Events
and Battle Reports
Rogue Trader
Tournament, 01/12/02
Introduction
and Army List <> Battle Summaries
Rogue Trader Tournament,
01/12/02: Battle Summaries
Dream Wizard’s
Rogue Trader Tournament (RTT), held on Saturday, January 12, 2002 started
at 11am. Dream Wizards
is a fairly large store located in Rockville, Maryland, about an hour from
my home. There were to be three games, not four
like last time, which was fine with me. The RTT was run in “Swiss
style,” with opponents determined randomly for the first game and then
winners playing winners for succeeding games. Players were paired up between
games, told which tables to go to, and informed of the mission to be run
once everyone had arrived at their table. Each game had a two-hour time
limit.
So, how did
my “new and improved” Fighting Tiger army do?
Game
1: Old Rivalries Renewed
The first
game was a special scenario called “Like Ships in the Night.” In this mission,
you try to get your army into your opponent’s table quarter while they
try to get into yours, and the first turn is fought using the Night
Fighting rules. Out of the 25+ people there, who was randomly assigned
to play me? My old friend (and nemesis) Patrick Eibel. “It’s a small
world,” all right.
Long-time visitors
to the Jungle might know Pat as the guy whose Orks kicked around my Tigers
in the Blood Deserts of Auros IX Campaign.
Actually, the Orks are Pat’s secondary army: the one that he devotes most
of his time and attention to is his 7000 point Space Wolf army. For the
RTT, he brought:
-
Wolf Guard Battle
Leader Hengist, 9 Gray Hunters (Pack “Mimir”) and Rhino
-
Wolf Guard Battle
Leader Hafdan, 9 Gray Hunters (“Pack Kvasir”) and Rhino
-
Wolf Guard Hodr,
9 Blood Claws (Pack “Mjolnir”) and Rhino
-
Wolf Guard Modi,
9 Gray Hunters (Pack “Angrboda”) and Rhino
-
Predator Destructor
(“Stalking Wolf”) with lascannon sponsons
-
Predator Destructor
(“Howling Doom”) with lascannon sponsons
Pat and I have
been playing 40K since 1987, and we’ve played so many games against each
other that you might as well just flip a coin to decide who wins. This
game was no exception. We both tried to drive our transports into the other
guy’s zone, him hoping that hand-to-hand combat would win the day, me hoping
that heavy weapons would slow him down (by taking out his Rhinos) and whittle
his ranks so I could counterattack with the Redhead.
Above:
Fighting Tigers take on Patrick Eibel's Space Wolves
We traded punches
fairly evenly for the first five rounds, with my big guns doing a lot of
damage to his Wolves. Then around Turn Five, some of Pat’s Gray Hunters
managed to hunker down inside my deployment zone, protected by ruins that
blocked line of sight to my lascannons. Knowing that we were running neck-and-neck
on Victory Point totals, I sent in the Redhead and her accompanying squad
to dig them out. Admittedly, charging into a pack of Space Wolves is not
the best idea when you play “vanilla” Marines, but I had to do something.
What happened?
Kshatriya Khandar Madu ran right into Battle Leader Hengist and both commanders
perished beneath the other’s blades. The Gray Hunters beat back the Tiger
counterattack and Pat moved one of his Predators into my deployment zone
for bonus points, even as I moved a unit into his deployment zone. The
final score was Wolves 1099 Victory Points, Tigers 978, another
close win for Pat.
Game
2: “On my signal, unleash hell”
The second
game was “Suicide Squad.” This is where you nominate one unit to be hell-bent
on
killing the enemy, even at the expense of their own lives. Especially at
the expense of their own lives. You get bonus victory points if the unit
dies and lose victory points if they survive the battle. I nominated my
5-strong Tactical Squad (the one accompanying the Redhead) as my “suicide
squad” and set up against Chris Kahler’s Alaitoc army, the “Spike
Fish Rangers”:
-
Avatar of the
Bloody-Handed God
-
Farseer with Fortune
and Mind War
-
15 Alaitoc Pathfinders
in 3 squads
-
6 Rangers in 2
squads
-
10 Guardian Defenders
+ starcannon + Warlock (with Conceal)
-
10 Guardian Defenders
+ starcannon + Warlock (with Conceal)
-
3 Vypers with
starcannons in 1 squadron
-
3 Wraithlords
with bright lances
I know a lot of
players would say that such a list is “cheesy,” but I
don’t believe in that concept. While three Wraithlords is enough
to make most gamers soil their shorts, I was delighted to see that Chris
had sunk 440 points into four plodding units (the Avatar and the Wraithlords)
that would never see hand-to-hand combat until I wanted them to.
You see, one
of the Eldar’s biggest strengths is speed: once I took out his Vypers,
Chris would have no more speed, as all of his other units were either slow
or could not move and fire. As an added bonus, all those Ranger long rifles
were absolutely useless until my guys got out of their rides, and because
my troops started in their vehicles, the Ranger Disruption Table (page
19 of Codex: Craftworld Eldar) was not a factor.
Chris got the
first turn and gave me a minor scare. In his first round of firing bright
lances and starcannons, he shot the turret off the Predator Annihilator,
destroyed the weapons on Khandar Madu’s Razorback, and immobilized one
of my Rhinos loaded down with Tactical Marines. Worse still, those Marines
had no long-range weapons, so they sat in my deployment zone, hoping to
restart their Rhino (using the rules from page 72 of Codex: Chapter
Approved) for FIVE turns. That’s right—they only got the Rhino
started on Turn 6.
Fortunately,
I didn’t need them. Over the next few turns, I shot down Chris’ Vypers;
zoomed up my Tactical Squads to open a can of hand-to-hand whoop-ass on
the Guardians, Pathfinders, and Rangers; and used lascannons (from my tanks)
and heavy bolters (from the Speeders) to pick off Wraithlords that came
too close. I wiped out his “suicide squad” (a unit of Guardians) without
them killing off anyone and charged my “suicide squad” into some of his
Pathfinders, easily chewing them up for lunch.
At the start
of Turn 4, Chris made a fatal error. His Avatar and his two surviving (but
wounded) Wraithlords were closing in on my Predator Annihilator, Razorback
(with lascannons) and accompanying Tactical Squad (which had dismounted
to use their missile launcher). Unnerved by the havoc my Tactical Marines
were wreaking on his side of the board, Chris turned his Avatar and Wraithlords
and started marching them back the way they came to help out. There was
little hope of them reaching hand-to-hand combat by the end of the game,
and they were only exposing themselves to more heavy weapon fire.
Before I polished
off his “big boys,” I charged my “suicide squad” into the Avatar, where
they were swiftly defeated, gaining me an extra 150 victory points. The
Redhead fell to the Farseer’s Mind War, but that was of little consequence:
the Eldar had been thoroughly routed and I spent the last few turns picking
off targets. In the end, I brought down the Avatar, all three Wraithlords,
and the Farseer with lascannon blasts. Final score was Tigers 1593,
Spike Fish Rangers 476: a crushing victory for Team Stripeypants!
Game
3: “There’s a new kid in town”
Scott Zink
wasn’t a new player but his army was the latest race to join the 40K universe:
the Tau. I was literally overjoyed to face this new challenge, because
although I had, of course, heard about Tau, I had yet to play against them.
Fortunately for me, our table had a good amount of scenery and the mission
was “Dawn Assault,” with the first turn using the Night Fighting
rules. Scott brought:
-
Shas’el Commander
with plasma rifle, missile pod, and 2 Shield Drones
-
3-man Crisis Team
with 3 missile pods, 2 plasma rifles, a fusion blaster, and 2 Shield Drones
-
3-man Crisis Team
with 2 missile pods, 1 burst cannon, 1 plasma rifle, a twin-linked burst
cannon, and 2 Shield Drones
-
11 Fire Warriors
and a Shas’Ui, with pulse rifles
-
11 Fire Warriors
and a Shas’Ui, with pulse rifles
-
19 Kroot Carnivores
and a Shaper
-
8 Gun Drones in
1 squadron
-
Hammerhead Gunship
with railgun and smart missile system
-
3-man Broadside
Team, each with smart missile system and twin-linked railgun; with 2 Shield
Drones
Nasty, eh? I knew
this would be another one of those games: the kind you win
big or lose big.
Above: Scott
Zink's way-cool Tau army, ready to unload on the Fighting Tigers
Scott went
first and promptly blew the heck out of my Predator Annihilator, but I
wasn’t too upset with that. I rushed everything I had—and I mean everything—forward
in a desperate race to get into the relative safety of hand-to-hand combat.
The smoke launchers and the extra armor on each transport were invaluable:
in Turn Two, Scott’s big guns hit my Rhinos and Razorbacks several times
and scored nothing more significant results than “Crew Shaken” or “Weapon
Destroyed”: no big deal, as I wasn’t about to get into a firefight with
the Tau.
Above:
Tau vs. Tigers: the armies collide
Photo
© copyright Scott Zink, January 2002. Used with permission.
Finally, Scott
managed to destroy or immobilize most of my transports, but by then, my
Tigers were in position. About 30 of them, led by Kshatriya Khandar Madu,
crashed into the Kroot and butchered them, then swept into a Crisis Team.
On the other end of the board, 10 of my Tactical Marines had wiped out
Scott’s Gun Drones, broken the other Crisis Team in hand-to-hand combat,
slaughtered a Fire Warrior Team in hand-to-hand combat, finished off the
other Fire Warrior Team (who had already taken casualties from shooting),
and charged Scott’s Broadside Team.
Above:
Fighting
Tiger Tactical Marines challenge the Tau
Photo
© copyright Scott Zink, January 2002. Used with permission.
As expected,
the melee was fierce and bloody, with the Redhead carving up the Tau Commander,
Tai’Zo in single combat. The Broadsides, with their Save of 2+, easily
shrugged off the attacking Tactical Squad, and I wasn’t able to scratch
the Hammerhead, but that was no matter. At the end of the game,the Fighting
Tigers held 3 table quarters with the last contested: another great
victory!
Above:
"The Redhead" leads her forces in a furious assault
Photo
© copyright Scott Zink, January 2002. Used with permission.
At the end of
the day...
The judge awarded points in various
categories and used them to determine winners. This is how my scores broke
down:
| Loss, Game 1: |
10 points
|
| Victory, Game 2: |
30 points
|
| Victory, Game 3: |
30 points
|
| Appearance: |
20 points
(out of possible 20)
|
| Pub Quiz: |
11 points
(out of possible 11)
|
| Sportsmanship: |
56 points
(out of possible 60)
|
| Composition: |
20 points
(out of possible 20)
|
| Total: |
177
points
|
I outscored
all the other competitors to win the highly-coveted Best Overall Prize.
I was literally dumbfounded when the judge made the announcement (my exact
reaction was an incredulous cry of "WHAT???").
Me,
the surprised winner, holding the "Best Overall"
trophy
and a $50 gift certificate
While I had
enjoyed using my bike army in the previous RTT,
I found that careful adherance to the Composition guidelines, good sportsmanship,
a snazzy look to the army, and some good playing was enough (barely!) to
win. If I could offer any advice to others, it would be:
Choose
a balanced army. A balanced army can shoot well, fight in hand-to-hand
combat, move, and take casualties. It has a better chance of winning and
will receive higher scores for Sportsmanship and Composition (for more,
see Building a Balanced Army)
Load up
on Troops. It helps on your Composition score and they excel in smaller
games like the ones you'll play at an RTT.
Get lots
of rest the night before and stay mentally and physically fresh during
the tourney. Playing 40K in a tournament atmosphere can be exhausting.
Make sure you eat breakfast, take the opportunity for lunch (if you can),
and drink fluids. Too many carbonated beverages may make you jittery or
hyper, which may lead to you make bad decisions.
Be a good
sport! I cannot emphasize this enough. Smile, introduce yourself, shake
hands, provide copies of your army list, wish your opponent good luck,
cut the other guy some slack, and don't quibble over rules (argue only
when it's absolutely necessary). For more, see these pointers on"gaming
etiquette."
Appearance
scores are more than just painting. Use
conversions, make a scenic base or diorama to transport your army, have
a cassette player with "theme music," write up a background story, wear
a costume, tote a (fake) 40K weapon or bring along your own banner. Almost
anything that distinguishes you and your army from everyone else and their
armies is good.
I am not the
world’s greatest painter, but "Appearance" is more than just fancy paint
jobs. The judges were impressed by the sheer number and look of all those
tiger stripes, as well as my coordinating tiger-face T-shirt, my
orange-and-black "Tiger Dice", my stuffed animal "tiger mascot" that I
displayed during each game, and the "tiger-feet" slippers that I wore during
the tourney. Laugh all you want, but those slippers got some attention
and were darn comfy. I know someone whose feet did NOT hurt at the end
of the day.
Above: "It's
gotta be da shoes." The footwear of choice for RTT champions
The Pub
Quiz is all about 40K fluff, or
background material, and the only way to know it is to read the books over
and over again.
Don't let
a loss discourage you. Keep
trying--even if the battle seems lost, keep plugging away: you never know
what may happen. Conversely, don't assume an opponent is beaten until the
game is actually over. Play your smartest and hardest but don't be a jerk.
I know I'll be entering more Rogue Trader
Tournaments, and I hope you will, too. Maybe I'll meet you across the table
someday!
Above: The
Best Overall trophy from the Rogue Trader Tournament, January 12, 2002
Rogue Trader
Tournament, 01/12/02
Introduction
and Army List <> Battle Summaries
Related Pages
Other
Rogue Trader Tournaments
Posted January 2002
Top |