Saturday, August 2, 2014

Imperiad GT Game 1: Necrons!

So my first game was against Eric H. and his Wraithwing style Necrons. To the best of my recollection this was his list:

CCB Lord with Res Orb, MSS, and Warscythe, 2+/3++
Destroyer Lord Warscythe, 2+

3x5 Warriors in Night Scythes
3x6 Wraiths
3x6 Annilation Barges

My list for posterity:
Commissar Yarrick
Priest
Infantry Platoon with PCS 4xFlamers, 5x Infantry Squads w/5x lascannons Vet Squad with Forward Sentries and Lascannon
Vendetta
Manticore
Wyvern
Wyvern
Ultramarine allies:
Tigerius
5x Scouts with Land Speeder Storm w/ Heavy Flamer
Devastator Centurions w/ Grav Cannons and Omni Scope
Inquisition:
Coteaz
Ordo Hereticus Inquisitor w/ ML 1, 3x Servo Skulls, and Psyocculum


The terrain on the board was a excellently covered city ruins theme. The deployment was Dawn of war, with a center objective and 4 objections in each table quarter. The center objective was also the secondary objective.My opponent won first deploy and turn. He deployed across the edge of his deployment zone with wraiths and skimmers. I castled on a smnall ruin and placed my heavy weapons team on the top level for LOS. Tanks went behind the ruin to get 4+ cover from the incoming Scythes. Tigerius rolled Shrouding which was key, Coteaz got Invisiblity, and my Inquisitor took Prescience.

Eric moved up his wraiths and skimmers and did a little shooting that was ineffective but got his wraiths closer, forgetting to run one unit I recall. My turn I managed to take down his Destroyer Lord with my Blob (Eric's luck was pretty consistently bad this game, he rolled 2 1s for Look out sir, then rolled 2 more 1s for armor saves. My Vets got a lucky shot in with their Lascannon exploding one of his Anni Barges. I got invisibility and prescience up on my Blob. Turn Two he crashed in with his wraiths and his CCB took out my veteran squad. Long story shot my blob, invisible and with rerolls to hit and wound ground down his wraiths and then later his CCB. I managed to keep my ICs away from MSS so he was reduced to making a Sgt. ineffectually hit himself most of the combat. After that my Centurions, Wyverns and Blob made short work of the rest of his army, and my outflanking Scouts w/ LSS was able to push one of his warrior units off an objective and claim it.

Eric's rolls were bad and he had a really hard time dealing with 2+ coversaves thanks to Shrouding and of course Invisiblity. I claimed max points that game and felt pretty good going into round two. Eric was a good opponent and keep a good attitude despite some poor luck.

Next round was against James M.'s Iyanden Eldar in a nail biter.....

Tournament Report: The Imperiad GT, Durham, NC Aug 26th, 27th.

Tournament Report: The Imperiad GT Durham, NC


Location: Atomic Empire Comics and Games 3700 Westgate Dr. Durham, NC 27707 http://www.atomicempire.com/index.aspx
Format: 1850 pts, 5 round GT, 28 players, 3 hour rounds. No Forgeworld, Lords of War, Unbound. Unlimited CAD, Formations.
Tournament Organizer: Dale Payne

I travelled 247 miles from my home in Waynesville, NC to Durham to play in this GT I heard about during a Forge the Narrative podcast. It would be a 3-4 hour drive for me but for a two day GT it was worth it. I got a cheap room at the Red Roof Inn just a few miles away for $57 a night. Pro Tip: When booking your rooms always try to use travel sites like Expedia and Orbitz because you can often snatch up discount rooms they have allocated with the hotel.

I arrived Friday afternoon looking for a practice game but unfortunately couldn't find one as it wasn't the normal night for 40k at AE. Lucky for me all the terrain was set up already for tomorrow's rounds and it was spectacular. Every table was themed, functional with line of sight blockers, area terrain, and most of all gorgeous. It was really impressive. There was plenty of food options with a Mexican place, a sports bar, and a fast food joint all within walking distance from the store. The store itself was very large, about half dedicated to product and the other half to gaming tables. The GT tables only took up half of the gaming space which tells you how much space they had for gaming. Most importantly they had a huge selection of beers on tap and in cans/bottles including my favorite: Oskar Blues Momma's Yella Pils on tap. Needless to say I was going to be having quite a few of those bad boys.

I was able to do quite a bit of play testing for this GT thanks to my friends at Asheville Wargamers so I had a pretty good handle on my list and thought I was prepared for a good portion of the meta. I decided to take a Imperial Guard/Astra Militarum primary CAD with Ultramarine and Inquisition Allies. My list was as follows:

Commissar Yarrick
Priest*(I will discuss this little mistake later)
Infantry Platoon with PCS 4xFlamers, 5x Infantry Squads w/5x lascannons
Vet Squad with Forward Sentries and Lascannon
Vendetta
Manticore
Wyvern
Wyvern
Ultramarine allies:
Tigerius
5x Scouts with Land Speeder Storm w/ Heavy Flamer
Devastator Centurions w/ Grav Cannons and Omni Scope.
Inquisition:
Coteaz
Ordo Hereticus Inquisitor w/ ML 1, 3x Servo Skulls, and Psyocculum*( the second part of my mistake in this list)


My list is designed to take advantage of psychic buffs Invisiblity, Prescience, and orders from Yarrick to create an extremely durable Blob that can pump out a ton of Ignores Cover firepower. It can take down wave serpents and other jinking skimmers while bubble wrapping my artillery tanks and it stands up to death stars fairly well. However it does not feature a lot of skyfire outside the vendetta and I have a lot of points sunk into psykers while only getting 6 Warp Charge a turn. On the plus side I have a ton of first turn fire power to gain First Blood and can severely outrange most armies.

The GT started at a leisurely 10:30 and with 3 hour rounds it meant we could socialize plenty and still have games finish at a natural conclusion. Dale Payne the T.O., had player packs ready made up for all attendees with copies of your army list, Mission and Score sheets, and nametags (a really nice touch). Dale was very good about keeping to the posted schedule and had a running clock highly conspicuous so you always knew how much time you had in your round. The one criticism is that your accumulated score was not easily available from round to round nor was player rankings. Dale was available to personally give you your ranking if you asked.

The Imperiad featured a mission pack that had 4 battle point missions consisting of a primary mission taken straight from the Eternal War missions in the BRB, which would net you 10 points for winning (including all secondary's and tertiary). The Secondary's and Tertiary's varied each game ranging from issuing challenges, killing units from a battlefield role, table quarters, etc. The secondary and tertiary in some instances were very detrimental to some armies (Tau issuing challenges, killing psykers in armies that don't include any, etc...) This allowed some armies to really rack up points over others depending on army composition, not a mechanic I am overly fond of. The fifth mission was a primary Malestrom of War mission taken straight out of the BRB ( It did not go well, but we'll elaborate on that later.)

The Tournament began on time and my first opponent was 6th edition staple army with some new 7th ed flair, Necron Wraithwing with CCB Lord! We'll do an in-depth batrep in the next post!

Wednesday, July 30, 2014

In the beginning!

So this is my first post in my new fangled blog covering the Warhammer 40k Tournament scene. My mission is to shed light on what can be a intimidating and misunderstood community in the wonderful Warhammer 40,000 hobby, Tournament player often have a stigma as WAAC(Win at all costs), TFGs (That Fucking Guy), and all around douchebag players. Nothing could be further from the truth. My experience with tournament players is that almost to a man or woman they are fantastic opponents and better people willing to pass a few hours rolling dice with complete strangers.

A little about me: I have been playing Warhammer 40k since 1996 where I primiarly played 2nd edition 40k dabbling in Blood Angels, Orks, Tyranids before settling on Ultramarines and Imperial Guard as my main armies. I took a hiatus for most of the 2000s as I moved to away from my gaming group and pursued other interests. In the summer of 2009 I decided to return to 40k while it was in 5th edition and played for six months or so before I fell out of the hobby due to work demands. In 2012 I heard a new edition of 40k was coming out and work demands had subsided so I decided to get back into the game with a vengeance. I fell in love with 6th edition 40k as it reminded me of the 2nd edition days with random psychic powers, wound allocation, and allies. I dusted off my old Imperial Guard and Ultramarines and started playing at my local FLGS.

Ironically enough my first game of 6th edition was in a local 3 round RTT (Rogue Trader Tournament. I played my first game against one of the areas better players and his Grey Knights. I had heard a lot of internet chatter about the GKs and how powerful they were so I was a little skeptical about my chances. Long story short I lost the game but rebounded in my next two to go 2-1 for the tournament and get 3rd place. I felt really good about that placing and it helped propel my interest in tournament 40k. Ever Since I have immersed myself in blogs, podcasts and anything else I feel can make me a better player. In the coming posts I will be talking about attending tournaments, travelling, sportsmanship, lists, metagame, top tournament players, new releases and the like. I hope I can grow as a player and person writing this blog and help people out who are stepping down the tournament player path.