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| LO Zealot ![]() Join Date: Oct 2005 Age: 30
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I went to the Big Waaagh in Memphis, TN this past weekend, figuring to give my Necrons one last go at the 4th edition circuit. With 5th on the horizon, I was hoping to have a good showing in their send off GT. This was the first year for the Big Waaagh 40k GT, though the fantasy side has been around for a while I believe. The tables were great, nice amount of terrain and it looked good. They explained how it worked in game play so there were no real questions, the rounds were mostly on time, and so on. My list was the Necron air force: HQ: Deceiver Troops: 11 Warriors 11 Warriors Fast Attack: 5 Destroyers 5 Destroyers 5 Destroyers Heavy Support: 2 Heavy Destroyers 2 Heavy Destroyers 2 Heavy Destroyers 1836 of 1850 Basically just jetbikes that shoot hard, with the Deceiver for counter assaults / protecting warriors / misc mayhem. The missions all had 4 objectives which would total to 20 points, being 6, 5, 5, and 4 points respectively. Some of them were able to be achieved by both players, some where not. I would have preferred a one player only or draw type objectives, to limit the number of points per game to 20 to more accurately spread out the players since a few games I saw ended up a 20 to 15, but oh well. First round - Eldar Farseer on Jetbike - Runes of Warding, Guide maybe more Autarch on Jetbike - Laser Lance, Banshee Mask 10 Harlequins w/ Shadowseer - 5 Renders (shadowseer was not a render) 6 Guardian Jetbikes - 2 Cannons 6 Guardian Jetbikes - 2 Cannons 8 Pathfinders Support Weapons - 2 Vibro Cannons Support Weapons - 2 Vibro Cannons 7-8 Swooping Hawks w/ Exarch & Sky Leap 10 Warp Spiders w/ Exarch, Withdraw, & Suprise Assault 5 Shining Spears w/ Exarch, Withdraw It's right around there, maybe some wargear here and there, but that's the basics. Mission: 1 - Get the Beer - Pick up a loot counter and run off your opponent's table edge with it. Doing so counts the unit as destroyed, though. You cannot move more than 18" per player turn while carrying the beer. 2 - Kill the opponent's highest point unit (or bike unit if no vehicles). His is the spears, mine is the deceiver. 3 - Kill the opponent's "bandit". You nominate your own bandit, and your opponent then must kill it. 4 - Victory Points (1 point margin). No holo-tanks (or any tanks) was surprising for eldar. He had some mobility, but I was very mobile as well, and had just as hard shooting. The difference was that I had a longer range and tougher models. I figured it would be a fairly easy game. He deploys half on the left, half on the right. I'm mostly on the right with a unit of destroyers in the middle area. I then nominate one destroyer squad as my bandit (squad 3). He had nominated the "White tipped guardians" as his bandit before deployment, but we realized it was after deployment. When we finished deploying, he then re-nominated the "guardian jetbikes". He wins the roll to go first. I'm going to keep the turns pretty brief, but just give you an idea of how it went. His 1: He turbo's most bikes. The warp spiders jump forward and then assault jump onto the beer counter. I realized after the game that this shouldn't have worked, since you had to end your movement phase in contact with it to pick it up, but oh well. Harlequins are also on the right side and move forward slightly, daring me to approach him. Rangers shoot at the center destroyer squad and kill 2. The pass their pinning but fail their morale and run off the board. Not the best way to start. They weren't the bandit squad, though. My 1: The two destroyers that were killed were near others and could try to WBB but both fail. I shift sideways to get shots on the warp spiders. Deceiver moves up some. I shoot 10 destroyers and 6 heavy destroyers at the spiders and kill 2. I try to force the bandit bikes to fall back with the deceiver, but they pass their morale check. His 2: He fortunes the shining spears and turbo's them to try and assault warriors next turn (ends up about 15" away from them). He starts to shift left with the warp spiders, attempting to get away from the big D and run off the left side of my deployment zone. Shooting doesn't do much. Harlequins are escorting the warp spiders. How they are keeping up with the 12" move + 6"jumping warp spiders, I cannot figure out. My Turn 2: He's near one warrior squad, but barely in assault range - I need a 4+ difficult terrain roll to move directly away from them to avoid the assault. 2", doh. So I line them up so that he'll only be able to get in BtB with 2. Hopefully I can kill-zone control. I also try to shoot them but his saves are great. One destroyer squad caused 10 wounds. 1 died, he complained. Unreal. His Turn 3: Harlequins escort the spiders again. Shining spears prepare to assault, shooting sees the pathfinders just in range to plink at the deceiver. 8 shots cause 6 wounds. Wha..? He passes 3 and takes 3. 2 wounds left. Assault sees the autarch out of btb contact, but his I6 exarch kills the two warriors in contact with his guys so that his I5 troops can't swing. Combat over, I pass morale. He doesn't hit and run. My Turn 3: Deceiver backs up out of range, and also shuffles towards where the destroyers would be in case the spears go for them. My second warrior squad prepares to counter assault them, though, since they no longer have s6 power weapons. One destroyer squad wipes out the bandit bikes, the other destroyers and 6 heavies shoot at the warp spiders, killing just 2. They pass their morale check. Warriors counter charge. He kills one warrior, I fail to kill anyone. I pass morale. He H&R's, but goes in such a way that one warrior squad is able to consolidate into him, touching only the autarch. His Turn 4: Spiders continue to run in a long round-about loop. Harlequins break off and run straight at the Deceiver. Rangers kill a couple of warriors, nothing else appreciable happens. Harlequins pass leadership to assault the deceiver despite starting 20" away at the start of the turn and being in range, but that one was elastic move I didn't mind, since I misdirected and left them in the open. The shining spear combat was a draw, he hit & ran towards the harlequins' position. My Turn 4: I figured this was going to be the turn where I took over. Deceiver was in assault range of his #2 objective unit (spears) and everything else was in range to move up and shoot the harlequins. I had 17 warriors alive, 8 destroyers (two fell to vibro cannons), and all 6 heavies. I'll kill these two units, then be free next turn to stop the spiders from making it off the board. He'll also have no real threat to my units anymore while additionally racking up some VP's and get all but the #1 objective, since I won't have time to pick it up and get off his table edge. So I start shooting. I don't fail any priority checks from the shining spears (warriors needed checks), and everyone was very close so made their veil of tears checks. 17 warrior rapid firing, 8 destroyers shooting, 6 heavies. I caused 35 wounds to the 5+ invul harlequins. Magically, fortune changed from the remaining guardian jetbike squad to the harlequins during my turn... and so now they had a rerolling 5+. Still, 35 wounds and a rerolling 5+ is only a 5/9 chance to pass. 15 should have died. 6 did. There are now 4 rending harlequins right next to everything. Very bad! At least the Deceiver wiped out the remaining shining spears. And those were definitely dead, as he ignores everything. No possible saves is apparantly the best way to kill these eldar. :p Autarch bails. Consolidate can't reach the harlequins, nor get out of range of the rangers. His Turn 5: Autarch rallies and moves to assault the bandits, along with harlequins. Warp spiders approach the board edge, they'll be off on turn 6. His farseer and other guardian bike squad hide. Vibro cannon kills a destroyer from each squad. Snipers shoot at the deceiver and cause another 6 wounds (12 wounds of 16 shots). He dies & explodes. The rallied autarch was in range and got insta-killed, heh... along with a harlequin. I also lose 2 nearby warriors. He then prepares to assault the bandit squad, but they break from the wound caused by the vibro and run out of range. They instead assault and wipe out the other destroyer unit and massacre into some heavy destroyers. My Turn 5: I use the 10 of 11 man warrior squad to counter assault the harlequins. I shoot at the warp spiders, fail to wipe them out and they pass morale. Harlequins kill the heavy d unit before the warriors bayonet them to death. His Turn 6: The spiders get off the board. Shooting doesn't break anything nor get any units below half. My Turn 6: Nothing really to do. So we start adding up the score. He got the #1 and #2 objectives. I was up on VP, so I got the #2, #3, and #4. 14 to 11, not really what I was hoping for, but a decent solid victory VP score. If his saves would have been more average, I probably could have pulled out a full 20. Oh wait, what's this? The guy is now claiming that I didn't get his bandit. That when he said the "Guardian Jetbikes" were his bandit, he meant the other squad and not the one that he nominated before deployment. That I was mistaken and killed the wrong one. Let me tell you, this did not make me happy. He in no way indicated that he meant the other squad and not the same one he nominated earlier. His attitude was basically "too bad, so sad". I wanted to call a judge over, but what could they do? I doubt it would have earned me the points since it would have been his word against mine and would have surely lost me some sportsmanship. Lesson learned, though - always bring objective markers with you to mark the squads that you must kill / keep alive to avoid confusion. In the end, it was one of the worst opponents I have ever had the displeasure to play. Despite his absolutely phenominal dice rolling, he was an emotional zombie almost the entire game. He never once smiled, never laughed at anything, nothing. Then that crap changing the bandit unit. What really gets me is that doing so didn't help him at all - he didn't gain any battle points by changing the bandit unit, so it was just being spiteful that he couldn't kill mine and didn't win the VP objective. I'd say how I really feel about the guy, but the language would probably get me in trouble. :p Either way, a disappointing start. Second Round - Imperial Guard It was the silliest list I had ever seen. He had a standard command squad with high leadership and the vox caster, then attached to it and some heavy support choices, he had: - 3x3 heavy bolter squads - 2x3 missile launcher squads - 2x3 las cannon squads Everything else was just basic guardsman with lasguns. He had 2 squads of 40 conscripts, 3 platoons with just tons of guardsman with lasguns. He also had commissars for the conscripts. I looked at his list and just completely didn't understand what he was trying to do. Mission: 1 - Table Quarters 2 - Grab the Beer (objective in a corner of the board) 3 - Recon 4 - Most "Acts of Stupidity". All terrain counted as difficult and dangerous. Each time a unit moved through terrain, you got an act of stupidity counter. The one with the most at the end wins. My opponent was from the same club as the first guy, or at least was wearing the same club shirt. And he immediately started complaining to me about my army. His first words when he got to the table was "oh great, your list. I hate your list, I saw it when you registered and just don't want to play it. Your list is just dumb." I was a bit taken aback by this. No hello, no introductions or anything, just immediate trashing of my list. Their club was not exactly making a good impression on me at this point. I'm not going to go into the details of the game, as it's not worth it. He literally took 50 minutes to deploy his army. He had no display board or anything to help move his guys, so he had packed up each one into the foam transports. He didn't pull out the models at the table before starting or anything, either... so during deployment, he had to pull out each model individually, sort them into the appropriate squads, and then deploy them. I was concerned that we were only going to get 2 turns in, if that, but didn't say anything. Just deployed my squads basically as he did so that he was always deploying. With 50 minutes out of the way, we started. I realized quickly that he had no real intention of playing the game when he took the first turn. He moved nothing in an alpha table quarters mission and just shot his heavy weapons. He caused a wound to the deceiver. I shot back and killed 2.5 heavy weapon teams. He didn't move again, caused another 2 wounds to the deceiver. I killed another 2.5 heavy weapon squads and he basically gave up. He decided he was going to get objective #4 and just had all of his squads move through terrain every turn. He had quite a few more squads than I did, so I couldn't keep up at all. He achieved that and didn't even try for anything else. Very boring game - and now an even worse start to the tournament. Hopefully my opponents will be a bit better for the remaining games. Round 3 - Space Marines Chaplain (master of sanctity) - bike, mantle, artificer armor, thunder hammer Allied DH Inq lord - Psycannon, Psychic Hood, Tarot, minimum retinue Callidus Assassin 5 Terminator - 2 Assault Cannons 5 Terminator - 2 Assault Cannons 5 Tactical Marines - las/plas 5 Tactical Marines - las/plas 5 Tactical Marines - las/plas 5 Tactical Marines - las/plas 5 Tactical Marines - las/plas 5 Devastators - las cannon, 3 heavy bolters 5 Devastators - las cannon, 3 heavy bolters Whirlwind Or something very close to that. Mission: 1 - Grab the Beer. Starts in the center of the board. You can get it off the board by moving off the side table edges, but it must be more than 24" off your deployment long board edge. Moving off counts as destroyed. On a 4+, the beer explodes upon pick-up with a S10 AP1 blast. Roll each time a different unit picks it up, but it will only explode once per game max. 2 - Get your highest point HQ killed. 3 - Control more terrain 4 - Recon The player I was up against was a very good player. I've gone up against him before and it was a tough game. I was pretty confident I could do very well against his army in a standard mission, but this wasn't a standard mission. We deployed with him setting most of his stuff in the center of his dz (the beer was dead center of the table), with his biker chappy (his most expensive HQ) in turbo-boost range of it. I deployed my destroyers behind terrain of most of his stuff, with a unit of my destroyers in turbo-boost range of the objective. First turn would be important. We didn't match dice on the tarot, so he got the plus 1 to go first. I then promptly rolled a 1 and he got to choose automatically. His Turn 1: He took first turn, obviously, and turbo-boosted his chappy to pick up the objective. Terminators also started advancing. The objective exploded, wounding him, but he wasn't killed because of the mantle. Shooting saw the whirlwind kill a destroyer, whose squad then rolled box-cars to fail the pinning check. Other shooting saw two other destroyers and two heavies fall from angle shots. My Turn 1: I failed all 4 WBB's for the non-pinned and also the WBB for the pinned destroyers. So here's my choice: Do I try to finish off the 2+ invul saving chaplain and go for the primary, or give that up and just go for everything else? If he runs his chaplain off the board, it will give him #1 and #2 since he'll have killed his highest point HQ. But him getting #2 doesn't prevent me from also getting it.... I just lose the chance at #1. Now if I let him go, I should have no trouble getting the other objectives. There's a fairly big building in the center slightly outside my DZ that I can use for line of sight manipulation to isolate his small squads and wipe them out with destroyer fire one at a time. And his terminators will not get past the Deceiver - who will be forcing him to shoot at the big D or lose even more to the c'tan monster. But I lose 6 points automatically. In the end, I felt with only 25 battle points of a possible 40 after two rounds, I needed to go for it all. So I set up my 4 heavies and 10 destroyers (2 of each failed WBB, the remaining 4 destroyers were pinned) to shoot at the chaplain, since he was the closest target. I had only one shot, since he would just back up next turn and I wouldn't be able to shoot him again with his IC status. I caused a total of 13 wounds with all of my shooting. Unfortunately, he only failed one of his saves and survived. Worse, I ended up having to expose myself too much to do so. I was now about to take some heavy return fire. His Turn 2: Callidus came in and attacked a destroyer squad. Chaplain hid behind a tactical squad. Shooting was able to drop the rest of the heavy destroyers. The rest of the game was fairly uneventful. I was able to get the Deceiver killed, but that was it. Exposing myself to try and kill the chaplain was a big mistake in the end, which cost me objectives #3 and #4. I wish I would have gotten to play against him in a more normal scenario, as I think it would have been a good game. The worst part was, I had to grin and bear his opinion of Necrons. About how they're just weak against marines, they're all or nothing, etc. etc. It was kinda patronizing, and honestly not right, but what could I say as he just trounced me? :p Oh well, he's a nice enough guy and definitely knows how to play well. It was definitely a big improvement over the first two games, even though the end result was bad. Round Four - Nurgle Daemons Kugath Epidemius 13 Plaguebearers - Icon 13 Plaguebearers - Icon 13 Plaguebearers - Icon 13 Plaguebearers - Icon Nurgle Daemon Prince - Iron Hide, Breath of Chaos, Cloud of Flies, Noxious Touch Nurgle Daemon Prince - Iron Hide, Breath of Chaos, Cloud of Flies, Noxious Touch Nurgle Daemon Prince - Iron Hide, Breath of Chaos, Cloud of Flies, Noxious Touch Hmm, I've played khorne daemons and tzeentch daemons, this will be my first go at nurgle daemons. I've got a good shot at winning, though one of the objectives is to kill Kugath which isn't very likely. Mission: 1 - Have your highest point HQ get into your opponent's nominated building 2 - Kill your opponent's highest point HQ 3 - Get the Beer into your own nominated building 4 - VP's Your nominated building must be in your own DZ. I figured Kugath was going to DS into my nominated building, so there wasn't much to be done about that with his 6 wounds at T6 with a 4+ invul and FNP... So I probably wasn't going to get #2, but hopefully I could get the rest. His Turn 1: He got first turn and chose all the plague bearers and Epidemius, getting the 3+ roll for his daemonic assault. Eppy joined a squad of plague bearers and DS'd pretty far back from everything to keep his count safe. He actually landed in his nominated building. Another got a direct hit on the beer, and the other two DS'd pretty close to me. My Turn 1: I had the warriors fall back, since they were within 12" of two plaguebearer squads. I then attempted to shoot all my destroyers and heavy destroyers at one squad while locking the other up with the Deceiver. Shooting saw 9 drop, including the icon by torrent of fire. Pretty good start. Then I completely forgot that the plaguebearers had poisoned attacks and could wound on 4's regardless of toughness, so I thought that the Deceiver was immune to the plaguebearers. I was wrong. The Deceiver went in, needing 3's and then 2's with 5 attacks and completely flubbed. He then had 13 attacks coming back needing 4's and 4's. He caused 8 wounds and the Deceiver exploded. The tally starts! Wow, I did not see that coming, and this game just got really really bad really really fast. The big D dying on bottom of 1 when he's my primary defense against many of his units is going to be very bad. I need him to get some bad reserve rolls for his princes in order to get enough time to recover or I think I'm sunk. His Turn 2: All three princes arrive and come in on the icon from the squad that killed the big D and threaten warriors. Kugath stayed out. They use breath of chaos and rack up some more of the tally. Things are looking grim. My Turn 2: Some warriors are barely within 6" of his daemon princes, so I cannot get out of their assault range. I have to sacrifice a heavy destroyer squad and go stand in front of them (they're all clustered together) so that they can't reach the warriors. This is because I can force them to go around, since not enough room to go between, and they must stay 1" away at all times. I then hope to do some damage shooting with my full destroyer & heavy contigent still alive. 45 destroyers and 6 heavy destroyers cause 2 wounds to a single daemon prince. The others are untouched. His Turn 3: Kugath stays in reserve. Units can drop the objective and another can then pick it up, so he starts to line the plaguebearer squads to transfer the beer to his marked building since he is too slow to actually move his unit to the building itself. [the objective scattered 5d6" away from his building before the game started] His princes move up and spring-board assault off the heavies and all get 5+ on the massacre rolls. Big problem - there's no way to get out of their assault next turn. My Turn 3: Warriors prepare to get rapid fire and hope for some good rolling. Destroyers back up more and lend in their shots. This time, with 15 destroyers, 4 heavies, and ~17 rapid firing warriors, I cause 4 wounds. Wounded prince dies, the other takes 2 wounds. From here on, he hit the warriors and wiped them out, but could never catch the destroyers. Kugath dropped into my building and stayed there. He passed the beer to Eppy's squad in his building. My destroyers were able to wipe out the plaguebearer squad I shot at in the first turn, kill the remaining two princes, and bring the squad that the deceiver exploded against below half. In the end, he was still up by about 75 victory points or so. 20 to 0 in his favor. To be honest, I totally didn't see that coming. Now his dice were amazing, and he was fully admitting it. He would save ~11/12 of his 3+ saves on the princes who didn't even have FNP, but there were also mistakes made on my part. Forgetting about the plague swords was a big one. I totally should have ran away from the second plaguebearer squad (which wasn't quite within 6" of my warriors) and shot the one the deceiver was about to assault. Then he wouldn't have gotten killed and I could have misdirected and started having him fight his princes and controlled the game a bit better. I'm not convinced I was entirely wrong in what I did, though. I think it was just improbable that what happened did happen, but sometimes things play out that way. On the bright side, my opponent was a great guy. He was really friendly and nice, had a great looking army, a good sport. He was basically the type of opponent I was hoping for going into the GT and I was glad I got to play against him even if I lost. I am happy to say, though, that since we finished so fast, we decided to just play a second game while waiting for the next round (there were 2.5 hour rounds and we literally finished in an hour)... and the Necrons had their revenge! :p We did a practice run of the 5th mission and it would have ended in a 20 to 9 victory for the air force. Too bad! I'm completely out of contention at this point with a mere 30 of 80 victory points. I'm a bit disappointed as I believe my army is capable of much more than this, but a mistake or two here, a bad mission there, and some unlucky rolls have put me near the bottom of the pack. I kinda feel bad for the person I'm about to play, as he's about to run into a really strong list. Since I'm out of contention, I figure I'll just try to have fun and not really go for a full point victory should it presented, as what would be the point? Round Five - Orks Warboss with klaw and attack squig Big Mek with KFF and klaw 18 'ard boyz with rokkit (warboss went here) 25 shoota boyz with klaw nob, boss pole, 2 big shootas 25 shoota boyz with klaw nob, boss pole, 2 big shootas 12 slugga boyz with klaw nob, boss pole, rokkit, trukk (ram, red paint) 12 slugga boyz with klaw nob, boss pole, rokkit, trukk (ram, red paint) warbuggy 3 warbikers with klaw nob, boss pole looted wagon - boom gun, 'ard case lobba battery - 2 lobbas battlewagon - zzap gun, 2 big shootas, 2 rokkits, deff rolla, red paint, grot rigger ('ard boyz + warboss here) I believe he had something else, too, but I cannot remember what. Now he wasn't my scheduled opponent. The person assigned to me apparently bailed, and we were paired because his opponent didn't show, either. His army wasn't painted, he mentioned that if he got two wins in the tournament he was going to put the effort into it to finish painting and that he massacred his first three opponents. I guess I got paired up! I'm glad, as I wanted another challenging game. Unfortunately, he has the ork army that really doesn't stand much of a chance against me. No lootaz, no warboss on bike with a klaw, and most importantly - no snikrot. The mission was a bit funky, though. 1 - Claim your opponent's designated building 2 - Kill your opponent's highest point hq 3 - Victory points 4 - If you killed your opponent's hq and the unit that did so survived *or* you kill the unit that killed your highest point hq. Either would work. The mission was basically 5th ed dawn-of-war style deployment - up to 2 troops and 1 hq in a 24" split down the middle DZ. Everything else moves on the board on turn 1 (they did specify on the side edges, too, so you had a big area you could enter from). What they didn't have was a minimum distance between units. So technically you could be 1" apart of you both wanted. The other special thing was the designated building. You had to put at least one of your troops in your building. Additionally, any unit that enters one of the buildings of either player cannot voluntarily leave it (can only leave if broken or some tricky pile-in pulls you out). Otherwise, your stuck in there for the rest of the game. When we started to play, I remembered that the guy I was playing against was someone wearing the same club shirt as the two players I played in the first round. I changed my mind on the desired outcome for the game - I was going to try to win all 20 points. The game was pretty one-sided from the start. I moved on making sure to stay far away from the board edges from entering trukks and started blasting the squad out of his building. He enters from reserves, and tries to assault the deceiver. I misdirect and just start shooting. I blow up all of his trukks and then just back up and shoot with the destroyers. I lose the squad in my building, since they couldn't back up and lose the deceiver to some weirdness, but that was it. I got the full 20 with 15 destoyers shooting orks a round every round. Even with cover saves from the KFF and sometimes buildings, a lot of orks died. I didn't try to get him out of my designated building with the second warrior squad (who could have just walked up next to it and rapid fired for a few rounds with no fear of counter assault since he couldn't leave), since I realized pretty quick he wasn't like the other guys. He was a fun opponent, didn't move further than he should have, didn't whine and complain, and didn't give up even when it was looking grim for him. So that club isn't all d-bags, at least. :p I felt a bit bad at the end for going all out there, but it was nice to get at least 50 of 100 possible points. It was much worse than I was hoping for going into the tournament, though. There was some weird mojo going on there, I swear. I lost to armies that I normally crush and beat armies that normally beat me, heh. Odd, but what can you do in a dice game, eh? Anyway, it was a fun time despite the first two games. Now there are definitely things to improve - they had some big big issues in their pairings, with some of the top seeds playing people way below them in battle points (which can really have a big impact on overall), and some of the missions were a little frustrating... but overall definitely worth the trip. I plan on heading back again next year, hopefully with a better standing in the end! |
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| LO Zealot Join Date: Feb 2008 Location: Canada
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Its really to bad about your first two opponents, especially the second one completely disrespectful towards your list, preparing for the game, and the enjoyment of it (rage quiting on turn 2) Moob I would still suggest using Necrons in the tourney setting in 5th edition. They are pretty decent, a challange but your kind of list would work quite well with a bit of tweaking. |
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| | #3 (permalink) |
| LO Zealot ![]() Join Date: Oct 2005 Age: 30
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I will probably give them a try some, but not sure if it will be my "primary" tournament army in 5th. I'm actually finishing up my updated Chaos force for the new edition. I've always loved Chaos and used to play Alpha legion in the old 'dex, and have been wanting to start a new chaos army... just that mech eldar trashed them. Add to that the over abundance of eldar in the tournament scene and I put them on hold. With holo-falcon harlequins taking a bit of a hit, I'm going to give the Chaos a go again. But I've still got at least one more tournament next week (The Maul in the Mall in Cleveland, TN) for the Necrons. Then I'll probably experiment with them a bit for 5th, who knows. |
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| Favored Son of Odin Join Date: May 2008 Location: Lewiston Idaho Age: 28
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man that would blow, 50min deployment! But good job with the sportsmanship. rep for that thanks for the bat rep!
__________________ Brothers everywhere - raise your hands into the air We're warriors, warriors of the world! ManOwaR "Warriors of the World" |
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| | #7 (permalink) |
| Sentinel Barbeque Join Date: Jul 2008 Location: In a sandbox!
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Hrm...that guard guy..unless he was running a couple heavy weapon platoons, if those heavy weapons were attached to his command squad in the HQ platoon, he done cheated with his list. You're only allowed 0-2 Fire support squads (Heavy bolters or autocannons...and you said he had 3 heavy bolter squads), and 0-2 Anti-Tank squads (Lascannons and Rocket Launchers...which having 2 each was wrong, too.) The only way he could have pulled that off was if he had one of the anti-tank weapon types and one of the heavy bolter squads as a Heavy Weapons platoon.... And as for laying down troops..I know I don't use trays or anything for deploying my troops, I just keep them in their little foam spaces on the big foam trays...but each tray is sorted by squad! So there's no confusion and it only takes me about five minutes or so! |
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| | #9 (permalink) |
| LO Zealot ![]() Join Date: Oct 2005 Age: 30
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sirisaacnuton - Heh, I hope so. I'd be happy enough to just shoot down all your falcons in 3 turns again if we get paired up there again. :p Zeewulf - He had one HB team, one ML team, and one Las team attached to his HQ choice, and then one heavy choice with 2 HB teams and another heavy choice with an ML team and a Las team, if I am remembering correctly. blake130b - I believe they will, as I think they were from somewhere around the TN area. That said, though, I do not believe they are all bad guys (hence why I do not feel the need to name the club itself). The guy I played in the last round was a very good sport, and I found out that two other people I played in previous tournaments and had very enjoyable games against were also from that club. So it's not that they're all jerks or anything, just that I ran into two of them right off the bat that were. :p And hell, the club I'm in has a whiner or two in there, also, but by and large I consider them a good bunch of guys. There's just always exceptions. Like sirisaacnuton, heh.... |
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