For the few who care the reason I haven't been posting as frequently is because school's been a bitch. 4 tests over 3 days and a project due right after.
I'll be back to posting as usual hopefully by Thursday if not then by the weekend.
Tuesday, March 29, 2011
Tuesday, March 22, 2011
Grey knights... why?
Why am I messing around with grey knights you may ask? It's because I've never jumped on the band wagon before. Never have I played guard, wolves, blood angels, even dark eldar. Hell I play tyranids and demons and have success with both. Well at least one of them... lol. Many people consider demons bad yet I've won many tournaments with them, and placed very higly at some national ones. Well I think it's about time I get to jump the band wagon! I mean after just messing with the book to make some lists, as that's the best way for me personally to learn the codex, I think I've fallen in love with underpriced units, multiple units in different slots to fill the roll I need filled, and most of all OPTIONS!
Take it from someone who has effectively been playing with a handicap at all these GT's by not running the latest hot list, that getting options like is a god send.
Also I do have to decide on an army to bring to the nova invitational sooner or later, and as cool as it would be to win with a sub par army, I'd rather give myself the best shot I have.
Now onto my 3 latest lists, one if them is what I'm planning on making, and though I also find the foot list very appealing I think it needs testing in Dawn of war and spearhead before I'm sold. The other one is just for fun because it's awesome and I convinced my girlfriend to start 40k if she gets to run an army of monkeys.
List 1
HQ
Coteaz 100
Elites
5 Purifiiers- 2 psy cannons, demon hammer, 2 halberds 149
rhino 40
5 Purifiiers- 2 psy cannons, demon hammer, 1 halberd 147
rhino 40
Troops
10 Strikers- 2 psy cannons master crafted demon hammer demon hammer psy bolts 250
Rhino 40
10 Strikers- 2 psy cannons master crafted demon hammer demon hammer psy bolts 250
Rhino 40
3 Henchmen- 3 meltas 42
Chimera 55
3 Henchmen- 3 meltas 42
Chimera 55
3 Henchmen- 3 flamers 42
Chimera 55
3 Henchmen- 3 flamers 42
Chimera 55
Heavy
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
1849
List 2
HQ
Crowe 150
Troops
10 Purifiers- 4 psy cannons 5 halberds 1 demon hammer 295
10 Purifiers- 4 psy cannons 5 halberds 1 demon hammer 295
10 Purifiers- 4 psy cannons 5 halberds 1 demon hammer 295
10 Purifiers- 4 psy cannons 5 halberds 1 demon hammer 295
Heavy
5 Purgators- 4 Psycannons 180
5 Purgators- 4 Psycannons 180
5 Purgators- 3 Psycannons 160
1850
And my personal favorite
ROBO MONKEY SMASH!
HQ
Coteaz 100
Troops
5 Jokaero 175
Chimera 55
6 Jokaero 210
Chimera 55
6 Jokaero 210
Chimera 55
6 Jokaero 210
Chimera 55
6 Jokaero 210
Chimera 55
6 Jokaero 210
Chimera 55
Heavy
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
1850
List 1 is relatively balanced, more conventional and mechanized. It's got a lot of shooting, decent mobility, and decent combat power. Nothing really over the top though.
List 2 is much slower, but with run rolls it can be kind of quick. It's fire power is throught the rough, especially with combat squads, and it's far from a slouch in combat either. For shooting it throws up a ridiculous 27 psy cannons, on the move that 54 S7 rending shots and standing still thats 108...
And list 3 while I don't think it's really competive, there's something to be said about 3 psyflemen dreads (modeled as monkys of course), and 29 las cannon/multi meltas/heavy flamers. Hopefully it will actually work.
Comments, thoughts, need someone to talk to about how much your life sucks? I'm all ears/
Take it from someone who has effectively been playing with a handicap at all these GT's by not running the latest hot list, that getting options like is a god send.
Also I do have to decide on an army to bring to the nova invitational sooner or later, and as cool as it would be to win with a sub par army, I'd rather give myself the best shot I have.
Now onto my 3 latest lists, one if them is what I'm planning on making, and though I also find the foot list very appealing I think it needs testing in Dawn of war and spearhead before I'm sold. The other one is just for fun because it's awesome and I convinced my girlfriend to start 40k if she gets to run an army of monkeys.
List 1
HQ
Coteaz 100
Elites
5 Purifiiers- 2 psy cannons, demon hammer, 2 halberds 149
rhino 40
5 Purifiiers- 2 psy cannons, demon hammer, 1 halberd 147
rhino 40
Troops
10 Strikers- 2 psy cannons master crafted demon hammer demon hammer psy bolts 250
Rhino 40
10 Strikers- 2 psy cannons master crafted demon hammer demon hammer psy bolts 250
Rhino 40
3 Henchmen- 3 meltas 42
Chimera 55
3 Henchmen- 3 meltas 42
Chimera 55
3 Henchmen- 3 flamers 42
Chimera 55
3 Henchmen- 3 flamers 42
Chimera 55
Heavy
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
1849
List 2
HQ
Crowe 150
Troops
10 Purifiers- 4 psy cannons 5 halberds 1 demon hammer 295
10 Purifiers- 4 psy cannons 5 halberds 1 demon hammer 295
10 Purifiers- 4 psy cannons 5 halberds 1 demon hammer 295
10 Purifiers- 4 psy cannons 5 halberds 1 demon hammer 295
Heavy
5 Purgators- 4 Psycannons 180
5 Purgators- 4 Psycannons 180
5 Purgators- 3 Psycannons 160
1850
And my personal favorite
ROBO MONKEY SMASH!
HQ
Coteaz 100
Troops
5 Jokaero 175
Chimera 55
6 Jokaero 210
Chimera 55
6 Jokaero 210
Chimera 55
6 Jokaero 210
Chimera 55
6 Jokaero 210
Chimera 55
6 Jokaero 210
Chimera 55
Heavy
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
1850
List 1 is relatively balanced, more conventional and mechanized. It's got a lot of shooting, decent mobility, and decent combat power. Nothing really over the top though.
List 2 is much slower, but with run rolls it can be kind of quick. It's fire power is throught the rough, especially with combat squads, and it's far from a slouch in combat either. For shooting it throws up a ridiculous 27 psy cannons, on the move that 54 S7 rending shots and standing still thats 108...
And list 3 while I don't think it's really competive, there's something to be said about 3 psyflemen dreads (modeled as monkys of course), and 29 las cannon/multi meltas/heavy flamers. Hopefully it will actually work.
Comments, thoughts, need someone to talk to about how much your life sucks? I'm all ears/
Sunday, March 20, 2011
Grey Knights raising the bar
After a few test games I found myself lacking in the ability to stand up to guard shooting if I go second. I also have found that if the enemy out ranges me (guard, razorwolves, razorangels, loganwing, deathwing) then I have to bring the fight to them. That means I need to give them more targets to shoot at, and more threats. I also need more long range fire power to cover my advance.
Here's what I'm looking at.
HQ
Coteaz 100
Librarian- Sanctuary, Shrouding, warp rift, 2 servo skulls 175
Elites
Venerable Dreadnaught- 2 TL AC's Psy Bolts 195
Venerable Dreadnaught- 2 TL AC's Psy Bolts 195
Troops
3 Henchmen- meltas 30
chimera 55
3 Henchmen- meltas 30
chimera 55
3 Henchmen- meltas 30
razorback- las plas 80
3 Henchmen- meltas 30
razorback- las plas 80
10 man strike squad- 2 psy cannons 1 demon hammer 230
Rhino 40
10 man strike squad- 2 psy cannons 1 demon hammer 230
Rhino 40
Heavy
Dreadnaught- 2 TL AC's Psy Bolts 105
Dreadnaught- 2 TL AC's Psy Bolts 105
Dreadnaught- 2 TL AC's Psy Bolts 105
2000
11 vehicles many of which will have 3+ cover. Up to 8 scoring units. 20 S8 shots a turn, and up to 16 psycannon shots a turn, not to mention 12 meltas. In combat there's a librarian, coteaz, 5 dreads, and 20 S5 force weapon armed grey knights,
For 1850 I could drop all the razors to chimeras, then delete 1 entire henchmen squad, and cut both servo skulls and warp rift from the librarian.
It's tight.
Here's what I'm looking at.
HQ
Coteaz 100
Librarian- Sanctuary, Shrouding, warp rift, 2 servo skulls 175
Elites
Venerable Dreadnaught- 2 TL AC's Psy Bolts 195
Venerable Dreadnaught- 2 TL AC's Psy Bolts 195
Troops
3 Henchmen- meltas 30
chimera 55
3 Henchmen- meltas 30
chimera 55
3 Henchmen- meltas 30
razorback- las plas 80
3 Henchmen- meltas 30
razorback- las plas 80
10 man strike squad- 2 psy cannons 1 demon hammer 230
Rhino 40
10 man strike squad- 2 psy cannons 1 demon hammer 230
Rhino 40
Heavy
Dreadnaught- 2 TL AC's Psy Bolts 105
Dreadnaught- 2 TL AC's Psy Bolts 105
Dreadnaught- 2 TL AC's Psy Bolts 105
2000
11 vehicles many of which will have 3+ cover. Up to 8 scoring units. 20 S8 shots a turn, and up to 16 psycannon shots a turn, not to mention 12 meltas. In combat there's a librarian, coteaz, 5 dreads, and 20 S5 force weapon armed grey knights,
For 1850 I could drop all the razors to chimeras, then delete 1 entire henchmen squad, and cut both servo skulls and warp rift from the librarian.
It's tight.
Friday, March 18, 2011
New Grey knights are awesome sauce!
Here's how you win with grey knights lol
HQ
Crowe 150
Librarian- level 2, shrouding,warp rift, sanctuary, 3 servo skulls 180
Elites
Venerable Dreadnaught- 2 TL AC's Psybolts 195
Venerable Dreadnaught- 2 TL AC's Psybolts 195
Troops
5 Purifiers- 2 Psycannons 140
Rhino 40
5 Purifiers- 2 Psycannons 140
Rhino 40
5 Purifiers- 2 Psycannons 140
Rhino 40
5 Purifiers- 2 Psycannons 140
Rhino 40
Heavy
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
1850
Only problem I see is I have no idea where to put Crowe and the libby. I figure I can run them behind the rhino wall and keep them out of sight until a rhino gets opened up.
It pumps out 20 S8 shots a turn from 48" a turn. Then once you get up close you're looking at 32 S7 rending shots. Did I mention you can't really reduce my shooting at all until you wreck my tanks, most of which should be running around with 3+ cover.
Thougths?
HQ
Crowe 150
Librarian- level 2, shrouding,warp rift, sanctuary, 3 servo skulls 180
Elites
Venerable Dreadnaught- 2 TL AC's Psybolts 195
Venerable Dreadnaught- 2 TL AC's Psybolts 195
Troops
5 Purifiers- 2 Psycannons 140
Rhino 40
5 Purifiers- 2 Psycannons 140
Rhino 40
5 Purifiers- 2 Psycannons 140
Rhino 40
5 Purifiers- 2 Psycannons 140
Rhino 40
Heavy
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
Dreadnaught- 2 TL AC's Psybolts 135
1850
Only problem I see is I have no idea where to put Crowe and the libby. I figure I can run them behind the rhino wall and keep them out of sight until a rhino gets opened up.
It pumps out 20 S8 shots a turn from 48" a turn. Then once you get up close you're looking at 32 S7 rending shots. Did I mention you can't really reduce my shooting at all until you wreck my tanks, most of which should be running around with 3+ cover.
Thougths?
Wednesday, March 16, 2011
1850 demons vs footdar
My list
2 Heralds of tzeentch in charriots- bolt, master
3 units of 6 fiends
5 units of 7 bloodletters- 2 have icons
2 units of 5 screamers
1 unit of 20 seekers
His List
Eldrad
Avatar
10 Harlequins
5 Fire dragons in a wave serpant
2 units of 10 dire avengers with bladestorm
10 wraithguard and warlock
3 warwalker with scatter lasers
1 wraithlord- BL EML
We rolled for mission and got kill points pitched battle
I won the roll for first turn and gave it to him. He chose to out flank his war walkers and reserve the wave serpant with dragon. Everything else deployed in a castle in the center of his deploymentt zone. Harlies in front, wraithguard behind them, dire avengers and eldrad behind them, and the avatar in the middle. The wraithlord was in the very back.
His Turn 1
Litterally nothing...
My Turn 1
I came to the coonclusion that footdar had too much fire power for me to split my waves evenly like I usually do. So I stacked my waves, I wanted 2 charriot, 3 fiends, bloodletters with the icon, and the seekers, and of course I didn't get it. Well I also realized that footdar don't have the range to threaten me if I drop far away, so I put down 4 units of bloodletters in the far back regions of the board. And the screamers on the flanks, to intercept the warwalkers of they came in.
0-0
His Turn 2
He got the war walkers, then he blew all their fire power and the wraithlord at the screamers that are closest to he warwalkers. After some great rolling by my opponent making me take 17 saves or something I counter with some phenominal dice and only lose 2 screamers.
My Turn 2
I get 1 charriot, 1 fiend squad, the last blooletter squad, and the seekers. They all come off the icon which is in the middle of all 4 squad of bloodletters. Except the bloodletters that came in deepstrike abouat 12 inches from his lines. The everything moves full speed at him and runs at him. I'm hoping to have overloaded him with threats. The charriot shoots the warwalkers killing 1, and the screamers charge in killing another and tying them up.
0-0
His Turn 3
He guides both dire avenger squds and dooms my seekers. His harlies move up ful speed straight at my seekers. The wraithguard scooch up. And his serpant came in the corner threatening the other screamer squad that's not doing anything. He bladestorms his dire avengers and kills 2 bloodletter squads, and then he charges the harlies into the fiends and anhilates them, taking 1 wound back. In combat he kills my last screamer with his war walker.
My Turn 3
I get aonther unit of fiends which comes in on a flank hoping to trap the eldar giving them no place to hide. I have my other unit of fiends move up and charge the wraithguard, they kill 4 and take a wound back. The charriot pops the war walker and the bloodletters all charge the harliquins and take no casualties and destroy them. Then the move close to the wraithguard to support the fiends next turn.
4-2 eldar
His Turn 4
He's got 12 fiends and 21 bloodletters in his face, and no dire avengers shooting or harleuins to deal with it. He dooms the fiend squad that just came in. Then he mind wars them twice? and kills 1 of them. Umm... His avatar charges into my fiends that are in combat with the wraithguard and kills 2. Then I roll like a god and kill 6 more wraithguard leaving the warlock. I hit and run away towards the dire avengers with the 3 remaining fiends. The avatar moves 6" back into cover away from all my bloodletters, and the warlock rolls a 1 not going anywhere. On the other side his fire dragons and wraithlord shoot my fiends and kill 2 more. Then the dire avengers charged in and brought them down to 1 model, but they took 3 casualties. He also hits and runs away.
My Turn 4
My last fiend squad comes in off the banner in place where they can support almost anywhere. The loan fiend charges the dire avengers that had previously charged him, and ties them up killing ne more and taking 1 wound. The 3 fiends charge the dire avengers in a way that eldrad can't get in base contact. Then they kill 4 avengers and 1 fiend dies in return. 1 squad of bloodletters charges the warlock and kills him. Then the other 2 units move up to support him.
4-3 eldar
His Turn 5
He's in trouble, but turns are running thin for me. He fortunes the avatar, and dooms the 1 fiend and the 2 fiends. Then the fire dragons charge into the 1 fiend and kill him. In combat the unit of 2 fiends takes no casualties and bring the dire avengers to 1 man then they hit and run away. The avatar charges into the bloodletter squad that's furthest up, and kills all but 2.
My Turn 5
charriot comes in somewhere. 14 Bloodletters charge into the avatar. He tries to kill the squad of 2 but fails and then despite forutne, takes 3 wounds from the 42 S5 Power weapon attacks coming his way. The fiend unit that came in last turn multicharged the fire dragons and dire vengers, they killed all the dire avengers and the fire dragons fled. On the other side the 2 fiends re charged eldrad and dire avenger, He killed 1 fiend and I was forced to pull the one in base with the avenger, so 1 fiend went on eldrad and did a wound! He also had take a wound from perils a few turns ago.
6-5 eldar
It had been predetermined before the game that we would play 6 turns and then roll for 7, since we were prepping for colonial and that's the system they're using.
Eldar Turn 6
the avatar dies in combat, and fails to bring the last 2 bloodletters with him. I also kill the last dire avenger with my fiend, and he faails to kill my fiend. He does fortune eldrad. His wraithlord charges my large unit of fiends and dies before he gets to swing.
My Turn 6
Not much to do, the fiends charge eldrad and kill him.
The game ends there. 9-6 demons.
2 Heralds of tzeentch in charriots- bolt, master
3 units of 6 fiends
5 units of 7 bloodletters- 2 have icons
2 units of 5 screamers
1 unit of 20 seekers
His List
Eldrad
Avatar
10 Harlequins
5 Fire dragons in a wave serpant
2 units of 10 dire avengers with bladestorm
10 wraithguard and warlock
3 warwalker with scatter lasers
1 wraithlord- BL EML
We rolled for mission and got kill points pitched battle
I won the roll for first turn and gave it to him. He chose to out flank his war walkers and reserve the wave serpant with dragon. Everything else deployed in a castle in the center of his deploymentt zone. Harlies in front, wraithguard behind them, dire avengers and eldrad behind them, and the avatar in the middle. The wraithlord was in the very back.
His Turn 1
Litterally nothing...
My Turn 1
I came to the coonclusion that footdar had too much fire power for me to split my waves evenly like I usually do. So I stacked my waves, I wanted 2 charriot, 3 fiends, bloodletters with the icon, and the seekers, and of course I didn't get it. Well I also realized that footdar don't have the range to threaten me if I drop far away, so I put down 4 units of bloodletters in the far back regions of the board. And the screamers on the flanks, to intercept the warwalkers of they came in.
0-0
His Turn 2
He got the war walkers, then he blew all their fire power and the wraithlord at the screamers that are closest to he warwalkers. After some great rolling by my opponent making me take 17 saves or something I counter with some phenominal dice and only lose 2 screamers.
My Turn 2
I get 1 charriot, 1 fiend squad, the last blooletter squad, and the seekers. They all come off the icon which is in the middle of all 4 squad of bloodletters. Except the bloodletters that came in deepstrike abouat 12 inches from his lines. The everything moves full speed at him and runs at him. I'm hoping to have overloaded him with threats. The charriot shoots the warwalkers killing 1, and the screamers charge in killing another and tying them up.
0-0
His Turn 3
He guides both dire avenger squds and dooms my seekers. His harlies move up ful speed straight at my seekers. The wraithguard scooch up. And his serpant came in the corner threatening the other screamer squad that's not doing anything. He bladestorms his dire avengers and kills 2 bloodletter squads, and then he charges the harlies into the fiends and anhilates them, taking 1 wound back. In combat he kills my last screamer with his war walker.
My Turn 3
I get aonther unit of fiends which comes in on a flank hoping to trap the eldar giving them no place to hide. I have my other unit of fiends move up and charge the wraithguard, they kill 4 and take a wound back. The charriot pops the war walker and the bloodletters all charge the harliquins and take no casualties and destroy them. Then the move close to the wraithguard to support the fiends next turn.
4-2 eldar
His Turn 4
He's got 12 fiends and 21 bloodletters in his face, and no dire avengers shooting or harleuins to deal with it. He dooms the fiend squad that just came in. Then he mind wars them twice? and kills 1 of them. Umm... His avatar charges into my fiends that are in combat with the wraithguard and kills 2. Then I roll like a god and kill 6 more wraithguard leaving the warlock. I hit and run away towards the dire avengers with the 3 remaining fiends. The avatar moves 6" back into cover away from all my bloodletters, and the warlock rolls a 1 not going anywhere. On the other side his fire dragons and wraithlord shoot my fiends and kill 2 more. Then the dire avengers charged in and brought them down to 1 model, but they took 3 casualties. He also hits and runs away.
My Turn 4
My last fiend squad comes in off the banner in place where they can support almost anywhere. The loan fiend charges the dire avengers that had previously charged him, and ties them up killing ne more and taking 1 wound. The 3 fiends charge the dire avengers in a way that eldrad can't get in base contact. Then they kill 4 avengers and 1 fiend dies in return. 1 squad of bloodletters charges the warlock and kills him. Then the other 2 units move up to support him.
4-3 eldar
His Turn 5
He's in trouble, but turns are running thin for me. He fortunes the avatar, and dooms the 1 fiend and the 2 fiends. Then the fire dragons charge into the 1 fiend and kill him. In combat the unit of 2 fiends takes no casualties and bring the dire avengers to 1 man then they hit and run away. The avatar charges into the bloodletter squad that's furthest up, and kills all but 2.
My Turn 5
charriot comes in somewhere. 14 Bloodletters charge into the avatar. He tries to kill the squad of 2 but fails and then despite forutne, takes 3 wounds from the 42 S5 Power weapon attacks coming his way. The fiend unit that came in last turn multicharged the fire dragons and dire vengers, they killed all the dire avengers and the fire dragons fled. On the other side the 2 fiends re charged eldrad and dire avenger, He killed 1 fiend and I was forced to pull the one in base with the avenger, so 1 fiend went on eldrad and did a wound! He also had take a wound from perils a few turns ago.
6-5 eldar
It had been predetermined before the game that we would play 6 turns and then roll for 7, since we were prepping for colonial and that's the system they're using.
Eldar Turn 6
the avatar dies in combat, and fails to bring the last 2 bloodletters with him. I also kill the last dire avenger with my fiend, and he faails to kill my fiend. He does fortune eldrad. His wraithlord charges my large unit of fiends and dies before he gets to swing.
My Turn 6
Not much to do, the fiends charge eldrad and kill him.
The game ends there. 9-6 demons.
Sunday, March 13, 2011
Colonial GT list
So, as much as I wanted to run tyranids, I can't find a build that I'd like to bring to this GT in time. I'm not giving up by any means, but since I have to have my list submitted in a week or two (I should really check lol) I've decided to go with what I know. Not to mention that this may very well be the last time I run demons thanks to new grey knights, but lets keep our fingers crossed.
Also a good friend of mine Chris Nanry is running the event and all the competitive north eastern guys are coming out to this, and since I live 30 minutes from this GT I have an incesant urge to beat the crap out of all of them haha.
So what I'm thinking
HQ
Herald of tzeentch- charriot bolt master 100
Herald of tzeentch- charriot bolt master 100
Elite
6 Fiends 180
6 Fiends 180
6 Fiends 180
Troops
7 Bloodletters- Icon 137
7 Bloodletters- Icon 137
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
Fast
5 Sceramers 80
5 Screamers 80
20 Seekers 340
1850 on the nose. Aside from an ork horde with tons of lootas and shootas, tyranids, and land raider spam there really isn't a single build out there that scares me.
What do you think?
Also a good friend of mine Chris Nanry is running the event and all the competitive north eastern guys are coming out to this, and since I live 30 minutes from this GT I have an incesant urge to beat the crap out of all of them haha.
So what I'm thinking
HQ
Herald of tzeentch- charriot bolt master 100
Herald of tzeentch- charriot bolt master 100
Elite
6 Fiends 180
6 Fiends 180
6 Fiends 180
Troops
7 Bloodletters- Icon 137
7 Bloodletters- Icon 137
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
Fast
5 Sceramers 80
5 Screamers 80
20 Seekers 340
1850 on the nose. Aside from an ork horde with tons of lootas and shootas, tyranids, and land raider spam there really isn't a single build out there that scares me.
What do you think?
Friday, March 11, 2011
Tyranids old school is new school
My tournament list through all of 2009 and the begining of 2010 with the old tyranid book was a nightmare for any army. It went litterally undefeated in GT's for the entire year. It won me 2nd overall at necronomicon (which I only lost because of my comp score), and it won me 2nd best general at mechanicon. I even managed to draw against Rob Baer's leaf blower guard back when leaf blower was new and hot shit.
The list was basically 2 dakka tyrants with some guard, 3 dakka fexes, 3 gun fexes to supress tanks, some out flanking stealers to keep people from deploying in the corners, and some WON gaunts to be a shield then come bak to be objectives. It had 43 T6 wounds, and pumped out 48 S6 shots a turn. In combat it was 8 monsterous creaturesas well. It was truely my nastiet abomination to date.
What can we do with nids now?
Well for starters we can go for swarmlord or a dakka tyrant. Both have their pros and cons. Dakka tyrant adds dakka and gives everything preffered enemy which is really nice. Swarmlord answers all of those death stars and mephiston that are just a pain in the ass. He's also more of a tool box being that he can give furious charge or prefered enemy to any unit when I need it.
We dont get dakka fexes for elites but we do get hive guard. Hive guard are a good substitute for those gun fexes that we used to run. And in heavies we can load up and take 3 dakkafexes. Fro troops we can still get some outflanking stealers, for even less points! And are standard gaunt screens. Now they dont have WON but what we do have is tervigons! They make even more gaunts which is better than WON I'd say.
So lets see what we can do with all of this.
HQ
Swarmlord 280
Guard- lash whips 65
Elites
2 Hive Guard 100
2 Hive Guard 100
2 Hive Guard 100
Troops
10 Gaunts 50
10 Gaunts 50
5 Stealers 70
5 Stealers 70
Tervigon- AG TS Catalyst 195
Tervigon- AG TS Catalyst 195
Heavy
Carnifex- 2 Twin linked devourers 190
Carnifex- 2 Twin linked devourers 190
Carnifex- 2 Twin linked devourers 190
1845
So what do we have here compared to the old list? 44 T6 wounds, 36 S 6 shots, 12 S8 shots, and a swarmlord some FNP from the tervies, and some gaunts spawnage for even more killyness. Also the devourers can mess up some rhinos and razorbacks, or shake some hydras, chimeras, manticores, and vendettas. They can also really mess with dark eldar.
Thoughts?
The list was basically 2 dakka tyrants with some guard, 3 dakka fexes, 3 gun fexes to supress tanks, some out flanking stealers to keep people from deploying in the corners, and some WON gaunts to be a shield then come bak to be objectives. It had 43 T6 wounds, and pumped out 48 S6 shots a turn. In combat it was 8 monsterous creaturesas well. It was truely my nastiet abomination to date.
What can we do with nids now?
Well for starters we can go for swarmlord or a dakka tyrant. Both have their pros and cons. Dakka tyrant adds dakka and gives everything preffered enemy which is really nice. Swarmlord answers all of those death stars and mephiston that are just a pain in the ass. He's also more of a tool box being that he can give furious charge or prefered enemy to any unit when I need it.
We dont get dakka fexes for elites but we do get hive guard. Hive guard are a good substitute for those gun fexes that we used to run. And in heavies we can load up and take 3 dakkafexes. Fro troops we can still get some outflanking stealers, for even less points! And are standard gaunt screens. Now they dont have WON but what we do have is tervigons! They make even more gaunts which is better than WON I'd say.
So lets see what we can do with all of this.
HQ
Swarmlord 280
Guard- lash whips 65
Elites
2 Hive Guard 100
2 Hive Guard 100
2 Hive Guard 100
Troops
10 Gaunts 50
10 Gaunts 50
5 Stealers 70
5 Stealers 70
Tervigon- AG TS Catalyst 195
Tervigon- AG TS Catalyst 195
Heavy
Carnifex- 2 Twin linked devourers 190
Carnifex- 2 Twin linked devourers 190
Carnifex- 2 Twin linked devourers 190
1845
So what do we have here compared to the old list? 44 T6 wounds, 36 S 6 shots, 12 S8 shots, and a swarmlord some FNP from the tervies, and some gaunts spawnage for even more killyness. Also the devourers can mess up some rhinos and razorbacks, or shake some hydras, chimeras, manticores, and vendettas. They can also really mess with dark eldar.
Thoughts?
Thursday, March 10, 2011
Tyranids Vs Bood angels 1850
Here's a quick recap of my game against Tom last night.
My list
HQ
Swarmlord 280
Guard 60
Tervigon- AG TS Cat 195
Elites
3 Hive Guard 150
3 Hive Guard 150
5 Ymgarls 115
Troops
10 gaunts 50
10 gaunts 50
5 stealers 70
5 stealers 70
Tervigon- stuff 195
Tervigon- stuff 195
Heavy
2 Biovores 90
2 Biovores 90
2 Biovores 90
His list
HQ
Mephiston
Elites
5 Termies- 3 THSS 2 LC
Land Raider Redeemer- multi melta
1 Sanguinary Priest
Troops
5 assualt marines- flamer power weapon
Land Raider- multi melta
5 assault marines- melta lightning claw
las plas razorback
5 assault marines- melta lightning claw
las plas razorback
5 assault marines- melta lightning claw
las plas razorback
5 assault marines- melta lightning claw
las plas razorback
That's pretty much it.
We rolled Kill points pitched battle.
I won the roll for first and took it
I deployed my 3 tervigons in the center, with swarmlord in the middle of them. 1 unit of gaunts got deployed in fron to be a screen, 1 sqaud of hive guard got put a little to the left of my force, the other a little to the right, 1 squad of biovers went into each flank of the table. My ymgarls were hidden in a piece of terrain that was off to the flank of the board, my stealers were out flanking, 1 squad of gaunts was in reserve.
He deployed with his 2 land raiders in the corner, and the razorbacks all next to each other in the center, about 8" up the field. /Nothing was particlarily close to the building my ymgarls were in.
My Turn 1
I move up, put FNP on some mosters, run a unit of hive that was out of range, and shoot another unit at a razorback and explode it. Biovores launch templates accross the field killing 2 assualt marines.
His Turn 1
He moves his land raiders up 12" at me, they are about 20" away. Mephiston flies behind a land raider. His land raiders unload what they can into my hive guard and fail to do any wounds thanks to cover. His lasplas back focus on a tervigon and bring it to 2 wounds.
Score: 1-0 tyranids
My Turn 2
I try to move my squad of biovores and tervigon that are close to the raider and mephiston, but I don't get far enough since I'm in difficult terrain. My ymgarls come up and move in for a charge against the 3 marines. My other stealers come on but since they have no good targets they hide in the back. I move my lines away from the land raiders and mephiston and keep my gaunt wall. Then my hive guard move up and explode 2 more razorback! My biovores launch templates and kill about 3 more marines, and 1 squad runs off the table. My ymgarls charge the 3 man squad and morph for toughness and kill them all.
Score 5-0 tyranids
His Turn 2
His land raider with assault marines runs 12 sideways and unloads flamer goodness and charges the ymgarls killing them. The termie raider moves 12 and unloads termies. Mephisto flies 12 and prepares to charge a tervigon. Shooting doesnt do much. Mephiston needs a 5 for difficult to make the charge but he fails on a 4. The termies multicharge and kill the tervigon and the biovores.
Score 5-3 tyranids
My Turn 3
Gaunts show up and hide. Swarmlord moves out and charges mephiston, giving himself furious charge, and kills the bastard. He did however lose his guard and took 2 wounds, luckily I stopped the force weapon with shadow. The rest of my army shuffles away from the termies and blows of the last razorbakc with the hive guard. A bunch of templates later 4 or 5 marines are dead, and 1 squad decided to run off the table.
His Turn 3
His termies prepare to charge swarmlord. By the way the have a sanguinary priest attached. His marines in the back field move up away from the table edge, and the land raiders move a little and try to trap me between them and the termies. He manages to finish off the tervie with 2 wounds left. Termies charge swarmlord and I kill 1 hammer termie and die. Bad rolls right there.
Score 8-6 tyranids
My Turn 4
I move further from the termies and manage to escape his 12" bubble of threat. I also shoot up some more marines and reduce 1 squad to 2 guys.
His Turn 4
1 land raider immobilizes itself on terrain. The other moves 12 behind me. The termies move and run and get scarily close.
Score 8-6 tyranids
My Turn 5
I spawn 14 gaunts but roll double. They totally surround the termies with them, then they shoot and cause 5 wounds, 1 for each termie and 1 for the priest, termies pass their saves, priest fails and fails the fnp. I finish the last 2 marines with shooting.
His Turn 5
He unloads all his shooting into the hive guard and brings one squad to 3 wounds. After that his termies anhilate my gaunts.
Score 10-7 tyranids
My Turn 6
I'm pretty sure I have this, I'm up 3 at turn 6. But I play it safe and try to minimize his charge damage. I move the squad of 3 hiveguard to right in fron of his termies and shoot them a lot and kill one.
His Turn 6
He plays it smart and tank shocks my last 2 hive guard with the land raider so that they are closer to the termies. The he launches a las cannon, multi melta, and heavy bolter, at my biovores and kills 1 and wounds the other. The other las cannon shoots the small squad of hive guard and kills one. The redeemer assault cannons the biovore and kills him, and flames the hive guard down to 1 wound. His Termies multicharge the 3 hive guard and 1 hiveguard. I go first and do nothing, he has his hammer termie kill my 1 hive guard, then his other 2 lighning termies do 3 wounds to the 3 man hive guard squad. I lose by 4, and have to take 4 4+ saves on my 3 hive guard wounds. Well I failed 3.
Score 10-10 and the game ends. A great, close game, and a good learning experience.
My list
HQ
Swarmlord 280
Guard 60
Tervigon- AG TS Cat 195
Elites
3 Hive Guard 150
3 Hive Guard 150
5 Ymgarls 115
Troops
10 gaunts 50
10 gaunts 50
5 stealers 70
5 stealers 70
Tervigon- stuff 195
Tervigon- stuff 195
Heavy
2 Biovores 90
2 Biovores 90
2 Biovores 90
His list
HQ
Mephiston
Elites
5 Termies- 3 THSS 2 LC
Land Raider Redeemer- multi melta
1 Sanguinary Priest
Troops
5 assualt marines- flamer power weapon
Land Raider- multi melta
5 assault marines- melta lightning claw
las plas razorback
5 assault marines- melta lightning claw
las plas razorback
5 assault marines- melta lightning claw
las plas razorback
5 assault marines- melta lightning claw
las plas razorback
That's pretty much it.
We rolled Kill points pitched battle.
I won the roll for first and took it
I deployed my 3 tervigons in the center, with swarmlord in the middle of them. 1 unit of gaunts got deployed in fron to be a screen, 1 sqaud of hive guard got put a little to the left of my force, the other a little to the right, 1 squad of biovers went into each flank of the table. My ymgarls were hidden in a piece of terrain that was off to the flank of the board, my stealers were out flanking, 1 squad of gaunts was in reserve.
He deployed with his 2 land raiders in the corner, and the razorbacks all next to each other in the center, about 8" up the field. /Nothing was particlarily close to the building my ymgarls were in.
My Turn 1
I move up, put FNP on some mosters, run a unit of hive that was out of range, and shoot another unit at a razorback and explode it. Biovores launch templates accross the field killing 2 assualt marines.
His Turn 1
He moves his land raiders up 12" at me, they are about 20" away. Mephiston flies behind a land raider. His land raiders unload what they can into my hive guard and fail to do any wounds thanks to cover. His lasplas back focus on a tervigon and bring it to 2 wounds.
Score: 1-0 tyranids
My Turn 2
I try to move my squad of biovores and tervigon that are close to the raider and mephiston, but I don't get far enough since I'm in difficult terrain. My ymgarls come up and move in for a charge against the 3 marines. My other stealers come on but since they have no good targets they hide in the back. I move my lines away from the land raiders and mephiston and keep my gaunt wall. Then my hive guard move up and explode 2 more razorback! My biovores launch templates and kill about 3 more marines, and 1 squad runs off the table. My ymgarls charge the 3 man squad and morph for toughness and kill them all.
Score 5-0 tyranids
His Turn 2
His land raider with assault marines runs 12 sideways and unloads flamer goodness and charges the ymgarls killing them. The termie raider moves 12 and unloads termies. Mephisto flies 12 and prepares to charge a tervigon. Shooting doesnt do much. Mephiston needs a 5 for difficult to make the charge but he fails on a 4. The termies multicharge and kill the tervigon and the biovores.
Score 5-3 tyranids
My Turn 3
Gaunts show up and hide. Swarmlord moves out and charges mephiston, giving himself furious charge, and kills the bastard. He did however lose his guard and took 2 wounds, luckily I stopped the force weapon with shadow. The rest of my army shuffles away from the termies and blows of the last razorbakc with the hive guard. A bunch of templates later 4 or 5 marines are dead, and 1 squad decided to run off the table.
His Turn 3
His termies prepare to charge swarmlord. By the way the have a sanguinary priest attached. His marines in the back field move up away from the table edge, and the land raiders move a little and try to trap me between them and the termies. He manages to finish off the tervie with 2 wounds left. Termies charge swarmlord and I kill 1 hammer termie and die. Bad rolls right there.
Score 8-6 tyranids
My Turn 4
I move further from the termies and manage to escape his 12" bubble of threat. I also shoot up some more marines and reduce 1 squad to 2 guys.
His Turn 4
1 land raider immobilizes itself on terrain. The other moves 12 behind me. The termies move and run and get scarily close.
Score 8-6 tyranids
My Turn 5
I spawn 14 gaunts but roll double. They totally surround the termies with them, then they shoot and cause 5 wounds, 1 for each termie and 1 for the priest, termies pass their saves, priest fails and fails the fnp. I finish the last 2 marines with shooting.
His Turn 5
He unloads all his shooting into the hive guard and brings one squad to 3 wounds. After that his termies anhilate my gaunts.
Score 10-7 tyranids
My Turn 6
I'm pretty sure I have this, I'm up 3 at turn 6. But I play it safe and try to minimize his charge damage. I move the squad of 3 hiveguard to right in fron of his termies and shoot them a lot and kill one.
His Turn 6
He plays it smart and tank shocks my last 2 hive guard with the land raider so that they are closer to the termies. The he launches a las cannon, multi melta, and heavy bolter, at my biovores and kills 1 and wounds the other. The other las cannon shoots the small squad of hive guard and kills one. The redeemer assault cannons the biovore and kills him, and flames the hive guard down to 1 wound. His Termies multicharge the 3 hive guard and 1 hiveguard. I go first and do nothing, he has his hammer termie kill my 1 hive guard, then his other 2 lighning termies do 3 wounds to the 3 man hive guard squad. I lose by 4, and have to take 4 4+ saves on my 3 hive guard wounds. Well I failed 3.
Score 10-10 and the game ends. A great, close game, and a good learning experience.
Tuesday, March 8, 2011
Competitive demons who need shooting?
HQ
Skarbrand 300
Elites
6 Fiends 180
6 Fiends 180
6 Fiends 180
Troops
7 Bloodletters- icon 127
7 Bloodletters- icon 127
7 Bloodletters 112
7 Bloodletters 112
Fast
20 Seekers 340
6 Screamers 96
6 Screamers 96
1850
Sure no shooting makes dealing with speeders a bitch but no army can touch the level of combat power I have. Well maybe tyranids, pure khorne, or orks but whatever lol. Maybe skarbrand could bite me in the ass, but I no longer fear vehicles moving 12". I can catch them with my speed and now I can hit them.
Thoughts?
Skarbrand 300
Elites
6 Fiends 180
6 Fiends 180
6 Fiends 180
Troops
7 Bloodletters- icon 127
7 Bloodletters- icon 127
7 Bloodletters 112
7 Bloodletters 112
Fast
20 Seekers 340
6 Screamers 96
6 Screamers 96
1850
Sure no shooting makes dealing with speeders a bitch but no army can touch the level of combat power I have. Well maybe tyranids, pure khorne, or orks but whatever lol. Maybe skarbrand could bite me in the ass, but I no longer fear vehicles moving 12". I can catch them with my speed and now I can hit them.
Thoughts?
Monday, March 7, 2011
What to bring to the colonial?
I have a decision to make, and not too much time to do it. Should I bring my tyranids or my demons to the colonial GT in April? Let me give you some background first. In 09 tyranids were my main force and I took them to GT's accross the country and never failed to get second best beneral at the worst. That was back with the old book. Since the new tyranid dex came out I've taken them to one GT and got 3rd best general, then as mech guard and olves rose in power I decided my tyranids could not compete. Now that mech guard is relying mroeon maneuvering rather than pure fire power, and wolves are starting to develop some counters I's like to see if they can work.
On the other hand there is my demons, I've taken them to almost every GT last year and one this year, and have had great success with them as well. Now demons are a very fun army to pay, but running into their hard counters is incredibly frustrating. Also, I feel as though I've overplayed them and I'm starting to find myself on autopilot in most games. I am much more experienced with them however, which does make for a greater chance of success.
I've already won all of the invitations I could care for, including the nova invitational, so some of the motivation for these GT's is gone. But the prize support is nice. as are the bragging rights
It would also be nice to prove the internet wrong about tyranids and come up with a winning list despite the internet claiming that tyranids suck.
If I brought nids my list would go something like this:
HQ
Swarmlord 280
Guard 60
Tervigon- AG TS Catalyst Clusters 195
Elites
3 Hive Guard 150
3 Hive Guard 150
5 Ymgarls 115
Troops
10 gaunts 50
10 guants 50
Tervigon- AG TS Catalyst Clusters 195
Tervigon- AG TS Catalyst Clusters 195
5 Stealers 70
5 Stealers 70
Heavy
2 Biovores 90
2 Biovores 90
2 Biovores 90
It pumps out 9 large blasts a turn from accross the field to bombard things like long fangs, and vets that fall out of chimeras. 2 squads of outflanking stealers encourge my opponent to stay away from the edges, but the center is where the ymgarls will be deploying. It's a tough list to play around if you don't have the tools to do it.
My demons on the other hand, I know for a fact are competitive and GT worthy.
HQ
Fateweaver 333
Elites
6 Crushers- icon musican champion 280
6 Crushers- icon musican champion 280
6 fiends 180
Troops
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
5 Plaugebearers 75
Fast
12 Seekers 204
5 Screamers 80
5 Screamers 80
Army lists are due at the end of March so there isn't too much time to decide.
What do you guys think? Please give reasons along with voting.
On the other hand there is my demons, I've taken them to almost every GT last year and one this year, and have had great success with them as well. Now demons are a very fun army to pay, but running into their hard counters is incredibly frustrating. Also, I feel as though I've overplayed them and I'm starting to find myself on autopilot in most games. I am much more experienced with them however, which does make for a greater chance of success.
I've already won all of the invitations I could care for, including the nova invitational, so some of the motivation for these GT's is gone. But the prize support is nice. as are the bragging rights
It would also be nice to prove the internet wrong about tyranids and come up with a winning list despite the internet claiming that tyranids suck.
If I brought nids my list would go something like this:
HQ
Swarmlord 280
Guard 60
Tervigon- AG TS Catalyst Clusters 195
Elites
3 Hive Guard 150
3 Hive Guard 150
5 Ymgarls 115
Troops
10 gaunts 50
10 guants 50
Tervigon- AG TS Catalyst Clusters 195
Tervigon- AG TS Catalyst Clusters 195
5 Stealers 70
5 Stealers 70
Heavy
2 Biovores 90
2 Biovores 90
2 Biovores 90
It pumps out 9 large blasts a turn from accross the field to bombard things like long fangs, and vets that fall out of chimeras. 2 squads of outflanking stealers encourge my opponent to stay away from the edges, but the center is where the ymgarls will be deploying. It's a tough list to play around if you don't have the tools to do it.
My demons on the other hand, I know for a fact are competitive and GT worthy.
HQ
Fateweaver 333
Elites
6 Crushers- icon musican champion 280
6 Crushers- icon musican champion 280
6 fiends 180
Troops
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
5 Plaugebearers 75
Fast
12 Seekers 204
5 Screamers 80
5 Screamers 80
Army lists are due at the end of March so there isn't too much time to decide.
What do you guys think? Please give reasons along with voting.
Sunday, March 6, 2011
SVDM Round 4
Round 4
Opponent Chaos
His list
HQ
Sorcerer- lash familliar warptime
Greater demon
Troops
2 units of 7 plauge marines- 2 meltas fist in rhino
14 Plauge marines on foot- 2 meltas fist
1 unit of regular marines with melta and champion
2 units of 14 lesser demons (plauge bearers!)
Heavy
2 Obliteraters
Every squad had personal icon I believe
A very fluffly list (except for that sorcerer! But this looks like it should be an easy game so I try to have fun with it. And my opponent did say afterwards that he expected a loss, but it was much more enjoyable than he expected
Mission was 5 objectives Spearhead
I won the roll for first and gave it to him. He chose to deep strike the oblits. Sorcerer was with the small mrin squad and all rhinos were deployed 12" from the center with the large plauge unit in the corner on an objective in cover.
His Turn 1
He moved a little and smoked everything.
My Turn 1
I want 1 charriot 2 fiends 3 letters and 1 screamer and for the first time all tournament I got it! The letters came on a flank really threatening a rhino, the fiends cam in back but having everything in their ridiculous threat range, and the screamers came in the right threatening another rhino. The charriot scattered over his rhinos right in fron of his marines in the back.
His Turn 2
All he gets is one squad of lesser demons. The come off an icon and charge a squad of letters and kill them. His rhinos all drive 6 back and he lashes a squad of letters 6 inches back. The large plauge squad shoots and charges my charriot and kills him.
Moving back 6 is about the worst thing you can do against me. And I punish him for it.
My Turn 2
I get another fiend squad and a charriot. The charriot come in behind a rhino and wrecks it. The fiends come in on the side with the screamers for support. 1 squad of bloodletters moves up and charges the plauge squad that was forced to get out because of my charriot and kills 4 or 5. 1 squad of fiends charge his lesser demons and kills them. The other moves up close behind. The screamers multicharge 2 rhinos and wreck them both. He is now de meched.
His Turn 3
He gets his obliteraters who come off an icon and burn some bloodletters. His large plauge squad charges the bloodletters that charged a small plauge squad and kills them. His last plauge squad kills the screamers that blew up their ride.
My Turn 3
I get some more stuff which comes in and chills on objectives. 12 fiends slam into the large plauge squad and kill all but 3 and hit and run away from the rest of his army. The other fiend squad charged the squad of 7 plauges that killed the screamers and killed 4.
His Turn 4
He got his lesser demons in which charge the isolated fiends squad that was engaged and killed 4 of them. My fiends finished of those plauge marines. His 5 man marine squad and sorcerer charge a charriot.
My Turn 4
The end is hear. I have a bloodletter squad charge the oblits. Then I have a unit of 6 fiends multi charge, 1 model hits the oblits, 1 hits the unit of regular mrines, 1 hit the 3 man plauge squad, and 3 hit the lesser demons. Then 6 fiends his the lesser demons also. 1 enourmous combat later I had killed all the lesser demons, done 4 wounds to the oblits, killing them, and 1 wound on the plauge mariens. And had taken 3 on my charriot. He lost combat and his marines and sorcerer run away. And his 2 plauges die.
His Turn 5
Before they run off the board he summons a greater demon which replaces his champion. Then that unit falls off the table. The greater demon charges into some fiends which were in cover, I go first and kill it.
Game ends with me getting a masacre.
After 24, 1, 24, 24 I'm tied for fourth going into round 5. Let's do some work!
Opponent Chaos
His list
HQ
Sorcerer- lash familliar warptime
Greater demon
Troops
2 units of 7 plauge marines- 2 meltas fist in rhino
14 Plauge marines on foot- 2 meltas fist
1 unit of regular marines with melta and champion
2 units of 14 lesser demons (plauge bearers!)
Heavy
2 Obliteraters
Every squad had personal icon I believe
A very fluffly list (except for that sorcerer! But this looks like it should be an easy game so I try to have fun with it. And my opponent did say afterwards that he expected a loss, but it was much more enjoyable than he expected
Mission was 5 objectives Spearhead
I won the roll for first and gave it to him. He chose to deep strike the oblits. Sorcerer was with the small mrin squad and all rhinos were deployed 12" from the center with the large plauge unit in the corner on an objective in cover.
His Turn 1
He moved a little and smoked everything.
My Turn 1
I want 1 charriot 2 fiends 3 letters and 1 screamer and for the first time all tournament I got it! The letters came on a flank really threatening a rhino, the fiends cam in back but having everything in their ridiculous threat range, and the screamers came in the right threatening another rhino. The charriot scattered over his rhinos right in fron of his marines in the back.
His Turn 2
All he gets is one squad of lesser demons. The come off an icon and charge a squad of letters and kill them. His rhinos all drive 6 back and he lashes a squad of letters 6 inches back. The large plauge squad shoots and charges my charriot and kills him.
Moving back 6 is about the worst thing you can do against me. And I punish him for it.
My Turn 2
I get another fiend squad and a charriot. The charriot come in behind a rhino and wrecks it. The fiends come in on the side with the screamers for support. 1 squad of bloodletters moves up and charges the plauge squad that was forced to get out because of my charriot and kills 4 or 5. 1 squad of fiends charge his lesser demons and kills them. The other moves up close behind. The screamers multicharge 2 rhinos and wreck them both. He is now de meched.
His Turn 3
He gets his obliteraters who come off an icon and burn some bloodletters. His large plauge squad charges the bloodletters that charged a small plauge squad and kills them. His last plauge squad kills the screamers that blew up their ride.
My Turn 3
I get some more stuff which comes in and chills on objectives. 12 fiends slam into the large plauge squad and kill all but 3 and hit and run away from the rest of his army. The other fiend squad charged the squad of 7 plauges that killed the screamers and killed 4.
His Turn 4
He got his lesser demons in which charge the isolated fiends squad that was engaged and killed 4 of them. My fiends finished of those plauge marines. His 5 man marine squad and sorcerer charge a charriot.
My Turn 4
The end is hear. I have a bloodletter squad charge the oblits. Then I have a unit of 6 fiends multi charge, 1 model hits the oblits, 1 hits the unit of regular mrines, 1 hit the 3 man plauge squad, and 3 hit the lesser demons. Then 6 fiends his the lesser demons also. 1 enourmous combat later I had killed all the lesser demons, done 4 wounds to the oblits, killing them, and 1 wound on the plauge mariens. And had taken 3 on my charriot. He lost combat and his marines and sorcerer run away. And his 2 plauges die.
His Turn 5
Before they run off the board he summons a greater demon which replaces his champion. Then that unit falls off the table. The greater demon charges into some fiends which were in cover, I go first and kill it.
Game ends with me getting a masacre.
After 24, 1, 24, 24 I'm tied for fourth going into round 5. Let's do some work!
New daemons 1850
So after playing fatecrusher with some variations for about 6 months, and then recently trying out my random fiend bloodletter screamer spam I've come up with a hybrid. I was wondering what you guys think of it. I think it has potential, but as always I would like you comments and criticisms.
HQ
Fateweaver 333
Elites
6 Bloodcrushers- Icon, Musican, Champion 280
6 Bloodcrushers- Icon, Musican, Champion 280
6 Fiends 180
Troops
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
5 Plaugebearers 75
Fast
5 Screamers 80
5 Screamers 80
12 Seekers 204
1848
The waves balance out nicely and evenly, with some room for switching things up. The bloodletters add some combat support, as well as the seekers. It's very light on shooting as fateweaver in the only guy who shoots, but there's not much I can do about that. This should really help my bad match ups as it has the strengths of both my fiend rush and my fate crusher army. It struggles more against land raiders than I'd like, but hopefully I can find ways to deal with it. Dreadnaughts are still rough but the fiends screamers and fatweaver help mitigate that.
What do you think?
HQ
Fateweaver 333
Elites
6 Bloodcrushers- Icon, Musican, Champion 280
6 Bloodcrushers- Icon, Musican, Champion 280
6 Fiends 180
Troops
7 Bloodletters 112
7 Bloodletters 112
7 Bloodletters 112
5 Plaugebearers 75
Fast
5 Screamers 80
5 Screamers 80
12 Seekers 204
1848
The waves balance out nicely and evenly, with some room for switching things up. The bloodletters add some combat support, as well as the seekers. It's very light on shooting as fateweaver in the only guy who shoots, but there's not much I can do about that. This should really help my bad match ups as it has the strengths of both my fiend rush and my fate crusher army. It struggles more against land raiders than I'd like, but hopefully I can find ways to deal with it. Dreadnaughts are still rough but the fiends screamers and fatweaver help mitigate that.
What do you think?
Saturday, March 5, 2011
SVDM round 3
Round 3
Space Marines!
His list
HQ
Vulkan
Master of the forge on bike
Elites
3 iron clads in drop pods
Troops
2 10 man tactical squads in drop pods
Fast
2 speeders multi melta heavy flamer
Heavy
2 whirlwinds
1 regular dread multi melta heavy flamer
Mission was 5 objectives primary kill points secondary i think. And pitched battle deployment.
He won the roll for first and gave it to me. I took the side with more objectives.
He deployed a 10 man tactical squad with the master of the forge in a piece of area terrain. Then everything with drop pods was podding and the whirl winds speeders and regular dread were in reserves.
My Turn 1
Again I want my preffered wave 1 charriot, 2 fiends, 2 letters, 1 horror, and 1 screamer, and again I dont get it. I plop the fiends down right in front of his tactical squad with 2 squads of bloodletters close by for support. 1 bloodletter squad came in my back field and the screamers came in mid field. The charriots came in on the flank of my force to try and force the drop pods on the outside of my army as opposed to inside it. Everyone ran around.
His Turn 1
He brings in 3 iron clads. 1 comes in his deployment zone near my blooldetters. 1 comes in my deployment zone near the bloodletters in my back field. 1 come in the center near my screamers. They fire heavy flamerrs not doing too much damage. His tac squad moves up shoots pistols at my fiends and charge and wipe my fiends while I only take 2 marines with me...
My Turn 2
I get a squad of fiends which comes in off the icon in my back field and blocks my bloodletters from one of the iron clads. I think I get aother squad of letters which come up in my front lines for support. I move up the 2 squads of letters that were put up front to support the fiends. 1 unit charges and 1 unit rolls double ones and fails their charge/ I gold with 2 bloodletters. Meaning he killed 5 before I struck then I killed 4, lost by one and tied them up. My charriots flew around for rear shots at the dreads but missed. My screamers multi charged all the drop pods and 2 iron clads and killed all the drop pods and held up the iron clads.
His Turn 2
He gets both whirl winds, the empty pod, the regular dread and 1 speeder. The sppeder zooms up 12 and flames the squad of bloodletters that deep struck last turn and killed 4. The whilr winds come in touching each other and fire at my bloodletters in my back field killing like 2. The empty pod comes in the middle of nowhere contesting an objective. In combat his free iron clad charges my fiend blockaded and dies beore he swings. The screamer squad that was now just fighting a dread actually wrecked it. And the last screamer squad held up there dread. The bloodletters in combat killed 2 more marines and then died.
My turn 3
Most of my reserves come in and just chill in random places using their spped to relocate to where needed. Troops go on objectives. My screamers that are no unengaged fly 12 and wreck both whirlwinds that he left touching each other. And my fiends who are unengaged shoot upp accross the field and kill the speeder and regular dread. Another squad of letters charge the mariens and finish them. His iron clad finishes the screamers which were fighting it.
His turn 3
Vulkan comes in my backfield and rapid fires at my backfield squad of letters and kills them. The unengaged ironclad tries to get to my bloodletters but cant because his movement is blocked by my charriots. His speeder cam in and boosted.
My Turn 4
2 squads of fiends charge vulkan and his squad and after combat his squad is gone and I have lost a fiend. I move away from the ironclad with the letters. My last squad of screamers flies over and blows open the empty drop pod. And my 2 unengaged charriots shoot his sppeder and immobilize it, which means it's wrecked.
His Turn 4
He beat up my charriot and vulkan died to the fiends.
We called it here, as I was holding 4 objectives to his none and all he had left was an ironclad that would be fighting charriot all game until the fiends caught up to him.
Space Marines!
His list
HQ
Vulkan
Master of the forge on bike
Elites
3 iron clads in drop pods
Troops
2 10 man tactical squads in drop pods
Fast
2 speeders multi melta heavy flamer
Heavy
2 whirlwinds
1 regular dread multi melta heavy flamer
Mission was 5 objectives primary kill points secondary i think. And pitched battle deployment.
He won the roll for first and gave it to me. I took the side with more objectives.
He deployed a 10 man tactical squad with the master of the forge in a piece of area terrain. Then everything with drop pods was podding and the whirl winds speeders and regular dread were in reserves.
My Turn 1
Again I want my preffered wave 1 charriot, 2 fiends, 2 letters, 1 horror, and 1 screamer, and again I dont get it. I plop the fiends down right in front of his tactical squad with 2 squads of bloodletters close by for support. 1 bloodletter squad came in my back field and the screamers came in mid field. The charriots came in on the flank of my force to try and force the drop pods on the outside of my army as opposed to inside it. Everyone ran around.
His Turn 1
He brings in 3 iron clads. 1 comes in his deployment zone near my blooldetters. 1 comes in my deployment zone near the bloodletters in my back field. 1 come in the center near my screamers. They fire heavy flamerrs not doing too much damage. His tac squad moves up shoots pistols at my fiends and charge and wipe my fiends while I only take 2 marines with me...
My Turn 2
I get a squad of fiends which comes in off the icon in my back field and blocks my bloodletters from one of the iron clads. I think I get aother squad of letters which come up in my front lines for support. I move up the 2 squads of letters that were put up front to support the fiends. 1 unit charges and 1 unit rolls double ones and fails their charge/ I gold with 2 bloodletters. Meaning he killed 5 before I struck then I killed 4, lost by one and tied them up. My charriots flew around for rear shots at the dreads but missed. My screamers multi charged all the drop pods and 2 iron clads and killed all the drop pods and held up the iron clads.
His Turn 2
He gets both whirl winds, the empty pod, the regular dread and 1 speeder. The sppeder zooms up 12 and flames the squad of bloodletters that deep struck last turn and killed 4. The whilr winds come in touching each other and fire at my bloodletters in my back field killing like 2. The empty pod comes in the middle of nowhere contesting an objective. In combat his free iron clad charges my fiend blockaded and dies beore he swings. The screamer squad that was now just fighting a dread actually wrecked it. And the last screamer squad held up there dread. The bloodletters in combat killed 2 more marines and then died.
My turn 3
Most of my reserves come in and just chill in random places using their spped to relocate to where needed. Troops go on objectives. My screamers that are no unengaged fly 12 and wreck both whirlwinds that he left touching each other. And my fiends who are unengaged shoot upp accross the field and kill the speeder and regular dread. Another squad of letters charge the mariens and finish them. His iron clad finishes the screamers which were fighting it.
His turn 3
Vulkan comes in my backfield and rapid fires at my backfield squad of letters and kills them. The unengaged ironclad tries to get to my bloodletters but cant because his movement is blocked by my charriots. His speeder cam in and boosted.
My Turn 4
2 squads of fiends charge vulkan and his squad and after combat his squad is gone and I have lost a fiend. I move away from the ironclad with the letters. My last squad of screamers flies over and blows open the empty drop pod. And my 2 unengaged charriots shoot his sppeder and immobilize it, which means it's wrecked.
His Turn 4
He beat up my charriot and vulkan died to the fiends.
We called it here, as I was holding 4 objectives to his none and all he had left was an ironclad that would be fighting charriot all game until the fiends caught up to him.
Wednesday, March 2, 2011
SVDM Round 2
Well the list I told you I was running is actually 1880, I was just to lazy to write t properly lol. I actually ran the same army except one charriot did not have breath of chaos. Sorry for the confusion but good to get that cleared early. I don't want to look like a cheater.
Moving onto round 2
Tyranids!
Mission Spearhead 5 objectives. 1 ovjective in the center of each quarter and the center of the table. Also the secondary objective was VP's. As well as the tie breaker fot the primary objective.
His list
HQ
Swarmlord
2 Guard
Tyrant- 2 devourers hive commander
1 Guard
Elites
5 Ymgarls
3 Hive Guard
3 Hive Guard
Troops
10 gaunts
Tervigon
3 units of 8 stealers with brood lords (I think 1 unit had 6)
I believe that was everything.
I won the roll for first and decided to give it to him. The correct choice this time.
He Deployed centrally with a squad of gants in cover on his objective. He deployed the ymgarls behind his lines. And infiltrated the stealers 1 squad in each other quarter to try and make deep striking hell.
His Turn 1
He moved his swarmlord and tyrant left and moved all his infiltrated stealers right. This gave me a spot to deppstrike but right in front of his deathstars. His tervigon poops out 9 gaunts.
My Turn 1
I want 1 charriot, 2 fiends, 2 bloodletters 1 with icon, 1 horror (since they mess with hive guard well), and 1 screamer squad. And I dont get it... I deep strike in the only place thats mishap safe which is right in front of his tyrant and swarmlord. I still manage to mis hap a unit of bloodletters which he places right in front of 1 of his stealer squads. I put my screamers in the far corners to try and force him to go after them early splitting up his army. If he ignored them they would boost late game to contest objectives.
His Turn 2
He moves his ymgarls out and charges a bloodletter squad, I positioned so that a normal charge would have him going through cover, but was unable to guarantee him going through cover. He positioned well in order to fall short on his charge and avoid cover. He had his hvie guard and tyrant shoot up my fiend killing 3. And his swarm lord chage a squad of bloodletters in cover. I put a wound on swarmy and a wound on a guard. I stayed in combat with 2 letters left. His tervie poops out 11 gaunts and no doubles and his stealers finish everything that I put on the other side of the board as a distraction.
My Turn 2
Well I'm in toruble. I get a charriot and the screamer squad. The charriot comes off an icon right next to some hive guard and the tyrant and guard. I move all my charrriots to the position of the charriot that deep struck and get some nasty breaths and a bunch of bolts off and kill off the hive guard and bring a full tyrant and guard unit to just 1 wound on the tyrant. My squad of 3 fiends charged the guard of his swarm lord who was still in base with some letters. They got 4 rends and only managed 2 wounds on the guard. The bloodletters in comebat with the ymgarls died but they took 3 ymgarls with them.
His Turn 3
He moved his genestealers closer to the fights. The tyrant anhilated and hive guard multi charged 2 charriots and got 1 down to 2 wounds and the other to 4. Swarmlord finished my fiends that charged him last turn. His tervie poops out like 7 gaunts but still no doubles.
My Turn 3
I get 1 more fiend squad and the horrors. The horrors show up in the corner away from everyone and blow away the ymgarls. My fiends come in the back field. My Bloodletters charge his hive guard and tyrant. I kill the tyrant and do 1 wound to the hive guard. The charriot flies around.
His Turn 4
He has time so he uses it. Instead of running his stealers ad gaunt farm over to deal with my units he fortifies his defences and camps on 3 objectives. A wise move. His tervie poops out 12 with no doubles.... Swarmlord decided to not spnd the rest of the game playing chase the horrors and turns around towards center field. His hive guard and my letters stay locked up.
My turn 4
My reserves show up! 2 more letter squads and the fiends come in. Everything come in out of charge range of his stealers. My Fiends go to town killing gaunts. My charriot moves to the gaunts in cover and breathes on them whiffing and killing 2 not causing a morale check.
His Turn 5
15 gaunts with no doubles! Why cant my tervigons do this!? He multi charges all my letters with gaunts and the swarmlord but loses all his gaunts and he loses combat by 2 and swarmlord take a wound. I did however lose most of my bloodletters. His gaunts run to within an inch of my charriot ready to charge, but I inform him that gaunts no longer have fleet. A truely fatal mistake. He plants his tervigon on the center objective and surrounds half of it with gaunts so I cant charge it with fiends.
My Turn 5
Horrors move to hold an objective. And my charriot moves to contest an objective. 1 squad of fiends charges into a squad of stealers and kills them to contest 1 of his objectives. And 1 squad of fiends charges the gaunts. The way he had it I could have actually multicharged into the tervigon also. If I had positioned it so that moving closest to closest meant that my first fiend would be 3 gautns away from the edge of his line I could have had the fiends leap from into a multi charge. This was pointed out to me after the game however. I only charged the gaunts and then contested the objective.
The game ended here. 3 objecitives contested 1 for me and 1 for him. The tie breaker for the primary was VP's and had me by 180. This gave him the primary. The secondary was also VP's so he got the secondary. With this he achieved a masacre despite us drawing the primary. Bonus points made it so that the game ended 22-1, for what is more or less a draw won on tie breakers.
Also if I had played smarter I could have possibly killed the tervigon between 2 fiends and the over kill wounds from combat res. That would have had me win on VP's, meaning the score would have been reversed. I felt pretty crappy about this loss, but there wasn't much I could do.
Moving onto round 2
Tyranids!
Mission Spearhead 5 objectives. 1 ovjective in the center of each quarter and the center of the table. Also the secondary objective was VP's. As well as the tie breaker fot the primary objective.
His list
HQ
Swarmlord
2 Guard
Tyrant- 2 devourers hive commander
1 Guard
Elites
5 Ymgarls
3 Hive Guard
3 Hive Guard
Troops
10 gaunts
Tervigon
3 units of 8 stealers with brood lords (I think 1 unit had 6)
I believe that was everything.
I won the roll for first and decided to give it to him. The correct choice this time.
He Deployed centrally with a squad of gants in cover on his objective. He deployed the ymgarls behind his lines. And infiltrated the stealers 1 squad in each other quarter to try and make deep striking hell.
His Turn 1
He moved his swarmlord and tyrant left and moved all his infiltrated stealers right. This gave me a spot to deppstrike but right in front of his deathstars. His tervigon poops out 9 gaunts.
My Turn 1
I want 1 charriot, 2 fiends, 2 bloodletters 1 with icon, 1 horror (since they mess with hive guard well), and 1 screamer squad. And I dont get it... I deep strike in the only place thats mishap safe which is right in front of his tyrant and swarmlord. I still manage to mis hap a unit of bloodletters which he places right in front of 1 of his stealer squads. I put my screamers in the far corners to try and force him to go after them early splitting up his army. If he ignored them they would boost late game to contest objectives.
His Turn 2
He moves his ymgarls out and charges a bloodletter squad, I positioned so that a normal charge would have him going through cover, but was unable to guarantee him going through cover. He positioned well in order to fall short on his charge and avoid cover. He had his hvie guard and tyrant shoot up my fiend killing 3. And his swarm lord chage a squad of bloodletters in cover. I put a wound on swarmy and a wound on a guard. I stayed in combat with 2 letters left. His tervie poops out 11 gaunts and no doubles and his stealers finish everything that I put on the other side of the board as a distraction.
My Turn 2
Well I'm in toruble. I get a charriot and the screamer squad. The charriot comes off an icon right next to some hive guard and the tyrant and guard. I move all my charrriots to the position of the charriot that deep struck and get some nasty breaths and a bunch of bolts off and kill off the hive guard and bring a full tyrant and guard unit to just 1 wound on the tyrant. My squad of 3 fiends charged the guard of his swarm lord who was still in base with some letters. They got 4 rends and only managed 2 wounds on the guard. The bloodletters in comebat with the ymgarls died but they took 3 ymgarls with them.
His Turn 3
He moved his genestealers closer to the fights. The tyrant anhilated and hive guard multi charged 2 charriots and got 1 down to 2 wounds and the other to 4. Swarmlord finished my fiends that charged him last turn. His tervie poops out like 7 gaunts but still no doubles.
My Turn 3
I get 1 more fiend squad and the horrors. The horrors show up in the corner away from everyone and blow away the ymgarls. My fiends come in the back field. My Bloodletters charge his hive guard and tyrant. I kill the tyrant and do 1 wound to the hive guard. The charriot flies around.
His Turn 4
He has time so he uses it. Instead of running his stealers ad gaunt farm over to deal with my units he fortifies his defences and camps on 3 objectives. A wise move. His tervie poops out 12 with no doubles.... Swarmlord decided to not spnd the rest of the game playing chase the horrors and turns around towards center field. His hive guard and my letters stay locked up.
My turn 4
My reserves show up! 2 more letter squads and the fiends come in. Everything come in out of charge range of his stealers. My Fiends go to town killing gaunts. My charriot moves to the gaunts in cover and breathes on them whiffing and killing 2 not causing a morale check.
His Turn 5
15 gaunts with no doubles! Why cant my tervigons do this!? He multi charges all my letters with gaunts and the swarmlord but loses all his gaunts and he loses combat by 2 and swarmlord take a wound. I did however lose most of my bloodletters. His gaunts run to within an inch of my charriot ready to charge, but I inform him that gaunts no longer have fleet. A truely fatal mistake. He plants his tervigon on the center objective and surrounds half of it with gaunts so I cant charge it with fiends.
My Turn 5
Horrors move to hold an objective. And my charriot moves to contest an objective. 1 squad of fiends charges into a squad of stealers and kills them to contest 1 of his objectives. And 1 squad of fiends charges the gaunts. The way he had it I could have actually multicharged into the tervigon also. If I had positioned it so that moving closest to closest meant that my first fiend would be 3 gautns away from the edge of his line I could have had the fiends leap from into a multi charge. This was pointed out to me after the game however. I only charged the gaunts and then contested the objective.
The game ended here. 3 objecitives contested 1 for me and 1 for him. The tie breaker for the primary was VP's and had me by 180. This gave him the primary. The secondary was also VP's so he got the secondary. With this he achieved a masacre despite us drawing the primary. Bonus points made it so that the game ended 22-1, for what is more or less a draw won on tie breakers.
Also if I had played smarter I could have possibly killed the tervigon between 2 fiends and the over kill wounds from combat res. That would have had me win on VP's, meaning the score would have been reversed. I felt pretty crappy about this loss, but there wasn't much I could do.
Tuesday, March 1, 2011
SVDM Round 1
Round 1
I found myself against a good friend of mine running vulkan marines. His list was something like
HQ
Vulkan
Master of the forge
Elites
3 dreads- MM DCCW heavy flamer
Troops
2 10 man tac squad in rhinos- a bunch of meltas and combi meltas
2 5 man tac squads in rhinos- combi meltas
Fast
2 Speeders- MM HF
Heavy
3 more dreads identical to elite dreads.
Same mission as before. KP DoW
I won the roll for first but this time I gave it to him. Truth be told I should have taken it like I did previously against Andrew. But, I was out lateish Friday night, and me being the biggest light weight in the world was still a little hung over from the night before. I was in fine shape to play, but didn't give things as much thought as I should have. It did manage to possibly cost me the game in round 2 as you will see soon enough.
His Turn 1
He came in all castled up in the corner. Combat squaded the marines. Rhinos in front dreads in back. He popped smoke on his rhinos.
My Turn 1
Well I wanted my standard wave, 2 fiends 1 screamer, 1 charriot, 3 letters, 1 with icon, but I didn't get it. So I deepstruck everything fairly centrally, a squad of letters mishapped but went back into reserve and the horrors scattered 11" way too close and were pretty much doomed.
In hind sight I should have seep struck further back and waited for more fiends to arrive, and while the thought did cross my mind, I dismissed it as I wanted to play a good game rather than not.
His Turn 2
He moves around. Sets up fire pockets and slaughters my horrors. He pokes at the rest of my stuff and burns up a squad of bloodletters. He let 1 speeder move 12 into the middle of my army, commiting suicide.
My Turn 2
I get 1 charriot, 1 fiend squad, and a bloodletter squad, and 1 scremer squad. They all come off the icon which is about 10" from his front lines. I plan on having support next turn as my counter charge to his countercharge. Afet that I charge, my fiends hit 2 rhinos on the far right of the board. My bloodletters and screamers hit another 2 rhinos and a speeder on the left. This effectively bottled him into the corner. I immobilized 1 rhino with my fiends and shook vulkans rhino. I also exploded a rhino with the screamers immobilized and shook the speeder and wrecked the rhino with my letters.
His Tun 3
He drives vulkans rhino 12" forward into the heart of my army. He hits my fiends pretty hard with heavy flamers and kills 3, this pulled him out of charge range ith his dreads. He blocks his marines that combat squaded and weren't in transports and the marines that bailed out last turn with dreads. He shoots flamers and bolters and kills my screamers and some bloodletters.
My Turn 3
I get everything else but 1 bloodletter squad and 1 charriot. My fiends come off the icon again and add mroe pressure. I realize for KP sake i need to go for his demeched marines. I have my fiends use their ridiculous maneuvrability to bypass his wall and multi charge his marines. While I don't kil any squad I kill a lot of marines accross a lot of squads and stay locked up. My bloodletters wreck some more rhinos. And my bolt converge and stop vulkans ride dead in its tracks.
His Turn 4
1 Dread moves up to tie up my charriot another kills my screamers. 1 dread charges 1 squad of fiends hoping to tie them up and another charges another. This should have worked despite rending, because 5 out of 6 models were in base with marines and only 1 fiend could swing on the dread. 3 Dreads move up and support vulkan but burning a squad of bloodletters and fiends and charging in and doing a number. Vulkan also charged a chiarriot but it stayed with 1 wound left.
In combat I put all my fiends attacks on the mariens again killing them all, (3 squads total) and then hitting and running away from the dreads.
My Turn 4
I used the hit and run move to reposition my fieds to a point where they could charge vulkan his combat squad and the dreads with the support of the bloodletters. I pull it off and kill that combat squad, vulkan and weapon destry a dread as well as keep all 3 engaged.
His Turn 5
He moves his dread and stuff around and fights combat. In combat he does a number on my bloodletters. After that I hit and run away again.
My Turn 5
I charged my fiends into his mariens killing most of them. And he finishes my bloodletters and charriot. My last reserves came in way back field.
The game ended here. He killed 3 bloodletter squads 2 charriots, 1 fiend squad and 3 screamer squads. So 9 KP's. I killed Vulkan, the master of the forge (who was with one of the combat squads the fiends wrecked), 4 rhinos, 6 combat squads, and 2 speeders. So, 14 KP's.
With that I got a 24 as I got all the bonus points and secondary and tertiary objectives. And sadly he got a 0. He was by far my favorite opponent from the tournament and played a great game. His army also looked great too.
I found myself against a good friend of mine running vulkan marines. His list was something like
HQ
Vulkan
Master of the forge
Elites
3 dreads- MM DCCW heavy flamer
Troops
2 10 man tac squad in rhinos- a bunch of meltas and combi meltas
2 5 man tac squads in rhinos- combi meltas
Fast
2 Speeders- MM HF
Heavy
3 more dreads identical to elite dreads.
Same mission as before. KP DoW
I won the roll for first but this time I gave it to him. Truth be told I should have taken it like I did previously against Andrew. But, I was out lateish Friday night, and me being the biggest light weight in the world was still a little hung over from the night before. I was in fine shape to play, but didn't give things as much thought as I should have. It did manage to possibly cost me the game in round 2 as you will see soon enough.
His Turn 1
He came in all castled up in the corner. Combat squaded the marines. Rhinos in front dreads in back. He popped smoke on his rhinos.
My Turn 1
Well I wanted my standard wave, 2 fiends 1 screamer, 1 charriot, 3 letters, 1 with icon, but I didn't get it. So I deepstruck everything fairly centrally, a squad of letters mishapped but went back into reserve and the horrors scattered 11" way too close and were pretty much doomed.
In hind sight I should have seep struck further back and waited for more fiends to arrive, and while the thought did cross my mind, I dismissed it as I wanted to play a good game rather than not.
His Turn 2
He moves around. Sets up fire pockets and slaughters my horrors. He pokes at the rest of my stuff and burns up a squad of bloodletters. He let 1 speeder move 12 into the middle of my army, commiting suicide.
My Turn 2
I get 1 charriot, 1 fiend squad, and a bloodletter squad, and 1 scremer squad. They all come off the icon which is about 10" from his front lines. I plan on having support next turn as my counter charge to his countercharge. Afet that I charge, my fiends hit 2 rhinos on the far right of the board. My bloodletters and screamers hit another 2 rhinos and a speeder on the left. This effectively bottled him into the corner. I immobilized 1 rhino with my fiends and shook vulkans rhino. I also exploded a rhino with the screamers immobilized and shook the speeder and wrecked the rhino with my letters.
His Tun 3
He drives vulkans rhino 12" forward into the heart of my army. He hits my fiends pretty hard with heavy flamers and kills 3, this pulled him out of charge range ith his dreads. He blocks his marines that combat squaded and weren't in transports and the marines that bailed out last turn with dreads. He shoots flamers and bolters and kills my screamers and some bloodletters.
My Turn 3
I get everything else but 1 bloodletter squad and 1 charriot. My fiends come off the icon again and add mroe pressure. I realize for KP sake i need to go for his demeched marines. I have my fiends use their ridiculous maneuvrability to bypass his wall and multi charge his marines. While I don't kil any squad I kill a lot of marines accross a lot of squads and stay locked up. My bloodletters wreck some more rhinos. And my bolt converge and stop vulkans ride dead in its tracks.
His Turn 4
1 Dread moves up to tie up my charriot another kills my screamers. 1 dread charges 1 squad of fiends hoping to tie them up and another charges another. This should have worked despite rending, because 5 out of 6 models were in base with marines and only 1 fiend could swing on the dread. 3 Dreads move up and support vulkan but burning a squad of bloodletters and fiends and charging in and doing a number. Vulkan also charged a chiarriot but it stayed with 1 wound left.
In combat I put all my fiends attacks on the mariens again killing them all, (3 squads total) and then hitting and running away from the dreads.
My Turn 4
I used the hit and run move to reposition my fieds to a point where they could charge vulkan his combat squad and the dreads with the support of the bloodletters. I pull it off and kill that combat squad, vulkan and weapon destry a dread as well as keep all 3 engaged.
His Turn 5
He moves his dread and stuff around and fights combat. In combat he does a number on my bloodletters. After that I hit and run away again.
My Turn 5
I charged my fiends into his mariens killing most of them. And he finishes my bloodletters and charriot. My last reserves came in way back field.
The game ended here. He killed 3 bloodletter squads 2 charriots, 1 fiend squad and 3 screamer squads. So 9 KP's. I killed Vulkan, the master of the forge (who was with one of the combat squads the fiends wrecked), 4 rhinos, 6 combat squads, and 2 speeders. So, 14 KP's.
With that I got a 24 as I got all the bonus points and secondary and tertiary objectives. And sadly he got a 0. He was by far my favorite opponent from the tournament and played a great game. His army also looked great too.
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