“EDINBURGH EXTERMINATUS – APRIL 2014”
c/o EDINBURGH LEAGUE OF GAMERS
Greeting
wall-of-text readers! After a few weeks attending the Edinburgh League of Gamers (ELG) on a weekly Wednesday-night basis to get my 40K fix, I found out
that the ELG were holding a 2-day tournament consisting of the following:
- 1750 points, 6th edition “singles” tournament, allies + Forgeworld-allowed, no Super heavies / Lords of War.
- 5 games of standardized 40K games consisting of 5 scenarios from the BRB rulebook with very minor variations per mission, with tournament scores attributable to differences in achieving primary, secondary, and bonus secret mission tertiary objectives.
- Approx. 2.5 hour time limit per game to keep to the schedule. Swiss system tournament setup. 10 tables (20 players) in total, with random allocation to start out with but a designated ‘top table’ (1) and ‘bottom table’ (10) which would give an indication of overall player rankings.
- Lunch, bottles of water and snacks provided, with a licensed bar.
While
having never entered a 40K tournament before and reading of all sorts of
power-cheese lists galore in such circumstances, I thought it would be an ideal
way to spend my weekend meeting up with fellow enthusiasts I might not ever see
at the weekly games night, plus to expand and interact with my ever-growing 40K
social circle, so why not? 5 games of 40K in 2 days, woohoo!
And
indeed it was. I met loads of people I wouldn’t normally have met, played with
loads of people I knew from the club but hadn’t played with, and had an utmost
blast. It was a friendly, jovial, at times tensely competitive gaming
environment, but what fun we all had. All credit to the tournament organiser, Dale Bennion,
for hosting an excellent and smoothly-run tournament where I believe everyone,
or hopefully most people, had a good and memorable weekend. I certainly did!
Initially
I was very hesitant to enter my Grey Knight force into the tournament what with
having no anti-air elements to counter the proliferation of 6th
edition Flyers (I’m still awaiting for the arrival of a brand new Stormraven
& Aegis Defence Line for me to build up, paint, etc) but then I thought:
Aww heck, just because other opponents might bring some aerial muscle doesn’t
mean it would stop me having fun, I should just bring whatever I liked, right?
So this is an account of my plunge into the tournament scene.
So
here’s what I brought to my local tournament (nb: no individual points here, or
in my opponents’ individual lists I can recall, you’ll have to look it up
yourselves reader-chaps and chapattis!):
PRE-TOURNAMENT THOUGHTS
Grey
Knights – “Monkey Magic” @ 1750 points
HQ:
Inquisitor
Torquemada Coteaz
Ordo
Malleus Inquisitor – power armour, Psyker lvl 1, Force Sword, 3 servo-skulls.
TROOPS:
Terminator
Squad – 5-men, Psycannon, 2 Halberds, 1 Sword, 2 Hammers + Justicar Thawn
Henchmen
Squad – 2 Jokaeros, 2 Plasma Cannon Servitors, 2 Bolter Acolytes + Chimera
Henchmen
Squad – 2 Jokaeros, 2 Plasma Cannon Servitors + Chimera
Henchmen
Squad – 2 Plasmagun Acolytes + 4 Psykers
ELITE:
Vindicare
Assassin
FAST
ATTACK:
Grey
Knight Interceptors – 2 Psycannons, Psybolt upgrade
HEAVY:
Dreadknight
– Heavy incinerator, Personal Teleporter
Dreadnought,
TL Autocannons X 2, Psybolt upgrade
The
intention behind this particular army composition as follows:
We
all know GK’s excel at 24” range due to stormbolters, psycannons and psybolt,
but is considered weak at long ranges apart from a couple of select units, so I
wanted to turn this concept on it’s head and develop an army that had domination
on long-range firepower a la Tau, so keeping the enemy at arm’s length, but
also with enough punch to alpha strike on the 1st turn a la Drop Pod
armies.
So
the punch-shunt elements of Interceptors and Dreadknights were my 1st
turn ‘drop pod’ functionaries of this list, aiming to take out the big bad of
the enemy and/or crippling them at weak spots, also doubling up as massive
distraction units that had to be dealt with.
Deepstriking
Terminator squad will seize objectives and score where needed, preferably
backing up the shunting vanguard with stormbolter firepower. I’ve included
Thawn to pose a ‘thorn’ (haw haw) to my enemy’s plans, what with him being
re-spawnable and all with the exception of “Remove from Play” attacks.
Servo-skulls
to put the kibosh on scouting armies, especially bike spam.
In
the meantime my long range psyfleman, vindicare, and jokaero-monkey
obliterators will deal death from afar preferably on 1st turn,
thanks to Coteaz and his Spy Network. If the enemy got close the plasma cannons
would deal with 3+ armour Marine Equivalents (MEQ) / 2+ armour Terminator
Equivalents (TEQ), Coteaz and Inquisitor have access to Divination so I would
cast Prescience and Twin-Link the firepower of the squads. So essentially
Divination Monkies for the win, with the plethora of AP1 / AP2 Blast and long
range firepower, with opportunities to buff on Monkey Buff Traits (a.k.a. “Inconceivable
Customisation” with +1 bonus per Monkey) e.g. rending, increased 12” range,
etc, and maybe a spare Divination power that could be useful e.g. Perfect
Timing (ignores Cover).
Nasty
Monkies!
Henchmen
would preferably sit within their Chimera taxis and snipe from their static
caravans, only moving/disembarking to grab objectives. Coteaz *might* set up in
terrain, this would be situational e.g. if the enemy is relying on outflanking
/ deepstriking / reserves his “I’ll Be Expecting You” rule would devastate
them.
Lastly
the final henchmen squad (psykers + plasma dudes) would arrive from reserve for
late objective grabbing, keeping them out of harm’s way.
Vindicare,
while being a Glass Cannon, is my anti-fortification / anti-land-raider /
anti-vehicle component, intending to pop a tank a turn, and lastly I’m reliant
on any Psycannons I can spare and the Psyfleman to take out any Flyers (fingers
crossed here), which I had hoped wouldn’t have been too many.
So
with that in mind, I jumped into the breach, and entered my intrepid Grey
Knights to see how such a list would fare in a “competitive” environment. Sadly
these are just quick summaries to give you a flavour of what occurred this
weekend but no photos, charts, full blown batreps etc, for all you avid readers.
Boooo! Hisss, gerroff, etc.
If
you do want further information on what went down on the day, check out this link. Other than that, apologies
to my opponents if I get the finer details of their army lists wrong, but I’ll
do my best to recall what I went up against. All scores shown below are NOT as
per BRB victory points but rather based on the tournament scoring system
itself.
NOTE: I
was quite aware that Grey Knights were an army that not many people had ever
faced in my local meta, so all the players I encountered were very unfamiliar
with my force’s Codex, playstyle, and abilities. With that in mind, I always
sought to chat my list through with my opponents pre-game and explain where
required many of the Grey Knights abilities (e.g. servo skulls, Coteaz Spy
Network, I’ll be Expecting You, Jokaero traits, Thawn’s I’ll Be Back, etc etc),
so as to not suddenly foist “extra hidden” rules and abilities they were
previously unaware and make the game fairer and more fun for both parties.
GAME 1: MONKEY VS BIKERS
Mission:
Crusade (4no. objectives) - Setup: Dawn of War
Grey
Knights 1st Turn: Yes (won roll-off, no initiative stolen)
Table:
Urban-theme with Gothic ruin terrain.
Opponent:
Adam
White
Scars “Bike Spam” @ 1750 point
HQ:
Chapter
Master - on Bike, Shield Eternal, Relic Blade
Jaghatai
Khan – on Bike
TROOPS:
Bike
squad - 5 bikes
Bike
squad - 5 bikes
Bike
squad - 5 bikes
Bike
squad - 5 bikes
Scout
Squad
ELITE:
Command
squad – 5 bikes
Stern
Guard – 10 marines, Drop Pod
FAST
ATTACK
Stormraven
GAME 1 RESULT: Grey Knights Defeated! (Primary + Tertiary failed, Secondary draw
= 3 – 13)
GAME 1 SUMMARY: Servo skulls put the White Scars at arm’s length with 50% of
bikes in reserve, so the Interceptors and Dreadknight shunted forth while my
long range shooting tore massive chunks out of the bikers (killing one squad
and decimating the command) in the first 2 turns. However, the Dreadknight
eventually flubbed his dice rolls in combat and fell to a series of power fist
attacks. With this momentum lost, the quick arrival of drop pod, stern guard,
storm raven and the rest of bikes on turns 3 quickly turned the tide.
With
so much biker pressure, my forces withdrew to one side of the board and dealt
with the Stern Guard and Drop Pod but with the majority of scoring units still
embarked in their Chimeras failing to secure their own objectives, at the end
of turn 4 all Bikes rushed to camp on all objectives within their reach with
their turbo-boosting abilities, and time was called.
Turbo-boosting
won the bikes the game!
GAME 1 REACTION: It was in this first and vital game I learnt that tournaments
like this one had to be played fast to the extent that players’ would be
considered lucky if they even got to finish Turn 5, let alone any further turns.
I had a good game playing against Adam’s bike army and did not begrudge him his
well-deserved, hard fought victory as we both did not fully realise how long we
were taking to play. 2.5 hours goes quickly!
We
both had the option of playing on into our lunch break and even onto the next
game but decided against it on the grounds that it would be unfair in a fashion
to our subsequent opponent(s) by holding everybody up, so we got to enjoy our
sandwich buffet lunch instead and talked about the game and discussed with
others how theirs went. We were then relaxed, regrouped, and prepared for the next
game.
GAME 2: MONKEY VS DRAGONS
Mission:
Big Guns Never Tire (4no. objectives) – Setup: Hammer and Anvil
Grey
Knights 1st Turn: Yes (won roll-off, no initiative stolen)
Table:
Industrial-theme with Gothic ruin terrain.
Opponent:
Chris S.
Chaos
Space Marines “Typhus Triple Helldrakes” @ 1750 points
HQ:
Typhus
Chaos
Space Marine Sorceror – on Bike
TROOPS:
Plague
Zombies – 28no.
Plague
Zombies – 27no.
Plague
Zombies – 21 no.
ELITE:
Chaos
spawn – 3no.
FAST
ATTACK
Helldrake
– baleflamer
Helldrake
– baleflamer
Helldrake
– baleflamer
HEAVY:
Chaos
Havocs – 2 Lascannons + Autocannons
Chaos
Havocs – 2 Lascannons + Autocannons
FORTIFICATION:
1no. Bastion
GAME 2 RESULT: Grey Knights Defeated! (Primary + Secondary failed, Tertiary
passed = 4 – 18)
GAME 2 SUMMARY: Dreadknight got tarpitted by zombies and stayed in combat
throughout the game, while Typhus’ Manreaper made quick work of my
deep-striking Terminators. Everything else apart from my Psyfleman was
eliminated by the fearsome Triple Helldrakes with their powerful Vector Strikes
to crack open transports and 360 degree torrent S6 AP3 Flamer to kill
everything it touches. On a positive note, twin-linked lascannon monkies did
blow up the fortification, but the best I could do against the Flyers was
glance one a turn despite the amount of twin-linked snap-shooting I was putting
out. With no dedicated anti-air and poor positioning of my 2+ armour save units
the game was an uphill struggle.
Dragons
and Zombies, the Ultimate Tournament Combo!
GAME 2 REACTION: I had never faced this fearsome meta-busting list before but on
some small level I was quite pleased I didn’t get tabled despite playing until
the end of Turn 5 where it ended naturally on a dice roll (with only
Dreadknight and Psyfleman left on board). Chris’ freely admitted that he
normally wouldn’t play such a competitive list in ‘normal’ games but opted to
do so as he had heard rumours that all other entries were meta-busting
ballbreaking power-lists were normal in this particular tournament. Whether
this was actually the case I couldn’t verify as I had not the chance to
scrutinise the top tables’ players individual lists.
I’ll
hold my hands up and state that it wasn’t the most enjoyable game I’ve ever
played by a mile, but it was certainly an eye-opening game at least on an
academic level as Chris was very canny with his list choices, deployment, and
the way he played them (particularly manoeuvring the mighty Helldrakes to deny
me shots at their rear armour) and I’d be fooling myself if I hadn’t expected
to meet at least that one “guy” who brought that “list” that everyone talks
about in hushed tones in a competition setting. Mind you, some of my opponents
might well tar me with the same brush with the laser monkey gunline setup I
have, so there you go.
GAME 3: MONKEY VS VAMPIRES
Mission:
Emperor’s Will + The Relic (2no. objectives + Relic) – Setup: Dawn of War
Grey
Knights 1st Turn: Yes (1st turn given to me, no
initiative stolen)
Table:
Desert-theme with Adobe flat-roof building terrain.
Opponent:
Grant
Blood
Angels “Assault Marine Strikeforce” @ 1750 points
HQ:
Mephiston
TROOPS:
Assault
Marines – 10no. + 1 Sanguinary priest, Jump Packs
Assault
Marines – 10no. + 1 Sanguinary priest, Jump Packs
Assault
Marines – 10no. + 1 Sanguinary priest, Jump Packs
FAST
ATTACK
Stormraven
HEAVY:
Dreadnought
– Drop Pod
Predator
Annihilator – TL Lascannons, Lascannons
Predator
Annihilator – TL Lascannons, Lascannons
GAME 3 RESULT: Grey Knights Victory! (Primary passed, Secondary & Tertiary
drew = 13 – 4)
GAME 3 SUMMARY: Both Jokaero squads rolled to increase their shooting range by
12” (and one squad gained Ignores Cover from Coteaz Psychic power BRB roll)
which gave the Grey Knights an overwhelming edge over Grant’s Blood Angels on a
board with very little LOS-denying cover. Both the Dreadknight and Interceptors
were eventually charged by Assault Squads but Force Swords & Doomfists made
short work of the lot, while the Vindicare popped a vehicle a turn with its
Turbo-Penetrator ammunition.
Mephiston
and his ride (Stormraven) came too late on the board on Turn 5 to recover the
battle for the Blood Angels, by then the Monkey + Servitor shooting had wiped
out the rest of the Sons of Sanguinius, and Thawn made off with the Relic
(which was a bananacounter)
Victory,
and Payday for my Monkey auxillaries!
GAME 3 REACTION: As both Grant and I at this point had been allocated to the
bottom table it seemed we were both battling for the “wooden spoon”. Sadly this
time the deck was stacked against Grant as this particular table’s themed-cover
(or lack of it) did his army no favours as they were out in the open, along
with the nerfing of his Scouting tactics caused by my servo-skull. Lastly the
Monkey-buffs and Ignores Cover from my shooting was truly a devastating
combination that really put the hurt on all the MEQs he had.
However
Grant was a very affable chap who didn’t get to play 40K much so was quite
happy just to be involved in the tournament, and his enthusiasm for the game
and cheerful inquisitiveness e.g. asking me questions such as “Wow what does
this unit do?”, “I like your monkeys, they can do what? That’s horrible”, etc,
meant this was the friendliest, easygoing game I played all day which made it
more enjoyable. The fact that this was the last battle for the day meant at
this stage it was played pretty casually at a leisurely pace, with plenty of
opportunities to just chat without staring at our little army toys intently
rolling dice like the world depended on it.
GAME 4: MONKEY VS SMURFS
Mission:
The Scouring (6no. objectives) – Setup: Vanguard Strike
Grey
Knights 1st Turn: Yes (1st turn given to me, no
initiative stolen)
Table:
Urban-theme with Gothic ruin terrain.
Opponent:
Liam
Ultramarines
“Take All Comers” @ 1750 points
HQ:
Chapter
Master, Shield Eternal, Burning Blade
TROOPS:
Tactical
Marines – 10no. plasma + Rhino
Tactical
Marines – 10no. plasma + Rhino
Scout
Squad
ELITE:
Command
Squad – 5no. marines + banner + axes, etc.
Techmarine
+ Thunderfire Cannon
HEAVY:
Land
Raider Redeemer
Devastator
Squad – Lascannons + Missile Launchers
FORTIFICATION:
1no. Bastion
GAME 4 RESULT: Grey Knights Defeated (Primary & Tertiary failed, Secondary
drew = 2 – 14)
GAME 4 SUMMARY: I made a fatal error in the deployment of my Dreadknight which
resulted in sudden lunge by my opponent’s Chapter Master (riding in a Landraider,
disembarked, and assaulted) who successfully slew it on the 1st turn
which caught the Grey Knight’s completely off-guard! However, my forces held
their nerve and battered the Ultramarines with immense firepower destroying the
enemy warlord, their transports and exploding the fortification.
As
the dust settled the Grey Knights had the advantage having seized objectives of
greater value, so Thawn took the risk of attempting a greedy grab running
towards a further unclaimed objective to seal the deal (pushing a minor win up
to a victory) but just couldn’t make it. This was subsequently punished by the
Ultramarines who launched a last-ditch firepower push at all my scoring units
and succeeded in breaking the morale of my key Psyker unit.
The
Ultramarines had snatched victory from the jaws of defeat!
GAME 4 REACTION: This game was the first one played on the 2nd day of
the tournament, and I found it really enjoyable, a pretty awesome game. While
my Vindicare missed all his shots and re-rolls throughout the entire game, Liam
opened with a bold gambit by throwing his Chapter Master forward and
adventurously slaying my Monstrous Creature for First Blood. After this the
game was played pretty conservatively on both sides with the superior firepower
of the magic monkeys catching Liam off guard with the sudden and catastrophic
loss of his bastion which left his static firebase in disarray.
Liam
was definitely on the backfoot at this point, but by the end of the game we had
all correctly de-canted our transports and camped our objectives (an experience
learnt from Game 1) to avoid past mistakes and in the end the game hinged on a
single Morale test dice roll which my henchmen unit failed where it counted. Liam
was quite relieved to have won this game as he felt his forces came under a lot
of pressure from my gunline but his own marines finally delivered at the last
minute, which did not surprise me as I had anticipated this scenario earlier
but consciously did nothing about it so Liam deserved his victory here.
GAME 5: MONKEY VS CHAOS
Mission:
The Scouring (+ 3no. objectives) – Setup: Dawn of War
Grey
Knights 1st Turn: Yes (1st turn given to me, no
initiative stolen)
Table:
Jungle-theme with overgrown ruins terrain.
Opponent:
Chris M.
Crimson
Slaughter “Cult Air” @ 1750 points
HQ:
Chaos
Space Marine Lord (Mark of Slaanesh I think?), power sword
Warpsmith
TROOPS:
Chaos
Cultists – 20no.
Chaos
Cultists – 10no.
Chaos
Cultists – 10no.
ELITE:
Plague
Marines – 10no.
Plague
Marines – 10no.
Chaos
Spawn – 5no.
FAST
ATTACK:
Bikers
– 5no. + Mark of Nurgle (Plague Marine bikers, inc. power fist)
Fire
Raptor Gunship - Forgeworld Flyer
Storm
Eagle Gunship and Assault Transport - Forgeworld Flyer
GAME 5 RESULT: Grey Knights Victory (Opponent Tabled = 20 – 0)
GAME 5 SUMMARY: The forces of Chaos were spread evenly throughout their
deployment edge (almost like Napoleonic infantry) with the bikes hidden away as
if to mitigate blast template firing, although the Warpsmith & Plague
Marine retinue were in a rhino deployed in the open, a tactical mistake as this
was immediately popped by the Vindicare. Twin-linked plasma cannon blast
templates soon vaporised its’ contents neatly clumped together for convenience.
Meanwhile,
tele-shunting Grey Knights sought out, shot at and eventually engaged the Chaos
Lord, Bikes and cultists in a risky gambit but managed to eliminating them with
minimal casualties suffered over the 3 turns, while Henchmen long range
shooting destroyed whatever was in their line of sight.
To
add further insult to injury, the Chaotic Forgeworld Flyers eventually flew in
separately on turns 3 & 4 doing minimal damage (e.g. eventually stripping
the Psyfleman Dread of all it’s hull points) but were immediately both
destroyed in dramatic conflagrations by uncannily precise shooting! The
Psyfleman took down the first Fire Raptor with 2 penetrative shots and blew it
up, and Psycannons from the Interceptors did the same to the Storm Eagle,
killing it’s contents consisting of a entire Plague Marine unit.
With
both Flyers destroyed the forces of Chaos lost heart and were completely wiped out, and the tournament ended
with the Vindicare shooting his final Hellfire round through the back of a lone
cultist fleeing through the battlefield wreckage.
*Flawless
Victory…*
GAME 5 REACTION: Truly the God-Emperor bestows good fortune at the final game upon
his favourite sons, the Grey Knights!
While
my long range shooting went according to plan, my Grey Knight skirmishing
elements (tele-shunters) in combat took me by surprise as they had previously
been pretty pants during Game 1 when I faced a similar Biker faction
strategically deployed in the same, exact fashion. Despite being bogged in
combat, they crushed their foes but for a brief moment it looked like Chaos was
ready to pounce on my vulnerable gunline upon arrival of affiliated aircraft…
However,
poor rounds of shooting by the Flyers couple by sh!t-hot shooting by myself (I
had never rolled so many 6’s on my dice in a game, ever!) meant that even
without Skyfire I was immensely lucky to destroy the points-heavy planes one
after the other.
This
game took me by surprise as I realised that above-average rolling on my part,
faced against below-average rolling on my opponent’s part (and some fatal
deployment errors) meant this was an extremely one-sided game for Chris which
he took it very sportingly and in good nature, which was very admirable.
It
was one of those games where everything I did went right and everything my
opponent did went wrong which I did feel Chris’ pain despite me being the one
dishing it out.
FINAL RESULTS
With
a total score of 42 (I think) out of a possible 100, I ranked 13th Place out of 20 entries.
I
would definitely consider this not bad at all for the lazer monkies, even
without dedicated anti-flyers / flyer support! As I’m in the process of
investing in a Stormraven and/or Aegis Defence Line + Quad gun and
experimenting with them, these elements I might be adding to my forces in
future games.
Lazer
Monkey-Grey Knights did good, in fact so good that I won this trophy (picture
as proof!):
Of course, it helped that I won it by
default irrespective of my score and/or ranking as I was the only Grey Knight
player there, but I still won a trophy at my first tournament, wooohoooo!
For your interest the other results as
followed:
1st Place: Scott Milne (Space
Marines)
2nd Place: Andrew Smith
(Tyranids)
3rd Place: Adam Moffat (White
Scars)
Wooden Spoon: Grant Taylor (Blood Angels)
Player Choice: David Calder (Tau) – this
was hotly contested between him and myself! The Player Choice scores were for
best painted, themed, etc, essentially a free vote by all in attendance, and we
tied, thanks to those who took a fancy
to my monkies and their banana objective counters.
We had to roll off and David won, which he
deserved to as he brought one of the most beautifully painted and modelled Tau
armies I’ve had the pleasure of seeing, while my monkies are still wip so
would’ve felt bad if I had won this award. Well, maybe just a little bit. ;-)
POST-TOURNAMENT THOUGHTS
It's a question of simian survival...
I
had a great 2 days, had plenty of laughs, enjoyed myself thoroughly, and I hope
this sentiment was shared by all in attendance.
Met
some great guys, good players the lot of them with interesting and varied armies
I can’t wait to play against soon one day.
Thanks
again to the Edinburgh League of Gamers, and especially Dale Bennion for
organising a wonderful and fun tournament. Can’t wait for the next one!
Thanks for reading patient readers, much appreciated!
This looks amazing!
ReplyDeleteIf it helps, I'm abyssmal at competitive play...and with my Guard infantry it can take me upto hal an hour to move anyway!
Here's to 12/20 next year, eh?!
Bloody well done!
Thanks for reading all the way thru' much appreciated.
ReplyDeleteThere was a Guardstra Millitarum player in the tournament, he took a while to play his games too! All them models to move about...
The "Monkey Magic Snipers" did well this tournament seeing it took no account of what would happen when encountering Flyers (e.g. poorly against the triple Helldrakes, but then amazingly well against the double Forgeworld Flyers???) so maybe better luck next year!