[40k]Pre-GT turnausraportti - englantia - pahuksen pitkä
Lähetetty: Ma 29.03.2004 10:21
One more tournament behind me, 2 fun game and 1 so-so game. Result wasn't that impressive but who cares
Took with me the IG army I had assembled and painted in roughly a month. List was restricted a lot with what models I had available, infact about only thing I could customise were heavy weapons and wargear. More models were out, all possible plasma weapons were in and only another chimera vechile wise. But since I could justabout squeeze army I liked anyway it wasn't too much of a trouble 
Cadian 74th, 7th company 1500 Pts - IG: Custom Doctrines Army
Doctrines
Skills and Drills: Iron Discipline
Regimental Organisation: Drop Troops
Allow StormTroopers
Allow Special Weapon Squads
Allow Heavy Weapon Platoons
Command Platoon (HQ) @ 234 Pts
4 Command Squad @ [96] Pts
Laspistol and CCW (x2); Grenade Launcher (x2)
Captain Krell(Senior Officer) @ [75] Pts
Plasma Pistol; Power Weapon
Carapace Armour [5]
Iron Discipline
6 Special Weapons Teams #1 @ [75] Pts
Lasguns (x4); Meltagun (x2); Demolition Charge
6 Special Weapons Teams #2 @ [63] Pts
Laspistol&ccw (x4); Flamer (x2); Demolition Charge
9 Storm Troopers (Elites) @ 176 Pts
Infiltrate Ability; Hellguns (x7); Meltagun (x1); Plasma Gun (x1); Frag
Grenades; Krak Grenades
Storm Trooper Veteran Sergeant @ [57] Pts
Infiltrate Ability; Plasma Pistol; Power Weapon; Frag grenades;
Krak Grenades
Honorifica Imperialis [25]
9 Storm Troopers (Elites) @ 124 Pts
Infiltrate Ability; Hellguns (x7); Flamer (x1); Grenade Launcher (x1);
Frag Grenades; Krak Grenades
Storm Trooper Sergeant @ [11] Pts
Infiltrate Ability; Close combat Weapon; HellPistol; Frag Grenades;
Krak Grenades
Infantry Platoon (Troops) @ 299 Pts
4 Command Squad @ [61] Pts
Laspistol and CCW (x2); Grenade Launcher (x2); Iron Discipline
Lietnaunt Nareen(Junior Officer) @ [40] Pts
Close combat Weapon; Laspistol
Iron Discipline
9 Infantry Squad #1 @ [85] Pts
Missile Launcher; Lasguns; Plasma Gun
Sergeant @ [6] Pts
Lasgun
9 Infantry Squad @ [85] Pts
Missile Launcher; Lasguns; Plasma Gun
Sergeant @ [6] Pts
Lasgun
9 Infantry Squad @ [66] Pts
Lasguns; Flamer
Sergeant @ [6] Pts
Lasgun
Sentinel (Fast Attack) @ 40 Pts
Heavy Flamer
Sentinel (Fast Attack) @ 40 Pts
Heavy Flamer
9 Armoured Fist Squad (Troops) @ 159 Pts
Lasguns; Flamer
Sergeant @ [6] Pts
Laspistol and CCW
Chimera @ [93] Pts
Multi-laser; Hull Heavy Flamer
Extra Armour [5]
Smoke Launchers [3]
Leman Russ Battle Tank (Heavy Support) @ 155 Pts
Battle Cannon; Hull Heavy Bolter; Heavy Bolter Sponsons
Heavy Weapon Platoon (Heavy Support) @ 272 Pts
4 Command Squad @ [82] Pts
Missile Launcher; Lasguns (x1); Plasma Gun (x2); Iron Discipline
Lietnaunt Dask(Junior Officer) @ [42] Pts
Close combat Weapon; Laspistol
Surveyor [2]
Iron Discipline
6 Fire Support Squad #1 @ [95] Pts
Autocannon (x3); Lasguns
6 Fire Support Squad #2 @ [95] Pts
Autocannon (x3); Lasguns
Models in Army: 103
Total Army Cost: 1499
There. Biggest punch comes from special weapon teams + autocannon teams. Relies lot on having infiltrate and deep strike, something I learned to regret during the tournament but what the hell. At home those tend to be in use and if not in tournament who cares. They are only for fun anyway.
So short nightsleep(bloody clock being turned forward at the same night) me and friends arrived into tournament scene. My first opponent would be...Another cadian force. Bummer. This one was far more shootier as well. 2 russ, basilisk, mortar(which he used to scout ranges for basilisk for future turns, ie shoot elsewhere than basilisk, keep in mind that range and next turn if he fires there he has knowledge of range. Ouch!), 6 missile launchers, 2 autocannons. Only 70 or so models. Oh and hellhound. Either case I knew he would win straight shootout match. Big time.
Luckily this was actually good thing for me
Scenario was modified cleanse. Can't deploy within 10" of center edge, different quarters have different point values and only they count. No deep strike, no infiltrate. Had feared this scenario ever since I heard of it. It's THE anti-scenario for my army. In 4'x4' board we played I had trouble fitting everything(hell I have trouble even in 6'x4' board!), I need to capture multiple quarters(=not good) and can't deep strike, screwing my special weapon teams. So I had one way to avoid defeat(atleast big one). Assault toward him(yes. Assault with guard) and keep him occupied enough with them enough that he fails to capture quarters, while trying to make damned sure I have something to capture neutral quarters myself.
So to that regard I put storm trooper squad #1(the one with plasma gun and melta) at north-east(I was south-east quarter, he won roll of DZ choise) along flamer special weapon team and sentinels. Their goal. Reach forrest at north-east and be safe there(basilisk please don't spot them
) and hold that quarter. Infantry squad #3(flamer one), infantry platoon command, army command and special weapon team #2(melta one) went as close to him as possible. Storm trooper squad #2 and armoured fist squad were at south-west. Their goal was to go to building there and be safe(common theme
). Rest were to shoot around, keeping him busy.
He deployed in the forrest mainly at the north-west corner, with special weapon team, hellhound and russ at north-east of his DZ. Then came big one. I lose first turn and I'll be losing DOZENS to his shooting. I had big box of IG troopers, shoulder to shoulder, and he had 6 missile launchers, 3 ordnance and hellhound ready to shoot...After rolling 2 I thought it was all over but as it was he rolled 1. As I think I yelled "Justice Exists". Atleast I would have a fighting chance.
Turn 1:
Infantry advanced toward him, spreading the distances a bit. Safe teams head toward their goals, chimera popping smokes. Shooting opened up with #1 goal. Autocannon team at hellhound, 5 hits, penetrating and glance and BOOOOOOOM! hellhound exploded, much to my relief. Rest of shooting peppered his infantry, except krak missiles which flew at futile attempt to get rid of russ at north-east.
He returned by heavy casualties into advancing forces, along with 1 sentinel being blasted apart.
Turn 2:
Advance continues, chimera immobilised when tried to drive through building wall. Shooting continues to thin enemy ranks in the forrest, this time missile launchers fired there as well.
His shooting blew out entire heavy weapon platoon(straight basilisk hit) and thinned my infantry more, some with his special weapon team with flamers. Panicking my captain & co.
Turn 3:
Captain rallies. Assault continues. Flamer guy actually get a chance to grill some troops in forrest. Chimera squad disembarked and went next to building, as did storm troopers(other safe group was already in the forrest). Shooting pretty much cleared the forrest out of possible targets, along the special weapon team at north. Also demolition charge used to blast his special weapon team a bit and remaining survivor ran. Rest were out of LOS. Thus russ tried to glance the enemy russ but no luck.
He started to pour some infantry out of forrest. Remnants of infantry squad #3 wiped out. His shooting vaporised 8 storm troopers and 3 armoured fist trooper, rest ran(and would ran away off the board). Darn. That goal missed.
Turn 4:
Shooting wiped out the squad that had come out to wipe my squad. Meltagun fired at russ, glanced(hill between) and shaked it. Forgot to fire russ(which I remembered at his turn).
On his turn basilisk immobilised my russ(rear hit) and killed autocannon per team. Melta squad killed by his storm trooper squad(he had 2 storm trooper grenadier squad). Also my captain team was subjected to light fire and they ran away...
Turn 5:
Shot his storm troopers apart. Not much else.
His turn. Russ at forrest move bit north to open room. Shooting panicked infantry squad #2 at south-west edge, just before I had planned to move them to south-west quarter. Bummer. They ran offboard.
Turn 6:
My turn, not much. His turn. Tried to move with russ in forrest to south-west quarter but fell short, thanks to last turn movement. Russ at north moved to north-east quarter to contest it.
End result. Both hold home quarters(I had 5 strong squad plus both autocannon teams with 2 teams alive in both) and contested north-east quarter. Draw.
Phew. Nightmarish scenario and I avoided defeat. Huzah!
Then came painting judges. People had all morning given positive comments on my army and aparantly judges liked it too. After my army heard comment "mr. Nevalainen has lead at the moment.". ROFLMAO. Never would have imagined hearing that at any point of judgement, par case where mine would be first to be judged. Especially with army painted in month. But who am I to complain
Next game. Speed freaks from hell(no offence to the player in question if you read this
). 8 trukks. 3 trukk boyz, 3 skarboyz, burna boyz, big mek and bodyguard. 2 rokkit buggy(separate) filled the army. 8 trukks...And scenario is take and hold. Oh dear. Opponent graciously admitted scenario was wery good for him. Atleast I got chance to defend(assault would have been night on impossible). Still. Anything but massacre defeat seemed unlikely. Atleast terrain was pretty board.
So I deployed as back as possible. Infantry squads #1 and #2 at front(but still around MIDDLE of board, won't like first turn assaults
), autocannon teams at back along infantry platoon and heavy weapon platoon commands. Flamer squad at back too. Left armoured fist squad into reserve as well.
Turn 1:
So he comes in. Skarboyz at back, 2 groups of 3 trukks. Dreamt of having more ordnance. Even with his KFF 's it would have been nice. Shooting. BOTH rokkits hit my russ, one glances and blows the big gun off. Bummer. I return fire, blowing 2 trukks apart and stunning 1. Still not enough.
Turn 2:
He surrounds my army in half-circle, assaults and after assault only very little of initial army survives. ~16 or so models. Plus russ.
My turn. I get both sentinels and that's it. 6 reserve rolls and I succeed in 2. They land close to 2 groups of trukks(wanna restrict mobility of theirs). Flamer squad prepare to charge one squad of infantry. Shooting fails to do much at all(he had closed top on all trukks btw). Assaults keep doing little.
Turn 3:
He wipes my infantry in most part, blows russ with rear assault with burna's.
Storm trooper #2 comes in and wipes the squad that had blew my russ.
Turn 4:
He wiped out the storm troopers. On my turn command platoon comes. Captain and co drops at north-west quarter, trying to be safe. Demolition charges land close to trukk concentrations(3 in both). One fails to do much(lousy rolling), other drops it to his feet(scattered straight to him...) and blows 2 guys(including himself) from his squad.
Turn 5:
He wiped out special weapon teams, one trukkboyz mob move behind forrest near to my command squad that backed off while storm trooper squad #1 came on far left(where he positively cannot reach them) and chimera that headed straight toward objective. Alas opted not to use flamer to shoot at one small squad of orks(3). Killed 1, no result. Bummer.
Turn 6:
AFS and command squad wiped out. Game over.
Massacre victory to him ~1200 pts(1000+ counts as massacre victory). Still fun game(despite the odds, or rather THANKS to odds. Since victory was unlikely at best I could just concentrate on having fun). Lot more fun than last time I faced this opponent too. Second best game I had during the tournament.
Last game. For a while worried about facing necrons(monolith+nightbringer=not good for me). Ended up playing verrrrry fair fleshtearers army. 3 full tactical squad on foot, full devastator squad w/4 missile launchers, 9 veterans + librarian in rhino, chaplain + total of 7 death company(power fist, power sword) with jump packs, furioso, land speeder.
Terrain itself was pretty open, especially at center. He managed to hide rhino and death company but rest were in open. Autocannons, russ and storm trooper squad #1 were on left, infantry squad #1 at center, infantry squad #2 on right in forrest, squad #3, storm trooper squad #2 and infantry platoon command at center. He had infantry in center in series of ranks. Scenario was pitched battle. I won first turn.
Turn 1:
Opened fire, HUGE casualties were caused. 5 devastators(including 2 missile launchers) dropped down, some tacticals fell as well. He had lousy dice rolling, which continued first 4 turns. More 1's and 2's I haven't seen for a while(example. 8 dice's, FIVE 1's...).
His turn. Devastators and one tac squad blood rages forward. Rhino moves through forrest and engages engine(oops! Forgot that) and squad disembarked. Melta blew chimera. Killed only 1 IG trooper(he rolled only 1 4+ succesfully...). Around this point I started to chukle at idea of demo charge deep striking next to him. Untill I remembered that HQ CANNOT deep strike and slapped my head. Opponent asks why they cannot, I said only fast attack and elite can in this scenario, he cannot believe it why(nor I) and said that I'm free to deep strike. Gracious opponent if I have seen one. Rest of his turn uneventfull.
Turn 2:
Command platoon comes in, sentinel's don't. Captain and co behind his line to cause distraction, melta squad next to death company, flamer squad next to veterans but scatter takes them waaaaay out of range. AFS prepares to charge veterans(since his librarian was so I wouldn't be in contact with him. Thought I'll charge in, hold him, on his turn he wipes them and demo charge can move in to range and blast them). Shooting. Melta demo charge drops 3 death company, melta's miss, lasguns drop another(ignore injury roll failed as well). Another fell to krak missile(he dropped the power fist, figuring he didn't need it). AFS flamer dropped 1 veteran I think. Captain stunned the land speeder and shooting ripped apart lots of tacticals as well. Especially from unit nearby melta team. In assault AFS got butt kicked(lost 5, despite librarian not being in contact) and rest ran. There went that plan.
His turn. Death company prepares to charge storm troopers in hill, 4 survivor from one tac company prepares to charge melta squad, tactical squad prepare to charge my flamer infantry squad. DEVASTATOR'S prepare to charge my captain and co(no they didn't blood rage) and veterans prepare to charge flamer special weapon team(but not the infantry squad in forrest, and yes he knew he could as he demonstrated later). Shooting didn't do that much. Combat. Death company killed few storm troopers but I held(bummer). Special weapon vs tacticals ended up being HUGE brawl, cannot recall how many turns so I just say that after half a dozen round or so 2 IG trooper were still at hill and 1 flesh tearer was running away like hell(11"!). Yes I kicked him there in h2h
Veterans OTOH had no such trouble, wiping out my squad and concolidiating into infantry squad in forrest. Oh and my captain fell as well. Flamer squad got kicking as well but atleast some survivors were there.
Turn 3:
Sentinel comes in. Prepare to flame one tac squad. Shooting. Killed tacticals here and there, not much :-( Destroyed both guns from furioso along shaking it(mighty usefull
). Assault. Infantry squad #1 charged death company. Chaplain killed few storm troopers, death company killed rest BUT storm trooper veteran sergeant(with honorifica imperialis and power weapon) hit twice, wounded twice and he failed both inv save. HE'S A HERO! Definetly MVP and made up for the fact he didn't even get to combat in last 2 games...Alas infantry squad broke :-( Elsewhere I threw in infantry platoon command and part of storm troopers into his tac squad, rest of storm troopers into veterans. Bloody combat erupted there.
His turn. Yet another tac squad charged into combat, this time with sentinel and blew it apart. Furioso charged into combat with my infantry platoon command. Shooting not much. Combat. Storm troopers fighting vs veterans broke, infantry platoon command died. On left storm trooper veteran sergeant sliced apart one more death company before fell, he concolidiated into heavy weapon platoon command.
Turn 4:
Sentinel came in. Next to devastator's. On left AUTOCANNONS prepared to charge surviving death company
At center autocannons blew apart the furioso while sentinel killed 1 devastator, giving me half vp's of that squad. In combat he wiped out remainder of infantry squad in forrest. But death company fell without more IG casualties.
His turn. Tactical squad aproaches the autocannon team at hill, shoots. 8 bolter shot + melta, 7 bolter + melta hits and entire team wiped out. Land speeder fired into second autocannon team and broke their neck as well. Atleast this left veterans alone...
Turn 5:
Fired at aproachin veterans, killed all but 2+librarian(who had btw suffered wound to peril's of the warp, surviving another plus 2 wounds from my basic troopers). Then russ fired battle cannon, direct hit, no more of them.
He comes closer and wipes remaining troopers(not much) from me. I have alive the 2 special weapon trooper that had recently broke the flesh tearers in h2h + russ.
Turn 6:
Russ heads straight away from his tactical squad. He still can get within 6" but he can't get into flank.
He moves speeder to north-west quarter, not firing after I pointed out that he wouldn't get into quarter without moving more than 12" and the 2 special weapon troopers aren't as valuable as 200 pts you get from quarter. Melta fired at russ, hit but didn't even glance, with total of 13...Game over.
So I had the 3 models left, he had lots of casualties but not enough. With his 2 quarter he got(rhino and land speeder. Russ and intact tac squad contested another) he got crushing victory, ie second best victory.
This was the most fun game of this tournament for me. End results for me were: 11/15 FP(results 2, 4 and 5 from the games), 13/15(only 3 had better score, 1 had equal!) from painting, which definetly made out the tournament, 13 points from battles. This equaled to 37 points which was second lowest(3rd lowest had 38). Only friend's harlequins(with 3 massacre loss. 14 FP, 7 painting) were lower...Ouch. He won fair play prize, another friend got tied 2nd spot + best army award. All 3 of us enjoyed the tournament.
Cadian 74th, 7th company 1500 Pts - IG: Custom Doctrines Army
Doctrines
Skills and Drills: Iron Discipline
Regimental Organisation: Drop Troops
Allow StormTroopers
Allow Special Weapon Squads
Allow Heavy Weapon Platoons
Command Platoon (HQ) @ 234 Pts
4 Command Squad @ [96] Pts
Laspistol and CCW (x2); Grenade Launcher (x2)
Captain Krell(Senior Officer) @ [75] Pts
Plasma Pistol; Power Weapon
Carapace Armour [5]
Iron Discipline
6 Special Weapons Teams #1 @ [75] Pts
Lasguns (x4); Meltagun (x2); Demolition Charge
6 Special Weapons Teams #2 @ [63] Pts
Laspistol&ccw (x4); Flamer (x2); Demolition Charge
9 Storm Troopers (Elites) @ 176 Pts
Infiltrate Ability; Hellguns (x7); Meltagun (x1); Plasma Gun (x1); Frag
Grenades; Krak Grenades
Storm Trooper Veteran Sergeant @ [57] Pts
Infiltrate Ability; Plasma Pistol; Power Weapon; Frag grenades;
Krak Grenades
Honorifica Imperialis [25]
9 Storm Troopers (Elites) @ 124 Pts
Infiltrate Ability; Hellguns (x7); Flamer (x1); Grenade Launcher (x1);
Frag Grenades; Krak Grenades
Storm Trooper Sergeant @ [11] Pts
Infiltrate Ability; Close combat Weapon; HellPistol; Frag Grenades;
Krak Grenades
Infantry Platoon (Troops) @ 299 Pts
4 Command Squad @ [61] Pts
Laspistol and CCW (x2); Grenade Launcher (x2); Iron Discipline
Lietnaunt Nareen(Junior Officer) @ [40] Pts
Close combat Weapon; Laspistol
Iron Discipline
9 Infantry Squad #1 @ [85] Pts
Missile Launcher; Lasguns; Plasma Gun
Sergeant @ [6] Pts
Lasgun
9 Infantry Squad @ [85] Pts
Missile Launcher; Lasguns; Plasma Gun
Sergeant @ [6] Pts
Lasgun
9 Infantry Squad @ [66] Pts
Lasguns; Flamer
Sergeant @ [6] Pts
Lasgun
Sentinel (Fast Attack) @ 40 Pts
Heavy Flamer
Sentinel (Fast Attack) @ 40 Pts
Heavy Flamer
9 Armoured Fist Squad (Troops) @ 159 Pts
Lasguns; Flamer
Sergeant @ [6] Pts
Laspistol and CCW
Chimera @ [93] Pts
Multi-laser; Hull Heavy Flamer
Extra Armour [5]
Smoke Launchers [3]
Leman Russ Battle Tank (Heavy Support) @ 155 Pts
Battle Cannon; Hull Heavy Bolter; Heavy Bolter Sponsons
Heavy Weapon Platoon (Heavy Support) @ 272 Pts
4 Command Squad @ [82] Pts
Missile Launcher; Lasguns (x1); Plasma Gun (x2); Iron Discipline
Lietnaunt Dask(Junior Officer) @ [42] Pts
Close combat Weapon; Laspistol
Surveyor [2]
Iron Discipline
6 Fire Support Squad #1 @ [95] Pts
Autocannon (x3); Lasguns
6 Fire Support Squad #2 @ [95] Pts
Autocannon (x3); Lasguns
Models in Army: 103
Total Army Cost: 1499
There. Biggest punch comes from special weapon teams + autocannon teams. Relies lot on having infiltrate and deep strike, something I learned to regret during the tournament but what the hell. At home those tend to be in use and if not in tournament who cares. They are only for fun anyway.
So short nightsleep(bloody clock being turned forward at the same night) me and friends arrived into tournament scene. My first opponent would be...Another cadian force. Bummer. This one was far more shootier as well. 2 russ, basilisk, mortar(which he used to scout ranges for basilisk for future turns, ie shoot elsewhere than basilisk, keep in mind that range and next turn if he fires there he has knowledge of range. Ouch!), 6 missile launchers, 2 autocannons. Only 70 or so models. Oh and hellhound. Either case I knew he would win straight shootout match. Big time.
Luckily this was actually good thing for me
So to that regard I put storm trooper squad #1(the one with plasma gun and melta) at north-east(I was south-east quarter, he won roll of DZ choise) along flamer special weapon team and sentinels. Their goal. Reach forrest at north-east and be safe there(basilisk please don't spot them
He deployed in the forrest mainly at the north-west corner, with special weapon team, hellhound and russ at north-east of his DZ. Then came big one. I lose first turn and I'll be losing DOZENS to his shooting. I had big box of IG troopers, shoulder to shoulder, and he had 6 missile launchers, 3 ordnance and hellhound ready to shoot...After rolling 2 I thought it was all over but as it was he rolled 1. As I think I yelled "Justice Exists". Atleast I would have a fighting chance.
Turn 1:
Infantry advanced toward him, spreading the distances a bit. Safe teams head toward their goals, chimera popping smokes. Shooting opened up with #1 goal. Autocannon team at hellhound, 5 hits, penetrating and glance and BOOOOOOOM! hellhound exploded, much to my relief. Rest of shooting peppered his infantry, except krak missiles which flew at futile attempt to get rid of russ at north-east.
He returned by heavy casualties into advancing forces, along with 1 sentinel being blasted apart.
Turn 2:
Advance continues, chimera immobilised when tried to drive through building wall. Shooting continues to thin enemy ranks in the forrest, this time missile launchers fired there as well.
His shooting blew out entire heavy weapon platoon(straight basilisk hit) and thinned my infantry more, some with his special weapon team with flamers. Panicking my captain & co.
Turn 3:
Captain rallies. Assault continues. Flamer guy actually get a chance to grill some troops in forrest. Chimera squad disembarked and went next to building, as did storm troopers(other safe group was already in the forrest). Shooting pretty much cleared the forrest out of possible targets, along the special weapon team at north. Also demolition charge used to blast his special weapon team a bit and remaining survivor ran. Rest were out of LOS. Thus russ tried to glance the enemy russ but no luck.
He started to pour some infantry out of forrest. Remnants of infantry squad #3 wiped out. His shooting vaporised 8 storm troopers and 3 armoured fist trooper, rest ran(and would ran away off the board). Darn. That goal missed.
Turn 4:
Shooting wiped out the squad that had come out to wipe my squad. Meltagun fired at russ, glanced(hill between) and shaked it. Forgot to fire russ(which I remembered at his turn).
On his turn basilisk immobilised my russ(rear hit) and killed autocannon per team. Melta squad killed by his storm trooper squad(he had 2 storm trooper grenadier squad). Also my captain team was subjected to light fire and they ran away...
Turn 5:
Shot his storm troopers apart. Not much else.
His turn. Russ at forrest move bit north to open room. Shooting panicked infantry squad #2 at south-west edge, just before I had planned to move them to south-west quarter. Bummer. They ran offboard.
Turn 6:
My turn, not much. His turn. Tried to move with russ in forrest to south-west quarter but fell short, thanks to last turn movement. Russ at north moved to north-east quarter to contest it.
End result. Both hold home quarters(I had 5 strong squad plus both autocannon teams with 2 teams alive in both) and contested north-east quarter. Draw.
Phew. Nightmarish scenario and I avoided defeat. Huzah!
Then came painting judges. People had all morning given positive comments on my army and aparantly judges liked it too. After my army heard comment "mr. Nevalainen has lead at the moment.". ROFLMAO. Never would have imagined hearing that at any point of judgement, par case where mine would be first to be judged. Especially with army painted in month. But who am I to complain
Next game. Speed freaks from hell(no offence to the player in question if you read this
So I deployed as back as possible. Infantry squads #1 and #2 at front(but still around MIDDLE of board, won't like first turn assaults
Turn 1:
So he comes in. Skarboyz at back, 2 groups of 3 trukks. Dreamt of having more ordnance. Even with his KFF 's it would have been nice. Shooting. BOTH rokkits hit my russ, one glances and blows the big gun off. Bummer. I return fire, blowing 2 trukks apart and stunning 1. Still not enough.
Turn 2:
He surrounds my army in half-circle, assaults and after assault only very little of initial army survives. ~16 or so models. Plus russ.
My turn. I get both sentinels and that's it. 6 reserve rolls and I succeed in 2. They land close to 2 groups of trukks(wanna restrict mobility of theirs). Flamer squad prepare to charge one squad of infantry. Shooting fails to do much at all(he had closed top on all trukks btw). Assaults keep doing little.
Turn 3:
He wipes my infantry in most part, blows russ with rear assault with burna's.
Storm trooper #2 comes in and wipes the squad that had blew my russ.
Turn 4:
He wiped out the storm troopers. On my turn command platoon comes. Captain and co drops at north-west quarter, trying to be safe. Demolition charges land close to trukk concentrations(3 in both). One fails to do much(lousy rolling), other drops it to his feet(scattered straight to him...) and blows 2 guys(including himself) from his squad.
Turn 5:
He wiped out special weapon teams, one trukkboyz mob move behind forrest near to my command squad that backed off while storm trooper squad #1 came on far left(where he positively cannot reach them) and chimera that headed straight toward objective. Alas opted not to use flamer to shoot at one small squad of orks(3). Killed 1, no result. Bummer.
Turn 6:
AFS and command squad wiped out. Game over.
Massacre victory to him ~1200 pts(1000+ counts as massacre victory). Still fun game(despite the odds, or rather THANKS to odds. Since victory was unlikely at best I could just concentrate on having fun). Lot more fun than last time I faced this opponent too. Second best game I had during the tournament.
Last game. For a while worried about facing necrons(monolith+nightbringer=not good for me). Ended up playing verrrrry fair fleshtearers army. 3 full tactical squad on foot, full devastator squad w/4 missile launchers, 9 veterans + librarian in rhino, chaplain + total of 7 death company(power fist, power sword) with jump packs, furioso, land speeder.
Terrain itself was pretty open, especially at center. He managed to hide rhino and death company but rest were in open. Autocannons, russ and storm trooper squad #1 were on left, infantry squad #1 at center, infantry squad #2 on right in forrest, squad #3, storm trooper squad #2 and infantry platoon command at center. He had infantry in center in series of ranks. Scenario was pitched battle. I won first turn.
Turn 1:
Opened fire, HUGE casualties were caused. 5 devastators(including 2 missile launchers) dropped down, some tacticals fell as well. He had lousy dice rolling, which continued first 4 turns. More 1's and 2's I haven't seen for a while(example. 8 dice's, FIVE 1's...).
His turn. Devastators and one tac squad blood rages forward. Rhino moves through forrest and engages engine(oops! Forgot that) and squad disembarked. Melta blew chimera. Killed only 1 IG trooper(he rolled only 1 4+ succesfully...). Around this point I started to chukle at idea of demo charge deep striking next to him. Untill I remembered that HQ CANNOT deep strike and slapped my head. Opponent asks why they cannot, I said only fast attack and elite can in this scenario, he cannot believe it why(nor I) and said that I'm free to deep strike. Gracious opponent if I have seen one. Rest of his turn uneventfull.
Turn 2:
Command platoon comes in, sentinel's don't. Captain and co behind his line to cause distraction, melta squad next to death company, flamer squad next to veterans but scatter takes them waaaaay out of range. AFS prepares to charge veterans(since his librarian was so I wouldn't be in contact with him. Thought I'll charge in, hold him, on his turn he wipes them and demo charge can move in to range and blast them). Shooting. Melta demo charge drops 3 death company, melta's miss, lasguns drop another(ignore injury roll failed as well). Another fell to krak missile(he dropped the power fist, figuring he didn't need it). AFS flamer dropped 1 veteran I think. Captain stunned the land speeder and shooting ripped apart lots of tacticals as well. Especially from unit nearby melta team. In assault AFS got butt kicked(lost 5, despite librarian not being in contact) and rest ran. There went that plan.
His turn. Death company prepares to charge storm troopers in hill, 4 survivor from one tac company prepares to charge melta squad, tactical squad prepare to charge my flamer infantry squad. DEVASTATOR'S prepare to charge my captain and co(no they didn't blood rage) and veterans prepare to charge flamer special weapon team(but not the infantry squad in forrest, and yes he knew he could as he demonstrated later). Shooting didn't do that much. Combat. Death company killed few storm troopers but I held(bummer). Special weapon vs tacticals ended up being HUGE brawl, cannot recall how many turns so I just say that after half a dozen round or so 2 IG trooper were still at hill and 1 flesh tearer was running away like hell(11"!). Yes I kicked him there in h2h
Turn 3:
Sentinel comes in. Prepare to flame one tac squad. Shooting. Killed tacticals here and there, not much :-( Destroyed both guns from furioso along shaking it(mighty usefull
His turn. Yet another tac squad charged into combat, this time with sentinel and blew it apart. Furioso charged into combat with my infantry platoon command. Shooting not much. Combat. Storm troopers fighting vs veterans broke, infantry platoon command died. On left storm trooper veteran sergeant sliced apart one more death company before fell, he concolidiated into heavy weapon platoon command.
Turn 4:
Sentinel came in. Next to devastator's. On left AUTOCANNONS prepared to charge surviving death company
His turn. Tactical squad aproaches the autocannon team at hill, shoots. 8 bolter shot + melta, 7 bolter + melta hits and entire team wiped out. Land speeder fired into second autocannon team and broke their neck as well. Atleast this left veterans alone...
Turn 5:
Fired at aproachin veterans, killed all but 2+librarian(who had btw suffered wound to peril's of the warp, surviving another plus 2 wounds from my basic troopers). Then russ fired battle cannon, direct hit, no more of them.
He comes closer and wipes remaining troopers(not much) from me. I have alive the 2 special weapon trooper that had recently broke the flesh tearers in h2h + russ.
Turn 6:
Russ heads straight away from his tactical squad. He still can get within 6" but he can't get into flank.
He moves speeder to north-west quarter, not firing after I pointed out that he wouldn't get into quarter without moving more than 12" and the 2 special weapon troopers aren't as valuable as 200 pts you get from quarter. Melta fired at russ, hit but didn't even glance, with total of 13...Game over.
So I had the 3 models left, he had lots of casualties but not enough. With his 2 quarter he got(rhino and land speeder. Russ and intact tac squad contested another) he got crushing victory, ie second best victory.
This was the most fun game of this tournament for me. End results for me were: 11/15 FP(results 2, 4 and 5 from the games), 13/15(only 3 had better score, 1 had equal!) from painting, which definetly made out the tournament, 13 points from battles. This equaled to 37 points which was second lowest(3rd lowest had 38). Only friend's harlequins(with 3 massacre loss. 14 FP, 7 painting) were lower...Ouch. He won fair play prize, another friend got tied 2nd spot + best army award. All 3 of us enjoyed the tournament.