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HoH Tourny results


Yeti

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Well, just got back from my first Hall of Heroes tourny. A great and fun day all around, thirty six competitors all with great armies.

 

First of all, I'd like to say thanks for those who game me a hand in coming up with my army list ... 1608 really isn't an obvious value for an army list, especially for Space Wolves.

 

All told, went 1/1/1, finished 15th overall. Pretty mediocre results, especially for me. To be honest, I was a little out of it today and made several tactical & deployment errors. Had I been a little sharper, I probably would have had a 3/0 record or 1 tie. But hey, live and learn. I'll make sure to get a full night's sleep before the next tournament!

 

The list I ran was:

 

Wolf Lord: Bolt Pistol, Frost Axe, Belt of Russ, Frags, Wolf Pelt, Runic Charm

Rune Priest: Frost Axe, Storm Shield, Chooser of the Slain, Frags.

Venerable Dreadnought: Plasma cannon, Heavy flamer, Smoke, Extra Armor

 

6x Scouts: 2x Power weapon, 2x Plasma pistol, Frags

w/ Pack leader: Thunder Hammer, Bolt Pistol.

 

9x Grey Hunters: 2x Power Fists, Frags, Rhino, Armor, Dozer blade (w/ Wolf Lord)

9x Grey Hunters: Plasma gun, Power weapon

9x Grey Hunters: Plasma gun, Power weapon

9x Blood Claws: 2x Power fists, Rhino, Armor (w/ Rune priest)

 

Landspeeder: Multi-melta

Vindicator

 

Short & Sweet -

 

Game 1 - Loss

Primary Objective: Hold the Center

Secondary Objective: Kill tne opponents most expensive unit.

Deployment: Pitched battle

Opponent: Eldar simili-Saim-Hann

 

My big mistake was taking one of the GH packs with bolters and placing them far from the central objective. They were therefore pretty much out of the game ... though they did cause the wounds on the shinning spears, who failed their Ld and fled off table, it was his most expensive unit. Despite this, I would have much prefered having them close to the center mowing down the guardians that ended up taking the objective. My blood claws got tarpitted by the avatar and my assault GH unit got shot up and multi-charged. My scouts tied up some Dire Avengers & some guardians (including Eldrad!), which game me some breathing space, but the BCs just weren't able to finish off the Avatar and support the other CC elements in the army. At the end of turn 5, the eldar had partial units of guardians and Avengers and claimed the objective ... Result Major Victory for him.

 

Game 2 - Massacre

Primary Objective: Seize Ground - 5 objectives

Secondary Objective: Kill points

Deployment: Spearhead

Opponent: Imperial Guard.

 

This'll be short. Basically, things went decent for me ... but he had pretty bad luck. Between a basilisk, leman russ & a demolisher, I think he managed to kill 5 marines in the whole game. Admitedly, I shut them down pretty fast ... but still! His lasccanons did squat to my tanks and his Rough Riders fled off the table the turn they arrived. I think my Ven dred torched half his army ... litterally. At the end of the game I had 4 objectives and he had none. As for the KP that made up the secondary objective I had close to a dozen ... he had none. I'll say this though, he was a good sport about it and didn't start moping or anything, so a big thumbs up to him.

 

Game 2 - Tie

Primary Objective: Kill the leader

Secondary Objective: Kill the assassins

Deployment: Messed up!

Opponent: Space Marine

 

Ok ... I can't be blamed for any depoyment problems on this one! Basically it was a Pitched Battle, with a 15" DZ. The catch was, you divide your DZ into thirds and each of your units gets randomly assigned to one of those thirds. It ended up that my bolter squads were completely out in left field, with my Vindi & my Ven Dred. The two assault units in the middle and a lone landspeeder completely out in the open in the right third.

The other "special rule" was that you designate one of your units as "assassins" and they gain the Scout and Prefered Enemy URS ... The blood claws got a promotion! It started off pretty well. The BC shot forward 12" in their rhino after deployment. On turn 1, disembarked, moved and charged the unit with the enemy general ... Pedro Cantor! They killed him on turn two, but got charged by his Sternguard ... his assassin unit. Needless to say, the Blood Claws bit it (hits on 3+ w/ rerolls!).

At this point ... I got stupid. Instead of taking my Wolf Lord and hiding him in the deepest, darkest hole I could find ... I keep him close to the action. He gets charged by an Ironclad Dread and despite 3 rounds of valian, if vain, close combat ... succumbs to the dread. Since we had both killed the enemy general and bad both kill the assassin units (Vindi finnished off the last of the sternguard) ... it was a tie.

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Sounds like alot of fun... Im snagging those scenarios by the way. Good job man... and remember sleep is your friend! *says the wolf whose up at 2:30 in the morning without any booze* :P

Ha! I was keeping it short, so I didn't mention all the little "special rules" for all the scenarios. Here is the complete lowdown ...

 

Game 1

- Night fighting special rule for the first 4 turns.

- One model in your army has 5 flares. Designate the model at the beginning of the game, if he dies, you loose all the flares. Flares have unlimited range, large blast, standard scatter. Any unit under the blast template is illuminated and you can fire on them without checking if you see them. His bloody avatar had the flares!

- Capture the middle: The catch was you had to plant a flag. This had to be done by a scoring unit (Troops), done in the movement phase and the objective couldn't be contested when you planted the flag.

- Having to kill the most expensive unit as a secondary objective was fun too. It forced you to engage his "best" unit and he aggressive. Frankly, I got lucky here. Caused 3 wounds on his shinning spears, the failed a morale test and fled off the table in turn 2. He had a lot more trouble with mine (the assault oriented GHs) and had to combine the shooting of 5x Spiders, 3x Fire dragons (with flamer) and 6x jetbikes (w/ 2 shuriken cannons) and assaults by the aspect warriors to finish them off.

 

Game 2

- Objectives: Their placement was pre-determined by the organisers. 1 in the center, 1 on each of the lines dividing the potential DZs for the spearhead deployment, all near table edges. At the beginning of the game, you scattered each objective D6". At the end of the game, for each objective you hold, roll a D6, on a 6 it's worth 2 victory points instead of 1.

- Kill points: Basically, you got 1 KP for each unit under half strength at the end of the game, the player with the most KPs got the secondary objective

- Meteor shower: The scenario was that you had to get to the objectives and recover information before the planet was destroyed by a meteor storm. At the beginning of each player turn you rolled a D6. On 1-4, a meteor landed in the pre-designated table quarter, anywhwhere you wanted. On a 5 you opponent placed a meteor, on a 6, you placed it ... anywhere on the table. Each meteor was a small blast, S10, AP2! Each was scattered 3D6 inches, no hits. Frankly, most people considered this a waste of time ... the scatter was too large and the placement too random to really have an effect on the game and if anything major would have really happened ... the player would probably have felt cheated.

 

Game 3

- Kill the leader: This was the primary objective and it's pretty staight forward. Each player designates and HQ model as their general, the opponent has to kill it.

- Assassins: To help you kill the general, one unit in your army gets the Scout and Prefered enemy USR.

- Kill the assassins: This was the secondary objective. You had to kill you're opponents unit of assassins ... a pretty daunting task given the preffered enemy USR

- Messed up deployment: It's as described in the first post. Frankly, I didn't like it. Admitedly, I didn't get a very good deployment, so my gripe may be a little biased ... but with deployment being such an important part of the game, making an almost completely random process (you placed them where you wanted within the assigned third of you DZ) took a fair amount of strategy out the the game, which is something I didn't like.

An alternative that I did like though was what we played in a test game a few weeks before. Same basic setup, 15" DZ, divided into thirds. But you assigned into which third the unit got deployed and, with your opponent, alternated deployment into each third of the table.

 

Hope you can make use of these scenarios ...and the enlightened commentary ... <_<

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