Friday, February 16, 2018

2v2 Tournament 10.2.18 - Index Guys vs Not Heretics


Mission:

Chapter Approved Mission: Scorched Earth(slay the warlord, line breaker, first blood)
Tiebreaker: Kill points.

Deployment: Dawn of war variant with a forward wedge.

Lists can be found here. 


Index Guys Turn 1

Our army was split up between the hard-hitting deep-strikers and the chaff holding down objectives. Since the Not Heretics deployed expertly to deny a turn 1 deep strike on any important targets we decided to camp on as many of our objectives as possible with what could be called "capping units", having limited stopping power. I wanted to secure first blood and destroy what I thought was one of the faster moving units(tomb blades) so I charged one of the two Starweavers forward and shot, the short range of the fusions barely reaching their target. I learned this game that unlike 7th edition you are not allowed to pivot your vehicles before or after their movement for free, pivoting now costs inches. Tomb blades die to fusion but the rest of the turn 1 shooting does superficial damage. The Y'vahra started out on the board and was placed very back on the board despite its low range, expecting to be a large shot-magnet.





Not Heretics turn 1

There was minimal movement from the necrons/dark angels, keeping their great positioning intact. Wraiths and scarabs moved forward, denying even more space for deep striking since we didn't drop anything turn 1. The cocky Starweaver got shot into wraithbone-swiss cheese by the Doomsday ark and hellblasters, its crew also being reduced to a single lucky troupe master. The drones took some casualties and the other Starweaver got a wound as well. I played really badly here since  I forgot the -1 to hit from the harlequin transport.



Index Guys turn 2

Y'vahra moves forward, slowly but surely. The Shas'ui inside was feeling particularly skittish about this battle so he didn't jump up in the air to deep strike into a more advantageous position. The troupe from the remaining Starweaver disembarks and moves forward to engage the wraiths and one of the flanks. The 12-man troupe, Shadowseer and the T'au Commander and Crisis suits come down from deep strike in the best possible positions they could - each going on a different flank. The enemy Scarabs were particularly well-positioned, pushing me back almost to my deployment zone when doing my deepstrike. Shooting this time proved more efficient - but not by much this turn, 3 wraiths, one squad of marines, a couple of scarabs and one hellblaster succumbed to the combined fire. I need to be more careful though when measuring melta range for the fusion pistols because 3" is a lot less than it looks and I should double-measure it. The cascade of failures on my part continues in the assault phase when the large troupe and the lone master multi-charge the hellblasters and the wraiths. In what was probably the move that cost me the combat - I attacked with the troupe master first, hoping for a couple of reliable kills on the hellblasters. The Necrons capitalized on this and interrupted combat with 2CP and attacked with the wraiths murdering 4 or 5 troupe members. This mistake cost me not only a good chunk of the troupe but it also cost me morale IRL, completely losing my patience and confidence for the game here, especially after the rest of the attacks were effortlessly shrugged off thanks to the wraith's saves and Azrael's invulnerable bubble. On the opposite flank the command barge was reduced to 1 health. Thankfully the drones and kroots held the objectives so that still kept us in the game.





Not Heretics Turn 2

Since the game was going very slow we were told we would only have 1 more turn to play after this one so objectives became a lot more important. There were some slight moves but both the Dark Angels and Necrons mostly held their ground this turn.
A complete and utter massacre ensued as the large troupe was reduced to only 1 member, the troupe master slain. Most kroot have also been murdered, leaving only a couple and the Shadowseer on Objective 2. The Command Barge and the Doomsday Ark veiled of darkness away from the flank where they would be threatened by the Y'vahra and shot the Crisis suits and their drones to pieces. Two harlequin players survived on the objective where the Barge and Ark retreated from.



Index Guys turn 3
At this point there was very little we could do other than try to run to objectives. Everything was too far for the Y'vahra to engage, but the T'au commander tried valiantly to shoot down the marines off one of the objectives. The last remaining player from the 12-man troupe tried desperately to square off against a wraith but neither fusion pistol nor harlequin's kiss managed to get through the 3++.

Not Heretics turn 3
The final round of the game, due to time concerns. The entire right flank surged forward and mopped up the kroot, shadowseer, drones, the last player, all the while the Inceptors deep struck behind our lines - devastated whatever they could find there and capped the objective. This was a mop-up round for the Necrons and Dark Angels because other than the Y'vahra which didn't get to do much this game we were basically out of punching or staying power. Because of some good charges from the vehicles and the timely drop of the Inceptors a large number of command points were secured - tying the victory points and winning the tiebreaker massively due to kill points.

Summary:

If I am honest I found this game extremely frustrating due to the mistakes I made early and that just caused me to make even more mistakes. I forgot a lot of my own rules and even mistreated the strength and AP of my own weapons in a couple of combat scenarios, not to mention that trying to move into advantageous positions came off as measuring a couple inches more or worse making illegal moves(from now on I'll just measure a couple less not to appear as a WAAC player and make the experience frustrating for my opponent as well). Just when I thought I was getting a hold of the new edition I realized that there were a lot of subtleties that still elude me - like the no-pivoting, the issues with movement(and how movement is calculated) and the tremendous importance of positioning and combat order which practically lost us the game. Morale and attitude are definitely two things I need to improve since both played a large factor in the loss as well, me practically giving up mid round two - only continuing to do whatever I could thanks to the motivation of my teammate(for which I thank him).





2v2 Tournament Timisoara - lists and preamble

Hello esteemed readers,

In the articles that follow I will be covering the matches of the 2 vs 2 friendly tournament that was hosted on 10/2/2018 at our local games store, but first I want to share the lists and a couple of thoughts before we go on to them.

Even though I have been in the hobby since early 2016, this was the first tournament of Warhammer 40k that I participated in. I do believe that it was a good starting point since a good number of the participants were inexperienced with 8th edition and it would be a good diving board into at least the semi-competitive scene. I wish to congratulate my teammate Paul Ovidiu(T'au Empire), who has done an excellent job on his 3rd and 4th games of this new edition, as well as Octavian whose Dark Angels dished out a serious amount of punishment despite being a new player. 

The format of the tournament was something I have never tried before and it was certainly very different from a regular game of 40k, where relying on your own army and tactical input are key. Having a teammate of a faction I have never even touched before was very eye opening since we both had to factor in our strengths and weaknesses and apply them on the board as best we could and communicate our strategy in an efficient time frame(there was a bit of a difficulty with that in the first game I must admit). There will be a more detailed feedback of the experience at the end of the second battle report where I shall go into more detail, for now...here are the lists. Some of them ranging from the "holy" alliances of imperial factions to the alien and the heretical.

Team 1: The Penetrators
We did not play against this team, but their lists are worth a feature to make a better image of the tournament as a whole.

-Ultramarines-

Devastator Squad : Armorium Cherub
Space Marine Sergeant : Boltgun, Chainsword
Space Marine w/Heavy Weapon : Heavy bolter
Space Marine w/Heavy Weapon : Heavy bolter
Space Marine w/Heavy Weapon : Lascannon
Space Marine w/Heavy Weapon : Lascannon

Devastator Squad : Armorium Cherub
Space Marine Sergeant : Boltgun, Chainsword
Space Marine w/Heavy Weapon : Heavy bolter
Space Marine w/Heavy Weapon : Heavy bolter
Space Marine w/Heavy Weapon : Lascannon
Space Marine w/Heavy Weapon : Lascannon

Devastator Squad
Space Marine Sergeant : Boltgun, Chainsword
Space Marine w/Heavy Weapon : Heavy bolter
Space Marine w/Heavy Weapon : Heavy bolter
Space Marine w/Heavy Weapon : Lascannon
Space Marine w/Heavy Weapon : Lascannon

 Primaris Lieutenant : Master-crafted auto bolt rifle

Apothecary

Company Ancient  Boltgun, Standard of the Emperor Ascendant

Roboute Guilliman

-Grey Knights-

Grand Master Voldus

Strike Squad
Grey Knight(halberd)
Grey Knight(psilencer)
2xGrey Knight(sword)
Grey Knight Justicar(halberd)

Strike Squad
3xGrey Knight(halberd)
Grey Knight(psilencer)
Grey Knight Justicar(halberd)

Paladin Squad
3xPaladin(sword)
Paladin(warding stave)
Paragon(daemon hammer)

Purifier Squad
Knight of the Flame(halberd)
2xPurifier(sword)
2xPurifier(psilencer)

Every unit so far had Smite(banishment) and Sanctuary.

Purgation Squad - gate of infinity, smite
Purgator(incinerator)
2xPurgator(psilencer)
Purgator(psycannon)
Purgator Justicar(daemon hammer)

Team 2: Not Heretics 
Clearly not heretics since this team is made up of Necrons and Dark Angels that were mysteriously replaced by Death Guard for the final game. Congratulations to them for winning first place.

-Dark Angels-

Hellblaster Squad
. 4x Hellblaster: 4x Plasma incinerator
. Hellblaster Sergeant: Bolt pistol, Plasma incinerator

Azrael
. Warlord: Brilliant Stragegist

Librarian:Force sword

Primaris Lieutenants
. Primaris Lieutenant: Bolt pistol, Heavenfall Blade

Primaris Ancient

Inceptor Squad 2x Inceptor, Inceptor Sergeant
. Assault Bolters

Intercessor Squad
. 4x Intercessor: 4x Bolt rifle
. Intercessor Sergeant: Bolt rifle

Tactical Squad 3x Space Marine
. Heavy Weapon Marine: Plasma cannon
. Space Marine Sergeant: Chainsword, Plasma pistol

Tactical Squad 3x Space Marine
. Heavy Weapon Marine: Plasma cannon
. Space Marine Sergeant: Chainsword, Plasma pistol

-Necrons- 

Command barge: gauss cannon, warscythe, veil of darkness, enduring will

2x Doomsday Ark: doomsday cannon, 2x gauss flayer array

2x 3 Scarabs

2x 3 Wraiths: paricle caster

3x Tomb Blades: nebuloscope, gauss blaster

-Death Guard-

Malignant Plaguecaster: Miasma of Pestilence, Putrescent Vitality

Typhus : Curse of the Leper, Plague Wind

Foetid Bloat-drone: Fleshmower, Plague probe

Poxwalkers : 10x Poxwalker
Poxwalkers : 10x Poxwalker
Poxwalkers : 10x Poxwalker

Chaos Lord: Chainsword, Combi-bolter

Lord of Contagion : 1. Revoltingly Resilient, Manreaper, The Plague Skull of Glothila, Warlord

Plague Marines : 4x Plague Marine w/ boltgun
. Plague Champion: Boltgun, Plague knife

Poxwalkers : 10x Poxwalker
Poxwalkers: 10x Poxwalker


Team 3: Vengeance for Cadia
This vengeful Imperial duo came here to kick ass for the fallen Fortress-World, and wreak havoc they did, managing to gather up the largest tally of corpses out of all the teams.

-Salamanders-

Bray’arth Ashmantle

Harath Shen: Warlord

Hellblaster Squad: Plasma incinerator
. 4x Hellblaster
. Hellblaster Sergeant: Plasma pistol

Hellblaster Squad: Plasma incinerator
. 4x Hellblaster
. Hellblaster Sergeant: Plasma pistol

Hellblaster Squad: Plasma incinerator
. 4x Hellblaster
. Hellblaster Sergeant: Plasma pistol

-Astra Militarum-

Regiment: Cadian

Company Commander: Chainsword, Laspistol, Old Grudges, Warlord

Tank Commander: Heavy Bolters, Heavy Stubber, Lascannon
. Command Battle Tank: Battle Cannon

Tank Commander: Heavy Bolter, Heavy Bolters, Heavy Stubber
. Command Battle Tank: Battle Cannon

Baneblade: Autocannon, Demolisher cannon, Twin heavy bolter
. 2 Lascannon & Twin Heavy Bolter Sponsons: 2x Lascannon, 2x Twin heavy bolter

Team 4: The Index Guys
The unlikely alliance of Farsight Enclaves and Harlequins - indexes only, hence the name.

-Harlequins-

Shadowseer: 1. Twilight Pathways, Shuriken Pistol

Troupe Master: Fusion Pistol, Harlequin's Embrace

Troupe
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace

Troupe
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Blade, Shuriken Pistol

Troupe
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Kiss
. Player: Fusion Pistol, Harlequin's Kiss
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Fusion Pistol, Harlequin's Embrace
. Player: Harlequin's Blade, Shuriken Pistol
. Player: Harlequin's Blade, Shuriken Pistol
. Player: Harlequin's Blade, Shuriken Pistol


Starweaver: 2x Shuriken Cannon

Starweaver: 2x Shuriken Cannon

-Farsight Enclaves-

Commander: Advanced targeting system, Drone controller, 2x Fusion blaster, 2x MV1 Gun Drone, Puretide Chip

Kroot Carnivores: 10x Kroot

XV8 Crisis Battlesuits: 6x MV1 Gun Drone
. Crisis Shas'ui: Advanced targeting system, Cyclic ion blaster, Flamer
. Crisis Shas'ui: Airbursting fragmentation projector, Cyclic ion blaster, Flamer
. Crisis Shas'ui: Cyclic ion blaster, Drone controller, Flamer

Pathfinder Team
. 6x Pathfinder: 6x Markerlight

Tactical Drones: 7x MV1 Gun Drone

XV109 Y'vahra Battlesuit: Advanced targeting system, Early warning override











Monday, February 5, 2018

Harlequins/Craftworld Aeldari vs Chaos Daemons 4/2/2018


Mission: ETC mission with major/minor objectives + cleanse and control maelstrom.
Lists 2000 points.


Chaos Demons(15  CP)
Chaos Allegiance: Khorne


+ HQ +
Bloodmaster  Blade of Blood
Bloodmaster  Blade of Blood, Rage Incarnate, The Crimson Crown, Warlord


+ Troops +
Bloodletters 19x Bloodletter, Bloodreaper, Daemonic Icon, Instrument of Chaos
Bloodletters 19x Bloodletter, Bloodreaper, Daemonic Icon, Instrument of Chaos
Bloodletters  19x Bloodletter, Bloodreaper, Daemonic Icon, Instrument of Chaos
Chaos Allegiance: Chaos Undivided


+ Heavy Support +
Skull Cannon x3


+ HQ +
Bloodmaster - Blade of Blood
Changecaster -  Flickering Flames, Gaze of Fate, Ritual dagger
Herald of Slaanesh - Pavane of Slaanesh, Ravaging claws


+ Elites +
Flamers  3x Flamer, Pyrocaster
Flamers  3x Flamer, Pyrocaster
Flamers 3x Flamer, Pyrocaster


+ Fast Attack +
Furies  5x Fury, Mark of Nurgle
Screamers  3x Screamer
Screamers  3x Screamer


+ Troops +
Horrors  60x Pair of Brimstone Horrors
Horrors 20x Pink Horror


++ Total: [123 PL, 1999pts] ++





Harlequins/Aeldari (7CP)

Shadowseer : 3. Mirror of Minds, Shuriken Pistol


Troupe Master :Fusion Pistol, Harlequin's Caress


Troupe

. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Fusion Pistol, Harlequin's Kiss
. Player: Fusion Pistol, Harlequin's Kiss

Troupe

. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Fusion Pistol, Harlequin's Kiss
. Player: Fusion Pistol, Harlequin's Kiss

Troupe

. Player: Fusion Pistol, Harlequin's Caress
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol
. Player: Harlequin's Caress, Shuriken Pistol


Solitaire : Harlequin's Caress, Harlequin's Kiss

Starweaver  2x Shuriken Cannon x 3

Craftworld Attribute: Ulthwe: Foresight of the Damned


Autarch  2x Avenger Shuriken Catapult, Blazing Star of Vaul, Forceshield, Mandiblasters, Shuriken Pistol, Star Glaive, Ulthwe: Fate Reader, Warlord

Dark Reapers
. 3x Dark Reaper: 3x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher
Dark Reapers
. 3x Dark Reaper: 3x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher
Dark Reapers
. 2x Dark Reaper: 2x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher

Fire Prism : Crystal Targeting Matrix, Twin Shuriken Catapult

Wave Serpent  Crystal Targeting Matrix, Twin Scatter Laser, Twin Shuriken Catapult

Fire Prism : Crystal Targeting Matrix, Twin Shuriken Catapult

Wave Serpent Crystal Targeting Matrix, Shuriken Cannon, Twin Scatter Laser

++ Total: [111 PL, 1999pts] ++

Deployment: Vanguard Strike


All my units started embarked in vehicles and I tried to place them in such a way to negate the possibility of deep strike inside my lines. The more resilient prisms and serpents on the edge and the more fragile starweavers in the middle. Demons player deployed skullcannons, screamers and his screening brimstones on the field - leaving quite the scary amount of troops in deep strike(which cost him most of his CP except 2).






As you can see there was no shortage of demons ready to invade my lines. Having only 7 drops I had the advantage for the initiative roll and decided to go first. Demons failed to seize. 

Harlequins turn 1:

I had a surprising stroke of luck on my maelstrom objectives, drawing hold the line, to defend and to capture(with my warlord because of priority orders) the two objectives in my starting zone. Knowing that my enemy had such a sizable force waiting to pounce I decided to play it defensively and not rush everything forward. Fire prisms linked and destroyed a skullcannon(first blood), the rest of the shooting did negligible damage to the brimstones.

Demons turn 1:

The demonic hordes came down roaring and smashed into my circle of grav tanks. A fire prism and a wave serpent were destroyed, leaving the 3rd serpent crippled in only 4 wounds thanks to the -1 to hit stratagem that apparently works for melee too. Overwatch barely did anything to the charging bloodletters, at least the exploding serpent killed 3. The demons managed to score 1 maelstrom point. 

Harlequins turn 2: 

I disembarked everything that was in range to shoot or charge from the transports and tried generating as many shots as I could to thin the hordes. I rolled decently on the prismatic grenades from the troupes and the remaining vehicles did an admirable job as well. Blazing Star of Vaul was more of a flavorful choice for the Ulthwe Autarch but its extra shots proved to be useful. Between shooting and charges the bloodletters were cleaned up in the morale phase and I even took a chunk of health out of the flamers that looked to be the most devastating thing on the table now that the khorne demons died. Thanks to some more good objective drawing I believe I had a significant VP lead. 




Demons turn 2:

The pink horrors and the flamers managed to eliminate a squad of reapers and a squad of harlequins, damaging one starweaver in the process as well with mortal wounds from smites. Skullcannons take out another reaper squad leaving me only with an exarch and 1 reaper. I tried to distract them by driving up a starweaver close to their lines but the bait was not taken and my squishy infantry died. Demons score 2 VP from Blood and Guts and an objective secured. 



Harlequins turn 3: 

Having my remaining troupes too far to interact with the main blob it was up to the Solitaire, a Troupe Master and the Starweavers to blunt the pink horror blob. The solitaire blitzed, and I got the troupe master as close as I could to benefit from his reroll wounds aura. Pink horrors died to morale, and most of the flamers died to shooting. The barely alive wave serpent managed to snipe the khornate warlord here as well. I currently had around 11VPs at this point due to good draws and morale was high after inflicting so many casualties on the forces of the Great Enemy. Since most of his damage was now off the table I was planning on trying to avoid further damage and close off the game with the significant VP lead.


Demons turn 3:
Since it was very late and we had to leave this was the final turn of the game. The remaining heralds and flamers attempted to unsuccessfully kill the solitaire, the screamers managed to destroy the troupe that charged the blob in one of the sides and left the troupe master on a single wound. Due to the large VP lead, the issue with time and thinking that he couldn't table me in 2 more turns the demon player conceded - resulting in a harlequin victory. 




Conclusion:

I have to thank the Demon player for both the attitude and the atmosphere in which the game was played, as well as providing a challenge I couldn't rush headlong into. What I would usually do would be to rush mindlessly and see what sticks, but this was a game that would have been unwinnable by doing so. 

The Craftworld Aeldari allies were of tremendous help, the flexibility and power of a codex army was noticeable and the Ulthwe warlord trait as well as Path of Command allowed me to regenerate around half my command points. Something to remember in the future is not to neglect the prismatic grenades on harlequin units, which did a reasonable job against the massive hordes. This being the first time I realistically saw just how drastic a thing morale is in 8th edition for mass-model armies I'm rethinking the utility of the Mask of Secrets artifact. What I wouldn't take in the future though is the "Mirror of Minds" power on the shadowseer. I ran with it this game as a test to see how many mortal wounds it could potentially do and it did 3 at most - smite is generally better for this so I'll either stick to Twilight Pathways or Fog of Dreams.