Thursday, 27 October 2011

Throne of Skulls - Mike - Day 1

Next up is Mike.

Me and Mike have completely different design philosophies when it comes to armies. Whereas I would find a unit configuration I like and simply duplicate it a number of times Mike would create a similar number of different units that were capable of doing the same job. Though the end result is broadly similar, the way the armies are used is completely different due to the varying design methods we both use.

Mike has recently started his own blog. Though it's in it's early stages of development it can be found here if you fancy a look and he assures me that he'll start updating it more regularly at some point ;-)

Lets get started then,

1750 Pts - Mikes ToS Blood Angels
HQ: Captain Tycho (1#, 175 pts)
   1 Captain Tycho @ 175 pts

HQ: Librarian in Power Armour (1#, 125 pts)
   1 Librarian in Power Armour @ 125 pts (Jump Pack; Blood Lance; Fear of the Darkness)

Elite: Sanguinary Priest (1#, 105 pts)
   1 Sanguinary Priest @ 105 pts (Brother Corbulo)
      1 Brother Corbulo

Elite: Chaplain in Power Armour (1#, 100 pts)
   1 Chaplain in Power Armour @ 100 pts

Elite: Sternguard Veteran Squad (8#, 265 pts)
   6 Sternguard Veteran Squad @ 265 pts (Combi-Meltagun x2; Combi-Plasmagun x1; Rhino)
      1 Sergeant (Bolt Pistol; Power Fist x1)
      1 Rhino

Troops: Tactical Squad (11#, 270 pts)
   9 Tactical Squad @ 270 pts (Flamer; Lascannon; Razorback)
      1 Sergeant (Bolt Pistol; Bolter)
      1 Razorback (Lascannon and TL Plasmagun)

Troops: Tactical Squad (11#, 245 pts)
   9 Tactical Squad @ 245 pts (Meltagun; Missile Launcher; Razorback)
      1 Sergeant (Bolt Pistol; Power Weapon x1)
      1 Razorback (Twin-Linked Heavy Flamer)

Troops: Assault Squad (8#, 194 pts)
   6 Assault Squad @ 194 pts (Meltagun)
      1 Assault Marine with Meltagun
      1 Sergeant (Lightning Claw x2)

Troops: Death Company (10#, 270 pts)
   1 Death Company @ 270 pts (Death Company; Death Company; Death Company; Rhino)
      1 Death Company (Power Weapon)
      1 Death Company (Power Fist)
      7 Death Company
      1 Rhino

Total Roster Cost: 1749

Game 1 Vs. Tau.
Mission - Seize Ground*, Deployment - Dawn of War
Result - Loss

* When announcing the mission the Tournament organiser said one mission type and put a different one on the display. This resulted in a large number of people playing the stated mission (Seize Ground) rather than the apparently correct displayed one (Capture and Control). I must point out however that this was the only organisation screw-up that I was aware of the whole weekend.

Opponents Army List.
2 x Commanders,
2 x Crisis Suits,
1 x 3 Stealth Suits,
3 x 10 Fire Warriors,
1 x 6 Fire Warriors with Carbines,
2 x Hammerheads with Ion Cannons,
1 x 3 Broadsides,
Fuck loads** of drones.

** Not sure that the phrase 'fuck-loads' can be accurately quantified but I'm presuming it means 'lots'...

Significant Events.
Power Weapon Sergeant ties-up Commander for 4 rounds of Combat.
Turn 5 I would have won, Turn 6 it was a draw, Turn 7 my opponent won.










Game 2 Vs. Chaos Daemons.
Mission - Annihilation, Deployment - Spearhead.
Result - Win

Opponents Army List.
Keeper of Secrets,
1 x 6 Fiends,
1 x 4 Flamers,
1 x 20 Daemonettes,
1 x 10 Bloodletters,
1 x 9 Bloodletters,
1 x 10 Pink Horrors,
Daemon Prince,
Soul Grinder.

Significant Events.
Death Company Rhino should have been mobbed***.
Opponent didn't roll enough 6's (to rend presumably).
Fiends died when charged.

*** I believe Mike is referring to a tactic that I use with my Daemons whereby I charge a vehicle with my Fiends or Fleshhounds and surround it completely so a vehicle wrecked/destroyed result leaves nowhere for the unit inside to be deployed therefore destroying all (or nearly all) of it. It's a somewhat unpleasant tactic when used against you as there's basically bugger-all you can do to prevent it if your within range.






Note the gap at the rear of the Death Company Rhino from which they can disembark...

...Which they promptly do. Had that gap been closed the unit inside could have been effectively neutralised. Now they're free to charge and destroy the Fiends next turn.




The four Flamers (almost) completely wiped out that group of Marines with 4x Breath of Chaos.
Game 3 Vs. Space Marines.
Mission - Sieze Ground, Deployment - Pitched Battle.
Result - Win.

Opponents Army List.
Vulkan,
Sternguard in Land Raider Redeemer,
3 x Tactical Squads with Power weapon, Flamer + Multi-Melta in Rhino,
2 x 2 Landspeeder with Multi-Melta + Heavy Flamer.

Significant Events.
Turn one Corbulo used his re-roll to turn a roll of 2 into a 6 in order to destroy a Land Raider.
Tycho and Vulkan battled to the death (Vulkan's death apparently).




The Death Company get ready to do their thing...

The last thing that a Razorback driver want's to see pulling up alongside...


Vulkan and Tycho discuss their differences in a civilised manner...with a duel to the death ;-)


Well that isn't going to end well...
Day one over with. Day two should be appearing tomorrow.

3 comments:

  1. My blog will be further updated once camera is fixed.

    As for the daemon player, he told me after the game finished when i told him he should have mobbed the rhino that he didnt consider it because he wouldnt have liked a similar tactic used on him...since i would have been fine doing it perhaps i should start a dark eldar army?

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  2. @ Mike - The idea of not using an entirely legal tactic in a tournament because it might upset your opponent seems a bit daft to me.

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  3. i was told once it's "not in the spirit of the game", i countered this with the tactical squad shooting their boltguns uses the same rulebook to know how to accomplish that attack so how is it not in the same "spirit of the game"?

    Also i feel i should point out that in the second to last picture, that tactical squad ran 4" away from the rhino when it tank shocked. i only wanted the squad to move, they took it personally and ran away

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