Tuesday, April 15, 2014

Adepticon 2014 - Post Mortem review


FOR GAMERS - BY GAMERS!

Yet another Adepticon has come and gone.   Truly one of the biggest events in the 40K hobby.   Believe this was my 7th year now of attending.   Here are my general thoughts on the event.

Organization:

Adepticon sets the example for Tournaments as far as I'm concerned for this facet.  They have a ton of people, vendors, events, etc.  As a attendee, this seems to go off without a hitch every year.   True there are a few nit's (example - this years glasses came back bad from vendor) but they always make up for it.  

This year they had the vendors back in the 40K main hall.  I thought that a great touch - as last year it was in a separate wing of the hotel and harder to get to.   Forgeworld and Black Library in the main lobby was interesting.  It seemed like the Forgeworld line was pretty short this year compared to earlier years.

Swag Bag was pretty nice as well.   A good deal of stuff included.

Vendors:

Nice assortment of vendors.   From my favorites (Dice Head and SpikeyBitz - both run by friends) to Cool Mini and Secret Weapon (other favorites) to Battlefoam (awesome product and great deals at Adepticon) to misc vendors I don't know.   Lot's of interesting things.  Seemed a bit smaller this year - but still good.

Black Library and Forgeworld are way cool to have there.  Seemed like less crowds.   Enjoyed getting Graham McNeil to autograph his new Horus Heresy book for me. 

Game Play:

I only play 40K at Adepticon.  I was a bit apprehensive this year as 40K is a bit broken now compared to past years - but was pleasantly surprised.  I had competitive lists and actually am starting to think that the current parity in army lists is making things a bit more balanced.   That being said, every year it seems like there is one army that is "over-represented".  This year - hands down - was Eldar.   In the team tournament - every game we played had Eldar in it.  Literally a bazillion Eldar and Tau-Dar lists in the team.  Champions was  a little less prevalent - but still a lot of Eldar armies.   Chaos Demons in Champs was also very common and believe won it all.

I have to say I really enjoyed all my games.   In the Championship - I had a tough fought game that I managed to win, got tabled by a child-genius running a triple Heldrake list that raped me, then played a seven demon prince chaos demon list that I won in perhaps my finest 40K hour in 5 years or more, to a tough matchup against another bike list - that beat me in the war of attrition.  The entire spectrum of gaming in one tournament for me.   But most of all.....I HAD A BLAST!  In all honesty - 40K had gotten a little stale - but this has done a lot to re-energize my love of the game.

Team was the same.   I really go for the team tourney.  Missed my battle brother Gimli - but our buddy Swanson was a great team mate.  Again I really appreciated him joining us.   I was on a roll in team tourney and was on winning side of all 5 games.   Appreciated our team captain letting Sabote and I team for three games.   We simply play doubles games very well together and have great synergy in team games.   But again - Four of our games were absolute blasts to play - 1 was a little tense at times - but nothing over the top.   I had a blast again! 

Tournaments:

Overall again a great job by the Adepticon team and staff.  Well organized, well run, great timing.  Only thing I noticed was it seemed like prize support was a little down this year.  I personally don't really care about that - but some do and the winner swag seemed less than previous years.  Games Workshop is really screwing up not supporting tournaments and the tourney scene.  Especially Adepticon - which is unlike anything else in the hobby world wide.   I truly don't understand their marketing direction and why they wouldn't throw prize support to this.  Oh well - the gang that puts on Adepticon is great.   One note - there was some noise because a staff member won the raffle (actually two years in a row).  Ok - it is Chicago and everyone knows about politics and Chicago - but don't think a bunch of gamer enthusiasts would go so far as to throw a tournament for this.  They are volunteers - so think it cool that "Ogre" won - although would have been cooler had "AL" won.

Summary:

If you love the hobby and haven't been to Adepticon - you need to go.   It's amazing what they do and how much there is to do.   Keep it coming!

Tuesday, April 8, 2014

Adepticon 2014

Another Adepticon has come and gone. Great time again this year! This was the 7th time I've made the trip there.

Thursday, Sabote and I played in the Championships. For me, primarily a warm up for the team tourney.

I was running basically my BFSR army with more Grav Guns - Khan/Chapter master, bunch of bikes, Coteaz, Strike Squad, Storm Raven.

Round 1: Iyanden Army: WKnight, Farseerer, several Serpents, bunch of WGuard, guardian squad, 2 small jetbike squads, WarWalkers, and a Crimson Hunter. Managed a full point win.

Round 2: Against a nigh unbeatable army for me to face - Triple Heldrake, tri-demon prince (allied Demons), Fateweaver, cultists/Plaguebearers. I danced around but ultimately lost everything.

Round 3: Similar army with seven demon princes and a GUO and a few little troops. In one of my finest tournament games I killed all but 1 prince for a full point win.

Round 4: Similar army to mine but with SW allies and a Bear Lord and Runepriest on their bike squad. Basically the SuperFriends list online. Back and forth game, but he won the war of attrition. Salvaged a few points at end, but lost.

2 and 2 for the tournament, 53rd overall out of 226 - top 25% - Happy Al.

Friday was a hang out day with everyone. Fun time - bought some stuff.

Saturday/Sunday was team tournament. Sperky couldn't make it this year, but Greg Swanson jumped in to help us out. Sabote and I ran Whitescar bike lists + I had Khan and he had Captain - Command Squads and a LOT of bikes. Matt ran Deathwing and Greg Ravenwing. 


 

Round 1 was against Tau/Marine combination - Major wins on both tables. Sabote/Al and Greg/Matt. Brian and I bravely hid under THEIR Landing Pad for cover and sniped them for a tabling. Believe that Matt/Greg had a draw or loss?

Round 2 was against Eldar/Eldar - Al/Greg and Matt/Brian. Tight games against a beautiful army. Greg and I won max by tabling them on last turn - but we were hurting badly. Think Matt/Brian got near max.

Round Three had Matt/Al and Brian/Greg. Matt and I faced Eldar/Marines - Brian/Greg hit dual Tau and a ton of Riptides. Matt and I dance with them and pull a minor victory. Greg/Brian hit a buzz saw for a loss.

Day one ends with us doing reasonably well. 




Day two - Round Four:  Brian/Al and Greg/Matt in captains choice. We face Tau/Eldar combo. They win roll to go first. Sabote sacrifices a chicken to seize. We annihilate them. One of the guys actually says "Game Over Man....Game Over" before we even move a bike. Think Matt/Greg pull a draw.

Round Five: To end the tourney - Brian/Al and Matt/Greg are again the combo. Tough matchup for us with Eldar/DE Beaststar. Matt/Greg pull double Eldar. They go first - it's going to be rough. Brian has great idea to run up edge and refuse flank them. We are able to alpha strike the beasts and break them off the board - but they bleed us good for a turn before we can hit them. Hard, back and forth game - but at the end we get 18 points to 10 for them. Victory. Matt/Greg pull minor win I believe.

And after 4 fun filled days - it was over. BnB managed a respectable 21st place out of 120 teams. Good marks for us as a team. I was undefeated in team games for first time.

Sabote and I are now 21-0 in team games. I could never ask for a better battle brother no matter if our run continues or not!

Team Tourney is the jewel of this tournament. A total blast to play in and something that we've done very well in over the years.

2008 - 52nd place
2009 - 43rd place
2010 - 6th place
2011 - 6th place
2012 - 10th place
2013 - 26th place (won the headhunter award this year)
2014 - 21st place

Usually 120 teams in total - so always in top half and we were bridesmaids a couple years.

Thanks to my battle brothers for another great year!

Thursday, February 13, 2014

Why is the time machine stuck in reverse



Before   and   After

Imagine a ruleset that allows you to do almost anything.  Now imagine having to stuff hundreds of people into a version of it they will all like...

Thursday, January 30, 2014

Draxtar Games Tournament 1/25 Game #3

All right after beating the Ghost army it is on to table 2 versus Cal Radelscu and his hybrid Daemons.  Cal sort of has a mix of armies.  His list looks like this:
Keeper if Secrets Level 1 Psyker and 1 Greater Reward
Herald of Tzeentch Disc, Level 2 Psyker, Exalted Reward
Herald of Tzeentch Disc, Level 2 Psyker, Locus of Str 6
10 Plaguebearers
10 Plaguebearers
9 Screamers of Tzeentch
Daemon Prince of Slaanesh Level 2 Psyker, 2 Greater Rewards, Armor, Flight
Daemon Prince of Slaanesh Level 2 Psyker, 2 Greater Rewards, Armor, Flight
Sorcerer on Bike, Mark of Nurgle, Level 1?  some other stuff
10 Cultists
5 Spawn of Nurgle

Cal even admitted he wasn't running an optimized list.  He wanted to try out a few things.  The mission was going to be pretty tough for him.  The primary was five objectives that couldn't be held until turn 3.  At that point any time you finish your turn and your opponent has more objectives then you the game ends and you lose primary.  Secondary was kill points.  Also were the usual three bonus points and deployment is hammer and anvil.  Night fight will be in effect for the first turn, which will be key for Cal.
He wins the roll and decides to go first. The objective are pretty much spread out in an x, two in each deployment zone and one in roughly the middle.  He deploys the screamer star lite and the Spawn tide in the middle.  Supported by the Princes.  He puts one bearer squad in ruins on his left objective.  The cultists goes in the right side in area terrain.  I place my Vindicator in the middle with the command squad and characters to the side.  I place the three attack bikes scattered behind them. Coteaz and the henchmen go in the Raven and all the other bikes outflank.  I scout everything forward I try to seize but fail.

His turn 1 he moves everything forward to get a second turn assault.  He casts forewarning in the screamers but fails the grimoire giving them a 5+ invulnerable.  He turbos a little bit forward to give them a 4+ cover save plus any night fight bonus.
My turn 1 I move forward to get into double tap range for most of my plasma and at least with in 12" to avoid giving him and more cover bonus.  Like a dummy I forget my vindicator has a searchlight and never use it.  I rad grenade the screamers and let the plasma rip.  I also shoot the vindy and the attack bikes at them I kill 5.  He did well on his cover saves.

His turn 2 I wait for the reprisal.  His other set of plague bearers deep strike in on to one of the objectives in my back field on my right.  He sends his spawn forward and sets up a charge with the command squad.  The screamers get ready to destroy the vindicator.  The princes go attack bike hunting.  The keeper babysits the cultists and plaguebearers.  The spawn charge the command squad I kill one thru overwatch.  I challenge with Sammael and do nothing to his sorcerer and he' does nothing to me.  The libby takes down two more spawn rolling great and him not so great.  With that I hit and run towards his board edge and the troops.  The screamers crush my vindicator taking a casualty in the explosion.  The daemon princes shoot to no effect at the attack bikes, and both fail long charges.
My turn 2.  Coteaz and the flamers show up. The flamer bikes come in on my right by the newly arrived palguebearers.  The storm raven flies to the middle of the board to target the keeper.  The command bikes go talk to the cultists.  the attack bikes all gather to talk to the newly arrived plague bearers with the flamers.  I flame and shoot the attack bikes at the plaguebearers killing most of them and then assaulting them killing all but one I think.  The flamers are in the corner as they failed their charge.  The command squad massacres the cultists and heads towards the Keeper and remaining plaguebearers.  The Raven puts three wounds on the Keeper.

His turn 3 he sends the screamers and the spawn towards my deployment zone to try and corral the bikes that are going to be running amok back there.  He also sends one prince into the combat with the lone plague bearer.  He starts the other prince back toward his deployment zone but only gets close to the center objective and raven.  The keeper charges into the command squad shooting them first with lash.  I challenge with Sammael and promptly go down like a five dollar whore.  I pass my morale and hit and run towards the plaguebearers.  One attack bike gets killed by the prince.  The others hit and run out of there.  The screamers are sort of stuck in no man's land as he needs to see where my other bikes will be coming in.
My turn 3 both bike squads come in one on each side.  The plasma come in on the left side and the melt on the right.  I bring them both on in his deployment zone.  The plasma set up to double tap the Keeper, while the melta are waiting for the banner to get in range to deal with the plague bearers.  The command squad moves up to get in range of the melta bikes and plaguebearers.  The raven hovers and drops off Coteaz and the boys who had cast prescience and flame shield (yes a pyromancy power I just wanted to try one) on themselves and light up the other prince.  The other bikes race to get on objectives with one attack bike and the flamer squad on one and one attack bike on the other.  In the shooting phase I pick up 24 dice and go to town on the plaguebearers.  Cal goes to ground but doesn't roll very well.  Then the command squad double taps and kills all but three or so.  The command squad charges in and finishes the job consolidation enough to make a box around the objective to not allow contesting,  The raven and Coteaz knock the prince down to one wound, by them the attack bikes and the flamer bikes put a couple of wounds on the other prince.  The plasma bikes knock the Keeper down to one wound.  I now hold four objectives.

His turn 4.  Cal is in trouble he can't hold any objectives and now needs to contest four.  A lot of his forces are out of position and chasing mine.  The spawn go to kill the lone attack bike in my left corner.  The prince in my deployment zone goes to kill the flamer bikes.  The other  one wound prince goes to deal with Coteaz and the henchmen.  The Keeper and the Screamers go to the bottom right to try and contest the melta bike's objectives.  The spawn and sorcerer catch and lock the lone attack bike in combat.  The other prince eats the flamer squad taking a wound in the process.  The Keeper charges the command squad who promptly shoot him dead on the way in.  Now there is no way to contest the bottom objective and this will be the last half of turn.  The other prince eats a bunch of overwatch and dies on the way in as well.

 I win primary, and beat him in kill points.  We both have warlord and line breaker and he has first blood.  Even had it went on I think Cal would have a tough row to hoe. I think I finish off the other prince with the Raven and the sorcerer on the bike and the spawn are too far up in my deployment zone to do anything but kill my attack bikes.  I have two full bike squads and the command squad and potshots from Coteaz to kill the screamers next turn.  It was a great game.  Cal was a blast to play against I think that the mission just went against him.  He was banking on speed and I am just as fast.  Also with me outflanking everything he had a hard time containing me.  All in all a fun tournament and surprising showing by the Ravenwing.  The command squad with the libby was just nails especially with the power field generator.  I really don't think I need the vindicator or the banner.  I think I actually used the banner twice all tourney.  The command squad tends to be running around like crazy I hate keeping my bikes all bunched up.  The raven and Coteaz were very effective.  I think in the future I will drop the banner, vindicator and one man from each of the six man squads and add six Black Knights with one grenade launcher.  I look forward to next month.

Tuesday, January 28, 2014

Draxtar Games Tournament 1/25 Round 2



All right after eking out a win in game one it was on to game 2.  This game was dawn of war deployment.  The primary mission was place an objective in the middle and then place one in a a cross formation so one was on each deployment line and the other two were 12" from the center on the midline.  If a troop comes into contact with a objective marker they could search whether or not it was a relic.  On a 3+ it was.  After three relics were found the other ones would disappear.  The secondary mission was kill points.  All the regular bonus points were in play

Once again played against a great guy but forgot his name.  Not even sure how his army worked with allies he had Iyanden and Eldar:
Farseer
2 x Spiritseers
Warlock
2 x 3 Jet Bikes
10 Wraithguard with cannons
5 Wraithguard w/flamers in wave serpent w/bright lance
3 x Wraithknights

Somehow the one wraith knight was his warlord.  Anyway he wins the roll and lets me go first. I deploy everything but the Raven filled with Coteaz and henchmen.  I deploy on my line with most of my stuff.  He deploys the wraith knights sort if together with the wave serpent in the middle.  The wraith guard along with all the psykers go on my right.  There is two big pieces of terrain that sort of funnel everything to the middle.  Everybody scouts forward I land on 4 out of 5 objectives finding two relics.

My 1st turn one attack bike moves forward to shoot the wave serpent.  (I forgot about the stupid shield) One attack bike and the flamers move back with the relics I have found.  All the attack bikes shoot at the wave serpent doing two hps.  The stupid vindicator scatters off the wave serpent.  I wound one wrath knight about three times also knocking off a toughness point.  I fail the charge.
His turn 1 he casts a billion psychic powers but fails the one that allows his wraith guard to battle focus.  So his wraith guard unit moves up and they toast my lone attack bike for first blood - doh.  The wave serpent fails to kill the windy.  The wraith knights fire at the command squad but He only hits 3 times and only wounds 2 and I save both.  All three wraith knights charge in to my command squad I put some wounds on an unwounded one and wait for the carnage.  I challenge his warlord with my champion (who I am pretty much sure is suicidal because he ends up a red smear after every game)  He takes one for the team.  The other 10 attacks hit about five times and do maybe 4 wounds of which I fail one save pasting the banner bearer.  I manage to get one of the librarian's attacks on to the wounded wraith knight and insta kill it.  I then hit and and run out of there.

My turn 2 I am sitting pretty.  The two wraith knights are sitting in the open in front of a bunch of plasma and melta.  The flamers move back behind terrain with the relic they have.  My other attack bike finds the last relic so now I am in possession of all three.  The command squad lines up the warlord.  Coteaz flies in to line up the warlord as well.  The melta bikes head after the serpent.  The plasma bikes and the attack bikes line up the non warlord wraith knight .  The vindicator driver stares in dis belief as he realizes the wraith guard are all bunched up in the open.  The command squad drops the rad shell on the warlord knight and knocks 4 wounds off of it.  The Raven manages to knock another wound off of it and hit the warlock with a mind strike missile killing him. One of the attack bikes finishes it off.  The vindy hits the bunched up wraith guard killing six and a spirit seer who fails his look out sir roll and his fortuned save.  The melta bikes manage to down the one hp wave serpent.  The plasma bikes and the other attack bike do 3 more wounds to the last wraith knight.  In order to plug the hole in the middle the plasma bikes declare a charge on the wraith knight.  I lose one bike but make the charge and do nothing in combat losing one bike.  We lock.
His turn 2 wow is pretty bad turn for him.  He gets both jet bikes who make a bee line for the flamer bikes zipping across the board.  The wraith guard with flamers come out an punish the bikes who killed their ride killing four.  The wraith guard  having not much to shoot at blow the raven out of the sky.  It scatters near the wraith guard with flamers leaving Coteaz and one plasma gunner left.  The wraith knight kills one more bike and I hit and run.

My turn 3 Coteaz casts prescience on himself and forewarning and prepares to go say hello to the five man wraith guard squad.  Everything else lines up the wraith knights and wraith guard.  The flamer bikes go after one of the jet bike squads.  They kill two jet bikes.  The wraith knight and the wraith guard are gutted by the remainder of my shooting.  I think the far seer and one wraith guard remain after all the shooting.  The remnants of the melta bikes shoot and then charge in to the wraith guard with flamers.  I lose one more biker to overwatch and then Coteaz joins the party.  I killed two with shooting and Coteaz finishes off the rest with his hammer.
His turn three he gamely soldiers on stating he never gives up.  He shoots the jet bikes into the flamer bikes killing one.  The wraith guard kill a command squad member.

My turn 4. I finish off his army and get 27 points to his 1.

He was a great sport about it and even stated my list was the paper to his rock.  I had just too much plasma and melta for him to overcome.  Plus when he let me go first I was able to get to all the objectives on the first turn giving me control of them.  So a crushing victory and on to table two.

Sunday, January 26, 2014

1750 Tournament Draxter Games Jan 25th



All right went to Tournament at Draxtar Games yesterday.  Was 1750 points and three rounds.  At the last minute I decided to take my Ravenwing allied with Grey Knights.  I usually hate allies but I needed to get some sort of flyer defense in there.   List was as follows:

Sammael on Corvex
Librarian Level 1, Bike, Force Staff, Power Field (Took Psychic Shriek in all games)
Command Squad w/Apothecary and Champion, Banner of Devastation
Full Bike Squad w/2 Plasma Guns and Combi Plasma, Multimelta Attack Bike
Full Bike Squad w/2 Melta Guns and Combi Melta, Multimelta Attack Bike
Three Man Bike Squad w/2 Flamers and Multimelta Attack Bike
Vindicator w/Siege Shield
Allied GKs
Coteaz
Henchman Squad 4 w/Bolters and 2 w/Plasma Guns
Storm Raven w/TLLC and TLMM

Game 1 is versus a Farsight player whose name I wrote down but of course threw the paper away.  Anyway real fun guy to play against.  His list as I remember it is

Farsight
O'Vessa
Riptide w/Burst Cannons and Smart Missiles
3 Man Crisis Team w/weapons and drones
2 Man Crisis Team w/weapons and drones
2 Man Crisis Team w/weapons and drones
About 13 Kroot w/Shaper and sniper rounds
2 Units of Pathfinders
3 Broadsides w/Rail Rifles
2 Hammerheads

Deployment is vanguard strike.  Primary mission is five objectives each worth five points.  Objectives are pretty much even scattered around the board on in the center of the board and one in each quarter.Secondary mission is whoever controls more objectives.  Usual bonus points line breaker, slay the warlord and first blood.
He elects to go first.  He deploys Ovessa on my left with a group of pathfinders in some ruins.  In the middle in some more ruins he deploys the broadsides and one hammer head.  A little to the right of them he deploys he other Riptide.   All the way on the right he deploys the other group of pathfinders and the other hammerhead.  He leaves all the crisis suits and Farsight to deep strike and the Kroot will outflank.

I deploy the command squad w/Sammael and libby on my left alongside of them goes the plasma bike squad and the melta bike squad goes behind them.  The vindy goes next to the command squad.  Coteaz gets in the Raven with the henchmen and all the other bikes outflank.  I scout forward and fail to seize.

Turn one sees some abysmal shooting for him He only kills two bikes from the plasma squad.  I move forward and show him just how abysmal my shooting can be as well.  I shoot 24 twin linked bolter shots into 5 pathfinders killing 2.  The vindicator hits the broadsides and does nothing.  I then fire six plasma shots, a plasma cannon, 8 twin linked plasma shots, psychic shriek and a bunch of bolters to a T5 riptide and did one wound.  Oh well guess I have to do this the hard way I charge the plasma bikes into eat the overwatch which they do and fail their charge.  The command squad hits Ovessa and does ...nothing.

His turn 2 he gets two crisis suit teams and Farsight.  Farsight lands behind the vindy which he then blows up.  Everything else proceeds to wipe the table with the rest of my army.  I tickle the riptide for one wound I think.  Take none in return we lock and I roll a 5 for hit and run.....
My turn 2 sees the three flamer bikes come in on the left.  With nothing to do the turbo boost on the left side to try and stay alive.  We slap fight a little more and stay stuck in combat.

His turn 3 the last crisis team comes.Farsight is making his way towards the combat.  The rest of his army happy to have targets wipes the turbo boosting bikes off the board.  Farsight charges into combat and promptly whiffs on all of his attacks.  The champion and librarian beat him into the dust.  Of course he sticks around and once again I roll a 5 for my consolidation......

My turn three everything comes on.  The three attack bikes come in on the right behind his hammer head on my right.  The stormraven comes in to line up a shot on the three man crisis suit team.  The attack bikes kill the hammer head taking three melta shots to do it.  The raven kills both crisis suits.  And finally the command squad goes nuts killing Ovessa of course in my turn. (I believe Sammael was down to one wound as was the libby)  Great I am now sitting in front of the broadsides, a hammer head and some crisis suits.

His turn 4 the kroot come in the lower left corner and start heading to an objective.  The command squad manages to only lose one guy.  The riptide lights up one attack bike erasing it.  I think he forgot that they are all one man units. The kroot run on to an objective in cover in the bottom.
My turn 4 the command squad shoots at the broadsides wiping out 2 and then multi charges them and the hammer head killing both.The raven drops into hover mode disgorging Coteaz and the henchmen who charge into another 2 man crisis suit wiping them out.  The raven and the attack bikes shoot at the other crisis suits managing to kill one.  One attack bike makes his charge into the crisis suit doing nothing.

His turn 5 the Riptide erases yet another attack bike, 5 pathfinders kill three henchmen. The other remaining crisis suit from his three man team takes refuge in the objective in the lower left corner.  I hit and run out of combat with his other suit.
My turn 5 the command squad head for the kroot, Sammael and the librarian head fo rthe lone crisis suit in the lower left corner.  Coteaz and his remaining guys shoot at the pathfinders killing three.  The raven introduces the kroot to mind strike missiles killing seven of them.  The lone attack bike kills off the last crisis suit on the right.  The command squad turbos towards the kroot.  The librarian and Sammael manage to kill off the last suit on the left, however somehow Sammael dies in the process.  I have two objectives he has one.  But the game goes on.

Turn 6 the Riptide and the pathfinders turn Coteaz and the henchmen into paste.  The kroot stand there as they went to ground last turn.
My turn six the command squad moves up to contest the objective the kroot are on.  The attack bike moves forward and then turbos back to his objective, the raven kills a few more kroot and the libby does some wheelies...

Turn 7 in his turn he makes a mistake instead of targeting my wounded attack bike driving around an objective he shoots the Riptide (the killer of attack bikes) into the command squad killing tow of them but leaving one remaining to contest the objective.  Had he shot my attack bike the best I could have done was tie.
My turn 7 I kill a few more kroot and maybe some pathfinders.

I possess one objective he has none.  I pick up 5 points for the primary.  I pick up 10 points for the secondary.  I also have slay the warlord and linebreaker.  He has slay the warlord and first blood.  I win 17 - 2.  Wow what a bloody game I have a librarian, a storm raven and one command squad guy left.  He has a Riptide, a few pathfinders and a kroot or two left.  Managing to eke out a win I move on to the next round.  He was a great guy to play against and won his next two games handily.

New Tyranid Vanguard formation


Manufactorum Genestealers
—The formations allow your genestealers to set up in ruins or unoccupied building within 6" of your enemy, and have hit and run.
—5 Genestealer broods, but may not include additional genestealers.


Lictor Forest Brood
—Lictor Forest brood formation inside forests can infiltrate up to 6" from the enemy, and have the shrouded rule in forest.
—This is 5 broods of a single model.


Deathleaper's Assassin Brood
—The Deathleaper brood makes anyone within 12" of a model from the brood have -1 LD - this could be pretty massive combined with a few other rules (shadows, Its after me, the horror, Psychic Shriek etc.).
—Deathleaper + 5 lictor broods of 1 model.


Broodlord's Hunting Pack
—Another Broodlord hunting pack formation when it comes from reserves can deploy into any unoccupied building. It can also be deployed in any ruin terrain during setup as long as its 6" away from the enemy.
—They also have hunting pack, which when deployed, your formation has preferred enemy against any nominated enemy unit.
—3 Stealer broods and 1 must have a brood lord. only a single broodlord allowed.


Gargoyle Bio-Bombs
—The gargoyle bomb is 3 units of gargoyles and 3 units of spore mines, and allows the spore mines when ever they start a move action (move, run, charge) within 6" of a gargoyle to move at 6", or no longer half the distance when running or charging.

Friday, January 24, 2014

Next Draxtar Games Tournament January 25th

All right now that I am actually playing again I might make tournaments in two months in a row.  Heading to Draxtar Games in Batavia for a 1750 point tournament on Saturday.  No data slates,escalation or stronghold.  One Forge World unit with the 40K approved stamp no super heavies or gargantuan creatures.  Not sure what I am going to bring.  I refuse to play unpainted models in a tournament setting so if I am going to take Daemons it will be:

Lord of Change Level 3, 2 x Greater Gifts, 1 x Lesser Gift
Herald of Tzeentch Level 3 w/Greater Locus of Str 6
Herald of Khorne on Juggernaut w/Locus of +2 attacks and Lesser Gift
Herald of Nurgle w/Greater Locus of FNP and Exalted Reward (Grimoire)
10 Pink Horrors
14 Daemonettes + Alluress
10 Plaguebearers
5 Flesh Hounds
Daemon Prince of Tzeentch Level 3, Wings, Armor & 2 Greater Gifts
Soul Grinder of Slaanesh w/Phlegm
Soul Grinder of Slaanesh w/Torrent

I really wish I had got my butt in gear and got my screamers and another unit of plague bearers painted but it ain't happening between now and Saturday.

If I take Grey Knights it will be:
If I take Grey Knights it will be:
Coteaz
Inquisitor in terminator armor, psycannon, 3 skulls, psyker
5 Paladins 2 x Hammers, 2 x Pyscannon
10 Strikes Hammer, 2 x Psycannon  Psybolt Ammo
4 Henchmen w/Bolters in a  Lascannon Razorback
4 Deathcult Assassins w/Axe & Sword, 2 Crusaders w/Shields and Mauls
4 Henchmen w/LP & CCW
4 Henchmen w/LP & CCW
Stormraven w/TLAC, TLMM Hurricane Bolters and Psybolt Ammo
Stormraven w/TLLC and TLMM
Land Raider


Oh well will see how it goes....


Monday, January 20, 2014

COMPLETED: Tyranids vs Tau • 2k Batrep


I had a very exciting game yesterday afternoon fielding my Tyranids versus Tau featuring triple Riptides. The Tau player is a veteran so this was an excellent test match for the new Tyranids.

- ARMY LISTS -

Tyranids
Hive Tyrant:
Wings, Adrenal Glands, Twin Linked Devourers w. Brainleech Ammo
Hive Commander

Alpha Warrior: /Warlord
Maw Claws, Adrenal Glands, Flesh Hooks, Toxin Sacs

Deathleaper

3x Warrior:
Adrenal Glands, Flesh Hooks, Rending Claws
2x Deathspitter, Barbed Strangler

13x Genestealer & Broodlord: (attached to Alpha Warrior)
Toxin Sacs

13x Genestealer & Broodlord:
Toxin Sacs

20x Devilgant

Trygon Prime:
Toxin Sacs

Tyrannofex:
Regeneration
Rupture Cannon

Warlord Trait - Night Vision

Psychic Powers:
Flyrant - Catalyst & Warp Blast
Zoanthrope - Catalyst & Warp Blast

It's After Me! - Deathleaper reduces the Ethereal's leadership to 7.


Tau (To the best of my recollection)
Ethereal /Warlord

Commander:
Iridium Suit, Multi-Spectrum System, Control Node, Multi-Tracker
Missile Pod, Fusion Gun

8x Marker Drone (attached to Commander)

12x Fire Warrior

12x Fire Warrior

12x Kroot:
Kroot Hound

12x Kroot:
Kroot Hound

Riptide:
Stim Injector, Early Warning Override
Ion Accelerator, Missile Pods

Riptide:
Stim Injector, Early Warning Override
Ion Accelerator, Missile Pods

Riptide:
Stim Injector, Early Warning Override
Ion Accelerator, Missile Pods

3x Broadside:
2x Railgun, High Yield Missiles, Missile Pods, Velocity Trackers

Hammerhead:
Commander Longstrike
Railgun, Submunition Rounds

Aegis Defense Line:
Quad Gun

Warlord Trait - Night Fight

Wednesday, January 15, 2014

All right have started playing 40K again my first real 6th edition tournament w/Daemons

All right have finally got back into 40K after a long hiatus.  Who knows I might even try to actually post once a week.  Anyway played a 1500 point tournament with my Daemons for the first time.  The list I brought was:
Lord of Change Level 3, 2 x Greater Gifts, 1 x Lesser Gift
Herald of Tzeentch Level 3 w/Greater Locus of Str 6
Herald of Nurgle w/Greater Locus of FNP and Exalted Reward (Grimoire)
10 Pink Horrors
10 Daemonettes
10 Plaguebearers
Daemon Prince of Tzeentch Level 3, Wings, Armor, 1 Exalted Gift (Portal) and one Greater Gift
Soul Grinder of Slaanesh w/Phlegm
Soul Grinder of Slaanesh w/Torrent
Comes to 1500 Points on the head
Tournament was battle points with primary and secondary missions and the three extra points

Round 1 was against a necron player who brought
Lord on a barge
5 Voltaic staff guys
5 Scythes w/5 warriors
3 Barges
Mission is 5 Objectives primary and kill points secondary dawn of war deployment.
I am not going to write up detailed battle reports as it has been a couple of weeks and I don't remember everything.  In this came my big mistake was in not pulling out the rule book when I had a question.  the main question was whether or not a chariot can lock a monstrous creature in combat (btw it can't).  this caused my prince to be stuck in combat with his lord all the way to turn 5.  He crushed all of my stuff except for the prince and some horrors also go the portal and a couple of small units.  I killed all his troops his warlord and a couple of scythes.  We each had no objectives he had one more kill point than I.  We both have linebreaker and kill the warlord he has first blood.  I lose 20 to 9.

Round 2 is against Mitch Tucker's girlfriend Natalie a newer Daemons Player
She has
Fateweaver
Karnak
Daemon Prince of Tzeentch Level 3w/Exalted (Grimoire) and Greater Reward
18 Daemonettes
18 Daemonettes
10 Plaguebearers
10 Plaguebearers
14 Flesh Hounds
This game is Objectives via the scouring and kill points hammer and anvil deployment
We exchange princes early with me sacrificing mine getting hers for first blood.  Actually had I not failed a grounding test I wouldn't have died.  I was able to get one grinder into her dogs and another into her one unit of daemonettes crushing them both on instability tests.  In the end I kill everything but one unit of plaguebearers hiding in the back.  I win 28 to 1.

Round 3 is against an Ultramarine Army played by a player named Gary.
He has:
Tigurius
2 10 man tactical squads in assbacks
5 man tactical squad in razorback
5 scouts
2 Talons w/skyhammer missiles
2 Thunderfires
3 centurions w/grav cannons

This one is vanguard strike 5 objectives each worth 5 points apiece no secondary.
This game turned on his mistake of letting one of my prescienced soul grinders get to his centurion plus tigurius squad.  I was able to pound them to dust and then mop up the rest of his scoring.  It did not help that his scatter dice for his thunderfires were absolutely horrendous.  At one point he roller 21 straight deviations.
In the end I held 3 objectives to his none and had all three bonus points.  A 18 to 1 win for me.

So I finished with 55 points in 7th place out of 28 players.  Not too bad.  If I hadn't made the rules mistake in the first game who knows?  I like the list it plays pretty good plus it does not have Fateweaver.  I figure to take it to 1850 I am going to add some screamers another batch of plague bearers drop the exalted on the prince and give him a second greater gift.  I will have one exalted to use for either the portal or grimoire depending on what is needed.
The 1850 list will look like this:

Lord of Change Level 3, 2 x Greater Gifts, 1 x Lesser Gift
Herald of Tzeetch Level 3 w/Greater Locus of Str 6
Herald of Nurgle w/Greater Locus of FNP and Exalted Reward (Grimoire)
10 Pink Horrors
16 Daemonettes w/Alluress
10 Plaguebearers
10 Plaguebearers
8 Screamers
Daemon Prince of Tzeentch Level 3, Wings, Armor and 2 Greater Gifts
Soul Grinder of Slaanesh w/Phlegm
Soul Grinder of Slaanesh w/Torrent

So far in play testing I like it and just need to get the other unit of plague bearers and screamers painted.  Playing in a tournament on Jan 25 at Draxtar Games at 1750 points will post on that later.

Friday, September 13, 2013

Sons of Horus vs Gundamwing Tau


+++ Sons of Horus army list +++

(9 kill points total)

Chaplain - Catap armor
Librarian - Catap armor, force axe
Apothecary - Catap armor, narcethium, power fist

Note that my opponent allowed me run a third HQ and use Pride of the Legion even though I didn't field a Praetor. : )

My Warlord trait makes the Warlord and his retinue cause Fear. The Librarian chooses the Lore of Divination - Prescience, Precognition, Misfortune.

4x Justrearin Terminator
- Power axe, combi-melta
- Power axe
- Pair of lightning claws
- Power fist

Spartan assault tank:
Extra armor, dozer blade, auxiliary drive, ceramite plates, flare shield
Quad lascannon sponsons, twin-linked heavy bolter

5x Legion Terminator - Catap armor
Sergeant - grenade harness, power fist
- Heavy flamer, power axe
- Power axe, combi-melta
- Power axe
- Thunder hammer
- Pair of lightning claws

Land Raider Phobos (dedicated transport):
Extra armor, dozer blade, auxiliary drive, ceramite plates

5x Legion Terminator - Catap armor
Sergeant - grenade harness, power axe
- Heavy flamer, thunder hammer
- Power axe, combi-melta
- Power axe
- Thunder hammer

Land Raider Phobos (dedicated transport):
Extra armor, dozer blade, auxiliary drive, ceramite plates

NOTES
1) Cataphractii armor confers both a 4++ invulnerable save and Slow & Purposeful
2) Auxiliary drive ignores immobilization on a roll of 4+
3) Ceramite plates prevent melta weaponry from rolling 2d6 for armor penetration
4) Flare shield reduces enemy shooting by -1S for ranged weapons and -2S for templates on the front arc


>>-))o> Gundamwing Tau Empire army list >>-))o>

Commander:
Iridium battlesuit, drone controller, target lock, blacksun filter, neuroweb system jammer
2x Marker drone
Fusion blaster, missile pod

The Tau Warlord trait is roll 3d6 for the jetpack assault move.

5x Marker drone (attached to Commander)

Ethereal

Riptide No. 1:
Nova reactor, blacksun filter, stimulant injector, multi-tracker, early warning override, riptide shield generator
Twin-linked smart missile system, ion accelerator

Riptide No. 2:
Nova reactor, blacksun filter, stimulant injector, multi-tracker, early warning override, riptide shield generator
Twin-linked smart missile system, ion accelerator

Riptide No. 3:
Nova reactor, blacksun filter, stimulant injector, multi-tracker, early warning override, riptide shield generator
Twin-linked smart missile system, ion accelerator

Riptide No. 4:
Nova reactor, blacksun filter, stimulant injector, multi-tracker, early warning override
Twin-linked smart missile system, heavy burst cannon

XV88 Broadside Team:
2x Twin-linked rail rifle, twin-linked smart missile system
Blacksun filter, multi-tracker, velocity tracker
1x Twin-linked high yield missile pod, twin-linked smart missile system
Blacksun filter, multi-tracker, velocity tracker

5x Pathfinder

15x Kroot - sniper rounds
Kroot hound

15x Kroot - sniper rounds
Kroot hound

11x Fire Warrior
Shas'ui


11x Fire Warrior
Shas'ui

Hammerhead:
Railgun, submunition rounds, disruption pod
Longstrike

Aegis Defense Line:
Quad gun


MISSION RULES (taken from an upcoming local GT)
KING OF THE HILL

Deployment - Hammer and Anvil

Primary One
King of the Hill - There are three objective markers placed along the mid line of the board (long way). One objective marker is in the center of the table. The other two are 18" on either side. If you control the objective marker in your opponent's deployment zone it's worth 4 battle points. If you control the objective marker in your own table quarter it's worth 2 battle points. The objective marker in the center is worth 3 battle points.

Primary Two
War Zones - Each table quarter you control in your half of the table is worth 1 battle point. Each table quarter you control in your opponent's half of the table is worth 2 battle points. You must have the most scoring units wholly within a table quarter to control it. Dedicated transports don't count and squads must be disembarked.

1st Tie Breaker
If at the end of the game there is a draw on total battle points then use kill points as the first tie breaker.

2nd Tie Breaker
Whoever destroys the most enemy scoring units wins.

Modified Night Fight is automatic the first turn. Units cannot shoot more than 24". Night vision does not work. Barrage automatically scatters 3d6 if the large blast template is placed beyond 24" range - if you roll a HIT then use the small arrow to determine the direction of the scatter.

No battle points for First Blood, Slay the Warlord, or Line Breaker.

There are six turns and then a seventh on a roll of 4+.


Sons of Horus go first.

I deploy as follows.


The rear land raider Phobos is deployed behind the battlement completely out of line of sight from the Tau.


Tau deploy aggressively with Gundamwing forward of the Aegis Defense Line on the other side of the stream.


Both squads of Kroot will outflank. Ethereal is joined to one squad of Fire Warriors and is manning the quad gun. Pathfinders infiltrate into a small thicket to my left of their battle formation.


Pre-Game Analysis

17 of Horus' finest versus the upstart Tau... My plan is to sit back the first half of the game, fire lascannons into Riptides (killing them one at a time) and use Machine Spirit to pepper the Pathfinders then Fire Warriors. The rear land raider is dedicated to sweeping any Kroot that get too close and eliminate their scoring threat. The only two real threats to the Spartan are the Hammerhead or should a Riptide feel a bit frisky and attempt to assault it. I will use the Spartan to cut off enemy line of sight and give cover to the middle land raider Phobos since it is much more vulnerable. By turn 4 I will start pushing forward. My strategy is to end the game holding the middle objective while denying my opponent his objective (King of the Hill). The Spartan is big enough it can prevent enemy infantry from claiming the middle objective.



1st Turn - Sons of Horus

No movement. All lascannons in range target the forward most Riptide and drop three wounds. Heavy bolters vaporize the Pathfinders (remember no First Blood).

1st Turn - Tau

The Riptides shuffle a bit then the shooting commences. The middle land raider Phobos loses one hull point to a glancing blow.



2nd Turn - Sons of Horus

The Spartan and middle land raider Phobos both push forward six inches entering the stream. Again lascannons target the wounded Riptide and bring it down. Heavy bolters kill two to three Fire Warriors. The three remaining Riptides are too far back to launch an assault on the Spartan this turn.


Note that the middle objective is on top of the rocky outcrop located in the middle of the table.

2nd Turn - Tau

Neither Kroot squad arrive from reserve. Riptides cautiously move forward a bit; one hops back behind the Aegis Defense Line. The two forward Riptides bring their shields on line. This turn the Tau are unable to inflict any damage to my armor.


3rd Turn - Sons of Horus

The Spartan holds it ground while the middle land raider Phobos moves six inches over to my left so it has line of sight to fire both its lascannons at the next Riptide. Shooting then recommences dropping three wounds on the toward most Riptide. Heavy bolters drop a couple more Fire Warriors.

3rd Turn - Tau

One squad of Kroot arrive and come in on my right side throwing caution to the wind, approaching the battlement located in my deployment zone. Tau shooting then manages to drop one hull point on the Spartan and another on the middle land raider Phobos (losing one of its lascannon sponsons due to a penetrating hit).


4th Turn - Sons of Horus

The Legionnaires to the rear take the bait and go for the newly emerged Kroot. Their transport moves over six inches to my right behind the battlement and the terminators dismount such that they all have line of sight to the Kroot with the heavy flamer positioned up front. The Spartan and middle land raider Phobos form up into a train with the Spartan pulling on top of the rocky outcrop.


Shooting then recommences again with the lascannons dropping the second Riptide and putting one wound on the third. Heavy bolters fail to kill anything. The rearguard then light up the Kroot followed by a successful charge, killing all but three who then break and fall back. The terminators consolidate back partially behind the battlement for some hard cover.


4th Turn - Tau

The second squad of Kroot automatically arrive from reserve also coming in on my right side entering the battlefield at the center of the table - they will attempt to make a play for the middle objective. The remainder of the first Kroot squad continues to fall back. The two remaining Riptides shuffle such that one is just in front of the Aegis Defense Line while the other is just behind it. One Riptide manages to kill one of the rearguard terminators dropping a pie plate on the one out in plain sight. The rest of the Tau shooting is ineffective.


5th Turn - Sons of Horus

There are possibly only two turns remaining so it's time to make a run at the enemy. The warp caster successfully casts both Precognition and Prescience, saving one warp charge to activate his force axe. The rearguard terminators re-embark in their transport which then moves the full 12" plus a flat out towards my objective. The Spartan moves up 6" - the Chaplain, Apothecary and Librarian detach from the Justrearin moving into position to assault the forward Riptide. The Justrearin dismount to my left towards the Commander with its marker drones. The middle land raider Phobos moves 6" to my right and its terminators dismount another 6" in position to multi assault both squads of Kroot.



All shooting target the marker drones and eliminate them all. w00t !!

The three characters take no wounds from Overwatch and manage to bring the Riptide down to its last wound - it does not break. The Justrearin lose one on the way in to Overwatch and just manage to kill the Commander... Note that another Justrearin is fell in melee. The terminators also lose one on the way in to Overwatch, break the big squad of Kroot but the small squad holds.

So very lucky for me that my that two of units are still locked in combat! The Justrearin will have to take it on the chin.

Turn Five - Tau

Tau shooting drops another hull point on the middle land raider Phobos then melee recommences. The two Justrearin lost another brother to a stray shot... Just one left now (note that while not a Troop the Justrearin do count as a scoring unit). The three characters are unable to finish off the Riptide and remained locked in combat. The terminators are unable to finish off the three remaining Kroot and also remain locked in combat.




If I could have won those two combats it would have game over.


Turn Six - Sons of Horus

This could be the last turn... I won't be able to hold the middle objective so I'll have to make a play for my opponent's - there is no way he can reach mine.

The warp caster succesfully casts Misfortune on the Riptide, botches Precognition then gets off his Prescience. The rear land raider Phobos pulls up beside my objective and the four terminators dismount to claim it. The middle land raider Phobos pulls back and turns sideways to screen them. The lone Justrearin moves onto my opponent's objective using what cover is available... He is all alone now. Shooting is concentrated on the rear Riptide and brings it down to its last wound as well. Heavy bolters manage to clip one Fire Warrior from the squad closest to my solo Justrearin.


Yet again the three characters cannot manage to kill the engaged Riptide, even with the aid of Misfortune. The other squad of terminators finally kill off the last of the first Kroot squad but only consolidate 1"... They are out in the open now.


Turn Six - Tau

The squad of Fire Warriors closest to the lone Justrearin move towards him... They will elect not to shoot so they can charge in an attempt to take back their objective. The Ethereal throws caution to wind and joins them. The Broadsides sit still so they can target my terminators out in the open. The Kroot make a move towards the Spartan to go for the middle objective.


The Broadsides polish off the terminators while the unengaged Riptide drops a pie plate on the terminators holding my objective but only manages to clip one and they pass their break test. The Kroot then run towards the middle objective.

The Fire Warriors launch their assault with the Ethereal versus the lone Justrearin - He rides high in the saddle cutting down three, the Tau are unable to bring him down then break along with the Ethereal! Yet again the engaged Riptide makes all its invulnerable saves and survives... Wow that's one heck of a tenacious Riptide.


We then roll to see if there will be a final seventh turn and the game ends. I lift the Spartan and the Kroot are less than an inch away from claiming the middle objective.

VICTORY TO SONS OF HORUS !!!


Post-Game Analysis

The Spartan is truly a beast with the right war gear... Even the mighty guns of the Tau could only just manage to just scratch it's paint. If it had been me I would have dedicated one or even two Riptides to charge it and use the Smash attack.

The first four turns progressed quickly with mostly long range fire power traded back and forth across the battlefield then on the fifth turn things got interesting real quick. Some luck was definitely on my side but not everything went my way. My opponent rolled lots of 1s to hit throughout the game which is one thing markerlights cannot alleviate... Heh !

You never know how things are going to play out over the course of any game but I think overall my initial battle plan was solid. The lone Justaerin was my MVP dishing out the key killing blows and sucking up lots of punishment while my three characters had no impact on the game other than holding up the one Riptide. It was definitely a very exciting game right down to the last roll of the dice. If the Fire Warriors had passed their break check and the Kroot had rolled one more inch to run I would have lost... It was just that close.

Thursday, September 5, 2013

30k Terminator Tactical Analysis

Okay no whiny bitching here about losing a lot or how much cc sucks now. This is an article for big boys.


I should first mention that some people mistakenly think that the traitor Legions in the Forge World Betrayal book are Chaos Space Marines but in fact they are all still technically 'Imperial'. In fact except for the Primarchs and units (Apocalypse) from the Lords of War section the book is very much like a Space Marine codex plus there are more units to choose from when designing an army. You have the option to play your army as loyalists or as traitors. In fact there are special characters for each Legion that are either loyalists or traitors (e.g., Loken versus Abbadon).

The period for the Betrayal book is around the time when the Primarchs from four of the original Legions (i.e., Death Guard, Emperor's Children, Sons of Horus and World Eaters) have decided to turn traitor on the Emperor. There are no daemons or other such things from the Warp. A purging of these Legions takes place on the planet Ivstaan III where they kill all the Marines within their rank and file whom are still loyal to the Emperor. The third novel in the Black Library Horus Heresy series covers these events in great detail. Galaxy in Flames describes the virus bombing of Istvaan III and the Warmaster Horus' fall, which resulted in a galactic civil war where brother fought brother. In the virus choked wasteland of death and destruction that was once Istvaan III's Choral City, loyalist elements of the Luna Wolves, World Eaters, Emperor's Children and Death Guard Legions fight against the traitors of those Legions in a final display of defiance as the first part of the Heresy played out.

I finally got to play a couple games this weekend with my new Sons of Horus (SoH) army. I decided to use the trait that allows you to field veteran squads as troops so I can run a pure terminator army much like the conventional 40k Deathwing or Loganwing armies. Here is one of my current builds for a five man Legion terminator squad:

Sergeant - grenade harness, power axe, combi bolter
1x pair of lightning claws
1x power axe, heavy flamer
1x power axe, combi bolter
1x power fist, combi melta

Land Raider Phobos (dedicated transport - 2x twin linked lascannon, twin linked heavy bolter) - dozer blade, auxiliary drive, extra armor, ceramite plates

Notes
1) grenade harness counts as assault grenades for the squad
2) auxiliary drive ignores immobilization on a roll of 4+ on 1d6
3) ceramite plates - enemy melta weapons only roll 1d6 on armor penetration

The land raider also has a Machine Spirit and clocks in at 285 points, so you're definitely paying for the goodies.

One of the special rules for a SoH army is that each surviving model in their units get an extra attack at the end of each assault phase, however this does not count for unwieldy weapons such as a power axe. The terminator unit I posted above does not benefit much from this special rule except for the terminator armed with a pair of lightning claws. I prefer to take the AP2 melee weapons. So for my army this special rule is not all that beneficial. Many 40k armies have lots of special rules so I don't see this as overpowering. Just look at all the fantastic special rules for the new eldar and Tau in comparison.

All of my terminators wear suits of Cataphractii armor which confers a 4++ invulnerable save plus the Slow and Purposeful special rule. While I do like the better save I chose this type of terminator suit since it strictly adheres to the Legion's background as opposed to say a suit of Indomitus terminator armor.

I chose the heavy flamer as their special weapon since the main role of this terminator squad is dedicated to melee. You're going to score more wounds with the S5 template charging out of the land raider as opposed to either a plasma blaster or autocannon. The combi meltas help bring down tough multi wound models such as monstrous creatures and provide backup if needed to crack open an enemy transport so they can charge the contents.


Versus a squad of Canoptek Wraiths and a Destroyer Lord during my second game a squad of Legion terminators held them up at least three turns of melee, killing some of the Wraiths and wounded the Destroyer Lord before finally being swept. The terminators inflicted enough damage that I could shoot down the remainder of the enemy unit following combat. I chose to ignore the challenge from the Destroyer Lord in hopes of inflicting some AP2 wounds on The Lord and managed to inflict one. It is important to note that none of the 30k MEQ/TEQ units from the Betrayal book have And They Shall Know No Fear and can be swept if they should lose combat, so it's best if possible to first soften up a tough enemy unit with some serious shooting prior to charging them. In this particular case I was not in a good position to shoot a lot first prior to the charge since the enemy unit was hiding behind a large ruin with high line of sight blocking walls. I needed to hold them up to prevent them from charging my land raiders which the Destroyer Lord could have easily shred with his Warscythe... Thus the reason why I chose to charge the enemy unit when I did. So far I have found this terminator squad able to get the job done but you must wisely pick your targets and shoot a lot first.

My next article in this series will cover Justearin terminators.

Wednesday, August 14, 2013

My First ATC...Ouch!!



The ATC has come and gone.  This was my first year to play in it and it was an interesting experience.  It brought a lot of things home for me that have been bubbling deep down in the bottom reaches of my brain.  The issues that I am gonna discuss are varied and I am going to state multiple times how much this is NOT the fault of the ATC.  The ATC just happen the be the tournament that really opened my eyes to how bad things are right now in the game for me.

So here we go.  Let us take a little journey together.  First is my list.

Khan,with bike.
Command Squad on Bikes, 4 LC’S, 1 TH, 4 SS’S, 4 Flamers, 1 Apothecary.
10 Man Bike Squad w/ Melta, Plasma, M. Melta.
5 Man Bike Squad w/ Melta, Plasma, M. Melta.
5 Man Shooty Terminators with Cyclone Missile Launcher
1 Storm Raven w/ Lascannons, M. Meltas
1 Rune Priest in TA.
8 Grey Hunters w/ a Melta gun and wolf banner and Drop Pod
1 Space Wolf Land Raider (Godhammer) with Extra Armor.

I designed this list to be fast, to be in your face and to play maneuver as needed.  Its drawbacks are obvious.  Only three scoring units, heavily reliant on reserves/ outflanking and it can wilt against sustained fire.  So getting the Tau paring three times on the day one was not what I was looking for.  That being said I thought I could give Tau a run for their money.  I could get to them, I could deal with Riptides fairly decently with the Rune Priest and the command squad is just brutal against the little chicken tasting xenos.  All I needed was for reserves to work in my favor right.  WRONG. 

I will go on record as this being the worst time I have ever had playing in a tournament.  And it had nothing to do with tournament.  It is 6th Edition.  I really hate this edition and it is only getting worse for me.  Nothing I enjoy playing is worth a darn and everything I enjoyed about the game does not work anymore. 

Now I had visions of a drop pod list but in my ignorance of how the reserve rules work I did not think I could get it to work.  I would have been a lot better off.  So why such a bad time.  I came in to this after actually having done a lot of research.  I knew that I could not play a lot for practice so I watched a ton of battle reports and listened to a lot of podcasts who did shows talking about their prep work to the ATC.  Very enlightening.  Then reviewing our lists against some of the other lists in the tourney, I really thought we would have done a little better.  My dice were not even horrible.  They failed a couple of key times but overall they were not bad.  I only had to buy one new brick.

The problem was nothing seemed to work in our favor.  If we got the match up we wanted it ended up on a table that was not good and gave the advantage back to our opponent.  This happened in both of my first games.  I wanted the Tau but with wide open tables I had nothing to even try to hide behind.  This was something I had not put a lot of thought in and was really hard to overcome in game.

The death of assault.  I am stubborn and persistent and I just have not excepted that assault is dead.  BBF wrote an article on this very blog and I could not disagree more with it.  It is especially dead against the Tau.  Their rules for overwatch make assaulting the last thing you want to do and for me it is the first thing I want to do.  Miserable.

Winning and losing in a tournament is not that important.  I want some good games.  If I lose and it is close and fun then do not care much.  I try to make at least the top half as I think that represents the club.  We have good players and are a respected group around the southeast.  So I want to represent.  Chris and Shane cannot put on a bad event.  Anything they do you know it will be done right.  Could they do things to improve or tweak…yes.  Will they?  Yes.  So I do not want this to be ATC bashing.  This format in 5th and I am in hog heaven. 

So no more tourneys for me.  I cannot justify taking time off and missing games and stuff with the kids to go to a tournament and not get to play a fun list that is reasonably competitive.  If all you want in a game is sit back and shoot or build a list that just moves forward and takes shots then keep on playing in them.  I hate that.  I simply refuse to spend money on tournaments when the edition hates me.  So I gonna settle for my occasional night at the Keep.  Gonna try to hit the Boro and play there some.  Gonna work on my marines and add some of this new coolness that is coming out.  Painting, building and what not needs to be done.

Maybe 7th Edition will love more.