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1200+1200 Team Tournament - Big Mek Scar 'Ead in Wings Over Boyz with Marines




Eugene and I played in the team tournament yesterday and won by a slim margin.  The battle points for 3rd 2nd and 1st were 47, 48, and 49.

Gene took a Master of the Forge with a conversion beamer, two units of five Scouts, and five Ironclad Dreadnoughts with Heavy Flamers all in Drop pods.

This was my list:

1200 Pts - Codex: Orks Roster - Wings Over Boyz

Big Mek Scar 'Ead, 115 pts (Bosspole; Kustom Force Field; Power Klaw;  Warlord)
26 Boyz, 177 pts
   1 Boyz Nob (Bosspole)
27 Boyz, 162 pts (Shootas)
27 Boyz, 162 pts (Shootas)
27 Boyz, 162 pts
27 Boyz, 162 pts
1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)
1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)

After the last tournament, I overheard someone say that assault was dead in 6th edition.  I told him that was a ridiculous notion and he replied, "Well, that's because you didn't face my gun line."  I set out to prove him wrong.


Game 1: Chaos Space Marines and Imperial Guard
Mission: Big Guns Never Tire with 3 Objectives
Deployment: Dawn of War
Breif: Luckily, we had 2 objectives and placed them on our side of the table.  Unfortunately, they were both booby trapped!  With two Heldrakes, a Sorcerer with the Torrent weapon, and two Leman Russ, we had to space the Boyz out 2".  Of course, this was slightly distressing to our opponents.  I didn't think much of it, because... Heldrakes.  At any rate, the Dreadnoughts came in a whompin' and a whuppin on vehicles. One of the Leman russ was destroyed right off the bat.  They tried dropping Templates amidst the boyz and they did put some wounds on, but nothing severe.  I was forced to juggle squads with Big Mek Scar 'Ead a few times.  Eugene's Dreadnoughts faced mighty opposition, but they did manage to wreak havoc on their lines while the drop-pods blocked their troops choices from gaining ground fast enough to get in position.  Also, it seemed as if they were hesitant to get close to our lines.  This was both wise and their downfall.  In the end, the Dreadnoughts had cleared off their objective with no competition, we'd eliminated many of their Heavy choices, and we held our objectives with plenty of strength.  Best of all, the Imperial Guard player in this game was the one who said that assault was dead in 6th.  I guess his fear of our mobs and their inability to break them with heavy weapons fire will stay his comments in the future.
Result: 11-4
Possible full game outcome: On Turn 5 it would have been 9-4 and on Turn 6 it would have been 12-4.  Either way we would have won.
Take-Aways:  This was a good but grueling game.  I don't like playing horde but it is still very effective if you are annoying and space your boyz out 2".  Buy a tac template with a 2" side on it or bring along an old cavalry base as they are just under 2". It will save you time.

Game 2: Sisters of Battle and Space Marines
Mission: The Relic
Deployment: Vanguard Strike
Breif: This game got off on a bad foot as the Sisters of Battle player did not understand Vanguard Deployment and insisted vehemently that we were wrong about how to use it.  He was rude.  This tainted the entire game.  We were able to crack the wing of his Fortress of Redemption with the Crackstorm Missile Battery with one of his Dreadnoughts in turn 1 and save the Boyz from that particular threat.  Our opponents captured the Relic early in the game with scouts, however early is a relative term.  They took longer on their turns than we did and we had 165 boyz to move every turn.  This game was very frustrating, but we did manage to rush them through their turn 2 in order for us to get the turn 3 that we needed.  We were able to destroy the scouts with one of the dreadnoughts' heavy flamers and Eugene rolled well against a Chaplain who had jumped into our back lines in order to attempt slaying his Master of the Forge.  Amusingly, I tried to use Glorious Intervention with a group of boyz to try and save the Master of the Forge, forgetting I'd taken the Nobz out of most of the units.  A group of boyz launched themselves into position for Linebreaker by rolling well on an assault against one of the Sisters of Battle tanks, thus securing the tie.
Result: 2-2
Possible full game outcome: On any turn of the game, we would have kicked the everloving crap out of these guys and not really felt all that bad about it.
Take-Aways:  This game left us frustrated and exhausted. I did feel as if I missed the Nobz in this game.  I still think it's kind of worth it to spend the 10 points per squad; just find room somewhere.  Also, interestingly enough, 5 squads of boyz do NOT fit in Vanguard deployment.  We deployed 4 and had to reserve the 5th and they never made it onto the field.

Game 3: Dark Angels and Dark Angels

Mission: Purge the Alien
Deployment: Hammer & Anvil
Breif: This last game concerned us greatly.  Our opponents had a total of like 11 or 12 units on their side while we had 21 and a great deal of distance to cover.  Fortunately, there were no big templates; just some plasma, so deployment didn't take very long.  In turn 1, Eugene dropped his pods among some tac marines in Rhinos, but his dice failed him utterly and he killed none of them.  Our opponents killed a drop pod with their Icarus Lascannon which secured them first blood and a kill point.  To our astonishment, they dropped Belial's squad of terminators right in front of my Boyz.  This was a significant miscalculation which, to be fair, had worked well in previous games.  By the last turn, Eugene's luck had turned around and he was slaughtering marines and vehicles in our opponent's back lines, albeit taking many hull points in the process.  I obliterated that squad of terminators by turn 3, although not without losing a squad of Boyz in the process (they were killed down to 10 Boyz... curses!).  On turn 4, I had positioned myself to protect the scouts from assault by another Deathwing squad.  They rushed in, losing a man to overwatch, and on the next turn I assaulted in with another choppa/slugga squad and wiped them out.  In the end, there were three space marines left on the table.
Result: 12-5
Possible full game outcome: This game actually ended naturally on turn 5.  This is what happens when a group of players who know what they're doing play a game! 
Take-Aways:  This was a great game from beginning to end.  There was good-natured ribbing and cries of delight at every kill point on both sides.  It was a good game to end the tournament on. 

Overall, I'd say these games reinforced how important it is to disrupt your opponents' back lines with reliable and off-putting units.  However, like our oppontents proved in game 3, it's also important to assess the threat and properly assess your risk vs. reward.  It also strengthened the reliability of Boyz.

I am seriously considering trying out my Stormboyz again for my Adepticon list. We shall see.

I picked out a box of Boyz for my prize.  I have 20 Boyz already, so this will make 30 for my last unit of Boyz.  Also, Eugene didn't really want anything from the stock the store owner had, so he let me pick something out.  I also grabbed the Finecast Ork Warboss with Kombi-Skorcha and Attack squig.  I've always wanted this model.  It looks pretty darn cool. Thanks, Gene!  I plan on magnetizing his weapon arm so that I can run him with either the kombi skorcha or just a choppa.  A choppa/slugga warboss with an attack squig swings 7 attacks at Strength 6 on the charge which is kind of amazing when you think about it.






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