1750 Tournament 5th and 6th May

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1750 Tournament 5th and 6th May

Post by first strike on Wed May 02, 2012 2:33 pm

I will be competing in a local tournament on the 5th and 6th of May (small one of about 26 players)
List I will be useing is as follows
H.Q
Mordrak, 5 Ghost knights, 3 halberds and 1 hammer and a banner 425pts
Strike squad, 9 man swords and 1 psycannon, psybolts, rhino with dozer blades, 255pts
Strike Squad, 8man, justicar with hammer, 6 halberds, 1 psycannon, Rhino with dozer blades 255pts
N.D.Knight, h.incin and presonal teleporter 235pts
N.D.Knight, h.incin and presonal teleporter 235pts
Interceptor Squad, 10 man, justicar with m/c hammer, 8 x halberds, psycannon, psybolts, 345pts
And that comes to 1750pts
List was handed in about a month ago so cannot make changes and I do not think that I would at this point anyway.
Will post up a game by game report and what lists I faced after the weekend

first strike
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Re: 1750 Tournament 5th and 6th May

Post by Tiger10 on Thu May 03, 2012 1:26 am

Good Luck first strike!
Your list very much matches your username Very Happy

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Re: 1750 Tournament 5th and 6th May

Post by first strike on Thu May 10, 2012 1:29 am

Ok here it is.
I would like to start this report bu stating that I had every intention of giving a blow by blow report of how this army (and I) performed at this event.
This will however not happen.
I will give a good rundown of any revelent info to hopefuly help others to not make the same mistakes I did.
Game 1 was an objective game with one objective in the middle of the field and one placed by each player in their own deployment zones. The center objective being worth 2 points and the othree worth 1 each.
Deployment: Normal 12"
Table was a fairly open board with 4 bunkers (one in each corner of the board) and trench lines running across the board (three lines of trenches)
Op list
HQ
D.Prince Tzeench, bolt of change, warp time, wings
Troop
3 x Thousand sons units of 7 with Aspiring Sorcer and rhinos
1 x Thousand sonsunit of 7 with a Aspiting Sorcer
Sommontd G.Deamon
Heavy
2x Oblits
1x Oblits
1x Preaditor ac and las cannons
He wins roll to go first and places his objective and his units in the top right hand corner of the board.
I place mine in the bottom left corner. My first mistake
I fail to steel
With the tange being at over 48" the first turn of shooting from him is nothing
This continues for the next 3 turns.
My second mistake is to deep strike mordrach into the trenches in the top left hand corner (I did this becaues I cound not support him with the way I deployed my army.
If I had to do it over again I would have deployed my forces directly opposit his position and placed mordrack in the middle of his army and been into him on my turn 2.
As it was this was everything happened in turn 4 and 5.
The best things that I did was to make the interceptors scoring and spliting them into combat squads.
This resulted in me being able to contest his objective in turn 5 with one half of the squad and hold my own at the same time. The center objective was contested by the rest of our armies.
I won this game but only because he misjudged distance on my objective and was 4" away.
A win but not a well deserved one.

Game 2
Mission Kill points
Deployment: Normal 12"
Board: another open board with a large L.O.S. blocking piece in the midle of the board and some scattered pieces in each quarter.
Opp
H.Q
Libarian , Psy bolt amo, might of titan, Quicksilver, Sanctuary, Scrouding, Vortez
2 xG.K terminator Squad (5 man) Halberds and hammer, psy bolts
3 xStrike Squad (10 man) 2 x psy cannon, 7 x swords psy bolts
3 x Psy Rifle Dreads
Interceptors (8 man)
This one was always going to be a hard one and was made even harder when he won the roll to go first.
His first turn saw him blow up one rhino and imobilise the other, the exolpsion did not effect the strike squad inside but did kill 4 of the interceptors who left the board ( they must have known what was coming)
It was all down hill from there with the 2 strike squads taking 2 turns to get over the fence when they rolled 1's and 2's for there movement and run moves. and mordrack and the dreadknights slowly get chewed to pieces.
The game ended turn 5 and it was the happiest 1 I have ever roled.

Game 3
Mission: Capture the flags. You assign a flag to three of your units and the opp can capture them when they force them to break or wipe them out
My flags were on the 2 strike squads and on a dreadkinght
His were on 3 of his dark eldar squads
Deployment: Quarters.
Board: Lots of area terrain
I won the roll to go first
He stoll
He kills both dreadkinghts on the first turn and makes a whole in the interceptors.
Mordrack comes down and spends the next 2 turns killing darkeldar, with the help of the strike squads removing the transports.
At begining of turn 4 mordrack has one flag and is charging a dark eldar unit with 2 flags, this hopefull will win the game for me as he has not got much left, my 2 strike squads are still intact and inside their rhinos. Mordrack is down to 1 wound but has still got a full squad (not the origional guys as I have summoned turn. Mordrack cast hammer hand and rolls a 12, fails his first inv save and that is it. The dark endar player takes the flags and moves of to the furtherest corner of the board .
I lose the game 2 flags to 4
Lesson learned, do not cast spells if you do not have to (hammer hand would not have helped in the hand to hand) if you are down to one wound.

Game 4
Had a good night last night with many drinks enjoyed by all.
Mission: 5 objectives placed by the players.
Deployment: Quarters
Opp
Hq
Chaos lord, mark od slannesh, Combi Bolter, Deamon weapon
Elites
4 x Chaos terminators, icon of slaanesh, 2 lightning claws, powerfist and a chainfist/heavy flamer
5 x Chaos terminators, icon of slaanesh, 3 lightning claws, powerfist and a chainfist/heavy flamer
Troop
Chaos space marines (10 men), icon of slaanesh, p.fist, combie flamer, 2 x melta guns, rhino
10 x noise marines, melta bombs, doom siren, 10 sonic blasters, personal icon
10 x lesser deamons
Heavy
2 x land raiders with daemonic posession.
This one is a no brainer and nothing happened tacticaly, I made no mistakes and he wanted to quit after turn 3 but we pushed on till turn 5 when I wiped him out.

Game 5
Mission: Kill points
Deployment: Quarters
Board: Good amount of cover with including forests and buildings
H.Q
Lord commissar, plasma pistol and power weapon
Elite
Ratlings squad (8 men
Psyker battle squad (9 with an overseer) Chimera
Gardsman Marbo
Troops
2 x Vetran Squad (9 men) demo charge, 3 x plasma guns and melta bombs, vet serg with plasma pistol and power weapon.
2 x vet squad (9 men) demo charge, 2 x Melta guns, 1 x heavy flamer and melta bombs, vet serg with plasma pistol and power weapon.
Fast
2 x vandetta gunships with heavy bolter sponsons
2 x Valkyrie with muitiple rocket pods and heavy bolter sponsons
He won the roll for first turn and deployed everythinf on board (not marbo)
I Stoll and killed his ratlings with marbo (broke them and sent them of board, and droped one val with a heavy incin (rolled a 6 for armour pen and then a 6 for damage (squadron rule)
Made one mistake this game, I charged a dreadkinght into one of the vandettas when I should have chared one of the plasma squads, the vandetta had not moved in the turn and I thought that a kill point is a kill point, this is not so, a vandetta cannot kill a dreadkinght without some good rolls and some bad ones be me, a plasma squad can. As it happened the dreadknight did not kill the vandetta as I pen with all attacks and cannot roll above a 3 with my damage rolls.
This one cost me the win with the game finishing with me killing 1 vandetta, 1 valkyrie, 2 veteran squads,marbo, psy battle squad and a chimera.
He killed 2 rhinos, the interceptors and 2 dreadkinghts.
Ressult of 5 to 7 with more a difference of more then 3 needed for the win

Overview
Mordrack- I realy liked how he played but found no use for the banner (did not play nids or eldar)
He is a beast adding good tactical flexability to and army, he will need cover to keep im in the game and this will slow down his movement.
D. Knights- Fun to play with but will have trouble getting a good return for there points, haveing said this I will try them with heavy psy cannons next time.
Interceptors- Good for taking last turn objectives, cannot be taken in lage enough numbers to be effective as a strike unit, in small numbers good for last turn objective takenig.
Strike squads- All good
My end placing is 12th with a very tight field, if I had not killed mordrack in the 3rd game I would have been in 5th

first strike
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Re: 1750 Tournament 5th and 6th May

Post by Rivan on Thu May 10, 2012 2:49 pm

Congrats on your wins. Good reports and lessons learned.

Funny thing about Mordrak and that perils of the warp that took his last wound...the same thing happened to my opponent in one of my previous games. His Mordrak had only 1 wound left but he still had 4 or 5 ghost knights. He was able to get the assault on my paladins and I said, oh well, there goes my paladins since they were all down to I1. Mordrak rolls for hammerhand and suffers perils, fails his save and goes away with all his ghost knights Smile

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Re: 1750 Tournament 5th and 6th May

Post by first strike on Thu May 10, 2012 4:03 pm

Yep it cost big time, I was just in auto mode of cast hammer hand and charge, it was not needed against the dark eldar, against another grey knight or T4 army it can be seen as needed but when down to 1W it is not worth the risk.

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Re: 1750 Tournament 5th and 6th May

Post by Tombomb7 on Fri May 25, 2012 9:57 am

Good reports, my favourite parts are always the lessons learned and summations at the end. Keep up the good work, I learned from your experience too! Smile

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Re: 1750 Tournament 5th and 6th May

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