tag:blogger.com,1999:blog-8411096724038195542024-03-14T00:12:39.573-07:00Little Men Shed - LMSWarhammer 40,000 focused postings with Australian tournaments, local gaming groups, list building, batreps and hobby articles.barithttp://www.blogger.com/profile/16758821177053196221noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-841109672403819554.post-65055853821512568432015-01-27T21:29:00.000-08:002015-01-27T21:29:24.092-08:00CANCON 2015 - event recap<div dir="ltr" style="text-align: left;" trbidi="on">
Wow what a weekend! 8 games over 3 days is really quite a feat and it really pushes you by the end of each day and doubly so for the two games on day 3. The 40K competitive event saw 60 players enter this year, down from previous numbers but it still had heaps of interesting armies and great players.<br />
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<a name='more'></a>Full details of the event including players pack can be found <a href="http://www.cgs.asn.au/cancon/tournaments/warhammer-40k-competitive/"><b>here</b></a>, missions were given out on the day. My list was a version from my previous post, discussion of which can be found <a href="http://littlemenshed.blogspot.com.au/2015/01/cancon-list-building-tyranids-1850.html"><b>here</b></a>. The final iteration looked like this:<br />
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<b>HQ</b><br />
Hive Tyrant, wings, 2 x devourers, electroshock grubs<br />
Hive Tyrant, wings, 2 x devourers, electroshock grubs<br />
Hive Tyrant, wings, 2 x devourers, electroshock grubs<br />
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<b>Elites</b><br />
3 x Zoanthropes<br />
3 x Zoanthropes<br />
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<b>Troops</b><br />
Mucolid<br />
Mucolid<br />
Mucolid<br />
20 x Termagants - 14 x Fleshborer, 6 x Devourer<br />
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<b>Heavy Support</b><br />
Sporocyst, 5 x Venom Cannons<br />
Sporocyst, 5 x Venom Cannons<br />
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Tyrannocyte, 5 x Venom Cannons<br />
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<b>Deathleaper's Assassin Brood</b><br />
Deathleaper<br />
Lictor<br />
Lictor<br />
Lictor<br />
Lictor<br />
Lictor<br />
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<h3 style="text-align: left;">
Day 1</h3>
<br />
<b>Game 1</b><br />
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So onto the first game! My opponent was playing an Eldar list and had first turn. I was lucky enough to have night fight and some good ruins to sit on for my Flyrants. Turn 1 was all about positioning for the Eldar player to make the most of firing lanes from turn 2 onwards. My first turn was spent trying the get the vehicles to jink, taking the pressure away from my ground forces. From then on I went after all of this troops and disabled everything that was fast, his Wraithknight I just ignored for the whole game, its high toughness meant that I had almost no tools to deal him him. By turn 5 I was sitting on most of the objectives and had all 3 secondaries. 14-0 win my way.<br />
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<b>Game 2</b><br />
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My next game was up against the creator of the Community Comp! Hammer and anvil, kill points, I had first turn. An interesting Eldar list that had a Harlequin star with an Archon and Asurmen coming out of a Bastion with an escape hatch. There was a lot of back and forth with this one but with my #4 warlord trait on strategic for rerolling reserves meant that I was able to pour the board with bodies and just offer up too many targets while snatching multiple KP's. I took a medium win from this one with 10-4.<br />
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<b>Game 3</b><br />
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The last game of the day was a tough one, both in terms of fighting very hard for it and the venue working agaisnt us. For the last 7 hours is was sitting at over 30-35 degrees in the exhibition hall, it was basically sauna 40K... My opponent had Grey Knights with the Nemesis Strike Force, Grav Centurions and 2 shunting Dread Knights. Not realising that the strike force had different rules I was in for a horrible shock when the grav centurions dropped in on the first turn with Draigo and 2 Librarians. My only chance was to present multiple threats to them and hope that the grav unit would ignore my Flyrants. Luckily it paid off and the tricky of the Maelstrom mission as well as the MSU presented by my list meant that he went after my units that could score. A mistake that would end up costing him the game as I took down the Dread Knights and used all my dice to prevent him from getting Gate of Infinity off twice. I took a medium win for the game putting me on 34 points for the day out of a possible 42.<br />
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<h3 style="text-align: left;">
<b>Day 2</b></h3>
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<b>Game 4</b><br />
<b><br /></b>
Maelstrom mission against a Space Marine list with a Land raider + Terminators, 2 Devastator squads, 2 max bike squads, one led by a beat stick Chapter Master on a bike. I stole first turn and the battle soon turned into a rout, I blew up a rhino in the psychic phase grabbing me first blood and the explosion killed enough of the Devastator squads to make them both run off the board... The following turns saw the Chapter master save over 40 wounds before falling under the might of 3 Flyrants he could not get into combat with. Turn 5 saw me table my opponent for a 14-0 win.<br />
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<b>Game 5</b><br />
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Another Maelstrom mission against a dual Thunderwolf, triple drop pod Space Wolf list that had a 10 man melta squad, 10 man plasma squad and a combat Dreadnought. First turn again and I was up in the air maxing my Flyrants range and taking out the biggest threat to me, the Long Fang squad with Flakk Missiles. Killing the squad netted me First blood, and I also managed to sneak a few wounds into a Thunderwolf squad. As the game progressed I tried to whittle down both Thunderwolf squads to not much effect but the combat ability of 3 Lictors is not be be underestimated. In the formation with Preffered Enemy against Characters I was able to put 5 rends and another 5 armour saves on a 2 man squad taking them off the table. By turn 5 everyone was scrambling for Maelstrom points but my secondaries and a good roll on a D3 meant that I was able to grab a medium win netting me another 10 points.<br />
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<b>Game 6</b><br />
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ANOTHER MAELSTROM mission! I am really holding myself on a knife edge here as the luck of drawing cards makes or breaks some of these games. Facing a Tau/Necron combo with Kroot, Sniper Drones, Necron Warriors, Riptide, CCB Overlord, Tau Commander unit and a host of other little tricks I am really worried. My Powers of the Hive Mind are some of the best I could hope for this mission rolling up The Horror 3 times, this is especially great with the Lictors adding an additional -1Ld within 12".<br />
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With second turn I am in range and unleash my powers to full effect, pinning the Sniper Drones and Riptide. That Riptide says pinned until the 5th turn as I wanted him to be stuck focusing on my Flyrants and leaving my very fragile ground troops alone. I got some good luck with my cards and managed to get a 3+D3 VP by killing 6 units in a turn. Overlord + CCB + 2 Tau HQ + drones + Sniper Drones, I rolled a 5 for my D3 on that one netting me 6 VP from a single card. <br />
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Big win here which netted me another 14 win, leaving me near the top of the pack on 72 at the end of day 2.<br />
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<h3 style="text-align: left;">
<b>Day 3</b></h3>
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<b>Game 7</b><br />
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54 Flesh Hounds with a Juggernaut in each 18 dog squad is very hard to remove! Especially when there is three large Daemonette squads and some horrors on the board. Really amazing to see that many 2 wound models on the table and with a modified 1 objective each (Draw Hammer) it was going to be super tough to pull off a win here. From the onset I really struggled but with going second I was able to ensure the both Sporocysts where going to be firing into a single squad of dogs at a time, baby sit my objective with a huge foot print and encase themselves in Spore Mine bubble wrap. <br />
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Mucolids here helped me immeasurably double tapping multiple dogs with multi charges and with Zoanthropes just being absolute heroes and passing way more saves that they had the right to in combat. With some subtle manipulation I was able to place all but Deathleaper near my opponents objective, because he had spaced his models so well to reduce template damage they were able to drop down right inside an 18 strong Daemonette squad. I then put pressure on the squad from flyrants hoping he would go to ground which would then protect the Lictors from reprisal before they could get around and bubble wrap the objective. The gamble paid off and I snatched a full point win as the Lictors cleared out the contesting Daemonettes from his own objective and then saved them from a counter charge from the dogs as the Juggernaught lord was the initial charger and could not fit his bases though his own models. That win puts me on the top table playing for first place! Sorry forgot to nab a photo here.<br />
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<b>Game 8</b><br />
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Super excited to be sitting here, 2 years ago I was playing at the top table and made a single measuring error which cost me the game and put me in 3rd place. One of my mates I went over with told me I just had to make sure I didnt lose and I had the event in the bag as I was the only player with more than 6 wins - way to put the pressure on!<br />
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Playing a tidy list of Eldar and Dark Eldar in kill points. First turn I was straight on the back foot losing my warlord and first blood along with a Zoanthrope Brood, I felt like it was 2013 all over again as I failed to make a single save on every single wound that was thrown at me. By the bottom of turn one I had my Sporocysts sitting almost dead on 1 and 2 wounds left with my Warlord down, 2 Zoanthropes left out of 6 and my reroll reserves trait now gone I was really starting to worry. In return I took out a bike squad and put 2 hull points on a Raider containing an Incubi Squad with the warlord, pinned the Warp Spiders and hoped for the best in turn 2. First shot at one of my 2 remaining Flyrants saw him take a wound, the rest of the shooting was mitigated as he pushed all his shooting into my now wounded Flyrant and positioned his Incubi to take advantage of the grounding test I was moments away from failing... A fear test later, the Eldar Warlord dead and 3 of the 8 Incubi gone I am a little more hopeful that I might be able to salvage something here.<br />
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The next two turns are spent trading a point for a point but it all came crashing down as I landed 6 glances on a Wave Serpent from my Termagant squad, with only 2 of the glances saved I am now opening up on the Venom and anything that offers a kill point. My Mucolids go after the Vauls Wrath Weapon squad wiping them from the table and pushing me to a 2KP lead by the end of the game, netting me my smallest win for the tournament but securing me first place.<br />
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It was a great event and I will hopefully go back next year to see if I can hold onto the top spot.<br />
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barithttp://www.blogger.com/profile/16758821177053196221noreply@blogger.com0tag:blogger.com,1999:blog-841109672403819554.post-19699540033679551562015-01-19T20:16:00.000-08:002015-01-20T14:35:01.529-08:00Australian Masters - event recap<div dir="ltr" style="text-align: left;" trbidi="on">
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXVchyrRpFKvDB94f5Hq_9f7OaWVrL427OUVonhWA6mIgrC3vn1Yyf_ihg8BzxFXxQPTzuyqWAnOPWYh0UbglmEepP5DRJWbvljxc3IRd9_9dpt3U6gvqLY-Y4ltZTEFzq4T5k2GalYcY/s1600/20150117_122223.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXVchyrRpFKvDB94f5Hq_9f7OaWVrL427OUVonhWA6mIgrC3vn1Yyf_ihg8BzxFXxQPTzuyqWAnOPWYh0UbglmEepP5DRJWbvljxc3IRd9_9dpt3U6gvqLY-Y4ltZTEFzq4T5k2GalYcY/s1600/20150117_122223.jpg" height="300" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">9 Models, 6 Kill points, 18 hull points, 21 wounds.</td></tr>
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With a massive weekend done and dusted I managed to capture a photo or two from most of my games. The event was great, a big mix of lists with not a single duplicate taken which was great to see and play against. The list I took is detailed <a href="http://littlemenshed.blogspot.com.au/2015/01/australian-masters-list-building.html"><b>here</b></a><br />
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The event format was 5 games and 16 players, that means in order for there to be a final person on 1 win there needs to be a few rounds where winners are going to be playing some people who lost their previous rounds but scored well. Missions are a combined mix of an Eternal War mission, a Maelstrom mission and a KP differential (KP differential is worth up to 8VP).</div>
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<b>Game #1</b></div>
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Vs a utility Tyranid list </div>
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Eternal War: Big Guns Never Tire and Maelstrom of War: Cleanse and Control. </div>
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It was a Dawn of war deployment and I have first turn. This game was really tough on my opponent, he deployed poorly and I really pressed him hard with the 3 Flyrants on one flank and the Knights on the other. He just didnt have the tools to take out the Flyrants or to do anything meaningful to the Knights. The Hive Mind who sided with the Imperial Knights took the game (me).</div>
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<tr><td class="tr-caption" style="text-align: center;">The Tervigon was in trouble.</td></tr>
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<b>Game #2</b></div>
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Vs Drop pod spam, tiggy, cents and wolves.</div>
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Eternal War: The Emperor’s Will + Maelstrom of War: Cloak and Shadows.</div>
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Vanguard Strike deployment, this was the worst possible match up I could get for my list and the mission. I had first turn which at least let me get my Flyrants in the air and to help position better to prevent drop pods locking my Knights in. Bottom of turn 1 my warlord and second Knight Errant were down. Bottom of two I lost my third to a chainfist toting Wolf Guard Battle Leader, but not before his stomp attack removed Tiggy and 2 grav Centurions! Without the tools to take down the Flyrants they just chewed through the rest of the army and wracked up kill points then I landed 2 on an objective for turn 5. The kill point differential (+7 VP) pushed me into a big win.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6nNneAv3wE_Jpgkq-o6I8wYUkusV_NXNezKydEZ-tvBik9yZlqi_8GbIj_Bg7pgNpgNhoaeFdiGQs1sgdTJreWNfk2N3c09pn5lo0H7i-EMjVabjQy4QZ_q_B5BR-7hGzLGm7kYfKEcU/s1600/10361257_391982924316210_6031688594756501400_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6nNneAv3wE_Jpgkq-o6I8wYUkusV_NXNezKydEZ-tvBik9yZlqi_8GbIj_Bg7pgNpgNhoaeFdiGQs1sgdTJreWNfk2N3c09pn5lo0H7i-EMjVabjQy4QZ_q_B5BR-7hGzLGm7kYfKEcU/s1600/10361257_391982924316210_6031688594756501400_n.jpg" height="300" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Tiggy in the bottom left are about to be removed from play!</td></tr>
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<b>Game #3</b><br />
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Vs Chaos and CSM, Belakor, Fateweaver, Screamer star</div>
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Eternal War: The Relic + Maelstrom of War: Deadlock.</div>
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Dawn of War deployment and the Chaos are off to a screaming start, getting off all their powers and grabbing the relic. Knights jump into the screamers and the Flyrants go off and do their thing, picking target of opportunity for max KP differential. The Void Shield in this list was interesting and was the first one I have played against. Going into this game I made some mistakes with the Master of the Joust warlord trait, being the 4th game I have ever had using a Knight. On my cheat sheet I had it down as reroll 1's in combat instead of on the charge. Not sure how much of a difference it would have made but I had a chat with my opponent about it and squared the mistake away. The relic was ended up as contested and the +8 VP for kill points pushed the win over to me with plenty of room to spare.</div>
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<tr><td class="tr-caption" style="text-align: center;">The Knights fear no Deamon, especially ones that fail to glance or pen!</td></tr>
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<b>Game #4</b></div>
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VS Pask Punishers, Cypher/Tiggy guard blob and Wyverns.</div>
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Eternal War: Crusade + Maelstrom of War: Contact Lost.</div>
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Possibly the biggest swing of the game before it even starts, my opponents Warlord trait is score 2 VP for every objective claimed. I have second turn and it is Vanguard strike. Having a guard blob with 4++ saves that is fearless and has hit and run is a tough ask for anyone to deal with and in this case it was indeed that. for 5 turns we went back and forth into and out of combat between the blob and the 3 Knights. A highlight of the combat though had to be when the explosion scattered and Coteaz was insta-gibbed when he failed his 2+ armor save. It was a game with a lot of back and forth but in the end it came down to 2mm... It was my first loss and a very small one on turn five with a score of 13-15.</div>
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<tr><td class="tr-caption" style="text-align: center;">The Flyrants break off keeping out of Punisher range while the Knights front up.</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Flyrants spread out and land hoping to grab 3 objectives.</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">A 2mm gap was all that separated the game on turn 5.</td></tr>
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<b>Game #5</b></div>
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Vs Tau, 2 riptides, 6 Broadsides, Command unit and suits.</div>
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<div>
Eternal War: The Scouring + Maelstrom of War: Tactical Escalation</div>
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Hammer and Anvil deployment here helped me despite having second turn, with the narrow alley I was able to get the best facing vs most of his mass strength 7 shooting. By the bottom of turn 1 I was almost in his deployment zone and my Warlord Knight was sitting on -4 Hull Points. After another round of shooting my Warlord was on -5 Hull Points after making an incredible amount of successful cover and Ion Shield saves. After that is was all down hill for the Tau player, ended up as a total wipe at the bottom of turn 5, sorry no photo for this game...</div>
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<br /></div>
<div>
So with the games all wrapped up the first place went to the player I lost my game to (Guard player) and I came in with a 3rd place spot. It was a great event and I will hopefully be able to go to another in the future. There is a stack of photos available on the Facebook page for the event as well as mission packs, player packs and full details of all the lists - <a href="https://www.facebook.com/Australian.40k.Masters"><b>here</b></a></div>
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barithttp://www.blogger.com/profile/16758821177053196221noreply@blogger.com0tag:blogger.com,1999:blog-841109672403819554.post-70339446896336216902015-01-14T19:52:00.001-08:002015-01-14T20:06:43.177-08:00Another Point of Origin<div dir="ltr" style="text-align: left;" trbidi="on">
<h2>
<b style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-size: 17px;">CanCon Battle Report</b></h2>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-size: 17px;">Tyranids vs Astra Militarum </span></h3>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Hi guys, Origin here with a CANCON practice battle report. If your unfamiliar with the CANCON format it is a 8 game tournament at 1850 points using the Community Comp system. You can find a more detailed description of the event format here(link). So straight into eh...</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Pre-game Sequence </span></h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">So Barit and I go through the motions</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><b>Mission:</b> Maelstrom of War - cleasne and control<br /><b>Deployment:</b> Hammer and Anvil, the Guard picks sides.</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><b>Warlord Traits</b> (and various xenon powers that don't exist according to the Primer):</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Tyranids roll up re-roll reserves and number of unholy psychic powers, warp lances, screams, onslaughts etc. And as a true guardsmen I pay no attention what so ever lest the Ordos Xenos execute half my army for possession of heretical knowledge. The Guard roll up -1 to enemy reserves rolls, which pairs well the Officer of the Fleet to delay a stack of Barit's horde of Lictors and other gribblys</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />No night fight.<br /><br />Nids deploy first for 1st turn. 2 units of thropes, one behind the small LoS blocking piece and the other hugging the back corner ruins. The trio of hive tyrants start front and center ready to fly up and get amongst it. The Sporocysts outflank, the Tyrannocyte and Termaguants deep strike along with the Mucolids and Deathleaper and his cohort of Lictors.<br /></span><br />
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); color: black; margin-left: 1em; margin-right: 1em;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb6bXtOLAg0uhnnlOg7MoY7lf1jGEWUZBWPOfuKsKFfPz380fVMBT4QilkwxE_EeZKF5CCTK3Tsf16JZ1JGEUzJz2tJGdnnb00ZhWyTvzs6m_5jt1uV8ZLVQW4tH34lNL41KNgm_8YCM8/s1600/20150113_160033.jpg" imageanchor="1" style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgb6bXtOLAg0uhnnlOg7MoY7lf1jGEWUZBWPOfuKsKFfPz380fVMBT4QilkwxE_EeZKF5CCTK3Tsf16JZ1JGEUzJz2tJGdnnb00ZhWyTvzs6m_5jt1uV8ZLVQW4tH34lNL41KNgm_8YCM8/s1600/20150113_160033.jpg" height="240" width="320" /></a></span><i style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;"> </i></div>
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<i style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">The Nids deploy ready to murder some poor humans</i></div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />The Guard square of against the 'Nids with the Steel Host holding the middle ground, the Combined Infantry Squads, Artillery and Command Squad hole up in the ruins. The Conscripts fill the gaps between the tanks trying really hard to find all the Lictors. The Veterans in the Taurox hold the flank by hiding in the woods. The Vendetta and Platoon Command are in reserve, the Scions Deep Strike in while the Scout Sentinels Outflank.</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgw93VXoQuoF5E8nS5PHLeiOm54fIWovv4q2lMN1d1JuZANAF5l5KpCXHW1cG78DfI7EaMEg6AkEH9kMvBH2ev3R7IsSUarhoVvLbcUnv6nE04wqx8KiubTFvY3Oj3r5V5YRIOh2tfAt9k/s1600/20150113_161011.jpg" imageanchor="1" style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgw93VXoQuoF5E8nS5PHLeiOm54fIWovv4q2lMN1d1JuZANAF5l5KpCXHW1cG78DfI7EaMEg6AkEH9kMvBH2ev3R7IsSUarhoVvLbcUnv6nE04wqx8KiubTFvY3Oj3r5V5YRIOh2tfAt9k/s1600/20150113_161011.jpg" height="240" width="320" /></span></a></div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>The wall of flesh and steel, steels themselves for the onslaught</i></span><br />
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Turn 1 </span></h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">There was a small note in the Sergeant Billy's 2nd hand Primer, scribbled in blood, "Don't let the big flying monsters get off the ground...!" Something about those words, scrawled in viscera leads the Guard to seize the initiative from the 'nids. Game on.<br /><br />The infantry and tanks shuffle around to open up fire lanes and maximize LoS from the sponson weaponry while keeping all the AV14/13 in front of the Tyrants and their Strength 6 shots can't find purchase.. The Guard ignore the psychic phase like all good Imperial citizens should and move right along to the bucket'o'dice phase, aka shooting. The combined firepower of the Steal Host Formation and the infantry remove a Hive Tyrant and place two wounds on the Warlord. With three objective cards in hand the Guard score two from backfield objectives to gain 3 VPs in the first turn. (2obj cards + First Blood)<br /><br />The Hive Tyrants take to the skies and move forward. The thropes move up to an objective. The Nid psychic phase prepossess with onslaught cast on a Tyrant to get a some template action on the Command Squad. Warp Lance is cast into a Russ but fails to penetrate. One Hive Tyrant throws some shoots into the Hydra stripping 2 hull points of the AA tank. The Warlord Tyrant drops a template, killing some Guard from the Combined Infantry Squad and two models from the Command Squad with the following devourers claiming another as the Command Squad goes to ground in the ruins. And despite the casualties the Command Squad holds their ground. The nTyranids claim 2 VPs in total, one for within 12 of their board edge and 1 from the thropeson objective 3.<br /><br />On a side note the LD penalty from Deathleaper was forgotten at this stage of the game. And it will be a bit of a theme from the Tyranids in this game, just a number of small things that slip by in the swirling melee of battle. All the more reason to practice before the CanCon.<br /></span><br />
<h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Turn 2</span></h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The Officer of the Fleet fails his leadership test to reduce the Tyranids reserves. Guard reinforcements arrive. The Vendetta flies on with the enemy Warlord in it's sights. The Sentinels arrive in the Tyranid back field looking for line breaker, quick objective grabs and general annoyance. The tanks reposition to limit the Hive Tyrant's mobility in case they survive the shooting phase and to hopefully prevent rear armour shoots from the Lictors. The psychic phase is ignored as it should be and the Shooting begins. The Sentinels send some multilaser shoots into the thropes to no effect. The remainder of the army fires into the tyrants killing the enemy warlord. 2 Vps are scored from objective cards along with warlord for a 6 VP total by turn two.</span><br />
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Turn two aftermath, if it wasn't for the spore filled atmosphere the Guardsmen might breathe a little easier</i><br /><br />Tyranid reserves are hampered by the clever machinations of the Guard Warlord and without the Hive Tyrant's re-roll only a single Lictor, a Mucolid, a Sporocyst and the Tyrannocyte arrive. The Tyrannocyte goes hard for the back corner, mishaps and dies along with it's swarming cargo of Guants. Ouch. The Sporocyst attempts to Outflank but is reminded that it cannot move onto the board and promptly dies, ouch (<i>It should be noted that there was the opportunity for the Sporocyst to come on in the spirit of a fair game but Barit likes hard lessons, hard lessons leave marks)</i>. The single Lictor goes deep in the 'nid deployment zone to deal with the scout sentinels and the Mucolid drops on top of objective 5. The psychic phase sees a warp lance or two remove a Sentinel. Old mate tyrant flies over to deal with the Command Squad, unleashes a psychic scream which kills the Artillery but leaves the other Infantry unscathed. The Tyrant howls in frustration at these resolute meat sacks and readies it's bioweapons. The bug splatter clears from the devourers with the Officer of the Fleet dead but the Commander and Regimental Standard still standing. The following shooting blows the multilaser off the remaining Sentinel. Not the greatest turn for the Xenos. 1 Vp is cored for midfield objective by the Zoanthropes for 3 VPs so far.<br /></span><br />
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>Old mate Hive Tyrant is looking a little lonely</i>...<br /></span><br />
<h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Turn 3</span></h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />The Officer of the Fleet lies dead and the Scions fail to arrive. The vendetta moves up to board centre. The tanks and infantry reposition to apply the <i>coup de grace</i> to the remaining hive Tyrant. The Vendetta opens up it's guns on the Zoanthropes hoping for a kill but fires to no effect. The remaining army opens up into the last Tyrant and blasts it from the sky. The remaining Sentinel charges a Lictor for blood and glory and dies. As expected. The Guard score one more VP from objective cards for a total of 7 VPs.</span><br />
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>The Guard lines remain clear of the Tyranid Bio-forms</i><br /><br />Some more of the Tyranid organisms arrive from reserve, Deathleaper, 3 Lictors and 2 Mucolids. 2 Lictors peel themselves off the walls of the Guard occupied ruin. Got to love deep strike, no scatter. The other emerges from the woods on objective 5. A Mucolid each lands in the ruins and the woods respectively with some impressive deep strike skills. Deathleaper appears right next to the commissar, almost like he was trying to kill him. The Commissar is unconcerned. Zoanthropes feel the ire of the Hive Mind and manifest Warp Lance and bring down the Vendetta with a single hit! All but one 'lucky' guardsman survives the explosion, which is surprising considering he had about 35 liters of promethium strapped to his back. The Lictors fail to do a single wound to the Command Squad with their shooting and Deathleaper targets a Commissar and fails to hit... The Commissar is still unconcerned...<br /></span><br />
<h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Turn 4</span></h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Scions arrive and deep strike on to objective 3. The army repositions to deal with the new bugs in it's lines after the smoke clears two Lictors are dead, there is a single wound Deathleaper and a Mucolid dies before its exothermic biochemistry can take effect. No VPs are scored and a Destroy a Flying Monstrous Creature card is discarded. It came a turn too late.<br /></span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOrDdCMer6RCSBHtZ3-zWlzoQIr9El-jsxajg9BIjGNugd8IgLocWmymtEfyTQe2ep7sqn7mJKsIJG4WvyF6QhXJjU0Q57iyHcHA5P31ULuB0M9RGBOUDhPlE7Gw2hEV6dVs4bQPGw9Jk/s1600/20150113_180612.jpg" imageanchor="1" style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOrDdCMer6RCSBHtZ3-zWlzoQIr9El-jsxajg9BIjGNugd8IgLocWmymtEfyTQe2ep7sqn7mJKsIJG4WvyF6QhXJjU0Q57iyHcHA5P31ULuB0M9RGBOUDhPlE7Gw2hEV6dVs4bQPGw9Jk/s1600/20150113_180612.jpg" height="320" width="240" /></span></a></div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>The Bio-forms remain entrenched in the guard lines. Fix bayonets...!</i><br /><br />Nids have Mucolid come in and last remaining Lictor which deploys board center to claim objective 2. The psychic phase is renamed to the kill the Scions phase as 4 are removed from play by warp blast wielding thropes. The newly arrived Lictor kills the promethium toting crash survivor. The surviving Lictor assaults the Command Squad, roars a challenge which is accepted by the brave but over confident Guard Commander. The Commander dies in the challenge but only just and the remaining Standard Bearer remarkably draws blood on the Lictor causing two wounds. Deathleaper charges into the Conscripts kills the suddenly concerned Commissar and then runs down the rest of the spineless child soldiers... Scoring 1 VP from an objective card for 4 VPs total<br /></span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjttjLinV5YlfZO4CjXHgGLlNGclQV7QDpB3U90m-ABOP3jYPkntHd1Ffs6kqgM1xxY53WOCdlBaboEA8g64wg5qkcIyBFEVjp1nS0s1wUoSuDJ0EDRKyD7KX4SjJJ3BrYD-zUlJCQjGwM/s1600/20150113_180630.jpg" imageanchor="1" style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjttjLinV5YlfZO4CjXHgGLlNGclQV7QDpB3U90m-ABOP3jYPkntHd1Ffs6kqgM1xxY53WOCdlBaboEA8g64wg5qkcIyBFEVjp1nS0s1wUoSuDJ0EDRKyD7KX4SjJJ3BrYD-zUlJCQjGwM/s1600/20150113_180630.jpg" height="240" width="320" /></span></a></div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i> ...before Deathleaper...</i></span><br />
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i> ...after Deathleaper. The devil can clear the field...</i><br /></span><br />
<h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Turn 5</span></h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The Tank Commander begins to show a small bead of sweet now that his infantry packaging has been dealt with and lines his Tank Company up to exterminate all remaining bio-forms. In which they are largely successful, killing a Lictor, a Mucolid and old mate Deathleaper. No VPs claimed and another useless card is discarded.<br /><br />Two Lictors move to charge the Demolisher and Eradicator. The thropes push forward to midfield looking to bring some shoots into range and claim some VPs. Psychic and shooting is ineffective. The assault phase sees a single HP taken from the Demolisher and 2 HP stripped from the Eradicator. The last Mucolid dies to Wall of Death Overwatch. 3 VPs are scored from killing the warlord, for 7 VPs in total<br /></span><br />
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<span style="color: black;"><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjh7MGlvpGfpSotMk_G_ENj1UjvcPJDd_cj3Jzk6PZsUUFY-suup19qGvnxKHkGwejBEYga7vrioIPsasv083EnafdZ6nftY_yPucCy9uluicSqjq1ry_mly-G3pama2sNNrRWi9lzk_No/s1600/20150113_184830.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjh7MGlvpGfpSotMk_G_ENj1UjvcPJDd_cj3Jzk6PZsUUFY-suup19qGvnxKHkGwejBEYga7vrioIPsasv083EnafdZ6nftY_yPucCy9uluicSqjq1ry_mly-G3pama2sNNrRWi9lzk_No/s1600/20150113_184830.jpg" height="320" width="240" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3wG0lGJo85Ol2X1lIztZdYX4BbWjHiJD6EWI3EHrKwQuy64CMyOerjfNhJbmrnX4X2HG77YxDR4Unix0dMYzLqmybvdaMsXU4Y1U7IIugxL5gYll9URp3qAMzNmNlFhXpRrE4qpXWXgI/s1600/20150113_184843.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3wG0lGJo85Ol2X1lIztZdYX4BbWjHiJD6EWI3EHrKwQuy64CMyOerjfNhJbmrnX4X2HG77YxDR4Unix0dMYzLqmybvdaMsXU4Y1U7IIugxL5gYll9URp3qAMzNmNlFhXpRrE4qpXWXgI/s1600/20150113_184843.jpg" height="320" width="240" /></a></span></span></div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"> <i> The two remaining Lictors look to remove some tanks, so close but yet so far...</i></span><br />
<h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br />Turn 6</span></h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The Russes push forward to get the thropes into range of the Heavy Bolters but the distance is too great and the tanks too slow. Both Lictors bear the full brunt of the shooting and promptly die in a spectacular fashion. Again no VPs scored, another useless card discarded...<br /><br />Zonathropes move forward drop warp lance only to fail to hit...<br /></span><br />
<h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Turn 7</span></h4>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The Steel Host open up onto mid board thropes kill them off objective 2, Kill the last of the seemingly endless supply of Lictors with long range fire. Claim the Witch Hunter card and 3 VPs for claiming at least 2 objective and having more than double your opponent, for a total of 11 VPs in total.<br /></span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQYFboc3YVsk94k4gd3iwSLo_By3o4PyjpZFYCzCk5mFReS0PYUe1Urh61eGaabNrWFvO-QcIXL_sAzQ3jQZiRvnd_2NgWGZ0TlW_BCO3otAcNR5WyX9iLcbLZf1WLLvU3mKRwKTnmuMA/s1600/20150113_185533.jpg" imageanchor="1" style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQYFboc3YVsk94k4gd3iwSLo_By3o4PyjpZFYCzCk5mFReS0PYUe1Urh61eGaabNrWFvO-QcIXL_sAzQ3jQZiRvnd_2NgWGZ0TlW_BCO3otAcNR5WyX9iLcbLZf1WLLvU3mKRwKTnmuMA/s1600/20150113_185533.jpg" height="240" width="320" /></span></a></div>
<i style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"> ...the real coup de grace...</i></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Guard wins with a 4 VP differential.</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><b>Post Game...</b></span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">There were so many things that went wrong during this game for Barit. A couple of choice mistakes that compound to make it a real up hill push to win. The first is the Sporocysts and outflanking. Being immobile it is not possible for them to move onto the board from reserves. Although they have infiltrate it must be used in deployment the outflank is impossible. They are a good choice for a Nid player. Excellent number of shots, good board control and bonus synapse range, camp one or two on an important mid field objective and force your opponent to deal with them. If only they were objective secured units, that would be ace. The Tyranocyte mishap was unfortunate but it does happen from time to time. It may be worth infiltrating a few lictors rather than all of them deep striking just for the pheromone trail to prevent scatter. Worth it if the lictors can hide out of LoS and not give up easy first blood.</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">But the really critical mistake was the deployment of the Hive Tyrants. Although the Nids had first turn if the Guard or anyone for that matter were to seize those Tyrants were going to be in trouble and they were. It is really important in my mind that if you have first turn you still must deploy in such a way that getting seized on will not ruin your day. I feel that the tyrants would have been better deployed deeper in the deployment zone, out of range for the majority of my guns and coordinated their forward push with the reserves arriving. The piecemeal arrival really hurt. Further to this most guard players I know are really trigger happy and the idea of not killing something on the first turn is abhorrent. So by deploying deeper with the Tyrants a less patient guard player may have pushed forward to get shots off. This would have opened holes in the lines for Lictors, floating bombs and Tyrants to exploit and gain rear armour shots.</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">I'm happy with my list but I do feel I have a bit of a weakness with Maelstrom missions mostly due to lack of movement and the need to protect my rear armour. With a massive 10 VP differential needed to get max battle points Maelstrom is going to be a fickle goddess.</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Thanks for reading, I'll hope fully get another report up before CANCON.</span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Origin </span></div>
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<br />
During the lead up to the South Australian Masters there was some theory hammer between the club over which list would dominate or do the best at the upcoming Australian Masters event. Ideas were thrown into the ring, tossed out of the ring - then brought back into the ring to come up with the following ideas:<br />
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#1 Necrons, they were agreed upon as being one of the strongest contenders with flyer spam still being very potent. Doubly so when paired with Imotekh leading the fray, with a Command Barge Overlord then backed up by 5 Night Sycthes with Warriors, 8 Haywire Crypteks, 2 Chronometrons and 3 Annihilation Barges. A very strong list which is great at grabbing objectives last turn and having a lot of mobility throughout the game.<br />
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#2 Orks led by a Stompa with Imperial Knights as buddies was another great option, with 12 Hull Points a 5++ with the Kustom Force Field, It Will Not Die, along with the ability to potentially repair 7 Hull Points per shooting phase it makes it one very hard nut to crack. It is supported up by Burner boys and 2 Imperial Knights for spice.<br />
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#3 Tyranids being best friends with Imperial Knights. Using the Hive Fleet Detachment for 3 HQ's and only requiring a 45 point investment into troops is outstanding and when using it with three Hive Tyrants with wings and dual twin-linked Devourers it is even better. The remaining Tyranid portion is three Mucolids covering the mandatory troops for the detachment. Imperial Knights are taken in their strongest configuration, the Adamantine Lance with two Knight Errant and a Paladin.<br />
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#4 Astra Militarum or Imperial Guard to the majority of the player base. No less than 150 guardsmen packed to the brim with Melta bombs, Stubborn rerollable leadership and Psychic support for a very labor intensive army. While the Pros of this army far outwiegh the Cons, i just dont want to have to deal with or move that many models every single game - unless I had 2 assistants with me to lend a helping hand.<br />
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So with the massive amount of options and all the armies available to me I went with a newly published detachment, the Tyranid Hive Fleet Detachment. This secures me the following list:<br />
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<b>Hive Fleet Detachment</b><br />
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HQ 1 - Hive Tyrant, Wings, dual twin-linked Devourers<br />
HQ 2 - Hive Tyrant, Wings, dual twin-linked Devourers<br />
HQ 3 - Hive Tyrant, Wings, dual twin-linked Devourers<br />
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Troop 1 - Mucolid<br />
Troop 2 - Mucolid<br />
Troop 3 - Mucolid<br />
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<b>Adamantine Lance</b><br />
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Knight Errant<br />
Knight Errant<br />
Knight Paladin<br />
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For an impressive model count of 9 and with a total of 6 kill points! I will be posting up a batrep with this list using one of the missions from the players pack against its strongest opponent, the Necron list posted above.</div>
barithttp://www.blogger.com/profile/16758821177053196221noreply@blogger.com0tag:blogger.com,1999:blog-841109672403819554.post-34905945306567299112015-01-14T16:55:00.000-08:002015-01-14T19:29:15.961-08:00Point of Origin<div dir="ltr" style="text-align: left;" trbidi="on">
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Introductions and CanCon List Building </h2>
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Hey Origin here. As this is my inaugural post here on the LMS Blog I'll start with a short background about myself. I am based out of Adelaide, Australia. I won't go into too much detail but for those of you that are interested here is a link to my <a href="http://www.biography.com/people/christian-bale-328688" target="_blank">bio</a>.<br />
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I do my best to balance family, study, work and all the while trying to cram in as much gaming as possible. I have been playing wargames for about 16 years first starting with good old Battle Master and Warhammer Quest. I quickly moved into my local Games Workshop in my early teens and fast became part of the furniture playing the old skirmish games Necromunda, Mordheim and Blood Bowl. But my real first love was Fantasy with old school Dark Elves. I was quickly enthralled with all things miniature. For some reason all these little men just made me feel comfortable. I have been in the local Adelaide scene for about 10 years where I had some good times with my Lizardmen. But 40k took it's grip and has not really let go despite the upheaval of 4 edition changes (<i>this is now my 5th edition of 40k...)</i>. I have been playing with Blood Angels and Eldar but my real love is the Imperial Guard <i>(aka Astra Militarum)</i>. And it is the Imperial Guard that holds my focus now as I prepare for CanCon in, holy mother of god, 1 week! Still have so much to paint...<br />
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It took some getting used to but I really like what 40k has become. The volume of content is just amazing and quality of the miniatures and their kits is just so good <i>(Scions anyone?)</i>. I know some of the rules are ridiculous and broken but it has always been that way. So why anyone would expect it to change is beyond me. Better to just sit back and enjoy the tide of books, fluff <i>(with a notable exception of Matt Ward, what was that man was smoking?)</i> and quality figs. There was a point to that small rant, namely the composition of my current army list. Which brings me to CanCon 2015<br />
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For those of you unaware of CanCon it is a large convention held in Canberra Australia where many game systems are played, All things Games Workshop, Infinity, Flames of War, board games and stacks of historical systems. Myself, Barit and a few other local boffins are heading over for the competitive 40k event. The player pack can be found <a href="https://www.dropbox.com/s/hs67zhwuxe3ubon/CANCON%2040K.docx?dl=0" target="_blank">here</a> but as a brief overview it is an 8 game 1850 point tournament held over 3 days.There are a couple of restrictions, notably no Super Heavies (aka no Knights), Forge World is allowed and the event uses the <a href="https://www.dropbox.com/s/evmsbr8n1iez0i9/Community%20Comp%2020141226.pdf?dl=0" target="_blank">Community Comp document</a>. The Community Comp document is a whole other discussion so I won't go to deeply into that here. At CanCon we have no knowledge of the missions besides the fact that there will be 4 Eternal War and 4 Maelstrom of War, missions are released on the day. The event uses Battle Points with a max win of 14BPs per game and a 60/40 split of the overall scores between Battle Points and Composition Score. <br />
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Anyway here is the list that I'm taking...<br />
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<b>++ Astra Militarum: Codex (2014) (Combined Arms Detachment) ++<br /><br />+ HQ +</b><br />
<br />
Company Command Squad with 2 Sniper Rifles, Regimental Standard, Officer of the Fleet, single melta bomb.<br />
<br />
Commissar<br />
<br />
<b>+ Elites +</b><br />
<br />
8 Militarum Tempestus Scions with 2 Hot-shot Volley Guns<br />
<br />
<b>+ Troops +</b><br />
<br />
Infantry Platoon<br />
3 Infantry Squads with Autocannons, Flamer and Melta bombs<br />
20 Conscripts<br />
Platoon Command Squad with 3 Flamers and Melta bomb<br />
<br />
Veterans with 2 Meltaguns, Heavy Flamer and Demolitions Doctrine.<br />
Taurox Dedicated Transport<br />
<br />
<b>+ Fast Attack +</b><br />
<br />
2 Scout Sentinels with Multilasers<br />
<br />
Vendetta<br />
<br />
<b>+ Heavy Support +</b><br />
<br />
Field Artillery Battery with a single Heavy Mortar (Forge World)<br />
<br />
<br />
<b>++ Astra Militarum: Codex (2014) (Formation Detachment) ++<br /><br />+ Formation, "The Steel Host" +</b><br />
<br />
Tank Commander in Exterminator with 3 Heavy Bolters<br />
Squadron buddy Exterminator with 3 Heavy Bolters<br />
<br />
Demolisher with hull Lascannon<br />
Eradicator with 3 Heavy Bolters<br />
Vanquisher with 2 Multi-meltas and hull Lascannon<br />
Hydra with hull Heavy Flamer<br />
<br />
The list comes in at 7 comp points which is a little under the assumed middle of 10 points. It will score me approximately 85% of my possible comp score. I was looking to start the event with some solid points in the bank. <br />
<br />
The CAD is my Primary Detachment, with the CCS as my warlord. The CCS will roll on strategic warlord traits mainly because it is just so good for my army. Across the board night fight, stealth in ruins, re-roll to seize, -1 enemy reserves, just really good utility. As to composition of the unit itself looks to add some leadership support from the Regimental Standard, some reserve manipulation from the Officer of the Fleet, mainly so I get my Vendetta on turn 2, I hate it when that sucker doesn't come on till turn 4. The sniper rifles are just because I had 4 points left over. The combination of Orders, re-roll morale and the reserve manipulation make the unit a good little force multiplier. As it should be...<br />
<br />
The Infantry Squads and Conscripts are really just bubble wrap. I have no expectations from them other than to camp up on an objective and maybe fire some shots that maybe do something extraordinary. Thus I always try to find the points for melta bombs and flamers in my infantry because it provides great utility if something does get into my backfield. Otherwise they are to die in a manner that protects the Armour for as long as possible. A guardsman's life...<br />
<br />
The Veterans are a flexible reserve unit capable of dealing with a range of threats. Melta, flamer, demo charge and melta bombs mean they can do whatever needs to be done and the Taurox gives them some speed. I really like the Taurox despite it's poor armour. The Twin-linked Autocannon and re-roll DTs through terrain is nice but the access points give a lot more deployment options over the trusty Chimera.<br />
<br />
The Scions are a flexible deep striking unit that have a decent volume of AP 3 shots. I don't expect much from them besides looking pretty. <br />
<br />
The Sentinels are terrible but I really need units that can get into the enemy backfield and they do it cheaply. They have have 6 strength shots between them. They might do something, maybe.<br />
<br />
The Vendetta is just an awesome flyer. It gives me AA, AT and speed to transport a unit deep into the backfield, If they weren't comped so hard I'd run more. The ubiquitous Flamer PCS unit rides within, with a single melta bomb for some heroics.<br />
<br />
To finish off the CAD we have the forgeworld Heavy Mortar Field Artillery gun. 50 points with 3 crew. Cheap chearfull and can take orders. Ignore Cover Str 6 AP 4 Large Blast anyone? Yeah...<br />
<br />
And finally to the heart of the list, the Steel Host Formation. For those of you that don't know the formation it comes from the Sanctus Reach book and is comprised of the following:<br />
<br />
- Leman Russ Tank Commander and Squadron<br />
- 3 Leman Russ Squadrons<br />
- A single Hydra<br />
<br />
So that is a minimum of 5 Russes. Not bad, I like Russes and AV14 is the new AV13 right? But what is the point of the formation? Well any tank from the Formation within 12" of the TC gains Preferred Enemy. So good for BS3 Russes that have trouble with poor to hit rolls, and more reliable wound rolls is awesome. I think I have a bias view point because I roll a lot of 1's but Preferred Enemy is just really good. The comp document hits Punishers and Executioners hard so they were off the table in terms of selection as was the poor old Leman Russ Battle Tank (Ordinance rules are so naff). So that leaves me with Exterminators, Eradicators, Vaquishers and Demolishers. I'll have one of each thanks...<br />
<br />
The Exterminators with heavy bolter sponsons are really solid in a comp environment, they have innate twinlinked guns and with the Preferred Enemy just makes them really reliable dakka tanks.<br />
<br />
The Demolisher is an expensive gamble. The Str 10 AP 2 large blast is great but it so rarely hits and the opponent can space out to reduce damage. That being said it does scare people. Sanguinary Guard? Deep Strike? Try it buddy...<br />
<br />
The Eradicator is quality. 140 points for Str 6 AP 4 Ignores Cover, Large Blast with 9 Heavy Bolter shots on a AV14/AV13 platform? Add Preferred Enemy, yes please...<br />
<br />
The Vanquisher is a good idea for a tank but a single BS3 shot, even if it is 72" Str 8 AP2 Armourbane shot is just not enough. But if you add a lascannon, 2 multimeltas and Preferred Enemy it has some very good low AP shots with a better hit and wound ratio that makes it more viable. And outside of the odd melta bombs and my Veteran squad this tank is the only option I have for Monoliths, and Land Raiders so it is a welcome addition to the army.<br />
<br />
The Hydra is something that I really would have never considered outside of the formation but it is a really good tank and will find a home in my other lists now. The AA fire is welcome as FMCs are hard for me to deal with and hitting skimmers normally also helps, but really it is just another dakka tank that has it's own twin-linking. Worth every penny...<br />
<br />
So that's it, solid armour saturation with a lot of tools for a lot of different stuff. I'll have a Battle Report or two using the the list up soon and a solid tourney report form CanCon.<br />
<br />
Cheers for reading<br />
<br />
Origin <br />
<br /></div>
littlemenshedhttp://www.blogger.com/profile/06351751107710275443noreply@blogger.com0tag:blogger.com,1999:blog-841109672403819554.post-20767166605496393752015-01-12T17:11:00.000-08:002015-01-14T19:55:23.025-08:00Australian Masters<div dir="ltr" style="text-align: left;" trbidi="on">
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<br />
Feburary, one of the busiest in the 40k tournament calendar this year in Australia. On top of some of the larger events like Cancon and Arcanacon with the later of the two attracting 145 players for 40K alone this year. The upcoming weekend however has been booked in for the Australian Masters - details of which can be found <a href="https://www.facebook.com/Australian.40k.Masters"><b>here</b></a> on their Facebook page. Invites were sent out to the winners of each state based Masters, since the first place declined their invitation it went to the 2nd place (that's me!) so I will be attending and representing South Australia.<br />
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<br />
<a name='more'></a><br />
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Australian 40K Masters is a yearly national event with 16 of the top ranking players and winner of local state based masters tournaments. Five games over two days will crown the new king of 40K for the year and set the meta for the near future no-comp tournaments.<br />
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The format is 1850 with the following list building restrictions:</div>
<div>
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<ul style="text-align: left;">
<li>1 CAD sized detachment</li>
<li>1 Ally</li>
<li>1 Formation/Dataslate/Assassin choice</li>
</ul>
</div>
<div>
<br />
Missions are done up with a mixture of both Eternal War, Maelstrom and KP's, a potential mission would look like this:<br />
<br /></div>
<div>
Mission 1:<br />
Objective #1: Eternal War: Big Guns Never Tire – 5 Objectives (3 Victory Points Each).<br />
Objective #2: Maelstrom of War: Deadlock.<br />
Objective #3: Kill Point Differential.<br />
Secondary Objectives: Slay the Warlord, First Blood and Linebreaker.<br />
Deployment: Dawn of War.<br />
<br />
Here is an example of how the results would be scored.</div>
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<b>Pl<span style="letter-spacing: -.1pt;">a</span>y<span style="letter-spacing: -.05pt;">e</span>r<span style="letter-spacing: -.1pt;"> </span><span style="letter-spacing: .05pt;">1</span>:</b></div>
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<b>Pl<span style="letter-spacing: -.1pt;">a</span>y<span style="letter-spacing: -.05pt;">e</span>r<span style="letter-spacing: -.1pt;"> </span><span style="letter-spacing: .05pt;">2</span>:</b></div>
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Scores<span style="letter-spacing: -.1pt;"> </span>4<span style="letter-spacing: -.05pt;"> </span>Obje<span style="letter-spacing: -.15pt;">c</span>ti<span style="letter-spacing: .05pt;">v</span><span style="letter-spacing: -.1pt;">e</span>s
f<span style="letter-spacing: -.15pt;">r</span><span style="letter-spacing: .05pt;">o</span>m<span style="letter-spacing: -.1pt;"> O</span><span style="letter-spacing: -.05pt;">b</span>jecti<span style="letter-spacing: -.1pt;">v</span>e
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</span><b><span style="letter-spacing: -.15pt;">[</span>1<span style="letter-spacing: -.1pt;">2</span>v<span style="letter-spacing: -.05pt;">p</span><span style="letter-spacing: -.1pt;">s</span>]</b></div>
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Scores<span style="letter-spacing: -.1pt;"> </span>1<span style="letter-spacing: -.05pt;"> </span>Obje<span style="letter-spacing: -.15pt;">c</span>ti<span style="letter-spacing: .05pt;">v</span>e<span style="letter-spacing: -.1pt;"> </span>fr<span style="letter-spacing: -.1pt;">o</span>m<span style="letter-spacing: -.1pt;"> </span>O<span style="letter-spacing: -.2pt;">b</span>ject<span style="letter-spacing: -.15pt;">i</span>ve<span style="letter-spacing: -.1pt;"> </span>#1<span style="letter-spacing: .05pt;"> </span><b>[<span style="letter-spacing: -.1pt;">3</span>v<span style="letter-spacing: -.05pt;">p</span>s]</b></div>
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Kil<span style="letter-spacing: -.05pt;">l</span>ed
2<span style="letter-spacing: -.1pt;"> </span>He<span style="letter-spacing: -.15pt;">a</span>vy S<span style="letter-spacing: -.05pt;">upp</span><span style="letter-spacing: .05pt;">o</span><span style="letter-spacing: -.15pt;">r</span>t
U<span style="letter-spacing: -.05pt;">n</span>i<span style="letter-spacing: -.15pt;">t</span>s<span style="letter-spacing: .05pt;"> </span><b>[<span style="letter-spacing: -.1pt;">2</span>v<span style="letter-spacing: -.05pt;">p</span>s]</b></div>
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U<span style="letter-spacing: -.05pt;">n</span>it<span style="letter-spacing: -.05pt;"> </span><b>[<span style="letter-spacing: -.1pt;">1</span>v<span style="letter-spacing: -.05pt;">p</span>]</b></div>
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Ac<span style="letter-spacing: -.1pt;">h</span>ie<span style="letter-spacing: .05pt;">v</span>ed<span style="letter-spacing: -.1pt;"> </span>9<span style="letter-spacing: -.15pt;">V</span>P<span style="letter-spacing: .05pt;"> </span>f<span style="letter-spacing: -.15pt;">r</span><span style="letter-spacing: .05pt;">o</span>m<span style="letter-spacing: -.1pt;"> </span>Ta<span style="letter-spacing: -.15pt;">c</span>tical<span style="letter-spacing: -.15pt;"> </span>O<span style="letter-spacing: -.05pt;">b</span>ject<span style="letter-spacing: -.15pt;">i</span>ve<span style="letter-spacing: -.1pt;"> </span>Car<span style="letter-spacing: -.05pt;">d</span>s,</div>
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Object<span style="letter-spacing: -.15pt;">i</span>ve<span style="letter-spacing: -.1pt;"> </span>#2 <b>[<span style="letter-spacing: -.1pt;">9</span>v<span style="letter-spacing: -.05pt;">p</span>s]</b></div>
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Ac<span style="letter-spacing: -.1pt;">h</span>ieved<span style="letter-spacing: -.1pt;"> </span>6<span style="letter-spacing: -.15pt;">V</span>P<span style="letter-spacing: .05pt;"> </span>f<span style="letter-spacing: -.15pt;">r</span><span style="letter-spacing: .05pt;">o</span>m<span style="letter-spacing: -.1pt;"> </span>Ta<span style="letter-spacing: -.15pt;">c</span>tical<span style="letter-spacing: -.15pt;">
</span>O<span style="letter-spacing: -.05pt;">b</span>ject<span style="letter-spacing: -.15pt;">i</span>ve<span style="letter-spacing: -.1pt;"> </span>Car<span style="letter-spacing: -.05pt;">d</span>s,</div>
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Object<span style="letter-spacing: -.15pt;">i</span>ve<span style="letter-spacing: -.1pt;"> </span>#2<span style="letter-spacing: -.05pt;"> </span><b>[<span style="letter-spacing: -.1pt;">6</span>v<span style="letter-spacing: -.05pt;">p</span>s]</b></div>
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4<span style="letter-spacing: -.1pt;"> </span>ki<span style="letter-spacing: -.05pt;">l</span>l <span style="letter-spacing: -.2pt;">p</span><span style="letter-spacing: .05pt;">o</span>i<span style="letter-spacing: -.1pt;">n</span>ts<span style="letter-spacing: .05pt;"> </span><span style="letter-spacing: -.1pt;">t</span>o<span style="letter-spacing: -.05pt;"> </span>Op<span style="letter-spacing: -.1pt;">p</span><span style="letter-spacing: .05pt;">o</span><span style="letter-spacing: -.05pt;">n</span>ents<span style="letter-spacing: -.1pt;"> </span>8<span style="letter-spacing: .15pt;"> </span><b><span style="letter-spacing: -.15pt;">[</span>0v<span style="letter-spacing: -.2pt;">p</span>s]</b></div>
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8<span style="letter-spacing: -.1pt;"> </span>ki<span style="letter-spacing: -.05pt;">l</span>l <span style="letter-spacing: -.2pt;">p</span><span style="letter-spacing: .05pt;">o</span>i<span style="letter-spacing: -.1pt;">n</span>ts<span style="letter-spacing: .05pt;"> </span><span style="letter-spacing: -.1pt;">t</span>o<span style="letter-spacing: -.05pt;"> </span>Op<span style="letter-spacing: -.1pt;">p</span><span style="letter-spacing: .05pt;">o</span><span style="letter-spacing: -.05pt;">n</span>ents<span style="letter-spacing: -.1pt;"> </span>4<span style="letter-spacing: .1pt;"> </span><b><span style="letter-spacing: -.15pt;">[</span>4v<span style="letter-spacing: -.2pt;">p</span>s]</b></div>
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Ac<span style="letter-spacing: -.1pt;">h</span>ie<span style="letter-spacing: .05pt;">v</span>ed F<span style="letter-spacing: -.05pt;">i</span>r<span style="letter-spacing: -.15pt;">s</span>t B<span style="letter-spacing: -.15pt;">l</span><span style="letter-spacing: .05pt;">oo</span>d<span style="letter-spacing: -.15pt;"> </span>and<span style="letter-spacing: -.1pt;"> </span><span style="letter-spacing: .05pt;">L</span><span style="letter-spacing: -.15pt;">i</span><span style="letter-spacing: -.05pt;">n</span>e
Brea<span style="letter-spacing: -.1pt;">k</span>er<span style="letter-spacing: .15pt;"> </span><b><span style="letter-spacing: -.15pt;">[</span><span style="letter-spacing: -.1pt;">2</span>v<span style="letter-spacing: -.05pt;">p</span>s]</b></div>
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Ac<span style="letter-spacing: -.1pt;">h</span>ie<span style="letter-spacing: .05pt;">v</span><span style="letter-spacing: -.1pt;">e</span>s
Slay<span style="letter-spacing: -.1pt;"> </span>the<span style="letter-spacing: -.1pt;"> </span>Warl<span style="letter-spacing: -.1pt;">o</span>rd <b><span style="letter-spacing: -.15pt;">[</span>1v<span style="letter-spacing: -.05pt;">p</span>]</b></div>
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<b>T<span style="letter-spacing: -.05pt;">o</span>t<span style="letter-spacing: -.05pt;">a</span>l:<span style="letter-spacing: -.05pt;"> </span><span style="letter-spacing: -.1pt;">2</span>5v<span style="letter-spacing: -.2pt;">p</span>s</b></div>
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<td style="border-bottom: solid black 1.0pt; border-left: none; border-right: solid black 1.0pt; border-top: none; height: 15.5pt; padding: 0cm 0cm 0cm 0cm; width: 223.4pt;" valign="top" width="298"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 5.1pt; margin-right: 0cm; margin-top: 1.35pt; punctuation-wrap: simple; text-autospace: none;">
<b>T<span style="letter-spacing: -.05pt;">o</span>t<span style="letter-spacing: -.05pt;">a</span>l:<span style="letter-spacing: -.05pt;"> </span><span style="letter-spacing: -.1pt;">1</span>5v<span style="letter-spacing: -.2pt;">p</span>s</b></div>
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<b>Diff<span style="letter-spacing: -.1pt;">e</span>r<span style="letter-spacing: -.05pt;">en</span><span style="letter-spacing: .05pt;">c</span>e<span style="letter-spacing: -.05pt;"> o</span>f<span style="letter-spacing: -.1pt;"> </span>10<span style="letter-spacing: -.1pt;"> </span>V<span style="letter-spacing: -.1pt;">i</span><span style="letter-spacing: .05pt;">c</span>t<span style="letter-spacing: -.05pt;">o</span><span style="letter-spacing: -.1pt;">r</span>y
P<span style="letter-spacing: -.15pt;">o</span>i<span style="letter-spacing: -.05pt;">n</span>ts</b></div>
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<b>R<span style="letter-spacing: -.05pt;">oun</span>d<span style="letter-spacing: -.05pt;"> </span>Points:<span style="letter-spacing: -.05pt;"> </span>2</b></div>
</td>
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<b>R<span style="letter-spacing: -.05pt;">oun</span>d<span style="letter-spacing: -.05pt;"> </span>Points:<span style="letter-spacing: -.05pt;"> </span>0</b></div>
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<b>G<span style="letter-spacing: -.1pt;">a</span>me
P<span style="letter-spacing: -.05pt;">o</span>i<span style="letter-spacing: -.05pt;">n</span><span style="letter-spacing: -.15pt;">t</span>s:<span style="letter-spacing: -.05pt;"> </span><span style="letter-spacing: -.1pt;">1</span>5</b></div>
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<td style="background: #D9D9D9; border-bottom: solid black 1.0pt; border-left: none; border-right: solid black 1.0pt; border-top: none; height: 15.55pt; padding: 0cm 0cm 0cm 0cm; width: 223.4pt;" valign="top" width="298"><div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 5.1pt; margin-right: 0cm; margin-top: 1.45pt; punctuation-wrap: simple; text-autospace: none;">
<b>G<span style="letter-spacing: -.1pt;">a</span>me
P<span style="letter-spacing: -.05pt;">o</span>i<span style="letter-spacing: -.05pt;">n</span><span style="letter-spacing: -.15pt;">t</span>s:<span style="letter-spacing: -.05pt;"> </span>5</b></div>
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The kill point criteria for each game is something I am not a fan of coming from an MSU Dark Eldar pedigree and only does more to encourage death stars and outright tabling the opponent rather than playing to the mission. So in the spirit of doing the exact opposite of my normal high KP figures I have gone with the lowest KP I have ever played or played against - 6 of them (9 models in total)!</div>
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Still to come I will post up the list I am taking and a batrep of it vs Chaos Deamons and Necrons.</div>
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barithttp://www.blogger.com/profile/16758821177053196221noreply@blogger.com0tag:blogger.com,1999:blog-841109672403819554.post-4654406784410000082015-01-11T17:51:00.002-08:002015-01-14T19:27:43.675-08:00Batrep 1850 Eldar vs Tyranids<div dir="ltr" style="text-align: left;" trbidi="on">
Canberra is hosting an upcoming 40k tournament during its CANCON event. Myself and a few other mates are travelling over for it, the 10th was the due date for lists so I sneaked in a game to confirm the build and make any very last minute tweaks! Using the community comp system for a more balanced version of 40k details of which can be found <a href="https://www.facebook.com/CommunityComp">here</a>: On to the batrep!<br />
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<a name='more'></a><br />
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My opponent was Eldar and his list looked like this at 10 comp points:</div>
<div>
<br /></div>
<div>
<b>HQ</b></div>
<div>
Autarch, Warp Jump Generator</div>
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<br /></div>
<div>
<b>Troops</b></div>
<div>
10 x Guardians, Star Cannon</div>
<div>
Wave Serpent, Scatter Laser, Holofields, ISS</div>
<div>
10 x Guardians, Star Cannon</div>
<div>
<div>
Wave Serpent, Scatter Laser, Holofields, ISS</div>
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<div>
3 x Jetbikes, Cannon</div>
<div>
3 x Jetbikes, Cannon</div>
<div>
20 x Guardians, 2 Star Cannons</div>
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<br /></div>
<div>
<b>Fast Attack</b></div>
<div>
6 x Swooping Hawks, Exarch, Hawks Talon</div>
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<br /></div>
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<b>Heavy Support</b></div>
<div>
3 x War Walkers, Holofields, Scatter Laser</div>
<div>
3 x War Walkers, Holofields, Star Cannon, Bright Lance</div>
<div>
7 x Dark Reapers, Starshot Missiles</div>
<div>
<br /></div>
<div>
I was running with my 7 comp point Tyranid list that had a big assortment of nifty tricks, which was discussed <a href="http://littlemenshed.blogspot.com.au/2015/01/cancon-list-building-tyranids-1850.html">here</a>.</div>
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<br /></div>
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The event is doing 4 of the 6 Eternal War missions and 4 Maelstrom missions so we d3'd the mission group then rolled up the Scouring with Dawn of War deployment. Eldar got to pick his side and also got first turn, Night fight is on for the game.<br />
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<b>Deployment</b><br />
Tyranids reserve most of the army leaving 2 Sporocysts and Deathleaper on the table to weather the storm for 2 turns.<br />
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Eldar castle up in the corner of each board edge with a War Walker Squad and Wave Serpent, Dark Reapers hold the center of the board.<br />
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<b>#1</b><br />
First turn sees Eldar take a Sporocyst off the table leaving two units on the board.<br />
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Tyranids saw 2 reapers taken off the table with them being the closest unit to the remaining Sporocysts Venom Cannon shots. Deathleaper sneaks away into the shadows to reduce potential incoming fire.<br />
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<br />
<b>#2</b><br />
Eldar reserves sees the 20 man guardian blob on and the swooping hawks. Warlord trait was strategic #4 for rerolling reserves/steal the initiative which in conjunction with the Autarchs reserve manipulation is an awesome result. Shooting sees Deathleaper take a wound from a serpent shield and 3 wounds on the remaining Sporocyst.<br />
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Tyranid reserves come in. 2 Flyrants, 3 Lictors, 1 Zoanthrope brood, 2 Mucolids, Tyrannocyte with Termagants. Both Mucolids aim for landing right in front of the Guardian blob and BOTH mishap into ongoing reserves, Tyrannocyte has more luck acting like a Drop Pod and strays away slightly from the blob.<br />
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Psychic phase with 9 warp charge dice and not a single power generated, the Hive Mind is unhappy with my previous reserve rolls! Shooting sees nothing taken off the board, tough turn not being able to shoot with the Flyrants due to range. Deathleaper assaults the hawks and kills only 1, they pass their ld at negative 2 and hit and run from combat.<br />
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<br />
<b>#3</b><br />
Eldar get one Jetbike squad on the table using rerolls and autarch powers. One Lictor is removed via serpent shields, the Termagant squad takes 19 wounds and sticks around thanks to Flyrant synapse. The remaining Sporocyst is removed after failing every single armor and cover save.. Hawks sky leaped away from their impending doom aka old mate Deathleaper.<br />
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Tyranids get in the 2 Spores Mine squads, Flyrant, 1 Lictor and remaining Zoanthrope brood. Psychic sees onslaught cast on the fresh from reserves Flyrant and a nearby Lictor, the Guardian squad pinned along with the Dark Reapers pinned. Shooting sees both War Walker squads dead and one Wave Serpent down. Assault sees a bike squad dead from a Lictor assault after two rends are caused, the -3ld test was too much and they were ran down.<br />
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<br />
<b>#4</b><br />
Eldar sees the last bikes come in and the hawks return to take out a Mucolid, the Guardians from the remaining wave serpent take out another Mucolid, then the Wave Serpent opens up on a Lictor and with some good rolling with FNP only removed and single wound. The Guardian blob put out an amazing amount of sixes and the nearby Flyrant cops 3 rending shots to the face.<br />
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Tyranids and their 3 Flyrants ate through the rest of the army and the game was called as nids were sitting on a #4, #3 and #2 objective with Warlord, Line breaker and with nids having the last turn there was no chance for last turn grabs from the wave serpent or hawks.<br />
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Nids win!<br />
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<b>Post game analysis</b><br />
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The Eldar deployed well giving them plenty of firing lanes and were sitting on 3 objectives by turn 1. As the Tyranid player I was probably over cautious with my army and in retrospect should have had more on the table turn 1. Castling in a corner could have reduced the incoming fire to one of the Flyrants enough and with Night fighting and the Sporocysts able to provide a 4+ cover save they should have been on the table.<br />
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The tweaks to my Tyranid list after this game was to drop the Spore Mines and change the loadout of the Termagants to have 6 Devil gants for 18 x s4 shots at 18". The 12" range is just too limiting, other than that the list plays really well and has been submitted.</div>
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barithttp://www.blogger.com/profile/16758821177053196221noreply@blogger.com0tag:blogger.com,1999:blog-841109672403819554.post-68333891403327598092015-01-10T22:11:00.003-08:002015-01-14T19:27:01.031-08:00Cancon list building - Tyranids 1850<div dir="ltr" style="text-align: left;" trbidi="on">
Cancon is one of Australia's largest war gaming conventions, this year I am enetering the competative 40k event which is 8 games over 3 days at 1850 points. This year they are trying something new by using the community comp scoring system.<br />
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With a newly released comp document I ditched my original idea to take Dark Eldar and have plunged into some of the new units and detachments for Tyranids bring in with it one of the very first formations, old mate Deathleaper's Assassin Brood.<br />
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<a name='more'></a><br />
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The current list after several tweaks looks a bit like this:<br />
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<b>HQ</b></div>
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Hive Tyrant, wings, 2 x devourers, electroshock grubs</div>
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Hive Tyrant, wings, 2 x devourers, electroshock grubs</div>
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Hive Tyrant, wings, 2 x devourers, electroshock grubs</div>
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<br /></div>
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<b>Elites</b></div>
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3 x Zoanthropes</div>
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3 x Zoanthropes</div>
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<br /></div>
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<b>Troops</b></div>
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Mucolid</div>
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Mucolid</div>
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Mucolid</div>
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20 x Termagants</div>
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<br /></div>
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<b>Fast Attack</b></div>
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5 x Spore Mines</div>
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5 x Spore Mines</div>
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<br /></div>
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<b>Heavy Support</b></div>
<div>
Sporocyst, 5 x Venom Cannons</div>
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Sporocyst, 5 x Venom Cannons</div>
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<br /></div>
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<br /></div>
<div>
Tyrannocyte, 5 x Death Spitters</div>
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<br /></div>
<div>
<b>Deathleaper's Assassin Brood</b></div>
<div>
Deathleaper</div>
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Lictor</div>
<div>
Lictor</div>
<div>
Lictor</div>
<div>
Lictor</div>
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Lictor</div>
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<div>
This list works really well with the MSU idea that I like so much about Dark Eldar, lots of little squishy things with a huge array of tricks, flexibility and backed up three of the most effective unit of the whole codex... The FLYING HIVE TYRANT!</div>
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Deployment options are varied, I can go almost all reserved with just the Sporocysts on the table and Deathleaper out of LOS for the extra comfort of being very tough to remove. If I have first turn I will be looking to capitalise on getting the flyrants up and running, infiltrating 2 lictors as Spore Mine and Mucolid no scatter results. The Tyrannocyte and the large brood of gants to wreak further backfield havoc and the Zoanthropes to provide a solid position in the center of the table with the infiltrating Sporocysts.</div>
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<br /></div>
<div>
KP count is higher than I would like to be running with Tyranids but the felxability is more than worth the trade off for the single KP mission that will be played. So far the play testing is proving that the weak points are the Mucolids as they are just sooooo slow and the Sporocysts being so vulnerable to a single instakill s10 shot.</div>
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I will be posting some batreps and any list refinements up to the event.</div>
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barithttp://www.blogger.com/profile/16758821177053196221noreply@blogger.com0tag:blogger.com,1999:blog-841109672403819554.post-65630517331379543512014-12-01T09:00:00.000-08:002014-12-01T09:00:02.074-08:00Welcome!<div dir="ltr" style="text-align: left;" trbidi="on">
So this project has been on the back burner for a very long time, but with some renewed interest and a lot of upcoming tournaments in Australia it is the perfect time to kick it off.<br />
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This blog will cover off what is happening within the tournament scene for Australia and the build up to those events from our members. Hopefully there will be some batreps and all the associated guff with moving little men around on a 6x4 table.<br />
<br />
LMS is currently located in Adelaide and is host to 40K primarily, but X-Wing and Infinity are also dabbled in.</div>
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