So my first game of the tournament and I had quiet a while to prepare myself for it. We all had to submit our lists a couple of weeks before and being a small tournament, the draws for round one were made a week or so before the tournament and all the list were published. This meant that I could see and for a plan for game 1, although all the other games were going to have to be done somewhat off the cuff, with a maximum of an hour in between games to plan!
Anyway, for game 1 I didn’t actually do much in the way of planning. Event though i had the list in advance the plan still remained the same. The army consisted of Shalaxi Helbane, the Masque of Slaanesh, a Contorted Epitome, an Infernal Enrapturess, a Keeper of Secrets, 4 units of Deamonettes, a Hellflayer, Seekers and Fiends. All in all, not actually that scary. Yes, there was a lot of close combat potential, if those deamonettes got in to combat, they would mince through any of my units with ease. However, they had to get there first, and that’s where I had an advantage.
Deployment, the flyer is off the field, as are the deamonettes.
Seekers move up
Playing hide and seek, against mortars?
Turn one was the real danger turn with the seekers scouting up and then going for, and getting, a turn 1 charge. This could have been a issue, but he lost a seeker on the way in and fluffed his roles, leaving two guardsmen alive and there for not being able to consolidate in to my big squad on home objective. With that threat removed, I then dropped the mortars on some deamonettes and removed one squad completely and whittled down another to just over half. I also removed a couple of Fiends
Turn 2 start.
After the movement phase.
This was the real turning point of the game, having managed to screen out the two big monsters dropping in close to my home objective and a superb round of overwatch by the large squad at the bottom to remove 8 wounds off the Fiends at the bottom to leave just one of 2 wounds, meant I was in quite a strong position for the rest of the game.
Moving up for board control
End of turn 3
I didn’t get any more pictures after turn three, it proved very hard to think about the cards and tactics, take pictures and keep to the 3 hour time limit of games, so much so, that I didn’t actually finish a single game, all of them got to turn 4, including this one and we scored turn 5, after talking it through but didn’t actually get to play the turn out.
In turn 3 I was able to drop in my scions and take down the last of the smaller daemons, leaving only some of his characters alive, all of which were geared up for taking down big monsters and vehicles rather than guardsman squads, a S6 D3 weapons is great for taking down guardsmen but when you only have 6 attacks, your not taking down a whole squad.
This meant that I could dominate the primary missions and also restrict his ability to play the secondary missions, enabling me to build up the points. With just 3 models on the table turn 4, there was very little he could do at all.
The final score was a comfortable win for the guard, and as it turned out this was probably a mistake!
The way the tournament worked, all the winners from game one went in to one pool, and all the losers went a second pool, so I was now stuck with all the hardcore players gunning for top spot, and I just don't have the ability or will to compete at that level!
I really enjoyed this game and not just because I won but because my opponent was very friendly and nice, and pointed out a couple of mistakes, that wouldn’t have changed the game, did swing things more in my favour, including when I scored the primary’s at the start of my command phase, giving it to him, then used the DKoK medic to bring back two models, which was the wrong way around, as the medic should have acted first, thus giving me the objective and 5 points.
Overall this game went exactly as i hoped and was really the only one that did!
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