Jump to content

'Ard Boyz Semis- AAR


BigDunc

Recommended Posts

Holy smokes! Where does the time go?

 

Well, I'm hear to post about the 'Ard Boyz Semi-Finals last month with a commentary about the tournament and summaries of each battle.

 

I attended Compleat Games and Hobbies in Colorado Springs, which for me is about 12 hours of driving, round trip. Good criteria for judging any tournament is... was the drive worth it? In this case, it absolutely was. Overall I thought the staff at Compleat ran the tournament well. There were plenty of tables and room between each. The terrain was nice and it looked like most of the tables were properly set up. Every game started on time and we had at least an hour break in between each game.

 

All three of my opponents were good opponents. They were skilled and knowledgable and I enjoyed being across the table from them. The other players I met seemed to be the same. In general, I feel like Colorado has a solid, mature 40k gaming community. I hope to travel up there again in the future and participate in some other tournaments.

 

Quick note, I have a few pics from the first two battles, but they're on another computer. I'll add those later.

 

My list:

EC w/ AAC

Techmarine, Servo Harness, Frags

Marshal, twin LCs, Frags, Iron Halo, Termie Honors

 

MoS, Plasma Pistol, Kraks, Frags, Furious Charge, Term Honors

Command Squad, 7, SGT (+TH, Power Sword), Medic, Std Bearer, Meltagun, Frags, Furious Charge

Rhino #1, XA, Smoke

 

Sword Brethren, 8, LC (+TH), Power Sword, Frags, FC

Rhino #2, XA, Smoke

 

Tri-Las Pred, Smoke

Tri-Las Pred, Smoke

 

Ven Dread, MM, HF, XA, Smoke, TH

Drop Pod

 

Crusader Squad, 7/1, Power Fist, Meltagun

Drop Pod

 

Crusader Squad, 5/1, Power Fist, Plasmagun

Laserback, XA, Smoke

 

MM Landspeeder

MM Landspeeder

 

Crusader Squad, 6/2, Plasma Cannon, Meltagun

Rhino #3, XA, Smoke

 

Crusader Squad, 7/1, Power Fist, Meltagun

Rhino #4, XA, Smoke

 

Attack Bikes, 1xMM, 2x HB

 

 

I played Baron Tuman, a frequenter of B&C, in my first game. He was fielding Sisters of Battle that included roughly:

Canoness with Jump Pack

1x Seraphim Squad

3x Sister Squads in Rhinos (various Melta and Flame weapons)

1x Dominion Squad in Rhino

2x IG Veterans in Chimeras (Melta weaponry)

Inquisitor with Mystics (no transport)

3x Exorcists

 

I won the roll and decided to go first. All four Rhinos were placed centrally with a slight emphasis on my right flank due to terrain. The two nearest the Sisters held the Command Squad and a Crusader Squad, while Sword Brethren and another Crusader Squad lined up further back. On my far left flank I placed the Laserback and Attack Bikes. One Tri-Las was placed on a hill with good LOS (apart from the fog) and the other was placed on my right flank. Marshal Duncan joined the podding Crusader Squad while Emperor's Champion Frigo and Techmarine Hanson hopped into Rhinos.

 

Baron Tuman deployed opposite me with Rhinos spread across the line, Chimeras opposite my Rhinos and Exorcists in the rear. His Rhinos could move easily around either side of the central hill. Seraphims took up a position near the Exorcists. In area terrain protecting everything was the Inquisitor and mystics.

 

Fog certainly limited effective long range shooting throughout the battle, apart from searchlight equipped Chimeras, which helped out the Exorcists. Despite being smoked, Baron Tuman was able to riddle the Command Rhino with rounds and destroyed it. Continued shooting, including multiple flame weaponry, was unable to destroyed the now disembarked Command Squad. Four Brethren remained including Chaplain Bishop who killed a Callidus Assassin in close combat. The battle quickly developed into a slugfest on my right flank. Baron Tuman committed 2 Sister Squads, the Dominion Squad, both Veteran Squads (one of which was still mounted), with the Seraphims in tactical reserve. I sent into the fray Champion Frigo leading a Crusader Squad, Chaplain Bishop and his remaining Brothers, and Techmarine Hanson leading another Crusader Squad. Burning transports from both sides already littered the battlefield and numerous storm bolter-chattering vehicles made their tank shocking presence known.

 

Here, I made two mistakes. With Techmarine Hanson and Crusader Squad, I blew up a Rhino and screwed myself out of an assault. Ugh. Rookie mistake. Furthermore, I mind f'd myself and went half and half in regards to Accept Any Challenge. I should have gone full out to kill as many Sisters as possible. Instead, I used Accept Any Challenge to hold back for fear that I'd annihilate all his squads and take fire in his turn. Baron Tuman made good use of Faith Points (making his armor saves invulnerable) and had enough models committed, including the Seraphims and Canoness, and was able to take my right flank after several turns of close combat. In the end, he claimed the objective on my right flank.

 

On my left flank I dropped the Crusader Squad and Marshal Duncan. There wasn't much for the Crusader Squad to engage so they fell back toward the objective on my left flank, which they claimed.

 

Towards the center, Marshal Duncan detached and engaged a unit of Sisters, annihilating them in two phases of close combat while the Sword Brethren finally dismounted and wiped out a Veteran Squad. The Crusader Squad in the Laserback was able to capture the center objective, but I was unable to destroy the vehicles Baron Tuman had positioned to contest.

 

Objectives were a draw, but Baron Tuman had me by 1 VP, giving him a Minor Victory. Damn good game! Baron Tuman was an excellent opponent and a pleasure to play against. At this point, despite not winning, the trip has been worth it.

 

My second game was against Eldar, and I apologize, I'm spacing on my opponents name. Started with a T.... grr, so bad with names.

 

The Eldar list consisted of:

Yriel

Eldrad

2x Wraithlords

2x Guardian Squads (on foot)

5x Wave Serpents with various weaponry carrying:

2x Fire Dragons

1x Howling Banshees

2x Dire Avengers

 

I won the roll and decided to go second. My opponent deployed Eldrad, and a combat team of Wraithlord and Guardian squad on each flank. I deployed a majority of my force in the center of my deployment zone and kept in reserve a Tri-Las, both Landspeeders, and the Attack Bikes. In hindsight, I should have deployed everything. My opponent then consolidated his deployment by placing everything together opposing my right flank using Eldrad.

 

The Eldar objectives deep struck perfectly... for him. He placed both in the corner near his Wraithlords and they both scattered deeper into the corner. I placed my objectives more towards the center of the table.

 

Most of the action took place on my right flank. In the lead I placed the Sword Brethren and Command Squad. Both units lost their Rhinos early and had to hoof it across the board. The Sword Brethren were reduced to ineffectiveness. Yriel assaulted the Command Squad. He killed a good number of the squad before dying to the righteous fury of Chaplain Bishop's crozius arcanum. A Rhino carrying a Crusader Squad got bogged down crossing a river, the fourth Rhino provided plasma cannon fire-support while claming an objective, and the Laserback advanced while engaging Wave Serpents.

 

The Howling Banshees were never an issue. After immobilizing their transport early, they broke to combined heavy bolter and plasma cannon fire and ran off the board.

 

The Ven Dread dropped early, smoked, and drew a good amount of fire resulting in only being shaken. He avoided the Wave Serpents and assaulted a Dire Avenger squad near an objective, a melee which lasted the remainder of the battle, eventually included both Wraithlords, a Crusader Squad, and Marshal Duncan, and resulted in contesting the objective.

 

The drop podding Crusader Squad came in aggressively, landed on the Eldar objectives and amongst multiple enemy units, and rapid fired into a disembarked Dire Avenger squad. The Dire Avengers broke and ran, but were able to rally before leaving the battle. The Crusader Squad was torn up by shuriken catapults and a brief assault. This aggressive drop would have been more useful had I deployed everything and put more pressure on the Eldar player. As it was, the drop only caused a minor disturbance.

 

Despite my best efforts, a majority of Wave Serpents were still mobile and on the final turn contested the objectives I held. Furthermore, my opponent advanced the unit of Guardians nearest his objectives toward me. Unbeknownst to him at the time, this move protect his objectives from my turbo-boosting Attack Bikes.

 

The game ended with Eldar in control of two objectives and a Minor Defeat for the Kannas Crusade. But! Another excellent game and opponent. Two for two so far, not bad!

 

My final game was against Space Wolves, Loganwing, if I'm not mistaken. And again, I'm forgetting my opponent's name. Bah!

 

The Space Wolf list:

Logan, Njal, and Arjac

5x Wolf Guard Terminator Squads

2x Dreadnaughts

Everything in Drop Pods

 

I won the roll and chose to go second. The terrain was jungle-like with a good amount of area terrain and hills. I chose to deploy the Command Squad and two Crusader Squads without transports, which I thought turned out well. The Command Squad assaulted turn one while the Crusader Squads engaged with plasma weapons.

 

The battle was a slugfest in the center of the table with Kannas Crusade armor and more drop pods from both sides joining the fray. A “super unit” of Champion Frigo, Marshal Duncan, and Sword Brethren were my heavy hitters. They alone killed almost half the Space Wolves... until... a pair of Thunder Hammer, Storm Shield wielding Space Wolves wiped out the whole unit. It was the kind of close combat about which sagas are written and I was excited to see such an event (despite the reality that the loss of this “super unit” cost me a victory).

 

Eventually, though, Templar resolve was able to widdle down the 25 Terminators. I had taken heavy casualties, but of the Space Wolves only one Dreadnaught, one drop pod, and three retreating and escorted Terminators remained. VP's? 14 to 14, a straight up draw. And so the day ended with another good game and worthy opponent.

 

So some thoughts:

*I took out the Inquisitor with Mystics from this list. I realized that being in Rhinos, I want people to deep strike near me. It makes assaulting them easier.

 

*Overall, I liked my list and would only make small changes.

 

*I really liked the Venerable Dread in a Drop Pod. I found that if I aggressively dropped him and popped smoke immediately, he could draw a lot of fire and still survive. I will definitely be using this guy more in the future.

 

*Landspeeders are too fragile for 2500pts, even when deepstriking. I think at higher point values I will be trying out Attack Bikes more extensively.

 

*In none of my three games did I use the Standard Bearer to reroll morale or pinning tests. This was because the Command Squad was my speartip and took all the fire itself. By the time other units could use the reroll, the Standard Bearer was already dead even if the entire Command Squad wasn't. Also, with a Chaplain, the Command Squad never needed to take tests themselves. In the future I'm going to look into fielding a small Command Squad in a Laserback that can support where needed.

 

So, those are my thoughts, it's late, thanks for reading!

Link to comment
https://bolterandchainsword.com/topic/205641-ard-boyz-semis-aar/
Share on other sites

I am still dubious as to the Tech-marine, and the points spent on the MoS Chaplain

I am guessing you don't have a third Speeder, that you took ABikes?.... :P

 

SoB: did you feel that the Fog stuffed up your shooting from the Preds, and this allowed the Sisters to not be exposed by the superior Crusaders?

With Fog in effect, what do you think about not DSing Speeders?

 

I have been deploying mine on field, behind the Rhinos. They get cover. The foe either shoots them or the Rhino w/ Crusaders, which has smoked T1. Both the Speeder and Rhino are moving 12" each turn.

Then the Crusaders hop out and go towards the target.

The Speeder either MM or HF whatever the target is and the Crusaders do too.

2 Melta shots is solid against Armour and the HF helps cover the 'weakness' of Crusader shooting against infantry.

 

What did the Dread do in this game?

 

This is a question I will ask for each game; why didn't you flog him, what was it that you did and didn't do that you would change with the same set of circumstances?

 

Eldar: Poxy Wave Serpents! So maddening!

 

What made you not deploy a Pred on the table?

I think one strength that ABikes do have over Speeders is being able to camp behind Rhinos and be totally unseen. With BT having to take 2 and you taking 3, you'd need to keep your Rhinos together, but I think it is a viable plan.

 

I don't think BT have anything that is ferocious enough to be in reserve and then do such an amount of kills to make up for it for the benefit of not getting shot at.

 

Banshees are horrid, especially for us - our strength puts us in danger against them :eek

 

What did the Preds fire at - the Wraithlords or the Serpents?

 

Clever with his Guardian usage ~ but that sort of sneakiness comes like breathing for a witch :teehee:

 

Why didn't you flog him, what was it that you did and didn't do that you would change with the same set of circumstances?

 

Space Wolves or was that Herohammer?: :pinch:

 

So he Podded close to you? How did the Speeders, ABikes and Preds go for you with range stolen but such choice targets before you?

 

Were you able to keep mobile, as a Podded list becomes slow after landing, with your transports or did you choose to fight him mano y mano?

 

Why didn't you flog him, what was it that you did and didn't do that you would change with the same set of circumstances?

 

+++

 

ABikes, Tech Marines, MoS Chaplain. :confused:

One day you'll drop them and take LRs ftw! :sweat:

 

and wanting to use more ABikes?! Do you not find that HB and MM are not complimentary at all in one unit? I think you'd be better off using them as 2 ABike squadrons and have them both with the same gun.

 

A good setting and knowledgeable, friendly foes can make it magic ~ even without flogging them :)

Excellent questions and justified dubiousness, Brother Wilhelm.

 

In general, Deployment and visualizing the coming battle are aspects of my game that I really need to work on.

 

Against the Sisters, the fog greatly reduced the effectiveness of the Preds. One Tri-Las was pretty much worthless the entire game. The first thing I should have done was remember that if an enemy vehicle uses a searchlight I can see them during my shooting phase. Had I remembered this it would have allowed me to damage/destroy his two Chimeras before they became a contesting and searchlighting pain. In hindsight I would have deployed one Tri-Las amongst the Rhinos to utilize AV13 and the other in a position to take out searchlighting vehicles.

 

I would probably also put a few searchlights on my own vehicles, the Laserback(s) and Ven Dread, to begin with.

 

The Ven Dread in this battle dropped, smoked, took fire from all 3 Exorcists, lost his DCCW and was shaken. In hindsight, it wasn't worth it, but I took the chance and made Baron Tuman reroll the damage result because I wanted the DCCW. He rolled a 6 with AP1 and destroyed the Dread. Doh.

 

In this first game, I deployed one LS and reserved the other. I bought a 3rd LS but didn't put it together. The deployed LS moved 12" and fired at a Chimera. In return it lost its weapon and was immobilized until later being destroyed. In general, I prefer deploying my LSs. I like deploying them because they take fire, but at 2500pts, I think they're too easy to kill, and especially in a tournament setting, they're just easy Kill Points.

 

I'm assuming you mean "why didn't I flog him" in terms of why didn't I win? Because I lacked aggressiveness, deployed ineffectively, and did not study up on Faith Points. With first turn I could basically decide where the slugfest would take place but I didn't take this into account and deployed the Sword Brethren in an ineffective position (ie, not in the front line of Rhinos). It wasn't until the last turn that the Sword Brethren got into the battle, and even then, only killed a squad of IG Vets. I lacked aggressiveness and focus on the right flank slugfest. I was going up against troop choices in an objective game. Take the "risk" of annihilating him in close combat, his troops need to die! Instead, the combination of my half and half usage of Preferred Enemy and Baron's appropriate use of Faith Points turned the huge melee in his favor.

 

 

Against the Eldar, regarding the Pred... it seemed like a good idea at the time? Lol, I don't have a good reason. In fact, I should have deployed EVERYTHING. Not doing so turned my armored wave into a piecemeal advance. Not good and defeats the purpose of my build. The Tri-Las I did deploy had a good position in area terrain. It only had Wraithlords to shoot at first turn, but spent the remainder of the game shooting at Serpents.

 

His deployment shenanigans were clever, but really didn't effect me all that much as I had deployed in the middle of the board. Deploying everything is really the only thing I would change in hindsight for this game.

 

 

Against the Space Wolves. I deployed the three units I did for two reasons: 1) to give my opponent something to drop against; I didn't want him dropping along my deployment edge and reducing my shooting range even further. 2) I knew I would have at least one turn of shooting with plasma weaponry (Plasmagun and Plasma Cannon) to take out a handful of Termies and might even be able to avoid close combat if his difficult terrain rolls flopped. I deployed the Command Squad and Crusader Squads about 12-18" onto the board. Pushing them further to the middle line might have been beneficial. Doing so would have created two battle groups he'd have to assault. Assaulting one might not leave time to engage the other. He dropped the majority of his drop pods in the center of the board, which did not create a great need for mobility.

 

The other aspect of my "deployment" was bringing everything on first turn. Here I made a mistake and completely forgot that I could bring vehicles on from a side edge. Had I remembered this, I would have brought the empty Rhinos on the board as scattered as possible. Having not remember this scenario option, they deployed along my long table edge and dakka'd away with their storm bolters and eventually gave up 2 KPs, if I remember correctly.

 

One LS got popped rather quickly, but the second was crucial in escorting retreating Termies off the board. I sent the Attack Bikes directly into the fray and they died very quickly to Cyclone Missile Launchers. I should have been a little more indirect with them. The Predators did a good job this game. It wasn't until the last turn that they were assaulted (because my "super unit" got waxed).

 

This game ended firmly in my favor despite the KPs. Had I made better deployment decisions, I would have had a minor victory. Had my shooting been more effective in the last few turns, I would have tabled my opponent... but that's how the dice wanted it.

 

 

Techmarines. I really like these guys because they're versatile. They have good tools to support my units in various situations. Power weapon, power fist, signum, plasma pistol, flamer. All of these tools are useful against different opponents. The power fist can be useful to support the Command Squad or Sword Brethren. The signum supports melta and plasma gunners. The plasma pistol serves at supplementary anti-tank and the flamer can be useful against hordes. It all depends on the opponent and what I expect to find useful.

 

A lot of people consider Chaplains useless in Mech lists, but I think that's short sighted. Why would you not want a fearless unit that zeals where you want it to? Eventually that transport won't be there anymore. As for upgrading him from Reclusiarch to MoS, I think the 3rd wound is necessary at higher point values. Why the plasma pistol? Well, I really like the Grimaldus model.

 

I like Attack Bikes. 1xMM, 2x HB is a weird setup, but it works for me. I bring Attack Bikes along mostly for the Heavy Bolters because I think BT have few good platforms for medium ranged dakka. Dakka preds? I prefer Tri-Las. HB Razorbacks? Too expensive. Techmarine servitors? Too expensive. LRCs are truly the best dakka we have, but I'm working on Light Mech, so no dice. I want to be able to utilize the speed of ABs for tank hunting, though, so I switch out for one MM. I think it works well and I intend to experiment more with multiple units of Attack Bikes.

 

 

Eventually, I will field LR/Cs... eventually. But I can almost guarantee it won't be anything conventional. :)

Aussies use flogged and caned as descriptives for being beaten, or beating, badly.

English use birched, too.

 

I think that as you came close to drawing each time, and yet can see things you could improve on TT wise, against guys who have some degree of competitive thinking, is a good thing. To infinity and beyond! :)

 

I agree with the lack of AI shooting, our Crusaders do it in mêlée and yet we don't really have it with guns. Boo!

Once the Dakka Pred and BolterBack becomes cheaper, that'll be good.

I still want Devs and WW in our lists, but not in the HEAVY SUPPORT section. Or maybe Preds in FAST ATTACK. I don't know, all I know is I want more!

 

+++

 

I think practising set-ups is something that could be useful. I know it is artificial, but it has helped me with initially understanding Wound Allocation (lining up models and putting different dice next to them) and would probably help me in setting up too.

 

What does this unit do - where does it need to go to do that?

Where am I attacking - where and what do I need to set up to make that happen?

Where is he attacking - where and what will he be setting up to make that happen? ~ how does that play into my hands and how do I deny him that plan coming to pass or how does it play into my hands?

 

Maybe I might come up with a flow chart. I don't know if that will help me or become a hindrance? :D

 

I think deployment and desired first turn need to be firmly in mind, though not held to lawyeristically, and then "play the game" and from T4+ start to consolidate into Objectives (both flags, enemy units to kill and spaces to occupy)

 

What do you think?

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.