Showing posts with label Ard Boyz 2011. Show all posts
Showing posts with label Ard Boyz 2011. Show all posts

Friday, October 7, 2011

Ard Boyz Game Three: Land Raiders


Mission Three was Spearhead deployment and the mission objective determined at the Top of turn 3. On a 1-2 Annihilation, 3-4 Table Quarters, and 5-6 Terrain Features (as objectives.) My opponent was pleased to explain all the ins and outs of the Black Templar codex while slowly revealing that he had not 1, not 2, but 4 lance-proof Land Raiders. One with terminators, another with the Emperors champion the "last two" with crusaders and then two drop pods with small crusader units in them.  Four Lance Proof Land Raiders, I was impressed, but Vect was not.

The Black Templar armor deployed in a line-abreast type formation. Mostly because of the random mission, the Lance proof upgrades ended up not affecting my strategy much. Although I wouldn't be opening any land raiders with lances, if I had to I have plenty of haywire grenades on the 30+ Wyches and Trueborn. A Black Templar, Emperors Champion or Terminator powered counter assault wouldn't be fun for the dark eldar, so the entire force ended up in reserve, as long as the mission didn't end up Annihilation I would game his list and win easily.

The Black Templars went first and formed a column while driving into my neutral table quarter. BT drop pods dont come in first turn and roll-in from reserve like normal. His 2nd turn he continued his drive with the Terminators in the lead followed by a Crusader raider the Emperors Champion raider and then the final Crusader unit brought up the rear. No drop pods.
 Bottom of turn 2 the Dark Eldar army arrives. Almost everything makes it on to the board. Troops zoom fast to his side of the board, Warriorblaster venoms on the right, Wyches in the middle, Wracks on the left. Trueborn venoms and Ravagers jump into positions to literally block the front, side and rear of his Land Raider column - effectively stuffing his army into that table quarter (for the rest of the game.)


We rolled Table Quarters for the mission objectives. He reacts to the roadblocks by backing up a bit and unloading with his Land Raider weapondry. No one disembarks. Mission accomplished. The drop pods end up arriving in the middle of the game and the guys inside murdered by Venom splinter cannon barrage, marauding Wyches, and a very bored Vect + Shattershard Haemonculus.  Land Raiders blow up first wave of skimmers, guys inside get out and block some more. He kills them with shooting from his land raiders, and more skimmers move into position to block. Wyches, Warriors, Wracks move to the center of each table edge so they can bump/slide/stack into the table quarters necessary for massive win.
Eventually he pushes his way through the layers of trueborn in my deployment quarter. Turn 6 and 7 he gets off charges with 1 unit of crusaders and the terminators onto the wracks and dark lance trueborn. Somehow, thanks to grisley trophies, the Wracks survived a turn of combat with his lightning claw terminators, and died on turn 7. Dark Eldar Victory!

Saturday, September 24, 2011

Ard Boyz Semis Game TWO: Creed IG


Mission Two at Ardboyz Semi Finals had one objective in the center of the board. Only troops could score and the winner had to have more troops inside 6" at the end of the game. My strategy for this mission was to go first and stuff my opponent into his deployment zone, engage everything with the wyches and then score with the wracks and any surviving warriors or wyches. 

I went first and deployed - my opponent deployed everything into reserve, with 3 scoring valkyries and a squadron of lemen russes outflanking (due to Creed.) After my first couple turns I had his board edge roughly lined with raiders and venoms. Could have done this better, but seemed pretty good at the time (I knew about scoring, outflanking valkyries.)

 His whole army except 1 troop in a chimera roll in from reserve. Russ squadron in my back corner, Valkyries in the other (they could move on the board 6" and shoot all weapons at this tournament.)

 

We need a couple judges to help resolve the ramming IG tanks. The red and blue party wagon and a Demolisher make it on to the board, Creed and many others die horribly.


 IG general goes on to pummel me with the darn outflanking tanks and flyers. I manage to kill most of one troop and all of another from inside the Valkyries at some point. Wyches deal with most of his tanks and blob squad that made it on to the board. Wracks and Vect and a unit of wyches hold the center but get pounded turns 4, 5, and 6. Lances never scratch his flyers or the two Chimeras that made it through the blockade - arr! He stacks the chimeras and flyers on the objective for a Major win!

Really a great comeback win for the IG General and one of my favorite games to play ever! He went on to win 2nd place that day! Great Job!


Friday, September 23, 2011

Ard Boy Semis Game ONE: Eldrad & Seer Council!


 General Oadius and I made the journey to Cupertino, CA last week to participate in the second round of Ard Boyz. It was a long drive and we stayed in a nearby safe house making final WYSIWYG adjustments to our armies Friday night. Last Saturday was the actual tournament, after we got our morning dose of caffeine  we made our way into the competition at Legends Comics and Games deep inside the Vallco Mall.

Vect has made his way into the Dark Eldar list for Ard Boyz. Both rounds I played this list with some minor adjustments:

1 Asdrubael Vect, 240 pts

1 Haemonculus, 205 pts (Venom Blade; Shattershard)
   1 Haemonculus (Venom Blade; Liquifier Gun x1)
   1 Haemonculus (Venom Blade; Animus Vitae; Liquifier Gun x1)

3 Kabalite Trueborn, 161 pts (Dark Lance x2)
   1 Raider (Grisly Trophies; Flickerfield)
4 Kabalite Trueborn, 181 pts (Blaster x4; Haywire Grenades)
   1 Venom (Splinter Cannon)
4 Kabalite Trueborn, 181 pts (Blaster x4; Haywire Grenades)
   1 Venom (Splinter Cannon)

8 Wyches, 238 pts (Shardnet & Impaler x1; Haywire Grenades)
   1 Hekatrix (Haywire Grenades; Phantasm Grenade Launcher; Agoniser)
   1 Raider (Enhanced Aethersails; Grisly Trophies; Flickerfield)
8 Wyches, 238 pts (Shardnet & Impaler x1; Haywire Grenades)
   1 Hekatrix (Haywire Grenades; Phantasm Grenade Launcher; Agoniser)
   1 Raider (Enhanced Aethersails; Grisly Trophies; Flickerfield)
7 Wyches, 226 pts (Shardnet & Impaler x1; Haywire Grenades)
   1 Hekatrix (Haywire Grenades; Phantasm Grenade Launcher; Agoniser)
   1 Raider (Enhanced Aethersails; Grisly Trophies; Flickerfield)
9 Wracks, 225 pts (Liquifier Gun x2)
   1 Acothyst (Agoniser)
   1 Raider (Grisly Trophies; Flickerfield)
5 Kabalite Warriors, 130 pts (Blaster x1)
   1 Venom (Splinter Cannon; Grisly Trophies)
5 Kabalite Warriors, 130 pts (Blaster x1)
   1 Venom (Splinter Cannon; Grisly Trophies)

1 Ravager, 115 pts (Flickerfield)
1 Ravager, 115 pts (Flickerfield)
1 Ravager, 115 pts (Flickerfield)

Total Roster Cost: 2500


 Game One was vs Eldrad in a Wave Serpent AND a separate Seer council. Eldrad with a Firedragon unit, three units of Dire Avengers in Wave Serpents, a fourth 5-man in a Falcon, and Two Fire Prisms:

The first mission was Pitched Battle, Victory Points - each general also chose a model in a troop unit to be "The Messenger" that would be worth 500vp if it made it into the opponents deployment zone at any point in the game. I selected the Acothyst in the Wrack unit and the Eldar general went with one of the five dire avengers in the Falcon. He won the roll to go first.

Eldar setup mostly in the middle with the messenger falcon next to Eldrads wave serpent. With Vect my deployment has been the same almost every game. After the formation is down Eldrad allows him to re-deploy some units and he moves to the above formation, basically castled into his left corner. I failed to seize the initiative (ouch!)

Eldar shooting went well, taking out the Wrack raider and both Trueborn Venoms. None of the Wyches or Ravagers were touched and moved out. Wracks jumped in the Trueborn Raider and slid towards the enemy deployment zone screened by the Warrior Venoms. Warriors and Blasterborn crept forward to throw potshots on lead Wave Serpents but pretty much all lances failed except one Ravager trained on the messenger Falcon, no cover and that sucker exploded clean!


Eldar turn two shooting went well also, shaking a Ravager and downing all three Wych units. One ran away at this point and the second-lead unit was charged by the Seer Council. Vect and company took some shots from wave serpents but were mostly unharmed. During my second turn lances took out the Wave serpent his messenger unit jumped into - another clean explosion - but nothing else. My messengers moved flat out into his deployment zone and gave his messengers dirty looks. Vect and his girls joined the combat with the Seer Council.

Eldar shoots down most of my fleet and kills all the trueborn. The combat in the middle grinds along but I am winning. He shoots at my wrack unit and kills some, they move a little and murder his messengers. My remaining Ravagers are shaken and immobilized, and something similar for his Fire Prisms. Vect and the girls gain the upper hand in the middle but are still locked by a couple warlocks. 

Turn 4 the Eldar pile in tons of dire avengers and Eldrad and by the bottom of Turn 4 with time over, Vect and a few Wyches murder tons, and sweep everything. Eldrad failed every save possible. Dark Eldar Victory!


Sunday, August 14, 2011

"Fountain" final list and Ard Boyz Result


Ok so I went with 3 las/plas razorbacks and one rhino, I had to drop a stormshield for some lightning claws, but otherwise fountain was same as previously posted.

RESULTS ARD BOYZ 2011 - 2nd Place





1st game vs Eldar, massacre, all bpm.
Seized Initiative and went flat out with Stormraven to a clump of units in the corner. Power of the Machine Spirit takes off a Bright Lance and the rest of the units jockey for shots in turn 2.
His Turn 1 and nothing can see but the nightspinner who puts both of my Preds in Difficult and dangerous.
Turn 2 and the Land Raider fails to come in from Reserve(deepstriking), but the Death Company and DC Dread unload to assault, the Stormraven moves towards middle to bring in the Land Raider with it's Locator Beacon. Shooting takes down another lance and stuns a different wave serpent. Assault sees first blood and 2 KP's are scored(dread vs Wave Serpent and DC vs rangers).
Eldar turn he unloads every bit of shooting his army has to nearly kill the Death Company and wiff against the Stormraven. He assaults a lone Lemartes and kills him.
My turn 3 the Land Raider comes right down into his middle cluster with the help of the locator beacon. The Death Company Dread moves into assault some Dire Avengers. The preds blast off another lance and the Stormraven drops a wave serpent completely. The Land Raider uses POTM and kills some fire dragons that wiffed vs the Stormraven. In assault the dread kills one or two.
His turn 3 he shoots off some of the weapons from the Stormraven and moves his spiders over(too close to Land Raider), the Dread kills another Dire Avenger and he assaults the Stormraven with a Farseer and finally wrecks it.
My turn 4 I start to move the traitor to his deployment zone with a flat out move and unload the Terminators, Corbulo and the Reclusiarch into a HUGE multi assault, killing a ranger unit, spider unit and a Wave Serpent, the dread kills another dire avenger.
Eldar turn 4, what's left moves over to bladestorm the terminators in a desperate attempt to wittle them down before they are assaulted and he finally takes out a predator, the Dread finally kills the dire avengers as they try to fall back and consolidates towards some reapers.
My turn 5 the rhino with the traitor moves right into his deployment zone, my razorbacks kill his nightspinner and the terminators kill the last big unit of guardians and the traitor. His farseer falls back dangerously close to board edge. Eldar turn 5 he gets a rear armor shot on a razorback and blows it to hell, the Farseer falls of the board edge and the DC Dread kills an entire unit of Reapers in one phase.
My turn 6,I kill a spider unit. He's down to 2 models and we shake hands before playing out his turn.

2nd game vs Dark Eldar(SDM), tie, 3 bpm
I have to play Shotdownmind after going to lunch with him and we just know that it's going to be a super tough game. 5 objectives and he makes me go first and then seizes with Vect(you suck SDM). Long story short(maybe he wants to tell you) but I make turn 5 contest with flat out razorback and stormraven. He owns my deployment zone, but I managed to contest there too(miraculously) and the middle is wholly owned by the Land Raider and the Terminators who have killed everything within arm's length. A turn 6(night fight)might have seen the Blood angels win with a razorback that cut loose from my corner to go grab the 4 point middle obj, but time was too close and we called it.

3rd game vs Daemons, tie, 2 bpm
I wiff in shooting vs the Soul Grinders all game...if I would've just killed them with any of the shooting then the rest of his army completely bounced off of mine, would've been major or massacre. Good general though, he pressed his one advantage and the dice just killed me. I still managed to kill more units(many more) and score more vict points then him but not enough to even get a minor victory.

Grats to ShotDownMind for 1st place!!

TILL NEXT TIME...PLAY WELL, ROLL BETTER!!!!!

"Would somebody please hand Mephiston an Iron Halo?!!"

Wednesday, August 10, 2011

Ard Boyz Lists - Option 2 Blood Angels "Fountain"

HQ
Reclusiarch in power armor

ELITE
Brother Corbulo

7xAssault Terminators
4xTH/SS, 3xLC/LC
Land Raider
Extra Armor, Multi Melta

TROOPS
10xAssault Marines
2xMelta Gun, 1xPower Fist
Rhino

10xAssault Marines
2xMelta Gun, 1xPower Fist
Rhino

10xDeath Company
1xPower weapon, 1xpower fist
Lemartes(11 total models)

Death Company Dreadnought

FAST ATTACK
5xSpace Marine Bike
2xMelta Gun, 1xPower Fist

HEAVY SUPPORT

Predator
Auto Cannon, Las Cannon Sponsons

Predator
Auto Cannon, Las Cannon Sponsons

Stormraven
TL Multi-Melta, Extra Armor, Locator Beacon

So this is a reactionary list to the scenarios we will see at the Ard Boyz Prelims. 2 of the 3 scenarios will essentially be annihilation so I have chosen a mix of units that will be devastating damage inflicters and hard as hell to kill. I've designated the list "Fountain" in honor of the recently successful "Garden". Garden's HQ's would be a drag in game 3 and I feel a new list was called for. Reno has a tough crowd of hardcore players and getting into Ard Boyz Semi-Finals will not be easy.

The Stormraven and Land Raider combo are an amazing 1, 2 Punch that will sure to leave the enemy reeling if delivered properly. Lemartes and fallen flock to kill any infantry silly enough to be in charge range and the Dread will do his thing as always(fleet, Furious Charge, 5 attacks, WS5, Str10, ignores stun/shaken) and the Terminators can make a mockery of even the heaviest armor squadrons(12 Str9 attacks with re-rolls to hit). throw in a couple of Preds to shoot from range and a couple of rhinos full of troops to hold objectives in game 2 and a bike squadron for fun...you've got yourself the "Fountain".

I don't know which list I will take but the Blood Angels feel better at this point...Hmmph, who knows?...! TILL NEXT TIME.....PLAY WELL, ROLL BETTER!!!