Category Archives: Tournament

ETC2013 getting to 5th place

So, as I may have mentioned (every 5 minutes or so), team Ireland got its highest result to date at the ETC this year.  More than a few people were surprised (delighted?) that we reached 5th place so I thought I’d spend today’s post talking about the team and what worked for us.

irl serious

So firstly there’s the guys who have to take the punishment. Everyone has a term for them: bid lists, shields, prey lists, put forward lists etc. Basically if you lose the bidding roll off, who do you nominate? This year my shield guys were Necrons, and Eldar with Tau allies. They did their jobs magnificently with scores of 61 and 57 across 6 games, showing that even with a full set of choices of counterattack our opponents were only able to draw on average with them. Good job fellas!

The next three were our counters/finesse lists. Tyranids, Daemons, and Imperial Guard with Chaos Marine allies. These lists were generally used as counters to armies that the opposing team had bid, and there’s quite a bit of effort needed to find the right matchup for them. With the right pairing they can do serious damage, in the wrong one they can end up in bad place! I found it impossible to get a good matchup for everyone in every round, but as long as two of the three were good then I knew we could still do well in the round aggregate.

The final three were our all rounders, nasty lists that can take on almost anything. Here we had Chaos Marines with Necron allies, Tau, and Grey Knights. The strategy with these guys was just to avoid the small number of potential bad matchups and use them against whatever our counter lists weren’t able to handle. Here we were relying more on player skill and army strength rather than good bidding to get ahead. These guys really delivered. Our Chaos Marine and Tau players both finished both in the top 5 of all players in the ETC (also both were top player in their respective armies), and our Grey Knight player also finished ahead of the curve.

Practicalities aside, the ‘secret’ ingredient for us is team spirit. As anyone on the team will attest, everyone did a fantastic job of supporting each other and everyone worked well as a unit. I never heard a single complaint when anyone had to face a bad matchup so that others could get good ones. Simply put, everyone completely understood the joint effort required to win a round.

irl silly

The final point I’ll add is that we really do strive to play fair with our opponents and ensure that both sides have a good set of games whether we win, lose or draw. I think it’s the right thing to do, but also it has a psychological benefit for the team as we don’t end up totally stressed out by needless arguments throughout the day. I really hope that it’s something we can keep as a core value of our team now and in the future.


ETC2013 the view from the top

So my last two posts have been about the overall meta at ETC2013, and today I want to take a quick look at the top 3 countries and how they compare to the overall meta.

As a quick refresher the top performing armies were:

  1. Tau
  2. Eldar
  3. Necrons
  4. Chaos Space Marines
  5. Chaos Daemons
  6. Tyranides
  7. Space Marines
  8. Dark Angels

Whereas the most popular armies were:

  1. Necrons
  2. Chaos Space Marines
  3. Tau
  4. Grey Knights
  5. Imperial Guard
  6. Tyranids
  7. Chaos Daemons
  8. Dark Angels

Germany got the top spot (familiar territory for these guys!).

Germany

They ran with:

  • Tau
  • Grey Knights
  • Necrons
  • Chaos Space Marines
  • Chaos Daemons
  • Tyranides
  • Orks
  • Dark Angels

So this includes 6 of the 8 top armies (they left out Eldar and Space Marines), and 7 of the 8 most popular armies (they avoided IG, which was the biggest underperformer of the popular armies).

Spain came in second,

spain

and their team comprised:

  • Tau
  • Grey Knights
  • Necrons
  • Chaos Space Marines
  • Chaos Daemons
  • Eldar
  • Imperial Guard
  • Dark Angels

Again they had 6 of the top 8 armies, leaving out Tyranids and Space marines. They also brought 7 of the 8 most popular armies, just leaving out the Tyranids.

Poland were third

poland

and they brought:

  • Necrons
  • Chaos Space Marines
  • Tau
  • Grey Knights
  • Imperial Guard
  • Tyranids
  • Chaos Daemons
  • Dark Angels

This also has 6 out of the 8 top armies (similarly to Germany they left out Eldar and Space Marines), and interestingly all of the most popular armies.

So the top three countries all brought 6 of the 8 top armies (though not the same ones) and all brought 7 or more of the 8 most popular armies.  There is a big overlap in that all three countries brought Chaos Marines, Dark Angels, Daemons, Grey Knights, Necrons, and Tau.

So, what does that mean for the army rankings I described previously? Well firstly it shows that picking the top 8 armies is not necessary to win, and places more weight on my caveat that just going on army rank is a simplification that needs to be tempered by the roles needed or the team – and the skillsets of your players!


ETC2013 Popularity vs Performance

So last time I put up a table of how the various armies performed (on average) at the ETC in Serbia. There were some interesting results, and today’s post follows up that line of thinking by comparing the popularity of army choices with their score rank. Popularity in this case just means how many teams included that army, and the table below puts the armies in order of popularity.
RankVsPop
So the numbers in the ‘Difference’ column highlights any disconnect between how popular an army is versus how well it performed at the ETC. A positive number means that the army performed better than its popularity, a negative number means that its popularity was higher than its performance warranted.

Tau weren’t the most popular army, but really the first three are so close that it makes little difference. The captains made those choices fairly rationally: Necrons, Tau, and Heldrakes are solid performers.

There is an interesting hiccup in places 4 and 5 where Grey Knights and Imperial Guard were both quite popular but didn’t do as well as their popularity suggests. Both armies were in the bottom half performance-wise but were both present in more than 75% of teams (my own included!)

Tyranids were fairly popular, and by the results that seems to be justified – similarly with Chaos Daemons (slightly under-represented), and Dark Angels.

Eldar were quite under-represented and were the ‘sleeper hit’ of the ETC, doing quite well for the 11 teams that brought them. Of the remainder, only Space Marines have a big positive difference showing that they did a better job than their low popularity would have predicted.

There is of course a big caveat here: armies fill particular roles on a team so simply picking the highest average scorers may very well lead you astray with too much of one role and too little of another. So we don’t have a magic formula for army selection just yet.

It also creates an interesting mind game for next year: do you bring a team that works well against the popular armies of 2013, or do you focus on bringing what did well in 2013, or do you bring counters to what did well in 2013? How much will the new codices between now and Aug 2014 change the meta?

Lots to think about for the new captains!


ETC 2013 Armies and Stats

So the madness of ETC2013 is over, and the post mortem analysis can begin in earnest.  I won’t start with my own team (Ireland), but rather I’d like to take a look at the overall meta.  Thankfully my job has been made easier by the organisers who have already published lots of data on who took what armies and how they fared in the tournament.

So, what armies generally did well?

ArmyRanks

So the number 1 slot is probably no surprise to anyone, Tau are new and awesome, they wrecked face at the ESC and are probably doing well at a tournament near you right now.

Number 2, Eldar is probably a bit more of a surprise – particularly considering that it was the OLD codex that was legal for the tournament, not the shiny new one.  My prediction beforehand was that they would be a solid army to ‘not lose’ I wasn’t expecting them to win big.  The fact that they were often backed up by Tau allies probably helped a little too

Necrons, Heldrakes, and Chaos Daemons round out the ‘winners list’ (i.e. the armies that are averaging >10 which is a win).  Again this isn’t very surprising Necrons are still crazy powerful, everyone hates Heldrakes for a reason, and Chaos Daemons can certainly be deadly in the right matchup.

It worth taking a moment to think about the remaining armies.  Everything else on that list was losing on average (i.e. <10).

Admittedly, that’s a bit of a sweeping statement as the performance of an individual can vary greatly from the group average, and not just down to player skill but also down to the team pairing strategy.  The table also doesn’t factor in the use of allies – which is perhaps a project for me for another time…

But, that said, this table does give us a line in the sand as regards what the 2013 meta was like and I’m sure it will influence team and army selection for next year!


ETC 2013 Result

Well we had an amazing time at the European Team Championship in Serbia.  We had 6 great rounds against excellent opponents:

Day 1

Round 1: Latvia – WIN

Round 2: Belgium – WIN

Day 2

Round 3: Spain – LOSS

Round 4: France – WIN

Day 3

Round 5: Finland – DRAW

Round 6: Russia – DRAW

I’m so proud of each and every man on that team – the whole experience is a bit hard to describe in words, so here’s a video.

 

20130428-222804.jpg

In other news, I’m standing down as Captain so hopefully I’ll have more time to put into the blog!


The Road to 6N

In 1972, a crack commando unit was sent to prison by a military court for a crime they didn’t commit. These men promptly escaped from a maximum security stockade to the Los Angeles underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a tournament, if no one else can help, and if you can find them, maybe you can hire… The Six-Nations-Team.

Latest intelligence reports that Team Six Nations has been sequestered to a farm (possibly The Farm ) for a training weekend.

Our sources indicate that each will be pitted against the other using ETC missions to stress test their performance and matchup potential.  We are awaiting further updates…


Ireland’s Team Six Nations

Ladies and Gentlemen, I present Ireland’s Six Nations team

Each of them has been chosen for this team because they individually have a set of skills and experience that strengthens the whole, and that is what wins team tournaments.

The team (in alphabetical order)

Dan Ahern: Chaos Marine and Necrons
Alec Cornelius: Space Marines and Imperial Guard
Oisin McCormack: Necrons
David McHugh: Tyranids
Paul Quigley: Tau
Peter Scott: Imperial Guard and Chaos Marines
Ivan Sheehan: Grey Knights
Mike Tangney: Eldar and Dark Eldar (we may bring Tau into the mix here)

20130428-222804.jpg


Dealing with Cron Air

Flyers in general, and necron flyers in particular, have really got many players worried and/or frustrated.

Nevertheless, a crucial weakness of pure flyer lists is the requirement to have units on the board at the end of every game turn. If the vast majority of the armies points are in flyers that can’t come in until turn 2, then killing the few ground units they have in turn 1 gets you an auto win before a single flyer enters play.

However, wiping even just a handful of units in turn one is not an easy task; especially so if your opponent is hiding them well. So far, some Daemons lists have excelled at this, since half the army deepstrikes in on turn 1 and can focus in on the enemy’s hiding spots.

What I’ve been pondering, is how an Imperial Guard army might achieve that difficult turn 1 wipeout. I think the key to this is captured in the quote:

Infantry win firefights. Tanks win battles. Artillery win wars.

The plethora of excellent artillery choices lets you drop devastating pie plates from afar, and even on units that you can’t see – thanks to indirect fire.

The inclusion of Gunnery Sergeant Harker lets you infiltrate a veteran squad, which can be placed with the right firepower to mop up the remains of a unit post-bombardment.

In case it doesn’t go to plan, I’ve included 3 vendettas to take on flyers that do make it in to play, and a Master of the Fleet to slow down the rate at which those flyers come into play.

So here’s the list:

HQ – 80
Company Command Squad (80)
Company Commander; Master of the Fleet.

Troops – 445
Veteran Squad (150)
Gunnery Sergeant Harker; 3× grenade launcher; Veteran Weapons Team (heavy bolter).

Platoon Command Squad (295)
Platoon Commander; Heavy Weapons Team (autocannon).
• Infantry Squad: +1 Sergeant.
• Infantry Squad: +1 Sergeant; krak grenades.
• Heavy Weapon Squad: 3× autocannon.
• Heavy Weapon Squad: 3× autocannon.

Fast Attack – 420
1 Vendetta Gunship (140)
sponson heavy bolters.

1 Vendetta Gunship (140)
sponson heavy bolters.

1 Vendetta Gunship (140)
sponson heavy bolters.

Heavy Support – 805
1 Ordnance Battery (420)
• Colossus
• Colossus
• Colossus

Manticore Rocket Launcher (160)

1 Ordnance Battery (225)
• Griffon
• Griffon
• Griffon

Detachment: Fortifications

Other – 100
Aegis Defence Lines (100)
Quad Gun.

1,850 points

As an added bonus, I think it will scare horde infantry lists; which are also gaining popularity in the tournament scene.


Warpcon

This weekend saw one of Ireland’s biggest 40k tournaments run in Cork. It was my first time attending Warpcon, and coincidentally my first time competing at the new 1850 limit.  Strangely enough, I noticed that Cork airport has a very 40k appropriate three letter IATA Code:

As I mentioned previously I’ve done some head scratching as to how best to bump my 1750 list up to 1850. This time I went with a multimelta armed chaos dreadnought.   So my final list was as follows:

HQ1: Daemon Prince Mark of Slaanesh Wings Lash of Submission [155 Pts]
Elite1: 3 terminators 3x Combi-melta [105 Pts] in Transport 1
Elite2: 3 terminators 3x Combi-plasma [105 Pts] in Transport 2
Elite3: 1 Chaos Dreadnought, with Multimelta [100]
Troop1: 5 chaos marines  [75 Pts]
Troop2: 5 chaos marines  [75 Pts]
Troop3: 5 chaos marines, Icon of Chaos Glory [85 Pts] in Transport 3
Heavy1: 3 Obliterators [225 Pts]
Heavy2: 3 Obliterators [225 Pts]
Heavy3: 3 Obliterators [225 Pts]
Transport1 : Landraider [220 Pts] Carries Elite1
Transport2 : Landraider [220 Pts] Carries Elite2
Transport3 : Rhino [35 Pts] Carries Troop3
[1850pts]

ROUND 1

MISSION Primary Seize Ground, Secondary Capture and Control, Pitched Battle Deployment

My first game was against Mark and his Dark Eldar army.

Mark had a really interesting mixed dark eldar force – Wyches, Raiders, Beasts, Talos, Venom, Ravager, Warriors, Wracks, Hellions, Incubi and more.  A good set of turn two deepstrikes let me do some serious damage to his force, but we were pretty evenly matched until turn 5.  In one turn I managed to contest the two primary objectives he had been holding, and flush him off his home objective while holding one of the primaries and my home.  The very end of the game was pretty epic: it’s looking like a 14-6 to me, after movement I’m about 6″ away from the objective that he’s holding – I roll for a run with the one squad in range, the six comes up and the 14-6 becomes 18-2.  Game ends

RESULT 18-2 WIN

ROUND 2

MISSION Primary Capture and Control, Secondary KillPoints, Spearhead Deployment

Next up was against Dave and his Blood Angels army.

Blood Angels are a fast and dangerous army.  Dave had Death Company, Astaroth and a Libby Dread in a Raven; Assault Terminators in a Redeemer, a Speeder, and two squads (one in a pod, and one in a Rhino).

I had first turn, and set up my Raider and Oblits with good fire lanes across the whole table.  I was able to shoot up all his transports while they were still far away, thus giving me the opportunity to use my firepower against him for the whole game and avoid getting into assaults.  Without mobility, Dave had a tough time of it, but was a great opponent.  The game went the full 7 turns, and I held my objective, had managed to sneak a rhino onto his, and was comfortably ahead on KPs.

RESULT 19-1 WIN

ROUND 3

MISSION Primary KillPoints, Secondary Capture and Control, Dawn of War Deployment

Last game of the day was against Rowan and his Clockwork Necron army.

This was my first game against the new Necrons, and Rowan had heeded my advice and had brought plenty of Tesla.  He had also taken lots of tricksy stuff – so I faced THREE turns of nightfighting, and thanks to Anrakyr the Traveller my own Landraider started shooting my Oblits.  But the really dangerous bit of the list was the wraiths.  They were jumppacking, rending, 2 wound, stormshield carrying death machines.

I killed most of Rowans skimmers but just bounced off those wraiths.  Rowan played really well, and I learned a lot about the sneaky tricks of the new codex. I must say necrons are really interesting, and I’m going to have to do some heavy thinking on how I can best take them on…

Ended the day on a loss – needed to get back into the fight in the morning!

RESULT 5-15 LOSS

ROUND 4

MISSION Primary Seize Ground, Secondary KillPoints, Spearhead Deployment

My first game was against Burkhardt and his incredibly painted Blood Angels army.

Burkhardt had first turn, and deployed his whole army (bar his sanguinary guard and honour guard) on the left flank.  As with all BA opponents, I needed to keep him away and get some solid shooting in before any of his units reached my lines.  So I deployed a refuse flank, with just my 2 landraiders and one squad of obliterators in the far right corner.  Off to a good start.

Turn 1 his two lascannons manage to immobilise and stun one raider, and I have to go to ground for my oblit squad to weather the hail of bloodstrike missiles.  So turn one I have just one raider to shoot back with, and he fails to scratch the raven.

Turn 2 his honour guard (with melta guns), and sang guard (with inferno pistols) DoA next to the undamaged raider, but not close enough for 2d6 pen.  Not that that mattered since he glanced it and rolled a 6, with the AP1 bumping that up to Destroyed Wrecked.  😦 My turn 2 my melta terminators roll a 10 for scatter and mishap (these things happen).  My oblits drop down with clear LOS to his honour guard, and roll an 11 for scatter putting them 0.5 inches off the table. 😦   On the plus side my remaining 6 oblits down his raven which had boosted towards my lines.  In a true combined arms fashion, my plasma terminators did manage to mess up the terminators that popped out of the raven, but didn’t manage to finish off the unit.  Unfortunately his blood talon dread was eyeing them up with glee…

Turn 3 his sang guard assault my oblits, whittling them down.  His honour guard just hang about having fluffed their difficult terrain.  His lasback and autolas pred popped the remaining oblit squad – three shots, three kills.  😦   As expected, the blood talon dread devoured the terminators.  My turn 3,  I move up my marines towards objectives, and make a really stupid mistake: I forgot to shoot with my immobilised Land Raider.   The daemon prince takes on the honour guard (and fails to kill anything!).  😦   The chaos dread rushes in and assaults the sang guard but does no damage, but he’ll grind them down – right?

Turn 4 he blows up my last Land Raider with his autolas pred, and his two razorbacks take up objective holding positions.  His Blood Talon Dread jumps into the Daemon Prince combat, but luckily I chop him down before he gets a chance to strike and   My turn 4  my Dread finishes off the last Sang Guard but the sang guard have popped the last oblit.

Turn 5 he bolts forward with his death company towards my right flank objective.  He holds two, I hold one, and the right flank is contested.  My turn 5 the dread lumbers towards the death company, but with only a two for difficult terrain meant I wasn’t able to close the gap.  So I piled him in to the daemon prince/honour guard fight and wiped his squad.  Now I need another turn to claw back that draw! Game ends

😦

RESULT 3-17 LOSS

ROUND 5

MISSION Primary KillPoints, Secondary Seize Ground, Pitched Battle Deployment

My last game was against Loyd and his Dark Angel army.

Loyd’s army was exactly the mix of light mech and walking marines that my list excels against, and after my harrowing loss in the last round I was looking for blood.  I seize the initiative, and do some damage to his tanks.  Lash + plasma terminators + oblits whittle down his assault squad and Belial’s squad.  Meltacides kill his dreadnought and mop up two of his scoring units in assault.  Land raiders tear up his vehicles.  By turn 5 he has two models left – one more turn needed to get the 20-0!  But game ends

RESULT 18-2 WIN


Irish Grand Tournament

Conspiracy (aka TOWNCON) hosted the 2011 Irish Grand Tournament for 40k.  Attendance was quite good with nearly 40 players competing.  No forgeworld shenanigans this week, but it did have one particular distinction in its structure – namely the use of ETC style missions.  The ETC missions use a mix of killpoints, objectives, and victory points with different scores available for each.  For example the primary goal could be killpoints, a secondary goal of holding objectives, and victory point difference for the remainder.

It gives the game a bit more depth than the standard missions, and can reward a losing player for clever play to claw back some element of the mix while losing on another.

My list was my usual 1750 Chaos Marines as follows:

HQ1: Daemon Prince Mark of Slaanesh Wings Lash of Submission [155 Pts]
Elite1: 3 terminators 3x Combi-melta [105 Pts] in Transport 1
Elite2: 3 terminators 3x Combi-plasma [105 Pts] in Transport 2
Troop1: 5 chaos marines  [75 Pts]
Troop2: 5 chaos marines  [75 Pts]
Troop3: 5 chaos marines, Icon of Chaos Glory [85 Pts] in Transport 3
Heavy1: 3 Obliterators [225 Pts]
Heavy2: 3 Obliterators [225 Pts]
Heavy3: 3 Obliterators [225 Pts]
Transport1 : Landraider [220 Pts] Carries Elite1
Transport2 : Landraider [220 Pts] Carries Elite2
Transport3 : Rhino [35 Pts] Carries Troop3
[1750pts]

ROUND 1

MISSION Primary KillPoints, Secondary Capture and Control, Spearhead Deployment

My first game was against Dan Aherne and his Tau army.

After winning the roll to go first, and knowing full well that tau are past their prime,  I got overconfident.  I deployed my Landraiders as close as possible, and my Obliterators in the middle of my quarter in cover.  Big mistake.  Dan wisely deployed his many many broadsides as far as possible into the very back corner of the board.  He could outrange my lascannons and outshoot my obliterators.

What his railguns didn’t shred, his plasma armed deepstriking crisis suits finished off.  I did some damage in return, but my early error meant I amost got tabled.  To avoid total disaster, I managed to hold my last couple of marines on my objective, letting me draw the secondary, while losing everything else.

RESULT 3-17 LOSS

ROUND 2

MISSION Primary Capture and Control, Secondary Seize Ground, Dawn of War Deployment

Next up was Simon Fitzpatrick and his Space Marine army.

Simon’s excellently painted army, was a mix of medium mech, drop pods, and marines.  Unfortunately for Simon, this is exactly the kind of list that my army does well against.  I have lots of lascannons, meltas and plasma to deal with pretty much anything he puts up.  I have first turn again, and deploy my icon squad in a rhino, and my lash prince right in the middle of the table so I can get right up in his face early on.  He deploys a tac squad and a razorback.

Turn 1 I simply rush at him, and the prince eats the tac squad.  His turn 1 he brings on everything, focusing entirely on killing the prince (which he does).  But he’s focused so much on killing that one model that he’s left himself out of position.  Turn 2 my big guns start firing, and my deepstrikes are perfect.  By game end, there’s only about 10 men left on his side, and I’m holding all objectives bar one, (which I’m contesting)

RESULT 18-2 WIN

ROUND 3

MISSION Primary Capture and Control, Secondary Annihilation, Pitched Battle Deployment

Final game of day one was Nick Meade and his Blood Angels army.

I’d played Nick on table one at Itzacon earlier in the year.  It was a very tough game against his Space Wolves, but I just managed to beat him, and now he was keen for revenge!  This time he was running Blood Angels with two Land Raiders, two Storm Ravens, Mephiston, a snippy dread, THSS Terminators, and two min sized troops.

I deploy most of my forces, he puts down his entire army.  Thankfully first turn was mine, and I knew that I had to take out at least one raven in turn 1 to avoid getting smashed in the face.  His terminators are lethal and slow, whereas Mephiston is lethal and fast – so I figured the best bet was to focus on the termi raven as Mr Meph was going to get in my face regardless.  Lots of lascannons later the terminators were sitting in the wreckage with a long walk ahead of them.

As predicted, Meph and the snippy dread jump out, the dread chews up some terminators and Meph tries to pop open my Land Raider.  Luckily Meph merely stuns the raider (Nick’s luck against my Raiders was terrible all game, nothing but stuns!) and is left in the open.  Lascannons and plasma guns provide a rapid solution to the Meph problem, and Lash ensures those THSS terminators are going nowhere fast.  I stay ahead on Killpoints and VPs for the remainder, and try to gypsy a full win by getting my lash prince onto his home objective – but don’t quite make it.  I get the secondary and VPs but draw on the primary.

RESULT 13-7 MINOR WIN

ROUND 4

MISSION Primary Seize Ground, Secondary Annihilation, Pitched Battle Deployment

First game of day two was Donal Carroll and his Tyranids army.

Donal’s army comprised just under 40 Genestealers, two Tervigons, a Hive Tyrant, Hive Guard, Tyrant Guard, and some Termagaunts.  Donal wins the roll, deploys his entire force, with the genestealers infiltrating.  Yikes.

Similarly to Round 1, I fail to do some basic math, and set up to use my twin linked flamers on him as he rushes forward.  Unfortunately I forgot the Feel No Pain shenanigans, and so I effectively set up such that a big chunk of surviving genestealers will be getting a turn 2 charge.  Not good my friends, not good.

I do some damage to his stealers over two turns, but not enough, and they basically melt anything they touch.  By game end I’ve only rags left and can’t compete on the Primary, Secondary, or the VPs.  The only sliver of dignity is that I don’t get fully tabled.

RESULT 1-19 LOSS

ROUND 5

MISSION Primary Annihilation, Secondary Seize Ground, Dawn of War Deployment

Final game of the tournament was against my own club-mate Anthony Caragianis and his Deathwing army.

Anthony’s army consists of two squads of melta bikes with teleport homers, two attack bikes with multimeltas and teleport homers, Belial, and 25 THSS terminators with cyclone missile launchers.

I’ve faced this type of army a couple of times before, and the only way to beat it is to keep most of it away and focus fire on one squad until it’s dead.  I win the roll-off, but give him first turn as I don’t want him to be able to use his turn 1 deepstrike special rule to corner me in.  He deploys his bikes, I deploy nothing and have all my nasty things come in turn 1.  His turn 1 he chooses to use his Deathwing teleport rule to get three squads deepstriking in turn 1.  He puts them aggressively towards my table edge spread across the right 75% of the table.  This is exactly what I wanted to happen.

I roll on the left side as a refused flank, very close to his leftmost squad.  I unload pretty much my entire army into the squad, and they (just about) die.  As the game progresses I let one squad close in at a time, while keeping the others at bay.  Every time, whittling down his numbers.  Anthony kept having terrible luck throughout, and there were many points where he should’ve got to hit me a lot harder but simply bounced.

By game end he had three terminators left on the table and nothing else.

RESULT 19-1 WIN

OVERALL RESULT 14th

Not a great performance overall, but at least in the games I lost I could identify the mistakes I made, and what I would do differently if facing those situations again.

First place went to Jannik Rottgen from the German ETC team, who had an incredible looking spartan themed Eldar army (my photos do it no justice)

Second place went to the new captain of the Irish ETC team, Mike Tangney, who was also running an Eldar army…

Third place went to the the outgoing captain of the Irish ETC team, Richard Flood, who amazed us with a ridiculous number of razorbacks in his Grey Knights army.

A full set of photos is up on the WarHamSandwich Facebook page

P.S. “TOWNCON”


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