After-Action Report: Eldau at the TSHFT Open 2015

This past weekend a bunch of folks from Corvallis and I drove up to Seattle for TSHFT (The Seattle Heart of Fire Tournament), one of the northwest’s largest 40K events. I’ve been to quite a few of them in the past and most always had a good time, so I was looking forward to it. Since TSHFT recently switched over to the ITC format, it was also good practice for LVO and I had been preparing for them both for a while now. Apparently all of that practice paid off, as I came away from things with first place in the tournament and a ticket to the Cruisehammer even happening next year.

Details on my list, the format, opponents, etc, after the break.

The Event
TSHFT is an event usually run in the Seattle area (this time it was in Bellevue, but it bounces around different places depending on availability and cost of venues) for quite a number of years now; typically 2-3 TSHFTs are held each year, although once again it varies depending on the organizer’s schedule and other factors. It’s typically fairly large and draws 50+ people, with this year clocking in at I believe just over sixty 40K players, twenty Fantasy players, and twenty X-Wing players. The event was five rounds (unfortunately not enough for a “perfect” winner) and 1850pts with the usual ITC restrictions on detachments, Lords of War, etc.

We Corvallians brought up a crew of seven people for things and a lot of other folks came traveling as well- Team Zero Comp brought in eight-ish members from SoCal and a lot of other big names from the Pacific Northwest made their appearances as well. The TSHFT folks have always been very friendly and very rarely have I had a bad opponent in a game there. Like with a lot of tournaments the tables were sadly rather light on terrain, but apparently this is someething that they will be working on going forward so hopefully by the next event this year they’ll have picked things up a bit and it will have improved.

Armies present at the list were… something of a surprise, to be quite honest. I had expected something like I saw at the Harvester, but instead there was an absolute deluge of Tyranids- a full TEN players there that I counted, I believe every single one of them running the Barbed Heirodule and most of them with multiple Flyrants. Only one player that I know of had the Adamantine Lance, although there were a scatting of other Knights in ones and twos. None of the 7th Edition codices made strong appearances, although there were a small handful of Space Wolf and Ork players; other than that, it was mostly the usual suspects, with a good number of Eldar, Tau, Space Marines, and quite a fair number of Necrons.

My List
The list I ended up bringing was one I had been toying with in various forms for quite a while now, essentially since mid-6th Edition; I played at the Harvester of Souls with a similar type of list as well as two Guardian Cups, with varying degrees of success. However, I think this time I’ve really found something that has crystalized- it might be a bit much to call it perfect, but it’s certainly quite brutal against most of the armies in the field today.

1850pts Eldar/Tau
1 Farseer (Jetbike, Mantle of the Laughing God, Spirit Stone of Anlathan; Warlord)
5 Fire Dragons (Wave Serpent w/TLScatter Laser, Holofields, Shuriken Cannon)
5 Fire Dragons (Wave Serpent w/TLScatter Laser, Holofields, Shuriken Cannon)
5 Dire Avengers (Wave Serpent w/TLScatter Laser, Holofields, Shuriken Cannon)
5 Dire Avengers (Wave Serpent w/TLScatter Laser, Shuriken Cannon)
1 Hornet (2 Pulse Lasers)
1 Hornet (2 Pulse Lasers)

1 Riptide (Ion Accelerator, Smart Missiles, Early Warning)
3 Broadsides (High-Yield Missiles, Early Warning)
3 Broadsides (High-Yield Missiles, 2 Early Warnings)

It’s a firepower army, pure and simple- it throws down an insane number of shots (with average Serpent Shield rolls and sitting at 24″ from the enemy, it puts down 109 shots of S5 or higher) and can add in even more firepower from the embarked units in a pinch. Most all of those shots are twin-linked, many of them ignore cover, and half of them are BS4, not to even mention the bonuses from Tank Hunter, Preferred Enemy, etc. Moreover, the army also has a good number of low-AP shots (19 AP2 or better ones, and that’s discounting any bonuses from Bladestorm) as well as excellent mobility and resilience (2+ armor, 3+ cover on the tanks.)

In short, it’s a list designed to hit the other guy so hard that they don’t really have a chance to fight back in a meaningful way. It has the right kinds of guns to down Knights, AV13, hordes, transports, and Bikes and can deal with many of the other alternative lists you’ll see at a tournament these days as well. It has the speed to avoid slower armies as well as pick up Maelstrom objectives as needed and does not easily give up Slay the Warlord or First Blood even in non-ideal situations. While not perfect against flying targets, the masses of twin-linked shots mean that it’s more than capable of doing so when needed.

I’ll have another post in the near future talking about the army some more, but suffice to say that I doubt I’ll be making any changes in the near future, as I think it’s reach its culminative state. However, that’s probably enough preening about my army- onto the tournament reports.


Round 1
OPPONENT: Tau/Tyranids
MISSION: Emperor’s Will, Dawn of War deployment

The guy this round (apologies for forgetting your name if you’re reading, sir, I forgot to write it down :\ ) had a very unusual list- he was running a Fireblade Cadre (his primary detachment) on the Tau side, pretty much identical to my own, and on the Tyranid side he had two Flyrants, a Heirodule, a Malanthrope, and two units of Rippers. Very, very low model count overall, but surprisingly resilient. His Tyranids were modeled to be “controlled” by the Tau via implants and the Heirodule in particular actually had a pair of railguns for its main cannons.

I knew going into the mission that I had both a firepower and scoring advantage over him as well as a range advantage on most of my weapons. Though the Heirodule would present a significant threat with its twelve S10 shots, the low accuracy would be a major hindrance for it and I would be using Jink pretty freely due to needing to shoot at air targets anyways. I got the first turn (which I think he gave to me? I don’t remember) and set up centrally to maximize where my Broadsides could reach to; he put his Tyranids centered on one flank and the Tau on the opposite, with the ‘Nids largely out of range of my 36″ guns and the Tau within reach.

I started out shooting hard, downing the Malanthrope on the first turn thanks to Serpent Shields and punking out one of the Broadsides with some AP2 as well as forcing a squad to hit the dirt. My Summoning failed this turn but I set myself up to be largely immune to his shooting, with few good targets due to his very conservative deployments. His firing back took down a Hornet and did some minimal other damage, but otherwise was unimpressive. Turn 2 my Farseer jetted forward to drop a unit of Daemonettes into midfield, who then Ran to within a pretty close distance of his two Broadside units. As his two Flyrants had pushed forward along with his Riptide I opened up on them, dealing a couple of wounds to each and managing to ground one as well as causing more casualties on the Broadsides with AP2 weapons. His own turn 2 put the grounded Flyrant into combat with my Riptide and his Riptide into combat with a Broadside unit. He managed to inflict non-trivial damage on both units but couldn’t get in enough to Sweep me and I managed to inflict yet more damage back onto him, grinding him down. His Heirodule was still deep in his backfield at this point, contributing only minimally to the battle.

By the late half of the game I had things solidly in hand- we were inflicting roughly equal damage in the combats, which was killing his units first due to the earlier shooting damage I had inflicted. Turn 3 also got rid of most all of his remaining fire support thanks to an assault from the Daemonettes (enabled by one of his XV-88 teams being forced to Go to Ground, allowing me to charge largely unimpeded) and on his own turn a Perils result grounded the last flyrant right next to most of my remaining army. While I was down a Serpent, a Broadside unit, a Riptide, and both Hornets, he was left with only the Heirodule and the Rippers at the bottom of three and we both knew where things were going to go. He did pop my HQ with a lucky S10 shot despite my 2+ rerollable save (not the first nor the last time that very thing had happened to me, as Heirodules seem to be the absolute bane of my Farseer’s existence) but it hardly mattered as I came out of the round with 10/10 possible points.


Round 2
OPPONENT: Eldar/Space Wolves
MISSION: Purge the Alien, Vanguard Strike deployment

The first of my matchups against Team Zero Comp, I was up against Grant and his very deathstar/anti-deathstar list. Sadly I didn’t manage to get a good picture of it, but it consistent of a Lynx with Pulsar, a Skyshield Landing Pad for it to sit on, two Farseers and their attendant unit of Warlocks on Jetbikes, two minimum units of Jetbike troops, and then Space Furry allies with a minimal Rune Priest and two units of Blood Claws in Stormwolves. Grant is a good player and a very enthusiastic guy, although sadly most every game I’ve watched him play he’s gotten seriously screwed over by something or other- at BAO it was forgetting a critical psychic phase against my buddy, this time around it was really bad dice.

He put his Skyshield over in one corner of the field, since Vanguard Strike doesn’t really give you a lot of options for where something that big can go. He ended up getting pretty good power selection overall- Invisibility on one Farseer, Fortune on another, Horrify on one of the Warlocks to go with Shriek and Terrify on the Farseer, etc. I got the first turn and due to the Skyshield knew pretty much exactly where he had to put his big ol’ skimmer, so I managed to get both Broadside units in range and everything else stationed around ready to shoot at it. He put the Lynx as far back as he could manage, which wasn’t really far enough for most things, and hid his Seer Council out of LoS behind some terrain, with everything else in reserve. I opened up on it and while Night Fighting was annoying (giving him a 3+ cover save against many guns due to obscurement), his being stationary and the Lynx’s weak Armor Value/Hull Points meant that I was able to blast it down without too much difficulty. Nothing unexpected so far, really. On his own turn his Council moved up, cast their buffs, and got off a few powers to put some damage on me (forcing a Broadside unit to fall back and doing a wound or two to the Riptide, I believe.) He Turbo’d deep into my deployment zone, ready to go for assaults and everything next turn and prepared to endure the storm.

However, his dice refused to cooperate at all. Even with Invisibility up and middling Serpent Shield rolls in many cases, I managed to kill one Farseer entirely and drop six members of Council even despite Fortune- Grant was simply rolling nonstop 2s on almost everything. On his own turn he got into assault with the Broadsides and Riptide, a combat that continued on for four or so more combat phases as we both ground each other down slowly. He eventually killed them off, but was down to nothing but a wounded Farseer and I quickly blasted it off the table. In the interim his Stormwolves arrived, one at a time of course, and were hammered by the other units in my army that had nothing else to do and I tabled him fairly shortly after as he got a few token maelstrom points.

I felt really bad for Grant because this could’ve been a much more interesting matchup if his dice hadn’t been such a mess, but sadly that is a risk you take when investing almost 800pts into twelve models. With any luck I’ll be able to get a better game in against him in the future, perhaps at LVO, but as it was I walked away with another 10/10 victory and a lot of time to spare before the next round.

Round 3
(Sorry, I missed getting a picture for this one.)
OPPONENT: Tyranids
MISSION: The Relic, Hammer/Anvil depoyment

Another Team Zero Comp player was my last opponent of the first day, and actually one I had been up against before. About two weeks prior to the event I had traveled up to Portland to get in some practice games at the excellent Guardian Games and had played Geoff and his Tyranid army, which seemed to be the template for rather a lot of the Tyranids that were making their rounds this day. That version of my list was near-identical but had an Autarch in place of the Farseer, a concession to the need for a close-in melee defense unit of some kind when I couldn’t afford a Wraithknight; after a sound beating from Geoff, he suggested that a Farseer using Summoning would fill the role better, which ended up being something of a “eureka!” moment for me and prompted the final changes to the army I had made. (I had run with a Farseer in the past, and had played around with summoning with such a Farseer in other lists, but for whatever reason I’d been completely blind to the idea of doing so in this particular army.) With one loss to him under my belt already I was a little nervous about the game, but knew I had the tools to handle him better this time around as well as more experience against his list and how he played it. In particular, he was running the Hive Fleet Leviathan detachment with a Tyranid CAD, allowing him to bring three Flyrants, the Heirodule, the Swarmlord (to buff the Heirodule and provide melee support against things like Wraithknights), a Malanthrope, four Mucolids, and two Rippers.

Geoff won the rolloff for first and gave me the top of the turn, as he is wont to deploy in a big cluster on his end of the field where few weapons can reach him and Hammer/Anvil is just about perfect for this strategy. I took positions full forward and readied to hit his Malanthrope as hard as I could in that initial turn- while the Flyrants were obviously targets I needed to handle, it was the 2+ cover save on his big monsters I most needed to worry about and so it took priority. I also managed to place my Farseer such that her 12″ move would get her in contact with the Relic, allowing me to drag it away with Turbo-Boost moves and keep it as far separated from the Heirodule as possible while hiding behind a small piece of blocking terrain during the first turn. My shooting did manage to kill the Malanthrope and even put a couple of wounds on other models to boot, which was honestly as good as I could’ve expected; he downed a Hornet on his own first turn and began moving forward much more aggressively than my previous Tyranid opponent. I backed up and threw bullets into his Tyrants, slaying one and wounding another while keeping him from getting rear arcs on any of my vehicles; he destroyed the other Hornet in turn and began raining down Mucolids on me, forcing me to divert Interceptor shots to ensure they couldn’t charge me on ensuing turns and cause severe damage, though middling rolls meant several of them survived to be a problem. I had the Relic well into my own deployment zone at this point and while the Heirodule was still an issue, I was quickly whittling down his other models. He did some damage to Serpents and Broadsides as well as bringing in Rippers on opposite ends of the field (to hold his own maelstrom objective and threaten mine), but still hadn’t done anything really critical to my army in terms of eliminating its threats. He did, however, explode my Farseer instantly again (having done so to the Autarch in our practice game as well) with a volley of shots from the Heirodule, preventing me from Summoning into his backfield or tying him up with Daemonettes.

I eventually downed the second Tyrant and wounded the third, grounding it, as well as killing all of the Mucilids and getting into combat with the Rippers with some derpy elves, but an assault from the downed Tyrant killed a unit of Broadsides. I erased the Tyrant and then began hammering the Heirodule, with my Riptide standing guard over the Relic as it tried to get out of range of assaults. However, the big dude finally caught up with him and obliterated him in a flurry of attacks, though not before taking one more hit in retaliation. With the Heirodule down to its last couple of wounds and my combat with the Rippers finally finished, I hammered it with the full force of all my Wave Serpents (none of which had died at this point) and all the subsidiary firepower I could muster, eventually bringing it down. The game ended with only his stranded Swarmlord and Rippers left on the field and my getting another 10/10 victory.


Round 4
OPPONENT: Space Wolves/Assassins
MISSION: The Scouring, Hammer/Anvil deployment

With my first match of the day all but certain already, I knew what I was up against: the big man of Frontline Gaming himself, Reece Robins. I hadn’t gotten to play Reece before despite seeing him in several different tournaments, so this was definitely a high point for me; as I’d already been up against two of his teammates already, I took the chance to throw down the gauntlet and issue a challenge match for a spot on Team Zero Comp so I could at least read all of the nasty things they were saying about me on their top-secret website forums and internet dungeons. Reece obliged, and the contest was on. He had brought a new list he had been working on, with a huge unit of Fenrisian Wolves led by Battle Leader and an Iron Priest, two Stormwolves with Blood Claws (one minimum size, one maximum with Ulrik attached), a Siege Dreadnought in a Lucius Pod, a Sicaran with all of the anti-tank fixin’s, an empty Rhino (for utility, I guess?), and a Culexus assassin for anti-psyker shenanigans. Reece won the roll for first turn and with some visible trepidation deployed to keep his small squads safe for the early turn, the Sicaran out of range of my Broadsides, and eventually slipped the Culexus up on one flank where he would be useful. I hid Serpents behind all of the cover I could find (it was Night Fight), outflanked both Hornets, hid the Farseer out of sight on a flank, and put all of the Tau inside a large building with some decent fire arcs towards his army and in the oncoming path of his Puppystar.

Reece’s first turn was both good and bad; he put his Pod in a risky spot near the board edge and managed to land it almost exactly on target, flaming two wounds off of my HQ in the first go (with Interceptor doing essentially nothing to the Pod), but his Sicaran failed to kill the Serpent it shot at due to Night Fighting. From there on out things slid downhill and Reece never quite managed to catch the breaks he needed- as he said at the time, it was a tough matchup for him going in and the dice were just never good enough. My Broadsides carved wounds off his Puppystar like it wasn’t even a thing and I methodically blasted his other units to pieces one at a time- the Lucius Pod, the Sicaran (via Hornets), the Dreadnought (via Meltaguns), the rest of the Puppystar and its attendant characters, the Culexus, each of the Stormwolves one at a time, etc. His luck was never atrocious, but it was never good enough to get what he really needed done and my luck never took enough of a nose-dive to give him a strong opportunity. By the end of the game he’d done a significant amount of damage to me (one Broadside unit, the Riptide, a Serpent, both Hornets, etc) but I had essentially wiped him off the field. I came out with 10/10 again and went on to the final match of the tournament.


Round 5
OPPONENT: White Scars
MISSION: Big Guns, Vanguard Strike deployment

Jeremy the French Overlord again, just like at the Harvester; history repeats itself. My list was fairly different, dumping the Necrons for Eldar, but his was the same and the essential details were still pretty much identical- he was going to try and assault me with his deathstar and I was going to throw high-Strength shots at him and hope he failed saves. He had Khan, a decked-out Chapter Master, three units of seven bikes with Grav, two units of six bikes with Melta (but no Attack Bikes), a Wolf Lord with lots of toys and two Iron Priests, all on Thunderwolves. I won the roll to deploy first and lined up across the board and he did the same, avoiding his mistake in our last game of trying to reserve heavily against an Interceptor army. I also won the roll to Scout first, allowing me to push one Hornet forward and hold back his deathstar (the other one was outflanking to force him to protect his backfield or risk losing the Maelstrom mission.) He brought up both flanks as far as he could and I began the shooting.

I killed almost two full units of bikes and an Iron Priest in the first turn despite Night Fighting; on his own turn, his deathstar moved forward , his other squads shot ineffectually at my Hornet (unable to charge because of having Scouted) and he held onto several of his own objectives for Maelstrom points. He succeeded a nigh-miraculous 11″ charge with his deathstar, slaughtering my Riptide and putting him well back in the running for the game as now I had two full units of bikes on top of my army that I had to deal with, and one of them had sixteen FNP wounds, many of them with 2+ armor. I unloaded from my transports and opened up on him with every single unit I had, although the terrain on my side of the board prevented me from making full use of the infantry to screen my tanks. His saves for the turn were rather mediocre as I wiped out one squad and did a lot of damage to the deathstar, though I didn’t actually kill any of the characters in it. On his own turn he made a massive multicharge and hit a unit each of Broadsides, Fire Dragons, Dire Avengers, and a Wave Serpent, destroying them all in a flurry of attacks. However, with his deathstar out of combat, I continued focusing fire on it and whittled it down to a single Apothecary as well as killing off one of his two remaining Bike units, leaving only one full-strength squad in the backfield and an Iron Priest on my side of things. The Priest killed my other Broadside squad on his turn, but it wasn’t even close to enough- despite a series of excellent saves on his own turn coming far too late in the game to save him, I managed to go on and chop down his last few units and eventually tabled him for another 10/10 victory.

Conclusion
I had a great time at TSHFT as always and it was really good to get to see the Team Zero Comp guys as well as many of the usual suspects- Aaron from the Guardian Cup, Nick from Blood of Kittens, Ben Cromwell, etc, etc. Zen himself even came in for a bit to talk with folks despite having mostly stepped back from running the event due to having an actual life and kids and job and school and stuff. I’m obviously quite happy with my performance at the event as a whole and I’m looking forward to getting to play Warhams on a cruise ship essentially for free; with any luck, I’ll have at least something close to a repeat of my success here when I head down to LVO in another month, so I’m crossing my fingers.

EDIT:
http://www.dakkadakka.com/dakkaforum/posts/list/631018.page
jy2 was kind enough to post a bunch of good pics of the various armies. Enjoy.

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MikhailLenin
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MikhailLenin

Good Write up AP but I wanted to list some things from our game you seem to have forgotten.

A) Most TSHFT tables had no LOS pieces on tables giving your list free 360degree firelanes.

B) In our game you won everyroll pre turn 1. You got to pick the deployment corner, you got +1 Seize warlord trait, you got Night Fight for your skimmer which helps you much more than my bikes when facing 4 serpents and Blacksun filters, you won the die to go first and the roll to scout first.

C) You didnt nearly kill 2 units of bikes on turn 1, you exactly killed 2 units and an Iron Priest. I lost 5 of 7 bikers to 1 unit of Broadsides in 1turn.

D) I did make a high charge on turn 1, it was 9 inches not 11.

E) Failed to mention that 2 of my 5 charges that game rolled snake eyes causing my tabling on turn 5

F) You also managed to kill the deathstar on turn 3 with only a total of 8 serpents shooting and the broadsides only shooting once and your transport infantry only shooting 1.5 times.

Lets play that game, you can write up that bat rep and I am pretty sure you might not forget that game 😉

TastyTaste
Guest
TastyTaste

All I know is AB has been playing pretty much the same list since BAO 2014 and he has basically won two events in a row and placed really well in a few others. It is time to give him some credit for good list design and good play. Sure he had luck and sure the tables helped him a lot, but these type of situations happen all the time. I am only annoyed and whined a bit about him beating all my good friends, the bastard!

Keep it going Mr. Morgan!

Skewiff
Guest
Skewiff

Turn 2 my Farseer jetted forward to drop a unit of Daemonettes into midfield, who then Ran to within a pretty close distance of his two Broadside units.

OMG fluff is dead, this is why I need to stop reading WH40K as well as playing it.

upsilonman
Guest
upsilonman

Given how GW freely chop and change the fluff nowadays based on what they're currently trying to sell – Im amazed there are any fluff trolls left

Chumbalaya
Member

Eldar/Tau summoning Daemons to fight off Tau/Tyranid butt buddies.

Suddenly, Fantasy Bubblehammer doesn't sound so silly.

Scuzgob
Guest
Scuzgob

"His Tyranids were modeled to be “controlled” by the Tau via implants and the Heirodule in particular actually had a pair of railguns for its main cannons."

see? this is why GW should just do away with the allies matrix. you can easily justify any kind of team up.

id love to see a close up of that malathrope conversion too. congrats on the games AP!

TheLordInterrogator
Guest
TheLordInterrogator

The Malanthrope appears to be the Carnifex head that used to represent the Enhanced Senses biomorph, a Carnifex body, the Toxicrene's tentacles (arms?) stuck into the socket that the fex's legs usually go, with some additional thicker tendrils that I can't source. I'd love to see how the joint between the torso and the tentacles (legs?) is done though.

Nomeny
Guest
Nomeny

Something I've noticed is that people tend to forget all the weirdness that should happen when you play allies that aren't Battle Brothers.

Scuzgob
Guest
Scuzgob

what weirdness? every army has legit mind control abilities, so theres at least one canon reason for every possible 'alliance,' no matter how short, fragile or cruel

MagicJuggler
Guest
MagicJuggler

That's one thing that WMH does that 40k doesn't; provide handy justification for what units can be used in which other armies. From the very beginning, it sorted out the difference between "Friendly Models" and "Friendly Faction Models", and likewise has the ability for the former to be treated as the latter with the correct tier/ranking officers. Add in "Ally Units" which are interchangeably Mercenary/Faction units for irregulars that nonetheless are more often-than-not associated with one Kingdom.

The way GW is doing it, it's either "One and a half FoCs" for 40k, or "smash the armybooks together" for Fantasy (which leads to silly overlap, like "Take this Warhound unit rather than that Warhound unit"), is…I don't *blame* them because it should have been a more gradual process to begin with, but the implementation is still eh.

TL;dr fan-wish (homebrew derpery):
-Allies & Mercenaries book. Rules for: Human "Desperadoes" (aka guns-for-hire), Kroot Mercs, Ork Freebootaz, Eldar Outcasts (Rangers with non-sniper weapons, etc), etc.
-Rules for "When including a mercenary in this army". Ex: Mercenaries in a Tyranid army *must* take the Genestealer Hybrid template. Mercenaries in a Chaos Army may take a Mark.
-Rules for "When this Mercenary unit is included in an army." For example: Kroot Shapers may choose weapon options from the armory of the codex they're selected for. Orks may take a Dedicated Transport of the army they're included for, though it automatically has the "Don't Press Dat" rules.

It's fan-wishlisting, but having some crunch behind the "reason" for alliance feels more entertaining overall.

Scuzgob
Guest
Scuzgob

its not the system i find a fault with, its the players that says "oh, tau shouldnt ally with tyranids because X"

hell yeah tyranids can ally with anyone, because tyranids have massively powerful psykers that can easily do mind control, or they have facehugger style brainbugs.
Necrons? theyre controlling their 'allies' with mindshackle scarabs
Chaos? the allies are possessed
Eldar? fiendish machinations!

my point is, every army has an excuse that will allow them to ally with any other army, but nobody said anything about an alliance being an equal agreement between the two armies

Nomeny
Guest
Nomeny

The rules for allies, I mean. Like with Desperate Allies doing nothing on a roll of 1 and so on.

Shadar_Logoth
Guest
Shadar_Logoth

Hell of a win AP. You seem to be tearing shit up lately.

_Garnet_
Guest

No offense, AP, but this was an -incredibly- boring writeup. You took an army tweaked to the cheesiest extremes, played on tables with little to no LOS-blocking terrain, against opponents who always seemed to fail critical dice rolls while your luck was always just above average at least, and four out of five times got first turn. Every battle, 10/10, and most of them either tablings or near-tablings. Yawn.

Scuzgob
Guest
Scuzgob

"against opponents who always seemed to fail critical dice rolls while your luck was always just above average at least"

how is this AP's fault? does he control probability now?

Nody
Guest
Nody

Loaded dice clearly; there's no other answer!

upsilonman
Guest
upsilonman

Ever notice that when people say "No offence but…" they're usually about to say something really offensive? 🙂

JRBunn
Member

Thanks for the batrep, AP. Totally not using this as scouting info for LVO… See you next month!

Grarg
Guest
Grarg

Nice write up AB. How you liking those Hornets? I'm thinking of adding them to my DE army (allies of course). Are the holo fields worth the 15 point upgrade?

TheLordInterrogator
Guest
TheLordInterrogator

What's the Darkshroud conversion in the picture of Jeremy's army? It looks like an interesting model, but I'm also intrigued as to what it was in-game.

a sad sad shame
Guest
a sad sad shame

I'm guessing painting was optional? Armies anymore at these "big events" just seem to be so half assed…. there are still some that do show a love for the hobby but just unimpressive by these photos. That event looks and sounds like a waste of money, no terrain so armies like Tau and Eldar can just arm chair their way to wins. Just looking at the photos you posted 3 unpainted or seriously poorly painted (read poorly as not finished or bare minimum just to make a passing grade) and two painted….. wont be looking to make time for this event in the future. If more events start going this direction I seriously don't see the reason to paint anything just grab the current most broken stuff and give a kid 3 cans of colored primer and call it a day.

Punchymango
Guest
Punchymango

I'll stick up for TSHFT too, I've had a great time every time I've attended.

Also I'm amused by your assertion that terrain makes any difference to the two armies that have ready access to lots of Ignores Cover. Unless you have some huge LoS-blocking pieces in the center of the board, I promise you, Wave Serpents give zero fucks about terrain. Their speed makes positioning yourself such that a serpent has no chance of shooting you not really feasible unless the table is deliberately set up to cockblock shooty armies.

This is just the way the game is played at the competitive level. If you don't want to play it this way, you are correct in avoiding tournaments.

warcheer
Guest
warcheer

I think he was talking about your army too, and its obvious lack of any effort into the painting.

Pringles978
Guest
Pringles978

I saw the Tau/Tyranid team up and a little part of me died inside.

loar
Guest
loar

Honestly if the tournament circuit just flat out said "no eldar or tau" i bet it would be way more interesting and balanced.

Art
Guest

God competitive 40k is awful

TheLordInterrogator
Guest
TheLordInterrogator

*In my opinion

FTFY

justsomedude
Guest
justsomedude

No it is a joke.
At least compared to…well…any other tabletop game out there.

TheLordInterrogator
Guest
TheLordInterrogator

Well, when people use things outside of their intended purposes, yeah, they're not as good. I'd only play Fantasy tournaments if there were any good tournaments around here that I could easily get to, because competitive 40k is technically possible but it's not really meant to be played in a tournament fashion.

TheLordInterrogator
Guest
TheLordInterrogator

Feels worth just adding 'In my opinion' to this – I mean, ultimately, Shadar summed it up brilliantly above.

If people enjoy it, who am I to say that they're wrong?

Chumbalaya
Member

It's awful now, anyway. I miss 5th edition.

LockeF
Guest
LockeF

Killer army, I personally would hate to go up against it just because of how tough it would be to beat.

I think it’s fairly dumb when people say things like no “eldar or tau should be in tourneys”. At my FLGS they rarely allow formations, knights, forgeworld or really anything beyond a 5th edition FOC and an ally. It’s frustrating as it really limits the game and GW has offered so many options its a waste to purposefully ignore them. I just feel really irritated when people actually want these types of restrictions.

AP your army is great, very intense but if you’re going to a tournament of course you would bring what you think will win.

TheLordInterrogator
Guest
TheLordInterrogator

I feel your pain – it also shuts a lot of doors. If my LGS said you can only run one Combined Arms and an Allied detachment, I'd probably just sell my GK (well, I would if I played at my LGS; as it is I have a good circle of 40k-playing friends, but the point still stands).

Pacmuu
Guest
Pacmuu

Serious hard-core tournament list. I sortta feel your Harvester list was more balanced on paper, having more answers for CC, AA and Av14, but I guess sheer weight of shots makes up for it…

fluger
Guest
fluger

Screw the haters. Seriously. Congrats AP, you beat out some seriously skilled players to win this.

OF COURSE the game is going to come down to luck, this is a dice-based game, and at the highest levels, there isn't much margin for error, the best generals are going to meet and it's going to come down to who gets the good roll and who doesn't.

As an aside, I'm so glad TSHFT is getting national attention. I'm just sad it's happening now that I don't get to play anymore. 🙁

Mr.MoreTanks
Guest
Mr.MoreTanks

Diz playa amz dildos and hiz army amz dildos and hiz paintz amx dildos.

You noz playz the 40ks likes I likes and I am hates you for it.

Seriously. Looks at dat doochenbag.

Should be called Douchekitten not Abusepuppy.

TheLordInterrogator
Guest
TheLordInterrogator

I'm awarding the 'Most Pathetic Attempt At Humour' award early this year, in January 2015, for this post.

Guest

That's insulting humour to even associate this with that.

fluger
Guest
fluger

I'm not sure you guys realize that this poster knows AP personally and is trying to defend him. Oh well. 😀

TheLordInterrogator
Guest
TheLordInterrogator

Oh, in which case my sides are splitting because that truly was the epitome of clever and effective satire. My mistake.

Guest

Puppy should educate his friend on the effective use of satire then… goodness!

_Garnet_
Guest

Now I'm just sad that it's been so long since there were any new episodes of Metalocalypse….

Oracle
Guest
Oracle

Any chance in the future you could get a shot of deployment right before the game begins? I feel that helps these kind of reports be interesting more then anything. Well at least for me. I know that is hard to do in the tourney setting. but maybe an assistant or event organizer could help?

And to all those "ug competitive warhams looks alful" almost every tabletop strategy game ends up looking unfluffy and unrealistic at the competitive level.

Behemothh
Guest
Behemothh

Just wanted to drop in and say thank you for writing a report, and sorry for the trolls. From an onlookers point of view, it seems like 40k is suffering.. alot. Much of that is due to decreased net presence and tournament reporting, so posting tournament reports is huge for my 40k morale. Thanks!

Ronnoc
Guest
Ronnoc

Remember when you got shit in the comments of every article for never winning tournaments? 😉

Chumbalaya
Member

Grats on the win dude. You know I love you.

BUT

Reading this was painful. 40k is such a fucking trainwreck. It makes me so very sad.

Punchymango
Guest
Punchymango

I'm in the same boat. Props to AP for kicking ass. Well played. That's one of the nastiest lists that I've seen.

I'm, well, disappointed in the number of people holding the current state of the game against AP as if it's somehow his fault that the rules enable this approach to list building.

The modern game of 40k just bears almost no resemblance to the one I've played for 10+ years, and while I'm glad some people enjoy it the way it is now, I don't much care for it. I don't really see a solution short of an abrupt reverse-course from GW.

Comp is both unworkable and won't actually solve the problem, for reasons discussed above, and GW keeps making it both possible and desirable to cherry-pick codices and dataslates for the top-tier units while minimizing or eliminating the points spent on things like or HQs. Lists built that way are just so much stronger than lists built the old way.

Like I said. I get how people could find this fun, sort of. I'm glad people are having fun with 40k as it is now. It just doesn't hold much appeal for me personally.

Nomeny
Guest
Nomeny

Actually, Maelstrom games pretty much solve most of these problems from the get-go. Playing to score points from turn 1 really puts the fun back in 40k.

Punchymango
Guest
Punchymango

How so? Wave Serpent-dar lists love maelstrom. Fast moving, superlatively durable skimmers, some of which have OS? That can tank shock?

Wave Serpents are better than you at everything.

clever handle
Guest
clever handle

Nomeny mentions it above already but: almost everything in the game is either S4 base, or comes with krak grenades (or the equivalent). When a wave serpent moves into the midfield, rather than sitting back at 36" and firing away with all the TL S7 ever, it becomes vulnerable to being charged and punched in the AV10 rear armor. 10 krak grenades have about a 70% chance to pop a serpent through hullpoint attrition.

Broadsides are of limited effectiveness in Maelstrom as they're really only functional as an (admittedly large) area denial unit. Asking a 200 point unit of broadsides to actually move to get on an objective means that unit isn't firing for a turn.

Farsight enclave tau are still very well equipped to deal with maelstrom – to the point that I'm not sure allying eldar really is advantageous, but ultimately all maelstrom does is force players to actually move significant portions of their army into the mid-field early in the game.

NecronImmortal
Guest
NecronImmortal

Whoa.. A very powerful list indeed. Been wracking my brain on how to come up against it and I feel like you'd have to tailor somewhat to beat this list.

Abusepuppy, what do you think this list is countered by? 2++ rerollable cc units? Transcendent C'tan?

Just curious

clever handle
Guest
clever handle

take the same list & go first.

Seriously. It is basically THE optimized list. It brings enough S7 firepower that whatever walks into range will be eliminated unless it has AV14, but then there's enough ability to remove that as well. This is the current rendition of the leaf blower list & really the only way to succeed is to (a) bring a hell of a lot of invisibility, (b) bring the same list & play a game of brinksmanship – who'll expose themselves first??? or (c) to play on a table with a sufficient volume of LOS blocking terrain that you can engage the army piecemeal. Unfortunately, options (a) & (b) offer incredibly boring games which are decided, generally, by dice instead of actual generalship, and (c) is also generally not possible at tournaments.

40kisdead
Guest
40kisdead

Unbookmarked, 40k is dead, long live boardgames

Kaintxu
Guest
Kaintxu

I know this is probably idiotic but, which powers do u usually aim for with the Farseer?

I get hat one is the basic from summoning, but what do u aim for most often? Why?

Congratulations for the win btw

Endbuster
Guest
Endbuster

I can't find a comment on it (I got tired to digging and finding nothing but salty/tearful comments), but the list you have up there is 1950 points? Did I math wrong or is there an extra something somewhere on your list?