Once every month the 40K club at Fatmantis Gaming in Shekou, Shenzhen, try to have a mega battle for the players, to give them the chance to break out the big Lord of War models that they don’t usually get a chance to play with. It usually involves 6-8 players with between 6,000-12,000 points total a side. Each month has a different theme and different scenarios for the game.
Sunday 25th was the first time that I had been available to participate. We were playing a 4 by 4 battle, with 1850 points each. The idea was to have older players vs younger players, as the “good” vs “evil” or Empire vs others alliances tended to result in the same teams on either side. However one of the new young guys was unable to get an army together in time, so it was 4 vs 3 with larger forces on the young side and an extra person helping out.
The alliances really made no sense. The old team has Skitarii, Slanesh chaos marines, Tyranids and my Tau (the white are mine. The other ones I had borrowed from another player). The youngsters had Imperial guard, Raven wing and a Chaos force with a mix of chaos space marines and khorne demons (the demons were actually lizard men, being played as demons, because the player preferred the look of them).
We had two gaming tables set up end to end, with us setting up along the long edges. We had six objectives that we were fighting over, but each player also had three personal objectives to try to claim. Mine, for example were:
Primary: Completely destroy a unit that started your turn within 9″ and is not in its deployment zone.
Secondary: Destroy a unit using a unit that is within your own deployment zone.
Tertiary: Claim objective 1.
As well as having a team objectives, for victory in the battle, we were competing to see who could claim all their personal objectives.
Setting up: Phil, who runs the store, advised us to spread out and not have everything in one area, as we would not know our objectives until after set-up and also so that we didn’t end up each fighting our own separate battles. I think I was the only one on our side to listen to him. The Skitarii were nearly all on the left, the chaos marines were nearly all on the right and the tyranids were nearly all in the middle. This did prove a very bad decision for the chaos player, as his objective was on the furthest edge of the board and he had no reserves. His warlord spent nearly the whole battle trying to race about 80″ to the objective. I feel that I made a mistake by spreading my Tau across the whole table length. This prevented my force from using any of their formation abilities, which only apply when 3 or more of them are targeting the same unit. It was only when setting up that I discovered that the buffmander that I had intended to put with my riptides could not be put with monstrous creatures, so I put him with my crisis suits, which was a complete waste of points.
Our opponents were spread out a lot more, which worked really well for them, but had held a very large part of their force in reserve, which I think was a good decision.
Turn 1: We achieved very little with our shooting. My riptides were badly positioned, with cover blocking their line of sight and the str 7 missiles on the broadsides were not good enough to damage to the tanks. I completely forgot about my pathfinder marker lights until after I had fired everything else. The guard army devastated the tyranids, completely wiping out a huge horde of harpies and the creature leading them.
Turn 2: This started off a bit better, but demonstrated my lack of understanding of the system. We had a lot of scary tyranids come down and threaten the enemy. My breacher team transport got close enough to deploy my breachers within 5″ of the enemy. I could have tried to gun down the robots, but I asked one of the more experienced players if he wanted me to try to assault the tanks or the robots. He didn’t tell me that I could not assault on the turn I disembark. So I wasted my attacks by throwing 1 EMP grenade, disabling the big plasma cannon, leaving my squad completely exposed. If I had known this then 18 str 6, AP3 attacks might have taken out those robots.
On the other side of the board my crisis suits came down. They easily wiped out a mauler fiend with 12 plasma rifles, twin linked, ignoring cover and having tank hunters. Unfortunately I did mot give them the ability to split fire, having made the mistake of paying for higher accuracy against charges. My other pathfinders took out a manticore, more than making up their points.
The enemy then came on, with two Chimeras tank shocking my unit, splitting the force and taking out half the unit. My commander failed a leadership roll and the squad started to flee, straight into a waiting force of chaos marines. My skink breachers were predictably wiped out by artillery fire. Three marine bikers outflanked and shot up my broadsides, killing 1. Things were also going badly elsewhere. The chaos knight was taken out by Imperial Guard tanks, the skitarii ironstriders were shot to pieces and the land raider was wrecked in melee by a defiler. A bunch of demons and terminators also teleported onto the board
After turn 2 we took a break for lunch and cake, as it was Luke’s birthday earlier in the week.
Turn 3: Our turn 3 was not very effective. I think the Skitarii were doing pretty well, as the player was finally starting to learn the abilities of his new army. He had paid for the force to be built and assembled and it was his first time playing it, so he had been making mistakes about what each think had. He had completely neglected the ability of the dunecrawlers to skyfire until it was too late. However, most of my surviving forces were on other parts of the board. I shot up the demons with my riptides, amazed myself by killing 2 terminators with a devilfish transport and moved my other breachers to try to secure objective 1. I took out a badly injured demon prince with my fire warriors (within 9″) and a hydra with my broadside (still in my deployment zone), claiming 2 of my personal objectives.
A group of flyers came in and shot up our forces, taking out a lot of skitarii and nyds. The tanks tried to shoot mt empty transport that was sitting on an objective, but it jinked out of the way of everything. The squad of 3 bikers took out a squad of the chaos marines. Two squads of terminators attacked my broadsides and pathfinders. A squad of 3 men attacked my broadsides, losing 2 men to opportunity fire, but doing ok in melee. The last survivor of the other squad attacked the pathfinders, but by luck he inflicted no damage.
Turn 4: by now it was clear that we were going to lose, but the skitarii were not going down without a fight. Neither were my pathfinders. The Skitarii knight reached the tank line and attacked, wrecking one tank, exploding a second and hurling a it at a nearby rhino, before stamping a third, destroying a war robot in the explosion.
My riptides took out a guard transport and my broadside destroyed an enemy rhino, after my ally’s noise marines had completely wasted their shots trying to damage it. (To be honest, the chaos marines had been doing almost nothing for most of the battle.) The breachers tried to take out the defiler, but only reduced it to 1 wound (making me regret not shooting it with the broadside too). My commander’s squad was being pounded in close combat (I had forgotten about the upgrade which should have given him free hits against all the attackers) and my other units were ineffectively shooting at the bikes. which had the ability to re-roll jink saves. As my transport was at 1 hull point and had lost its weapon in a defiler attack, I decided to try to ram a transport but only shook it and destroyed itself. This was even more foolish, as it allowed the defiler easier access to my breachers. The most interesting shooting was when the skitarii shot down a flyer, causing it to crash into the allied chaos warlord (who made his armour save).
My riptides were sitting on an objective, so virtually every tank and flyer tried to gun them down, but my overcharged shields saved against almost everything. Two squads of terminators attacked my broadsides and pathfinders. One of the terminators routed my broadsides in melee. By luck the pathfinders managed to kill one terminator on our melee turn. On my opponent’s turn his other terminator shot, failing to harm anyone and assaulted, but again failed to harm the pathfinders.
The defiler and marine bikers wanted to assault my breachers and the nearby marines. They intended to have the marines assault me and the defiler attack the marines, but after the marines shot (the player forgot that he had jinked the turn before, so I took too many casualties) I still had survivors in the way and he didn’t think he could charge around them, so he turned his flamers on my squad of breachers. They didn’t stand a chance; especially as template weapons can apparently now shoot people on multiple levels at once. Elsewhere a combination of marines and demons were killing off the skitarii.
Turn 5: Our death throes continued as we struggled on. We managed to do a bit of damage and once again my riptides with overcharge shields resisted every attempt to destroy them, but an enemy transport got close enough to contest the objective. There was very little that we could do, but there were a few surprises still in store. In the first assault phase my pathfinders once again managed to kill a terminator. Two terminator squads killed by 4 pathfinders, without suffering any casualties!
In our opponent’s shooting phase the pathfinders took a lot of fire, but went to ground and only suffered 1 casualty.
The chaos marines managed to hold objective 1, but our opponents managed to get 4 objectives and contest another.
Victory to the youngsters
Analysis: It was a very good game and not too overwhelming, but there were clearly quite a few bad tactical decisions. The first of which was not understanding the rules, then deploying with my forces too spread out. It was pointed out that this did help me to get to my objective, but without playing more games I couldn’t say if that benefit was worse the inability to use any formation abilities. Giving missile pod drones to the broadsides does give a few extra shots, but makes the squad easier to hurt and made it almost impossible for my last guy to rally. I think that it would have been a good idea to hold my breacher teams and transports back, until there were more targets for them and it was clearer where they needed to be. The commander was pretty useless. A Shas’vre could provide all the buffs to the crisis suits for far fewer points. Being able to split fire would have helped too. I also need more units with skyfire and ignores cover, or else more marker lights, to bestow similar abilities where they are needed.
The guard tank line was by far the most effective army and the chaos marines were probably the least effective. The skitarii did ok and the knight was amazing in melee. The defiler was the most effective of the opposing chaos units. The flying demon princes were not very effective. Hard to hit while flying, but not that hard to kill on the turn they landed. The riptides were very hard to kill and did ok at earning back their points. The marine bikers being able to reroll 3+ jink saves made them almost impossible to kill.
The personal objectives were pretty easy to achieve. everybody managed everything except securing the designated objectives, which only 2 people managed.
There were a few times when one player (naming no names) forgot that hid vehicles had jinked, or been shaken etc. It seems that proper tokens for such things, along with immobilized, weapon destroyed etc. would be a great idea. Since wrecked vehicles are also left on the board, a wreck marker, so that we can assess threats more easily will help avoid confusion.
With so much going on across the battlefield the judge broke up the battle a bit more, insisting that running was done after all shooting and that jet pack moves were done after all assaults were completed. Towards the start of the game I forgot to jet pack my riptides forward and at the end of the game, the enemy started their move before I was aware that the assaults were over, preventing me from moving my riptides back to better protect the objective and costing us a victory point. (although we would have still lost the game)
Before the match Phil, the judge, looked over my army list and said to me that the second pathfinder team with no special weapons were a waste of points and served no purpose. He said they would probably be killed in turn 1. They survived the match, lit up units as intended (when I remembered them) and took out 2 terminators in melee. In my opinion they were definitely worth 44 points.