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Tooncon tourney

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Post  Termagant Wed Oct 03, 2012 6:36 pm

I wanted to write a quick report on my experience at Tooncon and an analysis of my list and army.

1st game: Dom
Result: Victory, bonus 4 points.

The tide turned fast as he failed to do any damage to my flyrant staring right at his army. My flyrant came fluttering down and proceeded to wreck his Russ.

A costly mistake in Dom not taking his terminators out of his Land Raider, as my Tervigon smashed a hole in the side of the raider. It went downhill from there.

2nd game: Robyn
Result: Loss, bonus 2 points.

I was winning the battle of attrition for the first bit until the mass of firepower started whittling down my masses. My ymgarls popped out and assaulted the terminators and psycher squad with help from a tervigon and some gants. I made short work of that squad but due to some bad deployment on my part, 500+ points of my stuff didn't get a chance to mix it up. Kill points against GK is always an uphill battle and only getting 3 turns, I didn't have a chance for a comeback.

3rd game: Beau
Result: Win, bonus 2 points

Beau's dreads shut down my flyrant, but his terminators popping up right in front of my army gave me an edge. My MC worked overtime, bashing down 2 squads of termies right away while my hive guard pounded down his speeders and predators. Belile showed up and got assaulted by flyrant. Challenge was offered and accepted, and they proceeded to have a slap fight that lasted from the bottom of the 2nd all the way to the top of the 6th. Flyrant came out the winner with 1 wound remaining.

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Post  Planes Wed Oct 03, 2012 6:57 pm

I'm sorry, but I hear slap fight and this is all I can think of.

Tooncon tourney Tumblr_majtet5uaf1ryc7xgo2_500_by_planes-d5gszp9
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Post  Termagant Wed Oct 03, 2012 9:31 pm

I rarely play with Tyrants and his performance backs that up for me.

In the 2nd game against Robyn, he would kill 1, maybe 2 grey hunters a turn, then get scratched, and then deny the force weapon kill due to his shadows of the warp. Underwhelming. And more points than a Trygon.

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Post  Termagant Wed Oct 03, 2012 9:41 pm

Here is my analysis of how my units performed:

Hive Tyrant: B-

He did well against Dom, smashing a tank and a squad. Against Robyn, he didn't fight too well but his warlord trait (squad must test on lowest Ld stat, not highest) and shadows of the warp, denied most of his psychic abilities. In the 3rd game, his pillow fight with a marine really frustrated me.

Hive Guard: A-

The guns pounded tanks and speeders, but my rolls were slightly below average and in the 2nd game, they lacked any good targets.

Termagants: B

They took objectives in game 1 and 3 while providing cannon fodder in the 2nd game. They lacked any damage at all, which keeps them from getting an 'A'. Enough pee-shooter shots should do some damage, but I don't think they got even a single kill.

Gargoyles: C

The 2 remaining ones took an objective in game 3, but otherwise they got shot to pieces and did little except provide cover for a monster.

Tervigon: A

Spawning gants, providing feel no pain, and smashing a land raider in game 1. They did well. Sucked up a lot of shots too.

Trygon: A-

This guy kicked ass. Anything that fought him got its ass kicked. He didn't die in any game. The only area where he lacked was in game 2, where my poor choice of deployment held him back.

TOURNEY MVP:

Ymgarl Genestealers:

They took out 2 scout squads in game 1, killed 10 terminators and a psycher in game 2 while only losing 2 of their number, and took 2 hull points off a predator in game 3. They performed the most consistently for me and I was able to choose their hiding spot well. They gained from 6th edition where vanilla stealers now suck.

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Post  System Commander Wed Oct 03, 2012 10:26 pm

The genestealers are great..

We did make one mistake in the game. Unlike 5th, when any model in the unit has to go through difficult terrain to go to the closest model, the unit test for difficult terrain.

What I didnt realize, was when even one model goes through diifficult terrain, the whole unit counts as doing so, so strike an init 1. I came across it last night and only mention it here since your post reminded me of it.

Still lots of goofy things like that popping up.

ANd another one it seems everyone has missed becasue it always seems to be a surprise when my dudes it.. if you go to ground in area terrain, you get +2 to your cover save instead of one. So, going to ground in ruins give you 3+ cover, going to ground in area terrain will also most likely give you 3+.
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Post  Termagant Wed Oct 03, 2012 10:54 pm

That rule puts an even bigger hose on nids too, as no model save a lictor and carnifex (both suck) have grenade equivalents.

I pointed out to many people the parallel of strength on the Tervigon (huge model) at Str 5 and the Carnifex (tiny in comparison) at Str 9.

I love the smash rule, at it makes sense. Even the Tervigon's wimpy Str 5 becomes 10, and since he towers over any tank, it makes sense he could smash it.

I am thinking of not trying the Tervigon synergy with gants anymore. It hoses the Tervie himself, as he suddenly needs 4+ to wound even when he's Str 10. Poison kinda works that way.

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Post  Termagant Wed Oct 03, 2012 10:56 pm

The biggest thing about the slap fight with Belile was that I have no faith in HT with his 4 wimpy attacks to take him out with a smash (2 attacks) as I always get at least 1 roll of 1 with him, if not 2. Finally after the 6th round or so of fighting, I rolled 4 hits and 4 wounds. He made 3 saves on invuls or FnP.

In hindsight, I would have smashed.

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Post  Roland Wed Oct 03, 2012 11:41 pm

To be fair, my rolling with Belail was straight up nuts. On every wound I had a 5+ invul, and a 5+ fnp (until the last turn). A smash would have eliminated the fnp, and you only needed one to get thru (ID, no eternal warrior for belail).

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