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| This guy sucks at Warhammer 40,000. |
Suffice to say that each game I played at the tournament was a blast. I met many awesome players, I encountered zero asshats, and I had a fantastic time getting thoroughly trounced. The store is a joy to play in and I look forward to going back to Crazy Squirrel for more tournament action.
Mission Debriefing: I won't spend time describing the individual scenarios or objectives, as they can all be found here. My 'Ard Boyz army list can be found here and an outline of my (failed) strategy can be found here.
Mission 1: Git that dirty git !
Opponent: Tyranids
Results: Massacred
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| "Uh, Shas'o ? There's alot of fraking bugs down there..." |
I once sat across from some slack-jawed Chaos player who stood there hem-hawing, staring at the board, and even assembly his units at the table. It was a boring, awful game. I never want to be accused of "slow-playing", especially since I am still mastering the rules. Unfortunately, I was a over-compensating and moved too fast- without remembering the key mission parameters, obtaining important scoring objectives, or choosing critical targets. I must learn to balance Mont'ka and Kauyon. My opponent, despite the massive number of bugs on the table, moved the game along nicely.
Lesson: Don't move so quickly that you fail to meet mission objectives or choose important targets.
Mission 2:Whoz got da Motz !
Opponent: Tau
Results: Massacred
Mission 2: What the hell happened ?
Inability to sustain the offensive. Letting transports make a late-game objective grab.
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| Coolest model of the day: Roy Fokker's Veritech |
Lesson: Be prepared for transports and other units sitting on top of objectives. Plan for late-game objective grabbing and be prepared to make a counter attack push.
Mission 3:Head of the Snake !
Opponent: Space Marines
Results: Massacred
Mission 3: What the hell happened ?
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| Do not land on top of drop-pods. They hurt. |
I was hitting my stride by the third game, making better choices and holding my own against the odds. Once again, however, later game decisions shifted the balance to my opponent. Also, terrible luck. A deep-strike mishap caused one of my rather expensive HQ choices to land right on top of a Space Marine drop-pod, losing the entire team in one fell swoop of lousy dice rolls. That team might have made a serious difference since its nearly identical counterpart HQ was holding out against full tac-squads and enemy HQ veterans, whittling them down each turn. My fusion blaster equipped Crisis Suits nuked an enemy Land Raider and my Kroot were raising hell against a squad of terminators, killing all but one in a flanking assault. Nevertheless, I wasn't able to hold out against an assault I didn't think was in range and my single Shas'o quickly fell to a Space Marine named-HQ choice.
Lesson: Deep-strike mishaps can really suck. Losing an expensive HQ sucks. Putting too many points and relying too heavily on too few units to get the job done sucks. Not staying out of assault range sucks.
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| Flanking Kroot FTW. |
Kroot: I sing your praises.
MVP Runner-Up: Pathfinders. Those marker lights rock. They will become a permanent fixture in upcoming army lists. I did make a mistake by putting 8 Pathfinders in a single team. In hindsight I should have changed up my list and only put 4 in a team. I only needed a few marker lights on a single target to make a difference. 8 was overkill.
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| These Kroot were soon eaten by bugs, but they learned from their mistakes. |
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| The next best thing to being lit is lighting up someone else. With marker-lights, that is. |
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| Furiously calculating my score... |
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| It's better than 0.... |









Stray_fox at the CVgamers forum kindly reminded me that Kroot rifles are S4, not 5. This is what I get for typing from memory and not verifying my facts. Word.
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