Tournament Review: NOVA 40k GT 9.12 Part 2
Hey guys Son of Adam back again with Part 2 of the Nova review. If you didn’t catch the first part of this you can find it here. Still trying to get this sickness thing down, and between that and a ton of technical issues the latest battle report is going to be a little bit off. But that is another issue. On to the review.
After the first four games we were all thrown into different brackets based on our overall competitive rating (battle points) and our record. The two games I won were won fairly handedly, and the two I lost were very marginal losses with a lot of points on my side. This placed me in the lowest 3/1 bracket; bracket four. After bracketed, if you won the first two then you made it into the finals for your bracket, and after that it was single elimination for the semi-finals and finals.
For my round 5 I played against a Daemon player. He was a very friendly fella and his army was very nicely painted. His list was generally the following:
HQ: Bloodthirster with wings
Elites: 6 Fiends
Elites: 3 Flamers
Troops: 5 pink horrors
Troops: 5 Nurglings
FA: 6 Screamers
Fort: Bastion with Quad-gun
HQ: Slaanesh Daemon Prince with wings
Troops: 5 Plague Marines
Troops: 5 Thousand Sons
HS: 3 Oblits
Our mission was P: Objectives, S: Quarters, T: KPs with a vanguard deployment. I won the first turn and gave it to him. He deployed the bastion near his objective and stashed both CSM squads in it. The oblits were stationed right outside and his prince was nearby. I setup the deldar in the aegis and infiltrated both sniper teams on objectives; one in no mans land and one in my quarter. The council just setup their bubble wrap around the deldar to buffer them from any flamers.
In his first turn we had night fighting and his preferred wave came in. He brought down the thirster, fateweaver, the fiends, and the screamers. The thirster and the prince flew up to fateweaver, and his fiends and screamers tried to get into his bubble. He shot some and didn’t do much with the night fighting. In my turn one, I shot everything at fateweaver, and he took a wound but stayed in the air.
In his turn two the horrors came down on my left objective. He moved all of the flying mc into the sniper team. Fateweaver stayed flying and did some ineffectual shooting. His fiends moved into position against the far snipers, and the screamers flat out behind the deldar. In combat the fiends rolled over the snipers as did the MCs on my near edge. In my turn two I moved the council out into position around the screamers and made sure to make them close enough to the other MCs to get a multi-charge. In shooting I wiped out all but one of the screamers, and couldn’t do a thing to fateweaver. The fiends also got knocked down to three models. In combat I killed the remaining screamer, and didn’t manage to do much damage to the prince and the thirster.
For his round three, Fateweaver flew around and did some more shooting. The fiends came in to charge the Dark Eldar. His nurglings came in and claimed the middle objective. In combat I was able to tank most of the damage on the duke and kill a few fiends as well. The council was fairly useless in combat, no wounds caused and none in return. On my side of the turn, the guardians came in and one went after the horrors and knocked all but one down and the others came in and shot at fateweaver. In combat the council and the MCs slapped each other a little bit, while the Deldar cleaned up what was left of the fiends.
In turn four the oblits moved towards the guardians, and Fateweaver came flew near to the MCs to keep his bubble but fire at the guardians. Most of the guardians went down, and my farseer passed his T-test from Boon. In combat I ended up killing off one of the MCs. The guardians cleaned up what was left of the horrors and the Dark Eldar shot what they could at Fateweaver to no avail. On my side of the turn the hawks came in and blocked off the door of the bastion to keep them out of scoring. In combat the council finally finished off the last MC and consolidated towards the middle.
For his turn five he tried to get to the objectives by jumping out of his bastion (new move to me, but it’s in the new rules). The plagues moved up to get the middle objective and his oblits changed directions to go after the hawks and Fateweaver moved near the Plagues. He shot down a bunch of the hawks and didn’t do much else. On my side of the turn I grabbed the left objective, and the dark eldar moved onto the far right objective, and the remaining guardian stayed on my home objective. The council moved out and denied the middle and far objectives. We rolled for the game to end and it did. So to end the game it was P: 3/0, S: 2/2, T: 7/2.
The sixth game was against a Draigowing army. This was the last match after a long day and the fella I played was real cool about it. We both just kinda hung out and shot the breaze a bit until it got down to the nitty gritty of table quarters and the last turn. His list was the following:
Troops: 10 Paladins with the works
Troops: single hammer paladin
Troops: 4 Acolytes in a Razorback
Troops: 4 Acolytes in a Razorback
Troops: 3 Acolytes in a Razorback
HS: Psyrifle Dread
HS: Psyrifle Dread
HS: Psyrifle Dread
Fort: Aegis with a Quad-Gun
The mission we were playing was P: Quarters, S: Objectives, T: KPs with a Hammer and Anvil deployment. He got the roll and made me go first. I deployed the aegis around the ruin in my quarter and threw the Deldar in it. The council was right in the middle of the deployment zone, and I infiltrated the snipers on the far objective in my zone and the area terrain just outside it. For his deployment he put up the aegis in the middle and dropped the single pali on the quad gun, and the pali-star with Draigo and Coteaz in the middle opposite the council. The dreads were given sight sitting on top of terrain, and the razors hid behind them and cover wherever they could.
For first turn we got night fight, and I put my powers on the council and moved up to shoot at the paladins. Everything else in the list fired the dreadknight and killed him. I took the first step in another Deathstar dance-off. For his side of the turn, Coteaz managed to get misfortune and prescience off regardless of my runes (lucky buggar got both powers randomly), and I couldn’t stop the misfortune. After that everything opened up into the council and took down four warlocks or so.
For the top of turn two I threw my powers on again and flat out the council behind his lines near a dreads and a razor. Everything else fired with little result at the palis. For his turn he ran the pali-star towards my snipers and opened fire on them. All but one fell, and he actually broke off the table. The rest of the army shot at the council and didn’t do any damage.
In my turn three I killed the solo pali and put some more wounds on the pali-star. The council moved up and multi-charged the dread and the razor, killing the razor and its contents and knocking off two points from the dread. In his turn the pali-star ran up and put some hurt on the Deldar, but they stuck it out, and his dread fell in combat.
For my turn four the council moved up and shot at the remaining dread, knocking off two points, and everything else shot into the paladins to little avail. For his turn he moved the pali-star forward and got himself in range of the deldar.
In my turn five we spent some time figuring out points in each quarter and where different squads could go in order to push the issue. I ended up flying my fourtune-seer into the far right quarter, left the council in the far left, scooted one guardian squad onto the near left objective and the other onto the far right one. The swooping hawks jumped down and moved into contest range of the far right objective as well as contributing their points to that quarter. I placed my chips. In his side of the turn we re-did the math and he moved the pali-star into the near right quarter overwhelming the point in my dark eldar. He moved Darigo into the near left to overwhelm my guardians and both of the acolyte squads tried to get onto the far right objective. After a bunch of shooting the fortune-seer, guardians, and three hawks stood in that zone and gave me the win.
It ended up being P: 3/1, S: 2/1, T: 4/1. The end of this game, was trying for both of us, but we realized that it was the forth game in a very long day, and that we had to be particular with the math just because of the mission type. We had a great game up to the last turn, and I would be happy to play with him again, I would just push for the game to be something other than kill points (nothing wrong with the game type, just tough to do so much math, so late, in such an even game).
At 7:30 in the morning I played the seventh game in the semi-final round against Kenny Boucher of Next Level Painting. Kenny and I were both tired and upset at the hour, but we played a fun and crazy game. His army is very beautifully painting (despite all of the required nastiness that Chaos demands). You can check it out here or where he posted it up on dakka. Next Level Painting specializes in high quality, full army paintjobs with a two week turn-around. Make sure to check out the work they do, it’s quite good.
On to the game. Kenny was 5/1 up to this point and he was bringing the Flying Demon list again (my army matches up pretty badly against Demons and there weren’t that many there, it was just some more of my bad luck all weekend). Kenny took this general list:
HS: Demon Prince of Tzeentch with wings
HS: Demon Prince of Tzeentch with wings
HS: Demon Prince of Nurgle with wings
Troops: 10 Plague Bearers
Troops: 10 Plague Bearers
Troops: 5 Plague Bearers
Troops: 5 Plague Bearers
Troops: 5 Plague Bearers
Fort: Aegis with Comms
The mission we were playing was P: Objectives S: Quarters, T: KPs on a vanguard deployment. One special detail was that the objectives in each players deployment zones were worth two points and the other three were only worth one. I ended up getting first turn and passing it to him, but I didn’t get invisibility or misfortune. He deployed his aegis in his zone, and I castled up again with the snipers and hawks behind and the deldar in front with a council wall in front of them.
In his first turn his preferred wave came down and he deployed them fairly defensively together in the middle of the table within charge range of my lines, but out of double tap for the deldar. He shot a few times with Fateweaver without much effect. On my side of the turn I doomed Fateweaver and moved my council up. I shot everything into him and he took one wound and didn’t disappear, but fell down. Afterwards the council charged everything into just him and he only took one more wound (I don’t care to do the math, but I guess 72 shots and 36 attacks in combat isn’t enough to take three wounds off the bird).
On his turn two Fateweaver booned the fourtune-seer and all of the MCs joined the combat and killed some guys. For my turn two I used the only power I had that could do anything and used terrify on Fateweaver, which he failed and broke out of combat. (We had to get a special ruling from Mike Brandt on that one). I made my squad fearless and they were whitled down in combat to just a few.
For his turn three Fateweaver failed to rally and one of his Tzeentch MCs dropped in combat before he finished off all the rest of the council. For my side of three things looked bleak. The dark eldar and snipers fired at one of the MCs and brought him down to one wound. The swooping hawks came down and shot Fateweaver to death (I think that I am the only one in the history of this game that can make that claim).
In his turn four the Bloodthirster took his one wound and flew away, but the Nurgle and Tzeetch demons came down and hit the Darkeldar in combat. All of his Plagues came down now and were sitting on all of the objectives, but he had to string one out from the middle objective to his corner objective to get both. In combat the darkeldar lost but didn’t break. On my side of the turn the swooping hawks moved towards the middle and didn’t do much with their shooting, and the guardian Jetbikes moved into position for the last turn. The snipers moved up and shot pistols at the plagues, but only killed one between the two of them. In combat the dark eldar killed lost a few but the duke tanked a lot of saves and they stuck it out again.
On his turn five the Thirster flew back into his quarter to overwhelm my points there and all of the plagues positioned themselves on objectives and in quarters. On my side I shot down one more of the Princes and moved the snipers up to contest my home objective. One squad of bikes flew over to contest an objective in the neutral zone, another contested his home objective, and the hawks moved up towards the center objective. He had one objective to my none, but then the swooping hawks charged his strung out plagues and made them consolidate off of his objective leaving it for my guardians. That was net me his home objective which was worth two points and put me over the one point objective that he claimed in order to get the win.
The game was fantastic and with some poor luck, I was getting beat up the whole time. In the end it ended up P: 2/1 S: 1/3, T: 3/5 but I got the primary and with it the win and a birth in the finals.
My last opponent was Pat Higgs from 11th company (the guys doing the live streaming of the top table). You can find a link to their site on our side bar. One guess what Pat was playing… Demons. That makes it three Demon players in eight rounds. Pats general list was the following:
HQ: Lord of Change
Elites: 6 Flamers of Tzeentch
Elites: 6 Flamers of Tzeentch
Elites: 6 Flamers of Tzeentch
Troops: 5 Plagues
Troops: 5 Plagues
Troops: 5 Plagues
FA: 9 Screamers
HS: Tzeentch Prince with wings
HS: Tzeentch Prince with wingsThe mission we had was P: Quarters, S: Objectives, T: KPs with a Dawn of War deployment. All of the bad luck up to this point cashed itself in (I wish it was a little more spread out over the course of the weekend, but better late then never). I was able to get invisibility, misfortune, and prescience. He won the roll for first and gave it to me. I castled up again behind the aegis with the snipers behind the Deldar and then the council bubble wrapping the whole thing.
In my first turn I moved the council and gave them invis and waited. For his turn one he got his preferred wave and dropped the screamers, fateweaver, and the flying MCs in front of my lines. He also dropped one group of flamers but they misshaped and I placed them on the other side of the table. His screamers flat out over to fateweaver and the MCs used some powers to boon one of the warlocks.
On my turn two I gave the Deldar Prescience, Doomed Fateweaver, and cast Misfortune on Fateweaver. The dark eldar then proceeded to light him up with re-roll to hits, re-roll to wounds, and getting around his re-roll to save. They cause 4 unsaved wounds and dropped fateweaver altogether. (If you want to see a batrep where this combo worked against Marines check it out here). The council then flamed all of the screamers and dropped them down to one. The snipers shot at the MCs and didn’t do any real damage. In combat the council charged the last screamer and killed it with the hammer of wrath attacks. On his turn two the MCs came down and charged the council. We ended up drawing combat and sticking it out.
For the top of turn three the council split its wounds and did a bunch to both Princes and lost a few in return. The rest of the army waited for whatever else was coming down. On his side of the turn some more flamers showed up and shot up a bunch of the deldar. And then in combat I finished off one of the MCs.
For the top of turn four everything shot at and killed the flamers and the last MC was taken down in combat. On his side of the turn the plagues deep struck on objectives and the last squad of flamers came in and took its turn on the deldar.
For the top of turn five the deldar dropped the last flamers and the council went after the middle squad of plagues and killed them. On his side of the turn he just scooted around to hold objectives and quarters. The game didn’t end and then proceeded to turn six.
At the start of turn six things were mostly cleaned up. The council placed themselves in a position to outweigh his points in each quarter and the guardians claimed objectives while the hawks contested another. For his turn six the flamers that misshaped finally made it somewhere and killed a squad of guardians. The plagues charged the hawks but couldn’t kill them. At that the game ended. It resulted in P: 3/1, S: 2/1, T: 6/1 and a win in the finals.
I won bracket four and finished 6-2. If you look at NOVA’s overall score I got 11th and placed 10th for paint score, but if you look at the placement in order of brackets I was the top of the fourth bracket and 49th in order. I had a great time and wish that I had some different dice or luck for the first 7 rounds, but it just makes me more excited for next year. Congrats to you if you read this far down. Thanks for reading. I will do a little strategy write-up about what kind of armies were here, and what I saw that was effective in the new competitive meta that is 6th edition.
Tournament Review: NOVA 40k GT 9.12 Part 1
Hey all Son of Adam back again after a long weekend in Virginia at the NOVA open 40k GT, and I am wiped out. A bunch of the fellas and I drove down there and put up in the Hyatt hotel in Crystal City. We arrived Thursday night and checked out the scene.
There were a bunch of vendors that came out. The War Store was there, Grex Airbrushes, I was lucky enough to get a conversation in with Rob from Spiky Bits, among others. There was a huge room setup with tables and terrain for 40k. Warmahordes had its own room, as did Warhammer Fantasy. All in all it was very well done and had a lot of work put in.
I feel totally wiped out as I was sick most of the weekend, and have been trying to recover since then, but I wanted to get at least a preliminary report of the weekend out there for you all. If any of you have any specific questions about the event or any of the games leave a comment and I will get back to you.I brought my Eldar with me. Here it is, just so that you have a straightforward copy of it (note: this is not the end all be all of the Eldar in 6th it is what I could get together in a month and a half and still enjoy the game):
HQ: Farseer with Jetbike, Stones, Fortune, Doom, Runes of wit and ward. 10 Warlocks on bikes with 8 destructors, 1 enhance, 1 embolden, and 2 spears.
HQ: Farseer with Jetbike, Stones, Guide, Mind War, Doom, Eldrich Storm, Runes of wit, and a spear.
Troops: 10 Rangers
Troops: 10 Rangers
Troops: 3 Guardian Jetbikes
Troops: 3 Guardian Jetbikes
F.A.: 5 Swooping Hawks, with an exarch skyleap, and Hawks Talon
HQ: The Duke (Dark Eldar Allies)
Troops: 20 Kabalite Warriors with 2 Splinter CannonsRound 1 played against a nice fella that brought a Blood angel with Imperial Guard list. His rough list was the following:
Troops: Tactical squad with melta, multi-melta, power weapon in a pod.
Troops: Tactical squad with plasma, and lascannon.
Troops: Assault squad with Power Weapon
Troops: Assault squad with Power Weapon
Fort: Aegis with a quad-gun
HQ: Company Command with 4 melta guns (IG Allies)
Troops: Infantry Platoon with 4 flamer command, and two flamer auto-cannon squads.
FA: Vendetta Gunship
HS: ManticoreThe mission was P: Kill Points, S: Quarters, and T: Objectives with a Dawn of War deployment. I won the roll to go first and took it. I deployed all of my snipers on different objectives and dropped the Deldar in the aegis on my own objective. He threw his tanks to my right flank, and all of his troops to my left. In the first turn the council boosted up to surround all of the armor and the rest of my army took some shots with little effect. In his first turn, the manticore dropped a bunch of Deldar and the rest of his vidi’s tank shocked my council. His drop pod came down on my left flank and got in place to remove those snipers.
In my turn two, I used puppet master to fire his manticore at his blob squad and then multi-assaulted it with the rest of the vindis. My other squads fired and didn’t do much else. In his turn two, the assault marines deep-struck and shot without doing damage, and the drop pod squad came in and destroyed the snipers on my left objective.
For my turn three, the council flat out over to the blob, and all of the snipers and Deldar dropped the assault marines. For his turn three the vendetta came in and the squad inside flamed the council and everything else shot at them.
In my turn four, the council moved up and declared against the blob, but got shots on the command squad and tac squad as well. With the fire power I dropped the command and most of the blob as well as a few marines. The rest of the army shot at the tacs sitting on my left objective. Then I charged the rest of the blog with the Librarian and the tac squad. I killed all but a few and he took some down as well. In his turn four the platoon command moved out of the way, and in combat his librarian went down, but took down one of my farseers, and all but one of the tactical marines was left.
In my turn five the council moped up the last marine and the hawks came down to contest the tacs on my objective. The rest of the fire power dropped the flamer squad and my guardians jumped onto different objectives. He didn’t have much else to do with his turn and the game ended. The result was P: 13/2, S: 4/0, and T: 4/0.
In game two I played another gentleman who was 1/0 and was playing Necrons. His general list was:
HQ: Overlord with the works
HQ: Overlord in Barge
Troops: 18 warriors with 2 Voltaic-teks
Troops: 9 Immortals with a Lance-tek and lord with a Scythe
Troops: 9 Immortals with a Lance-tek and lord with a Scythe
Troops: 5 Warriors in a Ghost Ark with Tremor-Tek
FA: 6 Scarabs
HS: 1 Spyder
HS: Annihilation Barge
HS: Annihilation BargeThe mission was P: Quarters, S: Objectives, T: KPs with a Hammer and Anvil Deployment. He made me go first and I setup the Deldar in the aegis again with it being strung out between the two objectives on my side, and I infiltrated the snipers on one of my objectives and on the center objective. He dropped the big squad with overlord in a ruin with an objective. The scarabs were on the far side of his deployment and the barges and ark were deployed centrally.
In the first turn I knocked off a couple of models and flat out the council towards the scarabs and away from a lot of his fire power to try and bait the swarms in. In his side of turn one he moved everything up and took the bait on the council. I used all 8 Destructors in overwatch and killed off all of the scarabs before they even got in for combat.
In turn two, I jumped the council up and multi-assaulted the big squad, the middle squad and the spyder. (This was my mistake at NOVA, luckily it wasn’t too important). In the combat I killed a bunch of stuff and the middle and far squads broke, but the spyder had one wound left on him and kept me tied up so that I couldn’t cut the others down. On his side of the turn, both squads regrouped and the command barge charged the council. Everything else moved up and one of the scythes came in and did some ineffectual shooting. In combat I did some damage to the barge and killed the lord and the spyder.
In turn three, I threw the council into the ghost ark and the two re-grouped squads and killed most of them and cut down the rest. Because our time was running out, I flat out the jetbikes onto the objectives. On his side of the turn the squad inside the ghost ark was surrounded and what was left advanced to try and contest objectives. The game ended there from time constraints and the result was P: 4/0, S: 5/0, and T: 9/0.
For the third round I played a game that was essentially played in the head of my opponent and me. Not much happened on the table, death-wise, but we both danced for position all game. This was a fantastic game against a great opponent. I apologize that I forgot your name friend, but if you see this go ahead and send me a message. He took the following Draigo-Cron List:
Troops: 10 man paladin squad with the fixins
Troops: 3 Acolytes
FA: Interceptor Squad
HQ: Destroyer Lord (Cron Allies)
Troops: 5 Warriors in a Scythe
Troops: 5 Warriors in a Scythe
FA: 6 Wraiths
HS: Doom Scythe
The third mission was P: Objectives, S: KP, T: Quarters with a vanguard deployment. He won the roll for first and passed it to me. I setup the Deldar in their Aegis around my back objective, and infiltrated the snipers onto the two corner objectives. He deployed Draigo and boys behind the center piece of terrain, and the wraiths defensively behind his back objective. In turn one I put some wounds on the pali’s and moved my council all the way to my left side (I knew that if I got tied up with the Pali’s that the wraiths had the movement to come in and together beat the council). He replied to this bait by moving Draigo and boy to the opposite side towards my snipers, but still in range of the wraiths.
For my turn two I had to redploy the council in a defensive position guarding the Deldar and the snipers who were getting in range of a Pali charge now, and both of my guardians came on. In his turn two all of his sythes came on as did his interceptor squad. The scythes targeted the guardians and got all but one. He backed off with Draigo and pushed back into his deployment zone.
In my turn three I baited with the guardian that was left, and moved the council back to the middle, but close enough to kill whatever went after the guardians and close enough to bait the paladins into combat, but far enough that it would be a long charge. I threw down Hallucination on the paladins and it made them attack themselves, but with the stave he saved all 12 of his wounds (I had a bit of bad luck all weekend except the last game, which you will see). He replied by backing up further with Draigo and shooting down the guardian with a scythe. His acolytes came on and tried to hide.
In my turn four the swooping hawks killed a few of the interceptors and they broke off the table. The seer council came by to support the corner objective and leave themselves in range of Draigo’s squad. The snipers hid and shot down the acolytes. In his side of the turn he took all of his scythes off the table, moved Draigo backwards again, and brought the wraiths forward to threaten the near corner snipers.
For my turn five, I jumped the council in front of the wraiths in order to fill their space for a charge towards that objective. I dropped the swooping hawks back onto his home objective that was now abandoned by his wraiths. In his turn five all of his scythes came back on. The two night scythes dropped of their cargo and killed what was left of the snipers on the far corner objective. He broke off his destroyer Lord and just managed to be able to jump him over the council and contest the center objective. The paladins were remarkably able to kill 4 of the council and the Wraiths managed to get the charge range they needed to assault the swooping hawks, wiping them out.
We had plenty of time, but we rolled and the game ended. The result was P: 2/2. S: 2/4, T: 2/2. We tied on all of the victory conditions (KPs needed to be by three), so it came down to victory points, and he had 30 more than me and won the game. I needed another turn to finish off the killing blow, but didn’t get it.For the fourth round I played against David Jensen, one of the guys that work for Stiff Neck Studios. He brought the following Necron Air force list:
HQ: Destroyer Lord
Elite: Lychguard in a Night Scythe
Elite: Deathmarks in a Night Scythe
Troops: Warriors in a Night Scythe
Troops: Warriors in a Night Scythe
Troops: Warriors in a Night Scythe
HS: Doom Scythe
HS: Doom Scythe
HS: Doom Scythe
This mission was P: Quarters, S: Objectives, T: KP with a Dawn of War deployment. My opponent again won first turn, and again passed it to me. For deployment I dropped my Deldar in the aegis next to my right objective and infiltrated the snipers on the middle and his left objective. He placed Obyron out of line of sight in a building. For my first turn I flat out the council surrounding Obyron, and on his side he waited.
For the top of two, I shot at and charge Obyron with the entire council. I rolled terribly and only got 30+ wounds on him, all of which he passed (told you I had some bad luck). In return he killed one of the council (That is 950 pts with a full volley and charge, which resulted in not a single failed wound and a lost combat against the one model). In his turn a bunch of his fliers came on and shot a lot into the Deldar and snipers taking a few casualties as I went to ground. The lychguard came in and he placed them in a position to charge the council in the following turn. Again in combat, the entire council fought against Obyron and dealt 12 wounds (compared to the 24 by math) and again Obyron didn’t fail any while still taking another councilman down.
For my turn three, the guardians came on and I wasn’t able to do anything against the fliers, so the snipers shot at them to no avail. In combat the same thing continued to happen, half as many wounds caused and way too many saves made. On his side of the turn all of his scythes shot down my guardians and the lychguard charged in and did average damage, and again I couldn’t kill enough to make it matter.
For turn four, the council finally did what it was supposed to and dropped a bunch of the guard and Obyron in a single round of combat and cut down the leftovers. All the while, the rest of my army sat tight and waited for the end of the game. For his turn four a bunch of the scythes went to work on the now free council, while the rest whittled down one of the sniper teams to a few members.
For my turn five, I preemptively covered up all of the angles for the scythes while denying and claiming all potential quarters and objectives. In his turn he realized that if the game were to end there was no chance for him, so he flew everything off the table that could fly off except the deathmarks with the destroyer lord who came down and tried to put enough wounds on the warriors to break them. My bad luck continued and unlike the previous game, the game continued when I needed it to end.
In my turn six I was in a pretty bad spot, nothing of his was on the table, but it was all coming from a place that I couldn’t stop. I moved out my guys into places that were the best I could manage to try and win by quarters. I dropped his destroyer lord and some of the deathmarks but they held and I failed the charge on them with the swooping hawks even with the fleet roll. In his turn six I was pretty exposed. He dropped the hawks, the remaining snipers on his objective and was able to get the deathmarks in to contest the center objective. Now when I needed the game to continue it didn’t. It ended up being P: 2/2, S: 2/1, T: 3/3. Dave ended up winning on the secondary.
I ended up placing in the lowest 3/1 bracket going into the finals with two high winning scores and two very closely scored losses. If you guys want to hear how the last matches went post it below. If this is too long and you only want to hear the abbreviated version just post it below and I will be quicker about it.
I will say that I made it to the finals for my bracket and did get to play against some pretty good opponents, but you will have to wait for next time, I don’t want to ruin the surprise.
Road to NOVA: Necron Air Force
Hey guys Son of Adam here with a NOVA prep discussion about the Necron Air Force list. As you guys know from the teaser below I recently had a chance to play against the dreaded Necron Air Force in a NOVA primer mission.
Some quick updates on my progress before we begin: with 7 days left, most of the army is built, most of the basing is done, the army list is getting near finalized, and the display board needs a bunch of work. Tonight some of the fellas are coming over and we are going to paint all night. Even though my stuff isn’t done yet, I’m still going to try and produce some content for the site and so here we go.
The Necron Air Force is a very potent list that has most NOVA attendees frightened. That is one of the reasons I wanted to get a battle report in here about them. This list is generally based off of having maxed out, or nearly maxed out flyers. It also tends to add one of the Necron characters (typically the Traveler or the Stormlord) with a large and tough enough squad not to get wiped on the first turn. Then the question has been what travels in the night scythes. Some swear to the survivability of the immortals, some the fire power/tricks of crypteks, and other the points effectiveness of the 5 man warrior squad. In the end you are generally left with 8+ scythes (3 of which are doom scythes), a beefy/deathstar unit, and massed mobile scoring units.
Some of the guys at my FLGS were talking about how to challenge this list and flyer lists in general. Each time an idea came up; there would only need to be a slight change to the Air Force list that would knock it down again. We even ran the IG air force against it, but the Doom Scythe is just too strong for aerial combat. In the end it kept looking like nothing could shoot down enough of those flying croissants without being wiped off the table. This may change with new updates and war gear, but for now the biggest threat to flyers is other flyers and even then, cron flyers are the best of the lot at this point.
One problem that developed was a mirror match. In the competitive scene, you have to expect that whatever is being considered one of the most powerful lists is going to be there in numbers. If that’s the case, everyone who is bringing this list must consider this possibility and prepare accordingly. This is where the special characters come in. The stormlord allows for some extra defense, while providing unreliable support at bringing flyers down. On the other hand the Traveler allows you to potentially get control of 4 Doom Scythes a turn with his mind in the machine.
As far as a response to flyers goes, some armies have a few options to bring them down, others must rely on allies. Presently flyers are the best way to fight flyers, but this inherently has the problem of escalation. If I bring three flyers then my opponent will bring four. And, in the flyer vs. flyer games, first turn tends to loose as they will alpha strike an empty table and then get alpha’d in return. On the other hand you can bring AA defense guns on the Aegis or the Bastion. However, the Aegis gun tends to get dropped rather quickly and the Bastion is expensive and disallows scoring.
There is only one real weakness that I can find for the flyers in this pre-AA adolescence of 6th edition in regards to NOVA style tournaments. However, this weakness is not one that is exclusively held by flyers. Tanks and flyers don’t count for scoring in table quarters missions. If you start the game with 8+ flyers, or >1000 pts for crons, you will be at an initial disadvantage against armies like nids that are all scoring.
All in all the air force lists are very strong until 6th gets more AA rules and there isn’t much that can compete with them. However, with the prevalence of table quarter missions, some inexperienced cron players may be eliminated during these rounds. I won’t go into what happened in my last match, but you can watch some of the other air force games on different sites and check back here by the end of the week to see how this one went. I will be a little more thorough in how I tried to defend against the crons in the strategy follow-up that comes out after the report.
Thanks for reading. Check back soon for some of the content that will be coming out. Make sure to follow our website, like our facebook, and subscribe to the YouTube channel.
Tournament Review: Outside the Box Games 8.12
Hey all Son of Adam here again with another tournament review. This last weekend Vanguard and I drove out to Jersey and played in Outside the Box Games’ tournament. This tournament was a 1999 tournament with 20 players.
I’m sorry that I haven’t put out too many strategy articles recently, but I have been busy playing in these tournaments and painting for NOVA. Good news is that we should be having some graphics for the articles soon to help clearly display the techniques.
This weekend I brought an Eldar with Dark Eldar allies list. It had the same council as before, two squads of three jetbikes, 3 squads of snipers, a squad of swooping hawks, an aegis, the duke, and a 20 man warrior squad.
My first match was against Damian and his Necrons. It was a fun game against a good opponent, and it was good prep for us both as we are both planning on attending NOVA. You all asked for a more in depth report and so this is my effort to accommodate that; if you are uninterested just take a look at the pictures and scroll down to the bottom.
Damian’s (sorry bro, I have no idea how to spell this. feel free to post a revision and I will throw it in here) list had an overlord with two 10 man immortal squads, a destroyer lord with two 6 man wraith squads, 3 night scythes with 5 man warriors onboard, two annihilation barges, and a doom scythe. The mission was dawn of war deployment and the victory conditions were Kill points with the BRB secondary for battle points.
Damian won the roll for first and passed it to me. There was already a sky-shield platform in my deployment so I didn’t need the aegis. I castled up and dumped all of the foot troops in it except for the hawks who skylept at the beginning of the turn. Then I placed the council on the far side of the middle to try and get Damian to split his forces. He then deployed all of his wraiths with the destroyer lord across from my castle, and setup everything else across from the council.
In first turn I turned on the fortune and flat out the council to my left flank just in front of the platform to cover up the firebase from assault. Then everything shot at the one squad with the destroyer lord. Damian was running him in the front in order to pass off all of the wounds. However, I was able to get a few sniper shots in on him and reduced him to one wound, and knock off two wraiths.
In his turn he charged all of the wraiths forward and left the destroyer lord to the back. Everything else changed direction and took its time getting in range of the castle. One squad of wraiths was 11 inches away from the council but didn’t want to chance the overwatch for nothing and decided to run instead.
For the start of my turn two I moved up the council and prepared for a multi-charge. The fire base split its shots between the two squads, reducing the lord’s squad to a man, and the other to four wraiths. Then the council charged in and knocked some more down.
Damian’s turn two started with all of his fliers coming in trying to get shots on the castle, because the council was still engaged. The rest of the army continued to adjust to being out of range. All of the fliers opened fire on the castle, forcing them to go to ground and only managed to kill a few models. In combat more of the wraiths dropped, but one survived and tied up the council for my turn.
In my turn three, everything had gone to ground and the council was still engaged, but the jetbikes came on and hid on the now vacant part of the table. In combat the last wraith went down and the council consolidated the best it could for the oncoming fire.
The crons turn three had all of the night scythes continue to move forward, as the council was out of position for them to turn and fire on them, but the doom scythe moved into position to engage them. The command barges now changed direction and went back to their original side of the table trying to chase down the guardian jetbikes. All of the night scythes fired on the castle and it went to ground again, only loosing a few models. The barges were out of range, and the doom scythe shot on the council, but couldn’t do enough damage. Between all of the tesela’s arcs the doom ended up being hit and loosing a hull point.
For the top of turn four the council charged over towards the first immortals squad and eliminated them between shooting and combat. The castle snap fired into the same immortals squad to help reduce its numbers, and the guardians went flat out across the table to eliminate one of the barges range.
In his turn four the night/doom scythes all flew off the table, the barges continued their pursuit and the immortals climbed a mountain hoping that the dangerous terrain would kill some of the council. They fired on them and didn’t do much damage, but the barges were able to take out two from one of the guardian’s squad.
For the top of my five the council moved into the mountain, shot, and charged the immortals killing all of them. The guardian’s squad split up and flat out to the safest places they could find.
In his turn five, all of the scythes came back and finally hunted down the remaining guardians. The game ended, and Damian ended up getting three KP’s; two for the guardians and one for the Swooping Hawks that scattered off the table (sorry I forgot to mention that, they didn’t do anything but jump all game anyway).
My second match was against Mike Ludwig and his ork horde army. Mike is the president of the Big Gunz gaming club and was a real fun guy to play against. The table looked like a wave of green orks all game. He had six 30 man ork boy squads with nob/claw/pole, three squads of 10 lootas, and a KFF big mek. The match that we played was dawn of war deployment with four objectives across the middle. There were special rules that said that the objectives could disappear if a six was rolled at the beginning of the turn.
Mike got first turn and deployed everything in the only way he could manage, which was filling the board, throwing the mek as centrally that he could, and spreading out the lootas evenly. I responded by putting the council out of range of all but one loota squad, throwing all the rest of the snipers in buildings, putting the warriors in the aegis, and reserving the hawks and one five man sniper team.
Mike rolled for night fight first turn, which saved me from a lot of dakka. He ran all of the boyz forward and shot what he could, but didn’t kill anything.
In my turn the council moved up, but stayed in range of only one squad for charging. All of the fire base fired on one unit and removed a chunk of it.
For Mike’s turn two, he again advanced and fired on the council. The one squad that was reduced and close enough to charge decided to not take the bait and instead backed up and covered the lootas. Not much damage was done from his shooting.
In my turn two the scouts came in and outflanked on the wrong side. The council charged forward and with the fire base laid into the squad that had a chance to counter charge, reducing its effectiveness, and pinned another.
For Mike’s turn three he wiped out my snipers easily, as they were out of cover. Then he shot everything into the council and charge them with two squads. I over-watched and hurt one and then the other came in without being hit. I ended up kill the first squad and knocked out a lot of the other one as well.
In my turn three the council finished up the rest of that squad in combat, and I fired into the pinned squad and the lootas. The pinned squad got knocked down a few and the lootas had one member left.
In Mike’s turn four we lost two of our objectives but evenly. He moved everything up to hit the council at once. The rest of the army shot into the council. Then the one squad that was pinned, charged in and did a little bit of damage before being wiped.
In my turn four the council charged one squad on his remaining objective and the firebase was generally getting out of range to do much else, but knock off the remaining loota and weaken the squad the council was charging. The guardians came on and hid out of range of the remaining lootas.
In Mike’s turn five, everything counter-charged the tied up council, and did a bunch of damage. The lootas fired ineffectually into the snipers. In the end he had three squads that remained in combat and the councils numbers began to get thin.
For my turn five I boosted the bikes onto an objective, dropped the hawks on his in case the council didn’t make it, and shot the lootas off the table. In combat the council killed off one of the squads but took a bunch of damage in return.
The game ended here, but Mike wanted to see how it would go so we played it out. He ended up killing all but one wound on each of the farseers, but they won combat and stuck around giving me the win on objectives. Mike got first blood with the snipers that I shouldn’t have outflanked with, and I was able to pick up line breaker and kill the warlord.
For the final match I played an old friend of mine named Steve. Steve brought a very nice, non-net-list, Necron army. He had a destroyer lord with 6 wraiths, a night scythe with 15 warriors, two arks with 10 warriors, a 14 man warrior squad on foot, a squad of scarabs, a triach stalker, a doomsday ark, and two barges.
The mission this time was “The Relic” and the deployment was again dawn of war. Steve got first turn and setup his stalker and ark on my right and spread everything else around from there to the left. For my deployment I setup the council in the middle with the warriors in the aegis, and the snipers infiltrated onto my left.
In Steve’s first turn it was night fighting, which ended up not mattering too much. Almost everything advanced forward and shot off the one squad of guardians that I put on the table and killed a few warriors. The ark shot my council and knocked off one guy.
In my turn, I moved up the council to cover the snipers from the advancing wraiths, and my shooting didn’t do anything.
Steve responded by moving everything into position to fire on the council and the snipers. His night scythe came on the far left and contributed to the fire. The Lord detached and went after the snipers and the scarabs and wraiths charged into the council. I over-watched the scarabs nearly to death and killed the rest in combat, and the wraiths and I traded damage. His Lord ended up rolling double ones and didn’t make it into combat.
In my turn two, one squad of guardians came on and everything that was in range/free to shoot, shot at the lord reducing him to one wound. The combat with the wraiths reduced them to a few members.
Steve brought all of his guns to bear on my warriors in turn three, and nearly wiped them out, and then he killed off my guardians with his warriors. Another squad of warriors dropped out of the ghost ark and picked up the relic. The lord charged my snipers and lost his last wound to overwatch. In combat my council removed the last three wounds in the wraith squad and consolidated towards the middle of the table.
For my turn three, I charged the council forward and shot down the whole warriors squad with the relic and then consolidated on top of it.
The game ended there, because we ran out of time. The game ended in a tie, but the tiebreaker was kill points which gave me the win. Steve again got first blood and I was able to pickup kill the warlord on an overwatch.
All in all it was a fun day. I ended up getting top spot and Vanguard tied the hard fought fight for the smoking boots award. The store was great. It is a bit newer but has great tables, terrain, and community. Many thanks to the owner, Mike, for putting on such a great event.
Thanks all for reading. This is a long post, but it is also the more detailed report that you guys were asking for. I hope that is what you were looking for. Please note that the pictures are all from my punny camera as the Mighty Squig was not able to attend, and should be looked at graciously. On a side note, would you rather the perspective shots from the first matchup or just the turn overview from the second two? Should we continue this longer, more detailed version, or just do the smaller one?
Check out our videos and make sure to like/follow/sub/friend our pages. Thanks again all.
Tournament Review: Stomping Grounds 8.12 2k
Hey guys, Son of Adam here from MasterCraft Gaming to give you another tournament review. This last weekend I attended a tournament at Stomping Grounds Games and Hobbies out in Warminster PA. At the forefront, I apologize for the lack of pictures, I was the only one from MasterCraft to go to the event and I only have my phone camera (plus I forgot to take pics with it).
It was a great event for this new store. They were setup to accommodate 32 players and had the event fully catered with some great food that was available all day. There were three missions that were NOVA-like with some small changes and 2000 points per side with all new rules except a limit on fortifications due to size.
I brought an Eldar list that I have been trying to hone for NOVA and got matched up against a very shooty Dark Eldar army played by Larry in the first match. He was a very friendly guy and had a nice yellow/black color scheme for his army. The mission was: Primary-Quarters, Secondary-Objectives, and Tertiary-KP’s, with a Dawn of War deployment. The game ended with me trying to catch up to his fliers in order to contest them for quarters, but I ended up with the win.
My second match was against an eldar played by Timmy. He took the current net list with two full wraitguard squads, a seer council, eldrad, and three wraithlords. The missions was: P-Objectives, S-Quarters, and T-KP’s with a Vanguard deployment. This match was a real slugfest. Most of both Timmy and my armies were whitled down by the end, but my punny little scoring units ended up killing his little scoring units to net the win.
The final match was against Frank from Ice House Warriors with his IG and demons allies. The mission was: P-KP’s, S-Objectives, T-Quarters with a Hammer and Anvil deployment. He really put the hurt on all my force, but the council ended up holding out and the game came down to the secondary objective which I held.
All in all it was a great time and a lot of fun. All the guys I played against were fair, challenging, and fun to play. I’m looking forward to the next event they hold.
I ended up getting interviewed by 11th company podcasts afterwards! I will be putting up the link when they publish it.
Road to Nova: Mission Packet and FAQ
Hey guys Son of Adam here with an update for the Road to NOVA.
Recently NOVA produced its finalized versions of their FAQ and their mission packet, and I want to go over some of it with you for the benefit of those that are going, and those that are following along in my progress towards it.
Before we begin, here is the link to the mission packet, and here is the link to the FAQ.
I want to start with the mission packet and point out a few interesting things that I will be taking into account and keeping a close eye on during play testing.
First, I want to point out the total of the missions’ significance:
Objectives- 3 Primary, 4 Secondary, 1 Tertiary
Quarters- 4 Primary, 3 Secondary, 1 Tertiary
KP’s- 1 Primary, 1 Secondary, 6 Tertiary
This is nothing revolutionary, but it is something to consider when building your list. For example, with the focus off KP’s (like it was in 5th) armies like mech guard, dark eldar, and drop pods are back on the table for consideration. You won’t have to worry about bleeding KP’s if they essentially only matter in the first game. To be fair, that is a whole game, and many of the other games may come down to KP’s, but something else to point out is that you need to have at least 3 more KP’s than your opponent to win this victory condition. Most armies can give themselves +2 and work from there in order to tie for the win.
Something else to consider is that having mobile enough scoring units will be fairly important. You need to be able to gain more very evenly spaced out objectives then your opponent, so plan your list and tactics accordingly.
And finally, regarding objectives and quarters, remember that one of the biggest nerfs to armor is that they do not count towards either of these victory conditions. To explain why that matters, if you bring 800 points worth of armor and your opponent brings none (hello nids) then you start the game with 1200 scoring/denial points, whereas your opponent begins the game with their full 2000. This puts you at a huge disadvantage. All tanks essentially count-as-dead for the victory conditions.
Moving onto the FAQ, I’m only going to discuss some of the things of interest that have changed since we discussed their earlier version of their FAQ. Here are a few to look at:
- · Vehicles that begin the game immobile (drop pods) give up half their points.
- · Units in a dedicated transport that must start the game in reserve do not count towards the reserve total.
- · Characters always count towards this total even if they join the squad.
- · There is no impassable terrain.
- · Precision shots are allocated and resolved one at a time.
- · Deny the witch may be taken per each squad effected by the power (Jaws of the World Wolf)
- · There is a full list of all relevant CCW’s in the game and their respective AP values (long chart).
- · All of the new Daemon rules in the August White Dwarf are to be used.
- · Units embarked in Night Scythes do not take the S10 hits when it is destroyed.
- · The Necron Death Ray has to declare whether it is using skyfire or not. Hits from the Death Ray can only be resolved against whichever type is chosen.
Anyway there are just a few things to look into. Throw up some comments. Anything in here change your plans?
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?