So, we had a tournament between 4 of us at my house today.
3 games so everybody played everybody else once.
Game 1 - Pitched Battle + Capture and Control
Game 2 - Spearhead + Seize Ground
Game 3 - Dawn of War + Annihilation
The 1500 point event we're practising for also has the rule that there's no turn 7 and turn 6 only happens on a 4+ so we used that rule for these games.
It just wasn't practical to do battle reports of every game, I will however be posting the army lists and results.
Adams army wasn't painted yet and Dave had packed his away before he remembered I was going to take pictures so your only getting pictures of what Me and Mike used. Mikes Valkyries and Vendettas look awesome and will therefore be getting their very own blog post straight after this one.
Onto the armies (If you can call 1500 points an army)
1500 Pts - Garreths 'Night Reapers' Space Marines
My list was an (almost painted) cut down version of one of my 1750 Mech. lists. There are some Marines as well but they're a bit camera shy ;-)
HQ: Space Marine Librarian (1#, 100 pts)
1 Space Marine Librarian @ 100 pts (...in Power Armour; The Avenger; The Gate of Infinity)
1 ...in Power Armour
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin Linked Autocannon; Twin Linked Autocannon)
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin Linked Autocannon; Twin Linked Autocannon)
Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin Linked Autocannon; Twin Linked Autocannon)
Troops: Tactical Squad (6#, 165 pts)
4 Tactical Squad @ 165 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter Killer Missile; Lascannon and TL Plasmagun)
Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Hunter Killer Missile; Lascannon and TL Plasmagun)
Fast Attack: Land Speeder Squadron (1#, 90 pts)
1 Land Speeder Squadron @ 90 pts (Typhoon Missile Launcher x1)
Fast Attack: Land Speeder Squadron (1#, 90 pts)
1 Land Speeder Squadron @ 90 pts (Typhoon Missile Launcher x1)
Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
1500 Pts - Mikes Imperial Guard
Mike used his 'Flying Circus' (Ill be posted more pictures of this army later today)
HQ: Company Command Squad (6#, 100 pts)
4 Company Command Squad @ 100 pts (Meltagun x2; Officer of the Fleet)
1 Company Commander
1 Officer of the Fleet
Elite: Storm Trooper Squad (10#, 185 pts)
9 Storm Trooper Squad @ 185 pts (Meltagun x2)
1 Storm Trooper Sergeant
Troops: Veteran Squad (10#, 135 pts)
9 Veteran Squad @ 135 pts (Flamer x2; Gunnery Sergeant Harker)
1 Gunnery Sergeant Harker
Troops: Veteran Squad (10#, 130 pts)
9 Veteran Squad @ 130 pts (Camo Cloak; Snare Mines; Meltagun x3; Forward Sentries)
1 Veteran Sergeant (Camo Cloak; Snare Mines)Troops: Veteran Squad (10#, 130 pts)
9 Veteran Squad @ 130 pts (Camo Cloak; Snare Mines; Meltagun x3; Forward Sentries)
1 Veteran Sergeant (Camo Cloak; Snare Mines)
Fast Attack: Vendetta Gunship Squadron (2#, 260 pts)
1 Vendetta Gunship Squadron @ 260 pts
1 Vendetta
1 Vendetta
Fast Attack: Valkyrie Assault Carrier Squadron (2#, 280 pts)
1 Valkyrie Assault Carrier Squadron @ 280 pts
1 Valkyrie (Multiple Rocket Pods x2; Heavy Bolter Sponsons x2)
1 Valkyrie (Multiple Rocket Pods x2; Heavy Bolter Sponsons x2)
Fast Attack: Valkyrie Assault Carrier Squadron (2#, 280 pts)
1 Valkyrie Assault Carrier Squadron @ 280 pts
1 Valkyrie (Multiple Rocket Pods x2; Heavy Bolter Sponsons x2)
1 Valkyrie (Multiple Rocket Pods x2; Heavy Bolter Sponsons x2)
1500 Pts - Adams Iron Hands
Adam cut down his Iron Hands list from 1750 which I personally thought wouldn't work very well. I however turned out to be completely wrong.
HQ: Master of the Forge (1#, 105 pts)
1 Master of the Forge @ 105 pts (Storm Bolter)
1 Servo Harness
Elite: Venerable Dreadnought (1#, 185 pts)
1 Venerable Dreadnought @ 185 pts (Assault Cannon; Twin Linked Autocannon)
Elite: Venerable Dreadnought (1#, 185 pts)
1 Venerable Dreadnought @ 185 pts (Assault Cannon; Twin Linked Autocannon)
Elite: Venerable Dreadnought (1#, 200 pts)
1 Venerable Dreadnought @ 200 pts (Extra Armor; Heavy Flamer; Assault Cannon)
Troops: Tactical Squad (11#, 295 pts)
9 Tactical Squad @ 295 pts (Meltagun; Lascannon; Razorback)
1 Sergeant (Bolt Pistol; Power Fist x1)
1 Razorback (Searchlight; Smoke Launchers; Hunter Killer Missile; Twin Linked Assault Cannon)
Troops: Tactical Squad (6#, 200 pts)
4 Tactical Squad @ 200 pts (Razorback)
1 Sergeant (Bolt Pistol; Power Fist x1)
1 Razorback (Searchlight; Smoke Launchers; Hunter Killer Missile; Twin Linked Assault Cannon)
Heavy Support: Ironclad Dreadnought (1#, 165 pts)
1 Ironclad Dreadnought @ 165 pts (Hunter-Killer Missile(s) x2; Heavy Flamer)
Heavy Support: Ironclad Dreadnought (1#, 165 pts)
1 Ironclad Dreadnought @ 165 pts (Hunter-Killer Missile(s) x2; Heavy Flamer)
1500 Pts - Dave's Imperial Guard
Dave brought his 1500 point Guard army which always seems to improbably pick my armies to pieces or fall apart if I throw a sharp rock at it but never anything in-between, lol. Unfortunately as he taught me how to play he also has an uncanny knack of guessing what I'm going to do next.
HQ: Company Command Squad (5#, 70 pts)
2 Company Command Squad @ 70 pts (Heavy Weapons Team)
1 Heavy Weapons Team (Lascannon)
1 Company Commander
Elite: Ratling Squad (5#, 50 pts)
5 Ratling Squad @ 50 pts
Troops: Veteran Squad (10#, 90 pts)
9 Veteran Squad @ 90 pts (Meltagun x2)
1 Veteran Sergeant
Troops: Infantry Platoon (55#, 340 pts)
1 Infantry Platoon @ 340 pts
4 Platoon Command Squad
1 Platoon Commander
7 Infantry Squad (Heavy Weapons Team)
1 Heavy Weapons Team (Autocannon)
1 Sergeant
7 Infantry Squad (Heavy Weapons Team)
1 Heavy Weapons Team (Autocannon)
1 Sergeant
7 Infantry Squad (Heavy Weapons Team)
1 Heavy Weapons Team (Autocannon)
1 Sergeant
7 Infantry Squad (Heavy Weapons Team)
1 Heavy Weapons Team (Missile Launcher)
1 Sergeant
7 Infantry Squad (Heavy Weapons Team)
1 Heavy Weapons Team (Missile Launcher)
1 Sergeant
Fast Attack: Valkyrie Assault Carrier Squadron (1#, 140 pts)
1 Valkyrie Assault Carrier Squadron @ 140 pts
1 Valkyrie (Multiple Rocket Pods x2; Heavy Bolter Sponsons x2)
Fast Attack: Vendetta Gunship Squadron (2#, 260 pts)
1 Vendetta Gunship Squadron @ 260 pts
1 Vendetta
1 Vendetta
Heavy Support: Leman Russ Squadron (1#, 200 pts)
1 Leman Russ Squadron @ 200 pts
1 Leman Russ Demolisher (Lascannon; Heavy Bolter Sponsons x2)
Heavy Support: Leman Russ Squadron (1#, 200 pts)
1 Leman Russ Squadron @ 200 pts
1 Leman Russ Demolisher (Lascannon; Heavy Bolter Sponsons x2)
Heavy Support: Hydra Flak Tank Battery (2#, 150 pts)
1 Hydra Flak Tank Battery @ 150 pts
1 Hydra Flak Tank
1 Hydra Flak Tank
Results (Win =30, Draw = 10, Loss =1)
Game 1 - Table 1 - Mike Vs. Dave Table 2 - Garreth Vs. Adam
Game 2 - Table 1 - Dave Vs. Adam Table 2 - Mike Vs. Garreth
Game 3 - Table 1 - Mike Vs. Adam Table 2 - Dave Vs. Garreth
1st Adam - 1,30,30 (61) VP's Scored- 3580, VP's Conceded - 2018
2nd Dave - 30,1,30 (61) VP's Scored- 2686, VP's Conceded - 2593
3rd Garreth - 30,10,1 (41) VP's Scored- 2417, VP's Conceded - 2202
4th Mike - 1,10,1 (12) VP's Scored- 2170, VP's Conceded - 3853
Most Bloody Game - Dave Vs. Mike - 2308 VP's Dead.
Closest Game - Dave Vs. Garreth - 187 VP's difference.
A nice overview, are those the lists your all planning on taking? (bar Dave who i dont belive is attending) And will we get a list of thougts as to what worked what didnt and why you think that was?
ReplyDeleteI'll do an analysis later tonight. I just wanted the basics up straight away while I had a bit of spare time. That will most likely be my 'reserve'list in case the foot list turns out to be completely rubbish or the Jump Pack list isn't painted in time.
ReplyDeleteIt was also a test of whether The Marine version was better than the Space Wolves version. At 1500 points the 45 point difference between the 2 lists imo makes a big difference. I'd have had an extra 4 Hunter-killer missiles with the SW version. Of course there are downsides as well.
ReplyDeleteUpsides to my iron hands, there pretty cool, fun to use, only clock in at 10 kill points and win apparently...
ReplyDeleteDownsides only 15 marines to score with and i really need to decide what im going to do/how im going to play before turn 3!
The games;
Against garreths mech marines it was always likely to be a draw but thanks to some indecisiveness on my part and some marines unable to run more than 2 he stole the win. Always a decent hard game against garreth.
Against dave guard it was a matter of strategic shuffle and smoke across the board with the dreadnoughts to allow an iron clad to get close enough to the scary demolishers, once the armour was disabled the guardsmen folded.. its what they do.
Against mikes flying monkeys, i always find myself having to think more, as im still not used to 6 giant flying boxes harrasing me. A hard fought game where i lost 3 dreads to 3 vet squads all in one turn, which made me have no other choice but to wade through about 50 guard vets+storm troopers with my 15 marines which won me the game. was a good move with his meltas taking half my army like that but to do it he had to get close to my line which i decided to punish him for.
All said and done it was a good 3 games against good people and was a fun day!
i find the exact same thing with Dave's army, there is never a close game between us!
ReplyDeleteMike, do you have some stats on what your win/loss record is ?
ReplyDeleteI'll ask him for you and post his reply asap as he probably doesn't look at posts this far down.
ReplyDeletei don't know the exact numbers but i think it was near enough 50/50.
ReplyDeletei tended to find the army suffered a lot from little bits of bad luck that my space marine armies can generally bounce back from and thus i had few close games with generally knowing where the game was going by turn 3 when i'd either lost 3 or 4 valks or the opponent had no long range anti-tank left and i had free reign.
on the flip side, i came third on "best painted" in the tournament i took them to. i use quotation marks because the 2 armies ahead of mine were adequatly (and perhaps even interestingly) converted but i wouldn't have called them better painted even with my infantry largely unfinished by the time i got there