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Da Boyz - Tournament thread


TheDarkOne

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Hi All!

 

Going to start a thread detailing my trip to Rochester this weekend to compete in Da Boyz GT (http://daboyzgt.com/), both doubles and singles 40k tournaments.

 

For the Doubles tournament, we are bringing Guard and Tau, so I will keep the details on that one to a minimum as this is a GK forum.

 

For the single tournament I'm bringing the following:

 

Primary Detachment Grey Knights:

 

Cotaez - xxx

 

3 warrior Acolytes, Razorback, Twin Linked Heavy Bolter with Psybolt Ammuntion - 62

3 warrior Acolytes, Razorback, Twin Linked Heavy Bolter with Psybolt Ammuntion - 62

3 warrior Acolytes, Razorback, Twin Linked Heavy Bolter with Psybolt Ammuntion - 62

 

10 Interceptors, 2 Psycannons, Psybolt Ammunition, Halberd (Justicar), Nemesis Demon Hammer - 315

10 Interceptors, 2 Psycannons, Psybolt Ammunition, Halberd (Justicar), Nemesis Demon Hammer - 315

 

Nemesis Dreadknight, Personal Teleporter, Heavy Incinerator - 235

Dreadnought, 2x Twin Linked Autocannon with Psybolt Ammunition, Searchlight - 136

 

Allied Detachment Space Wolves:

 

Rune Priest, Jaws of the World Wolf, Living Lightning - 100

 

4 Wolf Guard, 3 Combi Plasma, 1 Combi Melta, Drop Pod - 127

 

7 Grey Hunters, Meltagun, Drop Pod - 145

10 Grey Hunters, 2x Meltagun, Drop Pod - 190

 

Total 1849

 

The idea is obviously to apply hard pressure form turn one in my opponents deployment zone.

 

With Shunting, This is what I put in the opponents face turn 1:

 

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/Da%20Boyz%202013/IMG_3070_zps078f8c3c.jpg

 

I've just finished painting the wolves, and man were they a great time to paint! 

 

I hope to be putting transfers on their shoulders tonight at the hotel...

 

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/Da%20Boyz%202013/IMG_3073_zps9bb9b03e.jpg

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/Da%20Boyz%202013/IMG_3074_zps9e9c51cb.jpg

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/Da%20Boyz%202013/IMG_3075_zpsb5957055.jpg

 

The games for the singles tournament are spread out over two days and are as follows:

 

Game 1: Primary Crusade (4 objectives) Secondary Purge the Alien (Kill Points) Standard Deployment
Game 2: Primary The Relic (1 center objective that can be carried) Secondary Emperors Will (2 objectives) Vanguard Strike Deployment
Game 3: Primary Big Guns Never Tire (6 objectives, Heavy Support can score) Secondary The Scouring (6 objectives of different values,
Fast Attack Scores) Hammer and Anvil Deployment
Game 4: Primary The Scouring (6 objectives of different values, Fast Attack Scores) Secondary The Relic Vanguard Strike Deployment
Game 5: Primary Purge the Alien (Kill Points) Secondary Big Guns Never Tire (4 Objectives, Heavy Support Scores) Hammer and Anvil Deployment
Game 6: Primary Emperor's Will (4 Objectives, whoever controls the most objectives outside of their deployment zone wins) Secondary Crusade (4 Objectives) Standard Deployment    
 
I will post pics from the weekend, as well as complete battle reports just like my detailed account of last year's Warmaster's challenge (here).
 
I hope everyone enjoys!
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Hello!

 

I won`t actually be posting battle reports for doubles anywhere, as I only played game one.

 

I had to sit out the second two games because i was feeling like a bag of excrement, partially due to a little quality time with my good friend Johnnie Walker the night before, and the first visit to KFC in years for dinner that same night.

 

I did however play the first game, and I`ll post a brief report on that right here. Mods, if you deem that my post violates the power armor focus of this forum, please let me know and I`ll edit it out.

 

Our list for doubles was:

 

Guard:

 

Company Command, Lascannon, Vox

 

Platoon Command, 4x Flamer

Infantry Platoon, Lascannon, Vox

Infantry Platoon, Lascannon

Veteran Squad, 3x Meltagun, Chimera

Veteran Squad, 3x Meltagun, Chimera

 

Vendetta

Vendetta

 

Manticore

 

1K points.

 

Tau:

 

Commander, twin linking, tankhunting&monsterhunting, no cover saves granting systems (IDK Tau too well)

 

7 Fire Warriors, Devilfish

7 Fire Warriors, Devilfish

7 Fire Warriors, Devilfish

 

3x Broadsides, SMS, Missile Pods, 6x Missile Drones, 3x Targeting relays (Multi Targetters?)

 

Aegis Defense Line

 

Game 1, we played against a double demons list:

 

Fateweaver

 

10 Horrors

10 Demonettes

3 Nurglings

 

Demon Prince of Tzeentch, ML3, some rewards

 

Bastion with Quad Gun

 

4x Tzeentch Heralds on disks, All ML3, 2 Exalted rewards, 2 Greater and lesser rewards (Grimoire and Portaglyph)

 

10 horrors

10 Demonettes

 

9 Screamers

 

So, this was the screamerstar I`ve heard so much about...

 

the mission was, primary, 4 objectives, and you need one troop from each player to score the objective, Secondary, some variant of kill points (it didn`t end up mattering)

 

They got the psychic powers they wanted for the screamerstar (Perfect timing and Forewarning), and the Demon prince took Psychic Shriek, hallucination and Flickering fire), fatweaver had all the Tz powers of course, and some other ones he never cast. 

 

they setup the bastion to the left, in their deployment zone, and ended up deploying the nurglings inside.

 

We go first and set up in the best way we can, with the manticore off to the right out of line of sight behind some terrain, our aegis on the left with the guard on foot behind it, and the broadside unit with commander beside them near the middle of the table. 2 chimeras and 2 devilfish between the broadsides and manticore, 1 devilfish behind the aegis between the guard blob and the broadsides. The guard lascannons have clear shots on the bastion.

 

They set up their screamerstar spread out on the left side of their deployment zone, and held everything else in reserve.

 

They fail to steal the initiative.

 

We begin, the screamer star is obviously our target. the broadsides are out of range, and unable to harm the bastion. the missile drones move into range. chimeras stay put to put maximum shots on the demons. manticore is out of LoS, which is what we wanted. we rush 2 devilfish up and unload 2 units of fire warriors in rapid fire range of the screamers. Shooting, all the lascannons miss the bastion (Its a building, how could we possibly miss!?), between the devilfish, fire warriors and chimeras we kill of 4 of 9 screameers. we fire the manticore aiming for 2 hits with the template, it scatters badly and I end up killing 2 drones from one of the devilfish.

 

Their turn 1:

 

They cast forewarning, and perfect timing and prescience on the screamerstar, but fail their grimoire roll! they try to use fateweaver`s reroll, but we check with the judge and the tournament ruling is that they can`t use powers when the source isn`t on the table (great justice). they move the jetbike demons up, and multi charge a squad of fire warriors, the devilfish and a pair of drones. they win combat by 5 or six and we need a 4 on the ld check to break and open them up for shooting while their inv save isn`t superduper. my partner rolls a 3, and the fire warriors bravely, and stupidly, decide to stay in combat. 

 

Our turn 2:

 

vendetta comes in (without the flamer squad inside), hides from the quad gun behind a large terrain piece in the middle of the table, and has nothing to shoot at. we adjust positioning to avoid multi charges form the inevitable screamer star, and the 2nd squad of fire warriors get back in their devilfish and drive off. guardsman lascannons only score 1 hit on the bastion but roll a 2 to pen.  manticore fires at the bastion, and scatters off. fire warriors get wiped out in combat.

 

Their turn 2:

 

They get all their spells off again, and fateweaver, 1 squad of horrors, and the demon prince enter play. the grimoire goes off. 

 

At this point its game over. they proceed to ram the screamerstar into our lines, with a 2+ invulnerable save, shooting a huge amount of no cover save S6 twin linked shots every turn and charging whatever survives. horrors land and strip 2 hull points off the manticore, stunning it. 

 

They deal so much damage to us that we tap Turn 4. 0 points for us.

 

I think that this report should be acceptable here, as, even without dealing with power armor it addresses an issue that we all may have to face one day, how do you get past a 2++ rerollable save? on a deadly unit of demonic jetbikes nonetheless...

 

Game 2 was against an ork play, I sat this one out, as I wasn`t feeling well, and my partner tabled our opponents in my absence.

 

Game 3 was against an IG and GK army, who, again, we tabled (I wasn`t there for it).

 

We ended up coming in middle of the pack as far as scores go, but we did win best pained! (i`ll try to post some pics of our combined army, but my partner has the camera).

 

The Demons team won best overall for the doubles tournament, looks like nobody else could deal with the screamerstar, so I don`t feel so bad.

 

Batreps for singles coming as soon as I`m able.

Singles Battle reports:

 

Game 1: ORKS

Primary Crusade (4 objectives) Secondary Purge the Alien (Kill Points) Standard Deployment

 

His Army:

Grotsnik

Big Mek with Power Klaw, Cybork Body

 

6 Lootas, Mek with Kustom Blasta

3 Meganobs, Cybork Bodies

Deffdread with snippy arms, no guns

 

20 Shoota Boyz

20 Slugga Boyz, Nob w Power Klaw, Trukk

15 or so Gretchin w runtherd

11 Ard Boyz, Cybork Bodies, Trukk

 

Zagstruk, 5 Stormboyz

Dakkajet w grot gunners

Dakkajet w grot gunners

 

Battlewagon, red paint job, maybe some other upgrades, but I'm not sure

Battlewagon, same as above

 

Bastion with Quad gun

 

Setting up the game, I chatted with my oponnent, and he was a really nice guy, I knew immediately win or lose this woudl be a great game. His army was nicely converted, and he seemed like he was already having a blast.

 

Here's a shot of his army:

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/Da%20Boyz%202013/IMG_3086_zps88e1b023.jpg

 

He won the roll to go first and play first.

 

The table was mostly vacant of any scenery of note, just differnet sizes of hills, with a larger hill in the middle high enough to hide my dreadknight behind if i wanted to. 

 

We placed the objectives, 1 in my deployment zone on the right, one about midfield just right of center, beside the large mountain, one about midfield, slightly more to his side about 13" form the far left table edge, and another right in his deployment zone, near the right table edge. 

 

He dropped his bastion right beside the objective in his deployment zone, and deployed the grots on top to man the quad gun, and the lootas inside, to fire out the 3 firepoints on the front facing, and have the mek operate the hv bolter emplacement, pretty efficient use of the bastion! he dropped both battlewagons on the right flank aimed at the two right side objectives. the trukk the meganobs were going to jack was deployed between the battle wagons, and both 20 man boyz mobs were in the wagons. the big mek joined the meganobs.

 

he held grotsnik in reserve with the 11 boyz in a truck, and also held his deffdread in reserve. zagstruk has to start in reserve, and both dakkajets were also in reserve. 

 

My deployment, I decide to reserve 2/3 razorbacks, only deploying the one with cotaez because i rolled up scryrer's gaze. drop pods in reserve as well, obviusly. I conbat squadded the interceptor squads, and broke them both up so that one combat squad had halberd/hammer, the other 2x psycannon. I put the 2x psycannons on the left side, to jump forward around the center mountain and get side armor on his vehicles, and the cc combat squads on the right side to deal with all the boyz. dreadknight i put on the right, ready to move forward and counter attack if i couldn't steal the initiative. the dreadnought was about center, a little to the left so he could peek around the center mountain without being seen by the loota bastion. Cotaez deploys on the left, with the mountain blocking line of sight form the bastion to his razorback, lined up to go claim the left side objective withhis little squad.

 

I roll to steal, and fail to do so, we shake hands and wish eachother luck then begin in earnest.

 

His turn 1:

 

He drives the shoota boy battlewagon 7" forward, just to the right of the center mountain, aiming for the objective that is there, the meganobz get in the truck with the big mek, and pull up behind the shoota boy battlewagon to hide. the choppa boy battlewagon goes 13" and flat outs in shooting, jsut rushing at my lines as fast as possible. the lootas shoot at my dreadknight but can't hurt it. the shoota boyz shoot at my closest strike squad, but can't hurt them either, yay Armor! the quad gun firest at my dreadknight, but can't hurt him.

 

My turn 1:

 

Drop pods arrive. I decide to bring in the combi plasma wolf guard, and the smaller grey hunter squad with combi melta wolf guard and rune priest attached. the cobi plasma wolf guard land right behind the right side battlewagon, and the other pod just a bit down from them, staring into the side of the wagon. the interceptros on the right with hammers just jump forward, ready to shoot whatever they can. the dreadknight jumps forward aiming to flip either wagon if I can't open them up otherwise. the dreadnought walks to the left a bit to get a good LOS on the side armor of the left side battlewagon, and a tiny piece of the trukk behind it. cotaez razorback pulls up a bit to see the trukk, through some cover. grey knights with psycannons on the left side shunt up so they're in range of both the trukk and the left side battlewagon.

Shooting, the wolf guard unload combi plasma into the rear of the right side battlewagon, overheating twice and killing 2/3 of them to failed saves :( they do however hit 4 times with their plasmaguns on the juicy armor 10, and blow up the battlewagon! The lone remaining wolf guard decides its time to make a break for it and runs 8" back towards my board edge. I cause 11 unsaved wounds on the squad inside, he loses 10 boyz and takes a wound on the nob, still fearless. the dread tries to pop the trukk, but somehow only manages to do 2 hull opints worth of damage and shake it. one of the interceptor squads with psycannon on the left finish it off, it exploded, and the meganobz disembark. then i decide its time to try my luck with jaws. I cast jaws drawing a line through 3 boyz from the exploded battlewagon mob, and the big mek, and one meganob. it goes off, and they all fall in a pit! the shooting from the grey hunters in the squad only kills 2 more boyz in the battlewagon squad because they went to ground. cotaez razorback puts 3 shots into the second battlewagon hoping for a glance, scoring 1 unsaved. the second group of psycannon interceptors take another hull point off the battlewagon. the farther away squad of grey knights shoots at the squad of boyz from the exploded battlewagon, but can't hurt them for whatever reason. the closer squad of interceptors elects not to shoot because they plan on charging the battlewagon with the dreadknight. the dreadknight splashed hot death onto the battlewagon, spraying off the side to cover both meganobs. the make their saves. Meganobs pass morale. boyz break and run 6".

Assault: Dreadknight and interceptors charge the remaining battlewagon, overwatch hits the dreadknight, but is totally ineffectual. interceptors don't make it into combat, but the dreadknight does, about 7" away, and proceeds to explode the wagon killing 13 boyz inside. they pass their morale after the nob smacks around a boy with his bosspole, passing his armor save.

 

His Turn 2:

 

Reserves: both his dakka jets come on, the deffdread enters the game. grotsnik is off doing some unneccesary surgery and Zagstruk is still enjoying the view as he careens to earth. 

 

The deffdread walks on between my drop pod and the bastion on the right. the planes fly on close to where the meganobs are, aiming at my wolves. 

 

Movement: the meganobz and boyz on the left move to be in position to charge the dreadknight. the other boyz rally and dont do much else. 

 

Shooting, he decides to call his waagh to get extra shots form his dakkajets. Dakkajet 1 fires on my grey hunter squad, gunning each and every one of them down as I proceed to roll 10 ones on 16 saves. the quad gun eliminates my broken wolf guard. the second dakkajet tries to hurt the dreadknight, but can't breach his armor. all the boyz  and meganobs and lootas shoot at the dreadknight, but don't hurt him. the mek inside the bastion even tried to hit him witht he kustom mega blasta!

 

Assault, the meganobz and boyz charge my dreadknight, he charges with the meganobz first and takes a wound form the hv incinerator. in combat i hit the meganobz at I4, and liquify them regarldless of their inv save. the boyz smack frantically with their shootas, and the nob glowers menacingly, cursing the decision NOT to come to battle with a power klaw. the orks lose combat by three and roll up boxcars for their ld test, bosspole kills a boy, and they fail again. they are run down by the dreadknight as he advances 5" towards the deffdread.

 

My Turn 2:

 

Cast scryrers gaze, bring in both razorbacks, but leave the pod in reserve. both razorbacks come on the right side, to go after the objective in my dep zone and the one near the mountain in the middle. 

 

Movement, the cc interceptors move so they're under the dakkajets, to avoid getting shot. cotaez drives his razorback onto the left side objective, the dreadnought following close behind. the psycannon squads jockey for position, aready to react to what happens next turn, aiming to fire heavy profile snap shots at the flyers. the dreadknight moves toe to toe with the deffdread. 

 

Shooting, between the interceptors on the right and the drop pod shooting I wipe out the remaining orks form the right side battlewagon. all other guns focus on the dakkajets, stipping 1 hull point off each one and causing them to jink. the dreadknight bathes the deffdread in fire but fails to hurt it.

 

Assault, the dreadknight charges the deffdread, only managing to stun and shake him for 2 hull points. his counterattack causes 1 unsaved wound on the dreadknight. they stay locked in combat.

 

His turn 3:

 

Both Zagstruk and Mad Dok decide its time to participate. the dakkajets fly off the table.

 

Movement: zagstruk aims to land near my farthest right razorback, but scatters 11" away. grotsnik drives on the left side aiming for the far left objective currently only guarded by a dreadnought and coteaz razorback. 

 

Shooring, grotsnik's trukk flat outs to be within an inch of the objective, and about 5" away form the razorback. lootas try to kill some grey knights, and i lose 2 stormbolters from the closest psycannon squad. 

 

Assault, Zagstruk can't make it in with my razorback. The dreadknight smashes the deffdread to smithereens. 

 

My Turn 3:

 

My drop pod comes in, because cotaez perils his psychic test for scryrers. it lands on top of the objectve near grotsnik's trukk. 

 

Movement, Cotaez drives the razorback next to the mountain, but can still be seen by the bastion which proves to be an issue. the other razorbacks drive to the left to put as much distance between them and zagstruk as possible. the 2 interceptor cc squads jump over to put shots into zagstruk. the dreadknght steps up beside the bastion. the psycanon grey knights jump into posiiton to apply force to grotsnik. the wolvs disembarking from the drop pod aim to melta the trukk if necessary. 

 

Shooting, the dreadknight incinerates into the bastion, killing 3 lootas. both left side razorbacks, and both interceptor squads on the left annihilate zagstruk and squad. the dreadnought blows up the trukk. I pour the rest of my shooting into grotsnik's squad, but only kill a couple of orks, as they have FNP and a 5++.

 

Assault, the dreadknight kicks the bastion, caving in a portion of it and killing all that remains of the loota squad, and all but 3 gots and runtherd. and destroying the quad gun.

 

His Turn 4:

 

The dakkajets return! they fly on top of the center mounting each one with a razorback in its sights. Grotsnik and squad move closer to the wolves. gretchin leave the bastion and come stand next to the dreadknight, at this point he's laughing about charging it.

 

Shooting, one dakkajet destroys cotaez razorback, the other dakkajet opens up my center razorback, no casualties or pinning on the squads inside. grotsnik shoots at the wolves, and kills one. 

 

Assault: grotsnik and squad charge the wolves. they manage to maul 3 wolves to the loss of 3 boyz and a wound on grotsnik. they stay in combat as grotsnik makes them fearless. 

 

My Tun 4 (endgame)

 

Cotaez casts prescience on the full 5 man squad of psycannon interceptors.

 

Movement the prescienced interceptors jump to be able to charge into grotsnik. the 3 henchmen form the exploded razorback run to the center right objective. coteaz and henchmen move under the closest dakkajet to remove themselves as a target. the 2 cc interceptor squads shunt behind the dakkajets. the dreadknight steps closer to the gretchin. 

 

Shooting, I try to take down the jets, but cna't hit them. the dreadknight elects not to incinerate the grots. 

 

Assault, I charge the prescienced intercepors into the combat with grotsnik, and the dreadknight charges into the gretchin, taking a wound from a blunderbuss! he stomps them into a green paste however. Between the wolves attacks and the grey knights i wipe out grotsnik and squad. 

 

his Turn 5, he concedes as all he has left are the dakkajets, and they're out of position to make a difference.

 

I win, 33-0 (20 primary, 10 secondary, first blood, linebreaker and slay the warlord).

 

here's a photo of the table after the game:

 

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/Da%20Boyz%202013/IMG_3087_zps0a50526a.jpg

Yes, the NDK was awesomesauce in this game, for the tournament his awesomeness was about 50%, the other half the time he died before doing much. Yes, i'd like a second, however I don't know what I would drop, as the Interceptors were totally badass in almost every game...

 

Game 2, White Scars (AKA why I should read every codex)

 

Game 2: Primary The Relic (1 center objective that can be carried) Secondary Emperors Will (2 objectives) Vanguard Strike Deployment

 

His List:

 

Kahn

Iron Hands Chapter Master, Eternal Shield, Powerfist, Bike, Maybe some other upgrades

 

Command squad on bikes, 4-5 Grav Guns, Combi-Grav, Meltabombs

 

5 Space Marine Bikes, 2 Grav Gun, Combi-Grav, Meltabombs

5 Space Marine Bikes, 2 Grav Gun, Combi-Grav, Meltabombs

 

5 Space Marine Bikes, 2 Grav Gun, Combi-Grav, Meltabombs

5 Space Marine Bikes, 2 Grav Gun, Combi-Grav, Meltabombs

10 Iron Hands Scouts, Bolters
 
Techmarine, Thunder Fire Cannon
Techmarine, Thunder Fire Cannon
3 Iron Hands Centurions, Grav Cannons, Grav Amps, Hurricaine Bolters
 
Bastion
 
There may have been 1 more identical squad of bikers.
 
He wins the roll to go first, and sets up all his bikes in a line along the edge of his deployment zone. the Iron hands chapter master sets up with the command squad, Khan joins the Centurions (FAQ for the tournament, if a character with scout/infiltrate joins a unit without, he confers it on the unit), and they are positions just to the side of the bastion. he placed the bastion in the no mans land about 7-8" from the relic. Thunderfire cannons and techmarines in his deployment zone near an objective.
 
For my deployment I figure, that the bikers have 12" movemnet, plus 18" range on grave guns, so I just need to be 31" away to not get blown away turn 1. I line up my interceptors int he open 31" away, and the dreadknight goes in the middle, same distance. Dreadnought goes in the middle of my zone, also 31" away. 
 
He infiltrates the scouts in combat squads, 5 on the relic, 5 on his objective back witht he techmarines. I go to roll for stealing the inititiave, and he stops me, and informs me he still has scout moves to do. I ask, who is scouting?
 
He says, all the bikes and the centurions. I stare dumbfounded as he moves a full 12" up, and the centurions walk right up to the door of the bastion. 
 
At this point, I flippantly say, 'Well, there goes the game.' he says 'Yep.'
 
I fail to steal the initiative.
 
His movement, the bikes close with my lines, the centurions enter the bastion. 
 
His shooting, between the gravguns, combi gravs and grav cannons firing from within the bastion, and the thunderfires, he annihilates absolutely everything except the dreadnought. 20 interceptors and the dreadknights all dead. the highlight was when the command squad did 6 grav wounds on the dreadknight, and I rolled 4 6's for saves! the next squad annihilated him though. 
 
My Turn 1.
 
I drop in the wolf guard, and rune priest pod on his objective back by the thunderfires. I walk the dread closer to the closest bike squad, with intention to shoot and charge. 
 
Shooting, I kill 2 scouts with combi plasma (he reinforced the piece of terrain we were on, for a 2+ go to ground cover save. I jaws both thunderfires out of the game, and kill 1 techmarine with the squad's shooting. Dread kills 1 bike with shooting, and 1 bike in combat, he loses a weapon to a meltabomb. the bikes fail their hit and run.
 
His turn 2.
 
his entire army turns around to come after my wolves,s luckily not much grav is in range, but there's enough bikes en route to ruin my day next turn. Shooting, doesn't' do much, the centurions are out of range, bikes fire single shot twin linked bolters, and I think the command squad was in grav range, but I've got good cover saves at the moment so i don't lose that much. In combat no damage in the dread battle.
 
My Turn 2.
 
Razorbacks all come in, drop pod stays back.
 
I move my wolves to get a good line with jaws, the razorbacks drive up to get a good line on the relic holding scouts. Shooting, razorbacks unload on the relic holding scouts, killing only 2, i couldn't help but confer cover. Jaws goes off, it catch 2 bikes, the techmarine, kahn and the chapter master. unfortuntely nobody fails their I tests.... wolf guard charge the scounts, kill 1, the scouts break away, and i consolidate 1" 
 
His Turn 3 (endgame)
 
His bikes wipeout my wolves, through a combination of grav weapons and the chapter master/kahn in combat. more bikes wreck both midfield razorbacks, the squads inside break off the board. 
 
My Turn 3
 
Pod lands on my homefield objective, he left a bike squad behind to deal with them. They shoot the bikers and kill 2. coteaz razorback shoots at the scouts (they're near the bastion now), but can't kill any.
 
His Turn 4
 
Bikers who wrecked the razorbacks turn back towards my 3rd pod, centurions come that way too, scouts with relic enter the bastion. command squad drive down to mess up coteaz ride and squad. shooting, he wrecks the razorback, kills 6/10 wolves. assault, he charges and kills my remaining units. game over.
 
I score 0 points to his 33. 
 
Big ol' goose egg for round two, things aren't looking pretty... (I was playing on table 1 this last game btw). I drop down to like table 26 for the next game.
 
I should have read the marines codex, and known that white scars can scout turn 1. Servo skulls would be a good answer, but without them I had like a 7" triangle in the back corner of my deployment zone that i could have hidden in instead of being 31" away... whoops!
 
here's some shots form the turn he charged my razors and wolves(sorry for the quality)
 
 
 

Ouch! Bad match up with that biker list. That list shows how GW struggles sometimes to find proper codex balance. Salvo is a terrible rule for those weapons once bikes are taken into account. Makes me glad I play IG.

 

Thanks for posting the doubles report.

Yeah, I'd be interested to see how he does vs nids or orks, or even demons, armies with no AV units and bad armor saves.

 

Game 3: Grey Knghts

 

Primary Big Guns Never Tire (6 objectives, Heavy Support can score) Secondary The Scouring (6 objectives of different values,
Fast Attack Scores) Hammer and Anvil Deployment

 

I got dropped form table 1 to table 26 at this point, and after the sound thrashing i received in the previous game, was in a mood to either A) abandon my competitive spirit and start drinking, or B) Stomp everyone else. I decided I would let this game be the litmus.

 

His Army:

 

Grand Master Super Duper Khaldo Draigo

Librarian, Warding stave, The Shrouding, Might of Titan, and Sanctuary (I think).

 

6 Paladins, assorted weapons, 2 psycannons, banner, apothacary

5 Terminators, assorted weapons, psycannon, banner

 

Stormraven, Multimelta, Assault Cannon

 

Nemesis Dreadknight, Teleporter, Sword

 

and thats apparantly 1850...

 

I saw how small his army was, and I was totally shocked, did he not read the missions? so many objectives, I guess he hoped he would smash most opponents.

 

The table was a covered in really cool Necron scenery with a set of giant obelisks blocking like of sight in the center, we scattered the six objectives around the board, and shook hands for a good game. we rolled off for deployment zones and going first, and I won the roll to go first, which i did. This time around I deployed everything except the pods, figuring there wasn't much he would be putting against the razorbacks. all the interceptors combat squadded again into cc and psycannon squads, and lined up along my deployment zone ready to jump just about anywhere. the dreadknight deployed in the middle of the zone as well. this game cotaez started attached to a unit of interceptros as he had misfortune and prescience this time. dreadnought started close to my long table edge with ok sightlines. razorbacks close to him, with one near cotaez that he can jump into when the interceptors peace out.

 

His deployment, landraider with Hqs and paladins in the middle of his zone, dreadknight near the far table edge. stormraven in reserve.

 

He tries to steal but can't. 

 

Turn 1:

 

Cotaez casts prescience on one pair of psycannons in an interceptor squad, nothing to maledict yet.

 

I drop the big wolf squad, and the wolf guard in, big grey hunters quad lands just down form the landraider, in melta range. wolf guard land right behind his dreadknight. psycannon interceptors jump to get LOS on the landraider through the scenery, and one cc squad shuffles up to the far edge, ready for action, i leave coteaz in the other interceptor squad. dread moves to get sightlines on both landraider and his NDK. my NDK plays a little cagy, moving close to the middle, but ensuring its a long long charge for his NDK to get to him. the 2 closer razorbacks head out intot he field for objectives, coteaz ride stays put.

 

shooting, the meltaguns explode the landraider, killing the 1 halberd. he makes a comment something like 'every damn time...' he proceeds to explain that he lost his first game of the day when by his turn 2 (bottom of 2), he had nothing left, and his stormraven didn't come in.... Anyway, all the interceptors shoot at the paladins, as well as the rest of my army. no real damage. the wolf guard combi-plasma the dreadknigjht in the back, scoring 5 wounds, he saves 2. 

 

His Turn 1:

 

paladins and draigo charge my wolves after killing 3 in shooting. dreadknight charges my wolf guard. wolf guard overwatch, score 1 hit, it wounds, he fails his save, and removes the NDK. paladins delete my grey hunters. 

 

My Turn 2:

 

I prescience the NDK, and misfortune the Pallies.

 

I drop the runepriest next to his paladins, but not as close this time. I move the dreadknight and 1 squad of interceptors to assault (psyk-out grenades are my best friend at this point). I start shooting with Jaws... He can deny on a 4+ due to his ML 2 Librarian, but he rolls a 3. Apothacary and Draigo fall into the creavasse. thats right, Draigo got jaws'd, on a 6. the rest of the shooting cleans the pallies and libby off the table thanks to the malediction. 

 

His Turn 2:

 

Stormraven arrives! it zooms on and shoots the hell outta one of my psycannon squads (1 psycannoner left alone), as well as multimelta-ing coteaz ride (immobilized). 

 

My Turn 3:

 

I discover that the mysterious objecvtive my squads are converging on right under the stormraven confers skyfire. wow. thanks luck. i shoot down the stormraven, it crashes, he loses 1 terminator, i shoot the rest of the terminators down to a single man, and charge him with cotaez and cc interceptor. the remaining terminator has a halberd, but is dropped to I1 by my psyk-out grenades, he dies to my justicar's halberd after failing a save. 

 

Wipeout!

 

I win 33-0!

 

Good game, nice guy, felt kind of sorry for thrashing him so badly, but I just got rediculously lucky, and he got the opposite. 

 

Next game, Game 4: Tau (Farsight Bomb) ... coming soon!

Game 4: Farsight Bomb

 

Game 4: Primary The Scouring (6 objectives of different values, Fast Attack Scores) Secondary The Relic Vanguard Strike Deployment

 

I really wish I took a picture of the table for this game... buuuuut I didn't. It was a ruins table with some dark eldar looking ruins that were totally modular and wicked cool. there was a very large ruins building just right of center, and a catwalk set of building to the left, nearer the board edge.

 

His List:

 

Farsight

Tau Commander in Irridium suit with the systems that give twin linked, no cover saves and monster/vehicle hunter als potentially a drone controller, i forget.

 

9 Crisis suits, some marker drones, a mix of fusion/plasma and plasma/plasma suits

6 fire warriors

6 fire warrios

10 kroot, kroot hound

10 kroot, kroot hound

 

riptide with ion accelerator

riptide with skyfire and the many shot S6 weapon (don't know what its called)

 

Skyray

 

Librarian, ML2, Telepathy

5 scouts, snipers

 

I win the roll to go first, we reveal the objectives, and the two big ones are in his deployment zone, in and around the catwalk scenery.

 

I deploy all my interceptors and dreadknight as close as possible to jump into his corner, i start all the razorbacks on the board, and I join coteaz to an interceptor squad, he has prescience and 4++ powers, and I put the dreadnought close to the deployment zone line so he has good sightlines. Wolves in reserve obv.

 

He deploys the farsight bomb, a big crowd of suits and drones with a librarian standing near the front right side (key). His libby has Gate, so they can jump around. skyray in his corner, behind the farsight bomb, riptide with ion accelerator on the left board edge, riptide with multi-shot gun on his board edge near the middle of the board. troops all in reserve.

 

He fails to steal the initiative.

 

My Turn 1:

 

Drop pods come in, the one with he rune priest drops in and lines up jaws to get a bunch of suits, very near the crisis squad. wolf guard drop in right beside the ion accelerator riptide. cotaez casts prescience on the closest double psycannon squad, who proceed to shunt into position to fire on the farsight bomb. the other 5 man squads all jump to position to shoot crisis suits. razorbacks close a little bit to ensure 36" range. dreadknight shunts, keeping his distance so he can charge without taking rapid fire plasma the shooting in the enemy's first shooting phase.

 

Shooting, wolf guard kill off the ion riptide, 6 hits, 6 wounds all failed inv saves. everyone else shoots at the farsight bomb, jaws is denied by the libby. I kill about 3 suits, all but 2 marker drones, and the librarian, he elected not to look out sir his second wound, believing he had 3... he did not, and died. with the librarian dead, the bomb would be severely limited in its options. I also managed to do 3 wounds to the irridium commander.

 

His Turn 1:

 

Not much movement, just some shuffling of suits to get rapid fire shots. remaining riptide fails hits overcharge, no 3++ for him, and 1 wound down. shooting, crisis bomb wipes out one wolf guard, all the grey hunters and rune priest form that squad, and 3/5 interceptors from the closest psycannon squad. riptide fires at a 5 man cc squad, and kills one. he elects not to fire his skyray. jump assualt moves, puts some distance between his crisis suits and the dreadknight. 

 

My Turn 2:

 

Drop pod with grey hunters comes in next to the skyray. interceptors move to chase the riptide with hammers, can't get to assault this turn. coteaz presciences a psycannon squad. dreadknight jumps to about 5" away form the crisis suits, the 2 remaining wolf guard move closer too, about 10" away.

 

Shooting, I pour most of my fire into the crisis suits, killing 2 suits with meltas from the grey hunter squad, Farsight tanks the rest of the army's shots! he's down to 1 wound, and just keeps passing saves... he lives. I strip 1 wound form the riptide with a lucky stormbolter shot.

 

Assault, I clearly intend to charge the squad with the dreadknight, but I also charge the wolf guard in, and they charge first. we measure distance, 10" necessary. he elects not to overwatch them, believing that they won't make it in, and he can save all those plasma shots for the dreadknight. I roll up a 12 for their charge, and his fate is sealed. dreadknight makes it in, farsight challenges him out. in combat, farsight does 1 wound to the dreadknight, and is himself in return liquefied. wolf guard deal 2 more wounds, slaying the irridium commander. the rest of the crisis suits fail to cause an unsaved wound, I win, they break, and are run down. 2 wolf guard consolidate 6" dreadnight 4" towards the skyray.

 

His Turn 2:

 

2 squads of fire warriors and 1 kroot arrive. fire warriors arrive beside the skyray, to shoot at my guys over there. kroot outflank on the far right, to claim a 2 point objective. ritpide gets 4D6 jump move from overcharge. 

 

Shooting, skyray unloads on the grey hunters killing 5, they break back 9". fire warriors shoot at the dreadknight and the wolf guard, killing 1 wolf guard. riptide tries to fend off the chasing interceptors but can't kill any. 

 

My Turn 3:

 

Dreadknight jumps right beside the skyray, wolf guard walks up to one squad of fire warriors. interceptors jump right beside the riptide, I disembark and claim the relic. 

 

Shooting, Dreadknight bathes the skyray in fire, for no effect, but it spills off onto the fire warriors, incinerating 4 of the closer squad. the wolf guard bolt pistol's the bigger fire warrior squad, killing 1. shooting doesn't hurt the riptide. the incinerated fire warriors break off the board. 

 

Assault, Dreadknight flips the skyray. Wolf guard charges the 5 man fire warrior squad, takes 10 overwatch, 3 hits 3 wounds 3 passed saves. makes it into combat, kills 2 fire warriors, breaks them and chases them down, way to go single model! the interceptors make it in with the riptide, survive his attacks, and cause an unsaved wound with the hammer, passes force weapon and send his soul to the warp. all he has left is the kroot, and instead of playing his turn 3 and potentially getting another kroot squad and scouts, he taps.

 

Great opponent, the guy was still having fun even when i was tearing his army apart. I bought him a blue moon, and we chuckled about the highlights.

 

I win, 33-0.

 

That was it for day one, I went and drank more scotch and played King of Tokyo and Blood bowl team manager with my buddies until the wee hours.

 

Next game, ELDAR. Finally, I'd say 30%+ of the lists in singles had at least some eldar in their armies, and this guy looked like he was doing it right. 

 

as a teaser, here's a pic of his army:

 

http://i364.photobucket.com/albums/oo83/TheDarkOnePB/Da%20Boyz%202013/IMG_3094_zpsaa2f3654.jpg

Game 5: Eldar

 

So, I was really nervous about playing against Eldar, as i haven't played against their new codex since I got smashed to bits in a 2500 point tournament by them a few months ago. 

 

And his army looked quite formidable:

 

Farser on bike (Perfect timing, Prescience and Guide)

Avatar

 

5 Dire Avengers, Wave Serpent with scatter laser and dual shuriken cannon

5 Dire Avengers, Wave Serpent with scatter laser and dual shuriken cannon

5 Dire Avengers, Wave Serpent with scatter laser and dual shuriken cannon

5 Dire Avengers, Wave Serpent with scatter laser and dual shuriken cannon

 

Dark Reapers w Exarch

Wraithknight with dual Distort Cannons

Wraithknight with dual Distort Cannons

 

Primary Purge the Alien (Kill Points) Secondary Big Guns Never Tire (4 Objectives, Heavy Support Scores) Hammer and Anvil Deployment

 

He wins the roll to go first and elects to let me go first. If there's a lesson I've learned from playing against other drop pod armies, don't let them go first, perhaps he would learn that lesson this game.

 

My opponent was a really friendly guy, he only other loss was a 22-10 loss vs my doubles partner from the Friday. he was from Quebec and had an accent, and liked to joke about the game.

 

hammer and anvil, so i deployed all the interceptors in combat squads as usual, and the dreadknight on the deployment line in the middle of the table. I put Coteaz razorback behind a building totally out of sight, near an objective to avoid losing my warlord. other 2 razorbacks and wolves in reserve. dreadnought with good sight down field in a forest.

 

He deployed his army in 2 contingents, each one almost totally obscured due to some giant smokestack scenery. on one side of his deployment zone closest to his long table edge, far from where i was standing, he deployed 2 wave serpents, a wraithknight and the squad of dark reapers on the back edge with the farseer attached. behind the other smoke stacks near the close long table edge he had 2 wave serpents, the other wraithknight and the avatar. 

 

He does not steal the initiative.

 

Turn 1:

 

I drop the wolves in, wolf guard in the back corner near the dark reapers, and rune priest+squad on the same side aiming at a wave serpent. 

 

Movement, all my guys shunt up into the middle of his zone to lay down shots into whatever they can see, the farseer and dark reapers being priority 1. dreadknight jumps to about mid table, it'll be a long charge for either wraithknight to get to him, and he's definitely out of charge distance form the avatar. Coteaz stays hidden behind the building for the entire game, only casting scryrers gaze occasionally. 

 

Shooting, I manage to kill off the entire dark reaper squad and farseer through a combination of wolf guard and all interceptor shooting. the grey hunters and rune priest unleash meltas and living lightning on their closest wave serpent blowing it up, through his 2+ serpent shields. the dreadknight shoots his heavy incinerator at the other wave serpent on that flank, covering most of the guys in the crater of the other wave serpent, doing no damage to the new wave serpent but deleting 4/5 of the dire avengers in the exposed unit. dreadnought strips 2 wounds off the avatar in some fantastic failed saves. I claim fist blood and wait with trepidation for his counterattack.

 

His Turn 1:

 

He moves both wraithknights out to the middle to put shots on the dread, possibly charge, but he'd be I1 due to terrain. wave serpents all move in his backfield to get shots on my units, one peeking around the near long board edge to flank me. avatar battle focuses towards my 5 man gk squad.

 

Shooting, avatar evaporates 2 interceptors forma  psycannon unit, they break 13" away. wraithknight #1 does 2 unsaved wounds to my dreadknight. the other only hits once, but wounds on a 6 to eliminate him, but I roll a 6 to pass my inv save! woot! the flanking wave serpent deletes a close combat squad of interceptors, another wave serpent wipes out the wolf guard, and the third puts shots into my other cc interceptor squad but only kills 2. No assaults.

 

My turn 2: 

 

I drop the last pack of wolves right behind one of his wave serpents, near the avatar, but not too near. razorbacks drive on and flat out, to be in range next turn.

 

Movement, interceptors jump to shoot and charge wave serpents, and the remaining cc squad squares up to fight the wraithknight. dreadknight moves to charge the wraithknight. wolves move to peek around at a wave serpent, but still keep their distance for the wraithknight that I'm not charging.

 

shooting, i strip some hull points off of all wave serpents, stunning all of them. drop pods kill of the last standing guardian from the squad.

 

Assault, i charge the wraithknight with both the dreadknight and the cc squad with hammer at his feet. squad first, to avoid death by overwatch for the dreadknight, and it s a good thing i do, because the wraithknight rolls up a hit, and a 6 to wound killing 1 gk... in combat the dreadknight force weapons the wraithknight, but dies to the wraitknights counterattack, interceptors break free. in cc I smash open the two backfield wave serpents with my gk interceptors in close combat, yay hammerhand! neither of their troops are pinned. 

 

His Turn 2:

 

Movement, The last remaining wraithknight moves back to his original position to charge the wolves in his deployment zone (the ones with the runepriest), Avatar has his sights set on my other pack of wolves, but can't make it to combat this turn so runs towards them. the stunned wave serpent stays put, and prepares to fire a ton of snapshots at the grey knights who consolidated out of the combat with the wraithknight. both squads of dire avengers gear up to shoot at the rightmost combat squad of interceptors who wrecked a tank last turn. 

 

Shooting, wave serpent doesn't get many hits vs my interceptor squad, but does manage to kill everyone but the hammer, who holds via morale. dire avengers reduce my combat squad to only 2 guys, both the psycannons. wraithknight kills 2 wolves and aims to charge. Avatar reduces my gk squad in the open to 2 guys, sword and psycannon.

 

Assault, dire avengers charge the 2 psycannoners, only one squad makes it in, losing one to overwatch. wraithknight charges my wolf pack. in assault the dire avengers tie combat 1 to 1, i'm left with a single jumping psycannon in combat. vs the wraitknight, I do 1 wound with krak grenades, but he saves. he kills four puppies and I break out of combat.

 

My Turn 3:

 

big grey hunter squad moves along the back board edge, keeping as much distance as possible form the avatar, aiming to shoot/charge the dire avenger squad that s not in combat. broken wolves and rune priest rally, and move towards the middle of the table, they can't make it to much at this point, so i get a little closer to his lines. the pair of dudes left form the psycannon squad not in combat. jump around to the last wave serpent, hammer guy takes cover out of LOS for a turn. 

 

Shooting, dread and pscannon can't hurt the last wraithknight, razorbacks KILL THE AVATAR... he takes 3 wounds form the pair, and doesn't save a single one. wow. wolves try to jaws the wraithknight, but fail on an 11. grey hunters shoot pistols at the 5 man dire avenger squad aiming to charge them, but wipe out the squad with pistol shots!

 

Assault, Psycannoner and dire avengers bounce off each other. other psycannon squad of grey knights charge and destroy the last razorback.

 

His Turn 3: Wraithknight moves to charge the big wolf pack at the back of the baord. the dire avengers aim to charge the interceptors who wrecked their ride, all his other units are already in combat.

 

Assault: Wraithknight suffers a krak grenade wound from the wolves, and flubs his roll, killing only 2, I hold in combat. dire avengers, shoot and charge the 2 interceptors who smashed their wave serpent, killing 1. Dire avengers in combat with my psycannoner draw again.

 

My Turn 4: I disembark 3 henchmen from a razorback onto an objective in the middle of the table, currently the only held objective in the game. If either the dire avengers or the wraithknight leave combat, they could each claim an objective, as heavy support scores. I move the runepriest wolves towards the dire avengers beating up on my psycannoner, and I jump the hammer guy around the corner to add to the combat with his friend. 

 

Shooting has no targets that aren't in combat, so we move on to assault.

 

In assualt, i charge the wolves at the dire avengers in with my psycannoner, needing a 9" charge, I roll up an 11! the hammer makes it in with the other group of dire avengers. The wolves massacre the dire avengers, no losses from my side there. In the other dire avenger based combat, my hammer liquefies 2, while the remaining dire avengers kill my psycannoner formt he other squad. they hold. wraithknight only manages to kill 1 wolf, due to some terrifically terrible rolling on his part. I do 1 wound with krak grenades. the beast is down to 3...

 

His Turn 4:

 

Assault, wriathknight kills 1 more wolf and takes 1 more wound. the dire avengers in combat with the hammer lose one to a hammer strike, its 1:1 now in that battle, and I've got a hammer!

 

My Turn 5:

 

Wolves run towards the closest objective, the last remaining free grey knight jumps over to throw in vs the avenger. 

 

Assault, psycannoner charges the avenger, in combat I flub my dice and he kills my hammer before it strikes. wraithknight kills 1 more wolf, no wounds to the WR. 

 

His Turn 5:

 

Wraithknight kills 2 wolves, I hold, dire avenger dies to a clubbing attack from a psycannon. 

 

We roll for turn 6 and it comes up a 2, game over. 

 

I win 33-0, a hard fought game where the dice-gods were smiling on me, and taking a dump on him... 

 

Last game coming up: DEMONS (The same player who beat the hell outta us in doubles)

Final Game, Demons!

 

I worked my way back up to table 3 for this game! Which means my opponnent must have had a good run so far at the tournament, and when I see him setup, I know why.

 

This was the same player who brought the screamerstar to the doubles, not a great sportsman, really kind of whines when he's losing and celebrate overly energetically when he rolls well. also answers very abruptly when asked about rules or his models. In general, my least favourite oponnent of the tournament, and perhaps all tournaments ever. but hey, not everyone can be super fun!

 

His list:

 

Fateweaver

Herald of Slaanesh, Steed, Aetherblade, Greater Reward, Locus of Beguillement

 

9 Fiends of Slaanesh

 

9 Screamers of Tzeentch

 

10 Demonettes

10 Demonettes

 

Demon Prince of Tzeentch, Wings, Exalted Reward, Greater Rewards, ML 3, Armor

Demon Prince of Tzeentch, Wings, Exalted Reward, Greater Rewards, ML 3, Armor

 

and that's it!

 

Again, I think its crazy that that is 1850, but hey that's over 900 points in flying monstrous creatures, and I know the fiends +herald unit is just under 500, so i guess it makes sense...

 

Primary Emperor's Will (4 Objectives, whoever controls the most objectives outside of their deployment zone wins) Secondary Crusade (4 Objectives) Standard Deployment 

 

I won the roll to choose deployment zones, I chose the side I was on for ease. there are tall ruins in the middle of the table that block LOS, except for a second floor window, then forests and small ruins scattered around the board.

 

We started by placing the objectives, 2 each. I place my first objective in my zone in a forest to the right of center. he places his across from mine in his deployment, also in a forest. I place my second objective in the ruins in the middle of the table, he places his second one in my deployment zone in ruins to the left. this was a very cheeky move on his part as for the primary its about who controls the most objectives OUTside their deployment zone, by placing 2 in my deployment zone, he is putting me at a disadvantact, he has 3 outside his zone to claim, I only have 2.

 

At any rate, I can tell from our doubles game that he is a savvy player and a very good demons player. he gets his start of game bookkeeping out of the way:

 

Herald, Fleshbane and Armorbane, Aetherblade

Fateweaver, Iron Arm, some other junky spells

Demon prince 1, Grimoire, Iron arm, warp speed

Demon prince 2, +1 Wound IWND, Portalglyph, Warp Speed

 

I left out the gifts and spells that didn`t come into play in the game. 

 

Coteaz has prescience and Misfortune.

 

I set up my lines, again combat squadding the interceptors, in a line across the edge of my deployment zone. Dreadknight a little to the right of center, as far up as he can be. I start all razorbacks on the board to maximize shooting, 2 on the right, Coteaz in 1 on the left. Dreadnought started near Coteaz, can just barely peek around the central ruins. Wolves in reserve obviously.

 

He sets up, all 3 flying monsters in a line on the right side of his zone, as close as they can be. he sets up the big squad of fiends to their left, filling his 12 inches, putting the herald near the back. the puts the big squad of screamers behind the flying monsters. holds the demonettes in reserve to deepstrike later. 

 

He fails to steal the initiative.

 

My Turn 1: 

 

I started Coteaz in an interceptor combat squad, he prescience`s a psycannon conbat squad, then moves to embark in the razorback. I drop the wolves in, wolf guard on the right aiming to deal as much damage to fateweaver as possible, I drop the runepriest and grey hunters beside the fiends, hoping to Jaws 4 fiends and all 3 monsters. all interceptor squads move up to get shots. dreadnught shifts to aim at a demon prince. i don`t move my dreadknight as i figure he`ll be able to countercharge whatever ends up coming at me. razorbacks can see just fine and don`t want to get any closer.

 

Shooting: I go to jaws his line of units, and shoot at the fiends, i melta 2 fiends out of existence and cause 2 more wounds. He informs me at this point that for each fiend within 12`of my psyker, he drops in leadership by 1. so, I need snakeyes to make jaws work, and I roll up a 3. It occurs to me then, that the flying monsters, even when not swooping would be immune to jaws based on the tournament FAQ, whoops! wolf guard shoot at fateweaver, only score 1 hit and 2 overheats, they save the overheats, and strip 1 wound from fateweaver. the rest of my shooting focuses on the demon prince with the grimoire, and kills him off - phew! My opopneent nearly loses his S$!"/$ over preferred enemy rerolls of 1 to hit and wound vs his DP from my interceptors.

 

No Assualts turn 1.

 

His Turn 1:

 

Rune priest shuts down iron arm on fateweaver!

 

He flies fateweaver towards the middle, right beside my 2 psycannon squads. he jumps the demon prince towards my 5 man cc interceptor squad. the screamers move towards my psycannon squads, and slashes them repeatedly with their flyover attacks, but i make all my saves. Fiends surround my runepriest squad and prepare to charge.

 

Shooting, Fateweaver uses a beam attack, killing 3 grey knights form the closest psycannon squad, and 2 from the second, warpflame kills the last 2 from the first squad and confers a 6+ FNP on the second. wow! assaults, demon prince charges my grey knight cc squad, and fiends charge my wolves, losing 1 more to overwatch. 

 

Assault: Demon prince smokes 4 out of 5 grey knights, and doesn`t take a wound in return... fiends drop me to I1 in combat, but were on terrain so we`re all striking simul. I manage to cause 2 wounds, one form the runepriest, who fails his force weapon check again, and lose everyone but the runepriest with 1 wound left. I hold.... 

 

My Turn 2:

 

I drop the wolves in next to the screamers and fateweaver, jump my last whole gk squad behind the wolves both near the central ruin. dreadknight jumps near the screamers, aiming to punch them to death. wolf guard begin the long walk to making a difference, they`re in rapid fire range of fateweaver. the gavaged psycannons squad jumps back by the wolf guard, to get out of the line of danger.

 

Shooting, I fire absolutely every twin linked gun i have at fatewaeaver and cause 3 wounds (3 razorbacks and a dreadnought) he drops to the earth on the last one. Wolves take out fatewewaver with shooting. dreadknight causes 3 wounds on the screamers with his incinerator, killing 1. 

 

Assault: Dreadknight charges the screamers. he kills 4 with his attacks, and takes 2 wounds in return. my opponent rolls a 12 for his ld check and they all disappear! demon prince kills the last interceptor and consolidates towards the wolves. fiends kill the runepriest and consolidate towards the middle. 

 

His Turn 2: 

 

1 squad of demonettes come in, he drops them near coteaz and my dread and the objective on the left, they scatter about 8 inches away. demon prince flies right beside the wolves, and throws the portalglyph into the ruins in the middle of the table. it scatters about 10 inches to the left into the open, spawns a unit of 5 demonettes that run onto the center objective, behind the wall. fiends run into the ruins, he puts one up on the second floor in the window so they can see out and onto my interceptor squad and wolves. he informs me that a loophole in the rules, allows him to declare a charge, because 1 model can see, and he can complete the charge even if that model is killed in overwatch, AND only that visible model can be assigned wounds from overwatch. At this point I`ve tried arguing with this guy a handful of times, and don`t care to argue anymore, so I accept his logic. 

 

No Shooting

 

Assault, fiends charge my squads first, I kill the one in the window via overwatch, demon prince charges my wolves. in combat i get mauled, but both squads are still alive, his herald is a killing machine! I`m left with 5 wolves and 3 interceptors in combat. I lose, but he catches me so i stay in combat. 

 

My turn 3:

 

I jump the dreadknight to charge the back of his fiends, his herald specifically. wolf guard move closer to the middle, grey knights with psycannon jump to the top of the ruins.razorbacks pull forward to shoot the squad of demonettes that are on the left. 

 

Shooting, I pour all the shots I can into his left side squad of demonettes, I reduce them to 5. I destroy the portalglyph with the dreadnought.

 

Assault, Dreadknight charges in, My justicar issues a challenge hoping to pull the herald away from the squads, but he accepts with his demon prince... uh-oh.... in combat he immediately rolls his heralds attacks and causes 5 wounds to my dreadknight. I totally forget about dark excommunication to shut off her fleshbane! though there are still 5 fiends alive, so i`d be testing on a 4 or 5. my dreadknight goes down. in combat, I reduce his fiends to 4 left, and his demon prince tears my justicar a new one. I`m left in combat with 1 grey hunter and 1 interceptor. superbad. 

 

His turn 3:

 

his second squad of demonettes comes in, on the right side, by my razorbacks, and runs behind a ruin. his 5 mans quad of demonettes moves to charge coteaz razorback.

 

Assault, demonettes on the right run to be behind the wall, demonettes on the left charge the razorback, stripping 1 hull point. I lose all my dudes from the big fiends and demon prince combat. he consolidates them into a little bundle. 

 

My Turn 4:

 

Coteaz drives back a bit, and jumps out to shoot the demonettes. everything else shifts to put shots on the fiends and demon prince. 

 

Shooting, I manage to kill the demon prince, and all the fiends, AND put a wound on the herald! so lucky! that and the dreadnought gibbed the 3 remaining fiends with his S8 shots. coteaz kills 2 demonettes, leaving 3. Drop pods kill 2 demonettes from the bigger squad on the right. I still haven`t done anything about the demonettes on the ground floor of the main building by the objective. 

 

At this point I have coteaz outside his razorback with 3 henchmen, my dreadnought and razorback on the left, fighting over an objective with the 3 demonettes, and 2 razorbacks on the right driving as fast as possible towards his objective in his deployment zone. the three wolf guard are now contesting the center objective, and i have 2 interceptors, 1 with a psycannon on the top of the ruins in the middle. 

 

His Turn 4: 

 

Herald zips around back of my razorback to charge the henchmen and coteaz. demonettes on that side move into the ruins to claim that objective. his big squad of demonettes jumps out from behind the wall, to charge my closest razorback. demonetts in the middle stay put, and out of sight. 

 

Assault: herald charges my henchmen and coteaz, big squad of demonettes charges my closest razorback on that side, surrounding it. in assault the herald kills the first henchmen with hammer of wrath, then the next 2 with her attacks AND causes 2 wounds on Coteaz. Coteaz banishes her to the warp with his demonhammer, and consolidates towards the objective held by 3 demonettes. the big squad of demonettes wrecks my razorback killing everyone inside because they can`t escape. I was under the impression that they would emergency disembark onto the wreck taking dangerous and being auto-pinned, but he was positive they died, and i was done arguing with this guy, so I removed them. 

 

My turn 5: 

 

Coteaz blesses himself and maledicts the demonettes. 

 

grey knights jump down from the top of the ruin to behind the demonettes in the middle. wolf guard get a little clsoer to the razorback wreck to rapid fire the demonettes. dread gets a bead on the demonettes near the wreck too.

 

Shooting, I kill all but 3 demonettes from the big squad, and all but 1 demonette from the 3 man near coteaz. I kill 2 demonetes form the middle squad.

 

Assault, grey knights charge the demonettes in the middle, coteaz charges the demonetts in front of him. grey knights get rent to bits by demonette attacks after killing 1. coteaz dies to the demonette, because i forget he has psych out grenades!!!!

 

His turn 5:

 

demonettes on the objectives stay put, demonettes by the wreck run towards the objective in my zone on the right.

 

We rock paper scissors for who rolls for game end, if the game ends here, i`m done for, as he has 3 objectives to my none.i win, i roll and we go on to turn 6!

 

My Turn 6:

 

i drive my right side razorback and disembark onto the objective. the wolf guard move through the ruins to fight the demonettes in the middle of the board. 

Dreadnought moves into cover to blast and charge the demonette who is still snipping at coteaz corpse.

 

Shooting: Drop pods and razorbacks manage to kill off the demonettes on the right side on the objective, phew! dreadnought kills the demonette in his face. wolf guard shoot bolt pistols but can`t kill any. 

 

Assault, wolf guard charge demonettes, I lose 1 wolf guard to their attacks, but kill 2, leaving 1 behind.

 

His Turn 6:

 

He rolls the warpstorm result of -1 inv save, and loses his last model in combat with the wolf guard.

 

I win! 33-0!

 

Woot!

 

I ended up coming in second best overall! 

 

The guy who won best overall massacred almost every game using dark eldar and eldar, a seer jetbike council joined by the baron with fortune, nasty...

 

Anyway! I loved playing this army, the alpha strike is so great to smash down the enemy`s throat!

 

I`ve been thinking of how to make better use of coteaz, as he just sat in a razorback most games. 

 

Here`s a list I came up with that i believe makes better use of him, I`m essentially trading 1 unit of interceptors for 5 terminators and an OM inq in term armor w psycannon... don`t know if its a worthwhile trade:

 

Primary Detachment, Space Wolves

 

Rune Priest, Living Lightning, Jaws

 

5 wolf guard, 2 combi-melta, 3 combit plasma, 3 meltabombs, pod

 

6 grey hunters, meltagun, pod

7 grey hunters, meltagun pod

 

5 longfangs, 5x missile launcher

 

Allied Detachment, Grey Knights

 

Ordo Malleus Inquisitor, Terminator Armor, Psycannon, Psyker, 3x Servo Skulls

 

5 Terminators, Psycannon

 

10 Interceptors, 2x Psycannon, Hammer

 

Dreadknight, Personal Teleporter, Hv Incinerator

 

Inquisitorial Detachment

 

Coteaz

 

3 Warrior Acolytes, Razorback w Psybolts

3 Warrior Acolytes, Razorback w Psybolts

3 Warrior Acolytes, Razorback w Psybolts

 

Total, 1850.

 

In this iteration, Coteaz can join the long fangs to be useful, the servo skulls will help vs white scars scouting BS, and the terminators are a good shooting block, that can deepstrike if desired. i am taking less wolves overall, but i think that's ok, still the same amount of meltas...

 

Whaddya think?

Awesome batrep man, congrats on doing well. I really like your playstyle and mixing wolves with knights. I have 2 questions though

1. When you say 'shunt' are you talking about the 30' teleport move?

 

2. It seems like in your batreps you assault the same turn you use the 30' teleport on your NDK or interceptors. From what I understand you cant assault the same turn you use it?

 

I am new to 40k so please forgive my ignorance if I am wrong.

Hi Randy, welcome to the B&C, and 40K!

 

1. Yes, shunt refers to the 30" move.

 

2. No, I never did shunt and charge, and yes that is illegal. If it reads that way somewhere, that's my error in writing the batreps, can you let me know where It reads like that and I'll edit it? Thanks!

 

Thanks for reading and commenting!

As Caloth said, twin linking psycannons and even psybolt stormbolters are ok vs light flyers, and monsters. the psyfleman dread is a pretty decent non-dedicated anti air.

 

And when you need to bring a monster to the ground, all you need to do is score multiple hits across several units. that's where our psybacks really shine, I average at least 1 hit vs flyer with 3 twin linked shots.



oh, and just dump as much stormbolter fire as you can into flying demons, you'll do ok with preferred enemy rerolls on ones. 1 hit = grounding test. once that's failed, then you can shoot the crap outta it.

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