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Feast of Blades Qualifier updated/finished with Game #3 Deathwing vs. Chaos Space Marines  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Feast of Blades is a two part tournament being run in Colorado. The first round had 12 Game Stores hosting tournaments on the same day. The 2 overall's from each store will then meet in two weeks to figure out who the best in Colorado is (well at least that's the theory anyways ).

I took my earlier deathwing list and beefed it up to 2000pts. Basically adding in a brother captain, 2 chain fists, and an attack bike.
My list
HQ
Belial, twin lightning claws
Grey Knight Brother Captain, psychic hood, auspex
Troops
2x Deathwing Terminators, 3 th/ss, 2 lc, cyclone
Deathwing Terminators, 3 th/ss, 2 lc, cyclone, apothecary, chapter standard
2x Deathwing Terminators, 4 th/ss, 1 chain fist/heavy flamer
Fast Attack
2x Ravenwing Attack Squadron, 2 melta guns, attack bike w/multi-melta
Ravenwing Attack Squadron, 2 melta guns, melta bombs, attack bike w/multi-melta

Iron Hands
HQ
Librarian, null zone, something else
Master of the Forge, conversion beamer
Elite
3x Iron clad, mela gun, heavy flamer, 2 hunter killer missiles
Troops
Tactical squad (10), missile launcher, flamer, razorback w/ tl heavy bolter
Tactical squad (10), missile launcher, flamer, razorback w/ tl heavy bolter
Tactical squad (5), combi-melta, razorback w/ tl heavy bolter
Tactical squad (5), combi-melta, razorback w/ tl heavy bolter
Fast Attack
3x Typhoon, heavy flamer
Heayv Support
3x Dreadnaught, multi-melta

Mission: Primary KP, (elite, heavy support, fast attack worth, dedicated transports over 150 worth 2kp, hq's worth 3, special characters worth another +1. Everything else is 1 kp)
Secondary: Table Quarters (only troops can hold them)
Tertiary: Keep your most expensive unit alive.
Deployment: Dawn of War

Pre-game: The Iron Hands go first and deploy one tac squad with the master of the forge. I deploy nothing outflanking the bikes and putting the terminators in reserves. He leaves his most expensive unit in reserves (a tac squad).

Iron Hands Turn #1: Everything moves on the table and castles in the center.

Deathwing Turn #1: I decide to deathwing assault and bring in the command squad with belial and the brother captain, they go a bit back off to the right away from his dreadnaughts (that one unit is worth 8 kp, basically a full third of my total kp). I also bring in the two units of 4 th/ss and chain fist. They go aggressive dropping near the tac squad and master of the forge and somewhat close to the dreadnaught line.

Iron Hands Turn #2: He creates a razorback wall and moves up his dreadnaughts to counter assault. He gets null zone through my hood but only manages to put down a single terminator. The master of the forge hops in a razorback.

Deathwing Turn #2: I get in 2 bike squads and one squad of terminators. One bike squad on each side and the terminators drop on his other flank and in the back field. My shooting doesn't do much ( I stun the typhoon on the left side, and immobilize the rhino with the master of the forge in it). In assault i kill off the tac squad, blow up the razorback with the master of the forge in it but fail to do any damage to the razorback blocking his dreadnaughts.

Iron Hands Turn #3: His speeder's line up shots on my bikes and attack bikes, he kills off the squad on the right, and gets the squad on the left down to one bike. His shooting kills 2 more terminators from my front line terminator squad and he whittles the other terminator squad down to 2 model's (on a side note he forgot to use null zone this round and remembered about 1/2 way through his shooting). Because of killing so many only one dreadnaught manages to make it into the 2 terminators in the open, he whiffs with all 3 attacks and I chain fist his dreadnaught. The other fight both of his dreadnaughts charge into terrain at me, I chainfist his ironclad but the thunder hammer fails to kill the other dreadnaught (it failed to even hit, so no stunned result for me), and the thunder hammer fails his save, chainfist makes his.

Deathwing Turn #3: I get in another bike squad which come in on the right hand side. The two attack bike's and bike squad shoot down two of his typhoons. On the left, my lone bike moves up and kills his typhoon and the attack bike moves up and kills a dreadnaught. My small 2 man terminator squad moves into terrain to taunt his iron clads. The middile squad of terminators advances and destroys a razorback. The terminators on the flanks move up. His dreadnaught kills my chainfist and consolidates towards my bikes.
Deathwing Turn #3

Iron Hands Turn #4: The master of the forge continues to run to the other side of the table. One ironclad tries to go over the wreckage to get at my terminators and immobilizes itself. His last dreadnaught blows smoke and charges and kills an attack bike. His last mobile ironclad charges the terminators in cover, I chain fist the ironclad, take a save on each guy, pass the chainfist save and lose the storm shield terminator. He guns down the attack bike with his tactical squad.
Deathwing Turn #4: My terminators on the left move up and run to get his tac squad and the librarian within possible charge range the next turn. And I tighten the noose on the other side moving up my command squad. The bike's kill off his dreadnaught. The lone biker on the left kills the immobilized ironclad and the terminators wipe his 5 man tac squad.

At this point all he has left is the master of the forge in a razorback, the librarian with 5 tac marines in a razorback, and the 10 man squad so we call the game. (I was holding 3 table quarters for the secondary already and I was up about 22 kp to 7 kp ( you needed 9 for the massacre) and there was no way he was going to be able to get to my most expensive unit. You can see in the early pictures of the game how he "anchored" the wings of the army with dreadnaughts on the left side and the tac squad on the other. This was why I decided to do my initial drop on the right hand side. He really needed to keep his dreadnaught mob together and I was able to split them up a bit. The other thing I can think of is he should have ignored my terminators for a turn when the bikes came on and used his hunter killers to finish off bike squads. This was going to be a tough game from the get go for him because of the whacky kill point rules. I did have a whopping 12 kp just in my fast attack slots, basically every bike/attack bike was worth a kp (well almost). My fault for misreading the scenario when they posted it online (for some reason I was missing the '/' and thought that fa/elite/hs was only worth 2kp if over 150pts).

This message was edited 4 times. Last update was at 2011/03/14 14:50:59


 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Game #2 vs. Sisters of Battle
HQ
Celstine
Canoness, every upgrade imaginable
Troops
10 Battle Sisters, vss w/eviscerator, heavy flamer, flamer, rhino w/ smoke
10 Battle Sisters, vss w/eviscerator, heavy flamer, flamer, rhino w/ smoke
10 Battle Sisters, vss w/eviscerator, heavy flamer, flamer, rhino w/ smoke
9 Storm Troopers, plasma gun, melta gun
Fast Attack
5 Serpahim, vss, power weapon, melta bombs
5 Serpahim, vss, power weapon, melta bombs, inferno pistol
6 Dominion, vss, eviscerator, 2 melta, 2 flamer, immolator
Heavy Suport
Exorcist, smoke
Exorcist, smoke

Mission: Primary: 5 Objectives
Secondary: Kill Points
Tertiary: Kill your enemies most expensive unit.
Deployment: Pitched Battle
He wins the roll off and goes first. He deploys in a line across the table. I reserve everything.
SOB Turn #1: He moves everything up and smokes. His storm troopers get in the building on the left.
Deathwing Turn #1: I decide not to deathwing assault.
SOB Turn #2: He continues to spread out and grab objectives. His right side rhino immobilizes itself trying to go up hills (I usually don't play hills as difficult terrain but my opponent wanted to).
Deathwing Turn #2: I get in one terminator squad and one bike squad. They both go on the left. The melta's whiff against the exorcist but the cyclone takes it out of action, and the attack bike immobilizes his rhino.

SOB Turn #3: He moves up and flamers and bolters the terminators. I lose 2.
Deathwing Turn #3: I get in one bike squad and 3 terminator squads. A chain fist squad comes down near the bunker with the storm troopers. The other drops to back up my already deployed terminator squad. The command squad deep strikes on the right side of the table, where my other bike squad comes in. On the left my bikes blow up the bunker, he fails morale and the storm troopers run. My 3 man terminator squad assaults his sister's squad, I lose nobody he loses 6 sisters, they break and run. My bikes on the left blow up his immolator and assault the dominion squad and lock them up. My command squad cyclone pops the other exorcist.

SOB Turn #4: He uses faith to rally the falling back unit and they flamer and assault the terminators killing one, but I get the vss, and they break. Celestine and her unit charges a terminator unit, I lose a terminator he loses 2 seraphim. His other seraphin squad inferno pistols an attack bike. His dominion kill off my bikes and move away from my command squad.
Deathwing Turn #4: I get in both of my last units. The bikes end up on the left hand side and the terminators drop in the middle and run to grab the center objective and threaten his immobilized rhino in the middle. The command squad get's double one's on difficult terrain and stays where they are on the right hand objective. I put 6 melta shots into his canoness+seraphim and kill 3 of them. Celestine continues to kill terminators, I pile in two more lightning claw terminators into the fight to try and tie her up. My attack bike on the right hand side pops the sisters rhino and pins the squad.
SOB Turn #5: His cannoness kills off 2 bikes. Celestine continues to whittle down terminators. His seraphim assault the other squad of bikes. His dominion squad moves up and takes some shots at my command squad.
Deathwing Turn #5: I assault and kill his sister's squad with my squad on the right. The brother captain and belial detach and assault the dominion squad remnants. In the center my terminators assault his immobilized rhino and wreck it, the sister's are pinned from the explosion. Celestine finish's off my terminators on the bottom right.
SOB Turn #6: My opponent is running really low on faith right now. He uses his last point to unpin his sob squad (we diced it since we couldn't decide if you can use act's of faith if you are pinned, it specifically says you can do it while falling back but not if pinned). I finish off his dominion squad on the right. He flames and assaults my center deathwing squad with a unit of sister's. I munch most of them and we stay locked in combat. Celestine and the canoness assault my terminators holding the building objective on the left, I lose a terminator.
Deathwing Turn #6: I finish off the squad in the center and kill celestine. The canoness breaks and runs.
My opponent was way too spread out if he had concentrated his forces more it would have been way more difficult for me. I see a lot of people land grab for objectives and it's just not necessary until later in the game.

This message was edited 1 time. Last update was at 2011/03/11 17:49:16


 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Game #3: Chaos Space Marines
HQ
Daemon Prince, lash, mark of slaanesh, wings
Sorcerer, terminator armor, winds of chaos, familiar, gift of chaos, combi-melta
Elite
5 Terminators, reaper auto-cannon, 2 combi-plasma, 2 combi-melta
Troops
10 Berserkers, aspiring champion, power weapon, melta bombs, rhino, havoc rack
9 Berserkers, aspiring champion, power fist, rhino, havoc rack
10 CSM, missile launcher, plasma gun, icon of chaos glory
8 Lesser Daemons
8 Lesser Daemons
Heavy Support
2 Obliterators
1 Vindicator, possessed

Mission: Primary : 3 objectives (one in the center, one in each deployment zone)
Secondary: Have more units in your opponents deployment zone than they do in yours.
Tertiary: Kill off the most expensive hq.

I finally get to go first. I deploy the bikes forward as close to the center as possible and put my command squad (with both ic's attatched) and one other cyclone unit on the table. He deploys back and tries to keep out of los of the bike's. He then proceeds to seize the initiative.

CSM Turn #1: Shooting see's me lose a th/ss from the command squad, 2 bikes from my most northerly squad, and 1 bike from my furthest back squad. Vindicator tries for some bikes, but with cover and scatter he only gets one. He then lashes a squad of biker's within assault range of his prince, the prince charge's, whiff's and I do a wound to him.

Deathwing Turn #1: I DWA my two th/ss squads in front of the surviving attack bike at the top. I suicide my other two bikes into his daemon prince to ensure he can't get out of hth until at least the end of his next turn. An attack bike immobilizes the berserker rhino to my right and my lone melta biker to the north kills an obliterator. Everything else moves up.

CSM Turn #2: Berserkers get out and help the daemon prince kill off all of the bikes. He gets in one pack of lesser daemons who assault a th/ss terminator squad that he also shoots with his csm, and obliterator (down to 3 terminators). Vindicator shoots at some terminators, I make my saves.
Deathwing Turn #2: I run with the command squad to get closer to him. Terminators on the right assault his berserkers that killed the bikers killing all of them, losing one terminator along the way. I whittle away at the lesser daemons some more.

CSM Turn #3: His berserkers get out and charge the terminators already engaged with the lesser daemons, I survive the combat with one terminator left. His other daemon pack comes in and charges my command squad (whiff on the attacks so 3 of them survive). He tries to lash but I stop it. The vindicator picks off another terminator, as does the oblits and csm squad.
Deathwing Turn #3: I get in my other terminator squad they drop in the center to help me with the berserkers and secure the center objective. My Command squad wipes out the rest of the lesser daemons and moves back to prep for the berserker assault. I try to melta the vindicator but don't cause any damage. I assault and kill his daemon prince with my terminators. The berserkers kill my last terminator.

CSM Turn #4: The sorcerer comes in and they shoot my just landed terminator squad, killing 3 of them. The berserkers assault my command squad, I lose 2 he loses bunch's. He shoots into the squad that just killed his daemon prince for no effect.
Deathwing Turn #4: I kill off the rest of the berserkers and the lesser daemons with only Belial and the brother captain left alive. I multi-melta the obliterator dead. I secure the center objective and the one furthest from me.
And unfortunately we run out of time. I had 3 terminator units left. With 1, 2, 4. The single and 2 man unit could have made it to the center objective, the only question would have been could his sorcerer and terminators take out both of them, and belial and the brother captain. I still think I had the win, but whether it was by 2 or 1 could have been somewhat iffy (you needed two for the massacre). A really fun game with lots of dead model's all over the place.
   
Made in us
Regular Dakkanaut





I spy a NIMA demotivator in the back ground of your first bat rep =O

Also, cool bat reps!
   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

Great job man! In that first report you talk about not thunderhammering the dread because it missed, but I don't think thunderhammers actually do anything special to walkers, do they? The rules specify non-walker for the stunned result and since they don't "wound" they don't knock them down to i1. At least that is how it seems to me, unless it was faqed somewhere.

Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Somnicide wrote:Great job man! In that first report you talk about not thunderhammering the dread because it missed, but I don't think thunderhammers actually do anything special to walkers, do they? The rules specify non-walker for the stunned result and since they don't "wound" they don't knock them down to i1. At least that is how it seems to me, unless it was faqed somewhere.


Yeah you can only shake vehicles without a weapon skill and since it specifically say's to wound, the walker's get off scott free. Damned sneaky walkers. Thankfully going back over the game in my head I never actually benefited from it. Which is funny because now that I think about it the only other game I played against a walker I never tried to make it go last.
   
 
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