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Orks at the Renegade Open GT - A Table Flip Challenge! (Epilogue, P6)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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How will the Orks fare at the Renegade GT?
Well, that list sucks. Bottom 25% of field.
Not so hot. Bottom 50% of field.
Not too shabby, but not good enough. Don't make top 8, maybe do well in the RTT.
DA ORKS KRUMP IT! Top 8.
ORKS FOREVER! Top 4.
DA WAUGH NEVER ENDS! Final table, but lose to finalist.
Orkses is never beaten. WAAAAAAAUGH! A repeat win of the Renegade GT!

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Made in us
Fixture of Dakka





San Jose, CA

So close and yet so far. I just hate it when the game doesn't end when I need it to.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Furious Fire Dragon





Your anti-template tactic kept a lot of boyz on the table. Very impressive to be in such a strong position on Turn 5. Didn't get the chance to talk with you at the tournament, so I'm glad you're posting reports.
   
Made in us
Fresh-Faced New User




 doktor_g wrote:
Man, that was pretty close. Closer than I would've thought with the IKs. How did you manage to kill them? The kannons and BigTrakks?

Great game bro... keep it up... Just realized my Tau/Ork LVO list was no bueno (I was using an illegal tactic) back to the drawing board....

Looking forward to bat rep 2!!!!!


It was a combination of WS 5 Str 9 Power Claws and the Mechboy's Armor Bane attacks. Matt did a good job of "cycling" the nobs in the middle of the mob to keep the battle cannon casualties from killing them. There was a point in turn 4 or 5 where the Warlord Knight was left fighting 4 nobs, a Mechboy and like 2 orks. I also missed a few short charges which meant I was taking Str 9 power claws instead of Str 8. In the end that netted him the Warlord Knight and the other Knight Paladin.

My experience from the tournament is that Knights are killable if you are prepared. Secondarily, there were a few missions where killing the Knights was not required to win the game.
   
Made in us
Longtime Dakkanaut





Eye of Terror

I don't think passengers embarked in a zooming transport flyer have an option to deep strike when its shot out of the sky - should be Crash and Burn .

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+++ 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Dozer Blades wrote:
I don't think passengers embarked in a zooming transport flyer have an option to deep strike when its shot out of the sky - should be Crash and Burn .


Neither did I, I was certain everyone was lost in that case. I don't see how Deep Strike can essentially interrupt the Crash effect.
   
Made in us
Fixture of Dakka





San Jose, CA

 Dozer Blades wrote:
I don't think passengers embarked in a zooming transport flyer have an option to deep strike when its shot out of the sky - should be Crash and Burn .

The stormraven has a special rule in that the unit embarked in it can deepstrike out if they flyer is zooming. It's something that you do exactly in that situation.

BTW, it wasn't shot out of the sky.




This message was edited 1 time. Last update was at 2014/11/25 20:34:47



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Okay I misread the batrep at that point in the game . I know about the deep strike rule. : )

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+++ 
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

Jy2 is correct, he used the "Skies of Fury" special rule to get out before the flyer went kaput.

This message was edited 1 time. Last update was at 2014/11/25 22:07:29


2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

No offense to your opponent, but that is a ridiculous list for a game of Warhammer 40k. Five huge models and one squad with a psyker? I thought 40k was a tactical skirmish game between squads. There was once a time when the game rewarded the use of troops and balanced lists. It looks like new rules reward using a handful of giant, super-powered models that the majority of an enemy's army cannot harm. Doesn't sound fun to me, but I guess that is why I don't go to tournaments!

You did an excellent job in this game. I can't wait to see how you do in an actual game of 40k rather than a game of Rock 'Em Sock 'Em Robots or Apocalypse or whatever that was you just played. It certainly didn't look like any game of 40k I ever played in all my years...

I'm looking forward to the rest of the reports. Thanks for sharing.

This message was edited 1 time. Last update was at 2014/11/26 20:15:13


Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in no
Regular Dakkanaut




Impressive, and tlk about close fought, and you got to play the game all the way too, not timing out turn 3
   
Made in us
Sinewy Scourge





Lodi CA

Looking forward to the rest! Good to see da boyz give the lance some trouble.










 
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

Renegade Open GT 2015: Game 2

Well, it's round 2, and the stakes are high. I now need to try and win my next two games in effort to prove that Orks can cut it. In addition, making top 16 is still possible - but I can't afford any mistakes if I wish to do so.

My pride is on the line - and the Ork Waaaugh needs to be vindicated!

I'm matched up for round 2, and my opponent is....


John Heil's White Scars with Imperial Knight Allies



Guess I'm getting another chance at the Knights - although in this case, it's just the one instead of three.

I lost John's list, but from memory, it was something like this:

Khan
5x Command Squad with Apothecary, Stormshields, 1x Lightning Claw, 1 Powerfist, and 5 Storm Shields
2x 5x man Bike squads with Meltas + 1x Attack Bike
2x 5x man Bike Squads with Grav
Sicaran Relic Battle Tank w/ Double Lascannon
3x Tarantula Sentry Turrents (Lascannons)
Imperial Knight Errant (That's the one with Melta, right?)

Deployment: Dawn of War
Primary: Killpoints with every Heavy Support with 1 extra VP, and 2x objectives worth 2 VP each.
Seconary: Modified Maelstrom
Tertiary: Slay the Warlord, Solo Blood, Linebreaker.

An odd sort of Kill Point mission, no doubt, but I kinda like it. I'm only have two heavy supports, both of which are tough to kill (the artillery and my squad of big trakks), while John has the Sicaran (which, by god, I WILL kill, those damn things annoy the gak outta me) and the Tarantula Turrets.

I have some advantages against John:


1. He has a fair amount of grav, which doesn't do much of anything to my blob (it wounds on a 6! )
2. It is HARD AS HELL to take Kill Points from my army (You have to kill the WHOLE green tide to get any killpoints from it - but if you do, its worth 11!)
3. I won the roll to go second and decided to do so, as it will help me with objectives.

However, John has some advantages over me, too:

1. He has Hit and Run on nearly everything. That's gonna make it tricky to kill all his stuff in combat. If he's smart, he can shoot me, charge me, and then hit and run out of combat every turn for max damage!
2. He has WAY more mobility then me.
3. He has 3+ jinks to avoid my rokkits and my KMKs

However, I have vengeance on my side! My Orks shall not be denied the opportunity to prove they are competitive (I hope )!

We set up, and the board looks something like this:



This is actually a picture of turn 1 (I forgot to take a picture of deployment), so just imagine my blob back another 9 inches or so.

John scouts up, I try to seize so I can get a turn 1 assault, and fail, and the game begins!

Early Game:

John plays conservatively, and basically sits back at around 24" taking potshots with just about everything. Since his grav is incredibly ineffective, he just throws bolters downfield, along with everything else. EVERYTHING he has goes into the green tide.

However, I have the bodies (and the FNP) to keep moving forward. Again, similar to the first game, because he can't get into my deployment area, can't take my objective, and can't get KPs easily, I start taking the advantage in Maelstrom.

Meanwhile, my tide keeps slogging it upfield. I keep them spread out in a nice line because I don't want John shooting past my tide and into my back line, where he could cause problems (and easily gain maelstrom points). Meanwhile, my KMKs take some pot shots along with my Rokkits at his bikes (his knight and sicaran remain out of range), and he occasionally fails a morale check and falls back - but still hasn't lost any kill points.

Mid Game:



NEITHER one of us has killed a SINGLE unit at this point, although both of us have lost models. However, while John may be taking a few boyz from the front, I'm taking valuable bikes - and, morover, every time I shoot at one of his units with my Tankbustas or artillery, he has to jink, which massively decreases the shooting ability of that unit.

By turn 3, John has a tough decision to make. He's quickly running out of room to hide from me, and with a good WAUGH run, I may just overtake him with a good charge. That leaves him with two choices:

1. He can bide his time and take another couple turns to shoot, hoping my charging is either ineffective or doesn't make it.
2. He can try to tie me up with some sacrificial units, preventing me from moving forward, and then hit&running out on his turn to shoot me.

John makes the wiser (IMHO) decision and goes with option #2. The tricky question is, how much should he throw into the tide? Too much, and he bleeds valuable models to klaws. Too few, and I can wipe out the unit, and I'll get a bonus consolidate before I get to move, run, and charge next turn, leaving him with an even WORSE position then he is in now.

In the end, John decides to throw 4 units into me.

1. His command squad, who is down 1 model (leaving it with 4).
2. A unit of 2 bikes, badly mauled by shooting.
3. A completely unhurt unit of 5 bikes
4. His unhurt knight.

John shoots me, and then charges, but fails to make it with the 2 man squad. The knight, command squad, and 5 man troop bike squad all make it in.

At the end of it, because of the hit and wrath rolls, John does a fair amount of damage to the squad, while I just kill a few in return with klaws.

Furthermore, his Knight stomps out my Big Mek with a 6.

He hits and runs out of combat with his command squad, but the 5 man bike squad fails to hit and run and stays in combat with the Knight.

Alright, now it's MY turn to charge.

End Game:

We start running low on time at this point, so pictures are scarce, but I have a very clear battle plan.

1. I want to kill the knight (it's a matter of pride, man!)
2. I want to kill the Sicaran.
3. I want to free up my green tide to finish this.

All three will be accomplished with the use of Tankbustas!



So, I move up my Big Trakks, and unload the 5 man squad midfield. They make a run, and charge the Sicaran Tank. They EASILY blow it up with melta bombs.

One of the 9 man squads of Tank Bustas gets out of their ride, and charges the knight already locked in combat.

The final tankbusta squad moves up (they were knocked out of their ride earlier in the game) and also charges the knight.

In addition, the KMKs fire at the 2 man squad that failed to make it into combat, and wipe them out, despite a 3+ jink save.

At the end, we get something that looks like this:



You'll note the Sicaran (on the left side of the picture, just next to the piece of paper) is gone, replaced by 3 tankbustas hanging around (who will inevitable die soon).

The combination of melta boms from tankbustas and klaws peels the Knight open, and it goes poof.

The Warboss and a single klaw nob tear apart the 5 man bike squad, and now the green tide is free.

Now, at the end of the game, we each have the following:

John has:
His 3 turrets, unharmed.
The command squad, down to 3 dudes + Khan
1 squad of 2 bikers that fell back and are near the board edge.
1 squad of 5 bikers that are unhurt.

I have:
Most of my green tide (minus the Big Mek )
2 Big Trakks
My tankbustas (although, now, slightly depopulated due to explosions)
2x deffkoptas
My KMKs
My Gretchin

It's looking grimdark for John, but he decides to do the best he can.

On the final turn, he tries to take out my Big Trakk squad (remember, it's a heavy support, and worth two KP!) and does so!

He also blows away the tiny squad of tankbustas who killed his sicaran (well, they did their job. )

He charges his command squad in to try and kill my warlord. I have to accept the challenge from Khan, who fails to roll the 6 he needs to kill me. However, I also roll only 1 wound with my Warboss (who woulda insta killed Khan), and he makes his invul. Meanwhile, the command squad gets brutalized by the green tide, so Khan Hits&Runs all by his lonesome self.

So now, on the last turn, I have John on Primary, Secondary, and solo blood and linebreaker .... but I want warlord!

So, I charge in my green tide (literally, everything into Khan - and Khan challenges me) I am forced to accept.

What happens?

Spoiler:
Khan rolls to hit, and gets 3 hits. Then, he rolls 2 , insta-killing my warlord. Holy crap!

In addition, due to Khan's warlord trait, he gets an extra d3 VP and rolls another , netting him another 3 VP!

Well, that's bad.


Spoiler:
However, it's not all peaches and roses for the white scars....as Khan kinda forgot about allllllllll the other Klaws in there. Oops. My 15 or so klaw attacks mow him down, and Khan goes bye-bye.


Spoiler:
In the end, despite the HUGE increase in BP taken by Khan, I manage to kill off that last two man bike squad, leaving John with just the 1 squad left, and leaving me with a KP advantage.

I win primary.
I win secondary.
I get warlord, linebreaker, and solo blood.

John gets warlord (KHAAAAAAAAAAAAAAAAN!) and solo blood.

The orks take it, 10-2!


After game thoughts:
Spoiler:
BOO-YAH! A perfect score! The orks ain't outta the running yet.

As for my opponent, poor John was a great guy who just had a bad matchup. Grav doesn't do much against me, and even though he has a low KP list, my list tends to give up even less KP then his. However, I designed it that way on purpose.

John made the right move by trying to tie up the blob, and had I been in the same situation, I woulda done the same thing. The only thing I think John didn't capitalize on was his mobility - even when tying me up in combat, John never tried to move around to blob to take my backfield, where my gretchin and KMKs are vulnerable to assault. In this case, I don't think it would have made much of a difference, but it would have meant I wouldn't have been able to move into his backfield with impunity, as my green tide did.

So, where do I sit now? I'm 1-1, and my second game netted me a perfect score. I can still make top 16 and win 2 of 3 games, but I still need another good game to do so.

Well, that's alright. Shouldn't be too bad, right?

At least.....as long as it's not Tau for third round....

Uh oh.



This message was edited 4 times. Last update was at 2014/11/28 05:57:25


2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in ru
!!Goffik Rocker!!






Well, that was a hard-counter for white scars, in all fairness. Would like to see how well could the greentide fare against eldar or dark eldar with corpsthief claw. And definitely a guard with couple wiverns

Good game on your part, anywayz! Btw, can you look out the stomps?

This message was edited 3 times. Last update was at 2014/11/28 09:54:07


 
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

 koooaei wrote:
Well, that was a hard-counter for white scars, in all fairness. Would like to see how well could the greentide fare against eldar or dark eldar with corpsthief claw. And definitely a guard with couple wiverns

Good game on your part, anywayz! Btw, can you look out the stomps?


Sadly, on a 6, no. It just removes the model, period, end of story.

2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in ru
!!Goffik Rocker!!






Well, that's somewhat logical.

- Look out! A 5000 tonn towering monster is gona squish you beneath it's feet! I'll save yoAAAAPFSHhhhhh-
- Thanks God Emperor! The guy got in the way.

Anywayz. So far lots of IK. What do you think about killsaw slotless meks here and there? Or Pk are just enough to do the job?
I'm really interested to see how Greentide would fare vs Corpsethief with buffed fnp. Would 5-6 Klaws be enough?

This message was edited 4 times. Last update was at 2014/11/28 21:06:11


 
   
Made in us
Krazed Killa Kan






State of Jefferson

 koooaei wrote:
Well, that was a hard-counter for white scars, in all fairness. Would like to see how well could the greentide fare against eldar or dark eldar with corpsthief claw. And definitely a guard with couple wiverns

Good game on your part, anywayz! Btw, can you look out the stomps?


I agree with koooaei. The only victory my battle wagon rush had at the 2013 Las Vegas Open was vs bikes (Ravenguard though)


The Riddle of Steel wrote:
No offense to your opponent, but that is a ridiculous list for a game of Warhammer 40k. Five huge models and one squad with a psyker? I thought 40k was a tactical skirmish game between squads. There was once a time when the game rewarded the use of troops and balanced lists. It looks like new rules reward using a handful of giant, super-powered models that the majority of an enemy's army cannot harm. Doesn't sound fun to me, but I guess that is why I don't go to tournaments!

You did an excellent job in this game. I can't wait to see how you do in an actual game of 40k rather than a game of Rock 'Em Sock 'Em Robots or Apocalypse or whatever that was you just played. It certainly didn't look like any game of 40k I ever played in all my years...

I'm looking forward to the rest of the reports. Thanks for sharing.


Thems the breaks bro... Makes me cry too.



Fxeni!!!!! Congrats dude. My stompa is giving me a hug because he doesn't want to go to the Midwest....

I'm on the edge of my seat!!!!! Can't wait for number 3!
   
Made in us
Longtime Dakkanaut





Eye of Terror

Congrats on the win. You totally man handled the biker army. Very impressive win for sure.


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

Facebook...
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DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in us
Fixture of Dakka





San Jose, CA

Nice win! Hope it continues.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

Great game. Thanks again for sharing. It is so impressive to see how much abuse the Tide can take and keep on coming! Against a bunch of regular mobz, they would have wiped you out when they charged you by catching them in Sweeping Advances. I may have to look into this Green Tide thing!

I always love to see the Orks win, especially in such an Orky fashion: Slog forward, taking your opponent's best shot and shrugging it off before delivering a wicked counter blow that sends him reeling! Blowing up vehicles in close combat with Bustas and overwhelming even the mightiest characters with a mass of power klaws! Now that's the proppa way to krump 'em!

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Fxeni wrote:
1. While Da Big Bosspole is great, it's also totally unnecessary. The mob literally can never fail a morale check or pinning check as long as A. There are 10 or more boyz left in the squad and B. I have at least one character left. As such, the ONLY time it's relevant is with fear, and with the warboss, the squad is ld9, which isn't too shabby.
A bit late for suggestions I know, but I'll have to disagree with this point.

True the mob won't run away, but it will take a lot of hits instead. More than usually thanks to Da Boss is Watchin' rule. Fail a moral test, and that's a lot of extra hits. Fail a pinning test and that's a lot of extra hits. Your opponent will be trying to force tests on this unit, not to make them run, but to make them take more hits. It's a big mob, but if you can avoid damage you should.

Either way, this is an enjoyable read, and look forward to seeing how the rest works out
   
Made in ru
!!Goffik Rocker!!






You're also gona get to pass fear tests quite often. Going from hitting on 3-s and 4-s to striking on 5-s with your 100 boyz if you accidentally meet some daemon or MC. And If you meet dark eldar with buffed fear tests, they'll tarpit your greentide with their tough fearless fnp guyz 2 times more effectively. And iirc Knights also cause fear. And so far, 100% of your matchups have knights

20 pts for fearless on a 100+ model unit is too good to pass by.

This message was edited 4 times. Last update was at 2014/12/01 11:42:51


 
   
Made in us
Regular Dakkanaut





Fear test is not morale. Its leader ship test, so if they fail no mob rule rolls are allowed.
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

The real question is whether we will learn the fate of the lonely Stompa? I am still waiting to see the rest of these games! I want to see da boyz best the crap outta some more people!

40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

 Benamint wrote:
The real question is whether we will learn the fate of the lonely Stompa? I am still waiting to see the rest of these games! I want to see da boyz best the crap outta some more people!


Fret not, the battle reports are coming - school has just been kicking my ass the past week or so. I haven't forgotten, and they will be done!

2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in us
Dakka Veteran





North East (Erie), PA, USA

Alright I hear you on the school stuff! Finals week for me!

40K:
The Purge
Vracksian Renegades
WAAAAAGH Scrappa Death Skullz  
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

So what happened in the next game?! I'm still waiting!

And Merry Christmas!

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

The Riddle of Steel wrote:
So what happened in the next game?! I'm still waiting!

And Merry Christmas!


Just got home from finals and enjoying my break.

Haha, but enough excuses! Just for you, I'll get a battle report out tomorrow!

2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in ru
!!Goffik Rocker!!






YAYZ!
   
Made in us
Stealthy Space Wolves Scout






The Riddle of Steel wrote:
No offense to your opponent, but that is a ridiculous list for a game of Warhammer 40k. Five huge models and one squad with a psyker? I thought 40k was a tactical skirmish game between squads. There was once a time when the game rewarded the use of troops and balanced lists. It looks like new rules reward using a handful of giant, super-powered models that the majority of an enemy's army cannot harm. Doesn't sound fun to me, but I guess that is why I don't go to tournaments!

You did an excellent job in this game. I can't wait to see how you do in an actual game of 40k rather than a game of Rock 'Em Sock 'Em Robots or Apocalypse or whatever that was you just played. It certainly didn't look like any game of 40k I ever played in all my years...

I'm looking forward to the rest of the reports. Thanks for sharing.


Back in my day....


DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) 
   
Made in gb
Regular Dakkanaut




 Pyeatt wrote:
The Riddle of Steel wrote:
No offense to your opponent, but that is a ridiculous list for a game of Warhammer 40k. Five huge models and one squad with a psyker? I thought 40k was a tactical skirmish game between squads. There was once a time when the game rewarded the use of troops and balanced lists. It looks like new rules reward using a handful of giant, super-powered models that the majority of an enemy's army cannot harm. Doesn't sound fun to me, but I guess that is why I don't go to tournaments!

You did an excellent job in this game. I can't wait to see how you do in an actual game of 40k rather than a game of Rock 'Em Sock 'Em Robots or Apocalypse or whatever that was you just played. It certainly didn't look like any game of 40k I ever played in all my years...

I'm looking forward to the rest of the reports. Thanks for sharing.


Back in my day....


Back in my day I used to take a chaos lord in teminator armour 2+save on 2 dice with a power field 2+invulnerable walk him out in front of my army so that the opponent had to shoot him whilst the rest of my army spent a turn or two without being shot at!
It does look like some people are buying their way to victory nowadays!
   
 
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