Competitive 40k tactics and Battle Reports with the Tyranid Codex

Monday, March 25, 2013

Chaos Space Marines: Daemon Allies




Hello everyone! Now that I have a few months before my next big tournament, I've spent a good deal of time looking over the Daemons book, and also the Allies system. As a Nid player, I actually don't know the rules too well on allies! However, looking over the Battle Brothers section it's quite clear that they can use powers on each other... the natural conclusion of this, of course, is to look for Divination to add to my Chaos Marines. Fortunately, Tzeentch is my god of choice! 

When looking at an allied chart, you MUST take a troops and an HQ. While some people like to take 5 warriors and Necron Wraiths as allies, I feel that a good allied contingent must have a useful unit in every slot, otherwise you're wasting points for the unit you're adding in! I'd like to keep my attachment to a relatively small number of units, like 2 or 3.

HQ: Because I want to add divination to my army, there are really only two choices. A herald of Tzeentch or a Lord of Change.

Herald of Tzeentch:
 Pros: Cheap, can be hid in units. Up to three Divination powers
Cons: Very weak, can only join other Daemons, and only Tzeentch ones. An absolute pushover in CC.

Lord of Change: Pros: Tough, Flying Monstrous Creature. No slouch in CC, and isn't tied to a unit, very mobile.
Cons: Big target, draws fire, only a 5+ save, pricey.

From my experience with FMCs from Tyranids, I know how fast they can go down. With only a 5++ and not as easy access to FnP, I think that the Herald is more price-efficient.

This then means that the Herald needs a unit to go with him. Compared to my Nids, I run relatively few scoring units for my Chaos Space Marines (I plan on three). The Daemon troops should then be very tough against shooting for a ore resilient unit, which Pink Horrors fit just fine. With the new Daemonic Instability rules, they can go to ground. A unit of Pink Horrors behind an Aegis Line are just nasty, as they have a 2+ cover save, and are allowed to reroll 1s due to being Daemons of Tzeentch! Gnarly! Horrors also add in a nice bit of shooting, if they need to use it.

The base allied attachment would then be 11 Horrors, with an Iridescent Horror (For Mastery level 2 until they got shot at) and a Herald of Tzeentch. The Herald would be ML 3, and rolling all divination. With Havocs and Forgefiends around to play, there shouldn't be an issue of running out of targets. Twin-linking a Forgefiend will brutalize a Rhino, even with cover, while making autocannon Havocs a sudden menace to any aircraft around. This even fits what I see as the Iron Warriors theme, a very immobile shooting force behind a fortification, with Daemons only being used as tools to further their own ends. And really, isn't that what allies are? Because sometimes, you just want Twinlinked Lascannons to ruin a guys day.

This would run in at 199 points, which is altogether VERY cheap for an allied unit. It has minimal upgrades, and doesn't have to roll on the Warp Storm chart. I'm basically paying for a tough unit behind an Aegis line, and a minor character who can really help my army be devastating on the field.

Wednesday, March 20, 2013

Crucible GT standings/review

Alright, I've finished my 6 Battle Reports and now, it's time for a final standings/tournament review: At the start of game 6, I was in a tie for 4th place at 62. Ahead of me, the players had 63, 68, and 71. Let's see how the final games went:
 
Necrons vs. Eldar/DEldar: The necron player from round 6 of Beaky, vs. the Eldar player from round 5 of Crucible. Eldar destroyed, 20-2! Necron wraiths got wrecked by the mighty Wraithguard blob, which took full points when the Wraithguard used his mulligan to reroll a 6 on a H&R attempt and claim an objective. Saved it for the last minute!
 
Tau/SW: Absolutely wrecked the IG player from my round 4 of Crucible, 20-0. Here's how the standings below worked out: (Top 15)
 
 
In case you can't tell by armies, I ended up with 4th place. Despite a win, I failed to advance at all from my post game 5 standing. The IG player matched me in points to stay ahead, while strong victories by Tau and Elda earned them the top 2 spots. However, the highest ranked Necron player finished number 6! Take that meta! Of course they also had the most spots in top ten with 3. as you can see, I was a point away from 3rd! This is where not consolidating in game 2 hurt me, I would love those two extra points! However, I did get a small trophy as "Best Tyranid" player.

Overall, the two players who beat me took spots #1 and #2... Combined with how bad the matchups were, I didn't have an easy path! Congratulations to them, those two guys were my favorite opponents actually. I can't complain with non-Necron, Non MEQ winning the prize! However, there were no undefeated players. Things got very messy up top! The winning Eldar list only lost to a Necron wraithwing list, Teddy from my game 6. Teddy lost to both me and Steve, another Necron player. Steve beat Joseph, the number 2 player, for his only loss. Joseph and Devin both beat me, however.


Tournament Review:

PROS:

-Terrain  was absolutely fantastic!This is better terrain than I get at most LGS, even when I set up the tables! For a GT, it was absolutely fantastic. Every table looked fair and balanced, and many had very nice themes as well.

-The mission format: I like having a 1st, 2nd, 3rd objective setup, I admit better than the "Primary, then tiebreakers" of BeakyCon 2. It wasn't perfect however, more on that later.
 
-The players there were fantastic. No cheating, no questionable behavior, and 6 amazing opponents. I would play any and all again.

-Pure Battle Point rankings: Very, very interesting how this worked. On the one hand, it gave a lot of people the chance to feel like they were competing, and made the prizes wide open in the final two rounds, instead of a "winner takes all" of a single game.

-The Mulligan: This random free dice reroll, for submitting lists early, was quite fun, and added a bit of depth to my games early on.

CONS:

-Pure Battle Point Rankings: Although I don't mind, I ended up ahead of a few 5-1 players... I would be unhappy if I was on the other side of things!

-The Mission Format: Some of the objectives were a little too fun. Example: Psycher Kill Points was basically a 5-point handicap for me in game 6. There was another KP mission that revolved around Dedicated Transports not being KPs! That's a bit unbalanced in my mind, and favors some armies WAY more than others.

-A couple rulings were questionable: For example, it was ruled that my Flyrant in area terrain recieved no area terrain cover? For me that seems like a pure "I think this makes sense logically", as it is completely unsupported by the rules as written.

-My biggest concern here: Match-ups: I won't list every example, but there were quite a few instances of players being matched up who were of very uneven points levels... One example, was round 6. Joseph and I are both tied for 4th, sitting at 62 points each. My opponent, Teddy, had 61 points. Josephs round 6 opponent however had 49 points... a huge discrepency! Perhaps I'm bitter because I'd want to do better, but I think 12 point swing between the opponents of two equally placed players is a bit ridiculous. There were other stories I heard of mis-matches. However, Joseph did deserve to finish higher than me, purely by merit of how badly he beat me!

OVERALL:

I liked the event overall, and how it was run. It seemed a bit different from most GTs, but overall I did have a great time. If the GT is back next year, then I can guarentee I will be as well!

Monday, March 18, 2013

Crucible 2013: vs. Necrons

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative. My Mulligan has been used.

At this point, I am in a tie for fourth. Here's the field:
1. 71 Eldar/Deldar
2. 68 Necrons (the player from round 6 BeakyCon)
3. 63: IG
4/5. Me (62)/the Tau/SW player (62)
6. 61: Necrons
So, I can break the top three with a solid victory I hope!


The sixth mission:

Primary: 7-  3 objectives, all in no mans land. One in dead center, two more 12" left and right. Every unit within 3" of an objective adds one Master Level to an IC if he's there, a sergeant if not, and generates one random power.
Secondary: 5- Kill Points (Psychers only)
Tertiary: 2- Emperors Will
Bonus: 2 each- rulebook secondary objectives

Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.

My list:

Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores





My Opponent: Teddy

Imotekh the Stormlord
Cryptek with one reroll (Chronometron?)
5 Warriors in Night Scythe
5 Warriors in Night Scythe
5 Warriors in Night Scythe
5 Warriors in Night Scythe
6 Wraiths, 3 whips
6 Wraiths, 3 Whips
3 Tomb Spyders
3 Tomb Spyders
10 Scarabs


Psychic Powers:

Flyrant 1: Enfeeble, Life Leech
Flyrant 2: Life Leech, Endurance
Tervigon 1: Enfeeble, Endurance, Warp Speed
Tervigon 2: Enfeeble, Endurance, Warp Speed
Tervigon 3: Enfeeble, Endurance, Warp Speed
The Doom: Cataclysm

Warlord Traits: Useless

Night Fight turn 1
Deployment: Dawn of War

Initiative: Necrons

Pre Game Thoughts: Teddy is the winner of BeakyCon, and plays in GTs throughout the USA. On the one hand, this is a good match up for me, on the other hand I know that he is an excelllent player. However, when it comes down to it, my Psychic Powers are very strong even with no Iron Arm. I can use them to establish a solid ground control, and then claim the Primary objective. However, the Secondary objective is absolutely infuriating. I start out with 5 psykers, he has 0, so this'll be tough to win... My Emperors Will objective is center of my deployment, in the ruin. His is the far back right of his DZ.


Deployment: Necrons: He stacks the field to my left. Both Wraith Squads in the open, and both Spyder squads behind a ruin to the left. 10 Scarabs in the Ruin. Everything else, in reserve of course.

Deployment Nids: Tervigons each start of far forward, 12" away one each from the objectives. Flyrants on my left, Biovores in a ruin. Ymgarls/Doom in reserve, I also put all my gants on the left side, if slightly far back.

Turn 1 Necrons: He advances everything, including a bolstered Scarab squad, who are still in cover. Lightning results in no damage.

Turn 1 Nids: I enfeeble the leftmost Wraith squad, it gets denyed. The second goes through however! I zoom up both Flyrants (both have FNP) and unload on the Enfeebled Wraiths. Math hammer goes perfect. 24 shots, 18 hits, with preferred enemyI get 18 wounds. He fails 6 saves, and the unit is whiped due to Instand Death. I also get First Blood.

Turn 2 Necrons: Three Scythes come in and Line up a Flyrant (Warlord) He takes three wounds and is grounded. The Scarabs, now at 22 strong, burst out of cover and hit a 10 man gant squad I had strung out as a screen. They die horribly. The surviving Wraith Squad hits the grounded Flyrant and kill him.

Turn 2 Nids: My surviving Flyrant vector strikes a scythe, blowing it up as he leaves the field. I cast three successful Enfeebles. The Wraiths go to Toughness 2, as well as the Scarabs. BothYmgarl squads come in. Ymgarls jump out and hit one of the squads of Tomb Spyders, causing two wounds.  The other come out of a crater behind the Wraiths (one is killed by the falling Night Scythe). Both Tervigons nearby spawn gants, and the twenty man unit runs up towards the 22 Scarabs. Biovores and three squads, plus two Tervigons Cluster Spines, whipe out the unit completely. A third squad of gants opens fire into the T2 wraiths, then assault. Ymgarls also assault that unit. When it's all over, he has one Wraith left tying me up.

Turn 3 Cronz: His two flyers advance, the third flies max distance, all zero in on a single Tervigon. He causes three wounds total. In CC, his Spyders jump into the Spyder/Ymgarl combat and kill all my Stealers. Lightning ends for Imhotek. His disembarked warriors fail their Reserve roll. In assault I finish his wraith off.

Turn 3 Nids: I land the Doom on his objective, who jumps out and moves towards the board edge. My Flyrant comes on and blows Imhoteks ride out of the sky. (to the right of the two surviving Scythes below) My Ymgarls hide in area terrain, gants spread out, Tervigons endurance themselves.

 
 
Turn 4 Necrons: Both warrior squads come in and rapid fire the Doom, he's down to one wound. Flyers fly off the board. Spyders come close to the Tervigons.
 
Turn 4 Nids: Doom takes 4 wounds off the warriors, Flyrant advances and whipes the non Imhotek warrior unit. I spawn gants out of Tervigon, she's out, and assault 3 spyders. It's mostly a draw, I lose a few for one wound. Doom assaults Imhoteks squad and loses 3 wounds to overwatch! Youch! Imhotek challenges and knocks him down to one wound.
 
Turn 5 Crons: Both Scythes come in and finish off the last Flyrant. Other 3 spyders charge a Tervigon. Both combats are un interesting. Imhotek whiffs.
 
Turn 5 Nids: I hold objectives with my other two Tervigons. All nearby gants jump into the two Spyder units, do no damage but tie them up.
 
Turn 6 Necrons: He drops warriors on an objective and tries to kill a Tervigon with shooting, it fails. He does kill the Doom in CC. (He's been making every single 3d6 check...)
 
Turn 6 Nids: I kill the Warriors on the objective, the two CCs grind on.
 
END GAME:
 
Primary: Tyranids, 2 objectives to 0
Secondary: Necrons 3-2 (Flyrants and Doom to a Wraith and warrior Psyker)
Tertiary: Nids 1-0 (the Spod contests his)
 
I have First Blood/Linebreaker, he has Warlord and Linebreaker
 
Victory 13-9
 
That was a tough game, but I did enough early damage that I had dominant Board control. Sadly, I never really could get him to get near enough to the objectives where I could kill some Psykers. Still, I'm happy considering the quality of my opponent. Up next will be a tournament redux, including final rankings, winners and all! Stay tuned!




Saturday, March 16, 2013

NEW TAU ARE HERE!

From Spikey Bitz:
The Rumors are True, Tau Cometh- First Pics!
0 comments
Well it looks like the stars have aligned and we have another 40k release on our hands folks, and it is indeed TAU!

Here's a first look at the Tau Leak from the White Dwarf pics currently going around the tubes! Man I am going to love me some plastic Broadsides!

Checkout the size of that Battle-suit!!! It's like 3 Crisis suits tall! -Enjoy MBG

From Faeit
Tau Pics Are Here!!!!! Sunshark Bomber/ Razorshark Fighter, and More

Ever concerned that Tau were not going to be released for April....... The Cat is out of the Bag!!!!!. Tau are here, and yes the pics out next month's White Dwarf are spreading faster than a wildfire.

These pics can be found over at Advanced Tau Tactica (Where they first appeared) and on Warseer by sinowarrior




Friday, March 15, 2013

Crucible 2013: vs Eldar/Dark Eldar

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative. My Mulligan has been used.

The fifth mission:

Primary: 7- The Relic
Secondary: 5- Table Quarters
Tertiary: 2- Kill Points
Bonus: 2 each-rulebook secondary objectives

Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.

My list:

Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores




My Opponent: Devin

Eldrad
10 Wraith Guard (1 Warlock)
3 Guardian Jetbikes
5 Dire Avengers
Wave Serpent
6 Fire Dragons
A special FW tank- Warp Hunter? It had a Large blast, Ap. 2, wounds on a 2+, Instant Death as 6. Could also be fired as a 6" torrent weapon, same profile.
3 War Walkers, Scatter Lasers
Aegis Line, Quadgun

Baron Sathonyx (?)-the Hellion dude with Hit and run and stealth
5 Warriors in Venom, Splinter Cannon
10 Warriors in Raider, Blaster



Psychic Powers:

Flyrant 1: Enfeeble, Life Leech
Flyrant 2: Life Leech, Smite
Tervigon 1: Iron Arm, Life Leech, Warp Speed
Tervigon 2: Endurance, Life Leech, Warp Speed
Tervigon 3: Iron Arm, Enfeeble, Life Leech
The Doom: Cataclysm

Warlord Traits: Useless

Not Night Fight turn 1
Deployment: Vanguard Strike

Initiative: Eldar/DEldar

Deployment Eldar: His Aegi is strung out between two terrain pieces, with the Exarch on the gun. Warwalkers to their right, behind the uardian Bike unit. 4 vehicles are scattered behind, and his super Death Star is as far forward as possible.

Deployment Nids: Two Trvigons are both 12"exactly from the relic, I'm not letting him run away with it! Flyrants are scattered to either side, gants are also hiding behind, my third Tervigon is hanging back a bit with the Biovores. Standard reserves of Doom/Stealers

Pre game planning: Theres no way that I can get a full victory here. Actually, I'm just going to have to try to take the primary objective, and that's it. Any other points I get are a bonus. Turn 1 he can jump the bikes on the relic and if he does I'll punce on them. If not, I'll just take it and wrap it.

Turn 1 Eldar: As I predicted, the Relic is siezed turn 1. By a unit of gants! That magical 6 comes up, and I decide to scrap all my plans. I hurl my army at his in a balls to the walls attempt to take him down. I gun down the full unit of War walkers, and kill the Guardian Jetbikes, netting me two KPs, First Blood, and 13 models on the Relic. I also run a second spawned unit to wrap the original.

 
 
Turn 1 Eldar (for real): His army took a hit, but sadly he's not down yet. He fires the Raider and Venom at the non-Warlord Tyrant, and wounds him a few times. The Fire Dragons then get three hits, and I fail two cover saves. One down. The Wraithguard target the other Flyrant, with Guide, and shoot him down all on their own.
 
Turn 2 Nids: Crap! This game isn't even close to over. I get the Doom and half my Ymgarls. The Doom kills 5 Fire Dragons, and the Ymgarls asault the Wraithguard. First though, I spawn another unit of gants directly in front of the Wraithguard, so he can't hit and run forward. Shooting kills one, but the Ymgarls fail to get a single rend! Remarkably, he fails to wound as well. He H&Rs 17 "!!!! Fortunately I had blocked him, so he only goes sideways. Below you can see us in the middle of the assault phase. The Quad gun intercepts and kills the SPod


Here is his monsterous Hit and Run...
 
 
Turn 2 Eldar: His Wraithguard advance, and shoot at a Tervigon. He only has a few in range, but rolls three 6s to wound! I can't make that many Cover saves... Tervigon down! The rest of his army focus fires and downs the unit with the Relic.
 
Turn 3 Nids: I spawn a LOT of gants around the Wraithguard. Shooting nets 0 kills, darn Fortune. I then assault with only he TErvigon, who actually passes Iron Arm up to Toughness 9! I kill the Warlock in the challenge, he Hit and runs 11" backwards. I also get my second unit of Ymgarls in. I had gambled in their placement, and put them in a far off area piece with nothing nearby. My opponent was shocked, as he had flown his FW-tank over behind it! Muahaha... I hit the tank at +1attacks. 20 attacks, on a 3+, leads to 5 hits... leads to 0 glances... Oh no...  Below is his Death Star H&Ring back. To make things even worse, I put the Strength 10 Doom (he kills the last Fire Dragon) 1" away from the Raider, and then can't even see him behind it's Sail and forget to assault! 

 
 
Turn 3 Eldar His Wraithstar assaults and kills the nearest unit of gants. One dies in overwatch! The Venom blasts the Ymgarls down to 1 model :'( The Warp Hunter (FW tank) flies around and uses its template to shred a TON of gants. I had planned on that being dead, and clustered my troops a lot last turn... Ouch. The unit on the Relic dies also.
 
Turn 4 Nids: I go for a massive assault on the Deathstar. 32 gants head in with Poison, I should kill a few right? I leave one unit back to deny him a close H&R. It turns out he has defensive grenades... whoops. He takes 0 wounds, and steps back a few inches. The Doom assaults and murders the Raider, one turn late. 
 
Turn 4 Eldar: His Warriors step forward and blast down a unit of gants. I casually remind him to take a Doom Check, he loses 6 guys and falls back! I get to place the gants back, only for the damned Warp Hunter to lay down the Template of Doom and kill like 12 guys... (every single gant unit rolled a 1 to consolidate after he left combat) His Dire Avengers come in and hop in the Serpent.
 
Turn 5 Nids: I grab the relic again, and round up the gants to try to hold on for one turn. The Doom finishes off the Warriors. Biovores are ineffective, as all game.
 
Turn 5 Eldar: His Venom gets super lucky and kills an entire Tervigon. The Wraithguard hits the other squad and rolls a 6 to wound, I fail that cover save and lose the model. The two explosions decimate the gants around them, I only have a handful left, which is lessened by the Warp Hunters template. Not good!
 
I really need the game to end here... it doesn't. :/
 
Turn 6 Nids: Biovores kill a warrior out of the Venom squad, the last Ymgarl assaults and gets hit by a blaster on overwatch. Splat! Other gants crowd the objective. The Doom throws Catalyst on the Dire Avengers, who had disembarked. A direct hit only causes three wounds, he passes two cover saves and doesn't need moral. Bummer.
 
Turn 6 Eldar: I have no synapse, so he just lines up some gants for the firing squad. I have a few scattered left. He also flies the Warp Hunter full distance to contest the quarter the Doom was in.
 
The game ends here.
 
Primary: Draw
Secondary: Eldar (Full health vehicles could contest the quarter. I would have gotten this, and won, if not for that damned Warp Hunter! )
Tertiary: Eldar
First Blood: Nids
Linebreaker: Both of us
Warlord: Eldar
 
DEFEAT 11-4
 
 
Post game: In hindsight, I played this game completely wrong. I tried to block the Deathstar while I got the relic, and fed my entire army into that Meat grinder. I would have been a lot better off by just thowing one unit if gants in front of it, and then just avoiding it to kill everything else. Even if I lost primary I could have gotten secondary/tertiary, and combined with Linebreaker/First Blood could have had a narrow victory. This minor loss drops me from a solid 2nd place to a tie for 4th place, but I'm now far enough behind that I can't realistically win the GT. I think, other than my turn 1, the dice were a bit down on me. Both Ymgarl units were horribly ineffective, with simply godawful rolls. Then, a few bad saves, and hot rolls by the Wraithguard (especially on rolling 6s to wound) doomed me in this game. Plus, Eldrad is still my least favorite character in the game... I made enough mistakes though to say that my opponent deserved the win.

Wednesday, March 13, 2013

Crucible 2013: vs. Imperial Guard

At this point I'm 2-1, heading into game 4 of a very long first day for Crucible 2013. Yes, that's 4 games in one day... let's just say we're all ready to go home! I have to take this game seriously though to get back in the mix of things. Again, only Battle Points are considered, so I'm actually not too far back in the grand scheme. However, this is Kill Points... suffice to say, not my favorite mission!

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative. My Mulligan has been used.

The first mission:

Primary: 7- Kill Points
Secondary: 5- One central objective, one point per Player turn you control it.
Tertiary: 2- Emperors Will
Bonus: 2- each-rulebook secondary objectives

Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.

My list:

Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores



My Opponent: Zach

I am actually fairly unsure of his list... I don't have a copy but remember most of it.

Command Squad (P or C?) Melta guns
Command Squad (P or C?) Plasma Guns
Command Squad (P or C?) Plasma Guns
Infantry Platoon Squad with Lascannon + Chimera
Infantry Platoon Squad with Lascannon + Chimera
Infantry Platoon Squad with Lascannon + Chimera
Infantry Platoon Squad with Lascannon + Chimera
Special Weapons Team with Meltas + Chimera
Leman Russ
Leman Russ
Hellhound
Basalisk
Vendetta
Vendetta
Aegis Line with Icarus Lascannon

Psychic Powers:

Flyrant 1: Life Leech, Warp Speed
Flyrant 2: Endurance, Life Leech
Tervigon 1: Iron Arm, Warp Speed, Life Leech
Tervigon 2: Endurance, Warp Speed, Life Leech
Tervigon 3: Iron Arm, Enfeeble, Endurance
The Doom: Puppet Master

Initiative: Tyranids

Deployment: See below. Warlord Traits were useless. I have the Doom, Ymgarls, and 10 outflanking gants in reserve. 10 more gants in normal reserve.
 
 
Guard Deplyment: He puts two 20 man blobs behind the Aegis, as well as His Hellhound and Basalisk. Russes are in area terrain, and so are two Chimeras. You can see it pretty well in my turn one picture. Two more Chimeras are ahead of the main force.
 
Turn 1 Nids: I fly both Flyrants up, both with FnP. I'm basically daring my opponent to kill them, I don't think he can! Shooting explodes one Chimera. First Blood. I put my OA flyrant out front as an "easy target" if the HiveCommander survives he's in for some pain turn 2...
 
Tyranids: 1     IG: 0
 

 
 
Turn 2 IG: My little gamble pays off! Every non-blast weapon he has targets the Flyrants. I pass all grounding checks and only end up with one wound! His frustrated Templates let loose at a Tervigon in cover and dal two wounds, and fry a gant.
 
Tyranids: 1     IG: 0
 
Turn 2 Nids: Choo-choo! Here comes the Pain Train! This is the exact situation my army is designed for. When my opponent makes a gunline, and I get all my reserves in at once, its gonna hurt! Flyrant on the left Vector Strikes two survivors away, then shoots and blws up a Chimera. 6 men survive to pile out, and the Biovores kill them. The Doom comes in and kills several Guardsmen from two blobs. Then, he Puppet Masters the Hellhound, and kills 8 more Guardsmen! The other Flyrant Blasts a Chimera in theside as he flies over the Battle line, blowing it up. Ymgarl squads assault one ravaged blob squad and sweep them for no losses. The other 5 hit and wreck the Hellhound.
 
Tyranids: 7       IG: 0
 
 
 
Shockingly, my Opponent forfeits the game right there! I don't disagree that he'd taken an early hammering, but I was actually a bit disappointed. For a 2 hour and 15 minute round, I had won in 20 minutes... I think my opponent should have at least brought his Vendettas in for a go, if he'd pulled back his blob, then tried to Zap the Flyrant or at least grounf him, the three Large Blasts and Plasma squads nearby could have put down a hurting! Still, I wasn't going to argue a full victory...
 
 
CRUSHING VICTORY 20-0
 
Now that's how to get back into a tournament! This was the end of day 4 so I went home early for dinner and a snooze without waiting to see how things went for the other rounds. However, I knew that I had 58 points on the round. What I didn't know was that this was enough to catapult me into SECOND PLACE OVERALL! Wow! After an early massacre I wasn't expecting to be back into things until maybe round 6! Of course, with this good news comes some bad. The player who was ahead of me had 60 points, and he just happened to be playing Eldar and Dark Eldar... The next BatRep will be highly dramatic, so stay tuned! 


Crucible 2013: vs. Orks/Necrons

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative. My Mulligan has been used.

The first mission:

Primary: 7- 6 objectives, 3 each are deepstruck by the players, one each on turns 2, 3, and 4.
Secondary: 5- Kill Points
Tertiary: 2- Control most pieces of terrain
Bonus: 2- each-rulebook secondary objectives

Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.

My list:

Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores

My Opponent: Jovan

Big Mek
30 Boyz, Power Klaw Nob
30 Boyz, Power Klaw Nob
30 Boyz, Power Klaw Nob
30 Boyz, Power Klaw Nob
20 StormBoyz, Power Klaw Nob

Overlord, Mindshackle, Scythe, 3++, Command Barge
10 Immortals, Night Scythe
10 Scarabs

Psychic Powers:

Flyrant 1: Enfeeble, Smite
Flyrant 2: Iron Arm, Endurance
Tervigon 1: Iron Arm, Enfeeble, Life Leech
Tervigon 2: Enfeeble, Life Leech, Warp Speed
Tervigon 3: Iron Arm, Endurance, Smite
The Doom: Cataclysm

Initiative: Orks

You can see most of my opponents deployment below. He has the scarabs on the far right, three big mobs and the CCB up front. One mob is in reserve as well as the Night Scythe.

Turn 1 Orks: See below, he advances everything, including teh scarabs on the right.

 
Deployment/Turn 1 Nids: Until I know where the objectives are, I don't need to move. He also has almost 0 shooting, so my Flyrants are staying grounded until the Scythe shows up, then they'll pounce. I pull back my lines about 3", no other movement. You can see that the two ten man gant squads are on the edges, that's where I'll put objectives. The 20 man squad is stretched out in front as a shield. I do however manage to enfeeble the encroaching Scarabs... Two Biovores later, and I score First Blood for the first time today. That's a relief at least!
 
 
 
Turn 2 Orks: His Stormboyz and Command Barge both get good rolls to make the charge. However, afteroverwatch and my Initiative 4 attacks, I kill 10 Stormboyz! The unit then dies hideously of course. Everything else advances. 

 
Tyranids turn 2: Silly Orks! I enfeeble the Stormboyz twice. Spawned gants (no doubles) and the 10 man squad gun down the Toughnss 2, 6+ save unit in the open. Lol... I then charge the Overlord with two Flyrants and some gants. HE issues a challenge, so one Flyrant declines, and then Mindshackle gets one gant to kill his mate. The remaining Flyrant smashes the Overlord, he fails to get up. Up at the top of the below picture, you can see a Nerf football and some Stealers... both squads come out of that ruin, and the Doom is nearby. He kills 4 boyz, then drops a Pie Plate on them. Then, two Biovores nail the unit. Finally, all 10 Stealers jump in at Toughness 5. I lose 2 and kill 8, he's down to 10 out of 30 models left, but they hold.  

 
Turn 3 Orks: His boyz mob comes in, he places them by the Ymgarls locked in comat but he can't assault this turn. Good thing too! The Doom zaps that squad and is up to 10 wounds. Stealers finish off the unit then. His rider-less barge smashes a few gants, and his two other Mobs get a little wary and stop advancing.
 
Turn 3 Nids: The Doom runs at the mob with the Mek. I need to kill the Warlord, because I really need a full victory here! Both Flyrants also advance. After 3 large blasts from the Biovores/Doom, I kill 10 models. The First Flyrant then kills 8 boyz. After I cause 9 more wounds with the second Flyrant, my opponent forfeits the full 20 points. At this point I was crushing himon Kill Points, and had only lost 20 gants, while he had already lost his Lord, Scarabs, most of 2 Mobz and the Stormboyz, and frankly I wasn't going to let up!
 
CRUSHING VICTORY 20-0
 
That is exactly what I needed to get back into the tournament! Orks quite frankly just can't deal with 6th edition Tyranids, as Iron Arm/Enffeble nerfs their units hardcore, and challenges means I have no fear of Power Klaws. Full victories weren't common as the top players slugged it out, and I'm certainly not out of this thing yet! Next round however is Primary Kill Points, which is always a struggle for me... 





Tuesday, March 12, 2013

Crucible Game 2: vs. Tau/Space Wolves

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative.

The first mission:

Primary: 7- 6 objectives, random points (1,2,2,3,3,4) FA score
Secondary: 5- Kill Points: Troops and Fast Attack only
Tertiary: 2-Kill opponents most expensive unit
Bonus: 2 each-rulebook secondary objectives

Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.

My list:

Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores
My Opponent: Joseph

Commander Ral'eigh: A FW unit, he has many nifty guns, and rules, and is tough
9 Fire Warriors
9 Fire Warriors
9 Fire Warriors
Tetra
Tetra
Hammerhead (FW turret, Strength 7 Ap 3, Heavy 4 Twinlinked)
Hammerhead (FW turret, Strength 7 Ap 3, Heavy 4 Twinlinked)
3 Broadsides (Most expensive unit) 2 Drones
3 crisis Suits, Plasma/SMS
2 Crisis Suits, Plasma Melta
Aegis Line, Lascannon

Wolf Priest (Jaws, Living Lightning)
6 Grey Hunters, flamer
4 Long Fangs, 3 Missiles

 
I don't remember my trait, it wasn't too good. His warlord (The FW suit) gets -1 to my reserves though :'(
 
Psychic Powers:
 
Tyrant 1: Iron Arm, Warp Speed
Tyrant 2: Life Leech, Smite
Tervigon 1: Iron Arm, Enfeeble, Warp Speed
Tervigon 2: Iron Arm, Enfeeble, Life Leech
Tervigon 3: Iron Arm, Endurance, Warp Speed
The Doom: Psychic Shriek
 
I get the 1,2,and a 3 point objective, he has the 2, 3, and 4 on his side. Damn!
 
Deployment:
 
Initiatvie: Tau
 
My opponent has two FW squads and the Broadsides in the ruin to the right of his arm below, the two tanks inbetwen, as well as the Hrey Hunters/priest. Crisis Suits and Fangs behind the Aegis on the right. A tetra on each side, and his special suit HQ is to the far left. He has 2 suits Deepstriking in.
 
 I have the Ymgarls and Doom in reserve, plus 10 gants outflanking. Also, I have both Flyrants together just to the right of the far right Tervigon in the below pic. 
 
 
Pre game Matchup: This is an infuriatingly bad matchup! Tau can outshoot me, but with that damn priest in the center I can't advance my Tervigons :( I fortunately have absolutely amazing powers. Once I kill the priest I can flood the board with gants and advance the Tervigons. The Flyrants will just have to kill the priest ASAP so I can get to work. The Doom should also be a big factor, if I get reserves turn 2 I can really hammer his weak troops I hope, and take objectives for a minor win.
 
Turn 1 Tau: He starts off with Tetras, getting  6 hits out of 8 shots on my Iron Arm Flyrant and a Tervigon. Annoyingly above average there... They're BS 3. He then open up with the Hammerheads. I have 2+ cover thanks to Night Fight. Wait, he has Blacksun filters! One Hammerhead and the Broadsides kill a Tervigon and some gants around her despite 5+ cover... The Long Fangs then target my Iron Arm Flyrant. At least here I  get my 2+ cover! Just kidding, I roll snake eyes. The other Hammerhead finishes it off.
 
Tyranids turn 1: HOLY BLEEP! I failed my first 9 cover saves from all his various shooting,
 in ruins and with Night Fight! That hurt, a lot! I do get Iron Arm off on both Tervigons at least. At Toughness 9,they wont die easy. He advanced his priest last turn. I'm going to have to nail him, then my Tervigons will live a while. I spawn with both, getting 18 and 15 gants, only one doubles. Boo ya! I hurl both gant blobs, plus the original 20 man, at the oncoming Hunters. I also move my Flyrant up into range to shoot. I know he'll die next turn, but he will soak up a lot of Firepower and I REALLY need that priest dead! After  Biovores, a metric ton of gant shots, and the Flyrants firepower, I whipe out the whole unit minus one guy. Of course, that one guy is the wounded priest... Oh crap...

 

Turn 2 Tau: His priest moves 6" and nicks the Tervigon with a 24" line... he then passes despite Shadows, and I make my deny the witch on a 5! A ha! Wait, the line touched a gant first... I failed. The Tervigon falls into the whole in the ground... cry...The rest of the army shoots into the Flyrant. Both Tetras miss, and I pass every grounding check, but I'm doomed when the Long Fangs roll three 6s to hit... I lose warlord here.

Turn 2 Nids: Things look very grim... My last Synapse spawns a lot, no doubles, and hides. Only one Ymgarl squad comes in... damn it! My Biovores at least nail some fire warriors in a ruin and pin them as well as kill a few. Gants kill the priest in vengeance. Ymgarls are in a far right ruin. I could hit the crisis suits or Long Fangs, but I decide to kill the Fire Warriors. Theyre the only scoring unit on that side of the board, where the four pointer is, and that's the only way I can win now is by milling his troops. On the charge, I roll snake eyes. After fleet, I roll 3". SONOFABITCH! I then throw my Mulligan dice for the tourney and get a 5". I know it's stupid to waste it this early, but if I let myself fail the charge, the Ymgarls die and I now have no way of getting to that FW unit, essentially forfeiting the primary objective. I roll a five, and make the charge and massacre them.

Turn 3 Tau: He murders the Ymgarls, and a few gants. My Tervigon is out of most LoS, and takes a single wound from the Long Fangs. I stop with pics here as I desperately need to get back in this game!

Turn 3 Nids: The Doom and Stealers come in, both by the left side ruin, as it has two Fire Warrior units in it and the Broadsides. The Doom hits all three, wounding a Broadside, and trashing one squad, He's at 10 wounds. Genestealers hit the full 9 man squad and murder them. Some of my gants run to lurk in various terrain so that I can go to ground on the objectives there. Biovores kill a few of the depleted Fire Warrior squad, they're finished by the Dooms psychic Shriek power.

Turn 4: His commander flies over to contest the three point objective. His Tetras each fly over to random objectives, and he shoots and kills some gants.  I tell him Tetras are vehicles so cant contest, and he tells me that they can score. TETRAS ARE FAST ATTCK!!!! My plan of killing his scoring units worked, except I forgot what was scoring! He now has the three and a 1, while my Tervigon just has a 3. Oh boy!

Turn 4 Nids: I pass instinctive behavior on my gants, YES! They get a full 6" run and claim the 4 point objective, for the win! I then outflank my last 10 gants on the left and contest his 1 pointer there. The Doom assaults his Warlord who is contesting the four pointer. His drones are forced to consolidate, taking him off the objective. Sadly, the Doom misses four times... Just as I start to gloat, my opponent tells me his lord has hit and run... Sweet Hive Mind, no! He can autokill his drones to automatically pass the test and does so. I tell my opponent hat if I'd known that, my Ymgarls would have assaulted too. He says that its fair, so I assault them, and again whiff tremendously... He contests the objective.
*A note on the H&R. I should have had a consolidate move, which would have put my Ymgarls back into his DZ for Linebreaker. My assault actually cost me two points! Sigh...*

Primary: Draw
Secondary: Tau
Tertiary: Tau
All three Bonus: Tau

CRUSHING DEFEAT 13-0

Post Game review: In all my pre game planning I never even imagined that combo, and I made a TON of mistakes.
1. Deploying Flyrants. With those in reserve, I keep my modifier and hit him with everything at once Turn 2, perhaps overwhelming him.
2. Tervigons should have hung WAY, WAY back.
3. Tetras are scoring... D'oh!
4. If I had known in advance about the Hit and Run, I would have moved and run the Ymgarls behind the suit so he couldn't hit and run there. As it was, at the moment we had actually already run out of time so I had no time to think when he told me about the  H&R on the Warlord.
5. I had some god awful dice early on, but really I was just supremely unprepared for this list. I really had no clue what it could do! The first turn punch absolutely shocked me, I thought ruins and Night fight for a total of a 1+ cover save (technically 2+, but better for reducing modifiers) would help me a lot. Failing to read my opponents rules and unfamiliarity with Tau hit me hard here... On the flip side, my opponents cousin and regular opponent was a Nids player and he knew my army backwards, forwards and sideways.

However, that being said, Joseph was perhaps my favorite opponent of the day. Despite my bad luck at times, we joked around a lot, and he was a great friendly guy overall. I hated the game, not the player! Even then it was interesting to be losing that early that fast, and my opponent actually congradulated me afterwards for making it as close as it was. It was technically a primary draw, but it really has to go down as a loss in my books. Suffice to say I've learned a lot, and next time I see this amy I just might win! Of course, getting first turn would help a lot...

However, not all is lost! If I win a few big games, I can advance a lot. A lot of players have been having very close matches, I could still end up highly ranked with luck.
 
 

Sunday, March 10, 2013

Crucible Game 1: vs. Blood Angels

*Disclaimer on Batreps! I played 6 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*

Also, for players who turned their list in early, they are rewarded with ONE mulligan dice. It's a special, unique, tiny and sparkly orange dice that can reroll ONE roll in the tournament. It must be specifically a roll of yours, not a "general" roll like end of game, night fight, or initiative.

The first mission:

Primary: 7- d3+2 objectives (Heavies score)
Secondary: 5- Kill Points: Troops and heavies only
Tertiary: 2-Table Quarters
Bonus: 2 each-rulebook secondary objectives

Maximum points of 20 per round, standings are done on a pure BP score, WLD has no effect.

My list:

Flyrant: 2x Devourers, Old Adversary
Flyrant: 2x Devourers, Hive Commander (Warlord)
5 Ymgarls
5 Ymgarls
Doom in a SPod
10 gants
10 gants
20 gants
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
Tervigon (Toxin/Adrenal, 3 powers)
2 Biovores

I woke up way, way too early Saturday morning to make the drive over, and by the time the first round started I had been up for a while. First round was random pairings. I drew against a blood angels player, whos army was solid pink! Interesting choice, but I was ready to play anyone.

Here's his list roughly:

Opponent: Juan

Librarian: Shield of Sanguinis and Blood Lance
10 assault marines in Land Raider
10 Death Company, one Hammer in Land Raider
10 Tac Marines, flamer/missile
2 Sanguinary Preists
Stormraven
Stormraven
Aegis line with Quad gun

Psychic Powers:
Flyrant 1: Iron Arm, Endurance
Flyrant 2: Life Leech, Warp Speed
Tervigon 1: Iron Arm, Enfeeble, Warp Speed
Tervigon 2: Endurance, Life Leech, Warp Speed
Tervigon 3: Enfeeble, Endurance, Warp Speed
Doom: Puppet Master

Warlords: -1 to his reserves, his was useless.

Pregame thoughts: I can take objectives through board control, but he has some tough units here. Raiders and Ravens espcially will be annoying! I'll just have to kill everything else and hold enough objectives to win it.

He has first turn, which I'm fine with.

Deployment BA: 10 marines and 10 Death company in the two raiders, he combat squads the Tac Squad, the missile is in a ruin and the others with priest behind an Aegis. The other priest is with the missile team. His assault squad falls to the red thirst.

Deployment Nids: My basic setup, The Tervigon on Left, Center, and Right with gants in the middle. Flyrants behind gants. Ymgarls and Doom are in reserves, Biovores are way back in a ruin.

Turn 1 BA: He advances a little. Plinks away, Gets two wounds on the center Tervigon. Honestly has very little effect. His priest leaves quadgun, gets in raider.

Turn 1 Nids: I advance and spawn with all three Tervigons. No doubles. Both Flyrants advance, and so do my Biovores who are awkwardly out of range. Below is a picture from the end of my turn. For reference, the objectives are the red points below. Of the two that can't be seen, one is behind a Flyrants wing from this POV, and one is to the right of the tall rocks in front of my far right Tervigon. My shooting from Flyrants kills 3 of the 5 marines on the quadgun, and they pass morale. Dang Feel no Pain...

 
Turn 2 BA: He fails both reserve rolls, so he just moves around a bit with Raiders. A couple shots at Tervigons nets a wound or two, and then he shoots the quadgun at my far left (see above pic) Flyrant. 3 wounds nets two failed saves, and a failed grounding check for a wound. Then, he shoots the krak missile and kills it, despite the cover he's in. Of course, I failed all 4 Feel no Pain rolls for those wounds... My opponent gets First Blood and Warlord.
 
 
Turn 2 Nids: Revenge! I'm pissed off about that, and also really nervous now. I'm in a small hole, and after reading jy2s first round Batrep from the BAO, I'm wary of the first round trip... I'm itching to smash my opponents army though now. The Doom and 5 Ymgarls come in. Ymgarls jump after the quad gunner squad and murder them. Flyrant leaves the board. Two Tervigons spawn, no doubles, all advance. Doom hits by the Tac squad in the ruin, and kills one.

 
 
Blood Angels turn 3: Both Ravens come in! They shoot my far right and left Tervigons, I lose one or two. 

10 Assault Marines disembark after the Raider immobolizes itself, Librarian with them, she bloodlances and kills two Ymgarls. Pistols get another, they charge and kill them but lose a couple. The Death Company advances and shoots then charges a 10 gant squad, murdering them...

 
Turn 3 Nids: I'm going to prove to my opponent that disembarking his DC was a big mistake... Flyrant comes on, and I spawn two units again. One lines up the DC, theo ther the 10 man assault squad.
 
You are surrounded... surrender and die! I shoot and assault after an enfeeble, and murder the squad. 

 
After shooting, the last few make a desperate honorable stand... Purple Haze!
 
The Ymgarls and gants together slam the Assault squad, I kill most not all. 

 
Turn 4 BA: Stormravens try to shoot down a Tervigon but I live, Missile kills a few gants. One small squad dies. In CC I kill almost all of his Marines. Lascannon off a raider nails the Doom.
 
Turn 4 Nids: I Advance the Flyrant, kill all the Tacs except the priest in the ruin, and in CC whipe out the Marines/Librarian, and get Warlord. I spawn a little to make sure I have plenty of objectives. A Tervigon assaults and kills the non immobilzed raider.  
 
 
Turn 5 BA: The Ravens try to get to objectives, he has no troops. He gets raven on two, but one is contested. Shooting kills a small gant unit.
 
Turn 5 Nids: My Flyrant kills the priest, gants and everything else claim 4 objectives. 2 are contested however by the scoring Ravens.
 
He has three models left, all vehicles. One immoblized Raider I could kill easily and two Flyers. Due to time we call the game.
 
 
I have Primary, Secondary, Tertiary, Warlord and Linebreaker, vs. Warlord and First Blood.
 
18-4 CRUSHING VICTORY



CRUCIBLE 2013 photdump

Right! Just drove back from Crucible 2013, had an awesome time. Im tired as all heck, so no Batreps until tomorrow (probably). Here's my army, as set up for display:
 
 Another Tyranid army, I'm not sure how he did.
 The Necrons and Grey Knights of Steve, or the Black Blow Fly from Terminus Est. A local gamer and BOLS writer, we play a lot, but just missed eachother here.
 Another very nice Bug army
 These marines were freaking awesome, but I don't know what the army was.
 A Forge World heavy Tau/Space Wolf army... yikes!
 The last Huzzah of the Chaos Daemons.
 A gorgeous Blood angles army, the Raven won best vehicle and one character took best model.
 The ONLY army with GK as primary detachment... what's happening to the meta?
 This Eldar/DEldar player  was at BeakyCon and did quite well there, so could go far here too.
 The new Ravenwing, in purple!
 With FW allowed, Tyberios came out to play!
 A fun foot list of wolves/grey knights, that looked quite nice.
 Imperial fists, and drop Pods. It hurts my eyes!
 A collection of "Best of Faction" trophies.

Tuesday, March 5, 2013

Looking at Crucible



Just a few notes that I'm putting in my head leading up to the event itself:

-There are 4 Space Wolf armies, 3 of which are in allied lists. It's quite likely I'll see them at least once! Fortunately I've been reviewing my tactics for facing JotWWs, so I should fare better than last time.

-There is exactly one Eldar and one Dark Eldar army, but they happen to be the same army as allies. I'll hope to avoid them, but I already have my gameplan if I do see them, assuming either a deathstar list or a fast venomspam list.

-All of the missions have a primary secondary and tertiary, worth 7, 5, and 2 points respectively. That means taking second and third is just as good as first, which then takes it down to the bonus objectives. I think "playing for the draw" will be very viable in this case, where I could forfeit primary and try to collect the rest for a close win.

-The old Daemons book is still in play, so watch out for Flamers and Screamers, they're still dangerous on their last gasp.

-Lists were submitted prior to the recent flyer update, so shouldn't see any Stormravens outside of the BA/GK books.

-There's a LOT of MEQ! I don't mind this, but theres 3 Tyranid players, one ork player (with Crons) and one eldar player. Everything else is Crons, MEQ or guard (might be a Tau player)

-I have no idea how much FW I will see, I am hoping not much, but I really have no idea! I am looking over the BAO though to see what FW is most popular.

-Painting update! My army is 100% done. Unfortunately, it needs to be about 120% done to account for extra gants I may make... I need to get 10 more of these guys done in the next few days, which is certainly within reach! I want to have plenty of extras! Of my two-tier army case, a converted toolbox, exactly one level is all gants... I pity the fool with no templates!

-I will be writing tons of Batreps and taking pics, expect all of that!