Author Topic: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011  (Read 5086 times)

Benjamin

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #15 on: August 16, 2011, 05:13:13 PM »
Ard Boyz Preliminary Round 1 Match

Chaos Daemons (Benjamin) vs Grey Knights (Alex)

Objective: This mission uses Annihilation, with the Traitor being worth 5 KPs. The Traitor is an Independent Character with a provided stat line.

Deployment: Pitched Battle

Length of game: Random

Special Rules: Infiltrate, Deep Strike, Outflank, Reserves, Night Fight, Seize the Initiative

Battle point modifiers:
+1 If you kill the Traitor
+1 If you kill an enemy HQ
+1 If you control more pieces of terrain than your opponent
+3 If you get the traitor you are controlling into your opponents deployment zone

Initial thoughts: Really, I woke up to fight my first battle against Grey Knights? And each side here would suffer the Traitor to live??

I've been reading the Grey Knight codex, so I know what's poop-my-pants scary vs flashy-scary. Let's take a look at this list, best I can remember it...

Librarian, Terminator armor

Grey Knights, Razorback w/ TL Las
Grey Knights, Razorback w/ TL Las

Grey Knight Terminators w/ Falchions
Land Raider Redeemer

Paladins w/ Halberds
Land Raider

Dreadknight w/ Nemesis Greatsword

Oh, I think I that can be handled. Except for the Dreadknight. He will be a problem.

Deployment
I win the roll off and force him to deploy in the open. I don't want him cowering behind those bastions.

He lines up everything as far up as he can. He places the Traitor in the unpainted Razorback.



Turn 1
I place the GK-Traitor in reserve. I get my preferred wave and drop like its hot.

Fateweaver
Chopstar
x2 Soul Grinder
Bloodletters w/ Icon
Nurglings



Because of the GK-Traitor, I think I'm allowed to drop 8 units in one wave. I don't know. My opponent doesn't object. It happened, and it happened early in the morning. In retrospect, doesn't change the outcome in the slightest.

Where's Fateweaver? The winds of chaos took him on a small journey. I needed to take another picture.



As if Kairos fears the space outside the known universe!

I run forward, with nothing to fear. Except the Dreadknight.

He pushes up his Land Raiders. He shoots the Chopstar to negligible effect. I get the feeling I'm walking into a trap. I bite.



Oh, we both accidentally disregarded Night Fight. Like I said, early morning. 11 AM. Moving on.

Turn 2
The Traitor comes in and attaches to the Nurgling squad. That is according to my plan.



I also get a squad of Fiends and a Bloodletter squad. Kairos moves into support range. I push up with my Soul Grinders, who are my best chance of cracking the Land Raiders. The Redeemer is exploded by the black/blue Soul Grinder.



The Dreadknight gets hung up in terrain. His Paladins telegraph their desire to charge my Chopstar next turn. Both Grey Knight squads get out of the Razorbacks, open fire on the Chopstar and assault in. With the Traitor. Chop!

With his Librarian and Terminators with Falchions, he shoots off a Dreadnought arm and charges in. This after we did the math to determine he cannot hurt my Soul Grinder in close combat. Now I have no idea what's going on.

Turn 3
Second squad of Fiends, third squad of Bloodletters, third Soul Grinder, the Screamers, everything is now in by Turn 3. I'm moving the Bloodletters to control terrain pieces. My opponent insists this is not important.





I come to realize, despite the mission packet being in front of him, Alex hasn't really read it or understood it. I try to point this out, but I can't belabor the point. If he doesn't want help, I can't help him. The answer can be settled at game's end. For now, I'm going to kill as many Grey Knights as daemonically possible.

The Paladins are loosed upon the Chopstar. They swing, do wounds and I roll saves.... Do I get Fateweaver's re-roll?



Yes! By the tiniest of margins.

Turn 4
The Screamers are aiming to target the Land Raider. I cross the Fiend squads such that one multi-assaults the Paladins and the Land Raider, while the second squad also piles into the Paladins. The Paladins still get to swing first, by Fateweaver's re-rolls doom the Paladins to a death of power weapons, rending and skull taking. I consolidate away from the Dreadknight.





Notice Skulltaker's position relative to the Dreadknight.

Alex pushes his Dreadknight into assault with the Chopstar. And here's where I learn something crucial. Skulltaker has an ability called “Skulls for the Skull Throne!” It allows him to rend on 4+ and those wounds inflict instant death. It's not a daemonic gift, and so can't be countered by Dark Excommunication. Skulltaker makes his invulnerable saves against the DKs attacks and counters by taking the Dreadknight's skull with wound rolls of 1, 2 and 4.

Turn 5 & 6
From here on out, pictures aren't necessary. I try and fail to damage a retreating Land Raider for 2 turns. The Soul Grinder is still pounding away on the Librarian and the Terminators, to minimal effect.



Game Over!

We tally up kill points. I kill the Traitor target and all but 3 units. Alex kills zero Daemon units. Compared to the paper match up, this is shocking. This is also a portend of how Grey Knights would fare on the day, 3 of 14 players, none of whom crack the top-half.

Alex was there to put models on the table. I was there to take them off. The original odd couple! Alex was a good sport throughout the match as we had some interesting conversation on the painting/conversion side of the hobby.

Alex would need improvement across the board, but improvement is possible. The two areas I'd start with are the biggest ones: list-building and deployment.

List-building
Multiple weapons for wound allocation purposes alone are often worth the points, nevermind the utility and flexibility. TL Las Razorbacks are over-priced.

Deployment
The Traitor should have been deployed in the Land Raider, even if that meant shunting out the Librarian. I feel everything else should have made a circle of death to protect the Traitor.

There are still tactics and strategies to analyze in a steamroll match like this, and lessons to take away. By not panicking (and I almost did), I put myself in a position to succeed. I had plans and executed them. The time and energy reading other codices does pay off. Finally and most importantly, no amount of Dark Excommunication can deny Skulltaker. Chop!

Oh, I avoided running the Traitor across the board, because of the Dreadknight's personal teleporter. That's an important point. I could have made a run for it, but I didn't want to give Alex reason at any point to drop in my backline.

So two solid matches! But 8th place? What happened? I'll tell you next.
« Last Edit: August 16, 2011, 05:24:11 PM by Benjamin »

keithb

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #16 on: August 16, 2011, 07:19:51 PM »
You should definately make your own thread for battle reports.  Pics are good, and it is entertaining to read.

Bromeo

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #17 on: August 16, 2011, 07:23:34 PM »
You should definately make your own thread for battle reports.  Pics are good, and it is entertaining to read.

What he said.

Bill

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #18 on: August 16, 2011, 07:52:49 PM »
I love reading these. Awesome game for you man and I am glad skull taker got to grab that jerk out of the baby harness lol. BTW I love the soulgrinder, I seriously had to go down stair and see if mine was still here it looks great!

And as to the thread; it would be neat to get a thread for all battle reports.

Ian Mulligan

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #19 on: August 16, 2011, 07:56:01 PM »
You've inspired me to do full battle reports for the upcoming Warmachine Highlander event. Of course, that shit will sound like that tribe in Africa that clicks their tongues to you guys, but I thought you might like to know about the inspiration.
beep bop boop

PhoenixFire

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #20 on: August 16, 2011, 08:19:48 PM »
Maybe we should get you a booth and a microphone to do running commentary lol, very detailed reports though!

Benjamin

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #21 on: August 16, 2011, 08:40:22 PM »
Maybe we should get you a booth and a microphone to do running commentary lol, very detailed reports though!
Some reporters make videos, though most make commentary as the game is happening. I feel crucial parts of the battle would be overlooked, and the best analysis comes from post-match reflection rather than on-the-fly commentary. But some video editing software, a few mics, and lots of money for my time, sure! :)

Awesome game for you man and I am glad skull taker got to grab that jerk out of the baby harness lol.
Many funny things were written here today, and I think this is the funniest. One of those I'll still be laughing about tomorrow. Baby harness, just classic!

If anyone needs/wants help writing up battle reports, I'll be glad to help in any way I can. I would definitely start a battle report thread if I knew the forums would carry over to the new website.

Bill

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #22 on: August 16, 2011, 09:11:12 PM »
I have done a few video battle reports with my phone and they actually were not to bad for video and voice quality. A $1.99 video editing app later and I was in business.

Chase

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #23 on: August 17, 2011, 04:29:33 AM »
I would definitely start a battle report thread if I knew the forums would carry over to the new website.

They will.
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Benjamin

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #24 on: August 17, 2011, 06:35:20 PM »
40K Ard Boyz Preliminary Match 2

Chaos Daemons (Benjamin) vs Imperial Guard (Willem)

Objective: There are 5 objectives, evenly placed. Capture more objectives than your opponent. Deployment objectives are 1 point, empty quarter objective are 2 points, center objective is 4 points.

Deployment: Spearhead

Length of Game: 6 turns

Special Rules: Reserves, Deep Strike, Night Fight (Turn 6 Only), Seize the Initiative

Battle point modifiers:
+1 If you control all the objectives at the end of the game.
+1 If your opponent has no units in your deployment zone.
+1 if all your hq choices are alive at the end of the game.
+1 if you kill all of your opponents Heavy Support choices. (If your opponent doesn’t have any heavy supports then you automatically get this point.)

If you've enjoyed my previous battle reports, you may have some let down here. Then again, you may nod in understanding and maybe even offer me a consolation beer.

Initial thought: Imperial Guard. “Who needs armor when you have guns and tanks?” Well, this is what I get for rolling face in the first round. The worm turns.

My opponent's list. As many vehicles as I have kill points... somewhere in there.



Deployment
I win and force him to take the quarter with the biggest piece of terrain. Maybe I should have taken that quarter, as cover. He puts tanks on the table.

Turn 1
I get my preferred wave and drop, kinda poorly. The Chopstar drifts away from both the front line and  terrain. Fateweaver lands and runs to provide re-rolls, so that's according to plan. Space is limited for my Soul Grinders, so I drop them to my right. I may have been better lobbing them behind the Chopstar, but IG have every shooting advantage and it makes sense at the time to try for assault.





His Turn 1 shooting results are brutally efficient.



Fateweaver was dead after rolling just about a dozen saves. It should take at least 19 wounds to kill him, and that's being generous. Clearly, my opponent chose the right target at the right time and saved his big guns for post-Kairos decimation.

Turn 2

My sheet, with my reserves entering on Turn 2 checked off.



A lousy squad of Bloodletters and a louse-filled squad of Nurglings. Ladies and gentlemen, that's the ballgame. I know it. I don't give up, but in this case I would have had more success trying to fly by flapping my arms.

Oh, I mishap with the Nurglings and they die. At this point, I wish I were with them.

I break off the Herald of Khorne to charge a Lehman Russ tank, and I blow it up. The blue/black Soul Grinder wrecks a Chimera. Tanks for the Tank God!



After bottom 2, I have one Bloodcrusher with one wound left from the Chopstar and I have one 1.5 Bloodletter squads left. Great! Really, really great. Best thing ever.

Turn 3
The blue/white Soul Grinder and one Fiend squad arrives off the Bloodletter Icon. I land a Bloodletter squad with an Icon where my brass Grinder used to be happy and alive. The blue/white Grinder phlegms the Vendetta and kills it, boo yeah.



Bottom 3. Dakka dakka dakka.



Hold your ground! I'm still trying to play for objectives!



Turn 4
Company in the form of 6 Fiends. Let's get ready to tear up some tanks!



Two Fiends explode a chimera near the empty-quarter objective.



Bottom  4 more shooting than I can handle. Here's what's left.



Turn 5

I get hung up in terrain and fail to assault with my Fiends. Yeah, really. More Imperial Guard shooting finally puts this dog of a game down for good. It's a massacre, and he takes max battle points.

Lesson learned: Imperial Guard are stupid. I had time to consider my life and what I was doing (or failing to do) in that two hours. You know how you improve after a game like this? You forget all about it. I went outside and laid down. Willem went on to win the tournament and receive an invitation to the semi-finals.
« Last Edit: August 17, 2011, 06:50:57 PM by Benjamin »

canadianone

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #25 on: August 17, 2011, 06:49:41 PM »
Ben, feel you pain, i live with him, and have played to many games with that exact out come.
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Benjamin

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #26 on: August 17, 2011, 10:14:03 PM »
It just occurred to me that I played two of the three people who advanced to the semi-finals. I'm a kingmaker!

Loranus

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #27 on: August 17, 2011, 11:54:40 PM »
I agree with Ben IG are stupid right now too much Firepower and survivability for too cheap the points.
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canadianone

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #28 on: August 17, 2011, 11:59:52 PM »
Amen to that, but lets hate the army, not those who play it. Speaking for willem, he was playing guard before the new codex came out.
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keithb

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Re: Results: Battleground Plainville 40k Ard Boyz Prelims on 8.14.2011
« Reply #29 on: August 18, 2011, 10:31:03 AM »
Actually guard seem to have taken a hit lately as the dominate army.   Either people aren't playing them as much or aren't doing as well with them.   Likely some of both.


Either way, Grey Knights are BS!