Berks PA Doubles @ Railyard

kingbreakers-iconSaturday the dynamic duos of Colin and Brett and John L and I went out for a Berks PA 40K Doubles Tournament at Railyard Hobbies. First of all, that place is amazing. I haven’t been to the Railyard before, and it blew my mind.  It’s ridiculously huge, and the terrain building supplies are all but endless. Definitely a good tournament venue, and though a bit out of the way from Center City Philly, potentially worth the trip for terrain materials and tools.

Armies were 1500 points per player, battle forged but no other restrictions. Both players on a team fielded a warlord. All partners were treated as Allies of Convenience. A single psychic warp charge pool was shared.

Eight teams showed, with various Marines, Imperial Guard, Daemons and Chaos Marines, a small Eldar presence, Necrons, some Imperial Knights, a couple more Knights dropping out of a Thunderhawk, and oh yeah a C’Tan and his buddies who just happen to also be Knights. Photos are in the Flickr gallery.

For the Emperor.

For the Emperor.

Armies

John and I fielded what I feel is a well balanced and relatively normal army. Originally we were going to divide into John on offense and me on defense. But then we were both busy and didn’t coordinate at all, so we wound up with a combined thrust across backfield, midfield, and the frontline.

On the Raukaan side:

  • Epistolary w/ The Gorgon’s Chain
  • Ironclad Dreadnought w/ Drop Pod
  • Sternguard x5 w/ 5x Combi-Melta, Drop Pod
  • Tacticals x10 w/ Meltagun, Lascannon, Lascannon Razorback
  • Tacticals x10 w/ Meltagun, Lascannon, Lascannon Razorback
  • Stormtalon Gunship
  • Stormtalon Gunship
  • Centurion Devastators (Grav-Cannons and Grav-Amps, Hurricane Bolters)

On the Kingbreakers side:

  • Captain Angholan (Vulkan)
  • Squad Harmon (Sternguard x5 w/ 3x Combi-Melta, Drop Pod)
  • Squad Scolirus (Tacticals x10 w/ Powerfist, Flamer, Missile Launcher, Drop Pod)
  • Squad Harbinger (Tacticals x5 w/ Combi-Melta, Meltagun, Meltabombs, Drop Pod)
  • Scouts x5 w/ Sniper Rifles
  • Devastators w/ 2x Plasmacannon, 2x Heavy Bolter
  • Knight Errant Greenheart (generic melta Knight)
  • Inquisitor Hersch (Coteaz)
  • Imperial Bunker w/ Void Shield

The few “gimmicks” in there are the Knight, Coteaz, the Void Shield Bunker, and the Librarian with The Gorgon’s Chain hanging out with Centurions hoping to cast Invisibility on them. Well, ok, maybe that’s a couple of gimmicks.  But it’s no re-rollable 3++ on a 6 HP model or a world-ending god shard. And it’s a solidly fluffy, Marines-out-for-a-stroll force composition.

IMG_9026

Come get some!

Round 1

First up we faced Ethan and Dustin with Imperial Guard and Space Wolves with a Knight. Mission was Dawn of War (12″), five objectives, double value Slay (effectively quadruple if you tagged both opposing warlords), Linebreaker, and bonus points for killing both opposing warlords while losing none of your own.

These guys did a good job deploying, in part through simply having so much to field. We had no juicy, vulnerable alpha strike targets and wound up taking risky drops against the opposing Knight, tucked hard into a corner and surrounded by Guardsmen. One Combat Squad went well off course but luckily toward our own forces, and bunkered down in ruins on an objective until it had a chance to pop out late-game and help slag a Punisher. The joint Sternguard attack put five hull points on the traitor Knight but didn’t manage to take it down before being summarily blown off the board. A lone surviving veteran did tie up the enemy Knight in combat for a turn or two, though this mostly just protected it from our lascannons.

Our Knight meanwhile trudged forward dropping melta on Terminators and Guard tanks, eventually walking onto an opposing objective. Centurions defended our center table and wiped out Terminators that made it to threatening positions. Squad Scolirus and Raukaan Tacticals burned out Creed and the Guard’s Company Command, but paid for it when Captain Angholan was forced to face the full withering fire of a Punisher at point blank and was mortally wounded. With things looking grim in the mid-game,  the Space Wolves and Guardsmen  started taking chances on risky reserve drops with terrible results teleporting in and dropping from flyers, further boosting our momentum.

Scoping out the battlefield.

Scoping out the battlefield.

Creeeeed!

Creeeeed!

Notes

We wound up with all the objectives and secondaries, only missing out on max points by losing my warlord. Unfortunately I took a bunch of chances on Angholan withstanding the Punisher, trying to tank wounds on him rather than his squad. He actually made it through the main gun pretty ok, but I forgot it would also then be shooting heavy bolters and a stubber at him and it was just too much. On the upside, it seemed like almost nobody got this bonus either.

The big thing here was that we had a bunch of weapons to fight Terminators, enough alpha strike and mobility to pen their army up against their back line, and nothing especially fearful of the Guard’s large blasts or heavy weaponry. Our small Combat Squads all over the place made for inefficient blast targets, and a combination of good line-of-sight blockers and the Knight’s shield rendered the missile launcher and lascannon teams largely moot until we could take them out.

Aaaaaahhhh!!!

Aaaaaahhhh!!!

Round 2

Next up was Zack and Brad with Imperial Guard and Grey Knights. Mission was Vanguard deployment (corners) for table quarters control with bonuses for Slay, surviving friendly Warlords, and no enemy units in your deployment zone.

Joint Sternguard blew up a Landraider, dumping out the many Purifiers inside on foot, far removed from our central area. The Sternguard along with reinforcing Raukaan Tacticals and an Ironclad Dreadnought spent the battle in an ongoing fight with them before eventually prevailing.  Our Knight got an early lucky hit torching the Grey Knights warlord and his bodyguards. Greenheart and our lascannon teams then wore down a squad of plasmacannon Sentinels before they could target our Centurions. Squad Harbinger put a lot of wounds on a Dreadknight, which then shunted right into the middle of half a dozen Raukaan lascannons. Captain Angholan and Scolirus spent the battle in assault with a group of Bullgryns protecting their Lord Commissar, eventually smashing her. A late arriving Vendetta and Valkyrie harried a thinly held rear table quarter, but were slowly attrited away by Stormtalons and lascannons.

No further!

No further!

Aaaahhh again!

Aaaahhh again!

Notes

We wound up with max points in this one, controlling all the quarters and picking up the secondaries. This battle was very similar to the previous one given the matchup. Again we were fortunate to have many tools, especially the Centurions and Knight Errant, for taking out Terminators. Zack did a great job of drawing it out with his Guard via harrying thrusts all over the board, but with us largely taking out the Grey Knights early on we just had too much momentum.

I really liked this mission. I wouldn’t want to replace standard objectives with table quarters, but it’s a good mix-in. One thing I liked was that because it’s harder to calculate on the fly, and in some ways easier to swing at the last minute, it can be much less clear who’s ahead and by how much, raising the tension throughout.

You're following the wrong path, commissar!

You’re following the wrong path, commissar!

Round 3

Finally we faced Mike and Al with their four Imperial Knights and Necron C’Tan army. Mission was Hammer and Anvil deployment (long axis) for a combination of kill points and objectives, with bonuses for Slay and each surviving troop unit.

All three objectives wound up placed in a short line along the table center cross axis. We mostly positioned far forward, as near to them as we could, and held on as long as possible. Join Sternguard got a good drop on one of the opposing Knights but its rerollable save via the Adamantine Lance formation shrugged it all off. The Knights and C’Tan hung back for several turns pinging away at our threatening weapons before coming forward supported by Night Scythes. From there the forces of good got slowly rolled up.

Yep.

Yep.

Notes

We picked up a single point for the Raukaan zapping a Night Scythe, and otherwise gave up an obscene amount of points as all our units except one lonely Drop Pod got obliterated. We felt it was a moral victory that we lasted until Turn 7, but the outcome was pretty much foregone from the start. Four Knights with three in an Adamantine Lance, a Transcendant C’Tan, and four Night Scythes with Warriors is a rough force to be looking at across the board. Playing the long axis didn’t help, as it enabled them to lurk out of range of our lascannons for most of the game. I really don’t know how we could have done any better against this army though.

Hands up!

Hands up!

Outcome

We didn’t come in with any tournament bonuses (early list submission, fully painted, etc.), but it seemed like few people did so that didn’t matter. Despite the third round drubbing, John and I held on for second place by a reasonable margin. First place, our Knights+C’Tan opponents, were ridiculously far ahead. A couple people quietly cheered us as the “non-cheese real winners.” I was happy with how we played throughout, and the final results. Depending on how you consider the NOVA Trios (we got crushed on games but got the 2nd best prize), that maintains what I believe is still a straight record of 2nd place results for me throughout 2014.

Thoughts

A couple more general thoughts.

Meta

I’m always hesitant to single out individual units, but it seems very plausible that the Transcendant C’Tan is a gamebreaker. Talking afterward I asked Al what could beat it. He replied “Well, you could buy a Warhound.” I had to work pretty hard to keep a straight face. Eventually he did come up with some other ideas, but they were all generally very specific and substantial purchases.

The Adamantine Lance formation is certainly a huge problem. It makes absolutely no game design sense to take an extremely strong, somewhat undercosted unit like the Imperial Knight, and give a collection of them huge bonuses for no additional points cost. Sure, they have to stay within 3″ of each other to get the effects, but that’s barely a limitation for the group in practice. Some of GW’s formations make rules sense to me as a way to fix or buff underpowered units and armies, like the Stormwing formation. A huge problem in frequently being a deliberate cash grab, like the Tyranid supplements (1, 2, 3), but otherwise solid. Others like the Lance though are definitely detrimental to both the game’s affordability and its play.

Lords of war.

Lords of war.

Tournament

The final mission highlighted issues with the scoring approach being used here, and I gather in several of the Berks PA events. Rather than determining games by victory points and then giving tournament points for wins and losses with bonuses for some special conditions, points earned in missions were simply summed throughout. In that last game the entire opposing army would have only given up fourteen kill points total even if we’d somehow managed to destroy everything. Meanwhile, John and I were each fielding that many units. That’s one thing in terms of the problems inherent to kill points missions, but a huge problem for a tournament if that goes directly into the tournament standings. It wouldn’t have mattered, but those last guys got a massive points boost off John & I between the kill points, objectives, and bonuses, unfair to everybody else. In general, tournament points should always at least be capped, preferably normalized.

That matchup was also a good example of where optional continuous scoring can really help balance the game. If we could have scored points throughout by holding objectives then we could have played a more tactical game, sacrificing units to try and hold up the oncoming tide with no expectation of lasting to the end. We all but certainly would have still lost, but potentially we’d have stood at least a chance of not being completed wiped on points, given that our opponents had so few units with which to attempting claiming and holding throughout.

On a final note, three thousand points total is probably too many points for a doubles game. Somewhat counter-intuitively, they tend to run slower anyway. At that many points there’s just a lot going on to begin with, and doubles games can take a very long time. That’s particularly true if at least one side is active in all the phases. It seemed like Colin and Brett really suffered from this, with several of their games cut short when they would have benefited from more turns.

Conclusion

Despite those concerns about the scoring and the serious balance problems built into 40k itself right now, this was a super fun event, well run in a low key but smooth manner and with a great crowd. Berks is going to run another team tournament in January, and I’ll definitely try to make it to that.

Again, more photos are in the gallery.

Wwwwaaaaaahhhhh!

Wwwwaaaaaahhhhh!

NOVA Open 40k Narrative Recap

kingbreakers-iconHot on the heels of the NOVA Open 40k Trios Tournament, Carl, Colin, Jason, John, and I plunged into the 40k Narrative Warlords and Nightfighters tracks. This is a quick look at them and especially my personal campaign. Many, many more photos from my games are in the Flickr gallery.

Kramer Doyle, humanity's commander, sends the Kingbreakers off to space to do battle against unimaginable enemies and impossible odds.

One of the Warlords’ strategy sessions. Kramer Doyle, humanity’s commander, sends the Kingbreakers off to space to do battle against unimaginable enemies and impossible odds.

Scorched Earth

The narrative tracks are essentially an ongoing NOVA campaign in which a coalition of forces, the Virtue, have invaded Earth and another coalition, the Humans/UN, is fighting back. It’s not set in the 40k universe, which is a little weird and possibly not quite as compelling as it could be, but does give the organizers—Owen Beste, Steve Carey, and Bob Birrer—a lot of leeway to have a motley, random collection of forces fighting on either side.

This year’s campaign was fought for control of three areas: Cities, Space, and Wastelands, with a number of boards associated with each though they only varied a bit, mostly in look, as each followed the standard NOVA table setup. The teams also nominated secondary discretionary objectives that would be available each round to earn bonus points toward the campaign, but also entailed a long list of various board and terrain rules that would be in play in the different areas. For example, having the first couple discretionaries available meant space boards would have meteors dropping at the top of each player turn. In each round after the first, the team falling behind would be secretly given covert mission objectives that they could work toward in order to gain a substantial amount of campaign points and even things up. The teams were also given a bunch of special stratagem cards to distribute among their players to help tip the scales in various matchups.

Players split off into Virtue or Human as part of registering, and then the organizers brought in a bunch of ringers as needed to balance each session. Nightfighters played a game each evening. After the first night those players were paired based on Nightfighting results so far, and then the teams alternated picking an area for that match. So, for example, a matchup where a team felt doomed might be put into either an area where the team was either untouchably far ahead or had already given up, to minimize the negative effects of a loss on overall control of that area. For the Warlords games a modified team championship style matching was used, with teams alternating putting forward a player and an area and the other responding with a match. Mid-day strategy sessions among the Warlords invested a lot of thought and discussion towards contingency planning for areas and matchups, though more effort was probably put toward drinking. Before each round there was a brief session to recap the preceding results, narrate the resultant story progression so far, and work out the final pairings and locations.

A pre-round campaign progress briefing from Owen Beste, Steve Carey, and Bob Birrer.

A pre-round campaign progress briefing from Owen Beste, Steve Carey, and Bob Birrer.

Games

Competing in both tracks of the narrative I got in a full 7 2000pt games. Combined with 3 more for the Trios and an additional Recon Squad game, it was a lot of 40k over the long weekend! These are quick summaries of each narrative match.

Nightfight 1: Eric Hoerger’s massive Imperial Guard blob lead by White Scars bikers. He wound up getting the 4th highest battle points in the GT with this army, though he took a loss in the middle and thus didn’t make it to the top bracket. This was a pretty grueling end to a long day/several days. The bulk of the army was two 50 man Guardsman blobs, with attached Scars bikers that would pile them into assault super quick. It was ridiculous how fast the blobs were moving across the board. In the end I was almost entirely crushed on units but more or less held 2 objectives to Eric’s 3, but he also claimed 6 more points by maxing out discretionaries.

Just after deployment. Yes, in technical terms that is a metric butt ton of Guardsmen.

Just after deployment. Yes, in technical terms that is a metric butt ton of Guardsmen.

The vanguard approaches.

The vanguard approaches.

Warlord 1: Jeremy Chamblee’s Necrons. My Knight got evaporated on turn 1 by 60 Gauss shots after Jeremy seized the initiative and I had not accounted well for teleporting Warrior blobs. After that I scored a bunch of objective points on the first few turns and fought dearly to hold those but slowly got whittled down and lost control going into the asymmetric end-game scoring. Final score was 8 to 9 on objectives in Jeremy’s favor but he claimed 5 more points on discretionaries. I still felt pretty ok about this game though, battling back reasonably well after the substantial first turn set back when the Knight exploded. It was also pretty cool to meet and play someone I recognized from blogs & forums.

Scouts watching the shit go down.

Scouts watching the shit go down.

Wraiths multicharge anything and everything.

Wraiths multicharge anything and everything.

Deathmarks lurking in the shadows.

Deathmarks lurking in the shadows.

Nightfight 2: Jason Spinnern’s Tzeentch. This must have been a physically brutal game for Jason, immediately following the first day of the GT, just like the first Nightfight round was for me immediately following the Trios. I felt pretty good about the matchup, I’ve been doing well against Tzeentch. My current stock army has enough shooting to ground and take out some FMCs, expendable units and an assault blocker to tarpit and tackle Screamers and remaining daemons if I can get in position, and enough blasts and general shots to quickly whittle down horrors and start reducing psychic dice. In the end I claimed max points for this on the regular game, holding all 6 objectives as well as taking 6 points for the discretionaries, though I did not manage to claim the Human covert mission as well.

Caw! Caw!

Caw! Caw!

Like ships passing in the night...

Like ships passing in the night…

Chomp! Chomp!

Chomp! Chomp!

Warlord 2: Connor Carey’s Tyranid/Eldar combo. I took a risk by taking the fight deep into the enemy ranks at the back of the long axis, hoping to take out the core of his Synapse early. A single Zoanthrope survived with a remaining wound after the alpha strike however, the death of which would have really swung the game my way. As it was my backfield shooting took care of the Gaunt hordes pretty handily and I felt well up for a while. But the opposing Wraithknight and Wraithguard started piling S10 shots into my Drop Pods for easy kill points. To make it worse, the asymmetric mission rules handicapped my ability to claim KPs as each of my units could only score once. I did ok at spreading kills around, but it still cost me points compared to what I actually eliminated. Final score was 5 to 11 in his favor as a result and we both picked up 5 more on discretionaries.

Into the heart of darkness!

Into the heart of darkness!

Tyranid infest the local ecclesiarchy church.

Tyranid infest the local ecclesiarchy church.

Forward, ho!

Forward, ho!

Nightfight 3: Joe Johnson’s Adamantium Lance triple Knights with Eldar Crimson Hunter and Wave Serpent escorts. This was a pretty ridiculous list. A bunch of us on the human team spent a lot of time talking about it, but no one really had great answers. The Adamantium Lance formation grants re-rollable saves on the Knights’ Ion Shields as well as D3 Hammer of Wrath attacks and re-rollable charge distance, for no extra points cost, provided they stay within 3″ of the Seneschal (Warlord). Crimson Hunters are awesome escorts for Knights because they have an extra turn and thus don’t fly off the table easily, and are equipped to take out opposing Knights & armour or can go after opposing flyers. Wave Serpents of course are basically one-model gunlines all on their own. I got completely rolled in this game, gaining zero points and giving up the max. One unfortunate thing was that another table revealed the covert mission to the Virtue pretty early, and since that objective was killing things in midfield and running the resulting marker back to the enemy deployment, Joe was able to deny it by just moving his most vulnerable units (single Dire Avengers) back into their zone.

Yep. Trouble ahead.

Yep. Trouble ahead.

Dooooooooom!

Dooooooooom!

Nightfight 4: Craig Valvano’s Eldar, featuring a Revenant Titan! Actually a morning fight due to a schedule flip on the last day. This was kind of a weird game because he was pretty up front about playing for the Infamous Warlord standings, running his Wraightknight off the board from the start, and going for the covert mission, which he achieved. The mission scoring also had a built-in two point imbalance toward the opposing team. Craig went first and rendered the Revenant Invisible, so I took my melta alpha strike elsewhere and basically ignored the big guy as best I could other than scrounging for cover and pinging at it with my Knight until the latter was pulsared into oblivion. Wave Serpents held on tenaciously and wound up being a huge problem, mopping up Tactical stragglers as they ran about trying to tag terrain for the mission. In the end the 2pt imbalance turned the game into a 5-5 draw on objectives, both of us taking 4 discretionaries but him nabbing the covert for a big team boost.

Yep.

Yep.

Dire Avengers leap out to scrub an objective but instead get scrubbed themselves.

Dire Avengers leap out to scrub an objective but instead get scrubbed themselves.

Scouts warily approach an Imperial double agent (for the covert mission this guy flipped sides).

Scouts warily approach an Imperial double agent returning with critical information (for the covert mission this assassin flipped sides but was immediately executed by the Eldar).

Sgt Harbinger stands alone.

Sgt Harbinger stands alone.

Warlord 3: Charles Craig’s Tzeentch. This was a great game to wrap up the campaign. At the bottom of turn one I thought I was about to be rolled off the board: Screamers and Daemon Princes all over my front lines, a Knight Errant coming around my flanks, it was grim. Human team passers-by were giving me condolences. But the Kingbreakers fought back valiantly. After the alpha strike on the traitor Knight did little damage, a bunch of Tacticals and a Landspeeder held on to tarpit and then destroy it. Terminators finally ran a solid wall and tied up the Screamers the whole game until Angholan and Scolirus could drop in and take the Relic off them. The backfield combat squads and Predators took down the most threatening Daemon Prince early after a lucky break on a grounding check. Scouts and the Thunderfire Cannon wiped Pink Horrors off a home objective and then supported the regrouped alpha strike combat squads to whittle down and push back a blob of Horrors on the far edge. We ran out of time against the awards ceremony and called the game on turn 4, scoring it 2 points to 3 in his favor, and a discretionary point or two to him. If we’d played out a couple more turns though I think I could have dealt with the remaining DP and scored a few more points on both objectives and discretionaries while taking away 2 of his; when we ended I’d killed some 1150 points while only losing ~650, and had good positioning as well as the momentum. A great game either way though.

Your weapons are useless, fleshlings!

Your weapons are useless, fleshlings!

Huuuwwwrrr!

Huuuwwwrrr!

Scouts hold down the left flank.

Scouts hold down the left flank.

Captain Angholan and Sgt Scolirus drop in to assist their Terminator brethren and claim the Relic.

Captain Angholan and Sgt Scolirus drop in to assist their Terminator brethren and claim the Relic.

Summary

So, all in all I went a measly 1 for 7 on victories. On the other hand, despite the losses I managed to score enough points throughout to keep myself up in the standings and getting paired against tough armies & players. Until getting obliterated by the triple Knights going into the last half of the campaign I was holding in 4th of 15 or so among the humans. Making things even rougher, my list is fairly balanced and in theory has at least some tools for basically any opponent, so I kept getting put forward as a defending player for the Virtue to throw their best possible army matchup against. Long story short, it felt terrible throughout and things were pretty grim at a couple points, but more objectively I guess I did reasonably and was definitely happy with some of my play toward the end of the campaign.

Dan Boyd, John Lamanna, Carl McLaughlin, Colin Kielick, and Jason Woolf lose their minds over the vintage model bins.

Dan Boyd, John Lamanna, Carl McLaughlin, Colin Kielick, and Jason Woolf lose their minds over the vintage model bins.

Conclusion

Despite the grueling schedule and some bleak points in my personal campaign this was an awesome event and a ton of fun with a good bunch of people. It could use a little more strategic input and decision making from the warlords, campaigning over a map, explicit progression tree, or something like that. The very abstract form of fighting for the three areas though gives a lot of room for dungeon mastering behind the scenes to keep the sides fairly even, and compensating for missing players and so on.

The biggest area to improve I would suggest is that the overall tone is very mixed and could use some additional structure. Pretty much everyone is going into the event with a fairly casual, devil may care attitude. But not everyone’s going into it with casual, fluffy lists. In the Nightfighting track a bunch of guys just brought their GT armies plus 150 points of stuff. In the Warlords track, most guys had pretty standard lists while a bunch basically dropped mini-Apocalypse armies, with a Transcendant C’Tan, Eldar Revenant Titan, and an Adamantium Lance triple-Knight list all making appearances. There were definitely some mismatched expectations and assumptions. I think it’d be good to do something like have two tracks, one for more casual & smaller lists—in particular, so people can’t just play their GT lists—and another for anything-goes Apocalypse at higher points, with people opting into one or the other or potentially bringing a list for each and focusing on one or the other on the fly. The rules and missions could also use a fair bit of editing, which we’d be happy to help with, as well as some streamlining. For example, it’d probably be better to have special rules associated with particular tables rather than the large, easy to forget set of rules based on the discretionaries.

All in all though a fantastic time. I’ve already got it on my calendar for next year!

Again, many more photos are in the Flickr gallery.

Steve Carey, Owen Beste, and Bob Birrer give the final narrative briefing at the closing awards ceremony.

Steve Carey, Owen Beste, and Bob Birrer give the final narrative briefing at the closing awards ceremony.

Till next year!

Till next year!

NOVA Open 40k Trios Recap

kingbreakers-iconThis year I went to the NOVA Open weekend for the first time. I went with Colin & Jason W for the Trios Tournament and 40k Narrative Warlords+Nightfighter, while John L and Carl also went for the two Narrative tracks. The Harmons also came down for the Warmachine/Hordes and Infinity tournaments. I’m hoping to have a couple posts up this week recapping the whole affair.

First up is my first event: The Trios Tournament with Jason and Colin. It’s a cool format, in which three players team up to each play two 1000pt doubles games and a single 2000pt solo game; each round the team gets to choose the doubles based on their match opponents and mission. There was also competition for Best Theme, encompassing the narrative story of why your armies are fighting together, the display board, and overall appearance. We spent a ridiculous amount of time on this part when we should have been just practicing. Our final story was vague but something along the lines of the Kingbreakers emerging triumphant from their fortress monastery after returning with Dark Angels, Imperial Fist, and Blood Angels friends to retake it years after the fall of Forestway. In the end sizable chunks of our armies weren’t finished, barely primed in my case, and there was no detail painting on the fortress, but the sheer size and detail combined with the all-Space Marine armies made it look good.

The display board two weekends out.

The display board two weekends out.

The fortress the day before the tournament.

The fortress the day before the tournament.

Furiously painting literally through the night going into the tournament.

Furiously painting literally through the night going into the tournament.

The chapter rides forth.

The chapter rides forth.

The wall-top shrine.

The wall-top shrine.

No castle's complete without a turbo-laser.

No castle’s complete without a turbo-laser.

The Knight Errant Greenheart, sans pants, goes out from the main gate.

The Knight Errant Greenheart, sans pants…

A few more photos of the individual models and armies are in the Flickr gallery.

Game 1

Jason & I vs Ryan & Andy’s Necrons and Eldar: Crushing loss (1 to 10). This mission was cumulatively scoring objectives, all three of them placed along the diagonal outside the Vanguard deployment zones. We just didn’t score enough points each turn to keep up. Their Wave Serpents had more than enough mobility to contest my Drop Podding guys on the quartile objectives, with Objective Secured overriding my Sternguard on one. Critically my third Drop Pod did not come in from reserve in time to contest the central objective and prevent the Necrons from swarming all over it. Meanwhile a Crimson Hunter went wherever it was needed and blasted away at our Imperials.

The Silent King's troops awaken.

The Silent King’s troops awaken.

Kingbreakers huddle up amongst the ruins of a xenos invasion.

Kingbreakers huddle up amongst the ruins of a xenos invasion.

Game 2

Colin & I vs Todd & Ronald’s Eldar and Tyranids: Crushing win (5 to 2). Five objectives, scored equally at game end, Hammer and Anvil zones. We were up for a while, but they pulled it together to make it a close run thing in the endgame. Our forces spent a lot of time fighting back Tyranids, which left a lot of very mobile Eldar to branch out at the end toward multiple objectives. Fortunately we had the right guys in just the right places all over the board and made some lucky rolls in the closing moments: Scouts assaulted some Windrider Jetbikes that had swooped onto our home objective and made enough saves to contest the ground; Tacticals made a hard rush on foot to run around a Wave Serpent and contest Dire Avengers on our previously unprotected home flank by mere fractions of an inch; Terminators crushed several monsters to claim table center; Belial and Captain Angholan tanked a punishing amount of fire to shield Sgt Scolirus as he powerfisted a Wave Serpent into oblivion in the last moment to claim an opposing home objective. All of that happened in the bottom of the last turn as time ran out!

Big momma.

Big momma.

Flyers inbound!

Flyers inbound!

Terminators flood the corridors of the ravaged city.

Terminators flood the corridors of the ravaged city.

Belial and Scolirus lead the forward charge.

Belial and Scolirus lead the forward charge.

Game 3

Me vs Jason’s Salamanders: Minor loss? Draw? I can’t actually remember and didn’t write it down, but believe the former. Mission was Dawn of War deployment, four objectives plus the Relic at table center (a moveable objective). This was also a close game, though I’m fairly confident that if I had another shot at it I could convert this near mirror match into a win. By this point I was going on nearly no sleep for many days between prep, driving, and non-40k activities in the preceding week, and had been playing 1000 points for both of the previous games. All of a sudden I had to switch mindset to a 2000 pt army and just didn’t make the transition well. For literally more than half the game I totally forgot about Coteaz, and made a number of other similar mistakes throughout. Without that sloppyness alone I think it would have ended very differently. One interesting thing was that Jason’s Thunderfire Cannon really hampered my Knight, forcing it to move as if in difficult terrain via Tremor shells and preventing it from clearing the large line of sight blockers at table center fast enough to get shots on critical targets.

Salamanders come-a-knockin' to settle once & for all if Kingbreakers are actually a descendant chapter or not...

Salamanders come-a-knockin’ to settle once & for all if Kingbreakers are actually a descendant chapter or not…

Squad Titus corners some jerk named Vulkan.

Squad Titus corners some jerk named Vulkan.

Outcome

I have no idea where we placed, but I’m sure we were down near the bottom. Results were never published as far as I know. This was one of the three execution areas to be improved in an otherwise really fun & interesting tournament. Another was that set-up, judging, and player voting for army theme & appearance was somewhat slap-dash and disorganized. Hardly anybody actually saw our display because there was no set time or space for checking out everyone’s setups and ours wasn’t practical to have up all day, something we have to keep in mind for the future. Finally, the rule packet could also have stood quite a bit of editing and clarification, which we’d be happy to help with. However, the TOs Troy and James were great guys and it’s a fun, novel tournament format. I really enjoyed it despite not doing well. I think I’d like to see the solo mission reduced in points so it’s less of a leap from the 1k games if you play it at the end of the day, but also appreciate the challenge of handling both and making that transition. I would definitely be up for this event again.

In the end though we did win the Best Theme award. Another team apparently actually won the voting, but they also won the tournament overall so we got bumped up. This was pretty cool, and definitely rewarded both the effort on our fortress monastery display board as well as not going with a more powerful but random, non-fluffy collection of armies.

Again, a few more photos of our armies and many from the games are in the Flickr gallery.

The team w/ tournament organizers James and Troy at the awards ceremony.

The team w/ tournament organizers James and Troy at the awards ceremony.

Well, guess we're doin' Space Wolves for next year's armies...

Well, guess we’re doin’ Space Wolves for next year’s armies…