We've played our very chill, very small summer club tournament. Due to last minute dropouts there were only two rounds and for the first game I played the Dark Angels, who are quite popular at the club. His list was approximately:
- Azrael w 5 Intercessors
- Judiciar w 6 Inner Circle Companions
- Lieutenant w 10 Hellblasters
- Ravenwing Command Squad w 3 Outriders
- 2x 5 Deathwing Knights
- 2x 5 Jump Intercessors
- 5 Intercessors
- 2x 5 Scouts
- Ballistus
In this game we spent far too long chatting and even with not starting the clock until after deployment, we only had time for three rounds and it ended essentially a draw with him 4 pts in the lead. Here's a picture from the end of the game:
This game had four objectives in no man's land, so plenty of scoring opportunities. This game swung backwards and forwards a fair bit, with the Raven Guard being more shooty and the Dark Angles more fighty. One moment of note was when my Captain's unit and one unit of Jump Intercessors jumped on the Inner Circle guys who had been reduced to just the Judiciar and two or three other guys, and really got mauled. Man, I really need to shoot them more next time. Also, the new DA detachment is so much better than anything else they can get.
Here's a shot of the snipers in the book depository. They killed the Ravenwing Champion.
Next game was against Imperial Guard. He had:
- Leman Russ Tank Commander
- 3x Leman Russ Battle Tank
- 3x Leman Russ Demolisher
- 2x Leman Russ Vanquisher
- 1x Leman Russ Exterminator
- 3x 10 basic guardsmen of some sort
Ten tanks and some poor bloody infantry! I was feeling a bit worried. Anyways, things were looking up when I killed four of them in the first two turns while he did relatively little to me (the -1 to hit + cover from the detachment rule is great against Guard), though eventually many units started to suffer from attrition. Basically, he'd put one or two tanks forward to try and grab objectives, and my guys would focus them down. In the end, I took out seven tanks (I could maybe have gotten one more, but it was the last turn and there was no CP to be gained, so i didn't bother with the last round of melee) and most of the infantry. So fighting that many tanks was definitely a learning experience.
Here's a pic from one of the later rounds:
As for the new additions, they did not impress in these games. The Captain and guys got hammered in the first game and only got into combat in the last round of the second, where it did not matter. The Impulsor was useful for moving around and providing some anti-infantry fire, though. The snipers made one kill in the first game and none in the second, though they did do some actions for VPs. The Judiciar was good, though he and his unit eventually died in both games.
Overall the main thing to improve is that I need to remember to use my good strats. There are several that buff survivability even further, or help with tough targets.