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Warmaster's Challenge


TheDarkOne

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So this last weekend I participated in the largest annual Tournament in Southern Ontario, a two day slugfest with a 4 round doubles tournament on Saturday, and a 4 round 1850 singles tournament on Sunday. I’ve been gonig witht he same partner for the last 5 years, and we’ve done progressively better and better each year. 2 years ago I won ‘Best Sportsman’ after a demoralizing defeat in round 4. Last year we won ‘Best Generals’ in the doubles tournament. This year... well... read on and see!

 

Day 1, Doubles Tournament

 

Here are the armies we brought:

 

List 1 – Grey Knights

 

HQ: Cotaez

Troop: 3 Plasma Cannon Servitors, 5 Warrior Acolytes, Chimera - 135

Troop: 10 Grey Knights, 2 Psycannons, Psybolts, Halberd on Justicar - 245

Heavy: Dreadknight, Personal Teleporter, Nemesis Greatsword, Heavy Incinerator - 260

Heavy: Dreadknight, Personal Teleporter, Nemesis Greatsword, Heavy Incinerator - 260

 

List 2 – Grey Knights

 

HQ: Ordo Malleus Inquisitor, Terminator Armor, Psycannon, Psyker - 110

Troop: 10 Terminators, 2 Psycannon, 1 Pair of Falchions, 5 Halberds, 2 Swords, 2 Hammers, Psybolts - 475

Troop: 10 Grey Knights, 2 Psycannons, Psybolts, Rhino - 280

Heavy: Dreadnought, 2x Twin Linked Autocannon, Psybolts – 135

 

Here are the army photos:

 

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/IMG_2416_zpsdeb7ad7a.jpg

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/IMG_2417_zpsb2e105e8.jpg

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/IMG_2418_zps4c468f3b.jpg

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/IMG_2419_zpsef3446aa.jpg

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/IMG_2420_zpsfa74ab7e.jpg

 

We took psychic powers from the Divination Table for each of the inquisitors, in every game. The terminator Deathstar with rerolls to hit from the inquisitor proved to be a phenomenal killing machine! And the reroll to hit for the Plasma Cannons was of course super deadly. The pair of dreadknights were also stellar.

 

Game 1:

 

In the first game of the doubles tournament we played against a combined Necron and Deathwing list. The Deathwing had a Dreadnought with plasma cannon, Belial and 3 5 man terminator squads, 1 with thunder hammer/stormshield, 2 with stormbolters, all 3 squads had cyclone missile launchers. The Necrons had 5 Destroyers, a Destroyer Lord running with 6 Wraiths, a unit of immortals and a unit of warriors, and of course an Annihilation Barge. The mission was a multiple objective game, I believe we had 3 Objectives, and the oldschool Spearhead deployment. There were Secondary and Tertiary objectives, but I forget what they were.

The objectives were placed, 1 dead center, and 1 in each of the non deployment zone quarters. There was a fortress of redemption on the edge of their deployment zone, and some assorted ruins around the table, and there was a cratered ruin in the middle of the table. For Psychic powers Cotaez rolled a 2 and a 6, we kept the 2, for a 4+ invul on the squad he sits with, and dropped the 6 to the Primaris. We deployed aggressively, with the terminators right up front, with the chimera beside them, and the strike squad that would ride in it deployed right at the back door. The plasma cannons were placed on a ruin with good line of sight and a rhino with strike knights ready to shoot off to the right and grab the objective farthest away from the enemy. The dreadknights were standing side by side right behind the Terminators, and the dreadnought was deployed behind the rhino on the right, with good sight lines. They deployed the wraiths up front ready to rush in and charge, a squad of terminators at the edge of the fortress of redemption (which was simply ruins in the game) ready to go sit on the objective. The immortals deployed right behind the wraiths, and the destroyers, beside them. Near the middle of the table, the rightmost edge of their deployment zone, the Necron warriors sat in a forest, with the dreadnought. A second unit of terminators just outside the forest, with an Annihilation Barge beside them. Belial would deepstrike with the Thunder Hammer Terminators.

 

We went first, as Cotaez makes it very difficult for our opponent to steal the initiative. Cotaez give Prescience to the Plasma cannon squad, and give them the 4++. The Inqisitor gives prescience to the Terminators. We drove the chimera now loaded with dudes to the middle objective, ready to sit on it for the game, the rhino went along side, but hanging to the right, ready to divert to the rightmost objective. Terminators moved slightly to the left, and towards the center, dreadknights jumped to the left, positioning themselves to end up anywhere aggressive with a turn 2 shunt. Dreadnought moved to get line of sight to the annihilation barge. Shooting, The dreadknights drop the flame templates and mange to catch a few terminators, but fail to kill any. Dreadnought fired on the annihilation barge, but fails to damage it. Terminators shoot at the wraiths, killing 1 and putting a wound on another. Grey knights in the chimera fire snap shots at the wraiths but don’t hurt them, chimera does the same. Knights in the rhino pop out 2 psycannons vs their dreadnought, but can’t hurt it. Plasma cannon squad fires on the terminators standing beside the forest and annihilation barge, score 3 hits (yay rerolls!), and cause 15 wounds, wiping out the 5 terminators. End of shooting.

 

Their Turn 1, Belial deepstrikes near the rightmost objective, and scatters back away from our forces, but very close to the objective. The necron warriors, spread out in the forest, having seen the devastation the plasma cannons can cause, the dreadnought stays in the forest ready to plasma something, the annihilation barge moves to get a line of sight on the tanks near the middle. The wraiths move witht he lord towards the terminators and dreadknights, the terminators move onto the fortress of redemption objective, the immortals move closer, the destroyers move beside the immortals. Their shooting. The annihilation barge wrecks the rhino, and the grey knight disembark 6” back towards Belial. The destroyers strip a hull point from the chimera, the warriors try to do the same, but no luck. Cycle missile from the redemption terminators, causes no damage on the chimera, and Belial’s squad tries to pop the dread with their missile but fails. Wraiths shoot something at the farthest left dreadknight, but don’t hurt it. Plasma cannon fires at the terminators, but scatters badly, missing. The wraiths charge the closest Dreadknight, The lord issues a challenge and we are compelled to accept. The dreadknight fails his mindshackle roll, and causes a wound on himself, luckily I chose to use hammerhad at the start of the battle, removing his warp charge so he couldn’t force weapon himself. He takes one more wound from the destroyer lord, and combat ends, dreadknight passed his leadership.

 

Turn 2, Cotaez and the inquisitor give the same units their blessings. The terminators and second dreadknight move to assault the wraiths. The knights in the chimera stay put to maximize their shooting. The knights who were riding in the rhino move to try to blast the terminators and belial. Dreadnought stays put. Shooting, plasma cannons unload on belial’s squad, causing 1 wound on belial and killing 2 terminators, 1 of which was the apothecary. Strike knights shoot the terminators, putting another wound on belial and killing 1 more terminator. Dreadnought shoots the annihilation barge, causing 1 pen bringing down the quantum shields, but failing to destroy it. Strike knights in the chimera now easily wreck it with their shooting as its armor 11 with no cover. Chimera shoots at the destroyers, bringing 1 down. Assault, the Terminators and the dreadknight charge into the wraith combat. In combat the 2nd full strength dreadknight performs a glorious intervention and enters single combat with the Necron lord. Terminators and dreadknight manage to kill 1 wraith and put a wound on another, there are 4 left now. The wraiths in return kill 2 terminators. The Dreadnought fighting the lord fails his mindshackle and ends up taking 1 wound from the combat. We lose but stick around.

 

Their Turn 2, Belial moves towards the strike squad with his remaining pair of thunder hammer toting meanies. Immortals get closer... Destroyers ensure they are in range to gauss the chimera, warriors get a little closer too, dread stays put. Shooting, the destroyers fail to damage the chimera. The warriors fail to damage the chimera. The tesla immortals have no target. The missile from the terminators fail to damage the chimera. the plasma cannon fails to damage the chimera. Belial charges the strike knights, and loses a terminator to overwatch, failing his charge. In combat, I perils my hammerhand roll with the dreadknight, taking him down to 2 wounds, and he fails his mindshackle roll again. We kill 1 more wraith and lose 2 more terminators, the dreadknight in the challenge dies. We lose, and the dreadknight breaks from combat, moving only 5 inches on the break. Terminators hold.

 

Our turn 3, The now freed dreadknight jumps over the combat, staring at the immortals. Not much other movement. Cotaez and the inquisitor try their same powers, but the inquisitor perils. Shooting. The strike squad in the chimera kills 2 destroyers. The plasma cannons take Belial’s squad down to just Belial himself with 1 wound, and the strikers finish him off. The dreadknight incinerates 4 immortals. All the dead necrons get back up! The Dreadknight charges the immortals, killing hitting and killing with all 5 of his attacks! Yay sword! The immortals miraculously pass their leadership, and they stay put, of course they didn’t hurt him in the combat, but 4 necrons rise from the dead... The Necron lord challenges, and the inquisitor accepts, we figured its better to have him die horribly in the challenge than to have the necron lord plus mindshacle resolved against the squad. The inquisitor fails mindschackle... and is slaughtered. We lose 1 more terminator and kill all but 1 wraith. Drawn combat.

 

Their Turn 3, again they try to kill the chimera, but fail, now the necron warriors make a break from the forest to go contest/capture the objective in the middle. Not much else for their movement and shooting. In the combat, one of our thunder hammers in mindshackled, and he is the only casualty from the combat, we lose, break and fall back 6 inches. The necrons consolidate towards the center. The dreadknight again kills 5 necrons, and wins combat, this time the break and are chased down.

 

Our turn 4, cotaez blesses his unit. The grey knights disembark the chimera and go stand on the center objective. The other strikers move and run onto the far right objective. The terminators move towards the necron lord and single wraith, but also to the left towards the fortress of redemption and terminators. The dreadknight jumps towards the necron warriors and dreadnought. Shooting, cotaez fires plasma at the necron lord and wraith, killing the wraith. Strikers in the middle wipe the destroyers with shooting. Terminators manage to take down the necron lord with shooting, both of our psycannons had survived the combat. Dreadknight kills all but 1 of the necron warriors with the heavy incinerator. 6 get back up! He charges them, and wipes them out on the break.

 

Their turn 4, there are no more necrons, only 4 terminators on an objective, and a dreadnought in cover. Terminators shoot our terminators, to no effect. Plasma cannon shoots our terminators, and overheats. No charges.

 

Our turn 5, dreadknight cleaves the dreadnought in half, terminators are wiped out from shooting. We achieve a complete massacre, wiping our opponents off the table.

 

Feeling good about the first round win, we know our 2nd round will be harder... and that report will be posted soon!

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Game 2:

 

I should mention that at this tournament they gave each pair of players a pair of ‘skyfire tokens’ that give the option to shoot flyers as if the unit has skyfire to the unit carrying them, exactly like the relic. Game two as against a combined necron (again? Maybe they’re a tier 1 army now...) and Demons army. Demons had fateweaver, a khorne demon prince, a slaanesh demon prince and a unit of plague bearers and a unit of flamers. Necrons was a flying circus list, 3 units of MSU warriors in night scythes, 1 doom scythe, a unit of 3 wraiths with a destroyer lord. Mission was 2 objectives, secondary was marked for death, each player picks a unit from an opposing force and if that unit is dead at the end of the game, win! We picked the wraiths and the flamers. They picked a rhino and cotaez’s henchmen. Deployment was the standard 12” deployment. They let us go first... like any good demon player.

 

We deployed, gave the skyfire token to the terminators (at this point we thought there was only one token) there was some ruins in the right corner with our objective that was perfect for cotaez and henchmen. Beside them went the chimera to the left, and then the terminators in the middle of the board, there was ruins in the very middle that they were looking forward to camping into. Then the rhino beside them and both dreadknights on either side of the terminators, ready to zip around wherever necessary. Dreadnought deployed midfield behind the terminators.

 

They placed their objective in the far left corner behind a bastion that was actually ruins, totally hidden. They deployed the wraiths and destroyer lord in a forest lined up to chase after cotaez, and that was all!

 

Our turn 1: both strike squads get warp quake off. strikers board their chimera, and drive 12” to put some snap shots into the wraiths. Cotaez and plasma squad need to move to the second level of the ruins to see anything, so no plasma shots this turn. Cotaez rolled the malediction on the divination table, forcing rerolls of successful saves. Terminators moved towards the center. Rhino drove flat out around the left side of the ruin in the middle. Dreadknights jumped behind the ruin in the middle, ready to chase whatever demons appeared turn 1. Shooting, the chimera and strikers put a wound on a wraith, dreadnought took one out. Dreadknghts and terminators ran, terminators went inot the ruins.

 

Their turn 1: Demons get their preferred half. On comes fatewaeaver and 2 demon princes, without scatter midfield slightly to the right near the ruins with terminators, well outside warp quake range. Wraiths move as fast as possible towards cotaez, ending turn in another forest. Shooting, fateweaver shoots at the chimera, and knocks off its multilazer... slaanesh demon prince dances the leftmost dreadknight back 1 inch... big whoop... end of their turn.

 

Our turn 2: Cotaez curses the wraiths with the malediction, and blesses his own unit. TDA inq does the same. Both warp quakes go off. Terminators move so they can all see fateweaver. Grey knights disembark the rhino to see the khorne prince and fateweaver, beside the terminators. Strike squad disembarks the chimera to pour more shots on the princes or the wraiths. Dreadnought aims for the flying monsters. Dreadknights jump rigt beside the flyers, ready to charge whoever gets grounded. Shooting: Termianots unload on fateweaver, only missing 1 stormbolter shot... YAY SKYFIRE! YAY Reroll to hit! They end up causing 13 wounds thanks to preferred enemy demons... Fateweaver fails 5 saves, then fails 4 of his rerolls, and is banished back to the warp! Next the grey knight unit that got out of the rhino shoots at the khorne prince, causing 2 wounds and brining him down! Cotaez unloads hot plasma death into the wraith unit, killing 1 of them. The grey knights near cotaez shoot the wraiths, killing the last of them, leaving the lord on his own – still cursed to reroll successful saves... that s why the wraiths died so easily... Dreadnought and chimera shoot at the slaanesh prince, causing 1 wound, but he stays in the air. Dreadknights assault the khorne prince together, and take him down to 1 wound, while receiving 1 wound in return, but demons are fearless and they stand there.

 

Their Turn 2:The rest of the demons come in, 2/3 night scythes and the doom scythe come in. Flyers come in, doom scythe and 1 night scythe on the left of the terminators, the other night scythe near cotaez and chimera. Flamers try for a risky deepstrike behind our lines, but scatter into a warp quake zone and end up back in reserve. Plague bearers deepstrike on their objective behind the bastion/ruins. Necron lord moves into position to charge cotaez’ squad. Slaanesh demon lands near the chimera strikers, aiming to dance cotaez and squad off the ruins into charge range. Shooting, Slaanesh prince only gets 1 inch of movement and is unable to move the squad off the 2nd level of the ruins. Doom scythe draws a line across 5 terminators and 1 strike knight, killing 1 strike knight and 3 terminator, but because of the angle... we lose both psycannons!!! Whoa! Tesla from the night scythes both focus on the dread, immobilizing him. Demon prince tries to charge, but can’t make it in, necron lord charges and takes a wound from snap fire! He is still cursed afterall... he gets into combat, issues a challenge, which cotaez declines. Mindshackle make a warrior acolyte hit his buddies, but no wounds. Necron lord kills 2 warrior acolytes, and miraculously take a 2nd wound! We lose but stay put, thank you stubborn 10 cotaez! The dreadknights slaughter the demon prince with their combined attacks, rerolling everythingone consolidates towards the last remaining prince, the other towards the plague bearers on the objective.

 

Our Turn 3: necron lord is cursed again, cotaez and terminators will reroll hits again. Both warp quakes go off. well, down 2 psycannons in the terminator squad, things aren’t looking so good for killing all the flyers... grey knights re-embark in the rhino, and drive off towards the objective behind the bastion. Terminators shuffle a bit to all see the doom scythe. Strikers near the chimera stay put to shoot the demon prince. Dreadknight near the objective moves to see the plague bearers, other one moves to charge the demon prince. Shooting, terminators manage to bring down the doom scythe –phew! Grey knights in the rhino strip the night scythe near them down to 1 hull point. Dreadnought shoots the other one down to 1 hull point also. Strikers pull a wound off the prince, he’s at two now. Dreadknight kill 2/5 plague bearers. Dreadknight charges demon prince, in that assault he takes 2 wounds and pulls the demon prince down to 1. Another warrior is mindshackled as cotaez declines the challenge again. Necron lord kills another 2 models, one of which is a plasma cannon, but is miraculously killed by the warriors attacks! He doesn’t get back up!!! What luck! The squad consolidates back inot cover.

 

Their Turn 3: the flamers try a ballsy deepstrike trying to kill off the strike knights, but again, mishap, this time a 1 is rolled and they’re gone forever. The 3rd night scythe moves on, and takes the place of the one on the left that flies over our objective, and unloads its necron warriors. The other night scythe flies off the board. Plague bearers walk around the corner to hide on the objective. Shooting, the night scythe at full strength destroys the dreadnought, the other one kills a striker by the chimera. necron warriors are snap shotting as they disembarked a zooming flyer, and don’t manager to kill anything. Combat, demon prince takes ANOTHER wound off my dreadknight, and passes 3 invulnerables in return!

 

Our Turn 4: Cotaez curses the demon prince, and gives the greay knight squad near him rerolls. Inquisitor gives the terminators rerolls. Rhino drives around the bastion and disembarks the dudes to shoot the plague bearers. Dreadknight that is not in combat shunts back to our home objective. Cotaez leaves the henchmen and joins the strike squad. Terminators destroy the damaged night scythe with shooting. Plague bearers are reduced to 1 model by grey knight shooting. Dreadknight incinerates the entire squad of necron warriors. Plasma cannon squad has no targets, so just runs into a scoring position. Strike squad and cotaez charge the demon prince that is fighting the dreadknight. Dreadknight issues a challenge, and now with 10 other models cheering him on has 2 rerolls. Combat, the dreadknight dies, and the demon prince is unscathed again... I can’t believe how hard this guy is to kill...

 

Their Turn 4: the night scythe that left flies by the terminators ion its way to the objective in their zone, and the other one flies partway to the objective in our zone, but doesn’t

disembark... knowing the incinerator is still there. Shooting. Night scythe by our objective takes the dreadknight by our objective down to 1 wound. The other night scythe kills 2 marines. Combat, demon prince kills a couple of marines, and bites it to the counter attack from the strikers, with preferred enemy demons. Squad and cotaez consolidate back towards our objective.

 

Our Turn 5: grey knights can’t make it back to the objective yet, so at this point its just 1 plasma cannon servitor sitting on the objective. Dreadknight stands on the objective to prevent necrons from scoring. Terminators pull 2 hull points off the night scythe near our objective. Strikers on their objective kill the last plague bearer. End of turn.

 

Their Turn 5: they unload necrons on both objectives, and shoot the dreadknight to death, and kill the plasma cannon servitor... if the game ends here... they WIN?!? The demon player rolls the dice, as he’s got no more models... he rolls a 3... and the game continues thankfully!

 

Our Turn 6: the strikers near our objective move into scoring position and wipe out the necrons there. On the other objective our strikers do the same thing. WE WIN!

 

2-0 so far... game 3 coming up soon...

Game 3 – Ancient Enemies

 

Our next match was agains t a pair we had played before, we beat them at a previous tournament when they were grey knights and space wolves, but just barely. And one of the guys had won the same tournament two years ago, gaining the title warmaster... it was him and I on the last table, and his blood angels tore through my orks in a blood taloned fury forcing ghazzy to break and get run down.. I won best sportsman for keeping it light and fun while I got spanked. Needless to say this was going to be a hard game. Their army was space wolves and codex marines... 6 drop pods... the space wolves had a rune priest who took divination, a squad of long fangs, 3 units of rey hunters with wolf guard in drop pods, 2 with double melta, 1 with double plasma, and an aegis defense line with quad gun. The space marines took a librarian with null zone and avenger, and 3 squads of marines in pods, meltaguns and rockets on all of them, and 2 thunderfire cannons with techmariness. I think that was it... almost 70 marines... the mission was the relic, from the rulebook, with marked for death units as the secondary.

 

We marked the plasma toting space wolves, and the drop pod marines that would be coming in with the librarian, they marked cotaez plasma unit, and one of our rhinos.

The deployment zones were the table divided along the diagonal with a 24” no mans land in the middle. We won the roll to go first and chose the side with a clear view to the relic. There was a solid building to one side of the relic which man sized models could not be seen past. Cotaez rolled up the 4++ blessing, and some other crap, so those servitors would be harder to kill this game. There wasn’t much cover on our side of the board, and they had a nice tall ruin on their side, we knew they couldn’t resist putting the thunderfires up in there. So we decided to actually have cotaez deploy in the chimera, with the strike squad formt hat army spread out in a long line close by, to maximize the warp quake distance we could cover. The rhino for the other squad was to the right of the center building, to cover that side. The dreadknights were on the left flank, in the open as close as possible. The terminators were dead center pointed directly at the relic. The dreadnought hid behind a small building in about the middle of our deployment zone.

 

Their deployment was simple, set up the aegis line in a big long line creating a fortress with the tall building in about the middle. The thunderfire cannons went in the building, with the techmarines obscured form view by wall pieces. The longfangs and rune pries went on the right side, behind the aegis defense line, and all the marine squads combat squadded, missiles deployed behind the defense line at the foot of the building, meltaguns went in the pod. Space wolves would come in via pods. They had pretty good sight lines to most everything, and the thunderfire cannons were high enough that they could see everything. They failed to steal the initiative.

We went first.

 

Turn 1: cotaez and inquisitor bless their squads. Both warp quakes go off. Dreadknights shunt aggressively into the front lines of the enemy, just beyond the aegis defense line. Their aim, to kill the combat squad that would make up the rest of the marked for death unit. Dreadnought moved to be able to shoot the top thunderfire. Grey knights on foot spread out as much as possible, but don’t have shots on anything, they’re simply there to prevent a pod from landing in our backfield. The rhino peeks around the corner of the central building trying to maintain a cover save from the longfangs that are staring it in the face. Terminators move and run onto the relic, they won’t pick it up until their next movement, but they’re now in a good shadow from the building in the center. Shooting, cotaez and plasma unit fires down field at the closet marines, they go to ground for a 2+ save behind the defense line, we still kill 1. Dreadknights bathe the combat squad marked for death in double incinerators, killing 3. Dreadnought shoots a wound off of the thunderfire.

 

Their Turn 1: 4 drop pods come down, all around their own deployment zone, all to deal with the dreadknights. Plasma wolves, and melta wolves, 2 melta toting combat squads, librarian and more melta wolves remain in reserve. The exact positioning of the squads isnt’ really important (their zone was very crowded with pods and guys), but the marked for death plasma squad was to the right near the longfangs. Shooting... long fangs have reroll to hit from their rune priest, and proceed to explode our rhino through cover. Then the thunderfire cannon fires, 4 S6 templates, and kills the entire strike squad that was in the rhino!! Those things are nasty! The combined shooting of the rest of the army manages to kill 1 dreadknight and put a wound on the other, and then the second thunderfire shoots the terminators, but can’t kill any luckily.

 

Our Turn 2: Blessings all go off, warp quake goes off from the remaining strikers. Terminators move to get psycannons in range of some marines, but still hide from some shots. Strikers move up to try to put some psycannon hate on the closest group out of their pod. Dreadknight jumps right beside the marked for death plsama squad, who put the last wounds on his brother dreadknight. Cotaez stays put, as more area denial, even though there’s not many more marines in range of his cannons. Shooting, dreadknight burns up 2 wolves in the squad. Dreadnought kills one of the thunderfire cannons, terminators wipe a combat squad that came in on a pod. Strikers fail to wound anybody, Cotaez kills 1 marines... 2+ cover is awesome... assault, the dreadknight charges into the plasma wolves, and kills 5, they hold, as he took no wounds back.

 

Their Turn 2: the other wolf pod comes in, but not the marine one with the librarian. They drop it off to the right it scatters far away, so they can only get off single bolt shots on the terminators, without meltaguns being in range. A 5 man meltagun marine squad that was standing near the long fangs moves to charge the dreadknight. Shooting, thunderfire unloads onto the terminators, killing 1. The rest of the army is kind of out of position, but they still manage to kill 2 strikers in the shooting phase. In assault, the dreadknight kills all but one of the wolves, and takes no more damage, the marines break and the wolf holds... ugh...

 

Our turn 3: strikers stay put to unload more shots. Cotaez suffers a perils, and the terminator inquisitor gets the blessing off. Warp quake is good, although I don’t see the incentive for them to drop their pod near that point. Terminators walk a bit towards the newly arrived wolves, and shoot the crap outta them killing 5, they hold. Dreadnought kills the remaining thunderfire. Dreadknight kills the remaining wolf and is left with a 1” consolidation, staring at the entire army behind the aegis defense line.

 

Their Turn 3: the last pod comes in, and drops right by the terminators. The untouched melta wolves that landed to kill the dreadknights, has been hightailing it towards our strike squads, moves into range to have some effective shooting. The melta wolves that landed last turn move closer to the terminators to add their shots to the fray. The 5 man squad that charged and ran from the dread knight runs past him to get close to the terminators. Shooting sees the death of the remaining dreadknight under a storm of fire from all the units over there, including the two plasma pistols from the techmarines that were sitting with the thunderfire cannons. The wolves and the drop squad with the librarian kill 3 terminators, even though we stopped avenger with an epic deny the witch. The strike squad takes some serious hits, reducing the squad to 3 models.

 

Our Turn 4: blessings go off, terminators shoot the marines with librarian, killing 3. Cotaez plasmas 2 more wolves out of existence on the right near the terminators. The

strikers shoot back at the advancing wolves, killing 1. Terminators try to charge the librarian squad but end up rolling snake eyes... and lose another terminator to overwatch.

 

Their Turn 4: the judges come by and inform us that there is 10 minutes left, so this is the last turn. The wolves on the left kill 2 more strikers and the last man alive breaks off the board. The 5 man combat squad that ran last turn and the librarian squad and the remaining wolves all move closer to the termis and shoot them – leaving 4 and the inquisitor alive, and holding the relic still. All three squads charge, overwatch kills the wolves. In combat, the inquisitor dukes it out with the librarian (who was wielding thunder hammer and storm shield). In the melee, all but 2 terminators die and the inquisitor and librarian slay eachother, hammerhand from the terminators made the inquisitor S8! The terminators hold, and hold the relic.

 

Game ends, we have the relic, and drew the secondary! WIN for us!

Game 4... Demons Again? Really? Ok >:)

 

Well, we had a good record so far (there were tertiary objectives that I haven’t been mentioning, because honestly I’ve forgotten them), win-win-win, win-win-win, win-draw-win, that we figured we were going to be on the top table and face our most difficult match yet. When we shoed up, my partner and I looked at eachother in disbelief... more demons! The partnership was demons and Imperial guar, some nice looking traitor guard. The demons were a bloodthirster (the forgeworld massive massive one, but just from the codex for rules, cool model), two big units of blood crushers, 7 and 8 one with a rending model, and a unit of plague bearers. The guard was a big 30 man blob squad with 3 autocannons some power weapons and a commissar, 3 vet squads, 2 plamsa 1 melta squad, 2 chimeras a vendetta a company command squad with meltaguns and a platoon command squad with meltaguns, and a leman russ battle tank. The mission was king of the hill, and again there was a nice ruin in the middle of the table.

Apparently these guys had been steamrolling all their opponents with blood crushers and guard shooting... We won the roll for first turn. Cotaez got the power for no cover saves (finally!).

 

Our deployment was much like the previous games, cotaez in some cover with his big guns, strikers on either side and the terminators in the middle going to go stand on the ruin and score the objective. Dreadknights up front ready to shunt wherever. Dreadnought beside cotaez.

 

They deployed, obviously no demons, and all the guard in the right side corner, with a plasma squad in the vendetta in reserve. The tanks behind a building, except for the Russ who is just behind the infantry blob. They try to steal, but fail, thank you cotaez. It is night fight first turn.

 

Our Turn 1: The first thing we do is shunt both dreadknights directly in front of the infantry blob and Russ. The terminators move onto the center objective by running. The strikers in the rhino drive towards the guard on the let, their warp quake has gone off. Cotaez managed to bleass his units with both powers,a nd we didn’t cast anything on the terminators, as they woudn’t be shooting. The unit that hopped into the chimera flat outted around the left of the center building with warp quake active. Dreadnought moved a little closer to try to shoot something. Shooting, coatez shot first, killing 7 guardsmen in a storm of plasma death, it would’ve been more but range was very tight. The dreadknights bathed the infantry in holy promethium, reducing them to 6 models... and killing the entire meltagun infantry command, and stunning the chimera with meltagunners in it. Nobody else was in range – but hey, we killed over 25 infantry turn 1! When we the guard player just stared and said... I forgot about that.

 

Their Turn 2: the non preferred half of the demons came in, the plague bearers and the blood thirster. The plague bearers were forced to come in on the far left due to warp quake, and the blood thirster tried to come in on the edge of the warp quake zone behind the right side rhino, but scattered in to the zone and misshaped, back into reserves. The plasma squad of guardsmen got out of their transport and added their fire into the dreadknights. Shooting saw the plaguebearers run to spread out, and the guard taking one dreadknight down to 1 wound, but not killing him. Things were looking very promising at this point.

 

Our Turn 2: all blessings and warp quake went off. The dreadknights split up, the wounded one jumped behind the building and chimeras to try to destroy the plasma squad. The other one moved towards the russ, staring down the remaining guardsmen in the process. The terminators set themselves up to hold the center in cover. The chimera rounded the corner and the strikers within stayed put. The rhino stayed put to fire more rending psycannons shots at the russ. Shooting, dreadknight flames the remaining humans infront of the russ, but rolls some 1’s and can’t charge the russ due to the dude in the way. Dreadnought shoots the rus, taking 1 hull point and shaking it. The other dreadknight evaporates the entire plasma squad and wrecks the chimera with his incinerator. The plague bearers are wiped out with shooting from the terminators, the plasma cannons and the strike squad from within the chimera. no assaults.

 

Their Turn 2: all the daemonic reserves come in, and the vendetta. The bloodthirster sticks this time, and is looking towards the rhino with hate in his eyes. The bigger unit of bloodcrushers tries to come in to the left of cotaez, and scatters a little bit towards him, bringing one model within 12”... plasma cannons fire killing 4/8 of them. The next squad drops in and scatters the same way, losing 4/7 to a second plasma volley. The russ can’t really fire much. The guard manage to kill the wounded dreadknight, but can’t do anything about the other one.

 

Our Turn 3: Its a really bad day to be a guardsman. The dreadknight positions itself to flame through the last of the guard and charge the russ. Terminators move to get all their guns in range of the thirster. Cotaez stays put. The dreadnought walks behind cotaez towards the 4 bloodcrushers. The knights in the rhino stay inside, not wanting to face the bloodthirster in combat. The strikers in the chimera, get out to shoot at the smaller unit of bloodcrushers. Shooting, cotaez and the strikers kill off the 2/3 of the blood crushers, and the dread kills 1 more. Dreadknight incinerates the last of the blob squad and charges the russ, wrecking it (he auto hits and auto pens...). Terminators cause 2 wounds on the bloodthirster with shooting and bring him down. Strike squad in the rhino strips another wound from him. The dreadnought charges into the bigger unit of bloodcrushers, surprising our opponents who are first overjoyed, then crestfallen when they realize only one model (the one with rending) could possibly hurt the dread. Dread lives through combat, and will contain the threat for the rest of the game.

 

Their Turn 3: the vendetta zooms onto the board, aiming to try to take down the dreadknight in their backfield. It drops off its plasma squad along the entry vector, they roll up a hit and do not scatter, they’re about 8” from the strike squad that was riding in the chimera... uh-oh... the last of the guardsmen in the right corner (meltagun squad in chimera) stick around to ad their fire to the vendetta. The bloodthirster resumes flight and swoops at the rhino, glancing it once. The vendetta and guard squad reduce the last dreadknight to 1 wound. The plasma squad kills 6/10 grey knights in the strike squad! They hold. The last remaining blood crusher from the smaller group charges cotaez, he’s down to 1 wound by the time he gets there. In combat, the crusher kills 2 acolytes, and is slain by cotaez’ demon hammer. The dreadnought kills 1 bloodcrusher in combat but takes no damage in return.

 

Our turn 4: at this point its just cleaning up... the strike squad boards the chimera again, which has turned around to face the guardsmen on the ground with plasma guns. The terminators kill the bloodthirster with shooting. The dreadknight opens up the chimera witht he incinerator, and assaults the squad inside. The strikers in the chimera kill 6 veterans, and the remaining vets break off the board. The dreadnought does nothing in combat, but the dreadknight wipes out the infantry he’s in with. At that point they capitulate, and we score full points.

The end result for the day was an overwhelming success, we won Best Overall for the day! Putting me in a very good position for the next day...

 

Singles battle reports coming soon... as a preview:

Game 1: Eldar with Grey Knight allies

Game 2: that same challenging opponent from game 3 doubles, with drop podding space wolves and Eldar allies.

Game 3: Black Templars with space wolf allies, drop pod army.

Game 4: dark Eldar with Grey Knight allies.

So, after a good night’s sleep – about 4 hours all told, we came back to the hall for day 2! The night before I was stressing about making changes to my singles list, I enjoyed so much the double dreadknights that I wanted to use the same on the singles day... but in the end I decided more firepower was better. Here was the list I took to the 1850 tournamnet:

 

HQ: Cotaez

HQ: Ordo Malleus Inquisitor, TDA, Psycannon, Psyker (Divination), Empyrean Brain Mines – 120

 

Troop: 5 Warrior Acolytes, 3 Plasma Cannon Servitors – 80

Troop: 10 Strike Knights, 2 Psycannons, Psybolts, Halberd on Justicar, Rhino – 285

Troop: 10 Strike Knights, 2 Psycannons, Psybolts, Halberd on Justicar, Rhino – 285

Troop: 10 Grey Knight Termintors, 2 Psycannons, Psybolts, Falchions – 475

 

Heavy: Dreadnought, 2x Twin Linked Autocannon, Psybolts - 135

Heavy: Dreadnought, 2x Twin Linked Autocannon, Psybolts - 135

Heavy: Dreadknight, Personal Teleporter, Heavy Incinerator – 235

 

Total: 1850

 

So it’s very similar to our combined doubles list, minus 1 Dreadknight, a Nemesis Greatsword and a chimera, plus 1 dreadnought and a rhino. Though in this instance Cotaez has the option to join the terminators if he gets the 4++ blessing.

 

Game 1: I’m lucky they didn’t use the previous days rankings to set matchups for the first game of day 2, they were randomly assigned. My matchup was agains a youg guy, who had won a prize with his partner the day before, they had won the ‘Nowhere to go but up’ prize for having the lowest battle score...

 

Anyway, he brought an Eldar force with Grey Knight allies. His Eldar was: The Avatar, a Farseer, a big unit of guardians with a scatter laser weapon platform, a unit of 5 harlequins, a wave serpent with fire dragons, and two units of guardian jetbikes. His Grey knights were 1 squad of strikers with 2 psycannons, Cotaez, a unit of death cult assassins and crusaders in a stormraven, and a Vindicare assassin.

 

The mission was the relic, with 3 secondary components, marked for death, slay the warlord and linebreaker. I marked the avatar, as i figured one way or another I’d need to kill that bigass demon, and fluffwise that’d probably be the reason I was on the battlefield. He chose one of my strike squads. He won the roll to go first adn deployed. The map had some big forests in the two corners, and two ruins in the other corners. It had a ruin near the middle (seemed to be standard for this tournament), and some other scatterd aegis defence lines, that when not purchased from the fortifications only provide a 5+, and do not confer and extra bonus when going to ground. He deployed his elder contingent in the middle of his 12” deployment zone, harlequins behind guardians, behind aegis line, standing with the farseer, who was 6” away form the avatar. The ruins near the middle mostly obscured the avatar from the middle of my deployment zone, but there were windows, so he was indeed visible... :) the jetbikes started behind a thick forest on the right flank. The wave serpent started on the left flank, behind some runins, completely obscured from my table edge. The strike squad combat squadded and deployed 5 guys on either side of the guardians – both psycannons on one side, with a very good view of the board. The relic was in the middle, obviously, beside the ruin, out in the open. He said he would be infiltrating the vindicare, and that cotaez would be riding in the stormraven with the assassins.

 

I deploy the terminators in the middle, aimed at the relic, as usual. On either side a rhino with strikers, cotaez was slightly right of center on a crashed vehicle (5+) with his plasma henchmen. Both dreads deployed behind each rhino. Dreadknight held in reserve.

He puts the vindicare on the top level of the ruins to the left, that’s a problem...

 

I roll to steal the initiative, 1 dice because we both have cotaez, and I get a 6! Stealing the initiative can be crippling... especially when he can’t fortune the Avatar...

 

My turn 1: Cotaez rolls up a 3 and a 6 on the divination table, I keep the 6 to try to bring in the Dreadknight only when I want him. We are playing with warlord traits, and cotaez gets the ‘move through cover(Ruins) and Stealth(Ruins) trait from the strategic table. The terminators move 6” forward, and try to maintain sightlines to the Avatar. Both rhinos move 6” and deploy their units, aiming to pour fire onto the avatar. Dreadnoughts have sight to the whole board. Plasma squad doesn’t move. In shooting, the terminators and both strike squads managed to pull 3 wounds off the Avatar. One of the dreads finishes him off. Preferred enemy demons helps with hits and wounds! The other dread fires on the vindicare, slaying him with a single failed save... assassins should be eternal warrior... the plasma cannons speak, and 5 guardians bite it, I oaverheat with 1, even with rerolls and pass my armor save.

 

His Turn 1: he’s visibly demoralized losing the avatar and vindicare turn 1... but has a really good attitude and continues in earnest. Strikers stay where they are, guardians move forward to try to get shots on the terminators, bikes sneak around the forest to take shots, the wave serpent, with the S6 AP2 guns (forget what they’re called) comes around the ruin to try to kill some terminators. Harlequins move up around the guardians. He shoots the wave serpent at the terminators killing 1. He shoots the guardians at the terminators, but can’t kill any. The grey knights fire on the terminators with psycannons, killing 1. The other squad of knights fires on my left had knights, killing 1. He shoots the bikes at cotaez squad, and kills 1 plasma cannon and 2 warrior acolytes (he managed to get a good angle on them so the third model I had to pull was a PC). In assault his bikes return behind the forests. Thats pretty much it...

 

My Turn 2: Cotaez perils trying to cast the reserve affecting psychic power (Runes of warding still active), but passed prescience. Terminator inquisitor fails but doesn’t perils. He’s not deepstriking the raven, so I don’t cast warp quake. Dreadknight comes in, on a 6... shunts right beside the guardians and harlequins on the left side. Terminators move onto the relic, standing in about the middle of the board, 8 or 9” from the guardians. The midfield strike squad remains deployed, while the one on the left side boards its transport once more and move up 6” towards his deployment zone. dreadnoughts both take aim on the wave serpent. Cotaez stays put. Shooting, Dreadknight kills 3/5 harlequins and 3 guardians with the incinerator. Terminators wipe out all the remaining guardians and put a wound on the farseer. Plasma cannons speak once more, wiping the psycannon grey knights down to 1 model, a psycannon no less. The midfield grey knights shoot his grey knights, wiping out the squad of 5 – psybolts make all the difference. Both dreads fire on the wave serpent stripping it ton one hull point and causing a Pen with a 3 damage result. 3 is really nasty, the vehicle can only fire snap shots and the transport contents cannot disembark, and the vehicle cannot move. The harlequins break off the board. The lone psycannon breaks, 3” and remains on the board by a hair. The farseer passes his test.

 

His Turn 2: the stormraven doesn’t come in. Psycannon moves 3” right back where he started in the rally phase. The wave serpent can’t really do much, the farseer is screwed. The bikes peek around the corner again to take more shots on cotaez. Shooting, the farseer shoots at the dreadknight, but can’t hurt it. The wave serpent fires on the dread knights, causing 1 hit and 1 wound with snap shots, I fail my save and the dreadknight is down to 3. Bikes kill 1 more warrior. Psycanon fires on the terminators, but can’t kill any. The farseer charges the dreadknight, but can’t wound him, and is gibbed in return. Dreadknight consolidates toward the wave serpent. Jetbikes try to zip behind their forest again, but 1 squad is stuck out in the open.

 

My turn 3: Cotaez and inquisitor get their blessings off, with no more “runes” on the table. Dreadknight moves over by the wave serpent with eyes on the contents. Rhino with squad drives inot the enemy deployment zone. The other stike squad embarks and moves to the right, to deal with the bikes. Terminators move towards the enemy deployment zone. Dreads stay put. Shooting, plasma cannons kill off 2/3 bikes in the exposed squad, no overheats, but a bad scatter means ony 2 models hit. Terminators kill the last remaining psycannon knight on his team. Dreadnought both fire on the wave serpent and bring it down, the fire dragons deploy, and are pinned. Dreadknight kills 3/5 with the heavy incinerator – they are out of his charge range.

 

His Turn 3: the raven comes in, it flies 36” left of center to the edge of my deployment zone. The jetbikes move downt he flank to change position behind some ruins, they shoot at the warrior acolytes but can’t kill any. The rave fires on a dreadnought with the multimelta, penning, and immobilizing the dread. The assault cannon and mind strike missiles fire at the other dread, assault cannon does nothing, but both missiles hit and the dread takes two glances from perils. The fire dragons snap shot at the dreadnight, taking another wound off him.

 

My Turn 4: time to kill the stormraven. Most units stay put at open up on the raven. Cotaez fires on bikes, killing the tree undamaged ones. The dreadknight jumps close to the raven, to take care of the assassins when it crashes. Everyone else shoots at the stormraven, but all I manage to do is pull off 2 hull points, he has very good evasion rolls, and none of my units have snap fire. The dreadknight runs 1” towards the raven.

 

His Turn 4: the stormraven moves to mid table, but does not enter hover mode, it fires on my rhino destroying it, and kills the dreadnought that had 2 hull points removed. The jetbike kills a plasma cannon. The fire dragons give chase to the dreadknight, stripping him down to 1 wound. That’s about it...

 

My turn 5: dreadknight turns around and incinerates the fire dragons. Cotaez fries the jetbike. Everyone else shoots the raven, but I can’t kill it...

 

His turn 5: the raven enters hover mode and disembarks the assassins, they move towards the terminators surprisingly, but then again the terminators do have the objective. The raven shoots my last dread to death and kills the justicar in the grey knight squad with a mind strike missile. The assassins and cotaez charge... cotaez is the front model... snap fire from the terminators sees 6 wounds, 1 of them rending... I make him take the rending first, and he fails his look out sir... no more cotaez. Nobody else dies, thanks to storm shields. The assault begins, and ends quickly. All the assassins and crusaders are slain with no terminators falling. Those guys need axes to kill TEQ...

 

The game ends. I win full points. We have a brief conversation about how to optimize his list, i suggest that instead of that vindicare, take a techmarine to ride with the assassins for the same cost with warding stave and both sets of crazy grenades. That way cotaez can sit in reinforced cover with the strike squad, who should not combat squad. I also recommended modelling axes onto his assassins and crusaders. He’s pretty happy with those ideas, and has consistently remained positive throughout the game.

 

Game 2 soon...

Game 2, Grudge match.

 

As I walked to the table for the second game my opponent was waiting for me, the same guy who had won the tournament and beat me two years ago, I’ve played him at almost every major tournament this year and have had minor success mostly. His army was drop podding space wolves with elder allies brought in solely for the runes of warding shenanigans. His list was 3 squads of long fangs, 2 with 5 rockets and a wolf guard, one with 3 rockets a wolf guard and two lascannons, a rune priest with divination, an aegis defense line with quad gun, a farseer with 5 pathfinders, 3 eldar guardian jetbikes, 4 drop podding squads of grey hunters, 3 with double melta, 1 with double plasma. The mission was D3+2 objectives, we ended up with 3, and all 3 of those same secondary objectives from game 1. Deployment was a line drawn across the diagonal of the table with a 24” gap between the deployment zones. We ended up placing all three objective in the no mans land created outside the deployment zones, one dead center. The terrain had a bastion in my deployment zone (counts as just ruins) and another ruins on the far left corner with an objective in it. His deployment zone had a tall ruins in it and some forests in the middle. There was also a tall solid building that totally blocked line of sight to the right side with an objective on it, out of sight from my deployment zone. He won the roll to go first, and deployed his aegis line in a line along the edge of his deployment zone, with the quad gun at one end, with good sightlines to my side of the board. All of the longfangs deployed behind the aegis line. The elder pathfinders with farseer deployed in a line between two longfang squads, with the farseer at the front. The farseer had doom and guide. The runepriest sat with the lascannon long fangs in the middle of the deployment, and the last squad had the wolf guard manning the quad gun on the far right end of his aegis line.

 

I deployed the terminators in the middle, ready to go hold the middle table objective... again... I placed a rhino on either side of them, and put the plasma cannons atop the bastion ruins. The dreadnoughts went behind the rhinos, and the dreadknight went behind the building on the right with the objective, totally out of sight of his long fangs. I got the warlord trait to make it night fight first turn, and since he was going first, I chose to use it. Cotaez rolled up the 4++ spell again, but I still put him with the plasma cannons as his ability would be best used by them.

 

I tried to steal the initiative but couldn’t roll a six on two dice.

 

And the game began in earnest! Two drop pods came in first turn, and landed in my back lines, one on either side of my left hand strike squad and dreadnought, out pour 20 space wolves. We check the range and the back pod is in range of Cotaez “I’ve been expecting you’ ability. The space wolves had deployed on the other side of the pod form cotaez, so I take aim at the farthest possible point on the hull form cotaez, a hit with the plasma cannon would hit 3 space wolves. I roll up the overheats, and they’re all good. I don’t have reroll to hit, and i’m crossing my fingers that it wills catter onto the space wolves. I end up causing 8 wounds on the space wolves and 4 die horribly in a plasma fire... I take a hull point off the pod too.... whoopee! Then his shooting begins. The long fangs that are within 36” all put frag rockets into cotaez henchmen squad, killing all 5 ablative henchmen. The lascannons fire at the closest rhino, the one midfield, but since nightfight gives me an improved cover save, I’m ok. The meltagun wolves that podded in and lost some to plasma try to blow up my left side rhino, but fail. The second squad is successful, killing 4 grey knights in the explosion. The grey knights pass their morale check.

 

My Turn 1: I try psychic powers, but both inquisitors perils, I don’t cast warp quake because I want my Justicars alive. The dreadknight shunts into his front lines, right in front of the eldar. The strike squad still in their rhino drive to the center and poops smoke. Cotaez and his unit move through terrain to behind the bastion, out of sight of the longfang army. The terminators divert and head towards the wolves that have lost dudes to plasma fire. The dreadnought on the left aims at the almost full strength squad that had blown up my rhino. The strike squad that has been forced to disembark aims at them too. Shooting, I kill 4 wolves from the larger melta squad with combined fire from my dread and the strikers. The terminators reduce the other wolf squad to one model, who promptly breaks and flees 11”. The Dreadknight lays his template down completely covering the 6 eldar models, he causes 5 wounds, and the farseer needs to take some look out sirs, he fails 1... and fails his invulnerable and is incinerated! The remaining pathfinders break off the board. The second dread puts some pot shots down field at some long fangs, but can’t kill any. The strikers charge the wolves, and my justicar fearlessly casts hammerhand, and prceeds to kill 2 wolves with his halberd, the remaining 4 wolves take down 2 of my 6 grey knights, but lose 1 more wolf to a force sword. They lose by one but hold.

 

His turn 2: his next two drop pods come in along with his eldar jetbikes. The plasma pod comes in on the far right, on the objective thats hidden from me. They deploy within 12” of the dreadknight, ready to blast him in the back. The other melta squad aims for the dead center of the table, but scatters backwards and ends up just outside the aegis line, staring at my dreadknight. The jetbikes move behind the central ruin in his deployment zone, and stay there for a while. The lone space wolf that broke from terminator shooting rallies (yay marines...) and moves 3” then 6” towards my dreadnought. Shooting, the long fangs with lascannons and the plasma squad manage to take the dreadknight down to 1 wound, and krak rokkits fromt he rest of the long fangs take him out. The melta squad in the middle pops my second rhino, exploding it and killing 2 strike knights, who break and fall back 9”. The pods in my deployment zone take stormbolter shots at my exposed strikers, but can’t kill any. Combat, my justicar kills another 2 wolves in combat after hammerhand, but the wolves manage to kill 2 of my precious strikers, drawn combat, two models left on each side. The lone space wolf charges my dread. He fails to land a krak grenade and passes his armor save from the dread’s bodycheck.

 

My turn 2: Terminators get blessed, and cotaez casts his blessing on the falling back strike knights, who rally, he also casts his 4++ power. Cotaez leaves the henchmen behind, and after the strike knights rally and begin t make their way to the far left objective, he joins them. Terminators move to the middle, 1 turn away from that objective. Shooting, terminators kill 7 space wolves from the melta squad that dropped on the outside of the defence line near the center. Dreadnought fires at long fangs, but can’t kill any. Strike squad with cotaez runs, I will need them on an objective at this rate. Combat, the wolf fighting the dread can’t land a krak and this time fails his armor saves. In the more prolonged combat, the justicar slaughters the remaining two space wolves at I6, he got really lucky with hits! The last two strikers form that squad move towards that far left objective in their consolidation, they’re about 9” away. All the wolves are dead from my deployment zone.

 

His Turn 3: He runs the remaining wolves from the central melta pod behind the defence line. He moves the plasma squad behind the ruins and onto the objective, no shooting for them, but no being shot at either. He launches salvo after salvo of frag rockets into my terminators, killing 6. They hold.

 

My Turn 3: the plasma cannon servitors mindlock. Cotaez gets both his blessings off, the inquisitor gets off his blessing too. Both strike squads move and run onto the far left objective, there’s a total of 3 models holding it, and 8 models across both squads (I lost some form the larger squad to scattering frags) the terminators move onto the center objective, there isn’t many of them left... shoting, the terminaotrs shoot at the wolves that ran behind the wall, leaving only the wolf guard with fist alive. I don’t kill anything else.

 

His turn 4: it has taken a lot of time to get tot his pint and we are informed that this will be the last turn. If nothing changes, I take the primary and we draw the secondary. I’m fine with that, but he will obviously try to dislodge me form the objectives. He puts all his shooting int he terminator squad, killing 3 of them and the inquisitor, leaving on the justicar alive. I forget how, but he becomes pinned somehow... Ah yes I went to ground to try to stay alive... the lone space wolf with a fist runs through the forest towards the center objective but is 1” out of scoring. He zooms his jetbikes onto the objective to contest. At the end of shooting, the justicar breaks and runs 9”.

 

My Turn 4: the jsuticar rallies, moves 9” back to the objective to contest the bikes. The strikers on the left objective open up on the bikes, but only kill 1. The dreadnoughts can’t do it either. The lone justicar terminator fires at them, and will charge them if necessary. He hits with both shots. Wounds with both shots. And my oppponnet rolls up his armor saves... SNAKE EYES!

 

The game ends there, as we’ve reached time. In the end I win the primary and we draw the secondary as neither of us managed to kill the other’s marked unit, or have anything in either opponents deployment zone, aside from his pods which don’t count, and cotaez and the rune pries lived.

 

A nice solid hard fought victory for me. He almost killed off my terminators... almost...

wow man, awesome sets of games! your batreps are fantastic, i have to say your strategies are wonderful to take in. you're list looks quite competitive sir! that big terminator blob sounds quite devastating. was that your last game? if not keep em coming! :D

Thanks for the note Alaric, good to know someone's reading!

 

I was a little under the weather yesterday so didn't have a chance to write up the batreps, I'll try to get game 4 in later today.

 

 

Game 3 – Pods! More pods than your body has room for!

 

So I come to the table for Game 3 and its much like the other tables, ruin in the center, tall ruins in corners, and a wrecked baneblade on the right side near the table edge. My opponent arrives, and i see an abundance of drop pods, 5 if I’m not mistaken. He has a black templar army with allied space wolves. He brought a wolf priest with a jump pack, 2 units of grey hunters in pods, both with meltas as the space wolf detachment. He brought 3 units of black templars in pods, 1 with the Emperor’s champion, I believe there were meltaguns and fists in those squads too, but I’m not sure as I don’t know the templar book at all. He also had a squad of templar terminators, TH/SS with a TH/SS marshall. And 2 units of 5 templars, 1 with a lascannon, 1 with a plasma cannon.

 

I figure this guy must be pretty good, or at least have a pretty good record to be playing me at this point. The mission is 2 objective, fondly known as autodraw in these parts. Deployment is again the diagonal triangles. He wins the roll and decides to go first, and puts his objective in the ruins on the left side of the table, I put mine in some ruins on the far right side... next to the baneblade. He deploys his 2 five man squads on the ruins with his objective, with good sightlines for the heavy weapons. And thats all.

 

I deploy everyone around the ruins on my objective, the terminators as near the middle as they can get, ready to begin the long walk across the table. Again on either side of the termiantors a rhino, and the plasma canons in the ruins, not great sightlines for these guys this game. The dreadknight on the left hand side. Dreadnoughts behind rhinos.

 

I fail to steal the initiative.

 

His Turn 1: he drops both squads of wolves in my face, both outside of the plasma death from cotaez. 1 lands beside my left side strikers, the other in the middle of my deployment right in front of the terminators. The third pod he lands off to the side behind the right hand baneblade, and out pops a bunch of templars and the Emperor’s champion, they have no shot on anything. The puppies who landed on my left side fire at the rhino and blow it up! In the explosion I lose 2 Grey knights. The other squad of puppies shoots at my other rhino, but can’t hurt it. The plasma cannon fires on my exposes grey knights, but it overheats, the cannoner passes his save. The lascannon fires on my dreadnought, but misses. That’s all his shooting.

 

My turn 1: Warp quake goes off for both my squads. Cotaez rolled up the 4++ blessing, and decides to use it, he also blesses the terminators to reroll to hit. The inquisitor blesses the dreadknight, as today I didn’t bring a sword for him, and he’ll be charging a unit of wolves soon... the terminators move onto the ruins, and forward, towards his objective. The plasma cannons move intot he ruins on the objective, before they were sticking out so much, now they’ve got decent sightlines to everything around them. The working rhino I have peeks around the corner, going to add the psycannon shots to the fray blasting the wolves. Dread move slightly, but will be firing downfield at the units on his objective. Shooting, the terminators fire on the unit of wolves that failed to blow up the rhino, and kill 5 of them. The strike squad in the rhino kills 2 more. The strike squad on foot kills 4 wolves from the other squad, after the dreadknight incinerates them, only killing 1. Dreadnoughts fire on the plasma cannon unit, withering them down to 2 models, killing the plasma canon. The templars break and flee, but don’t go very far. The terminators are out of charge range, but the dreadknight charges. He kills all the wolves handily. And consolidates towards the other wolf squad.

 

His turn 2: 1 more drop pod comes in, in the far right corner of the battlefield, pushed back there by Cotaez and my warp quake zones. The Emperor’s champion and squad peeks around the baneblade, it will take another turn of movement for them to be able to charge anything. The remaining wolves take aim at the rhino again. The broken templars rally and take up positions on the objective, one of them totally obscured from my sight behind a wall on the second floor by the objective. The templars who just landed on the right deploy and prepare to fire on cotaez henchmen. Shooting, the meltawolves open up the rhino my squad loses 2, and is pinned. Templars with Emperor’s champion fire on my exposed strikers, killing 2 more. His lascannon fires at the dreadknight, but can’t hurt it. The pod squad of templars take a melta shot at the closest dreadnought, but fail to damage it. The pods, fire at units but don’t kill anyone. No charges. My strikers who lost 4 break, and fall back 5” into the ruin with my objective and cotaez with henchmen.

 

My Turn 2: Blessings and warp quake all go off. dreadknight does an early game shunt to the enemy objective. Terminators about face to deal with the templar’s in my deployment zone. Strike squad stay put for more psycannon shots. The broken strikers rally, and now stand on the edge of the ruin facing the approaching Emperor’s champion. Shooting, the plasma cannons make short work of the drop podded templars, leaving only 3 alive after their salvo. The terminators and the strikers on the left wipe out the last of the wolves with shooting. The strikers on the right fire on the Emperor’s champion squad, killing 4 of them. They run towards me, 2 inches. dreadknight tries to burn up the lascannon squad and kills 2 models. The dreads unload on the same target killing another 2. The lone templar breaks, but doesn’t fall off the board.

 

His Turn 3: the terminators and his last pod come in, they both land near his home objective to deal with the dreadknight. The Emperor’s champion squad moves towards the strike squad in the ruins, and the last remains of the drop pod templars in my deployment zone move towards the henchmen. The man alone rallies, and moves within 3” of the objective. The pod of templars that landed near the dreadknight shoots him and pulls off 1 wound with the meltagun. The pods all fire on my henchmen killing 3 warriors. The Emperor’s champion squad charges, but takes 3 casualties AND a wound on the champion himself from snap fire. They fail their charge.

 

My Turn 3: the dreadknight jumps over the pod, away from the terminators into position to charge the squad that came out of the pod. The strikers fromt he first ruined rhino move up towards the enemy objective, still a long way away, but within 24” of the newly arrived terminators. My terminators move as fast as they can through the ruins towards the enemy objective, they ar abour 5” away form center of the board at this point. The strikers facing the Emperor’s champion stay put to put double psycannon shots into them. Cotaez leaves the plasma cannon squad to join the termintoars on their merry way to the enemy, they is a tail of models training back to catch cotaez in with the squad. The servitors and henchmen move onto the objectives in my zone and try to hide. The dreadnoughts both move left to shoot at the newly arrived units. Shooting, dreadknight kills 1 templar with his flame and they run to within 1” of him. Plasma cannons kill the last remaining marines from the drop squad near my objective, but lose 1 plsama cannon to overheat. The strike squad facing the champion received the reroll blessing from cotaez, and they kill all but the champion and 1 templar... still if that champion gets into combat, they’re pretty boned... Terminators and HQ run, 4 inches, they’re now 1” form center, and at least 1 more turn from charging anything useful. The strike squad on the left fires on the enemy terminators, but can’t kill any. Dreadnoughts do the same, but can’t kill any. In assult the dreadknight charges the templars, he kills 5 off the bat, leaving 4 to fight on, they’re fearless in combat...

 

His turn 4: he breaks the wolf priest with jump pack off from the terminators, and jumps him into position to charge the dreadknight. The terminators move as fast as possible towards the dreadknight, they should be in position for the charge next turn. The Emperor’s champion an pal move to within inches of my strike squad. The marines on his objective stay out of sight. Shooting, his pods all shoot my henchmen, taking them down to a single warrior acolyte. That is all the shooting . he charges his wolf priest into the dreadknight and charges the Emperor’s champion at the strike squad. I snap fire at them, and get to reroll to hit needing 6’s. I hit a lot, and wound a lot, the champion needs to take something silly like 7 save, plus 2 rending... and the pair of power armored badasses die. Phew! The only stuff left near my objective from him is the pods. In combat the wolf priest is gibbed in a challenge with the dreadknight, but he’s still stuck there with the fearless templars.

 

My Turn 4: the terminators are now moving through the ruins near the center and get some crappy terrain rolls. They’ra out of charge range, but can lay down some fire into the enemy. Nobody else really needs to move. Terminators receive all blessings, and there is no one to receive the second prescience blessing in range. Shooting, terminators shoot at the man alone on the objective, killing him.There is still 1 marine standing 1 level up from the objective with a solid wall between him and my units, he cannot be seen, and is scoring. In combat, my dreadknight kills ¾ remaining marines... leaving one fearless SOB in combat with him, and, to add insult to injury he take a wound.

 

His turn 5: he moves the terminators to charge the dreadknight. He shoots his pods at my guys but can’t cause any meaningful hurt. Terminators charge, the marshall challenges, and causes a wound on my dreadknight, and passes his invulernable saves in return. I lose by 1, but do not break, and am at initiative 1 next turn.

 

My turn 5: the terminators are again slow through the center ruins, and nothing much else important moves. I run with the termis, and they’re blessed. I manage to bless the dreadknight with prescience this turn too. In combat, the marshall strikes at the same time as the dreadknight. He kills the dreadknight but takes a wound. I say he’s dead cause it was strength 10. He says no, he’s got an adamantium skeleton, so he survives. I say he’s freakin wolverine? Why didn’t you say so! I roll up my psychic test to activate the doomfist force weapons, and pass, goodbye Marshall... that guy gets like 7 or 8 attacks on the charge!!! Insanity! The terminators consolidate towards my terminators, and his templar alone consolidates towards his objective.

We are ok for time, so we roll for next turn, and the game goes on.

 

His turn 6: the terminators charge. I snap fire killing 1. They hit like a ton of bricks! My terminaotrs are faster, but they can only kill 1. Then his terminators kill 4 of mine, and my hammers kill 1 more of his. I lose by 2, but hold.

 

My turn 6: nothing really matters but this combat at this point, if I can get a good consolidate out of a win, AND we get a next turn, I could go contest his objective. We fight, my standard attacks can’t kill anyone, but this time I remember that they have 4++ and a 3++ on sword toting characters thanks to cotaez buff. I only lose 1 terminator now, but at I1 Cotaez, the inquisitor and 2 hammer toting terminators have 10 attacks, all S8 or higher (thank you hammerhand form the unit), and I manage to kill off his terminators. I roll up a 6 for my consolidate. I’m 8 or 9” from his objective at this point.

 

We roll for a 7th turn, and the game ends...

 

The result, a primary draw, neither one of us could dislodge our scoring units on home objectives.

 

The same 3 secondary objectives were in play, linebreaker, slay the warlord and kill the target unit. He chose a rhino – check, I chose one of the space wolf squads –check. Neither of us had linebreaker, but I slew his Marshall! I win the secondary.

 

That was a tough game, he had me all boxed up and busy in my own zone for most of it. I think my shunt with the dreadknight was the right move, but maybe a turn too early. If i had waited he would have had to commit his terminators and 5th pod where he throught they would be best, and with no immeadiate threat to his objective, he may have sent them closer to me, making them easier to kill, and letting the dreadknight free to strike his home objective hard. Meh, next time.

 

Final Game coming up soon!

Game 4 – Dark Eldar, and Grey Knights

 

I get to the table for game 4, and so far have missed all the other regulars for the Ontario circut that normally give me a hard time, 1 particular player using a tau and eldar list has been smoking his opponents hard up to this point. In the last game he had a hard fought draw against a great looking tyranid list, so I figured I would be coming up against him. But apprantly not! The guy I’m playing against is really really friendly and keeps cracking jokes, he has a similar record for the day, and has been using Dark eldar with Grey Knights. His main force is DE, and he has a haemonculous as his Hq, who sits in a large unit of warriors. He’s got 3 venoms and 2 units of 3 man dark lance squads, 1 unit of wracks. A unit of wytches in a raider and a nightwing bomber/fighter flyer (not sure exactly what its called). His grey knight allies are Mordrak with 4 ghost knights, 2 units of 6 strikers in razorbacks and a dreadnought with guns. He marks my fancier rhino, I mark his wyches raider. The mission is kill points with the secondary being the same 3 objectives. Standard deployment. He wins the roll to go first and deploys his forces. His warrior squad deploys atop some large ruins on the left side. His 3 man dark lance teams deploy, 1 in the forest middle of his zone, 1 in the ruins on the right side. His wracks behind the right side dark lance squad. All 3 venoms behins a forest in the middle. A razorback on either side of the center of his forest. His dread goes behind the left side razorback. He holds mordrak and the wyches in reserve.

I deploy everybody in the same formation i’ve been using, terminatos in the middle, rhino on either side, dreadnoughts behind them. The dreadknight off to the right ready to shunt and incinerate the wracks and lances. Cotaez doesnt’ really have anywhere awesome to sit, so he’s on the ground floor of the ruins on my right, with a good view of part of the table.

 

I roll the dice to steal... and get a 6! No need for a reroll there! My opponent is not so happy about it, but takes it in stride.

 

My Turn 1: Cotaez rolls up the no cover saves power!! Blesses his dudes with reroll to hit and no cover saves. Termis are blessed by the inquisitor. Dreadknight shunts to the edge of the ruins the wracks are hiding in. Terminators move to the middle, as usual. Right hand rhino moves around the ruins on my right side to get a better view. Left hand rhino moves 6” closer to be able to fire psycannons out the hatch. Dreadnoughts move to get a better view of his units. Shooting. Incinerator hit kills 2 of 3 darklance warriors, and 4 of 5 wracks. Both fail ther snake eyes morale, and break off the board. Dreadnought on my left side opens up the razorback nearest the dreadknight. Cotaez unit evaporates all the marines that just got out with no cover save plasma death. Strike squad ont he right side take a hull point off of a venom and makes it so it can only fire snap shots next turn. Other dread pulls a hull point off the 2nd razorback and immobilizes it. Left side rhino of strikers fires at another venom, but no damage. Terminators kill the 3 man unit of darklances in the forest in the middle of his deployment zone.

 

His Turn 1: the right side of his deployment has totally fallen apart. He drops Mordrak behind my liens on the right side, outside of warp quake and cotaez power. The venoms move a bit to take aim at the dreadknight. His dread stays behind the immobile razorback. His warriors move up and onto the roof of the ruin they are on, into a better firing position. Shooting, Mordrak and his unit shoot my dreadnought in the back, pulling off a hull point. I lose 1 wound form the dreadknight to venom fire. His dreadnought blows up my right hand rhino, killing 1 striker. The warriors try to snipe my other rhino with their dark lance, but fail to leave any lasting hurt, taking off a hull point.

 

My Turn 2: all blessings go off, no need for warp quake. Strikers from the destroyed rhino move 6” closer to his deployment zone on the right side, dreadknight jumps 12” towards the middle of his deployment zone aiming to eventually make it to the big warrior squad. The terminators continue their march to the center of the table. The strike squad in rhino move 6” towards the center of the table, and disembarks to throw their shots downfield. Dreadnought by mordrak move 6” farther away, he’s still in charge range, but I need his shots to kill a venom. Shooting, dreadnoughts each kill a venom. Terminators wreck the razorback. The strikers are pinned. My strikers shoot his strikers and kill 3. 2nd group of strikers on the right runs, they don’t ever EVER want to fight Mordrak. Plasma squad blasts at Mordrak, 1 overheat kills a servitor. Plasma kills 1 terminator, epic saves from the enemy. Dreadknight incinerates the strikers and the dreadnought, he glances the dreadnought and kills 1 striker.

 

His turn 2: the wytches come in, their raider hides behind the ruin on the far left, i can’t see it. Warriors on the roof move a little to spread out. Mordrak makes his intentions clear and moves towards the dreadnought. Shooting mordrak pulls 1 more hull point off the dread. Dreadknight suffers 2 wounds from the warriors on the roof, yay poison! Dreadnought blows up my last rhino. Strikers can’t hurt anything with their snap fire. Mordrak sharges my dread, who snap fires and causes 2 wounds, mordrak is the front model, and I remind my opponent that S8 is Instant death for the Grand master... he does 2 look out sirs and passes both... although, does mordrak get a look out sir in his unit? He’s not an independant character... he passes his saves though. In combat the dread simply cannot hurt the terminators, and is exploded. The consolidate back towards my henchmen.

 

My Turn 3: Cotaez and unit move out of the ruins towards my left side strike squad, who’s rhino was killed last turn. They end up running a couple more inches. Now mordrak is good and far from anything, and barring epic running, won’t be charging anything ever again. The dreadknight moves up to the edge of the ruins with the warriors, aiming to take them out. Terminators move onto the center of the table and about 3” beyond, now headed to the left where the remainder of his army is. In shooting, my right side strike squad, that is now almost in his deployment but still has range on Mordrak. They manage to pull 2 wounds off mordrak himself, who at the end of the phase, animates to freakin ghosts! Dreadnought blows up his dreadnought. Dreadknight kills 12 models from the warrior unit. Terminators kill off the last pinned strikers. My striker squad on the left shoots at the warior blob, but now the hemonculous is the closest model, he takes a bunch of look out sirs, and they go to groun, he takes 1 wound, and 2 more warriors die, there are like 5 left. The warriors hold. Dreadknight charges, but can’t make it up the building.

 

His turn 3: His night wing enters the battlefield, on the far right corner. Mordrak walks around my backfield, warriors are pinned, wytches move 6” and disembark aimed to charge into the Dreadknight, while still staying hidden behind the ruins formt he rest of my army. His night wing puts two dark lances into my dreadknight and kills him... His unit on the ruins shoots at my terminators, killing 1. Mordrak shoots some henchmen, killing a plasma cannon and 3 warriors, they hold due to cotaez awesomeness.

 

My Turn 4: Cotaez perils on his no cover save blessing. The others are ok. Terminators get closer to the warriors, strikers move up, and are joined by cotaez on the left side. Strikers on the right stay put to try to bring down the night wing. Dreadnought takes aim a the night wing as well. Shooting, Dreadnought fires on the night wing, stripping a hull point and immobilizing it (vector locked). Strike squad on the right fires on the night wing, and manages to destroy it. I continue to pour all my firepower into the warrior unit, and before shooting the last strike squad, I kill all but the hemonculous and 2 warriors. They are getting a 2+ save for going to ground in area ruins, AND have feel no pain from their pain token. The last strike squad fires, and finally kills of the hemonculous and unit.

 

His turn 4: mordrak moves towards cotaez and his unit, and shoots at them, cotaez is the closest model, so he has to take 6 saves. He passes all but 1 of his look out sirs, and passes his own armor save. The wytches simply deny me the marked for death unit.

The game ends there, as we are at time.

 

End of game, i wiped him out for kill points. He killed the unit he marked, we both had units in eachother’s deployment zone, and I killed his warlord, secondary draw.

 

I win!

 

This game could’ve gone much worse if I didn’t steal the initiative. My opponent kept his chin up and was joking around the entire game, I voted for him for my favourite opponent, and he voted for me!

 

Its always tough for dark eldar vs grey knight, especially in kill points, and especially when the initiative is stolen...

 

Shortly after reporting results was time for the awards. They strated at the bottom, and my friend won best appearance(player’s choice) partway through. His necrons are amazing. It came to best general, and I didn’t win. Ok... ok... nothing lost yet... then they announce 2nd best overall, and call my name! I go up and claim my little plaque and chaos vindicator. A friend of mine wins best overall, he massacred all his opponents with a space wolves grey knight alliance list. Then its time to announce best overall for the weekend, the “Warmaster”...

The suspense builds, and ...

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

They call my name! I won best overall for the weekend! My prize a sweet Forgeworld Brass Scorpion, and the Imperial Armor book with the rules for it.

 

What a weekend! 8 games, a stellar record and a lot of fun! I ended up netting the scorpion, a chaos predator, a chaos rhino a chaos vindicator, Huron Blackheart and a chaos battle force. Woot!

 

I traded it all in to GW, and ordered the new chaos codex, one of those helldrakes and the psychic cards plus some credit... this tourney made my Chaos Army possible!

Awesome battle! I'm a little torn cuz Templars are my first army, but that was a solid win! So force weapons can be activated after he rolls his saves if you have the warp charge on your squad? I thought it happened last and only affected weapons at lower initiative steps (i.e. halberds activate for swords/falchions and hammers?) just curious, great win! Looking forward to game #4!
On your question about Mordrak, I believe he gets a 4+ Los! because he is a character. Man, those battles sounded awesome. I've been running a similar 1850 point list, but i personally like your's better, its basically just tweaking the dreadknight adn the henchman squad and adding rhinos. I must say you did net a hefty prize, I'm jealous, but I also just got a really nice chaos warhound BUILT for 100 dollars :) That brass scorpion sounds awesome
Really enjoyed these battle reports. You thoroughly deserves every one of your wins. Vive le empereur! I found your army list very interesting as well. I am thinking about running a 10 man terminator squad for my future games instead of paladins with attached tda inquisitor. Sounds a lethal combo.

Thanks Creamy! I really enjoyed playing them, and it was a challenge to remember the details almost a week later!!

 

I highly reccommend the 10 man terminator squad, they were unstoppable all tournament!

 

The never died once, and in at least half of the games were totally untouched!!

 

They're a stellar rock to throw at your opponent with rerolls from

Inquisitor prescience, they can reliably put some hurt on fliers.

I loved the pair of them in doubles, the single dreadknight obviously doesn't have the punch of a pair of them in the face.

 

the sword made the doubles dreadknights rednkulous, the single dreadknight was excellent as an agressive threat, i've heard people counsel using them as a counter charge unit, but I think they need to be aggressive.

 

Though they may not have killed their points in every game, they almost always divert fire from the rest of my army in self sacrifice, and in the games with pods, made my opponnent commit pods away from my main force.

 

I don't often miss with them, a 1st turn shunt in the face, and getting shot to death i wouldn't consider a miss, he shot the 1 monster, while the rest of the army is untouched.

Well done!

 

2 DK's with heavy incinerators and shunting on the 1st turn can put down a lot of hurt, and distract the enemy. Though with the change to fearless you have to be rather careful what you are near, as an 8 model fearless unit charging the DK will hold him up for a turn (8 due to maximum hits from a heavy incinerator during overwatch).

I agree about the dreadknight being a fire magnet. He always distracts my opponents from attacking my more squishy targets. The problem with him is he can easily become quite a points sink. I have been running him with 2 fists, teleporter and hvy incinerator and it is very rare he makes his points back (although their is no price on distraction). I find the sword is great but then makes him far too painful to lose as he has become so expensive.

I think we all agree, that its easy to think about the Dreadknight as a very expensive distraction.

 

The bare minimum for a functional distraction is the teleporter, the heavy incinerator is icing on the cake. The sword is an option that won't necessarily see play every game.

 

In my lists, I only took the swords in the doubles tournament, when we had 2 Dreadknights. The reasoning for this was, that with 2, its more likely that either 1 will see combat, and therefore get to use its sword. Also, in the initial iteration of the list (Before the most recent FAQ stated that swords gave their bonus in addition to the S10 from the doomfists) I used no swords and 1 psybolt razorback... it was an easy swap, razorback for 2 swords...

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