Thursday, 21 June 2012

The Swansong Game


I've not been playing 40K that long. Indeed, I’ve been playing it for about 18 months and started by buying a second hand cheap copy of 4th edition from Wayland Games in Birmingham. So when 6th edition comes out in two weeks, it’ll be the third edition I’ve bought in a year and a half. It’s a little weird.

Anyhow, with the end of 5th edition on the horizon, it’s a chance to have a farewell game, so Dave came around with his Dark Angels. I made a totally new list, to make use of those models that I just never used before. This would, after all, be their last chance to get a look out in 5th edition (it’s a shame I couldn’t fit the Mawloc in!) Here’s my list:

TYRANID 1500 POINTS
Hive Tyrant (Leech Essence, Paroxysm) and one Tyrant Guard
2 Hive Guard
2 Zoanthropes
Venomthrope
10 hormogaunts
3 units of 5 stealers
10 Devilgants
Tyrannofex with Shreddershard beetles and rupture cannon
Unit of 2 Carnifexes with strangelthorn cannons

My plan was to attack Dave’s two Land Raiders with the Hive Guard, Zoanthropes and T-fex, and stun them to hell long enough for my MCs to run up and smash them, and the Deathwing, to bits.

But Dave didn’t bring Land Raiders.

Frankly, changing your army list from week to week is a form of cheating. That’s my line, and I’m sticking with it (obviously, this doesn’t apply to me…)

DAVE’S DARK ANGELS

Belial
Deathwing Squad (Cyclone, banner bearer, apothecary)
Deathwing Squad (Cyclone)
Deathwing Squad (Cyclone)
Landspeeder Typhon
Landspeeder Typhon
Landspeeder Typhon
Autolas Predator
Autolas Predator
Vindicator

So that’d be a shed load more vehicles than I was expecting, and not something I was particularly well suited for. Oh well. Best laid plans of mice and men and all that. Well, best laid plans of ripper swarms and Tyranid Warriors…

DEPLOYMENT

We set up with my nice new terrain, including the gorgeously painted (if I do say so myself) Temple of Skulls, my Khorne mound, the barricades and the Vernon (which is the hut in the corner, so named after the pub our club frequents back in Liverpool – I’ve even painted the name onto it.)


We ended up with Spearhead and Capture and Control. Here’s where the objectives went:




Dave won the toss, and deployed first. His Predators had a perfect firing line onto my quarter, which was to be used effectively throughout the game. One squad of Deathwing went into reserve ready to deepstrike. The Land Speeders set up on the flank.




  




Me? I set my Nids up in a splodge. 






And here;s how the table looks:










TURN ONE

I fail to steal the initiative. Frankly, me failing the initiative is another form of cheating by Dave, I’m sure. It’s not that I think the die is loaded, or Dave is fudging it, it’s just that I think the manual should read ‘Dave must always have the initiative stolen from him.’ I’ll be keeping my fingers crossed for when I read 6th ed.

The Land Speeders sweep around. That’s movement done. Around now I look at my splodge, and then think ‘Doesn’t that Vindicator fire a mother fucking huge template?’
Dave shoots me with a mother fucking huge template. It scatters, but splats two termagants. The Cyclone missile launcher fires into the Devilgants as well, hitting ten, of which only one saves. The second cyclone blasts the stealers, hitting five of them. Now, I um and are. Five of them is a lot. I could go to ground, claim the 3+ save, and then use that unit as the unit that crawls onto my objective to protect it. I mull it over, but decide not to hit the deck. Fortunately, they all save anyhow.

The Predator tank starts on the stealers as well, but they save the one wound it inflicts. The second Predator does likewise, and manages to pick one off.

Now over to the Land Speeders on my flank – they, too, open fire on a stealers unit on the flank side. With a minor scatter, everyone saves except for a single hormogaunt. The next speeder massively scatters, picking off only one more hormie. 






Right, so it's not looking too bad! Just look at my splodge! It's still fairly splodgey! Over to me. I move everything forward in normal Nid fashion. I need to close the distance as fast as possible, and take out that Vindicator! The Hormies leg it for 5” on the run roll, and tantalise me with whether they’re in range of Belial’s squad or not. I’m also not sure if the Hive Tyrant is in range or not, so the two remaining termagants fire on the closest squad so I can see how far away they are. The termies fail to do anything, but I see the Tyrant is well within range. Now, I’ve never really had a chance to use him. Having faced Eldar, he’s both been too slow to catch up with anything, and those runes of Warding have prevented him from effectively using his psychic powers. I probably should’ve ran him, I really should, so he could assault the next turn. But I settle on Leeching the terminators. The bastards save, though. Storm Shields are a form of cheating!


Whilst some things run around, getting closer, the T-fex fires on that Vindicator. And misses. I remember how this goes… So it’s over to the Hive Guard, who manage to hit it so it can’t move or shoot. That’ll have to do for now.

The Carnifexes turn their beady eyes on the Speeders and fire. They hit one speeder dead on, but the other scatters. However, it scatters *perfectly* on the other unit! Bonus! I annihilate one, and the other can’t fire. Can’t say fairer than that!

Over to assaults, as the stealers charging towards the speeders got caught on terrain and had a bum run roll, they’re out of range. Here they are, failing to charge:



Similarly, the hormies are about half an inch away from Belial. I swear that 6 inches -being 6 inches rather than 6 and a half is a form of cheating… And here they are:









TURN TWO

The speeders blast away from the incoming stealer horde (I instantly give up on getting them – I’ll be damned if I run around chasing fast skimmers, being shot at and dragged away from the objective!) The Terminators oblige me by advancing forwards, so probably not an issue that I didn’t run the Hive Tyrant.

The Speeders open up and kill a stealer. Missiles from the terminators pepper the Hive Tyrant, inflicting a saved wound, whilst the scatter hits the Zoanthropes (they save) and the termagants (they save.) The other missile blasts the stealers and kills three of them.
Over to the Predators. One fires on the Zoanthropes, to no effect. The other manages to wound them once. Belial then charges into the Hormogaunts. They manage to do dick all to the Deathwing, but Belial kills four of them before his mates finish the little blighters off. They consolidate in front of the other unit, making it harder for me to assault anyone other than Belial, but for what I’ve got planned that’s not too bad.

Here they are, having just finished off the hormogaunts:








Over to the Hive Mind. The stealers on the flank naff off – I will, indeed, leave the speeders to it. Instead, they turn their attention to Belial. The Carnifexes think likewise. The Hive Tyrant shuffles to the right, ready to assault the unit Belial just moved in front of. The little squad of two devilgants weave in and out of the army, and I run them to ensure I get an easy avenue towards the tasty space marines. The Hive Tyrant again leeches for nothing (damn Storm Shield saves!) The Zoanthropes blast Belial’s squad, but they save (damn Storm Shield saves!) The T-fex shoots that Vindicator. It hits with one! Which then fails to penetrate. I mean, seriously, can that T-fex do anything?

Next the Carnifexes. If I shoot then, I worry I might sheer off my own face with the stranglethorn cannon. But, heh ho, I didn’t buy those cannons to not fire them! So I shoot. Both shots scatter onto my own stealers. It hits two sets of three. The first set amazingly fails to wound with three 1’s, but the next set are blown to smithereens leaving a mere 2 stealers to fight. So we assault! The two units of Stealers move in on Belial, the venomthrope gets on in there, and then the Carnifexes come on in. (Meanwhile, the Hive Tyrant and his Guard attack the other unit.) Here's that massive combat:






The Stealers are first, and pile in on the squad (I decide to ignore Belial as the squad have 15 attacks to deliver to me…) I manage to kill only one, but that one is the standard bearer! The squad immediately lose their extra attack! Good work fellas! Belial, lightning claws swinging, knocks off a stealer. The Venomthrope then comes in, but his three wounds are all saved. Then it’s down to the simultaneous resolution on I 1. The Deathwing split their attacks, killing two stealers and instant killing the venomthrope, ensuring they rack up the wound count for when it comes to the morale test. The Carnifex manage to jump on the squad, and get a Storm Shield dude. I lose by two wounds, so everyone has to take two hits. This takes out two more stealers (man, multi-combat assaults are brutal if you’re the loser.)

Meanwhile, the assault of the Hive Tyrant on the Termies results in me wiping two of them out. Good work! But the comeback is three wounds. I decide that I’d rather stick them on the Hive Tyrant, as that’d leave him with one wound, and then I’d get the attacks from both of them on the next attack. But, alas, that means I lose by a wound and, so, have to take a save. I do so, fail it, and the Hive Tyrant dies. Aha.


Here's a shot of the table. Notice the Hive Tyrant shaped absence on the right hand side where the hill is...










Not having an invulnerable save is, basically, the naffest thing ever about that Hive Tyrant. This leaves me with just the Zoanthropes as synapse. When I made the list, this did occur to me, but I thought ‘screw it’. I wonder if Dave’s noticed…

TURN THREE

The remaining terminator unit still doesn’t turn up. Clearly their teleporter is on the blink. The Speeders move around again, getting a bead on the army. The Vindicator fires on the Zoanthropes, but they both make their invulnerable save. One Predator, however, manage to finish them off with instant kills from the las cannons – one for each of them!

No.

More.

Synapse.

Right, well, this will be interesting. As I realise that my army is about to switch to ‘automatic’ I have a sinking feeling.

The other predator manages to knock a wound off of the T-fex. Whilst the Speeders shoot the Hive Guard. This kills one, and so generates a moral test. So the damn bastard legs it!

Where’s!

My!

Synapse!

Here's a picture of that fleeing Hive Guard:









Over to assault, the one remaining genestealer leaps on the face of the Apothecary and bites it off. Belial carries out revenge, concentrates his attacks on the stealer, and kills it. The remaining Carnifexes make short work of what remains, and instant kill Belial with some of that S9 action. But the other unit of terminators finish off the Tyrant Guard, and consolidate onto the hill. 








Over to the Hive Mind. Wait, the Hive Mind is now far, far away, and hoping that the Tyranids can dimly hear it… The T-fex fails its instinctive behaviour test so, rather than shooting the dangerous Vindicator with its AP 4 gun, shoots the terminators. Funnily enough, they save. The termagants fail their test as well, so lurk in the middle of nowhere. They shoot the terminators for, funnily enough, no effect.

The fleeing Hive Guard manages to rally, turns and blows a Land Speeder to smithereens. He’s moved onto the objective, which provides cover for the genestealer – one of my three remaining troop models – that scurries up behind and hugs his leg. Scared little devil… Over to the assault phase, my Carnifexes charge the terminators on the hill, killing one of them but taking two wounds in the process.








TURN FOUR

The deep striking terminators finally come in. However, they scatter and, disturbingly, come close to the table edge. Another two inches… But this means they’re far, far away from the objective. It dawns on me that I might, conceivably, win or draw because of this fact. As I plot it out in my mind, the Land Speeders zoom along. The Vindicator moves up, and shoots the Hive Guard / Stealer love in near the objective, but it misses on a scatter. The Predators took bead on the T-fex and shoot it up for three wounds. Dumb bastard! It’s just standing there being shot at! Lumbering, blind, can’t shoot for shit lummox!

The newly deep struck terminators and Land Speeder manage a wound a piece on the Hive Guard, killing him and leaving the stealer in the middle of nowhere… Fortunately, there’s nothing else to shoot, and we’re over to the assault phase where one Carnifex falls to power glove action, but takes a terminator with him.

Here's a photo. note the terminator squad near the table edge on the far right, just above the Khorne banner.






And here's that heroic combat between the Carnifex and the remaining Storm Shield Terminator:






Over to my scant remaining troops. The stealer hops onto the area terrain next to the objective. The T-fex AGAIN fails its instinctive behaviour test but at least shoots the speeder I want it to shoot. It manages to blow it to bits. FINALLY IT DOES SOMETHING USEFUL! Those two scared termagants again fail their test, and so shoot the Vindicator. Although, this is not so bad as if the Vindicator was out of range they’d have run away from objective and onto the Temple of Skulls which would’ve made winning almost impossible (and, heck, at this point it was very difficult indeed!)

Over to the assault, and the Carnifex kills the terminators, consolidating a mere inch towards the Vindicator.

So, I’ve got one objective and very, very few troops left. I think those last three models are going to have to try very hard to stay alive. 








TURN FIVE

The Terminators move up, and the Vindicator fires on the unit of two termagants. They go to ground, which kills one of them as the other saves on a 6. I point out to Dave that they’ll likely fail their morale test, and flee onto the objective. So he shoots them with the Predator. It does two wounds, and I only save one of them. Damn plucky little termagant! But it’s dead from lascannon fire. The other Predator shoots the Carnifex and does a wound.

And the terminators? They shoot the lone genestealer, which goes to ground for the 3+ cover save. But, alas, it’s not enough, and I’ve now lost all my synapse AND all my troop units. 









Over to me. Fortunately, the T-Fex makes the instinctive behaviour test. The only way this can go is a draw, and I fear that with only a small number of wounds on my poor MCs, even that will be hard – Dave might not get any troops on the objective, but he might annihilate every model on the table! So I run the T-fex behind the Vernon. The Carnifex fails its test, so assaults the Vindicator. It manages two penetrations. I need ANY roll other than a 1 or a 3, as then the vehicle won’t be able to move, and I’ll get a cover save for the Carnifex from the Predator tanks. I get two 3’s.

Damn.

We roll for game end – if it ends here, I score a cheeky draw.

It’s a 4.

Damn.






TURN SIX

The Vindicator trundles out of the way, leaving the Carnifex open to Predator fire. One fires on the T-fex, managing to see a sliver of the poor beast. It gets shot to death. The other Predator fires on the Carnifex, but the lascannons fluff and it manages to save the autocannon fire! Go boy, go!

The terminators move forward and run, but only get a single inch! STILL NOT ENOUGH TO GET ON THE OBJECTIVE!








So I have one model, with one wound, but Dave still has no objectives. As it falls to my turn it fails its instinctive behaviour test, charges the Vindicator and manages to seriously smash it to bits. 






So all I need now is the game to end.

We roll.

It’s a 5.

Damn.

TURN SEVEN

The terminators move onto the objective, line up the remaining model, and fire, killing it and leading to Dave’s conclusive tabling of my Nid horde.









Sunday, 10 June 2012

Birmingham Games Expo Tournie


So, a few weeks ago I went to the Birmingham Expo 40K tournament. It’s been insanely busy at work, plus I was playing RuneQuest, so I’ve not had time to write it all up. Here it is in short form: I didn’t have a chance to take photos (there was a tight deadline to work to for the games!) It was 1500 points, and I was running the Grey Knight list I used for the LWA tournie (two psydreads, two small PAGK in psyrazorbacks, a librarian, 10 termies and a chimera loaded with melta wielding Inquisitorial henchmen and an ape.)

Game one was against some lad running a Necron army. The terrain was tightly packed, blocking most LOS and preventing my Knights from effectively shooting. Never having played Necrons before, this was all new to me. I figured that I should just dive on in, and at least I’d leave the tournament with some idea of how a Necron army worked. It was a give objective match, dawn of war style, and I think I reserved everything. I sat off, shooting Necrons at long distance. Boy do they take some shooting! After turn one I quickly became acquainted with their ability to come back from the dead and figured that the best tactic – the *obvious* tactic – is to obliterate a unit in one turn. That worked relatively well, and my boys managed to take the shooting back. My foe deep struck his Monolith which, in the tightly packed environment resulted in a mishap. I got to place it wherever I wanted, and opted to place it right next to my melta unit and demon hammer wielding librarian. This proved to be somewhat of an error as it didn’t half lay down some firepower and he teleported some of those close combat fighting Elite necrons through the monolith portal and, it turns out, they could easily go toe to toe with my termies.

I should’ve lost. Near the end I had one objective, with two dudes charging towards another objective, with a unit of his men were sat off about 8” away in easy striking reach of both. He had a boatload of boys in between two objectives which could easily congo line between the two, whilst the boat could’ve swooped on in to contest one of the objectives I had. In the end, he just simply didn’t do any of this (he was, to be fair, about 15/16? Something like that?) So he had one objective to my two, and that was that. In this sense, it was underwhelming. His knowledge of the rules also marred the game somewhat, and I’m still not convinced those necrons were being used quite correctly.

Game two was a spearhead two objective game against Imperial Fists. The guy running them was dead nice. His army was one of the named ICs, some thunder hammer/storm shield termies in a Land Raider, a 10 man (well, 2 combat squadded 5 man) tac marines in a landing squad, a scout squad and a Contemptor dreadnought from Forgeworld. Oh, and two Thunderfire cannons. He won the first turn and took the side with the terrain. This kinda screwed me as this meant I was deploying in the open, and going second. After umming and arring I settled on just deploying, taking the pain and working from there. Frankly, that bit of the plan worked out just fine. I deployed and he blew a gun off the Razorback. No biggy! This, however, was as far as my luck lasted. His Raider rolled on in, and dropped off the termies, distracting me from my plan of just blowing away his troop units. And they took the pain. All saves were being made, and my guys were just failing theirs. It was so unfortunate. His dreadnought landed in a pod, and between the lot of them they mauled my army to oblivion within four turns. Tabled. He had a better army list, played better and the dice gods were clearly well pissed off with me that game. Fortunately, he went on to win the Tournie, which at least gave me some comfort.

So, let’s Segway into a discussion about Forgeworld by talking about that Contemptor. It’s easy to see why the tournie allowed FW models. It was meant, and was, a friendly bash about and why, then, *wouldn’t* you want to get those models out. But is it gamebreaking? I think the answer is ‘no’ but ‘it’s still a helluva lot better than the other condex stuff’. That DN came in at 175, the same cost as a venerable. It didn’t get the venerable reroll power, but it did get 1 extra point on its front armour; fleet (fleet! It’s a frickin’ DREADNOUGHT!); *way* more options as to what weapons it can take (you can give it BS5 for Emperor’s sake!); and has a 5+ inv save in shooting and 6+ in close combat. I think the inv save alone makes up for losing the venerable reroll power, so I think it’s *way* underpriced.

Shocking, eh?

Game three was against a 12/13 year old lad. He was running a Guard list of 5 flying vehicles: a medley of Vendettas and Valkyries, loaded up with units of melta wielding guardsmen. The aim of the game was to get our units into the foe’s deployment zone. I asked Mal what he thought I should do against flying gunship spam, and he said he thought I was unlikely to win. I set up my dudes, fired at the ships from afar, but unfortunately wasn’t wholly successful. The problem was that I was grounding the ships, but not destroying them, so they kept firing at me. But I think near the end there was only one left. I timed legging it to the other side of the field at about the right time, sending a termie unit, and two PAGK units charging across the battlefield to get into his DZ. The lad had it all wrong: by this time, his vehicles were down and only one could transport guys in, although one more unit had managed to sneak on in from a crashed gunship – they had taken the pain, though, on the way in and were fortunate to have survived. Whereas I was doing a sprint to the other side, ignoring everything in between (and I mean *everything*), he was still lining up gun lines and firing at me at a point in the game when that was too late to make any real difference. Alas, my run rolls failed me and at the end of the game two of the units were ¼” out of his DZ with only one in. If it’d gone to another turn (it lasted 5 turns, with a 50/50 chance of turn 6 under these tournie rules) I’d have managed to get all three in, and the chimera on the back could’ve obliterated the already under-strength unit sat in my DZ. But them’s the breaks. This was a really fun game. The lad had a good idea of how to play (unlike player one), knew all the rules (ditto), and it was close as hell (unlike game two.) He was also very pleasant.

It also gave me an insight into how one can vary the mission variables to get something new and interesting. I’m hoping that the new edition of 40k has more missions in it, to monopolise on these sorts of variations  (I’m somewhat sick of the ‘capture objectives’ and ‘kill points’ missions AND NOTHING ELSE – and I know we could make stuff up, but it’d be nice to have some missions that were playtested for competitive play.

Game four.

Oh god. Game four. I don’t want to think about it, so I’ll keep it brief. To avoid reliving the experience I’ll give it to you in powerpoint-style  bullet points.

* Young girl, maybe 12, with a Tau army. Even though we were playing the Swiss system I was paired with her even though her points allotted was a lot lower than mine.
* Didn’t know the rules. At all.
* Units often shot twice. When Deep Striking, she’d roll the dice and *then* pick where they were coming in. She made numbers up when asked for the wounds, toughness etc. of her guys (and every time we consulted the codex there was a fraught argument.) All kinds of rules were made up, such as ‘I can’t move towards a unit without making a Night Sight roll.’ It was like hell.
* Took ages to do anything.
* At the end you had to calculate which unit near the centre had the highest point value. I had a 10 man termie squad at ~400 points. She had a Devilfish and some dudes. She claimed it was higher. I asked for the army list. She DIDN’T HAVE AN ARMY LIST! She just picked up the book and went through every option for the Devilfish and the associated unit, claiming that she’d given it everything. This went on for five minutes before I despaired and pointed out to her what she was doing. Worse, when we calculated victory points she told me the unit in question was only 80 points.

This was a hellish experience, and not fun at all. Especially as she’d lost every game and REALLY WANTED TO WIN. I mean REALLY. I was like this:

http://www.youtube.com/watch?v=Y77n--Af1qo&feature=related

If we’d actually played a game, I’d have probably given her it. Really, I would. But I couldn’t forgive the fact that it was such a blatant collection of made up rules and outright cheating. Maybe that makes me a bad man (I *did* judge my four year old nephew for cheating in Ludo one Christmas – he could grow up to be Idi Amin, but – dammit! – I don’t want the guy to cheat at games!) Whatever: I never want to think of it again. And just look! I tried to keep it brief, but said more about this game than the others.

Overall, I came in 19th out of 35, falling a gnat’s breath away from those above me. If only I hadn’t have got wiped out in game two, I might’ve placed around 14/15. It was kinda enjoyable, but playing against so many kids was deeply unfun and the last game really removed the sheen off of it for me. But the middle two games were good, and I could easily imagine going to more organised tournies. Although I *think* I might need to rethink my army. The Grey Knights were fun and all, but they really can’t hack the hacked lists – anything remotely designed to monopolise on a codex’s good points proved problematic for me. C’est la vie!