I was recently able to play at 'Ard Boyz in Laramie, WY at my LGS. It was a lot of fun, and lots of really nice people there. We had (I think) 20 people there, which just about filled the shop up- we barely had enough room for all the Magic players doing their pre-release thing.
I had wanted to try out a double-lash Chaos list for a while, and since it was 'Ard Boyz, I decided to take it. I had never before in my life used either lash or obliterators, either in a tournament or in a pick-up game (except for one practice game before the tournament) so I was both excited and nervous, wondering how I would be able to do, and hoping I wouldn't make too many of the mistakes I know comes with playing an altogether new list.
Last year I had won the 'Ard Boyz Prelims with Blood Angels, and had even gone on to win Regionals with the same list, though I was unable to attend Nationals because I had drill (I'm in the National Guard). This year if I won the Prelims, I would be unable to continue on to Regionals because of Guard, so the Prelims were mostly for bragging rights, and of course, the (somewhat crappy, yet free) prize support.
Here is the list that I took:
HQ:
Sorceror w/ Lash and Personal Icon
Sorceror w/ Lash and Personal Icon
TROOPS:
9 Berzerkers w/ Power Fist Champ, Rhino w/ Extra Armor
9 Berzerkers w/ Power Fist Champ, Rhino w/ Extra Armor
9 Berzerkers w/ Power Fist Champ, Rhino w/ Extra Armor
6 Berzerkers w/ Power Fist Champ, Rhino w/ Extra Armor
6 Plague Marines w/ Power Fist Champ, 2 Melta Guns, Personal Icon, Rhino w/ Extra Armor
5 Plague Marines w/ Power Fist Champ, 2 Melta Guns, Personal Icon, Rhino w/ Extra Armor
HEAVY SUPPORT:
3 Obliterators
3 Obliterators
3 Obliterators
It was a pretty small army, for 2500 points, but it packs a reasonable punch, with a lot of versatility. Showing up at my LGS, there were 3 Nidzilla Armies, a couple Ork hoarde armies, 3 Mechanized Imperial Guard lists, 3 chaos lists, and a spattering of others. One was an Iyanden Eldar list, which looked positively nasty. None of the lists were lists I would have picked as an 'easy win' to play against, but I particularly didn't want to play against any of the Imperial Guard lists, or one particular nidzilla list with 56 genestealers and 8 monsterous creatures.
Game 1: Lash Chaos vs. Mike's Heavily Upgraded Nidzilla
I wasn't able to secure ANY of my opponents lists, sadly, but I'll post them as I remember them.
His list:
Hive Tyrant w/ The Horror, Shadow of the Warp (or something, makes you roll 3D6 on psychic powers)
10 Hormagaunts
24 Gaunts
9 Genestealers w/ Scuttlers, Flesh Hooks, +1S, Ability to reroll wounds, 4+ save
9 Genestealers w/ Scuttlers, Flesh Hooks, +1S, Ability to reroll wounds, 4+ save
6 Genestealers w/ Scuttlers, Flesh Hooks, +1S, Ability to reroll wounds, 4+ save, Scything Talons
6 Genestealers w/ Scuttlers, Flesh Hooks, +1S, Ability to reroll wounds, 4+ save, Scything Talons
3 Warriors w/ some sort of shooting, not exactly sure what they were
2 Lichtors
Carnifex w/ 2+ save, 5 wounds, D6+2 Attacks, Barbed Strangler, Regenerate probably other upgrades
Carnifex w/ 2+ save, 5 wounds, D6+2 Attacks, Barbed Strangler, Regenerate probably other upgrades
Carnifex w/ 2+ save, 5 wounds, D6+2 Attacks, Barbed Strangler, Regenerate probably other upgrades
It wasn't really as daunting as playing against a huge hoarde army, but Genestealers sort of trump my berzerkers (1 more Initiative and WS, with rending) and his genestealers were going to be HARD to take down in CC.
The Mission:
5 Objectives placed, one in the center of the table, and two by each of the players. He had the same idea as me, and we placed them all on the right hand side of the table. Whoever controlled the most objectives by the end of the game, won, though you also had to have more kill points than your opponent to acheive a massacre.
Battle point modifiers:
+1 if you control all of the objectives at the game's end
+1 if your opponent has no units in your deployment zone at game's end
+1 if all your HQ choices are alive
+1 if you destroyed all of your opponent's Troop choices
Night Fight was in effect one turn 1.
We roll to see who goes first and I get a 1. He makes me go first.
The table was fairly flat, with a few hills, and a river running through the center of the board, with 2 points we determined were not difficult terrain for purposes of crossing the river.
It was 12" deployment, so I castled all my rhinos on the right, keeping the plague rhinos near the front so as to help shoot down carnifexes. The Oblits I placed spread out, one squad on a hill near the center, one on a hill to the far right, near the board edge, and one 12" up and in the middle of the rhinos. I kept the Sorcerer rhinos (inside w/ 9-man Berzerkers) up the full 12" so they could get ready to lash anything possible.
He chose to keep the genestealers in reserve, which made me happy because there was always the chance that he would outflank on the 'wrong' side of the board and spend the rest of the game trying to get to where the objectives were. He put the tyrant w/ guard on the far left side of the board, (the objectives were on the right hand side) and put one carnifex in the middle. The warriors and gaunts he deployed behind a big hill, where an objective was, and the hormagaunts he deployed on the right hand side as well, behind a smaller hill. Two carnifexes he also put on the right hand side, in clear view of my entire 'formation'.
He tried to steal the initiative and failed. I sort of wanted him to get it, so as to get his army closer to my guns (nightfight the first turn). Ah well.
Turn 1: Chaos
I moved all my rhinos up 6" and parked there.
For shooting, I used multiple searchlights from the rhinos, and finally marked the two things I wanted: the hormagaunts and the 'middle' carnifex on the right. I lashed the hormagaunts into a tight little ball, and used one squad of obliterators to plasma cannon them to oblivion. The other two oblit squads shot 4 wounds off the carnifex. I know I shouldn't be greedy, but it would have been so nice if he had just died! I tried to lash him backwards, but failed the psychic test.
Turn 1: Upgradezilla
He didn't really do a whole lot. He moved and then... ran. And thats it. No shooting to be had. He kept his gaunts/ warriors behind the hill, I'm assuming he just wanted one 'guaranteed' objective to be held. Oh yeah, he used regeneration on his carnifex and 'grew back' 2 of his wounds. Dangit!
Kill point count:
Chaos: 1
Nids: 0
Turn 2: Lashzilla
No more nightfight! So, I shuffled my rhinos around a little bit to get the plague ones up front in case I was able to lash a carnifex into their 12" melta range. I disembarked one squad of zerkers (the big squad without a sorceror) and got them ready to assault one of the fexes if I needed to.
Shooting saw me end the already wounded carnifex, and put a couple of wounds on the leftmost one (in the center). My lashes both failed again (remember, the tyrant has a power that makes me roll 3d6 and take the highest 2d6 result) and my shooting was over. To make it worse, I had forgotten to move a rhino to shield my rightmost oblits from outflanking genestealers. Gonna be a rough turn, it looks like!
Turn 2: Upgradezilla
He rolled for reserves and got his two lichtors, one 6-man genestealer squad, and one 9-man genestealer squad. The 9-man came on the right side of the table right next to the oblits, but the 6-man rolled lousy and had to start on the far side of the board, away from any of the action. Woo hoo! The lichtors both came onto terrain pieces next to my middle and far left oblit squads.
He moved his fexes up again, his left-most one just about in assault range of my disembarked zerker squad. The genestealers fleeted, and it was pretty obvious that he would be able to assault my oblits. Ut oh!
His rightmost fex shot, and missed, and his warriors decided to try to shoot, and killed a couple disembarked zerkers (which was good, since it allowed me to take the closest ones to the fex, making him unable to charge)
In assault, the lichtors and stealers all assaulted, which resulted in the middle squad of oblits shrugging off the lichtors attacks and pulping it, the left oblit squad also shrugging off the attacks, but whiffing their fist attacks back (1 wound caused) and the genestealer combat... wow. He was able to reroll so many things, but when the smoke cleared, he had killed one oblit and I had killed 2 genestealers, in the most unlikely pushed combat I'd ever seen.
Kill Point Count:
Chaos: 2
Nids: 0
Turn 3: Chaos
I disembarked my small squad of zerkers in order to try and deal with the 6 genestealers. My rhinos all moved up a little bit, in order to draw a bead on the rightmost fex, who would be in range to charge next turn. The disembarked berzerker squad moved up to be able to assault the center fex.
With only one squad of oblits able to shoot, I shot at and was able to put a few wounds on the rightmost fex. My 4 meltaguns hit the right fex and caused zero wounds. The lashes hit the rightmost fex and moved him backwards, but only about 6" after me epic failing to roll high.
The 6-man zerkers charged, and were able to wipe out the stealers to a man, with the loss of one wound to my oblits (so still 2 models left alive). Consolidate for berzerkers: 6". Consolidate for oblits: 1". Looks like it's time for them to get raped by stealers next turn. Dangit! In the lichtor combat on the left, the oblits smushed him with no trouble. They consolidated a little farther right, to stay away from the advancing genestealers on the left. The big squad of berzerkers charge and kill the center fex. Only one more to go!
Turn 3: Upgradezilla
He gets his remaining squads, and they come in on the 'correct' side. Time for my vehicles to pay, for something, apparently. And the oblits.
Everything moves and runs, and then it's time to charge. Note that the tyrant is still about 2 turns from getting into any sort of action.
The 9-man genestealers decide to pop a sorceror rhino, and the 6-man stealers attack my oblits. They pop the rhino, AND the oblit squad. Sad day. His remaining fex charges my plague rhino, and destroys it's storm bolter.
Kill Point Count:
Chaos: 5
Nids: 2
Turn 4: Chaos
My left oblit squad moves (they get a 6!) closer to his 6-man genestealer unit (they're within 6" now). A sorceror's rhino squad moves close to the warriors in the back who had poked their heads out to shoot, and the plague squad disembarks and closes with the fex. The 6-man zerker squad moves toward the 9-man stealer squad. My sorceror squad that had just lost it's rhino moved close to the 6-man stealer squad.
For shooting, both lashes get off, and I lash the 9-man stealer squad into a little circle and use my middle oblit squad to plasma cannon them all to death. The other lash gets the warriors, and is able to draw them close to the fex (so I can double-charge the two). Plasma rifles on the right oblit squad kill 4 of the 6 stealers, who pass their morale check. The sorceror's zerker squad shoots and kills 3 of the 6 stealers with their bolt pistols. Woo hoo!
I charge everyone into everything, and wipe them all out to a man. The fex falls to my two powerfists, the warriors to normal attacks from the zerkers and sorceror. All he has left when it's all over is the tyrant, and 24 gaunts huddled behind a hill. The plagues consolidate toward the gaunt hill, the zerkers toward their rhino. Oblits who killed the genestealers on the left consolidate away from the tyrant.
Turn 4: Upgradezilla
He takes his leadership for his gaunts (for lurking), and passes! He decides to epicly charge my plaguemarine squad.
The tyrant moves again, and runs 6". Next turn, I get a big old piece of tyrant.
The gaunts charge the plagues, fail to wound anything, and lose combat by 3. They get chased down.
Kill Point Count:
Chaos: 12
Nids: 2
Turn 5: Chaos
I move everyone onto objectives if at all possible, and move the oblits all closer to the tyrant. I also move a plague squad and zerker squad toward the tyrant to get the charge next turn.
I lash the tyrant a little bit, to get him into range of the oblits plasma rifles, and let it rip. After this, none of the guard remain, and the tyrant has a wound.
Turn 5: Upgradezilla
He charges an oblit squad, whiffs his attacks, and I whiff mine.
Kill Point Count:
Chaos: 13
Nids: 2
Turn 6: Chaos
Everyone moves in to charge the tyrant.
They succeed on the charge and kill the tyrant, consolidating the remaining squads onto objectives.
Kill Point Count:
Chaos: 14
Nids: 2
The tyranid threat has been... tabled! woo hoo!
It was a somewhat sad game to play, actually. The guy was really nice the whole time, and to be fair it was a pretty good matchup for me, with all my oblits and lash. How he didn't wipe out my oblits on the right with his stealers on turn 2, is still beyond me. I managed to hold all 5 objectives, and keep almost all of my army alive.
Results: Massacre for Lash Chaos!
Battle points: 24-0
The results of the other games came in: almost everyone in the tournament had either massacred or gotten massacred. I was the only one with 24 points, but another tyrranid player had 23 (achieved by turn 4, he had tabled the guy) and the eldar and plague chaos armies had also done well. Also, a mech imp guard player had completely schooled his ork opponent. Lots of people I didn't want to play, though I WAS relieved that I wouldn't have to play against Black Templars, as they lost by massacre to the eldar player.


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keep em coming and congrats on the win.
