Had a team tournament last week, personally ended up going pretty well (though the team didn't, so can't say I was exactly going up against the best opponent's
). Might edit in some other things/try and clean up the formatting etc tomorrow, but just want to post this so I don't lose it. Edit: Like the fact that my spoilers for lists aren't working
. Blegh. And the fact that I forgot my own list. Again.
My list:
Battalion (Four Armed Emperor) Points
Specialist Detachment: Deliverance Broodsurge -1 CP
HQ Patriarch (125), Familiar (12), (Warlord)
Default: Mass Hypnosis, Might from Beyond. Trait: Shadow Stalker 137
HQ Iconward (53)
Default: Field Commander, Auger of the Insurgent (-1 CP) 53
Elite Kelermorph (60) 60
Elite Nexos (50) 50
Elite Clamavus (55) 55
Troops 20 Acolyte Hybrids (140), 3 heavy rock saws (30), cult icon (10) 180
Troops 20 Acolyte Hybrids (140), 3 heavy rock saws (30), cult icon (10) 180
Troops 20 Acolyte Hybrids (140), cult icon (10) 150
Troops 20 Acolyte Hybrids (140), cult icon (10) 150
Troops 17 Acolyte Hybrids (119), cult icon (10) 129
HS 3 Brood Brothers Heavy Weapons Squad (18), 3 mortars (21) 39
HS 3 Brood Brothers Heavy Weapons Squad (18), 3 mortars (21) 39
HS 3 Brood Brothers Heavy Weapons Squad (18), 3 mortars (21) 39
Battalion (Four Armed Emperor)
HQ Primus (72), bonesword (5) 75
HQ Magus (80), Familiar (12) Relic: The Crouchling
Default: Mass Hypnosis, Might from Beyond, Mind Control (Crouchling) 80
Troops 20 Acolyte Hybrids (140), 15 hand flamers (15), 5 demolition charges (25) 180
Troops 10 Brood Brothers Infantry Squad (40) 40
Troops 10 Brood Brothers Infantry Squad (40) 40
Battalion (Kraken)
HQ Neurothrope (90)
Default: The Horror 90
HQ Neurothrope (90)
Default: Psychic Scream 90
Troops 14 Termagants (56) 56
Troops 10 Termagants (40) 40
Troops 3 Rippers (33) 33
Total 1997
All missions have kill points, as well as standard CA 18 secondaries.
Game 1: My opponent’s list:
Brigade: Emperors Wrath Vigilus Detachment (-1cp)
HQ: Company Commander (30), Laspistol (0), Chainsword (0) – [30] (2P) WARLORD, Trait: Old Grudges
HQ: Company Commander (30), Laspistol (0), Chainsword (0) – [30] (2P)
HQ: Company Commander (30), Laspistol (0), Chainsword (0) – [30] (2P)
Troops: Infantry Squad – 9 Guardsmen, 1 Sargeant (40), 9 Lasguns (0), 1 Laspistol (0), 1 Chainsword (0) – [40] (3P)
Troops: Infantry Squad – 9 Guardsmen, 1 Sargeant (40), 9 Lasguns (0), 1 Laspistol (0), 1 Chainsword (0) – [40] (3P)
Troops: Infantry Squad – 9 Guardsmen, 1 Sargeant (40), 9 Lasguns (0), 1 Laspistol (0), 1 Chainsword (0) – [40] (3P)
Troops: Infantry Squad – 9 Guardsmen, 1 Sargeant (40), 9 Lasguns (0), 1 Laspistol (0), 1 Chainsword (0) – [40] (3P)
Troops: Infantry Squad – 9 Guardsmen, 1 Sargeant (40), 9 Lasguns (0), 1 Laspistol (0), 1 Chainsword (0) – [40] (3P)
Troops: Infantry Squad – 9 Guardsmen, 1 Sargeant (40), 9 Lasguns (0), 1 Laspistol (0), 1 Chainsword (0) – [40] (3P)
Troops: Militarum Tempestus Scions – 4 Tempestus Scions, 1 Tempestor (45), 2 Hot-Shot Lasguns (0), 2 Plasma Guns (22), 1 Plasma Pistol (5), 1 Chainsword (0) – [72] (3P)
Troops: Militarum Tempestus Scions – 4 Tempestus Scions, 1 Tempestor (45), 2 Hot-Shot Lasguns (0), 2 Plasma Guns (22), 1 Plasma Pistol (5), 1 Chainsword (0) – [72] (3P)
Elites: Sargeant Harker – [52] (3P)
Elites: Astropath (26), Laspistol (0) –[26] (1P)
Elites: Tech-Priest Enginseer (30), Laspistol (0), Omnissian axe (0), Servo-Arm (0) – [30] (2P)
Fast Attack: Hellhound (73), Inferno Cannon (20), Heavy Bolter (8) – [101] (6P)
Fast Attack: Hellhound (73), Inferno Cannon (20), Heavy Bolter (8) – [101] (6P)
Fast Attack: Hellhound (73), Inferno Cannon (20), Heavy Bolter (8) – [101] (6P)
Heavy Support: Basilisk (100), Earthshaker Cannon (0), Heavy Bolter (8) – [108] (7P)
Heavy Support: Basilisk (100), Earthshaker Cannon (0), Heavy Bolter (8) – [108] (7P)
Heavy Support: Basilisk (100), Earthshaker Cannon (0), Heavy Bolter (8) – [108] (7P)
Heavy Support: Wyvern (95), Wyvern Quad Stormshard Mortar (0), Heavy Bolter (8) –[103] (6P)
Supreme Command: Emperors Fist Vigilus detachment (-1CP)
HQ: Tank Commander (142), Battle Cannon (22), Heavy Bolter (8) – [172] (12P), Relic: Hammer of Sunderance
HQ: Tempstor Prime (40), Tempestus Command Rod (5), Chainsword (0) – [45] (3P)
HQ: Primaris Psyker (38), Force Stave (8), Laspistol (0) – [46] (2P)
Lord of War: Shadow Sword (410), Volcanno Cannon (0), Twin Heavy Bolter (14), Adamantium Tracks (0) – [424] (26P)
Mission: Frontline Warfare (end game scoring, 1 VP own DZ, 2 VP neither, 3 VP opponents), Contact Lost (draw card for each objective held). Frontline Assault
Terrain was fairly sparse: some medium sized ruins in each corner and a decent sized LOS blocker in the centre (about vehicle height), some smattered walls/hills around and that was it. One objective in opposite DZ corners (mine left flank, his right flank), 2 middle left flank, 1 middle right flank (last no idea).
He deployed his hellhounds and tank commander left flank, shadowsword central, basilisks and wyvern right in the right flank corner. Guardsmen screens on both flanks.
I ‘deployed’ (was all blips) mostly on my DZ objective, out of range of wyvern, mortars+nexos+rippers in ruin, gaunts/BB/neuros hiding where they could (which was not much).
T1: He moved up with everything on the left flank, move move move 2 squads of guardsmen up, 3rd stayed behind. Moved to the left of the central terrain piece with the shadowsword. Moved up his right flank a bit, but not as aggressively: left one squad as a pretty close screen on the artillery. Basilisks shot mortars, things shot gaunts, lost mortars/gaunts.
I moved up with the neuros (horror less aggressive) and BB, aiming to clear out as much of his guardsmen as possible. Metabolic gaunts forward to take an objective from him for maelstrom. I think I rolled 3 for all my MWs, which was nice: combined with remaining mortars+BB, killed one squad and pushed some casualties on another.
T2: Move move move one of the right flank squads, ended up about halfway up the board. Left flank just moved into rapid range of BB. Hellhounds and tank commander shuffled about (one slightly forward and right of terrain piece, everything else left). Shot stuff, things died: ended the turn with only my horror neuro, nexos and rippers (and maybe a mortar or two) alive.
My T2, showed up with Characters and a single 20 man squad on the right flank: PA to make sure I get the charge. Hyp the hellhound so I can go for a charge on it with patty+squad (not sure there was any point to this, especially since patty failed his charge, but anyway). Also a BB squad for protection from scions. Flamer+demo squad on left flank to score objectives and deny him scoring: also in flamer range of 2 squads and demo range of a hellhound. Nothing much else happened, charged and killed 1 guardsmen squad, either couldn’t make it to the 2nd or couldn’t confirm the kill, but hostaged the hellhound and was near combat with whatever remaining guardsmen were around. He auto passed the 1 guardsmen left from the flamer squad (and something like 4/5 6s on the hellhound, but oh well, they did their job).
T3: He moved up with his guardsmen on right flank for...terrible reasons. Left flank shuffled about, murdered the flamer squad. Finished off my mortars+rippers. I HI’d on the guardsmen squad (stupid, were in pile in range), letting them fight first and kill some acolytes
. Which meant I couldn’t actually finish the squad, 2 left. We also both forgot scions, despite just discussing them previous turn.
My turn 3, showed up with a saw squad left flank, 17 man right flank to just shut down the basilisks for the rest of the game. Might went off, hyp shadowsword (just out of range for mind control
. 2 CP worth it?) Charged shadowsword, more hostages on hellhound (both squads joined in, plus patty for...again, unknown reasons). All the new guys meant I left it on 1 wound, he CP rerolled a save into...a save *phew*. Might+draw blood on saw squad squad almost killed shadowsword, even with only ~half the squad in combat with it (daisy chained for hostage+buffs). Killed off the guardsmen on the right flank, consolidated into tanks, shutting them down and taking the objective.
T4: He rushed my objective with TC and hellhounds, shadowsword fell back to re-charge. No shooting. Crush them, Generations, shadowsword is now harmless (can’t remember if he charged or I just piled in/HI, but it was still hyped, so...didn’t matter either way).
I show up with one squad in his backline to kill a bunch of Characters for VP, other saw squad shows up in my backline with PA to defend my objective.
Game ends. Solid win, though not quite 20-0 (as it would’ve been with another turn/not drawing 4 defends final turn). Score, 17-3
Game 2: His list:
Battalion: Kraken
HQ: Malanthrope - [140] (5P)
HQ: SwarmLord – [250] (15P)
Troop: Genestealers – 18 Genestealers (216), 18 Rending Claws (0), 4 Acid Maws (0) – [216] (16P)
Troop: Genestealers – 18 Genestealers (216), 18 Rending Claws (0), 4 Acid Maws (0) – [216] (16P)
Troop: Ripper Swarms – 3 Ripper Swarms (33) – [33] (2P)
Detachment: Brigade
Specialist Detachment: Deliverance Broodsurge (-1CP)
HQ: Magus (80) w Familiar (12) <Cult of The Four-Armed Emperor> [92] (5P)
Default Relic: The Crouchling
HQ: Acolyte Iconward <Cult of The Four-Armed Emperor> [53] (3P)
HQ: Primus (72) w Bonesword (3) <Cult of The Four-Armed Emperor> [75] (4P)
Troops: 15 Acolyte Hybrids (105), Acolyte Leader (7), 6x Heavy Rock Saw (60), Cult Icon (10) <Cult of The Four-Armed Emperor> [182] (11P)
Troops: 16 Acolyte Hybrids (112), Acolyte Leader (7), 17x Hand Flamers (17), Cult Icon (10) <Cult of The Four-Armed Emperor> [146] (11P)
Troops: 9 Brood brothers (36), Brood Brothers Leader (4) [40] (3P)
Troops: 9 Brood brothers (36), Brood Brothers Leader (4) [40] (3P)
Troops: 9 Brood brothers (36), Brood Brothers Leader (4) [40] (3P)
Troops: 9 Brood brothers (36), Brood Brothers Leader (4) [40] (3P)
Elites: Nexos <Cult of The Four-Armed Emperor> WARLORD [50] (3P)
Elites: Clamavus <Cult of The Four-Armed Emperor> [55] (3P)
Elites: Kelermorph <Cult of The Four-Armed Emperor> [60] (3P)
Fast Attack: 4 Atalan Jackals (40), Atalan Leader (10), 5x Demolition Charge (25), 5 x Shotguns (0) <The Rusted Claw> [75] (6P)
Fast Attack: Cult Armoured Sentinel (30) w Autocannon (10) [40] (3P)
Fast Attack: Cult Armoured Sentinel (30) w Autocannon (10) [40] (3P)
Heavy Support: 3 Brood Brothers Heavy Weapons Squad (18) w 3x Mortar (21) [39] (3P)
Heavy Support: 3 Brood Brothers Heavy Weapons Squad (18) w 3x Mortar (21) [39] (3P)
Heavy Support: 3 Brood Brothers Heavy Weapons Squad (18) w 3x Mortar (21) [39] (3P)
Total Points – 2000
Mission: Scorched Earth (1 VP per objective end round, destroy objective in opponent’s DZ for D3). Tactical Escalation (Draw cards to turn number). Hammer and anvil
Board was better than last game: few decent sized ruins in corners, one around center with a couple of other bits of terrain sprinkled about. 1 objective my back left and his back right corners, another forward middle of my DZ, just outside his DZ, ~center and just outside my left DZ.
My game plan was basically to deny him the T1 charge with blips, screen with terms/BB and deploy acolytes on board to counter charge T2. Then clean up his T2/T3 drops with mine.
Deployment: He deployed all the nids on the line, mortars+BB further back,
My deployment was more complicated: I deployed a line of blips (/w extra blips) to stop an opportunistic, planning on using bounce or move strats to keep them out of easy charge range. Deployed patty and some 20 man acos in blips. Everything hugging towards the back of my DZ, terms and BB screened across outside of (easy) slingshot charge range.
T1: He goes first. Advances up with all the nids (including nexos: for some unknown reason, he was moving his
Warlord nexos up with his nids.) Try and bait Generations with bounce, he lets it go through, I bounce 1 and deploy 2 for stealer counter charges. No opportunistic or slingshot, no charges. Mortars pick off some gaunts.
I shuffle around, make sure I’ve got a double line of screens to make it difficult to get to the acolytes as well as make overrun/adrenaline more awkward to impossible. Mortars kill some stealers.
I score some, he scores slightly more.
T2: He moves up with the stealers: opportunistics one, which I Generations (very much not sure if this was the right play: may have just been bait, but I wanted to deny a double stealer charge getting into the acolytes). Dropped in BB and rippers on both flanks. Slingshot the same stealers, charged my screens, didn’t declare any of my other stuff as targets (...), got heroic’d by patty for free. Had to fight twice to clear off the gaunts, destroyed my objective.
My turn, I moved up with one aco squad, backed off with the other so I could bounce them, since I didn’t think they’d remain relevant there. Showed up with flamers, he Generations (rolls a 1 into a 6...), I PA instead: move 6, get to flame the other stealers anyway. Also show up with a BB squad on the other flank to deny him a bit of space.
Shoot out his stealers+BB, charge stealers+BB+rippers, kill all but 1 stealer and 2 rippers. Counter charge on other stealers kill them, my BB make charge on his to block most of the right flank from DS.
T3: Swarmy goes after patty, nothing much else happens. Deploys his rock saws on left flank to counter charge my flamer acos, jackals show up middle being useless, rest of his Characters all nearby with the rock saws, flamers in my backfield to kill some mortars and the other aco squad: couldn’t quite show up on my objective due to clamavus (completely unintentional, but nice).
Flamers didn’t quite kill the acos or mortars, saws killed my acos, Swarmy did nothing to patty with horror+shadow stalker and some good invul/unquestioning rolling as well as familiar, and then got wrecked in return (he failed all 3 invuls, 2 were 6s and the other rolled 3). Not a bad combat there
.
My T3, showed up with kelermorph to kill iconward, 2 squads with characters to kill his aco squads, 1 saw to charge jackals, his Kelly and Swarmy. Leave last saw squad in reserve.
Went as planned: just failed to kill 3 saws, and Swarmy could actually roll saves this turn, but only 1 wound through on Patty and everything else died.
T4: Killed some things with mortars I guess? He had a turn, but nothing really happened: pretty sure I killed Swarmy.
My T4: Didn’t have time to do much of anything. Showed up with saw squad, killed all his characters for KP and Warlord, grabbed an objective or 2.
Game End: Final Score, 16-4. Went perfectly to plan, which was nice.
Game 3: Not going to bother with this one. Guard like game 1, only 1 hellhound, didn’t move move move forward to deny me the board. I hostaged sentinels and the hellhound, killed his guardsmen and scored all the objectives. Easy 20-0
Game 4: His list:
DETACHMENT 1: Spearhead Detachment +1 CP
HQ
Sorceror with Jump Pack, (112) Bolt Pistol (0) Force Sword (8) 120pt(7PL)
Frag/Krak Grenade (0) Mark of Nurgle, Default powers – Death Hex, Prescience
HEAVY SUPPORT
Hellforged Deredeo Dreadnought (120) Butcher Cannon Array (40) 198pt(14PL)
Greater Havoc Launcher (21) Twin Heavy Bolter (17) Mark of Nurgle
Hellforged Deredeo Dreadnought (120) Butcher Cannon Array (40) 198pt(14PL)
Greater Havoc Launcher (21) Twin Heavy Bolter (17) Mark of Nurgle
Hellforged Deredeo Dreadnought (120) Butcher Cannon Array (40) 198pt(14PL)
Greater Havoc Launcher (21) Twin Heavy Bolter (17) Mark of Nurgle
Hellforged Leviathan Dreadnought (175) 2x Hellflamer (34) 289pt(16PL)
2x Butcher Cannon Array (80) Mark of Nurgle
DETACHMENT 2: Supreme Command +1CP
LEGION: Flawless host
SPECIALIST DETACHMENT: Soulforged Pack -1CP, Field Commander -1CP
HQ
Lord Discordant on Helstalker (150) Autocannon (10) Impaler Chainglaive (0) 160pt(9PL)
Techno-virus Injector (0) Frag/Krak Grenades (0) Bolt Pistol (0) Mechatendrils (0)
WARLORD, Trait – Ultimate Confidence, RELIC – Intoxicating Elixir, Mark of Slaanesh
Lord Discordant on Helstalker (150) Autocannon (10) Impaler Chainglaive (0) 160pt(9PL)
Techno-virus Injector (0) Frag/Krak Grenades (0) Bolt Pistol (0) Mechatendrils (0)
Mark of Slaanesh, Field Commander – Master of the Soulforges
Lord Discordant on Helstalker (150) Autocannon (10) Impaler Chainglaive (0) 160pt(9PL)
Techno-virus Injector (0) Frag/Krak Grenades (0) Bolt Pistol (0) Mechatendrils (0)
Mark of Slaanesh
DETACHMENT 2: Air Wing Detachment +1CP
LEGION: Brazen Beasts
FLYER
Heldrake (120) Heldrake Claws (17) Baleflamer (20) Mark of Khorne 167pt(9PL)
Heldrake (120) Heldrake Claws (17) Baleflamer (20) Mark of Khorne 167pt(9PL)
Heldrake (120) Heldrake Claws (17) Baleflamer (20) Mark of Khorne 167pt(9PL)
Mission: Beachead (1 VP hold your objective, 2 VP middle, 3 VP your opponents at start of your turn) and Visions of Victory (draw 2 for each, your opponent picks one and discards. Secret objectives is absolutely insane in this mission).
Terrain: not really much of anything. Bastion in the centre, some small ruins in corners and other terrain that didn’t matter.
My game plan was basically to show up, kill the disco lords, touch the dreads, take middle/backfield objective and...hopefully ignore the helldrakes, contest them in backfield if possible, otherwise just make sure they’re not killing all my characters.
Deployment: I deployed all my blips back towards my DZ corner with my objective EW, as well as terms back towards.
He deployed pretty evenly across his DZ, helldrakes across, then disco lords, then dreads, with his objective EW also in far back corner.
Other objectives his mid DZ on the right flank, mine right DZ and another my back corner.
I went first, for the only time in the tournament.
T1: I shuffled, scored some objectives.
His T1, he just shuffled his helldrakes to screen his DZ...well damn. Completely threw my game plan: I’d been expecting the helldrakes to go for my objective. This was partly just him reading the game better I think, but also just because I didn’t realise that helldrakes are still Flyers and can’t score, so he’d have gained very little by clearing my backfield (some KP and a 1 VP swing per turn, rather than what I was thinking was some KP, and then if I didn’t come and deal with that rather than the rest of his army, a 5 VP swing per turn plus potentially maelstrom).
T2: I had thought about this possibility, but didn’t really have a set game plan for it. Ended up basically going for it anyway, which was...probably an OK play. I just also managed to stuff up the execution as well
. Will want to go over this turn, alternatives etc in detail, but first what I did.
Shuffled around backfield for objectives: showed up with everything, Characters on central objective with 2 saw squads and a normal 20 man spread out around. PA 1 saw squad on the left flank to try and charge his WL disco lord. Also show up with demo on left flank (did consider right flank for objective, but couldn’t hold it) to demo his WL, and just generally have more bodies to threaten. Also manage to do only 2 MW to my magus with psychics: no negs on disco lords to mitigate exploding attacks, no might to secure the kills on the helldrakes/disco lords. Kelermorph and demo charges knocked the WL disco lord down to 3 wounds, which was way more than I was expecting. Went to charge his WL disco lord, realised that...he was out of charge range, even with the PA. I’m not sure on the exact roll, but I think I needed a 5 or 6. So they just went after helldrakes. The 20 man charged a helldrake. And the last saw squad on the right flank...failed their charge. And they could actually charge a disco lord, so...Ended up killing the leftmost helldrake, middle helldrake charged by the 20 man lived on 1 wound
.
His T2, he basically just picked up all the acolytes, mostly with the dreads. One of the discolords charged the flamer squad to kill them: ended up with 1 acolyte left out of LoS. He made some (minor) errors that I only realised later (shot with pistol and autocannon for rerolls: meh), but not a big deal. He just had the firepower to kill all my stuff, and the disco lords to finish anything left over in threat range.
T3: Welp, kill stuff is gone. To objectives! Bounce my 1 aco to protect the KP and try and give me objective options for next turn. Dropped my 17 man in the backfield to PA and charge to steal one of his objectives, grab EW, and hostage to make it more difficult to deal with. Probably shifted screens around as I could, but too far away to really block charges: possibly could’ve metabolliced to really protect Characters and my hold on the midfield objective? Smite to kill the wounded helldrake, MO was out of range to finish off his WL without being in LoS and guaranteed dead.
He moved up with the disco lords to charge the Characters, strat to shoot out my aco squad. Unfortunately, 1 CP short to Generations
. Ended up living with 2 on objective, hiding my Characters and 2 CP to hold and keep the objective for 3 VP. 2 Disco lords into my Characters (and possibly BB hanging around?), only managed to kill my iconward: patty lived on a couple of wounds. Stuck back, knocked him down pretty low.
T4: Not much happened, finish off the almost dead disco lord, do some damage to the last helldrake.
Between my turn combat and his turn, kill off all my Characters bar clamavus and neos.
T5: Finish off helldrake with neos (kill a Flier as well), not much scoring opportunities.
He kills off neos and terms
T6: Nadda
He actually managed to score some stuff this turn (or possibly last turn as well) regarding objectives, kills off a mortar squad.
End game, he had quite a swing in VP T5/6, both in actually being able to score maelstrom, and also had the midfield objective for T5/6 scoring as well. Ended up being fairly close, but he had quite a few KP, so ended up being 4-16.
Also, notice something missing? Yeah, completely forgot about my final aco squad: had planned on doing objective stuff with 2/3 CP strats, but with no CP, that plan was out the window. And then I just forgot about them: could’ve come in T4, and potentially won me the game. Or not: was almost certainly an 8” charge, and very dead next turn, possibly for free compared to what actually happened. Still, that was a 50% chance to make it, at the very least, even closer than it was, and I should’ve remembered that.
Anyway, other overall stuff. The general idea was still OK, holding the centre objective for VP etc while killing stuff as I could. But, even with that, I should’ve at least PA’d to threaten the disco lord, since it’s more important than the helldrake. Killing the WL would’ve been better, but that wasn’t possible. Even more than that, I should’ve dropped a squad in his backfield, PA’d that and charged into the dreads to, as my game plan was, tie them up and stop shooting. This also played to the objective more, since I had the ‘steal’ cards that I scored T3. Cut shooting, Generations shoot into combat to make sure that only 3 (possibly 2!) dreads could’ve shot, disco lords are then required to kill off a lot of aco squads, with some refill. If I’d only had the 1 saw squad to try and clear out the helldrakes, the other as refill to finish off the disco lords with whatever lived? A lot of threat: still
very bloody, but even if it would’ve played out where he killed my everything again? This line almost certainly gave me more VP T2/3, him a bit less, and hopefully not get the kills quick enough to have the swing VP T5/6.
One of the other lines of play would be to just play the massive advantage I had in maelstrom: take my cards where I could, he doesn’t really get any cards. The issue with this line, is that I still have to drop T3, and while it plays better to maelstrom, it’s worse for EW. No midfield objective scoring T3, and he has potential options to try and push me off the midfield objective/take it himself. Of course, this was still better than the line I took: if he pushed me off, I would almost certainly have been able to take more advantageous charges instead. And even though I’m not scoring EW, it would’ve at worst been just one less ‘effective’ turn (effectively finishing as the T5 board state instead of the T6 board state). With the maelstrom advantage especially, that’s going to come out in my favour. But, I think the above line of play would’ve been better? I dunno. But especially if I didn’t have the massive maelstrom advantage that I did: being more threatening sooner would also be better for the rest of my objective pressure in the gaunts etc.
Game 5: Plaguebearers with bloodletters and plageue drones. Similar to Game 3, there’s not much to say here. I can go over this in detail if people want, but I don’t think there’s much take away here. He didn’t know how to play into me well (and I just don’t think he knew how to play his list that well: didn’t hold objectives aggressively, letting me contest them). I deployed in blips with most of my stuff, he got first and moved up. I PA’d, charged the plague drones with both squads thanks to stim, then basically locked the plaguebearers in combat in his DZ with constant might, primus, iconward and just ground them out. Other squads showed up to kill his other plaguebearer squad and deny his bloodletters anywhere at all to go.