Here is my Day 1 batt-rep. Sorry there isn't a lot of detail in all the games, I did have a pretty epic hang over day 1, drinking from 3pm to 3am with the Melbourne lads will do that,...
vs Gks (Mike Blair) Pretty sure this was Big Guns. Dawn of War.
lvl 3 libby with domina liber, Draigo, 10 Purifiers with 4 incinerators, 5 Strike Knights with psycannon, 10 Interceptors with 2 incinerators, 2 teleporting Dreadknights with heavy incinerator n psilencers 1 with sword 1 with hammer, cullexus assassin, coteaz n defenseline with quad gun.
First turn saw me kill a knight with a grav unit on my right flank, the battle cannon dropped the interceptors with 8 hits x 2... and the heavy stubbers taking a wound off the assassin. With 3 bike squads holding middle ground and the last on the left flanks on a turbo boost move.
Mike Gates Draigo, libby and purifiers in between the the units for the left n right flank, they go invisible till I point out they have scattered so the unit is with in 12 of his assassin... no invisibility and Draigo isnt at the front ? opps, has some unlucky dice rolls and doesnt kill a full unit of bikes and there is now a floating vortex of doom between my left flank unit and his strike squad... last knight fails a 10 inch charge and loses 3 of its 4 wounds to a grav squad from over watch...
My turn 2 and with the all the unfortunate luck Mike had I saw to put him out of his misery quickly. Also the floating vortex of doom jumps over his strike squad to miss them by 2mill, the Imp. Knight dropped his battle cannons on the purifiers scoring a scary 24 hits which saw 7 purifiers and the libby go down before draigo could tank the remained (libby failed his first 2+ save and died to double strength) then command squad's grav clean up the rest. Of what was left... the grav squad next to the command squad crashed the remaining 1 wound dreadknight with unrelenting ease.
Mike reaches over the table and goes thanks for the game... Not the best time to make a mistake and some really unfortunate luck, we have all been there it's not a great feeling... 20 – 0 win to me.
is against Hayden from QLD and his Tau.
2 missile pod commanders, 1 with mirror-dex, a buff bodyguard, a missile body guard, 10 kroot, 2 x 3 man missile crisis suits, 2 ion riptides (1 being from the support cadre) n 2 x 3 man high-yield broadside teams from the support carde...
Short story is a lot of preferred enemy space marines, Hayden having first turn and 4 turns later its pretty much what Mike just felt, yet I lasted longer and fought till the last man dropped and made every shot count... but it just didn't lol.
We at less had fun giving each other (censored)
0 -20 lose to me
was against Jason Collins and his 17 warp charge spirit seer council.
10 Spirit Seers (Mantle, Faolchu's wings), 6 warlocks on J.bikes, 2 J.bike squad (3), 3 shadow weavers, Iron hands libby, 5 tact marines, stormraven, culexus assassin n a bastion.
Jason gives me first turn, reserves the council, J.bikes and hides the assassin in one corner and the shadow weavers in the other behide the bastion with the marines in it as the libby hangs out in the raven.
I scout all units bar one melta unit at the bastion and the guys hiding in it and behind it, while the other unit heads at the assassin. Melta bikes blow up the bastion and a lot of fire power goes into the the remain models I can see. Assassin makes his saves. Assassin lives, and so do the shadow weavers.
His turn 1 doesn't really see any damage happen as you can guess.
My turn 2. I kill all but the assassin... he is a tricky ninja to take down when hiding so I moved and turbo boosted that bike squad to grab some points.
His turn 2, only a unit of 3 jetbikes n the raven come on. Again not a lot of damage taken, 1 hull point on the knight and a dead biker. No council on the table !
My turn 3... The thing I should of done turn 2... turbo boosted all my bike I could to cover his board edge.... yet this is 4 to 5 inches of the board edge I cant... the turbo boosting melta squad from last turn cant help out, to they kill the 3 jetbikes, as the TFCs heap trying to drop shells on the assassin.
His turn 3... council comes on and sees Kar'sarro tank all the psychic witchfire from the council in his attempt to remove my command squad, the council goes invisible and the raven fails to hurt the knight as I place the shield on his rear facing and roll like a god yet again.
My turn 4, I snap fire and charge 2 bike squads into his council, I lose 4 bikes from the squad supporting the command squad and my hammer of wraith kills 4 jetbikes. Drawn combat and he doesnt have hit and run as the mantle isnt in the unit ??? what ??? I ignored the raven this turn. As the knight moves forward to charge the council the following turn.
His turn 4, raven does nothing as he only has a multi-melta that miss and an assault cannon that has its 2 hits svaed against. We do combt and the last bikers from the melta squad die and the chapter master tanks all the wounds even with a -1 to my armour save. I lose, pass moral and hit and run.
My turn 5, command squad re-charges, knight fails a 8 inch charge
. my hammer of wraith does 4 wounds, he does 1 to the chapter master after all the 3+ armour saves n fell no pains, I win by 3, he fails moral, I cut him down. Oh and in the shooting phase a melta bike squad snap fired at his raven, that doesnt jink, I get a hit, a pen n roll a 5 for damage... plus 2 for ap1... no more raven..
He concedes... So biggest leason, hammer and wrath the poo out of any invis unit below T5 and with out a 2+ save... If I had the knight get in, it would have been great to see what stomp would of done. 20 – 0 win to me
So after day 1, I have two 20 – 0 wins and a 0 – 20 lose... I was in 5th place at this time... not a bad start... and all with a hang over