Monday, April 26, 2010
Brothers Grim Tournament April 24th: List I Actually took
Vulkan - 190
Master of the Forge - 100
Dreadnought - Multimelta, heavy flamer, drop pod - 150
Dreadnought - Multimelta, heavy flamer, drop pod - 150
Dreadnought - Multimelta, drop pod - 140
Dreadnought - Multimelta, drop pod - 140
Dreadnought - Multimelta, drop pod - 140
Dreadnought - Multimelta, drop pod - 140
Tactical Squad - Multimelta, flamer, combi-flamer, powerfist, drop pod - 240
Tactical Squad - Multimelta, flamer, combi-flamer, powerfist, drop pod - 240
Tactical squad - Multimelta, melta, combi-melta, drop pod - 220
The list really blew a lot of people's minds. They were mind boggled by just how many drop pods it really is. The 9 pods make a real mess of the board and restrict movement in the areas where you drop them. Even if there is space to move between them it restricts enemy movement because they cant come within 1 inch of them during the movement phase.
Also in objective missions they can contest objectives like in the battle report I already posted. And strangely enough in the kill point mission that I will post later they weren't that much of a liability because my opponent was too busy trying to kill all of the dreadnoughts that he didn't even kill a single one of the pods... now I'm not sure that in particular will always happen but it was a very surprising thing.
Brothers Grim Tournament April 24th: Game 2
The second game at Brother's Grim was against a nice guy named Steve I believe. He was using the new blood angels codex, and in a differing style versus the last report was more mechanized Blood Angels. He had 2 Speeders, a squad of 3 Attack bikes with multimeltas, 1 Furioso Dreadnought with the new blood talons, and a regular Dreadnought with an assault cannon. He had a vindicator and a rhino, along with a Baal Predator with a flamestorm cannon. He had 2 priest one of whom was Corbulo, and 2 10 man squads. He also had the beast that is Mephiston.
The game was capture and control with the secondary objective as having more units in the enemy deployment zone then they have in yours. Deployment was a type of modified spearhead that cut the table in half like apocalypse and each player received a table corner with an 18" middle ground between the zones. Also the objectives had to be placed in one specific spot that was 18" from each edge and still in the deployment zone. That why they look so symmetrical in the renderings(They're the green flags in case you were wondering).
I forgot to take pictures, but did this up on vassal to be visual.
Steve deployed a 10 man squad with Corbulo back in the building up on the second floor. The other squad he split, and walked one half and put the other half in the rhino with his other priest. His attack bikes and Furioso are up at the top middle, while his vindicator and regular dreadnought are towards the lower middle of the board. Mephiston is also hiding out in the ruin with the large squad. His Baal Pred chose to outflank and his Land Speeders were deep-striking.
The game was really fun, and things looked really good for me at the beginning, however the survivability of the blood angels combined with my stupid move to ignore the Furioso turn 1 caused it to get really tight... well that and the bat shit crazy Librarian from hell running around killing all my dreadnoughts.
Thursday, April 22, 2010
Battle Standard Tournament 1500pts: Game 3
Game 3 was very interesting. It had 3 variable missions as the main objective, and each player had to secretly choose one, and then reveal it to their opponent before deployment. Also each mission had a different deployment associated with it. That meant that each player could be running the same mission and deployment, but they could also be running different deployments and totally different mission objectives.
Out of the 3 mission types I choose the one that had 3 objectives, and pitched battle deployment. I got to place all of the objectives with the only restrictions being that they had to be outside of my 12" deployment zone and no closer than 12" to each other. I was counting on my opponent choosing the mission that would lead him trying to infiltrate my deployment zone, so I set up my objectives just outside the 12" no fly zone, and close to central position on the board.
I lucked out and my opponent did choose that mission, and not the assassination mission. Things were interesting in deployment as both of us were playing all deepstriking armies. He won the roll to go first and passed it to me.
I landed 3 dreadnoughts and a tactical squad near my objectives, along with the master of the forge. In his turn 1 he landed a furioso dreadnought which scattered off to the left of the frame, and an assault squad in a drop pod. Nothing really occurred in turn 1 so we move to turn 2 with these edited photos.
I edited out his turn 2 additions. But anyway the master of the forge along with the flamer marine and combiflamer sergeant moved forward and torched the assault marines standing in front of their drop pod. Killed all but 4 of them including the sergeant with the powerfist so was pretty excited and still in assault range. However they failed their leadership check and fled robbing me of an assault. In retrospect this squad had blood rage and should have been fearless, its something to remember when facing Blood Angels, because the rule isnt standard, its random its harder to keep track of the penalties and advantages of blood rage.
Here in his turn 2 I highlighted where my objectives were for ease. Also in the now unblotched out sections you can see that all of his reserves came down on turn 2, when I hadn't gotten any of mine yet. Dante and the sanguinary guard used his ability to not scatter and blow up a dreadnought. The assault squad, landspeeders and dreadnought drop pod used the locator beacon on the forward pod to land close to my marines. They put a lot of fire into my combat squad and killed the sergeant and all but one marine, and wounded the master of the forge once. Then the previously fleeing assault marines used their furious charge and attacked the lonesome commander. Fighting was a wash, with artificier armor keeping the MOF alive and him whiffing with his powerfist attacks.
Here is another angle of that turn,so you can see the master of the forge fighting for his life.
During his turn 3 his dreadnoughts continued to plod forward doing nothing, they were really placed far too conservatively and never managed to get well into the fight. His remaining speeder jumped behind my freshly arrived dread at the top of the screen and missed its melta shot. His remaining assault marines used their meltas on the dread as well, and also missed, so they assaulted it. Again their lone powerfist proved insufficient and they were locked in combat. The sanguinary guard were likewise ineffective losing a member, and the master of the forge and his tactical squad companion dealt the final blows to the assault squad remnants they had been locked with.
During turn 4 I separated Vulkan from his tactical squad so the forgefather could help free the locked dreadnought. My last dreadnought landed and wiped off one of the Furiosos that was finally getting close to my tactical marine hiding in the building. The tactical marines along with the master of the forge and slow moving dreadnought all piled into the sanguinary guard and dante fight. Now it was probably foolish to rush all these fleshy bodies into a fight that the dreadnoughts could probably win by themselves and leave the marines to consolidate onto the objectives, but I tend to get impatient with the dreadnoughts and their limited attacks and sent a good number of marines to their deaths at Dante's hands.
The middle of his turn 4 is where this pic was taken. His black speeder has just blown up a drop pod that previously marked the middle gray area of the pic, likely in frustration of everything else being in combat. His off screen dreadnought killed my dreadnought with a melta shot. In the ensuing assault phase Vulkan and the dreadnought finally dealt with the assault marines and consolidated. The large mess of an assault continued to grind.
In the ensuing 5th turn Vulkan moved to join the combat. The dreadnought killed off the last speeder. And when Dante finally failed his invul save and came crashing down I consolidated nicely onto the objectives. We called the game then, as all he had left was a lone dreadnought and couldnt get through all my scoring units at that point, and also lacked the scoring unit necessary to win his own objective.
Sunday, April 18, 2010
Battle Standard Tournament 1500pts: Game 2
The mission was spearhead deployment, with 4 objectives. You can see 3 of them in this picture. The small black beacon on the left below the tape measure, the small grey one next to the dreadnought in the direct middle and the small imperial guard commander alone on the bottom right. The fourth was off screen to the left.
I won the roll and chose to go second. Bob set up his Basalisk, demolisher, and a banewolf, as well as the leman russ varient with the auto cannon, towards the top of the screen all clustered together. Then upon the hill he placed his command squad and 3 veteran teams with a lascannon each. He also had a plasma veteran team in reserve and a melta veteran squad in a chimera in reserve. During his first turn he made the mistake of forgetting to pop smoke.
On my turn one I landed 4 Dreadnoughts just like last game. First shot wrecked the demolisher. Second blew up the banewolf. Stunned the sentinel, and flamed the company command squad killing a few.
This picture is was taken during his turn 2. His sentinel moved up and popped smoke. His veterans came on in their chimera navigating the difficult terrain that was the crater where the banewolf had been. His lascannons took downone of the dreadnoughts. The one at the top of the screen took the melta shots from the veterans as well as the autocannonleman russ, and managed to only be stunned and down its multimelta.
Bob's walking veteran team moved on in the middle of the board from reserves. The rest of his army stayed mainly stationary to bring all the guns to bear. I lost another dread, this time the one that had slain the sentinel. However the dread at the top of the screen continued to shrug off hits left and right and though it lost its other arm it stayed alive. In his combat phase my dreadnought forced the veterans to flee off the board and consolidated towards the chimera.
During my half od turn 3 my last dreadnought made it in from reserves. It landed off screen to the left(a wide angle shot in a later pic shows its location during bob's 4th turn) and flamed the walking veterans. Half of a tactical squad moved into the hills and wiped out a veteran squad, the 3 remaining marines are shown below after their consolidation moves. The only mobile dreadnought shot andstunned the chimera, and then assaulted it causing no further damage.
During Bob's 5th turn he stunned the dread on the left with his leman russ, and killed the immobilized dread on the right with his last lascannon team.
Turn 6(the last turn) Bob killed the last of my dreadnoughts. And my fresh tactical marines killed off the last of his guardsmen at the top of the hill. Vulkan fell just short of getting me another of the mission's bonus points, but I still ended up with 28 out of the 30 available. I was in fourth place 1 point behind 3rd heading into round 3.
Saturday, April 17, 2010
Battle Standard Tournament 1500pts: Game 1
Game 1 was against a Tyranid player named Steve. He was using the Swarmlord, as well as a Flying Hive Tyrant. A Tervigon and the obligatory termagaunt squad, and 2 Carnifexs in pods and the Doom of Malantai in a pod as well.
The tournament was run using the Combat Patrol missions from Adepticon. They were fun and worked pretty well. There were a few of the bonus points that might have been worth changing for the higher points level(combat patrol is 400pts).
But Mission 1 was a pitched battle deployment. The Primary Objective was to have a scoring unit in the opponents deployment zone, and the Secondary Objetive was kill-points.
Steve had first turn. He deployed the swarmlord and his small unit of termagaunts on my left, and the Flyrant on my right. His Tervigon outflanked, and the rest of his army was in its pods. During his first turn they all moved up near the middle of the table.
In this picture of the start of turn 2 you can also see my turn 1 drop. I plopped 4 Dreadnoughts down around the Swarmlord, and even with twinlinked shots I only managed 2 wounds.
During his turn 2, thanks to the hive tyrant powers he got all of his reserves in a 2+. His Carnifexes landed in the rear arcs of 2 of my Dreadnoughts. The Doom landed far to the right off the screen. And out the screen to the left the Tervigon walked in. His Carnifexes each took down a dreadnought, and the Swarmlord tackled one in close combat.
Turn 3 Steve spawned some termagaunts with his tervigon. The swarmlord used leech essence against my marines, but cover saves kept me safe. The lone termagaunt suicided into Vulkan. And his combat squad consolidated towards the Tervigon.
On my turn 3 Vulkan and his boys moved towards the tervigon, and the other half fled to where you can see them at the top of this picture. While my one remaining dread moved to threaten the swarmlord. Once again my other reserveshad failed to come in. The dreadnought failed his shooting rolls again, but Vulkan and the powerfist did 6 wounds to the Tervigon slaying it in one round of combat. They tried to consolidate out of the carnifex's range, but they would prove to not move far enough. This picture below shows the close of turn 3 after the consolidation moves.
The master of the forge finally came in on my half of turn 4. I dropped him and his squad in my lower left corner to remove his scoring termagaunt squad. The Masters plasma cutter also finished of the wounded carnifex. My scoring squad moved further into his deployment zone, trying to hide in the furthest corner.
Turn 5 was largely unimportant. Steve killed 2 drop pods with his frustrated monstrous creatures who had been missing out on the fight for much of the game. My guys moved around a bit. I hoped for the game to end, and when Steve's dice came up with a 1 it did. Another turn would have been fine, but if it had been unlucky enough to go to 7 I might have been in a little trouble with the flyrant and the Swarmlord coming to corner me.
So I won the primary objective, but Steve by slaying my dreadnoughts and drop pods was way ahead in kill points, so he took the secondary objective. A few bonus points later I had 17 points
and Steve had 11. This put me in the high middle of scores for the first round. Stay tuned for rounds 2 and 3. Im still working on trying to take more frequent pictures.... hopefully next weekend I'll be better.
Tuesday, April 13, 2010
1850pts: Brothers Grim List vs Lord Victor's IG
I used the list that I posted recently, and he had an Ig list with 2 all plansma executioner leman russes, Creed and Kell, several chimeras, one with veterans and 2 with command squads. A couple infantry platoon squads, and heavy weapons teams, as well as a psyker battle squad.
We played capture and control, spearhead deployment. Most people don't like the mission as it is prone to ties. With my drop pod armies however I rather enjoy playing it. I won the roll to go first and took it. I deployed a half squad with plasma cannon in the building at the bottom of the screen with the master of the forge, the objective was placed righ in front of the building. Also deployed the other half of that tactical squad in their rhino in the center, and placed my two archer dreadnoughts as well as the plasma cannon dreadnought behind the rhino.
This picture shows the battle after my pods have come down on turn one. And my rhino has moved up and popped smoke.
All in all the list worked pretty well. I dont see it being likely that I will get another test in with it before the tournament, but I will try.
A friend surprised me by telling me about a very close local tournament at a newer store up in Connecticut and so I will be attending that this weekend. Its at the refreshingly low 1500pt total which I havent been playing very much of lately, but sadly that means that I wont get to use the event as a way to test this list out more. But hopefully I will have a few battle reports up from that event this weekend. Shamefully I have plans to use several fully unpainted models in the list I'll be using so they wont be quite as pretty pictures... but maybe Ill find ways to get those models killed off between frames.
Wednesday, April 7, 2010
April 24th- brothers Grim Tournament
Anyway. I managed to steal(borrow) my little brother's camera for good for a while. So maybe I can get about making some better, and hopefully more consistent posts.
Right now Im working on painting up the new venerable Dreadnought Kit, and working on a list incorporating 2 of the suckers. Ill try to get some work in progress picks on the newest member of my Dreadnought horde... I have around 12 or 13 in various states of completion/collection of dust.
Ussually when it comes to Dreadnoughts I stick to regular ones, or Ironclads, and consider the Venerables far too expensive to be competative. However in honor of the model and in a decision to give them a whirl, Im taking my venerable(oldest dreadnougt), as well as the new venerable kit out for a spin. Along with several of their friends.
So here follows a list Im seriously considering for a tournament(that you can gather from the title) at the end of this month. Its gone through several steps in my head before finnally hitting print in this form. Hopefully it has enough of everything to deal with anything. I think it is pretty balanced but leans more towards dealing with light mech spam and marines.
The last time I went to the Brother's Grim(great store by the way if youre on long island) I played 2 marine players and an eldar player, mainly mechanized, and the winner was mech IG. So I like the archer dreads to deal with transports. And the plasma cannons, which I have not used in ages, I like to knock out clumps of power armored or termiator armored marines. Plus the ap 2 will help with any feel no pain shenanigans from the new Blood angels, as well as the tyranids and orks.
1850- Marines
Lysander – 200
Venerable Dreadnought – heavy flamer, extra armor, drop pod - 225
Ironclad Dreadnought – heavy flamer, drop pod – 180
Tactical Squad – flamer, power weapon, drop pod – 220
Tactical Squad – melta gun, plasma cannon, powerfist, rhino – 240
Dreadnought – twin linked lascannon, missile launcher – 145
Obviously the list also hopes that people will have a hard time dealing with 6 dreadnoughts. The three at the bottom will deploy and walk most likely. The pod was simply included to buff the total to 5. Along with the master of the forge and the combat squad toting the plasma cannon. The other half of that squad will mount its rhino and advance along with the dreads.
The other 3 dreads, the vens and the ironclad, will likely be the first turn drop. As the tactical marines will want to be off board as much as possible to preserve their scorng ability. This however does limit Lysanders ability to affect the battle, so perhaps his points would be best used elsewhere. However when they do land he gives the squad the ability to torch an infantry unit more effectively with mass bolter fire, and a huge boost to their close combat ability in a countercharge scenario. Also his stubborn rule is a nice touch for a light troops army.
Hopefully the sneaky ammount of effective shooting, with the archer dreads and the BS5 venerables, I can cut down on the enemy's mobility and push toward victory. Heavy melta armies will be a problem, as will massive horde based armies as the dreads can easily get bogged down in combat. So either of those opponents will require some more decisions at deployment and may lead to Lysander and his retinue landing earlier in the match.
I will update this army if any last minute changes arise, and am at this moment commited to trying to take as many pictures as possible at this next event for a good set of battle reports.
As always any comments, criticisms, and questions are welcome and encouraged.