By that sin fell the angels. How can man then, the image of his maker hope to win by it?

Monday, May 14, 2012

Random Team Tournament - Round 2 - 1000 Points



My army and the tournament rules can be found here.


Round 2:
Mission - Capture and Control (3 Objectives)
Deployment - Table Quarters


Allied Army - CSM


HQ
Chaos Lord w/ Terminator Armor


Elite
6x CSM Terminators w/ 2x Combi-Melta, Heavy Flamer


Troops
6x Chaos Space Marines w/ Plasma Gun in Rhino
6x Chaos Space Marines w/ Plasma Gun in Rhino


Fast Attack
-


Heavy Support
5x Havoks w/ 3x Autocannons
3x Obliterators


Opposing Coalition - Necrons/Necrons 
HQ
Necron Lord w/ Mindshackle Scarabs, Warscythe
Command Barge


Necron Lord w/ mindshackle Scarabs, Warscythe
Command Barge
2x Crypteks w/ Tremorstaves


Elite
C'Tan w/ Writhing Worldscape, Lord of Fire
C'Tan w/ Writhing Worldscape, Pyreshards


Troops
5x Gauss Immortals
5x Tesla Immortals
5x Necron Warriors
5x Necron Warriors


Fast Attack
5x Triarch Praetorians (yep that is right!)
7x Canoptek Scarabs
6x Canoptek Wraiths w/ 2x Whip Coils


Heavy Support
Annihilation Barge


It is a random team tournament so I am pitted against my partner from the previous games with the CSM opponent from my previous and vice versa.  We win the roll to go first and hand over the first turn to our opponents since it is an objectives game.  I am not sure this was a great decision overall.  It really restricted my deep striking and engaging the enemy further back may have been more beneficial.


We also play all the terrain pieces as area terrain (I wanted to play them as open terrain, difficult to move up and down but alas) and the 2 level pieces as impassible.  This is just about the worst possible scenario we could run into.


Deployment

We drop our objective in the far corner of our deployment zone, as do our opponents.  We then reserve the Terminators and Lord along with my entire army.  Nothing in reserve for our opponents.






Turn 1

Red Team

Our opponents advance up the field to threaten the center of the board, with the wraiths leading the charge.  There is no shooting with the large terrain piece and limited Necron range.




Blue Team

I choose heavy hitting preferred wave again, this time with Daemon Princess, Fiends and Crushers.  I get my non-preferred wave and I have no real good place to go with them.






The Daemonettes come down in front of our fire base and I make a huge mistake not running them backward (rather I just spread them out in range of the Wraiths by about 1").  The Horrors drop in the corner to get a Rear armor shot at one Command Barge while the Keeper decides to drop right on their objective.  I know that a single lucky turn of saves here could almost win us the game as the Keeper rips through all their troops.  I land in terrain, fail my test on a 2 and then fail my save on a 1.


In Shooting we stun a barge with Obliterators and put three wounds on the Wraiths with autocannons and kill one regular Wraith.  My bolt misses the barge, but the CSM Plasmagun gets a Weapon Destroyed on a Glance - he takes a wound on the Lord to keep the Gauss blaster (?)  The Keeper runs back a little bit to try to get out of range of the Rapid Fire weapons.

Turn 2

Red Team

Half our opponents army turns around to deal with the Keeper and three Praetorians die to Dangerous Terrain as they seek to lineup an assault (not sure why they did that).  Collective shooting is able to just take the Keeper down, the single wound of terrain made the difference! The Wraiths advance and assault while the C'tan moves forward as well.




The mobile Lord reminds me why he is annoying and sweeps the CSM Rhino on the left, wrecking it.  Then disembarks and assaults into the Obliterators, shackling one and dealing three total wounds to them.  The Wraiths manage to eat up four Daemonettes, they had some horrible rolls on attacks, and I take down a single Wraith in return.  I lose by 3 but make 2 of the saves to stick around for another turn - ideally two turns. 


The Horrors take fire and I lose one to a Gauss Blaster.  They will be dead next turn.


Blue Team

I roll for reserves and do not get anything in - neither does my ally.  It feels like we are playing with less points than our opponents (and we are with ~900 points roughly sitting in reserves!)  My Daemonettes manage to take down another Wraith in combat while sticking for another round.  We assault into the Obliterator combat with the disembarked CSM to get a non Obliterator Mindshackled (and succeed) in taking down the Lord with the CSM ripping off one wound while the power fist rolls a 1 and 5 to wound - I hope that Gauss Blaster was worth it!  One Obliterator dies in his death throes.


In shooting the Havoks nail the Command Barge now that it's shielding is down to strand the Lord.  We are slowly taking back our side of the board.


The Horrors take some shots at the Nearby Warrior unit and kill 1, but they make their break test and their RP which makes my Horrors sad.  Their sacrifice will have been in vein (although it kept part of their army away from us).


Turn 3

Red Team

Predictably the Wraiths wipe out the Daemonettes and units move towards the central objective.  The Lord makes his way to the center to play patty cake with the C'tan while the command barge zooms around taking shots with its Gauss Blaster - it kills nothing and the deceased Lord cries himself to sleep in the afterlife.


Blue Team

All of my reserves -Daemon Princess, Fiends, Crushers arrive from reserve.  I try to place the Princess to Pavane the Wraiths into an assault by some CSM so we can pin them down, but she mishaps on the impassible terrain and is placed next to the MSS Lord and C'Tan.  The Fiends and Crushers come down with minimal scatter (crushers back about 5", I wanted them in assault for Turn 4).







We knock down another Wraith with shooting - Autocannons, Bolt Pistols and Bolters and I manage to be within Pavane range of the Wraiths.  Unfortunately, I get a 2" Pavane, which means I cannot get them past the terrain piece.  I also run 1" with the crushers and Fiends - not contributing much this turn.


Turn 4

Red Team

The Wraiths want to assault the Havoks, but we have placed CSM in the way and they have to go into them instead.  The Command Barge shuffles a bit to Gauss Blaster (kills nothing) while the scarabs move to screen off his troops from my Fiends.  The Crushers take fire and fail horribly on their 3+ saves but the Fiends are untouched (Tremor Staff Scattered off them).


In assault the DP makes her MSS test and wrecks the Lord, killing the C'tan with Fearless - just kidding, she fails, punches herself in the face and eats a Warscythe to the face.  The Wraiths again roll poorly and lose another of their number to the CSM but take down the last Obliterator.


Blue Team



We start shooting at the troops on the objective, but fail to get through their cover saves.  We also jump into the remaining Rhino to move forward - this is a huge mistake.  I thought we would kill the 1 Wraith that was left and consolidate onto the objective with that squad (and shoot down the barge), but we should have taken our home objective here.  We were thinking of contesting using an icon to guide down the Terminators who have not shown up yet, but we are not nearly close enough.


Regardless, we advance and I charge into the Scarabs with my Fiends, severely pulling the punches by stringing them along to keep myself in combat for a turn.  I manage to kill all but 2 Scarab bases after fearless wounds which is perfect for me.  The Crushers go to sit on the objective with their diversified wounds and 5+ save.




Turn 5

Red Team

The barge does a lap and contest our objective again - shooting goes into my slow Crushers, but 3 remain with 1 wound each.  The Fiends are assaulted by the nearby Praetorians and they wreck them and the Scarabs, getting a 6" bounce onto their objective.


Blue Team

If the game ends here, we lose without getting a unit into the center.  We Deep Strike so that the circle of terminators will be within 4" of the objective and roll a hit.  They run (and get a single inch to make it into contesting range - we measured the distance from the objective to the terminators rather than move the models.  We then notice that the player who put the objective in the center mismeasured by 3" so we are actually already within 3" of the objective and the Warriors are not holding it...we opt to play it where it is, since we have all planned on it being there the whole time.  I hope he measures shooting ranges better... :P


The Fiends do their thing and get to the edge of the terrain with the Warriors and charge in, weathering their attacks and wiping out the entire unit.  The consolidate in contesting range behind the terrain in case we go to another turn, but the Cryptek does not get up.


In other news that last wraith survives with 1 wound, being obnoxious as possible.  We roll to see if it ends (letting out opponent do it) and...


A 1 on the dice says it is a draw!


Our scoring for the round is:


Draw: 6 Points
Diversity of Destruction: 1 Point


We took down an HQ selection from each, the Wraith denies us the fast and we did not even touch their Elites (C'Tan), Heavy (Annihilation Barge) or the 2 troops of Immortals.

2 comments:

  1. Close game! I see now why you despise writhing worldscape. Necrons aren't catching on fire as fast as GK did, but once people start facing 12-18 wraiths and scarab lords, they'll start forgetting about rifleman dreads and purifiers.

    Too bad your first reserve rolls failed. I haven't played my DE reserve army much, but luckily my reserve rolls have averaged out so far. It's gotta be the most frustrating thing about the army.

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    Replies
    1. It does not happen that often, but leaving 3/4 of your army in reserve until turn 4 or 5 can be frustrating. I think for the same reason Writhing Worldscape is not fun for me - it emphasizes you failing rather than succeeding. The phrase 'armor save' makes it seem like each pass has your warriors shrugging off damage. In contrast, failing difficult terrain or a reserve is like tripping in a gopher hole or letting your GPS run out of batteries.

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