And the killing was glorious.
Chaplain Aerion reporting for duty. I participated in a 1500 point tournament at
Miniature Market in St. Louis today. They host an event every second Saturday and with finals and the Spring semester just finishing, and with the St. Louis Grand Tournament on the horizon, I thought I'd drag the Howard Crusade out and knock off some of the rust.
My List:
HQ: Emperor's Champion w/
Accept Any Challenge, No Matter the OddsElites:
Sword Brethren Assault Terminators- 3x Lightning Claws, 4x TH/SS w/Furious Charge
Transport: Land Raider Crusader w/ Extra Armor, Blessed Hull
Sword Brethren squad- CCW/Bolt Pistol x3, Power Weapon/Bolt Pistol, (Pair) Lighting Claws w/Furious Charge
Transport: Drop Pod
Troops:
Crusader Squad Damoclese- 8 CCW/BP, 1 Meltagun, 1 Power Fist/BP
Plus 9 Neophytes- CCW/BP
Crusader Squad Torrence- 8 CCW/BP, 1 Flamer, 1 Power Fist/BP
Heavy Support:
Vindicator w/ Dozer Blade, Extra Armor
Tournament was 3 rounds. Players would get 10 points for a win, 5 for a draw, and 2 for a loss (plus any bonus points awarded) for each round.
Round 1: "RUN AWAAAAY!!!!!!"My opponent was none other than a fellow Team Snake Eyes conscript, Josh. Josh played with TSE Black at Adepticon. I had never had the opportunity to play against Josh so this was a nice surprise.
Josh brought Imperial Guard, consisting of a Valkire full of Veterans, 2 Leman Russ tanks, a Manticore launcher, one Chimera full of 8 psykers, and the some other Chimeras full of veterans (Meltas, flamers, and flashlights), and of course a Command Squad toting lots of plasma in a final Chimera. (Apologies if I missed anything. I did not get a copy of his list).
Mission 1 was Pitched Battle deployment, and the center of the table was the sole objective. The player with the most scoring units within 6" of the objective at game's end would get 5 points toward victory, plus 1 point for every enemy unit destroyed.
I deployed as far forward as possible after Josh spread out a nice mechanized gun line. He held his Valkire in reserve and my Drop Pod loaded with Sword Brethren would be waiting on the ship as well.
My famous luck failed me right off the bat and I managed to steal the initiative. Little did I know that this would be a major factor in the end results.
My games against Guard have been fairly limited, and against Guard toting psykers even more so. So I was completely unfamiliar with the power
Weaken Resolve. Let me tell you, if you play Guard and fight Black Templars frequently, take this power!
I had moved everything up and managed a few hits but did no real damage on Turn 1. I ended up running both Crusader squads, with the 10 man squad covering 9 inches. On Josh's turn, he inflicted a handful of casualties on my troops. Before he finished his shooting, though, his psykers waggled their fingers and went "Boogity-BOO!". With my 8 Leadership thusly shaken down to a 1, I prayed for the spirit of Team Snake Eyes to save me. It wasn't happening. So Crusader squad Torrence proceeded to run 10 inches back toward my table edge. This is when the true impact of stealing initiative was revealed, because with this 36" power I would have lost one of my troops to a board edge right off.
The game played on, with my troops moving forward and Cha-Cha'ing back for the first 3 turns. Finally I manged to knock the Command Squad and the Psykers out of their cute little boxes and the Templars got to do some of what they do best (next to dying in droves, anyway).
Not to take anything away from Josh, though. The battle truly was back and forth, and I wasn't sure how it would play out. My Vindicator and my LR had been immobilized and my Termies were huddled in trees waiting for a chance to rush out and smash something.
Long story short, Josh never could get his Valkirie to come in from reserve, and the time ran out, giving me 2 additional kill points and the win. I kindly pointed out to Josh that his model had no pilots and that was obviously the cause of the delay.
Round 1 result: Me- Win with 14 points
Round 2: Templar on Templar Violence
As long as I've been playing I have never faced another Templar force. That changed today when I was paired with Kirk. While my Crusade is habitually stabby, Kirk was rolling with a mechanized list. He had the obligatory Emperor's Champion, but he had taken the vow that lowers everyone's Initative and raises their Strength by 1. The Champion was paired with some shooty Termies (Squad of 5 including 1 Assault Cannon, Missle Launcher, and 1 Chain Fist) riding in a Land Raider Crusader. In addition there was a 5 man Crusader squad in a Rhino, another 5 man squad in a Razorback (TL LC), two Predator Destructors, and an Assault Cannon/CCW Venerable Dread awaiting arrival in a Drop Pod.
Mission 2 was Spearhead deployment. The objectives would be table quarters, but there was a twist that was decidedly in my favor. In this mission all troop AND elite choices would count as scoring, and only troops and elites could contest table quarters.
After deployment I once again tried to steal the Initiative (in case you haven't noticed, I rarely win the roll to choose and stealing is customarily the only way I get to go first), but this time the roll failed.
Kirk did some shimmy-shimmy with his vehicles, moved the LR 12" toward the table center, shot the daylights out of me with Predators, and ended his turn spread across his side of the board quite nicely.
On my turn I pretty much did the exact same thing, so our LR Crusaders were mirror images facing off at table center. I moved a squad to the left, and the other to the right toward one of his Predators. I did some shooting myself, and Kirk and I both decided that we buy our Multi-meltas at the same forge world (many misses and failures to glance were rolled in this round).
Kirk's Champion and Termies assaulted my Land Raider on his turn, and succeded in immobilizing it. My troops continued to take Predator fire but they were getting close enough to use their melta and assault with the power fist. My squad on the left took fire and failed Righteous Zeal, so they ran backward.
I disembarked my termies (on the sides since my front end was crowded by his guys) and they assaulted his termies. After a couple of losses to the Black Sword (HEY! How many of these things ARE there, anyway?), my termies managed to eliminate his but left the Emperor's Champion with a wound.
On Kirks' turn his Drop Pod fell right behind my Land Raider (and smack dab in front of my unnerved Crusader squad remnant), and my termies sanctioned the doppelganger Champion after taking another loss. I consolidated them back toward the Dreadnaught.
My Vindicator took his LR out of commission and the Multi-melta on mine FINALLY managed to score a hit and immobilize the Dreadnaught. I moved my troops into cover to hold the left table quarter, and the squad on the right managed to immobilize his Predator. The termies finished off his Dread (again, taking losses), and my Drop Pod (which had arrived in his backfield on my right) took possession of a second table quarter.
His Rhino moved to table center on the right side to contest, and my guys managed to withstand his shooting. On my turn I moved my squad on the right behind his Predator and wrecked it, making him have to choose which table quarter he would contest with the Rhino.
At the end of the game I held 2 table Quarters and contested the other two, giving me the win. I got bonus points for keeping my HQ alive, and a couple more for killing his termies and Dread. Oh, my most embarassing moment in my 40K career: I assaulted an empty Drop Pod with assault terminators. Ugh!
That was great fun, and Kirk was a blast to play against. I really hope to repeat it sometime.
Round 2 Result: Win- me with 18 points (for a total of 32)
So far so good (and WAY better than I'm accustomed to).
I was in 3rd place going into round 3. As they say, all good things....
Round 3: Dey SHOOTIN!
Since the BatRep has been so long, I'll keep this one short. Trust me, it won't be hard.
I was paired with Jeff and his Eldar. Since I got a copy of his list, here it is:
Avatar
Eldrad Ulthran
5 Fire Dragons in a Wave Serpent w/ Spirit Stones, TL Shuriken Catapults, TL Bright Lance
9 Striking Scorpions w/ Exarch
9 Dire Avengers w/ Exarch in Wave Serpent w/Spirit Stones, TL Catapults, TL Bright Lance
12 Guardians w/Warlock and Scatter Laser platform
5 Pathfinders (Rangers) w/ Ranger Long Rifles
1 War Walker w/ Spirit Stones and 2 Scatter Lasers
1 War Walker w/ 2 Scatter Lasers
Mission 3 we deployed 12" from a line drawn diagonally across the center of the table (corner t0 corner). An objective marker would be placed at table center, and each player would place 2 additional markers in their deployment zone (not within 12" of another marker or 6" of a board edge). The player controlling the most objectives would win. I actually managed to win the roll to start, but I let Jeff choose since it was an objective based game and I wanted to see where he was going to be.
I failed once again to steal the Initiative, so Jeff started shooting. His dice were hot. I mean so hot that he never failed a psychic test, and with Fortune on constant replay he rarely missed his shooting. Oh, and with Doom also going he rarely failed to wound. I, on the other hand, had burned up every ounce of luck during the first 2 rounds and failed just about every save. By the bottom of turn 3 I had 5 Terminators huddled in the crater my Land Raider had left behind (cursed Fire Dragons) a lonely Power Fist weilding Crusader, and the wreck of my Vindicator. I phrase things this way because Jeff had managed to either kill or explode every other model in my army by then. He held 2 objectives, was a move away from the center objective, and I had one single troop model at least 2 turns away from any objectives (and facing 4 Scatter Lasers and his remaining Dire Avengers, plus his immobilised but facing the right way Bright Lance). I saw no point in dragging things out so I conceded. BUT, when tallying the points I realized there were bonus points for killing the opponent's most expensive unit. My Terminators beat out my Land Raider by 11 points, so I suggested Jeff take 2 rounds worth of shooting at them to see if he could kill them. I didn't want to screw him out of a tournament win because I had thrown in the towel. He accepted and killed 2 more termies but didn't eliminate the squad.
So, points tallied we shook hands and turned in our score sheets.
Turn 3 result: Loss- Me. Points- 2 (Total of 34 for the tourney)
Jeff ended up winning the tourney and great fun was had by at least everyone I talked to. There were about 12 of us there, so it was a nice, relaxed atmosphere. Scott, the guy who handles their monthly tourney at Miniature Market, is a great friend of TSE and it is always a pleasure to play in his events. If you want, head over to their website and check out their store. They do some great discounts and their service is top notch. If you're in the St. Louis area, swing by. You won't be disappointed.
Thoughts on the day: This is the second time I've run with a bare minimum HQ (Emperor's Champion) and for the second time I've won more games than I've lost. That being said, I also failed more Righteous Zeal rolls today than ever (and not only because of Weaken Resolve). I'm likely going to re-inlist my Lightning Claw Marshall for the Grand Tournament, both for the Leadership aspect and for the CC monster he'll be. The rest of the list seems to be working great except for me missing having any Fast Attack. It's an adjustment and it's growing on me. Time will tell.
I'll be heading to the
Battle Bunker in Memphis in 2 weeks to play in a 1000 point event (the kickoff to their Summer escalation league), and to hang out with my God Son who I haven't seen in a few years (Air Force brat that he is). Then it's June and time for the big Grand Tournament at
DieCon.
Again, if you're in the area, check this out. It's going to be HUGE! $300 first prize!
Until next time, The Emperor protects!
2 comments:
Your Templars are never "shabby" but I have told you that before...
Not "shabby". STABBY. Like with a knife. :D
It was great seeing you again Dean. And thanks for the compliment.
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