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CaptainA

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Everything posted by CaptainA

  1. Yeah, I'm guaranteed Gate, Invisibility, and Prescience. I feel that is something I can work up for strategies.
  2. So I got a chance to go to Dice Age games and play in a three round tourney over there. Had a good time. Went 2-1, ate some Hawaiian BBQ, and did some more list tweaking with Ben C. Game one: Played Joe and his crazy Grot Tank Kan Wall Bike List. I was a bit worried about how much shooting his tanks could put out, but with their 2d6 move, Mork was pretty displeased with Joe. He didn't get the speed he need to close in on my star. I was able to take out both bike squads with his warlord and plink away at the kans and tanks over time. His army is hillarious and will be really cool when it is done. Little luck and he would have been on me a lot sooner and could have swayed things I think. Game two: Played George and his wave serpent spam with 2 wraithknights and an Imperial knight...ya know...for backup! Great game! My biggest mistake was not going all in for invisibility. I had tried to get invisibility with Tiggy, but failed, then switched to div with the Librarian. In hindsight, I should have stuck with invis to protect the centstar. He made me go first and I was able to take a Wraithknight out first turn. He countered by plinking away at my centstar and I was rolling ones like a boss. Lost two cents from shooting. Then his Iknight charged my dreadknight. I did four hull points and could have taken him out with some sixes on the vehicle damage chart, but didn't get it. Then George rolled that six to wound and my dreadknight was toast. Later my other dreadknight got force and sanctuary up and took out his other wraithknight. Key turn his Imperial knight failed to charge my centstar and my dreadknight got to charge his imperial knight. He had one hull point left after a lucky six with my incinerator in his rear armor the dreadknight easily took the last hull point off. George rolled his attacks and got one hit....then...a six! Crap! Dreadknight was dead. After that I had some chances with my stormtalons, but the wave serpents were able to take out my troops and shrug off the talons attacks.Great game overall, but a loss. Game Three: Game three was vs Bishops mishmash dark angels. he hadn't planned on playing and didn't bring most of his stuff. So it was a pretty mismatched account. I had invisibility and perfect timing, but didn't even try to do invis as that would have been too much. As it was it was a kill points mission and I was able to take things out pretty quickly. So in talking with Ben a bit I came up with a new version. Grey Knights with Red Scorpoions Allies Grey Knights CAD Librarian Hammer/ML3 5 Strike Squad 1 hammer 5 Termies 5 Halberds Dreadknight Hammer/Incinerator/Teleporter Dreadknight Hammer/Incinerator/Teleporter Dreadknight Hammer/Incinerator/Teleporter Draigo Red Scorpoions Allies Sevrin Loth 5 Scouts 3 Centurions Grav/Omniscope 1 Stormtalon
  3. I like the look of it. Would be pretty funky and very themed. I'd worry a bit about the cents being out in the open with them having no invul save. But they should give a good amount of board control.
  4. Yeah, gate is pretty boss, it is a blessing that impacts the psyker.
  5. Follow the instructions...in 2 days...or whenever it shows at your place of....business. FOLLOW THE INSTRUCTIONS!!!
  6. Tomorrow. The biggest thing is that I'm broke and can't really afford more toys. Need to work on what I have.
  7. Think that Tiggy list could be pretty sick. Post it!
  8. Sure, I've thought of that as well, but would probably need some Stormwolves to make that work better. Also, against Wave Serpent spam, they just spend a turn running away and I'm kinda sunk. Three Centurions has seemed to be a solid amount of firepower that will kill most things in one volley.
  9. Thanks for the post! Good though provoking stuff. Saw Jy2's stuff. I totally hear the invis thing, but I'm really thinking Tyranids are going to be one of the harder matchups and to have a good chance against them, I need perfect timing IMO. Its a trade off of durabilityvs killing. If I think I don't need perfect timing, then I can go for invis with tiggy and libby. I'm leaning towards list 2 as well. Eldar? Serpent spam n Wknights. - Did pretty well against a Serpent spam list. Again with Pefect timing I think I could really impact them more. Tau? Dice dice and more dice. - At least I know what those jerks do. Man I hate Tau. I think I'd focus on the stuff that can kill the star first and put pressure on him with CC. Deamons? - That one will be interesting as I think we will both be cancelling powers unless I hit a summoning list with 30dice. I would probably try to hold the center and focus on killing what I can. Let flyers hit the others.
  10. Ohh yeah! I get to play at Dice Age tourny tomorrow. Think I'll try the stormraven list since its painted.
  11. I think that is a very valid point. I'm not quite sure as we don't have a ton of players doing that. Centstar will still have some hops as they also have Hurrican bolters, 9 shots at 24 and 18 at 12. Both should make a big dent in an ork squad. I'd probably avoid certain elements of the guard blob and center on them last.
  12. GK's give the Centstar automatic tools with Gate of Infinity. Draigo is also a tank with four wounds and a beatstick in CC. Dreadknights can take on a lot of different baddies - Wraithknights, MC's, Land Raiders, etc. They get lots of extra warp charges.
  13. So I played Version 2 against a Space Wolf player last night. He was running razorback spam with a somewhat softer list. The centstar ran roughshod on him even after getting mishapped and stuck in the corner turn one. He did have some miserable dice rolls though. Stormtalons got lucky and killed his Stormgunner (heavy version) in one round of volleys from both Stormtalons (previous turn the centstar fired with prescience and didn't get a hit!). Things i learned: Can't use the cool GK warlord trait the lets warlord deep strike turn one....tiggy and cents cant deep strike! Doh! Don't mishap with the Centstar! Plan the Dreadknights move ahead of time to give them space.
  14. So to get ready for the LVO (have my hotel and ticket secured) I decided to to go all out this year and see what is the best I can do. I would consider myself above average in playing, but I know one thing that hampers me is that I don't like playing the same thing over and over. I tend to focus on an army for a bit then switch over to something else soon. Usually too soon before I can really master it. I also decided to take the grossest list I can muster with what I have to give me an edge that way as well. The list is centered (heh CENTered) upon the Centstar. Draigo gives Gate of Infinity Tigurius has typically been going for Perfect Timing Librarian goes for Invisibility or Perfect Timing if TIggy fails it (which he has like 3 out of the last 5 games) They all go with three Centurions with Grav Cannons and Omniscope This star is backed up by two Dreadknights as bodyguards. That is the core of the list and the rest has changed quite a bit. I played a version of it at the Ordo Open and went 2-1. I lost to an Eldar player with a ton of ap2. I almost lost to Eben's Stormwolfchickenjerkface flying things but managed to pull it out. Here are two versions of the list. Version 1 GK - Nemesis Strike Librarian - Hammer/ML3 Draigo 5 Terminators - 4 Halberds 1 Hammer 1 Psycannon Stormraven Dreadknight - Sword/Incinerator Dreadknight - Sword/Psycannon Space Marines - CAD Tiggy 6 Scouts 2 Sniper 6 Scouts 3 Sniper 3 Centurions - Omniscope/3 Grav Thunderfire Cannon Version 2 GK - Nemesis Strike Librarian - Hammer/ML3 Draigo 5 Terminators - 4 Halberds 1 Hammer Dreadknight - Sword/Incinerator Dreadknight - Sword/Psycannon Space Marine - CAD Tiggy 5 Scouts 1 Sniper 5 Scouts 1 Sniper Stormtalon - Skyhammer Stormtalon - Skyhammer 3 Centurions - Omniscope/3 Grav Thunderfire Cannon I plan on posting my games and tweaks as I go on. Constructive feedback welcome!
  15. Come one come all to the next Guardian Cup tournament! This will be a lite version of the regular Guardian Cup - Half the calories but twice the flavor! Roster Thus Far: Kit W Eben L Sean M Chris O Derek J Adam S Andy H Anthony H Nathan F Chris A Sam A Bronson J Gareth H Ben C Jeremy V John G Event Details: Saturday, November 22nd. Guardian Games Portland, OR Pts 1850 ITC Registered Event Schedule: 10:00am - Check In 10:15am - Round 1 Starts 10:15-12:45 - Round 1 12:45-1:15 - Lunch 1:15 - Round 2 Starts 1:15-3:45 Round 2 3:45-4:00 - Break 4:00 - Round 3 Starts 4:00-6:30 - Round 3 6:30-7:00 - Awards and Clean Up Cost: $15 Format Army Composition · 1850 point limit. · 2 Detachments Total. You may take any 2 detachments you wish, but may not repeat any detachments. · 0-1-CAD o Detachments may be produced from a maximum of one Codex / Codex Supplement o Example – You may not selectively include units within one Combined Arms Detachment from both Codex: Tau and Codex Supplement: Farsight Enclaves, despite them being within the same Faction per the Detachment creation rules in the 40k Rulebook. o Exception – Units that are added to various Factions by means other than the primary or supplemental Codex are exceptions (i.e., Dataslate Characters, Forgeworld 40K approved units where they are permitted, etc.). o Codex Supplements will be considered their own Faction, ie. Farsight Enclave, Black Legion, Crimson Slaughter, Militarum Tempestus and Legion of the Damned, etc. o In the case of a Forge World unit having a profile in a Forge World book and Codex or Codex Supplement, the rules in the Codex or Codex Supplement are always used. · 0-1 Codex Specific Detachment · 0-1 Allied Detachment o Your Allied Detachment may be the same faction as your CAD. · 0-1 Formation o See the Black Library for examples of Formations. o No Fortification or Apocalypse Formations will be allowed. · 0-1 Fortification o All of the rules may be found in the Stronghold Assault supplement. No Fortification Networks will be allowed . All upgrades on pg. 180 of the Stronghold Assault book will be allowed. · 0-1 Lord of War o All of the rules for Lords of War available at the LVO 2015 may be found in the Escalation, Apocalypse and Imperial Armor: Apocalypse supplement with the updated rules found in the BRB in effect (such as the new D Weapon rules). Players are required to have the actual LoW model to use them. Exceptions will only be made for exceptional conversions. What constitutes an exceptional conversion is determined at the sole discretion of the Tournament Organizers. Send pictures of your model in advance if you have any doubts. o All Special Character LoWs such as Ghaz, Draigo, etc. can be used. o Please note, the Impending Doom (+1 to Seize the Initiative for a player facing a LoW who does not have one), and Through Attrition, Victory (+1 Victory Point for every 3 Hull Points or Wounds done to a LoW, counted towards the secondary mission) special rules will be in effect if either player in a given game has a Super Heavy or Gargantuan Creature Lord of War, but not for a Special Character LoW such as Draigo. o A LoW may be chosen from the following list. *Please note, the Battle of Keylek legacy of glory upgrade is not allowed for the LVO 2015. o All of the Baneblade chassis vehicles except for the Hellhammer (and Traitor’s Bane variant) and Stormsword, which are not allowed for the GC 7.5 LITE 2014. o All of the Imperial Knight LoW variants. o Crassus Armored Assault Transport o Gorgon Heavy Transporter o Minotaur Artillery Tank o All Macharius chassis vehicles. o All Malcador chassis vehicles except the Malcador Infernus which is not allowed for the GC 7.5 LITE 2014 o Valdor Tank Hunter o Marauder Bomber (may not take Hellstorm bombs) o Maurader Destroyer o Fellblade o Cereberus Heavy Tank Destroyer o Thunderhawk Transporter o Greater Brass Scorpion of Khorne o Khorne Lord of Skulls o Obelisk o Gauss Pylon o Stompa o Gargantuan Squiggoth o Kustom Battle Fortress o Kill Krusha Tank o Kill Blasta o Cobra o Scorpion o Lynx with Pulsar (but not with Sonic Lance) o Tiger Shark (Escalation version) o Orca Dropship o Scythed Hierodule o Barbed Hierodule 40K Tournament Format · Every scenario has a total of 10 possible points. · Whoever has the most points at the end of the game, wins. Equal points is a tie. · The tournament is W/L/D format, with accumulated points used to determine standings within a given final bracket. For example, if you end the event with a 4-2 record, you will be ranked within that bracket according to how many battle points you accumulated throughout the event. The official scoring is 1,000pts for a win, 500pts for a tie and then accumulated points within the game. So, a player with a 4-2 record who accumulated 6 points in each of his 6 games would end with a final score of (4,036 points). We score it this way so that the W/L/D record trumps accumulated points, but points earned throughout the tournament matter in determining your precise ranking in the event. · Pairings are Swiss style, based on strength of schedule. · We will use three of the missions from below. Missions Mission 1 Mission 2 Mission 3 Mission 4 Mission 5 Mission 6 Rules Judgments Rules issues will be dealt with swiftly by a roaming judge. We use a hierarchy for determining rules issues as follows: 1. Main Rule Book 2. FAQs and Erratas 3. ITC FAQ 4. Please note, the change to the 2+ reroll save is still in effect. Ie., any save of any type of a 2+ that can be rerolled is failed on the second roll of a 1,2 or 3. 5. Consensus of judges present at the time. Please note, that these judgments are final. We are da law!!! Painting All models must be painted to a 3 color minimum. We count primer as a color. If you have any models that are not painted to a 3 color minimum, you will be ineligible for prize support at the end of the event. Your paint score is determined by the GC 7.5 LITE paint staff. Sports Sportsmanship will be handled as a simple thumbs-up, thumbs-down check box on the results sheet. The temptation to ding someone on sports after a tough loss is often too much for many players to resist. We therefore are providing a very narrowly defined set of terms under which a player may mark their opponent with a thumbs down mark on sportsmanship. This system is intended to punish those who are being abusive, but to not allow chimpmunking. After a great deal of real world use, we have found this system to work very well. Legitimate reasons to give an opponent a thumbs down on sports: 1. Your opponent was 15 or more minutes late to the round. 2. Your opponent was verbally abusive. This does not mean you argued with your opponent or that your personalities clashed, but that they were verbally abusive and insulting. 3. Your opponent intentionally cheated. Be prepared to support your case to a judge. 4. Your opponent slow played. We define slow playing as not completing 3 game turns of play. 5. In the case of 20 or less minutes left to play, divide the time remaining between players to complete one full GAME turn. Time each other during this period to ensure that each player has an equal amount of time to complete a full game turn. If one player does not finish within their limit, the other player can force them to stop and then begin their turn. This mechanic is in place to ensure no one is slow played out of a turn of play. What does NOT constitute a thumbs down on sports? 1. You argued over rules with your opponent. 2. Your opponent beat you. 3. You didn’t like your opponent’s army. 4. Your opponent thinks the Black Lion never should have been the head of Voltron. The Green Lion was way cooler. NERD RAGE!!! A negative mark on sportsmanship will be met with administrative action as follows: 1. First thumbs down: A verbal warning from a judge, up to reversing a win to a loss. 2. Second thumbs down: Reversing a win to a loss, up to disqualification from any prize support. 3. Third thumbs down: disqualification from any prize support, up to expulsion from the event with no refund of the ticket price. 4. Fourth thumbs down: Expulsion from the event with no refund of the ticket price. WYSIWYG All models are expected to be WYSIWYG as much as is reasonable. Proxies are not permitted. Counts As armies with counts as allies will only be permitted if they represent a clearly concerted effort to build a unique army around an obvious theme. For example, an Adeptus Mechanicus army using extensive kit bashing and conversions will be fine. If you go this route, YOU ARE REQUIRED TO HAVE A HANDOUT TO SHOW YOUR OPPONENT THAT SHOWS WHAT EACH UNIT IN YOUR ARMY IS ALONG WITH ITS STATS AND PERTENANT RULES! You must also present this to them prior to the game so that they have time to understand what they are playing against. There will be no exceptions to this. If your army uses only a single Codex but if for example you have Crimson Fists models using the Blood Angels Codex, or Chaos models using the Space Wolves Codex, that is acceptable. Allies for this type of army however, MUST be represented by their actual models. This is to avoid confusion. No exceptions. If you are using converted or scratch built models with Forge World rules, this is acceptable so long as your model is as close to the represented model as possible in terms of equipment, size and shape. We will not be lenient with this. If you have any questions about your army, ask us prior to the event so that we can let you know if what you have will be acceptable or not. Summoned models must be accurately represented! Again, counts as in a clearly themed list are allowed, but proxies are not. Modeling for Advantage There is a fine line between creative freedom and modeling for advantage. We do not wish to stifle anyone’s creativity, but in the end, this is a game that relies heavily upon the physical characteristics of the models being used. Modeling for advantage will be handled on a case by case basis. To resolve a possible abusive situation, follow these steps: 1. Ask the player to play the model as if it were a GW standard, modern version. 2. Call a judge to ask for a judgement. 3. Possibly substitute the model with an appropriate replacement. 4. Examples of what we consider modeling for advantage: 5. Using out of date and inappropriately sized models such as the rogue trader era Eldar Avatar (which currently is a large, monstrous creature model but back then, was the size of a Space Marine, which would now grant huge advantages due to being so much smaller) or Gorka Morka Trukks (which are less than half the size of modern versions). If an army is made predominantly of Rogue Trader era minis (or any era) and is clearly going for a theme, then exceptions will be made. If it appears to a judge that the player is in fact modeling for advantage, then action will be taken. 6. Increasing or decreasing the size of models to gain an advantage in gaining or granting cover. Custom Battle Wagons often fall into this category. 7. Altering a model to increase the range of a model or to benefit your LOS. Terrain Hills: All rolling hills are open terrain, granting 4+ cover via LOS blocking/interference as normal but do not count as difficult terrain. Rock Towers, Crates, and Can Towers: Are impassible and block LOS completely (even if there are actual gaps in the terrain pieces). All other terrain functions as outlined in the book BRB pg. 108-113. Terrain Data Slates will not be used for the GC 7.5 LITE 2014. What to Bring · Your Army · Tape Measure, Dice, Game Aids, etc. · 3 Objective Markers on 25mm bases, 2 Objective Markers on 40mm bases. · 10 Typed Copies of your army list. Be sure to notate who your Warlord is on your army list. · All pertinent rules for your army. Codecis, White Dwarf Articles, Foregworld Rules, etc. · If you are using a counts as army, YOU MUST HAVE YOUR PLAYER HANDOUT FOR YOUR OPPONENT IDENTIFYING WHAT EACH UNIT IN YOUR ARMY IS. · A fanny pack, because the chicks dig em! Prizes! Prizes will be dependent upon turnout. There will be an award for Best General, Best Paint, Best Sports, and Best Overall. The rest will be raffled. There will also be Best Of awards for that particular faction.
  16. Pm me your address. Do it now!
  17. But Pweetreeee, you CAN'T track rumormongers to see if they are true or not cause RUMORS!
  18. I am looking for some extra guys. I need a: Nemesis Dreadknight Space Marine Bolter Scouts - Like 11 of them Termie Psycannon bit I have for trade: Tons of tyranids NIB Harpy/Crone NIB Genestealers Assembled stuff (sorry no venomthropes) Chaos Cultists Dark Vengeance Chaos Dark Vengeance Dark Angels 2 Assembled Heldrakes Cash Lemme know!
  19. I was glad me and Eben got to play last round as we had never gotten to play before. I felt a bit bad at the beginning as I got some great luck and he didn't, especially with the TWC failed charges. I really like the centstar, but know I need some more anti air in the list...or not. Still a fun game that became quite close with those firk ding blasted StormWolfChickenThings.
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