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Heres my Nashcon experience (Nashcon being a 3 day wargaming convention just outside Nashville, TN). On Saturday they had a 40k 2k singles tournament in the morning and a doubles tournament in the evening (750 per person). Thats gaming from 7am to midnight!
I know a lot of people had issues with the lack of terrain but it really benefitted me in the Singles tournament and I was able to compensate for it in the doubles.
I brought biker marines
Biker Chaplain + melta bombs
Bike Command squad with LC+SS and a couple of melta bombs
x2 Full bike squads with PF, x2 melta, and multimelta
5 bikes x2 melta, combi-melta, multimelta
x2 MM attack bike
My first game was against a young kid playing tyranids. His list was all over the place and I wasn¡¦t to worried about the game. We spent a lot of time talking about his other armies and what changes he could make to his ¡¥nids and just generally having polite conversation. The dice did give me abit of a worry in this game as it took nearly 15 melta shots to down a single Trygon ¼. In the end I ended up tabling him on turn 5, losing only my command squad (they finally dropped after taking out an army of gaunts, a unit of ravaner, hive guard, genestealers, 2 zoanthropes and the tyrant + guard.
My 2nd game was against Mech blood angels (A LOT of them there that day). Army consisted of a librarian, small death company + Lemartes in a storm raven along with a DC dread, 2 baal preds, and I think 3 assault squads in lazerbacks and an 10 man assault squad.
It¡¦s a kill point mission with troops and HQ being worth 1 KP and everything else being worth 2.
He wins the roll off and decides to go first. He deploys in the center with the baals giving the lazorbacks and assault squad cover, he places the DC and DC dread in the Storm Raven which is reserved. I deploy centrally as well, using the command squad and TH+SS termies (not combat squaded) to give the rest of my units cover, I out flank my 2 lone attack bikes.
I fail to seize and his first turn turns out to be pretty harsh for me. After less than 10 wounds , I lose the entire command squad and khan takes a wound ¼. In my turn I move khan and the chaplain to join the assault termis, but in such away that the chaplain is in assault range of the lead baal. All my shooting nets a single exploded lazerback (he made about 3 5+ covers from his librarians power on the other baal.) My chaplain + assault termies then assaults the lead baal and, though only the chap can swing, he wrecks it with this melta bomb.
His turn starts with the StormRaven showing up and turboing into the center right of the field and the rest of his army also moves to my right and back. Shooting sees him kill a few bikers. On my turn 2 I blow up the storm raven and the other baal. But I do not have any melta left to shoot at the DC dread.
His turn 3 sees him kill a squad in h-t-h and another lone survivor flee away. My attack bikes show up on my turn, but only 1 on the right side. I stun and immobilize the two remain lazerbacks and the attack bike blows up the DC dread. Khan and the chaplain had joined a bike combat squad that had shot at the DC+lemartes and then charged in, whipping the DC. His next turn is him trying to get kill points where he can, he kills both my attack bikes and on my turn I kill his assault squad and both lazer backs. The game ends on turn 5 before I can finish off all his troops so I get 10 out of 11 points.
Game 3 is against nids again! The scenario features moveable objectives in the center of the table with Dawn of War deployment. So a close up fight is inevitable.
His list as I remember it
Swarm lord + 2 tyrant guard
Tervigon (adrenal, toxin)
x2 6 ymrgal (I would completely forget about these guys >.< )
x2 20 hormagaunts (toxin sacs)
unit of termagaunts
x2 Trygon primes
I win the roll and take first turn and take it.
I deploy a bike combat squad on each objective. He deploys a tervigon and a unit of hormagaunts.
He fails to seize.
I move the objectives away from the center and do some maneuvering, keeping out of assault range of his hormaguants. He moves forward with the hormagaunts and backs them up with Tervigon babies (but rolls doubles).
On my turn 2 I move to assault the hormagaunts and termigaunts with the command squad and a unit of TH/SS termies. Shooting buts a couple of wounds on the tervigon. In assault I wipe the hormagaunts and leave a single termagaunt >.< for the loss of a termie. Khan and company hits and runs out of range of the swarm lord while the assault termies trundle forward. On his turn he rolls for his ymrgals and gets both. I had completely forgotten about these units and put myself in a bad spot. He moves closer with his trygons on the left flank (but still out of range) and the swarm lord moves to support on of the ymrgals with psychic powers rather then deal with the termies. Shooting doesn¡¦t do much but a bike squad is now WS 1. In assault the Ymrgals assault bike squads and while they win combat, they don¡¦t wipe the squads , but I don¡¦t run either.
Turn 3, I move my command squad to save one of my bike squads from ymrgals while the rest of my army moves away from the other squad. My center TH/SS unit moves to assault a Trygon and the other moves to assault the tervigon. Shooting puts 2 wounds on the trygon the termies are about to assault. In CC I kill all my targets but lose a bike squad fighting solo against the ymrgals. On his turn he moves to assault the termies with the other Trygon and the surviving ymrgals move to assault an attack bike that didn¡¦t move far enough. In assaults, the unit of termagaunst and venomthropes assault the termies that just killed the tervigon and the other termies are assaulted by the remaining trygon. I win all the assaults (killing the trygon), save the for the attack bike jumped by the ymargls, who dies.
Turn 4, I start by having Khan (the command squad and chaplain died somewhere, trygon maybe) join a regular unit of bikes and move them to assault the last unit of hormagaunts. My other bikes move to shoot and then assault the last Ymrgal unit. Shooting kills 3 of the ymrgals and a lot of the hormogaunts. In CC, I wipe the hormagaunts and wiff against the ymrgals. I disagreeault termies continue to prevail against he termagaunts and venomthropes. On his turn he moves his swarm lord against my termies. The ymrgals and bikes wiff again and the assault termies hang on.
Turn 5+ the ymrgals are wiped and the termies killed, and we call it after that point.
Full points º
So I managed 32/33 battle points. I really love the bike list, even if I hate copying somebody else . It¡¦s a finesse list that really rewards intelligent play and punishes mistakes harshly, just my style.
On to the team tournament!
I was playing with my dad again this year. Last year we won with our normal Daemons + Chaos Space marine combo, but this year I was afraid of there being a ton of Grey Knights so I went with Dark Eldar instead.
Haemonculus w/ poison blade and liquefier gun
8 Wracks with acothyst and liquefier gun
Raider ¡V nightshields, flickerfields, gruesome talismans
x2 5 Warriors with blaster
x2 Raider ¡V flickerfield
x2 Ravager- nightshields, flickerfield
Daemon Prince ¡V wings, MoS, lash
x2 7 Khorne Bezerkers ¡V champion, p.fist
Our First Opponents where marines+bloodangels
Librarian in terminator armor
5 Assault termies
Land Raider Redeemer
5 assault marines-p.sword
Master of the Forge
10 marines missile launcher
Mission is objectives and spearhead (4 objectives)
They win the roll for first turn and take it.
They deploy with the LR up front and the rest formed up being it in a firing line. We deploy with most of my raiders behind a tall hill for cover, with one of my troop raiders giving cover to my dad¡¦s rhinos.
Turn 1, they move the landraider fully forward and pop smoke. The rest of the army fires at the ravagers and rhinos, with me making most of my cover saves but the rhino is destroyed. On our turn, I pour everything I have and managed to destroy the landraider and kill a termie with the explosion. The oblits miss (they will miss their first 9 of 10 shots). I also manage to destroy the predators autocannon.
Turn 2, the termies with librarian move out towards an objective and the master of the forge moves to repair the predator. Shooting downs one of my raiders and stuns a ravager, but the tech marine cannot repair the predator. On our turn we advance with the bezerkers and plasma cannon the termies (1 overheat ƒ¼) with the oblits and kill 2 more.
Turn 3 the termies + librarian continue to advance, the lazerback moves away from the bezerkers. Shooting shakes the ¡¥zerker rhino and destroys one of my ravagers. . In shooting we lash the scouts out of cover and finish of the termies + librarian. We also manage to wreck the vindicator
Turn 4 The Tac rhino moves away from the advancing bezerkers and the scouts get back into cover. In shooting the MotF repairs the predator who shoots the lance off my wracks raider. In our turn the wracks get out to charge the scouts and the bezerkers disembark to get the predator. The scouts are lashed in front of the wracks who unsuccessfully flame them. We wreck the tac marine rhino. The wracks wipe out the scouts and the zerkers wreck the predator. The daemon prince had unsuccessfully assaulted the lazerback
Turn 5 The tac marines join up with the MotF to assault the bezerkers. The assault marines get out and assault the daemon prince. The tac marines win the assault leaving just 3 bezerkers alive. The prince kills 1 marine but takes a wound in return. In our turn, the wracks move in to ¡§save¡¨ the bezerkers. Despite all of our weapons shooting at it, the lazerback survives. The wracks and bezerkers win combat, but everyone stays. The daemon prince kills 1 but again takes a wound!?!
Turn 6 With nothing to move or shoot we go straight to CC. The wracks and bezerkers finish off the marines, the daemon prince kills another 2 marines and then takes a third wound. The marine sergent holds. On our turn, it takes all of our shooting but we finish off the lazerback. And in CC the Daemon prince FINALLY manages to finish off the sergent.
Game 2 is 2 objectives and Dawn of War. We are playing against marines/marines
Their list: (not sure where one ended and the other began)
Master of the Forge with conversion beamer
2 units of sternguard in drop pods
5 tactical marines
5 scouts missile launcher
Assault Cannon Dread
Ven-Dread with plasma cannon and missile launcher
That¡¦s a lot of walkers, not sure we have enough CC muscle to deal with all of them¡K
Luckily we won¡¦t have to, we win the roll and make them come in first. They deploy the MotF with the scouts in a fortified crater and a unit of tac marines nearby. We deploy nothing.
Objectives are in the center of our backline and in the top left corner under the scouts.
Turn 1, they bring in their dread wall in the center (away from their objective, wheew!) and an empty pod drops near our objective but scatters away. Sternguard walk on behind the dreads. On our turn the zerker rhinos come up the left side along with the wracks, the rest of my force comes up the center around our objective. I only manage to immobilize the riflemen dread¡K. The daemon prince wrecks the empty pod.
Turn 2, pedros pod drops near my ravagers. In shooting they manage to immobilize 1 ravager, and pedro manages to shoot 1 lance off the other with 3 combi meltas (yay!). But my wracks raider is shot down and I roll box cars for being pinned ƒ¼ . On our turn, the bezerkers continue to advance and the prince and oblits move to deal with pedro and crew. In shooting I manage to shake the ven-dread, blow the multimelta off another dred, and pedro and crew get lashed into the open and then plasma-cannoned/blastered into oblivion.
Turn 3 They realize their mistake in deployment and the dreads abandon the advance on our objective and move to secure their own. Shooting shakes and weapon destroys the lead rhino. My flicker field saves a number of pens (was really hot with these this game). In our turn we dump the bezerkers into the lead tac marines in cover and my wracks move up as well. We lash the tacs into the zerkers and I shoot the missile launcher off the ven dread and immobilize it. The oblits immobilize the assault cannon dread. In assault the zerkers+wracks wipe the tac marines.
Turn 4, The Multi-melta dread moves up to assault the zerkers and the lazerback tank shocks the wracks out of assault range of the scouts. Shooting sees one of my raiders lance shot of. In assault the MM dread kills a couple of zerkers. In our turn the other rhino parks next to the scouts, ominous chanting coming from within, and the wracks move up to assault next turn. Shooting sees the ven dread turned into a potato and the walking sternguard lashed into range of the Daemon Prince. In assault the dread wiffs as do the zerkers. The Prince kills one sternguard, but takes 2 wounds in return!!!
Turn 5 The Riflemen dread finally wrecks a ravager and the lazerback wrecks the last raider. In assault, the zerker champ finally kills the dread and the prince and sternguard wiff. In our turn the bezerkers move to save the prince (lol) and the other khornate squad disembarks to do bad things to the scouts and MotF along with the wracks. Shooting sees the lazerback die. In assault the scouts are carved up like a thanks giving turkey and the sternguard finally fall as well.
At this point, the game is called. Full Points
Game 3 is annihilation and dawn of war against marines/guard
x2 Vet squads, melta, plasma, lascannon
Librarian in Terminator armor, storm shield
x5 terminators cyclone missile launcher
5 scouts, missile launcher, telion
We get first turn and take it. This was played on the only table with real LOS terrain (old necromonda buildings).
We deploy centrally, nominally in cover, incase we get the initiative stolen
They deploy their chimeras centrally in a building and the marine player sets up in a tower with the scouts and termies with the vindicator behind the tower. Crucially, both Vendettas are held in reserve.
Turn 1, the Bezerkers move up the middle while I move up both flanks, with the wracks on the right towards the tower. Shooting only manages to shake the vindicator and 1 chimera. On their turn they manage to wreck the wracks raider (despite moving flat out) and wreck a rhino .
Turn 2, The bezerkers move to where they can assault the chimeras next turn and the wracks move into position to jump the scouts ¡§if¡¨ they are lashed down. They do get lashed down, also it becomes apparent that the rhino-less bezerkers will be in assault range of a chimer, IF they can roll a 6 for difficult terrain. So we focus on the other rhino and wreck it. Shooting from the wracks followed by an assault destroys the scouts while the bezerkers reach and explode the other chimer, killing several. On their turn the vindicator moves further behind the tower. While the guard prepare to fire at the exposed bezerkers. Shooting kills all but 2 of the bezerkers and manages to wreck a raider, the librarian also suffers a wound from perils. 3 wracks die to fire from the vindicator.
Turn 3 The other bezerker squad moves in to assault along with the remnants of the other squad, the wracks move to either assault the vindi or remnants of the termies. In shooting the speeder is wrecked and the vindi shaken. Plasma cannon shots drop one of the termies and the librarian. With the hood gone the prince lashes them to the bottom floor where another dies to liquifiery goodness. In assault, the guardsmen are wiped out and the wracks can¡¦t make the roll. On their turn, still no Vendettas, the termies move to assault the warriors from a raider they wrecked. They assault but only kill 2, and they hold.
Turn 4 The wracks charge in to save the warriors, the bezerkers move to block potential vendetta entry points. Shooting sees the Vindicator lose its gun. Assault sees the wracks drop the last 2 termies. On their turn, one of the vendettas finally shows and wrecks a ravager. The Vindicator moves away.
Turn 5 I finally wreck the vindicator and shake the vendetta. On their turn, the last Vendetta shows and kills off the last survivor of a bezerker squad and the game ends.
We got 10/11 points for a total of 32/33 which puts us solidly in first.
So 3 great games with great opponents. My dad had a blast, kinda wish he¡¦d learn more of the game, but he seems content to have me tell him what to do.
No comments? Ouch.
Yeah, it's kinda slow here nowadays.
Congrats on the wins. 64/66 is awesome! It appears that MEQ's are your local meta. I'm somewhat disappointed that the tyranid player didn't do better, but it just goes to show that you either need shooting or mobility (or tervigons!).
How do you like your biker army? Do you find the assault terminators somewhat limiting with their slow mobility? I would think that land speeder typhoons would complement your army much better.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
The terminators have been suprisingly mobile (only having to run!) They also give me board control as 2 units of 5 TH/SS terminators can really put the fear into the enemy. I can also use them as cover for bikes in the open (Attack bikes in particular) and they really punish my enemy for assaulting my bike squads. Not to mention covering my backfield if they don't outflank (which they rarely do) and totally rolling up a flank when they do.
I thought about landspeeders (even have 4 sitting at home) but as it stands, all my opponent can do with his anti-tank weapons is fire at models that typically have a 3+ invul (Storm shield), 3+ cover (turbo boosting), or 4+ cover (being being a Strom Shield squad or one that turbo boosted).
So far from being a hindrance they have proven vital to the list.