Here's the batreps from the Portal
GT. Was 41 players, including some of the top players in the country. You can see the final results
HERE. I took 9th overall, though my battle points alone had be tied for 10th with Dallas Rapoport. It's been 2 weeks so I'm gonna be a bit foggy on some details.
Every mission had a primary which was typically 4-5 objectives, winning would net you ~9 points. Secondaries were maelstrom, but you could choose your own. You picked like 2 or 3 per turn, and they varied per mission. You could try to complete them as many times as you wanted, but only receive points once (So if you said kill a char and didnt do it turn 2, you could try again turn 3). Sometimes there was a tertiary which was a modified
KP, or something like that. Waited too long to write the reports.
We weren't using chap approved, so a lot of people had some lists that would be 10-30% more expensive now.
My list
Kraken Brigade
Flyrant MRC, 2x
Dev, -1 to hit relic, usually no penalties to hit trait, or reroll hits against a datasheet
Flyrant MRC, 2x
Dev
Neurothrope
Neurothrope
29x Horms
29x Horms
19x
GS
19x
GS
29x Devgants
3x Rippers
1x3 Venom
Lictor
Lictor
Mucolid
Mucolid
Mucolid
Trygon
Biovore
Biovore
Game 1
Death Guard
Typhus
Daemon Prince w/ claws and the relic armor
~5 nurglings
~7 plague marines in a rhino
10 poxwalkers
2 of the super flamer guys
Deredo with double autocannons and havok
Leviathan with claw, grav and heavy flamer
2x shooty blight drones
1x fleshmower blight drone
Deployment was dawn of war
Mission was 6 objectives.
Because he had such limited shooting, I deployed both stealer squads, kept 2 flyrants, lictors, 3 mucolids and
dev gants in reserve. My typical deployment is
GS in the middle (1 or 2 squads), horms on both sides, neuros around the edges of the
GS, and venoms in the middle. Biovores and rippers back hiding somewhere. I would forget the mucolids (My first game using them). He deployed on the line, and put his nurglings right smack in the middle.
He got first turn, pushed right up to me with nurglings.
DS typhus and brought everything else up to the middle of the board except walkers holding back objective.
Wiped out like 25 or so horms from right squad, charged the nurglings into my horms and 1 unit of
GS. He apparently forgot (Despite us going over it) that I could fall back and charge.
My turn, just blew by the nurglings, dropped flyrants and trygon behind him. My biggest mission was to eat Typhus and lock down the dreads. Was hoping to do critical damage to poxwalkers with
dev gants and throw some wounds on the rhino, then charge it and surround it so he would be stuck. Flyrants and Trygon were going to plink damage into the rhino, but try to charge the deredo. Left side I wanted to charge his drones and keep them from being able to move around and charge me, while also hoping to do a bit of damage. I used the depleted horm squad and the lictors to eat some overwatch, allowing my
GS to get in on the Leviathan. Trygon and 1 flyrant made it to deredeo. I got some of, but not all, the drones into combat. Used Venomthropes to tie up the poxwalkers. One neurothrope ate the Typhus overwatch to get stealers in safe. Even after burning adrenaline surge, Typhus survived, and his bloat drones took barely any damage. The Trygon, however, completely annihilated the Deredeo. I don't think I even bothered with reroll wounds. In return I lost a neurothrope, a good amount of left stealers and horms.
His turn 2 his prince flew back towards
dev gants, and the rhino emptied out. The two monster flamer dudes went with prince to try to kill my warlord, plague marines got onto the ruins to do some shooting. Typhus was wrapped up by a few horms that had pile into him and the rhino, and couldn't fall back. Leviathan was totally surrounded. The drones jumped out towards the venoms, while the nurglings moved towards my biovores/rippers. He did a bunch of damage to my warlord flyrant, and I think he did manage to finish him off in combat, or he was nearly dead, but he had charged
dev gants so they couldnt shoot. Venomthropes died, more
GS died, Typhus died.
My turn 2, have 1 horm left from right squad, it hides around a corner from the leviathan.
GS fall back off it. My left stealer squad is beat up, but still trying to use smite, and the
GS to deal with the drones. Flyrant(s?) and Trygon go after the prince. Use lone horm to disable overwatch from leviathan (Was out of
LOS so he couldn't overwatch), then positioned stealers to allow Trygon to come into combat safely next turn. Assault the prince with the flyrant(s) and Trygon, while
dev gants charge and surround his flamer guys. He barely loses his prince, his leviathan keeps swinging, and I think at this point the fleshmower is down to like 1 wound.
His turn 3, he is still trying to get his nurglings to my biovores/rippers, and has 2 drones that cant charge but are shooting me up. My left stealer squad is almost or entirely removed.
My turn 3, I drop stealers off the leviathan to get the plague marines or drones, and get the flyrant/trygon/
dev gants to it. Trygon obliterates what's left of leviathan, still having trouble removing the drones, but the left horms make it to his last poxwalker.
We were playing super fast for time, and at the end I think he had 2 damage drones left, I had a Trygon, Flyrant,
dev gants, horms. I think I lost all my stealers, both neuros and venomthrope.
Ended up being a 19-3 victory.
He really misplayed coming straight to me. I think shooting the
GS instead of horms wouldn't have changed much, 1 squad spent most of the game just holding stuff down, and the horms actually would have done that better. Overall it was a bad matchup for him.
Game 2
SM+SOB, Patrick Mcaneeny
Guilleman
Tiggy
JP captain with Teeth of Terra
Celestine
4
tac squads with lascannon
4 asscan razorbacks
Stormraven
MM/
TLLC/
HB
6
SoB
Mission is 4 objectives, either score progressively or at the end. I don't think I can outscore him over the course of the game, so I'm going to try to go all in. There's a huge
LOS and impassble piece of terrain right in the middle that has a nice corner I should be able to hide my stealers in, then easily get to him the following turn. After our last game, Pat deploys much more cautiously, using 2
tac squads and a sisters squad to try to wrap his tanks. Celestine is at the edge of his deployment on my right flank. One other
tac squad is up in a building. I have celestine marked for death for a secondary. Typical deployment for me, with 1 stealer squad infesting.
He gives me first turn, not interested in moving forward and getting charged like last game. I get use double advance on 1 horm squad and am 5" away from his sisters. He really misplayed his wrap, he has huge gaps between his bubble wrap and I'm going to onslaught, charge just a sister squad, blow by them and basically his whole army, shutting down all his razorbacks right off the rip. I bring up the trygon with
dev gants on the right flank to gun down celestine right out the gate. I keep flyrants back because I need them to stop the stormraven, and there wasn't enough room to get my stealers in on the right, where I intend to overload his flank while the horms lock down most of his army. Shooting picks up celestine (Who comes back behind his lines) and most of a
tac squad (I think I double tapped to make it happen).
Of course, even with rerolling 1s AND a command reroll, I fail onslaught. I'm gutted. He totally played into my hand, and I fail an absurdly easy roll. I'm pretty confident this is going to cost me the entire game, but, the guns he will be forced to put into the horms may buy me enough time to get both stealer squads into his lines. Catalyst goes on the horms, in hopes of eating more firepower.
His turn 1 he blows by my horms with stormraven, looking to pick up as much of my backfield as possible in one go, while having the hurricanes available to target the horms. He shifts back and away from my right, and focuses on the horms. He manages to erase the whole squad, but it takes essentially all of his shooting. He picks up both biovores with the stormraven.
Ouch. But, both stealer squads are okay, I can still make this work.
My turn 2, I drop the flyrants in the backfield to deal with the stormraven and the captain within. Trygon double advances, looking to onslaught and use him to eat overwatch on a razorback, as well as eat it. Central
GS advance right up beside the building, looking to hit the sisters and some razorbacks. Reserve
GS pop up behind Trygon.
Onslaught goes off, catalyst on the central
GS squad. I smite and scream as much as I can at the flier... and take 2 perils for 3 damage each... I am getting really pissed at my dice by this point. There's a decent chance the streaming table behind me is picking up my tirade about how I'd prefer to be taken to dinner before I get fethed. The flier takes around 7 damage or so.
Shooting is pretty weak, I fail to pick up the last lascannon from the right squad, I do maybe 1 or 2 damage to the flier.
Assault the Trygon takes a few wounds but makes the charge, central stealers make an okay charge that won't get them as far as I need, and reserve stealers don't make it, even after a reroll. Lictor as well. One flyrant makes the charge.
I manage to eat one razorback and the sisters squad, and lock up one of the razorbacks. I'm pretty sure his flier survived on its lowest damage tier.
Not a great turn. I *really* needed my second stealer squad, or a better charge roll for my central squad. Also needed to kill that stormraven. Bad advance rolls kept most of the
dev gants from shooting. Overall a really painful turn. I just can't get any momentum, I'm failing on lots of things that are low probability, but I'm also failing on more than my share of high probability things. I'm getting frustrated and losing sight of my secondaries, as I'm trying to figure out how I can get through his right flank to cripple him and win overall.
His turn 2
He falls back where he has to, and unloads his shooting into the central stealers with lascannons into the Trygon. Trygon dies to like 3 lascannons, most of the central stealers and horms die to shooting/assault. The captain jumps after my neurothrope/venomthropes, and with the swing twice stratagem kills the neuro. The flier does some mixed damage to my flyrants.
Man, his damage is just so high. Taking like 6 mortal wounds on
GS from Guilleman, high lascannon damage output, etc. I'm making feth all for saves where I can.
My turn 3
I bring other lictor in far back on left flank behind terrain to hop out later. Flyrants move to be able to deal with flier and captain as best we can. Reserve stealers move up to charge as much as I can. I manage to get the flier and the captian, but take THREE MORE DAMAGE from ANOTHER perils on my warlord. I've now taken 9 damage from 3 perils across 4 psychic tests.
Dev gants are really struggling, I need his infantry alive to charge, and shooting razorbacks is pretty negligible.
Assaults I get reserve stealers in and I just cannot do enough damage. Even with a fight twice, I manage to take down tiggy and a few
tac marines. A little damage to Guilleman. Cannot get where I need to because of poor charge ranges to lock up the vehicles. In return my
GS are basically crippled, and he is basically free to do whatever.
Game is as good as over. I have failed probably 75% of my invulns on flyrants. Cannot get off critical charges or psychic powers, and have eaten 9 damage from perils. Rest of the game is him just doing clean up, with me being tabled at the bottom of 5 or 6, I can't remember. I manage a 19-10 loss, simply because the mission allowed me to score a lot based on kills throughout the game.
Even if I had been thinking more about the mission, I don't think I could have played different to win. I just failed in too many important rolls. The onslaught on turn 1 alone would have completely changed the game. Even a 7" charge would have been enough to get me in position to stop shooting from almost all of his army. With the position of the sisters, I would have almost certainly had one locked, and he would have only been able to do damage in assault. With Catalyst, I figure I'd come out of assault with 10-15 horms left. More than enough to fall back and do charge shenanigans and lock up 2+ razorbacks again the following turn, or surround Guilleman and keep him zoned off the
GS. The only way I could have played it different was to do the score as the game goes, and then just dance outside the 24" range of his guns, waiting for him to move up and try basically the same thing, but having turn 1 meant I could try to get in first without taking any shooting. It was the right play, but dice are dice and they decided I was just not going to make it. A very frustrating game.
Game 3
Iron Warriors
3x
JP lords, 1 with murder sword, 1 or 2 with combi
plas. Warlord has
IW fearless aura trait.
4x10 cultists
7x3 oblits
3x1 spawn
Mission is relic primary, secondary maelstrom.
I put both stealer squads in infestation, spread horms, spores and biovores out to make it impossible to
DS behind me. I have 3 infestation markers about 1" behind my horm lines, and 1 deep into my deployment zone. He does the same with the spawn, cultists and his warlord. We're both basically playing chicken with our reserves. Difference is, by giving me turn 1, I'm going to get the relic.
Turn 1 I run out with a horm and grab the relic. I taunt him to come after me.
He doesn't. He does nothing on his turn 1.
My turn 2, I shift some horms, but maintain the shape. I am holding central objective, while moving relic back. Trying to score maelstroms while baiting him.
He decides that waiting isn't going to get him any points, as I've scored 2/2 maelstrom both turns, and he's scored like 1 each turn. He brings everything in on my left flank.
Most squads are back a little, but a lord and 1 squad are right at 9" from my horms, who have an infestation node about 1" behind them. It's looking like I'll infest about 4" away from him, then have an easy charge, where I can surround him, do minimum damage, then overrun and adrenaline on his turn.
His shooting wipes out like 29 horms from the relic squad, and ~25 from the other. I leave the one relic horm and the handful infront of the node. The relic horm is out of synapse, which he confirms, and so he doesn't bother shooting it again as I'll die to morale. Then he makes the charge with his lord and the oblits into my left horm squad... which picks up my nodes

. Couldn't believe I didn't consider the impact of a charge. What a moron I am sometimes. I could have left models outside of 12", or only close to one of the markers, but instead I kept them perfectly so he could get within 9" of two. Damn. I unsurprisingly lose all the horms. He's dismayed when I spend 2
CP to not run with the horms. No point in bringing a brigade if I don't use the
CP!
My turn 3
Well, now we gotta get to work. Relic horm falls back to a neurothrope to give it the relic when he dies. I bring in one stealer squad, and while setting up the second, decide its not time and keep them out(Yep, I had a brainfart about it being 3 and the losing reserves rule. I had been telling myself the whole beginning that I had to bait him out before 3, otherwise I would have to come out, then he could alpha strike me).
Dev gants come in on the center of the board. Flyrants land on my right of his deployment zone, working on the spawn and staying outside of advance+shooting range of the oblits. I'm not sure I can tie up ALL of his oblits in one go, assuming I make my charge, so I need to mitigate incoming damage.
Psychic and shooting picks up two spawn. Catalyst on stealers.
Dev gants pick up the
JP lord, but dont do much (any?) damage to oblits.
I lead with the lictor into the oblits, and survive with 1 wound, locking them. The stealers get a big charge and I easily manage to surround them. Perfect. I am swinging with two, and then locking the whole unit.
Dev gants charge into oblits to try to minimize his shooting and maybe keep the Trygon up.
His turn 3
He picks up the Trygon (Surprise!), and does very little otherwise. Charging some cultists into gants, he beats the squad up a bit, and he kills off the relic horm. During assault I wipe oblits, overrun and adrenaline surge into a bunch of oblits, bringing two squads down to half.
My turn 4
Stealers and
dev gants fall back, flyrants move up towards cultists. Neurothrope picks up relic and they move up to start smiting.
I go to bring in stealers... and remember its turn 4. I inform my opponent they're destroyed. He disagrees, he says that's not a rule. I insist, and check the reinforcements section to make sure, but he's adamant. Of course, there's nothing in the reinforcements section, I look for a judge, but with none in the room (We were in the secondary room), he says don't worry about it. So, I bring them in with a lictor.
Kill some cultists with shooting/smites, get catalyst on the first
GS squad, a little smite damage here and there.
I use
dev gants to minimize his oblit overwatch, but pile them mostly into cultists. I lose the new lictor to overwatch, and a few
GS, but a 9" gets them to the 2 damaged oblit squads. The first stealer squad has spread out immensely, and still has like 17 models. It charges just 1 or 2 oblits and some cultists, but piles in to every oblit squad just to shut down his shooting, as I only need to buy 1 turn for my flyrants to get into the oblits, and I should be able to start running through the squads with melee.
Ironically, the stealers that shouldnt be there do terribly, and only a few oblits die. The other stealers also do poorly, and kill a few
GS. He swings everything on the first stealer squad, and I'm left with 9 models.
His turn 4 he does no damage to the flyrants, and actually loses his warlord to overcharged plasma (-1 to hit on my warlord flyrant
ftw). In assault oblits manage to kill a few of the 9 man squad, but there are still ~4 left holding all but 1 of the 3 man oblit squads. Nevermind the
dev gants (A handful left) and the new stealers. Time runs out, so we talk out turn 5 and run the points.
Ended up 19-2 or so for me. Not bad recovery for last game of the first day. As soon as I got home I busted out my big rule book and found the reserves rule (It's a matched play rule). I felt terrible, I knew it was a rule, but because it was favorable to me I went with his interpretation. I sat down, pulled out the pics and played the match over in my head. My conclusion was that even without that squad, we were out of time at the end of
HIS 4. Between the
dev gants and the 9 man stealer, he would have had to kill like 5 more stealers to get ANY oblits free for his turn 4. I killed 4 oblits with the illegal squad, with 12 attacks, 8 hits, 6 wounds, 5+/5+++ saves, I should have lost about 3. Variance in his favor, 5 was possible, but a little unlikely. So, the following day, as soon as I got to the venue I pulled him to the side and explained the situation. We walked through turns 3/4, and he agreed, it didn't actually change the game. If we'd had more time, it could have definitely made a difference, but, with us running out of time when we did, it didn't matter. Personally, I think that even without the second stealer squad, I had enough
dev gants and my neurothropes were close enough that he would have not been shooting at the flyrants, while I would have been charging into locked squads.
Overall we had a blast, we were laughing and joking the whole game. His list was the kind that doesn't sound great on paper, but when its time to put stuff on the board, it always feels like walking on razor's edge. If he had known about the turn 3 reserves rule, he could have just waited me out, and dropped to blast my stealers. However, doing that I probably would have wrapped up all of his oblits with horms and kept him there the whole game. The end result is probably about the same. We figured his best bet probably would have been to use cultists as a screen and drop oblits behind them, blast out stealers then try to minimize the lock ups I could cause.
I'll try to get day 2 done here in a few days. Sorry it's been so slow.