Showing posts with label Showcase Comics. Show all posts
Showing posts with label Showcase Comics. Show all posts

Monday, April 1, 2013

Showcase Comics RTT March 30th

Greets all,


Life being the hectic tsunami that it is, has prevented me from updating lately. I found myself with some time this morning and decided to update on recent playtests with the chaos book, as well as an RTT I attended at Showcase Comics and how that went.

So first the RTT.

So we drove three hours to attend the monthly Showcase Comics RTT in Media Penn. This was the second RTT of theirs I've attended, and of course SVDM which was a blast.

So let me say, I forgot to take pictures or keep army lists from my opponents.  So I'm doing each turn completely from memory, apologies in advance if I forgot something, get something wrong or otherwise.

This was at 2k, the army I brought was....

Chaos SM w/ Daemon Allies

HQ
Juggy lord w/ Axe, sigil, meltabomb, mutation,
Nurgle lord on bike w/ black mace, meltabomb, mutation, sigil, blight grenades

Troops
3x 10 autogun cultists  (idea is to help shoot down flying MC's or additional fire support)

Fast Attack
1x Baleflamer dragon (autotake at least one, lets be fair, i kinda need him in order to make ChaosSM decently viable, apologies though MEQ armies)
2x5 nurgle spawn

Heavy Support
1x1 Nurgle Oblit
2x1 Maulerfiend w/ magmacutters

Allies

HQ
Nurgle Herald w/ greater gift, lesser gift, psyker level 1, palequin of nurgle, FNP Locus

Troops
1x10 Plaguebearers

Fast Attack
1x5 Plague Drones

Heavy Support
1x1 Skull Cannon


Game 1 vs. Daemons of Chaos! Kill points Primary
Vanguard Deployment, no night fight

My opponent had..

3x1 Tzeentch Heralds, w/ gifts, psyker level 3, locus to give +1 S to powers
1x1 Khorne herald, juggy, greater gift, w/ gifts
1x1 Great Unclean One, psyker level 3, exaulted gift,

3x18(rougly around that), pink horrors
1x20 Deamonnetes w/ allures, banner of some sort

1x20 Khorne dogs

Aegis line w/ quad gun.

My opponent got a really good selection of powers, all of his tzeentch heralds took one tzeentch power and 2 divination powers. Two squads got prescience and ignore cover (really good for him!) and the third got prescience and the 4+ invuln save ability. The GUO got enfeeble and some other biomancy powers he never really got to cast, details why in a few. The GUO also took the book to enhance or reduce invuln saves.

I got a boon of mutation to give my Nurgle lord have +1 attack, and the juggy lord was apparently not worthy and rolled a nothing. My herald took the instant-death balesword and cleaving strikes (2x S on a 6).

My opponent gave himself first go, set up the Aegis line at about the 24 inch point, and then set up just behind that. He used his GUO in the dead center, and one one side the daemmonettes, the other the khorne dogs w/ khorne lord. The pink horrors hung out behind in their massive blobbyness, but stretched a thin line forward in order to get the needed single model into LOS / range for shooting.

I set up with the maulerfiends and a spawn squad directly across from the daemmonettes, and set everything else up in front of the khorne dogs. Everything except the maulerfiends was about 30 inches away, so he couldn't walk forward and dakka me first turn. Game plan being, only let him get one round of shooting off on me before i assault, not two. As my army is all fast moving guys, It should be very easy to accomplish that.

Turn 1

All his stuff moves forward, fires ineffectually at the maulerfiend in range.

I move all my stuff forward, a maulerfiend and a spawn  squad set up to charge the daemonnettes and the other maulerfiend at a very exposed pink horror squad (in the hope to wipe them  or tie them up out, then in the follow turn be inside of his line and cause havoc the rest of the game). The skull cannon pounds a squad of horrors killing 8 or so.
I roll my charges, I only need about 7 to 8 inch charges, even with fleet, only one maulerfiend makes it to the daemonnetes.

Turn 2
His guys moved forward, khorne dogs screening the other two squads of pink horrors. Some shooting kills 3 of my exposed nurgle spawn from one squad, and two from the other squad. His GUO casts enfeeble but I deny the witch. The GUO then charges the exposed maulerfiend who failed his charge, and the daemmonettes charge the squad with 3 spawn in it.  The maulerfiend holds his own, putting a wound on the GUO, and spawn teniously survive, and kill a few daemmonnettes in the process.

My go, remaining spawn not in combat and plague drones and juggy lord move into position to assault khorne dogs. The black mace lord sets up next to the GUO to prepare for assault. With careful positioning i make sure the closest to closest aspect of that charge will involve plenty of daemmonnettes being within 3 inches of the base. Some reserves arrive, notably the baledragon and plague bearers. Plaguebearers deep strike far backfield onto the secondary objectives. The dragon flies over a pink horror squad vector striking (does nothing).
The skull cannon blasts another handful of pink horrors back into the warp. The oblit wiffs ineffectually at something or other. Dragon kills 1 or 2 pink horrors with his flamer (lots of saves passed!)

Charges are all successful. The GUO explodes into a delightfully messy goo due to black maces fleshbane and ton of attacks from the lord (in a challenge of course) striking first!  The Mace lord becomes T7, woo ! A few of daemmonnettes in the combat nearby also explode into a fine mist with toughness tests.
Maulerfiend and bike lord massacre towards remaining pink horrors. The spawn in combat with daemmonnettes die. The khorne dogs (who have a 2+ invuln atm), essentially tie combat with the plague drones and spawn. This combat will go on essentially the rest of the game. Juggy lord who issued a challenge manages to punch himself in the face, after failing a dangerous terrain test, so only two wounds remaining...

Turn 3
Deammonnettes attempt to charge in with mace lord or run, can't remember which, net result is it doesn't end up happening. Maulerfiend lives through shooting, and the dragon is the subject of lots of gun fire from pink horrors, manages to get a weapon destroyed result... woo....
Combat with dogs and drones drags onwards

My turn, dragon flies forward doing some vector strike damage to pink horrors. Black mace lord charges into a squad of pink horrors, again positioning to maxamize blowing up of other models. Maulerfiend charges a different squad of pink horrors. Skull cannon blows up some more pink horrors from squad 3. Oblit moves forward and assault cannons the deammonnette squad.
Lots of pink horrors die this turn, they were not missed!
At this point, the deamonnette squad only had a few models left I think.
Combat drags on

Turn 4
At this point, the game being KP my opponent decides to use the remaining shooty squad he has to blast at the dragon, who either denied the witch or something.. but nothing happened is the net result. Everything else is pretty much locked in combat. Combat drags on with the khorne dogs, who are now slowly winning, but can't manage to kill the nurgle spawn. Deammonnettes decide its time to be brave, and assault the nurgle lord who is in combat with just a few pink horrors. Nurgle Lord dies but not being removing all but 1 or 2 models from the pink horrors and deammonnettes. Rot rot glorious rot kills one of my cultist squads.

My turn, maulerfiend kills more in his combat, the squad is almost gone now (thanks to instability).
My remaining reserves come on, i throw one cultist onto a secondary objective, the other I put near my opponents deamonnettes.  The cultists near the deamonnettes shoot them down. Oblit moves forward shooting at the pink horrors surviving, reducing it to one model.
Khorne dogs are now just biting at a single nurgle spawn. Everything else has bit the dust.

Turn 5
So at this point, my opponent has a pink horror squad w/ herald thats about half strength, a pink horror locked in combat with a maulerfiend, a single pink horror by himself and the khorne dogs w/ herald biting a single spawn. I have an oblit, 2 cultist squads, plaguebearers, a skull cannon, the dragon, and a maulerfiend.  Its time to figure out kp and go for the win (on both sides). He decides to shoot the pink horror squad to get another kill point, and whatever went on, it ended up not doing anything. BUT! the Khorne herald finally kills the last nurgle spawn. The squad massacres to the board middle. But also good news for me! My maulerfiend in combat with the pink horror finally kills it, and massacres towards his fleeing pink horror.

My turn, so its game face time. I have some decent shooty options still available. Its conceivable I can shoot down the remaining pink horror by itself with the oblit, use the skull cannon to kill a few from the half strength squad, then charge the maulerfiend in and HOPE i manage to kill enough to kill the rest with instability tests, or that he rolls a 12 for his leadership. It's a longshot but its basically all i have.

So the oblit shoots nicely, anddddd the pink horror goes to ground and passes his saves, boo. The maulerfiend now has no choice but to assault it, so i do, killing it.

GAME FIN.
End result- Out of his 10kp, i got 6. He got 8 from me. He wins.
Now that i've typed this up, i realize we actually did the score wrong for me on this. I held two bonus objectives, and had slay the warlord + linebreaker. I only gave myself 2 bonus points instead of 4, and he took i think 14 (10 for win, first blood, warlord, linebreaker and one bonus objective). ... so not that it matters now, But i cheated myself a few points.

So that's ok.


Game 2 vs. Tau! 2 Objectives primary.
dawn of war deployment, no night fight

His list - About 60 fire warriros, 2 hammerheads, 2 crisis squads w/ plasma + missle pods, 3 broadsides w/ split fire, assorted drones on the squads.


So this game does not need to be nearly as detailed. So this is a "fast recap" as it were.

I gave myself first turn, set up at the 12 inch line. Make a nice even spacing of it, one maulerfiend on each end, one spawn on each end, plaguedrones + skull cannon in the middle ect.
He deployed on his board edge as far as possible away from me.

I moved forward 12 and ran where possible. Skull cannon blew up a squad of fire warriors, but they pass leadership. Oblit tries to get first blood, fails.

His turn, he shoots everything he can at me, kills a few spawn, takes a hullpoint or two off of a maulerfiend.

I assault him the following turn. I assault him a lot more in following turns.

Game Fin.

I get 16 points, I think i got first blood, warlord, linebreaker, and 3 bonus objectives.

Game 3 vs. GK! The Relic primary.
Hammer and Anvil deployment, no night fight.

NOTE::::  This board had essentially ZERO terrain in the aspect of hammer and anvil deployment. I had to run across a blank battlefield to reach him. There was ONE tiny piece of terrain off middle, and 1  or 2 larger piece in each corner of the board. The middle was essentially empty.

His list

Coteaz
Psyker inquisitor

2x Henchmen warband, w/ 3 plasma servitors, 3 plasma acolytes, some bolter guys
2x10 Strike squad, 2 psycannon, Hammer, 2x halberd

1x10 Interceptors, 2 psycannon, Hammer, 2x halberd

1x psybolt dread
1x vindicare assassin
1x techmarine w/ upgrades + that orbital bomb array

Aegis line w/ quad gun.

My opponent had first go.

He set up at the 24 inch line with the Aegis line, then piled up guys behind it / just in front of it. Sticking Coteaz with one henchmen squad, the inquisitor with the other. He took prescience on both. All of his GK squads deploy combat squaded.

I set up just beyond 30 inches, again not interested in being volleyed for two turns.

This battle report is going to be convoluted as I have no idea what formations his squads were in. They all looked the same to me and were intermingled, so I relied on him to tell me who was in what group, and was almost immediately forgotten.

Turn 1

He moves all of his GK guys forward. Fires the quad gun at a maulerfiend immobilizing it. Uses the vindcare to fire at the skull cannon, which passes its cover save. Plasma cannons do some small damage to spawn.

I run forward at him,  maximum speed! Running where possible. The skull cannon kills a bunch of guys from one servitor squad. One of his strike squads is sticking way to far out so I manage to successfully assault it with  the juggy lord and some nurgle spawn, wiping it naturally. Oblit wifs, as is his job. A maulerfiend tries to make into a purgation squad, ( i forgot the damn flamers are S6, not S5), and ends up almost dying to the overwatch, and not making it into the combat to boot. (It gets a wound back though from IT will not die).

Turn 2

He moves his strike squads, purgation and interceptors even closer to my spawn / drones. This round of shooting for him is devastatingly good. I lose 5 spawn, 3 blight drones, and the juggy lord. He declines to assault me except a 5 man squad into a 4 man spawn squad. (with two models with two wounds on it). The two spawn with wounds die, but the rest hold their own and kill a few marines back.

My turn. Mace lord w/ his two remaining spawn move into the middle of a large cluster of GK strike guys, and assault a 5 man squad. Careful positioning ensures a ton of GK guys from outside this squad are within 3 inches of the biker base. Nurgle herald + drones move to assault another 5 man squad not within range of the blow up bases. Maulerfiend sets up to charge a 5 man strike squad cluster.

All the charges are successful, and as devastating as his shooting was, my charges are. Lots of marines die. Nurgle lord + nurgle herald (and associated squads) stay locked in combat at the end with a single poor marine with a psycannon. Woo, won't be shot in the face the following turn.

Oh and the dragon comes on, and kills the entire purgation squad. Cultists come on and grab backfield bonus objectives. One squad runs towards the center relic.

Turn 3

His servitor squads blast at.. something.. I don't think they did much of anything really. The psybolt dread fires at the skull cannon and fails. However! Two psycannons and the vindicare assassin manage to blow up my dragon.. Fail =(. I clear all my combats this turn

My turn, I set up for the next round of assaults. Maulerfiend hits another strike squad cluster, spawn hit the same cluster (to absorb the overwatch, which as it turns out was def needed). Nurgle lord sets up to assault henchmen squad w/ psyker inquisitor. Nurgle herald sets up to assault coteaz's squad.
Charges are succesful and devastating. All of the henchmen guys die, leaving only the hq's. Coteaz squad runs (and can't be swept because of slow and purposeful), and nurgle lord is locked in with the techmarine (the inquisitor died). The maulerfiend kills its squad and then moves to sit behind a ruin on his sit for cover.

Oh and naturally i keep moving my troop squad towards the relic.

Turn 4

So at this point, he has a strike squad with a single psycannon guy, a 5 man strike squad with 2 halbers, psycannon and hammer, a vindicare assassin, coteaz and a henchman (who rally), and the psybolt dread. He moves his surving troops towards the relic and sprays shots at the maulerfiend, who doesn't care, like a boss. Psybolt dread also shoots ineffectually at it. Vindicare wiffs at the skull cannon again.

My turn 4, Maulerfiend kills the psybolt dread, Nurgle lord kills the techmarine and single psycannon guy. Cultists with autoguns kill the single psycannon bro. Nurgle herald charge and kill coteaz squad and massacre towards the 5 man squad.

Turn 5

All that's left is a 5 man strike squad and vindicare. They shoot, nothing happens, Then they get assaulted and die.
Also i picked up the relic, and moved necessary models to get all bonus objectives.


Had to start summarizing there at the end.. this is a lot to type out! Wish i had remembered to take pics.

Anyways
Game Fin

18/18 points for me.


So, at this point I was pretty sure I'd get second place. I knew what the score was for the two guys at the top table, one of them is likely to lose bad, and that'd put me ahead.  Worst case was third, which still isn't bad.

HOWEVER!

The relic being the kind of mission that it is, as it turns out, neither person won on the top table. Which put me into first.

WOO!

kinda silly, but I guess that's how it goes.

Tuesday, February 26, 2013

SVDM GT Recap!

Greets,


I was unable to finish my ork posts due to preparation for the Saint Valentines Day Massacre GT over the last weekend. I'll resume them after this post. We went up semi-collectively as a group in the form of Andrew G, Eric H, Matt S and myself.

Below is a recap of my games and photos of others.

Each mission was worth a maximum of 18 battle points. A win  on the primary mission scored 10 points, a tie 5, and a loss 0. Each mission had 5 extra objective markers placed around the board by the players which could be captured by scoring units. In addition, line breaker, slay the warlord, and first blood were all worth 1 point.

I wasn't quite to sure on the particulars of the awards, I was finishing out a game when the ceremony started but I think Andrew G won best Imperial Player, Eric H won best overall xenos player, and Matt D won best overall. There were two other generalship awards which I didn't catch the names of the guys for. Plus a paint award for Luke I believe.

I'll post game recaps first with photos, then below that army photos.

My army list

Typhus
Juggy Lord w/ Axe, meltabomb, sigil

3x10 plague zombies

1x5 spawn
1x5 nurgle spawn
1x1 baleflamer dragon

1x1 maulerfield w/ magma cutter

Allies - Orks

Big Mek w/ KFF, Burna, Cybork

2x20 Shoota Boyz w/ 2 big shootas + pk bp nob
1x3 meganobz, 3x komi-skorcha

2x deffrolla bigshoota battlewagon



GAME 1 - Vs. Necrons.  Kill Points primary, vanguard, no night fight



For this mission my opponent Marcus had first go. We set up as shown left. As the Maulerfiend always seems to soak up a lot of fire turn 1/2 and die, I located it in the ruin in order to facilitate it's living with a better save.









 Another first turn shot
 Marcus moved forward with his wraiths in order to set up a nice wall / threat bubble. He also moved his spyders closer by deep striking them close to midfield. The annihilation barges moved around to the side and tried to shoot down the maulerfiend.

I reciprocated in turn 1 by advancing forward, but not taking the bait to get the boyz out of the bwagons and try to charge just yet. He had enough dakka to mow them down still comfortably hidden behind wraiths. I did however crash my spawn into one of his wraith squads results in lots of death.. for the wraiths =). On his turn 2 his flyer came in and that with the barges nuked the maulerfiend.. (poor guy). Then his tomb spyders with lord charged typhus and company. My turn 2 I tank shocked the other wraith squad. In addition my meganobz hopped out to assault them. My boyz squad on foot moved towards the middle to spray some shots down field, but mostly to go for the middle objective. On the bottom of turn 2, typhus kills the lord with the spyders for good. He gains the FnP power... Anyways the khorne lord and company destroy the wraith squad they are with and consolidate into the ruins.







Turn 3 - The nightscythe blitzs forward to blast some zombies lurking in the ruins. All the annihilation barges and guns available on the board blast at the khorne lord and his spawn. They wreck all of the spawn and put a wound or two on the lord. Nurgle and crew finally break combat in the middle of turn 3, leaving them free to consolidate into the ruins to assault the remaining warrior block in the bottom of 3. Orks hop out of their battlewagons to assault the immortals squad along with the Juggy lord. Both squads wipe their opposition in assault. The remaining zombies and orks foot slog forward for objective taking.



 

The rest of the game consisted of clean up. Netting me with a score of 16 for this game. 4 bonus objectives, linebreaker and slay the warlord.

I must say Marcus took this game very well, and was a good sport! His comment after the game was he under-estimated the spawn's assault capability.








GAME 2 - Vs. Necrons.  King of the hill primary, dawn of war, no night fight









If this army looks the same, that's because it is. Painted by the same painter that is =0. This apparently was the cousin to Marcus's army. This one was played by Joe, but was fairly close in composition.

Joe had first go in this game, and as it was king of the hill I decided to deploy all but one unit of zombies on the board to start off.













I forgot to take the top of 2 pic, instead the pic to the left is at the bottom of 2 during the assault phase right before I declared a charge into the barge with the orks on the left. I immobilized both battlewagons on the terrain as I got prepared to assault. So instead I had a squad of boyz run backwards and take out a pesky barge that had snuck in behind me


The net result is the maulerfiend got shot to pieces, I lost some spawn from both squads, meganobz charged a giant warrior squad and tied them down in combat, Typhus and company charged some tomb spyders with a lord. The juggy lord solo charged some wraiths and killed one or two and held them down for a few rounds of combat.

The pic to the left is the middle of turn 3. . The rest of my army started consolidating towards the center. As did Joe.

My meganobz decided to run rampant in Joes backline and proceeded to obliterate two of his troop squads before being charged by his other lord. This lord had a 3+ invuln. They basically just tied eachother down from that point forward.

After killing the juggy lord, Joe's wraiths joined the combat with the tomb spyders in the middle. I recipricated by bringing in cultists to beat on the wraiths from behind. Shockingly, the zombies did more damage to the wraiths throughout the fight than typhus and spawn did.

This game ended due to time with about 15 boyz, 2 squads of zombie cultists, typhus, and a single boy standing around the hill in the center, being contested by a single immortal.






GAME 3 - Vs. Chaos SM & Necron Allies  Victory Points primary, dawn of war,  night fight



This game I had to play against the much acclaimed and feared triple helldrake list. But that wasn't all! Included also were two night scythes and a doomscythe.
I had first go. I set up directly dead center and hoped for the best. Turn 1 I moved everything as fast as I could across the board (as shown left).  I ran all the squads and moved the battlewagons flat out. He shot me a bunch killing a few spawn but that was about it.
Turn 2
I assaulted all of my guys into all of his guys, resulting in a glorious combat and cleaned his army off the table in the following round. This left me in first place for the start of day 2 (this doesn't include paint score)
 
 
 






GAME 4- Vs. Eldar & IG Capture and Control Primary, dawn of war,  no night fight


I gave Matt first go, We set up as seen left.

I set up just out of range of his guns, and then moved forward as fast as possible turn 1.









At the start of turn 2, the board looked like this. Then Matt caught me off guard by terrifying Typhus and his spawn, and then multi charging typhus and company + bwagons. He penn'd the b-wagons enough to result in typhus's squad having to pass leadership on snake eyes, which they failed and were run down. His demolisher's also killed the maulerfiend.

On my Turn 2, I counter charged the seer council as shown. My orks on foot followed in order to join the assault on the following turn. I threw a squad of plague zombies into the combat to ensure there was no chance of being run down if he used terrify again (as he couldn't do it to both squads).


After these results the game went very downhill for me. The orks on foot never made it into assault, having failed charges two turns in a row they were torched by the seer council when they finally broke free. I charged the spawn + juggy lord into the  blob squads where they were promptly chopped down by paxe sarges.  The meganobz were forced to run and became part of the ork torches when the seer council broke free.








GAME 5- Vs. Necron - The Relic primary, Hammer and Anvil,  night fight









 
Deployment as such. I think I had first go.

This game zombies started on the board and just walked up and grabbed the relic. Meanwhile the rest of my army ran forward as fast as possible and hung out in assault with the necrons the rest of the game.

We got to the bottom of turn 3 when time was called. My opponent (Kevin) asked If I would like to keep playing after the awards. I agreed, as we were in the middle of a good game and no real reason to stop. We recorded the game as a tie and (7-7 each) and kept on trucking after the awards. This resulted in an eventual win on turn 5 for me, with all the necrons destroyed except for one annihilation barge.

Net results of my games from a points perspective..

16 - 7 - 17 - 0 - 7(15) and 15 points for paint score out of a possible 30.

This placed me in 12th, though if we had finished game 5 I would have made 7th, darn = (

I had a lot of fun at the event though, it was really worth the money, which isn't always something you can say for GT's.  Mike ran a good show and it is an event I would definately recommend going to. I know I'll be lining up to attend next year.


Everyone left with either a skull hill or a green relic as a prize. It  was a nice touch.








The store Saturday morning.

My army in all it's glory

More of my Army

Matt S, JetSeer

Andrew G, Dark Angels and IG

Scooters win big or go home Flyer spam. 


pretty nifty eldar terrain



 








 
 

Tuesday, February 19, 2013

Lists for SVDM and Painting Update

Good Morning All!

I hope everyone in the U.S enjoyed that glorious three day weekend, I know I did! I even managed to bully my way into being on the 11th company podcast! So enjoy hearing my mistakes or saying things best left not said! Suckers! bwahhaha! or .. something.

So some updates on painting. Eric came by most of the day Saturday after he overslept like a boss and we worked (or I should say, HE worked, I was on baby duty) on trying to finish our display boards for Adepticon. This year we designed a board that can be broken into two separate boards, that way after the event we can both go run our separate ways with them. Right now they have some glaring issues due to the hazards of cutting pink foam in straight lines... But some fixes with putty should put them right.

Our theme, as previous mentioned is the Siege of Vrakks, so we envisioned a ww1 looking landscape with craters and trenches, and the giant wall the defenders of Vrakks used... So that's what we made!


Board needs the gap fixed and dry brushing for the trench
So on the left are the two boards. They need some more dry brushing, the gap in the middle needs to be fixed up a bit, and the trench walls need some work. Luckily we have two months to do them.. These are already a far shot better than last years, lets do it the night before attempt though, so I'm happy.










also two separate squads, one squad is red/black, the other is black/green
On the left here are two of my cultists. You'll note the base of the left one is chipped and not a solid brown. I had to go through my entire army and repaint the base edges to clean it up.











Here is the entire mess all in one go, excluding the helldrake. In case it's not obvious, they are on paper towels to keep the table from getting messed up from painting the edges brown. In my box of "to do", I still have another 15 marines, 20 cultists, 1 slaughterfiend and 3 hellbrutes. I know hellbrutes are not so great, I just love the models.





Then I was "forced" to go on a rather pleasant outdoor excursion, to the place on the left. (HISS SUNLINGHT) I just thought I'd post it because it looks rather nice.









So what else is news? I was beat by Matt's Jetseer in a game of big guns never tire. Game ended on turn 5 with tied objectives, but he won on the kill heavy's, warlord and first blood. Jetseer for anyone who hasn't played against it, can easily be one of the most aggravating lists in the world to play against. That is, if you play how I do. I.e. Charge in full of steam and ready for blood.

Side note, First blood, is the worst freaking game design in the world.

If you ever have to play against it, my best advise to you, spread out, play cagey, kill the enemy's troops, and only commit later in the game (turn 3 on). Spagghetti Monster help you should your opponent get the warlord trait to make his HQ a scoring unit.

That is unless you are Daemons, or triple helldrake, or space wolves w/ rune priests.

So SVDM Lists (2k), 'ere we go! I'm contemplating four different lists for SVDM, three of which I'll post here. One of which came to me last night after a suggestion from Neil, but is still in the crafting stage so I'll hold off posting it just yet.

List, the First.

Typhus
Chaos lord w/ khorne, juggy, axe, gift of mutation, sigil of corruption

2x 10 Plague Zombies
1x 10 cultists

1x5 nurgle spawn
1x5 spawn
1x1 bale flamer dragon

1x1 maulerfiend (magmacutter)
2x1 nurgle oblits

The Masque

2x5 Plaguebearers
1x9 Screamers
1x8 Flamers


List, the Second.

Typhus
Chaos lord w/ khorne, juggy, axe, gift of mutation, sigil of corruption

3x 10 Plague Zombies
1x 10 Cultists
1x 7 Plague Marines, 2 plasma guns, Meltabomb
        Rhino, Dirgecaster
1x7 Plague Marines, 2 Meltaguns, Meltabomb
        Rhino, Dirgecaster

1x5 Nurgle Spawn
1x5 Spawn
1x1 Baleflamer dragon

2x1 Maulerfiends
1x2 nurgle oblits


List, the Third.

Mega-armoured Warboss, Cybork, Boss Pole
Big Mek, KFF, Cybork, Burna

4x20 Shoota Boyz, PK/BP Nob, 2 Big Shootas
1x4 Meganobz, 4 combi-skorchas
        Battlewagon, Deffrolla, Big Shoota
1x11 Gretchin

3x1 Battlewagon, DeffRolla, Big Shoota

2x1 Dakkajet, Fighta Ace, TL supa Shoota (x3)

2x5 Lootas




I think all the lists are really good, I'm just struggling to determine which to take.







Sunday, January 20, 2013

2k 40k RTT at Showcase Comics Jan 19

Hey All!

So yesterday I attended an RTT at Showcase Comics which is about 2 hours and 40minutes from my area. It turned out to be well worth the drive. I attended this after being told repeatedly that the level of competition at this game store is quite high, so if I wanted good practice as it were, I should show up! As it turns out this was fairly accurate.

I was joined by Eric from the NOVA crew.

Ok, so my list is basically a re-iteration of what I've been posting here lately.

HQ
Khorne Lord on a Juggy w/ Axe + Meltabomb + Sigil + Boon
Chaos Sorceror on a Bike (unmarked) + Burning Brand + psyker level 3 + meltabomb w/ force axe

Troops
3x 10 cultists

Fast
1x5 Spawn
1x5 Nurgle Spawn
Bale flamer dragon

Heavy
Maulerfiend w/ lasher tendrils
2x 1 nurgle oblit

Ally

HQ
The Masque

Troops
2x 5 Plaguebearers

Fast
1x 9 Screamers

Elite
1x 9 Flamers

That comes to 1999.

I played in order -
 Dark Eldar/ Eldar allies (Venom Spam w/ eldrad and lots of shooty elements)
 Chaos SM (Typhus + 40 plague marines + 6 oblits + bale flamer dragon)
 Necron (Cron air w/ 5 night scythes, 15 wraiths, Destroyer Lord, 3 Annihilation Barges, Deathmarks)

All were good games and required a lot of thought on my part, especially the first game after I got my non prefered wave (2 plaguebearers), and then proceeded to lose the maulerfiend, both spawn squads and both of my HQ's within two turns (before they could assault any infantry). The bale flamer died almost immediately after came in to some fire dragons on a quad gun and some super lucky melta shots.

Underneath the photos below, are some game photos and small battle reports of the games themselves.

So without further discourse, some photos!


Eric showing he has what it takes to be one of the emperors finest

Spaceee hulkkk. SQUEEEE


Badassery

The store

Gaming section

Cool models and titans


Way to cool

As with any battle reports. my memory can be foggy or wrong. Lots of stuff is going on in a game and its hard to remember all 2 1/2 hours multiple times. Please forgive any mistakes!

Game 1 - Vs. Dark Eldar / Eldar: Hammer and anvil, 4 Objectives, Night Fight. My opponent went first.

The Deployment
 Turn 1
My opponent used Eldrad to give ignores cover and other various buffs to the nice guys surrounding him. They promptly blew up the mauler fiend. His ravager barge in the bottom right moves forward to shoot at spawn. On my turn I roll my non-preferred wave and end up deep striking two plaguebearers into his backfield. One mishaps and enters ongoing reserves. I move forward and manage to charge the barge with spawn (making it into the middle piece of terrain with a tree).

Turn 2:
More of the deployment.

I get shot to pieces losing all my spawn and both HQ's, and take wound on one oblit. (thanks ignore cover and re-roll successful saves!).
My dragon, flamers and screamers all arrive from reserve. The dragon takes a hullpoint lost from quad gun. I march everything forward in a steady fashion aiming to contest his objectives and keep him from going to mine. The dragons flame thrower goes for the fire dragons and only manages to kill 1 (despite having 5 hits). My screamers + flamers combined kill about half the dark eldar squad. Plaguebearer in reserve deepstrikes next to his objective.

Turn 3: His dark eldar shoot my flamers and all but 1 screamer to death. My dragon dies to fire dragon melta guns. The lone screamer goes suicidal and takes out one venom in assault. Plaguebearers now charge into combat. one squad charges what's left of the blob (10 warriors, eldrad and a hemocouli (spelling?)), and the other charges a 5 man pathfinder squad camping the other objective. Shockingly the plaguebearers unleash carnage and do very well in combat. At this point i have two ten man cultist squads on one objective, and one ten man on the other. My oblits continue to plod forward firing at venoms to disable them.

Turn 4: The last screamer dies, his venoms + 2 fliers go on a rampage to kill all my cultists. Killing about 5 each from the two ten mans that were hanging out together. (Aiming for a leadership check). One squad runs off the board. One hangs in tenaciously. The plaguebears continue to chop through dark eldar methodically. At the bottom of 4 the large blob now just consists of the dark eldar HQ nad I think a warrior. The pathfinders have expired, but have been replaced by a true born squad who are also being chopped down (and break and run at some point). Oblits continue to plod forward.

Turn 5: I continue to get sprayed with shots on the 5 man squad, the ten man squad  takes a few wounds but luckily is mostly out of LOS so can't take the full brunt of the damage they could receive. The fire dragons are charged into close combat to rescue the Dark Eldar HQ and whiff miserably. The other plaguebears squad now has two trueborn squads in CC with them and holding their own quite well. My opponent spreads one squad of warriors out on one objective(to touch the quad gun) but is unable to reach his second one. On my turn the oblits continue to plod forward shooting, the plaguebears win combat against the fire dragons + DE HQ, breaking free and moving towards the held DE objective but not close enough to contest. At this point if the game ends, I win 2-1 w/ linebreaker + slay the warlord. We roll, the madness continues!

Turn 6: Plague bearers in the open die. The other plaguebearer squad continues to hold on. My last ten man cultist squad passes about 8 3+'s which was amazing. The other squad dies a terrible terrible death On my turn, oblits continue to plod forward. One is now close enough to flame thrower the DE squad holding an objective, he proceeds to do so, requiring a leadership on them, and they break, running off the board! Game is called. 1-0 for a 12 point win. My opponent played very well and took 1799 VP's from me.


Game 2:  vs. CSM Plague Marine Horde!! 2 Objectives, Vanguard

Deployment
I made my opponent deploy first, attempted to seize and failed. My Maulerfiend had come disconnected from his base in the previous game, so that's why just his base is on the table. As it turns out (as with all three games) that was largely irrelevant because he never moved past wherever he was at the end of turn 1. In this game, an oblit immobilized him with a lascannon shot, and he stood there as a silent guardian the rest of the game.. and no one payed him any attention!


Turn 1: He moved all his plague marines forward, shot with the oblits. Ran the marines even further forward. I take the bait, and turn 1 charged Typhus and ten marines with my spawn squad and khorne lord.... and that started my first huge underestimation of plague marines. My bike sorcerer sat in the middle with his spawn and shot a torrent flamer at some marines, killing one.  I got my preferred wave so flamers, screamers, and the masque all came in. Flamers roast 1 & 1/2 oblits, (so not quite first blood!) and screamers kill a few marines. Khorne lord and Typhus get in a challenge. Khorne lord rolls a mighty 8 hits, and proceeds to wiff, like a boss... Typhus deals 2 wounds back and fails his force weapon..

Turn 2:  One plague squad turns to join typhus & company in combat, the other one moves forward to get ready to assault the Masque. The fourth hangs back to shoot at flamers. Oblits shoot and kill a few things. One oblit assaults the flamers and dies(first blood). His dragon comes in and flames my nurgle spawn. Plague marines assault the masque, and join the combat vs. spawn / khorne lord.  The masque accepts a challenge from the plague marine sarge, and they both wiff. Khorne lord dies like a wuss after whiffing again. Spawn are holding up with 1 model left! On my turn, Sorcerer + nurgle spawn charge into combat with the masque + plague marines. Screamers, rather than doing the smart thing and killing some oblits, charge into combat with the spawn + typhus + plague marines (i expected to kill one squad outright and then lose the screamers, it did not happen). Flamers move forward and start chasing the plague marines in the back, managing to dakka 2 down. Plaguebearers come in and stand near his back objective. Cultists come in, one squad onto my objective, one races towards his. My dragon comes on and vector strikes his dragon taking off a hull point. At the end of the turn, typhus and company clear combat, the masque hits and runs away from the plague marine combat after killing the plague marine sarg, and two squads of cultists and an oblit now stand proudly near my objective.

Turn 3: Nugle spawn + sorc hang out in combat with plague marines, his dragon ends up next to my cultists and kills 5 of them, making them break (but not off the board!) Typhus and company come towards my objective. My 10 man block of cultists run towards his objective. Flamers finish off all of the marines on his objective. My dragon harasses typhus and company and kills a few marines. My oblit on my objective tries to kill his dragon unsuccessfully. My other oblit joins the combat with the nurgle spawns + sorc. My cultists who were running regroup successfully. The Masque Pavanes typhus and company backwards away from my objective.

Top of turn 5

Turn 4: Typhus and company advance towards my objective. His oblits go to his objective to remove my flamers / troops, with minimal results thanks to a large ruin blocking LOS and giving cover.  On his turn the plague marines in combat win, and consolidate towards his objective. His dragon goes into hover mode and kills even more cultists on my objective, but they pass leaderships. On my turn the flamers try to wipe out an oblit squad but whiff horrifically. My dragon finishes off the last of typhus's escorting plague marines. My second plaguebearer squad comes in on his objective making a wall between his oblits and my guys. My oblit shoots at the now hovering dragon and blows it up. My cultists run and are now pretty close to his objective, setting up three troops to hold it (perhaps unnecessarily to many). The Masque again pavanes Typhus away from my objective.

Turn 5: His plague marines advance and are now about 12 to 15 inches away from my troop choices on his objective. Typhus advances alone but is to far away to charge my cultists effectively. His plague marines advance and shoot.  My dragon flies across vector striking the only remaining plague marine squad killing a few. My flamers roast them killing some more, and the bale flamer finishes the rest. Game End 2-0, with bonuses for first blood and line breaker. More pavane = more win!

Game 3. VS. Necron (Airforce + wraithwall w/ barges). 5 Objectives, Nightfight, Dawn of War.
Middle of Turn 1, right after movement phase ended.


Almost all of the "action" as it were took place in the first three turns, so I'll walk through those. I rolled the warlord trait for infiltrate, and got two infiltrating units, I chose the oblits
He rolled higher and gave me first turn. I set up dead center with one squad to each side so I could hit any direction. He set up directly opposite me. We were both at the exact 12" line. The oblits then infilitrataed 12 inches away from his line out of LOS. My preferred wave was the masque, flamers, screamers, which I rolled successfully.

I move everything 12 inches forward and had three very successful deepstrikes close range to his line. The masque pavanes two of the wraith squads closer to my guys. I shoot the flamers at one, and overpass the other. The sorc for basically the only time I remembered to use his powers cast shriek which either killed or wounded a wraith. After this I successfully assaulted one of the two wraith squads with the khorne lord + his spawn. The sorc lord + maulerfiend was out of range. On his turn 1 he breaks the destroyer lord off from escorting wraiths and assaults the maulerfiend which thanks to lasher tendrils reduce him to only 2 attacks, one of which gets through and immobilizes it. The full squad of wraiths assault the sorc and company, and the other squad goes to help out the wraiths already in combat.

Turn 3 I think.

For turn 2/3, I think all the combats either cleared or were close to clearing. There was a lot going on so its hard to remember what happened when. The take away is that the khorne lord's squad lost a spawn and had one wounded, the sorc squad loses two spawn eventually, and the maulerfiend ends up immobilized with two hullpoints gone. The destroyer lord + all the wraiths end up dead and the lord does not get back up. All the barges are dead by the end of turn 3. Now just the air force! The rest of the game consisted of me spreading out onto all 5 objectives to either hold or contest as he worked on killing off my cultist squads (and the masque for revenge!).

FIN
Overall Results
1 - 12/13 pts
2 - 12/13 pts
3 - 15/16 pts

**Post Script**
A couple of people have texted asking how I placed overall. I am pleased to say I managed to pull out first.
**END