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Panda_Saurus_Rex

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I'll definitely be getting a Knight army as well eventually, however I can't deny that playing three huge LoW models does feel cheesy no matter how hard a time they have holding objectives or even surviving against the Lascannon spam these days. ^^

Despite your detailed batrep, it's tough to see how the game played out, and if there are any different decisions I would have personally affected. That being said, I'm average, at best, a 40k player.

 

How many points was the game?  I'm of the opinion that Magnus (and Mortarion) are both broken, and particularly so in any game under 2,000 points, so my solution is not to play against them in friendly games, and to just avoid the tourney scene. I realize that's a rant, not a solution, and does not in any way help you, but I just don't see a particularly good answer to the daemon primarchs for Space Marines since we really can't drown them in bodies.  If you want to do an imperial soup list, I'm sure there are more ways to stop them, of course, but with a fluffy mono-chapter list I just don't see it.

 

Did Magnus use the Spell that gives him +1 to invuln saves?  Because that's 78% post-wound mitigation (that's AFTER rolling to hit and wound)

 

 

This was a 2000 point game using ITC rules. All of these games that are posted here are either practice games for tournaments, or tournament games I've played (though I haven't yet done the latter). I actually have been looking to fight Magnus because before this game I hadn't ever faced him across the tabletop. I walked into this game with open eyes.

 

My friend never actually used that spell on Magnus, and both Magnus/Demon Prince died fairly early on. The rest of the army seemed to not need them other than being awesome distractions. 

 

I was worried that without pictures of some kind it would be hard to get a view of how the game went. I even left a lot out just because I felt it was getting long in the telling. I managed to kill a lot more than I might have let on but I still did get tabled. I was more asking if anyone has faced a Primarch/psyker heavy army and what tips anyone might have. I still appreciate the post!

 

 

 

 

so...you have...8 missile launchers (9 with cherub) and 4 lascannons (5 with cherub).

 

That's a crapload of anti-tank!

 

You really think you need 3 more meltaguns??

 

 

In a world where people run 3 Knights, or Magnus with two giant Keeper of Secrets, yes. Yes I do.

 

 

What is wrong with Knight armies sir! I love Imperial Knights and plan to have a Knight army after I get a few other factions to support them. The CA even gave them a warlord trait and an amazing stratagem. So happy right now! I thought they were going to be relegated to being extra units in other codices.

 

 

 

Nothing wrong with those armies at all. That response you quote is just my reasoning for taking lots of lascannons, missile launchers, and melta guns!

  • 1 month later...

1st Tournament 2018

 

So between holidays and end of year craziness from my job it has been a long time since I’ve been able to post anything. I’ve had a couple of practice games and some fun ones but I finally got to attend my first tournament of the year. It was a pretty small 8-person regional. The list I’ve played was as follows:

 

Battalion 1 – Blood Angels

 

Capt – jump pack, TH/SS                                                                                              

Librarian – jump pack, plasma pistol, force sword                                             

 

Scout Squad (X5) – camo cloak, missile launcher                                                               

Tac Squad (X5): boltguns, ML

Tac Squad (X5): boltguns, ML

                               

 

Death Company (X15) – jump packs, TH, power sword                                  

                                                Bolt pistol & chainsword (X13)

 

Assault Squad (X5) – jump packs, meltagun                        

Assault Squad (X5) – jump packs, meltagun                                                        

Assault Squad (X5) – jump packs, meltagun

 

Battalion 2 – Blood Angels

 

Capt – jump pack, plasma pistol, relic blade                                                        

Lieutenant – JP, power axe                                                                        

 

Scout Squad (X5) – camo cloak, missile launcher                                                                               

Tac Squad (X5): boltguns, ML

Tac Squad (X5): boltguns, ML

                                                                               

 

Devastator Squad (X7) – lascannons, armor cherub                         

Devastator Squad (X6) – lascannons, armor cherub                                         

 

TOTAL                                                                                                                                   2000

 

 

In all of my games I ran the Capt with TH (Capt Slamguinius) with Angel’s Wing and Heroic Bearing WL trait.

 

The Librarian ran with Wings of Sanguinius and Unleash Rage.

 

I pretty much ran those two with the DC squad dropping them in for assaults.

 

It was a bracket style tournament (think mini Final Four) using ITC missions and scoring. I will do my best to recreate my opponent’s lists here but please excuse any discrepancies to poor memory and/or misunderstanding what something is.

 

Game 1

Vs Necrons

ITC Mission: 2 Cut to the Heart

Deployment: Vanguard Strike

 

Necron List:

Lord (?)

Lord (?)

Warriors

Warriors

Immortals

Ghost Ark

Canoptek Spyder

Night Scythe

Annihilation Barge

Deathmarks

C’tan (don’t remember which)

C’tan (don’t remember which)

 

This game was kind of a weird one. My opponent barely moved off of the objective he placed at the back of his deployment zone while, there being a large piece of LOS blocking in the middle of the board where the objective was, meant we had to take pot shots at whatever our opponent exposed. He got 1st turn and re-deployed one of his C’tans to get closer to one of my flanks and flew his Scythe up to take some pot shots while moving his Barge on top of the objective in the middle of the board.

 

My 1st turn I brought down the Night Scythe while running my Tac Squads up to take the middle objective and put some wounds on his Barge. The way he had re-deployed one C’tan and then ran it up meant it was the closest thing to several squads so I also put some fire into it taking off 4 wounds.

 

In his turn 2 his one C’tan ate a scout squad while the Barge flew away to try and do damage to my tac squads. He did not move any of his immortals or back field units and kept his 2nd C’tan in place. I later learned this was because he wasn’t sure what I would do with my DC bomb. I capitalized on him overextending his one C’tan by dropping the DC squad on it while keeping out of LOS from most of the rest of his army.

 

Nothing of note really happened in the subsequent turns. He killed some more of my tac marines but couldn’t get me off of the middle objective while my DC bomb killed one of his Lords before dying to firepower when I tried to crack his castle.

 

We talked afterwards and I got my first insight into how others see my army when my opponent essentially told me that the DC bomb psyched him out and kept him from trying to get to the middle as he thought I would drop in behind him and wreak havoc. I gave him some pointers on how to move his troops to keep area denial coverage and to maybe run the C’tans together very aggressively for redundancy.

 

BA Victory 22-18


Game 2

Vs Guard (Catachan)

ITC Mission: 1 Seize Ground

Deployment: Hammer & Anvil

 

Guard List (All vehicles took flamers as secondary weapons)

 

Commander

Commander

Plasma scions

Plasma scions

Plasma scions

 

Tank Commander – battle cannon

Tank Commander – battle cannon

Tank Commander – battle cannon

 

Plasma Russ

Plasma Russ

Command Chimera

Shadowsword

Valkyrie (? This thing had like 40 anti-infantry shots)

 

Due to a friend of mine who regularly beats me with Guard I have PTSD about playing Guard; especially with Hammer & Anvil deployments. My opponent won 1st turn and flew his Valkyrie up to chew apart some marines but, and thank the gods for LOS blocking terrain, couldn’t get sight from his tanks on much else. In my turn I took the flyer down to 2 wounds but held the bomb off the board and hunkered down on what objectives I could grab for his turn 2.

 

Turn 2 my opponent gets his tanks in good positions and drops some plasma scions to create a rather large hole in my left flank while his Shadowsword turned the only squad it could see in my back field into ash. He had moved his tanks up far enough at this point that in my turn I dropped the DC bomb as well as two assault squads behind them and went hunting armor.

 

I was able to consistently surround his tanks while leaving them a couple of wounds in my assault phases which meant he couldn’t shoot my bombs. I then would kill the tanks off in his assault phase which left me free to charge again in my phase. This is where Angel’s Wing became god tier for me as it allowed my Capt to charge in 1st, ignoring the whole reason he took heavy flamers on everything, and then my DC would go in after.

 

I was able to auspex scan his second plasma scions squad when it dropped in his turn 3, however, his 3rd plasma squad was able to kill off one Dev squad before I counter charged it with my last Assault squad. By the end of the game all I had left was Capt Slam, Librarian, and four DC. My opponent had his Shadowsword which was still left untouched, however, he had deployed it in the beginning to get some cover only to find out he had cornered himself and couldn’t move out due to terrain.

 

All in all, this was the most challenging and fun game of the night for me.

 

BA Victory 26-16


Game 3

Vs Tyranids (Leviathan)

ITC Mission: 6 Precious Cargo

Deployment: Spearhead Assault

 

Tyranid List

 

Malanthrope

Neurothrope

Tervigon

 

Termagants X 25 (upgraded guns on all)

Termagants X 25 (upgraded guns on all)

Warriors X6

 

Zoanthrope

Zoanthrope

Zoanthrope

Venomthropes X6

Hive Guard

 

Biovores

Biovores

 

Spore Mines (40+) (This may be an exaggerated number, but it didn’t feel that way)

Mucolid Spore

 

 

I won 1st turn but before the game began my opponent spent 3CP to drop his mines all over the board to deny my DC bomb any chance of getting into his back field. He also dropped plenty as close as he could to my front lines as a deterrent to my movement. I was all too happy to retreat out of range of his Hive Guard and wait for his Zoanthrope bomb to get to me; allowing me to shoot at it the whole way.

 

I opened up all 10 lascannon shots into his Tervigon and dropped it immediately. I then proceeded to fire 30 marines model-by-model, with proper declarations, at his spore mines to allow myself some breathing room. This is all that happened for the first two turns: he would try and advance up, taking shots with the Gants where he could, while I would stay still or retreat to shoot spore mines or anything else I could get line of sight to.

 

In my Turn 3 I had no choice but to drop my DC bomb right in front of his Zoans and charge in. I was able to take out a unit of Zoans and his Neurothrope by popping Descent of Angels and Honor the Chapter. This denied him the chance to use his Psychic Barrage and while he was able to whittle my DC down to the TH hammer only, that one guy along with the Capt were then able to charge in and smack down his Malanthrope in my next turn. My Librarian flew up and was able to kill his Hive Guard before being taken apart by Smites/Mines.

 

At this point the Zoans had retreated backward while the warriors and gants ran forward to try and get in my lines but I was able to keep the Warrors at bay while killing both squads of gants before the end.

 

BA Victory 24-15

 

Final thoughts:

 

3-0 Victory! I feel a lot better winning my first tournament; albeit a small one. I am going to my first 80-man GT at the end of April and will be gearing my efforts toward that while trying to attend smaller ones along the way.

 

The DC/Capt Slam/Librarian bomb is brutally effective. With the Capt tying units up my DC are able to get in without fear of overwatch while Descent means I’m usually charging 13+ inches. This lets you completely surround a unit you are attacking and keeping you safe in the next shooting phase if you don’t kill the unit entirely. You can also declare against multiple targets and try to tag as many as possible so those that do break away still can’t shoot at you. While not foolproof I tend to take any reduction in my opponent’s shooting abilities as a plus.

 

Talking with my opponents after every game offered me some insight into my army in a way I’ve never thought of before. I’ve only ever played Blood Angels and rarely against any so I don’t know what it feels like to another person when they see my list. The Guard player and I discussed this a bit after he blew that hole in my left flank and I was sweating whereas he thought it was just so much chaff I couldn’t care less about.

 

I have asked a friend of mine who has been helping me practice what his thoughts are and, with his permission, will post it here. I also challenge everyone here to ask someone in their group or club to try and get a perspective of how your opponents prioritize the threats in your army and the weight they put on each. Until next time, happy hunting!

Wow what a great thread! Thank you so much for posting your thoughts and the batreps, they are really valuable!

 

One question regarding your DC bomb. I‘m assuming you‘re saving DoA for your DC as you mentioned surrounding your enemies - did you feel you were reliably able to make the charge with your Captain that goes in first?

 

Also, did you ever worry that Wings on your Libby might get blocked?

I did not always make the charge with the Capt, even with the re-rolls. The one time I didn't I had dropped enough in that I wasn't worried about him getting isolated. I admit its still a risk I'm taking whenever I do it. Sometimes the dice just don't go your way. 

 

As far as the Libby being blocked for wings: He is mostly there as a buff bot so it isn't as important he make the charge. If someone is denying Wings than they usually aren't also denying Unleash Rage; which in my eyes is the more important of the two powers. The DC bomb is the unit I really need to get into combat so I save all of my CP for that.

 

I can string a couple out to make sure they are still getting buffs from the Capt, and I can re-roll a single dice if need be to make sure they get the extra attack. 

I've been cleaning house with  my Blood Angels as well.  In fact I'm starting to hear some grumblings....Blood Angels are to be feared again!

 

 

I am loving it. Even in casual games I am getting wins which never used to happen before. I played a friend's Imperial Guard with a silly list of all Jump Packs and a Libby Dreadnought and although I lost in points (15-1 playing Chapter Approved missions), I almost tabled him. The amount of damage output we can do in the combat phase is silly. I've also had to explain concentric circles and tri-locks to a couple of opponents when doing pile-in/consolidates. Jump Packs are god-tier for this sort of thing which is why I run a bunch of them.

Especially the Librarian Dreadnought seems to frustrate some people I noticed. A Dreadnought that casts a few smites and with potentially huge movement range while being untargetable and once the enemy is close enough it charges something big and wrecks it. Usually once he's out of combat again he isn't the closest target anymore since the rest of the army keeps moving forward as well and is once more immune to Lascannons&Co. :biggrin.:

  • 4 weeks later...

Practice Games 7 & 8

 

Updated List

 

Capt – JP, Relic Blade, Plasma pistol

Lieutenant – JP, power axe

 

Scouts X5 – camo cloaks, ML

Tac Squad X5 - ML

Tac Squad X5 - ML

 

Dev Squad X5 – lascannons, armor cherub

Dev Squad X5 – lascannons, armor cherub

 

Capt Smash – JP (relic), SS/TH (WL: Heroic Bearing)

Libby – JP, plasma pistol, force sword (Unleash Rage, Wings)

 

Scouts X5 – camo cloaks, ML

Tac Squad X5 - ML

Tac Squad X5 - ML

 

Death Co X15 – bolters & chainswords

Sang Guard X10 – 5 fists, 5 swords

 

 

Game 7

Vs Guard (Cadians)

Score 21-15 Guard Victory

 

This game was pretty fun all in all but not a whole lot of different things to report. My opponent brought a baneblade and I wanted to force myself to see if I could deal with it. Spoiler alert: I couldn’t. If you cannot kill a baneblade in one go you might as well ignore it and focus on the things you CAN kill. I think if I changed my target priorities things could have turned out differently. Also, I flubbed a charge on 3D6 which left the Sang Guard out in the open. Yikes!

 

 

Game 8

Vs Tau

ITC Scenario 6

Deployment: Spearhead Assault

 

Tau list

 

Commanders X4

Coldstar Commander (Warlord)

Crisis Suits X3

Crisis Suits X3

Stealth Suits

Yhvara

Breacher Team

Pathfinders

Everyone had associated drones

 

This was my first time playing Tau in 8th apart from a few early games when no one knew what they were doing yet. I had heard about Commander spam but not much else coming out of that corner but I still have terrible PTSD about 7th edition Tau so I was pretty nervous going into this game.

 

My opponent put as many units as he could in reserve and won the roll off for 1st turn so I buckled in for what I thought would be a pretty devastating alpha strike. He dropped in one unit of suits and a single commander but left everything else in reserve. He also spent a CP to put his Yhvara back into reserve from it was sitting in his backfield. He almost killed off one unit of devastators and did kill off one scout squad. In my turn I felt like he was baiting my counter punches so I killed off some drones and put wounds on his suits but didn’t do much else. I knew that if I could weather his shooting he would eventually have to drop everything in before I had to on turn 3.

 

His turn 2 he dropped another commander in to join his other suits and killed off my 2nd Dev squad but was still hesitating. At this point I decided the 2 commanders were too juicy of a target to let slide so I dropped in my DC bomb behind LOS terrain so I wouldn’t have to worry about overwatch and jumped my Sword Capt & Lieutenant up to support them. I charged in everyone and killed the Crisis team, one commander, and took the other down to 1 wound.

 

His turn 3 he used his stealth suits to drop in a homing beacon for his 2nd Crisis team that had all flamers. This made me miss my Fragioso in a pod strategy from 7th as he burned the mess out of the DC. He also dropped in everything else and flew his Coldstar suit up to try and put as much fire as he could into the DC squad. In the end only one guy remained alive and I spent CP to keep him there which denied him points that turn. In my turn I dropped in Capt Smash, the Libby, and Sang Guard near his Crisis Team, Commander, & Stealth suits. I also jumped the Lieutenant and Capt Sword over to his Coldstar Suit to try and get the Warlord kill. I used all missile launchers that could see and one remaining lascannon to take his Yhvara down to 2 wounds.

 

I used the Libby to give the Sang Guard +1 attack and then Wings jumped over to his Primary objective with Breachers camped out on it. Capt Smash & Sang Guard made their charges with plenty of movement to spare to take out his Commander while the drones kept one Crisis Suit alive after all was said and done. Due to some savvy saves the Coldstar suit only ended up taking 3 damage while the Libby failed to kill all of the breachers off of his primary.

 

Turn 4 saw his Coldstar Commander retreat back towards his primary objective to support his breacher team while his reaming commanders & suits back out of combat to try and shoot my Sang Guard and characters. He ended up killing Capt Sword & the Lieutenant but only killed 3 of the Sang Guard. In my turn I dropped his Yhvara while I charged one commander with Sang Guard and another with Capt Smash. I failed to put any more wounds on his Coldstar suit with the Libby and also failed to kill the remaining breachers on his objective.

 

In his Turn 5 he killed the Libby and Capt Smash but didn’t manage to kill anything else. I jumped the Sang Guard over to his primary objective and killed off his Coldstar Suit as well as the breacher team to finally get the bonus point and seal victory.

 

Score 26-22 BA victory

 

Final thoughts:

 

 

The one, two punch of DC & Sanguinary Guard is pretty brutal. In my game against Guard I won 1st turn and was able to use Forlorn Fury to move the DC up the table and massacre his screens. In the absence of board presence against the Tau I was wary about leaving them on the table; and rightfully so, as he would have flamed them off the board immediately. 

 

There are some smarter than me who have worked out that powerfists vs swords for Sanguinary Guard are mathematically similar but I find that wounding on 2's means more to me than a paltry -1 to hit; especially because they get re-rolls near your warlord. I really like the 5 fists 5 swords configuration.

 

A quick note about secondaries in the ITC. Smart secondary choices can make or break your game. Against the Guard I took Titanslayer as I wanted to force myself to deal with that baneblade when I should have taken Kingslayer for Pask. The baneblade is going to delete 1-2 units a turn (if it can see) but I cannot kill it before my lascannons go bye bye so I should have focused on killing the tanks I could. Against Tau I took Headhunter, Old School, and Death by 1K Cuts but didn’t end up scoring Death by 1K even once. I probably should have taken Kingslayer on one of his suits which would have gotten me another 3 points. Definitely going to have to keep this in mind going forward as every point matters in the tournament circuit.

Excellent reports. Questions for you, 1) Do you see any place for axes on sanguinary guard? 2) Are you having your sword captain and LT stay near the two dev squads? 3) Are your dev squads 5 men, 4 with lascannons? I've been cautioned against doing this. 4) Is bolter and chainsword really the only viable loadout for death company? I noticed in your second list you stopped taking a thunder hammer or power sword. 

To answer your questions:

 

1) Not at all. The cost doesn't justify taking a power axe over a power fist. +1 Str is mostly meaningless in all situations because of how the Red Thirst works. With fists being the exact same cost as swords I see no point whatsoever in axes. 

 

 

2) That is their primary purpose yes. Also they try to stay in the back field to mitigate any threats that manage to make it in.

 

3) That is their current loadout. I used to have them bigger with more ablative marines but had to drop the extra dudes in favor of Sanguinary Guard. Now they are basically good for one really nice round of shooting, and even then only if I get first turn. That being said I still want them in the list for some long range hate.

 

4) It absolutely is NOT the only viable build. I really wanted to keep the TH at least for the Death Company but in the end I couldn't fit the points in there. Plenty of people kit them out with different weapons but it gets pretty expensive. IMO bodies > then weapons so I just keep them at the full 15-man with bolters and chainswords. Run this way you have 30 shots when in rapid fire range and 60 attacks on the charge un-buffed. When run this way they reap chaff with all of the efficiency of a combine harvester. Shoot one squad, charge another. I did this pretty effectively against the Guard opponent. I shot at a middle squad to open up space for me to charge his 1st and 3rd lines of bubble wrap. 

  • 2 weeks later...

Local Tournament

 

About a week ago I went to a local-ish tournament with custom missions and restricted format. I was there to see different ways tournaments run as well as to drop off some models at the painter’s. We were restricted to one Battalion, custom missions here: https://docs.google.com/document/d/e/2PACX-1vRSwcJES9JxcZ7IcU4uTR_ov1K_r7STnPwAnisUMHGIQ_9pL0BeGGtLdr93Hi6SwNdUtSPOoV4g2_El/pub?embedded=true

 

My list was:

 

Capt Smashwings

Capt – jump pack, plasma pistol, relic blade

Mephiston

 

Scout squad X5 – combat blades

Tac squad X5 – boltguns, missile launcher

Tac squad X5 – boltguns, missile launcher

Tac squad X5 – boltguns, missile launcher

Tac squad X5 – boltguns, missile launcher

 

Death Co X15 – JP, TH, bolters & chainswords

Sang Ancient – sword

Sang Guard X10 – powerfists X5, swords X5

 

Dev squad X5 – lascannons, armor cherub

Dev squad X5 – lascannons, armor cherub

 

Drop pod

 

 

I’ll do my best to recreate the lists I faced, but I’ve slept since then and as I sit here on a nice Sunday afternoon with beer in hand I find my memory a bit hazy; so apologies in advance.

 

Game 1 vs Eldar (Biel-Tan)

 

Farseer

Other psyker

 

Dudes

Dudes

Dudes

Shining Spears X6-8

Shining Spears X6-8

Shining Spears X6-8

 

Dark reapers X10

 

Wave Serpent

Wave Serpent

 

Whooooo boy. I had yet to play Eldar at all in 8th and was not prepared. I’ve heard all about reaper spam and was tangentially aware of how strong Shining Spears could be but had never actually faced them. My opponent won first turn and moved up the board to an objective in the middle of the table. I had deployed my scouts right on top of it hoping for first turn and he made short work of them. The spears moved up onto it as well and the rest of his movement was just him boxing me out and making sure my deep strikes couldn’t get into his back lines.

 

In my first turn I dropped down the DC bomb and Smashwings while shooting his wave serpents up a bit. I got the DC and Smashwings into his 1st unit of Spears and wiped them from the board. His turn 2 he moved a 2nd unit of Spears up and then Quickened them so that they were now surrounding my DC and Smashwings. They then proceeded to wipe them off the board in turn.

 

Turn 3 I dropped down Mephiston, Ancient, & Sang Guard only to find out about the Eldar Forewarned stratagem the hard way. He killed 6 of the Sang Guard the moment they dropped in which pretty much deflated me. Mephiston killed one Serpent while what was left of the Sang Guard killed the other but at this point I knew the game was lost.

 

Turn 4 he just mopped up what was left of my heavy hitters with his 3rd unit of Spears while the 2nd unit, untouched, made its way into my back lines to kill of Capt Sword and a Tac squad on an objective. We ran out of time here but it was over anyway.

 

BA loss 1-11

 

Game 2 vs Tau

 

Coldstar

Fusionmander X2

 

Firewarriors X10

Firewarriors X10

Kroot X10

Kroot X10

 

Crisis Suits X3

Crisis Suits X3

All associated drones

This was the hardest fought game of the day for me. We spent most of the 1st turn boxing each other’s deep strikers out while taking pot shots and trying to grab every objective we could. At the end of turn 1 we wound up with 3 relics: one in his zone, one in my zone, and one in no man’s land on my left flank.

 

We ended up fighting over the unclaimed relic, with me making a desperate grab with Mephiston in Turn 3, moving 9” in movement (having still had Wings active from the previous turn) and casting Wings again to move another 9” while what was left of the DC and Smashwings covered the retreat.

 

On my right flank the Sang Guard were going to town and had gotten deep into my opponents backfield trying to wrest his relic from him but it was not to be. They did kill his WL & a unit of Crisis suits but didn’t manage to wipe the retreating Kroot off of the relic by the end of the game.

 

The two Fusionmanders dropped in and made short work of Mephiston so Smashwings jumped over and hammered one out of existence and took the other down to 3 wounds while a lone Tac marine Sgt grabbed the relic but didn’t have enough movement to retreat further.

 

At the bottom of turn 5 my opponent charged that Sgt and managed to take him out in CC to grab the relic from me which put him up by 1 point to win the game. All in all a very well fought game and sometimes this is just the way things shake out.

 

BA loss 5-6

 

 

Game 3 vs Tyranids

 

Flyrant – Devoureres(ererers), Rending claws

Flyrant – Devoureres(ererers), Rending claws

Neurothrope

 

Termagants X30

Termagants X30

Rippers

 

Hive Guard X6

 

Carnifex – cannon, devourerers

Carnifex – cannon, devourerers

Carnifex – cannon, devourerers

Carnifex – cannon, devourerers

Carnifex – cannon, devourerers

Carnifex – cannon, devourerers

 

Tyrannofex

 

So I messed this game up completely beginning with turn 1. I won the roll off for 1st turn and should have given it up to my opponent as it would have forced him to walk towards me for a couple of turns as he was completely out of range in the beginning. Instead I got greedy for the kill and jumped the DC up along with Smashwings and completely wiped one unit of Gants. He then proceeded to shoot all 6 carnifexes into the DC to wipe them and then the Hive Guard into Smashwings. After surviving the first salvo unscratched he used the stratagem to make them shoot again into Smashwings to kill him.

 

His two Hive Tyrants dropped in and one killed 2 scouts and the other failed the charge completely. I brought the Tyrants down with lascannons, Mephiston, and the Sang Guard but at this point all my cards wanted me to go kill his WL, the Neurothrope, which was pretty well castled up and he made short work of my hard hitting units. I completely the effectiveness of Tyranid guns especially when used in concert like he did.

 

We also messed up this game as we thought we had to use command points to discard cards (which the TO rightfully ribbed us over when he found out) so neither of us scored much in the way of objective cards, however, after turn 3 I failed to score anything at all while my opponent had complete board control.

 

BA loss 1-9

 

So this tournament definitely took the wind out of my sails. I was flying pretty high after the last along with doing well in my practice games. The Eldar player went on to win the tournament but after that stomping I just couldn’t manage to dig my way out of the quicksand.

 

Final thoughts:  Not sure I could have done much differently in the Eldar game. He was a superb player with a hard hitting list. Apart from intercepting my Sang Guard the Reapers didn’t do much, however, I was not prepared for how hard Shining Spears hit.

 

 I probably should have tried dropping in on the no man’s land relic a bit earlier which might have let me get it deeper into my own lines and away from my opponent much faster. This might have given me the victory in this game. All in all, well fought all around so not a whole lot to say.

 

A friend of mine recently told me how when he is unsure about first turn movement, he just gives away first turn. “Force your opponent to have to make those choices; there’s no need to do it if you are unsure.” I should have heeded this advice in my game three for sure and I had Eddie’s voice in the back of my head all game calling me a moron for taking first turn.

 

If you have good positioning and think you can weather a turn of fire, give your opponent the lead and see what they do.

Interesting stuff. One point, Forewarning doesn't work on units that reposition using On Wings of Fire. So what you can do to avoid it is deploy your DC or Guard out of range or out of LOS, and then use "On Wings of Fire" to move them up into charge range. 

It is my understanding that all intercept stratagems work for On Wings of Fire because the strat says you "remove the unit from play" in order to set them up elsewhere. If Forewarning reads anything like Auspex scan they can use it when a unit arrives onto the battlefield; which would include On Wings.

It is my understanding that all intercept stratagems work for On Wings of Fire because the strat says you "remove the unit from play" in order to set them up elsewhere. If Forewarning reads anything like Auspex scan they can use it when a unit arrives onto the battlefield; which would include On Wings.

I'm not sure of the wording of Forewarning, but Auspex Scan specifies "arriving on the battlefield as reinforcements". On Wings of Fire just moves the unit, they are not arriving as reinforcements. They are being removed and then placed back down, but not arriving as reinforcements.  At least that is how I read and understand it. I could be wrong. 

It is my understanding that all intercept stratagems work for On Wings of Fire because the strat says you "remove the unit from play" in order to set them up elsewhere. If Forewarning reads anything like Auspex scan they can use it when a unit arrives onto the battlefield; which would include On Wings.

Forewarning specifically calls out units that come from reserves tho and you don't place your unit into reserves via Upon Wings of Fire.

 

It is my understanding that all intercept stratagems work for On Wings of Fire because the strat says you "remove the unit from play" in order to set them up elsewhere. If Forewarning reads anything like Auspex scan they can use it when a unit arrives onto the battlefield; which would include On Wings.

Forewarning specifically calls out units that come from reserves tho and you don't place your unit into reserves via Upon Wings of Fire.

 

 

 

That definitely changes things. Gonna try that out soon!

Panda, I feel your pain, man. I've lost the last 9 of 11 games I've played with my BA's.  Thankfully, almost all of my losses were pretty close games, except the one against Custodes. 

 

 

I'm doing pretty well outside of that one tournament. I have my Sang Guard at the painter's currently so I've been helping a couple of guys I know learn the ITC format and just throwing around random stuff. Clawminators are pretty damn good and I've been playing a Capt in Terminator armor with dual lightning claws for the lulz. I'm going to another tournament March 31st and then a GT April 28th so hopefully I'll do better there. 

It is my understanding that all intercept stratagems work for On Wings of Fire because the strat says you "remove the unit from play" in order to set them up elsewhere. If Forewarning reads anything like Auspex scan they can use it when a unit arrives onto the battlefield; which would include On Wings.

 

I think it's already been covered, but both Auspex  Scan and Forewarning only work on "reinforcements". A unit using Wings isn't reinforcements. So neither Auspex Scan nor Forewarning works on a unit dropping in using Wings. 

 

It is my understanding that all intercept stratagems work for On Wings of Fire because the strat says you "remove the unit from play" in order to set them up elsewhere. If Forewarning reads anything like Auspex scan they can use it when a unit arrives onto the battlefield; which would include On Wings.

 

I think it's already been covered, but both Auspex  Scan and Forewarning only work on "reinforcements". A unit using Wings isn't reinforcements. So neither Auspex Scan nor Forewarning works on a unit dropping in using Wings. 

 

 

 

Got a link for that? 

 

 

It is my understanding that all intercept stratagems work for On Wings of Fire because the strat says you "remove the unit from play" in order to set them up elsewhere. If Forewarning reads anything like Auspex scan they can use it when a unit arrives onto the battlefield; which would include On Wings.

 

I think it's already been covered, but both Auspex  Scan and Forewarning only work on "reinforcements". A unit using Wings isn't reinforcements. So neither Auspex Scan nor Forewarning works on a unit dropping in using Wings. 

 

 

 

Got a link for that? 

 

 

Just read the Stratagem again. It specifically mentions to work on units coming from reserves (it's reserves, not reinforcements! Two different things!). Upon Wings of Fire doesn't place your unit into reserves so those Stratagems don't work on it. Unlike the T'au EWO support system which doesn't mentions reserves in any way and thus strictly RAW even works on units disembarking from transports (I really hope the wording will be better in the Codex!).

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