40k: 1850pts vs Necrons

kingbreakers-iconAgain last night a good chunk of the PAGE crew was at Redcap’s for Thursday 40k. Lovell and I got in a great game of 1850 points between Necrons and Kingbreakers.

Army

I used the same 1500 pt list from last week plus Terminators, a Predator, and a few bits and bobs to bring it up to 1850; basically what I had with me to make up a list on the spot:

    • Capt Angholan—Vulkan
    • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
    • Terminators x5 w/ Thunderhammers and Storm Shields
    • Sternguard x5 w/ Drop Pod w/ Locator Beacon, 3x Combi-Meltas
    • Tacticals x5 w/ Teleport Homer, Razorback, Powerfist
    • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
    • Tacticals x10 w/ Missile Launcher, Flamer
    • Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
    • Thunderfire Cannon
    • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
    • Predator w/ Autocannon, Heavy Bolter sponsons, Hunter-Killer Missile

Lovell dropped a lot of high powered stuff. Light on troops with just a large squad of Warriors and another of Immortals, two squads of Deathmark snipers, squad of Destroyers, two Monoliths, a Night Scythe flyer, and a whole passel of HQs loaded up with Mind-Scarabs, Tachyon Cannons, Warscythes, and nonsense like that.

Battle

In an astounding chance discovery in the sector datastacks, Imperial clerics unearth a potential location on Lancastria XXXVI for the Sword of James, long lost archeotech of the mighty warrior.  Kingbreakers rush to the location, but their very activity awakens a previously unknown Necron tomb sleeping deep underground.  Sternguard Squad Harmon and Librarian Rorschach open battle by dropping square into the enemy to assassinate the leaders and unseat the automatons’ control circuits.  Instead they land in a bitter and losing fight for their lives, parasitic Mind Scarabs worming into their own thoughts and turning battle brother against battle brother.

Hey, stop flinging beetles at me!  Stop it!

Hey, stop flinging beetles at me! Stop it!

Meanwhile the forward Kingbreakers are dashed against waves of tachyon pulses, beams of light punching through hulls like parchment.  Captain Angholan throws aside the smoldering halves of his Razorback and leaps from the wreckage, already on the run toward the precious relic.  Kingbreakers all around pour fire into the Necron troops advancing in lockstep but for every two knocked down the bits recoalesce into a new warrior that stands right back up.  The skies turn dark as Necron Monoliths phase into existence and teleport in lines of troop reinforcements.

Casualties mount for the Imperium but Angholan stays focused, ignoring all incoming fire and clicking death in a headlong rush toward the relic.  Necron troops reach the holy device and immediately rotate as one, fleeing the field of battle in unison.  Marines all concentrate on clearing a path for their driven leader in hot pursuit.  Squad Titus engages in a deadly dance with the Necron warlord, as much a high stakes mind game as it is physical close combat, while Techmarine Jansen hoes his Thunderfire Cannon dangerously close, ramming round after round of high explosives into the machines.  His position finally blasted beyond tenable by strange particle clouds and gauss beams, he runs after his leader just in time for a desperate long range plasma cutter execution of a Destroyer Lord intent on analyzing Angholan’s constituent atoms.

Ohmygod, again with the beetles?!

Ohmygod, again with the beetles?!

Death passing him by fractions at every moment, Angholan finally slams into the Necron Warriors fleeing with the relic.  Circuits and servos fly in all directions as his rage filled boots shatter the robots even as his burning sword cleaves them in half.  He rips through the squad like an earthquake through a mountain, but is not fast enough.  His bellow of frustration is heard across the field of war as his sword swings through clean air, the last standing Necron having finally reached a lock and beamed out with the relic fractions of a moment before its demise could land.

Outcome

This was a nailbiter that went a full seven turns and was ultimately won by one model standing tall on the relic with everything else dead around him.  Lovell picked up the Relic, First Blood, and Linebreaker for 5 points while I claimed Warlord and Linebreaker for two.  Victory: Necrons!

Come back here with that, you robot!

Come back here with that, you robot!

Analysis

I haven’t actually played much against the latest Necron book, but clearly will be seeing a lot of it given its current popularity.  Basically, Necrons got buff again, but even better, they got buff in interesting ways.  Their weaponry doesn’t actually seem crazy overpowered, but as follows tradition they have a lot of options for taking apart vehicles.  Similarly, most of their guys aren’t strong in close combat but they’re robust enough to stand around for a bit.  Meanwhile, some of their HQs are actually pretty good in assault.  A Destroyer Lord with a Warscythe can cut up some dudes pretty well, and the Mind Scarabs are just crazy.  Leadership doesn’t seem like a huge deal until you’re taking test after test and slapping yourself with your force weapon when you fail.  Lovell was very successful at making my guys fight themselves with this.

Like many people, The Relic is not my favorite mission.  Having just one objective, and a mobile one at that, tends to make the game focus more on assault, as well as making it difficult to trade casualties for ground like you can with more objectives.  However, I did a reasonable job here of just focusing on the Relic.  In particular, even before deployment I’d decided there was almost nothing my army could do to take down two monoliths and the flyer so I literally just ignored them completely.  I figured I had enough guys that as long as Lovell didn’t or couldn’t apply them directly to the leading edge of my push to the relic, I’d lose a ton of guys but still be able to claim it.  That almost worked out, but I should have started moving some of that leading edge up earlier in the game.  Another inch and Angholan would have assaulted the relic-bearing unit a turn earlier and probably wiped it out, another Necron Warrior down a turn earlier and they would have dropped the relic, etc., etc..

One interesting thing was a good job Lovell did of managing to use the very large flyer base at a critical point to prevent some of my guys from being able to assault some of his guys and free up Angholan to go after the relic.

Everybody in!

Everybody in!

Terminators: Yet again useless!  I did take a couple Teleport Homers and Locator Beacons this time to bring them down precisely, but the ones I really needed got wiped out before the unit arrived.  So, these guys came down once and scattered themselves right back into reserves.  Then they came down again and were just picked apart by a nearby Monolith and Lovell’s warlord before they could do anything at all except stand around looking menacing.

Again I found it useful to have the Landspeeders separated, preventing them from all being targeted at once.  That’s basically begging to give up First Blood, but here it didn’t matter as Lovell could just as easily rip open a Rhino or Razorback, which is what he wound up doing.

The Thunderfire Cannon came up pretty big.  The table was relatively open, so it had a lot of direct fire sightlines.  It made a super splashy entrance, knocking down 16 Necron Warriors in a squad with its first shot.  Unfortunately 12 of them stood right back up, enabled by the Res Orb their nearby HQ held, and that unit wound up being the game winner.  That would be the theme of the game.  However, the cannon did take out a bunch of guys throughout, and more importantly scared Lovell enough that he concentrated a lot of shooting on it, sparing my other guys.  Fortunately, such a small unit doesn’t have to worry overly much about large blasts.  Even better, the new 6e artillery rules and the Thunderfire’s statline (T7, W2) make it very durable.  The Techmarine himself even came up with a big kill once the gun itself was down.  I was a fan of this unit in 5e, and I think it’s really good now.

All in all, this was an excellent and fluid game, particularly notable for having a very large amount of close combat assaults, which I usually find to really drag a game down.  Just a few more photos are in the Flickr gallery.

Yep...

Yep…

40k: 1500pts Versus Chaos Marines

kingbreakers-iconLast night I made it out for Thursday 40k at Redcap’s.  One thing that blew me away immediately was the ~12 people there for 40k (and a little Warmachine)!  Quite a change from years past.  It was particularly awesome to have a solid PAGE crew on hand: Lovell, Tom, Buford, James, and myself were all battling it out.

Alternate Thunderfire Cannon in an Imperial Fists army.

Pretty cool third-party Thunderfire Cannon model in somebody’s Imperial Fists army.

Tom and I got in a 1500pt round of Chaos versus Kingbreakers, basically a refresher game.  I haven’t played since January, and that three game tournament made up my entire play experience with 6th edition before tonight!

Army

For the most part my list was constrained to be entirely fully painted, WYSIWYG models.  Well, caveat a base-painted Techmarine, but his Thunderfire Cannon is painted!  Pretty standard Kingbreakers, slightly less Drop-Poddy than usual:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
  • Sternguard x5 w/ Drop Pod, 3x Combi-Meltas
  • Tacticals x5 w/ Razorback, Powerfist
  • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
  • Tacticals x10 w/ Missile Launcher, Flamer
  • Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
  • Thunderfire Cannon
  • Landspeeders x3

Tom had Chaos Marines with Daemons friends, something like a Chaos Marine Demon Prince, Daemon Prince, Lord + Berzerkers w/ Rhino, Chaos Space Marines, Bloodletters, Flesh Hounds, Obliterators, Maulerfiend, Soul Grinder.

Tom blowin' things up!

Tom blowin’ things up!

Battle

Deployment came up Vanguard or whatever the cross-corners setup is called these days.  The mission was Big Guns Never Tire.  This was actually important because we both had Heavy Support units that wound up mattering due to the mission rule counting them for scoring.

We basically implicitly conspired to stack up three of the four objectives in my corner.  This was a mistake on my part, especially on this deployment style.  It’s not so awesome essentially sitting there on three objectives, staring at a slavering horde of Khorne’s faithful looking at you hungrily.

Tom Infiltrated and Scouted his Hounds basically right in my face, ready for a Turn 1 assault on my corner objective.  I knew I should just ignore the beasts.  But I was worried about that whole Tactical Squad getting swept right away.  I was also thinking about trying to use my Sternguard less aggressively, keeping them alive for longer.  So I dropped my Pod on the Hounds, hoping to shoot them away quickly and then turn around to Combi-Melta the Soul Grinder next turn as it advanced out of the rear terrain toward my line.  The hounds though did not die. Half my army wound up shooting at them and still one remained on the board.  After my Sternguard got pummeled by heavy shooting that one hound turned out to be one of Khorne’s favorite pets or something, because he tied up my Librarian and a Sternguard for ~4 turns in a piss-poor display of Space Marine close combat skills.

The line awaits.

The line awaits.

HRUH?!

HRUH?!

After that the Chaos guys basically came at my guys while my guys tried to blast away at them.  Landspeeders went after the mobile troops, including a nice combo-attack popping the Rhino and frying the guys inside.  The Thunderfire dumped some shots into the troops hidden way back on the Chaos corner objective, and some into the oncoming horde.  Eventually the troops got mangled pretty well, but the big guys can soak up a ton of damage and proceeded to do so while my guys all braced for impact.  Vulkan leapt out of his quickly retreating command Razorback to shield a Tactical Squad bravely standing their ground and wound up in mortal combat with the traitor Daemon Prince.  Kingbreakers everywhere looked for their usual Drop Pod reinforcements but today it was not to be.

Hold the line!

Hold the line!

Outcome

For a while it looked like it was going to be a close one, with Tom all over my guys but not able to claim enough objectives.  In the end though he locked it up pretty well, able to keep fragments of squads on two objectives while contesting another to leave me with just one.  He also managed to sweep the bonus points, popping a Landspeeder before I could wipe out the Hounds, eventually killing Vulkan, and being in my deployment zone.  CHAOS!

And the beast strode amongst them as though a god!

And the beast strode amongst them as though a god!

Analysis

Both of us were kind of rusty but I think played fairly correctly and not terribly terribly slowly.  I forgot my characters all got a Mastercrafted upgrade, Tom incorrectly thought his Prince was forced to Challenge, and I think we rolled a couple vehicle assaults incorrectly, but otherwise clean.

In general I think I failed to utilize what mobility I had, and should have brought more.  I let myself got boxed in to close quarters, something I’m usually trying to do to others, and even though I didn’t actually lose a ton of guys, they couldn’t do much either.  NEEDS MOAH DROP PODS!

Thoughts

Following discussion from last week, my Librarian of course rolled a stupid power on the Telekinesis chart and I opted for the base power (Assail, a beam attack).  Though I keep repeating myself on this I’ll say it again: These random powers are just annoying and unfortunate.

Afterward Tom and I were talking about why I roll Vulkan, even without excessive amounts of Melta.  Basically, even without taking serious advantage of his buffs, I think he’s still a pretty good bargan.  Not that many Marines can stand up at all to an angry Daemon Prince, and Vulkan’s one of them.  His 3++ is huge and the Relic Blade + Mastercrafted + Digital Weapons is just enough to get in a couple good shots on a big guy.  In addition to committing you to other Chapter Tactics, the other Marine heavies like Lysander and Marneus are more points and somewhat less flexible: Lysander can’t Sweeping Advance, they can’t get into Rhinos, etc..

With the Landspeeders I’m always torn about whether to fly them individually or as a squad.  Generally I do the latter to not give away kills so easily.  In this case I ran them separately, which made it tougher for Tom’s small army since he had to spread shots and assaults across them.

In the previous edition the Thunderfire Cannon was obviously asking for Barrage and/or Large Blast to be really useful.  So obviously that I don’t know what the hell GW’s designers were thinking debuting it without them.  Direct fire only for a fragile artillery piece made it a questionable selection.  This edition it got Barrage, which makes it much more appealing and fills a hole in the Marine codex—there’s never been much/any indirect fire in there.  Against an elite-ish Power Armour army like CSM the Cannon’s not super amazing, there’s too few guys to reap a ton of hits, but I was ok with its performance.  Faced with weaker, more numerous infantry it’d be a reasonable purchase for clearing backfield objectives.  Large Blast would still be nice, and not obviously overpowered—with the full 2D6 scatter you couldn’t easily drop shots anywhere near your own guys—but overall it’s useful.  It’s more or less competing for army points though against the Hunter/Stalker, and the latter probably gets the nod for combatting flyers.

Finally, the more I see them, the more Challenges come up a bit short rules-wise.  I’d be totally down for HQs being able to challenge other HQs or something like that.  Then you could even have cool fluff, like some special HQs being cowardly/strategic and able to reject a challenge, or Company Champions being uniquely able to take the challenge for their HQ, etc.  But it’s pretty dumb and not even remotely fluffy for a Sergeant to be able to enter a challenge with a Demon Prince, locking up all of the latter’s killing ability, potentially while the Marines’ weak ass HQ pummels any squad with the Prince.  The Demon Prince should be all “DA FUQ?” and swat that guy out of the way before cleaving into the squad or HQ.  Games Workshop!  My email address is tjkopena@gmail.com.  You get a good draft going of 7e, you send it to me and I’ll fix it up real good.  For free even.

More photos are in the Flickr gallery.

Hey guys!  Let's play!  Guys?  Guys!!!

Hey guys! Let’s play! Guys? Guys!!!

Redcap’s February 40k 1250pt Doubles!

kingbreakers-iconFor their February 40k tournament, Redcap’s ran a great doubles competition.  Jason and I paired up as TEAM WOLFKOPF to hunt the fallen and purge the tainted.  With such a badass name we basically had it in the bag beforehand and confidently approached the event as such, with a complete lack of pre-planning.  Fortunately he’s pretty much got his set list caveat some detail quibbles, and I’ve got my set list, and away we go!

Turnout was really good, many armies were painted, and final standings evenly spread:

  1. Montgomery Shelmach (IG+Orks) 21
  2. Wolf Kop (SM+DA) 17 [Jason and Joe]
  3. Kielick Kielick (CM+CD) 14 [Colin and Brett]
  4. Harmon McCole (N+CM) 13 [Lovell and Tom]
  5. Culver O’Branty (GK) 12 [Buford and Lorenzo]
  6. Maroulis Wash 11
  7. D’Andrea Warrick (CM) 9
  8. Roe Barnhart 7 [Benn]
  9. Cook Mousen 6
  10. Dang Hinds 5
  11. Wolfson Lydon 4
"Overkill" has no meaning to the Guard.

“Overkill” has no meaning to the Guard.

As usual the missions were fairly straightup, though with very difficult bonus point conditions.  E.g., a point in the middle round went to tabling your opponent in or before Turn 4.  In the last round a point went toward securing effectively all of the secondary objectives.  I’m actually a fan of that difficulty though as in theory it really helps differentiate the teams.

This was actually the first doubles tournament I’ve played, and I thought it was super awesome.  Though I was too busy to coordinate well with Jason beforehand, once I sat down to get ready I was actually pretty excited.  For one thing, doubles means you’re guaranteed to spend the day with someone you like rather than just a string of random and potentially less cool opponents (though the community at Redcap’s is pretty good).  It also lets you unfocus here and there to regroup, take pictures, etc..  Having a partner also helps mitigate gaps and weaknesses.  It’s pretty neat to see PAGE guys all over the top of these standings.  Having all played together for so long and being both friendly and familiar with each other’s armies and styles, we’re well set to fare well as doubles.

Iron within, iron without.

Iron within, iron without.

Redcap’s has also increasingly dialed in their tournament format.  Yesterday ran very smooth, had some extra time to account a bit for everyone playing slow, and had straightforward but good missions.  The players are all pretty cool, and the terrain tables really good.  Even the little touches are coming together, like having the relevant page numbers in the mission briefs.

Army

I brought my standard Kingbreakers: Capt Angholan (Vulkan), Rorschach (Librarian), Sternguard in Drop Pod, Tactical w/ Razorback, Tactical w/ Rhino, 2x Landspeeders.  Jason brought what appears to be his now-standard army: Huge group of dudes dropping with Belial, smaller group of dudes dropping on their own, 2x Combat Squads w/ Plasmacannons.

I contemplated changing things up, e.g., switching to a more defensive role with some Predators and other stand-back-and-shoot units.  However: 1) That’s my best painted force.  2) With Belial and friends coming down Turn 1 and reliably targeted, it seemed not unreasonable to build on top of that with yet more first turn attacks, Drop Podding away as usual.  On that line, I considered going all-Drop Pod for a pure alpha strike combined force, but point (1) overrode that idea.

Round 1

The first game we went against Aaron and Bob’s Death Guard and Tau army in a Purge the Alien mission.  I was particularly happy with this pairing for this mission.  Annihilation is neither my nor my army’s strong suit, and I would have been more nervous against a more robust or assault-ready army.  In this pairing though we were the harder, more assault oriented army.  This pairing took away some potential stress in our weakest mission.  On the downside, it was then unfortunate for us that the round was a Hammer and Anvil deployment, playing on the short edges.

All hail the Death Guard!

All hail the Death Guard!

Target acquired, vectoring in!

Target acquired, vectoring in!

The Tau rolled on the warlord traits to invoke Nightfighting, which would have been great for them with their Blacksun Filters were it not for our alpha strike already being up in their grill.  The strike went fairly well and we started the game with a lot of energy.  In the middle we lost some momentum as units began to flee the mobility limited alpha strike units.  Playing across the length of the table, my oncoming mobile Tacticals had too far to go to get in contact with the squishy bits, particularly while getting shot up by Tau railguns.  At the last though we pulled out a victory through a combo of Belial’s mega blob wiping out several units at once in the last turn and some Kingbreakers Tacticals ganging up to cut apart the Death Guard biker warlord in close combat.

The Tau/Death Guard combo is an interesting doubles or allied army:  Plague Marines and standard Chaos troopers provide a hardish outer shell with a lot of durability, enabling the Tau to sit behind and ping away with heavier firepower.  I don’t think Aaron and Bob’s particular lists were super optimized to that effect, in particular it needed more focus on Tau shooting and less on mobility to play that role, but I think the general combo has high potential.

The Emperor protects!

The Emperor protects!

There will be blood!

There will be blood!

Round 2

Next we faced Walter’s Dark Eldar in the Scouring.  This was an interesting matchup in that both armies are pretty mobile, in slightly different ways: He comes on slow but then can move a lot to wherever he needs to be.  We come on hard wherever we need to be, but can’t move much after that.  With six objectives on the table, all of varying worth, and a lot of mobility, the board wound up a sprawling mess with units everywhere.  One downside for us is that the DE don’t really have high-value units to alpha strike, which was exacerbated by Walter reserving much of his force.  On the upside, between the Deep Striking units and the mobilized Tacticals, we were able to be on, contesting, or immediately threatening all of the opposing Dark Eldar objectives on Turn 1.

Fly, my pretties!

Fly, my pretties!

The home front situation though was less rosy.  One mistake we made in setup was falling into the easy trap of “playing fair” with our objectives.  I think many people have some innate urge to spread objectives apart or put them in “reasonable” places.  Ours were certainly spread across too much of a line in our deployment zone; we should have put them into a tighter triangle.  As it was, we wound up with a bunch of small Combat Squads trying to hold a very thinly spread deployment zone.  Most of them got rolled by large, mobile DE squads of Helions and Jetbikes.

When Terminators---let alone Belial---are going to ground, you've got problems.

When Terminators—let alone Belial—are going to ground, you’ve got problems.

Deep problems.

Deep problems.

Consequently, the middle of the game looked very grim for us, but we actually turned it around for a crushing victory.  Once we recovered from significant early losses and lost objectives, we got back into what for me is the standard mode of play: Focus on the objectives, nothing else matters.  You can bleed and bleed and bleed, but in the end if you’re holding the ground, you’re going to win.

That’s pretty much what happened.  We lost almost everything, but in the end had a scoring unit—really just scoring dudes, the remainder of the units being obliterated—on the mid value objectives, contested the high value objective, kept troops off another, and had taken enough secondary objectives to completely swing the results.  Excitingly, Belial even managed to slay the enemy warlord, netting us two victory points—one for standard secondary objective, the other for the Dark Angel leader’s personal Hunt.

Round 3

Finally we faced Chris and Dante’s Chaos Marines in a contest over the Emperor’s Will.  This was another super bloody confrontation and the atmosphere in TEAM WOLFKOPF HQ was pretty bleak for the bulk of it.  In the end though it was another crushing victory for the good guys, driven by a trademark very bloody exchange of units for time and ground.

We come in peace?

We come in peace?

One thing we did right here was just straightup putting our home objective as hard into a corner as the rules allow, and building a dense block of Terminators and Tacticals around it.  In the opposing corner, Chris did a good job of building a bubble wrap defense around his hard hitting units—a Vindicator and Rhino-mobilized maxed out sorcerers—to prevent the alpha strike from wiping them out.  Critically though, he put that hard in the opposing corner.  This made it really tough to hit effectively, but as it turned out did enable us to basically pin them in against that corner.

Into the valley of death rode the 600...

Into the valley of death rode the 600…

On the one hand we wasted ridiculous amounts of points there.  Belial’s entire unit, almost 800 points, was wiped out after multiple sorcerers cast Feeble on it, debuffing them down weaker than Guardsmen.  Almost 500 points of Sternguard and Librarian Rorschach were similarly wiped out after being decimated largely through our own fire: Scattered plasma blasts coming in from the back defenses, and—in the final insult—Rorschach obliterating a 35pt Rhino with an extremely risky but well placed Vortex of Doom, only to have the vehicle explosion wipe out ~150pts of Sternguard…  This was all especially unfortunate as in some sense we hadn’t accomplished much, the Kingbreakers having failed to break open Rhinos and expose the contents for Belial to crush.

On the other hand, that’s what won the game.  Though they eliminated little, all those burned points bought us precious time and ground pinning the enemy’s core into that corner. Sure, it looked really bad when that Rhino wiped out a ton of my guys.  But as soon as it blew up, the enemy had basically zero chance of getting ground units anywhere near our home objective.  In contrast, while all this had been going on, the Kingbreakers’ mobile Tac Squads had been bashing through the center of the table, again taking extravagant casualties, but getting in place to contest the Chaos objective at the end of the game.  Combined with putting just enough focus on the secondary objectives and a couple lucky shots—e.g., a Demon Prince being Insta-gibbed in Turn 1 by a scattered Vortex of Doom!—and we carried the day.

Forward men, into the breach!

Forward men, into the breach!

General Analysis

Jason and I are both still weak against psychers and flyers. The sorcerers in Round 3 did an incredible amount of damage by debuffing Belial’s blob.  This was a bit of an oversight on our part, we should have kept the Librarian closer to at least have a better shot to Deny the Witch or not put so many points quite so close to the sorcerers; we knew Belial would be in trouble, didn’t think it’d be that much trouble.  Against the flyers I’m not sure what to do.  We’d probably have to bring in some allied units with Skyfire so it’s at least realistic to shoot at them.

Huh... They've brought a dragon.

Huh… They’ve brought a dragon.

And they’ve brought a bomber. Great.

It helped us a lot that the games tended to play slow.  Counter-intuitively, doubles games are probably naturally slower than standard play unless both teams really focus on acting in parallel.  It also sneakily increases the number of points in play.  In this case everybody approached it as a standard relaxed pace tournament, but in reality it was 2500pts in 2.5 hours, plus required coordination time with your partner.  It really needed a ‘Ard Boyz/Apocalypse style focus on getting it done, but that wasn’t the initial mindset so nearly all tables and games wound up playing few rounds.  With our alpha strike approach and insistence on giving away tons of units in exchange for ground, short games worked out to our benefit.  In many cases we would not have been able to hold or contest objectives for much longer.

My Landspeeders did even worse than usual.  They generally accomplished little and straight up gave away a couple victory points in one or two of the scenarios (First Blood, VP for FA Kill, etc).  The one big caveat is that one of them did secure the second round win by being able to zip pretty far over and claim an open objective on the last move (Fast Attack being scoring units in the Scouring).  Similarly to the point above, I really should have approached this more like the 2500pt tournament it was and been more careful with them, in contrast with a 1250pt tournament where there would be less things on the table capable of killing them.

Skimmers we fear not at all...

Skimmers we fear not at all…

Clearly the most important lesson of the day though, something I have to periodically remind myself: Don’t play with plasmacannons and Vortices of Doom in enclosed spaces!

As usual, there are more photos, with many more very nice armies, in the Flickr gallery.