So World Eaters time it is! After awhile back on my favoured CSM style I wanted a break, especially as I'd gotten into more and more of a trading mindset and wanted to get back into a 'overwhelm' mindset again that had brought me success when I was getting into tournament 40k. With two teams tournaments back to back and a need for a big hammer in both WE was kind of an easy choice (although DG and TS both had their appeal and it won't stop me making jokes next week about being kicked off CSM brutally despite it being something I was actively looking to do.
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| Celestine charges in to the fight to try and stop Berzerkers from reaching Sisters home objective during an all out assault. |
World Eaters I've had an up and down history with - perhaps my earliest 40k memories at a GW store tournament/event day thing was as a teenager in either 4th or 5th edition playing a grown adult and having a lone Beserker consolidating into Guard squad after Guard squad and killing them one after another to claw back a near impossible game. Good times, and my first CSM models were painted to be World Eaters. That said since then I loved the visuals, I've been less keen on their playstyle wanting either the addition support from the psychic phase (Tzeentch be praised for old Warptime) or actual proper guns from my CSM.
That said hammers were needed and I liked the design aspects of they tried to balance WE shooting....even if I didn't go with any. Ended up with a pretty standard rush WE list:
Shooting phase is for cowards. (1995 points)
World Eaters
Strike Force (2000 points)
Berzerker Warband
CHARACTERS
Khârn the Betrayer (100 points)
• Warlord
• 1x Gorechild
1x Plasma pistol
Lord on Juggernaut (90 points)
• 1x Bladed horn
1x Exalted chainblade
1x Plasma pistol
Lord on Juggernaut (90 points)
• 1x Bladed horn
1x Exalted chainblade
1x Plasma pistol
Slaughterbound (110 points)
• 1x Lacerator and daemonic claw
• Enhancement: Berzerker Glaive
BATTLELINE
Khorne Berzerkers (360 points)
• 1x Khorne Berzerker Champion
• 1x Chainblade
1x Plasma pistol
• 19x Khorne Berzerker
• 15x Bolt pistol
15x Chainblade
1x Icon of Khorne
4x Khornate eviscerator
4x Plasma pistol
Khorne Berzerkers (360 points)
• 1x Khorne Berzerker Champion
• 1x Chainblade
1x Plasma pistol
• 19x Khorne Berzerker
• 15x Bolt pistol
15x Chainblade
1x Icon of Khorne
4x Khornate eviscerator
4x Plasma pistol
OTHER DATASHEETS
Chaos Spawn (90 points)
• 2x Chaos Spawn
• 2x Hideous mutations
Chaos Spawn (90 points)
• 2x Chaos Spawn
• 2x Hideous mutations
Chaos Spawn (90 points)
• 2x Chaos Spawn
• 2x Hideous mutations
Eightbound (135 points)
• 1x Eightbound Champion
• 1x Chainblades
• 2x Eightbound
• 2x Chainblades
Eightbound (135 points)
• 1x Eightbound Champion
• 1x Chainblades
• 2x Eightbound
• 2x Chainblades
Exalted Eightbound (140 points)
• 1x Exalted Eightbound Champion
• 1x Chainblades
• 2x Exalted Eightbound
• 2x Chainblades
Exalted Eightbound (140 points)
• 1x Exalted Eightbound Champion
• 1x Chainblades
• 2x Exalted Eightbound
• 2x Chainblades
Jakhals (65 points)
• 1x Jakhal Pack Leader
• 1x Autopistol
1x Chainblades
• 1x Dishonoured
• 1x Skullsmasher and mangler
• 8x Jakhal
• 8x Autopistol
7x Chainblades
1x Icon of Khorne
1x Mauler chainblade
I'd try and talk up some choices, but I didn't feel the need for shooting so its all pressure all the time really. Kharn and Slaughterbound typically went solo to add to unit count to do cowardly things like 'Actions' or maybe screen.
As for the rest of the team, well it was our first time sending a team from Tunbridge Wells Wargaming to a teams. Most of the people here have technically featured on the blog before so if you've been reading with these with the attention given marvel easter egg hunters then they are all familiar names. To anyone else the team was:
1 - Me. Team Captain as I brought the ticket.
2 - Luke on Aeldari running reasonably typical Aspect Host list. Luke's played lots of tournaments (more so in 9th than 10th) and this was bit of a return to the scene. Role was flex pick really with ability to be hammer into say Knights. For the blog easter egg hunters we had played in a previous game on the blog (CSM v Harlequins back in 9th.)
3 - Jack Armstrong. Depending on how we introduced him this was either a relative newcomer to 40k tournaments (2nd of 10th ever) or the former Age of Sigmar team England Captain amongst other AoS and fantasy achievements that go on for awhile. For blog easter egg hunters Jack and Me won a 3 man 40k teams together back in 9th whilst Nick Mawer was also playing games with us. Jack was on Black Templars Gladius with a focus on fights first combat units and RepEx's on the hammer role.
4 - Gummer. No games on the blog to mention but played against his team in aforementioned 3 player teams and often a sounding board for CSM lists. Perhaps the best way to describe Gummer (other than tournament regular) is that in a Blood Bowl league he went on the leagues longest winning streak ever with a memey Goblin team (arguably worst team in the game and the run was only ended be almost an act of god) and finished I think dead last with one of the strongest teams next season. Playing into his strength he was on Scintillating Legion in defender, partly because it was genuinely impressive, partly as it was a memey confusing list that should mess up some matrix's.
5 - Jack Coulstock, on the team presumably to annoy blog readers and get them confused between the two Jacks and make me have to specify black Templar Jack or Orky Jack. Another local tournament regular if a bit newer to the scene and had a War Horde Ork lists on basis it could either go hammer into good match ups or into bad rely on OC game to stall games into draws. Had a blog cameo with a photo of a game previously.
Very green at teams as a collective then (none of us having being on a 5 mans teams together, I think only me on one at all in 40k before although Black Templar Jack had done it lots in AoS), but some good players. Low expectations then but felt like we could go above 50% record.
Round 1 Lynchpin/Search and Destroy v Vee's Vagabonds.
Opponents armies - DG, CSM, Necrons, EC, Orks.
Pregame Pairings and Thoughts : So I was Captain and broadly speaking in charge of the pairing with Jack A and Luke being primary helpers. To broadly summarise all the pairings - we paired well, we didn't always predict well! For this round we had one real goal, avoid our Orks into DG so we started with them to avoid that. Its normally a bad one for WE but Jack's DG was pretty well rounded and lacked a big fights first/combat death star. I went up as second defender and took it out the pool, preferring that to EC which had more fights first and speed. The downside of this was it ended up with Aeldari into EC which wasn't ideal (we had it as a 2) but it also meant we overall had a predictions score of 17, with 15 being even so felt slightly favoured going into the round.
Opponent was Jack Watkinson's Death Guard.
Free Hugs (1990 points)
Death Guard
Strike Force (2000 points)
Virulent Vectorium
CHARACTERS
Daemon Prince of Nurgle (215 points)
• Warlord
• 1x Hellforged weapons
1x Infernal cannon
• Enhancement: Revolting Regeneration
Lord of Contagion (145 points)
• 1x Manreaper
• Enhancement: Furnace of Plagues
Lord of Contagion (145 points)
• 1x Manreaper
• Enhancement: Arch Contaminator
Lord of Virulence (100 points)
• 1x Power fist
1x Twin plague spewer
Tallyman (50 points)
• 1x Close combat weapon
1x Plasma pistol
OTHER DATASHEETS
Chaos Spawn (80 points)
• 2x Chaos Spawn
• 2x Hideous mutations
Chaos Spawn (80 points)
• 2x Chaos Spawn
• 2x Hideous mutations
Deathshroud Terminators (160 points)
• 1x Deathshroud Champion
• 1x Icon of Despair (Aura)
1x Manreaper
2x Plaguespurt gauntlet
• 2x Deathshroud Terminator
• 2x Manreaper
2x Plaguespurt gauntlet
Deathshroud Terminators (160 points)
• 1x Deathshroud Champion
• 1x Icon of Despair (Aura)
1x Manreaper
2x Plaguespurt gauntlet
• 2x Deathshroud Terminator
• 2x Manreaper
2x Plaguespurt gauntlet
Foetid Bloat-Drone with Heavy Blight Launcher (120 points)
• 1x Heavy blight launcher
1x Plague probe
Foetid Bloat-Drone with Heavy Blight Launcher (120 points)
• 1x Heavy blight launcher
1x Plague probe
Foetid Bloat-Drone with Heavy Blight Launcher (120 points)
• 1x Heavy blight launcher
1x Plague probe
Myphitic Blight-haulers (100 points)
• 1x Bile spurt
1x Gnashing maw
1x Missile launcher
1x Multi-melta
Myphitic Blight-haulers (100 points)
• 1x Bile spurt
1x Gnashing maw
1x Missile launcher
1x Multi-melta
Myphitic Blight-haulers (100 points)
• 1x Bile spurt
1x Gnashing maw
1x Missile launcher
1x Multi-melta
Poxwalkers (65 points)
• 10x Poxwalker
• 10x Improvised weapon
Poxwalkers (65 points)
• 10x Poxwalker
• 10x Improvised weapon
Poxwalkers (65 points)
• 10x Poxwalker
• 10x Improvised weapon
As for my game - This was almost a local grudge match for our team. Two TW based teams and Jack W also playing at our club most Tuesday's so this was a very familiar opponent. As for the list, it was probably a bit too well rounded for WE, hence why I put it as a four. The problem was that, Poxwalkers might slow me down, but alongside them, Blight-Haulers, Spawn and a the non-Lord of Contagion Characters I just didn't really respect that in the DG list from a damage perspective, only the Deathshroud and Bloat-Drones. The issue with them being that against the former I can -1 damage to alleviate the thread, and Bloat-Drones have to worry about Blood Surge, either way I'm probably holding the objective with a Berzerker squad even if they kill very high amount. Overall plan was simple, try and be aggressive, hopefully screen the Bezerkers and go big late.
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| WE deployment. Death Guard have Poxwalkers so I set up my scouts units as far apart as possible to try and at least force multiple units to infiltrate. |
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| Side on view before Poxwalker deployment - if they don't go infront of me then I can easily scout on middle objectives. |
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| DG deployment before Prince/Poxwalker's are down. Drones hiding back with Terminator Heavy reinforcements. |
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| Poxwalkers line up in front of WE scouts. This will be a recurring theme this weekend! DG win first turn and move both Poxwalker units up to charge my Spawn to tie them up. I Heroic with a 20 squad of Bezerkers to kill one and get bit closer to the middle. |
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| WE turn one, a bit pinned at bottom of shot but with a Daemon Prince in sight I can at least get a charge into something substantial. It takes just about every attack but thanks to Lethal hits and +1 Ap I'm able take out the Prince, Spawn near objective 2 charge their DG counterparts killing one to 'unsticky' the objective and deny DG some primary. |
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| DG started the game stickying four objective, but I manage a 8Bound charge here to take out the last Poxwalker unit as a Spawn looks on screening out Deathshroud. |
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| Jackals screen the backfield as Kharn moves in to free up Spawn. Every game I put a 3 man of Exalted Eightbound in reserve, this game I also put a 20 squad in given some more open spots. |
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| WE park themself in the middle as it goes into DG turn 2. |
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| Lots of DG screens dead but their Drones are untouched. DG elect not to bring in Deathshroud which is a relief. |
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| Without Deathshroud ready to charge, Drones line up shots into the middle - I take a surge towards the Lord of Virulence initially before killing of those that went that way and essentially standing still. Without -1 ap contagion however they don't deal too much damage into the Beserker squad despite a lot of additional blast shots! |
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| DG do limit primary, but I rapid Ingress my second Beserker squad (top left of shot) and without any Deathshroud around to keep me honest go pretty much fell send apart from a couple of screens to stop DS getting to my backfield. |
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| WE shooting phases typically took less time than it takes to write this sentence and so its onto charges. WE end up taking or contesting all objectives into DG's home even if a Drone and Lord of Virulance were only units killed. |
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| Eightbound and Spawn contest objective from drones. Bottom right objective is a bit low on recourses for both of us. |
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| Overview from top left of board going into DG turn 3. |
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| Reverse shot from DG's side of board with 5ish Beserkers on their home objective. |
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| Its Deathshroud time! Thankfully they fail their charge here.... |
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| ...and also here back onto their home objective. With that WE have effectively won the game, its now about what the score is going to be. |
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| Kharn and Spawn go after the objective whilst Exalted Eightbound take the fight to Deathshroud, neither manages any great deal of damage but keeps DG pinned and unable to score primary again as the second 20 Beserker squad makes a line for DG's home objective just in case. |
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| Lots of Combat, not a lot of damage really. |
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| As DG try and hold your home objective on Lynchpin with at this stage 30-35 Bezerkers this close to it (objective 4) |
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| Deathshroud slowly clear their way to the objective but its small gains at best at this point. |
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| Second time around the Exalted and Slaughterbound take out the Deathshroud as WE romp to victory. |
Final Score - WE win 95 - 31 (20-0.)
Brutal from WE. Jack probably got too aggressive with his screens, then was too passive turn 2 giving WE full control of the middle and easy access to WE for their home objective. Rest was just dice, although it had to be said his big counter attack turn 3 did rather whiff when both DS failed 6 inch charges with a re-roll on one, which I think makes the last 5 DS charges from 6 away on this blog failed, with 4 of them being re-rolled (one of which was mine, others opponents.) Apparently they are a bit camera shy? I think if they make the charges it hurts for sure, but it wouldn't have stopped a big WE win.
As for the team - 4 wins, 3 of them big ones. Orky and Black Templar Black won 17-3 and 20-0 respectively and with Gummer taking a win even us underestimating EC into Luke's Aedari meant we won the round comfortably. Final score TWW 73 v Vee's Vagabonds 27.
Round 2 - Hidden Supplies / Hammer and Anvil v Team Halfmind.
Opponents Teams : Death Guard, CK, Orks, DA, GK.
Pairings - So if last round was local for our club, this was local to me nowadays and I'd gone from my regular Tuesday clubmate, to regular Thursday clubmates. Pairings wise we had a few we really wanted to avoid (me into Orks and CK) our Deamons and Aeldari into DG. Thankfully after first round both of these were off the table - I think they defended with DG and I got paired into them into them and we went with Aeldari to avoid DG and got into CK. It finished up with out Black Templars into Orks (another strong for us) Orks into CK and Daemons into Dark Angels.
Mark Gordon DG
Only Fools & Corpses (1995 Points)
Death Guard
Shamblerot Vectorium
Strike Force (2,000 Points)
CHARACTERS
Malignant Plaguecaster (70 Points)
• 1x Bolt pistol
• 1x Corrupted staff
• 1x Plague Wind
• Enhancements: Sorrowsyphon
Malignant Plaguecaster (60 Points)
• 1x Bolt pistol
• 1x Corrupted staff
• 1x Plague Wind
Noxious Blightbringer (75 Points)
• 1x Cursed plague bell
• 1x Plasma pistol
• Enhancements: Witherbone Pipes
Typhus (100 Points)
• Warlord
• 1x Lakrimae
BATTLELINE
Poxwalkers (130 Points)
• 20x Poxwalker
◦ 20x Improvised weapon
Poxwalkers (65 Points)
• 10x Poxwalker
◦ 10x Improvised weapon
Poxwalkers (65 Points)
• 10x Poxwalker
◦ 10x Improvised weapon
Poxwalkers (65 Points)
• 10x Poxwalker
◦ 10x Improvised weapon
Poxwalkers (65 Points)
• 10x Poxwalker
◦ 10x Improvised weapon
Poxwalkers (65 Points)
• 10x Poxwalker
◦ 10x Improvised weapon
DEDICATED TRANSPORTS
Chaos Rhino (85 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
OTHER DATASHEETS
Chaos Predator Destructor (145 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Havoc launcher
• 2x Heavy bolter
• 1x Predator autocannon
Chaos Predator Destructor (145 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Havoc launcher
• 2x Heavy bolter
• 1x Predator autocannon
Foetid Bloat-Drone (100 Points)
• 1x Plague probe
• 2x Plaguespitter
Foetid Bloat-Drone (100 Points)
• 1x Plague probe
• 2x Plaguespitter
Foetid Bloat-Drone with Heavy Blight Launcher (120 Points)
• 1x Heavy blight launcher
• 1x Plague probe
Foetid Bloat-Drone with Heavy Blight Launcher (120 Points)
• 1x Heavy blight launcher
• 1x Plague probe
Foetid Bloat-Drone with Heavy Blight Launcher (120 Points)
• 1x Heavy blight launcher
• 1x Plague probe
Myphitic Blight-haulers (100 Points)
• 1x Bile spurt
• 1x Gnashing maw
• 1x Missile launcher
• 1x Multi-melta
Myphitic Blight-haulers (100 Points)
• 1x Bile spurt
• 1x Gnashing maw
• 1x Missile launcher
• 1x Multi-melta
Myphitic Blight-haulers (100 Points)
• 1x Bile spurt
• 1x Gnashing maw
• 1x Missile launcher
• 1x Multi-melta
So like Jack before Marks another local player and we were probably a 'pairing' away from playing this on Thursday. If your wondering why WE wanted to fight DG again and why we wanted Daemons and Aeldari to avoid it look at the above. Typical blunter list, lots of bodies, with new ones being added all the time and lots of scary guns behind them. I had a really subtle plan for this - rush them down, hard. Poxwalkers were going to screen as best as possible (I hadn't really realised how much under after Marks turn 1) but I felt I could reasonably disrespect them given the lack of combat counter punch from DG and again Surge to stop them getting back close to the objective. Hidden supplies helped here - more stuff in the middle to fight over, so this was a test of if I could fight my way through the bodies quick enough to take the centre.
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| WE deployment. Jackals spread out for reserves, rest on the line/behind terrain. Poxwalkers ready to block on DG side. |
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| DG deployment - several hulls in reserve at top left of shot and my mandatory Exalted Eightbound reserves on the top left. |
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| DG go first and advance up field trying to block WE movement as best they can. No shooting/charges and its onto WE turn. |
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| Their are a couple of gaps in DG lines as I use them as best I can to move up field. |
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| Similar pinned back on far side but at least can move around a bit. Spawn get some good advance rolls so turbocharge to try and break the Poxwalker lines. |
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| So first big moment that goes wrong for DG. Spawn charge the Hauler and Poxwalkers intervene trying to A - make sure their is enough OC on the objective and B - allows them to move away from another squad out of shot. However I charge Eightbound into the left Poxwalker squad and my Beserkers are able to Pile into the other squad and take out and additional layer of screen. |
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| Big moment 2 - Its DG turn. The squad in centre of shot managed to get onto the objective by charging another Hauler and bury it with OC. DG line up guns into the squad and I surge and get to be janky. My unit moves as close it can to meet the criteria with a few Beserkers to keep coherency whilst most move behind the wall (it is super janky, we did get a judge to double check.) As a result all the visible ones die, but I only lose 5ish to entire DG shooting phase as the rest aren't visable. |
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| Overview from DG perspective, all the guns line up, no other targets. WE control 3 middle objectives (stickying one on death) and are primed to go all in against a DG force with minimal combat punch. |
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| WE start moving up all the subtlety of a brick to the face. |
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In terms of damage, I don't have many great targets, but I can pin DG back and they either have to risk a surge move or retreat all the way to the back to shoot me.
|
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| Typhus is the only credible counter punch but his unit gets one shot. |
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| Exalted fail to kill the Predator but its tagged up. |
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| Poxwalkers and Rhino killed in the middle as WE barge their way up field. |
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| Yep that's DG home objective in shot with a couple of WE friends nearby ready to attack it turn 3. |
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| Overview from DG turn - a Poxwalker unit joins the table but its pretty bleak. |
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| DG can't really get on the middle objective, never mind the mountain of OC on them. |
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| Some DG reserve arrive, with defence out the question they go after my home objective but can't get onto it. |
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| WE swarm onto DG's home objective to control all 5. A couple of units go back to defend home objective as WE wrap up comfortable win. |
Final Score 100- 23 to WE (20-0)
Postgame Thoughts - Brutal again. I was a bit worried about this after Marks turn one but this game turned on two things - 1 the early HI from DG which allowed me to pile into them and kill a layer of screening, secondly the cowardly blood surge which wasted most of a DG turns of shooting. From their it was damage limitation really for DG and WE are an army that just love being on the front foot bullying and Mark didn't have the list to push WE back once they got in the middle.
As for the rest of the games Black Templar Jack smashed a second 20-0 and Luke beat CK comfortably to secure the win in the round, Halfmind claimed some honour back with a close win for DA and a bigger win for GK but the nature of our big wins meant we had the round pretty comfortably.
Round 3 Take and Hold/Hammer and Anvil v South London Legion
Opponents Teams - Aeldari, CSM, Sisters, Ravenguard, Ad Mech.
Pairings thoughts: So before event started I was chatting with people before the event started about who favourites were, South London Legion, Black Crow Gaming, Hive Mind, Napalm, Warmasters and Napalm were the names given. Fun fact all the rest of our games are against one of the above (having already played one of the Hive Mind Teams) Reasonably flat matrix for us, Ad Mech was our biggest concern with our Aeldari having it as a 1, with me and Daemons having it as a 2 just due to weight of their stuff. We lead with Aeldari to avoid this and were given Ad Mech and CSM as option, so easy CSM pick (spoiler warning this wasn't a good idea.) Orks went into Ravenguard which was a list we felt no one could push into and Orks would have a winning draw pretty well whilst I ended up into their Aeldari, a match up I really wanted leaving Black Templars into Ad Mech (which was also great mostly as Jack A was also an Ad Mech player and the rest of us didn't have much experience) and Deamons into Sisters to finish up.
Opponent Cameron Archbold Aeldari -
Illusion, Michael... a trick is something a ***** does for money (1980 points)
Aeldari
Strike Force (2000 points)
Aspect Host
CHARACTERS
Baharroth (115 points)
• 1x Fury of the Tempest
1x Shining Blade
Fuegan (120 points)
• Warlord
• 1x Fire Axe
1x Searsong
Jain Zar (105 points)
• 1x Blade of Destruction
1x Silent Death
Lhykhis (120 points)
• 1x Brood Twain
1x Spider’s Fangs
1x Weaverender
Solitaire (115 points)
• 1x Flip Belt
1x Solitaire weapons
DEDICATED TRANSPORTS
Wave Serpent (125 points)
• 1x Shuriken cannon
1x Twin bright lance
1x Wraithbone hull
OTHER DATASHEETS
Fire Dragons (220 points)
• 2x Aspect Shrine Token
• 1x Fire Dragon Exarch
• 1x Close combat weapon
1x Firepike
• 9x Fire Dragon
• 9x Close combat weapon
9x Dragon fusion gun
Howling Banshees (95 points)
• 1x Aspect Shrine Token
• 1x Howling Banshee Exarch
• 1x Executioner
1x Shuriken pistol
• 4x Howling Banshee
• 4x Banshee blade
4x Shuriken pistol
Rangers (55 points)
• 5x Ranger
• 5x Close combat weapon
5x Long rifle
5x Shuriken pistol
Rangers (55 points)
• 5x Ranger
• 5x Close combat weapon
5x Long rifle
5x Shuriken pistol
Rangers (55 points)
• 5x Ranger
• 5x Close combat weapon
5x Long rifle
5x Shuriken pistol
Shadow Weaver Platform (75 points)
• 1x Close combat weapon
1x Shadow weaver
1x Shuriken catapult
Shroud Runners (80 points)
• 3x Shroud Runner
• 3x Close combat weapon
3x Long rifle
3x Scatter laser
3x Shuriken pistol
Swooping Hawks (190 points)
• 2x Aspect Shrine Token
• 1x Swooping Hawk Exarch
• 1x Close combat weapon
1x Hawk’s talon
• 9x Swooping Hawk
• 9x Close combat weapon
9x Lasblaster
Swooping Hawks (85 points)
• 1x Aspect Shrine Token
• 1x Swooping Hawk Exarch
• 1x Close combat weapon
1x Hawk’s talon
• 4x Swooping Hawk
• 4x Close combat weapon
4x Lasblaster
Swooping Hawks (85 points)
• 1x Aspect Shrine Token
• 1x Swooping Hawk Exarch
• 1x Close combat weapon
1x Hawk’s talon
• 4x Swooping Hawk
• 4x Close combat weapon
4x Lasblaster
Warp Spiders (95 points)
• 1x Aspect Shrine Token
• 1x Warp Spider Exarch
• 1x Close combat weapon
1x Powerblade array
• 4x Warp Spider
• 4x Close combat weapon
4x Death spinner
Warp Spiders (95 points)
• 1x Aspect Shrine Token
• 1x Warp Spider Exarch
• 1x Close combat weapon
1x Death weavers
1x Spinneret rifle
• 4x Warp Spider
• 4x Close combat weapon
4x Death spinner
Warp Spiders (95 points)
• 1x Aspect Shrine Token
• 1x Warp Spider Exarch
• 1x Close combat weapon
1x Death weavers
1x Spinneret rifle
• 4x Warp Spider
• 4x Close combat weapon
4x Death spinner
Pregame thoughts - Its odd having spent most of 10th Edition fearing the Aeldari match up with CSM to now be actively targeting it with WE. I was reasonably familiar with them these days at least having played Luke several times in warm ups. Their were two big obstacles to face - Jain Zar and the Banshees and Lhykhis and their Warp Spider unit. To undersell the rest, they were all going to be a pain, but the MSU nature meant that shooting my 40 Bezekers was going to be a mistake and the Fire Dragon unit has the wrong profile's to be too much of a threat so I didn't see a need to play around them too heavily meaning I could rush pretty hard outside of the Jain Zar/Lhkhis unit whose mobility/combat punch and fights first in Jain Zar's case caused real issues, especially if the opportunity to go into my homefield was ever presented. Be aggressive, try and pin the fights first unit with Spawn and either pile in after or fight on death to deal with them was the main plan.
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| "The Rangers are Outcast warriors, wanderers who left the regimented lives of the craftworlds behind them. Adepts in the arts of stealth warfare, marksmanship, and tracking enemies through harsh terrain, the Rangers aid their brethren as scouts and snipers. Veiled by cameleoline cloaks and gloom field generators, they can hide from their foes even in plain sight as they pick them off one by one from extreme range. They also sometimes sit right in front of a World Eater army in plain sight." |
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WE deployment, to no ones surprise Rangers forward deploy 9 inches away from me. As I try and stage behind the terrain.
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| Rangers block the Spawn from moving up. |
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| WE win turn one, to play around reactive moves I end up only charging two Spawn squads in to the 3 Rangers and end up only killing a couple in middle right. |
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| Aeldari turn one, they call the Waagh (or whatever the Aeldari equivalent is) and prepare to go all in turn one worried if they play passive WE will overrun them. |
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| Normally when I see Banshee's in Aeldari I presume their a defensive Heroic threat, and I was not expecting them to be so aggressive. |
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| In case its not all in enough Hawks teleport into my backfield and Grenade Kharn to death, then shoot him to death again. Slaughterbound high rolls his saves to live the turn injured. |
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| Things start very badly for WE when Feugan gets 7 hits from 3 shots, followed by Fire Dragons getting something like 13 from their 9. |
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| I surge into Banshees to at least stop Warp Spider shots despite their Fights first but it doesn't help much as all WE baring an injured Juggerlord in shot are dead by end of turn. |
 |
| Spawn in the middle are cleared out as WE take a Hammerblow. |
 |
| WE turn 2 - caution to the wind as second Beserker squad moves up and prepares to multi-charge...well everything in shot that isn't on the Aeldari home objective! |
 |
| Bad decision under pressure. I deep strike Exalted into Aeldari lines. I completely forget I have Establish Locus as secondary and fail a speculative charge onto Aeldair home objective instead of wracking in some points and just forcing a response. |
 |
| Eightbound prepare to go in and counter attack the Aeldari. Both squads charge the Warp Spiders, one squad kills them, the other piles into Jain Zhar after its fought and killed the Lord and picks them up whilst Spawn take out some Fire Dragons. |
 |
| Slaughterbound precisions out Baharroth to stop uppy-downy Hawks but doesn't manage to kill many of them. |
 |
| After WE turn the winner is very clear - Khorne. Feels like everything is dead. |
 |
| Hawks manage to clear the Slaughterbound in combat sadly and kill Jakals to take WE home objective. |
 |
| Feugan and his friends start blasting away at Eightbound |
 |
| WE turn 3 - secondaries are dire, primary is mad, both sides are running on fumes after a crazy deadly start. WE are very low on number of units, Aeldari are low on damage but have lots of units. |
 |
| Beserkers need to be in 3 places at once...so begins the massive coherency chain game. |
 |
| Hawks have taken one of the middle objective and my home so off we go. |
 |
| One Beserkers squad 3 objectives trying to maximise damage, as Aeldari are cleared away. |
 |
| No answers in the middle for Aeldari as the the Wave Serpents v Spawn goes through several rounds of combat. |
 |
| The Squad changes direction and moves over to the far objective in WE turn, you can see me accidently pile in too far and stop myself scoring the easiest area denial ever here. |
 |
| Few less photos than normal, Exalted Eightbound that DS managed to fight their way to Aeldari home objective. Aeldari couldn't score primary, I couldn't score secondary as the game peters outs into some minor scraps as both sides hobble towards the end! |
WE win 64-40 (14-6)
Postgame thoughts - So after Aeldari turn one when team mates asked how it was doing I thought I might be tabled next turn. Jeez Aeldari hit hard, be such a shame if they got nerfed next balance dataslate (although I'd rather a turn down of ability to return to transports rather than damage.) Thankfully the strengths of World Eaters do line up well against Aeldari's weakeness's and my counter attack blew through Aeldari even if it involved alot of spreading out over 3 objectives in a rather awkward mess of coherancy. Annoyingly this left to a few missed chances in the later turns from little misplays - I stopped myself scoring both Area Denial and Defend stronghold through pile is (Khorne must have extra skulls after all) and this probably should have been couple extra points for WE, thankfully not enough to make a difference.
As for the team - 51-49 draw in our favour. CSM blew through our Aeldari on table next to me and after my turn one I was worried round was going to South London Legion very early. Thankfully Black Templar Jack got his third consecutive 20-0 to balance thing and a narrow win/loss for Orky Jack and Gummer's daemons respectively left the round equal.
Round 4 Terraform/Crucible of Battle v Murder on the Dance Floor
Opponents Lists: Sisters, EC, Custodes, DA, WE.
Pairings: So this pairings went incredibly for us. Our matrix were pretty bleak overall - with only our Jacks having positive overall standings as it was we ended with 2 games we put as draw, and 3 as favoured. We started with Gummer's Daemons as our first defender - he only had one bad match up and his job was to draw out anything bad he could we managed to take out EC (our worst match up across the team) whilst they defended with Sisters and chose to go into my WE, which was my only positive match up (along with some draws.) Orks went into their WE, something I had been trying to avoid in reverse all weekend (I didn't like the idea of fighting without charge bonus into -1 to wound and Orks had better screens/transports than me to take my charge even if less the case for opponents WE.) Our Aeldari went into DA and Black Templar Jack went into Custodes to round out the pairings.
Charlie Goddard's Adepta Sororitas:
+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Imperium - Adepta Sororitas
+ DETACHMENT: Hallowed Martyrs (The Blood of Martyrs)
+ TOTAL ARMY POINTS: 1995pts
+
+ WARLORD: Char3: Morvenn Vahl
+ ENHANCEMENT: Saintly Example (on Char5: Canoness)
& Through Suffering, Strength (on Char6: Palatine)
+ NUMBER OF UNITS: 17
+ SECONDARY: - Bring It Down: (6x2) - Assassination: 6 Characters
+++++++++++++++++++++++++++++++++++++++++++++++
CHARACTER
Char1: 2x Daemonifuge (85 pts)
• 1x Ephrael Stern
1 with Bolt pistol, Sanctity
• Ephrael Stern
• 1x Kyganil of the Bloody Tears
1 with The Outcast's Blades
• Kyganil of the Bloody Tears
Char2: 1x Junith Eruita (80 pts)
1 with Mace of Castigation, Twin Ministorum Heavy Flamer
Char3: 1x Morvenn Vahl (170 pts)
1 with Fidelis, Lance of Illumination, Paragon missile launcher
• Warlord
Char4: 3x Saint Celestine (150 pts)
• 2x Geminae Superia
2 with Bolt Pistol, Power Weapon
• Geminae Superia
• 1x Saint Celestine
1 with The Ardent Blade
• Saint Celestine
Char5: 1x Canoness (60 pts)
1 with Blessed blade, Plasma pistol
Enhancement: Saintly Example (+10 pts)
Char6: 1x Palatine (75 pts)
1 with Palatine blade, Plasma pistol
Enhancement: Through Suffering, Strength (+25 pts)
BATTLELINE
10x Battle Sisters Squad (105 pts)
• 1x Sister Superior
1 with Bolt pistol, Close combat weapon, Power weapon, Inferno pistol
• Battle Sister
• 9x Battle Sister
6 with Bolt pistol, Boltgun, Close combat weapon
• Battle Sister
1 with Bolt pistol, Boltgun, Close combat weapon
• Simulacrum Imperialis, Battle Sister
1 with Bolt pistol, Close combat weapon, Multi-melta
• Battle Sister
1 with Bolt pistol, Close combat weapon, Meltagun
• Battle Sister
OTHER DATASHEETS
10x Celestian Sacresants (130 pts)
• 1x Sacresant Superior
1 with Hallowed Mace, Ministorum hand flamer
• Celestian Sacresant
• 9x Celestian Sacresant (Anointed Halberd)
9 with Anointed Halberd, Bolt pistol
• Celestian Sacresant
10x Dominion Squad (115 pts)
• 1x Dominion Superior
1 with Bolt pistol, Close combat weapon, Boltgun
• Dominion Superior
• 9x Dominion
4 with Bolt pistol, Boltgun, Close combat weapon
• Dominion
1 with Bolt pistol, Boltgun, Close combat weapon
• Simulacrum Imperialis, Dominion
4 with Bolt pistol, Close combat weapon, Meltagun
• Dominion
5x Retributor Squad (105 pts)
• 1x Retributor Superior
1 with Bolt pistol, Close combat weapon, Power weapon, Inferno pistol
• Retributor Superior
• 4x Retributor
4 with Bolt pistol, Close combat weapon, Multi-melta
• Retributor
5x Seraphim Squad (80 pts)
• 1x Seraphim Superior
1 with Close combat weapon, Plasma pistol, Power Weapon
• Seraphim
• 2x Seraphim
2 with 2x Bolt pistol, Close combat weapon
• Seraphim
• 2x Seraphim with Special Weapons
2 with Close combat weapon, 2x Ministorum hand flamer
• Seraphim
5x Zephyrim Squad (80 pts)
• 1x Zephyrim Superior
1 with Power Weapon, Plasma pistol
• Sacred Banner
• 4x Zephyrim
4 with Bolt pistol, Power Weapon
1x Castigator (160 pts)
1 with Armoured tracks, 3x Heavy bolter, Castigator battle cannon, Hunter-Killer Missile, Storm bolter
1x Castigator (160 pts)
1 with Armoured tracks, 3x Heavy bolter, Castigator autocannons, Hunter-Killer Missile, Storm bolter
3x Paragon Warsuits (210 pts)
• 1x Paragon Superior
1 with Bolt pistol, Paragon Grenade Launchers, Paragon War Blade, Multi-melta
• Paragon Superior
• 2x Paragon Warsuit
2 with Bolt pistol, Paragon Grenade Launchers, Paragon War Blade, Multi-melta
• Paragon Warsuit
1x Immolator (115 pts)
1 with Armoured tracks, Heavy Bolter, Hunter-Killer Missile, Twin Multi-melta
1x Immolator (115 pts)
1 with Armoured tracks, Heavy Bolter, Hunter-Killer Missile, Twin Multi-melta
Pregame thoughts: You can probably copy paste a lot of the Aeldari match up here, but the micro varies. Macro - be aggressive, hit things hard. Micro - Sisters have some tricks I have to be wary of, fight on death, "you have to hit me strat" and get back to life being the key ones and Vahl's just raw firepower. Vahl was mostly going to be an ignore - I put my Slaughterbound with my Exalted Eightbound do help claw through her and they were to make a straight line in her direction and just try to clear her up on counter attack. Bezekers got around "hit me" strat pretty well with their 3 inch fighting range....although theirs a bit * to this I'll address in the postgame as it wasn't as good as I thought it was. Fight on Death was largely unavoidable * again, and get back to life was going to be a pain, but I was relying on having enough OC on objectives that it was going to be more an annoyance than a way for Sisters to scam some primary against undefended objectives in most instances.
 |
| WE deployment and I get to make a scout move forward at last! |
 |
| Hearts filled with joy and Blood lust Spawn charge some Zepherim killing 4, I'd hoped to kill the squad and pin the Castigator but alas. |
 |
| Rest of WE either stages or starts to terraform and awaits Sisters turn. |
 |
| Reverse shot of terrain. |
 |
| Sister move up in response denying any of the middle objectives but without much shooting of note. |
 |
| Spawn plays Peek-A-Boo with some Sisters. |
 |
| WE position into turn 2. With a few targets in sight I go full send. |
 |
| Beserkers move up before Retributors hide in the tank |
 |
| So I think I'm being really clever here fighting Saracracants in such a way they can't hit me back with fight on death, but its actually not possible in the way I thought it was. *See postgame for more. |
 |
| Some better play from me. Daemonifuge models are touching, the Spawn goes in to absorb fights first so the scarier of the two can't attack the Eightbound that then kills both in return. |
 |
| Only real downside of the turn is that Eightbound can't clear the Castigator and it gets turbo charges as a result, but WE have Sisters pinned in. |
 |
| Vahl moves up with Dominion Screen - Sisters have Miracle Dice to ensure they can make the charge even with Vahl staying back. |
 |
| Top side of the board - Retributors light up the Beserker squad who get to Surge in Celestines squad who are prepared for this with Fights on Death ready to go as Sisters try to find way to dislodge WE from the Middle. |
 |
| Just a little surge this time for Beserkers into Dominions after Vahl softens them up and prepares to charge in as Castigator shoots itself free. |
 |
| Next wave of WE waits patiently just in case Sisters find a way to break out. |
 |
| Berserkers fight into Celestine and kill her (she gets better) but even with boosted attacks fighting on death Sisters don't make a big dent into the Berserkers here. |
 |
| Charges in and kills all the squad bar one, denying the way onto the objective for Sisters. |
 |
| WE turn and the next wave prepares to crush the remains of Sisters. |
 |
| Side on view from Sisters side. |
 |
| Exalted Eightbound go into Vahl, and the attached Slaughterbrute kills the squad by itself and I pick up the Castigator as well. Combined with Spawn taking Sisters home objective WE take the win. |
WE win 95-32 (20-0)
Postgame thoughts: So lets address the * in the room. During the game I treated the Juggerlord ability to give Bezekers a 3 in range to fight the same as a 3 inch engagement range - meaning I could hit the Sacresants as long as I charged the Immolater, and they couldn't fight on Death back at me. This isn't the case, and I'd have needed to get at least on Bezerker within an inch of them in order to hit them. This probably would have been possible looking back, especially with advance and charge strat available and piling in around to the left side to get in range (I didn't measure at the time, looking back at the photo's it seems possible if not a certainty) but its clearly a rule mistake and even if it was possible it would have given Sacresants a change to fight on death against Bezerkers and create a different game state. In great credit to all of Black Crow Gaming they had a very friendly chat after the game pointing my mistake and they were very gracious about it - the 'good' news is from a teams perspective is that we won the round heavily enough that it would have needed a a near blowout win for Sisters to create a draw for in the round and I don't believe that was possible given how the rest of the game went (my gut is WE score heavily and still win by getting to Sisters home objective still, but Sisters hold/contest objective near the awhile.) Still a shitty situation, especially for them as we didn't realise until after Round 5 pairings were up. Kind of hard to talk about the rest of the game after that, ignoring the flank with the * around. Sisters didn't have enough to pressure the top no mans land objective and my Bezerkers ran over it and the middle was either contested or in WE hands throughout and I was happy with how I played around fights first at least.
As a team we won 69-31. We only had one loss in the round with DA winning against Aeldari with the rest draw and big wins for us. Black Templar Jack managed his fourth 20-0 whilst Gummer pulled off a highly impressive 15-5 against EC which was well above what we expected against a list that terrified most of us with its combination of speed and fights first access.
Round 5 - Scorched Earth/Cruicble of Battle v Warmasters.
Opponents lists : Ad Mech, Aeldari, CK, TS, GK.
Pairings - So this was the table one final which was exciting. I'd played a number of Warmaster players over the years (including 3 of this team) and managed to beat a few of them in singles but not managed to win a round of teams against them in 3/4 attempts.
Several big issues here for us. Basically we almost all felt strong into TS, and everything else was either bad or equal. Scorched Earth felt like it would keep games artificially close a lot of the time as well so 50/50 pairings we put up a score to try and have some plan. Still we felt the need to deviate from Black Templar Jack as our biggest Hammer to first defender as the only one with a not horrible matrix and ended up playing GK rather than some of the armies he could roll over easier. They put forward CK which we gave a choice of Aeldari or Orks, which both felt like decent match ups for us. Aeldari went in a second defender needing to avoid Ad Mech and went into TS, I got Ad Mech and Daemons went into Aeldari. We avoided our worst case scenario's on pairings but at the cost of not having any strong match ups so we all had license (and indeed encouraged) to dream big and go in for a push if we ever felt on top.
Niklas Ek's Ad Mech:
Wait, this isn't where I parked my toaster?
Haloscreed Battle Clade
CHARACTER
1x Belisarius Caaaaaaawl (175 pts)
• 1x Arc scourge
• 1x Cawl's Omnissian axe
• 1x Mechadendrite hive
• 1x Solar atomiser
• Warlord
1x Tech-Priest Manipulus (70 pts)
• 1x Omnissian staff
• 1x Transonic cannon
• Sanctified Ordnance (+10 pts)
BATTLELINE
10x Skitarii Rangers (85 pts)
• 1x Skitarii Ranger Alpha
• 1x Close combat weapon
• 1x Galvanic rifle
• 9x Skitarii Ranger
• 1x Arc rifle
• 9x Close combat weapon
• 6x Galvanic rifle
• 1x Plasma caliver
• 1x Transuranic arquebus
• Omnispex
10x Skitarii Rangers (85 pts)
• 1x Skitarii Ranger Alpha
• 1x Close combat weapon
• 1x Galvanic rifle
• 9x Skitarii Ranger
• 1x Arc rifle
• 9x Close combat weapon
• 6x Galvanic rifle
• 1x Plasma caliver
• 1x Transuranic arquebus
• Omnispex
OTHER DATASHEETS
6x Kataphron Destroyers (210 pts)
• 6x Kataphron Destroyer (Kataphron plasma culverin & Cognis flamer)
• 6x Close combat weapon
• 6x Cognis flamer
• 6x Kataphron plasma culverin
5x Pteraxii Skystalkers (70 pts)
• 1x Pteraxii Skystalker Alpha
• 1x Flechette blaster
• 1x Taser goad
• Pteraxii Skystalker Alpha
• 4x Pteraxii Skystalkers
• 4x Close combat weapon
• 4x Flechette carbine
5x Pteraxii Skystalkers (70 pts)
• 1x Pteraxii Skystalker Alpha
• 1x Flechette blaster
• 1x Taser goad
• Pteraxii Skystalker Alpha
• 4x Pteraxii Skystalkers
• 4x Close combat weapon
• 4x Flechette carbine
5x Sicarian Infiltrators (70 pts)
• 1x Sicarian Infiltrator Princeps (Taser goad & flechette blaster)
• 1x Flechette blaster
• 1x Taser goad
• 4x Sicarian Infiltrator (Taser goad & flechette blaster)
• 4x Flechette blaster
• 4x Taser goad
5x Sicarian Infiltrators (70 pts)
• 1x Sicarian Infiltrator Princeps (Taser goad & flechette blaster)
• 1x Flechette blaster
• 1x Taser goad
• 4x Sicarian Infiltrator (Taser goad & flechette blaster)
• 4x Flechette blaster
• 4x Taser goad
5x Sicarian Infiltrators (70 pts)
• 1x Sicarian Infiltrator Princeps (Taser goad & flechette blaster)
• 1x Flechette blaster
• 1x Taser goad
• 4x Sicarian Infiltrator (Taser goad & flechette blaster)
• 4x Flechette blaster
• 4x Taser goad
10x Sicarian Ruststalkers (150 pts)
• 1x Sicarian Ruststalker Princeps (Transonic blades & chordclaw)
• 1x Transonic blades & chordclaw
• 9x Sicarian Ruststalker (Transonic razor & chordclaw)
• 9x Transonic razor & chordclaw
10x Sicarian Ruststalkers (150 pts)
• 1x Sicarian Ruststalker Princeps (Transonic blades & chordclaw)
• 1x Transonic blades & chordclaw
• 9x Sicarian Ruststalker (Transonic razor & chordclaw)
• 9x Transonic razor & chordclaw
5x Sicarian Ruststalkers (75 pts)
• 1x Sicarian Ruststalker Princeps (Transonic blades & chordclaw)
• 1x Transonic blades & chordclaw
• 4x Sicarian Ruststalker (Transonic razor & chordclaw)
• 4x Transonic razor & chordclaw
3x Ironstrider Ballistarii (225 pts)
• 3x Ironstrider Ballistarius (Twin cognis lascannon)
• 3x Ironstrider feet
• 3x Twin cognis lascannon
1x Skorpius Disintegrator (165 pts)
• 1x Armoured hull
• 3x Cognis heavy stubber
• 1x Disruptor missile launcher
• 1x Ferrumite cannon
1x Skorpius Disintegrator (165 pts)
• 1x Armoured hull
• 3x Cognis heavy stubber
• 1x Disruptor missile launcher
• 1x Ferrumite cannon
1x Skorpius Dunerider (85 pts)
• 1x Armoured hull
• 1x Cognis heavy stubber array
Pregame thoughts: Lots of scary things here, having played Rustsalkers at LGT I was pretty fearful of them and the Destroyer blob was one of the units that might be able to one tap a Bezerker blob. I was confident of getting this drawish as a result - I didn't think I could push but I felt Ad Mech would like wise be unable to do the same.
 |
| WE deployment - scout units split apart to mitigate infiltrator threat. |
 |
| Another WE game, another line of bodies across the middle of the table. |
 |
| Ad Mech Deployment |
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| Ad Mech win first turn, move an Inch away from WE, take a few potshots and start burning a midfield objective. |
 |
| So I can't move forward. Moving sidewise doesn't help. Moving left or right gives Ad Mech a reactive move they probably don't take, but might. I skip my movement phase turn one. Its not a good omen. Spawn and Eightbound charge in to clear 2 of the 3 screening units whilst a Spawn units |
 |
| Ad Mech turn 2 and another wave of chaff moves up so I can't move other than one Spawn Unit. |
 |
| One objective burned, ad mech try to burn the top right of shot objective as they pick apart my non-Beserker units at range. |
 |
| Turn 2 Overview, Most of my army can't move. I send charge into the Nighthaunty Ruststalkers to try and take out Ad Mech damage for if/when I can free myself. |
 |
| I have one play to break the trap - I shoot, honestly to god a unit to death overcharging Plasma pistols to kill a unit of Skystalkers to give myself a 7/8/9 charge respectively into the Ballistarii on the objective that's getting burned. I fail them all even with a CP re-roll. In a knockout single's game were score didn't matter I'd probably concede here, its now a question of margin. |
 |
| Spawn take out a couple of Rustalkers - my Blessings of Khorne were the rather unusual combination of 6 in consolidate (to try and get to objective) and fight on death to try and mitigate any Rustalker charges so I wasn't hitting very hard even when I did connect. |
 |
| Lots of failed charges, many broken dreams. |
 |
| Overview going into Ad Mech Turn 3. |
 |
| Another turn, another wave of Ad Mech. Genuingly at the stage were I'm considering overwatching with Beserkers to try and find some space. Rustalkers are fantastic into Beserkers but don't even feel the need to charge as they body block WE again. |
 |
| I'm running out of way to remove screens as Ad Mech get closer to my home objective. |
 |
| Outside of the spawn unit turn 2 I haven't managed to leave my deployment zone yet. WE crash into at least a semi valuable screen this time. |
 |
| First genuine decision of the game for me - I charge in Exalted Eightbound and might be able to pile in/consolidate Beserkers onto objective to deny Ad Mech for a turn...but it gives Rustalkers an interrupt chance. Given I need a miracle I elect to keep my squad healthy and delete the Rustalkers first before Eightbound kill the tank but I can't get onto the objective as a result. |
 |
| Look, so close to an objective at last. |
 |
| Destroyers line up shots, preparing to blast away with Overwatch or normal shooting into anything that moves now. I'm long past playing around things like this. |
 |
| Khorne can't even get all the skulls in the turn as Ballistarii lives. |
 |
| Ad Mech line up into the right Beserker squad. Destroyers and Cawl finish them off in style allowing infiltrators to charge Jackals and take my home. I abandon it and just go all in on trying to take Ad Mech's home objective thinking about end of game burning. |
 |
| Ad Mech Storming my home objective, I didn't get a model on a central objective all game (although Spawn moved over one "at least.") |
 |
| Turn 4 - Beserker squads charges Destroyers but can't get onto Ad Mech objective. Ad Mech score point, ignore the Beserkers that at least manage to take Ad Mech's home for some primary but its far too little, far too late. |
WE lose 35 - 94
Postgame Thoughts: So this was my second game against Niklas, the other also at teams as I managed to pip his Green Tide list in a game I remember fondly for having over 100 models fighting in turn 2. This...didn't go the same way as fair to say Niklas got more than their fair share of revenge. How do you even analyse this looking back from my perspective - the key mistake is a list design issue of not having infiltrators which was a calculated gamble for more damage in good match ups to help sweep wins. I didn't use movement phase turn one, made a decent attempt to break out turn 2 didn't make any decisions of note in turn 3, lost most of my stuff turn 4 and made a good decision to go after Ad Mech Home to try and burn it so I got some points turn 5. I didn't make any clear mistakes in the game (that I can think off at least), I just couldn't make any decisions and have to tip my hat to very solid jail game.
As for the team- it was a 65-35 loss for us. Black Templar Jack gave us some hope to cling for a draw winning strongly v Grey Knights but some strong last turns for GK limited to the win to 15-5 to stop Jack's march on 100-0. Luke won narrowly v TS and Warmasters won the others comfortably to win both the found and the overall event.
So as a team we had a shot of glory that Warmasters dashed hard to push us down to 7th out of 30 with our 3-1-1. Given we only lost to the winner and played the team that finished 1st, 4th, 6th and 10th as part of our run felt like we did it the hard way. As indivual players Jack A was undefeated and came second overall (just behind Niklas Ek who on WTC scoring dropped 2 points all event.) I came 20th with my 4-1, Jack Coulstock have 75 with 2-1-2, Gummer 89 with 2-3 with Luke 106 on same out of 152 players.
As a team then felt we did very well for our first event making the final - having a chat with Warmasters at the end and discussing matrix with them was eye opening for seeing how far more advanced theirs was than ours even if we felt our pairings was very good into the matrix we had:

Above was some stats I did after the event. We looked at each match up and gave a score 1-5 on how well we thought it would do with 5 being big win, 4 win, 3 drawish etc. Above shows the average score across the event for each of the players on our team. To contextualise, 15 would mean 5 scores averaging a 3 so its a neutral outcome so Round overall typically the two Jacks as the highest scores have good options, whilst Luke was more limited. All our "Given" scores were higher than our rounds, suggested we largely paired into what we thought were good options for us and Actual was the scores. The TLDR being Jack A smashed it, I did strongly but did use up most of the favourable pairings. Gummer was given no priority but kept on slugging and picking up points as expected as defender (both me and Gummer on track for near perfect predictions before Warmasters smashing. Luke is probably the most interesting one, a lot of what we gave him we thought were 3's and weren't as good as thought. So we didn't give priority to Eldar and got punished for it by people praying on them (EC and ACDC heavy CSM Raiders in particular) when we did give Luke favourable pairings he did well. Main take away we had as a team was we probably had 3 people (Jack A, me and Luke) that all wanted pairings priority and it lead to a few less than ideal outcomes as a result. Ideally one of us having a bit more neutral scores in a Necron Awakened/Nids Invasion style that just comes up with 10's similar to Gummer would have helped but think overall we still did incredibly well.
Next time - probably about this time next week unless I'm too exhausted, more WE at teams this time at ITT.
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