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Blood Vow

Happiness is success... (Buddha)

Tuesday, September 30, 2014

White Scars RTT Report • Final Round 3 vs. Tau

The final round is versus Tau. Funnily enough the last rtt I attended we rode together and probably would have faced off in the final round for a shot at the pole position but he had to leave early. Here is his list:

Ethereal (Warlord)

Fire Warriors
Devilfish - Disruption Pod

Fire Warriors
Devilfish - Disruption Pod

Kroot (large squad)


Riptide - Ion Accelerator

3x Broadside - HYMD & SMS

3x Broadside - HYMD & SMS

This mission the deployment was Vanguard Strike (VS) which is really good for BikeStar. We randomly determined the direction of the diagonal line. VS deployment provides the means to quickly trap a slower army in one corner of the table which was one of my strategies. I also decided the ignore the Riptide and focus on the more squishy units.

There was also a big multi level ruin in the center of the table with the lower levels walled off to block line of sight (LoS). Again objective markers and overall terrain was equally placed across the table so no particular advantage besides the large ruin.

This mission you roll up six tactical objectives the first turn and so on decrementing by one objective each following turn.

I got the Warlord trait to infiltrate three squads - so awesome for BikeStar !!! My opponent got a trait that was not that good.

My psychic Lore is Biomancy - Shriek - Enfeeble - Life Leech

I won the roll to choose my deployment zone and picked the side which maximized LoS blocking via the central ruins. My opponent won the roll to deploy first and took it. He deployed everything except for the Kroot and castled in his corner just like I was expecting. Devilfish up front with Ethereal and Fire Warriors embarked - both Broadsides in an open ruin behind them - Riptide off to one side.

I hold one squad in reserve (HQ and command squad) and infiltrate the three biker squads. We then roll off to see who infiltrates first and my opponent wins the roll... He conga lines the Kroot along the diagonal line to push back my infiltrating bikers—good move in a way but will give up First Blood plus bikes can move 24" a turn so I'm not worried. I deploy my bikes beyond his maximum shooting range and out of LoS from the Riptide. Night fight is up so first turn my bikers can jink for a 2+ cover save.

I then roll to seize and up pops a six... Heh !

The judge declares time will not be called early—play each game out to the end.

1st Turn - White Scars
My bikes move up to focus fire on the Kroot while staying outside range of magic missiles and mostly out of LoS from the Riptide. I blast the Kroot which go to ground and my opponent passes his break check.

1st Turn - Tau
The Kroot move up to rapid fire as much as possible into one biker squad and the Riptide scoots over to target another another biker unit. One Devilfish pulls up to the big ruin and dismounts its Fire Warriors to score a victory point grabbing an objective marker inside the big central ruin. I pass all my saves from shooting attacks then the Riptide jetpacks back inside the castle formation.

2nd Turn - White Scars
The HQ and command squad comes in from reserve but from the far table edge with respect to the Tau castle. I turboboost them straight towards the big central ruin. My other three squads also converge to the center of the table, all units using the big central ruin for cover and still maintaining safe distance from magic missiles. Shooting wipes out the Kroot for First Blood so we are tied at one victory point apiece.

2nd Turn - Tau
The Fire Warriors load back up into the Devilfish and scoot away back towards the castle. Riptide drops a pie plate but it scatters off.

3rd Turn - White Scars
Time to go to work. HQ and command squad break through the big central terrain piece lining up their sights on the closest Broadside team ignoring both Devilfish. The other three biker squads all turboboost right up into the grill of the Tau castle. Librarian successfully casts Shriek on the Pathfinders... They are scorched and break—they are well done.

Command squad unloads into the Broadsides—strafe two and they break off the table.

3rd Turn - Tau
My opponent has a lot of serious target saturation... All four biker units are out in the open now just as planned. He opts to focus fire on my HQ and command squad unloading both Fire Warrior teams plus the Ethereal popping the +1 shot bubble to pump up his pulse bomb. My Chapter Master then tanks almost every wound or passes every FNP... Amazing dice for me and really bad news for the xenos ! Again the Riptide's pie plate scatters off for no damage.

I played it out so that there would be only turn of xenos shooting and my opponent took the bait targeting my most resilient unit of mine for zero sum game.

4th Turn - White Scars
I move into position for multiple multi assaults - every Tau unit is exposed and I can charge them all. Again I opt to ignore the Riptide. No shooting this turn or psychic powers and we go straight into melee. I do lose a couple bikers to Tau Overwatch. Mėlee see the following Tau units destroyed:

Both Fire Warrior teams
Remaining Broadside Team
One Devilfish

- Multiple Assaults -

My opponent only has left one Devilfish and the Riptide while still have all my units. My opponent then concedes the game.

I am the only player with a 3-0 record at the end of the day for first place. It was a great day of gaming. The hard work tweaking my list is starting to finally pay off now.

Monday, September 29, 2014

White Scars RTT Report • Round 2 vs. Tyranids

This is the second game and it's versus Tyranids. My opponent's list seems unconventional but deployment was Hammer and Anvil which helped him out a bit. Maelström is the mission again. Note that you don't reveal any of your tactical cards until you score or discard them.

Here is my opponent's army list to the best of my recollection:

Tyranid Prime (Warlord)

Large brood Warriors with some devourers and rending claws

30x termagant

Tervigon (troop)

10x Hormagant






I did not roll a useful warlord trait. My opponent got the trait that allows you to discard your first three tactical cards.

My psychic powers were from Biomancy:

Endurance - Life Leech - Shriek

The Tyranid psychic powers were a mixed bag with some dominion, onslaught and warp scream.

I won the roll to choose my deployment zone and also to deploy first. Again I deployed all my bikes right up at the front of my deployment zone with the HQ and command centrally located. My opponent deployed across his deployment zone with the termagants and Tervigon up front with the Carnifexen supporting either flank. The Hormagants were far to his left side and the Tyranid Prime attached to Warriors in the rear. The pair of Zoanthropes were also centrally located on either side of the horde for synapse coverage.

No night fight.

1st Turn - White Scars

My bikes move up with one squad in rapid fire range of the termagants. I successfully cast Endurance on the forward squad then focus fire all of my shooting into the termagants bringing them below half. I score three victory points since I'm holding three objective markers.

1st Turn - Tyranids
The Tyranid Prime detached from the Warriors to move onto an objective marker. The rest of the Tyranid army moves forward towards my line. The Tervigon shats out a brood of ten termagants and doesn't double out. The Hormagants begin to advance toward my line. Psychic powers and Tyranid shooting only manages to score one wound on the attack bike in my forward squad... Endurance (4+ FNP) really helped a lot. The termagants then attempt to assault my forward most biker squad but Overwatch eliminates enough gants that they fail to reach combat. My opponent scores one victory point for the objective marker held by his Warlord.

White Scars: 3 VP
Tyranids: 1 VP

2nd Turn - White Scars
My bikes move up again shifting towards my left. Grav guns vaporize one Carnifex for First Blood and another victory point for eliminating an enemy unit via shooting—bolter fire reduces the original termagant brood to five gants or less. My units are around 12" away from the forward most broods with my HQ and command squad in front of the Tervigon and fresh batch of gants.

2nd Turn - Tyranids
The Tyranid Prime holds his ground while the rest of the xenos horde trundles forward. Tervigon shats out another brood of 12 termagants and doubles out. The Hormagants and remaining two Carnifexen scuttle towards my line but are all out of range to assault. Psychic powers and shooting eliminates the wounded attack bike and a couple more bikers - no serious damage incurred again. The remnant termagant brood charges my forward most biker squad - I kill all but two with Overwatch and melee then hit and run out of combat pushing deep into his deployment zone. My opponent scores one victory point for holding more objective markers than I do.

White Scars: 5 VP
Tyranids: 2 VP

3rd Turn - White Scars
My bikers that hit and run move forward to target the Tyranid Prime while my HQ and command squad Sally over to assault one brood of termagants and the Tervigon. The other two bike squads pull back out of potential charge range. Shooting eliminates another the Tyranid Prime for Slay the Warlord, a Carnifex and the last two gants from the remnant brood. I multi assault the Tervigon and another gant brood bringing the Tervigon down to its last wound but flail against the gants... The xenos in turn are unable to score any wounds. I should have hit and run out of that combat... Oh well.

3rd Turn - Tyranids
Warriors move into position to tackle the bikers that assassinated their Warlord while the Homagants move into assault range of another biker squad (I underestimated their total reach with bounding leap). The last two Carnifexen scuttle ahead towards my deployment zone. Again psychic powers and shooting is uneventful. The Hormagants successfully reach combat versus a biker squad but lose a good number to Overwatch then the rest are cut down in melee. Tervigon is splattered during mėlee which finishes off most of one remaining termagant brood (amazingly two survive and again I should have hit and run to go after Line Breaker!... Only five gants left now in the other brood. Warriors butcher to biker squad in their deployment zone for another victory point and denying me Line Breaker.

White Scars: 6 VP
Tyranids: 3 VP

Fairly close but I still have a solid lead on overall victory points.

Again there will only be enough time left for a fourth turn due to time constraints

4th Turn - White Scars
HQ and command squad finish off the last two gants they were slugging it with but their consolidation is not enough to achieve Line Breaker... Missed it by a couple of inches.

4th Turn - Tyranids
Tyranids had been like dropping like flies (no pun intended). My opponent makes a play for the draw but falls short when the judge informs him how to score Line Breaker. I thought my opponent played his list well. I played to the mission instead of focusing on killing all the synapse which I think would have been achieved with only three nodes. Four turns seemed to be more to the advantage of horde armies so I am glad for the win and a shot at the brass ring. I am still get the hang of Maelstrom missions - the biker army definitely can do well due to the inherent mobility, ample firepower plus decent mėlee.

The next round was versus a Tau army with two missileside units and a Ripetide plus some pulse bomb.

So another victory for the red bikers.

White Scars RTT Report • 1st Round vs. Iron Hands

First game was versus Iron Hands:

Librarian (Warlord)

5x Terminator - thunderhammers and stormshields

Stormraven - twin linked lascannon - twin linked multi-melta - hurricane bolter sponsons

10x tactical Marine - missile launcher - meltagun

10x tactical Marine - missile launcher - meltagun
Drop Pod

Thunderfire Cannon

Thunderfire Cannon

Aegis Defense Line (ADL) - Icarus Lascannon

This mission the deployment was Dawn of War and each player draws three tactical objective cards at the start of their first turn. You can discard cards you score each turn and cards it's impossible to score.

- NOTE -
The terrain was evenly placed so no one had a huge advantage. The six objective markers were also evenly placed around the board.

Each round was 1.5 hours - I think two hours would have been a lot better as two of my games only made it through four turns.

My opponent wins the roll to chose his deployment zone and also go first. He deploys his ADL across the center of his deployment zone with the Icarus lascannon in the middle. Each tactical squad splits into combat squads:

Missile launcher & meltagun combat squad in the rhino
Missile launcher combat squad manning the lascannon
Meltagun combat squad in the drop pod
Combat squad over to one side behind the ADL (rhino behind them)

Stormraven with Warlord and terminators starts in reserve.

I deploy all my bikes right up on the edge of my deployment zone across the middle with my two HQ attached to the command in the center. I make sure to space all my bikers 2" apart to neutralize the TFC (aka Chinese fire drill).

No night fight.

My Warlord trait was worthless... Can't remember what my opponent got.

Psychic Powers:
White Scars - Telepathy/ Shriek, Shrouded, Terrify
Iron Hands - Biomancy/ Iron Arm, Primaris, ?

I elect not to attempt to Seize.

1st Turn - Iron Hands
Drop pod lands and combat squad with meltagun disembarks scoring them one tactical objective since they have a unit in my deployment zone. Shooting only manages to clip one wound on an attack bike.

1st Turn - White Scars
All four biker squads move up 12" and blast away whittling down the two combat squads behind the ADL. I successfully cast Terrify on one combat squad but they passes both break checks. Note I elected to ignore the drop pod and combat squad back in my deployment zone for now. I will easily be able to assault the rhino and two combat squads next turn (TFCs are a bit further back though) behind the ADL.

Iron Hands: 1 VP
White Scars: 0 VP

2nd Turn - Iron Hands
Stormraven does not arrive from reserve. Straight to shooting and I lose a couple bikes from different squads.

2nd Turn - White Scars
All my bikes move up except one squad which camps on an obective marker to score a victory point. Shooting and assault eliminates both combat squads behind the ADL, rhino (First Blood) is popped too but can't quite reach the combat squad that bails out the back. I also take out one TFC in assault via a multi charge and score another victory point for issuing a challenge. Chapter Master consolidates into base contact with the Icarus lascannon waiting for the Stormraven.

All my units are intact save two or three bikers while my opponent is down to his HQ and terminators in the Stormraven, two combat squads, one TFC and the drop pod.

Iron Hands: 1VP
White Scars: 3 VP

3rd Turn - Iron Hands
The Stormraven comes in from reserve. My Chapter Master elects to intercept and penetrates but the Stormraven successfully jinks. The flyer comes in on a sharp angle so it can fire at my HQ and command squad. Combat squad from the drop pod move and run to claim an objective marker. Shooting then commences and I lose another biker or two at most.

3rd Turn - White Scars
Two bike squads converge on the combat squad hiding behind the wrecked rhino while my Librarian splits off to tackle the remaining TFC. Command squad and one bike squad all focus fire on the Stormraven... I penetrate it with a multi-melta and glance it three times with grav guns but it successfully jinks them all again. The combat squad is slagged by shooting. Remaining TFC is gutted by my Librarian.

Iron Hands: 2 VP
White Scars: 3 VP

This game only went four turns.

4th Turn - Iron Hands
Stormraven goes into hover mode - IH Librarian and terminators disembark in position to assault my HQ and command squad. The Stormraven poors all its firepower into one of my biker squads but I make most of the jink saves. Assault then occurs - my Chapter Master tanks all the wounds but loses three in the process while I only killed one terminator via Overwatch. I pass my break check then hit and run away back towards the last combat squad.

4th Turn - White Scars
Two of my biker squads are in position for Line Breaker while my Librarian rejoins the command squad and they hustle over to nix the last combat squad. Bikes fire again at the Stormraven but yet again it passes all of its jink saves. Combat squad is blasted off the table and I score on the objective marker. My opponent also has Line Breaker due to his drop pod.

Final Tally:
Iron Hands - 3 VP
White Scars - 5 VP

If the game had gone at least one more turn I could have easily destroyed the drop pod while the IH Librarian and terminators were out of position to reach any of my bike squads... So I couldn't lose Line Breaker.

So first round win for my White Scars. Most of my games versus this opponent are hard fought so it was definitely a good start.