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This past weekend was my first 40k tournament, and I have to admit that I had a really great time. The players were a real nice group, and my last opponent even bought me a Dr. Pepper. It was hosted at Great Escape Games in Sacramento.
Here's a link to the army that I posted to the CSM army list section:
http://www.librarium-online.com/foru...ournament.html (1500 Tournament)
Round 1 vs. Space Marines
Game Length: 5-7 Turns
Mission: Table Quarters
Deployment: Pitched Battle
His army is a more shooty army with 2x Dreads with 2x TLAC, 3x ten mans with LC and MG (a weird combo I thought), one 10 man was inside a regular Land Raider, the other two foot slogged, and he had five man termy squad (which he didn't deep strike). I'm not sure what his HQ was. The board was basically a lot of good size tree pieces with a bridge in the middle that was about 4 inches tall.
He wins the roll to go deploy and go first. Going from my left to right he threw the LR with HQ and ten man, followed by a dread about 6” in front of a ten man, then termies in the middle, and on my right was another dread about 6” in front of the last ten man. From my left to right, I placed my Oblits in some terrain on the left with my Pred right next to them, then in the middle I pretty much placed all three of my Rhinos trying to use the bridge in the middle of the board as cover, and behind them I placed my DP. On my right I placed my Defiler, and the Chosen were left to Outflank.
For his first turn he moved stuff forward, and tried to shoot at me. He wrecks my 2xMG squad Rhino and my guys embark behind it. He does manage to kill one Oblit with the LR. He tries to move his two 10 mans into cover, but they don't make it.
On my first turn I return fire. My oblit and my Predator manage to take down 5 marines in one squad while the Defiler rains death on 6 marines from the other squad. I move my disembarked guys into cover and they basically stay put the entire game capturing my corner. I rush the other two Rhinos toward the middle, and I hide the Berzerker Rhino behind the bridge. The DP rushes forth.
Turn 2 he moves the LR forward, gets his guys into cover, and takes some ineffective LC shots at me. Both dreads shoot at my flamer squad rhino and do nothing. The termies fire their missile thing and put one wound on my DP.
My turn 2 I crash my DP into the squad that my Defiler shot at and wipe them out. My Pred and Oblit kill 3 more marines. I pop smoke on my flamer rhino, and I don't even touch any of my other squads.
Turn 3 he moves the LR forward and get his HQ and 10 man inside out. They fire and do one wound to my Oblit. He has another turn of pretty much useless shooting. He does destroy the havoc launcher on my Pred.
My turn 3 sees my Chosen outflanking from the left, popping out, and stunning his LR. My DP begins to maneuver to get to his termies. My Defiler moves to get LOS on his full marine squad. The Pred and the lone Oblit finish off the 10 man they've been shooting at.
Turn 4-6 he doesn't do much, and from here on out its pretty much over.
I finish off his termies with my DP and Chosen. He kills my DP with a Dread. My Defiler begins to rain death on his last 10 man. He breaks off his HQ to go after my lone Oblit and his HQ takes him down. He wrecks up my Pred with the LR as well. My MG squad sat on one objective the whole game, my flamer squad takes another one, and on turn 5 I drive my Berzerkers right behind my wrecked Pred to contest against his 2 marines that are left.
Round 2 vs. Orks
Game Length: 6 Turns
Mission: Kill Points
Deployment: Table Halves
His army was 3 boyz squad in trucks, a Nobyz squad with FNP in a truck, a meganobyz squad with boss in a truck, 20 shooty boyz, and one killa kan. A speed freek army with the red painting. The board we played on was like this crazy ice world maze with chutes and ladders. You could only get across the board at certain points, and there were 3 walk ways up high.
I win the roll and decide to deploy first, and go first, even though I would much rather go second. I really wanted one side of this ice terrain board because it would allow me to funnel his trucks, and or wedge them in a few places unless he really wanted to spread them out with a chance of me picking them apart. From left to right I deployed my Pred about 12 inches from the left edge, my MG rhino about 12” in front of that, I placed my Oblits on this left side walkway from where I could see almost all over the board, then I placed my DP and Defiler towards the middle blocking a pathway, and on my right about 12” from the board edge I deployed my flamer squad and the Berzerkers. The Chosen were left to Outflank, and with it being KP I pretty much hoped they would come in the game really late. For his deployment he deployed all five trucks on the far left hand side touching the table edge. I was kinda shocked at first but he basically wanted to try to blow straight threw one side. He then deployed his shooty boyz on the middle walkway, and a killa kan far in the back but for some reason in LOS on my Oblits.
I go first. I start to move the MG squad and the Pred as fast as I can towards the other side of the board, I bring the Defiler around to face both left pathways, I move the Oblits in to perfect view of the killa kan cuz I have no LOS on the trucks, and I keep everything else still. I wreck the kan for 1 KP; he said he didn’t know Oblits had LCs.
His first turn sees him rush his shooty boyz forward along the ice walkway, and he moves all his trucks as fast as he could forward. His boyz shoot at my Oblits, but they fail to wound.
On Turn 2 I move the Oblits back a little to get LOS on the trucks, my Pred has Los on his shooty boyz, I move the MG rhino up 6” to get into rapid fire range with his shooty boyz, the defiler steps up into LOS of the trucks threw one pathway, I make kind of a V with my flamer and berserker rhino on my far right to block that pathway, my DP flies over to get a hopefully 3rd turn charge on his shooty boyz. I kill three shooty boyz with my Pred and MG squad, I blow a gun of a truck with my Defiler, my Oblits wreck a truck(2 KP) but my DP is out of charge range, and I hold everything else.
On his second turn I roll for Warptime since I know he can get his disembarked boyz squad in charge range. He maneuvers the trucks forward with one boy squad, the nob, and mega nob squad going around the right pathway to about 4” next to my flamer and berserker rhinos, one boy squad drove towards the defiler pathway but got out of LOS of the Defiler, the shooty boyz moved up, and the disembarked orks got within charge range of my DP. His shooty boyz fire at my DP wounding once, his squad within charge range of the DP fired and failed to wound, the three trucks that had LOS on the DP wound once too, he charged the DP, then his Power Klaws failed to hit, and from there saw the boyz squad get caught in a sweeping from a -4 leadership roll(3 KP).
Turn 3, passed warptime, I moved the Oblits into LOS of the trucks, I flew the DP to within charge range of the shoty boyz, the pred and mg squad stay still, the Defiler moves back and faces right at the trucks on my right, and the berzerkers and flamers stay put. My Oblits blow a weapon off a truck, the Pred and MG squad kill 4 more shooty boyz, the Defiler shoots its battle cannon at the trucks but the shot goes right off the board, and my DP charges the shooty where we see 4 boyz die and then one Nob w/ a PK finish off the DP. (1 KP for him)
His turn three he moves the Nob squad to within charge range of the berserker rhino, the shooty boyz move to shoot at the Oblits, the mega nob squad rolls a 2 for movement to be outside charge range, the boyz in the truck on the right go to swing back around to the other pathway, and his boyz going down the Defilers way disembark and move forward to within charge range of the defiler. The shooty boyz fail to wound, as does all his shooting. The nobz assault the berserker rhino and immobilize it, and the boys only stun the Defiler in assault but its ignored because of daemonic possession.
Turn 4 I move the Defiler backwards, the berzerkers disembark on the side of the boyz on the defiler, the flamer squad stay inside their rhino, the pred, the mg, and the oblits stay still. The oblits fail to do anything to the trucks, the Pred and the MG squad take the shooty boyz down to 2 orks, the TL bolters on the rhinos plus the 2 flamers from inside a rhino kill one nob and wound one more, the Defiler rains death on 2 nobz and 2 mega nobz, and the berzerkers join the defiler in glorious combat ending in the boyz getting sweeped. (4 KP)
His Turn 4 the shooty boys move down the terrain to hide, the nobz and mega noz almost completely surround the flamer squad rhino, and the other truck moves to the defiler pathway. None of his shooting is effective, and then the nob+mega nob charge blows up the flamer rhino in assault. I have to kill 8 marines since my rhino is right next to the board edge. I keep the champ with fist, the flamer, and I pass the pinning test.
Right about here the guys ready to concede, and its getting crazy hot inside. I play threw some of my turn and we just call it. This game was really fun because we were able to talk and laugh threw the whole thing.
Round 3 vs. Eldar
Game Length: 5-7 Turns
Mission: Capture and Control
Deployment: Modified Dawn of War *
*(You only got 2 troop choices, but transports didn’t count. Then we had to roll for all our other units starting on the second turn as if we had kept them in reserve, minus any DS or outflanking units. Also the night fighting was only for turn 5 and beyond. It made for a weird game.)
The Eldar army consisted of 4 wave serpents with a troop choice in 3 of them, and some fire warriors in the fourth one. Then he had a 3 pack of jet bikes, and a 2 pack of jet bikes. His HQ was an Autarch on a jet bike.
The board we were playing on was a desert type terrain with this rock formations, that were about 3” in diameter and about 8-10” tall, springing up from the ground.
I win the roll to go first, but I let him take it. He deploys his objective all the way on my left side about 4” from each table edge. I do about the same thing with my objective in the opposite corner, but I place mine in terrain behind one of the rock formations. Then he deploys one wave serpent with troops right on top of his objective, another wave serpent with troops basically all the way across the board from my objective, and his HQ is deployed kinda in the middle hidden by a rock from the ground. I deploy my MG squad and the flamer squad right on top of my objective, both of them partially hidden by the rock, and my DP right behind them in great cover.
Turn 1 he moves the wave serpent that’s on his objective towards the middle of the board, and then he moves the other wave serpent 12” forward with his HQ right behind him. He blows up my MQ squad rhino, and all 10 guys make it out.
My Turn 1 I move my MG squad into cover, and I just stay put. I’m trying to at least tie because capture and control can be tuff to win.
His turn 2 he gets both wave serpents, and the 3 pack of jet bikes. He brings the two wave serpents right in towards my objective, the bike squad is put right across from my objective on my right side, the wave serpent by his objective stays put, and the wave serpent that blew up my rhino move forward to shoot more. During his shooting phase he only manages to stun, and get a weapon destroyed result, on the flamer squad rhino
My turn 2 I bring my Pred in behind and to the left of my objective, the Oblits I put on my right, and I bring the Berzerker rhino on my far left to try to send at least something at his objective. I move the disembarked squad around the rockformation to shoot his HQ doing one wound, and my Oblits stun one bike. I pop smoke on the berserker rhino, and flamer rhino.
His turn 3he brings the last jet bikes on in the middle of the board. Then he moves some stuff a little forward and just attempts to do some shooting. He immobilizes the flamer rhino, and does nothing to the Pred or the Berzerker rhino.
My turn 3I bring the Defiler on right next to Pred, move the berzerkers forward, move the MQ squad within MG range on his HQ, and I keep everything else still. Also the Chosen arrive, and I get to place them right on top of his objective thanks to a good outflank roll and pop smoke. I wound his HQ once more, the Oblits blow up a jet bike, and my Defilers Reaper Autocannon wrecks the closest wave serpent. His guys fail their pinning check.
His turn 4 he moves everything except the pinned troops towards his objective. His shooting sees the berzerkers rhino lose a gun, and the same thing on the flamer rhino.
My turn 4 I move the berzerkers forward, and I move the DP towards his troops. For my shooting I rain the Defiler, the Pred, and a couple of bolter shots from the MG squad. I kill 6 guys. My berzerkers are about 12” from his objective at this point.
His turn 5, now night fighting, sees him zoom everything at his objective to try to peel me away from it. His disembarked troops stay still. He immobilizes the Chosen rhino, and he wrecks the Berzerkers rhino.
My turn 5 I wipe his disembarked troops away, I get out the Chosen and move them past his objective, and I run the Berzerkers within 3” of his objective. I kill his HQ with the Chosen, and I just stay put.
Now after turn 5 we’re supposed to roll to see if we continue to a turn 6. We need anything but a one, and that’s exactly what he rolls so the games ended with me on both objectives. I couldn’t believe it.
So because of 6 out of 20 on my paint score I end up 11th overall; with only three people total going undefeated. One of them takes best overall, and the other guy beats me out for best general because I lost 3 points on my composition score. They gave away second place prizes as well so I received a $20 gift card to the shop for getting 2nd Best General. It felt good to get an award, and go undefeated, at my first 40k tournament. The day was a blast, and in two months there’s another tourney set to 1750 points. Thanks for reading my tourney report.
THE CHAOS GODS WERE PLEASED THIS DAY
Last edited by SilentNinja; March 31st, 2009 at 23:50.
"When Blood Speaks, Shadows Answer."
Good report and good job also.
Great report, thanks for sharing!
Is Great Escape still dinging troops choices for not being full strength per the unit entry in the codex? This hurts chaos greatly with our 20 man max squads, and is the reason I have avoided making the trek up for their tourneys.
It's not that I care about winning over fun but it feels like an unfair left over from the min/max days of 4th. I hate to start the game in the hole.
Nice Bat Rep - and gratz on the 2nd place win! Kick some more butt in that 1750 pt tourney for me!
Join Warmachine and Hordes...or suffer the consequences.
Join cold death...The Necrons await,,.
Great Escape Games has new composition scoring that you can find on their website at WARHAMMER 40K CONTEST OF CHAMPIONS 2006 COMPOSITION SCORING
They had 64 participants at the last tournament.
Thanx for the read and the comments. Come on up and play.
"When Blood Speaks, Shadows Answer."
Thanks for the link, I'll have to come up for a tourney soon!
You have to be flipping kidding me man, those comp scores are so asinine! What is this fantasy? Are the local in Sacramento all afraid of competition? Congratulation on what looked like 3 very well played games but crimeny! I have been debating making weekend trips to other game store in CA because the GT has been canceled for LV and the US. This is pathetic. Comp scores devaluate 40k. Please unite your gaming community against these draconian narrative ruling structures for the sake of gaming consistency state wide. I am really disappointed with these rules, because this type of thinking makes me not want to travel out of town for games unless I bring an army that breaks the particular comp system.
Absurd, this is not gaming preference this fear.
A Sad CA Gamer
Edited to prove a point;
4x5 noise marines 4xsonic blasters 1xblastmaster
2x5 plague marines 2xmelta guns
This list beats most any list that tries to play by your ridiculous comp rules. And it scores full comp scores according to the rules, until of course, some one wins with it and your tourney organizer sees it in action and immediately black lists fielding multiples of the same unit.....
Last edited by purple40k; April 15th, 2009 at 10:38.
I agree comp sucks, but this comp is much better than last years comp at Great Escape. Last years comp wouldda killed the list you posted, you would have lost the tourney before you put a single model on the table.
Yeah comp scores seem to really shorten the list of variable and competitive army lists.
You already only get so much to play with, only so much is really tournament competitive, and then you can't make your list a certain way or it gives you an advantage.
I say build your army anyway you want and play with it. I'm not scared to play the list that any player can legally compose. That is what's supposed to drive the battle portion of every tournament.
I still think more people should come up and play.
We had 64 people last time.
Just come to play.
"When Blood Speaks, Shadows Answer."
Personally, I've always felt that comp was crap. I disregard any comp score I get (even when it's good, which it usually is).
"Is Archon Braigh-Dee going to have to choke a Wych?
Courtesy of Wicky: D.C.S.S.E.P.C.I.C.B.