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Made in us
Decrepit Dakkanaut





Vallejo, CA

To view other reports in the Blood Conquers All series, click here.

So, the Rules of Engagement league is not yet over, but due to scheduling conflicts, we had the tournament early.

The format was 1500 points, with 75 minute games. Terrain was pre-placed, and deployment was always the same across every table for any particular round. Also, this time, the missions we played were secret. Before each game, we were handed little pink slips of paper with the name of our mission on it. In the interest of fairness, there were only two missions per round (so every game in a given round had the same combination of objectives).

While the upgrade from 1000 to 1250 was easy enough, I was still on the fence for what to do for the final, 1500 point stretch of the league. I decided to use this time to try out a new "Punchy PCS" idea I had, to see if it would be competitive enough for the last couple of games. My list was...

CCS, Master of Ordnance, lascannon, regimental standard

Plasma stormies
Plasma stormies

PCS, power fist, commissar with power fist
21-dude power blob with 2x melta
21-dude power blob with 2x melta

PCS, power fist, commissar with power fist
21-dude power blob with 2x melta
21-dude power blob with 2x melta
Autocannon HWS
Autocannon HWS
Autocannon HWS

Basically, this takes the list I've been playing with for the past couple of months and returns it slightly to my roots. Instead of "meltaguns" in the form of priests, I'm using "plasma guns" in the form of twice as many power fists.


GAME 1

The tournament started with me being paired off against the player who I played last game. This time, though, he brought his shooty gunline marine army instead of his new chaos dudes. His list was...

Chapter master
2x 10-man squad of las-plas marines
3 las-missile launcher dreadnoughts
lascannon land raider

Deployment was "table corners" (you can tell from the below picture exactly where my deployment zone is...). My special mission was to get at least two units in my opponent's deployment zone, with a secondary of holding onto one of his objectives.

My opponent got the first turn, and I failed to seize.



The game started will with only light casualties against my forces with a bottom of 1 that saw my CCS pen one of the whirlwinds with its lascannon and the MoO scatter off and pen the other. Unfortunately, low rolling only puts a stunned and immobilized down. Meanwhile, my opponent basically sticks to his gunline and autocannons cause sporadic damage, immobilizing and ripping off weapons of dreadnoughts (including a MoO shot that hit DEAD ON a dread, but couldn't roll a 3 on two dice).

My stormies arrived late, and scattered badly, seeing them do no real damage, and with one of them mishapping badly...



Towards the end of the game, my blob meltaguns got into range and finished off the dreadnoughts. Also, there was a big ruckus in the middle, which allowed for me to try out my punchy PCSs.



In the end, my rolling was rather poor, and when time was called at the end of turn 4, he still had his chapter master left.

It turned out that my opponent had the mission where he had to blow up my objectives, which he clearly failed, but he had his secondary of holding one of his objectives.

It also turned out, as I discovered after the fact, that the deployment type has a 25.5" zone between them. In a game that only lasts until turn 4, you basically had to run STRAIGHT at your opponent's deployment zone, and not get hampered by poor run rolling, terrain, pinning (which happened to one of my squads), or stopping to shoot at stuff. As such, I had several units that were ALMOST in my opponent's deployment zone, but not actually IN it.

It then came down to secondaries, which my opponent easily had. I was then informed that my close combat in the middle meant that I did NOT control one of my opponent's objectives because the controlling unit was in close combat. A couple other people corroborated this.

... and of course, they were wrong. Had the ruling been followed correctly, we would have tied for the mission, and I would have won by the tie-breaker of KP. I'll count this game as a victory on my tally board, but for the purposes of the tournament, it put me in the loser's bracket.


GAME 2

In between games 1 and 2, we totally got free quesadillas! Booyah!

While munching away, my wife arrived with a present. I had just recently purchased some new Koplow dice, and they had arrived in the mail after I'd left. Since I've started including heavy weapons a month and a half ago, I'd fired my autocannons 102 times at AV10/11, and 36 times at AV12, for not a SINGLE vehicle destroyed result. With some birthday monies, I bought some new dice based on suggestions from dakkanaughts. In any case, they arrived, and were oggled between bites of cheezy steak deliciousness.



Game 2 was up against El Cheezus and his new hybrid list.

Plasma CCS

melta stormies, chimera
melta stormies, chimera

flamer PCS
21-dude power blob
Melta PCS
41-dude power blob

vendetta
vendetta

hydra
hydra

Terrain on this board was basically one big hill in the middle with vehicles cropped in on the side. I rolled for first turn and greedily took it. Both of us deployed with a lot of infantry in the middle with an extra blob for me on the left, with my opponent plopping his hydras over there and shifting his valkyries in that general direction.

My secret mission was to assassinate my opponent's CCS, but my hand was given away by the TO asking people how many HQ choices they had.

The game started with giving my new bling-dice a roll. I use BiD on some autocannons against a vendetta. The order roll comes up a 7. I nearly cried.

The twin-linked autocannons gave me a blissfully average 5 hits for a likewise wonderfully expected glance and a pen. My opponent fails his scout-move SMF saves on both. The glance stuns it, while the pen WRECKS THE VEHICLE!!!.

The horrible, horrible turn 1 bloodbath continues with the CCSs twin-linked lascannon immobilizing-for-wrecking the other vendetta, a non-BiD autocannon wrecking one hydra, while the other immobilized the other, which was destroyed the next turn by power blob meltaguns (it has been deployed way out on a wing).

The rest of the game focused on the two of us jockeying for position on the hill with a combined ~140 guardsmen. That and the fight on the left. After getting flamered a bit by the PCS that fell out of the wrecked vendetta, my power blob charged in and wiped them out, with the punchy PCS going for the chimera. While the blob did its job, the Punchy PCS fought an uphill battle, only getting one hit on a 6, which failed to roll above a 3.



In return, he flamered my PCS and then charged everything with his own power blob.

At the bottom of 4, his stormies showed up and his infantry closed in:



Not pictured are the 50+ infantry models of my opponent just to the left of the shot.

Anyways, this was the bottom of 3, and once again, time was out. My stormies hadn't even arrived yet, and we were JUST about to have the huge infantry fight in the middle, but to no avail. The power blob fight on the left hadn't even resolved itself.

It turned out that my opponent's mission was basically to take one of my objectives. After a 3-turn game, that wasn't going to happen. Likewise, the only way I could have possibly achieved my primary was if I'd ONLY shot at the CCS, but that might have made things much worse. In either case, the game ending so early definitely cramped both of our styles.

In the end, we both had our secondaries, and, due to the turn 1 turkey shoot, I'd won on KP.


GAME 3

Playing so many games SO fast is definitely stressful. During this tournament, I devised a new way of deploying power blobs to get them on the field faster and more orderly, while I also brought a "display" board for my guardsmen.



Needless to say, this DRASTICALLY cut down on time, especially in take-down.

Game 3 saw me against our outflanking eldar player.

Autarch

3 avengers in wave serpents

2 fire dragons in wave serpents

2x2 war walkers with starcannons

As is his coustom, he gave me first turn and left his forces all-off.

The problem, though, was that the mission type was dawn of war. This meant that instead of deploying my troops and THEN starting the game timer, the game timer was started and only then was I able to deploy.

My mission this game was to control more objectives than my opponent. Thankfully, my opponent would give me 2 or 3 turns of movement to reach them before I had to start dealing with casualties. In any case, the field looked sparse at the start of the game.



Note that this picture was taken before I'd finished actually deploying those autocannons on the left.

In any case, the game began with Daxos valiantly storming the ramparts and preparing to seize the long-awaited shrine of St. Eusebius.



Followed by a big wave of guardsmen.



The first two turns were me running forward against an empty table. The two of my own objectives were easy to secure (in part due to having deployed basically right on them), while I was able to make it up into the ruins (where the other two were), before the onslaught began.

Turn two sees him turn on his autarch bonus and miraculously fail to roll a 3 or better with all but ONE of his units. At least they're not coming in piecemeal.

Meanwhile, the only unit that makes it in is some war walkers, who immediately tie up a blob. I then send one of my punchy PCSs in to bail them out.



COMICALLY poor rolling with all involved sees virtually no damage done whatsoever with only a couple guardsmen killed on the first turn from the charge and one war walker killed on the last turn with an immobilized-made-wrecked result.

Meanwhile, the rest of his army showed up on turn 3, and sort of skirted around everything, only killing some ill-fated stormies. The game timed out at the end of 5, with very little damage done to either side (though I did manage to wreck a wave serpent with autocannons).

It turned out that my opponent's mission was table quarters. He had a scoring unit in every single quarter, but with my dominating command of the center of the board, so did I. In the end, I held all 4 objectives, netting me the clear win in this game.


GAME 4

At this point, my record was 2-1, and was the winner of the loser's bracket, which put me against a person with a record of 3-0, the winner of the winner's bracket.

This game was, unsurprisingly, against our most veteran player, who has been giving deathwing a try.

Belial

4 groups of 5 termies (with assorted weapons)

squad of bikes with homing beacon
attack bike

speeder
rifleman dread

My mission this game was to bring my opponent's model count to less than 25% (only infantry counted). Deployment was once again dawn of war, except with diagonal deployment zones. I took first turn, and my opponent started nearly all-off, except for one squad of terminators. And then my opponent seized the initiative.



First turn once again saw me soak up a huge amount of time with being forced to deploy AFTER the timer was started.

My opponent then used turn 2 to bring in basically everything, except for one squad of termies that didn't make it in.



Then, after three games of absenteeism, deepstrike mishaps, and crappy rolling, my stormies finally show up on time, on target, and pissed off.



Plasma death does some pretty serious casualties while my huge mass of troops moved forward. My autocannons had spent turn 1 making miraculous cover saves, only to have used up all their luck, doing nothing in return, and then getting wiped away by my opponent's vehicle corps.

Turn 3 saw my opponent swatting away my stormies, while my punchy PCS once again rolled incredibly suck-tastically, failing to put a single wound on an attack bike. Likewise, I couldn't roll high enough on difficult terrain checks in order to get into close combat.

My opponent then started moving on turn 4



Only to discover that the time had already run out.

Once again, because the game went only to turn 3 (and because my opponent didn't even show up until turn 2, and I had to walk on), casualties were so minimal that I wasn't able to achieve my primary. Likewise, my opponent's mission revolved around mass carnage, and fell way short. I was able to get my secondary, though, and my opponent didn't.


FINAL RESULTS

In the end, my tournament record was 3-1, as was the person I played against in round 4. For reasons that were not clearly explained to me, said opponent was awarded first place, and I snagged second.

- I think this really shows how tournaments are not regular games of 40k. Only once did I have a game go past turn 3, and that was with MAD speed-deployment skills. An army that relies on out-lasting an opponent simply can not compete in a world where you only play a couple of turns. The only reason I did so well was that the time limit also seriously screwed up my opponents.

I think until I can actually run a tournament list, I'll pass on tournament play for the time being.

- It seems to be a tradition for me, that whenever I introduce something new into my lists, it does WAY more poorly than it should. The Punchy PCSs were no exception. Whether it was failing to wound space marines with power fists, or failing to hit on 3+s against war walkers, the power fists were just totally unlucky.

Of course, I'm not yet going to cast judgement on them until I know what they can do when their dice don't suck.

- On a related note, you know the saying, the 144th time is a charm. After a ludicrous 7 games of not doing a damn thing, my heavy weapons finally started rolling normally. New dice, or the demons hiding in my army case finally giving up, I will hopefully finally be able to appropriately judge my heavy weapons teams now.

In any case, I think I did pretty well for myself in all of this, and am feeling confident enough in this list to ride it to the end of the league.




Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Land Raider Pilot on Cruise Control





75 minutes is nowhere NEAR enough time to finish a game that size. 120+ minutes is need for anything 1500 or more points.

I would never play in a tournament with rounds that short.
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Those tournament rules sound so wonky. Sounds like the biggest case of 40k blue balls, 4 games in a row. I would have loved to see that huge 100+ man per side blob clash! Regardless, nice photos, and good succinct summaries of every game.

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Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

Also sounds like the Tournament rules weren't very clear. Primary reason I avoid Tournaments really is due to the TO's not being "organized" enough to run it.

Anyway, great mini-batreps! What is that one unpainted model you have there?

An open mind is like a fortress with its gates unbarred and unguarded

Starter 40k Army Lists for Beginners!

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Made in us
Decrepit Dakkanaut





Vallejo, CA

MadMaverick76 wrote: What is that one unpainted model you have there?

He's a half-finished powerfist commissar. I had plans to finish him today in time for my game tomorrow, but wine and LoTR made any chance of that an impossibility

Really, I just need to get him and another powerfist commissar done and I can continue to use punchy PCSs up to 1850. Otherwise, I need something other than ogryn to run at that points level.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

75 minutes is way short for a 40k game that size. Even for a small elite army, 75 minutes is about 35 minutes each total so around 7 minutes a player turn. I have played fast games of 40k, but I don't know about 1.25 hours for one.

Glad to see the new dice worked, I enjoy reading your battle reports and it is interesting to see your army evolve and refine itself.

Daemons Blog - The Mandulian Chapel 
   
Made in us
Steadfast Grey Hunter





Well, using the experimental rules with the primary and secondary VC's I'm guessing that the scoring was based on that (I maxxed out the points on my first 3 games)... Yes, the last game was more rushed I think than most, but that was due to time constraints... And I have to say once again I hate Dawn of War, especially in a timed tournament :-) Silly mistakes on my part as well cost me the draw (forgetting to move the Ravenwing and not camping on the objective)
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

pchappel wrote:Well, using the experimental rules with the primary and secondary VC's I'm guessing that the scoring was based on that

That's my guess. I sort of snuck through to the final round, and if there was a points system as a tie-breaker, I would have undoubtedly lost by that metric.

Oh, but congratulations, by the way! I don't want to pat my own back here, but we rocked

This message was edited 1 time. Last update was at 2011/02/21 04:28:26


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Dear God that tournament had messed up rulings.

I won't repeat what other people said before because redundancy hurts, but yeah. They're right... :(

 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

that tourney seemed sorta rigged

Check out my P&M Blog!
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Latest Tourney results:
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Made in us
Steadfast Grey Hunter





:-) Yes, it was a good run of games... Deathwing are a small ultra elite strike force that can win battles or complete missions... Sometimes they even survive... The Guard wins wars. Usually by attrition, but they can bring more of "whatever it takes". I think this was the first time we've run 4 rounds, usually it's just 3, and frankly I don't pay much attention to it, just need to know where to move my toys for the next round... I do think that the IG are a really hard one to play in timed events, and my Praetorians didn't bring nearly as many bodies to the field as your lads... I do think that my Marine forces are far better suited to the tournaments, if not necessarily the "Rules of Engagement" stuff...
   
Made in us
Badass "Sister Sin"






Camas, WA

I'll have to agree that 1 hour 15 is not enough time. I just did a four round with 1.5 hours at 1500 and that was rough (deployment didn't count and didn't have abundant DoW.)

Also, the objective ruling is silly. I've always seen it as 'if you're there, you're there' with the only exceptions being the ones listed in the rulebook. (Vehicle, Swarm, Special Rule.) I use CC as a 'safe' way to hold objectives and pull opponents off them all the time.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in us
Flashy Flashgitz





Chicago Suburbs Northwest

Thanks for the report. Sorry you didn't have enough time to finish your games!

- Blackbone

Us Blood axes have learnt a lot from da humies. How best ta kill 'em, fer example.  
   
Made in us
Posts with Authority





Boston-area [Watertown] Massachusetts

I really appreciate these BatReps. Painted models, clear photgraphs, great fluff, and a running narrative, plus an after-action assessment?

Priceless.

Have you written up a 'how-to' on making these? Do you take notes during the games, or just remember what happened ex-post-facto from the photographs?

Cheers!


Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

pchappel wrote:I do think that the IG are a really hard one to play in timed events, and my Praetorians didn't bring nearly as many bodies to the field as your lads...

Actually, I think this is what really killed me. I had 130 models at this points level, and that's not even including gun chassis, etc. Deploying and moving that many models that quickly was pretty intense, and left my back a bit sore by the end of it all.

Competitiveness or not, for the sake of my spine I think I need to lay off lists with that many models in a tournament setting.

Briancj wrote:Have you written up a 'how-to' on making these? Do you take notes during the games, or just remember what happened ex-post-facto from the photographs?

No, I haven't actually written up a how-to for writing battle reports. I'll get around to doing that soon, I think.

In brief, I take the pictures, and then I usually edit them that night or the following morning. In case I forget some of the specifics, there are pictures that tell me where casualties are (where models have disappeared between pictures), or where they've moved. Once I have edited pictures, then it's easy to write the report the next day, as they're great visual aids to memory. Even if they weren't, I could still write a report from marked up pictures YEARS after the game was played, because, well, I still have these pictures that show what moved where and what was shot at.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Resourceful Gutterscum





Saint Joseph, IL

Ailaros,

In game 1, maybe someone can chime in on whether a unit in close combat can control an objective, but the deployment zone charts were available and you not knowing,

Ailaros wrote:It also turned out, as I discovered after the fact, that the deployment type has a 25.5" zone between them.


seems unlikely or a tactical mistake in not measuring prior to deployment, at a glance you had to have known they were at least 24" apart. I am not an expert by any means, but I have never played a game where a unit locked in close combat has counted as holding an objective, though I may be wrong. I can find nothing in the BRB that clarifies this point, so I'll leave it to the rules lawyers. Be that as it may, at the end of the game, while I was watching, after the last round of CC, when you were measuring and trying to claim the objective, you did not make a pile-in move as required. The fact that after, from what my son said, at least two rounds of combat and what should have been a minimum of 2x6" pile-ins plus the initial 6" assault move, you still had stragglers far enough away to try to claim that objective, seems strange. Even RAW, under Moving Assaulting Models, says that at a minimum, you must, if able, move to within 2" of one of the unit's models that is in BtB with an enemy and in the Pile-in section, it states that even if 6" is insufficient to move into BtB, you must move as close as possible to the enemy model, which would seem to mean that the minimum requirement of within 2" or squad coherency in Moving Assaulting Models is over-ruled and that all of your models should at least be in BtB with your own models, as this is as close as possible to the enemy. So some of your models were clearly trying to hang back with the express purpose of claiming that objective.

Sorry if I sound a little defensive, but to publicly declare
Ailaros wrote:I'll count this game as a victory on my tally board
and take away from a thirteen year-olds belief that he won a hard fought victory, against a veteran player who he has only beaten once previously (the one Batrep you never wrote), just seems self-serving. I know it's the Interwebz, and it is definitely not a "No Spin Zone", but we spend every Monday together and maybe a little common courtesy or occasionally graciousness in defeat in your Batrep's, instead of blaming the dice or other extraneous factors for your losses, would make reading your reports more enjoyable for those of us you have to see every week. Everyone in the group knows you are a good player with a hard army to beat regularly and in person you are a fairly likable guy, so maybe you just don't realize how pompous you sometimes come off as in your reports.

I may be over-reacting and my apologies to DakkaDakka for the mini-rant, but you try explaining to 'your son' why his victory really doesn't count in the eyes of his oppponent.

Congratulations, however, on your 2nd place finish Ailaros. See you tonight.

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Made in us
Badass "Sister Sin"






Camas, WA

Woah. I don't see how Ailaros said that the victory didn't count for your son or put him down in anyway.

He just said that he didn't agree with the ruling or the mission and that because of that, that if those conditions had been reversed, he would have won.

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Made in us
Hardened Veteran Guardsman





Denver CO

Congrats on the new dice! they seemed to help... alot. And im glad to see that autocannons FINALY helped you for once, it's been about time.
   
Made in au
Commoragh-bound Peer





In game 1, maybe someone can chime in on whether a unit in close combat can control an objective, but the deployment zone charts were available and you not knowing,

Ailaros wrote:It also turned out, as I discovered after the fact, that the deployment type has a 25.5" zone between them.



seems unlikely or a tactical mistake in not measuring prior to deployment, at a glance you had to have known they were at least 24" apart. I am not an expert by any means, but I have never played a game where a unit locked in close combat has counted as holding an objective, though I may be wrong. I can find nothing in the BRB that clarifies this point, so I'll leave it to the rules lawyers. Be that as it may, at the end of the game, while I was watching, after the last round of CC, when you were measuring and trying to claim the objective, you did not make a pile-in move as required. The fact that after, from what my son said, at least two rounds of combat and what should have been a minimum of 2x6" pile-ins plus the initial 6" assault move, you still had stragglers far enough away to try to claim that objective, seems strange. Even RAW, under Moving Assaulting Models, says that at a minimum, you must, if able, move to within 2" of one of the unit's models that is in BtB with an enemy and in the Pile-in section, it states that even if 6" is insufficient to move into BtB, you must move as close as possible to the enemy model, which would seem to mean that the minimum requirement of within 2" or squad coherency in Moving Assaulting Models is over-ruled and that all of your models should at least be in BtB with your own models, as this is as close as possible to the enemy. So some of your models were clearly trying to hang back with the express purpose of claiming that objective.

Sorry if I sound a little defensive, but to publicly declare

Ailaros wrote:I'll count this game as a victory on my tally board

and take away from a thirteen year-olds belief that he won a hard fought victory, against a veteran player who he has only beaten once previously (the one Batrep you never wrote), just seems self-serving. I know it's the Interwebz, and it is definitely not a "No Spin Zone", but we spend every Monday together and maybe a little common courtesy or occasionally graciousness in defeat in your Batrep's, instead of blaming the dice or other extraneous factors for your losses, would make reading your reports more enjoyable for those of us you have to see every week. Everyone in the group knows you are a good player with a hard army to beat regularly and in person you are a fairly likable guy, so maybe you just don't realize how pompous you sometimes come off as in your reports.

I may be over-reacting and my apologies to DakkaDakka for the mini-rant, but you try explaining to 'your son' why his victory really doesn't count in the eyes of his oppponent.

Congratulations, however, on your 2nd place finish Ailaros. See you tonight.



Heavymetal. Douche.

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Made in nl
Stinky Spore



Terra

I have to admit that I disagree with the ruling as well, although I have a long story behind that where I frequently got my ass handed over to me in games by older and more experienced people and most often it happened in a videogame (Let's say that I had to stop wargaming as I was the only one in my entire town to do so apparently).

Every single loss helped me getting better, even if it was a crushing and near humiliating defeat. Nobody held back because of my age and exploited every trick they knew. In order, I learned and adapted.

I find ruling in a kids favor despite the rules being clear that he didn't win but would tie rather distasteful. It seems like age discrimination, something I experienced far too often, both in and against me. In all cases it left a bitter taste in my mouth. I'd rather win due to my own skill, not because of my age that a rule was ignored or changed.

Now it *IS* a grey area and I wasn't there to witness it myself, but I can't help but feel this way.

Now 'ere some good drummin ta do boyz! Git yer drumms out an git stuck in! 'Umies! Bozz Skulldrumma iz comin ta git ya! 
   
Made in us
Regular Dakkanaut





Troops in CC are still scoring, RAW. The only exceptions are if the unit is a vehicle, has the Swarm special rule, or if it has a special rule stating so.

Additionally, units conducting pile-in moves aren't required to move a full 6 inches so long as they don't fit certain criterion laid out in the rulebook. These are:

First and foremost, must maintain unit coherency.
Second: If possible, the model must move into base contact with an enemy model not already in base contact with another model in the unit.
Third: If there are no such models in reach, the model must move into base contact with an enemy model already in base contact with an assaulting model.
Four: if the model cannot reach base contact with it's full 6 inch move, it must try to move within 2 inches of a model in base contact with an enemy (NOT into base contact with models in it's own unit - there is no requirement for that).
Five: if none of these are possible, it must simply stay in coherency.
(Page 34, BRB)

Ultimately this means that, provided you don't violate any of those criteria, you can delay a spread out unit's pile-in as long as possible. Of course, by sheer nature of abiding by those rules the unit will still cascade into the close combat until all the models are engaged, but so long as you don't violate any of those criteria, there is no requirement to move the full 6 inches with every model with every pile-in move.

This message was edited 1 time. Last update was at 2011/02/22 16:14:25


 
   
Made in us
Rough Rider with Boomstick




Champaign, IL

Brother SRM wrote:Those tournament rules sound so wonky. Sounds like the biggest case of 40k blue balls, 4 games in a row. I would have loved to see that huge 100+ man per side blob clash! Regardless, nice photos, and good succinct summaries of every game.


"40k blue balls" lol. That's absolutely what this tournament felt like. I really want to start requiring games I play to at least finish turn 4, especially APOC games. Playing half a game is almost not worth the time.

pchappel wrote::-) Yes, it was a good run of games... Deathwing are a small ultra elite strike force that can win battles or complete missions... Sometimes they even survive... The Guard wins wars. Usually by attrition, but they can bring more of "whatever it takes". I think this was the first time we've run 4 rounds, usually it's just 3, and frankly I don't pay much attention to it, just need to know where to move my toys for the next round... I do think that the IG are a really hard one to play in timed events, and my Praetorians didn't bring nearly as many bodies to the field as your lads... I do think that my Marine forces are far better suited to the tournaments, if not necessarily the "Rules of Engagement" stuff...


Part of the horde vs elite problems are why I think I'll be running Daemonhunters soon. I like and enjoy IG, but sometimes I won't want to move that many dudes around. . . 20 models vs 120 sounds like a good way to keep things varied.

Hurrdurr2000 wrote:Heavymetal. Douche.


Whoa dude, totally uncalled for. Contribute to an actual discussion or don't say anything at all. Heavy had some comments (mainly of a personal nature), and explained his position. You, on the other hand, have just illustrated why it's better to keep silent and be thought a fool than to open your mouth and prove it.

GhostRecon wrote:Troops in CC are still scoring, RAW. The only exceptions are if the unit is a vehicle, has the Swarm special rule, or if it has a special rule stating so.

Additionally, units conducting pile-in moves aren't required to move a full 6 inches so long as they don't fit certain criterion laid out in the rulebook. These are:

First and foremost, must maintain unit coherency.
Second: If possible, the model must move into base contact with an enemy model not already in base contact with another model in the unit.
Third: If there are no such models in reach, the model must move into base contact with an enemy model already in base contact with an assaulting model.
Four: if the model cannot reach base contact with it's full 6 inch move, it must try to move within 2 inches of a model in base contact with an enemy (NOT into base contact with models in it's own unit - there is no requirement for that).
Five: if none of these are possible, it must simply stay in coherency.
(Page 34, BRB)

Ultimately this means that, provided you don't violate any of those criteria, you can delay a spread out unit's pile-in as long as possible. Of course, by sheer nature of abiding by those rules the unit will still cascade into the close combat until all the models are engaged, but so long as you don't violate any of those criteria, there is no requirement to move the full 6 inches with every model with every pile-in move.


This is the constructuve response. I think there's usually a small misunderstanding on these rules. For most people, you can get everything into combat after the first round, and even if you can't, you probably want to, so you move 6" in. With blobs sometimes, there are enough guys that are far enough away that they can't move into combat. And since they only contribute a S3 attack, there's really no reason to get them there in a hurry. So if they can't reach the 2" range, we can actually take advantage of the rule and end up getting free movement. Of course, after a couple rounds models end up getting sucked in anyway, but there's sometimes some leeway, especially when the blob is trailed out like Ailaros usually has them. I actually did this in my game last night, but the model reaching for the objective got sucked closer to combat in order to stay in coherence before he got there. Basically, it's possible, but is definitely a case-by-case basis and isn't usually too feasible.

Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.

Anything is possible when you think before you comment or post.

I'm on a computer. 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Just as a quick note about game 1 here.

The specifics were two power blobs and 2 punchy PCSs in close combat near one of the objectives. Once the marine player started taking serious casualties, it was pretty easy to surround the remainder of the models. With my blobs starting so spread out, it was pretty easy to keep dudes out of close combat and near the objective. Regardless, I'm rather certain that I had units that were both 2" from a model in base to base AND within 3" of the objective.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Hurry up and write another batrep, Ailaros. I'm bored at work.

WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
 
   
Made in gb
Sure Space Wolves Land Raider Pilot





Norwich, UK

I second pum713, I have read EVERY battle report that is on your page , methinks you need more

The Ailarian Medal of Literary Endurance, yes, it's shiny 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Hey, I'm working on it right now.

It just so happens that I've had to do WORK at work today...

Torin the Wayfarer wrote:I second pum713, I have read EVERY battle report that is on your page , methinks you need more

Wow, even the Public Games ones? I don't think I'VE gone back and read them all.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in gb
Sure Space Wolves Land Raider Pilot





Norwich, UK

Ailaros wrote:
Torin the Wayfarer wrote:I second pum713, I have read EVERY battle report that is on your page , methinks you need more


Wow, even the Public Games ones? I don't think I'VE gone back and read them all.


Yep, every one, they are just that good, and i like the 'detailed strategic commentary' in each battle especially by Daxos

The Ailarian Medal of Literary Endurance, yes, it's shiny 
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

puma713 wrote:Hurry up and write another batrep, Ailaros. I'm bored at work.

This is exactly what I was thinking!

Great read as always Ailaros

   
Made in gb
Been Around the Block



Berkshire

Didn't realise you could use Power Fist Comms in the PCS....I thought you could only use them in CCS?

Imperial Guard 4000 pts
Orks 4500 pts
Space Marines 3000 pts

 
   
Made in us
Rough Rider with Boomstick




Champaign, IL

Actually, the CCS doesn't get a Commissar upgrade. That's what the Lord Commissar is for.

Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.

Anything is possible when you think before you comment or post.

I'm on a computer. 
   
 
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