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		<title><![CDATA[Latest posts for the thread "Halifax Kill Team Tournament Summary"]]></title>
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				<title>Halifax Kill Team Tournament Summary</title>
				<description><![CDATA[ Kill Team Tourney Summary at Games Workshop, Halifax, <span class="glossaryitem" onmouseover='gp(546);'>NS</span><br /> <br /> First Place: Necrons – <br /> Second Place: Tyranids – <br /> <br /> Necron Army List (195 pts)<br /> 5 X Necron Immortals<br /> -	1 specialist and Leader: Hatred (Everything!)<br /> -	1 specialist: Blind<br /> 5 X Necron Warriors<br /> 1 X Canoptek Wraith: Specialist, Armourbane<br /> <br /> Summary<br /> Round 1 – Necrons vs. Dark Angels<br /> The Dark Angels split their forces in three. A couple of marines and sergeant attempt to flank the Necrons on the left, a plasma gun covers the Objective from 2nd story ruins, while a dreadnaught flanks to the right.<br /> After a few turns of maneuvers the Necrons finally get in range on the flanking <span class="glossaryitem" onmouseover='gp(25);'>DA</span>. And score first blood, while focused fire scores a glance on the dreadnaught as the lone Necron wraith closes the gap. That marines fire, and the dice are not with them, while the Necrons begin to pick off marines one but one as they swamp the mission objective in a sea of silver, copper, and gauss. The wraith makes close combat with the dreadnaught and scores two penetrating hits, wrecking, and causing enough casualties for the marines to make their first leadership test. They pass, but the left flanking marines (those that are left) retreat to the ruins to cover the last serious threat (the plasma gun).<br /> The Necrons close the gap to twelve inches and open up with double-fire on the marines, reducing them to a lone man, which a Hammer of Wrath charge from the wraith finishes off. Marines, tabled, two leadership tests, lost all specialists and the leader. Necrons draw first blood, line breaker, and control the objective. Single loss of a warrior on the Necrons side. Decisive win.<br /> <br /> Round 2 – Necrons vs. Orks<br /> The Orks scored a perfect win in the previous round against a tyranid force. Wiping out enough opposing units to cause a break test, which the Tyranids fail, on the very first turn. There’s ork bikes, lots of them, and ork heavy weapon gunners (I can’t recall the names) but they fire D3 bolter equivalents every round. The orks win initiative and the Necrons setup in total cover, making no attempt to steal initiative. Let the ork bikers come in range and deal with the heavies later. The ork bikers again sweep left and right much like the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>’s while the heavies cover the objective from ruins, just like the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>. I see no reason to not try the same strategy as last time and I split my forces, left, right, and center again. The orks with their twin linked bikes and heavy gunners through a lot of dakka across the battlefield but the dice gods are not with them failing to hit and wound many, many times. Though scoring three kills of a specialist, immortal, and warrior. But without the maneuvering of the dark angles the Necrons go for the throat and the orks are quickly making leadership tests and the bikers get picked off while the wrath engages enemies left right and center. Victory for the Necrons if swift but not as decisive as against the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>. The orks break on their second leadership test. Two specialist kills, two leadership tests, linebreaker, and controlling the objective.<br /> <br /> Round 3 – Necrons vs. Legion of the Damned<br /> It’s the smallest force of the tourney; A single unit of 5 marines, with missile launcher, plasma gun, and bolters. They stick to the ruins and this time I split my forces in two instead of three. One flanking left to get clear shots on the marines in the ruins and the other going up the center for the objective. The Necron wraith moves quickly towards the marines, and takes a krak missile for good measure, but the invul saves it. Necron gauss punishes the heavy weapon and obliterates the marine as the wraith closes into combat with a marine and pulps him during round 1 of close combat. The plasma cannon has some luck over a few turns picking off warriors and immortals, but resurrection protocols bring back enough to keep me from making break tests. The wraith mops up two more marines and the Legion are tabled, line broke, and leadership tests. The Necrons control the objective once more.<br /> <br /> Round 4 – Necrons vs. Eldar<br /> This was the toughest match of the day. The eldar field a unit of snipers and warp spiders with an exarch, and after 4 round of the dice gods picking off my wraith, warriors and immortals with rending wounds, it’s looking like an Eldar victory is assured. But, on round 5 the Necrons finally start scoring kills, first the exarch, then a warp spider. Three more Necrons fall, including my leader, but two fives and a six and the end of the fifth round and all Necrons are back up and shooting. The tables turn and the warp spiders are wiped out, including a specialist with Feels No Pain. I’m one loss away from taking leadership tests. The Eldar now take a leadership test and pass. In order to win, the snipers vacate the safety of the ruins and run for the mission objective after successfully extending the game. The Necron forces (or what’s left of them) race to beat the Eldar to the objective, picking off the lead sniper while the remaining forces run and make the objective as the game ends. Two specialists killed, one Break Test, and the Necrons again control the objective.<br /> <br /> Round 5 – Necrons vs. Chaos Space Marines.<br /> The <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> field a unit of space marines with the mark of nurgle and a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> dreadnaught with a twin linked melta. Their leader, already buffed for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> has received a toughness and weapon skill upgrade to toughness 6 and <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 7. It’s going to be a tough fight but all my Necron forces focus fire on the leader, dropping him on turn 2. The wraith makes a kill on a marine and moves in to take on the dreadnaught but loses an invul save to the melta weapon and is instant killed. It’s not looking good, I don’t have enough numbers to take out the dreadnaught and the marines who are contesting the objective. I decide to ignore the dread and move the warriors and immortals to within twelve inches, risking assault with the marines in order to doubleshoot enough gauss and hope to force a failed Break Test the next turn. If I fail the dreadnaught will close and make mincemeat out of whatever Necrons are not being assaulted by the marines. My gamble pays off. Two more marines drop, and I have one warrior with no line of sight except to the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> dred and I score a glance. They marines have lost enough forces to make a Break Test and roll double-sixes. Necrons get two specialists, the leader, and a Break Test and claim overall tournament victory by less than <span class="glossaryitem" onmouseover='gp(140);'>VP</span> over the Tyranids as time ran out and the tourney was called at current <span class="glossaryitem" onmouseover='gp(140);'>VP</span> totals.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 20 Oct 2013 02:07:34]]> GMT</pubDate>
				<author><![CDATA[ disdamn]]></author>
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				<title>Halifax Kill Team Tournament Summary</title>
				<description><![CDATA[ Nice games and reports.  Just curious, do you know what the Tyranid player was running?  ]]></description>
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				<pubDate><![CDATA[Mon, 21 Oct 2013 15:13:04]]> GMT</pubDate>
				<author><![CDATA[ nidsNguard]]></author>
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