Tayne’s Dark Angels: The Tournament (part 1)

15 Sep

 

Well, the T-day arrived and has passed so it’s now time for me to share the juicy details. This first half will focus on the tournament’s structure and the lists I used for it, the second half will detail the games themselves (three of them, it was a one day event) and the overall result I achieved.

An Escalation Tournament:

As I’ve detailed in my previous post, this tournament was escalation based. The first battle was a small 750 game, the second 1250 and the final fight at 1750. No addition could be made to previously bought units, be it wargear, models or transports.  Two weeks before the tournament, we received the rules pack, including the scenarios to be fought to review and submit our lists on (it should be noted this was a very small tournament, only ended with 12 players involved though it aimed for 16, so a late list submission wasn’t a great issue for the organisers).

The 750 battle was a three objective, spearhead battle lasting a set six turns. The objectives were placed diagonally by the TO’s across the board, one squarely in the centre (usually in terrain, only one table was lacking a central terrain piece) and the other two near the corners on opposite sides.

The 1250 battle was a homemade scenario I failed to read correctly. Each army began in a small deployment of 12” by 18”, opposite corners of the board. A single objective marker was placed in the centre, and the goal was to hold it at the final turn (six turns again) for 5 points, or hold it in your deployment for a 10 point addition to the win. Vehicles (except for walkers) could NOT carry the objective, and a maximum of 6” could be covered by the unit holding the objective in a turn, so no jump pack moves, no running etc.

Finally, the 1750 was a dawn of war, kill point mission to round us off. Nice, simple carnage to play for!

The List, and The Plan:

750:

Belial

Deathwing, Apothecary, Standard Bearer, Cyclone Missile Launcher, Chain Fist, Thunder Hammer/Stormshield x2, Lightning Claws

Deathwing, Assault Cannon, Thunder Hammer/Storm Shield, Lightning Claws, Chain Fist

Typhoon Speeder, Multimelta

So I began with a fairly basic Deathwing army. Belial using twin lightning claws to maximise on his I5, two tooled up terminator units, one to hold back on my objective the other to storm the central point and a typhoon landspeeder to zoom around as support. My assumption for this list was that the battle would mostly focus on the centre of the table, with each side comfortably holding their objective whilst making a move to grab the centre and win 2 – 1 overall.

 

1250:

Belial

            Ezekiel

            Command Squad, Apothecary, Power Weapon, Meltabombs

Deathwing, Apothecary, Standard Bearer, Cyclone Missile Launcher, Chain Fist, Thunder Hammer/Stormshield x2, Lightning Claws

Deathwing, Assault Cannon, Thunder Hammer/Storm Shield, Lightning Claws, Chain Fist

            Tactical Squad, 5 extra Marines, Missile Launcher, Meltagun

Typhoon Speeder, Multimelta

 

My local scene has a tendency towards psykers and the practice games I’d had led me to regard a psychic defence as necessary for my plan. Dark Angels have old psychic hoods with an unlimited range (yay!) but only have a leadership of 9 (boo!). Special characters were allowed, so I settled on Ezekiel. As psykers go, I regard him as a suboptimal choice, but the best I could use from the codex.

Ezekiel’s wargear makes all friendly units within 12” fearless. No perk for the Deathwing, they come fearless as standard, but for the squad of tactical marines I have added nearby, I have another unit that will not flee (and drop the objective) due to mass firepower. The command squad rounds off the list, adding yet another fearless choice, another “feel no pain” squad and some combat potential, a decent support unit.

Now had I read the mission correctly, I would have had this list with a Ravenwing Bike squad. Ravenwing bikers have Teleport Homers as standard and a 12” scout move before the game begins. Combine that with Deathwing Assault (basically drop pod assault, all you non-Dark Angels out there), and I had a very good chance of grabbing the objective early rather than having to foot slog it over.

 

1750:

Belial

Ezekiel

Command Squad, Apothecary, Power Weapon, Meltabombs

Deathwing, Apothecary, Standard Bearer, Cyclone Missile Launcher, Chain Fist, Thunder Hammer/Stormshield x2, Lightning Claws

Deathwing, Assault Cannon, Thunder Hammer/Storm Shield, Lightning Claws, Chain Fist

Tactical Squad, 5 Marines, Missile Launcher, Meltagun

            Tactical Squad, 5 Marines, Missile Launcher, Flamer

            Devastators, 5 Marines, 4 x Missile Launchers

Typhoon Speeder, Multimelta

            Typhoon Speeder, Multimelta

 

Firebase time. Ezekiel makes units within 12” fearless, the additions to this list allow me to set a solid block up, firing constantly at the enemy whilst the Deathwing and Ravenwing speeders move up and engage the opponent on my terms.

At least, that was the plan… check out how I got on tomorrow!

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