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Blood Vow
Happiness is success... (Buddha)
Showing posts with label SoFlo. Show all posts
Showing posts with label SoFlo. Show all posts
Sunday, December 14, 2014
SoFlo GT - final game summary and results
Time for the last game which I'll quickly summarize:
Versus a good Tau player featuring two commanders, crisis suit team with drones, two Tetras, two burstsides, Broadsides in a bunker, two squads of Fire Warriors (one with devilfish) and a Skyray.
The primaries were scoring objectives (EW & Maelström) plus table quarters. Deployment was Dawn of War. I got both shrouding and invisible for psychic powers. Note I only rolled Insta Gizz at most twice out of the six games.
This game I was overconfident which lead to some mistakes. My opponent castled up a lot of his army with the Broadsides on a flank along with one squad of Fire Warriors. I should have gone straight for his castle but instead decided to go after the Broadsides first then sweep into his castle. The BikeStar was indestructible and took out most of his army but he was able to kill the rest of my army easily winning most of the objectives. Lesson learned !
I did manage to claim all of the secondary objectives so it wasn't a complete wash ending up 3W-3L and overall 10th place out of 32 players. I also won the award for best SM player with was nice and highly coveted as there was a good number of SM armies there.
Not my best performance but this was my first GT playing Thunder and Lightning - I considered this event as a test ground since I'll be playing in three GTs this coming Fenruary (LVO, TempleCon and Crucible).
I would like to have at least one dedicated anti air unit so will be swapping out one bike squad for a Stormfang and am considering running a Rune Priest instead of the Wolf Lord for the double Psyker.
SoFlo was a lot of fun and well run - I'll definitely go back again next year. :thumbsup:
Tuesday, December 02, 2014
SoFlo (Miami) GT Round 5 - BikeStar vs Speed Freaks • End Game
Turn 5 - Speed Freaks
Jon finally decides to make his move. The Warbikes turbo boost right up in front of my BikeStar (2++ jink save) and all the trukkz surge up. Again a few potshots from the last couple Lootas for no wounds.
Turn 5 - BikeStar
Well I've got my work cut out for me now. I decide to take the warbikes head on with my BikeStar and use the rest of my army to wall off his trukkz so it will be hard for them to join in the coming mosh pit of death. BikeStar moves up and spreads out for the charge. Grey Hunters flank to the right while two biker squads flank to my left.
My Librarian successfully casts Fire Shield which potentially could be huge. I then cast the Primaris (heavy Flamer equivalent) and actually manage to toast a couple Warbikes (ignore cover - template).
Chapter Master then calls down his orbital bombardment - it scatters a couple inches - nukes three more warbikes and pops one trukk. Grey Hunters melta down another Trukk and the ensuing explosion takes out half the squad and they break. Bikers focus fire on more Trukkz - popping another (more dead Boyz but they pass their check) and immobilize then wreck another with grav.
BikeStar then charges into the Warbikes - after the smoke clears I win combat by a good number of wounds punking out most of the remaining Warbikes and landing a few wounds on some of the Ork characters while only taking one wound on the Chapter Master... My saves and FNP were on fire... Wulfenstone also was a big help. The Warbikes stick though and I decide not to hit and run out of combat.
KP: Orks - 0 BikeStar - 5
BikeStar - First Blood
We roll to see if there is a 6th turn and it's on like Donkey Kong ! The Orks will get their counter assault.
Turn 6 - Speed Freaks
Here comes the pain ! The remaining Trukkz move into assault range and out piles all those Boyz... I really hate power klaws !!! :( This could really hurt. My Grey Hunters are in terrain and close to the Librarian - remember that Fire Shield is up. Two bike squads are also in charge range too but also sitting in cover. Not much shooting this turn as the Speed Freaks are eager to punch me in the face and lots of other nasty things. Some of the Boyz bite it due to Fire Shield (causes dangerous terrain check) but the Eavy armor helps them out. Both of the biker squads are breached but Overwatch drops a few more Boyz and the Orks fail to reach my Grey Hunters. I get off fairly light as both biker squads manage to survive but unfortunately neither manage to hit and run out of combat. BikerStar really puts a hurting on the last of the Warbikes snuffing them out along with the Pain Boy - again my saves are red hot and BikeStar successfully hits and runs out of combat. It's a thin line but things definitely could have turned out a lot worse.
Turn 6 - BikeStar
This will be the last turn as time is winding down. I move into position to contest Line Breaker and we add up the points... I win by a very slight margin of 2 victory points - it was that close.
This puts me at 3W - 2L going into the final round and I'm still up there in the upper bracket... One more win and I can make the top 5 plus should the award for best Space Marine player which a lot of people there want to walk away with at the end of the day.
- POST GAME ANALYSIS -
I knew it would be a tight game and really it all came down to my Chapter Master and Wolf Lord tanking a phenomenal number of saves in the latter part of the game. I was able to thin out the Boyz enough before they finally got stuck to even out the odds for the bikers.
I think Jon's Speed Freaks list is one of the more competitive builds I've seen for Orks in 7th edition so far. The Forge World War Boss definitely brings a lot to the table. Jon ended up ranked fifth so he did very well overall. I think his one mistake was waiting too long to make his move but I know that the BikeStar can be a bit intimidating.
Pyromancy is definitely the go to psychic lore versus Orks as practically all the spells are Warp Charge 1 to cast - the Primaris and Fire Shield are both strong versus horde. I really love the Grey Hunter pack and most every game they performed well.
Sunday, November 30, 2014
Round 5 • Thunder & Lightning vs. Speed Freaks (SoFlo) * Turns 1 - 4
My deployment:
I want a safe distance from the horde to control the tempo and prevent an early head on assault. I use terrain to block line of sight as much as possible from the Lootas. Jon also deploys on the conservative side as well.
Objective markers are far apart - neither in no man's land. I'm counting on the Grey Hunters to make something happen first turn. Looks like we will dance until one side goes in strong.
1st Turn - Speed Freaks
Jon plays it conservative maintaining the separation between our lines. The Lootas fire some pot shots at BikeStar but with the 2+ jink save (Night Fight) I take no wounds.
1st Turn - BikeStar
Grey Hunters pod down with a direct hit landing behind a big piece of line of blocking terrain. They disembark in position to rapid fire the forward Loota squad. Bikes reposition to also move into rapid fire range of Lootas. After the smoke clears the Lootas are toast netting me First Blood and one kill point... I had a feeling First Blood would be important.
KP - Orks: 0, BikeStar: 1
BikeStar - FB
Second through fourth turns we both dance - neither army willing to commit. Shooting on both sides is inconsequential... I slowly whittle down the second squad of Lootas but those green bastards pass every morale check. A couple of attack bikes take a wound... Nothing major.
If I move into position to charge trukkz I'll be counter charged by the rest of the horde including the Warbiker Deathstar.. I've got a two point lead though and decide to play it cagey forcing the Orks to come to me.
Turn five things start to get interesting.
Thursday, November 27, 2014
Round 5 vs Speed Freak Orks (SoFlo)
Round 5 is versus one of the Dispigno twin brothers from Miami. Those two guys seem to win most every RTT down there. I have played Paul Dispigno twice and am 1-1 versus him so this game versus Jon will put one of us ahead on the count. The games are always extremely intense with lots of thinking in each turn and always super fun - the Dispigno brothers are a class act in every way.
At this point I am 2W - 2L and leading the pack for the best SM player after my lucky rout for game 4 versus one of the two unfun nasty SM flyer spam armies.
Jon is running an Ork that is very competitive and is a natural counter to mine so I know in many ways it will be both a chess game and come down to the dice which is one of the paradoxes of 40k. Jon is running the Forge World Warboss biker which makes his warbikes objective secured. Unfortunately some people in my area try to cheapen a win when Forge World is involved but really with Imperial Knights and Transcendent Ctan roaming freely Forge World is a breath of fresh air.
Here is Jon's army list:
- HQ -
Zhadsnark da Rippa /Warlord
(power klaw strikes at initiative)
Warboss:
Warbike - Da Lucky Stikk - Boss Pole - Power Klaw - Cybork Body
Pain Boy - Warbike - Grot Orderly
- Troops -
11x Boy - Eavy Armor
Nob - Eavy Armor - Power Klaw - Boss Pole
Trukk - Rokkit - Ram
11x Boy - Eavy Armor
Nob - Eavy Armor - Power Klaw - Boss Pole
Trukk - Rokkit - Ram
11x Boy - Eavy Armor
Nob - Eavy Armor - Power Klaw - Boss Pole
Trukk - Rokkit - Ram
11x Boy - Eavy Armor
Nob - Eavy Armor - Power Klaw - Boss Pole
Trukk - Rokkit - Ram
11x Boy - Eavy Armor
Nob - Eavy Armor - Power Klaw - Boss Pole
Trukk - Rokkit - Ram
11x Warbiker
Nob - Eavy Armor - Power Klaw - Boss Pole
- Heavy Support -
10x Loota
10x Loota
Note I have combined the primary detachment with the self ally for Jon's list. That's a lot of bodies that can haul ass anywhere on the table easily matching my speed. I am most worried about the Lootas since they have range and it will be next to impossible to engage them in close combat.
Here is the mission:
Primary 1 - Purge the Alien
Independent characters and super heavies are worth 2 victory points each and everything else is worth 1 victory point each. I can see the bonus for super heavies but honestly I think the bonus for independent characters doesn't make any sense as that is mostly an advantage for Shooty armies which cost me the win versus serpent spam in the first round.
Primary 2 - Kingslayer
Kill the enemy Warlord. I saw this as an advantage in my favor believe it or not.
Primary 3 - Emperor's Will
Each primary is worth 6 battle points for the win and 3 for the draw.
Secondaries:
First Blood - Slay the Warlord - Lime Breaker - Last Laugh
Each secondary is worth 1 battle point.
Deployment:
Vanguard Strike
Night Fight is in play first turn. I win the roll for choosing the deployment zone choosing the side with most cover and line of sight blocking terrain. I also win the roll to deploy opting to go second.
Warlord Trait - Stealth in Ruins
I can't remember which WLT my opponent got.
Psychic Powers - Pyromancy Lore
Primaris - heavy flamer
Fire Shield (so awesome versus Orks... Heh)
Melta
When it comes to choosing your psychic lore you can never go wrong with Pyromancy verus hordes and Fire Shield is too good to be true (a bit of foreshadowing).
- PRE GAME ANALYSIS -
I have superior fire power and want to draw my opponent towards me so I can assault first. I will definitely be counter charged with all those Trukk Boyz but I need to hit his Warbiker Deathstar as hard as possible with my BikeStar. Grey Hunters can be game winning superstars this game with the micro alpha strike... I will play if safe with them so as not to lose them early. I feel good about the game but know I can't make any mistakes due to Jon's inherent speed.
Monday, November 24, 2014
Round 3 • Thunder & Lightning vs. Tyranids • SoFlo GT (Miami)
So the third game my record was 1 W and 1 L... Not great but still a good chance to win something if I could win some more. My third round opponent Luis had a TAC Tyranid list - two dakka Flyrants, two dakkafexen (each an independent brood), two Malenthropes (each an independent brood), Hive Crone, Harpy, 2-3 ripper swarms, 2 Mawlocs and Deathleaper. Obviously the FMCs can pose a problem for my army since I have no dedicated anti-air.
The primary objectives were a mix between holding objective markers at the end of the game and modified Maelstrom.
My typical approach to this type of list is first focus on killing all the ground units then force the FMCs to go to glide mode to grab objective markers towards the end of the game then nail them. I have had success with this strategy but for some reason I strayed from my game plan and overly focused on trying to shoot down the Flyrants - both of which had only one wound left at the end of the game and passed every grounding check called upon to make. I think that what happened was as follows - I got the infiltrating warlord trait but Luis won the roll off to infiltrate first and did so with the Deathleaper which pushed back my infiltrating units losing that potential advantage.

I was able to quickly eliminate both Mawlocs the turns they arrived (piecemeal). Overall this was my bad dice game losing my Librarian early to Perils and he had rolled up Invisibility... That really hurt. The Grey Hunters missed a charge versus the Crone by an inch which was really big too.
I do think this is a game I could have potentially won if I had focused on first killing the enemy ground units like I said above rather than waste a lot of fire power snap shooting the two Flyrants. I was able to salvage a good chunk of points the last turn though so it was a minor loss.
Next game is a full batrep for my fifth game versus a really nasty ork that finished in fifth place overall.
Tuesday, November 18, 2014
SoFlo GT Top 10 Final Standings
I noticed the incorrect standings were shown on ToF this morning. Above are the official finals standings. I was the only one from 40k WC to make the list.
Sunday, November 16, 2014
Round 4 • Thunder & Lightning vs. Iron Hands & Space Wolves
I'm going to fast forward to my fourth round which took place at the beginning of day 2 at the GT. Again I really need a big win again to climb back up in the overall rankings. This mission has Hammer and Anvil deployment which is the worst one for my biker army. I go up to the judges' table to see the pairings when they announce them and see I'm matched up versus an old friend from my gaming club - Marc Parker ! Marc has brought one of the two Space Marine flyer spam armies which I really dread to face and was hoping to avoid - oh well. My army has no Skyfire whatsoever and with this deployment it's looking even tougher as my usual tactic versus flyer heavy armies is immediately turbo boosting across the table to my opponent's table edge to make it harder for them to target my squads. Sometimes with enough grav gun shots you get lucky, immobilize a flyer and it crashes and burns... Or a lucky Melta shot hits and makes it past their jink save. That's really my only hope or so it would seem.
Here is Marc's army list:
- Primary Detachment - Iron Hands -
Librarian
4x Scout
Sergeant - Meltabombs
4x Scout - 3x Sniper Rifle - Missile Launcher
Sergeant
Stormtalon - Skyhammer Missiles
Stormtalon - Skyhammer Missiles
Stormtalon - Skyhammer Missiles
Stormraven - Twin Linked Lascannon - Twin Linked Multi-Melta
Stormraven - Twin Linked Lascannon - Twin Linked Multi-Melta
Stormraven - Twin Linked Lascannon - Twin Linked Multi-Melta
- Space Wolves Brethren of the Fell-Handed Detachment -
Bjorn - Hellfrost Cannon
Venerable Dreadnaught - Great Axe - Stormshield
Venerable Dreadnaught - Great Axe - Stormshield
- Fortifications -
Imperial Bunker - Comms Relay
It's kind of a crazy list and those Space Wolf dreadnaughts will be really tough to handle in mėlee plus they've all got invulnerable saves to boot.
Here are the rules for the fourth mission:
Primary 1 - The Scouring (6 objective markers)
Primary 2 - Maelström
1) Hold either objective marker #1
2) Hold either objective marker #2
3) Hold either objective marker #3
Each player places their objective marker #1 in their own deployment zone; objective markers #2 go in No Man's Land (outside of either players' deployment zone); objective markers #3 are placed in the opponent's deployment zone.
4 - 6) Destroy an enemy unit
Primary 3 - Table Quarters
Treat each table quarter as a separate objective for this primary.
Each primary objective is worth 6 victory points for a win and three for a draw.
Secondary Objectives:
First Blood - Slay the Warlord - Line Breaker - Last Laugh
Each secondary objective is worth 1 victory point so the total maximum score possible is 22 victory points.
We roll for our warlord traits and I get Master of Ambush again which lets me infiltrate up to three units. This is definitely a bit of good luck for me ! I roll on the Telepathy lore for psychic powers - Dominate, Psychic Shriek and Shrouded. Shrouded could very useful since my bikes will have a 2+ cover save when they jink and I'll probably be snap shooting most of the game anyways versus those six flyer. I don't remember Marc's warlord trait or which psychic powers he rolled for his Librarian.
I win the roll to go deploy and go first. I decide to infiltrate the Chapter Master attached to the command squad and two of my biker squads. My other two HQ will attach to the third biker squad and go into reserve. Marc decides to deploy one of his scout squads embarked in his bunker. I then deploy my bikes 18" away. Marc then seizes the initiative.
1st Turn - Iron Hands and Space Wolves
The scouts take some potshots at the command squad but fail to deal any damage.
1st Turn - BikeStar
The Grey Hunters pod down right beside the bunker with minimal scatter then my bikes move up close to the bunker. Both of the Grey Hunters' meltaguns hit and penetrate the bunker then it explodes killing most of the scouts inside and they fail their pinning check. My Chapter Master then calls down his orbital strike and it vaporizes the last of the scouts... Game over !
Pretty amazing how it all worked out plus I then had time to go and eat a nice breakfast. Next up will the third round versus Tyranids.
Round 2 • Thunder & Lightning vs. Chaos Space Marines • SoFlo GT (Miami)
The second round was versus vile heretics - Chaos Space Marines by the unholy name of the Crimson Slaughter ! My opponent Daniel was packing a solid army list and the deployment for the mission was quite interesting to say the least. I knew I had my work cut out for me and was up for the challenge. After losing a close fought game in the first round I needed a big win to bounce back up into the upper bracket.
Here is Daniel's army list:
- Primary Detachment - Chaos Space Marines -
Sorcerer - Bike - Level 3 Psyker (Biomancy Lore) /Warlord
7x Chaos Space Marine - Meltagun
Champion
Rhino
7x Chaos Space Marine
Champion
Rhino
4x Chaos Space Marine Biker - 2x Meltagun
Champion - Power Fist
Vindicator - Extra Armor
Maulerfiend - Magna Cutters
Maulerfiend - Magna Cutters
- Allied Detachment - Crimson Slaughter -
Chaos Lord - Bike - Gift of Mutation - Mark of Nurgle - Sigil of Corruption - Slaughterer's Horns - Power Fist - Lightning Claw
10x Cultist
5x Plague Marine - 2x Meltagun
Champion - Power Sword
Rhino
5x Chaos Spawn - Mark of Nurgle
Plague Hulk of Nurgle
Here is the mission:
Deployment zones was modified Dawn of War but offset from the long table edges by 6" so you ended up 12" closer across the board.
Primary Objective 1 - The Relic
Primary Objective 2 - Four objectives placed 18" from the side edge on the inner edge of each deployment zone
Primary Objective 3 - Purge the Alien - Elite units are worth 2 points each and all other units are worth 1 point each
Each primary objective is worth 6 victory points for the win and 3 for the draw.
Secondary Objectives:
First Blood - Slay the Warlord - Line Breaker - Last Laugh
Each secondary objective is worth 1 victory point so the maximum score possible is 22 victory points (6 + 6 + 6 + 4).
My Warlord trait was from strategic traits that allows up to three units to infiltrate. I can't remember which trait Danny got. I rolled on the Telepathy lore - Psychic Shriek and Shrouded were of note. Danny rolled on the Biomancy lore - Endurance and Enfeeble were of note.
Again there was plenty of terrain - the table was setup much like the old Cityfight style campaign with lots of multilevel ruins. Danny won the roll to deploy first (and go first) spreading his units across his deployment zone with the pair of Maulerfiends over to my left side. Danny had his Deathstar as well with the Sorcerer and Chaos Lord both attached to the Chaos Spawn - he deployed them behind the Maulerfiends.
I chose to infiltrate my three biker squads hiding them from the Plague Hulk and Vindicator all over to my left. I deployed BikeStar (all HQ attached to the command squad) over to my left as well and far enough away to make sure there was no chance for first turn charges from either Maulerfiend.
- PRE GAME ANALYSIS -
My plan was to first take out the Vindicator and two Maulerfiends. Grey Hunters are assigned to the tank while I'll let the Maulerfiends come to me so I can shoot them then punch them in the face if need be. I should have given more thought to the Chaos Deathstar - it's very nasty with Endurance up. I try to always keep all of my bike squads at least 19" away from their table edge so if they fall back they won't flee the table... This game I got caught up in the killing spree and forgot about that very important tactic, if I should lose my BikeStar to a failed panic check it's pretty much game over for me.
No Night Fight this game - I then seized the initiative.
Turn 1 - Bike Star
The Grey Hunters pod down beside the Vindicator with minimal scatter and dismount for shots into the rear arc. Two biker squads move into grav gun range of a rhino with a squad of Chaos Marines embarked. The other bike squad moves up beside BikeStar so both units can target the closest Maulerfiend. My Librarian successfully casts Shrouding on BikeStar. The Grey Hunters explode the Vindicator for First Blood - the two biker squads combine to explode the rhino (Chaos Space Marines suffer some losses in the explosion and are pinned). Shooting from BikeStar and the other biker squad manages to strip two hull points from the Maulerfiend and immobilize it. Excellent first turn for BikeStar !
Turn 1 - Chaos Space Marines
The Chaos Space Marine bikers move into position to shoot and assault the Grey Hunters with support from the close by Plague Hulk. The Chaos Deathstar moves such that they are out of range for a turn 2 charge by my BikeStar and the mobile Maulerfiend crashes through the walls of a building headed straight towards my BikeStar. The Sorcerer successfully casts Endurance on the Chaos Deathstar. The Chaos Space Marine bikers shoot the Grey Hunters who go to ground and manage to drop three - they break and fall back outside of charge range. The Plague Hulk assaults the drop pod and explodes it - a couple of the Chaos Space Marine bikers die in the ensuing explosion - they also break, fall back and just hit their table edge... Gone !
The mobile Maulerfiend is just in range to charge BikeStar but two lucky grav gun shots get through and wreck it on Overwatch... Wow really couldn't have gone much better than that did.
BikeStar: 4 KP, First Blood
CSM: 1 KP
Turn 2 - BikeStar
I decide to go for the easy kill point with the BikeStar versus the immobilized Maulerfiend. The three biker squads all converge on the pinned Chaos Space Marines. Grey Hunters regroup and move into position to shoot and assault the Plague Hulk. I successfully cast Shrouding on BikeStar and also Psychic Shriek the pinned Chaos Space Marines zapping a couple. Shooting from the biker squads eradicate the remaining Chaos Space Marines and BikeStar finishes off the last Maulerfiend. The Grey Hunters then explode the Plague Hulk with their meltaguns.
Turn 2 - Chaos Space Marines
Here is where I make a huge mistake that could potentially cost me the game. Danny still has his Deathstar left and they move up to assault BikeStar who are close enough to my board edge if they should fall back it could be fatal. The Plague Marines disembark from their rhino to tackle the Grey Hunters.
The Sorcerer first attempts to cast Endurance which I try to deny with all my warp charge and fail. The Sorcerer then successfully enfeebles my BikeStar... Oh noes !!! Luckily the Sorcerer fails to cast Force. The Plague Marines rapid fire into the Grey Hunters along with their meltaguns dropping them down to just three remaining including the Wolf Guard and they pass their break check.
Danny then declares his assault on BikeStar with his DeathStar - I opt to fire all the twin linked bolters on Overwatch but with Endurance up he takes no wounds. I tank all the wounds on the Chapter Master whom only fails two saves thanks to Feel No Pain but BikeStar fails to inflict any wounds back - Endurance is really good for those Spawn ! BikeStar then passes morale thanks to the re roll due to the chapter banner then hit and run out of combat.
BikeStar: 7 KP, First Blood
CSM: 1 KP
Turn 3 - BikeStar
I need to do something about the Chaos Deathstar and unfortunately my BikeStar is still enfeebled. There is also the newly emerged Death Guard but I consider them a secondary threat. BikeStar and all three biker squads converge on the Chaos Deathstar along with the last of the Grey Hunters - I'm literally going to throw everything I've got at them and this is where the Wulfenstone first really comes into play since it grants Furious Charge to the BikeStar - all my power fists and Thunderhammer attacks will be S7 with Furious Charge versus S6 without it - so I'm wounding on 3+ versus 4+ in melee. I successfully cast Force on the Librarian and then Shriek the Chaos Deathstar dropping one Spawn. All my twin linked bolters and Meltas then unload dropping another Spawn plus two wounds on another. All my units then assault - down goes the rest of the Spawn along with the Sorcerer - the Chaos Lord is fearless so they lock.
Turn 3 - Chaos Space Marines
The Plague Marines move into position to join the mėlee while the remaining squad of Chaos Space Marines drop back onto one of the Primary 2 objective markers. Note the cultists have been chilling the whole time on another objective marker back in their deployment zone hiding behind line of sight blocking terrain. We go straight into the assault phase - I lose a few bikers in the process but wipe out the Chaos Lord and Death Guard.
At this point my opponent then concedes the game and I win with full points.
BikeStar: 11 KP, First Blood, Slay the Warlord, Line Breaker, Last Laugh
CSM: 1 KP
- POST GAME ANALYSIS -
Fairly easy game except for the big mistake when I opted to deny Endurance rather the malediction Enfeeble - with Mastery Level 2 and Adamantium Will (Shield Eternal) the BikeStar is quite resilient versus most enemy Psykers so I really flubbed it and could have possibly lost the game if not for the re rolled morale check due to the command squad chapter banner - don't ever leave the battle barge without it !
Friday, November 14, 2014
Round 1 • Thunder & Lightning vs Serpent Spam • SoFlo GT (Miami)
The first game was versus William and he was fielding serpent spam similar to Tony Kopach's NOVA winning eldar list along with some Forge World Hornets. This was certainly a tough matchup for the first round !
NOTE - Winner is decided by whomever accumulates the most victory points.
Here is William's army list:
Autarch/
Heavy Aspect Armor - Shuriken Pistol - Haywire Grenades - Forceshield - Fusion Gun
(I never knew which serpent that coward was hiding inside - LOL)
5x Dire Avenger - Plasma Grenades
Wave Serpent - Scatter Lasers - Twin Linked Shuriken Catapults - Holo-Field
5x Dire Avenger - Plasma Grenades
Wave Serpent - Scatter Lasers - Twin Linked Shuriken Catapults - Holo-Field
5x Dire Avenger - Plasma Grenades
Wave Serpent - Scatter Lasers - Twin Linked Shuriken Catapults - Holo-Field
5x Dire Avenger - Plasma Grenades
Wave Serpent - Scatter Lasers - Twin Linked Shuriken Catapults - Holo-Field
5x Dire Avenger - Plasma Grenades
Wave Serpent - Scatter Lasers - Twin Linked Shuriken Catapults - Holo-Field
5x Fire Dragon - Fusion Guns - Meltabombs
Wave Serpent - Scatter Lasers - Twin Linked Shuriken Catapults - Holo-Field
Wraithknight - 2x Heavy Wraightcannon
3x Hornet - Pulse Lasers - Holo-Field - Star Engines (Acute Senses)
Here are the mission rules:
Deployment - Hammer & Anvil
Night Fight - Yes
Primary 1:
Three objective markers placed evenly across the center of the table from long edge to long edge. If you win this primary it's 6 victory points and 3 for a draw.
Primary 2:
Emperor's Will - 6 victory points for a win and 3 for the draw.
Primary 3:
Purge the Alien - independent characters and super heavies are worth +1 victory points each. Again 6 victory points for the win and 3 for the draw.
Secondary Objectives (each worth 1 point):
First Blood - Slay the Warlord - Line Breaker - Last Laugh
I got the warlord trait that is +1 cover save in ruins and -1 to enemy reserve rolls. I can't remember what warlord trait my opponent got. My one useful psychic power was Psychic Shriek (Telepathy lore).
There was plenty of terrain on the table with a huge bridge across the center of the table so I had lots of places to hide when needed. I won the roll to go first and did so, my opponent failed to seize.
- PRE GAME ANALYSIS -
I will deploy all units right at the front of my deployment zone then turbo boost up into the eldar battle line enjoying a nice 2+ jink save since the first turn had Night Fight. William wisely deployed all his serpents and Wraithknight hugging his short table edge while holding the Hornets in reserve. I will need two turns to reach his battle line. Grey Hunters will pod into the center of the eldar front causing mayhem.
BikeStar - Turn 1
Grey Hunters drop in on top of a hill in the back of the eldar deployment zone with the drop pod landing smack dab on William's Emperor's Will objective marker. They disembark with a lot of shots into the rear arc of a wave serpent. All my biker squads move then turbo boost straight ahead with one squad hanging back a bit to hide behind line of sight blocking terrain. Grey Hunters fire into the wave serpent and explode it for First Blood - a couple of Dire Avengers die in the explosion but they pass their leadership checks.
Serpent Spam - Turn 1
William quickly reacts sending in the Wraithknight to marshal the Grey Hunters. A couple of Wave Serpents angle to shoot them as well. The rest of the wave serpents move into position to target my BikeStar and one other unit of bikers. The Grey Hunters suffer massive causalities then break falling back beyond the charge range of the Wraithknight. The biker squad loses one wound on the attack bike and my Chapter Master also suffers one wound as well. I'm in perfect position now to shoot and charge the eldar line.
BikeStar: 1 KP, First Blood
Serpent Spam:
BikeStar - Turn 2
The Grey Hunters regroup and move towards the Dire Avengers that spilled out of the destroyed wave serpent. BikeStar splits off towards my right to shoot and assault another wave serpent. Two biker squads move to my left to engage two separate wave serpents while the third biker squad hangs back in support still out of eldar line of sight. The Grey Hunters shoot and charge the Dire Avengers, finishing them off for another kill point. BikeStar wrecks it's targeted wave serpent and one of the biker units manages to wreck another. One squad of Dire Avengers fail their pinning check.
Serpent Spam - Turn 2
Hornets fail to arrive. William quickly reacts by shuffling his remaining wave serpents away from my bikes. Two squads of Dire Avengers and the Fire Dragons dismount, all targeting my BikeStar. The rest of the wave serpents move towards my left to focus fire on my biker squads. The Wraithknight jumps up in position to deal with the Grey Hunters. The eldar unload all their shooting focused on the BikeStar but only manage to drop two veterans from the command squad along with two wounds on the Wolf Lord. More shooting drops an attack bike and one biker. The Wraitknight then proceeds to wipe out the last of the Grey Hunters.
BikeStar: 4 KP, First Blood
Serpent Spam: 1 KP
BikeStar - Turn 3
NOTE - This would be the final turn and definitely played a role in the final outcome which I'll discuss in the post game analysis.
I've got two important goals to accomplish this turn - eliminate the Wraithknight and multi assault the exposed Dire Avengers and Fire Dragons. I split off the Chapter Master, Librarian and Wolf Lord to tackle the Wraightknight. The one bike squad that was hanging back comes out of hiding to target the Wraightknight and secure one of the objective markers for the primary objective. The other two biker units move into position to shoot and charge Dire Avengers that split out of the wave serpents last turn.
The Librarian successfully casts Psychic Shriek and drops the Wraithknight. Unfortunately he also periled, losing one wound while casting Force. Chapter Master, Librarian and Wolf Lord assault all three eldar squads (Dire Avengers and Fire Dragons), wiping them all out except for one Dire Avenger that luckily manages to break away. The two bike squads charge Dire Avengers but fail to break either squad.
Serpent Spam - Turn 3
The eldar really have their back up against the wall now and will need nothing short of some miracles to pull off the win. Hornets arrive and must outflank to turbo boost onto my Emperor's Will objective placed far back inside my deployment zone. Two wave serpents move and flat out to grab another objective marker and contest mine for the primary objective. The shooting then commences - down go my Chapter Master, Wolf Lord and Librarian (failed the very last armor save at the end of his shooting phase). Both of my biker squads locked in combat successfully hit and run.
BikeStar - 7 KP, First Blood and Line Breaker
Serpent Spam - 7 KP (2 points for each independent character), Slay the Warlord, Line Breaker and Last Blood
So it all comes down to the first two primary objectives... We draw on both Purge the Alien and Emperor's Will but William takes the first primary objective by one objective marker for a very lucky minor win.
- POST GAME ANALYSIS -
Well only being able to play three turns was a huge break for the eldar. I'm fairly confident had it gone at least one more turn I would have walked away with a big win. I had good portion of the command squad left along with all three bike squads plus one was at full strength. The Hornets were stuck in place to contest Emperor's Will so were pretty much a non factor shooting wise. I could have easily downed at lest two more wave serpents and taken the first primary objective. I don't know where the time went - I suppose it was just one of those very intense games where a lot of time and thought went into the movement phases.
So I take a minor loss but should pull a good draw the next round.
Wednesday, November 12, 2014
Thunder and Lightning 1850 point army list - SoFlo GT (Miami)
I took my White Scars - Space Wolves army down to a GT in Miami last weekend to prepare for LVO. There were six rounds over two days and I ended up squaring off against a lot of the top players. There were definitely some interesting army lists there to counter the meta. Reports to follow soon.
Here is my 1850 point army list:
- White Scars Primary detachment -
HQChapter Master/
Bike - Artificer Armor - Auspex - Power Fist - Shield Eternal
I have had some success with the auspex as bikes can get up to point blank range and take advantage.
Librarian/
Bike - Indomitus Armor - Force Axe - Meltabombs
• Level 2 Psyker — Open Lore
I love another multi wound 2+ save character attached to the command squad. Being able to pop the 2+ invulnerable save really helped out a couple games. I have practiced using every psychic lore available and made some good choices which I'll try to highlight.
Command Squad/
Bikes - Chapter Banner - 4x Stormshield - 4x Meltabomb - Thunderhammer - 4x Grav Gun
* Apothecary
All the characters attach to the command squad to form the BikeStar I invented. The unit performed well every game and really helped win games.
TROOPS
4x Space Marine Biker/
2x Grav Gun
* Sergeant - Combi-Grav - Meltabombs
* Attack Bike - Multi-Melta
4x Space Marine Biker/
2x Grav Gun
* Sergeant - Combi-Grav - Meltabombs
* Attack Bike - Multi-Melta
4x Space Marine Biker/
2x Grav Gun
* Sergeant - Combi-Grav - Meltabombs
* Attack Bike - Multi-Melta
Obviously the bikes are the core of the army and always do well. The high number of bikes per squadron makes the bolters viable versus horde armies such as Orks and Tyranids.
- Space Wolves Allied Detachment -
HQWolf Lord/
Bike - Runic Armor - Stormshield - Power Fist - Wulfenstone
The Wulfenstone was clutch in two games - one game versus Chaos where an evil sorcerer cast Enfeeble on my BikeStar and one game versus Knights. I chose the bike over a Thunderwolf mount so the BikeStar so the BikeStar can turbo boost.
TROOPS
9x Grey Hunter/
2x Meltagun - Plasma Pistol - 9x Chainsword - Power Axe - Wolf Standard
* Wolf Guard/
Stormshield - Frost Axe - Meltabombs
Drop Pod
Another key unit perfectly suited to grab First Blood and seed disruption. They were my micro alpha striking unit.
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