In round 1, I found myself against a Ghazgul-led Ork Horde. Ghazghul and a whole bunch of mega-armored nobz, 2 30-man slugga mobs, 2 30-man shoota mobs, a loota mob, snikkrot and kommandos, 2 gunwagons, a big mek, and what I think was a transport battlewagon.
Objectives pretty much got scattered around the table, but three were pretty much on one side, so when I won the roll for first turn, I picked a deployment zone to keep his orks away from those objectives. Everything that could scuttle went into reserve for outflanking purposes, and I chose to hold the flying tyrant in reserve as well, planning to deep strike him and bring his guns to bear later in the game.
My opponent failed to seize the initiative. First turn, I concentrated fires on two targets - the battlewagon (with the mega-nobz and Ghazghul inside) and the lootas. Taking down the lootas didn't work as well as I wanted, but a third of the squad went good-bye, at least making them no longer fearless. More importantly, the battlewagon was immobilized, so the mega-nobz were going to be hoofing it across the table.
Orks advanced, took what shots they had...I think a wound or two on a Carnifex was the extent of the damage.
Round two, three squads of genestealers and the spinegaunts arrive. Only one squad came in on the Orks rear...and they managed to roll a 1 for their fleet rolls. The squads that came in on my backfield, and moved to secure objectives.
Carnifexes and the walking tyrant continued to lay down fire, continuing to wear away at one of the shoota boy mobs. My gunfexes continued retreating away from the orks, while the stranglerfexes held their ground. I estimated right, as the orks remained too far away to get the charge off, and on turn three the stranglerfexes charged in. It took two assault phases, but they took out one of the shoota mobs and the attached big mek No more
KFF.
Snikkrot arrived, and his boyz flamed down half of one squad of stealers.
The remaining stealers proved fell in hand to hand, but not before killing half of snikrots crew. Turn three, the rest of my genestealers arrived, and they moved in, using one of the hills for cover as they positioned themselves for a turn 5 dash at the objectives. The hive tyrant still held back, apparently, not wanting to arrive.
Both stranglerfexes eventually went down as the meganobz charged in, but the big mek and one shoota squad fell before the stranglerfexes were brought down. The hive Tyrant took out the last of Snikkrots boyz, and massed pieplates took out most of a slugga mob. Two turns of fire, from my remaining big boyz, and my opponent was down to three scoring units.
On turn five, the Flyrant finally arrived and I removed one of those scoring units, but the mega-nobz proved ridicuously tough. My walking hive tyrant and a squad of genestealers charged in...and inflicted two wounds. In total. Epic Fail.
The sole value off that assault had been to pull the meganobz off of an objective. With the arrival of the deep-stiking flyrant (which contested the objective held by his other scoring unit), neither of us held any objectives. Random game length ended the game.
Draw.
In retrospect, keeping the flyrant in reserve was my biggest mistake. Had it arrived in turns 2-3, it would have probably played a major role (as I could have used it in conjunction with my other
MCs, and it was my best option against the mega-nobz), but since it came in so late, I had no choice but to use it as I did. Which meant it shot exactly once, and assaulted nothing.
Oh well. The nice thing about a 10-person tourney is that a draw isnt an immediate loss.