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Made in us
Fresh-Faced New User




So, my friend and I went to a 1000 point doubles tournament at our FLGS. We both generally do pretty well, but this will be the first time we've actually cooperated. Normally we face each other in the 1st-2nd round and one of us knocks the other out of the running (Normally him knocking me out...but don't tell HIM that I said that ). This was the first doubles even our FLGS had held in a year and half, and we knew we had to go since team events are generally more low-key and a lot of fun. Still, our FLGS attracts a pretty competitive crowd, so we knew we had to bring our A-game!.

The rules for the lists were simple: Each player has 500 points to spend on their armies, mandatory 1 HQ 1 Troop. I brought my dirty dirty Chaos Space Marines, and my friend brought his locally infamous Necrons. Initially we were going to run a flyer-heavy build, but then we had a better idea, and one which would be a little more fun to play and play against.

2x500 point Mechanized Chaoticrons



Necrons:

Overlord with Sempiternal Weave, Mindshackle Scarabs, Warscythe
7 Necron Warriors
Annihilation Barge
Annihilation Barge
Annihilation Barge

Chaos Space Marines:

Chaos Lord with Powerfist, Mark of Nurgle, Sigil of Corruption, Chaos Bike (Cleverly disguised as a horse)
10 Cultists
Chaos Vindicator with Dozer Blade, Twin-linked Bolter
Forgefiend

Round 1: Versus Imperial Guard and Orks

Imperial Guard:

Primaris Psyker
Platoon Command Squad
Infantry Squad, Commissar
Infantry Squad
Infantry Squad
Infantry Squad
Leman Russ Demolisher

Orks:

Warp 'ead
10 Ork Boyz with Big Shoota
6 Lootas
Dakkajet with Fighter Ace, 3 Supa Shootas
Dakkajet with Fighter Ace, 3 Supa Shootas

Mission: Crusade (3 objectives)
Deployment: Dawn of War

Pre-game thoughts

Looking at our opponents' list, they have a ton of mid-strength shooting. Unfortunately for them, we have 4 AV13 vehicles and 1 AV12 vehicle. The outflanking blob will be a fly in the ointment, but if we can kill the Demolisher early on, we shouldn't have any issues.

Table, Warlord Traits, Deployment, etc.
Spoiler:
Warlord traits:

Chaos: Master of Offense: Furious Charge in enemy deployment zone.

Necrons: Useless

Imperial Guard: Master of Maneuver: Warlord and unit can outflank.

Orks: Useless or wasn't used.

The table:


Objectives:

We got 1 objective, they got 2.

We placed our one objective a little over 6" from our board edge in a ruin to the right of our deployment, so the cultists can hopefully walk on from reserve to grab it. In hindsight, with an outflanking platoon incoming we probably should have made it a little more central.


Objective in the big central ruin in their deployment zone.


Objective to the left, in their deployment zone.
We win the roll-off to pick deployment, and pick the side we're already on. Night fighting is in effect turn 1.

Deployment:
Didn't get a picture of deployment, unfortunately. Still getting used to this whole taking pictures thing! Our opponents win the roll to go first, and take it. They deploy with the Lootas in the ruin to the right or their zone, the Boyz and Warp 'ead in the big ruin in the center (as you can see above), with the demolisher in between the two buildings. The PCS was deployed far to the left, behind a ruin. I probably won't mention them, as they really didn't do anything. The Dakkajets are in reserve, and the Guard blob with the Psyker are outflanking. The Psyker took Prescience, btw.

For our deployment, we mirrored them a little. We put our Barges over 30" away from the Demolisher, in a central position. We really didn't want to give up first blood in a stupid manner! We put the vindicator in a ruin to the right, with the Forgefiend to his left. The boxes obscured the Fiend from the Lootas, luckily. The Cultists went in reserve, and the Warriors with the Overlord went to the left, opposite the objective to that side. The Bike Lord deploys next to the Forgefiend.

We don't try to seize, and the game begins!


Orks/IG turn 1
Spoiler:
No pictures for the first few turns, because i'm not used to it. The other two games are pretty picture-heavy though. First turn, not a lot of their stuff can see, since it's night fighting. The Demolisher shuffles up, but is still out of range. The Lootas shoot at a Barge, and do nothing.


Chaoticrons turn 1
Spoiler:
So, our plan this turn was to move the Vindicator up to searchlight the Lootas. The dice have other plans, however, and the Vindy gets snakeyes for the moving through terrain roll! Bah, we could have had First Blood really easily. At least it's on top of an objective. The Necron Warriors and Overlord move and run into terrain, with the Overlord up front to tank saves. The Barges shuffle around, and shoot and kill 1 of the Lootas. Chaos Lord turbo-boosts toward the Demolisher


Orks/IG turn 2
Spoiler:
Wow, still not many pictures. I'm pretty bad at this.
One Dakkajet comes on, toward the Warriors. The Demolisher moves up, ready to nuke a Barge. The Platoon outflanks to our right, right next to the Vindicator and Fiend on the objective! That could be trouble. The Platoon shoots at the Chaos Lord, and puts a wound on him. Toughness 6 ftw! The Dakkajet shoots at the Necron warriors. The Overlord was out front to tank saves...or at least, he was supposed to. He fails his first 2 2+ saves, and has to LOS the rest onto the unit, resulting in 2 dead Warriors, one of whom gets back up. Worst of all, though, the Demolisher shoots at a barge, and gets a pen, stunning it. Now that its shields are down, the Lootas shoot at it, getting 15 shots and wreck it! First Blood goes to the Orks and IG.


Chaoticrons turn 2
Spoiler:
That was a terrible turn, hopefully we can come back. One Barge moves over 12" to deal with the Dakkajet. The other Barge set their sights on the Lootas. The Chaos Lord prepares to punch the Demolisher to death. In shooting, the Barge gets something like 13 hits on the Dakkajet, and the jet is no more. Over on the other flank, the Barge shoots at the Lootas, who go to ground. 1 still drops. The Fail-dicator's twin-linked bolter and the Forgefiend manage to kill 5 guardsmen. In assault, the Lord assaults the Demolisher, immobilizing it and destroying the main gun. Woohoo! Now there really aren't that many guns on the table that can deal with our vehicles.


Orks/IG turn 3
Spoiler:
The other Dakkajet comes on, and eyes the Lord. The Blob moves closer to the Objective, which is luckily blocked by the Vindicator. Between the Lootas, Dakkajet and Boyz, the Chaos Lord drops, giving them Slay the Warlord. This game is spiraling farther and farther out of control.


Chaoticrons turn 3
Spoiler:
We need to make something happen, and fast, or else we're going to lose this game.

Forgefiend moves up and gives the Blob the evil eye. The Necron Warriors move up, ready to secure the objective. The Overlord splits off, running toward the objective that is guarded by the Boyz. One barge goes to shoot at the Dakkajet, the other one moves behind the building to shoot at the Boyz. In shooting, the Dakkajet lives, a few Boyz die, and that's it. The ferocious Dino-bot (aka the Forgefiend) assaults the blob, and kills 1 Guardsman. They pass morale, and stay in. More importantly, though, they are forced to pile in away from the objective.


Orks/IG turn 4
Spoiler:
The Dakkajet flies off the table. Lootas shoot ineffectually at something. The combat between the Fiend and the Guardsmen continues, the DInobot is epic fail though and does nothing.


Chaoticrons turn 4
Spoiler:

The 2 remaining Barges each move 12" to get some shots on the hiding Boyz. The Cultists come on, and mob the right side objective. The warriors move up, and claim the left side objective. The Overlord continues his romp toward the Ork Boy infested building.

In shooting, the Boyz go to ground, so only a couple die, and they pass morale.

In assault, disaster happens. The Dinobot kills one Guardsman. They choose to run, since they can't hurt the Fiend. For sweeping advance, the Guardsmen roll a 5 and the Fiend rolls...a 3 Because their lane to their own board edge is blocked by the Forgefiend, they have to flee laterally. Right. Next. To. The. CULTISTS who are on the objective.


Now, if the Guardsmen can rally, get off Prescience, and shoot down the Cultists, even with snapshots...that's likely the game.


Orks/IG turn 5
Spoiler:

The Dakkajet comes back on, aiming for the Cultists. The Guardsmen rally, and cast Prescience. GAH. They then open fire, and combined with the Lootas and Dakkajet they kill 3 Cultists. Hot going to ground saves on my part! The Cultists roll Morale and get...an 8. BARELY stick around. Now, if things go right, we may be able to salvage a victory from this mess.


Chaoticrons turn 5
Spoiler:
Well, potential last turn, and we NEED it to be the last turn. Here's how we go: The Dinobot gets ready to assault. The Barges get ready to open up on the last few Boyz claiming the objective in the back. The Overlord is sprinting for his life for the objective in the back. The Barges shoot into the few remaining Boyz, and:

One Boy and the Warp 'ead left. Even worse, he passes Morale! Double ! It's all down to the Overlord, who needs a high Run roll to contest.

He gets a 4, which is just barely enough to get within 3" of the objective! The Dinobot assaults the Guardsmen, wins by one, and the SAME THING HAPPENS! I can't catch them, and then fall back laterally! We need the game to end. Right now there's 1 Objective contested by the Guardsmen and Cultists, 1 contested by a Boy and the Overlord, and 1 claimed by the Warriors. We have Linebreaker from the Overlord, and they have First Blood from killing the Barge, Warlord from killing the Chaos Lord, and Linebreaker from the Blob. If it goes on, the Cultists will more than likely die, and then we'll have no chance. The end of game die is rolled and we get... ! The Chaoticron alliance manages to squeak one out!


Post-game Thoughts
Spoiler:
Well, that game didn't go to plan at all. The Vindicator getting immobilized was huge, if he wouldn't have then all 3 Barges with the help of a searchlight could have likely finished off the Lootas for First Blood. Still, we made a big mistake in not putting our objective more central. Had we done that, we would have taken that game easily. We still managed the win, though, with some help from good saves on the Cultists. On to game 2!

This message was edited 3 times. Last update was at 2013/03/31 21:50:34


 
   
Made in us
Fresh-Faced New User




Game 2: Versus Necrons/Dark Eldar

Their List:

Dark Eldar:

Haemonculus with Casket of Flensing
5 Warriors with Blaster, Venom with 2 Splinter Cannons
5 Warriors with Blaster, Venom with 2 Splinter Cannons
5 Wracks with Liquefier Gun
5 Scourges with 2 Haywire Blasters

Necrons:

Overlord with Sempiternal Weave, Mindshackle Scarabs, Warscythe, Res Orb
10 Necron Warriors
6 Immortals with Tesla Carbines
2 Tomb Blades

Mission: Big Guns Never Tire (4 Objectives)
Deployment: Hammer and Anvil

Pre-Game thoughts

Well, at a glance, their list really has nothing much that can hurt our vehicles. I've never really played against Tomb Blades or Wracks, so I don't know what to expect from them. Otherwise, it seems like if we can get rid of the Scourges and Warriors pretty quick, we'll be fine.

Report will be up later today.

   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Interesting Bat reps will keep a watch on this

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in lt
Sister Oh-So Repentia




Primaris Psyker can't take Divination, he couldn't get Prescience.
   
Made in us
Bounding Assault Marine




United States

Hahaha. I loved the report. It's fun when you bring silly armies that are hulk smashers and things go wrong from turn 1. Haha. Thank you for a good read.

2000+

"Can we stop saying CCSM and CSM to just say CSM and SM? I mean really, don't we already know they have a codex? Plus my colon key is broken."  
   
 
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