And the third place prize goes to...
And the second place prize goes to...
Hey, folks, Kasrkar here!
Just finished a little local tourney a few hours ago, and unfortunately, I completely forgot to take pictures. Either way, I thought I'd share the experience with you with some wordy summaries of the games.
Pictured above is a really terrible picture of the army I took. It was 1,000 points, and the force org was 0-1 HQ, 0-1 Elites, 0-2 Troops, 0-1 Fast Attack, and 0-1 Heavy Support. With that I'll give you my list, and then head straight into the first game.
So, my first opponent actually turned out to be Jaybie and his chaos marines. This was a pretty quick and forward game. Deployment/mission was DoW annihilation. Basically, on my first turn, the vendetta blew up his vindicator, and various other shots wrecked one of his rhinos, pinning the guys inside, and did every possible non-destroyed result on the other rhino. His berzerkers and sorcerer managed 3 kill points, but by turn 5 he only had 1 unit, I had 6 KPs, and his only unit was choosing to hide. 1 victory goes to the guard
I'll start out by saying that my enemy this round was a huge sourpuss. He took one look at my list and decided to not even try, but to simply bunker up in a reinforced, LoS blocking building with his whole army. The mission was capture and control, and the deployment was pitched battle. His list consisted of Pedro, 2 tac squads in rhinos with fists, missle launchers and flamers, 2 multimelta attack bikes, a sternguard squad with 2 lascannons, and a thunderfire cannon. Basically, my infantry squads blobbed together and took my objective which was behind LoS, and the rest of my army (barring the vets in a vendetta) went on the offensive. As the turns went by, Pedro took 2 wounds, all of the sternguard died, the techmarine died, and the attack bikes died. On turn 3, my vendetta outflanked and zipped to the middle, failing to be harmed by the krak missle flying at it. On turn 4, things went pretty crazy, and I managed to wreck one of his rhinos, kill 8 of the marines inside, and cause them to flee, in addition to melting Pedro. On turn 5, my vendetta flew over some ruins to contest his objective. The game ended. I can't help but thing that the guy deserved to lose, since he wasn't even trying to win, and all he did during the game was frown at his dudes. For the record, he got 55/1,000 of my victory points. 2 wins for the guard...
Final game was against a really cool grey knights player named Allan, who certainly knew how to bring the hurt. Mission was sieze ground, with spearhead deployment. His list had 6 purifiers w/ a bunch of crazy junk, 5 terminators w/ 2 psycannons, a psyfleman, a beefed out librarian, 6 grey knights w/ a psycannon, and 2 psybolt heavy bolter razorbacks. To be frank, he was completely owning me for the first 5 turns. I was rolling pretty badly, and he was making every save. He also had 3 objectives to my 0 for 5 turns. I went into the game knowing that he could easily assault any unit off of his objective, so I decided to try to shoot him out of the objective-heavy center. This plan would have worked quite well, but Allan made pretty much every single cover/armor save he had to make at the start, and his firepower was not to be underestimated. Luckily, on turn 5, his high-rolling actually hurt him, as he rolled double 6s on the terminator leadership test, I had an immobilized chimera within 6" of them as well. We were told that due to time restrictions, turn 6 would be the last. After moving my psykers further out of pschic hood range, I managed to kill all but 1 of the grey knight strike squad members, and made my psychic test for weaken resolve. He rolls a 7 on his leadership, and they run off of the objectives, leaving us both with nothing...the game ends in a draw. After calculating victory points, I discovered that I had actually given him quite a thrashing, getting around 800 VPs to his 375. This also got me an unofficial tie-breaker victory. Allan was a fantastic player, and I'm very appreciative that I had the chance to play against him. He ended up coming in 3rd place overall, and had I not tied him, he would have gotten 1st. The tourney ended with me having 2 victories and one draw/tie-breaker victory.
I got 2nd place overall. I had a really good list, but there was a dark eldar player that actually scored 3 more victory points than I did...oh well! I got to play a familiar person, a cranky person that tried to disqualify me and cheat me of VPs, and a really cool, decent player. Was a wonderful experience, and I'll naturally be trying to cover more local tourneys in the future. Ideally they will have pictures...
Hope you enjoyed!
Hey, folks, Kasrkar here, with another breakdown of sorts. Forgot the topic that I wanted to do, so I figured I'd look into IG elites a little more in this post. Again, it's been a little while, so forgive me. The Elites section has always interested me in that it sort of isn't amazing, unlike almost the entirety of the rest of the book. Anyway, let's start this little breakdown with the gentleman pictured above!
-Marbo- Summary: Where to begin...this guy is basically Rambo with a letter in his name swapped for another. He comes with a plethora of sneaky rules, including stealth, fleet, move through cover, fearless, and a mandatory lictor-like infiltrate deployment. He cannot join a squad, and has a fairly nice statline of WS5, BS5, S3, T3, W2, I5, A4. Also has a few little special wargear pieces, including a pretty useless yet awesome sniper pistol, a 2+ poisoned close combat weapon and a demo charge.
-Verdict: I've used him several times, and in each game he has really added a lot of fun and flair. While he isn't super potent/survivable and tends to actually blow himself up a lot, He can be a handy little distraction for 65 points. IG players, take him, atleast in fun games. You'll be surprised by how much he adds. I think that we IG players have had our fun annihilating people, and that most of us need to add a few more dinky units like Marbo into our lists.
-Ogryns- Summary: 40 points per model gets you WS4, BS3, S5, T5, W3, I2, A3. Yeah...wow. Each guy also comes with furious charge and a ripper gun, which is S5, AP- assault 3 12". I would honestly like to see ogryns on the table more, but I don't expect that since a single ogryn is 20 frakking dollars. Really, GW, is that really very necessary? Not cool at all, if you want a squad of 10 of these guys, good for you, but your wallet gets my sympathy.
-Verdict: I've only seen ogryns in action a few times, and whenever I do see them, they don't tend to do a lot. The most I've really seen 3 ogryns do is mow down 80 points of fire dragons, which isn't too difficult. I still think there's a lot of fun to be had with these guys, and 5 ogryns and Yarrick in a chimera sounds uber tempting. I really wouldn't advise taking these guys. Marbo is one thing because he's easy and fun to convert, but a $100 squad of 5 is too rediculous. Still, if you're feeling ogryn fever, just throw some ogre leadbelchers from fantasy on some round bases. They're actually half the price of ogryns, and don't look any more strange in an IG army than the ogryn models.
-Storm Troopers- Summary: So, basically a regular guardsmen with BS4, a 4+ save, an extra close combat weapon attack, krak grenades, and an 18" AP3 lasgun. That sounds like quite a bit more than it is, since these dudes each cost as much as a space marine. They come with deepstrike for free, and also have an interesting little rule called 'Special Operations'. This allows them to get one of the following: Scouts and move through cover, the ability to re-roll the scatter die when deep-striking, or infiltrate and having their weapons count as pinning the first time they fire. I will admit that they are bit overcosted, but I know a lot of players (myself included) that have kicked some ass with them.
-Verdict: First of all, the models are pretty darn cool, and not as expensive as some of the other elites. I have scouted these guys, deep struck them, outflanked them, and thrown them in a valkyrie. I can say with ease that the valkyrie option is the most effective. I've learned that these guys really aren't that bad for their points. Taking a bare 10 man squad with no upgrades has served me well, and they often can make up their points without much trouble. Proxy some of these guys. I've enjoyed using them a lot, and they actually have quite a bit of kill potential. With that, I add one more thing...how can a gun be S3 and AP3? It punches right through power armor, but it has trouble with skin.
Well, that wraps up this post. I discovered that covering all of the elites choices would reek of TLDRness. At some point soon I will be covering the psyker battle squadron and ratlings. I will try to post more regularly, and get some slightly more interesting content going. The breakdowns come easily to me, and with this I would like to try and get more IG players using storm troopers and such. Comment if you'd like, tell me if you want me to cover a certain army, or rant more on the mechanics themselves over armies. I intend to try and paint up my IG and get some decent battle reports coming in as well.
Goodnight folks, and have a nice week.
Top of Turn 1: Rainbow marines advance! Land speeders rush to the left side to try and box the Verderer in.
Bottom of Turn 1: Nada.
Top of Turn 2: Advanced even more, and popping smoke with vehicles in preparation for The Verderer's army to show up.
Bottom of Turn 2: A unit of obliterators deep strikes in, both rhinos with berzerkers and a sorcerer come in. Obliterators whiff, and fail to hurt the vindicator they teleported next to (see top picture). This would be the first of 3 snake eye rolls The Verderer would roll to penetrate with meltas that day.
Top of 3: Neither wolf scout units come in. Grandpa Rhino pegs one of the obliterators with a meltagun, but misses with his vindicator. Random shooting shakes/stuns both of the Verderer's rhinos and blows the bolter off of the one with the sorcerer.
Bottom of 3: The rest of The Verderer's army comes in. The lonely obliterator takes the weapon off of Grandpa Rhino's vindicator, some stuff misses, and the other obliterators take down a land speeder after coming from the flank.
Top of 4: Wolf scouts come in, the meltagun ones epic fail and miss, the meltabomb ones manage to destroy a weapon on the vindicator and immobilize it. Grey hunters melt the remaining obliterator. Razorbacks wreck the plague marine rhino and the one without the sorcerer. The sorcerer's rhino is immobilized.
Score is Grandpa Rhino: 3, The Verderer: 4. Victory for chaos!
Very close game, and if the game had gone on, it could have gone badly. Talking to Grandpa Rhino about the game, he says this: "Never ever take wolf scouts ever."
Hope you enjoyed!