Conflict
GT 2011 Game 3
Other Rounds
Round 1
http://www.dakkadakka.com/dakkaforum/posts/list/341106.page
Round 2
http://www.dakkadakka.com/dakkaforum/posts/list/341365.page
Round 4
http://www.dakkadakka.com/dakkaforum/posts/list/0/342942.page#2382688
Round 5
http://www.dakkadakka.com/dakkaforum/posts/list/0/343595.page#2393337
Asgard 501st 1750 pts
HQ
Company Command Squad w 3 Melta Guns Astropath Chimera "Odin"
ML+
HF 165
Elite
Psyker Battle Squad w 6 Psykers + Overseer in Chimera "Eir" 135
Troops
Veteran Squad w 2 Plasma Guns Lascannon in Chimera
ML+
HF "Hodur" 175
Veteran Squad w 2 Plasma Guns Lascannon in Chimera
ML+
HF " Tyr" 175
Veteran Squad w 3 Melta Guns in Chimera
ML+
HF "Hermodr" 155
Platoon Command Squad 4 meltas in Chimera
ML+
HF "Heimdall" 125
Infantry Squad w Flamer 55 (goes in Vendetta or used as bubble wrap)
Infantry Squad w Flamer 55 (goes in Vendetta or used as bubble wrap)
Fast Attack
Vendetta "Hirst" 130
Vendetta "Lenneth" 130
Vendetta "Silmeria" 130
Heavy Support
1 Manticore HHF "Freya" 160
1 Manticore HHF "Frei" 160
Pictures of my Army
close up
Pictures of my Army
close up
Game 3
vs Jay
Tyranids
HQ
Tervigon
Elites
3 Hive Guard
3 Hive Guard
3 Zoanthropes
Troops
10 termagaunts
tervigon
stealers
stealers
stealers
Picture of Jay's Army
Close up of Jay's Tervigon
Mission Parameters
Terrain: Roll off for terrain, highest roll chooses 1st piece. Switch off deploying terrain, scattering the terrain
3d6 after each placement. Terrain may not be within 6” of the center of the table or 6” from another piece of terrain.
Deployment: Spearhead
Game Length: At the end of turn 5 a player must roll a dice. On a 1-2 the game ends immediately, on a 3+ the game continues for turn 6. If this is the case a player will roll another dice at the end of turn 6. On a 1-3 the game ends where as a result of a 4+ the game continues for turn 7. The game ends immediately after turn 7.
Victory Conditions: Annihilation
Battle Points:
20 Win
10 Draw
5 Loss
Bonus Modifiers: Even if you score all five modifiers only a +4 may ever be given!
+1 Point if you control more table quarters than your opponent.
+1 Point if you have given up >5 kill points.
+1 Point if you have one
HQ alive at the end of the game.
+1 Point if your highest
VP unit(Squad/Vehicle/
HQ/Monster) is still above 50% at the end of the game
+1 Point if you have double kill points than your opponent.
Terrain
Deployment
Jay wins the die roll and deploys everything else but the genestealers, infiltrating 2 broods and reserving the last.
I deploy in my corner out of range of his hive guard and zoanthropes with a congo line of infantry on my board edge to prevent the outflankers and a congo line across the middle to push the infiltrating genestealers back.
Jay infiltrates his stealers 18 inches away from my congo line in the middle as his own congo line and the other unit 18 inches away on my right.
I get a 6 for the seize the initiative roll
My Turn 1
Vehicles move around to get better firing angles except for the las
plas vet chimeras and Manticores. Manticore 1 fires an indirect shot into the stealers on my right getting 3 missles and taking out a good chunk of stealers. The second Manticore fires an indirect shot at the hive guard and kills one and takes out some gaunts. All 3 Vendettas and a las cannon vets focus fire and take out a Tervigon.
Jay's Turn 1
Terivigon moves behind the rock and feels no pains the congo lined stealers. Other tervigon moves forward and feels no pain the other stealers. zoanthropes and hive guard all move up. Stealers move up through cover not making it to assault range. Zoanthropes, hive guard and tervigon fire into the infanty squad reducing it to 4 men but they pass leadership check.
My Turn 2
The Company Command and Platoon Command Chimeras move up to burn his gene stealers. Vendettas position to fire at hive guard. Remnants of the infantry squad move up to use their flamer on the gene stealers. Chimera multi lasers finish up the gaunts in front. infantry squad burns the stealers and kill one. First manticore fires into the hive guard behind the zoanthropes, toasting both and taking out a zoanthrope. Second manticore fires an indirect shot into the stealers on Jay's half of the board and kill a couple. Between the flamers on and meltas of the Platoon and Company Command the other unit of stealers is wiped. Vendettas fire into the second hive guard squad leaving one by himself.
His turn 2
HIs reserve stealers fail to come in. His remainin stealers move up to the infantry. Tervigon makes some gaunts and those gaunts move on up. other tervigon moves to behind the wreckage. remaining hive guard and zoanthropes move up. hive guard shoots at a vendetta but misses and fails to penetrate. zoanthropes fire at a vendetta and immobolize it but it can not be placed down because of gaunts under wing. stealers multi assault the chimera and the infantry killing the infantry and stunnining the chimera. spawned gaunts assault the other infantry squad wiping them.
My turn 3
company command and platoon command chimeras move 12 and disembark to fire at the tervigon. manticores move up 6 and the mobile vendettas move 6. Between 2 bring it down orders and some help from the las
plas vets the tervigon on the right goes down. The Manticore sand Vendettas clean up the remaining hive guard and zoanthropes.
His turn 3
His reserve stealers fail to come in again. His stealers set up to multi assault. Tervigon spawns gaunts and walks up to the immobilized vendetta. Gaunts go for the lead chimera. stealers multi assault and wiff. Gaunts take a weapon off and shake the lead chimera. tervigon destroys the immobile vendetta.
My turn 4
Manticores and Chimeras move to flame his stealers. and gaunts. the shaken chimera moves 12 out of the way. Platoon command and Company command embark and their transports move. Vendettas move to target the tervigon. Flamers clear out a bunch of stealers and some gaunts. Tervigon takes some wounds but lives.
His turn 4
His reserve stealers still don't come in. His multi assaults are fairly ineffective other then the tervigon which destroys my las
plas vet chimera.
my turn 5
vendettas move to target his remaining tervigon. other chimeras move to flame gaunts. manticore moves to burn some stealers. chimeras flamer gaunts. vendettas and las
plas vets kill off his tervigon which in turn takes the remaining gaunts with him. manticore burns some stealers and then
pbs hits them with weaken resolve since there is no more synapse around so the remaining 2 run.
his turn 5
His stealers automatically come on and multi assault but fail to do anything
My Turn 6
I burn his stealers and hit them with the psyker battle squad.
Result
Win for me for 20 points with 4 bonus points for
+1 Point if you control more table quarters than your opponent.
+1 Point if you have given up >5 kill points.
+1 Point if you have one
HQ alive at the end of the game.
+1 Point if your highest
VP unit(Squad/Vehicle/
HQ/Monster) is still above 50% at the end of the game
MVP: Manticores
Manticores missles killed took a huge chunk out of his stealers, hive guard killed a zoanthrope and they also burned many stealers
Oops it did nothing: everything was useful this game.
Game Analysis:
The seize reallly won the game for me. Would have been a much more difficult without the seize
I played faster then I usually did and was good on time for rounds other then the first turn and I also Was a little sloppy trying to play fast. Now that I look at the photos a couple guys where slightly off on the left congo line and the chimera on the right side was actually dead should have put it on my display under the table and wings fell off I didn't put back for times sake.
Really liked Jay's color scheme and conversions for his Tervigons. I have my own nids which are painted like bugs in real life that I might update sometimes if I don't sell or trade them.