First loss was against a Necron force with Destroyer Lord, Rez Orb Lord in Chariot, 2 Night Scythe Warrior units, Doom Scythe, 6 Wraiths (no whip coils) and 3 Annhilation Barges, 2 x 3 Scarab bases (I think that's it)
Necron match: Kill Points and Diagnonal deployment
He deployed castled up with Barges and chariot to the sides, Wraiths in front with the Destroyer Lord and the rest hunkered down.
I dropped the Wolfguard down and smoked the Chariot, dropped Grey Hunters down and rolled up 2 Melta hits on a barge which then managed to result in 1 glance... Death Company landed in front of his lines and fired some Bolters at Wraiths. DC eat Wraiths. He commented that he really liked the list as it made him have to make some tough decisions.
Barge that survived moved away and 2 x 5 Warriors stepped up and double tapped the Grey Hunters along with the Barge causing about 50% casualties. They held. Rez Orb lord left his Chariot wreck. Thinned the numbers of the Wolf Guard with another Barge. I think Wraiths and Destroyer Lord charged the DC after shooting them ineffectually with everything else he had. Those barges are REALLY annoying. It seemed like every miss he re-rolled came up as a 6 next time!
My VGV came down and scattered a full 6 inches in the only direction they could go off the board, which meant they were placed deep in the corner of my deployment zone after rolling a 6. They were due to melta bomb a barge out of existence. Grey Hunters came down and plasmad the Rez Orb lord to death. Death Company power axes killed the Destroyer Lord thanks to Prescience and some poor rolls from him.
From there it was just attrition and as my list puts itself out there to cause early damage, when I roll poorly it falls apart. Failure to break the enemy's back leaves my jaw hanging out in the wind. The game was tight up til turn 5. We were at 8 KP each, but he went on to win 14-8 by turn 7.
His flyers were largely redundant as he got about 2 turns of shooting max on my units. I never got the opportunity to Jaws his Wraiths and I ended up using 2 units to try (and fail) to remove a Barge which thinned my resources out too much.
2nd loss was against themed Slaanesh CSM with Slaanesh daemon allies. I drastically under-estimated the shooting prowess of Slaanesh Noise Marines.
He had a Lord in Terminator Armour with pair of claws & melta bomb. He had 5 Terminators with MoS and Icon of Excess. 3 x 6 Noise Marines with Blast master and sonic weapons. 6 CSM with BP
, Bolter and CCW
in a rhino. Each unit had a champion with power sword. Keeper of Secrets and 10 Daemonettes. It was 3 objectives and short edge deployment. Lord rolled Hatred trait. I rolled Outflank (heh). Prescience and Life Leech on the Rune Priest. Prescience & Smite on the BA Libby.
Castled up 2 Noise Marine units in a 3 story ruin on the far corner of his deployment zone. Put the Termies and Lord next to the objective in his zone with the 3rd 6 man squad. Rhino was in the back. I put my 5 man GH
squad on the objective in my deployment zone. There was a 3rd objective mid table on the roof of a 1 floor sealed bunker.
He brought in his KoS
near my home objective and advanced on the 5 man GH
squad on deck chair duty there.
I dropped down the Wolfguard next to the terminators to try and cause enough damage so I could shift them off the objective. Caused 1 wound.... 5++ and FnP
is pretty good! Death Company dropped in front of the 6 man squad in front the terminators holding the objective. Smite and Bolters from the DC did.... not much. Annoyingly. Melta GH
slagged the Rhino removing any hope he had of getting across the board to my objective with anything other than DSing Daemons. Pinned the unit.
And then I found out about Noise Marine shooting. Ap3 Template took out 3 Death Company. Sonic Weaponry killed another 2. The Grey Hunters by the Rhino took salvo and blast fire from 12 Noise Marines. Wasn't fun. 5 died. His KoS
ate my 5 man GH
unit. Daemonettes came in and landed on the roof of the bunker to claim mid objective.
My next turn and the VGV came in as well as the Plasma GHs with Rune Priest. Both dropped down next to the KoS
so I could guarantee my home objective was held. The KoS
failed 5 saves from shooting. Bye bye. VGV sit there scratching their heads. They run towards mid table and the Daemonettes. The Death Company are 5 inches away from the Noise Marines in cover holding his objective... they roll a 3,3,1 for their charge range. I roll my eyes. The Grey Hunters in his deployment zone take shots at the Noise Marines in cover as do the 2 Drop Pods on the table in range. I feel I gave this unit up too easily. Admittedly taking out the Rhino was important to remove his mobility, but not worth a 200pt unit.
He then finished off the Wolf Guard in combat with the Terminators, finished off the Death Company with the Noise Marines. Reduced the Grey Hunters in his deployment zone to just one model. And sat there with his Daemonettes.
I wasn't able to shift the Daemonettes as they went to ground every turn. And I didn't have enough bodies to risk throwing into combat with them. Come turn 5 I had Line Breaker, First Blood and 1 objective. He had 2 objectives. So as I went 2nd I jumped the VGV into the ruin to deny the objective and risked the game ending to snatch victory. The game didn't end and he blew the 3 remaining Veterans away with his units without even needing to assault them. I had no chance from then. He won by 1 VP.
Over the weekend I learned I need to work on my model placement to ensure maximum use out of the WGPL Termies. A 2+ model will roll a 1 sometimes so it is better to roll a few 3+ saves first. And how best to initiate 'pawn exchanges' when dropping my units in to hamstring his force. I was really happy with how I managed to pin enemy forces down in their deployment zone and force my opponents to make tough decisions. I could have quite easily gone 4-0-1 that weekend. But with Alpha Strike forces, if the dice go badly against you then you really suffer in a game of attrition.
The other bonus.. and this is a bit 'gamesy'... is that if I have a force that can do a lot of damage in turns 1 and 2 most tournament games go to turn 5 and maybe 6 so it is an advantage. I need to press that advantage as much as I can.