Wednesday, September 17, 2008

'Ard Boyz Qualifier: Games 1 & 2


missions: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1870341_40K_Ard_Boyz_Round1_Scenarios.pdf

There were 15 players at this qualifier... 5 Orks players (!), 1 Necron, 1 Tyranid, 1 Sisters of Battle, 1 Armoured Company, 1 Tau, NO Eldar (!!), 2 Chaos Marines (I think), and 3 Space Marines (Black Templar, Death/Ravenwing, Ultramarine).

There was not much terrain on any table. All the terrain was ruins, some with an area base, others not. I was immediately regretting not taking my Force Field Mek...

Game 1 vs Chaos Space Marines

Army list

Abaddon
Demon Prince of Slaanesh -Wings, Lash of Submission.

3 Terminator Champions -Nurgle icon.
10 Chosen -Slaanesh icon, lots of power fists/weapons.

10 Chaos Marines -Undivided Icon, 2x melta. Champ -fist.
10 Chaos Marines -Undivided Icon, melta/plasma. Champ -pw.
2x 10 Berzerkers.

Defiler.
2x 3 Obliterators.

Deployment: Objectives are placed, one in each quadrant and one in the middle of the table (about the only way to deploy 5 objectives). I win roll for 1st turn and take it and deploy everything but the Kommadoes who out-flank and the 'Ard Boyz in a Trukk who I hold in reserve to counter any sneaky deep strikes or out-flankers.

Chaos deploys everything but the Chosen who out-flank. The Defiler and Oblits deploy in the back corner. The 2 marine squads up front with the Berzerkers on each flank of the table quarter. Abaddon joins the Nurgle Terminators in the middle. Demon Prince is hiding behind a building.

TURN 1: I rush everything forward but the Kill-Kannon Wagon which deviates wildly with it's shot. The Mek's Kustom Mega Blastas take out a marine.

Chaos Marines move up and Berzerkers run down the table sides. Melta gun fire Immoblizes the Deff-Rolla Wagon. The 30 man mob of Slugga Boyz gets lashed forward(!) and the Defiler and Plasma Cannons from the Oblits blow away about a dozen (it would have been much much worse but I made a ton of 4+ cover saves against the Oblits who fired through the units in front of them.)

TURN 2: Close combat errupts everywhere. Kommandoes show up where I want them and assault a unit of Oblits in the back corner, combat is a draw with both sides only doing 2 wounds. Mega-Nobz Trukk moves 13" and Ghaz and the Mega-Nobz pile out into a unit of Berzerkers. Ghaz is wounded from the fist Champion but I make all my 2+ saves (about 7 or 8 wounds). The Berzerkers are wiped out to a man, Ghaz hitting and wounding with all 7 of his attacks! Gargunki and his Nobz pile out of the immobilized Wagon and assault the Marines who shot them. Gargunki is wounded by the fist champion and I lose only 1 Nob ('eavy armour and Feel No Pain FTW), the Marine squad is also wiped out once the klaws are done. The big mob of Slugga Boyz assault the other Chaos Marine Squad, the fight is ferocious and a single Chaos Marine is all that is left alive, but he passes his morale check.

The Chosen arrive behind the Kommandoes and charge into combat with the Oblits along with the Defiler who charges in too. The Kommandoes get whooped leaving only the Nob and a single Kommando but I roll double 1's for morale and keep them all locked in! Abaddon splits from the Terminators and the Termintors along with the other unit of Berzerkers charge into the Slugga Boyz... the Slugga Boyz get beat down and runs fer it but not before the lone Chaos Marine from last rounds combat is killed by the Slugga Nob's Klaw. The Demon Prince 'lashes' Ghaz and the Mega-Nobz closer and assaults them. The Prince delcares all his attacks against Ghaz and I immediately call the Ghaz Waaagh! to get a 2+ invulnerable which saves all five wounds suffered... the Demon Prince gets pummeled in return.

TURN 3: Ghaz and the Mega-Nobz run to capture the North-East objective. The Nobz do like-wise to capture the objective in the middle. The big mob of Shoota boyz sit on the objective in my quadrant. The 'Ard Boyz arrive and pull up to contest the objective being held by the other unit of Berzerkers in the South-West. The Burna Boyz pile out of the Wagon and 10 burna templates cover the Berzerkers... about 40+ hits are scored but before I roll to wound my opponent calls it.

Thoughts: Out of all my games so far in 5th edition it has been Chaos that has given me the most trouble so I was anything but thrilled when I saw I'd be fighting them in the 1st round. My opponent was relatively new to 40k having started playing about 2 years ago and made some mistakes which I capitalized on. One was not bunching up the Orks with the Lash to do more blast wounds and forgetting that I would get a cover save from the Oblit's shots through his own units. He also depolyed too far forward and I was able to get multiple charges off and wipe out most of his scoring units quickly. With the final scoring unit about to be 'burninated' and 3 rock hard units controlling objectives for me the game was up. I got a massacre for having 3-0 in objectives and a +1 for having all my HQ choices within 6" of an objective at the end of the game for 21 battle points.


GAME 2 vs Sisters of Battle

Army List
St. Celestine the Unkillable.
Canoness -all kinds of stuff.

10 Repentia

5x 10 Battle Sisters with a mix storm bolters, flamers, and meltas. Squad leaders with master-crafted weapons. 2x Rhinos.

7 Seraphim (Deep Striking)

2x Exorcist
Retributers 2xHB, 2xMM. Immolator transport.

Tons of Faith Points.

This was my first game ever against the Sisters so I was pretty interested to see what they could do. My opponent's name was Richard and he was a fun guy to play against, everyone seemed to be pretty cool in fact. He was playing an Armoured Company army on the table next to me in round 1 and looked to be getting pummeled but apparently won due to a lack of scoring units for the Armoured Company player...

Deployment: Apparently this was a Dawn of War deployment type but I think someone said everything had to start in reserve that wasn't on the table? I don't know it was confusing, I was in a 'Pitched Battle' mindset for some reason... He had search lights on his Exorcists and we did use Night Fight on Turn 1 but they didn't come onto the table until Turn 2... I doubt it would have made much of a difference in the end though. I deploy everything as far forward as possible, Kommandoes out-flank.

TURN 1: Sisters won first turn and not knowing how either of our Army's would fair against the other (he had never played against Orks with Sisters) the Sisters didn't do anything but stand still and look pretty.

I moved/ran everything forward as far as I could.

TURN 2: He makes all his reserve rolls except for the Repentia... the Exorcists destroy my Deff-Rolla wagon and a few light casualties are suffered from the boyz.

Ghazghkull calls on his Waaagh! The big mob of Shoota Boyz assault a squad of Sisters on my far right. The big mob of Slugga Boyz assault a unit in the middle led by the Cannoness. Gargunki and his Nobz assault another unit on the far left through cover. The 'Ard Boyz turn the Trukk around, disembark and assault the Seraphim who had Deep Struck deep into my deployment zone. Ghazghkull and the Mega-Nobz assault St. Celestine who had fearlessly jump packed in unsupported into the midst of my army. Apparently St. Celestine is nigh invincible as she can keep coming back with 1 wound and all that is required is to pass a Leadership test of 10... nasty. The Orks lay the smack down and wipe out 3 squads of Battle Sisters completely. The 'Ard Boyz flub their attacks and remain engaged with the Seraphim while the Cannoness survives, and passing her morale check is surrounded by a mob of about 20 orks...

TURN 3: The Repentia move onto the board from Reserve and St. Celestine comes back to harass Ghaz and his Nobz again... hmmm... I have a feeling I'll be chasing her down all game. Concentrated fire from the Immolator and two squads of sisters and an Excorcist decimate one of my Slugga Boy units but still the magic number of 11 remain while the other Excorcist can't penetrate the Kill-Kannon wagon. The Repentia assault Gargunki and co. and kill 3 Nobz but are cut down to a girl when it's all said and done. The Seraphim and 'Ard Boyz still fight on as Vark the 'Ard Boy Nob can't seem to hit anything at all with his klaw... St. Celestine is gunned down by the Trukks big shootas before Ghaz gets a chance to kill her... again... but she'll be back... again...

TURN 4-5: The Kill-Kannon wagon gets tagged in the side by an Excorcist Missile but the Battle Sisters are eventually all but butchered in combat by the end of turn 4 with the notable exception of the Seraphim who actually defeat the 'Ard Boyz through timely hit and runs (helped by Vark who missed about 18 of 20 klaw attacks). St. Celestine would deep strike off the board and end the game in reserve counting as destroyed...

The Sisters were left with a Rhino and a single Seraphim at the end of the game giving the Orks a massacre in Kill-Points.

Thoughts: St. Celestine is just nasty! But I can't complain because Ghazghkull's special abilitys are just as bad! I really like Sisters of Battle and they have the fire power to put a hurtin' on the boyz... but Night Fight allowed me to get to grips with the majority of my army in Turn 2 and Faith alone could not save the Sisters.

I'd really like to play another game with these two armys, the mission favored close combat armys like the Orks and even though we screwed up the deployment of Heavys it's unlikely it would have made much of a difference even with the search lights on the Exorcists and an extra turn of shooting from them. Still I would like a more balanced battle.

0 comments:

 
Template designed using TrixTG