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Made in us
Powerful Ushbati





Manhatten, KS

Alright so there is a local tournament this weekend so I get a chance to try out my renegades for the first time. The tournament is going to feature deathworld rules which means the very board could kill a good portion of my army. With that in mind I plan to mitigate the issue by running the unending host detachment from IA: Siege of Vraks. Let me know your thoughts... i'm wanting to build a competitive but fun list with GEQ dying in droves the way they should.

HQ:
4 Renegade Command Squad (Carapace Armour; Banner of Hate; 1 flamer)
1 Arch Demagogue (Pfist; Carapace Armour; MB; Refractor Field; Fanatic; Master of Renegades; Nurgle Chaos Covenant; Warlord)

Troops:
18 Plague Zombies (an escort for the demagogue)

Infantry platoon:
20 Platoon command squad (Militia Training; Command Net Vox; Lasguns; 3x Plasma Gun)
20 Infantry squad (Militia Training; Lasguns; 4x melta)
20 Infantry squad (Militia Training; Lasguns; 4x melta)

Infantry platoon:
20 Platoon command squad (Militia Training; Command Net Vox; Lasguns; 2x Las cannons)
20 Infantry squad (Militia Training; Lasguns; 2x Las cannons)
20 Infantry squad (Militia Training; Lasguns; 2x Las cannons)

Infantry platoon:
20 Platoon command squad (Militia Training; Command Net Vox; Lasguns; 2x Auto Cannons)
20 Infantry squad (Militia Training; Lasguns; 2x Las cannons)
20 Infantry squad (Militia Training; Lasguns; 2x Auto Cannons)

Infantry platoon:
20 Platoon command squad (Militia Training; Command Net Vox; Lasguns; 3x Plasma)
20 Infantry squad (Militia Training; Lasguns; 4x melta guns)
20 Infantry squad (Militia Training; Lasguns; 2x Auto cannons)

Heavy support:
6 Renegade Support Squad (6x Auto Cannons; Militia training) These guys sit in the fortification with 6 fire points


Fortification:
Wall of Martyrs Firestorm Redoubt (Ammo Store; Void Shield; Barricades x 3; Gun Emplacement Quad-Gun; Magos Machine Spirit) BS3 Automated weapons; Re-roll 1's for the guys in side; barricades to keep my other units alive to some degree and the fortification can also hide my banner of hate out of los.

So the fortification is rather expensive but really supports my army well with the banner being able to hide behind the structure and my army lacked anti-air and interceptor. The view port allowing 6 models to fire out is pretty nice as 12 autocannon shots a turn will be firing at a single unit with a re-roll of all to hit rolls of one. TBH i was running out of painted models for the army. I have a big praetorian army but even its numbers are stretched thin to make this army happen. I can also hide my warlord in the structure if i get desperate enough. The death world rules will not be known until the day of the event. What are your all's thoughts? I will attempt to do at least a summary of each game and a few pictures... not often that I get to field 250+ models of my praetorian guard!

Here is the deathworld rule that were in effect for this event:


The tournament packet:



This message was edited 8 times. Last update was at 2016/02/27 04:08:37


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Longtime Dakkanaut





I want to know what turn each of your games gets to lol. Cool idea though!

Bee beep boo baap 
   
Made in us
Powerful Ushbati





Manhatten, KS

 LValx wrote:
I want to know what turn each of your games gets to lol. Cool idea though!


Challenge accepted. I will try and time my deployment and turns.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in no
Dakka Veteran




Looking forward to this
   
Made in us
Painlord Titan Princeps of Slaanesh





Yes!!! your army is everything I wish mine was sadly : (
   
Made in us
Powerful Ushbati





Manhatten, KS

Unfortunately I failed to get an army list for each of my opponents. two of my opponents never actually handed me a copy of their army list which is fine. We still discussed the list but I was not able to capture them 100% for this report.

Mission:


Ravenguard list:
Space Marines: Codex (2015) (SM RG Talon Strike Force) (1409pts)

Battle Company:
Captain (Jump pack, storm shield, Thunder Hammer, Ravens Fury, MB)
5 Assault marines with jump pack
5 devastators (signum)
5 Tactical Marines (Melta; Combi Melta; Drop Pod)
5 Tactical Marines
5 Tactical Marines

Shadowstrike kill team:
5 Scouts (snipers)
5 Scouts (CCW/BP)
7 Vanguard Vets (2 powerfist, 3 Storm Shield, 4 MB, 2 LC)

Storm WIng:
Stormtalon (Gunship Twin Linked Assault Cannon; missile launcher)
Stormtalon (Gunship Twin Linked Assault Cannon; missile launcher)
Stormraven (Twin Linked Assault Cannon; Hurricane bolter Sponsons; MM)

Fortification:
Aegis with relay

Oathsword Detachment:
1 Knight Errant (Heavy Stubber, Reaper Chainsword, Thermal Cannon)


Game 1 Deployment:

He is a ravenguard battle company with an imperial knight, a drop pod, deepstriking vanguard vets with the works, 2 units of scouts, Warlord Captain with jump pack leading a unit of assault marines also with upgrades. He has a more elite army... If the knight can get into my lines then there may be issues stopping the slaughter. In addition he could multi assault with all of his assault marines and wipe several squads in one turn. Report to follow later but my target priority is knight then vanguard squad.... The entire tournament is maelstrom objectives... the main drawback of guard armies to begin with... i still dont have a solution for mobility beyond losing a squad to outflank. The numbers game is definitely in my favor though.... The secondary for the mission is kill points... my nightmare mission.

Turn 1:
Spoiler:

We roll the Death World and get no effect! He Brings in his flyers as he can roll for reserves on the first turn thanks to his chapter tactics. Everything comes in... the vanguard vets not seen yet end up landing just in front of my lines. I attempt to intercept his storm raven but it escapes unscathed. He shoots a platoon command squad that is on my front left... they fail their leadership and run off the board(I roll a 2+ and they go into reserves). He advances his knight 12" and pops a shot at my firestorm and manages to take down the void shield. On my right flank he brings in his pod and they kill a few guardsman as they secure that objective. Finally his vanguard vets dual charge 2 infantry squads and wipes them both in combat(Both squads roll a 2+ and enter reserves... we also forgot disordered charge here but i miss a huge thing next)

I make a huge error here... I thought the squads that died entered ongoing reserves...(think i spent too much time reading my IA:12 book and gaming that #6 power...) Either way I bring all 3 squads in this turn. We dont realize the mistake until later on... They were okay on this turn but I would of liked them elsewhere later on so tis his own on this mistake. Them coming in this early did allow him to redirect necessary forces to the left flank to deal with them. On the right flank i move up a melta squad and take down his pod. In the center I have a squad of melta's move up and pop some shots at the imperial knight but he makes his save. On the left flank the 2 illegal squad did manage to kill 5 sniper scouts. I shoot a majority of my army at his imperial knight to no avail... i dakka his vanguard vets until one is left standing and then charge him with the zombies.... through weight of numbers they drag him down and add D3 to their ranks .


Turn 2:
Spoiler:

This picture is from the bottom of turn 1! We roll the death world and once again get no affect! He had to jink with his far left stormtalon into hover mode and sends it back to help on the far left flank. The squad of marines in the center move towards the left flank to help the other unit of scouts on that flank. His warlord and his unit move up to take care of my melta squad in the center. The imperial knight bypasses the melta squad and heads towards my firestorm fortification. He fires one melta shot... pens... and rolls a 6. The result is my warlord and all 6 autocannons dying inside(We should of removed the model but we left it in place as a wreck). His warlord and company charge in and destroy the melta squad(They roll a 2+ and return to reserves). On the far left flank he shoots some dakka into the squads over there but they hold. In the center he moves up and shoots his storm raven at my squad in the center... they pass their 6 leadership. His imperial knight also charges a lascannon squad as a secondary target and he forces them to flee. He consolidates toward my right flank. His right storm talon moves towards the right flank and shoots at my squad on that flank but I hold.

My Turn:
I roll my one reserve of an autocannon squad and they come in on my center. I roll the melta squad that recently died and it returns on the right flank and within melta range of his imperial knight which has already taken 1hp of damage. The one melta squad on that flank moves over to fire as well. All 8 melta and a few lascannons are directed into the imperial knight... it weathers the storm like a boss and has 1 HP remaining. Some dakka on the right flank brings down his storm talon and the drop pod marine squad finally dies. On the left flank i shoot up a marine squad and they run... 2 still living. I shoot his scout squad on that flank but only do minimal damage.


Turn 3:
Spoiler:
We roll death world and get a 6(we incorrectly add the total up to turn 9... we failed to see that you only add turns that are finished). The Ice storm result is brutal... roll a D6 for every unit on the table. On a 2+, that unit suffers 1 wound/glancing hit. These hits are randomly allocated.... His imperial knight takes a glance from the ICE STORM and dies.... . Various models in my army die across the board and he makes most of his saves on his guys. His remaining storm talon moves down to fire at my squads on the edge of my table attempting to force them to flee off... on the far left flank all of his shooting causes both squads to flee... with a long way to go for them to get off the board. His warlord moves up the right flank and charges to kill off a plasma squad on the flank(I roll 2+ and they join reserves). His stormraven air drops a squad in to shoot at an autocannon squad on my back line.. it also shoots some models on the far left flank.

I get the card to kill his warlord and proceed to shoot nearly my entire army at his squad... he dies to the last shot i had for him along with his squad. On the left flank one squad continues to flee while the other rallies but doesnt do much damage. I fail to get the plasma squad in from reserves to help.


Turn 4:
Spoiler:


The deathworld result is Howling Death which causes a terrain test if you move over 6". He shoots and forces and autocannon squad to flee off the board as I roll an 11 for leadership. A few more models are removed but not much happens.

I get both squads in from reserves and they both get the left flank. I shoot him off of the back objective. I the stormraven sm squad and the remaining 2 SM's by his back objective. I also shoot down the storm talon and finish off his scouts on the left flank... i believe in this turn i tied it up on kill points. It is time but not much is left on either side.



Post Game Results and Analysis:
Spoiler:
Primary maelstrom:
Renegades: 13
Ravenguard: 11

Secondary killpoints:
I wasn't keeping count... my opponent told me we tied so I accepted that as I was just happy to survive killpoints. In reality I may have edged him on kill points but that is just one of many mistakes that were made in this game by either of us.

Tertiary:
Both got warlord, both got linebreaker, neither of us got solo blood

FInal results: 9 to 4 in favor of renegades.

Analysis: Alright that was very rocky and I made some errors with my army that we luckily noticed early on and mitigated. Still feel terrible that I brought in squads on turn 1 that I thought went to ongoing reserves. My opponent was a great sport throughout the game and I thoroughly enjoyed are game and i hope he did as well... was my first game against ravenguard. They are interesting to say the least. Placing 280 models is daunting and I actually reserved a squad for sake of time. All i know is I will not be able to continue playing this army unless i prepare myself more adequately in future rounds. I differentiated squads by their various poses but this still made it impossible to remember which guys died from which squad and when coming in who went where and why... it was painfully exhausting. With this in mind i spend some of the lunch break to prepare myself for the next round. I do what any of you should do if you aspire to play with this army. Here is what i developed on the fly:


1. Differentiate your squads noticeably somehow... if you have duplicate squads then ensure they are deployed away from each other.
2. Sort your squads into either battlefoam or movement trays (I had 40 and 50 slot foams that I placed 2 squads in each to prep for a speedy deployment and to make keeping track of them easier.
3. Number your squads on your army list and have a way to identify which squad is which number. (I had some fantasy morale check markers seen here!)

4. Right your leadership on your army list paper when you roll for it.. .this will help you remember which squad has already had its leadership rolled.
5. If you adopt markers such as the ones I used above then make sure you actually move them with your squads.

I adopted all of the above mitigation factors to help speed up deployment and keeping track of which squads where coming in and which had x amount of models dead. I would place the dead in a battle foam or just behind the squad on the side of the table and I used dice to keep track of their number. I will let you know in the next round how this turned out for me. What are your thoughts so far?

This message was edited 5 times. Last update was at 2016/02/23 01:52:52


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Longtime Dakkanaut




Wichita, KS

The firestorm is an interesting choice. Feels like a bunker or Bastion would work almost as well, and free up a good amount of points to add some mobility to the list.

The outcome of the batrep is about what I would have expected, though I'm supervised you kept up as well as you did on Maelstrom.
   
Made in us
Powerful Ushbati





Manhatten, KS

tag8833 wrote:
The firestorm is an interesting choice. Feels like a bunker or Bastion would work almost as well, and free up a good amount of points to add some mobility to the list.

The outcome of the batrep is about what I would have expected, though I'm supervised you kept up as well as you did on Maelstrom.


Maelstrom it helped that I was sitting on 2 objectives... 2 were on the left board edge behind the BLOS terrain and one was on the upper right corner... I had easy access to 5 objectives and he was averaging at least a squad a turn for me to outflank with. Im not fan of maelstrom but I had the means to mitigate it in this game.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in no
Dakka Veteran




I think FW states in emails that it should read Ongoing Reserves, at least that's what I was told after posting my own experiences with the Unending Host.

Thanks for sharing this, and congrats with the win
   
Made in us
Enginseer with a Wrench




Fort Worth, Tx

Do you think not having those two units turn 2 from ongoing reserves would have changed the game? Glad to see the Raven Guard putting up a good fight against a very tough army. The knight seemed to be a pretty tough nut to crack for you no? Lame his knight died on a table thing. Also rough y'all rolled it wrong lol Did the explosion kill some guard?

XIX Legion - 3500 points 
   
Made in us
Powerful Ushbati





Manhatten, KS

GrafWattenburg wrote:I think FW states in emails that it should read Ongoing Reserves, at least that's what I was told after posting my own experiences with the Unending Host.

Thanks for sharing this, and congrats with the win


Unfortunately without a formal FAQ i will have to play the RAW as it is pretty clear in the book. Although i have seen if a unit goes into ongoing reserves then they would be unable to use the outflank special rule... at lest they could outflank if they went to regular reserves.

Castellan Alaric wrote:Do you think not having those two units turn 2 from ongoing reserves would have changed the game? Glad to see the Raven Guard putting up a good fight against a very tough army. The knight seemed to be a pretty tough nut to crack for you no? Lame his knight died on a table thing. Also rough y'all rolled it wrong lol Did the explosion kill some guard?


TBH, beyond killing a squad of scouts they didnt really do much on the flank for most of the game. IMHO had they come in a little later they may have been more apart of the greater battle and my opponent may have been out of position more and unable to deal with them.



Game 2 Mission:


His army:
Buffmander
Longstrike in a hammerhead with sub munitions

2 crisis suits with plasma
2 crisis suits with flamer and fusion
2 riptides with SMS, heavy burst cannon, Velocity tracker, ewo

5 fire warriors
5 fire warriors
5 fire warriors

4 Marker Drones

Infiltration Cadre:
4 pathfinders
4 pathfinders
4 pathfinders
3 stealth team with one fusion
3 stealth team with one fusion
1 pirahna


Deployment: He wins the roll for first turn and elects for me to first so I deploy my squads with my new numbering system almost cutting my deployment time in half. I deploy all of the special weapons squads out front as to allow me to advance on the enemy while the heavier weapons fire form behind the lines... I will have a 3+ cover save but I will always grant a 5+ cover save to my opponent. With so many models this is almost unavoidable. He Deploys his infiltration Cadre except 1 stealth suit squad, buffmander, longstrike, marker drones, and all 3 fire warrior squads. He reserves the 2 units of crisis suits, riptides, and the stealth squad. I roll the Vraks warlord trait that allows me to score a VP for rolling a 5+ everytime i lose a squad within 18" of my warlord.

What are your predictions?

Turn 1:
Spoiler:

I begin to advane my lines to dakka his fire warriors and to shoot his infiltrating stealth suite squad on the left flank. I remember that we have to roll death world rules and we roll Blidning fluries... half range for every unit... nearly my entire army is out of range... I still shoot a few shots at his stealth squad but seize fire before killing the unit as I didnt want to activate his formations special rule which allows for all of his units to come onto the board. The stealth team flee's with one model remaining. On his turn he moves his pirahna which is on the right flank up but half range means he wont be able to hit my fortification... he elects to turbo boost backwards to capture objective 3. On the left flank longstrike hits my front squad with submunitions and they flee back into my lines.


Turn 2:
Spoiler:

We roll the table again and once again we get half range for all units. My squad rallies and I push up the right flank on my way to capturing that objective... I have no good reason to advance at this point as i only advance into his range but have yet to be within mine. I shoot at his pirahna at this point and the stealth suit squad killing each of them subsequently activating his formations special rule allowing all of his reserves to come in next turn. He attempts to place the riptides in front of the fortification but they scatter backwards, he then attempts to nova each of them and they both fail their nova charge. His crisis suits each come in on the left flank.. the one with the flamers mishaps and I place it just out of flamer range but within range for me to shoot with my squads still. His stealth suits deep strike right in front of my lines as they scatter close. His riptides shoot a plasma squad on the right flank and he kills them outright with shooting(I roll a 2+ and they join reserves). On the left flank he continues to shoot my wounded melta squad and gets them down to 3 models... having reduced range is affecting both sides.


Turn 3:
Spoiler:

We roll for the table again and we get half range... for a third time. ! I roll for my revived plasma squad to come in and they enter play on the right flank. My opponent has early warning override and he intercepts them killing 10 of them forcing them to flee. I advance a melta squad up the center in an attempt to contest that objective and/or kill off his drones. With the reduced range im only able to shoot a few guardsman which only manage one wound. On the right flank i fire everything at the riptides and manage to kill one of them and wound the other. on the left flank i do minimal damage to his stealth team as he makes his saves. I advance the zombies on the right flank in attempt to lock his riptides in combat. They fail their charge.

On his turn he moves the riptide back and attempt to nova charge and takes a wound. He proceeds to bombard the squad in the middle killing half the squad with longstrike and fire warriors. His crisis suits begin to move up as well... the Half range is starting to affect him more then me at this point.


Turn 4:
Spoiler:
We have half range again this turn... not sure exact order but we have had half range 3 times this entire game (Possibly 4 times). I pull the infantry squad in the middle back as trading the squad for 2 drones isnt worth it and I would only be sacrificing the squad. On the right flank i continue to advance towards his riptide. I wound it all the way down to 2 wounds remaining with multiple levels of dakka. On the left flank i fire into his stealth suits and finish them off... I shoot at longstrike but he makes his cover saves. ON the right flank i move up and score the objective next to his riptide as he is just over 3" away. I rally the fleeing squad.

He moves longstrike up and fires on my squad on the right flank.. The riptide joins in to shoot at the squad but they pass their leadership to stick around. I believe he attempts to nova charge and fiails brining his riptide down to one wound. His fire warriors move over as well. Not a lot happens this turn.


Turn 5:
Spoiler:

We roll the death world table and finally get a result of howling death... Models that move more then 6" need to take a dangerous terrain test. I advance my squads on the right flank to hold the objective and run the squad to also gain line breaker. Without my range halved i can finally bring my heavy weapons to bare against longstrike and his vehicle is exploded. The riptide is brought down by a combination of dakka on the right flank. My plague zombies move up to help secure that objective. I manage to kill his plasma crisis suits and almost kill off his fusion crisis suits but the escape the torrent of fire.

My opponent moves over to shoot my squads on the far right objective but the damage is done. He kills a few renegades but that is the game as we also hit time.


Post Game Results and Analysis:
Spoiler:
Primary:
Renegades: 7 (I forgot to use my warlord trait which could of possibly given me one VP for losing the plasma squad within 18")
Tau: 5

Secondary:
Renegades: 4
Tau: 2

Tertiary:
Renegades: Solo Blood; Line breaker
Tau: none

Total Score:
Renegades: 11
Tau: 0

Post game thoughts: The death world rules were a real nightmare in this game... however, that amount of heavy weapons really did a number on my opponent. Perhaps having my weapons at half range was a little more of a blessing then a curse. Once the weather cleared there was just too much firepower even with me missing half my shots it was only a matter of time as he could not do the damage he needed to defeat the horde... i have a feeling this army will do really well against most elite armies... it is almost a counter meta army. The army was much more manageable with the various steps i took to ensure that I kept track of the various units. This game really demonstrated how devastating this army can be unless someone can either outshoot me or crush me before I have the chance to fire at them. I cant imagine many armies that would give me trouble in most missions... Ide say my nightmare match-up may be a deathstar as it just churns through my army and really bogs down my army as well as kill time as models are removed and replaced multiple times.

What are your thoughts so far as I enter round 3 with a score of 20 of 24 possible points and two wins?

This message was edited 1 time. Last update was at 2016/02/23 04:27:59


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Longtime Dakkanaut





Eye of Terror

I think you'll win the second game but the Riptides probably did some serious damage.

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
Powerful Ushbati





Manhatten, KS

 Dozer Blades wrote:
I think you'll win the second game but the Riptides probably did some serious damage.

I believe besides turn 5 I think turn 3 was a turn that i was able to shoot normally... There is no way I had my range halved for 4 of 5 turns...

I do know that those riptides eat my squads alive when supported with marker lights... Killing over 20 models outright on their first turn... without being nova charged... my opponent was originally attempting to take out the fortification with rending shots from the nova charged weapons.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Heavy burst cannons are bad news for sure.

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
Longtime Dakkanaut





Central Oregon

Good reports so far. My only question is, where is all the LOS blocking terrain, or any usable terrain for that matter?


   
Made in us
Enginseer with a Wrench




Fort Worth, Tx

Looking awesome as always tomb king! Looking forward to the third round!

BTW, not making Iron Halo this year. @thebabysealsclub will be at the Alamo GT though!

XIX Legion - 3500 points 
   
Made in us
Powerful Ushbati





Manhatten, KS

Dozer Blades wrote:Heavy burst cannons are bad news for sure.


Im not sure but I think the ion cannon could of done more damage in this particular case... they couldnt really miss.

Iechine wrote:Good reports so far. My only question is, where is all the LOS blocking terrain, or any usable terrain for that matter?



This was actually an issue i noticed early. The theme overtook the playability. The whole death world theme was frozen thundra... sadly none of the terrain fit the theme so we were almost barren on every table besides a city scape. Not that the FLGS didnt have the terrain... it just wasnt used for this event.

Castellan Alaric wrote:Looking awesome as always tomb king! Looking forward to the third round!

BTW, not making Iron Halo this year. @thebabysealsclub will be at the Alamo GT though!


Thanks! I will try to get the third round at least started... actually i will post pre-game now. Sorry to hear your not making the iron halo... i hear the FLG crew is actually coming out for that event. I imagine the Iron Halo GT will be close to sold out this year given all the prize support and backing they are receiving. In fact most of the Midwest GT's are impressing me with the amount of prize support they keep reigning in for their events.


Round 3:
Mission:


Opponents Army roughly:
Mega Armour Warboss
Big Meq on a bike with the 4+ invul bubble

5 knobs truck
5 knobs truck
10 loota
10 loota

12 boys truck
12 boys battle wagon

12 Storm Boyz
4 Deffkopta
4 Deffkopta

Aegis Defense line with quad]

Deployment:

We deploy objectives i place one in a deployment zone he places on in the center I place the second in the same deployment zone and he places in the center with the other objective... he then wins the roll off and takes the side with the 2 objectives in it... meaning from the start i have nothing but my emperor's will objective in my deployment zone. He also wins the roll off to go first and deploys his entire army on the board. I sort my squads out with the special weapons up front. I have the melta squads centralized as I will need them to combat the knobs... I cannot allow them to get into my lines or they will chew through me for the entire game. Best case scenario I knock out his trucks far enough away and cut out his delivery method... sadly he has gotten first turn.... if I have bad shooting on turn one then this could be a very long game.


Turn 1:
Spoiler:

Not sure if you can see it but there is a in the middle of the picture. I decided to try and succesfully seized the initative. We roll the death world table and get Brutal winds... take a strength Test or treat the terrain as difficult terrain. I target prioritize his warlords truck... Several units hit the truck but he makes good on his 4+ invul saves for just about every hit... literally making 4 or 5 straight saves. FInally I roll the 12 autocannon shots from the heavy support squad and it does the trick as I finally take down the truck. On the left flank my plasma gunners along with an auto cannon squad target his deftkopta's and force a morale that he fails. All in all not a bad turn but could of been way better given the amount of shooting I had.

His boyz in the middle exit their truck and his warlord squad embarks on their truck... they proceed to move up 12 and then move flat out towards my lines. On the far right flank he moves the storm boyz up 12". His deftkopta's on the left flank move up slightly as the other squad continues to flee making it all the way to the back corner. His loota's begin to shoot into my squads killing a few models.

However, I managed to roll all 3 maelstrom objectives that were not achievable and now have to take turns discarding the useless cards.


Turn 2:
Spoiler:

We roll the same result of a strength test to move normal... which actually affects my movement considerably. I move the melta squads up to take out his knobs after I pop the transports. Once again his big meq on the bike is hiding behind the trucks and keeping me from taking them out. With some luck i manage to knock out the warlord truck again with dakka. The heavy support squad then fires all 12 autocannon shots into the big mek silencing the shield buff. The melta squads begin to fire into the knobs but thanks to reduced movement not all of them could make it to target the warboss unit... the last melta squad is forced to shoot the other trook but they manage to blow up the last truck. On the far right flank i shoot the storm boyz and charge them with the zombie blob. I manage to win combat but a boss pole keeps the unit alive with 2 remaining. I only manage to kill 3 knobs out of 5 that are with the warlord. His turn is going to hurt.

On his turn he rallies his fleeing deftkopta's and proceeds to charge in with his knobs. The knobs flame a squad to near death and then multi-charge to send squads running. He charges a second squad in the center and forces them to flee as well with 3 models left alive. He cannot sweep with the knobs... my worse nightmare. His shooting kills a melta squad down to 4 guys and they flee in my center. On the left flank his shooting weakens the plasma squad moving up to that objective. He moves over the plasma squad and heads in to charge 2 heavy weapons squads. They tie combat and remain locked.. On the right flank his boyz move in and kill the zombie horde. One knob squad is left in the open but they have killed off 2 melta squads to the point they cannot rally and locked the third in combat.


Turn 3:
Spoiler:
On the left flank the combat between the 2 squad and the 4 defkopta's continues through the turn. I move my diminished plasma squad on the left flank up to score the objective in front of them. My 2 squads fleeing continue to flee.. One melta squad rallies but they will be snap firing this turn. His knobs are consolidated up close to the fortification. I elect to get my warlord out and move to the lower right squad in my deployment zone... Shooting see's me kill a knob and wound another... I also manage to kill off the remaining storm boyz. His knobs charge a squad of plasma gunners and manage to kill them off(2+ they move to reserves). On the right flank his warlord and knobs force the squads they are fighting to flee. His boyz on the right flank move up some. His warlord which became free on my turn moves to the center to hold that objective while his knobs continue to advance. I begin to start winning the combat on the left flank as his deftkopta's start going down to weight of numbers. One of the squads fails a leadership and flee's from the combat though. His knobs multi-charge a unit and the fortification... he blows up the fortification and forces the unit to flee from combat.


Turn 4:
Spoiler:
My squad on the right flank rallies to protect my objective. My plasma squad enters from reserves on the back right flank and fires into his loota's there... they fail their leadership and flee from the board. I draw the card to kill his warlord. My melta squad remaining in my center along with most of my available heavy weapons decide to target his warlord... i do all but one wound on him and run out of units that can fire. I also target the knobs and kill all but 1 with dakka and heavy/special weapons. On the left flank i knock him down to one deftkopta.

He charges his warlord into the combat on the left flank and i fail to kill the warlord and the deftkopta and he sweeps the squad(2+ they enter reserves). On the left flank his other deftkopta's come up and charge my plasma squad on the objective killing them(2+ they make it to reserves). His remaining loota squad in the back moves over and charges my plasma squad finishing them off in combat(2+ they will be back). His 5 Boyz remaining on the right flank move up and charge the heavy weapons squad containing my warlord... he issues a challenge with a power klaw knob and i smartly decline.. i kill an ork on the charge and kill 2 in combat... he manage to kill 4 and forces a morale check... i roll a 10 for my leadership and I also have the banner of hate within range.. i roll 3d6 and get a 9! They dont flee off the board but.. we are out of time



Post Game Results and Analysis:
Spoiler:
Primary:
Orks: 7
Renegades: 3

Secondary:
Orks: 1
Renegades: 1

Tertiary:
Orks: Line Breaker; Warlord
Renegades: Solo-blood

Final Results: (They ruled a tie on secondary gave 0 points for each side)
Orks 7
Renegades 1

Post Game Analysis: The board set up really hurt. Not having any objectives on my side and then getting 3 unattainable objectives did help. Going through only 4 turns made it almost impossible to win the primary. In the end going 1st kind of hosed me for the tertiary objectives and it almost cost me the secondary objective as his boyz squad stopped just out of range of contesting my objective. Ide like to think bringing in 3 squads on turn 5 would of changed the results but it may have been too little too late as I couldn't get to his emperor's will objective in the center of his deployment zone. The best i could of hoped for would of been killing his warlord for D3 maelstrom and scoring line breaker... at most that nets me up to 7 maelstrom at the best and up to 3 on tertiary while also denying his line breaker and warlord... alas it would of required things to go my way. The combats really slowed the game down alot... even with removing models it takes time to roll all of the attacks for either side. I still had fun and enjoyed the game... with more practice I will hopefully play the army fast enough to regularly reach 6 turns.


Tournament and army breakdown to follow later tonight or tomorrow!!

This message was edited 1 time. Last update was at 2016/02/26 02:59:16


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in de
Power-Hungry Cultist of Tzeentch




Germany

Great Bat Reps! It is nice to see the Horde in action.

 Tomb King wrote:
With this in mind i spend some of the lunch break to prepare myself for the next round. I do what any of you should do if you aspire to play with this army. Here is what i developed on the fly:

1. Differentiate your squads noticeably somehow... if you have duplicate squads then ensure they are deployed away from each other.
2. Sort your squads into either battlefoam or movement trays (I had 40 and 50 slot foams that I placed 2 squads in each to prep for a speedy deployment and to make keeping track of them easier.
3. Number your squads on your army list and have a way to identify which squad is which number. (I had some fantasy morale check markers seen here!)
4. Right your leadership on your army list paper when you roll for it.. .this will help you remember which squad has already had its leadership rolled.
5. If you adopt markers such as the ones I used above then make sure you actually move them with your squads.

I adopted all of the above mitigation factors to help speed up deployment and keeping track of which squads where coming in and which had x amount of models dead. I would place the dead in a battle foam or just behind the squad on the side of the table and I used dice to keep track of their number. I will let you know in the next round how this turned out for me. What are your thoughts so far?[/spoiler]


What worked for me when playing the Unending Tide was movement trays. I cut more trays than I had units in different shapes and sizes from plasticard, with iron foil on top. Thanks to magnets on the bases of my infantry, I could transport them on the trays, and easily place entire squads on the table. That sped up the set-up phase as well as movement, and helped identify which model belonged to which unit. Taking losses, I would place models from the same unit on another tray next to the table, ready to be flanked back onto the table when they were at 15 capacity.

This message was edited 1 time. Last update was at 2016/02/25 13:36:23


 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Your weight fire should take him out fairly quick.

That sucks about the terrain - pretty lame imo .

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
Powerful Ushbati





Manhatten, KS

Aleinikov wrote:Great Bat Reps! It is nice to see the Horde in action.

 Tomb King wrote:
With this in mind i spend some of the lunch break to prepare myself for the next round. I do what any of you should do if you aspire to play with this army. Here is what i developed on the fly:

1. Differentiate your squads noticeably somehow... if you have duplicate squads then ensure they are deployed away from each other.
2. Sort your squads into either battlefoam or movement trays (I had 40 and 50 slot foams that I placed 2 squads in each to prep for a speedy deployment and to make keeping track of them easier.
3. Number your squads on your army list and have a way to identify which squad is which number. (I had some fantasy morale check markers seen here!)
4. Right your leadership on your army list paper when you roll for it.. .this will help you remember which squad has already had its leadership rolled.
5. If you adopt markers such as the ones I used above then make sure you actually move them with your squads.

I adopted all of the above mitigation factors to help speed up deployment and keeping track of which squads where coming in and which had x amount of models dead. I would place the dead in a battle foam or just behind the squad on the side of the table and I used dice to keep track of their number. I will let you know in the next round how this turned out for me. What are your thoughts so far?[/spoiler]


What worked for me when playing the Unending Tide was movement trays. I cut more trays than I had units in different shapes and sizes from plasticard, with iron foil on top. Thanks to magnets on the bases of my infantry, I could transport them on the trays, and easily place entire squads on the table. That sped up the set-up phase as well as movement, and helped identify which model belonged to which unit. Taking losses, I would place models from the same unit on another tray next to the table, ready to be flanked back onto the table when they were at 15 capacity.


Have heard of doing movement trays but IMO they kind of look tacky on the board. I would like to avoid having something take away from the overall experience but may try movement trays to see how I like them. Not a bad idea though!


Dozer Blades wrote:Your weight fire should take him out fairly quick.

That sucks about the terrain - pretty lame imo .


That was the plan but his saves turn one really hurt... i needed them trucks dead that turn.. with the weight of dice i can drop a turn i was honestly surprised only one had died.

Round 3 Posted!!!

Tournament Results and army breakdown to follow later tonight or tomorrow!!

This message was edited 1 time. Last update was at 2016/02/26 03:27:54


TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Enginseer with a Wrench




Fort Worth, Tx

Of those three tables, I didn't see one LoS blocking piece of terrain. Was it supposed to be a flat field for you to fight on? I get the 'death world' thing, but still doesn't make much sense there wasn't much of any terrain. However, it probably worked out in your favor with all the models you had!

XIX Legion - 3500 points 
   
Made in us
Powerful Ushbati





Manhatten, KS

 Castellan Alaric wrote:
Of those three tables, I didn't see one LoS blocking piece of terrain. Was it supposed to be a flat field for you to fight on? I get the 'death world' thing, but still doesn't make much sense there wasn't much of any terrain. However, it probably worked out in your favor with all the models you had!


Yea, i would of desired more terrain but i was just happy to be pushing my long lost praetorians around. Im sure they will adjust accordingly for future events.



Final Tournament Results and Army Review:
Spoiler:

Results:
With a record of 2 and 1 with some decent scoring I finish the tournament tied for third place. I elect to give up my prize support to the other player that is tied for third. I wouldn't really feel right keeping the support given my mishaps in my first game with the ongoing reserves mistake. I had to leave in a hurry but the top 3 armies were as follows:
1. Renegades of Vraks with Ordnance Tyrant
2. Space Marines
3. Renegades: Lost and the Damned with Warhound Titan

Army Review:
I loved playing the army... the idea of guardsman dying in droves is super fluffy and totally the way every guard army should operate. I could see me running this army in a GT and actually doing well. In fact its come down to this army and my Fire on my Target Tyrant build for this years ITC season. We will see which I end up choosing going forward.

Pro's:
Very fun to play
Versatile with the ability to take several heavy weapons and/or special weapons
Weight of numbers.... you literally dont need saves with this many bodies... it would be better to even avoid getting cover saves as they are meant to die
Command Net Vox are a must and an auto include
Outflanking is crucial for any foot slogging army... being able to hit the back field objectives is amazing... I never used it but you can also roll extra dice for running when you outflank

Cons:
If the units make it up field and fail a morale then you got a long time before you can regenerate that unit
Speed is something you will need to get down or you will never finish a game in time
Plasma guns are nice but if you kill off all your guys from overheat then your opponent has no reason to fear that squad
Need combat support of some kind
Not having objective secured may be the biggest drawback of this army. If I end up running my other list that will be one of the main reasons!

Recommendations to play the army effectively:
1. Some sort of system to maintain accountability of units
2. Keep the army mobile... at a time I found myself trying to keep my units alive... they are meant to die i need to embrace this and advance on at all cost
3. Bring in a combat unit or something that can handle a fast moving combat threat.... Knobs and vanguard vets were my biggest threats in this event and i had no solution. Zombies can only do so much
4. Run at least one command net vox in each platoon... i just placed one in each platoon command squad and evenly space them throughout the board
5. Avoid weapons that have the gets hot special rule... the fire power isnt worth making a squad useless... They are nice to have but killing them off can really nuke a squads potential
6. Find a way to move the units fast... this could be with movement trays or a simple method of moving front models and back models in a unit and then filling the space. A TAC template wouldn't hurt
7. Dont bother spending a lot of points on the Command squad or warlord... they are going to die, save the points for something that is actually going to kill the enemy
8. A VSG might not be that bad if you end up running a lot of Heavy Weapons Teams instead of Special Weapons... though you are keeping models alive that you want to die... Ide recommend 1/3 special weapons 2/3 heavy weapons and send the 1/3 to harass the enemy while the others stay alive and hold your lines


I hope you all enjoyed the write up and look forward to doing GT reports covering similar builds for most of this ITC season. I may be running a Chaos Knight at one point... depending on the mood and how well i can support it!

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Fixture of Dakka





San Jose, CA

Thanks for sharing, TK! Good to see back in competitive mode. I've got 2 main comments:

1) With a new kid, how the heck you'd get the time to paint all of those guys?!?

2) I'd love to play against Warp Spider-spam on Planet White Bowling Ball!



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
Powerful Ushbati





Manhatten, KS

 jy2 wrote:
Thanks for sharing, TK! Good to see back in competitive mode. I've got 2 main comments:

1) With a new kid, how the heck you'd get the time to paint all of those guys?!?

2) I'd love to play against Warp Spider-spam on Planet White Bowling Ball!



1. There is no way in hell i could paint that many models with a new kid... I have had these models for a while. I had originally comissioned Brad "Hulk Smash" Townsend to paint them up for me while i was deployed.

2. You sir have great idea's... I really wish i would of played msu or eldar and just ignored all the dakka.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Powerful Ushbati





Manhatten, KS

I have a chance to run this army this weekend in an ITC RTT practice event for a GT... The question is what to change... i think im definitely dropping the fortification in favor of a much cheaper aegis defense line and a comms relay to keep my units from staying on/off the board.

Also I think im going to drop the heavy support squad for some much needed ranged anti infantry... aka 3 wyverns.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Enginseer with a Wrench




Fort Worth, Tx

wyverns...the bane of my existence...would be a solid addition to the list man!

How many infantry models did you have? If you could cut it down to like 120-140 do you think it would go faster? Maybe 15 man units? Could help with your slower play do to the high model count.

XIX Legion - 3500 points 
   
Made in us
Tunneling Trygon





The House that Peterbilt

Thanks for the batreps. Always enjoy your reports. Couple things.

The RG list was illegal -- common mistake (most often made by 5 knight players) but none of the detachments in his list have a slot for the fortification. Wish it did cause a comms with TSF is pretty solid addition, but requires adding a CAD or similar detachment that has a fort slot.

"Recommendations to play the army effectively:
1. Some sort of system to maintain accountability of units "

When I play Endless Swarm I have these plastic colored plates from the dollar store and am now painting the colors onto the base of the appropriate squad. Colors are quicker to sort on the fly then a number system and an open plate is easier to add and remove models from and to. Also works great when determining who is wiped and ready to come on from reserves.



snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Powerful Ushbati





Manhatten, KS

Castellan Alaric wrote:wyverns...the bane of my existence...would be a solid addition to the list man!

How many infantry models did you have? If you could cut it down to like 120-140 do you think it would go faster? Maybe 15 man units? Could help with your slower play do to the high model count.


If i ran the squads at 15 strong then i could only run one heavy weapon. I get an additional heavy weapons squad for every 10 infantry guys in the squad.

Have considered the wyvern but also toying around with gun carriages.

winterman wrote:Thanks for the batreps. Always enjoy your reports. Couple things.

The RG list was illegal -- common mistake (most often made by 5 knight players) but none of the detachments in his list have a slot for the fortification. Wish it did cause a comms with TSF is pretty solid addition, but requires adding a CAD or similar detachment that has a fort slot.

"Recommendations to play the army effectively:
1. Some sort of system to maintain accountability of units "

When I play Endless Swarm I have these plastic colored plates from the dollar store and am now painting the colors onto the base of the appropriate squad. Colors are quicker to sort on the fly then a number system and an open plate is easier to add and remove models from and to. Also works great when determining who is wiped and ready to come on from reserves.




You are correct. The over priced and lack luster fortification was illegal and probably best left at home. Lol. Did consider an aegis line with comms relay though.

I have thought of doing colors but that means i would have to repaint models for each event and it would take away from the overall look of the army. I love having thay many models that all look in sync and painted to the same scheme. Have gotten a lot of compliments. I might end up ttying movement trays if my opponent doesnt have an insane anount of templates.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in us
Powerful Ushbati





Manhatten, KS

 winterman wrote:
Thanks for the batreps. Always enjoy your reports. Couple things.

The RG list was illegal -- common mistake (most often made by 5 knight players) but none of the detachments in his list have a slot for the fortification. Wish it did cause a comms with TSF is pretty solid addition, but requires adding a CAD or similar detachment that has a fort slot.

"Recommendations to play the army effectively:
1. Some sort of system to maintain accountability of units "

When I play Endless Swarm I have these plastic colored plates from the dollar store and am now painting the colors onto the base of the appropriate squad. Colors are quicker to sort on the fly then a number system and an open plate is easier to add and remove models from and to. Also works great when determining who is wiped and ready to come on from reserves.




Actually you are incorrect. The detachment has a space for fortification and a lord of war. Page 271 Renegade of Vraks book.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
 
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