Showing posts with label Witch Hunters. Show all posts
Showing posts with label Witch Hunters. Show all posts

Tuesday, June 21, 2011

Retrospective: 6-8 August 2010 Counteroffensive VII (Intro)


You can also read coverage of this event at the Jungle, from the perspective of Sho-T (Pat) and Justiciar (Bryan):
  
I had been very excited about this particular counteroffensive event, and put together no less than four (!) army lists for the event, based on any number of crazy 40K army ideas that have been percolating over the years.  The Usual Suspects had agreed on 1750 point army lists, and so I brought along:

(A) A Space Marine Dreadnought Bash.
(B) A Slann (space lizard!) army list, using Tau rules.
(C) A classic-miniature Tyranid Warrior list.
(D) My "Swinging Sixties" Sisters of Battle list.

Retrospective: 8 August 2010 Counteroffensive VII (Game 3)

Attendance at this particular Counteroffensive event being rather paltry, Pat and Bryan and I decided to set up a megabattle event for anyone interested in playing some 40K on Sunday 8 August.  If no-one showed up to play, we decided to play a megabattle event ourselves, pitting Pat & Bryan’s Tyranids against my Sisters of Battle.  As I’d only brought a little over 2000 points, I borrowed a few pieces from Pat’s collection, and the Dreamwizards store collection, to make up the extra points.

In the end, my 3000-point Sisters list included the following “extrys”:
  • Callidus Assassin
  • A third 5-model unit of Arbites (2 Meltaguns, 3 Shotguns)
  • A third 5-model unit of Dominions (4 Flamers, Leader with Brazier/BP)
  • ….and four extra flamers to equip the first two Dominions with a total of 4 flamers each
  • A second Inquisitor, equipped identically to the first with identical retinue
  • 3x Immolators with Extra Armor & Smoke (to transport the three units above)
  • 3x Exorcists with Extra Armor
For those of you playing the home game, that’s 12 immolators, 3 exorcists, 20 meltaguns, 15 flamers, and a smattering of Autocannons because honestly, why not.  Plus two Ld10 Psychic Hoods and five faith (‘mojo’) points for good measure.  It was really an awful army list, full of all kinds of Beatface and Sealclubbing, and other generally Not Nice things.

Friday, June 11, 2010

22 May 2010 “Planet Urr-Ass” Warmonger 40K Tournament (Intro)

Having been looking forward to a ‘local’ tournament (Big Apple) at my ‘home’ club (the Warmongers) for a number of months now, I tweaked my existing Sisters of Battle lists, and put together an 1850-point force for the patently silly “Defense of Planet Urr-Ass” tournament.  This variant keeps the ‘core’ of nine Immolators, filled with meltas, flamers, and an Inquisitor Lord (with more meltas!), adds a few extra flamers, and includes a little long-range supporting fire in the form of nine IG Autocannon teams (in various units).  It’s a pretty nasty ‘all-comers’ list, or at least intended to be, and gives me a ton of Objective-holding units, as well as some long-range vehicle-busting firepower to support my primary focus of heavy close-range firepower.

What did I bring?
  • Demonhunter Inquisitor Lord with Tarot, Psychic Hood, and BP+CCW, with retinue of 2 Mystics and 3 Meltagun Veterans
  • Canoness with Book, Eviscerator, and Bolt Pistol, with one unit of Celestians (see next)
  • 4x 5 Celestians (including 2 Meltaguns, and Krinophora with BP+CCW)
  • 2x 5 Dominions (including 4 Flamers, and Krinophora with Brazier & BP)
  • 2x 5 Adeptus (Stormtroopers with Shotguns, including 2 Meltaguns)
  • 9x Immolators with Smoke Launchers (6 are dedicated transports)
  • 1x 5 Inducted Infantry Platoon Command (2 Snipers, Autocannon team)
  • 2x 10 Inducted Infantry Squad (Autocannon team)
  • 2x 3 Heavy Weapons Team (3x Autocannon teams)

22 May 2010 “Planet Urr-Ass” Warmonger 40K Tournament (Game 1)

Opponent: Jeff (Tyranids).  A boisterous fellow convinced utterly of the fundamental weakness of his choice of codex, Jeff insisted that my masses of flamers and meltas would make short work of his forces.  I was a bit less certain either of his convictions was actually the case, but isn’t that what you play the game for – to find out?

Army: (1850 pts)
  • Swarmlord and one accompanying Tyrant Guard
  • 2x 3 Hiveguard
  • 2x 8 Genestealers
  • 2x Tervigons
  • 2x 10 Termagants
  • 3x Trygons
Mission: Dawn of War/Annihilation.  The mission had a modified KP rule, with HQs worth 3 VP, Troops and Transports worth 1 VP, ‘newly created’ units worth 0 VP, and all other units worth 2 VPs.

Terrain: Cityfight.  A moderate quantity of ruined buildings were scattered across the field, with two of the bulkiest buildings right in the center of the table.  In all, there was more than enough terrain to force my transports to split up and have to pick one of several avenues of advance, and plenty of cover everywhere, but very little actual LOS-blocking, apart from my vehicles neatly blocking my own LOS at ground level….oops.

22 May 2010 “Planet Urr-Ass” Warmonger 40K Tournament (Game 2)

Opponent: Vinny (Sisters of Battle).  A very odd duck, Vinny was fielding a very mixed bag of forces, heavy on Exorcists (converted from Marine Whirlwinds, not the “Church Organ” variety currently sold by GW), and backed by Chimeras and inducted Guardsmen.  If nothing else, it was quite beautifully painted, but I wasn’t sure how it would match up against a rather sleeker, punchier (at close range) force like my own.

Army: (1850 pts)
  • Jumppack Canoness (with Cloak, Inferno Pistol, Blessed Weapon, and Book)
  • Jumppack Canoness (with Cloak, Mantle, Master-Crafted Eviscerator, and Book)
  • Junior Inquisitor with Tarot, 2 Mystics, and 3 Heavy Bolter Servitors
  • 2x 10 Sisters (Heavy Flamer, Meltagun, Veteran with Book) in Rhino with Extra Armor, Smoke, and Searchlight
  • 1x 7 Grey Knights (with two Psycannons)
  • 1x 5 Inducted IG Platoon Command (with 4 Flamers, in Chimera with Multi/HFlamer)
  • 2x 10 Inducted IG Squad (with Grenade, Autocannon, in Chimera with Multi/HFlamer)
  • 3x Exorcist
Mission: Pitched Battle/Seize Ground (12” deployment and 2 objectives)

Terrain: Cityfight. An enormous low ruin dominated the center of the table, with two-story ruins on three of the four corners, and a huge (five-story) ruined building offset a ways from the fourth corner of that large center ruin.  The huge building happened to be in Vinny’s corner in this game.  The two objectives were placed on two adjacent corners of the enormous ruined area in the center of the table, one in Vinny’s deployment zone and one in my deployment zone.


22 May 2010 “Planet Urr-Ass” Warmonger 40K Tournament (Game 3)

Opponent: George (Thousand Sons).  A cheerful fellow with a brightly painted army list, George told me that he had fond memories of having gotten beaten by me, many years previously.  I responded that it was more than a little likely that he would be returning the favor, and then we got to the grim/serious task of getting stomped like a rented red-headed bug into the ground by our Fearsome Foe.  To mix an idiom or three.

Army: (1850 pts)
  • Sorceror Lord with Lash, Force Weapon, Meltabombs, Mark of Slaanesh
  • 1x 9 Thousand Sons (including Sorcerer with Bolt of Change and Force Weapon)
  • 2x 10 Thousand Sons (including Sorceror with Wind of Chaos and Force Weapon)
  • 2x Rhinos with Extra Armor, Smoke, Searchlight
  • 1x 8 Thousand Son Terminators (all with different equipment)
  • 2x 2 Obliterators
  • Vindicator with Daemonic Possession
Mission: Spearhead/Capture & Control (corners deployment, and a pre-specified 4 objectives in this game)

Terrain: Cityfight – the same board I had faced Vinny in the previous game. An enormous low ruin dominated the center of the table, with two-story ruins on three of the four corners, and a huge (five-story) ruined building offset a ways from the fourth corner of that large center ruin.  The huge building happened to be in George’s corner in this game – he placed one objective on the top story, and one objective well off to the far side of the table.  I placed one objective on the bottom story, and the last one twelve inches away, in the middle of an open area between the huge building, the huge ruin, and some nearby ruins.

Saturday, April 3, 2010

1 April 2010, at the Warmonger Club in NYC

Opponent: Lee (Tyranids).  One of the competitive New York City Warmonger club’s young turks, Lee had just returned from Adepticon where he had placed third overall*.  He was testing out a new twist to his Tyranid list, a beautifully painted army that is still in the process of being fully updated to the new Codex.  The last time we had faced each other, my Slann (Tau Empire proxy list) had virtually wiped out his tyranid horde, only to lose the game due to Lee having cannily destroyed my Troops choices… albeit only my Troops choices… and ending the game with more objectives than I.

(*in Fantasy, Lee pointed out)

My List: (1850 pts)
  • Palatine with Book & Executioner, with x5 Celestians (2 Meltas) in Immolator with Smoke
  • 3x5 Celestians (2 Meltas) in Immolator with Smoke
  • 3x5 Adeptus Arbites (2 Meltas) with Shotguns, in Immolator with Smoke
  • 3x5 Dominions (2 Flamers) in Immolator with Smoke
  • Inducted Guard Platoon Command with 4 Flamers
  • 3x Inducted Guard Squads with Autocannon
Lee’s Army: (1850 pts)
  • Tyranid Prime
  • 3x3 Hive Guard
  • 2x Tyrannofexes, kitted out
  • 2x Tervigons, kitted out
  • 2x10 Termagants
  • 1x30 Hormagaunts
Mission: Spearhead (corner deployment) and Capture and Control (2 objectives, one in each deployment zone)

Terrain: Cityfight.  A large ruined building very nicely provided cover (and blocked some LOS) in the center of the table, and smaller ruins clustered in each of our corners also provided more (if sparse) cover for units in each deployment zone.  We each placed our objective far back in our corners, behind the furthest-most ruined building.

Friday, March 5, 2010

20 February 2010 Inner Circle High Stakes Jamboree and Pancake Breakfast (Intro)

What did I bring?
The Inner Circle Gaming Club was putting together something they called a “Pancake Breakfast Tournament” at Games & Stuff in Glen Burnie, MD.  With a name like that I knew I was going to have to go and check out what was happening, and with 2000 points to put together a 40K army, it was going to be a few nights of modeling just to put together the units I thought I would like to field.

Taking a page from YTTH, the following is a variation of the Sisters of Battle “Immolator Spam” list I had used at the previous Inner Circle tournament.  At the time, I had noticed several things about the army I had been using that made me want to upgrade its capabilities:

20 February 2010 Inner Circle High Stakes Jamboree and Pancake Breakfast (Game 1)

Opponent: Steve S (Imperial Guard).  A cheerful fellow with a mechanized Guard army slightly more painted than my own force, Steve was brutally honest about what a mish-mash his own force was.  Between the Hellhounds and Immolators, however, it was going to be one flamer-crazy ride, and we both knew that any model wearing less than full power armor was going to vanish off the tabletop in a gout of blazing promethium if there were any enemy vehicles nearby.

Army: (2000 pts)
  • 5x Chimeras (2x Vet with 3 Plasma, 2x Vet with 3 Melta, HQ with Astropath)
  • 4x Hellhounds in 2 squadrons
  • 2x Sentinels with Lascannon, in squadron
  • 2x Leman Russ Executioner with HPG sponsons and LC hull
  • 1x Basilisk
Mission: Annihilation, Pitched Battle.  The only variation to the usual rules was that the victor would be determined by 4th-edition Victory Points, rather than Kill Points.

20 February 2010 Inner Circle High Stakes Jamboree and Pancake Breakfast (Game 2)

Opponent: M (Sisters of Battle).  I shall call him simply “M”, because there’s no point in calling out someone by their real name on the Internet if you’ve got nothing nice to say.  Indeed, this was a thoroughly unpleasant game against a thoroughly unpleasant individual, and easily one of the least enjoyable games I have played in years.  And I had gone into the game with such high hopes for an interesting Sisters-vs-Sisters matchup.

Army: (2000 pts)
  • Canoness with Mantle, Book, Cloak, Blessed Weapon, 6x Celestian Retinue, Veteran with Eviscerator, and Priest with Eviscerator
  • Junior Inquisitor with 2 Mystics and a Land Raider transport
  • 2x 10 Battle Sisters with 2 Meltas and Veteran Sister, in Rhino (no upgrades)
  • 2x 9 Dominion Sisters with 4 Meltas and Veteran Sister, in Rhino (no upgrades)
  • 2x5 Imperial Storm Troops, with 2 Plasmas
  • 3x Exorcists
Mission: Dawn of War, Seize Ground.  4th-edition style Victory Points were also to be recorded, to help determine the overall tournament victor.

20 February 2010 Inner Circle High Stakes Jamboree and Pancake Breakfast (Game 3)

Opponent: Brett A (Eldar).  An extremely pleasant and earnest fellow with a bit of wry wit about him, Brett was fielding a beautifully painted Eldar army, which he apologized for as it was not (quite) fully painted.  See, as a long-time Eldar player and fanatic, Brett was still in the process of repainting one of his Dire Avenger squads, and thus the color scheme didn’t match the rest of his forces.  Unlike my army, of course, which was a more-or-less uniform shade of grey spray primer…

Army: (2000 pts)
  • 2 Farseers (Fortune only) and 10 Warlocks, all with Witchblades, in a Shuricannon Waveserpent with Spiritstones
  • 2x10 Dire Avengers including Exarch with Bladestorm in Brightlance Waveserpent with Spiritstones
  • 3x6 Fire Dragons in Scatterlaser Waveserpent with Spiritstones
  • 2x5 units of Rangers
Mission: Spearhead, Secure and Control (3 objectives).  4th-edition style Victory Points were also to be recorded, to help determine the overall tournament victor.

Friday, January 1, 2010

12 December 2009 Inner Circle Holiday Beatdown (Intro)

What did I bring?
I’ve had a large number of Sisters of Battle models (and vehicles) for some years now; back during the 4th edition days, I used them as a primarily foot-slogging force chock-full of Faith Points (see that old-school list at The Jungle). With the advent of 5e, the foot-slogging armies are no longer as viable, and after spending most of a year focusing primarily on my Slann-themed Tau army, I was ready for a change of pace. And boy, is this list below ever a change of pace!
  • HQ: Inquisitor Lord with Psychic Hood, Hammer of Witches, Liber Heresius, BP/CCW; retinue of Veteran + Melta (x2) and Chirurgeon
  • HQ: Palatine with Book of St. Lucius, BP/CCW; retinue of 5 Celestians with 2 Meltas; Immolator with Smoke

  • Elite: 5 Celestians with 2 Meltas in an Immolator with Smoke
  • Elite: same
  • Elite: same

  • Troop: 10 Battles with Veteran with Book of St. Lucius, Heavy Flamer, Melta, in Rhino with Smoke
  • Troop: same

  • Fast: 5 Dominions with 2 Flamers in an Immolator with Smoke
  • Fast: same
  • Fast: same

  • Heavy: Immolator with Smoke
  • Heavy: same
  • Heavy: same
This 1850 point list concept comes courtesy of YTTH, and is based primarily around the concept of spamming as many Immolators as possible: 10 in this list, with two Rhinos as well. It has literally no long-range firepower (the longest-range weapon in the army is a bolter), and requires that you get really up-close and personal in order to function, as I discovered over the course of the tournament. However, what it does have, it has in spades – a ton of really cheap units and transports that are effectively interchangeable (and to some extent, disposable), a ton of S5 flamer templates, a lot of speed, and now with 5e, units that can “hop-scotch” from vehicle to vehicle as needed.

And, because I really got to despise psychic powers whilst playing with Tau army lists, this list is about as anti-psychic-power as you can make: a Psychic Hood on a Ld10 Inquisitor that can cover the whole table (as opposed to the new 24” Marine version), plus Hammer of the Witches psychic power, plus the inherent 5+ Sororitas save against psychic powers. That and the heavy mechanization pretty much shuts down most psychic silliness before it can even start.

But this was all theory-hammer, because I’d never played with this list, or this configuration, before. With enough models and miniatures to pull it off, however, I put together conversions in my spare time, primed the vehicles (and some of the models that needed it) the night before, and me and my grey-primer-colored army was ready to roll.

12 December 2009 Inner Circle Holiday Beatdown (Game 1)

Opponent: Thomas Jackson (Mechanized Space Marines). Tom and I had played a game years ago, back during my Rebel Grot-themed IG army days (that’s back in the days of 3e, to give people an idea of how long it’s been). An enthusiastic fellow with a distinctive DIY Chapter (the Void Marines), Tom called me out on a challenge to start the tournament, and so I ended up facing a Space Marine army list that had been designed by very Stelek-like principles (YTTH) – lots of small units, lots of spam and firepower, and lots of mechanization.

Army: (1850 pts)
  • 1x Tigerius Special Character
  • 5x 5-man Tactical Squads (no upgrades)
  • 5x Razorbacks for Tac Squads (2x Las-Plas, 2x Twin-Las, 1x Twin-AssCan)

  • 3x Dreadnoughts with Twin-Lascannon and Missile Launcher
  • 3x Vindicators

Mission: 5-objective mission with 12” deployment zones. Based off the YTTH tourney concept (the tournament organizer, and many of the Inner Circle club members, are avid readers of the blog), the 5 objectives are placed in an “X” pattern in the center of each of the four corners, and in the very middle of the table. As ‘secondary’ points, each person could designate any five units in the opponent’s army that counted as “Kill Points” if destroyed at the end of the game. Finally, each player received a random selection of five (usually quite silly, and sometimes unattainable) ‘tertiary’ missions that each also earned a point. Thus, a player could receive up to 15 points per game (5 objectives, 5 “Kill Points”, and 5 tertiary objectives), although this was very unlikely.

Terrain: Nearly empty table, with some high LOS-blocking hills in three corners, some sparse woods and ruins providing cover along the perimeter, and a flat, open table in-between. A total killing zone.

What happened?
With no point in my using the Liber Heresius wargear item, we just went for a roll-off, which I won. I set up my units in two lines, right in the center of my deployment zone, while Tom responded by spreading his units across his entire frontage – Dreads holding the center (in cover, in the woods), with Vindicators to their left (his right), two Razorbacks hull-down behind a hill to the far left (his far right), and the other three in cover around the ruins to the right (his left). Tigerius jumped into the twin-AC Razorback, which was one of the three on the right (Tom’s left).

With not many other options, I moved up all 12 vehicles, popping smoke on the front six, and taking cover behind them with the other six. Per Tom’s suggestion, I also made sure to spread out the vehicles, to prevent his Vindicators from trying to target two at once under the “hole” of the large template. Tom adjusted the LOS of several of his vehicles on the flanks, and immobilized or killed four of my vehicles, forcing me to detour around them.

I chose to detour to the right, toward the bulk of his Troops (as opposed to trying to go after Vindicators). Several units scrambled between transports, with as many Melta-units as possible getting into mobile transports, and my remaining eight transports again moved up, blowing smoke and creating more cover. Tom’s second round of fire killed or immobilized four more, leaving me with just one Rhino and three Immolators still active!

At this point, I was deep in despair, but hey – it was a tournament, so I kept playing. Four units of Sisters made it to his lines (with several others dashing about between immobilized “bunker” hulks, and giant craters in the ground), and I suddenly saw just how nasty this army design of mine could be: I popped two of his Razorbacks, and the walls of the transports prevented Tom from easily reaching the units that had disembarked to blow up his vehicles. His third turn was wildly ineffective.

My fourth turn was a game-changer: flamers and meltas and a wildly lucky Hammer of Witches wiped out a unit of Tac Marines (and the Special Character Tigerius that accompanied them!), two Dreadnoughts were badly damaged, the third Razorback on the right flank was destroyed, and the remaining two units of Tactical Marines on that side were pinned, and forced to flee, respectively. Tom’s follow-up from Vindicators scattered wildly – he immobilized one of his own Dreadnoughts and blew up a number of his own marines, and the two remaining Dreadnoughts lacked the ability to chew up my 3+ armor save units in close combat. He had tied up two units of Celestians, but with the Palatine and her Book of St Lucius nearby, they weren’t likely to go anywhere – and they didn’t.

With my other units free to act, I spent the rest of the game maneuvering to protect my sudden change in fortunes. The Emperor continued to smile on the Sisters, as I was able to immobilize (and then destroy the weapons off of) two Vindicators with nothing more than flamers and bolters. The third was reduced to a smoking hulk, and that left Tom trying desperately to pick off just…one…more… Battle Sister at long range with his two remaining active units (the two Razorbacks on the far left flank), to prevent me from capturing three objectives to his two. We went a full seven turns, but with just two long-range weapons left, and unwilling to move his Razorbacks off the objectives he had captured, Tom simply wasn’t able to put enough firepower through the mangled wreckage of vehicles in the middle of the table to pick off enough of my models.

The game ended with a 3 objective to 2 victory for me – and had it ended on turn six, would have been a 3 to 1 objective victory (I had sent a few units to contest his objectives, which further diluted his firepower as he was forced to deal with them). I also had collected three “Kill Points” for several of those Voidmarine units and transports I had massacred on the right (his left) flank.

Turning the Tables.
Tom did have some abominably bad luck in this game, but one thing he did do that hurt him was cluster three of his Troops choices near the center of his deployment zone. Spreading out as he did really made it impossible for me to go after any large chunk of his army at once, but by clustering three Troops choices (and their Razorbacks) together as he did, he essentially presented me with just such a target. I think he would have been far better off spreading out his Vindicators AND his Dreadnoughts, and interspersing them with his softer, “crunchier” scoring units. Instead, Tom clustered his forces into four small batteries, and given that one (the two Razorbacks on the extreme left flank) was too far for me to get to, and that two more (the Vindicators, and the Dreadnoughts) really weren’t worth much, that meant….well, you see what I mean.

Second, Tom chose to stand his ground when it became clear in turn 2 which battery of units I was going after. Had his Razorbacks chosen to scoot back and away, while the rest of his guns continued to pound me, things probably would have gotten very messy for the Sisters. Instead, Tom chose to stay still and open fire with three more heavy weapons, which in the end managed to knock down only one more vehicle. The trade-off probably wasn’t worth it.

Finally, Tom also panicked rather badly in the fourth turn, and starting firing his Vindicators much too close to his own models, and paid the price when his Ordnance scattered onto his own units. He would have been far better off trusting to his other weapons to do the shooting at close quarters, and aim the Vindicators at safer targets not near his own. Much of what caused the swing of fortune in Turn 4 can be attributed to the damage that S10 friendly-fire Ordnance blasts did to the Voidmarines that were trying to slow the tide of Sisters.

12 December 2009 Inner Circle Holiday Beatdown (Game 2)

Opponent: Jason S. (“Gatling” Nidzilla) At first when I saw the mass of gaunts and big critters facing me, I was extremely pleased, and Jason conversely was very despondent when looking at the mass of Immolators facing him. I was even more pleased when I learned that his firepower maxed out at Strength 6 (off the Carnifexes), or S5 (off the Tyrants), and was really looking forward to a good old-fashioned bug burning.

Army: (1850 pts)
  • 2x Hive Tyrants with +1 BS and two twin-Devourers each, and 3 Tyrant Guard each
  • 5x Carnifexes with +1 BS and two twin-Devourers each
  • 3x Zoanthropes with Synapse and Warp Blast
  • 3x 30-count Spinegaunts
  • 1x 25-count Spinegaunts

Mission: 5-objective mission with 12” deployment zones. Based off the YTTH tourney concept (the tournament organizer, and many of the Inner Circle club members, are avid readers of the blog), the 5 objectives are placed in an “X” pattern in the center of each of the four corners, and in the very middle of the table. As ‘secondary’ points, each person could designate any five units in the opponent’s army that counted as “Kill Points” if destroyed at the end of the game. Finally, each player received a random selection of five (usually quite silly, and sometimes unattainable) ‘tertiary’ missions that each also earned a point. Thus, a player could receive up to 15 points per game (5 objectives, 5 “Kill Points”, and 5 tertiary objectives), although this was very unlikely.

Terrain: A line of high hills and wooded glades lined Jason’s side of the table, with something similar, but sparser, on my side of the table. The center was completely bare save for a good-sized pond toward the left-center of the table (from my perspective).

What happened?
Winning the roll-off, I chose the side with less terrain, the easier to set up my forces, and not expecting Jason to win (or want to win) the Initiative, simply lined up my vehicles side-by-side in the center of my deployment zone, ready to rush him. Jason spread his bugs out fairly evenly, interspersing Carnifexes throughout, and making sure to have overlapping fields of Synapse from the Zoanthropes and Tyrants.

As expected, Jason declined to try stealing Initiative, and I was off to the races, shifting left with my entire force, trying to roll his flank. Jason responded by… backing up all his units on the left (his right flank), and advanced with everything else. Then he opened fire, and although the Zoanthropes all fizzled (Psychic Hood + Sororitas Save will do that), the SIXTY-FOUR twin-linked Devourer shots were truly terrifying. Through sheer dumb luck, only one transport was immobilized, and I continued on, pell-mell, a second turn. Synapse fields began to collapse as the Sisters got within range, and a Zoanthrope took a Perils of the Warp wound from Hammer of Witches, but then the Tyranids again retreated, and the devourers burped again…

This time I lost three transports. I unloaded in a massive Rhino wall and promptly failed every single Faith test I attempted; as a result, instead of annihiliating two Monstrous Critters, all I did was hill a double handful of Gaunts, some Tyrant Guard, and wounded a Carnifex – all far less damage than I had hoped. The continual retreat of the Tyranid flank meant that I simply wasn’t able to hit that many with all those Immolator templates, and although the Meltaguns took a toll, there were just too many wounds walking around for me to handle without a little Faith Point help.

And then the Tyranids responded, and now – they were firing with massed Devourers AND assaulting vehicles.

The Sororitas were still largely intact, but now increasingly bereft of mobility, and with fewer and fewer targets nearby – the Gaunts continued to retreat out of range, while the Monstrous Creatures continued to target vehicles that were isolated at the ends of my “Rhino Wall”, and relatively distant from the mass of my infantry units. After two turns of this (five game turns total), it was pretty clear that the Tyranids had won the day; I had killed a Hive Tyrant and its entire Guard, as well as a Carnifex and a Zoanthrope, and badly hurt three others (one Zoan, two Carnie), but the Spinegaunt units, even with Synapse fields collapsing left and right, just retreated to the one remaining Synapse field still active on the far side of the table, and despite my having killed well over half of the little buggers, three of the units were still technically active.

True, my infantry forces were also largely intact, but I had lost nearly all my transports (save two), and could only contest one objective – the surviving Gaunts claimed the other three. In all, a crushing defeat for the Sisters of Battle.

Turning the Tables.
Jason’s basic strategy of destroying my mobility and denying me objectives was perfectly executed, and his army list is designed pretty much specifically to beat Rhino-chassis and Chimera-chassis-heavy army lists. Try as I might, I can’t think of any real changes I could have made to stand a better chance against his list – at least, not in this kind of mission. True, some bad fortune (with Faith points) on my part, and some good fortune (with consistently above-average vehicle-damage rolls) on his part, also played a role, but on the other hand, a re-read of the current Tyranid rules makes it pretty clear that I shouldn’t have been able to “shut down” his Synapse creatures with my Sisters, as had been the case in the previous iteration of the Tyranid rules.

On the other hand, it’s not like my shutting down four of his five Synapse bubbles really had any effect at all on what happened in the game.

I absolutely went after the weaker of his two flanks (only two Carnifexes and one Zoanthrope), and the terrain in his deployment zone thoroughly hampered his retreats and ability to draw clear LOS even at mid-range with Devourers, so I think I did all right there. I threw down a textbook Rhino Wall, and controlled or contested three objectives for much of the game. I used all my Faith Points, and used them in the right situations (even if I ended up failing the roll for nearly all of them). But I was never at close enough range to try “herding” his gaunts into clusters and torching the heck out of them, as Jason simply kept retreating them all, and rushing into assault range with the Monstrous Creatures. Ignoring them and driving pell-mell after the little bugs would only have exposed me to Devourer fire and a counter-assault by a swarm of gaunts.

In the end, I think Jason’s rock simply beat my scissors, and without a rather dramatic retool of my list, or alternatively relying on him to make bad decisions, I’m not sure exactly how I could reliably stand a chance against his Tyranid list.

Of course, the "good" news is that the new Tyranid codex means that I probably won't face this particular list again. However, it's likely that I'll face something very similar. As a result, suggestions and opinions from readers are very much welcome.

12 December 2009 Inner Circle Holiday Beatdown (Game 3)

Opponent: Leigh B (Mechanized Chaos Marines) One of the FrAG (Frederick Area Gamers) club members, Leigh had been itching to play against me for a while, and this game gave us the opportunity to throw down. He was fielding a double-Lash Chaos army with serious Berzerker punch, and some very nice color schemes besides.

Army: (1850 pts)
  • 1x Slaneeshi Demon Prince with Wings and Lash
  • 1x Greater Daemon

  • 1x Chaos Sorceror with Lash, + 8 Berzerkers (including P-Fist), in a Land Raider
  • 2x 8 Khorne Berzerkers, including P-Fist, in Rhino
  • 1x 8 Raptors with 2 Meltas, including Slaneeshi Champion with P-Fist

  • 1x Defiler with additional Close-Combat Weapon (in place of flamer)
  • 1x Daemonically Possessed Vindicator

Mission: 5-objective mission with 12” deployment zones. Based off the YTTH tourney concept (the tournament organizer, and many of the Inner Circle club members, are avid readers of the blog), the 5 objectives are placed in an “X” pattern in the center of each of the four corners, and in the very middle of the table. As ‘secondary’ points, each person could designate any five units in the opponent’s army that counted as “Kill Points” if destroyed at the end of the game. Finally, each player received a random selection of five (usually quite silly, and sometimes unattainable) ‘tertiary’ missions that each also earned a point. Thus, a player could receive up to 15 points per game (5 objectives, 5 “Kill Points”, and 5 tertiary objectives), although this was very unlikely.

Terrain: There was a large multi-story LOS-blocking building on the left-most corner of my table edge, and a tall hill in the catacorner (Leigh’s far left corner) that wasn’t quite as high, but still enough to block LOS to Rhinos and Demon Princes. Otherwise, there were only a few sparse trees and low hills around the edges of the table that did nothing to block LOS.

What happened?
Leigh won the roll-off and chose to set up first, deploying all of his forces in and around the hill in his deployment zone, right up against the corner of the table. Although I was very tempted by the possibility of setting up out of LOS in the far left-hand corner of the table, and playing a ‘maneuver’ game in the middle, trying to grab objectives, I realized pretty quickly that Leigh had made a big mistake trapping himself in one corner of the table.

So instead, I deployed my entire force behind some trees on my right corner, directly opposite Leigh’s forces, and although I had to squeeze to fit all 12 Rhino chassis into the limited cover, I ended up stealing the Initiative anyway, so didn’t have to worry about being stuck behind wrecks or other such silliness.

Leigh had one turn to respond to my headlong charge before I was on him, and he fared poorly, choosing to move TOWARD me with all his forces, and managing to stop exactly one Immolator. On turn two, I was within melta and flamer range, and after neatly blocking up two hatches of the Land Raider, popped it and flamed the unit inside to below half-strength. I also killed the Defiler, trapped the two Chaos Rhinos full of Berzerkers between my own vehicles, and created a Rhino wall that (a) prevented any of his units from assaulting my soft, crunchy infantry, as well as (b) prevented any of my infantry from moving into assault range of his units if they happened to be hit with a psychic Lash.

I shouldn’t have worried. Leigh managed to do exactly nothing in the next turn, not with his Lash attacks (psychic hood + Sororitas save shut him down), not with his Vindicator (which scattered wildly), and not even after assaulting my Rhino wall with powerfists and Monstrous Creatures – because I had been moving at Cruising speed the previous turn, he simply couldn’t get in a good shot. I maneuvered more Sororitas units into range, and at the start of his third turn, he had only half a unit of Berzerkers, half a unit of Raptors, and his two Daemonic creatures left.

Now that the Rhino wall had slowed down, I began to lose a few vehicles, but the weight of numbers was entirely against Leigh’s favor. It took me two more turns, and there were some entertaining moments throughout (such as Leigh’s decision to forgo an invulnerable save on his Greater Demon, so that it would lose its last wound when a nearby vehicle exploded, thus allowing him to earn a tertiary objective point for having one of his own units get wiped out by exploding vehicles), but I eventually tabled his forces. In return, I had lost (or had immobilized) six of my transports, and lost just two infantry squads – both of them relatively expendable (against Marine Equivalent lists) Dominion squads.

Turning the Tables.
Leigh made two big mistakes in this game that really sealed his fate. His first was in choosing to ‘castle up’ in one corner of the table – it meant that he simply didn’t have a whole lot of room to maneuver, and with my initial charge, I was able to pin him quite neatly into his corner. Even had he gone first, as he had expected, it’s difficult to see what he could have done to change that set-up – he simply didn’t have very many units that could slow down my transports, and I had significantly more vehicles than he did.

Secondly, Leigh compounded his mistake by moving TOWARD me during his turn, instead of moving AWAY. By moving toward me, he not only made it easier for my transports to pick-and-choose where I wished to trap and destroy him, but he also closed the range against an army designed to kill things entirely at close range. Once he had done these two things, it was basically game over but for the fiddly details, and indeed, there was never any point during the rest of the game when Leigh’s forces really threatened to turn the tide of events. Even had he had a monstrously lucky turn (or two), it was too steep an uphill climb that he faced, tactically speaking.

Thursday, December 10, 2009

7 November 2009 Woodbridge NJ Tournament (Game 1)

Opponent: Jim B. (Mechanized Witch-hunters). Fielding a mounted Sisters of Battle force with a solid core of troops choices, and a number of specialized support units, Jim’s army was fairly mobile, and also came with a fairly nasty (if somewhat fragile) punch in the form of the Penitent Engines. As a side-note, Jim had converted his Inquisitor’s ride into a beautiful Sisters-of-Battle Land Raider, complete with custom side-turrets in place of sponsons, etc. Combined with his fantastic paint-job, and it was the centerpiece to an amazing-looking 40K army.

Army: (1850 pts)
  • 1x Canoness with Sword, Cloak, Book, and Mantle, with 5 Celestians in a Rhino
  • 1x Priest (tagging along)
  • 1x Canoness with Book
  • 1x Junior Inquisitor with Tarot, 2 Mystics and a Multimelta Gun-servitor, in a Land Raider
  • 3x Sisters squads with Veteran + Book, H-Flamer, Melta, and Rhino
  • 2x Exorcists
  • 3x Penitent Engines (in squadron)

Mission: “The Citadel” Tournament Scenario: defender sets up first in middle of table (in 5 pieces of AV-12 cover), attacker chooses two adjacent board edges (long + short) of their choice to deploy 6” in on. Defender goes first and must defend their 5 pieces of cover. Attacker must destroy as many of those objectives as possible – the “secondary objective” was basically just the fifth of the five objectives.

Terrain: Five pieces of AV-12 cover in the center of the table, and some (very very sparse) bits of trees and low walls around the table edge.

What happened?
Jim won the roll-off to determine attacker, and chose to attack – the sensible choice, given the mission objectives, and his load of melta and other firepowery goodness. I castled-up nearly all my units in/around the largest piece of cover, on one corner of the “Citadel”, in layers. Jim chose to set up on the long table-edge nearest to my set-up (no dummy, he!), with Penitent Engines in the center, two Rhinos on each side, the Land Raider behind some cover in one corner, and Exorcists and Inquisitor (and spare Canoness) behind some cover in the other.

I moved up all five units of the Brave (Fire Warriors), blocking up all easy access to my heavier guns, and opened fire – destroying all three Penitent Engines, killing three Rhinos, stunning the fourth (no extra armor on these Rhinos!), and killing a handful of Sisters as well. Jim was aghast at the damage I had done, but moved up with his units of (now foot-slogging) Sisters, killing 2 of my five units of Troops (and my ‘sacrificial’ HQ suit) between his Heavy Flamers and assaults, and destroying two objectives with long-range fire.

In turn two, my guns burped again, and I wiped out three of the four units of Sisters (including the uber-Canoness), leaving just one unit of Sisters on the table, and killed one of the two Exorcists (stunning the second). Jim’s shooting from his Land Raider was ineffectual, and I followed up in the next turn by wiping out the last of the Sisters (as well as the Inquisitor and his retinue in the far corner). But with an Exorcist and Land Raider still operational, Jim managed to kill a third objective, meaning that my only chance of winning the game was to table him.

I figured I would need the fourth and fifth turn to manage that, but I had lost only three units (two Troops choices and my HQ suit), and after one-shot-killing his Land Raider with my first Railgun shot in Turn 4, that left plenty of firepower for the Exorcist and last Rhino. I had a four-turn table, and still head nearly all my forces on the table.

Turning the Tables
This particular scenario was very favorable to the attacker, and only two defenders managed to win it in this tournament – myself, and an assault-happy Chaos player (John, who I played in game #2). In both cases, we did so by tabling our opponents, and not worrying about trying to protect the very fragile objectives.

In Jim’s case, however, there were several things he could have done to make his forces a bit more durable, and rack up a few more points for his own tournament score. First, he chose to start with all of his Rhinos, and all of his Penitent Engines, out in the open. He could have instead chosen to start with his entire army in Reserve, thus denying me the opportunity to get ANY shots off before jumping on me from anywhere along the two table-edges he chose.

Even if he wanted to start with his models on the table (bad idea as it was), he could still have arranged them a bit differently. For example, even though there wasn’t a whole lot of cover on the table, 6 inches deployment is still enough to create a Rhino screen for, say, a squadron of Penitent Engines. Or for another Rhino.

Second, Jim spent an entire turn (basically, his ONLY turn) shredding two of my infantry units with four of his. Though probably quite satisfying, this was (shall we say) an inefficient use of resources. With three meltas in his units, and four powerful long-range support units, he should have been doing everything possible to go after mission objectives. Even after the first turn, it was pretty clear that he simply didn’t have the firepower to match what I could put out – that in a straight up fight between 27 Sisters and 90 Slann/Tau, with his mobility gone, odds were against him. Going for mission objectives was the far better bet – there was a good chance that, had he done so, he could have racked up all five objectives and the maximum mission points by the end of the second turn, regardless of what I did to him then or later.

Friday, October 30, 2009

17 October 2009 FRAGtoberfest Tournament (Game 1)

Opponent: Chris M (Witch-hunter Arbites) I’m a big fan of the Adeptus Arbites fluff, and love the “Judge Dredd” color scheme, even if the original source material is a bit too gratuitously violent for my taste. I’ve a number of Arbites models from way back in the day, and have always wondered how well they would work as a 40K army. Facing Chris was an opportunity to see just such an army in action!

Army: (2000 pts)
  • 3x Arbites squads (double meltaguns) in Chimeras
  • 2x Guard squads (grenade launchers) in Chimeras
  • 1x Inquisitor squad (Lord with Crusaders and Acolytes) in Chimera
  • 2x Command Squads with Sniper Rifles (on foot)
  • 2x Guard Squads with Missile Launchers (on foot)
  • 2x Units of 3 Scout Sentinels (with Multilasers)
  • 1x Leman Russ (+3 heavy bolters)

Mission: “Bloodbath” Tournament Scenario: 4th edition alternating set-up in 12” deployment zone, combined with 4th edition Victory Points. Secondary objective: kill the most expensive enemy unit.

Terrain: Hills in all four corners, a line of woods on Chris’ side of the table, and a giant LOS-blocking skull in the middle of my table edge.

What happened?
I set up my army in three ‘commands’ – a unit of Hornsuits (B-Sides) and Brave (Fire Warriors) on each corner hill on my side, and all my Ranger (Crisis) Suits hid behind the giant skull in the middle of the table. I backed up my right wing with the Stoneship (H-Head), and backed up my left wing with a second unit of Brave and both units of Pathfinders, including their vehicles. My last two units of Brave started off the field.

Chris spread his Chimera through the treeline, with Infantry hiding behind the wall of AV12, anchored his right flank (my left) with his Inquisitor and Leman Russ, and backed them up with one unit of Scout Sentinels. The second unit of Scout Sentinels started in reserve, ready to outflank me.

My plan was to deploy both units of Pathfinders with their Scout move, then mount up Fire Warriors and cause some problems, but Chris stole initiative, and shredded my Pathfinder units, greatly reducing their effectiveness for the rest of the game. I compounded things by foolishly wasting firepower on his Leman Russ in the first turn, instead of more wisely blowing away Chimeras when I had the chance.

Fortunately for me, Chris was relatively cautious with his advance, and after two more turns, I had killed all his Chimeras, save for the Inquisitor’s (which was still hull-down in the treeline next to his Leman Russ). I also shredded virtually all his infantry, although a lone Stormtrooper sergeant survived to make it to my right flank, and hacked apart a unit of my Brave (Fire Warriors) before being pummeled by the nearby Hornsuits (B-sides). The last few turns of the game were fairly fast, as I tried to maneuver units into position to hurt his last few remaining units – in the end, all that was left were the Inquisitor and his ride, and two of the foot-slogging Guard units that had spent the entirety of the game lobbing (and often missing with) rockets at me from long range.

Turning the Tables.
The Arbites were far too cautious with their approach – instead of gunning their Chimeras and rushing at me full-speed, they chose to advance cautiously and use their firepower to whittle down some of my numbers first. Against most opponents, this is a solid move – but not against Tau. Even with my colossal blunder of not shooting at his Chimera transports as soon as I could (instead wasting fire on his Leman Russ), I still had sufficient firepower – and time – to wipe out the transports before really being threatened by anything. Had the Chimeras jumped me straight-away, things would have been more touch-and-go in the middle part of the game. Even a single Storm Trooper Sergeant was more than enough to Put Paid to a unit of my Fire Warriors – imagine if a more ‘fearsome’ opponent like an Inquisitor Lord had shown up!

However, Chris’s decision to devote much of his first-turn fire at my Pathfinders was the right move – it dramatically reduced the effectiveness of my shooting for the rest of the game, and was something he could have taken serious advantage of, combined with a more dedicated transport rush.