Showing posts with label Rhubarb. Show all posts
Showing posts with label Rhubarb. Show all posts

Monday, September 15, 2008

'Ard Boyz Batreps and Impressions

I played at CoC. I failed to get a spot. I was so close in two games (1 and 3), but time and dice (respectively) have no mercy.

My List:

Flesh Tearers 4th Company Blood Angels

HQ
Dante - 200
Corbulo - 100
Honor Guard- Sanguinary Priest Melta Guns x2 Jump Melta Bombs x 2- 200

Troops
BA Tac Squad, 10 - Power fist Melta Gun BA Rhino Melta Bombs - 265
BA Tac Squad, 10 -Power fist Melta Gun BA Rhino Melta Bombs -265
BA Assault Squad, 10 -Power fist Melta Bombs -280
BA Assault Squad, 10 - Power fist Melta Bombs- 280

Elites
Terminators, 5 Cyclone Missile, Drop Pod Chainfist x 2- 280
Vet Assault, 5 - Lightning Claws, Flamer x 2 Melta Bombs x 2- 200
Vet Assault, 5 -Lightning Claws, Melta Gun x 2 Melta Bombs x 2- 210
Death Company 8 Jump Pack, (Purchased) x1- 70

Fast Attack
Attack Bikes, 3 Multi-Melta x 3- 150

Game 1: Tim (Necrons)

Destroyer lord, res orb, warscythe
Deceiver
2 x 3 Destroyers
58 Warriors in 5 squads
2 Monoliths
1 Tomb Spider
2 x 5 base scarab swarms

Tim was a relatively new player, which had it's good and bad points.

I won the set up roll, and let Tim set up first. His Monoliths were set up to deepstrike (a mistake on his part), and he pretty much set up the rest of the troops on the edge of the deployment zone as close to me as possible. I did likewise, with my Rhinos providing cover.

First turn had Tim advancing towards me. Some fire was exchanged, and nothing much happened on that front. I advanced, and shot up some warriors with similar effect. Lucky for me, a combat squad was close enough to charge, and locked a unit in combat. I won combat, but they did not flee. The deciever moved to finish them off, a monolith came in (and did hardly anything for the rest of the game and the other never showed...) My turn two saw locking three of his five warrior squads in HtH along with the Deceiver. Long story short, Necrons lost combat by 11, three squads of necron were chased down, and the Deceiver exploded due to fearless wounds, taking out most of my tactical squads. But the Necron Lord had his res orb, and so half of the [expurgated] got up. My Terminators showed up, and did some damage, but promptly got shot to hell the next turn by the now 38 man warrior squad. We got another turn in, he hit phase out, but got to roll WBB, and picked up enough guys to stay in it. Dice down, Minor win + 2 bonus

The problem was that we only got 3 turns out of 2.5 hours. I was about 3-5 guys out from phase out IIRC, which cost me the Massacre. Tim was a good kid, but he didn't know his rules and he didn't have the greatest focus on the game. It didn't help that his friend was hanging out watching the game, chatting. It was a minor win for me, but it could have been better.

Game 2: Tim (Iyanden Ghost Warriors)

A non Eldrad Farseer (Yes, Virginia, there are farseers besides Eldrad.)
Yuriel
1 11 "man" Wraithguard
1 11 "man" Wraithguard
2 Dire Avengers, shimmer shield, bladestorm, Power Weapon
1 five man Pathfinders
3 Wraithlords
Harlies
Scorpions

Wow. This was my favorite opponent. Tim's army was amazing looking, and dead 'ard, and Tim was gracious and sporting. T6 doesn't seem like much until you're stuck in HtH with it. I look forward to playing him again (and this time getting some pictures).

Highlights: Harlies getting flamer love when funneled in between a building and two squads. Yuriel dying to the chain-axes of the Death Company. Low points: The Terminators doing nothing to the Wraith Lord they were in CC with. Dealing with Dire Avengers in HtH when they have shimmer shields (15 points, really? Gawd damn). It was a draw + 2 bonus.



Pic courtesy of yhprum01



Game 3: Mech Marines (John Holmes)

Chappie with Jump, Artificer Armor, etc.
4-5 Tacticals with CCW/BP (Traits) All in Rhinos/razorbacks
3 Dreads, 1 Assault-Can/ML, 1 TWLC/ML, 1 ??/DCCW with flamer
1 ten man assault squad, flamer and PP
1 Dev Squad, PCx1, LC x2
1 Vindicator
1 Whirlwind with [expurgated] Castellan Missiles.

I had to set up first, and there was a two inch plateau in the center of the table. I set my assualt squads up behind the plateau, and a rhino on either side was poised to strike. John set up, and seized the initiative. He promptly blew up both the rhinos, despite night fight. The tac squad on the left went all suicide squad on the vidicator, blowing it to kingdom come in CC, and breathed their last in CC with a dread. That was the left side of the table, which didn't matter much until the end of the game. On the right, we pushed to the objective, with the remains of the tactical squad shielding the two assault squads from being assaulted, and giving them cover against ranged fire. I reached the opfor objective early, and just couldn't kill the dread in three inches from it. Dante got splatted by the dread, which didn't help. John's last minute push to my objective was stalled by the DC and a fleeing jump squad. Luckily, a Tac squad fled the push as well, and allowed me to at least capture my own objective. I got the most kill points (11 to 7) and captured one objective, which meant a minor win.

Castellan Mines, you will not be missed. Though, to be honest, I'm sure that John didn't much like the DanteCorbulo combo... Still, how do mines affect jump troops? Do they reach up and grab their ankles?

Two wins, a draw, and no losses = mid-pack and a hella backache. Damn.

Friday, September 12, 2008

'ard Boyz Clarifications

As reported on Dakka, etc.. If you haven't seen it already, hopefully you'll see it here. These are official from GW, and if your store isn't running this, then they're not running an 'ard Boys Tourney. The guard army I thought about taking went from 47 KPs down to 22.

Ard Boyz Tournament Clarifications

Here’s some extra clarification about the missions and scoring for this years ‘Ardboyz 40k event.

General:
• Table size is standard 4’x6’
• Ardboyz doesn’t mean throw out the rulebook. You don’t use Apocalypse rules, and can’t use superheavies. You still need to use the FOC (and just 1 FOC!), and need to make a legal army.
• Game length is standard, as per the 5th edition rulebook. Roll at the end of turn 5 and 6 to end the game, as described in the rulebook on page 90.
• ‘Ardboyz is an open list tournament. Meaning that you should bring 4 copies of your list, and hand one over to each opponent if he wants one. Your opponent and you are both allowed to review each others’ lists, and ask questions, both before and during the game.
• Only one army list may be used during the tournament. Players may not adjust lists between games.

Scenarios:
• For Battle Point Modifiers in Scenario 1, replace ‘highest scoring unit’ with ‘unit with the highest points cost’.
• In scenario 1, ‘Reserves’ should be added to the special rules. (Can’t outflank or deepstrike if you can’t leave anything in reserve. )
• Don’t forget that missions 2 and 3 used ‘Dawn of War deployment’, and includes night fighting for turn 1.
• Under deployment in missions 2 and 3, the Note about deploying all troops and HQ choices does not mean you must deploy all your troops and HQ. You may still leave troops and HQ in reserve, as long as you still have at least 1 HQ and 2 troops choices on the table. You may leave units in reserve if you can legally do so. You may also leave them off the table, and not in reserve, to move on in turn 1 with the rest of your army, as per the scenario rules.

.

Killpoints:

KP for ‘Ardboyz are done differently than in the 5th edition rulebook. Instead of assigning KP by squad, they are assigned to each choice off the Force Organization Chart (FOC). If a choice on the FOC includes several parts, then KP are not earned until all parts of the choice are destroyed.

Example 1: An IG troop platoon of 1 Jr. command squad and two 10 man troop squads will earn a player 1 KP when all 3 squads are destroyed.

Example 2: A Space Marine Captain and his command squad will earn a player 3 KP when both the Captain and the command squad are dead.
Example 3: Three lictors taken as an elite choice will earn a player 2 KP when all 3 are dead.

Example 4: A space marine squad of 10 marines splits into two 5 man squads before deployment. Both 5 man squads need to be destroyed to earn the 1 KP they give up as a troops choice.

Example 5: A vehicle squadron of 3 sentinels taken as a fast attack choice is 2 kp when all 3 sentinels are destroyed.

Kill points per FOC choice:
HQ 3 Pts
Troops 1 Pt
Elite 2 Pts
Fast Attack 2 Pts
Heavy Support 2 Pts

• Dedicated transports do not provide Kill Points. They also do not have to be destroyed to earn the KP for the unit they transport. If the unit is destroyed, the KP are earned, regardless of the fate of the dedicated transport.
• Units that do not take up a spot on the FOC, such as Lesser Daemons and Chaos Spawn still count for KP. Check the relevant codex for how they are classified. In Codex:CSM Lesser Daemons are troops, Greater Daemons are HQ, and Spawn are fast attack.
• Some units can be used to create/spawn other models. Good examples are Biovores and Tomb Spiders. In these cases, ignore the created models as far as KP are concerned. Killing the swarm or sporemine is 0 KP. Killing the Biovore or Tomb Spider earns the player the KP regardless of what happens to the swarm/sporemine.
• Models with the ‘Advisor’ rule do not count for KP themselves. Consider them a squad upgrade for their assigned squads. If Commisars are taken under the IC doctrine, they count as an elite choice, and when all Commisars have been killed, count as 2 KP.
• Some units can be taken as different choices on the FOC. In this case, the players army list should reflect how they have been taken, and what they count as.

• Example 6: An Ork player takes an Ork Warboss as his HQ. This allows him to then take a unit or Ork nobz as either an elite or troops choice. If he takes them as an elite, they give up 2KP. If taken as a troops choice, they give up 1KP. In either case the nobz could take a dedicated transport of a battlewagon, which wouldn’t count for KP at all. .



Any questions?