Tuesday, 26 February 2013

Woodies vs VC - cleansing a plagued land

Hi all,

Had a game vs Ryan's VC last night. Since the woodies list I wrote for Cody to take to NZTC wasstill all packed up in a take-to-work friendly way, I decided to show Ryan how a real woodie general rolls.

My list:
Highborn: bow of loren, arcane bodkins, (I think he also has charmed shield and opal amulet-didnt come up!)
lvl4: Beasts, scroll, moonstone (BEST. ITEM. EVER.)
BSB: asyendi's bane, HODA (possibly light armour too)
18 Glade Guard: FC-flame
4x10 Glade Guard: Musician
4x8 Dryads
5 Wildriders: (Musician)
6 wardancers
5 Waywatchers
2 Eagles

Ryan's list:
Netlist mounted vamplord lvl4
Quickblood lvl2 vampire on horse
Quickblood lvl1 BSB vamp on horse
block of ghouls
block of zombies with musican and standard
4x5 doggies
5 Hexwraiths
1 billion Black Knights: FC and the MR(1) banner

We rolled up the diagional deployment mission. I deployed first-only 1 unit of Glade Guard and a unit of Dryads slept in.

Ryan had less luck than me. His Vamplord, Blackknight bus, ghouls, and 2 units of doggies all slept in resulting in a very defensive deployment:
To add fluff (and compensate for Ryan's criminal lack of forest terrain) the craters are "counts as forests". Fluff justificiation is that this area was once a lush forest that has been defiled by evil undead and the woodies have arrived to defend the last patch of green (the free forest) and claim back the area for the living stuff.

I get first turn. My free forest makes me cause fear (oooooooooooo) and the crater is a venom thicket (gotta love forest strider!). So seeing some rather exposed vampires my waywatchers pop up to do what any honest woodie would do and move into KBlow range on the lvl2. The rest of my army shuffles up to get shots on the terrorgiest, while a unit a dryads moves to block a board edge knight bus flanking move.
My magic phase is very exciting. I cast savage beasts on the highborn (successful) and then casually IF the big amber spear...roll a 1 to wound the terrorgiest (GAR!) and lose 3 levels-the only spell remaining being savage beasts. Oh well. On to shooting. The waywatchers shoot-5 hits, 2 LoS! onto the hexwraiths. Tension in the air as I roll to wound....no KBlow :( I then roll the dice 10 more times and Kblow the vamp 8/10 times...coulda, shoulda, woulda. 10 Gladeguard shots later and he is on 1 wound though + the rest of the archers put 3 wounds on the terrorgiest and kill a couple of zombies (every little bit counts!)

Ryan's Hexwraiths were in a fungus forest...AND FAIL STUPIDITY! and then stumble forward 1 inch into the very-lucky-to-be-alive lvl2 vamp. The rest of his army pops onto the board in a very, very defensive position that buys me a few turns.
His magic phase results in 2 wounds back on Terrorgiest from raising a unit of 9 zombies right infront of a unit of dryads and vanhels'ing hexwraiths out of the forest and the terrorgiest into scream range...and waywatchers are screamed off (as expected sad face).


Well. My wildriders go flying into the doggies that have blocked a charge into the terrorgiest (gotta pin that thing at the back of the board!) and the dryads get a taste of zombie. The rest of the army starts crescent bowlining it up with a view to hurt the ghouls.
Magic phase is very exciting. IF treesinging on the black knights AND KILL 2! Shooting phase-the token archer unit hanging on the right puts another wound on the terrorgiest (forcing defensive spells). Long range shooting fells 8 ghouls and then I have the biggest fail moment EVA. 14 HODA shots and 4 arcane bodkin shots = 4 dead Hexwraiths...yup 18 shots, 16 hits and 4 wounds...that's a 3+ to wound btw...In the combat zombies die and the doggies crumble-taking down a wildrider in the process.

Ryan then gets a turn to do his worst. Bus moves up, infantry walks up, Terrorgiest hangs back (yes!) to scream at wildriders. His magic phase = 2 dead gladeguard from my unit on the right to gaze, and 1 wildrider dies to scream (2 wounds, 1 successful 6+ ward boom!).

What to do, what to do. Zombie eating dryads move up to die for the greater good. Treeman moves up to tempt the ghouls, the 3 remaining wildriders charge the terrorgiest, dryads charge in the zombies (with wraith) and the rest of the army continues to keep the shootin' pressure on.
my magic phase continues on a theme IF'ing savage beasts, the lvl4 taking a wound. Shooting phase is exciting with the highborn killing 3 black knights (once again, keeping the pressure on defensive spell casting), and a doggie unit dies. I probably also continue to thin the ghouls (was 1 inch out of strangleroot range). In the combats Wildriders win by 1 and the dryads fluff (surprise, surprise) only doing a single wound to the wraith and losing due to SCres, however they hold.

Ryan had a huge turn 3. The bus smacks into the dryad roadbump, and he refuses to take the treeman bait (might have something to do with ldship 10 re-rolling stubborn and a dryad flank charge set up...). His magic phase is made of win (read, Joel fail). I fail to dispel raise dead by 1, then fail to dispel invocate by 1 = all the black knights back (grrr) and a unit of 22 zombies for me to deal with. The wildriders a screamed off, and the dryads die to ASF vamps. The bus reforms instead of overrunning. The other dryads manage to kill the wraith, but crazy good zombie rolling = dryads down to 2 models, and flee needing insane courage to rally :(

I apologise for the next few photos. It was getting dark = artifical light = camera not so quick to focus and I didnt realise.

Basically, to show that I learn from experiences, I did a John and set up a double flee trap on the bus-complete with flying stuff! (cant wheel past the first eagle).
(Now all I need to do is turn1 IF comet :P)

While the treeman and dryads go smack into the  rather depleted ghouls.

The shooting phase = the newly raised 22 zombies worth a massive zero VPs were pin cushioned and the unit of 8 archers kill 4 doggies from one of the 2 units bearing down on it. The treeman and dryads vs ghouls = I win by a tidy 4.

Now, I blame the movement trays but it looked to me in the pic above like the zombies were in the front....nope in the flank.
 The 2 doggie units charge the Glade Guard and the bus does not charge BECAUSE to do so = Terrorgiest out of march bubble (remember that whole "pin it at the back" thing?). Terorgiest then flies up to scream at treeman.
(ignore wardancer counter charge-that happens next turn!)
The lvl2 then IF's vanhels (3 knights dead) and wounded scream vs ldship 10 from general (rules say "leadership", not "unmodified leadership") = 2 wounds on Treeman and Terrorgiest in a bit of a pickle. Treeman and dryads still win the combat by 3 (now 2 ghouls and 8 zombies left). While the gladguard vs doggies = fail fear...lose combat by 1 aha steadfast!....nope...run off board sigh.

Rather short effective turn for me. All archers move to short range (or as close as they can get-the odd back rank couldnt make it) and pin cushion the terrorgiest while the wardancers + highborn charge flank of zombies and I win the combat by wipe out! HUGE turn for me and a very positive points swing in my favour.
So the bus then triggers the double flee trap-the doggies also try to help and fail.
Notice how one of the eagles lands in an amazingly convenient position? No Lizardman double flee trap could pull that move off (no...I'm still not bitter about that!). I scroll a gaze at the BSB (been waiting for that) and some knights come back from the dead (more than happy for Ryan to risk a miscast).

The dryads charge the doggie flank (conveniently getting them out of the way for my next trap), Eagles rally (yay!) and the BSB and highborn move to provide their leadership and re-rolls to the units setting up the trap so I dont do a John and flee with my Slann/Saurus/Scar vet unit.
Dryads kill doggies (overruns to get as far away as possible), the other last doggie is shot and token shooting at bus kills 1 (strangleroot of course misfires).

So the 1 flaw in my trap this time round was that I didnt quite have the sideways movement to block the Vamp Lord. However looking at the photos all I had to do was use the swift reform into a single file conga line facing right (in pics) and then move forward 5 inches. DUH!
So the Vamplord solos out JUST reaches the dryads. Ryan risks another IF down the hole moment to give his Vamplord re-roll to wound. This of course means that the Vamplord's attacks kill this many:
But  sadly break from combat res and run off the board.

did that mind fart turn 6 affect the outcome of the game??????

Joel lost 664 VPoints
Ryan lost 910 VPoints
= 246 points difference
= 12-8 to JOEL

Not sure if that would have been a 13-7 if I had set up the trap properly, but I was rather happy that all Ryan left was the bus + 1 hexwraith (well, I wasnt happy about that!).

I was very much helped by the mission forcing a defensive deployment. I was expecting a Vamplord lead lance to run down my back line-hence the move to block board edge. I also had the moonstone up my sleeve to get my serious points out of trouble if need be. Losing my lvl4 put me in a very tricky position as I would have liked the odd amber spear, curse, or wildform to back the bowline, but it was also nice to see the army perform without the magic support.

Tuesday, 19 February 2013

NZTC battle reports

So the games:

My game plan:
I had the "fun" job of playing for a draw or better if (and only if) the opportunity presented itself. This meant lots of under the bus.

GAME ONE vs Nerdymen Thomas' Ogres

So...I start the event as I expected it to be-under the bus. Looking at the lists on offer I would have been happier with the vamps (Masters re-match) or the Demons, but meh.

We deployed and one of us went first. I made an error in not accounting for the scouting Maneaters (big mistake given they are in 99% of Ogre lists) and deployed a little too centrally = gave Tom an "in".  So I had to respond like so:
This was a game of "control the bus" given that my Demigryphs had the unit of 4 (quickly 3) mournfang under control and out of the game ("preserving points").
Dreams are free though as I quickly started to feel a little under pressure with my central deployment.
In the end I was forced to take action and charged the halberds in.
I made (another) mistake in this phase. In the bottom left of this pic you can see my lvl1....should have been my lvl4 buffing the halberds. However they put up a good show with +1 to hit and hatred. 9 hits on the slaughtermaster (the usual set up) resulted in a single fustrating wound.  BSB failed three 4+ armour saves in challenge with the unit champ, however I put out enough pain to win the combat (as expected)...but the stubborn crown held....and the Hellblaster fluffed resulting in...
dead halberds and a fleeing hurricanum.
From this I rallied the troops, finished off the maneaters and (I think) managed to run down the unit of 2 Mournfang (cant remember if the got away from waralter or not). 1 Ironblaster exploded and the knights put on a performance to sum up the game:
1 wound on the kitty = I had to charge it AGAIN (after it fled and rallied).

End result an annoying 18-2 loss I put down to bad mistakes  and crappy dice by me, a wised up quality opponent savvy enough to capitalise, and broken as "cookie cutter" Ogres (naturally :P).

Overall my team had an OK first round vs a very good team. Glen's vamp died at a crucial point, James had fun with the Demons and Sam did a number on the Highelves to compensate for my big loss.

We ended the round with a 35-45 loss.

GAME TWO vs Kapiti crushers Nick's OnG

STOP THE PRESS!!!!!!!!!!!!!! this game involved movement restricting (and line of sight blocking) terrain placed in such a location that it...HAD AN IMPACT ON THE GAME.

Once again, under the bus. 6 fanatics, 2 doomdivers, 2 lobbas, trolls, smashy lord, and Savage big 'Uns.

My plan in this game was to pray very religiously to Sigmar that the can openers fail...and Sigmar listened and granted my wish. Nick for starters didnt get foot of gork, and all his artillery and fanatics did a single wound to me...wow. Dice huh? broken

So the board looked something like this:
Knights and flanking Demis sweeping AROUND (yes, not though) the terrain to engage the trolls while I hold up the Savage orcs and keep up the prayers to Sigmar. On the Right flank my knights did a "tactical retreat" once they had beaten up some gobbos to set up demis vs Trolls while everything else held back.
 Trolls charge in...
having lost 2 in my magic phase (gotta love magic missiles)...get the crap beaten out of them by the KFC, get food poisoning, vomit on me...and cause a single wound. Naturally this means I win and set up a flank charge on the savage Orcs
I kill the lvl4 (who had rudely sniped my lvl 4 turn 2) but lose combat and flee to safety. I forgot to take pics of the rest of the game but it basically resulted in the gobbo units all fleeing off the board, all the waaaghtillery dying, HURRICANIUM STORM SPELL GETTING A WOUND ON THE BSB!...and then my Demigryphs failing to take last wound and running off the board with the knights.

However when the points were tallied I was up 13-7. The rest of the team did very well. James had the pleasure of fighting demons again, Glen pulled a massive win over the 9 skullcrusher WoC and I cant remember how Sam did. Either way we won the round 60-20 (max points).

GAME THREE vs Von Trapp Jack's Dark Elves.

So game 3 vs the team that won the event. Well I got the "play for a draw" match up.

We deployed:
and then we both came to the same conclusion. If I go near him = Jack gets big win. If Jack comes near me = I get big win. So instead we decided to make a photo montage of Jack's crotch:
However I would like to point out that dice were actually rolled and spells got cast.
Heck, my engineer even died! my solution to this problem was to focus fire on the corsairs and (hopefully) kill them all. Cast net to stop movement and then magic missile and hellblaster the crap out of it. In the end I was an agonising 5 models short of an 11-9 win. My last magic phase...Jack had scroll...6 dice at Waralter banishment...no IF :(
The party line from us was that we were "playing for the team" so went for a 10-10 draw....however what I was really thinking was that a) beer sounded like a good idea, and b) so did pizza = quick game to get to the food and booze!

Overall the round went as well as it could have vs the Von Trapps. Glen got unlucky and lost the vamp lord again and went from small win to big loss, Sam played out a 9-11 loss with Pete and James lost big to "The Master". End result 27-53 loss

GAME FOUR vs Shaken not Stirred Alan's Empire

This round was the round we got the match ups wrong (I blame the booze and mental fatigue). I should have played Tim Joss and his Chaos dwarfs or the Orcs with no doomdivers, or the Lizards (my first preference). Instead, I had the pleasure of playing a fellow man of the Empire and had a really good time, but not the match up I wanted.

Also in my "happy" state I forgot to take pics after deployment. To be fair in my defence 4 games in 1 day is very, very, very taxing!

So we deployed:
And then had a game...after spending far-too-long-for-a-tournment-game coming up with a fluff justification for our provinces to be at war. Not to bore the non-Empire players out there, but basically Alan's army was made up of rural Stirland bumpkins and my civilised forces were in the area "cleansing" it of evil. We confused their "accents" for demonic possession and hence the battle.

Basically he got first turn and I was 1 cannon down. Then my remaining cannon did 2 wounds over 6 turns to his cannons...I however managed to kill his chaff, both his knight units and (thankfully) one of his cannons exploded. I was pushing to get his demigryph unit, however I couldnt quite catch them once I had successfully lured them outside of hellblaster range. On my side I lost a cannon, 5 archers, and super fustratingly my Knights paniced off the board costing me the game.

End result 9-11 loss (thank you knights and non performong cannon!). Due to bad match ups (and not winning our games obviously!) we went down this round 28-52.

GAME FIVE vs Capital Crushers Ben's RAF Brets.

This round was awesome because we got to play the guys who travelled all the way from Oz, making it a truely international event for us. I got a fantastic match up  (especially since there was no line of sight blocking terrain for him to jump between) vs a great guy who had original, original men at arms models (ie metal ones!).

Pics after vanguard:
I get first turn: Cannon off his BSB, 2 wounds on the general and take out a unit of peg knights with hellblaster and magic (large template explosion IF kills 10 halberds).
His turn 1-fortune favours the brave and a unit of peg knights pull off a 22 inch charge vs my engineer...but has to clip my archers (steadfast from halberds :D)

Demis then flank in, archers and demis charge the general.
IF timewarp on demis (1 more dead halberd) and the general drops dead and the archers overrun into the lvl4. A unit of Peg knights makes it to a cannon with another 22 inch charge (cue comments about underarm bowling from me):
Archers get run down, cannon crumbles and peg knights vs demis = dead peg knights.
Demis then flank lvl4 (dead), halberds reform to bus and catch the peg knights in a combat (win). My Knights chase down a unit of knights while the other gets halblaster to face and flees off board.

End of turn 4 I say that I dont have enough turns to get my units to his Men at arms with foot paladin and lvl1 unless he wants to come at me and try his luck = we call it there. Result: 19-1 to me.

The rest of the team had a huge round too. We ended up winning 53-27. We were in a competitive 5th place at the end of this round. All we had to do was have an OK last round and we would be sweet...

ROUND SIX vs NZ Hammered John's Lizards

I was actually quite happy with this match up. Looking at our lists it had "Draw/minor loss or win" written all over the match up if I didnt play his chaff up game. However he then rolls comet for his lvl1...

We deploy:
Nice defensive position for me to sit in and say "come at me bro" from for 6 turns. Dispel the magic missiles and I'm home sailing. (and no, that is not movement and LOS blocking terrain, that is my drink bottle!) However John gets first turn and...
IF's comet right in my lines = my first turn is spent engaging in his game sigh...bad news for me.
The comet comes down in my next turn:
Comet does 4 wounds to the hurricanum, kills 3 halberds, obliterates the engineer and gets 17 hits on the hellblaster (5 of them LoS! from the engineer)...and fails to do a single wound! In the top part of the pic above you can see the terradon flee trap forming. I go "what the hell" and declare the hopeless first charge...
and naturally his saurus block + 2 scarvets + slann decide to flee! and that wasnt the only re-roll ldship 9 test failed that day.

Basically the rest of the game looked like this in various forms:
With me getting no where. My cannons and hellblaster were doing nothing, my magic phases were good (as in got plenty of dice)...but I was rolling as if Charlie was table watching. 5 dice...roll an 11. Get banishment off...4 hits...1 wound etc etc etc. Eventually my knights got surrounded and died (not before waralter smashed in to collect some salamander points) and the big swing was when my central demis fled off through my archer bunker who paniced (that re-roll ldship 9 thing...) off as well along with the lvl4 and 1. That was my fault. I forgot they were fleeing and the other demi unit declared a charge on a skink unit that was blocking the saurus block charge. Then realise what I had done. Demis rally (naturally), flee the saurus and roll huge distance to flee sigh.

Oh well, what can you do. So the draw/minor win or loss match up turned into a 2-18 loss. The rest of my team suffered a similar fate and we picked up the pity points (20-60) and dropped to 7th place.

Playing for the draw or better I managed that 4 out of 6 games (9-11 loss counts as a draw in team match ups!). The 2 big losses were not ideal, but at least I wasnt tabled and I know where I lost the game.

I really like this Empire list and look forward to seeing its slow evolution over the year as new books get released and/or different comp packs call for variations on my theme....basically I want to avoid SCGT comp this year as it seems to target my specific build! I like the fact that I can just sit back when get bad match ups, but also have the ability to push for big points where I need to. Obviously battleline is only 1 of 6 missions, but as this list is simply an evolution of my Homecon III list I'm rather confident it can handle the scerarios comfortably...probably better than it does battleline.

I very much recommend anyone that didnt attend NZTC to get a team together for next year. Team warhammer is the best warhammer!

Saturday, 16 February 2013

Shout out to Team O.M.E.N. and Empire REPRESENT!

Hi all,

So NZTC finished....6 games in 2 days...4 on one day...

First of all a big shout out to  Team O.M.E.N. You guys rock. Lots of fun pre tournament scheming and it was great to have a shared experience of the joys of winning and the pains of losing. Also it was great to be one of two teams (Nerdymen the other) to have team tops.

And thanks to Pete for organising, Locky for TO'ing, Ryan for ref'ing and assembling Shoota boyz for me, and congrats to the Von Trapp Family for winning the first ever NZTC.

So how did it go:
I think we all learnt the hard way how to do team match ups. On the whole I think we did alright with this most of the time, however there was the odd one (or two) where we got it a little wrong and it cost us.

End of round 5 we were sitting on 5th and a decent result last round would have either resulted in holding or rising up the table...nope. 7th Place was a little disappointing, but I think it puts us in good stead for next year when we return battle hardened. At the end of the day, we had a great event and the played the top 3 teams so we must have been there, or there abouts for most of the event.

What worked:
James getting drunk. Seriously-the more booze in that guy the better he gets. We planned for armour heavy armies and I think we were rewarded with plenty of offerings each round. Choosing me and my army to be the "fall guy" was also a good choice. Empire are an army that can play big, but are better at playing small and hard to get points out of unless something goes terribly wrong and/or the cannons fail me.

What I would do differently next time:
Next time I would not bring 3 high risk/reward armies. Vamps are too reliant on the Vamp lord not dying, Dragons are reliant on the dragon...well, 'dragoning", and the Cold One bus was a little reliant on getting a chaff free match up. We also assumed there would be more LOS blocking terrain on the boards (like there are at local events). I suspect this was due to needing more tables and only playing battleline, but it was suprising to have such open tables. I only had 1 game from 6 where the terrain had an actual effect on how the game was played.

Based on our experience next time I would see Sam's Dark Elf Coldone bus list  being our main threat army (or a WoC list with new book), 1 "play for a draw" (me),  an OnG waaaagh-tillery + Savage Orc bus/trolls list or Chaos Dwarfs "bring it on" list, and a high Elf chaff list (4 eagles, archer core, 2 units of reavors, Wlions etc)

The match up process is very hard to get right and I'm not sure I would have done anything differently here. One team suggested putting up the army with a bad match up so it could avoid it, so maybe that is an idea.


There is nothing more exciting (in warhammer...) than seeing other Empire players at an event. It is situations like this:
(Demigryphs charge into Sam's coldone knight bus) that only Empire players understand. Heck-he even won the game so it worked!

So shout out to the Arch Lectors
and the manly men of the Empire!

Yes, I remembered to take pics, so battle reports to come. Sam over at Hashuts right hand video diaried our experiences and they should be up soon too.

Tuesday, 5 February 2013

Dakka Dakka orks vs D(umb)ark Angels


I had the house to myself last night = crank out the 40k goodness and test my orks vs the new Dark Angel book. My new dakkajet was frantically assembled Monday night so I could test that out too.

My list:

"Bikerboss" (warbike, powerklaw, cyborg body, attack squiq) warlord trait "counter attack"
10 Lootas
5 Nob bikers (cyborg bodies, painboy, 2 powerklaws, waaaagh banner)
30 Ork shootaboyz: 3 big shootas, Powerklaw/bosspole nob.
Dakkajet with 3 supashootas

Ryan's list:

6 bikers with 2 plasma guns
MMelta attack bike
5 bikers with melta gun
2 typhoon landspeeders
2 vindicators
1010pts (found out after the game he was 10pts over....marking him down for sportsmanship!)

Rolling up a mission we played the one with 6 counters-fast attack count as scoring) with diagional deployment.

I deployed first:

Then Ryan deployed:
Ryan was all cheese and placed his 3 tokens in his deployment zone. I was more sporting and placed them just out of mine. 2 of his objectives allowed re-rolls of 1 to hit with shooting, and other did nothing.

Ryan failed to steal the first turn so the waaagh slowly started to wind up...

My boyz moved up into the area terrain crashed space craft and claimed a boobytrapped objective-oh joy. The nobbikers moved along the board edge hugging terrain and forcing the vindicators to move closer to shoot. The gunz then unleashed some pain. The boyz bigshootas made a lot of noise, Then the lootas targeted Samuel and his 5 biker bodyguards. 10 hits...5 wounds (poor rolling there!) = 2 wounds on Sammuel and 2 dead bikers (the sergeant and melta gun) BOOM!
So Ryan takes a play from the French book of war ("la retreate") and moves everything back to max shot range.
Sammuel decides to take a shot at the "very spread out on purpose nobbikers" with his plasma cannon...gets hot, fails armour AND DIES! (Ryan rage quits at this point, but I convince him that "in the spirit of the game" he should play on). Warboss then tanks all the rest of the biker fire and vindicators...only 1 sneaky plasma gun shot gets through for a single wound. The Typhoons then focus fire on the boyz that couldnt make it to the area terrain killing 7 :( Turn 1 I have 2 VPs (kill general, first blood).


Dakkajet doesn't arrive.
My Nobbikers continue to exploit LoS! rules and move in convoy at the Marine lines waving their "DISTRACTION" flag.
The boyz consolidate onto the objective, spread out and start to move on the objective in the crater to see if it is worth more points. The Nobbikers and warboss (well the few who were in range) then unleash their s5 t/linked goodness into the biker combat squad killing one of the plasma guns-causing the unit to panic and run a massive 5 inches. Lootas then continue to rain fire from afar and kill another attackbike from 18 shots.

Ryan's marines then swing to face the nobs, but careful to stay out of loota range.
All the bikes in range and the Vindicators unload into the Nobs killing 1 (waaagh banner). The boyz go to ground, but 4 die to the typhoons.


Dakkajet makes an arrival (and the flash on the camera comes on too-not sure if the pics are better or worse). The  boys check the crater objective-worth 4 points-and (of course) it is also boobytrapped!
a WAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!!!!!! is called and 18 s6 t/linked bs3 shots into the side armour of one of the vindicators = 1 vindicator is wreaked. The lootas then unleash into the side armour of the other Vindicator. Horrible rolling to pen = 2 hullpoints stripped, tank shaken, and the main big scary gun destroyed! Nobbikers then attempt to show how good at shooting they are and do nothing.

Ryan then decides to be a jerk (well, a marine player) and uses his remaining vindicator to block the progress of my nobs into this line. The Typhoons move to claim the re-roll 1's to hit objective (and gain a jink save).
The landspeeders then open up on the dakkajet. 1 hit, 1 failed jink save, 1 Hullpoint stripped and the dakkajet is stunned. Everything else shoots at the nobbikers and another one dies.


Stunned Dakkajet just moves forward like it has to. The nobs move to shoot the landspeeders...
..and fail to do anything to them :( The stunned Dakkajet however still manages to kill a single biker! The lootas then shoot the remaining vindicator (only thing in range) and wreak it.

Ryan's movement involved trying to get angles on the nobs where the warboss is not the closest. Jerk move cover save awesomeness later = single wound on the painboy.


With the prospect of the game ending my nobbikers made a dash (and turboboost) back towards my 3rd objective to give me a 9VPs to 7VPs advantage.
While my boyz spread out to minimise casualities so I couldnt be paniced off the objective worth 4points.
My dakkajet (now not stunned) moves forward enough to legally stop and still get a shot on the typhoons. 9 bs2 s6 t/linked shots later and I got a single penetration and rolled a 6! resulting in an exploded Typhoon.

Ryan's 5th turn involved moving his entire army so it could not be shot by the dakkajet.

And then failing to hit it with shooting.


Pretty boring for me. My boyz and nobbikers objective camp, while the dakkajet stays Ryan's deployment zone.

Ryan however has a more sneaky idea. He turboboosts an attack bike and a biker combat squad to contest the nobbiker objective grrrrr.
...and the game ends.


Adding up the points:
I had 4 from my boyz objective, warlord, first blood and linebreaker = 7 VPs.
Ryan held 3 objectives worth 3, 2, 1 = 6 VPs


After the game Ryan suggested that when I brought the nobs back I should have seperated the nobs and the warboss and assaulted 2 of his objectives. This never occured to me because my WHFB brain tells me that when a character leaves a unit only 1 of them can charge, unlike 40K where both can charge. oh well.

The dakka jet performed very well and will be looking forward to a lick of blue paint. I suspect the next time I play Ryan he might be back to using the regular marine book again :P