Tuesday, April 23, 2019

Confessions of a virgin ITC Player

If you've been reading my blog for a while - you know I've largely been absent these past few months, only returning to Warhammer 40K after this ski season ended.I decided to switch back to Ultramarines from Blood Angels, and work to get back into playing in our local 8th Edition meta.  About three weeks ago I was honored to play in an invitational, and in this past weekend played in my first ITC-style event using Ultramarines and chess clocks to control time. 

WOW. 

Well, in the invitational (at 1750) things were a lot of fun, every game a close loss, but it gave me a chance to see how demons, genestealer cult, and orks play in the current environment.  My list played pretty well, but the games did not really get past turn 3.  Overall, it showed I was "pretty rusty" but my list could perform pretty well - I bet in the right hands it could have won every game.  I was too antsy, forgetful, hesitant, and unprepared. 

Zoom forward 14 days, increase the list size, and do it again...

I included my list as a comment field to my prior post...



So, with some minor adjustments, I discovered why the prior list power level was high (all it takes is adding one terminator to double the unit's calculated PL), and ended up with a list at 2000 points that would allow me to test more units!  I dragged in a unit of Suppressors (freshly painted - nearly the same cost as a HF/MM landspeeder in the same slot), so modernization continued, and two dreadnoughts - one regular, one venerable. I'd decided that anything I add has to have its own WS to have an impact in assault, which puts dreds above preds. Of course my day actually started when "some punk kid" came up, looked at my models, and said in a loud voice "hey, look at the old school stuff, you never see that anymore..." Grrrrrrrr....

In part because the ITC event fell on Holy Saturday (Easter Weekend), attendance was light (11 players to start vs the hope for a few more). Regardless, the terrain was good with about the same coverage for each table, and everyone was eager to play. The final scores and lists for the event are on the BCP app, if you are interested.  Crossroad Games, 4/20/19.

OK, I did not take many photos as compared to last time.  In part because I was frantic for 10 hours...

Game 1 vs Genestealer Cult! ITC Mission 4

Hey, this was a great way to kick off the day - my opponent and I had played at the Invitational round 3 - and now we were playing round 1 on Table 6...It was awesome, and it was my first game with a clock.  It worked pretty well.  My opponent - Tyler- showed me how the clock worked, and kept the ITC scoresheet.  We started the clock as deployment began, and paused the clock at the end of each player turn for scoring. 

Deployment...I was to deploy first, then selected to go first...both of us had healthy reserves...

Final score 27 - 22

As I said - few pictures. Needless to say, I found that the "hold more" aspect to be very difficult - the Genestealers totally controlled the board center into turn 5. Notice...turn 5...we had extra time (3 hours per game), and IIRR we both had a few minutes left on the clock when period time expired (less than 10 in total).  But this is where my issues tarted to erupt.  Under the pressure of time - I could not remember anything clearly, and had to keep looking things up!  My BattleScribe output have printed badly on 12 pages of text...I was a total mess!  I missed old school (first strike) on turn 1, due to one recalcitrant GSK minibiker, and of the 5 objectives, I held at least one, but GSK reserves wiped me off one of my home objectives, so i spent half the game with just one. And of course, no GSK game is complete without them taking over a Stormtalon and shooting up stuff!  Overall, it was a great game and way too much fun. 

Game 2 - Vs Sisters of Battle!  ITC Mission 5.       
 This game, vs Jared, is something interesting.  Jared had been at the invitational and won every game.  I'd wanted to see how he did that...we were now at Table 4.  Jared had been assigned a first round bye (20 points), so here we were.  His list has five SOB tanks - three are the kind that shoot D6 melta missiles...plus the Saint, lots of other characters, jump packs, and foot troops, and a sniper assassin. 


Its all sideways from here....

We used a chess clock app on his phone.  In this game we had alternating unit deployment.  I start off with Turn 1, and due to prepared positions and other shenanigans, I fail to take out a vehicle, but am successful elsewhere.  Again, the game is flurry of activity.  Jared could ask me the same question 5 times and I'd frantically have to try to remember or find the same answer.  Clocks. OMG.

Probably about Turn 3.  Jared is pressing the center to try to capture my two objectives.  I'm in his backfield, and trying to hold on! 

Brrrrrrrrrpppppppp.....Brrrrrrrrrrrrpppppppp....The dreadnought assaulted the survivors of this melta squad the following turn...and got melta'd. 

Towards the end....He needed my objective (#4 was worth bonus points), but it was to no avail...my clock expired on the last turn...

Ultras FTW, another really close game, 28-25, but I broke my 4-game losing streak! 

 Game 3 - Tyranids! ITC Mission 6
OK, I'm now 7 or so hours into the event at this point, and I'm going to get bugged. On TABLE 1!
I have no idea how everyone else is doing, but if I can get to the top table at this point, I'll take it!  Actually, screw that, next time let the Wookie win...just kidding.  

Yep...a giant Ultramarine-slurping bug list, OMG, head for the northern polar fortress! 

I'd deployed first, wanted to go first...but got seized.  This picture is around the beginning of turn 2, and I'd already had to absorb the first bug wave!  

My flyers had to head deep into bug territory to work to take out these hiveguard...indirect firing, he started with 6...and they are deadly!   In a few turns they were gone, but at the cost of a flyer....

This is around turn or maybe 4.  The scouts, suppressors, Tellion, and tacticals are all going to be bug food...its not easy being blue. 

Battle buddies. Trying to hold the corner...Captain with two wounds remaining...

But...he lived at the cost of the dread and the last of my CPs...

But, I did max on reaper....

And we lost...BUT it was a blast doing it.  Lots of takeaways. 

Postlude
I made so many mistakes and forget so many things and screwed up pretty much every game.  Here are a rundown of the high/lowlights (after a few days decompressing and checking on things):
  1. I found out that dreds do actually explode - its hidden up top on my badly printed sheets.  Just 3 inches...no real impact to the games as such. But it coulda happened. 
  2. Sternguard have 2 attacks and 1 wound.  I don't know how I kept screwing that up.
  3. Quietus is H2, d3 damage...not H1 d1. Looking at you Tellion! 
  4. Cyclone frag missiles are 2D3, not 1 D6.
  5. Again, the Captain's storm of fire WL trait...how many 6's...
  6. Landspeeders M=16.
  7. Don't forget the Teleport Homer...
So yeah, it was crazy.  I'm going to throw that printout away...make a better one next tie and tab it.  OR just look at my phone.  Regardless, If I'd had to refer to the books, it would still have been a frantic day.  

You may notice I was somewhat consistent on my secondary missions - after the first game I was too frantic to get selective...old school, reaper/big game, and headhunter/behind enemy lines.  Certainly doable with my list vs my opponents, but I failed to get a few points here and there. Things to work on!   

Overall, I finished in 5th place. Best Ultramarines player of the event.  Ahem....cough cough...

I need to practice more!  memorize more! Of course your results may vary.  I'm the only one self flagellating here with my errors.  Who knows what my opponents did/learn/forgot/misplayed. Its a crazy world out there...

MING


Ps...my next step is to create or join an affiliated team...Right now my team of one is Ming's Mercs.  Team player for hire... 

Wednesday, April 17, 2019

Invitational Part 2

Just some remaining photos...

Game 2 vs Orks.  A great time, but everything hinged on a game with a win-lose condition - who will own the meteor that arrives Turn 3?

Turn1 - Orks going second...I'd clustered around the Captain to send long-range shots to take down a few greenskins.  The orks zoom forward...

This Ork biker unit was marked - my secondary was to shoot or assault it three times by my snipers...but the last biker died in assault with a different unit...so I could not get the secondary...

Turn 2...My reserves are in the ork deployment zone clearing it...the orks are assaulting into mine...no meteor yet...

I'm castled up there and ready for the ork response...

Turn 3 - orks are on the meteor...and the game is ending...

Tallying up.  The Kustom Warboss on the bike was alot of trouble for the Ultramarines...

Game 3 vs GeneStealer Cultists
It was like a prison jailbreak out there...zombies in orange...cultists in orange...

Wheeeee!  I'm riding the purple sage! 

Good shot of the firing line...

Terminators taking the center....only to have the cult reserves pop them with meltacharges...

Leading to this epic charge...the Patriarch vs the Chaplain and Librarian and Lieutenant! Again, a shortened game, but I liked how the list has played.  I think with more practice and such - and clock speed - I can pull off some great wins! I have an ITC tournament on April 20...wish me luck!  

Errors and Such:
  1.  I may not have remembered the Ultramarines Chapter tactic at all times (+1L, ability to fall back and shoot at -1BS).
  2. I may not have remembered or applied the Captain's Storm of Fire Warlord trait every time.
  3. I may not have applied the penalty to heavy weapons (-1 to hit) shooting to the landspeeders when they moved every time. 
  4. Next time an opponent tries to leak around the rules, hold my ground...frankly I feel I have games where this happens and I'm the only one in the room calling the questions up...but it needs to be done.  
  5. Practice with a clock...
  6. More painting of details on the Lieutenant.

I'm modifying this list to 2000 points for the 20th...had to lose a Terminator...but I brought in two dreadnoughts! More stuff I've not used in forever...but it gives me stuff that can shoot, and still get krumpy in the assault!

Thoughts?

MING 

Friday, April 12, 2019

3 in a Day - the Rockport Invitational

Well, I'd hoped for better, but let's face it, I have not played a game since probably October.

This post will be all about the photos, but to recap:

I attended the Rockport Invitational in Maine, April 6. It is a 1750 point event, Imperium vs others, nine teams on a side.  It is really cool, with a narrative lead-up, team captains making the game pairings, and tons of food and drinks.  I brought a 6-pack of G-String, and 1750 points in Ultramarines (which started this Blog, but I had not played them in 2 years)...we played at the organizers house - who just happens to have 9 gaming tables in his game room...

As pre-cast on my prior posts, I was using a list including my old models plus one new Primaris Vanguard Lieutenant in phobos armor from the new boxed set. Here are some photos of some of the armies playing that day:

My Ultramarines for the day - yes, one extra HF/MM landspeeder - I'd unpacked it and forgot he'd been swapped for the Lieutenant...

Um, glad I did not get assigned to this opponent.  The bugs are awesome. 

Yes, like this...he used a gloss clearcoat for the wet parts, not really visible here but awesome in person...I hate bugs....

Ma-Hreens...

Meet my game 2 Opponent....

Here is something you done see every day.  The MVP of the Imperium Side and highest scoring player of the day...Sisters of Battle...WOW.  

Meet my game 3 opponent...people who like bugs....and worship them like star gods....

Eldar...

These are the Ma-Hreens the bugs were looking to emulate...

A nice gunship...

Frankly, best painted army of the day...so Spring Like....

More blue Guys. Second Company Scum...hey...Calgar is in the background...who leads from the front anymore?

Chaos Scum?

  Yep...

My games were all awesome, and all were close.

Game 1 was vs Demon Soup
I earned 3 points for the team, but lost 5 points to the bad guys. 

Game 1 Deployment.  Corners.  Points were to be scored for being in the three zones of the table.  It was a Death World Jungle though, and every piece of terrain caused mortal wounds to any infantry in them at the end of each turn or so - so we both avoided the terrain...like the plague...not to mention the Nurgle army was right next to us...

This was a contentious point of the game.  Demon Turn 1.  Dropping in two demon princes and a bloodletter bomb from reserves.  I told my opponent he could not do it, but he did it anyway.  Nobody in earshot would answer the question that demons could not come in from reserves outside their deployment zone on Turn 1.  My opponent came up to me and apologized during Game 3 to tell me I was right all along.  I'd lost the game by 1 point....which cost my team 5 points...

Yes, charged as well.  I stopped taking pictures of this game.  I did eliminate the Bloodletters, some of the demons.  The Khorne Bloodthirster caused me the greatest issues though.  Would have made a big difference to be able to shoot it up turn 1 rather than be locked in combat with models that should not have been there....

My blog does not want to let me load more pix after this point for some reason....

Game 2- Orks
The game was a blast.  The mission had us fighting it out while waiting for a meteor (the only win condition) to arrive.  We slugged it out, but only gt through Turn 3.  The meteor arrived in the lab of the Orks (going second) and they won the 5 points.  If the game had continued - the objective was swarmed with Orks and it might have been near impossible for me to win the day. It was a very fun game with us both slugging it out.. The Orks zoomed forward using Da Jump and Bikes to attack my deployment line, and my reserves teleported to the Ork Rear, decimating what was there.  We basically swapped deployment zones in 3 turns.  

Game 3 - Genestealer Cult
This was another great and well balanced game.  besides each other, we were fighting Geller-Poxed zombies.  We both worked to eliminate all of the zombies, and then went to work on each other.  This game also times out at Turn 3, but we both agreed if the game had continued, the Ultramarines would have won. Of course I'd walked into the GSC trap where his Psycher took over one of my flyers - twice!  Nothing is less fun than being shot up by friendly fire...however - I'd made my saves!  I'd also lost my terminator Squad to a GSC unit arriving from reserves turn 2, advancing within a few inches, and then throwing their melta charges...On turn three, he'd charged my three leaders at the board center with a mob and his Patriarch, but I'd made all my saves!  EPIC! 


All for NOW

MING



Tuesday, April 2, 2019

Blue List Rev 1

Well, I'm getting closer on a final list for the invitational.  It is a difficult development process, but I'm working with what I have, and its probably the last of my Ultramarines lists posted without a Primaris or Primarch inclusion.  Last ride of the old guys!

1750 Points - Last Ride of the Demon Banes, 125 PL, 10 CP

Battalion Detachment +5CP (Imperium - Space Marines) [54 PL, 839pts] 
Chaplain in Terminator Armor [7 PL, 92pts]: Storm bolter [2pts]
Librarian in Terminator Armor [9 PL, 120pts]: 1) Veil of Time, 6) Null Zone, Force stave [8pts], Storm shield [10pts]

Scout Squad [6 PL, 88pts]: 5x Camo cloak [15pts] . Scout Sergeant [13pts]: Bolt pistol, Sniper rifle [2pts] . Scout w/Heavy Weapon [21pts]: Heavy bolter [10pts] . 3x Scout w/Sniper Rifle [39pts]: 3x Sniper rifle [6pts]
Tactical Squad [9 PL, 84pts]: 4x Space Marine [52pts]. Space Marine Sergeant [13pts]: Boltgun, Chainsword . Space Marine w/Special Weapon [19pts]: Flamer [6pts]
Tactical Squad [5 PL, 71pts]: 3x Space Marine [39pts]. Space Marine Sergeant [13pts]: Boltgun, Chainsword . Space Marine w/Special Weapon [19pts]: Flamer [6pts]

Stormtalon Gunship [9 PL, 192pts]: Twin assault cannon [44pts], Typhoon missile launcher [38pts]
Stormtalon Gunship [9 PL, 192pts]: Twin assault cannon [44pts], Typhoon missile launcher [38pts]

Vanguard Detachment +1CP (Imperium - Space Marines) [42 PL, 462pts] 
Sergeant Telion [4 PL, 65pts]

Sternguard Veteran Squad [7 PL, 80pts]: Space Marine Veteran [16pts]: Special issue boltgun [2pts] . Space Marine Veteran [16pts]: Special issue boltgun [2pts] . Space Marine Veteran [16pts]: Special issue boltgun [2pts] . Space Marine Veteran [16pts]: Special issue boltgun [2pts] . Veteran Sergeant [16pts] . . Special Issue Boltgun/Bolt Pistol [2pts]: Special issue boltgun [2pts]

Sternguard Veteran Squad [7 PL, 80pts]: Space Marine Veteran [16pts]: Special issue boltgun [2pts] . Space Marine Veteran [16pts]: Special issue boltgun [2pts] . Space Marine Veteran [16pts]: Special issue boltgun [2pts] . Space Marine Veteran [16pts]: Special issue boltgun [2pts] . Veteran Sergeant [16pts] . . Special Issue Boltgun/Bolt Pistol [2pts]: Special issue boltgun [2pts]

Terminator Squad [24 PL, 237pts]: Teleport Homer . Terminator Sergeant [29pts]: Power sword [4pts], Storm bolter [2pts] . Terminator w/Heavy Weapon [72pts]: Power fist [9pts] . . Cyclone Missile Launcher and Storm Bolter [40pts]: Cyclone missile launcher [38pts], Storm bolter [2pts] . 4x Terminator w/PF [136pts]: 4x Power fist [36pts], 4x Storm bolter [8pts]

Outrider Detachment +1CP (Imperium - Space Marines) [29 PL, 449pts] 
Captain [5 PL, 81pts]: Master-crafted boltgun [3pts], Power sword [4pts], Storm of Fire, The Burning Blade, Warlord

Land Speeders [6 PL, 98pts]: Heavy bolter [10pts], Typhoon missile launcher [38pts]

Land Speeders [6 PL, 98pts]: Heavy bolter [10pts], Typhoon missile launcher [38pts]

Land Speeders [12 PL, 86pts x2]: Land Speeder [6 PL, 86pts]: Heavy flamer [14pts], Multi-melta [22pts]. Land Speeder [6 PL, 86pts]: Heavy flamer [14pts], Multi-melta [22pts]

Strategica:
Well, it is a shooty list with a twist.  Here are some of my thoughts. Some of this came from listening to Reecius at Frontline Gaming, with the caveat that I'm using what I have! Overall, the event is a narrative event with its own pairings, missions, objectives, character development, and such. 


  1. Being a shooty list, I'm looking to capitalize on the new bolter rapid fire beta rules where possible - coupled with the Captain's Storm of Fire Warlord trait and his Rites of Battle rules.  I'm looking for this to be very useful for any sternguard, tactical, or terminator unit that touches his 6" bubble.  There are some event specific rules that may help with this further. The sternguard can benefit from their strat card, and if I want to go all-in, I can use a card to bump the captain up to be a chapter master equivalent, giving rerolls on all misses instead of just 1's. The Captain has the burning blade relic at the moment, but that might be easily replaced with something like the Primarch's Wrath relic - a rapid fire 2, S5, -1AP, D2 bolter...Hmmm...he'd never miss. 
  2. The Tellion-led sniper team has 4 sniper rifles and a HB - all are a source of mortal wounds and ability to pop lesser characters.  The HB would use the strategem for causing more mortal wounds to targets at range.  Tellion gives them +1 to hit, making them a bit better.  These guys will get deployed in cover, cloaked, on high, for best use. The narrative leading to this invitational event includes a story line with Tellion, so its very fluffy! 
  3. The TLAC/TML Flyers and HB/TML Landspeeders are there for mobility and weight of fire on important higher T targets like light vehicles or hordes. The HF/MM Landspeeders are there because I have the OLD original LEAD models...and their role is to screen my deployment zone flank - to support defense against breakthroughs. Some of the missions favor mobility as well, so these 6 models provide some support for getting the missions complete.
  4. The Terminators - a big change between the original list and this one is a swap to shooting instead of assault.  I decided that the beta bolter rules - which really support stormbolter-toting terminators - can be really good.  Accompanied by the Terminator Chaplain and the Terminator Librarian, it becomes a solid group of 8 models, which can be used if needed to shoot and then assault.  Plus they get the beacon, which can be used to move them someplace else if they get into trouble (like back to the Captain).  The Librarian rocks with Null Zone and Veil of Time and Smite, supporting that tactic, and the Chaplain supports them further to get rerolls in assault and provides his leadership. I can hold these 8 models in reserve for a turn 2 or turn 3 drop, which may be just what I need to pull out a win.  
Overall, it is a pretty good showing for the collection at 1750.  Plus or minus a few tweaks, it might even get better.  I think the weakest links might actually be the Chaplain and the HF/MM landspeeders.  There are some opportunities there to swap in longer-ranged firepower, and maybe a different character model, but everything has trade-offs at this point.  If anything, the flyers and landspeeders equate to 44 T5/T6 wounds, which is hard to replicate with T4 marines.

Lastly, here they are...I have one marine to elevate (repaint) to Sternguard, two sergeants to get bolters (replacing pistols), a HB scout that needs to look like he has a cloak, and a Terminator Chaplain who could use a bigger base...and then I'm all set to go...