HQ

  • Far Seer (Jet Bike, Mantle of the Laughing God)
  • Spirit Seer

TROOPS

  • 5 Wraith Guard (Wave Serpent, Scatter Lasers, Shuriken Cannon, Holo Field, Star Engines)
  • 5 Dire Avengers (Wave Serpent, Scatter Lasers, Shuriken Cannon, Holo Field, Star Engines)
  • 5 Dire Avengers (Wave Serpent, Scatter Lasers, Shuriken Cannon, Holo Field, Star Engines)
  • 3 Jet Bikes
  • 3 Jet Bikes

FAST ATTACK

  • 8 Warp Spiders

HEAVY SUPPORT

  • Wraith Knight (Sun Cannon/Scatter Shield, Scatter Laser)
  • Fire Prism (Holo Field, Spirit Stones)
  • Fire Prism (Holo Field, Spirit Stones)

~1850

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After making a couple of adjustments to the list I took to the February 8 tournament, drove to a different town and entered another 1850 (taking my son with me):

Round One: I am paired with a player that has beaten me before (Eldar v. Eldar when I was experimenting with a Mantle-Autarch). His list is a little bit of everything; Sorcerer in terminator armor, one unit of Thousand Sons, some cultists, obliterators, a hell brute (las cannon), a mauler fiend, a rhino with regular CSM, a few terminators, a daemon prince with the obligatory black mace, a hell turkey and an aegis line/quad gun. Not a whole lot of thousand sons, but enough–and nicely painted as well. This tournament ran Primary, Secondary, and Tertiary, as well as First Blood, Line Breaker and Slay the Warlord. Each round simply changed the deployment type and point values of the three missions (not exactly ‘spicy’ but still different enough to make you have to pay attention to what matters most in each round).

  • Primary Mission: Kill Points
  • Secondary Mission: Crusade (4)
  • Tertiary Mission: Table Quarters
  • Deployment: Vanguard
  • Warlord Trait: Entirely forgettable (I forgot it)
  • Night Fighting: Yes
  • First Turn: No (I won the roll but deferred; if I remember correctly)
  • Length of Game: 6 turns (Lucky for me)

My first picture wasn’t taken until the end of Game Turn 2 (too chatty, as I know most of the guys in this tournament fairly well), so I will summarize up to there. My opponent wins the right to choose the table side and picks the one with a ruin in the deployment zone (vanguard is a little tricky like that). I don’t mind too much because I end up with excellent los blocking pieces that essentially cut off his obliterators and quad gun, reducing their impact on the game and shaping the battle so that it almost all happens within 12″ of the left side of the table. I pack as much stuff as I can into a corner and hold the spiders and jet bikes in reserve.

Turn One Highlights: The daemon prince launches and the mauler fiend starts running toward my wraith knight. My opponent takes a few shots at my vehicles, to little effect. I try REALLY hard to ground his prince, but he passes 4 or 5 grounding checks. Nor does he take a wound. I start sending one fire prism down my board edge, to see if it can a) draw fire off my prisms and b) possibly make it into the right corner. I take a pot-shot at his mauler fiend and immobilize it (oh, that’s funny). It sits there, regenerates to full hull points, growling impotently at me until I destroy it later in the game (when I feel like it).

Turn Two Highlights: His hell drake comes on, but his terminators and thousand sons (also held in reserves) do not. He decides to keep his prince aloft (there’s nothing squishy on the table yet and the wraith knight is in cover, so it would strike first). My vehicles survive another round of shooting only losing a hull point here or there. I can’t keep the jet bikes off, so I put the unit that comes on into the ruins on the right, where they hang out until the drake gets there on turn four and burns them. My warp spiders come on, and I misplace them again. There wasn’t really a great place to put them, since the hell turkey could reach the other end of the board if need be and he was about to have a unit of AP3 bolters walk on somewhere. So, I sent them after the daemon prince. Since I still have all my tanks, I decide to shoot the wave serpents at the hell drake, but do absolutely nothing to it. Shooting from everything else puts two wounds on the daemon prince (I think he finally failed a grounding check and took a wound in the process). By the time he’s on the ground, I’ve got nothing left to shoot him with. I move the spiders away, so that the prince will have to double back if he wants to take care of them.

End of Game Turn Two.

End of Game Turn Two.

Turn Three Highlights: His thousand sons unit walks onto the board and has the nerve to shoot at my wraith knight. As per my usual, I fail my saves and promptly take two wounds. The fire prism out in the open is stunned (and I do not shake it off with the spirit stones), but the rest of my vehicles are fine. The prince doubles back, lands, and assaults the spiders. They actually hit and wound him in overwatch, but he makes his save and then proceeds to annihilate them. The prince, now on the ground, is easy pickings. I send the wraith knight after the thousand suns, killing a couple with the sun cannon and then assaulting. I fail (again) to take down the hell turkey, but I do knock a couple of hull points off of it. A unit of dire avengers disembarks to help either shoot at the prince or the thousand sons (I think they ended up shooting at the prince and doing nothing). The close combat is a whiff-fest, but there is the potential that the sorcerer’s force weapon could come into play. Luckily, it doesn’t. The wraith knight remains locked in combat until turn five….

End of Game Turn Three.

End of Game Turn Three.

Turn Four Highlights: His terminators come in, and land on target. They shoot at a wave serpent, but it makes it’s jinks! Combined vector strike and shooting wrecks the stunned fire prism. The hell turkey roasts the jet bikes lurking in the building. I think the wraith knight kills one or two more, leaving one and the sorcerer. They do no wounds in return. My other jet bikes come on and I keep them close (away from the turkey and the long range fire power). I finally shoot down the turkey. I shoot a lot of things at the terminators and just can’t clear them (I think they even had misfortune on them), so I charge them with the Dire Avengers. I think they do a wound (or two), but he makes his saves. Luckily, he whiffs, so they stay stuck in.

End of Game Turn Four.

End of Game Turn Four.

A close up of my Wraith Knight’s mondo CC skills:

Wraith Knight, why you no stomp Thousand Sons?

Wraith Knight, why you no stomp Thousand Sons?

Turn Five Highlights: He unloads his CSM onto an objective and wrecks my wraith guard-carrying wave serpent (which disembark directly onto an objective, thank you very much). He whiffs with his terminator, but thousand sons finally gets stomped into the dust by my wraith knight (just in time!). My wraith knight kills a bunch of CSM (bunched up as they are, I get a LOT of hits), but they make their morale check. I also dispatch the poor mauler fiend. I am pretty sure that I disembarked some more dire avengers onto the objective in the forest and turbo-boosted my bikes into the far corner to pick up a table quarter. In the assault phase, I sent my far seer into the combat with the lone (misfortuned) terminator, but still couldn’t bring him down. Now we’re all stuck in. Luckily, the game goes on, because I’m not sure I’m winning. Draw, maybe, but not winning.

After the top of Game Turn Five, before the Sun Cannon went to work.

After the top of Game Turn Five, before the Sun Cannon went to work.

Turn Six Highlights: There are no good pictures of turn 6. He did his best to protect the CSM on the objective and tried to pick off weak targets. I think he wrecked another vehicle. But, he whiffed in close combat with his terminator yet again. I destroy the rhino and kill all of the CSM holding the objective, giving me a 2-1 advantage in crusade AND passing him in kill points. The game ends. I win a major victory (minus first blood, slay the warlord, or linebreaker).

P.S. Turns out he was fine-tuning his list for a bigger tournament later in the month that I went to as well.

Round Three: Having been held scoreless in my first game, I was sure that I would not finish very high (I end up taking 4th), but I was looking for the opportunity to go 9-1 or 10-0, in case someone had a lousy round three game. Win/Loss (Draw) record is first, points second and total Kill Points third in determining who wins. Much to my surprise, I draw the Tyranid player. He had won his first game, but lost his second. That meant he was 1-1 with about 10 points total. His list certainly looked competitive, so I told him that if he beat me, I’d by the ‘Nid codex. He brought two flyrants with devourers (I don’t think he had brain leeches, at least he never mentioned them), 30 gaunts (about 10 with devourers) and a tervigon, another 20 or so gaunts (again, some with devourers), 3(5?) warriors, a zoanthrope, 3 biovores, 3 tyrant guard (the blind shooty guys), an exocrine and a tyrannofex (and a partridge in a pear tree, or maybe the kitchen sink). Three of his beasties got catalyst, one got paroxysm, and I don’t remember the rest. He had a lot of T6 gribblies on the table, so I knew that if I didn’t/couldn’t handle the flyrants I’d be screwed, particularly since his Tervy was in a troop slot.

  • Primary Mission: The Relic (I hate The Relic)
  • Secondary Mission: Big Guns Never Tire (4 Objectives)
  • Deployment: Vanguard
  • Warlord Trait: Something useless or else I’d remember.
  • Night Fighting: No
  • First Turn: No (I won the roll but deferred)
  • Length of Game: 4 Turns due to time being called (he was a bit slow), I offered one more turn after we turned in our results, to see if the game would swing his way.
  • Result: 5-1 Win (Did not buy a ‘Nid codex)

My opponent wins the right to choose table sides and takes the one with the only piece of significant LoS terrain on the table and deploys with lots of big stuff in the middle, flanked by gaunts, and with some synapse in the backfield. I will point out that it took him just under 20 minutes to deploy his models, so when time was called and I was winning, I wasn’t too sympathetic. I will also point out that while he may be a ‘nid player, this seemed like it was very much his first tournament (first games?) with the new codex. So, while I was privately annoyed, I didn’t say anything. I didn’t go out of my way to help him play his army either.

My opponent's deployment.

My opponent’s deployment.

I deploy as close to the center of the table as I can with my spiders (misused and abused AGAIN), the serpents, and the fire prism. I figured that if I lost a serpent (hopefully not two), that I would pop out in a good position to shoot at a flyrant. I was also relying on the eldar’s maneuverability to draw him to one side and then redeploy to the other.

My deployment. Warp Spiders misplaced again (would have rocked deep striking from reserves).

My deployment. Warp Spiders misplaced again (would have rocked deep striking from reserves).

Turn One Highlights: It takes for freaking EVER for my opponent to cast all of his bajillion psychic powers. YOU get catalyst and YOU get catalyst…everybody gets catalyst! Everything moves forward. The flyrants wreck the Scytheguard’s serpent and the warp spiders are reduced to 4 because they’re the ONLY thing the biovores and tyrannofex can shoot at. I am SO bad at warp spiders. My Spirit Seer got Hallucination…so I give it a go on one of the flyrants. Luck is with me and one of the flyrants goes, “Erm?” for a turn. I kill the other one, but it takes a LOT of shooting to do it; he makes an inordinate number of 5+ Feel No Pain rolls–11 of 16 for the entire game. Yeah, I started counting.

During the bottom of Game Turn One (before I finished killing the flyrant on the right).

During the bottom of Game Turn One (before I finished killing the flyrant on the right).

Turn Two Highlights: We determine that a model suffering from “Erm?” can still move and cast psychic powers. He casts paroxysm on the warp spiders (no other real targets). Pretty much everything gets catalyst again. The warp spiders are reduced to two and are pinned, but make the morale check. I take a turn off of shooting the serpents and reposition them away from the big gribblies and away from the flyrant (not necessarily ‘safe’ just away from it). Despite hitting the flyrant multiple times, I fail to either ground it OR put a wound on it, an ENTIRE turn of wasted shooting. This is the exact moment I begin to a) hate catalyst and b) develop a strong desire to examine my opponent’s dice.

End of Game Turn Two.

End of Game Turn Two.

Turn Three Highlights: The flyrant turns toward my backfield (chock full of delicious ‘nid snacks) but inexplicably chooses to shoot at my scytheguard rather than the fire prism or night spinner (both heavy support…). For all his trouble he manages to take out one wraithguard. Lucky saves on my part keep one warp spider alive. He realizes (too late to move them) that his biovores have no targets other than the warp spiders. I keep shuffling the wave serpents to the left and dropping the scytheguard back. I cross my fingers and make my first ever warp-jump roll…and get like 13″! Woot! The plucky little guy bravely runs away. I position the wraith knight between the tyrannofex and the flyrant in case of more catalyst ‘magic is friendship’ type shenanigans (5 S10 AP2 attacks ought to do it…). I reduce the tyrant to one wound (without grounding it) and so decide to shoot the wraith knight at the tyrannofex, which, if I remember correctly, makes yet ANOTHER 5+ FnP.

End of Game Turn Three.

End of Game Turn Three.

Turn Four Highlights: I’m not sure WHY he does this, but my opponent charges the fire prism with his flyrant. I fully expected him to come after my lolseer (which is why I took the risk and parked him in the ruin). He shoots at my wraith knight, taking a couple of wounds off of it, then charges with the tyrannofex. I stomp it into biomass and consolidate toward the tervigon. He does manage to wreck a wave serpent and then bombard the dire avengers into oblivion. However, he does not seem to be aware that his exocrine is sitting on the relic (his gaunts have not picked it up). Note: The pictures get a little wonky here, because I played the end of turn four knowing that time would end, then we took it back and played through the end of turn five to see if it would turn out differently.

In the ‘official’ ending, I easily dispatch his flyrant, use the wave serpent to thin out the gaunts near the relic, and take potshots at the tervigon but don’t try to assault it. What you can’t see in the picture is that one unit of jetbikes has gone left while the other went right. They both turbo-boosted onto his Big Guns objectives to contest them.

We had played through the end of the ‘what if’ turn four and halfway through ‘what if’ turn five by the time I took the next picture.

Halfway through 'What If' turn five.

Halfway through ‘What If’ turn five.

For my ‘what if’ turn four I charged the tervigon (successfully) and put a couple of wounds on it.  He secured the relic, tried to bubble-wrap objectives, and attempted to charge my farseer with the exocrine, but failed. When it came to the close combat with the tervigon, my wraith knight crushed it. The resulting explosion killed something like 11 from one gaunt unit and 9 from the other. They still had plenty of synapse in the backfield, but his tyrant guard were out of it. At the bottom of ‘what if’ turn five, I positioned the wraith knight so that his charge would put him in base contact with the model holding the relic. I shot and broke the tyrant guard (no synapse!), and still managed to turbo-boost near enough his objectives to contest them (thank you, exploding tervigon). We did not proceed to the close combat, as he was certain I would at least kill the model holding the relic.

End of 'What If' turn five, without completing the wraith knight's assault phase.

End of ‘What If’ turn five, without completing the wraith knight’s assault phase.

I’m fairly sure a better player could have beaten me in this game (of course, we would also have had time for a turn five which is when the synapse web started to disintegrate). By the time it was over, I figured out that he wasn’t spawning gaunts because he didn’t have any more models, and that he wasn’t placing spore mines for his misses. Maybe I don’t understand the spore mine/biovore rule–is it the first template that turns into a spore mine, or ANY template that misses? In any case, I didn’t have to buy the codex.

Round Two: After being crushed in Round One, I knew the second round pairing would be much more favorable. I was still a bit surprised at HOW favorable it turned out to be. A stalwart (and stubborn) Black Templar player with no illusions about their handicaps (thanks to the new C:SM codex), he had a great sense of humor. When he saw me coming, he groaned. I told him I’d buy him a beer if I beat him, and he said, ‘Why Wait?’ His list was something like, 2 Land Raider Crusaders (storm bolter ones), one with a chaplain and a captain(?) along with a mixed group of initiates/templars, the other with a big blob of initiates and templars. He had two rhinos with small tactical squads (plasma gun + missile launcher, I think) and a storm raven with 3 grav-cannon centurions in it. Other than the chaplain blob, I’m only concerned about the centurions.

  • Primary Mission: Scouring (3 Objectives worth 1, 2, and 3 for each player)
  • Secondary Mission: Purge the Alien
  • Deployment: Hammer and Anvil
  • Warlord Trait: Stealth/Move Through Cover in Ruins
  • Night Fighting: Yes (I won the roll to go first but gave it to the Templars)
  • First Turn: No
  • Length of Game: 5 Turns (Lucky; another turn and things might have swung the other way)
  • Result: 10-0 Win (Bought him a beer)

I chose the table side, with the biggest piece of LoS blocking terrain (a rock ridge) on it. There was a decent sized piece in the middle of the board too, but my opponent deployed right on his line, leaving one rhino in the backfield (near an objective) and hiding one rhino behind the land raiders. The centurions started in reserve with the storm raven. I deploy the Warp Spiders on the board (though with a lone rhino in the backfield, they could and perhaps should have started in reserve) in a ruin. I keep almost everything out of shooting range but offer the wraith knight, since it would be getting an excellent turn one cover save and I wanted it closer in order to reduce the potential cover save for whatever it shot at.

My opponent's deployment. Really sharp paint jobs!

My opponent’s deployment. Really sharp paint jobs!

My deployment.

My deployment.

Turn One Highlights: The Templars move everything up and take a potshot at my wraith knight. He makes his cover save. I put prescience on the fire prism and proceed to blow up his chaplain’s land raider (failed cover save and a 4+2 on the pen chart). He loses five or so in the explosion. The wraith knight jumps up onto the ridge but whiffs (or else cover saves are made, whichever). I send a wave serpent flat out up the left side of the board. By the end of my turn, the chaplain’s squad is reduced to just four models (chaplain, captain(?), and two others).

End of Game Turn One.

End of Game Turn One.

Turn Two Highlights: The centurions come on with the storm raven and drop out but scatter directly backward, placing them out of range of anything. He tries to get his chaplain up the board, but rolls poorly for difficult terrain (there’s an invisible crater there). He moves a land raider up and swings it sideways to block a little bit of los. My fire prism jinks a pen from the storm raven. He fires a missile at my wave serpent on the left side, but does nothing to it. A dismal round of shooting. For my part, my wraith knight jumps down to get some sweet sweet land raider action. My wave serpent continues to advance, now followed by a unit of bikes that came in from reserve. For all of my careful positioning, etc., all I manage to do is wreck his backfield rhino. The wraith knight and fire prism both whiff and some half-hearted shots on his centurions yield maybe one wound (can’t recall). To top it off, I FORGET TO ASSAULT THE LAND RAIDER. But I don’t realize it until he goes to move it in turn three and I think to myself, “Hey, that shouldn’t be there anymore…”.

End of Game Turn Two.

End of Game Turn Two.

Turn Three Highlights: The land raider is afraid of terrain. The chaplain moves into the central piece of terrain. The centurions make the wraith knight go, ‘poof’ only because they get to reroll. Out of 15 shots he missed 9 and failed to wound with 2 of the 6 hits…but the rerolls finished off the wraith knight (once again, swinging in the breeze). He dropped the storm raven into hover but it whiffs. Oh–and the multi-melta on his remaining land raider ALSO misses (it missed in turn two also). No other shooting is of consequence. I continue to advance on the left, shuffle my fire prism and night spinner around and largely fail to do anything else. The storm raven jinks the shot from the fire prism and combined fire from the wave serpent and jet bikes fails to take out the marines in the backfield. I waste more shots on the centurions.

End of Game Turn Three.

End of Game Turn Three.

Turn Four Highlights: This is a good turn for the Black Templars. He immobilizes my scytheguard-carrying wave serpent AND my night spinner, and ‘shakes’ my fire prism. The marines in the backfield bravely assault the wave serpent, but only manage to take one hull point off of it. I disembark the scytheguard in order to try to crack the land raider (not likely, and I probably should have stayed in the immobilized serpent). I pull the fire prism back and take a snap-shot at the storm raven but miss. The wave serpent and jet bikes finally clean up the marines in the backfield, and I take out the chaplain and the rest of his squad.

End of Game Turn Four.

End of Game Turn Four.

Turn Five Highlights: Rather than disembark, the land raider plays ring-around-the-rosy with the terrain. The centurions line up on my wraith guard and (no surprise) do a fair amount of overkill. The storm raven switches back to flight mode and shoots at my other jet bike squad. I lose one, but they make their leadership. I’m not sure if this was clever or not, but he doesn’t disembark his marines from the other rhino. I think he was counting on me to shoot them out of it (and onto the objective), or he was playing for a turn 6. I disembark dire avengers onto an objective and reposition the other wave serpent and the fire prism. The fire prism fails to penetrate the land raider. One wave serpent blows up the rhino and the other serpent (and the dire avengers) combine to destroy the squad. For ‘fun’ (and because they haven’t done anything all game), the warp spiders fire on the storm raven and manage to take a hull point with a glance. I turbo-boost jet bikes onto the objective marker where the rhino was. Luckily, the game ends. Had it continued, I would very likely have been pushed/shot off of key objectives and in danger of losing (not necessarily losing, but in danger). My opponent was a good sport and a great guy. When I found out he was a veteran, I was more than just happy to buy him a beer, I was honored.

End of Game Turn Five.

End of Game Turn Five.

My List:

Head Quarters:

  • Far Seer (Jet Bike, Mantle of the Laughing God, Singing Spear)
  • Spirit Seer

Troops:

  • 5 Scytheguard, Wave Serpent (Scatter Lasers, Holo Field, Shuriken Cannon)
  • 8 Dire Avengers, Wave Serpent (Scatter Lasers, Holo Field, Shuriken Cannon)
  • 8 Dire Avengers, Wave Serpent (Scatter Lasers, Holo Field, Shuriken Cannon)
  • 3 Jet Bikes
  • 3 Jet Bikes

Fast Attack:

  • 8 Warp Spiders

Heavy Support:

  • Wraith Knight (Heavy Wraith Cannons)
  • Night Spinner (Holo Field)
  • Fire Prism (Holo Field)

~1850

Round One: Perhaps because I won the December tournament, I am paired with a Gravbike spam + Khan with Grey Knight (a.k.a. Coteaz) allies. As I pointed out in my Round Two report from the last tournament, the only thing I’m remotely afraid of…is a White Scars list. I am sure I could have made better deployment decisions–it’s a bit hard to think when your opponent is going to start at the mid-line of the board in a Dawn of War deployment. C’est la vie, enh? His list was 6 units of 5 bikes, 3 with all grav-guns 2 with all meltas, two thunderfire cannons, and Khan as his primary. His allies (taken from the Grey Knight codex rather than the new Inquisition thing, if I remember correctly), were Coteaz, three bullet catchers, three plasma cannon servitors, a techmarine (maybe the techmarine was part of the primary?) with a conversion beamer, some close-combat assassins(?) and a storm raven. Oh, and he had 3 servo skulls….

I suppose now is as good a time as any to point out that he brought a highly competitive list to a tournament that has no entrance fee…good times. [Edit: Also, he went on to win the tournament.]

  • Primary Mission: Crusade (3 Objectives)
  • Secondary Mission: Emperor’s Will
  • Deployment: Dawn of War
  • Warlord Trait: -1 to reserve rolls?
  • Night Fighting: Yes.
  • First Turn: No.
  • Length of Game: 5 Turns
  • Result: 6-0(?) Loss (I held my Emperor’s Will, denying him points, and I don’t think he got Line Breaker)

I did not get to chose table side and lost the chance to go first (Coteaz makes going first largely irrelevant). I did not bother to try to seize, as you have to reroll it (Coteaz, again). Love me some Coteaz. My list is in a separate post. Here is my deployment (I MIGHT have been able to smash everything to the far side away from Coteaz but /shrug), along with my opponent’s deployment. Nothing like an army list that ignores so many rules of the game; Terrain–no. Dangerous Terrain–no. Deployment Zone–no. 4+ Jink for Turbo-boosting–no, 3+!). The picture was taken after he had moved two squads of bikes, but you get the idea:

Partway into Turn One.

Partway into Turn One.

Turn One Highlights: I am losing before the game even starts, and the first turn confirms that. I lose the Night Spinner to, “Oh, you’re immobilized? Well, then a second Immobilized result takes off 2 hull points.” Awesome. At least it takes 3 squads to get the job done. I lose a Wave Serpent by failing to downgrade a pen’ from a meltagun. I haven’t lost two vehicles on turn one since…ever. I respond as well as I can. I needed everything I attempted to be successful, or be guaranteed a loss. Not everything was successful. My Scytheguard disembarked and annihilated one squad (with much overkill). Between my Dire Avengers in the top right corner and my Wraith Knight, I managed to whittle a squad down to just 2 with shooting and then failed the charge roll with the Wraith Knight because the squad ‘broke’ and fell back 7 or 8 inches. The Wave Serpent by the Fire Prism was stunned, so I disembarked the squad to try to get a little shooting out of it (I don’t know if that’s how it works, but my opponent was fine with it and it clearly didn’t help me at all).

Partway through the bottom of Turn One.

Partway through the bottom of Turn One.

Turn Two Highlights: My Scytheguard and Spirit Seer are vaporized by Prescience-guided blasts from the servitors. The more central unit of Dire Avengers are hit by the thunder fire cannons but are not pinned and do not run. I lose the Fire Prism to a charge. In a stroke of luck, the surviving bikes at the top fail to destroy my wraithbone Wave Serpent, either with shooting or on the charge (I think they stunned it though). My Wraith Knight makes short work of them in close combat and consolidates towards Coteaz. My Warp Spiders, making their first appearance in a tournament ever (I just got them the week before), make their deep strike but end up on the wrong side of impassible terrain and have zero targets. I very much should have started them on the board and kept a serpent or two in reserve instead. Ah well. With nothing to shoot at, I got out of LoS from the servitor death-squad and hoped that the Khan wouldn’t turn around.

End of Turn Two.

End of Turn Two.

Turn Three Highlights: My Wraith Knight is reduced to 2 wounds. Khan turns around and cuts down the hapless (and poorly deployed) Warp Spiders. My Dire Avenger squad is pinned. I position my Lolseer and Wraith Knight to make a combined charge on Coteaz’s unit (desperate times call for desperate measures). I also go flat-out with my wraithbone Wave Serpent to (hopefully) add more firepower if I survive the close combat. I manage to finish off another bike squad. I shoot Coteaz’s unit with the shuriken catapults…and remove two bullet-catchers, increasing my charge range for the Wraith Knight to 7 or 8″ on three dice. Foolish. The Lolseer makes the charge and isn’t touched by overwatch, but the Wraith Knight fails to get in. The Lolseer (perhaps should have issued a challenge?) kills another bullet-catcher and the techmarine (an ill-timed roll of a ‘1’ made in an effort to preserve the unit’s shooting strength). Then Coteaz hits the Lolseer 4 times, and wounds 4 times. The Lolseer fails his invulnerable (twice) and suffers instant death (force weapon activation). In the meantime, a unit of Jet Bikes is hanging out on the other end of the table, waiting to turbo-boost onto objectives.

End of Turn Three.

End of Turn Three.

Turn Four Highlights: My other bike squad comes on. My Wraith Knight, swinging in the breeze, is easily dispatched by the grav-guns. The thunderfire cannons break my Dire Avengers and they run off the board. My remaining Wave Serpents are wrecked, and the Dire Avengers that pile out are pinned. His Storm Raven (which may have come in on turn three) switches to hover mode and dials in on my bikes. In fact, practically his entire army does a 180 and heads toward my bikes. There is a teeny-tiny chance that I could hold for a minor loss (first blood, warlord already given up).

Somewhere in the middle of Turn Five (maybe).

Somewhere in the middle of Turn Five (maybe).

Turn Five Highlights: The end of Turn Four to the end of Turn Five is a bit fuzzy. The thunderfire cannons almost wipe out both my bike squads. He is too far to make charges (and doesn’t shoot–don’t recall why). In the end, I move and turbo-boost onto the Emperor’s Will objective, keeping him from earning those points only because the game ended. I learned a number of lessons from this game and am confident I will give a better battle the next time I face a White Scars list.

End of Turn Five (end of game).

End of Turn Five (end of game).