Category Archives: Events
Tournament Review: Top Deck Games 7.12 1850
Hey all, Son of Adam here from MasterCraft Gaming with a review of the 40k tournament out at top deck games in New Jersey.
A bunch of the guys from Stomping Grounds were invited to come and bulk up the event there and Vanguard and I decided to join them. Top Deck was a nice store that supports tabletop, card, and video games. It was a real clean place in a nice town and had some very friendly TO’s. The event was three rounds at 1850 and used all of the new rules from 6thedition. Overall all of us at Stomping Grounds really enjoyed it.
The first mission was “The Relic” with “Dawn of War” deployment and was randomly paired off. I played my Saim-Hann Eldar against a Will’s Draigowing army. Will was a real nice fella and tons of fun to play against (we got done so early that we played a second game for kicks). I got first turn and jumped some guardian jetbikes up to the relic and slowly pulled it into my corner. Then I baited with rangers on one side and the council zooming over to the other. He took the bait and chased both of these. The council took its side and the rangers got curb stomped by Draigo and Boys. In the end I held the relic and had first blood and linebreaker and Will didn’t manage to score any.
The second match was “The Emperor’s Will” with “Hammer and Anvil” deployment, against Rob’s Dark Eldar. Rob had a nice mix of units with the Baron and the Duke. He managed first turn and went to work on the ranger/pathfinders. He gave me first blood by running his jetbikes over one squad and leaving them close to my flame templates. After loosing all of his scoring units, Rob made a real solid comeback and nearly killed all of mine as well. In the end I had 4 ranger/pathfinders and one running jetbike, but one of the pathfinders was on the objective that would have been contested by several venoms had it been 5th. In the end it was a well fought game against a great opponent, but net me another win.
For the final matchup I played John’s Ork/Cron list. He had a real beefy squad of Nob Bikers with some boys squads and two scythes. The last mission was “Big Guns Never Tire” with “Vanguard” deployment. I ended up not getting a single power I wanted and a useless warlord trait. We both danced around for the first two turns. He stayed out of range of the snipers and our deathstars were moving around trying to get position on one another. I ended up tag teaming his nobz when they were stretched out with a squad of boyz and make the nobz run off the table. John then crushed the council under the weight of two boyz squads, and our secondary units fought it out for objectives. In the end I had first blood, linebreaker, kill the warlord, and 2 objectives, while John had linebreaker, kill the warlord and one objective giving me the last win.
All said and done everyone seemed to have a great time, and got some great experience in 6th edition. Dan, a great player I learned the game from, won best painted and the top 3 were all from Stomping Grounds. Vanguard himself had a victorious day pulling out third and I was lucky enough to get the top seat.
Thanks for reading guys. Check out our otherstuff on youtube, and remember to like, friend, subscribe, and follow. Leave a comment below and let me know your toughts.
Road to NOVA: Preliminary FAQ Released
Hey all, Son of Adam here with the next part on The Road to NOVA. Recently the provisionary FAQ came out. This is interesting even if you are not going to NOVA because you can discuss the legitimacy of some of their FAQ’d answers to some of the holes in the new edition before GW officially makes a ruling on it.
There are some points of particular interest that I want to note:
- Flyers cannot leave combat airspace the turn they come in from reserves (second turn for air force vs. air force just got important)
- Flyers in locked velocity just remain in their speed “set” that is combat speed or cruising speed.
- The death ray (Necron Doom Scythe’s main weapon) can only resolve a hit against a flyer if it is shooting in skyfire mode.
- No one gets Flakk missiles unless stated so. (so no one)
- Eldar can target their squad for fortune, guide even if battle brother characters have joined.
- Reserve modifiers affect allies.
- Flying monstrous creatures that have failed their grounded test will remain to only be able to be hit by snap fire and will continue to have to take grounded tests for the rest of that turn. –That one is particularly curious, but it is RAW-
- Wounds do not carry over after challenges.
- Black templar allies do not need an emperor’s champion
- The Space Wolves Wolf Standard needs to be declared for the next assault phase, meaning that if you wish to use it in the same turn you are in, it must be declared as late as that turn’s shooting phase.
- Space Wolves may use their staff, wolf talisman, and deny the witch roll for each psychic power used against them.
- All perils of the warp from Mindstrike Missiles on a squad with Brotherhood of psykers are resolved against the one character (or randomly selected model) in that squad.
These are pretty interesting and there are a lot more in the actually FAQ. Check it out. I especially think the one about grounded monstrous creatures is interesting. I’m not sure if it helps them or hurts them; maybe a bit of both. I also appreciate the clarification for the Doom Scythe’s Death Ray, it balances it in a legitimate way.
I’m interested to see what else they change in the revision.
Have at it folks. Anything you disagree with? Anything you are surprised at? Anything you are happy about?
Battle Report: Grey Knights vs Space Wolves (2k)
Hey guys. Check out this video. I brought my Grey Knight army with all of the new different groups that I talked about in my Road to Nova Intro post against Steve’s Thunder Cav Space Wolves army. We played one of the NOVA primer missions. This is our first video so let us know what you think. We are always trying to improve. Remember to subscribe and like our stuff.
By the way, we missed some of the video in the middle, but tried to make up for it with pictures. Don’t worry we won’t be doing it that way next time (unless you guys like it that way). If there are any armies that you would like to see played against/with let us know and we will try to get a vid up for it. Thanks guys.
Thanks to Incompetech.com for the music. Here is the link to the Showcase for Steve’s army
Steve’s Space Wolves (Berzerker Wolves) 2k
Wolf Lord: Thunder Hammer, Storm Shield, Runic Armor, Thunderwolf Mount, Wolf Tail Talisman, Saga of the Bear, 2 Fenrisian Wolves
Wolf Lord: Powerfist, Storm Shield, Runic Armor, Thunderwolf Mount, Saga of Majesty, 2 Fenrisian Wolves
Rune Priest: Stock
Wolf Guard Pack- (lead each squad):
2 w/Power Armor, Powerfist
Terminator Armor, Power Sword, Cyclone Missile Launcher
2 w/Terminator Armor, Power Axe
Grey Hunters Pack: 7 Hunters, 1 Melta, Wolf Standard, Mark of the Wolfen, Rhino
Grey Hunters Pack: 7 Hunters, 1 Melta, Wolf Standard, Mark of the Wolfen, Rhino
Grey Hunters Pack: 5 Hunters, 1 Melta, Wolf Standard, Mark of the Wolfen
Thunderwolf Cav: 1 Fist, 3 Storm Shields
Long Fangs Pack: 6 Fangs, 4 Missiles, 1 Las
Long Fangs Pack: 5 Fangs, 3 Missiles, 1 Las
My eclectic Grey Knights list 2k
10 Purifiers: 4 Psycannons, 5 Halberds, 1 MasterCrafted Hammer, Rhino w/Dozerblades
5 Paladins: 2 Psycannons, 1 Banner (No apothecary sorry for saying so in the description)
5 Greyknight Terminators: 1 Incinerator, 1 MasterCrafted Hammer
Storm Raven: Assault Cannon, Multi-Melta
Dreadknight: Personal Teleporter
Land Raider Crusaider: Multi-Melta, Psybolt Amo
Introduction to the Road to NOVA
Hey all. Son of Adam here from MasterCraft Gaming. Well fellas, I’m heading out to NOVA this year, and with the advent of 6th edition this is going to be a crazy and challenging tournament. I’m looking forward to it.
I’m opening up this series on the road to NOVA with some introductory thoughts, predictions, and aspirations about this year’s competition.
To start off, for those of you who don’t know, NOVA is one of the top five largest events in the country for 40k. This GT is a three day, eight-round, 256-player, 2k tournament down in Arlington Virginia. The results of the 2012 tournament will go a long way to shape the meta and conventional wisdom about 6th edition.
I, for one, am very excited about the opportunity to participate in such a rare tournament. Let me explain to you what I mean. Each year the top players in the country travel out to these tournaments, and they bring the best they can to fight for glory (or mediocre internet notoriety and some respect at their local club). These players seek out to break or beat the meta. This year however, things are different. This year there is no meta.
Players will be trying to break what they think the meta will be. There have already been some extreme and frightening combinations that people have come up with in the new rules, and people are starting to think of them when considering what to bring. In addition to all of the different predictions and their proposed counters, other players will simply be bringing what they brought to 5th edition tournaments. The diversity of lists should make this a very entertaining event. Contrary to this years Adepticon, I don’t expect to find 25% of the players bringing Grey Knights, for the one reason that, nobody knows what the “Grey Knights” of 6th edition is yet.
This edition does seem like a bit of a rock, paper, scissors type of game, which I like, but this makes the eccentric quality of the lists being brought very interesting. Let no one fool you, as much skill as will be present, luck will play no small part in determining the victor this year. Some of the new lists are fantastic against what was good in 5th edition, some lists, in anticipation, counters those, while other list, that remain 5th edition lists, will naturally be good against those counter lists.
This type of event happens very rarely. A huge national event, with the advent of a new edition, where there has been no other national event to shape the meta prior. Needless to say, I am stoked to be attending.
Now that I have put out some introductory thoughts with some predictions hidden in there, let’s talk about some of the particulars of what I expect. I think there are five new aspects of the game that got a big change in the new edition and I think people will be looking to break the game there. Those aspects are; fliers, psykers, monstrous creatures (flying and otherwise), 2+ save/Deathstar units, and allied combinations.
If you are building a list for NOVA, consider using one of these and make sure you build your list with a defense against all of these. I would count on having to play each one of these. We don’t have space to give a brief overview of all of these groups here (believe me I tried) so I am just going to post up, bullet style, some considerations for each.
• Fliers excel with their fire power, denial of targets, and mobility.
• However, I have seen that they struggle with keeping something on the ground alive, contributing points to table quarters (a bigger deal for NOVA than other tournaments), and killing enough mass models with a solid cover save.
• The new psykers have some crazy tricks, but they are hard to play and the powers are random to get.
• With the powers being random and easy to stop, most are simply trying to make sure that no one can use psykers against them rather than employing some themselves.
• Monstrous creatures do have an inherent weakness against fliers as they can be hit by them but can not hit them easily in return.
• They have gotten better with an easier time at getting cover, and a potentially longer charge range.
• With the advent of challenges I think where these guys will shine is in tar-pitting units or hiding in combat.
• Large hard to kill death-stars will be harder to kill and more deadly with the changes to wound allocation and with the combination of allies.
• However, with NOVA and the focus on objectives/table quarters, they can be fought with good deployment, and tactical evasion.
• Some of the allied combos are great a combating an armies weaknesses and pulling off some great complimentary effects.
• These are really limited by the allies chart and the fact that you still need to stay within the points allotment. (It seems obvious, but will startle you every time you build a list with them).
• They may shine best with small allied detachments to throw in some unexpected quarks and filling in wholes.
Those are just a few quick tips on what I expect and how to treat them.
As for my aspirations; this year I have been trying to stay pure and go with a single army (no allies). I have always enjoyed the challenge of taking what could be considered a bad list and doing well with it. We will get more into what I am taking in another post.
I have done some play testing with it against some of the aforementioned lists and done fairly well. My hopes are simple; to represent my dex well and shake up some things for 6th edition. I have built a list that I think counters most of what I am anticipating, without suffering too much from what people holding onto 5th will bring. It’s a tough line to walk, but I’m trying hard. More on this as things move forward.