Showing posts with label Tournaments. Show all posts
Showing posts with label Tournaments. Show all posts

Apr 6, 2014

Tournament recap

So a bit of a recap of yesterdays tournament, where we were 8 players in my home(!). We borrowed missions from BAO, and played missions 2-4 in this link. We played 1500p and used comp 2 according to this formula and no allies. Meaning, quite restricted in what we could take. You can find my list here.

Unfortunately we had some delays, meaning two players missed their first game, and thus only played two games each. But it was still a blast! Very varied level of experience of the players, some has been going to Swedish tournaments for quite some time, while others were relatively new to the game. Myself, I was really tired after spending the night painting up some extra terrain...

Game 1 - Vs Adepta Sororitas (P)


HQ
Canoness: blade of admonition, inferno pistol
Command squad: 3x multimelta, hospitaller, sacred banner of the order militant
Ministorum Priest w/ Eviscerator
Battle Conclave: 3 crusaders, 6 death cult assassins
Rhino

Elites
Repentia squad: 1+6
Immolator w/ multimelta

Troops
Battle sisters: superior + 9, combiplasma, hvy flamer, flamer
Battle sisters: superior + 9, hvy flamer, flamer
Battle sisters: vet superior w/ combiplasma, melta bombs & ccw + 4, melta
Immolator w/ hvy flamer

Fast Attack
Dominion squad: superior + 4, combiplasma, 4xmelta
Repressor w/ searchlights

Heavy Support
Exorcist
Exorcist


Yes, you read that right! Sisters of Battle! Lucky me, getting a chances to play them, as it's such a rare sight! And this of course Forges the Narrative. I read somewhere that this is the important part of the game.

So, first mission was The Scouring primary, Killpoints secondary with Hammer and Anvil deployment. He won the roll off to chose sides and also the roll off to go first which he chose to do. I kept the Screamers, Seekers and Horrors in reserve, scouting up the Hounds as expected. He kept the Dominions and Immolator in reserve, outflanking with the Dominions.

After Scout re-deployment

He killed off a couple of Hounds turn 1, but nothing major. My turn 1 I failed to use the Grimoire on the Hounds, granting them a lovely 6++ instead of the intended 3++. As usual in other words. I still did manage to assault his Rhino (might've been an Immolator?) and kill it for First Blood. Oh, and Be'lakor also rolled Perils when trying to cast Invisibility.


The next turn saw him counter-charge with the Battle Sisters and Sisters Repentia, but he failed his charge. I drow them off, and in my turn made a multi-assault against the squads that tried to charge me as well as the Exorcist he had lined up so nicely. But due to losing Furious Charge for multi-assault I kind of whiffed. Be-lakor did get Dominate off on the Battle Conclave (containing the Canoness) at least. He then jumped up and killed the white Exorcist, which left him very exposed, and the multi-melta wielding sisters took advantage of this, shot and killed him. I took 4 wounds, failed three saves... and thanks to the Perils eariles Be'lakor dies... meh.



But due to the Dominate Be'lakor got off before he died the Battle Conclave couldn't charge and help their sisters (Repentia and Battle Sisters) who both died as a result. Vengeance from the grave! Instead I made a multi-assault against them and the surviving Exorcist. In retrospect a mistake. I should've made a normal assault against either, the extra attacks where needed against those damn Death Cult Assassins (and with the banner granting them +1A nearby they were extra scary). My Herald did Challenge however, the priest accepted his death gracefully, and the Exorcist got away with a single glance. Crusaders tanked most of the incoming attacks, and next round my Herald dispatched his Canoness in a challenge as well. A couple of unfortunate saves with the Crusaders and the unit quickly died however. Most of my Dogs were dead at this point, I think only four or so was still alive. Meanwhile my Seekers had arrived and got toasted by Heavy Flamers in one round, dying without doing anything (as usual), and the Screamers came in, slashed some Battle Sisters and killed the tank that flamed the Seekers to death. His Reserves outflanked by my Horrors and started killing them as well...

There's a tank to the right of this picture killing my Horrors.


By the end of the game we realised we were really close. I circulated my Dogs and Daemonettes, the Dogs being Scoring this mission so went for the 3-pointer in the middle, while my Herald charged off trying to kill the Exorcist... however the Chaos Gods decided to kill him with the Warpstorm table instead so eh...



By turn 5 we were draw on Primary, by top of turn 6 he killed my Dogs and then he was winning Primary while I was winning Secondary (Killpoints). By bottom, I contested his Objectives so we were tied once again, and I would win the total due to First Blood. By turn 7 he killed my last spawned Horror who was holding an Objective, so he was winning Primary and tied Secondary. By the end of turn 7 I tried a bold move to salvage the primary objective I tried to kill both of his Scoring units holding Objectives in and close to his Deployment Zone (2 Sisters in the bottom left in the picture above, and Sisters behind the Wrecked Exorcist). If this was successful neither would win Primary, I would win on Secondary. However I failed to kill the two Sisters, and only wiped out the larger squad. So it meant he won Primary, I won Secondary, and with First Blood I tied the mission. Better than a loss at least!

Game 2 - Vs Dark Eldar (K)


HQ
Haemonculus

Elites
4 Trueborn, Blasters
Venom

Troops
9 Wyches, Raider w. all the shiny upgrades
9 Wyches, Raider w. all the shiny upgrades
10 Warriors, Raider w. all the shiny upgrades
10 Warriors, Raider w. all the shiny upgrades
10 Wracks, Raider w. all the shiny upgrades
10 Wracks, Raider w. all the shiny upgrades


The Relic Primary, Big Guns Never Tire Secondary with Vanguard Strike Deployment. Okay, so the Dark Eldar see that the Daemons wants this Relic. But being Dark Eldar that means they can't allow anyone else to have something they want, right? Narrative forged.

He won the rolls to chose deployment zone, as well as who to go first, and he gave me first turn. I graciously accept, and as expected I Scout up the Hounds, and the Seekers as well as Horrors start on the board this time. The Seekers go up on one flank, the Daemonettes follow the Hounds, the Horrors camp an Objective. He sets up his boats towards the end of his Deployment zone, and doesn't seize.

Turn 1 I move up with everything, and as expected the Grimoire fails on the Hounds. Instead I make them Invisible so that they have some protection at least. I also deployed the Portalglyph, but I totally miss-placed it. Instead of hiding it behind cover I placed it in the open... and yep, it gave up First Blood in his first turn to a Dark Lance, without having spawned anything. Oh well. The rest of his shooting went into the Hounds, predictably. And despite being a rarity such as a CC-oriented Dark Eldar list he has quite a lot of small arms fire. He killed off quite a lot of Hounds. He also disembarked and tried to charge them with one unit of Wyches and both units of Wracks. One of the Wracks fail their 4" charge despite Fleet... this ends up costly as both his squads are then swept by the Hounds who won Combat. He did however wipe out the Seekers, and once again they die without doing anything - as expected.

After my first turn. I'm in his Deployment Zone saying hi. He is used to it being the other way around, having the boosted sails and all that. 

Turn 2 sees me charging the remaining unit of Wracks, killing them as well all though it takes a turn or two. The game at this point is basically me chasing after his Troops and killing them off one by one, and mitigating his I-advantage by putting Invisibility everywhere - and combined with some unlucky Fear-tests he was pretty much hitting on 5's all game long. Doesn't matter that you have a lot of attacks if you can't really hit. I grab the Relic, and camp the middle.



Be'lakor takes 3 wounds, but kills a Raider or two, but then flies off. When he returns he dies to a failed Psychic test. Ohwell... The Khorne Herald eventually splits off from the Hounds and goes Troop-hunting on his own. Eventually all the Warriors are dead. He flies up two Raiders to put up a shield behind my Daemonettes. I'm not sure what his plan was here, if it was to block my Daemonettes from running away (I wasn't planning to anyway) or tempt me into killing them so they would blow up and take some Daemons with them (I totally did this).

Eventually his only Troop left was a couple of Wyches who had managed to dispatch my Screams. In a moment of indecision they first ran towards the Objective in their own Deployment Zone, but in the last turn decided to go for the big play, and charged the Daemonettes in the middle. They needed an 11" charge. Thanks to Fleet they made it! They didn't kill enough Daemonettes for me to drop the Relic however, and allthough they probably contested it (I'm not sure how this works with the Relic really) it didn't really matter since I still won on Secondary, taking the mission!

Game 3 - Vs Necrons (A)


+HQ:
Overlord: War Scythe, Mind Schackle Scarabs, Resurection orb, Phylactery, Phase Shifter, Catacomb Comand Barge
3 Crypteks:, Harbringer of Destruction (all)

+Fast Attack:
6 Wraiths: 4 Whip coils
6 Wraiths: 4 Whip coils

+Troops:
5 Immortals: Tesla
5 Immortals: Tesla
5 Immortals: Tesla

+Heavy Support
Annihilation Barge
Annihilation Barge
Doom Scythe 


Primary mission Crusade, and Secondary The Emperor's Will, with Dawn of War deployment. Why the hell would Necrons and Daemons fight each other anyway? since all Crusade Objectives where located in a Diamond shape in the middle we figured some old Necron Nexus was buried there or something. And with the Dawn of War (since we had Night Fight turn 1) on the Dawn of War, the fate of the Galaxy would be decided. This Narrative was particularly good I think. It even includes a Flesh Hound leaping off a Doom Scythe:

That's right. Totally legit.

I won table sides, he won to go first but gave me turn 1 (again! these guys have obviously not played against a fast assault list before! But again I graciously accept). This time I deploy the Hounds in the middle, and the Seekers behind them. The Daemonettes grab one flank, and the Horrors and Screamers stay in Reserve. He puts up his long row of Wraiths in the middle to face my Hounds, and the Barges on either side with the Overlord in the middle.

Deployment.

I scout forward. He doesn't seize. Here I make a huge mistake. I use the Grimoire on Be'lakor, seeing as he has received quite a lot of attention earlier in the day I figure a 2++ play might be helpful. It goes off. I put Invisibility on the Hounds. And well, this would have been fine if I faced off against a shooty army. But I'm not. There are 12 Wraiths in front of me. Of course he charges me in his first turn. So what I should've done is put Invisibility AND Grimoire on the Hounds. Ohwell.

The Chaos Gods doesn't care for my folly however, as they reward me with 12 Lesser Daemons in the Warpstorm-phase. I had to chose Bloodletters due to my model-collection, but I guess it can be interpreted as Khorne was pleased so many would die due to my mistake...

Be'lakor also Puppet Maser the Anni-barge on the left and actually kills two Wraiths (!). His turn the Overlord jumps over and slashes at my Dogs, and then after some really unsuccessful shooting (I think he killed 5-6 dogs in total) he charges in with both Wraith units and the Overlord. I suffer pretty heavy causalities, but is somewhat protected by Invisibility. He fails quite a lot of saves in return however, especially with the weakened unit and I think three Wraiths died in total. I still lose Combat and lose some additional Dogs though (had they just been Grimoired...).


Turn 2 I try to mitigate my mistake. Of course the Grimoire fails. I get Invisibility off though. Be'lakor Puppet Masters the same Barge again, and shoots the other Anni-barge putting a Glance on it. Then he charges it and kills it for First Blood. The destruction of so many Dogs has created a weird hole in the combat, so I sneak my Seekers in there to help out in the combat. Woo! They actually got to do something! Horrors drop in the middle, Portal spawns two Plaguebearers on my Emperor's Will Objective, and the Bloodletters charge and kills the Immortals up on the right flank. The Consolidation isn't good enough to cover the area though, so the Cryptek gets back up.


His turn 2 the Doom Scythe comes in. It goes straight for Be'lakor. The Death Ray fails to wound him, but the Tesla Cannons put 7 wounds on him, of which I save the stunning amount of... 2. Saves were apparently not Be'lakors strong side this day, as I rolled way below average all day for those. So that was quite a blow, since I was quite pleased at not being in the air when the Scythe came in (the Death Ray isn't so scary when you're Eternal Warrior)... oh well.

For a couple of turns we basically went through the same thing... as most of our stuff was locked into that huge combat in the middle. Meanwhile the Command Barge also jumped over the combat over and over again to get it's charges in. Must've looked pretty silly for the combatants really! During this entire slapfight I made two mistakes. First one, after the Grimoire failure I totally forgot about the Grimoire for the rest of the game... d'oh. I could've saved a third more models each turn... Second mistake was I forgot the extra attack from the Juggernaught for the Herald all game as well. As they were in 10 CC-rounds... this means 10 forgotten attacks... in total that could've meant another killed Wraith in the end, which combined with the forgotten Grimoire could've been game changing... bah. The game of remembering things!

Meanwhile the Daemonettes killed the second Anni-barge, and eventually also the Immortals on the hill. The Immortals on the left flank eventually killed the Bloodletters who struggled with the hill for the rest of their lives.

The slapfight eventually ended, every Daemon killed, and only two Wraiths left alive. My Screamers came in, slashed at the Immortals (no effect, was hoping to make them run off the board since they were hugging the edge) and next turn killed the Command Barge. So he had 5 Immortals on his Emperor's Will Objetive, 1 Overlord on foot, 2 Wraiths and a Doom Scythe. I had Horrors (in the middle of all Crusade Objectives, so they could claim either pretty much), 2 Screamers, 2 Plaguebearers (On my Emperor's Will) and 3 Daemonettes.

I tried to be cute and backed away with the Horrors from the Wraiths, and shot at the Overlord and only got 4 shots... so failed to do anything there. And then I charged the Wraiths from behind with the Screamers trying to keep them away from the Horrors. Didn't work, as the first Screamer was killed and the second died to instability... ahwell worth a try. Slaanesh also pops in on the Warpstorm table, but fails to hit anything. So the Wraiths move up and kills the Horrors with help of the Doom Scythe, the Immortals kill all but one Daemonette and the next turn the Doom Scythe kills the Portalglyph and the Plaguebearers while the Wraiths move up to grab line-breaker. The game continues to turn 7... and at this point I only have single Daemonette left on the board, giving me Linebreaker.

Okay, so I think if I'm going to die I'm at least going to try to take his Overlord with me, so I move up to get closer to assault. In the Warpstorm phase... Slaanesh obviously noticed I was a bit short on troops. So he sent 14 Daemonttes my way! What! So suddenly I get a chance to claim Primary as nothing is in the middle. I Deep Strike, but Scatter 10" off... well, no problem I think, Fleet and +3" run moves right? I still only manage to run 6". It's still enough to claim the Objective, but only with two models. His turn, the Doom scythe can do nothing due to the angle. He can't go for the Daemonettes with the Wraiths, because then he gives up Linebreaker and then I can win on Tertiary. So all he has are 5 Immortals who has to move closer to shoot at my Daemonettes. He kills just enough Daemonettes so that I don't claim the Objective... BUT, since he did point out I had to measure from the middle of the Objective as it was a really close call to if I had two models in range or not... I point out he has to do the same on his side. And turns out he moved too far and is no longer holding his Objective by a full inch! Hah! It ends up being a draw! Epic conclusion to the tournament!

Results


Player Army W-D-L
A Necrons 2-1-0
E Tau 2-0-0
J Imperial Guard 2-0-1
T Daemons 1-2-0
P Adepta Sororitas 1-1-1
K Dark Eldar 1-0-2
V Iron Hands 0-0-2
P Necrons 0-0-3

What I learned


Okay, so first off the comp-system really feels like a handicap. But it worked out quite nicely, as I had three even games. My list feels solid in this environment, and it could definitely beat any other list that was present. But I would change a couple of things. Mastery Level 2 on the Slaanesh Herald was worthless. I only got a useful power once, and in the game she was always too far away to use it. 50 wasted points. I would replace that with two more Screamers easy. Seekers are horrible. I would like to replace them with more Daemonettes instead... but unfortunately I don't have the models for it. And I don't think I will get any either as I don't like the current ones. So unless I find some nice Count-as I guess...
The Grimoire. I'm starting to really dislike this item. Without Fateweaver it's so unreliable... and when you think about it, in a Dog-rush list like mine you only really need it in turn 1-2. Here I failed it in all critical turns, and I still was quite all right. I think Invisibility is a better investment here. And that brings on the major changes. Be'lakor. He is awesome, as it's a guaranteed Invisibility. But - you can't take Rewards on him. This is quite restricting when you can't add more FMC (because of comp). So I'm thinking I'd perhaps be able to drop Be'lakor and the Seekers. And instead I might be able to squeeze in a Keeper of Secrets and a Daemon Prince of Slaanesh. Would probably have to shift around some Dogs as well. This way I could skip the Grimoire completely - and count on Invisibility instead. It would be riskier, because it'd be a uphill battle if I failed to get the correct powers, but I also think it'd be more flexible. I'll have to play around a bit with this I think.

The others then? Adepta Sororitas seem to a completely valid book in an environment like this at least. They have a lot of attacks with that banner and Priests giving them Hatred and what not. Combine this with quite a lot of decent shooting, I think they're no push overs at all, like the Internet makes them out to be. They look quite solid to me. In this game I also made the mistake of too many multi-assaults. In some cases I really need to value those extra attacks and Furious Charge. I also need to start doing more maths on the fly. How many Hounds do I really need to destroy this vehicle safely?

Dark Eldar - despite being a CC-list they're really shooty. I don't think I made any major mistakes in this one (except giving up First Blood). Those Raiders are quite annoying to deal with when you have to assault them to kill them, especially as you don't get any Consolidation move after killing them for whatever reason. But as long as you chose your targets wisely it should be fine. I think that against a shootier list I would have to play a lot more defensively though, and not Scout straight up for example. Still need to clog the board a little though, to keep those fast Raiders in place.

I didn't really learn anything new about the Necrons - they're still annoying as hell! But in this game as I wrote above I made so many silly mistakes. I kind of went on auto-pilot on many parts here, and that hurt me pretty bad. I need to learn to stay focused, and remember the plan (which was to tarpit the Wraiths with the Hounds and kill his Troops). Midway into the game the plan was gone. Ohwell! When the plan failed, luck kept me in the game! 

Mar 22, 2014

My list for a small tournament

So a couple of friends (and friends of friends) are going to have a little tournament in a couple of weeks. Seems to plan is to cram in 4 game tables into my flat, which will surely be interesting. So far we're 7 players, aiming for 8. We're going for a 1500p and will be using active komp (2) (this is the guideline for anyone interested: http://sdrv.ms/1eWMbIv ) and no allies. Wasn't my idea, but I'll look at it as a challenge. We'll also be using BAO missions.

Armies so far seems to be Daemons (me), Imperial Guard, Necrons, Iron Hands, Tau, Sisters of Battle(!), Dark Eldar and another Necron army. Nice variety there!
And here's my army: 






1 Be'lakor
1 Herald of Khorne, Juggernaut, Exalted Locus of Wrath, Exalted Reward
1 Herald of Slaanesh, Mastery Level 2, Exalted Locus of Beguilement, Exalted Reward

20 Daemonettes, Alluress, Greater Reward
10 Horrors, Iridescent Horror 

20 Flesh Hounds
3 Screamers
10 Seekers, Heartseeker, Greater Reward

Total: 1500p

Komp: 2


So, this komp system puts some limitations on what kind of lists we're allowed to take. Flying Circus is way out of the question. But for some reason you're given komp for multiple units of Flesh Hounds and Seekers... but one big unit is fine. So looking at my options I decided to go for that, since I have the models available as well.
So one large squad of Flesh Hounds, which will be led by the Herald of Khorne who will most likely carry the Grimoire. No surprises there. I was pondering about dropping the Grimoire, and only taking a Portalglyph... but the komp specifies that if you have one Herald with a Exalted Reward that's 1 komp... taking another Exalted Reward doesn't give any extra komp, so I figures I might as well take both anyway.
What to put the Portalglyph on though? I quite like the idea of the large squad of Daemonettes that has been around the blogosphere lately. So I decided to give it a try. And then the Herald to lead them makes sense, since I can't multiply this squad unfortunately. I think this squad will be able to support the Hounds nicely in a second wave as they're almost as fast. The Master Level on the Herald is basically just for points, I couldn't think of anything more useful - and I do think the Lore of Slaanesh might come in handy here. With two rolls I hope I'll be able to get Acquiescence, but I'll be quite pleased with Cacophonic Choir as well. I could go for Telepathy here, but the thing is with such a low Ld model I look at this as just a bonus... I don't want to think of this as "I need this power for it to work" and rely on Ld8. Besides, I have Be'lakor all ready to deal with that.
Be'lakor. My toolbox who'll give me some flexibility. I know I'll have to be really careful with his placement... with Tau and IG on the table, both pretty gunline heavy there'll be plenty of small arms fire that will really hurt him if caught out of position. I'll really have to judge for each turn if Be'lakor or the Hounds needs the Grimoire more. Meanwhile he'll run around doing his thing wherever he's needed. I think he's the glue that holds this list together.
Seekers will probably outflank I think, knowing that there'll be Manticores and static Tau I think they might be just what I need to break them up a bit. Force their deployment a bit. Thing is, whenever I've deployed Seekers they've been blasted off the board before they could do anything. So I think Outflank is the way to go with them.
The Screamers will also be in Reserve, with only 3 of them I don't want to start on the board unless I have a nice piece of terrain in my deployment zone to hide behind. This unit is only there to be annoying. It can fly around, slash some vulnerable troops, pick off some artillery or such, and if I keep them alive they can contest pretty much anywhere on the board in the last turn. I really like this distraction unit... because even if my opponents shoots at them and kills them, at least they drew away some fire from my bigger threats - and the Hounds in particular will be happy if less stuff are shooting them. 
Anyone has any comments/suggestions for this list? Something you'd do differently (and remember to consider the komp)?







Feb 18, 2014

Kill Team and mini tournament

And some more pictures I found in my camera... Some Kill Team! One evening we played some Kill Team, I brought out an elite warband of Chosen and faced off against Salamanders and Blood Angels with the new Kill Team Rules. I really like those scenarios!

I think the pictures got a bit messed up in order when uploading... These are two games against the plasma heavy Salamanders anyhow.

Game 1:


 

It was a really brutal game where shooting was king. I had a really hard time to stand up to those Plasma guns, so the Salamanders were victorious.

Game 2 against the Salamanders:




Game 2 I was a lot more cautious, trying to use the terrain a lot more, knowing how much it hurt to have models removed each turn. That combined with some luck (twin-linked plasma guns failing to hit/wound) saw me victorious in game 2!

Game 3 against Blood Angels.






This was a pretty cool scenario where I had to try to get off the board with my troops while the Blood Angels got victory points for killing enough of my units. Basically, had I got a single model off the board I would've won. And I would've managed that if I had rolled 4 or more on a run move after surviving a ridiculous amount of shots for one turn... I rolled a 3 and as you can see above was caught in assault with my lone survivor. Alas!


On a completely different note I recently bought a table big enough to play on. This I celebrated by inviting some friends to play a mini-tournament of four players. A couple of pictures from those games:



First roll of the game.

After this I forgot pictures... but my semi-flying circus wrecked the Blood Angels pretty bad. It was all topped off with Terrifying his large unit of Death Company, assaulting them and killing Dante in a challenge with a Daemon Prince... and well, good luck running away from I9. Heh.

On the other board we saw Iron Hands (with two Land Raiders!) face off against Eldar.

That Land Raider is black. Promise.
And in my second game, the winner's game I faced off against Eldar. Pretty shooty list with lots of Warwalkers, Guardians and Weapon Platforms, all made Fearless by the Avatar.


I had some bad rolls at crucial moments, was grounded in every turn (but managed to survive pretty well), Screamers failing to kill warwalkers (getting killed in the process...) etc. And my reserves were delayed to turn 4... I really should learn not to put stuff in reserve against Eldar. You really need those stuff on the board when you're up against the space elves. I was pretty much killed piece by piece and didn't have much say in this game.

But nice to have the board where you don't have to become a hunchback to play! Yay!

Jun 17, 2013

3-man tournament, Daemons, Eldar, Iron Hands

Having a day of rolling dice and shuffling soldiers around! I'm bringing Daemons, and I'll be facing Eldar and Space Marines.

I've made a semi-monster list supported by Hounds basically. Still lacking a lot of options for the army, so basically taking what I have. Keeper of Secrets to get a Flying Daemon Prince of Slaanesh that will go Master Level 3 and hopefully get Invisibility and will be carrying the Grimoire. The other HQ is a Bloodthirster for some extra punch.

Large squad of Flesh Hounds, will probably have the Grimoire on them for most of the time. The rest is just troops. I would've liked another Daemon Prince or two here, too much Troops for my taste and Screamers are basically only there because I'm expecting Devastators... But it is what it is!

List:
HQ
Bloodthirster - Exalted Reward, Greater Reward
Keeper of Secrets - Exalted Reward, Greater Reward, Master Level 2

Troops
15 Bloodletters - Bloodreaper, Greater Reward
10 Daemonettes - Alluress, Lesser Reward
10 Plaguebearers - Plagueridden
10 Horrors - Irricadent Horror

Fast Attack
20 Flesh Hounds
3 Screamers

Heavy Support
Daemon Prince - Slaanesh, Wings, Armour, Exalted Reward (Grimiore), Greater Reward (Lash), Master Level 3


Game 1 - Eldar vs Iron Hands

Objectives in ruin to the left and top-middle.


First game was Eldar vs Iron Hands. Eldar list was something like this: Avatar, 3 Wraithlords, two squads of 20 Guardians led by Warlocks, Farseer with the burning blade, 10 Swooping Hawks, 10 Warp Spiders.
Iron Hands was, Librarian in terminator armour, 5 Assault Terminators, 5 Terminators with a Heavy Flamer, 3 Tactical Squads with ML+Melta and a Rhino, two Vindicators, Predator with full lascannons, Storm Talon with Assault Cannon and Heavy Bolters.

We rolled one mission that all would play, ended up with Emperor's Will and Vanguard Strike deployment.

Eldar won tablesides and Iron Hands won to take first turn. Eldar had Destructor/Renewer, Jinx, Hallucination, Prescience, Scrier's Gaze for powers. Iron Hands got Iron Arm and Enfeeble. Both got Furious Charge in enemy deployment zone for Warlord traits.
No stealing of initiative so Iron Hands started.

Not a very eventful first turn as one Vindicator was out of range and the other scattered way off (but killed a Warp Spider instead) and I think like one Guardian. Eldar first turn wasn't much better, his lances did get some hull points off various tanks and so, but all were still alive by the end of the turn. So not much happened.

Second turn saw both the Terminators and Storm Talon come on, Terminators scattered off a bit, but the Storm Talon came on and started killing off Warp Spiders. Some Guardians died as well. Eldar got their Swooping Hawks in, and they started harassing the backfield killing a few Marines. The Terminators got a lot of Bladestorm-shooting at them which basically killed them all except the Librarian who stood his ground while the Avatar charged in. He had also been Hallucinated to not be allowed any attacks... but Storm Shield kept him alive. The Tanks also continued to be invulnerable, just taking a few HP here and there.




Turn 3 Iron Hands kept moving forwards, while taking their shots at both squads of Guardians. One of the Vindicators finally got a good shot off at Guardians in the open, basically killing half of them in one swoop. But they were Fearless still. The Librarian got Iron Arm off for +3S. Still not allowed to fight though, but Storm Shield kept him alive. One Wraithlord finally managed to kill one Vindicator by charging it, and that was First Blood! He didn't get Hallucination off this time, and in a weird turn of events the Librarian was able to use his Force Staff to kill the Avatar...



Turn 4 and 5 was basically Iron Hands still slowly moving forwards hoping to contest the Eldar objective in the building while the Eldar took pot shots with Wraithlords and harassing with Swooping Hawks who eventually took Marines off their objective. He also managed to gun down the Librarian and Assault Terminators. Which made Iron Hands concede.



Eldar got one objective, First Blood, Linebreaker and Slay the Warlord, Iron Hands got Slay the Warlord and Linebreaker. 6-2 for the Eldar!


Game 2 - Eldar vs Daemons



So, to see if we could decide this little tournament I played the winner. He got to chose table edge again, and took the very same building. He also won roll off to go first, but gave me first turn for some reason.

He rolled Invisibility, Prescience and Precognition for the Farseer, the Warlocks got +1WS+I and +/-S. He got Furious Charge for Warlord trait again...
My Bloodthirster was Warlord, he got Instant Death weapons (woho...), and Riftbringer and Corpulence (+1W) for Rewards. My Keeper got Doubly Blessed and rolled Wind of Chaos, Admantium Will and then 3+ Armour. For Powers I rolled on Telepathy and got Terrify and Hallucination. My Daemon Prince got Grimoire and Lash of Despair, and for Powers all Telepathy, got Terrify, Psychic Shriek and Puppet Master.

I scouted my Flesh Hounds up, he didn't steal initiative. I got Grimoire off on the Hounds, and moved everything up. Flesh Hounds in his face basically. Then Warp storm, Khorne showed up and killed all but four Warp Spiders. In his turn he tried to block the Hounds with the Spiders, one got lost in the Warp though. He killed a couple of Hounds, but 3++ saved most of them.

Turn two saw me multiassault Guardians not on the objective and the Warp Spiders, hoping for First Blood with the Hounds. Bloodthirster also jumped over and charged the Guardians, but from the side. Precog on the Guardians and Invisibility on the Warp Spiders made it not terribly effective however, so just a few of each died. Oh, Horrors stayed off the board and Bloodletters mishapped back in Reserve. He counter charged with Avatar and one Wraithlord, but due to position couldn't challenge my Bloodthirster. Finally the Warp Spider Exarch managed to Hit and Run out of there and they tried to hide in the ruins.



Turn three Bloodletters came in on my side instead, trying to drive off the Swooping Hawks that had appeared on my side of the board. Horrors stayed out. My Screamers made their Slashing attacks on the Warp Spiders and actually killed both for First Blood. They ended up in a dangerous position, but since I got First Blood it was worth it. Keeper got Hallucination off on the Farseer+Guardians on the objective, and they killed 5-6 of their own number. The Daemon Prince got Terrify off on the Avatar. His Warlock challenged my Bloodthirster and was dully chopped down. Most of the remaining Guardians went down as well, leaving 4 I think. So Avatar actually fled out of combat and stopped right at the end of the board edge... He put Invisibility on the Guardians and charged the Avatar back in, tried some shooting at my other big guys but didn't manage anything. Swooping Hawks picked off some Bloodletters. One of his Wraithlords charged and killed my Screamers. In the big combat I finished off the Guardians (barely) and due to the positioning my Bloodthirster ended up outside of combat after pile ins. So in turn 4 I jumped over, charged the Avatar and challenged him, Wraithlord accepted and died instead. Keeper got Hallucination off on Guardians, stopped them from fighting, and the Daemon Prince got Terrify off on a Wraithlord who decided to flee, but was then charged by Keeper... but T8 was too much for my Keeper because I forgot to Smash... Daemon Prince charged the Guardians as well, was challenged by Warlock who died. His Avatar challenged my Bloodthirster in his turn after having Invisibility on him, but it was killed off anyway. His Swooping Hawks lept up in the sky again.



Turn five, I got Terrify off on the Guardians who decided to flee, might've done this wrong, but since it was in the Movement phase I didn't get to Sweeping Advance so he got away (but off the objective). Keeper kept flailing at the Wraithlord who didn't do much back either. Daemon Prince and Bloodthirster both charged the Guardians, killed all but the Farseer, but he was Swept (since he was still terrified). Swooping Hawks came back in and contested my objective while killing a couple of Plaguebearers.

The Farseer got his world a bit tilted. I thought he was on top of it all, but turns out he was falling...


Turn six wasn't very eventful, just more of the same basically, still no one held any objective. And the game ended there. I got First Blood, Slay the Warlord and Linebreaker, he got Linebreaker. 3-1 to Daemons!


Game 3 - Daemons vs Iron Hands

So we had to play a last deciding game then! He chose sides, and got to go first as well.
He rolled Furious Charge (again?!), Life Leach and... something else I don't remember what. I rolled Doubly blessed on both my Greater Daemons, took a Portal and Doomstone (just for fun to try), extra Weapon for BT and Adamantium will for Keeper Again. Keeper rolled on Excess, got power 2+3 that I never used all game so don't remember their names. Daemon Prince got Grimoire and Lash again, rolled Psychic Shriek, Invisibility and Hallucination.



I scouted up the Hounds, and stole initiative. I failed Grimoire on the Hounds, but still moved up everything. Daemonettes on one flank, because his objective looked a bit unprotected. Dropped Portal which spawned 6 Daemonettes at once (woo!). So, he jumped out of his Rhinos to make as much shooting as possible. And he did some very good rolling... basically every 5 Marines killed two Hounds. Afterwards I only had 8 left.

Turn two I charged in at a squad of 5 and a Rhino (get's blown up for First Blood), get Grimoire off on them. Bloodthirster jumps up and kills 5 Marines (but takes a wound of a overwatch melta). Screamers started in reserve, but stayed out. He get Storm Talon in, and Assault Terminators... Assault Terminators mishap and go back in reserve. Storm Talon kills some Daemonettes. He charges 3 5-man squads into the Flesh Hounds, one squad fail but the other two get in. I still win combat due to 3++. Vindicator kills a lot of Bloodletters.



Turn three, Keeper kills Vindicator, Bloodthirster kills Vindicator. Daemon Prince flies over and puts 2 HP on one Rhino. Flesh Hounds slowly kills the Marines off one by one. Assault Terminators gets in behind my Plaguebearers on objective. Warlord and Terminators stays out. Storm Talon turn towards the Plaguebearers, but 2+ cover saves them. Marines with a Melta shoots my Bloodthirster... melta misses, but he causes 3 wounds with Bolters. I fail all three saves... with one wound left, the Predator turns around and shoots him down. The Keeper only had one wound left as well, and was killed off by Missile Launchers.

Screamers come in last turn, so this turn they jump up to the Predator and kills it off in the assault. Daemon Prince takes the long lap around the board, puts Grimoire on Bloodletters and gets behind the Storm Talon and lashes is down from the skies. Bloodletters kill a five-man squad of Marines, and Hounds finally finish off their Marines. My Horrors gets behind his Assault Terminators to try and drag them away from my objective, rolls a double 6 for assault though, so no dragging... just holding in place instead. Good enough, because they survive. His Termiantors arrive, the shoot away one of my Daemonette squads going for his objective, and tries to hurt the Screamers.

Crash and Burn into the ruins...


Turn five, I fail Invisibility for the first time. Warp Storm kicks in and kills his Librarian... Woot! But Daemonettes + Daemon Prince charges remaining Terminators. Daemon Prince kills 3, Daemonettes nothing. I charge the Plaguebearers at the Assault Terminators as well to back up the Horrors, because my Portal spawned three new Daemonettes that could grab the objective instead. My Screamers slash at his last 5 Marines, kills two, and then lands in a spot that contests his objective. At this point he has 3 Marines, 2 Rhinos, 2 Terminators (locked in combat with angry Daemon Prince) and 2 Assault Terminators (locked in combat with Horrors and Plaguebearers) left, he decides to concede. I got First Blood, Slay the Warlord, Linebreaker and one objective, he got Slay the Warlord and Linebreaker. 6-2 to Daemons!



Lessons Learnt

So, first of all I did get some respect for the new Guardians. Those 20 man units are quite tough to shift when they have Fearless and some support! Bloodthirster, Flesh Hounds, Daemon Prince... took a lot! And in the end it was the special-rule that lowered Eldar Ld that made them flee at a critical point that moved them off the objective...
Other than that, perhaps it was a good thing that I wasn't able to take the list I wanted to take. Managing to win both games in this environment, and it was the monsters that carried me. Imagine what another Daemon Prince would've done instead of all those troops...
Also, the Slaanesh Prince with Invisibility and Lash of Despair carrying the Grimoire is awesome. You basically don't need any more anti-air, and he'll support everything else... awesome combo.
Horrors are still horrible, nothing new there. Don't know why I still take them. Plaguebearers haven't impressed me either. And well, Bloodletters are too slow to really do anything. Daemonettes are by far my favourite troop choice. All though, people tend to say that they're good against Terminators... I say no. They're terrible against anything T4 or more. What I love about them is the agility, as they're not harmless in combat your opponent really have to account for them at some point... and if he doesn't, they're so fast you'll get some objectives or denials going on.
Screamers. I really liked them in game two, I used them very defensively and then sneaking around and managed to contest his objective in the end. And they did kill the Predator. I actually think a unit of 3 might be worth it, because their threat-level is so low that your opponent will focus on other stuff, and then you can use their speed in the very end. Worth considering if you have 75 points to spare. And Deep Striking them is a must to protect them, and not giving up First Blood I feel.
So all in all, monsters rule. Flesh Hounds are amazing at Meat-shielding. The fact that you can really direct the opponent makes them so strong. Even failing that Grimoire... 8 is enough to do the job I guess.

Apr 2, 2013

6-player Tournament round up

So, today we played a small friendly tournament with six players. Due to time constraints we only managed to play two games each (except two players who had to leave early).
So we had my Chaos Space Marines (using this list), Blood Angels, Orks, Dark Eldar, Imperial Guard and Space Wolves with Eldar Corsair allies.

So on to the games. We rolled one mission for all games to play and randomized the players. My first opponent was Imperial Guard, and it was his first game of sixth edition. The other games were Blood Angels vs Dark Eldar, and Orks vs Space Wolves. We got Emperor Will for mission.

Game 1 - Vs Imperial Guard

His list consisted of mostly infantry squads, one Chimera, two mixed Heavy Weapon teams, one Leman Russ Executioner, one Basilisk, a Armoured Sentinel, a squad of ten Psykers and a Valkyre.
We played Vanguard Strike deployment, he got re-rolls for Reserves I got re-rolls for Chaos Boons, he won to chose sides I won to deploy first, but he stole initiative. There was Night Fighting turn 1. I basically deployed my Rhinos and Bikes on one flank and the Marines and one squad of Obliterators in the middle, leaving one squad of Obliterators and the Cultists in Reserve.
So, he stole initiative, but thanks to Night Fighting he only managed to shoot the Executioner, which was barely in range... and of course he hit my Rhino with the Warlord and exploded it. I also failed four armour saves for the Marines in it... Well, great start. One shot, one kill.
In my turn 1 the remaining Rhinos drove forwards as fast as possible, and the Havocs killed enough Guardsmen to make a unit flee of the board. The Obliterators failed to hurt the Executioner. Turn two saw the Valkyre arrive, and with some scattered fire he manged to shake one of the Rhinos and kill one Biker, and return I exploded the Chimera with the Bikers (killing 7 of the Veterans inside), shot off half of his Platoon Command holding his objective with Havocs, explode his Executioner with the Obliterators and kill some more Guardsmen. Oh, and all three of my reserves failed to arrive.
Turn three saw him kill a couple of Marines with the Basilisk and a few more with his Psyker (using their S10 Large Blast...), kill one Havoc with the Valkyre and put some Hull Points on both Rhinos (but both still functional). Both my Chaos Marines squads shot at the Valkyre, managing to Velocity lock it and force snap shots only... My Obliterators arrived, and jumped in front of the Basilisk putting two pens on it, and forcing it to not be able to shoot the next turn. My Chosen blew away the Sentinel and my Rhino with the Plaguemarines Tank Shocked a unit of guardsmen getting to his Objective, while the other Obliterators cleaned out the Platoon Command on it. The Havocs killed some more Guardsmen. The Bikers shot and charged at one of the squads on their side of the board... won combat (and the challenge) but the remaining two Guardsmen stayed put.
Turn four he managed to wreck the Chosen Rhino, and the Psykers killed another Chaos Marine. But with not much more being able to shoot that was it. The Bikers were charged from behind from the squad that had been in the Chimera... but they just lost combat and fled again (Sargent killed in Challenge again). Leaving a lone surviving Guardsman from the other squad. Veterans dropped out of the Valkyre without problems. They were then charged by the remains of my two squads of Marines with the Lord and wiped out. Bikers got clear. Warpsmith with Chosen wiped out the Company Command, Obliterators obliterated the Psykers various squads of IG were also cleaned up. The Havocs shot at the Valkyre in the Rear Armour trying to take it's last Hull Point and actually got three pens, but he Jinked and saved all of them! Turn five was basically just more clean up, with one Heavy Weapons team left, and the Valkyre in Ongoing Reserve left so he conceded. 8-1 to Chaos!

I kind of forgot about pictures... here's one from the beginning.

Turn 4 I think.


Game 2 - Vs Dark Eldar

Game 2 I randomized to play the Dark Eldar. A game I was looking forwards too since I have only played them once before so this looked to be fun! His list consisted of Lelith with four Bloodbrides in a Venom, another Venom with something Shooty in it, a Talos Painengine, four Raiders with ten Warriors in each, one Ravager, a Razorwing, and a rather large beast herd with various critters in it. We got Crusade with three objectives for mission, and once again Vanguard Strike for deployment. But due to limited terrain we unfortunately played on the board with the least terrain which certainly is a downside for Dark Eldar. We both rolled useless Warlord traits, his Combat drugs were re-roll wounds, he got to chose side, I once again won roll off to go first and chose to do so. Night fighting for first turn and he failed to Seize Initiative. 
Once again I set up on a flank, with Marines and Obliterators (both squads this time) in the middle, but I took the Bikers on the other flank. He counter-deployed by putting most of his stuff on the other flank and as much as possible behind terrain.
The terrain didn't quite help him though, as the Ravager stuck up behind it's hill and was promptly sniped and exploded by the Obliterators for First Blood. A couple of beasts were also killed. All three Rhinos popped smoke, the one with the Plaguemarines going for an objective up along the flank they deployed at and the other two going for the middle. In his turn he turbo-boosted one Venom towards the same objective my Plaguemarines were going for, and spread out his Raiders along the short board edge (probably a mistake in retrospect, they should probably stick together and focus their fire). His Dark Lances managed to hit... but rolled ones for penetration every time. The Beasts moved into the middle as fast as they could.
Turn two saw me pound on the Beasts, killing around 60% of them with shooting from everything in the middle (including flamer from the Warpsmith), making them flee. Obliterators also wrecked one of the Raiders. The Plaguemarines shot Plasma from inside their Rhino at the Venom in front of them, the only result was one of the Plasma gunners died... In his turn the Beasts rallied, the Venom with Lelith combined with the Talos combined shooting at the Bikers coming up on their flank and killing two.The Razorwing came in and killed a single Marine and put a wound on one of the Obliterators.
Turn three I wiped out the remaining Beasts, wrecked another Raider with the Lord's unit and their Melta, Wrecked the Venom at the Plaguemarines, and shot at the flier but it managed to jink away most of it but got Locked Velocity at least. He shot back at the Plaguemarines killing four, the Chaos Lords unit also suffered some five casualties or so and Lelith got out of their ride and shot and charged at the lone remaining biker (who with his Melta managed to put a wound on the Talos on Overwatch) and Lelith single handedly slaughtered him.
Turn four my Obliterators killed off the Warriors on his objective, the Marines combined with Warpsmith and his unit killed off Lelith with squad and the other Obliterators killed a couple of Warriors. The Havocs managed to cause exactly two wounds with two hits on the Talos killing it. Plaguemarines managed to explode one of the two remaining Raiders killing most of the guys inside, the rest were charged by the Lord and his unit and killed to a man. The Dark Eldar finally managed to put three wounds on one of my squads of Obliterators leaving one standing, also they killed off the Lords entire retinue except for the Champion and one of the Rhinos was wrecked.
Turn five, I killed off the last Venom with the lone Obliterator and the Lord charged the remaining squad from the wrecked Raider last turn (my Champion died to Overwatch), killing all but two who stayed in combat, and at this point he conceded since he had basically nothing left. At that point I had 9-0, but had we played one more turn I'd easily got 12-0, so another clear victory!

Deployment, Objectives mine out of picture to the left, the other two in the other corners.

Turn 1. Lelith in the Venom at the bottom, Plaguemarines in the grey Rhino at the top.

Turn 2 I believe, forgot pictures after this point...


Bonus picture of the game between SW/Corsairs and Blood Angels. Turn 3 I believe. Objectives are scattered around the Bunker. Note that the Blood Angels Storm Raven still haven't arrived... And yeah, the Green Giant is Björn.


Results and analysis

So, both me and the Space Wolves/Corsairs won both of our games, but I had better VP-score in both games so I guess I won! I'm not sure I would've been able to handle the SW/Corsair-list though as it had two of those ridiculous fliers with 3+ cover and lots of Drop Pods. Would've been a interesting game!
For my games though, I got a pretty easy run as first game my opponent hadn't played before and his list wasn't that strong, and second game the terrain favoured me immensely combined with a really poor first turn for him. As expected the Obliterators carried my list though, never leave home without them. The Warpsmith did an amazing job as well, supported by the Chosen they did a lot of damage. Sadly I never got a chance to get them stuck in combat (they kept blowing and burning everything they looked at!). The Cultists worked perfectly as well, with the opponents too busy with the rest of my army to really have any time for them, just as intended. Bikers are also great at drawing attention to themselves, and quite good at surviving. Now, their T6 was ignored by the amount of Poisoned weapons shot at them, but with their Cover saves and such they were survivors! Also never underestimate the normal Chaos Marines, they usually do their job pretty well and can dish out quite a lot of shots. If nothing else they did draw quite a lot of fire, but kept taking it.
Strangely enough I was the only player without a flier. But it never caused me any problems, mostly because there's only so much one single flier can do (I never faced more than one at a time). So if you only see one flier you can probably happily just ignore it and just get out of it's arcs if possible.
Oh, and turns out these achievements were really hard - as I don't think anyone managed to get a single one!

Fun times anyhow, and hopefully I get to play the other guys soon, as well as have some re-matches!

Mar 30, 2013

Tournament-list

So a different group of friends got inspired by the last mini-tournament I suppose, and we're going for another one. :)
This time I think we'll be 6 people playing, with some variety in armies. I'll bring my Chaos Marines this time, and I'll be up against Blood Angels, Dark Eldar, Space Wolves, Orks and Imperial Guard. I did make this list long before I knew who'd be coming though, so hopefully my list is good enough to take on all comers.

On to the list!


HQ
Chaos Lord - Mark of Nurgle, Blight Grenades, Power Weapon (Axe), Sigil of Corruption, Melta bombs, Veterans of the Long War
Warpsmith - Mark of Nurgle, Aura of Dark Glory, Veterans of the Long War

Troops
10 Cultists
10 Cultists
9 Chaos Space Marines - Meltagun
+Rhino
10 Chaos Space Marines - 2 Plasma guns
9 Plague Marines - 2 Plasma guns
+Rhino

Elites
6 Chosen - Mark of Nurgle, 5 Melta guns, Veterans of the Long War, Power Weapon (Axe), Melta bombs
+Rhino - Dirge Caster

Fast Attack
5 Chaos Bikers - Mark of Nurgle, 2 Melta guns, Melta bombs

Heavy Support
5 Havocs - 4 Autocannons
2 Obliterators - Mark of Nurgle, Veterans of the Long War
2 Obliterators - Mark of Nurgle, Veterans of the Long War

1847p


So a quite shooty list this time. With 5 Scoring units I hope to be fine in any objective based game, with the Cultists being on the backfield (starting in reserve), Plasma CSM in the middle, and the other two squads in Rhinos possibly being aggressive or staying in the midfield, whatever seems best. The Lord will join the melta-CSM squad as well, giving them the option to assault stuff.

The Chosen will be accompanied  by the Warpsmith, adding yet another Meltagun in that squad, as well as flamer for some protection against being charged. He can also help with repairing the Rhino should it get stuck along the way... the plan with them is of course to drive towards the biggest, baddest thing they can find - jump out, blow it up. The turn after they can either charge something (with 2A base, and two Power Axes in the squad they'll probably do well against most stuff) and then be supported by the Dirge Caster on the Rhino, or jump back into the Rhino to go blow something else up.

The same plan for the Bikers basically. Might be that I simply run them up alongside each other to present more threats at once forcing the opponent to be disciplined with his shooting.

That leaves the Havocs and Obliterators, and their role is pretty obvious. The only thing there is I might keep one of the Obliterator squads in reserve to cause trouble behind enemy lines. Really depends on what I'm up against. I don't think Deep Striking behind enemy lines will do terribly much against Orks for example. And Dark Eldar might be a gamble with their fast ships flying around... Might really help against IG and Space Marines though.

My Warlord of the Day!


Mar 27, 2013

Tournament Achivements

When you play a tournament not everyone can win. So, if you're having a friendly one going on why not add some achievements for everyone to go for even if they've lost enough games to be out of the top spots? Or hell, why not add a special price for anyone getting the most of the achievements on the list?
This is just my first draft of such a list, feel free to use it, add to it and what not! Also, I have a 3-game tournament in mind when writing these, so the numbers are made to fit that. And please share if you come up with some good challenges!

  1. For Honour! Defeat the enemy Warlord with your own Warlord in a Challenge.
  2. Oops, sorry guys! Scatter with a Blast weapon, so you destroy one of your own vehicles or an entire unit.
  3. Can't Touch Me! Win a round of melee combat with a lone survivor (Characters except for Unit Champions doesn't count) against many opponents.
    - Bonus point if you also slay them all with your Sweeping Advance.
  4. Outnumbered! Win a combat with one unit against three or more enemy units at once.
  5. Air Superiority! Shoot down every flier you face (including Flying Monstrous Creatures).
  6. Overkill! Charge four units at the same target.
    - Bonus point if you still fail to win combat.
  7. I'll Race You There! Go a full circle around the entire board with a unit or vehicle, ending the game in the same spot that you deployed it in.
    - Bonus point if your opponent tries the same in the same game, but you do it faster.
  8. Champion! Win 10 Challenges with the same Character throughout the entire tournament.
  9. Sunday Drivers! Tank Shock a unit so that it flees off the board.
  10. I Ain't Movin' For No One! Make a successful Death or Glory against an AV14 vehicle. 
  11. Lemmings! Climb up the highest terrain piece you can find on the board and then jump down from it. One point for every model that dies from the fall.
  12. Happy Campers! Move a unit into a piece of terrain with no objective in it, make them sit there the entire game without shooting or fighting any enemies.
    - Bonus point if you make a bonfire for them.
  13. New Guy On The Job... Have 3 Deep Strike Mishaps happen in the same game.
    - Bonus points for every Mishap that destroys the unit.
  14. Invincible! Have one unit that survives shooting from at least five different units in the same turn without taking any causalities.
    - Bonus points for every unit above five that shoots as well.
  15. Tank Hunter! Have the same unit, model or vehicle destroy 6 or more vehicles during the entire tournament.
  16. Psycho You Say? Roll Perils of the Warp twice in a row with the same Psyker.
    - Bonus point if it kills the Psyker.
  17. Godzilla! Wreck every building on every board you play on in the tournament.
    - Bonus point if it's actually a Monstrous Creature doing it.
  18. Tactical Movement Backwards. Flee with 3 or more units the same turn.
  19. Blitzkrieg! Have all of your vehicles (has to be three or more to count) in the opponents Deployment Zone by turn 2.
  20. We Found Us a Witch, May We Burn Her? Make three consecutive Deny the Witch-rolls.
  21. Kamikaze! If your flier gets shot down, and it Crash and Burn on top of an enemy killing it.
    - Bonus point if it's the same enemy that shot down the plane.
  22. Shaken, not Stirred! Tank Shock into an enemy, but explode yourself as a result.
  23. The Hills Have Eyes... Kill 5 Characters with Precision Shots in the whole tournament.
  24. Yatzy! Roll five ones with five dice in the same roll.
    - One point for every time it happens...
  25. It Still Only Counts As One! Kill a Monstrous Creature with a Pistol.

To be continued...