 51 pts
Troop: 3 Eldar Guardian Jet Bikes -- 51 pts
Elite: Riptide w/ HBC, TL SMS, VT, and EWO – 205 pts
Elite: Riptide w/ HBC, TL SMS, VT, and EWO – 205 pts
Heavy: 3 Broadsides w/ TL SMS, TL HYMP, TL, and 4 Marker Drones – 258 pts
Heavy: Wraith Knight

Total: 1499 points

Game 1:

The Enemy: Iyanden Eldar

HQ: Farseer w/ Jetbike (Warlord) – 115 pts
Troop: 5 Avengers w/ Waveserpent w/ SL, SC, & HF – 210 pts
Troop: 5 Avengers w/ Waveserpent w/ SL, SC, & HF – 210 pts
Troop: 5 Avengers w/ Waveserpent w/ SL, SC, & HF – 210 pts
Troop: 6 Jetbikes w/ 2 SC – 122 pts
FA: 8 Warp Spiders – 152 pts
HS: Wraith Knight – 240 pts
HS: Wraith Knight – 240 pts

Mission:

Deployment: Hammer and Anvil.

Terrain: His deployment had two ruins in each corner as did mine. The center of the board had a hill, a swamp, and two forests. His relic is deployed in a center forest near his deployment line. Mine is placed in my corner right ruins just beyond 18” from my board edge.

Primary Objective: Capture the Flag. There are two relics in this mission. Each player places a relic in his half of the table but father than 18” from the short board edge. The relic may never be moved within 18” of a short board edge. Warlords count as scoring for the purposes of claiming “your” relic. Units claiming the relic may run, turbo boost, flatout, or thrust but never more than 6”. Each relic is worth 3 VP. If move the opponents relic into your deployment zone you score 1 bonus VP. Slay the Warlord earns one bonus VP.
Secondary Objectives: If move the opponents relic into your deployment zone you score 1 VP. Slay the Warlord earns one VP.

Pregame:

Spoiler:
Pregame Thoughts: My primary objective will be to kill his transports and bikes, thus neutralizing his speed, while keeping my own bikes safe for a late game relic grab. Secondary will be to kill off or tie up his WK once they get in assault range of my base.

Warlord Traits: I have turn 1 night fight thank you, which will force him to move his units to within 36” retaliation range of my fire base. Also turn 1 stealth against those Wraith Cannons is appreciated. His was something to do with spirit marking.

Psychic Powers: My Farseer: Doom, Guide and Psychic Shriek (wanted puppet master).
Opponent’s Farseer: Guide, Prescience, Doom

Night Fighting: first turn

Deployment: The picture at the top of turn 2 should give you a rough reference of our respective deployments.

My opponent wins the toss and elects to deploy first. To my left he deploys a WK, 2 wave serpents, and his farseer on his deployment line. On his right he deploys his WK, a Wave Serpent, and his Bike squad. Warpspiders are deepstriking.

I castle in the far left corner in the ruins. BS unit with attached Farseer and Chip Commander up front with my MD screening his WC shots. Both riptides in back and WK to the side touching terrain for a shrouded 3+ cover save. Bike is reserve. Kroot are all outflanking.


Turn 1: Eldar

Spoiler:
Farseer casts guide and prescience on his WKs. WS all move up 6”. WKs jump 12” forwards. Farseer moves up and behind the hill. Bikes move 12” forwards. Everything fires into my two HBC Riptides as he unloads his serpent shields. The far right Riptide takes 4 wounds (therefore I won’t be nova charging him). Jetbikes jump forwards in front of the right most ruins.


Turn 1: Taudar

Spoiler:
His WK are not in assault range so other than seeing if my WK can pop one, I will ignore them this turn. The undamaged riptide fails its nova charge. Farseer casts guide on a HBC Riptide. Commander selects tank hunter. Riptides move out to each side of the ruins. Broadsides split fire with two going towards his center RT and exploding it and the third plus marker drones exploding the far left WS. The central squad of dire avengers loses two and are pinned. The farther left avenger squad lose 1 member in the explosion. Left most Riptide spots the farseer hiding behind the hill and slays him. Right most Riptide slays to jetbikes including one of the SC; they fail morale and flee backwards. WK puts a wound on his left most WK. Riptides jump back behind but touching the ruins. Drones shuffle backward to help deny a second turn WK charge.


Turn 2: Eldar

Spoiler:
Warpspiders deepstrike in and both Riptides choose to intercept with their main guns, slaying 5. WS moves up 6”. WKs jump 12” forwards. Bikes regroup and move 3” forwards. His unpinned DA move and run over towards his objective. WS fires everything into my heavily wounded RT but I make all my saves. One WK and WS fires into my broadsides but either fail to wound or I make my saves. Last WK and snap firing jetbikes target my WK and score a wound. The picture below is from the end of his assault phase.



Turn 2: Taudar

Spoiler:
His WK are in assault range now so I have to deal with them. 2 kroot squads out flank on either side of his bikes thanks to acute senses from the kroot hound and within double tap range. One Bike Squads comes in and turbo boosts along the side of the right ruins in my deployment zone. The riptide with only one wound ripple fires its SMS. Farseer casts guide on the WK and doom on his left most WK closest to my fire base. Commander selects monster hunter. WK jumps forward towards his left most WK and shoots rolling boxcars to wound and one shoting his WK. Broadsides combined fire slays the right most WK. Both Riptides fire into his warspiders slaying the remaining three. Kroot wipe out his bikes. Both Riptides thrust forwards in front of the ruins.




Turn 3: Eldar

Spoiler:
WS moves up 6” next to my relic. Both DA squads move and run towards his relic but neither one can claim it. WS fires everything into my heavily wounded RT and finally slays it.


Turn 3: Taudar

Spoiler:
1 kroot squads out flank on the right long board and runs towards his dire avengers. One Bike Squads comes in and turbo boosts along the right side and into his deployment zone. The riptide with only one wound ripple fires its SMS. Farseer casts guide on the Riptide. Commander selects tank hunter. WK jumps forward towards his DA. Both kroot units move towards the relics. The bikes move to capture my relic and I lose one to dangerous terrain; they then fail morale and fall back. 2 Broadsides split fire and wreck his WS. At this point my opponent concedes the game. I can easily claim both relics but at this point, it isn’t I could move his relic into my deployment zone. I have slay the warlord.
Taudar win 7-0

Closing Thoughts:

Spoiler:
Even going second, that was bad bingo for my opponent, especially since I had night fight turn 1. I think he made a tactical error in failing to deploy his Farseer with his bike unit and using them to capture his relic early on. He also should have fired everything he had turn 1 into my broadside unit as they can statically inflict roughly 5 HP that can be split between two enemy transports. I got to give my sneaky kroot props for eliminating his mobile jetbikes early on. My riptides could have been useful for helping to slay WS but for the most part they were useful in eliminating infantry…the loss of an IA wasn’t an issue in this game.

Taudar MVP: Broadsides which slew all three WS and a WK.

Enemy’s MVP: Sadly very little went my opponents way, though his remaining WS did put the final wound on my Riptide.

This message was edited 1 time. Last update was at 2014/02/02 22:49:18


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

Game 2:

The Enemy: Necrons

HQ: DL w/ 2+ and MSS
HQ: Imotech (Warlord)
Troop: 5 Warriors w/ NS
Troop: 5 Warriors w/ NS
Troop: 5 Warriors w/ NS
Troop: 7 Immortals w/ GB
Elite: 5 Deathmarks
FA: 4 Wraiths w/ 2 WC
HS: Annie Barge
HS: Annie Barge
Fort: ADL w/ Comms Relay

Mission:

Deployment: Vanguard Strike.

Terrain: From right to left we have a hill, a ruins, a forest and a hill along my table edge . The center of the board has two forests. From right to left we have a forest, a ruins and a forest along his table edge. He deploys his ADL with com relay in his right corner.

Primary Objective: Each objective claimed at the end of the game is worth 3 VP. There is an objective at the center of the table. I place 2 objectives in my table half one by each hill. In his table half, he places an objective in the right corner and a second one behind his ruins.

Special Rules: Death World: Any time a non-vehicle, non “swooping” unit enters or moves through terrain roll a die and on a 1 or 2 the unit takes 1d6 automatic wounds. Vehicles fail a dangerous terrain check on a 1 or 2. Objectives are subject to “sabotage” result in the mystery objective table.

Skyfire Nexus: Each player may place a single objective worth 0 VP. A scoring unit controlling this objective may grant any single unit that player controls the Skyfire USR. I place my nexus behind my ruins in the center of the table. He places his near his back table edge to reduce its usefulness to me.
Pregame:

Spoiler:
Pregame Thoughts: I’m going first against crons in an objective game; not good. My priority will be in killing off his Night Scythes early on so that he can score the midfield/ my backfield objectives. With 2 VT HBC Riptides and the ability to give my Broadsides skyfire, this should be a relative easy task as long as I can tie up his wraithstar. I also have to find some way of protecting my vulnerable troops who can’t enter terrain due to the Death World rule.

Warlord Traits: I have turn 1 night fight…and he has Imotech LOL. He in return gets acute senses.

Psychic Powers: My Farseer: Fortune, Misfortune and Guide. Probably the best rolls I could get against necrons! This is also the first time ever that I have rolled fortune (it was my first roll of course).

Night Fighting: first turn from Imotech

Deployment: The picture below shows our respective deployments.

My opponent wins the toss and elects to deploy second. I set up in the center of my deployment line, reducing his ability to avoid my slow moving BS unit. BS unit with attached Farseer and Chip Commander form the center with the drones in back. I place a Riptide on the right and a Wraith knight to the left. Second riptide is to the right of the ruins. Bikes are in reserve. Kroot are all outflanking.

Imotech and Immortals are deployed behind the ADL. Wraithstar with attached D-Lord and a Annie Barge deploy behind the ruins but on his deployment line. The second annie barge deploys on his line behind the forest.



Turn 1: Taudar

Spoiler:
Far riptide nova charges its HBC. Second Riptide fails its nova charge. Commander selects tank hunter. Farseer cast fortune on broadsides and prescience on the 2nd riptide. WK and Riptides move forward. Broadsides split fire into the annie barge behind the ruins, exploding it, Marker Lights light up the second annie barge. Far riptide expends 3 ML or BS4 and no cover saves, stripping 2 HP and shaking its crew. Second riptide and WK fire into the annie barge but it makes its cover saves.


Turn 1: Necrons

Spoiler:
His wraith star jumps and runs forward behind the forest. Annie barge snap fires at the wounded riptide and scores a wound. Immotech fails to roll a 6.


Turn 2: Taudar

Spoiler:
Only 2 Kroot squads come in each moves and runs into my opposing back corners, attempting to hide behind the hills. Far riptide nova charges its HBC. Second Riptide fails its nova charge. Commander selects tank hunter and joins the unwounded Riptide. Farseer cast fortune on broadsides and prescience on the unwounded riptide. I make a mistake her. I should have cast misfortune on his wraithstar instead of prescience. WK jumps the right of the wraithstar. 1 Broadsides split fires into the annie barge behind the forest, exploding it. Everything else fires into the wraithstar and scores…a wound on the D-Lord. I assault the wraiths with my Wraith Knight, knowing he can’t use MSS this turn, slaying 2 and receiving 2 wounds in return.


Turn 2: Necrons

Spoiler:
Night fight continues. He uses his comms relay to ensure all of his reserves come in. The picture below shows him bring his reserves in. Two NS move up along each short board edge. A second one comes up the center. I intercept the central NS and blow it out of the sky. Death Marks deep strike to the left of my broadsides. Warriors go into ongoing reserves. Immotech fails to roll a 6. Both NS fire into my kroot units forcing them to flee off the board. Deathmarks mark for death my broadsides but I make all my armor saves. In assault, the D-Lord mind shackles my WK but I roll two hits and then snake eyes to wound. The D-Lord scores a wound.



Turn 3: Taudar

Spoiler:
A Kroot squads come in moves and runs into my opposing back left corner, attempting to hide behind the hills. A bike squad comes in and claims the sky fire nexus granting my BS skyfire. Wounded riptide nova charges its HBC. Second Riptide ripple fires its SMS. Farseer casts fortune on my broadsides and prescience on the wounded RT. Commander selects tank hunter and joins the broadsides. Everything fires into the two NS, slaying the far left one and stripping 2 HP on the second one. In Assault, I get mind shackled again and score 1 wound.


Turn 3: Necrons

Spoiler:
Night fight continues. His 2 warrior squads walk on behind the ruins in his backfield. Immotech fails to roll a 6. His last NS targets my bikes who make their saves. Death marks target my kroot who go to ground and I lose 4 but manage to pass my leadership check. In assault, I pass my mind shackles score no wounds for no wounds in return. Objectives fail to blow.


Turn 4: Taudar

Spoiler:
Last bike squad comes in and hides behind the hills in my right corner of my backfield. The second bike squad shuffles and still claims the sky fire nexus granting my BS skyfire. Both riptides ripple fire their SMS. Farseer casts fortune on my broadsides and prescience on the wounded RT. Commander selects tank hunter. BS fire into the remaining NS, exploding it. One riptide fires into the death marks wiping the squad. Second WK fires into a warrior squad slaying 3, but 1 gets up. In Assault, I get mind shackled again and score 1 wound. Marker Drones and Farseer and Commander thrust forwards forming a conga line. Riptides thrust forwards towards the ruins. Objectives fail to blow.


Turn 4: Necrons

Spoiler:
Night fight continues. His warrior squad walks on behind the ruins in his backfield and gets intercepted by both Riptides he loses 4 but 2 get back up. Immotech fails to roll a 6. His last NS targets my bikes who make their saves. Death marks target my kroot who go to ground and I lose 4 but manage to pass my leadership check. In assault, I fail my WK’s mind shackles and slay it. He consolidates his wraiths & D-lord towards the riptides. Objectives fail to blow.


Turn 5: Taudar

Spoiler:
Kroot move to claim my left objective. Bikes claim the right objective. Bikes in the center move up and claim the middle objective. Riptides nova charge their HBCs. Farseer casts fortune on my broadsides and misfortune on the wraithstar. Commander selects stubborn. BS fire into wraith star slaying the D-lord and putting a wound on the wraith. One Riptide wipes a warrior squad. Second riptide slays a wraith and puts a wound on the second. Riptides thrust to block the wraith from assaulting my bikes. An objective by the bike blows but fails to wound.


Turn 5: Necrons

Spoiler:
Night fight continues. A warrior squad moves up to shoot at my bikes who pass their saves. Immotech fails to roll a 6. Wraith assaults riptide for no wounds. Game continues. Picture below taken at end of his assault phase. Objectives fail to blow.



Turn 6: Taudar

Spoiler:
I wipe the two warrior squads and the wraith. Objectives fail to blow.


Turn 6: Necrons

Spoiler:
Night fight continues. Immotech fails to roll a 6. Objectives fail to blow. Game ends. Picture below taken at end of his assault phase (note that commander is actually in the space between the marker drones).

Taudar win 9-3.



Closing Thoughts:

Spoiler:
He did a good job on trying to target my troops early on. However, I feel he should have held back a unit in reserves possibly the death marks or a NS so as to be able to target my troop units that showed up on turn 3. He could have also deployed his annie barges outside of 36" from my Broadsides. My biggest mistake was failing to misfortune his wraiths on turn 2.

Taudar MVP: BS again played role in slaying 2 NS and 2 annie barges. The WK did a good job of tying up his wraith star for several turns.

Enemy’s MVP: NS, they protected his fragile troops and slew two of my scoring units.

This message was edited 3 times. Last update was at 2014/02/03 19:20:25


Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in us
Decrepit Dakkanaut






Madison, WI

It's worth pointing out that the tournament was notable for it's complete lack of LOS blocking terrain. Made life pretty easy for shooting armies.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

True, but that just means you need to adapt your plans accordingly, maybe you can't go for the overwhelming win. Maybe you have to play the point denial game and bring your opponent down with you - like you did in each of your two matchups. At the GBU I fought on tables with little LOS blocking terrain, and I fought on a table where over half the board was walled off by 2+ level ruins that blocked LOS -- against a White Scars/Space Wolf list .

My opponent made a few tactical mistakes and had the misfortune of me rolling "Fortune" as well as failing every lightning strike. Bringing in everything turn 2 when most of my troops were not on the board was one mistake. A second mistake the cron player made was placing his annie barges so far forwards. If he had stuck them back in his corner, he would have forced my broadside team to run forward and thus snap fire. Depending on how far he placed them, the broadsides may not have been able to shoot even then...which meant snap firing a second round. His annie barges then would have had a much better chance to survive turn 1, possibly turn 2. My riptides are more mobile but have significantly less firepower than the broadsides, especially if they fail thier nova charges. Conversely, Crons are a highly mobile shooting army first and foremost (who also happen to have a cheap CC unit in the form of the wraithstar). NS are self evident. But even if forced to move at crusing speed, those annies have a decent output thanks to being twinlinked and tesla (3.7 hits vs 5.3 hits). The problem is that with fortune my 2+ shooting units simply don't care, so you have to ignore them and wipe out my ability to score. He just needed to keep his units alive long enough to kill off my vulnerable troops who could not even enter into area terrain for cover due to the death world rule and who had no LOS blocking terrain to hide behind. That was why I thought it was a mistake to bring on all his reserves on turn 2. If he had kept some back for turn 3, he could have been able to nullify more of my troops. If he hadn't had failed every single one of Immortech's lightning roll he could also have done some damage to my troops.

This message was edited 2 times. Last update was at 2014/02/03 15:54:24


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Madison, WI

Didn't mean to be critical... you clearly have a really good handle on how to play your list and are having great success as a result. To be honest, all of the armies were shooting armies... and the terrain didn't hurt any of us.

Just wondering if the meta at some of these tournaments isn't being skewed a bit by the (typical) lack of LOS blocking terrain. Not that there aren't occasional tables with significant LOSB terrain, but they certainly aren't the standard.

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Reedsburg, WI

 Gitsplitta wrote:
Didn't mean to be critical... you clearly have a really good handle on how to play your list and are having great success as a result. To be honest, all of the armies were shooting armies... and the terrain didn't hurt any of us.

Just wondering if the meta at some of these tournaments isn't being skewed a bit by the (typical) lack of LOS blocking terrain. Not that there aren't occasional tables with significant LOSB terrain, but they certainly aren't the standard.


Oh, I think it definately skews the meta; actually I would say that TLOS has skewed the meta since the beginning of 5th. Rescius did a tourney several months ago where he had I believe 3 LOS terrain features per table...or at minimum it was two large pieces. Nids and Deamons were the dominant armies scoring all top 4 places. I am not sure if it would have a huge impact on the typical 5 NS 2 Wraithstar Necron list given thier unmatched mobility and fast moving CC units...but it would really put the dampers on Tau and non seer councle Eldar.

In my last game against the White Scar/Space Wolf combo, he had my back against the wall the whole game.

This message was edited 1 time. Last update was at 2014/02/03 17:30:22


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Reedsburg, WI

Just added links to both of Solar_Lion's posted Battle Reports in the OP .

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Any reports from GBU or did you not go?
   
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Reedsburg, WI

I did in fact . I should be posting up the reports this weekend. It was a great time and I had the pleasure of playing on the table beside (ie not against) the legendary John Pickle twice, Shawn once, and Cole in the last game. It's always a pleasure to have friends close by.

This message was edited 1 time. Last update was at 2014/02/05 17:23:47


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Eye of Terror

Those were definitely some open tables... Kind of hurt to see the pix. That said masterfully played. I always learn when reading your reports.

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Reedsburg, WI

Great, I have a whole bunch of mistakes I made that you can learn from in my battle vs the White Scar/SW list . Unfotunately I didn't take pics but I can draft up an rough sketch in word to give you an idea of the deployment at least .

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Eye of Terror

Is that batrep posted yet? I'd love to read it.

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Reedsburg, WI

 Dozer Blades wrote:
Is that batrep posted yet? I'd love to read it.


Not yet, I'll get it posted up this weekend

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Eye of Terror

Cool!

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Reedsburg, WI

Game 1 & 2:

Good, Bad, & the Ugly 2014 Tournament
This year, forge world was allowed. Escalation, Stronghold, Data slates and Formations were not allowed. In addition, you could not self-ally with a sub codex (ex: tau could not ally with Farsight Enclaves).
There are no VP, so an ethereal death will only count towards scoring an objective in a KP mission.
Also it was ruled that a unit is not a Jet Pack Unit unless it consists solely of Jet Pack models, so no thrusting my Marker Drones :(.
By the way, I forgot to take pictures most of the time…so great wall of text >.
I brought the following list:

Wyomingfox’s Taudar:
HQ: Commander w/ Vectored Retro-thrusters, DC, CCN, OG, Puretide Engram Chip, MSS, Iridium Battlesuit, NWSJ (Warlord) – 180 pts
HQ: Ethereal – 50 pts
HQ: Farseer w/ JB & SS – 120 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 10 Kroot with Hound – 65 pts
Troop: 14 Kroot with Hound – 89 pts
Troop: 3 Eldar Guardian Jet Bikes -- 51 pts
Troop: 3 Eldar Guardian Jet Bikes -- 51 pts
Elite: Riptide w/ IA, TL SMS, and EWO – 190 pts
Elite: Riptide w/ HBC, TL SMS, VT, and EWO – 205 pts
Heavy: 3 Broadsides w/ TL SMS, TL HYMP, TL, and 6 Marker Drones – 282 pts
Heavy: Sky Ray w/ TL SMS, Blacksun Filter, and DP
Heavy: Sky Ray w/ TL SMS, Blacksun Filter, and DP
Heavy: Wraith Knight – 240 pts

Total: 1850 points

Game 1:

The Enemy: Grey Nights

HQ: GK Grand Master w/ MB, Incinerator, and NFH – 190 pts
HQ: Ordo Malleus Inquisitor w/ Psycher, TA, Force Sword, and PC– 110 pts
Troop: 10 GK Strike Squad w/ PBA, NDH, 7 NFS, 2 PC, and Rhino – 290 pts
Troop: 10 GK Strike Squad w/ PBA, 8 NFS, and 2 PC – 240 pts
Troop: 5 GK Terminators w/ 2 NFH, NDH, PC, and 2 NFS– 210 pts
Elite: 10 Purifiers w/ 2 NDH, 4NFS, and 4 Incinerators – 225 pts
HS: Dreadknight w/ Teleporter, NGS and Heavy Incinerator – 260 pts
HS: Dreadnought w/ PBA, and 2 TL Autocannons – 135 pts
HS: 5 Purgation Squad w/ TH, NDH, 4 Incinerators, and Rhino – 150 pts



Mission:

Deployment: Hammer and Anvil.

Terrain: His deployment had two ruins in each corner as did mine. The center of the board had a hill, a swamp, and two forests. His relic is deployed in a center forest near his deployment line. Mine is placed in my corner right ruins just beyond 18” from my board edge.

Primary Objective: Relic. W/D/L = 15/8/0
Secondary Objective: Player with the most scoring/denial units in his opponent’s table half wins this objective. W/D/L = 12/6/0
Tertiary Objectives: STWL, FB, LB each worth 1 point.

Special Rules: Each player may elect one infantry unit from their FOC, this unit counts as scoring in regards to seizing the relic. I can only select my Ethereal. He selects his Purifiers.
After a player captures the relic for the first time, at the start of every player turn thereafter, the player whose turn it is places a S8 AP5, Pinning, Ignores Cover small blast marker on the board and rolls for indirect fire.

Pregame:

Pregame Thoughts: Man he has a beautiful army, best painted in my opinion. However, it isn’t very optimized and is going to have to rely on slugging it up the board. Even though there is some LOS blocking buildings, I can maneuver my IA riptide around so that I can see 1-2 members of a given squad and then the blast will take out several more, plus in order to utilize such LOS blocking terrain, he is going to have to bunch up which means those blast templates will really hurt. Going first in the relic isn’t really that bad, especially seeing as his troops are slow moving and the relic is out in the open. I don’t have any strong units that could grab and hold onto it early on so basically soften him up as he advances and use the bikes to move into position in turn 4 to grab the relic turn 5. My outflanking kroot should help me score the secondary.

Warlord Traits: I have Acute Senses. He has MTC and Stealth: Ruins. For Grand Strategy he elects to give 3 units scout and outflanks with 2 of them.

Psychic Powers: My Farseer: Guide, Forewarning, Prescience.
Opponent’s Inquisitor: Prescience

Night Fighting: first turn

My opponent ends up conceding after the top of round 3. He was so discouraged that he turned to me and said: “you’re a nice guy and all so don’t take this personally, but this was probably my least enjoyable match I have played and is one of the reasons I am reconsidering taking a hiatus from 6th edition.” As such, I will just summarize rather than writing up a full battle report:

I win the toss and elect to deploy first with my BS and a SR in the left hand corner, both riptides and WK in the center, a SR on my right, kroot outflanking and bikes in reserve. He deploys along the line with most of his units kitty corner to my castle. He fails to seize. The game continues for 3 rounds where I blow up anything that comes near the relic or near my firebase. Only thing interesting of note is that at the top of round 2, 2 squads of kroot come in from reserves. Because he also is outflanking, I am able to set up both squads (thanks to acute senses) on my left side and with the help of a Sky Ray, I wall off the entire left board edge. This not only hinders his ability to outflank close to my firebase, but only one outflanking unit is in a rhino…the other is on foot and can’t tank shock onto the board. As such there is a chance that the unit on foot will outflank onto my board edge alone and get destroyed. He ends up rolling both units onto the right board edge fortunately.

I win the primary and secondary objective as well as First Blood and Line breaker. Given that he still had scoring units that I needed to remove I feel that I wouldn’t have been able to slay his GM in the time allowed and thus decline StWL. Total score is 29-0.

Game 2:

The Enemy: Space Wolves

HQ: Rune Priest w/ Runic Armor and COTS (Warlord)
HQ: Rune Priest w/ Runic Armor and COTS
Troop: 8 GH w/ MG, WS, and DP (Combi-Melta WG & RP here) – 170 pts
Troop: 8 GH w/ MG, WS, and DP (Combi-Melta WG & RP here) – 170 pts
Troop: 8 GH w/ MG, WS, and DP (Combi-Melta WG here) – 170 pts
Troop: 10 GH w/ 2 PG, WS, and DP (Combi-Melta WG here) – 205 pts
Troop: 5 GH w/ PG, WS, and DP (TA WG here) – 120 pts
Troop: 5 GH w/ PG, WS, and DP (TA WG here) – 120 pts


Elite: 9 WG w/ 9 Combi-Plasma and DP - 242 pts
Elite: 9 WG w/ 7 Combi-flamers and DP - 232 pts
Elite: 5 WG w/ 2 TA plus Combi-Plasma and Power Axe, 3 Combi-Plasma, and DP (attached to 5 GH Squads) – 180 pts

Mission:

Deployment: Down of War.

Terrain: Player placed terrain and my opponent wins the roll to select first. He grabs the largest ruins and places it in the center. Seeing as the second ruins 2nd floor is too small to fit anything in I take the hills for added height. As such the terrain is as follows: Both right and left corners have hills counting as area terrain along my table edge . The center of the board has two ruins. We have two forests along his table edge.

Primary Objective: KP. Heavies are worth 2 KP. I Ethereal will be worth 2 KP. W/D/L = 15/8/0
Secondary Objective: Player controlling the most table quarters wins this objective. Player with the most scoring units in a table quarter controls the table quarter. Heavies are scoring. W/D/L = 12/6/0
Tertiary Objectives: STWL, FB, LB each worth 1 point.

Pregame:

Spoiler:
Pregame Thoughts: This is a hard matchup I must say. I am facing two alpha striking rune priests that can punk my broadsides with ease and have a 50% of killing a riptide. Fortunately, I have two riptides with intercept with wide fields of vision, between the two of them, I should be able to wipe out one RP when he drops. Secondly, the rune priests will nullify 50% of my psychic buffs. Then look at all that plasma that will be alpha striking my riptides and broadsides…sigh. My ability to form a protective buble is limited due to 2 chooser of the slain that prevent infiltrators from deploying within 18”. Good chance that my firebase is going to be wiped early on, thus limiting my ability get KP from his otherwise easy multiple MSU units. On the positive side, once his army drops it isn’t very mobile and the shooting range is limited to 24”, so there is a chance that my scoring vehicles(3+ cover when TB), kroot, and bikes can land me the secondary without too much contest. I have scryer’s gaze which should help keep my units in reserve.

Warlord Traits: I have -1 to opponent’s reserve. He in return gets acute senses.

Psychic Powers: My Farseer: Guide, Prescience, and Scryer’s Gaze.
One rune priest has JotWW, Living Lightning and the other has JotWW and Murderous Hurricane.

Night Fighting: Not first turn

Deployment: If you check out the picture at the top of turn 1 you can get a feel of my deployment.

I win the toss and elects to deploy first, giving me an extra turn to position my troops and cast psychic powers on my riptides. I castle in the right corner. Broadsides are up on the hill with ethereal and farseer attached, HBC Riptide is to their right. 15 man kroot squad is in front bubble wrapping my units and preparing to push out on turn 1. To the left of the broadsides is IA Riptide w/ attached Commander, WK, and both Sky Rays. Basically, I am trying to push the line left so as to discourage him from dropping on the left flank and running jaws parallel to my deployment. 11 man kroots are both outflanking and bikes are in reserves.

Everything is deep striking.


Turn 1: Taudar

Spoiler:
HBC fails to nova charge. IA nova charges its shield for a 3++. Commander selects Stubborn. Farseer cast guide and prescience on the 2 riptides. Ethereal selects FNP. Everything moves up slightly to expand the bubble. My opponent informs me that the DP is 4” across so I make sure that my models are inside of 6” of each other to prevent the DP from falling into a hole. The IA riptide and attached Commander jump forward towards the ruins so as to hopefully thrust on top of the second floor and out of harm’s way of Jaws. Note: another option would have been to attach the farseer to the group and have them move forward. That would have forced my opponent to either target them and risk a 4+ DTW or ignore them. However, I would have lost my ability to thrust. Sky rays move and TB for 3+ cover thanks to DP. During assault, my commander’s unit rolls a 3” thrust…darn. Not enough to get to the ruins. Now, I’ve given my opponent a juicy target in that he can line up both riptides and possibly a Broadside. The picture below was taken at the end of my assault phase:




TD: 0 SW: 0


Turn 1: Space Wolves

Spoiler:
Both 8 man GH squads with attached Rune Priests drop down; non- warlord unit drops into the ruins in front of my broadsides. WL drops to the immediate left of the ruins. The last 8 man GH squad mishaps off the table and vanishes into the warp, giving me First Blood. The 9 WG squad with dual plasma drops on the right short table edge in front of my HBC riptide. His 10 man GH squad with 2 Plasma drops in front of my broadsides. I intercept his Warlord’s squad (the one left of the ruins) and between the two riptides, I kill 3 GH and his rune priest, giving me slay the warlord. He pops the 4 banners. The GH survivors shoot the melta and combi-melta at my Wraith Knight for 2 wounds. His second rune priest rolls box cars and the rest of the unit fires into my commander including the combi-melta for 0 wounds. His 10 man GH squad fires his plasma into my broadsides, slaying 2 drones and putting a wound on a BS. His 9 man WG with plasma unload 4 of their 9 combi-guns into my HBC riptide who takes only 2 unsaved wounds. His drop pods kill some kroot. My opponent is mentally reeling at this unfortunate turn of events.

TD: 3 SW: 0


Turn 2: Taudar

Spoiler:
Farseer casts scyer’s gaze, the rest are denied by the Rune Priest. Only 1 Kroot squads come in from reserves and outflanks on the left up in the upper corner. They hide behind the forest as it is carnivorous. Both Riptides nova charges their shields for a 3++. Commander selects Stubborn. Ethereal selects Stubborn. One sky rays move and turbo boost to the left and away from pending melees. Wraith knight jumps forward and charges into the Rune Priest squad hiding in the ruins. Commander’s unit shoots and assaults into the surviving grey hunter squad of the now deceased WL. Broadsides and one Skyray fire into the 10 man grey hunter squad, wiping them. HBC riptide assaults the Combi Plasma WG. Wraith Knight slays 3 GH and can’t be wounded; he makes his leadership check and we stay locked. Commander’s unit slays a GH for no wound in return. He passes morale and we stay locked. HBC Riptide slays 2 WG; he fails morale and successfully disengages.

TD: 4 SW: 0


Turn 2: Space Wolves

Spoiler:
A 5 man GH unit drops in near the center. His empty pod also drops in in the backfield. His GH fire into my large kroot squad slaying half. His Plasma WG fire their remaining 5 combi-plasma into my broadsides. I go to ground not realizing that my Farseer on his Jetbikes won’t allow that. I lose a couple drones and broadside. I then fail my leadership and run off the board. Serves me right for going to ground when I wasn’t supposed to! That nets him my Ethereal, Farseer and Broadsides for 5 VP! Drop pods fire at my kroot killing a couple more; they make their leadership test. In assault, my commanders unit fails to inflict any wounds or take any wounds, I fail to hit and run out. Wraith knight slays two GH and we stay locked.

TD: 4 SW: 5


Turn 3: Taudar

Spoiler:
A Kroot squads comes in on the right short board edge and moves behind his WG unit. Both bikes squads come in and turbo boost into the backfield. HBC riptide nova charge its main weapon. Commander selects stubborn. The empty sky ray marker lights his 5 man GH squad and between it and my HBC Riptide, I wipe the squad. Kroot fire into the WG slaying 2. In combat commander’s unit finally wipes the remaining GHs. Remaining kroot join the WK in assault to keep from being shot. WK slays 2 more GH and we stay locked.

TD: 6 SW: 5


Turn 3: Space Wolves

Spoiler:
The last 5 man units drops down to the right of my sky rays. It fires into my commander’s unit for 2 unsaved wounds on the riptide. His remaining WG fire into my small kroot squad slaying 6 and forcing them to fall back towards the board edge. In assault, WK slays 1 GH, he makes his morale test and we remain locked.

TD: 6 SW: 5


Turn 4: Taudar
Spoiler:
Kroot continue to fall back. Commander’s shoots and assaults the last GH squad, slaying 3; they pass their morale. HBC Riptide shoots and assaults the WG unit. WK slays the last of the grey hunters leaving only the rune priest alive. Everyone remains locked.

TD: 7 SW: 5


Turn 4: SW

Spoiler:
His WG unit with the combi-flamers finally arrive and they wipe the small kroot unit that was hiding in his backfield in the left corner. HBC Riptide fails to wipe out his plasma WG. Commander’s unit fails to wipe his last GH unit. WK slays the Rune Priest…Yay! He decides to concede as I still have 6 scoring units and from here on out I will be easily grabbing KP from his drop pods. My small kroot squad are still technically falling back so they give up a KP.
TD: 8 SW: 7
Taudar have both primary and secondary objectives as well as score FB, LB, and StWL. He has LB. Taudar win 30-1.


Closing Thoughts:

Spoiler:
His alpha strike went horribly wrong after I slew his WL and he periled on his RP. Beyond the first round firepower, this type of list is fairly glass hammer and lacks any real staying power. Nor does it have any maneuverability once the troops have landed. Nor does it have any strong CC units that could deal with my Riptides or WK in assault…no TH, SS, or PF. Without that strong alpha strike, his army was pretty much left with its pants down. Don’t get me wrong, I was pretty terrified of facing 2 JoTWW, but once that failed I was at a distinct advantage. One thing he could have done was dropp his 5 man squads onto my kroot or bikes that were in his backfield so as to better secure the secondary objective…rather than feeding them to my riptides.

Taudar MVP: I would have to say the intercepting riptides.

Enemy’s MVP: His 9 man combi-plasma WG unit that made my BS unit and friends run off the board.

This message was edited 2 times. Last update was at 2014/02/08 23:38:08


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San Jose, California

Fantastic!

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Eye of Terror

Space Wolves had some bad luck but it still shows Taudar has some weaknesses that can easily be exploit3d. Space Wolves are no longer the top dog for power armor... I'd love to see a properly designed smurf pod army go up against your list. I think they could give you a run.

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Reedsburg, WI

Thanks guys .

Game 3:

The Enemy: White Scars w/ Allied Space Wolves

HQ: Chapter Master w/ AA, Auspex, Bike, Shield Eternal, TH (Warlord) – 255 pts
HQ: Librarian w/ FA – 65 pts
HQ: 5 Command Squad with 4 GG, 2 MB, 2 SS, 5 bikes, and apothecary – 205 pts
HQ: Njal w/ Runic Terminator Armour – 270 pts
Troop: 5 Bikes 2 GG – 135 pts
Troop: 5 Bikes 2 GG – 135 pts
Troop: 5 Scouts w/ Sniper Rifles – 60 pts
Troop: 10 GH w/ 2 MG – 155 pts
HS: Thunderfire Cannon – 100 pts
HS: Land Raider Crusader w/ MM – 260 pts
Fortification: ADL w/ Icarus Lascannon


Mission:

Deployment: Vanguard Strike.

Terrain: Player placed terrain and my opponent wins the roll to select first…not good for me. This table has three massive LOS blocking pieces of terrain that are over 2 stories tall. Needless to say, he blocks off most of the board. Still, there are some windows here and there that I might be able to position my IA riptide to get LOS on a single hand or wheel… On the plus side I have a large ruins with multiple floors…downside is the 1st and 2nd floor are mostly walls…so no LOS if behind them. At least JoTTW won’t hurt me very much. As such the terrain is as follows: Along my table edge from left to write, we have two water towers, a low level ruins, and my large ruins that I will be castling in . The center of the board has two massive ruins and a crater. His table edge has a crater with his ADL surrounding it. A mockup of the terrain is below:



Primary Objective: 2 objectives worth 5 points each (we didn’t realize there was a supposed to be four objectives). Fast Attack units are scoring. My objective is on the third floor on the back side of the ruins in my corner. His objective is behind the LOS blocking ruins furthest from my deployment zone on the ground floor. (Marked by red dots on the map)
Secondary Objective: Player controlling the most pieces of terrain wins. To control a piece of terrain you must have more scoring units. Fast Attack units are scoring. W/D/L = 12/6/0
Tertiary Objectives: STWL, FB, LB each worth 1 point.

Pregame:

Spoiler:
Pregame Thoughts: Personally, this feels like an easier matchup than the last. I have first turn and night fight in my favor. He has more of an elite list with few models...which my Skyrays and IA Riptide can hurt. Even with the terrain blocked off as it is, I should still be able to maneuver my sky rays for a turn 2 strike. My IA riptide should be able to see a bike and that is all I need to start whittling down models. While he does have a super rune priest that will nullify 2/3rds of my psychic powers, he is more limited on deployment and my units up in the 2nd and 3rd level are safe from JotWW. Meanwhile, ruins, slight chance of forewarning (4++) and a 2/3 chance of a 3++ should help against the grav gun spam.

Warlord Traits: I have acute senses. His is negligible.

Psychic Powers: My Farseer: Guide, Eldrich Storm (shooting for Fortune), and Forewarning.
Librarian has Prescience. Njall keeps his book powers.

Night Fighting: First Turn

Deployment: I win the toss and elect to deploy first. I castle in the ruins in the right corner. On the front of the ruins: Broadsides are up on the second and third floor where LOS is available but the drones have to be on the first floor as the rest of the second floor is walled off. Ethereal and Farseer join the Broadsides and are placed out of LOS on the second floor. On the back of the ruins: Commander joins the IA Riptide and both Riptides are placed on the top of the third floor. In my triangle of deployment, I place a sky ray on each vertex, as far from my ruins as possible (the plan being to move and turboboost them into position to see beyond the walls. Both 11 man kroot squads deploy on the line. 15 man kroot squad infiltrates (in case there looks like a good place to put them after he deploys. Instead I end up placing them on ground floor and 2nd floor towards the back and underneath the overhangs so that he can’t hit them with the Thunder Fire Cannon. To the left of the broadsides is IA Riptide w/ attached Commander, WK, and both Sky Rays. Bikes are in reserves.

He deploys his LRC on the center of his deployment line w/ GH and Njall embarked. The 3 bike squads are places on either flank with the Chapter Master being attached to the command squad. Scouts and attached librarian deploy behind the ADL with the Librarian manning the Icarus Lascannon. Thunderfire cannon is next to his objective.


Turn 1: White Scars

Spoiler:
He forgets to scout. He then seizes the initiative. Each round, the Librarian would cast Prescience on his own unit. Njal conjurs the storm and enemy units in 24” are -1 BS. Both bike squads, Command Squad, and LRC move forwards. Both bike squads fire into the left most Skyray. The sky ray loses 2 HP after saves. Command squad fires through a door in the ruins at my WK but I make my 3+ cover saves (ruins plus Night Fighting – yeah NF). LRC flat outs and PotMS its MM at my left most sky ray but fails to pen. Lascannon takes aim at the upper right skyray nearest his scouts but fails to pen. Thunderfire cannon targets my lower kroot squad nearest him but scatters wide. Orbital Bombardment targets my broadsides in the ruins but scatters onto the ground floor slaying 2 kroot.


Turn 1: Taudar

Spoiler:
Hmmm…not a lot of LOS…and everything is 24” from his -1 BS RP. Farseer psychic powers are denied by the Rune Priest. IA nova charges for 3++, HBC Riptide fails its Nova Charge. Commander selects Stubborn. Ethereal selects Stubborn. Kroot move and run forwards Upper right sky ray doesn’t have any shots at the bikes so it moves up and flat outs. Lower sky ray has LOS to the front bike squad. Wraith knight shoots at the LR but fails to hit. HBC riptide fails to hit. IA Riptide can see a bike! IA Riptide scatters wide…twice! Broadsides use SMS to target the closest bike squad…and fail to hit/wound. I do get a single Marker Light Hit on the bikes. Lower left Sky Ray uses the ML hit to boost its BS back to 3. It then fires its NW ML…for no hits. I then unload on the bike squad and after they make their saves (I accidently let him take a 3+ cover when he hadn’t turbo boosted), only one dies. Riptides jump behind the building and out of LOS.


Turn 2: White Scars

Spoiler:
Rune Priest calls up the storm and gets chain lightning. He kills a marker drone and a couple kroot. Lower 4 man bike squad moves down towards the kroot screening the sky ray. They fire at the sky ray but fail to glance it. Command Squad moves forward out of the ruins and combined with the Icarus Lascannon fires at the upper right sky ray but fail to get past its cover save. 5 man bike squad moves through the ruins and fires at my WK through the doorway but he makes his cover saves. LRC moves through the ruins and it and the Thunder Fire Cannon fire into my Broadsides but fail to wound. 4 man bike squad multi assaults my lower kroot and lower left Sky Ray. He loses one bike in the assault, slays 4 kroot and wrecks the Sky Ray. Kroot make their leadership check and we stay locked. He has first blood.


Turn 2: Taudar

Spoiler:
Neither jetbike squad comes in. Farseer psychic powers are denied by the Rune Priest. HBC fails its nova charge; IA riptide nova charges its Shield. Commander selects Stubborn. Ethereal selects Stubborn. Upper right Kroot squad moves away from the LRC and back towards the crater. Wraith knight moves in front of the LR. That is what I did wrong. What I should have done was jump the WK left and attempt the 5” assault into the 3 man bikes, then move my upper kroot squad towards the LRC and wrap around it so that the LRC either had to stay in place to shoot or tank shock through (and thus deny the RP the opportunity to disembark). Broadsides stay put (another big mistake as those drones are on the bottom floor and in charge range…I should have moved them up even if they had no LOS). HBC jumps back up into the top floor of the ruins. IA Riptide moves left of the ruins to get LOS on the 5 man squad. Upper sky ray only has LOS to the command squad but the Chapter Master will tank the hits…I elect to move and flat out instead. Wraith knight moves in front of the LR in such a way that if I assault I will be touching the base of the ruins and shoots at the LR but scores only 1 HP. IA riptide targets the 5 man bike squad but scatters wide twice. HBC riptide and Broadsides target the 5 man bike squad and reduce it to 1 member. WK assaults the LRC but only scores two glances. The 3 man bike squad kills 2 kroot and sole survivor makes his morale. Bikes hit and run and the survivor consolidates into the ruins and out of LOS of my opponent’s eyes. IA Riptide thrust 3” and fails to jump back up into the ruins. HBC Riptide thrusts behind the building and out of LOS.


Turn 3: White Scars

Spoiler:
Njal gets the hurricane power that strips 2 HP from my upper left skyray. He then disembarks from the LRC to take aim at my IA riptide that was left out in the open thanks to a bad thrust move. 3 man unit moves and turbo boosts behind the second ruins and claims his objective…spreading out to deny any chance of my bikes denying the objective. 1 man bike unit moves into my corner to assault my kroot. Chapter Master detaches from the Command Squad to assault my Broadside Unit (Marker Drones that I foolishly left on the ground level). Command Squad slays my WK. Thunder Fire Cannon targets my HBC riptide with the hope of scattering backwards onto my kroot in the ruins…it scatters but off the table. Njal rolls box cars on my IA Riptide. LRC PotMS its MM into the Sky Ray but it makes its cover save; it then fires into my Kroot who G2G in the crater; losing only 2 members. Icarus fires into the Sky Ray but it makes its cover save. Lone Bike assaults my kroot and dies to overwatch. Chapter Master assaults and issues a challenge…I accept with my useless farseer and via stubborn pass morale.


Turn 3: Taudar

Spoiler:
Bikes come on and turbo boost into his backfield. Both Riptides nova charge for 3++. Commander and Ethereal select stubborn. Kroot move into the upper storiesIA Riptide unit moves towards the command squad and fires into his command squad; it scatters twice, the second time hitting my Commander and IA Riptide, Commander takes a wound. Skyray fires into the command squad scoring 2 ML hits to deny cover. I tend to roll the missiles first and then the SMS as an afterthought. I should have made it a point to roll the SMS first as his shields were in front. He loses both shields (one to SMS). HBC fires into the squad and slays the apothecary. He make morale. The Commander’s unit then multi charges into the command squad and Njal. Njal challenges the Commander who accepts. Commander fails to hit but makes his saves. The riptide fails to hit/wound the bikes. Combat is drawn and the bikes hit and run out of assault. The chapter master slays all the marker drones; I pass my stubborn test, he hits and runs (which I think was a mistake as I could have consolidated up the ruins). I roll a 2 for consolidation and stay on the ground level. HBC Riptide fails thrust off the ruins and behind the building (rolled snake eyes).


Turn 4: White Scars
Spoiler:
Grey Hunters disembark from the LRC next to my IA riptide. Command Squad Bikes move down and shoot at my HBC riptide who fails 3 out of 4 3++ saves. Icarus finishes off the Sky Ray. TFC takes aim at my kroot but can only hit the two on top. I pass morale. LRC moves up and fires into the kroot in the crater wiping them. Chapter master assaults my Broadsides and takes a wound to overwatch; he then proceeds to wipe the squad. GH assault in scoring a wound on Riptide and losing 2 in return. Njal and Commander stare at each other…he passes both his morale checks and we stay locked. I forget to hit and run out of combat.


Turn 4: Taudar

Spoiler:
Riptide Nova Charges for 3++. Bikes shuffle and turbo boost for 4+ cover. Kroot fire at the command squad who make their saves. In assault Njal punks my Warlord and the riptide slays 3 GH for a drawn combat.

Turn 5: White Scars
Spoiler:
LRC, Icarus and command squad fire into the kroot holding my objective, they go to ground losing only a couple members and make their morale check. TFC fires at my bikes slaying 2 and they make their morale check. Chapter Master moves and assaults my Riptide; I make all my saves and slay a GH in return…he makes all three morale checks. There is less than 10 minutes left in the game. My opponent asks if I want to call it. Right now I have two pieces of terrain held by a single lone kroot and the squad claiming my objective in another set of ruins ruins. He has his bikes claiming both his objective and a terrain piece and the scouts are camped out on a crater. We will tie both objectives. I do have two bike squads that I was planning on claiming terrain with, butmy turn will take less than 5 minutes…leaving him 5 minutes to potentially table me. I agree to call the game.

We tie both objectives. I have line breaker and he has slay the warlord and first blood. White Scars get a minor victory 13-12.


Closing Thoughts:

Spoiler:
I honestly thought I had his number starting out. However, a couple tactical mistakes on my part and some bad rolls made for a pretty one sided match in his favor. However, I stayed in it and used what few models I had left to tie up his attention while my sneaky kroot held onto the objectives for a near tie.

Taudar MVP: Kroot plus the ethereal that kept them in the game.

Enemy’s MVP: Njal, reeked some havoc throughout the game that pushed the match in my opponent’s favor. Denying all my psychic powers, the -1 BS to my entire army turn 1, and punking my commander for the win.

This message was edited 2 times. Last update was at 2014/02/09 06:13:13


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Fireknife Shas'el





Reedsburg, WI

Another note to readers. The third game was by far the funnest game in the tourney and my opponent was a real swell guy.

Summary of tactical mistakes I made in the third matchup:

  • Round 1: Should have only given the bike squad a 4+ cover save (Jink + Skilled Rider) as they did not turbo boost (electing to fire the grav guns instead)

  • Round 2: Should have had the Wraith Knight assault into the 3 man bike squad to clear his troop unit and bubble wrap his Land Raider with the upper left Kroot squad

  • Round 2: Should have moved the marker drones onto the second floor

  • Round 3: Should have resolved the wounds from the TL SMS on the Sky Ray first to potentially remove the tanking storm shields


  • By the way on the top 3 tables, you had the following 4 players from the Madison Area (ish in my case ): Cole (Ugly), John Pickle (Bad), Shawn (Ugly) and myself (Ugly). Not a bad showing. First place went to Tim Gorham with C:SM Iron Hands and Inquisition with 104 pts. 2nd Place and Best Bad went to John Pickle with Deamons (FW and Screamer Star) at 103 pts.

    This message was edited 2 times. Last update was at 2014/02/10 19:23:06


    Wyomingfox's Space Wolves Paint Blog A journey across decades.
    Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
    Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
       
     
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