Decrepit Dakkanaut
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Tournament Report
My Army
Red Marines (Codex: Space Marines)
Headquarters
Captain (
Equipped with Power Weapon, Plasma Pistol, Melta Bombs, and Digital Weapons
Librarian (Force Dome/Gate of Infinity)
Equipped with the Force Dome and Gate of Infinity psychic powers.
Command Squad
Including 5 Veterans
Equipped with the Company Standard, and Plasma Guns (x3)
Elites
Dreadnought
Equipped with Multi-Melta, Storm Bolter, Extra Armour
Dreadnought
Equipped with Assault Cannon, Heavy Flamer, Extra Armour
Dreadnought
Equipped with Assault Cannon, Heavy Flamer, Extra Armour
Troops
Tactical Squad #1
Including Sergeant equipped with Power Weapon, Plasma Pistol, Melta Bombs
Including 9 Marines equipped with Melta Gun and Missile Launcher.
Tactical Squad #1
Including Sergeant equipped with Power Weapon, Plasma Pistol, Melta Bombs
Including 9 Marines equipped with Melta Gun and Missile Launcher.
Heavy Support
Devastator Squad
Including Sergeant equipped with Power Weapon, Melta Bombs
Including 9 Marines equipped with Missile Launchers (2), Plasma Cannons (2)
First game
Best General's Space Wolves
3x Rune Priests
2x Long Fangs (3x Missile Launchers, 1x Lascannon)
3x Grey Hunters with Icon, Mark, Melta-Gun, and Wolfguard with Combi-Melta and Powerfist, and Rhinos
1x Grey Hunters in Razorback with Twin-Linked Assault Cannons
1x Land Speeder Squadron (2) with Multi-Melta and Heavy Flamer
Mission: Pitched Battle, Annihilation
Terrain: Single tree on a small low hill on the middle of the board.
Result: Loss
Things I learned:
Don't set Dreadnoughts up for the first turn, keep them in reserve. Don't line up against the enemy (he also lined up, one of us as least should have chosen a flank). Nobody hurt in the first two turns of shooting.
Second game
Fan-dex Zombies
1x Plague Champion (as Codex: Chaos Space Marines)
11x Zombie Units (20) - Feel No Pain, Fearless, Slow and Purposeful, Without Number, WS2 S4 T4
1x Zombie Hounds (8) as above but beasts, S3 T3
1x Zombie Leman Russ (20pts!), random, self-destructed somehow.
Mission: Seize Ground, Dawn of War
Terrain: Canadian Shield (lots of line of sight blocking rocky outcrops)
Result: Tie
Things I learned: Large mobs of Fearless Without Number goons need to be locked down away from objectives. Command Squads should be held back to teleport forward to contest reserves later in the game, with the combination of locking down goons so that they couldn't close with objectives and contesting his should have lead to victory.
Third Game
Daemons
Blood Thirster with Deathstrike
Great Unclean One with Breath of Chaos, Cloud of Flies
Flamers of Tzeentch (3)
Plague Bearers (5)
Bloodletters (10) with Fury of Khorne, Icon
Daemonettes (10)
2x Soul Grinders with Vomit and Phlegm
Daemon Prince with Iron Hide, other stuff.
Mission: Spearhead, Capture and Control
Terrain: A large rocky hill with hedges, on one half of the board, random areas of trees with a small wooded hill in the other half.
Result: Loss (got tabled!)
Things I learned:
Don't teleport closer to Bloodthirsters. Don't deploy tightly in the face of Daemons (re: Flamers, Soulgrinders). Destroy enemy, then capture objectives. Concentrate fire on Daemons. Teleport later in the game once objective is secured against big dangerous units and forces can be split. Special mention goes to the wreckage of my Dreadnought that did more than it did when it was alive (Even in death!). Go go burning wreckage! Basically I should have reserved my Dreadnoughts, my Command Squad and my Tactical Squads, guarded the objective with my Devastator squad instead of Combat Squadding them. Live and learn (or re-incarnate and learn...)
Fourth Game
Blood Angels
Reclusiarch with Terminator Armour
Assault Terminators with Lightening Claws (5)
Land Raider Crusader
3x Assault Marines (10) with Melta Guns x2, Sergeants with Power Weapons
1x Tactical Squad with Drop Pod
Terrain: A desert table with a giant line of sight blocking skull on one half, and the ruins of a building in the middle. A shooting gallery...
Spearhead, Annihilation
Result: Win
Things I learned:
Coming up with a plan works, if only because planning is good. Also, bolters can be really effective if you can concentrate fire from several squads.
I castled up my infantry with the Tactical Squads forming a perimeter in which my infantry enclosed my Devastator Combat Squads, the Command Squad, Captain, and Librarian (no blast or template weapons on his part!) close to the ruins, and my Dreadnoughts stayed in reserves. He couldn't jump into the perimeter, so when he charged he'd basically be laying himself open to point blank shooting from all the Plasma and guns on the inside of the castle, and I didn't worry about him getting cover because he'd use cover to close anyways.
I think he came down too timidly, meaning I had two turns to shoot at him, and once he'd closed with my infantry, my Dreadnoughts moved onto the board as a trap.
I managed to take out his lone Drop Pod with Missile Launchers, and then ground his Fearless Tactical squad to mulch with several turns of fire, but not before its Lascannon wasted a Dreadnought. I lost a Dreadnought and a Tactical Squad. He lost a Drop Pod, a Tactical Squad, an Assault Squad, one Assault Squad reduced to a Sergeant (failed morale upon shooting), and shot another one below half. Destroyed the Assault Cannons on Land Raider: His Terminators didn't really participate as the battle ended before then, but my infantry would have retreated while the Dreadnoughts closed with it (Multi-Melta Dreadnought got a shot in, but did nothing).
Final Thoughts
All in all I had a lot of fun. I'd found out about the tournament the day before and spent all night trying to smear paint on models (including priming a Dreadnought and painting it before the primer had set - I suck!). My opponents were all cool guys, and I want to especially honour my Blood Angels opponent for conducting an airborne assault against a prepared firebase. Although honorable mentions go to my Space Wolf opponent and my Daemon opponent for helping my lack-of-sleep addled brain do some after-action analysis.
Basically a learning experience: Get sleep before a tournament, make sure I start a regular painting schedule so I have more units available, and follow my own advice!
Finally, special thanks to the tournament organizer for fitting me in at the last minute and letting me help out by fetching the tournament prizes during the lunch break.
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