Thursday, January 30, 2014

CAGE Qualifier Round 2

This time I'm up against some orks. The two wonderfully orkified trucks are battlewagons. His list had a warboss, big mek, some nobs, some boys, some lootas, and some deff kopters. We get the wonky vanguard deployment. 

I take turn one and proceed to jump the hellion blob up into the cover in the center and behind the big red hill. I get invisibility, forewarning, and prescience off on them. I really like how the fast hellions end up giving my ships some breathing room against more assault based and faster armies. 

His turn sees the deff kopters leaping over my lines and dropping their bombs. At first I thought this was a pretty terrible idea, but then I realized that forces me to deal with them. If he had just tried to sneak them up they'd probably get assault or shot up, but now if I want the hellions to deal with the kopters they'll have to forgo advancing up the board or dealing with his boys. 

Turn two the rest of the hellion unit hugs the cover and takes some pot shots at one of the big boy blobs. I realize there's no way to prevent his 60 boys and 10 or so nobs from all assaulting into the hellions but I decide I'd rather be able to overwatch than get locked in now. 


So yet again I forget to take any pictures of the later half of the game. His units all assault into the hellions, who proceed to kill a few and hit and run out of combat. On my turn the hellions re-assault the nobs and Vect kills off the warboss. We basically just sit and grind on each other for the next few turns, and only 3 hellions escape the prolonged combat. One unit of ork boys retreats to claim his emporer's will and the super solo company (Vect, Eldrad, and Baron) assault them to attempt to pull them off the point. A nob sneaks up on my characters and puts a powerklaw wound on them. Anyone who takes it is going to die, so I do the only thing a dark eldar player can do and let Eldrad take it, and fail. The orks flee, and that leaves the board clear of them... for now.

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