Saturday, February 21, 2009

Tournament: Battlefield Games 2-14-09

A few Saturdays ago now, Kingsley and I drove out to Killeen to play in Battlefield Games' "Valentine's Day Massacre" tournament. Neither of us had been to the store before but we were happy to find out it was fairly open with plenty of space, tables, and terrain to play. The owner was a real nice guy. The scoring system really emphasized the soft scores; in each game you could earn 20 battle points, 10 appearance points, and 10 sportsmanship points. Kingsley ended up winning the whole thing, with the first, second, third, and fourth (me) places all one point apart. I put off writing up this tournament for a while so please forgive if I keep the game descriptions brief. All the missions were based on victory points with additional bonuses for the round's specific mission. I borrowed a defiler and took chaos:

Abaddon
Greater Demon
8 Berzerkers
9 Thousand Sons + 1 Sorceror w/ doombolt in a rhino
10 Plaguemarines - 2 meltaguns, aspiring champion w/ power fist in a rhino
10 Lesser Demons
3 Obliterators
1 Defiler
1 Land Raider

Game 1 - Space Marines

First game was against a friendly younger dude, hadn't played for very long but still knew most of the rules. He had a very generalized ultramarine army, with a commander and honor guard, a couple tac squads, a land raider, 2 lascannon predators, some terminators, and a small assault squad. I belive the mission was something like recon, where you got points back for your scoring units in the enemy deployment at the end of the game. I held back with the defiler and obliterators and charged forward with everything else. The thousand sons started off on my far right opposite a dev squad and some terminators but I moved them more towards the middle to bunch up with everyone else. He didn't much try to get any recon points so I won with a massacre.

Game 2 - Tau

My second opponent was overly jocular and familiar before the game started but it only took a minor rules argument to send him into the pout zone. He only emerged when he started winning the game. Not sure what his problem was, although it did seem to be frustrating him that he had to babysit while playing in a warhammer tournament. He had a generalized tau army, with a battlesuit commander, a small squad of battlesuits, a stealth team, three or four fire warrior squads, a piranha, a squad of kroot, a gun drone squad, a broadside squad, a hammerhead, and an ionhead. We had a couple messenger models we had to escort to the enemy table edge to get the extra points for this round. He popped the land raider and the thousand sons rhino in his first turn, which slowed down my advance some, and my defiler rolled a 1 for fleeting towards the stealth team, so he got nuked with a fusion gun. Abaddon and the plaguemarines did the most damage, clearing a hole for my messengers to escape, but the rest of my army was slowly shot to pieces and he ended up winning with a massacre. Possibly my least favorite game of 40k in the last couple of years.

Game 3 - Dark Eldar

Third opponent was a nice guy with a mostly foot-bound dark eldar force. It consisted of an archon with incubi on foot, 2 squads of wyches in a raider plus one on foot, a small squad of scourges, 4-5 squads of warriors on foot, and maybe a few other things. We had objectives that troops could pick up and take with them, the goal being to hold the most at the end of the game. It was a escalation-style deployment, with just an HQ and some troops able to start the game on the table. While the defiler, thousand sons, lesser demons, and obliterators nested on my objectives, the plaguemarines went right and abaddon and the berzerkers went left. He did have some tragic bad luck, especially with leadership tests, but overall dark eldar on foot can't stand up to the shooty elements in my army and I ended up blowing him off his objectives and winning with a massacre. Even when the random game length ended the game in the 5th, we kept playing it out until I had wiped out everything he had.

Weird mech list

Would this be viable at all in a tournament?

Command HQ - JO w/ plasma pistol, 3 meltaguns, 1 flamer
Chimera w/ multilaser, hull heavy flamer, extra armor, smoke launchers

Sentinel - lascannon

Hardened Vets - vet sgt w/ plasma pistol, 3 meltaguns
Chimera w/ multilaser, hull heavy flamer, extra armor, smoke launchers

6 Storm Troopers - 2 meltaguns
Chimera w/ multilaser, hull heavy flamer, extra armor, smoke launchers

6 Storm Troopers - 2 plasma guns
Chimera w/ multilaser, hull heavy flamer, extra armor, smoke launchers

10 Sisters of Battle - 2 meltaguns
Rhino w/ extra armor, smoke launchers

10 Sisters of Battle - 2 meltaguns
Rhino w/ extra armor, smoke launchers

Sentinel - lascannon

Hellhound - extra armor

Hellhound - extra armor

Leman Russ Demolisher - sponson plasma cannons, hull lascannon, extra armor

Leman Russ Demolisher - sponson plasma cannons, hull lascannon, extra armor

Leman Russ - sponson heavy bolters, hull heavy bolter, extra armor

Monday, February 16, 2009

More of the Saim

I've stalled out a bit on the jetbike army but hope to get back at it in the next few weeks. I played one game with them against Kingsley's Mantis Warriors a few weeks ago. It was fun even though I lost in the end. We were playing capture and control with spearhead deployment, if I remember correctly. I didn't play the eldar command unit well and also let one or two jetbike squads get assaulted, which never should have happened. I think the army might perform better after I get more experience with the art of evasion. And bah to the eldar codex for not giving me a way to use the last 4 points I have left over!

HQ

Farseer - jetbike, singing spear, spirit stones, runes of warding, doom, fortune

Autarch - jetbike, laser lance, mandiblasters

4 Warlocks - jetbikes, 4 singing spears, 3 destructors, 1 embolden

6 Fire Dragons

3 x 6 Guardian Jetbikes - 2 shuriken cannons

10 Dire Avengers - exarch with power weapon, shimmershield, defend, bladestorm
Wave Serpent - twin-linked bright lances, spirit stones, star engines

Vyper - bright lance

2 Fire Prisms - spirit stones, holofield

Falcon - scatter laser, spirit stones, holofield

Sunday, February 15, 2009

Tournament: Battleforge Games 2-07-09


Saturday was the first “hobby” tournament of the year at Battleforge Games. I painted up a few more ratlings and played a doctrines Imperial Guard list:

Command HQ - Junior officer w/ powerfist, bolt pistol, and honorifica imperialis, veteran standard bearer
2 Anti-tank squads – 3 missile launchers
Fire support squad – 3 heavy bolters, sharpshooters
Fire support squad – 3 autocannons, sharpshooters

Demonhunter Inquisitor Lord – thunder hammer, artificer armor, 2 mystics, 3 heavy bolter servitors

4 Hardened Veterans – veteran sergeant with plasma pistol, 3 meltaguns

10 Ratlings

Eversor assassin

Infantry platoon
Command squad – Junior officer w/ bolter, 2 meltaguns, 2 flamers
Chimera – multilaser, hull heavy bolter, pintle heavy stubber, extra armor, smoke launchers
2 Infantry squads – plasma guns

Armored fist squad – flamer
Chimera – multilaser, hull heavy bolter, pintle heavy stubber, extra armor, smoke launchers

2 Leman Russ Demolishers – hull lascannon, plasma cannon sponsons, extra armor

Leman Russ – hull heavy bolter, heavy bolter sponsons, pintle heavy stubber, extra armor

My general plan was to hold my chimeras in reserve and deep strike the other two infantry squads for late-game objective grabs while the gunline blasted away at everything and the eversor played either offense or defense depending on the opponent. My first two opponents were playing generally assault-oriented armies and this tactic worked well at defense but I couldn’t fully grab a win. The third game was against another shooting army, but in that situation guard usually wins over tau so I didn’t learn too many lessons there. It was a fun tournament with 3 friendly opponents, but I didn’t end up placing.

Here's a couple of other games:

Chaos Space Marines vs. Chaos Daemons



Tyranids vs. Ultramarines



Game 1 – Demons

Deployment: pitched battle
Primary objective: capture and control
Secondary objective:
Tertiary objective: destroy an enemy HQ or monstrous creature
Bonus points: none

Adam took a mixed tzeentch/nurgle army with fateweaver, a great unclean one, 2 squads of plaguebearers, 2 big squads of horrors, 2 squads of 3 screamers, 2 squads of 3 flamers, 3 beasts of nurgle, and 2 soulgrinders. He had pretty bad luck with his deep-striking, which resulted in the GUO and 1 of the soulgrinders not playing much part in the game since I was able to place them in a far corner. We placed our objectives in opposite corners and he won the first roll and chose to go second. I castled up in my objective corner with everything but the 2 chimera squads, which I sent towards his home corner. First turn brought Fateweaver, a soulgrinder, 1 squad of flamers, 1 squad of horrors, and 1 squad of plaguebearers. His flamers eradicated my ratlings right off the bat with no problem, but his horrors were shot up pretty good by the mystic-assisted inquisitor squad. The initial plaguebearers held down on his home objective and went to ground every time I shot at him, meaning I would have to try to contest. The units in chimeras threatening his objective worked well as a distraction for Fateweaver and one of the soulgrinders while he straight up attacked with everything else. I tried my damnedest to kill fateweaver but he survived the game with 1 wound left. With the mystics and the rest of my gunline I fended off a second unit of screamers that deep-struck right on top of my home objective in the fifth turn, and fateweaver and a soulgrinder destroyed my chimera that was the last hope to contest his objective for the win. The game ended in a draw. The eversor didn’t accomplish much more than killing a unit of screamers that had just destroyed one of my demolishers. A fun and even game. If I had to play it over again, I might space the gunline out a bit more to make close-up deep-striking harder and play more aggressively with the demolishers to keep them in killing range of the soulgrinders. MVP was definitely the inquisitor and mystics, so damned good, but I really need to equip him with a psycannon (I left it off cause I don’t have a wysiwyg model yet) to kill fateweaver and other big demons.

Game 2 – Dark Eldar

Deployment: pitched battle
Primary objective: seize ground (5 objectives)
Secondary objective: have a scoring unit in your enemy’s deployment zone at the end of the game
Tertiary objective: have a non-scoring unit within 3” of the center of the table at the end of the game
Bonus points:

Robert took his usual dark eldar force, which I’ve played against several times now. He had an archon on a bike with 5 more bikers, a dracon with a bunch of incubi in a raider, 3 squads of warriors with 2 dark lances each, 2 raiders with 10 wyches, a beastmaster and 5 warp beasts, a talos, and 2 ravagers with destructors. The objectives ended up spaced out along the deployment zone edges, 3 on one side and 2 on the other. I spread out the gunline in what little cover I had, held the chimera units in reserve, deep struck with the other 2 infantry squads, and outflanked with the veterans and the eversor. He got first turn and took the side with 3 objectives and zoomed up with the raiders on my left side and the bikes, talos, and warp beasts on my right. I killed a couple of bikes and destroyed one of the wych raiders, killing half of the wyches inside and pinning the rest. It was a small victory, since the survivors of his attack wave plowed right into my lines killing all my infantry save one fire support squad. Robert took plenty of slaves for the pits. The JO managed to kill the rest of the bikes with his powerfist minus the archon before he was run down. Next turn all my reserves except for the veterans arrived. I deep struck the infantry squads on my right side closer to his deployment zone, and the eversor sprinted into a squad of warriors, wiping them out easily and moving on to the next one. My chimeras came on my table edge. The command squad with their flamers burned up one whole squad of wyches before being squished by destructor templates. The other chimera was immobilized near one of the objective markers, and he spent the next three turns beating it up with the incubi, warp beasts, and a few surviving wyches. The talos destroyed the standard leman russ, just after I killed 3 warriors in his last squad with an ordnance template, causing them to fall back, and the eversor was close enough to prevent them from regrouping, sending them off the table. Thus we were both left without any scoring units. We both rushed vehicles towards the center to accomplish the tertiary objective but neither won the primary or secondary. A very close and bloody game. I probably should have put the demolishers on the far left side farther from my infantry line, which would still have been his primary target for all his fast assault units. If they had lived a bit longer I could have possibly worn their numbers down with templates, allowing my reserves to actually survive and take objectives rather than get tangled up with the nasties. MVP was obviously the eversor, who changed the game from a sweep for him to a draw. I actually used the lasguns in the armored fist squad's chimera, that was probably the first time I ever used those. They even managed to kill a couple of wyches that were circling around the transport.

Game 3 – Tau

Deployment: spearhead
Primary objective: victory points
Secondary objective: randomly moving objective
Tertiary objective: kill points
Bonus points:

Amy is a new player in town. Saturday she was playing with a couple of crisis teams including an HQ, 3 squads of fire warriors, 1 devilfish, a kroot squad, a small unit of pathfinders and devilfish, a stealth team, 2 hammerheads, and a broadside team. I won the roll to go first and it really helped me out big time. I camped out most of the gunline in some trees in my corner, flanked my edges with the battle tanks, and held everything else in reserve. In my first turn, I was able to break the broadsides off the table just by killing their shield drones (sad face). I also downed one of the hammerheads, wiped out the pathfinders and stunned their devilfish that was standing by to transport a squad of fire warriors deployed behind it. For the next couple of turns I blew apart her fire warriors, finished off the devilfish, and generally chased the moving objective around. She finally destroyed two of the russes with the hammerhead and some deep-striking battlesuits that came in on my right side. Also on the right she advanced a devilfish with warriors from reserve and outflanked with the kroot. I shot up the kroot easily enough and the eversor jumped out and wiped out the fire warriors. I was far ahead in VPs and KPs at the end of the game but the moving objective ran away at the last second and neither of us claimed it. Good game but I felt bad for Amy who was having craptastic luck with the dice. Those deep-striking suits were clutch and could have seriously set me back if I wasn't already so far ahead by that time.

Sunday, February 1, 2009

Latest Guard List

I decided to trade most of my tyranids away for a bunch of random guard stuff, including a forgeworld Valkyrie, 14 storm troopers, 5 ogyrns, 6 more ratlings, and 2 chimeras. The ratlings were the easiest things to get painted and on the field, so I made a new guard list to include them that I'll probably use at this weekend's hobby tournament:

Command HQ - JO w/ iron discipline and bolter, veteran standard bearer
Anti-tank squad - 3 missile launchers
Anti-tank squad - 3 missile launchers
Fire support squad - 3 autocannons, sharpshooters
Fire support squad - 3 heavy bolters, sharpshooters
Mortar squad
2 Sentinels - autocannons

Demonhunter Inquisitor Lord - psychic hood, psycannon
2 Mystics
3 Gun servitors - heavy bolters

4 Hardened veterans - 3 meltaguns, vet sgt w/ plasma pistol

10 Ratlings

Infantry platoon
Command squad - JO w/ iron discipline, 4 flamers
2 Infantry squads - plasma guns

Armored fist squad - plasma gun
Chimera - hull heavy bolter, pintle stubber, extra armor, smoke launchers

Hellhound - hull heavy bolter, pintle stubber, extra armor, smoke launchers

Leman Russ demolisher - plasma cannons, lascannon, extra armor

Leman Russ - 3 heavy bolters, pintle heavy stubber, extra armor

Basilisk - indirect fire

I mainly wanted to bring in a bunch of different units I didn't use much anymore. The idea is to castle up with the demonhunter, command HQ, weapons teams, and tanks while the troops stay off-table in reserve as long as possible before running on to grab objectives. I have to acknowledge Jwolf's tactics on Bell for inspiring this direction. There's probably a lot of excessive upgrades I could ditch but I tried to go with what I already had modeled. I played one game with it against chaos and did pretty well but I still need a lot more practice.