NOVA Open 40k Trios Recap

kingbreakers-iconThis year I went to the NOVA Open weekend for the first time. I went with Colin & Jason W for the Trios Tournament and 40k Narrative Warlords+Nightfighter, while John L and Carl also went for the two Narrative tracks. The Harmons also came down for the Warmachine/Hordes and Infinity tournaments. I’m hoping to have a couple posts up this week recapping the whole affair.

First up is my first event: The Trios Tournament with Jason and Colin. It’s a cool format, in which three players team up to each play two 1000pt doubles games and a single 2000pt solo game; each round the team gets to choose the doubles based on their match opponents and mission. There was also competition for Best Theme, encompassing the narrative story of why your armies are fighting together, the display board, and overall appearance. We spent a ridiculous amount of time on this part when we should have been just practicing. Our final story was vague but something along the lines of the Kingbreakers emerging triumphant from their fortress monastery after returning with Dark Angels, Imperial Fist, and Blood Angels friends to retake it years after the fall of Forestway. In the end sizable chunks of our armies weren’t finished, barely primed in my case, and there was no detail painting on the fortress, but the sheer size and detail combined with the all-Space Marine armies made it look good.

The display board two weekends out.

The display board two weekends out.

The fortress the day before the tournament.

The fortress the day before the tournament.

Furiously painting literally through the night going into the tournament.

Furiously painting literally through the night going into the tournament.

The chapter rides forth.

The chapter rides forth.

The wall-top shrine.

The wall-top shrine.

No castle's complete without a turbo-laser.

No castle’s complete without a turbo-laser.

The Knight Errant Greenheart, sans pants, goes out from the main gate.

The Knight Errant Greenheart, sans pants…

A few more photos of the individual models and armies are in the Flickr gallery.

Game 1

Jason & I vs Ryan & Andy’s Necrons and Eldar: Crushing loss (1 to 10). This mission was cumulatively scoring objectives, all three of them placed along the diagonal outside the Vanguard deployment zones. We just didn’t score enough points each turn to keep up. Their Wave Serpents had more than enough mobility to contest my Drop Podding guys on the quartile objectives, with Objective Secured overriding my Sternguard on one. Critically my third Drop Pod did not come in from reserve in time to contest the central objective and prevent the Necrons from swarming all over it. Meanwhile a Crimson Hunter went wherever it was needed and blasted away at our Imperials.

The Silent King's troops awaken.

The Silent King’s troops awaken.

Kingbreakers huddle up amongst the ruins of a xenos invasion.

Kingbreakers huddle up amongst the ruins of a xenos invasion.

Game 2

Colin & I vs Todd & Ronald’s Eldar and Tyranids: Crushing win (5 to 2). Five objectives, scored equally at game end, Hammer and Anvil zones. We were up for a while, but they pulled it together to make it a close run thing in the endgame. Our forces spent a lot of time fighting back Tyranids, which left a lot of very mobile Eldar to branch out at the end toward multiple objectives. Fortunately we had the right guys in just the right places all over the board and made some lucky rolls in the closing moments: Scouts assaulted some Windrider Jetbikes that had swooped onto our home objective and made enough saves to contest the ground; Tacticals made a hard rush on foot to run around a Wave Serpent and contest Dire Avengers on our previously unprotected home flank by mere fractions of an inch; Terminators crushed several monsters to claim table center; Belial and Captain Angholan tanked a punishing amount of fire to shield Sgt Scolirus as he powerfisted a Wave Serpent into oblivion in the last moment to claim an opposing home objective. All of that happened in the bottom of the last turn as time ran out!

Big momma.

Big momma.

Flyers inbound!

Flyers inbound!

Terminators flood the corridors of the ravaged city.

Terminators flood the corridors of the ravaged city.

Belial and Scolirus lead the forward charge.

Belial and Scolirus lead the forward charge.

Game 3

Me vs Jason’s Salamanders: Minor loss? Draw? I can’t actually remember and didn’t write it down, but believe the former. Mission was Dawn of War deployment, four objectives plus the Relic at table center (a moveable objective). This was also a close game, though I’m fairly confident that if I had another shot at it I could convert this near mirror match into a win. By this point I was going on nearly no sleep for many days between prep, driving, and non-40k activities in the preceding week, and had been playing 1000 points for both of the previous games. All of a sudden I had to switch mindset to a 2000 pt army and just didn’t make the transition well. For literally more than half the game I totally forgot about Coteaz, and made a number of other similar mistakes throughout. Without that sloppyness alone I think it would have ended very differently. One interesting thing was that Jason’s Thunderfire Cannon really hampered my Knight, forcing it to move as if in difficult terrain via Tremor shells and preventing it from clearing the large line of sight blockers at table center fast enough to get shots on critical targets.

Salamanders come-a-knockin' to settle once & for all if Kingbreakers are actually a descendant chapter or not...

Salamanders come-a-knockin’ to settle once & for all if Kingbreakers are actually a descendant chapter or not…

Squad Titus corners some jerk named Vulkan.

Squad Titus corners some jerk named Vulkan.

Outcome

I have no idea where we placed, but I’m sure we were down near the bottom. Results were never published as far as I know. This was one of the three execution areas to be improved in an otherwise really fun & interesting tournament. Another was that set-up, judging, and player voting for army theme & appearance was somewhat slap-dash and disorganized. Hardly anybody actually saw our display because there was no set time or space for checking out everyone’s setups and ours wasn’t practical to have up all day, something we have to keep in mind for the future. Finally, the rule packet could also have stood quite a bit of editing and clarification, which we’d be happy to help with. However, the TOs Troy and James were great guys and it’s a fun, novel tournament format. I really enjoyed it despite not doing well. I think I’d like to see the solo mission reduced in points so it’s less of a leap from the 1k games if you play it at the end of the day, but also appreciate the challenge of handling both and making that transition. I would definitely be up for this event again.

In the end though we did win the Best Theme award. Another team apparently actually won the voting, but they also won the tournament overall so we got bumped up. This was pretty cool, and definitely rewarded both the effort on our fortress monastery display board as well as not going with a more powerful but random, non-fluffy collection of armies.

Again, a few more photos of our armies and many from the games are in the Flickr gallery.

The team w/ tournament organizers James and Troy at the awards ceremony.

The team w/ tournament organizers James and Troy at the awards ceremony.

Well, guess we're doin' Space Wolves for next year's armies...

Well, guess we’re doin’ Space Wolves for next year’s armies…

NOVA Construction

Diving headfirst back into gaming, yesterday Colin, Jason, and I finally got down to some serious business on our plans for the NOVA tournament, where we’ll be playing in the Team Trios and Narrative tracks.

The Monastery

Despite being way, way behind schedule, our final plans are shaping up reasonably grandiose. Assuming it gets done, our display will indeed be based around our theme of the Kingbreakers defending their chapter monastery amid the fall of Forestway. The vignette here will be the local Knight Errant marching forth with the last Kingbreakers to join the Imperial Fists, Blood Angels, and Dark Angels come to help defend the planet.

Colin measures and cuts some foam as Jason supervises.

Colin measures and cuts some foam as Jason supervises.

The causeway out of the monastery.

The causeway out of the monastery.

Battle!

After spending many many hours building some elaborate boxes out of foam and talking through the missions a bit, Colin and I played a 2000 point game. We used the second mission of the Trios tournament, which is pretty straightforward: Hammer & Anvil (long table axis), five objectives, go! Colin’s army is basically all deep striking: Bunch of Dark Angels Terminators, bunch of Blood Angels dreadnoughts in Drop Pods, bunch of Blood Angels hooligans in Drop Pods, handful of scouts that have to run onto the board as part of some cruel hazing ritual. Kingbreakers have a forward contingent of Tacticals and Sternguard in Drop Pods, a rear contingent of bunkered up Devastators, Tacticals, and Predators, and a stompy contingent in the form of a giant Knight.

Some early morning traffic congestion.

Some early morning traffic congestion.

After deploying the standard joke about his army being entirely deployed (while still in its cases), Colin went first and dropped Dreadnoughts all around my Knight and Terminators deep in my backfield. My Inquisitor though was expecting them, and the Devastators put a hurting on one group of Terminators on the intercept. The Dreadnoughts did minimal damage, and then the backfield shot back: Sternguard dropped in to bail out the poor trapped Knight and together they kicked in some cans while the Devastators worked over the Terminators some more. More Blood Angels came down on two objectives to scrum it up, but Kingbreakers Tacticals unexpectedly put the beatdown on the dreaded Death Company while the Knight and friends had a shooting party against some less angry red gentlemen.

I am lord of all I surveil!

I am lord of all I surveil!

Eventually we called the game for time, three turns in. At that point Colin appeared to be playing for a draw from a tight position, with me most likely able to claim 3 objectives and possibly Slay the Warlord. The main takeaway for me though was that I remain pretty happy with this basic army construction. Right now I’ve dropped the Guardsmen used in the June tournament as I simply won’t have time to get them painted. That reduces my ability to bubble wrap the Knight and have cheap guys camp out in the bunker, but it’s not the worst thing ever. So, I’m looking at painting a Knight (!) and a Drop Pod to have this army fully painted.  Oh yeah, and a giant frickin’ fortress to be detailed and painted, because… yeah.

Stompin' time!

Stompin’ time!

40k: Rise of the Maynarkh! (1850 pts)

kingbreakers-iconFairly busy night at Redcap’s this evening, four games of 40k and one Infinity match going. The Necron Maynarkh Dynasty threw down against the Kingbreakers in an 1850 pt challenge.

A few more photos are in the Flickr gallery.

Follow the portents, the relic must be here!

Follow the portents, the relic must be here!

Armies

Lovell switched up his army, dropping the flyers in favor of Flayed Ones and Tomb Spyders. This is using the Dark Harvest army list from Forge World’s book IA12: The Fall of Orpheus. That is a great book with a lot of neat photos, definitely worth checking out. The automatons fielded:

  • Maynarkh Overlord w/ Royal Court consisting of 2x Harbingers of Despair, 2x Maynarkh Lords
  • Destroyer Lord
  • Immortals x10
  • Immortals x10
  • Flayed Ones x10
  • Flayed Ones x10
  • Canoptek Spyder
  • Canoptek Spyder
  • Monolith
  • Monolith

Kingbreakers rolled kind of light on troops:

  • Capt Angholan—Vulkan
  • Ghost Squad Harmon—Sternguard x10 w/ 6x Combi-Meltas, Poweraxe, Drop Pod
  • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Missile Launcher, Drop Pod
  • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Rhino
  • Scouts x5 w/ 5x Camo Cloaks, 4x Sniper Rifles, Missile Launcher
  • Devastators x10 w/ Chainsword+Bolt Pistol+Signum, 2x Plasmacannons, 2x Heavy Bolters
  • Predator w/ Autocannon, Heavy Bolters
  • Predator w/ Autocannon, Heavy Bolters
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Inquisitor Coteaz
  • Imperial Bunker w/ 2x Void Shields

That list has fewer troops than I usually take for this point level. Much of it is a first attempt at a response to the Dark Angels/Blood Angels list Colin’s talking about bringing to the Redcap’s tournament later this month. The idea is basically to have all the Devastators camp out with Coteaz on top of the bunker, under the Void Shields. Colin drops a bunch of Terminators all around my fortress of party-times and Coteaz enables the Devastators to shoot plasma blasts at each of their tight little deep strike clusters. If I get to go first and have success with the warp dice, they’re doing that boosted by Prescience. I then get another turn of shooting at them because they won’t be able to assault and the void shields will completely deflect all of the storm bolter fire and so on. The downside is then I’m investing a lot of points to just hang out around the bunker.

Cowering Scouts, run for the objective, you fools!

Cowering Scouts, run for the objective, you fools!

Mission

Lovell has a special rule that if you don’t roll for The Relic mission, you roll again. We’ve literally played that about three out of every four of our matches. Deployment was standard Dawn of War. Lovell deployed first and went first.

Fight!

The local planetary government falls and flees the planet in widespread panic as half a continent goes jet black beneath the mid-day sun. Rapidly investigating, the Kingbreakers find an Imperial Inquisitor steadfastly searching for lost archeotech that is no doubt the shared target of whatever’s coming behind the unnatural storm. Scanning through records in the local archive, the Inquisitor is beaten to the punch as a host of Necrons suddenly materialize on the outskirts and begin marching on the town. Far on the flank, a rusty, hunched Overlord from the corrupt, neglected Maynarkh Dynasty is seen laughing as it casually tortures captured human civilian and oversees the field. Ghosts dispatch to assassinate it and the foul machines groveling at its feet, but are unable to do so before it shifts back out of the materium.

Can't get out that way!

Can’t get out that way!

Following coordinates radioed in by Scouts reconnoitering far into contested territory, Kingbreakers identify the focal point of the enemy thrust. Unsure of their objective or the stakes in play but unwilling to yield to the xenos, Kingbreakers heavy tanks create a mobile shield wall rolling directly at the automatons’ ranks. They are met though by sheets of sparking green lightning as sheets of gauss fire ripples over their armor. The Predators begin to take casualties and the wall falls into disarray. Bursting into overdrive over the wreckage, Landspeeders are skewered by a giant Spyder construct raging in its mind-loss, hurling the wreckage into the Scouts overseeing the battle and crushing them in their position. Behind the wall of wreckage, Squad Titus is caught by a Destroyer Lord before being picked apart by his pack of Flayed Ones. Their appetite for raw flesh unsated, the ghouls quickly move to intercept the out-positioned Ghosts running back toward the action from the flanks.

Aw, gross, you need to do some clean laundry, dudes.

Aw, gross, you need to do some clean laundry, dudes.

Watching his forces grind to a halt, Captain Angholan and Squad Scolirus drop behind the Necron line just as they find whatever they came for and turn about-face. The automatons march on though, unphased by the ground set ablaze all around them. Contemptful of the fleshlings’ audacity, all of the Necron Lords converge to fight in synchronized lethality with the captain, binding him in combat and unable to challenge for the relic. The identity and condition of the archeotech is never established as an unbreakable wall of Monoliths slowly drifts into position blocking the Necron retreat from all observation and fire.

Outcome

Victory for the Maynarkh! Necrons claim the relic, first blood, and linebreaker, versus the Kingbreakers’ linebreaker.

We've taken what we came for!

We’ve taken what we came for!

Thoughts

I upped the Devastators to a full squad to have ablative wounds for the heavy weapons. I figured that protected my investment in Coteaz since he wouldn’t be as useful if the heavies died. However, those combined with the void shields and the bunker’s battlements cover were probably redundant. Either the dudes or the shields could and probably should be cut back.

The Landspeeders unfortunately did little. As always they’re super fragile, but they’re especially not well matched against Lovell’s army. The multi-meltas are only really useful against the Monoliths, both of which tend to come from reserve and avoid some turns of shooting. Especially without the Salamanders’ reroll under the new codex, the heavy flamers aren’t super lethal against the Necron. Plus they can’t really help with the relic, as opposed to more straightforward objective missions when their mobility is a boost to help cover the table.

One mistake was I tried to fight the Flayed Ones rather than ignoring them as best as possible. I keep thinking they’re less robust to shooting than they actually are now. My vehicles should have been cruising and going flat out to just drive away from them. They’d still have to be faced at some point as the Monoliths could beam them back into the action, but at least it would have been near the relic.

Well, we could just stand here and look at each other. Or we could go for burgers.

Well, we could just stand here and look at each other. Or we could go for burgers.

I made a substantial mistake at the start of the game when I managed to Infiltrate the Scouts within reach of the relic but did not go for it the first turn. I was thinking they would have been shot to pieces standing there in full sight of many Immortals. But I probably should have just tried. It would have changed things a lot if I’d managed to move the relic just a few inches closer to my lines. Definitely worth a few Scouts’ lives in such service to the Emperor!

Lovell ran a good feint here, putting his warlord out on the flank. I fell right for it, going after him with the Sternguard. They didn’t manage to do much and then of course the Overlord used a Monolith to warp himself into the action, leaving the Sternguard well out of position and out of the fight.

On that note, the big issue here though was a lack of mobility. I couldn’t get the Sternguard back in, and I had a bunch of guys basically dedicated to camping out around the bunker. I should have basically abandoned that from the start of the game and started running dudes toward the relic. Similarly the Sternguard and Scouts should have just piled into the center and in hopes that the Marines would win out in the massive scrum likely to ensue.

Bring Me Their Flesh!

All in all a good game that Lovell won outright through steady substantial attrition of all my forces in position to really threaten the relic. We’ll just have to see how the Maynarkh fare when I switch to my all-Librarians army!

Again, a few more photos are in the Flickr gallery.

Oh my! All that noise! All that racket! I hope they don't notice me poor little gubbins!

Oh my! All that noise! All that racket! I hope they don’t notice me poor little gubbins!