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Blackmoor goes to the Baltimore GT

Blackmoor goes to the Baltimore GT.


Well, I was on the fence for a long time about going to the Baltimore GT, and I finally made up my mind to go. Even though I work in the shaky financial industry, and the economy is in the tank, I decided to bite the bullet, and head on out.

I was making moves to go for the longest time by booking the hotel room several months ago, thinking that I could always cancel it. Then I was watching flights for the longest time and saw the prices go from $285 down to $200 then back up to over $310 and then finally for a very small window there was a price of $187 on Northwest and I booked my flight. I still was not sure I was going to go and I was thinking that I could just cancel my flight, and just re-schedule for Adepticon.

Well time finally ran down and bought my GT ticket, and I am on my way!


The List

You can see by what I took at the LVGT the genesis of the list. I tried to learn from my mistakes, and tried to improve my army.

List #1

I had a lot of thoughts about how my list was going to change. I was not happy with my Witchhunter Inq. They do not have the firepower, or the useful special abilities of Demon Hunters Inq, and I wanted to have a unit that was more re-active in dawn of war missions. In the LVGT I had trouble moving them onto the board, and then being in cover, or even just having a decent LOS.

So I had to think of a replacement. So I thought I would add an elite DH Inq to save on a lot of points, and to increase the unit’s firepower. I then needed to take a WH HQ to go with it so I can take SoB squads and Exorcists, so I would take a canoness. In my LVGT list I only had 2 Faith Points (when I wanted to originally take 0 faith points). I found faith points to be very useful, and I found myself using them a lot more than I thought I would.

Now the question was how was I going to equip my canoness? Well, I thought I would take her as bare as the day she was born. It seems strange, but there is a method to my madness. I wanted to run her with my elite Inq. This will have several benefits. The leadership of the unit will go from 8 to 10. Also, it adds a model that has a 3+ armor save, and 3 additional wounds to the unit. This way I can allocate a lot of wounds to her to slow down the loss of the Inq retinue.

List #2

I went away from that because of a few reasons. They still have the problem with Dawn of War missions that the WH Inq had, also the other problem I had (and I think this is a problem of some armies), is that when moving forward, and trying to engage is short range fire-fights where my army excels, there were no scoring units left behind to hold objective in of near my deployment zone.

So to counter these deficiencies I thought I would add a unit of grey knights. 2 Psycannons shooting down range protected by shrouding would help out not only in fire-fights, but in assault as well.

My list for the Baltimore GT 2008

HQ

  1. Demon Hunter Inquisitor Lord w/Psycanon, Null Rod
    1. 2 Gun Servitors w/Heavy Bolters
    2. 1 Gun Servitor w/Plasma Canon
    3. 2 Sages
    4. 3 Mystics
    5. 3 Familiars
  2. Chimera

This unit is good for starting on the board, and shooting the crap out of things. The plasma cannon with the sage’s re-roll are weapons of mass destruction. The mystics also go a long way toward slowing down a lot of armies. Then it has a lot of bullet catchers for durability when placed in 4+ cover (even though I can’t make a 4+ save).

  1. Canoness w/Blessed Weapon, Book of St. Lucious

Nothing special, just a mandatory HQ with a little assault punch

Troops

  1. 9 Sister of Battle w/ Melta Gun, Heavy Flamer
    1. 1 Veteran Sister Superior w/ Book of St. Lucious

Standard squad. At the LVGT I took a rhino for them, but to lower the kill points, I thought I would put them in the DH Inq’s Chimera. It will also add some firepower to the army that I lost when I dropped a Storm trooper Squad.

  1. 9 Sister of Battle w/ Melta Gun, Heavy Flamer
    1. 1 Veteran Sister Superior w/Book of St. Lucious
  2. 1 Rhino w/Smoke, Extra Armor

I wanted to add an eviserator, but I did not finish the model in time.

  1. 5 Storm troopers w/2 Melta Guns
    1. Chimera

An overachieving unit that was used to good effect at the LVGT.

  1. 5 Storm troopers w/2 Plasma Guns
    1. Chimera

A unit that I use to take down hard targets.

  1. 6 Grey Knights w/2 Psycanons
    1. 1 Justicar

A little assault and a little firepower to anchor the lines, and to hold objectives.

Heavy Support

  1. 1 Exorcist
  2. 1 Exorcist
  3. 1 Exorcist

Baltimore GT Game #1

So after a poor night’s rest it was time to get it on. The reason why I am not well rested is because I am a night person, and I am from the west coast, so when everyone from the east is going to bed at midnight, I was still staring at the clock at 2:30 am.

I show up early and head on over to my table assignment and get to meet Sean and his Orks. Great, the one army I hate more than all the others, and I am starting this GT out against them.


Table #37

Sean’s Orks!

  1. HQ
    1. Warboss w/Power Claw, Bosspole, Combi-Scorcha, Cybork Body
    2. Warboss w/Bike, Power Claw, Combi-Scorcha, Cybork Body
  2. Elite
    1. 15 Lootas
    2. 15 Kommandos w/2 Burnas, Snikrot
  3. Troops
    1. 20 Boyz w/2 Rokkits
      1. Nob w/Power Claw, Bosspole
    2. 20 Boyz w/2 Rokkits
      1. Nob w/Power Claw, Bosspole
    3. 20 Boyz w/2 Rokkits
      1. Nob w/Power Claw, Bosspole
    4. 3 Nob Bikers w/2 Big Choppas, Power Claw, Bosspole, 3 Combi-Scorchas
    5. 3 Nob Bikers w/2 Big Choppas, Power Claw, Bosspole, 3 Combi-Scorchas
  4. Heavy Support
    1. Lobba
    2. Lobba
    3. Killa Kan

Well, a small (by Ork standards) army. I think I can handle the Nob Bikers with the Exorcists, and the SoBs can handle the small Orks squads, but the huge problem will be Snikrot and his band of merry men, and as always the lootas. I am glad that he only has one squad of lootas.


Mission: Seize Ground (5 Objectives)

Deployment: Spearhead

Well that is some good news, and some bad news. I like to fight Orks in Spearhead deployments, but I hate to fight them in Objectives. So I know I am already in trouble.


Battle Points:

Player A achieves 2+ objectives more than Player B- A scores 17 points, B scores 3

Player A achieves 1 objective more than Player B- A scores 13 points, B scores 7

Players achieve an equal number of Objectives, refer to victory points If Player A scores 175+ Victory Points over Player B- A scores 11, B scores 9 If the scores are less than 175 points difference the result is a draw, A scores 8, B scores 8

+2 Points if your enemies highest point unit is wiped out (or falling back) at the end of the game.

+1 Point if your Highest Point Unit is alive and not falling back.


Deployment

Orks win the dice roll to go first and take it, and select the table quarter with the more objectives near it.

Turn #1

Ork Turn #1

He moves out. He turbo-boosts his Nob Bikers and his Warboss forward.

Note: I mislabeled his Warboss and his Nob Bikers in the picture. Reverse them.

His lootas shoot my empty Chimera. He can only get 6 to shoot at it and he rolls only one shot each. He then rolls 3 hits at 5+ and then he rolls 2 '6's to get two penetrating hits and he blows it up. Grrrr.

Inquisition Turn #1

I shot his Warboss on a bike because he seems like the biggest threats, and I roll very poorly and do one wound to him. I shoot at his Nobz at the top of the board killing one of them.

I unload my Inq squad at at boyz squad and kill just one ork. The Inq rolled 3, ‘1’s to wound and the Heavy Bolters rolled ‘1’s and ‘2’s. Not a good start.


Turn #2

Ork Turn #2

Snikrot comes on and goes after the Exorcists, and fails to kill them, but he immobilized one (It was a mistake not to go after the SoBs). His lootas shoot and kill another Chimera (grrr). His Nob bikes use their combi-scorchas on my Inq and retinue scorching some guys. His Warboss Combi-scorches my storm troopers killing one, but they make all of there morale rolls.


Inquisition Turn #2

The SoBs kill Snikrot without working up a sweat. The other SoB squad kills the Nob Bikers about to assault my Inq. Everything else shoots at the Warboss and puts only 2 wounds on him.

Turn #3

Ork Turn #3

He shoots my rhino with his lootas and blows it up. His Nob bikes assaults my storm troopers and kills them. His Warboss goes after my exorcist and immobilizes it.

Inquisition Turn #3

It is getting late and I have to move out. I start to walk my SoB to the objective on the top of the board. I mount up my SoBs in the chimera that my storm troopers got out of and advance to behind the hill. I shoot at his Nob bikers with my Grey Knights and what I can and I kill one and put a wound on another.

Turn #4

Ork Turn #4

He assaults my Grey Knights and he ends up killing all of them. I kill one bike in return.

Inquisition Turn #4

I shot my entire army at his warboss and barely kill it. The SoBs stun the Killa Kan. I move my Chimera up just a little so I can make a run for one of his objectives.

Turn #5

Ork Turn #5

He has 3 guys on the hill and rolls a “6” for his Waaarrrggg move and ends up assaulting my storm troopers a long was away. He ends up killing 2, and the storm troopers kill one, but they make their morale roll. He shoots and kills my Chimera (Those lootas killed just about everything they shot at). His Warboss assaults my SoB and they do wounds to each other. .

No picture because when I am losing I have to so a lot of thinking and I forget to take them.

Inquisition Turn #5

I move up my one mobile exorcist. Those lootas are killing me, and I need to keep my troops alive. My thought is to throw my Canoness into the combat and have her kill the 2 orks that are assaulting the storm troopers and then I can consolidate behind it. So I move my Canoness up to assault the two orks and with her blessed weapon I rolled 3 hits, and I ended up rolling 1, 1, and 2 to wound, and she failed to do any wounds. On his side he kills all 3 of my Storm troopers. My Inq Immobilizes the Killa Kan, and SoB move into the woods to hold that objective and kill the Lobba that was hiding in there.

Turn #6

We roll, and the game goes on.

Ork Turn #6

His lootas shoot my SoB in the woods and kills a few. My Canoness kills the Orks that she should have killed the turn before, and the SoB squad kills the Orks Warboss and they consolidate together.

Inquisition Turn #6

I have one objective, and he has 2. I have to run my SoBs to the closest objective.

End Game

We rolled to see if we play another turn, and the game came to an end. I measured and my SoB were 4” away from the objective.

So he held 2 objectives to my 1 giving him a major win and I had a major loss. I had +2 points for killing Snikrot, and I thought that my highest point unit was my grey knights so I only claimed 9 points (My Inq was my highest point unit and I should have gotten one more point).

The whole game I rolled really bad. My exorcists were shooting once and twice and I was rolling ones and 2 to hit. And when I did hit, I rolled snake eyes to wound. His dice on the other hand rolled very well. His lootas did a number on my vehicles, and he made a lot of cover saves from his bikes.

Oh well. I wanted to play orks later, and it was unpleasant to do it on the first round. On the other hand I am down in the losers bracket and will have an easier go of it to get to the top tables.

Baltimore GT Game #2

After my loss I start to head in the wrong direction and end up on table #42. I meet my opponent Lou and his Ultramarines.


Ultramarines

  1. HQ
    1. Space Marine Epistolary Librarian w/Terminator Armor
  2. Elite
    1. Ironclad Dreadnought w/Extra Armor, 2 Heavy Flamers, Seismic Hammer,
      1. Drop Pod w/Deathwind Launcher
    2. 5 Terminators w/Heavy Flamer, 2 Chainfists
  3. Troops
    1. 9 Space Marines w/Flamer, Missile Launcher
      1. Sergeant w/Power Fist, Melta Bombs.
      2. Rhino
    2. 9 Space Marines w/Flamer, Missile Launcher
      1. Sergeant w/Power Fist, Melta Bombs.
      2. Rhino
    3. 9 Space Marines w/Plasma Gun, Plasma Cannon
      1. Sergeant w/Power Fist, Combi-Plasma
      2. Drop Pod w/Deathwind Launcher
    4. 9 Space Marines w/Plasma Gun, Plasma Cannon
      1. Sergeant w/Power weapon
  4. Heavy Support
    1. Whirlwind
    2. Whirlwind

An interesting mix of mostly standard units. I should be able to beat this army, but the mission might make this game close.

Mission: Annihilation

Deployment: Spearhead

Battle Points:

Player A achieves double or more Kill Points than Player B-A scores 17 points, B scores 3

Player A achieves more (up to double) Kill Points than Player B- A scores 13 points, B scores 7

Players achieve an equal number of Kill Points, refer to victory points If Player A scores 175+ Victory Points over Player B- A scores 11, B scores 9 If the scores are less than 175 points difference the result is a draw, A scores 8, B scores 8

+1 If you have a Scoring unit (not falling back) in your enemy’s deployment zone at the end of the game.

+2 If you have more total units alive (not falling back or off board) then your opponent at the end of the game.


Deployment

He wins the dice roll to go first and sets up. I look at his army and he has very little anti-tank, and I am chock full of vehicles. He is afraid of the mystics, and chooses to start his terminators on the board.


Turn #1

Inquisition Turn #1

I seize the initiative and get to go first! I unload on a 5 man missile launcher unit to try to diminish his anti-tank and kill them.

No picture because I got excited with going first.

Space Marine Turn #1

A pod drops down on my and the dreadnought tries to fry my Inq. The judge said that I can only shot at the pod and not the unit in them, so I have an exorcist shoot at it, and nothing happens to it. The whirlwinds try to kill my Inq squad too, and they are getting chewed up. He shoots my Grey Knights with his plasma canons and kills a few of them. He also shoots off the turret of a chimera.

The bottom 5 man missile launcher squad in bottom was removed do to turn #1 shooting.

Turn #2

Inquisition Turn #2

It was to hot for the Grey Knights on the hill and they retreat. I get out all of my melta guns and I unload on the dreadnought and drop pod killing them. I shot up his rhinos with my strength 5 and 6 shooting and shake them.

Space Marine #2

He is losing the shooting war and moves out. He drops a drop pod in the middle again and tries to hide behind it and kills my Grey Knights. He moved up his rhinos behind it. My storm troopers eat a whirlwind, and lose 3. The other whirlwind shoots at my SoB but a bad scatter sends it back to the Pod Marines and they lose a couple, and get pinned.

Turn #3

Inquisition Turn #3

My Storm troopers kill the Drop Pod, and everyone else shoots at the marines killing all but 3 of them. They are pinned, so I do not follow up with them. It gets to hot for my Inq with 2 of his retinue left and he dives into a chimera

Space Marine #3

He moves up and shoots me up with his rhino squads.

No Picture

Turn #4

Inquisition Turn #4

I unload everyone and kill all of his marines that are in front of me. I kill a Whirlwind with my Exorcist that was moving to the lower left.

Space Marine #4

He shoots some at me, but he does not have much shooting, and he is running out of units. He tries to teleport across the table but my psychic hood blocks it.

He tried to tank shock through my army with his rhino and I did 2 Death of Glories with my SoB melta guns and failed to kill the rhino. Then he tried to do it to my storm troopers with Melta guns and I thought I learned my lesson and just moved out of the way.

Turn #5

Inquisition Turn #5

I move forward to claim the bonus VP for being in his deployment zone. My storm troopers kill that rhino. I kill his other Whirlwind, and I start to shoot up his terminators.

Space Marine #5

I fail to block his psychic power this time and he teleports across the board with his terminators. .


Turn #6

Inquisition Turn #6

I unload on his terminators, but he makes a lot of saves and they are still in good shape.

I move up and try to kill his last squad and 2 marines are still left alive.

Space Marine #6

His last marines assault my storm troopers killing them.


End Game

I ended up with a 17-3 win with +3 bonus points for the full 20.

Lou was a really nice guy, but just did not have the army to beat mine. He could not out-shoot me, and he did not have the build to rush up and win in assault. He told me that he normally deep-strikes his terminators, but he was afraid (and rightly so) of my mystics which took them pretty much out of the game.


Baltimore GT Game #3

Table #18

Chaos Space Marines Jeff

  1. HQ
    1. Demon Prince w/Wings, Warp Time
    2. Greater Demon
  2. Troops
    1. 9 Thousand Sons
      1. 1 Aspiring Sorcerer w/Doombolt
    2. 7 Khorne Berzerkers
      1. 1 Skull Champion w/Power Weapon
    3. 6 Plague Marines w/Plasma Gun and Melta-Gun
      1. Plague Champion
      2. Rhino
    4. 5 Noise Marines w/5 Sonic Blasters, 1 Blastmaster
  3. Heavy Support
    1. Land Raider
    2. Defiler
    3. 3 Obliterators

Mission: Seize Ground (5 Objectives)

Deployment: Pitched Battle


Battle Points:

Player A achieves 2+ objectives more than Player B- A scores 17 points, B scores 3

Player A achieves 1 objective more than Player B- A scores 13 points, B scores 7

Players achieve an equal number of Objectives, refer to victory points. If Player A scores 175+ Victory Points over Player B- A scores 11, B scores 9 If the scores are less than 175 points difference the result is a draw, A scores 8, B scores 8

+1 If your enemies highest point unit is wiped out (or falling back) at the end of the game. +2 If Enemy Commander is wiped out (falling back) at the end of the game.

Turn #1

Chaos Space Marines Turn #1

He moves everything forward. He shoots his oblits at an exorcist but I make my obscure roll.


Inquisition Turn #1

He has a Land Raider filled with World Eaters that is a huge concern of mine. So I bum rush it with my storm troopers with melta guns and I roll a 1 and a 2 to hit. Noooo!!!!!

I shoot up his Thousand Sons with a lot of strength 5 and 6 shooting. He fails a lot of saves dropping 5 of them.

My Exorcists shot at his oblits killing 2.


Turn #2

Chaos Space Marines #2

He continues to move up. His greater demon comes on and with the DP hides behind the rhino. His noise marines kill my storm troopers.


Inquisition Turn #2

I kill his rhino, and then I unload psycannons on his greater demon. I also shoot up his Demon Prince.


Turn #3

Chaos Space Marines #3

He moves up his Demon Prince and his Plague marines and assaults my Inq. I lose combat and I choose to run so I can shoot them up.

Ignore the SoB on the right

Inquisition Turn #3

I shoot and kill the last of the Thousand Sons. I shoot my SoB at his Plague Marines and kill a few of them with spirit of the martyr. I shoot a lot at his DP, but he makes a lot of saves.


Turn #4

Chaos Space Marines #4

He runs and hides his noise marines behind his defiler. His Demon Prince assaults my Grey Knights and kills 4 of them (stupid warptime) before he is struck down. His World Eaters assault my SoB squad killing all but 2 of them.

Inquisition Turn #4

Right now I start to take stock of the situation. He has 3 troops left, and I need to take them down.

I assault his 2 Plague Marines with my 3 Grey Knights to take him down to 2 troops.

I think this is the turn that my Exorcists kill the Defiler.

I move out so that I am closer to the objectives with my last storm trooper squad.

Turn #5

Chaos Space Marines #5

His World Eaters kill my Grey Knights, but they take some down at the same time so that there is only 3 of them left.

He moves his land Raider to contest my objective.


Inquisition Turn #5

I shoot up his noise marines behind the defiler and kill most of them.

I move up my last squad of SoB and kill the World Eaters.

All of my exorcists shoot the Land Raider and I do 2 glancing his and I immobilize it, and take a weapon off.


Turn #6

We roll and we play one more.

Chaos Space Marines #6

He realizes that his noise marines are over 3” away from the objective and he moves them to the objective. He really has nothing left.

Inquisition Turn #6

I shoot up his noise marines and I kill them. I try to move the SoB melta gun closer to the Land Raider but I am over 6” away. I shoot everything I have at it and I am unable to kill it.



The game ends at turn #6. My SoB are on one objective, and my Storm troopers are being contested by that stupid land raider. I knew whiffing against it with my storm troopers with the melta guns would come back to bite me in the rear.

So I am +1 objective for a major win. I also have +3 for the bonus points for 16 total.

Jeff was a nice guy and was part of the IFL. He gave me full marks, but after the game he did not like the fact that I had 3 exorcists. He did not like the fact that I had 3 of the same thing, and that I should have only take 2. I see his point, and where he is coming from. The problem is that there are so many builds out there where you need to have 3 exorcists. He had a nice fluffy army and 3 exorcists were overkill, but against some others it isn’t. If you look at the top tables they were dominated by Nob bikers, and if I took less then 3 I would not have had a chance against any of them. Or the 3 Land Raider army next to me in round #5 or any army that has 6+ oblits.

Baltimore GT Game #4

The start of day #2. I wake up very groggy and pack up and stumble over to table #18. I meet my opponent and his Tau.


Tau

  1. HQ
    1. Shas’el w/TL Missile Pod, Multi-tracker, ARP, Hardwired Black Sun Filter
    2. Shas’el w/Plasma Rifle, Missile Pod, Multi-tracker, Hardwired Drone Controller (w/2 shield drones)
      1. 2 Crisis Suit bodyguard w/2 Plasma Rifle, 2 Missile Pod, 2 Hardwired Multi-tracker, 1Hardwired Drone Controller (w/1 shield drone)
  2. Elites
    1. 4 Stealth Suits
    2. 2 Crisis Suits w/2 TL Missile Pods, 2 Flamers
  3. Troops
    1. 6 Fire Warriors
      1. Devilfish w/Smart Missile System, TA, Multi-Tracker, Disruption Pods
    2. 6 Fire Warriors
      1. Devilfish w/Smart Missile System, TA, Multi-Tracker, Disruption Pods
    3. 10 Kroot w/10 Kroot Hounds
    4. 10 Kroot w/10 Kroot Hounds
    5. 10 Kroot w/8 Kroot Hounds
  4. Heavy Support
    1. Hammerhead w/Railgun, Smart Missile System, Disruption Pod, Multi-Tracker, Target Lock?
    2. Hammerhead w/Railgun, Smart Missile System, Disruption Pod, Multi-Tracker, Target Lock?

First impression is that he had a whole lot of Kroot. I am not too happy, because they are a pain to kill, especially if they get into a forest. Kroot can be beat, but you need to make them take morale rolls, so that means that I need to use my flamers for a Kroot BBQ. What really worries me is that they have infiltrate and try to outflank from the sides of the table which is a great worry to me. Also, I am worried that I will get into a gunnery duel with they hammerheads with my exorcists, and I think I can win that duel.

Battle Points: Capture and Control Deployment: Pitched Battle

Points:

Player A controls both objectives- A scores 17, B scores 3Player A controls 1 objective and Player B controls none- A scores 13, Player B scores 7

Players achieve an equal number of Objectives, refer to victory points. If Player A scores 175+ Victory Points over Player B- A scores 11, B scores 9 If the scores are less than 175 points difference the result is a draw, A scores 8, B scores 8

+1 If Highest Point Enemy unit is wiped out (our falling back) at the end of the game

+2 If you have wiped out (falling back also counts) all Enemy non-Scoring Units (excluding Independent Characters) at the end of the game.

Deployment

He won the dice roll and chooses to go first.

He sets up a few units in the upper left and right., and then infiltrates his Kroot, and his Stealth Suits.

I am worried that he will come in from the sides of the board, so I am concentrated in the center. He chooses to start with his infiltrators on the board though.

We are also way behind as far as time goes. We are 30 minutes in before we begin, and on the next table over they were already assaulting one another.

There is also a crisis suit team in the upper right.

Turn #1

Tau Turn #1

He does well for shooting. He damages several chimeras and Exorcists.

Inquisition Turn #1

I move one of my SoB squads up and BBQ some kroot, and they make a break for it.

Turn #2

Tau #2

His Kroot rally, and the other Kroot squad kills my SoB squad.


Inquisition Turn #2

I tank Shock his Kroot, and they start to run again.

My Grey Knights shoot up some Kroot.

My SoB rhino makes for his Objective marker.

Turn #3

Tau #3

His Kroot are fleeing, but they only run 2”. He tries to stop the juggernaught of death that is my Chimera so he can rally his kroot and fails.

He tried to assault my Grey Knights, but fails the assault over difficult terrain.

Inquisition Turn #3

I shoot up his Kroot with my Grey Knights, and the Kroot run before I can assault them. I hit the last non-fleeing Kroot squad with my SoB and they break and run off of the table. I move my rhino so they it is within 6” of the broken kroot squad so it keeps on running.

Turn #4

Tau #4

He moved in to kill the SoB that are threating his objective, but they did not do much. He moves in his devilfish to try to contested my objective. By this time one hammerhead was immobilized and the other was shot down by an exorcist.

Inquisition Turn #4

I kill his suits surrounding the SoB squad.

I move my exorcists so that when he moves his Devilfish 12” to contest my objective, he can’t place it anywhere so can’t come within 3” of it.

Turn #5

Tau #5

Not much for him to do. He can’t contest any objectives, and shots what he can.

Inquisition Turn #5

This is the last turn because we ran out of time. I ended up owning both objectives.

End Game

I ended up with a Massacre with both objectives. The bonus points were tough, so I ended up with only 17 points.

He rolled bad for his Kroot morale and they broke 4 out of 5 times. But that is the weakness of Kroot is their poor leadership.

We also ran out of time. I thought that I might have been slow-played, but I give everyone the benefit of the doubt. Characters) at the end of the game.


Baltimore GT Game #5

After winning I was on my way down to table #7. When I arrived at my table I saw that my opponent was Brian (WCBrian) from the Wrecking Crew. I have played against Brian before when it was some Eldar on Eldar action at a 5 game RTT in Tampa a few months back. I also hang out with him and other WC guys at the major 40k events.


WCBrian’s Eldar

  1. HQ
    1. Eldrad Ulthran
    2. Autarch w/Jetbike, Mandiblaster, Laser Lance, Fusion Gun
  2. Elite
    1. 4 Fire Dragons
      1. 1 Fire Dragon Exarch w/Tank Hunter
  3. Troops
    1. 12 Jetbikes w/4 Shuriken Cannon
      1. Warlock w/Embolden, Witchblade
    2. 9 Dire Avengers
      1. 1 Dire Avenger Exarch w/2 Avenger Shuriken Catapults, Bladestorm
    3. 10 Pathfinders
  4. Heavy Support
    1. Falcon w/Starcannon, Holofield, Spirit Stones, Star Engines, Vectored Engines
    2. 3 War Walkers w/Scatter Lasers
    3. 2 Dark Reapers
      1. 1 Dark Reaper Exarch w/Crack Shot, Tempest Launcher

That is it. When I saw his army on the table I was kind of shocked at how small it was. Nine (very durable) Kill points vs. my 16 or so kill points. But I know to take Brian and his army seriously because he is on table #7 and because he is the Lex Luthor of 40k.


Mission: Annihilation

Deployment: Dawn of War

Battle Points:

Player A achieves double or more Kill Points than Player B- A scores 17 points, B scores 3

Player A achieves more (up to double) Kill Points than Player B- A scores 13 points, B scores 7

Players achieve an equal number of Kill Points, refer to victory points If Player A scores 175+ Victory Points over Player B- A scores 11, B scores 9 If the scores are less than 175 points difference the result is a draw, A scores 8, B scores 8

+2 If your enemy has no scoring units in your deployment zone at the end of the game.

+1 If you have more Scoring units alive (not falling back or off board) than your opponent at the end of the game.

Deployment

I won the dice roll to go first. I let him go first since it was Dawn of War. This might have been a mistake, because it gives him a turn over me. Even if he throws his whole army in reserve, I think it is best to go first in Dawn of War, but I may be wrong.

One advantage to going first is that you get to set up first, and since he as Eldrad and his re-deploy ability, he sets up a wall of jet bikes to push me as far back as he could.

I set up with my Grey Knights screening my Inq squad, my Inq’s Chimera and a Rhino with my SoB.

He then moves back and re-deploys.

Turn #1

Eldar Turn #1

He moves his army on. Even after everything is on the board, I keep wondering if that is all he has got. After fighting Orks and Kroot heavy Tau the army seems so small.

His Jetbikes are able to see my rhino and blow it up. Not a good start for me.

Inquisition Turn #1

I move my army on and with night fight, I do not see anything.

Turn #2

Eldar #2

I block Fortune on the Jetbikes with my Psychic Hood, so he turbo-boosts them for protection. He gets his Dire Avengers and moves them on in the upper right.

His Pathfinders go to work on my Grey Knights, and his War Walkers shoot at my Inq. His Falcon Kills my Chimera with the SoBs and now my dreams of killing those Pathfinders with a Flamer is ruined.

Inquisition Turn #2

Those War Walkers are both fragile and deadly. I unload on them and kill 2 of them. I start to go to work on his Jetbikes killing 3


Turn #3

Eldar #3

He keeps shooting at my Grey Knights and my Inq.

Inquisition Turn #3

Well, it is time to get out of here. You can’t see it in the picture, but my Inq and his trusty retinue run behind the Exorcist, and my last Grey Knight runs behind a Chimera.

I try to shoot his Dark Reapers and his Jetbikes but I do not do much.


Turn #4

Eldar #4

He kills my SoB squad that were in the rocks on the right.

Inquisition Turn #4

Well things are looking grim. I am down 3 KP to 0. Time to shift gears.

I shoot down his Falcon when I roll 2, “5”s for a penetration result with my trusty melta gunner storm troopers (Where was this with the Land Raider in Game #3?). I also take out his last War Walker.

Turn #5

Eldar #5

Not much for him to do. He shoots up my SoB squad some.

Inquisition Turn #5

I kill his Fire Dragons that spilled out of the Falcon.

Turn #6

Eldar #6

He tries to kill my last SoB squad.

Inquisition Turn #6

I kill the last of his Dark Reapers that were hiding behind the rocks from my Exorcists on the right.

We roll and the game ends.

End Game

We total up KPs and it was:

  1. Eldar Losses
    1. Fire Dragons
    2. Falcon
    3. War Walkers
    4. Dark Reapers
  2. Inquisition Losses
    1. Rhino
    2. Chimera
    3. SoB squad

I ended up with a Major Win and 3 bonus points.

It was a good game and well fought. He was winning very early, and then at the end I started to come on. He also did not have an answer for a lot of vehicles. In KP missions a lot of vehicles can be a liability, but if your opponent does not have enough anti-tank, they are an asset. Both of my opponents in KP missions struggled to kill vehicles, and then I could just hide my infantry, and there was not a whole lot they could do about it.

Brian was a good guy, and a lot of fun to play.


Epilogue

I had 5 good games. I went 4-1 and I ended up with 78 Battle points, and 12th place overall.

It was about as good as I could have hoped for. My army was not pained to a standard where I could win overall, and I do not think I could win best general.

I ended up with 10 more battle points than the Vegas GT, and a higher paint score thanks to these guys:




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