Round 4
Mission:
Pitched, nightfight all game
Primary: 2 objectives
Secondary: Kill cheapest troop
Tertiary: 3
KP's
Opponent:
Deamon Prince,
MoN, wings, warptime
2x7 Plague marines, 2x plasma, fist
1x7 Plague marines, 2x melta, fist
1x7 Plague marines, 2x flamer, fist
5x7 Lesser deamons
3x1 Oblits
His deployment and first turn moves
Nightfight the entire match would be annoying, but at least I wasn't up against a Tau army. I won the roll-off, and he got to go first. We both placed our objectives in the middle of the field, I placed mine in the open, he placed his inside the ring of houses on the middle hill.
My DZ, heavily weighted away from his troops, he already stands very little chance of taking my objective
Moving his main force towards his objective
I quickly wittered down his plague marines, Rambo took out 6 of them with his demo-charge, my plasma russ took out something like 12, and my last russ and the chimeras took out 7, leaving only three single marines by turn 3. My own objective was secure, but now his lesser deamons started dropping in, and he got his own objective fortified with them.
not so many left now
My russ with plasma guarding his objective, he should probably have adapted to that killer by holding his marines back until his lessers arrived.
As you can see here, his army after my turn 2, 3 plague marines (2 champs), 2 oblits and a
DP, a couple of lucky rolls for me, and he would have lost all his icons before his deamons even hit the board.
Reinforcments from the warp ey? Cheater!

I am actually glad that they got to come in, as that turned the battle from a total slaughter by turn 3, to a cool and cinematic slaughter by turn 5
This battle then turned into a wagon-ring siege. My army was closing from every angle, while he surrounded his objective with lesser deamons.
Man the gaps, don't let the zulus... erm guardsmen penetrate the perimeter
I tried to contest with my vendetta, but I couldn't fit inside the ring, so I had to charge it. Guardsmen, chimeras and vendettas swarmed in from all sides in a very cinematic finaly, quickly grinding him down and pushing his ring closer and closer together.
Broken arrow, broken arrow!
As my 5th turn ended, three lesser deamons and a plague champion stood on top of his objective, tanks and infantry swarming around them. I had one chimera in contesting range, but I needed one more turn to take it. Of course I didn't get it
Our pussplagued, bloated, demonic heroes held off the evil guardsmen for long enough to stop a total massacre (I really felt like I was playing the evil zulus in this battle

)
Result: 18-4
Round 5
I was at least in the top 10 now, and the scores were pretty close, so a placement in the top 3 was a possibility. 1st was pretty much won by my first round opponent already, he had won every game so far.
Mission:
Short egde DZ
Primary: 6 objectives
Secondary:
KP's
Tertiary: kill
FA
Opponent:
Farseer, fortune, doom, stuff
5 warlocks, 4 destructors, embolden
3x5 Dire avengers
wave serpents, bright lances, stones
2x6 Fire dragons
wave serpents, stones
2x Fire prisms
Deployment
Oh noes, a seer council. I hate those guys, they are much worse than nob bikers with their 3+/4++ re-rollable saves and S9 lots of attacks against vehicles.
I won the roll-off, and gave him first round. He quickly moved against my support, I knew it wouldn't last until my turn 2. His prisms took out one russ.
Bye bye heavy support :(
Good to have known you mechanized part :(
I tried to take out the firedragon serpents and to wittle down the council (which I needed to kill for 4 extra battlepts), but only took down one warlock.
His turn 2 was brutal, all my heavy support vanished, one chimera was wrecked and another chimera exploded. I retaliated and took out one unit of firedragons and their serpent, while the one vendetta that came in knocked the weapon off one prism, the vets inside knocking the weapon off the other.
I managed to retaliate a bit atleast, wiping a serpent and a unit of dragons
The heroes have arrived! Air cav all the way baby!
More air cav, burn flimsy aliens
This is what air cav does
His council continued to bash my forces, wittling down my chimera wall until only one veteran sergeant was alive there, at least they were bying my air cav the time to do their thing. (and that lone survivor will take revenge for his comrades)
My vendettas and their vets picked up the slack though, knocking out all but one waveserpent. On turn 5, I was in the lead with one objective, but I was having a really hard time staying alive.
Pew-pew bang-bang, muhaha
On turn 6, I was in the lead with two, but struggling even harder with staying alive. I got my friend (the witchhunter) to roll the hopefully last roll of the game.
Looking very good here, up by two objectives, now that roll... a 5! Some friend you are, lucky for you that I'm not the driver, or you would have to walk home!
On turn 7, the council wiped one squad of airmobile vets, leaving me with 10 men and two vendettas on the field. Luckily, this was all that was needed to grab one objective and contest his 2, giving me a 1-0 victory.
We both got secondary, having inflicted way more than the 5
KP's needed each
I didn't get tertiary, killing the council (his most expensive
HQ – as he had no
FA) being an impossible task, neither did he, as he just couldn't kill the vendettas
One objective held (barely) That lone survivor in the upper left corner runs and contest one of his – payback bitches! While my vendettas contest two more, go air cav! (and lone vet sarge). I pull in a 1-0 win on objectives, even if I have taken a huge pounding. (sure, so has he, but there is no way I can kill his damn council, good thing there is no turn 8

) I did feel the result was fair though, I kept my mind on the mission all the time, and in turn 5, I was up by 1, in turn 6, I was up by 2, and in turn 7, up by 1 again, so pretty stable result – even if I was fighting nail and claw to stay alive. (would of course have liked to end it on turn 6 though)
This was the most intense battle of the weekend, I was really concentrating and thinking hard about every move after my support and mech-force was doomed. Bike-council is a really tough match-up for a list like mine. I would love some input on guard units capable of taking them out.
Result: 14-10
I checked the results, and with one game remaining, I was in third! Unfortunatly, that last game was a massacre, and with a 22-1 result, the winning player sailed four pts ahead of me, and I was pushed down to 4th place. None the less, I was very satisfied with the end result, I had pulled 4 wins and only one loss (which was against the army that went 5-0), and I was only 4 pts from taking 3rd.
(note to self – don't kill own models with rules-mistakes

)
I can even claim a moral draw for 3rd, as it was only my own rules-blunder that cost me 4
BP's that held me from that
Unit breakdown:
CCS – didn't get to throw out a lot of orders, as I was mounted most of the time, but a few times, the orders were nice to have, and they do bring another 3x melta to the force. -
Good
Astropath – Very handy to have around for the re-rolls on outflank, and the 3+ to get in on turn 2 is another nice boost –
Very good
Officer of the fleet – Good in the second battle, keeping the wolf scouts off the table until turn 5, nice to make people think about reserving everything and nice to be able to make people re-roll outflank –
Decent +
Rambo – Did resonable damage over the tournament, his killcount was: 1 Leman russ with plasma/las, 6 plague marines, 2 lesser deamons and 2 firedragons. He is a liability in a
KP mission, and often his democharge just can't get a really good result, but he is nice to have around to threaten backfield armour or to catch expensive units out of cover. -
Decent -
Meltavets – They hit hard and die easily, may gain something from a heavy weapon, as that allows them to take potshots with BS4 even if they are immobilized or have to guard an objective close to home –
Good
Plasmavets – Much the same as the meltavets, nice to have these in addition, as they hit harder against
MC's,
MEQ and termies, and they can still kill stuff like chimeras and rhinos, may benefit from a heavy weapon as well. -
Good
Airborne vets – Awesomeness in a soft package. These guys never dissapoint, they get where they are needed, they kill infantry and tanks, they take objectives, they are super fast –
Awesome
Demolitions – Democharge and meltabombs is nice to have, never got to use meltaboms, and the democharges scattered a lot, not sure it is worth it, but it adds even more to the kill everything of the vets –
decent -
Vendettas – Awesomeness in a slightly harder package. Adds much needed mobility, has enough lascans to actually get good usage from them, lots of tactical uses. Allows the airborne vets to do their thing –
Awesome
Russ with plasma – It hits HARD,
MEQ just vanish when this thing points at them, can do some light armour busting, takes a lot of punishment from afar, dies easier than a stock russ because it needs to be further forward, but it just kills so much more –
Very good
Russ – You get what you pay for, it slings out death from very far away, covers chimeras, and only dies from wolf scouts/rambo/deep strikers or long range S10 etc. -
Good
Manticore – The best long range anti-tank you get for this amount of pts. The ability to fire indirectly and direct is tactically awesome, S10 is awesome, D3 shots is awesome,
AP 4 doesn't matter much, as it is here to take out tanks – which it absolutely does. The long range allows it to reach out and touch enemy backfield armour, it can put many hits on tanks or get many tanks in one round of shooting. It also has a secondary use as anti 4+ or worse infantry, something else it does well. -
Awesome
With hindsight, I would have dropped demolitions to get all chim-vets either an autocannon or a missile launcher, and possibly also Rambo for another chimera for tactical choices, ablative transport/blocker/firepower and to add more armour. The last 10 pts could upgrade a vet heavy weapon to a lascannon. (Rambo is soo much more fun though)
All in all, it was a very good tournament, all my opponents were great guys and a joy to play against. I also didn't have to play against anyone I regularly play against, and the tournament was smoothly run. Thanks to all my opponents and the organizers for a great tournament.
Automatically Appended Next Post: And as a bonus, here are some pics of some of the other armies at the tournament:
Space wolves, painted in a week! - opponent nr 2
Cool nurgle army
Deathwing
Tau
Nids - opponent nr 3
Tournament winner
IG
Wordbearers - I think it is 3rd place winner
Very crisp Ultramarines, almost got my vote for best painted