[ARTICLE MOD]
Fixture of Dakka
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Like Blackbone, I also attended the 1k tournament in the Chicago Bunker's new expanded space.
They have mirrors on all the walls - it used to be a strip club before the bunker got the space - so the impact is like seeing 120 games going on around you, when in actual fact, there are only 25.
One of SparkeyG and my college friends was in town, on vacation from a work-related 40k hiatus (he got relocated to Hawaii, and there are few space marines out there, I guess), so we opted to go and hang out at this event. Jon took my Slaanesh Daemons, SparkeyG took Ultramarines, and I took Orks.
My list:
Big Mek w/ powerklaw, kustom force field
30 slugga boyz w/ PK nob, 3 rokkits
30 shoota boyz w/ PK nob, 3 rokkits
25 shoota boyz w/ 2 big shootas
15 lootas
Game 1:
I play against a Sam Hein eldar army, run by Phil Poole, a guy I've met a few times before.
He's got:
Farseer on Bike w/ Guide & Doom, stones, a spear
6 jetbikes w/ 2 shuriken cannons
12 jetbikes w/ 4 shuriken cannons, warlock w/ embolden
3 individual vipers w/ eml
fire prism
I win the roll to deploy first and go first, and pick the quarter with a nice sized building for my lootas to occupy, while leaving his initial quarter devoid of terrain. We're actually playing on one of the old GT lava tables, which, fortunately, they have declared the lava to be difficult, not dangerous. I deploy everyone else as far forwards as possible, not even spreading out, as I expect him to start everything in reserve, so I wasn't worried about the prism on turn 1. He, however, deploys everything. After the failed attempt at seizing the initiative, it's on.
Turn 1: My guys all just advance, with most of them running (the unit with the big shootas took a potshot at a vyper. Lootas, predictably, drop the fire prism, and the ensuing explosion takes a bike with it.
On his turn, he shoots a few of my boyz.
Turn 2: We keep advancing, through the lava. Lootas kill a few bikes here or there. Rokkits drop a vyper, but big shootas bounce off again. He kills a few more boyz.
Turn 3: I'm slowly pushing his movement options further towards his deployment corner, while picking up objectives. I drop another vyper, although all his shots are starting to take a toll on the slugga boyz
Turn 4: He's found a wall to hide his bikes behind, allowing him pop-up shots. I concentrate on simply taking the objectives, as he is down to one vyper and the one bike squad with attached farseer.
Turn 5: I'm camping objectives. He makes a mad last-dash attempt to get some points, charging me. All this accomplishes is that he's tabled instead of only massacred.
Game 2:
Versus Battlewagon Orks.
My opponent is running something like:
Warboss on bike
Big mek w/ force field
10 nobs in battlewagon
20 boyz
battlewagon
Well, I've seen the ork-on-ork matchup enough times to know that whoever gets the charge is going to win. Even more-so with his nob unit, as they'll drop whatever unit I'd charge them with too. And, my gunz can't hope to stop the wagons either. This is not a good matchup for me. The terrain, however, offers some respite. There's a corner that's surrounded on all sides by a solid rock wall. I figure, I'll castle in there, setting my guys up in a way that he can only kill my weakest shootaboy unit when he charges, and then I'll get to open fire on his guys.
Well, he sees that coming, and refuses to engage as well. Probably smart on his part. My lootas end up killing his warboss when he leaves him exposed for a turn, and other than that, his battlewagons kill about 6 of my boyz and we finish our seven turns in all of 10 minutes. That's a minor win for me.
We end up playing a second game, without me castling this time. He screws up his battlewagon movement though, and disembarks his nobs in such a way that they have to run through terrain to charge me, and he drops the snake-eyes on the charge roll. That's that, as I've got 110 shoota shots and 15 lootas lighting them up, followed by the slugga boyz charging the nobs. That's pretty much the game there, although, in the tournament game, I'd not want to trust that my opponent would make the mistake in disembarking, or that he'd snake-eye a terrain charge.
Game 3:
Versus Black Templars
He's got the ever-popular "we all have preferred enemy" vow that is so common these days.
Emperor's Champion
Marshall
One big squad of templars + scouts. Power fist, meltagun
5 man missile-launcher/plasma squad
5 man assault terminator squad (3 stormshield/thunderhammer, 2 lightning claw, or possibly the opposite of that)
1 vindicator
Again, we're playing for modified kill points, with modified dawn of war rules, and also for capture and control.
I win the deployment roll. I set up as far forwards as possible, spreading out to avoid the vindicator, and pushing his deployment way back. My 25 boy squad with the big shootas will remain home to guard my objective, and the other two mobs will go for his. The lootas will come in to offer cover fire to anything advancing on my objective. He deploys his 5-man squad to guard his home objective, and his big squad, joined by both EC and marshall, as advancing troops. He fails to seize the initiative and we go.
Turn 1:
My two big squads both back up. I need to soften up his big squad before engaging it, and with them falling forwards when hit, I need as much space as I can get. We kill a few templars. He brings on his termies and vindicator, all set to go after my objective. The vindicator kills one slugga boy.
Turn 2:
I move my shoota boyz to about sixteen inches from his big squad, enough for a little wiggle-room on his falling forward, while getting as many shots as I can. I kill a few of them. The lootas immobilize and shake the vindicator, and, at this point we're all out of it's range, so it's a non-factor now. His big squad only falls forward a couple inches, so no charge next turn. He manages to kill a few of my shootas with his missile launcher and bolt pistols though, and has closed the gap between us again.
Turn 3:
The 25-man squad of shootas and the lootas (rolling 3 shots each) unload on the terminators and combine for 26 wounds. One terminator dies. The sluggas move over to counter-charge his guys after they charge my shootas, and the shootas manage to kill another couple of the squad.
And, here, he changes plan. Rather than charge the softened-up shoota boy squad, he takes his advancing unit into my sluggas. He does some damage, and easily wins the combat, but we're still fearless, and, in spite of losing an extra few boyz, I get my shootas to counter charge into this as well. His terminators advanced.
Turn 4:
Lootas and shootas, again, put a large number of wounds on his terminators, and kill two more. The two remaining will assault my objective-guarders next turn. My counter-charge goes as planned, he puts some wounds on boyz, but I've now got three powerklaws in this fight, and kill everyone except the emperor's champion.
On his turn, his termies charge into my objective guarders. We're in a forest so we get our 50 attacks first, and manage to put another down. The remaining terminator (thunder-hammer guy) kills three, and so, losing by two, two more boyz die to resolution. The emperor's champion kills a boy, but ends up smoked by powerklaws.
Turn 5+:
The remnants of the sluuga boy and shoota boy unit now begin to run for his objective. His last terminator is finally killed in the woods. The game ends up going to turn 7, which gave my boyz time to get to his objective and clear his small squad off it. At the end of the game, he's got an immobilized vindicator left. Massacre for the boyz.
I ended up with third place, and got a box of new grots with my store credit.
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