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![[Post New]](/s/i/i.gif) 2009/12/05 10:19:25
Subject: Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Stormin' Stompa
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"Gazmek's Skarboyz and Friends"
Gazmek 85
Kustom Forcefield
25 Ork 'Ard Boyz 290
Nob w/ Power Claw, Bosspole
29 Ork Boyz 219
Nob w/ Power Claw, Bosspole, Eavy
29 Ork Boyz 219
Nob w/ Power Claw, Bosspole, Eavy
12 Lootas 180
3 Deffkoptas, 2x TL Rokkits , 1x TL Big Shootas+Buzzsaw 150
14 Gretchin + Runtherd 52
15 Gretchin + Runtherd 55
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Chaos Lord (Terminator, Combi-Melta, MoK and Bloodfeeder)
6 Terminators, MoK, 3x Dual Claws, 3 Powerfist+Combi-Melta
Land Raider
10 Thousand Sons including Sorceror w/ Doombolt
11 Chaos Space Marines including Aspiring Champion w/ Power Sword
2 Obliterators
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Game 1:
Dual Seize Ground (each opponent places an objective marker in opponent team's zone)
Random Deployment (rolled up Dawn of War)
Opponent Lists:
Eldar
Avatar of Khaine
Farseer w/ Fortune and full Warlock squad
2x 10 Guardians w/ EML platforms
3 Wraithlords w/ EML and two flamers
7 Harlequins including cover save thingy... (I play Eldar, I really should remember this)
Tyranids
Flyrant with twin devourers, carapace
Tyrant with twin devourers, carapace, two tyrant guard
Carnifex with crushing, carapace
Carnifex with crushing, carapace
12 Genestealers
11 Genestealers
I'm going to be honest - the prospect of getting rid of three wraithlords (which my boyz can't even hurt) was worrying enough, without all of the Tyranid MCs piling towards me. Due to the team format, Dawn of War allowed each player to place his two troops and HQ if he chose.
A squad of genestealers and the foot tyrant set up in the middle in terrain, along with the Avator. The other genestealer pack was on the far right flank, also in terrain, and the Guardian squads set up on the objectives we had placed.
I set up my Mek, 'Ard Boyz and a screen of grots near to the left, against my board edge. The Thousand Sons set up in cover on the right to gun down the single flanking genestealer pack once it broke cover... the other CSM squad was on the edge of area terrain on the left side. This game was going to be on the defensive...
Turn 1 Eldar/Tyranids:
Everything walked on - the three Wraithlords and two carnifexes in a big solid line, with the Seer council behind. The Harlequins dashed into cover behind a building where one of the Guardians were sitting on an objective, and the Flyrant joined them. The Avatar, Tyrant and Genestealers in the middle sidled forward, and the right side genestealers bolted straight for the Thousand Sons. The footslogging Tyrant managed to kill four of the Thousand Sons.
Turn 1 Orks/Chaos:
Every marches on... Lootas run to get a good position on area terrain on the left, and everything gets in and around the Kustom Forcefield. The second Grot squad runs up ahead to screen the Terminators and 1ksons from a genestealer charge. The Oblits try to put a couple of Plasma Cannon shots into the Tyrant/Guard/Genestealers, but come up short for the first turn's night fighting. The Land Raider hits the Avatar for a wound, however. The Deffkoptas turboboost in, threatening a guardian squad. (See pic)
Turn 2 Eldar/Tyranids:
The Wraithlords march on and put EML fire down into the orks, along with the Guardian platforms, but do little damage. The foot tyrant kills a good number of the grots screening the terminators, and they flee. This allows the right-flank genestealers to charge the 1ksons, but they do little damage. The Flyrant swoops down beside the Deffkoptas but shoots into the Chaos Marines, killing two. The harlequins close on the 'Koptas and get their charge in, killing all but the Buzzsaw carrier... who is run down after failing morale, and the Harlies consolidate back into cover. The central genestealer mob fleets well and manages to charge an 'Ard boy poking out from beside the grot screen, and the Avatar charges the grots. Piling in the grots allows a good number of Orks to get into combat, but not enough, as four genestealers survive and a good dozen boyz are killed by rends, terrible saving throws and No Retreat (the PK nob was too far from the point of engagement to get into combat). The grots flee and are cut down, and the Avatar consolidates into the treeline.
Turn 2 Orks/Chaos:
The fleeing grots leave the table. The Big Mek moves to the rearmost boyz unit, and the other unengaged mob moves to encircle the Avatar. The Terminators march up to charge the Genestealers in combat with the 'Ard Boyz. The Land Raider puts a wound on the Avatar, and the Obliterators wound a Wraithlord. The CSMs in terrain put a single wound on the Flyrant with bolter fire. The Lootas take him down to a single wound.
Surrounding the Avatar, 56 slugga shots are followed by a 29-boy charge. The Avatar fluffs his attacks, and is brought down by 108 attacks from the boyz! The Terminators smash into the genestealers, killing the all, but not before they reduce the 'Ard boyz to a unit of 9. The Lord fluffs the Bloodfeeder and wounds himself twice. Typical. The 1ksons actually manage to kill the genestealers they are in combat with, but are a crippled unit.
Turn 3 Eldar/Tyranids:
The Wraithlords march on, and fire EMLs at the Boyz unit that killed the Avatar and consolidated forward to slow the inevitable arrival of two carnifexes and Wraithlords. They go to ground and take very few casualties. The Flyrant dashes toward the CSMs, killing all but five with devourers. He charges them and kills all but one. A Guardian squad fires an EML at the Obliterators, causing a wound - thew other wounds a Loota but they are still fearless. The harlies and a Carnifex charge the boyz in cover, smashing them nicely but taking a few wounds in return. The Tyrant+guard charge the nine remaining 'ard boyz (who had consolidated forward... my teammate did that whilst I was dealing with the Avatar combat), but they actually manage to pull of a couple of wounds. They still lose combat, flee and are destroyed.
Turn 3 Orks/Chaos:
The Oblits, Land Raider and Lootas tear down a Wraithlord and put a wound on another. The terminators shoot and charge the Tyrant guard squad - the Lord finishes killing himself with the Bloodfeeder (augh!), but the rest of the unit polishes off the tyrant+guard with only a single casualty. My rear boyz squad charges the wounded Flyrant that had consolidated towards them with a Waaagh!, killing it easily. The Avatar-killaz are mushed into goo by the harlequins and carnifex.
Turn 4 Eldar/Tyranids:
The Guardians again go after the Lootas and Obliterators, doing nothing to the latter, but killing another of the Lootas, who pass their pinning test. The harlequins and carnifex charge the last boyz squad, doing surprisingly little and being mostly killed in return. The Wraithlords get ever closer and the Council swarms between them, ready to sit on the objective next to where the avatar was killed.
Turn 4 Orks/Chaos:
The Lootas, Oblits and Land Raider pop another Wraithlord! The Terminators move toward the council and kill one of the 'locks with shooting, but are out of range. The boyz finish off the harlies and carnifex, taking heavy casualties (including the Mek), and consolidate toward the objective threatened by the Seer and last Wraithlord. At least I still have my trusy power klaw...
Turn 5 Eldar/Tyranids:
The remaining Carnifex charges the terminators, kills two, and is killed itself in return. The Terminators consolidate towards the objective held by guardians on the left side. The Wraithlord and Seer Council charge what remains of the Orks, but do not manage to finish them off, and I manage to kill the Wraithlord with my klaw! (it had already taken a wound at some point) The guardians had tried to get rid of the obliterators but had no luck... the other guardian squad runs to claim a second objective. We suddenly realise that there are no more monstrous creatures left on the table!
Turn 5 Orks/Chaos:
The terminators run towards the guardians on the objective, shooting at them but only killing one. The lootas fire at the Seer council, but only kill one (damned Fortune!). The Oblits+Raider fires at the Guardians on the right side objective, but they go to ground and take only a single casualty.
...Turn 6 rolls up!
Turn 6: Eldar/Tyranids (there are no more tyranids!):
The Seer council runs towards the terminators, shoots them, and cuts them to pieces before they can do anything. The Guardians that had not gone to ground had shot at the terminators before the council charged them. The council end up in the middle of the field, but my Lootas cannot possibly reach the nearest objective, and my side has no troops besides...
Turn 6 Orks/Chaos:
...So we shoot enough at each guardian squad to cause leadership tests. They both pass. Eldar/Tyranids win 2 objectives to zero.
NEXT GAME: VS DUAL SPACE MARINES (VUlkan and Khan Double Land Raider Special!)
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This message was edited 1 time. Last update was at 2009/12/06 11:54:13
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![[Post New]](/s/i/i.gif) 2009/12/06 11:52:14
Subject: Re:Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Stormin' Stompa
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"The Iron Lizards"
Vulcan (General)
Land Raider
5 Terminators w/ TH+ SS
Whirlwind
10 Tac Marines in Rhino (Flamer, Multi-Melta)
10 Tac Marines (Powerfist, Meltagun)
Dreadnought w/ Multimelta/Stormbolter
Ironclad in Drop-Pod
Khan
6 Terminators, 2x Lightning Claws, 4x TH+ SS
Land Raider Crusader
10 Tac Marines in Rhino
10 Scouts w/ Sniper Rifles
Vindicator w/ Storm Bolter
Killpoints
Random Deployment (Spearhead)
Orks/Chaos got first turn, so I set up my standard 2-part grotwall with the three boyz mobs directly behind. The lootas had a nice bit of area terrain at the top of the deployment zone to sit, and the Oblits sat behind the main force. The land raider set up with the Thousand Sons inside down the bottom. (see pic of deployment)
The Deffkoptas scout-moved up to get a charge in on the Vindicator.
Marine deployment... well, see pic. Ironclad using Drop-Pod Assault, scouts infiltrated.
ORKS/CHAOS TURN 1:
The orks and grots moved and ran forward - the grots had pitiful run moves and mucked things up a bit. The Land Raider fired at Vulcan's
Raider but did nothing, as did the Obliterators. The deffkoptas shot at the Vindicator, stunning it, and then charged and immobilised it. The lootas rattled away at the scouts (infiltrated to a building on my half), killing three.
MARINES TURN 1:
The Ironclad comes down above the Lootas, and the Rhino from Khan's list (unpainted in pic) drove down towards the scouts, the squad disembarking to rapid fire at the Deffkoptas (one wound). The whirlwind scored a few kills, and the Land raiders stood still to fire, killing a few grots and failing to wound something. The Dreadnought shot and charged the Deffkoptas, defeating and overrunning them, but losing it's CCW to the buzzsaw. The Ironclad toasted three Lootas with a heavy flamer, and the fell back.
ORKS/CHAOS TURN 2:
The lootas rally and run into cover. The usual assault contigent moves forward, as does the Land Raider, disembarking the 1ksons to rapid-fire the exposed marines. They kill only a couple, but the other CSM squad kills four scouts with their own fire. The oblits destroy the Vindicator's main weapon. The uppermost Slugga boy squad begins to move towards the top of the board, ready to counter either the Ironclad or Vulkan depending on what happens...
MARINES TURN 2:
The Ironclad makes a pitiful move through cover towards the Sluggas. The whirlwind kills a good number of Orks. The scouts, marines (the other rhino squad moves out and disembarks to rapid fire) and Crusader add to the tally, and one grot squad falls back. The Ironclad fails to charge the Orks, and the opponent forgets to do anything with the other dreadnought at all. Vulkan's Land Raider heads off along the top board edge... not sure why. The marines than had been fired upon by the 1ksons reembark and head forward.
ORKS/CHAOS TURN 3:
The Chaos Lord and his retinue try to deep strike in behind the tankline, but mishap and are placed in the rear corner of out deployment zone. Waaagh! Slugga fire and a charge slaughters the Marine squad that disembarked last turn, despite taking a good number of casualties in return (this was the 'Ard boyz). The lootas open up the other rhino, and the 1ksons kill one of them with a pitiful round of fire. The retreating grots kill another with blasta fire. The other CSMs try to engage the scouts but fail.
The grots run up to surround Vulkan's dreadnought, and the central boyz squad gets a charge in on Khan's raider! The nob wrecks the tank, foring Khan out.
The uppermost ork squad spreads out to wherever Vulkan could possibly disembark, and charges the Ironclad, wrecking it too! A very successful turn... other than the fact that the Khorne Terminators can do nothing.
MARINES TURN 3:
Vulkan's Raider circles around and down to attempt to assault the boyz that had killed the Ironclad, but come up short of assault range. Khan's squad charges the boyz that had wrecked his ride, losing a terminator but cutting the orks down to 4-5 models and forcing them to fall back. The scouts knock out a few CSMs, and the marines nearby shoot, charge and kill the Thousand Sons.
ORKS/CHAOS TURN 4:
It's about to get messy... the Orks in range of Vulkan's squad shoot and charge, spreading out to a multicharge which puts the Klaw nob into the Drop-pod, claiming another killpoint. The grots nearby also charge him, taking an attack with the grabba claw. Vulkan takes a wound, and loses all his terminators (the Lootas and oblits helped in the shooting phase) but one. Vulkan enough damage to stay in combat, and passes morale. The 'Ard boyz charge the immbolised vindicator and wreck it. The CSMs charge and kill the remaining marines that had killed the 1ksons, but suffer heavy losses themselves. The lord+termis trundle forward, doing nothing.
MARINES TURN 4:
Khan dashes forward to join the combat with the boyz, grots and Vulkan. Vulkan takes a wound from the boyz, and is finished off by an extremely lucky grot! Khan's squad does a lot of damage, and the single thunder hammer still accompanying Vulkan survives, and the boyz and grots fall back. Vulkan's raider only wounds an oblit with its heavy bolter.
ORKS/CHAOS TURN 5:
The lootas immobilise the dreadnought (which had 'forgotten' to assault - again!), and the termies trundle ahead. There is not much to do - the orks and grots that took out Vulkan continue to flee (the orks were below 50%), shooting at the terminators but achieving nothing. The mek runs like hell from the bunker position he had taken up earlier.
MARINES TURN 5:
Khan's terminators head forward but are unable to assault anything, and the Mek survives the firepower of the LR by going to ground. The dreadnought fires at the 'Ard boyz and they fall back.
GAME ENDS! Minor victory for Gazmek's Skarboys + Friends, 6 killpoints to 5. If there had been another turn, the Khorne Terminators would have reached Khan's squad and made an absolute mess, probably netting a major win (which required two points over), but we got an extra battle point for killing the enemy 'general' - Vulkan... the grot that did the deed became an immediate hero amidst his kin, although some other lad probably took the official credit for it. The sheer number of falling back squads netted most of the opponent's killpoints - the grots may have regrouped given another turn as they were above 50%.
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![[Post New]](/s/i/i.gif) 2009/12/06 11:52:46
Subject: Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (1 of 4 now written)
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Stormin' Stompa
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Day Two:
My teammate was unable to turn up, so it was all up to me... I had to put up with my opponents whispering to each other on the other side of the table all day.
GAME 3: Imperial Guard+Ultramarines - "Team Success"
(incidentally, they absolutely smashed "Team Fail" in the previous round, 15 killpoints to 3)
Creed+shitbreak (what's his name with the power fist?) (General)
Command with Ordnance guy and two bodyguards
Infantry Platoon: Command, 2 Squads w/ Meltaguns, Vox
Infantry Platoon: Command, 2 Squads w/ Meltaguns, Vox
2 Demolishers w/ hull Lascannon
Heavy Weapon Team: 3x Lascannons
Heavy Weapon Team: 3x Lascannons
Cato Sicarius
10 Man Tac Squad - Lascannon and Meltagun
10 Man Tac Squad - Lascannon and Meltagun + Rhino
Tech w/ Thunderfire Cannon
Whirlwind
Dreadnought w/ Assault Cannon and Flamer
Dreadnought w/ Assault Cannon and Flamer
Dreadnought w/ Multimelta and Storm Bolter
CENTRAL OBJECTIVE: NO TERRAIN WITHIN 6", ANY UNIT MAY CAPTURE
Random Deployment (Spearhead)
Team Success won the roll, and took a corner with good cover and fortifiable ruins in the back for Creed. He granted scout to a Demolisher, which dashed up the flank along their board edge with the free move - I countered by putting my Koptas up alongside it. The last game I had against this Guard army, my opponent wasted most of his first turn shooting at the Deffkoptas, so I was game. The dreads formed a wall at the front, and the marines that werent in the rhino combat squadded and sat in a wooded area. The Rhino, whirlwind and other Demolisher sat behind the Dreadwall. One lascannon squad sat in front of Creed, and the other was in cover alongside the Thunderfire and an infantry squad.
I did my typical grotwall spearhead deployment with central mek, but only using the two 29-boy squads. The LR (1ksons) and CSMs were up top to counter Cato. The oblits had some cover to sit in nearby, and the Lootas had a nice bit of area terrain at the back to relax in. The 'Ard boyz spread out behind a wrecked Land Raider terrain piece, hiding them from the majority of LOS.
TEAM SUCCESS, TURN 1:
The massed template fire began, routing a grot squad and killing a good 20 orks in the centre. The Ordnance dude killed five 'Ard boyz. The dreads advanced, laying down fire, and the marines in cover with Cato shot at the Koptas, wounding one. A lascannon fired from the rhino and shook the Land Raider. The infantry ran forward, one squad to the lower edge of the bit of terrain where the Thunderfire cannon lurked, and a platoon command did similarly... that was my 'Ard boyz' target... and at least they didn't touch my Lootas!
GAZMEK'S SKARBOYS + FRIENDS, TURN 1:
The remaining grots spread out to make cover, and the central mobs advanced... I was a little less confident with their lack of numbers though. The 'Ard boys ran out into the open. The LR moved forward 10" but I forgot to disembark the 1ksons and rapid-fire Cato! The CSMs advanced behind it and were able to rapid fire with a couple of lads, killing one marine in the other combat squad.
The oblits fired at an AssCannon dread near to the marines and guardsmen in cover, causing an explosion that killed several guardsmen. The lootas destroyed the Multimelta dread (full 36 shots, hitting with 10), and my opponents were suddenly a little less confident. The koptas stunned the Demolisher with rokkit fire, and then wrecked it with the buzzsaw, making a nice bit of cover for themselves. My grots had the objective, but it was early days yet...
TEAM SUCCESS, TURN 2:
Cato and his meltagun-toting mate ran out of cover to fire at the Land Raider, but were half an inch short of melta-range, and missed anyway. The rhino came forward and missed the LR with a lascannon from within, but the Ordnance chap managed to penetrate and... stun it. The remaining Demolisher, the whirlwind and Thunderfire cannon blasted more of my central core of boyz into oblivion, and the remaining dread advanced, shot, and charged one mob of boyz. The guardsman squad near the thunderfire cannon pulled FRFSRF on the 'Ard boyz and knocked them down to 12 models. The dread combat killed a couple of boyz, who knocked off it's DCCW in return, and passed their morale check (they were already below 10 models!). The mek had run off to join the other mob, fortunately, since his had taken most of the casualties in the first turn.
GAZMEK'S SKARBOYS + FRIENDS, TURN 2:
The Terminators rolled up, attempted to teleport in behind the tankline... and mishapped (scattering 9" into a lascannon squad), delayed. The Deffkoptas hopped over the ruin of the demolisher and fired into the whirlwind, which exploded and killed six guardsmen, in addition to wounding a deffkopta itself!
The lootas wrecked the rhino, and the obliterators and CSMs fired plasma and bolter at Cato's squad, killing only one after some great cover saves! The 1ksons remembered to disembark from the stunned LR and moved into cover, rapid-firing and killing Cato's squad around him. The grots fired at the marines in cover, killing one, and the unengaged central boyz squad charged the exposed rhino marines, causing them to retreat with four men left. The Orks in with the Dreadnought wrecked it and spread out. The 'Ard boyz, propelled by the power of the Waaagh!, dashed into the command platoon and an infantry squad at the edge of the thunderfire cannon's bit of terrain. The command platoon were slaughtered, the infantry squad took a few wounds, and were cut down retreating.
TEAM SUCCESS, TURN 3:
Now rather worried, my opponents took to engaging serious threats. The retreating marines, a guardsman squad and platoon command fired at the Deffkoptas, but only killed one and wounded another. The demolisher tried to fire at the 'ard boys, but scattered off and killed a lascannon platform instead. The ordnance chap threw his pie-plate at the orks that had killed the last dreadnought, along with the thunderfire cannon, killing several and leaving only four plus the nob. They fell back. The lascannons mostly failed to hit or penetrate the Land Raider, but one lucky shot immobilised it. The other guardsman squad in cover with the 'ard boyz, thundefire cannon and lascannons desperately fired at the ladz, killing only a single one. The Deffkoptas passed their morale check! Cato charged the Thousand Sons, killing two, but they did nothing in return.
GAZMEK'S SKARBOYS + FRIENDS, TURN 3:
The terminators rolled up, attemped to teleport in where they had failed to before, but obviously some sort of jamming signal had been deployed (CREEEEEEEEEEED!!!) - they scattered over to the retreating marines, and I rolled a 1 on the mishap. Meh.
The lootas pulled out another 36 shots, hammering the marine combat squad in cover, but they went to ground and survived intact. The oblits inched towards the objective and tried to IK a couple of Lascannons with their own, but missed. The 'Ard Boys multicharged the guardsman squad, thunderfire cannon (the nob went 'ere) and lascannon squad, and slaughtered them all but for the lascannons (one remained), who miraculously passed their morale check! This meant I would be saved from the next turn's shooting! The deffkoptas continued on their rampage, shooting, charging and blowing up the last demolisher, which actually killed four of my own orks that had simultaneously charged it. The mek, nob and single boy in that squad looked rather sheepish in the middle of the field, but were on the objective nevertheless. The grots fired at the marines in cover, doing nothing. Cato fluffed all of his attacks and passed a couple of saves.
TEAM SUCCESS, TURN 4:
Finally my opponent had the sense to shoot at my lootas, using the Master of Ornance, but scattering and only killing a single one. That's still a fearless squad, lads! The lascannons went for the land raider, stunning it once more. The marines and guardsman squads above the objective began to advance - the marines engaged the grots and chopped them up (losing two men!), and consolidating a single lascannoner behind the wreck of the rhino, and the other marine squad shot at the Mek+Nob+Boy, wounding the Nob and unfortunately killing the boy, putting them out of range of a charge from the infantry squad granted Fearless and Furious Charge by Creed! The Mek and Nob fell back anyway, and would not regroup, meaning my opponent got the extra battle point for destroying my general. The orks in with the single lascannon dispatched their foes and consolidated towards the centre, only eight men strong. Cato killed a 1kson, and passed his invulnearable save against the sorcerer's force weapon.
GAZMEK'S SKARBOYS + FRIENDS, TURN 4:
The deffkoptas leapt over a guardsman squad, in a position to charge Creed's Club and the remaining lascannon trio. Their fire did nothing, and their charge was even worse - I missed with practically everything, and the powerfist killed both of them. They had done well up until that point... although they hadn't had to roll to hit a tank up until that point, and proved unable to hit an actual combatant. The 'Ard boys ran towards the marines and guardmen encircling the wrecked rhino, a single move away from the objective, but were unable to charge after my loota fire, CSMs and obliterators killed the marine and most of the guardsmen (who fell back). Cato wounded two 1ksons, who passed their invulnerable saves, and was hit, wounded, and Instant Killed by the sorcerer's force weapon! Take that, dog! They also consolidated towards the objective, but probably wouldn't get anywhere...
TEAM SUCCESS, TURN 5:
We were pretty much out of time by this point, and this had to be the last turn. Creed had all of the retreating squads regrounp and run for the objective, getting a single squad of four guardsmen within 3 inches. The ordnance guy went for the CSMs and killed all but three, but they held. The other guardsmen and whatever else went for the 'Ard Boyz, but only killed two. Easy win from here...
GAZMEK'S SKARBOYS + FRIENDS, TURN 5:
The CSMs ran to the objective, as did the 'Ard Boyz, after the 1ksons and Lootas cleaned up the guardsmen holding it. I had 2 units on the objective to none (2+=Major Victory), but had not killed the enemy general, whilst my own was falling back (hence I conceded a battle point).
Automatically Appended Next Post:
GAME 4: Vs. TEAM CROTCHTHRUST (This team had been doing well, and by their list it wasn't suprising)
Daemons:
Bloodthirster
Bloodthirster
5 Bloodletters
5 Bloodletters
Winged Daemon Prince, MoN, lots of upgrades (including whatever that thing is that does S2 hits all over the place)
Daemons:
Fateweaver (General)
5 Flamers
5 Flamers
10 Horrors w/ Changeling
10 Horrors
Winged Daemon Prince, MoT, lots of upgrades (including whatever that thing is that does S2 hits all over the place)
Recon Mission: Get as many units as possible into opponent's deployment zone by the end of game (anything worth a killpoint is a point).
Random Deployment: Pitched Battle
(Will write this one up soon enough, but suffice to say I lost 5-3 and we both killed each other's generals.)
OVERALL RESULTS:
I tied for 5th place with a Dual Lash/Oblit/Berserker and Tzeentch/Lord Of Change/Flamer/Horror combo, on 38 battle points.
Overall results got a composition modifier based on the likelihood of the armies actually fighting together - I got a -1 for 'untrusted allies', the worst was 'hatred enemies' at -2. Comp and sportsmanship were scored by players after each game. I gave 2/2, 2/3, 2/3 and 2/3 repectively over the weekend.
I came out with Best Sportsmanship... just like last tourney. Aren't I great? I was tied with a couple of others, but probably got consideration of the fact that I had to play both armies by myself.
The Tyranid player from the first game was my original teammate before he went off to make a Monster Bash list with the Eldar player. This was because I was going to team up with an Ork Biker list, but that fell through with about four days notice. I then sorted out to play with a guy with Slaanesh/Khorne daemons, but that fell through ON THE DAY of the tourament... and I picked up a guy who borrowed the Chaos models from the shop. He wasn't a particularly great player, and wasn't able to come in on the second day.
Judges Choice went to a CSM/IG list that I didn't look at much, but one of the players usually does quite well at tournaments (last one he wiped out 80% of my Mech Eldar army in the first turn!).
Third Place went to Team Crotchthrust, who had done well but generally took a bit of a composition hit (great sports though).
Second Place went to a really damned mean Mech IG (two triple-las vendettas, Executioner and guard in chimeras) and Space Wolf combo, who smashed face all over but took a mentionable sports and comp hit due mainly to the IG player (who is one of the shop owners, and a great guy, but very damned competitive.)
First Place went to a Marines/Daemonhunters combo, Team Biyaaaahh!!!, who lost a game but had near perfect Comp, Sportsmanship and Painting scores.
My back really friggin' hurts from moving Orks all weekend... as usual.
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This message was edited 1 time. Last update was at 2009/12/06 11:53:05
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![[Post New]](/s/i/i.gif) 2009/12/06 12:16:44
Subject: Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Adolescent Youth with Potential
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Great batrep, shame about your partner not turning up... seems like you did pretty good without him though.
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Zephyr Lords - AoBR 585pt
Krohm Krusadahs - AoBR 450 pt
DS:90-sGMB---IPw40k09----+/eWD-R--T(Pic)DM+ |
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![[Post New]](/s/i/i.gif) 2009/12/06 19:25:38
Subject: Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Rampaging Chaos Russ Driver
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I noticed the eldar list at the start is illegal as it contains 3 hq choices.
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http://www.youtube.com/watch?v=HBeivizzsPc |
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![[Post New]](/s/i/i.gif) 2009/12/06 20:45:43
Subject: Re:Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Stabbin' Skarboy
123 fake street
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I noted that your grot squads did not make use of the free squig hound they get, you kill d3 grots and pass the test. Or reroll, I can't recall, still, useful.
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"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. |
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![[Post New]](/s/i/i.gif) 2009/12/06 21:15:27
Subject: Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Stormin' Stompa
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Eidolon wrote:I noticed the eldar list at the start is illegal as it contains 3 hq choices.
Farseer + Avatar = 2
If you look in the Eldar Codex, you will see it clearly stated in the Farseer's entry that the Farseer and Warlock unit are a single HQ choice.
despoiler52 wrote:I noted that your grot squads did not make use of the free squig hound they get, you kill d3 grots and pass the test. Or reroll, I can't recall, still, useful.
I used the squig hounds repeatedly and often, and most of the time it didn't help (it's a re-roll)! Likewise, I had bosspoles in all of my slugga squads.
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![[Post New]](/s/i/i.gif) 2009/12/06 21:16:18
Subject: Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Rampaging Chaos Russ Driver
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Oh,
eldar
avatar
farseer+locks
I read this as
eldrad
avatar
farseer+locks.
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http://www.youtube.com/watch?v=HBeivizzsPc |
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![[Post New]](/s/i/i.gif) 2009/12/07 16:56:48
Subject: Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Flashy Flashgitz
Chicago Suburbs Northwest
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Thanks for the report. Now I want to play a team tourney! I really like the 2-man ones.
- Blackbone
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Us Blood axes have learnt a lot from da humies. How best ta kill 'em, fer example. |
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![[Post New]](/s/i/i.gif) 2009/12/08 03:59:36
Subject: Gazmek's Skarboyz + Friends! Team Tourney Battle Reports (3 of 4 now written)
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Stormin' Stompa
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I'm looking forward to the next one... in this we were not permitted to attach ICs to our ally's units or share army special rules (like Guide) in this one, but there is talk of an 'open' team event.
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