Thursday, October 14, 2010
Beat this list.
At least I am hoping this is a list to beat, because I am planning on taking it next weekend. Have a look and let me know what you think. It is nasty, that is for sure, but I'm hoping it also has an answer for everything so long as I don't screw up my chances to use those answers! Scenarios aren't released yet, but this is otherwise my final list unless there are drastic scenarios. I may try to get a game in with it this weekend or next Tuesday, but next Thursday night my models will be packed and I will be driving to Chicago on Friday! If anyone else will be there, shoot me an email.
3000 point 'Ard Boyz Skaven
305 Grey Seer (G), lvl 4: ruin and plague, talisman of preservation, warp energy condenser
305 Grey Seer, lvl 4: plague and ruin, power scroll, foul pendant
280 Plague Priest, lvl 1: plague, plague furnace, ironcurse icon, dispel scroll
100 Chieftain, bsb, talisman of endurance
065 Warlock Engineer, brass orb
045 Warlock Engineer, obsidian amulet
045 Warlock Engineer, doomrocket
285 30 Storm Vermin, full command, storm banner
155 30 Clan Rats, full command, shields
155 30 Clan Rats, full command, shields
092 45 Slaves, musician
092 45 Slaves, musician
245 30 Plague Monks, full command, banner of eternal flame
090 5 Gutter Runners, slings, poisoned attacks
090 5 Gutter Runners, slings, poisoned attacks
235 Hell Pit Abomination
235 Hell Pit Abomination
090 Warp Lightning Cannon
090 Warp Lightning Cannon
2999
20% Lord - 610
18% Hero - 535
26% Core - 779
14% Spec - 425
22% Rare - 650
Wednesday, October 13, 2010
Triple Hydra + Cauldron
The best games are the ones you lose, have fun, and learn a lot. Last night mi_whplayers of the Great Lakes Warhammer League was kind enough to proxy a horrendous Dark Elf list with 3 Hydras, Cauldron of Blood, a level 4 and a level 2 Dark mage, Lord on cold one, BSB on cold one with ASF banner, a giant cold one deathstar, 2 units of shades, 2 units of spearmen, and 2 units of crossbowmen. It would be a good practice before 'Ard Boyz coming up. I have to say, while intimidating as the list sounds, my list did have answers for everything he had... I just made enough mistakes by a small margin that I lost my chances to really capitalize.
First mistake, I was really looking forward to Crack's Calling a Hydra. I decided to drop Crack's Call when I rolled it with my General to give it to the Power Scroll wielding Grey Seer. I should have kept it on my General and do what I normally do by rolling 4 Plague Spells with the second Grey Seer. Not having Plague was the biggest mistake I made, denying myself the tool I needed to deal with the cold one deathstar. I really thought my deployment was excellent, and how much it helped me in the beginning (until I started screwing things up for myself) is showing experience of a lot of 8th Edition games in that regard.
My cannon was great until it blew up second shot. That's why we roll the dice though. Then my second Grey Seer miscast and instantly died. Damn, that one hurt, as I had power dice left, my power scroll left, and hadn't cast any of those nasty spells! Also first turn, my Hell Pit ran a whopping 16 inches (!) right into my own Gutter Runners, killing an entire unit. I had to laugh at that one, because they were exactly 16 inches away from it. After that I was a bit too timid with the Abominations, when I should have just ran them down the Dark Elves' throats.
I did use some good tactics to kill one Hydra in combat with Storm Vermin and an Assassin with flaming attacks, and sneaking my Brass Orb Warlock in between 2 Hydras to kill another. The Slave buses were great in their role of holding up the cold ones for most of the game, until the very end when they broke through and tore up the last of my army.
The only thing I regretted was not putting my Assassin in with a unit of Gutter Runners and Infiltrating to go after the Cauldron. The Assassin had The Other Trickster's Shard, which would have had the Cauldron rerolling ALL of its ward saves vs the poison wielding Assassin and Gutter Runners.
The game was a Major Loss, but a major learning experience and a great look at a truly 'Ard Boyz Dark Elf list. Now I know what to expect and how to counter things I didn't do well against, and what did work. I'm going to try to get a game in against Kairos Daemons next week, and I think I will be ready.
I made some more revisions to my list as well. No Assassin after this game. I gave him a try but he isn't for me in this format. I added more Plague Monks and the Furnace back as well. I really needed another strong hammer to really kill stuff. As for a ranged hammer, I dropped the Doomwheel for another Warp Lightning Cannon. The WLC is almost as good for killing monsters, but is much much MUCH better at killing any sort of infantry as well.
First mistake, I was really looking forward to Crack's Calling a Hydra. I decided to drop Crack's Call when I rolled it with my General to give it to the Power Scroll wielding Grey Seer. I should have kept it on my General and do what I normally do by rolling 4 Plague Spells with the second Grey Seer. Not having Plague was the biggest mistake I made, denying myself the tool I needed to deal with the cold one deathstar. I really thought my deployment was excellent, and how much it helped me in the beginning (until I started screwing things up for myself) is showing experience of a lot of 8th Edition games in that regard.
My cannon was great until it blew up second shot. That's why we roll the dice though. Then my second Grey Seer miscast and instantly died. Damn, that one hurt, as I had power dice left, my power scroll left, and hadn't cast any of those nasty spells! Also first turn, my Hell Pit ran a whopping 16 inches (!) right into my own Gutter Runners, killing an entire unit. I had to laugh at that one, because they were exactly 16 inches away from it. After that I was a bit too timid with the Abominations, when I should have just ran them down the Dark Elves' throats.
I did use some good tactics to kill one Hydra in combat with Storm Vermin and an Assassin with flaming attacks, and sneaking my Brass Orb Warlock in between 2 Hydras to kill another. The Slave buses were great in their role of holding up the cold ones for most of the game, until the very end when they broke through and tore up the last of my army.
The only thing I regretted was not putting my Assassin in with a unit of Gutter Runners and Infiltrating to go after the Cauldron. The Assassin had The Other Trickster's Shard, which would have had the Cauldron rerolling ALL of its ward saves vs the poison wielding Assassin and Gutter Runners.
The game was a Major Loss, but a major learning experience and a great look at a truly 'Ard Boyz Dark Elf list. Now I know what to expect and how to counter things I didn't do well against, and what did work. I'm going to try to get a game in against Kairos Daemons next week, and I think I will be ready.
I made some more revisions to my list as well. No Assassin after this game. I gave him a try but he isn't for me in this format. I added more Plague Monks and the Furnace back as well. I really needed another strong hammer to really kill stuff. As for a ranged hammer, I dropped the Doomwheel for another Warp Lightning Cannon. The WLC is almost as good for killing monsters, but is much much MUCH better at killing any sort of infantry as well.
Monday, October 11, 2010
New WFB FAQs released.
GW has released version 1.2 of many of the armybook FAQ's. Head over to Games Workshop to download your new FAQ.
The new addition to the Skaven FAQ clears up the Screaming Bell's Scorch result, and now casts it for FREE with no expended power dice. That is a nice boost for the Bell.
The new addition to the Skaven FAQ clears up the Screaming Bell's Scorch result, and now casts it for FREE with no expended power dice. That is a nice boost for the Bell.
Friday, October 8, 2010
Questions about my list
I was answering questions about my 'Ard Boyz list for a fellow Skaven player planning a GT (no comp) list, so I figured I would post it up as a blog post. Here goes.
I charge forward with the Hell Pits and Slaves, and hang back with most everything else to shoot and go heavy on magic. The Doomwheel is a mobile firing platform. I rarely charge it if possible. Otherwise the HPA's and magic do most of the work, supported by shooting.
I do feel they make up their points. They also hold a magic banner. Usually it is the Storm Banner, but in the finals I am running them with the flaming attacks banner. I5 WS5 is damn good in the new edition.
It depends on what army. I really only fear Dwellers as far as spreading my characters around. I definitely want my BSB in range of the HPA's and Slaves, but in my finals list my BSB actually has MR3 to protect both Grey Seers (unless I am facing Life magic). I didn't have issues with Death, but better to have and not need than need and not have. I run naked Warlocks in Slave units, and them run them out as redirectors or speedbumps.
Yes, almost exclusively war machine hunters and monster hunters (they love to kill Eagles). I actually never really charge with them, always keep back and shoot with them and their poisoned slings. They are also great for scouting to block enemy vanguard moves, and killing the fast cavalry.
I do. It loves to kill monsters and monstrous infantry. I have playtested the PCC a few times and haven't liked it. I like the reliability of the Doomwheel (even if its movement is unreliable, it auto hits 3 times every turn).
I had PLENTY of targets with 2 Hell Pits and a Doomwheel, but I am still dropping the Furnace for the finals. It's a whole lot of points. I am replacing it with 6 Rat Ogres who are faster, and I think more killy. Better on the opposite flank of the Doomwheel to assist the Hell Pits.
Yes for banners, and for units to place my characters. I love using my Slaves to rush forward and tie up units for my HPA's to smash into. I need somewhere safe to store my Grey Seers.
In my 'Ard Boys finals list I am running my BSB with MR3, and he will be hiding in the second rank of one or both Grey Seer's unit.
I'll be posting up my final round 'Ard Boyz list in the next couple of weeks after I get some more time in play testing the changes I am dreaming up.
What exactly was your approach in your games? Did you play a hold back strategy and use the 13th spell, Plague, Scorch, and the Warp Lighting Cannon to do damage, then finish off units with combo charges from the Abominations/Doomwheel/ranked units?
I charge forward with the Hell Pits and Slaves, and hang back with most everything else to shoot and go heavy on magic. The Doomwheel is a mobile firing platform. I rarely charge it if possible. Otherwise the HPA's and magic do most of the work, supported by shooting.
What roll did the Storm Vermin play, and do you feel they are making up their extra points over standard clanrats?
I do feel they make up their points. They also hold a magic banner. Usually it is the Storm Banner, but in the finals I am running them with the flaming attacks banner. I5 WS5 is damn good in the new edition.
How did you place your characters? I guess it depends on what you are facing, but with limited units and the danger of facing Dwellers, I’m having trouble deciding how to divide up their placement on the lists I’ve made so far. Did you spread out both the Grey Seers and the BsB if facing that? I also noticed that your second list pulled in the magic resist/ward save combo. Did you have assassination issues with Death Magic in your first round?
It depends on what army. I really only fear Dwellers as far as spreading my characters around. I definitely want my BSB in range of the HPA's and Slaves, but in my finals list my BSB actually has MR3 to protect both Grey Seers (unless I am facing Life magic). I didn't have issues with Death, but better to have and not need than need and not have. I run naked Warlocks in Slave units, and them run them out as redirectors or speedbumps.
Did you use your Gutter Runners for war machine hunting? I have trouble getting excited about them in that roll, considering the earliest you can hope to charge is turn 3. What else did you use them for in your games?
Yes, almost exclusively war machine hunters and monster hunters (they love to kill Eagles). I actually never really charge with them, always keep back and shoot with them and their poisoned slings. They are also great for scouting to block enemy vanguard moves, and killing the fast cavalry.
My rare selections will likely be 2 hellpits, 2 cannons, and 1 Catapult. What did you find the Doomwheel useful for in your games?
I do. It loves to kill monsters and monstrous infantry. I have playtested the PCC a few times and haven't liked it. I like the reliability of the Doomwheel (even if its movement is unreliable, it auto hits 3 times every turn).
I loved the Priest/Furnace in 7th, but have trouble getting excited about it in 8th. In the games I’ve run in 8th, the one use 3+ ward save for the Priest has paid dividends since both he and the Furnace are hit by a single cannon ball. Did you find you had enough other priority targets that kept the Furnace from going down, or did it often die in your second round games?
I had PLENTY of targets with 2 Hell Pits and a Doomwheel, but I am still dropping the Furnace for the finals. It's a whole lot of points. I am replacing it with 6 Rat Ogres who are faster, and I think more killy. Better on the opposite flank of the Doomwheel to assist the Hell Pits.
Did you take the 2 clanrat units specifically to fill out your standards, or did you find another use for them? Slaves just seem like a better investment if you won’t have to face a match needing standards.
Yes for banners, and for units to place my characters. I love using my Slaves to rush forward and tie up units for my HPA's to smash into. I need somewhere safe to store my Grey Seers.
My character setup is close to yours, I’ll just be using Engineers with magic resists to keep all 3 important characters at 3+ ward vs. magic. One will have have MR1 with the general with 4+ base save giving 3+, and the other will have MR2 to add to the BsB and other Seer’s 5+ ward saves for a 3+ total as well.
In my 'Ard Boys finals list I am running my BSB with MR3, and he will be hiding in the second rank of one or both Grey Seer's unit.
I'll be posting up my final round 'Ard Boyz list in the next couple of weeks after I get some more time in play testing the changes I am dreaming up.
Thursday, October 7, 2010
Top Five Skaven Units
I was checking out Warseer this morning, and in the new ETC Comp Restriction thread there was a mini debate sidetrack over the ranking of powerful Skaven units. While writing my list for the final round of 'Ard Boyz this is definitely something I have been thinking about with every version of the list I write. So, lets have a look at what I believe the top 5 most powerful units and/or items are in the Skaven army.
5. Warlock Engineer with a Doomrocket. For 45 points you get easily one of the best point return units in the game. This little guy is one-use-only, but he about always makes his points back and sometimes makes upwards of ten times his points back! The Doomrocket is a weapon that is random range, you have to guess between 4d6 and 10d6 for range then roll randomly. It must fly in a straight line but you do not have to have line of sight. If you roll 3 or more 1's you will misfire, but you're never misfiring because you should always be holding on to your Doomrocket until your enemy is within a minimum of 5d6 range (preferably the average of 4d6), or even better use it to shoot down the flank of the entire army after you're Skitterleaped this cheap kamikaze. The payload is a large blast at strength 5, which is enough to remove entire units of Elves and do serious damage to anything else.
4. Warp Lightning Cannon. I honestly think this the best artillery piece in the Skaven army, and one of the best in all of Warhammer. It is basically a stone thrower and cannon combined (it effects a line and then also a template at the end of the line), and is much more accurate than previously. It automatically denies armor saves, even if you roll strength 2 on the bounce for the hit strength. Combined with the Doomrocket, I have taken out an entire unit of 40 Halberdiers with good shots, because this thing does massive damage. I prefer it against infantry and to rely on a Doomwheel for killing monsters, but remember that templates hit all parts of a monster. Even if I roll a 2 for strength when I hit your Stegadon, a 6 will wound, you will get no armor save, and I will do d6 wounds. Harsh.
3. Gutter Runners. Scouts are much, much better in the new edition. Gutter Runners are some of the best, but you need to upgrade them. Scouting is excellent with poison weapons, because any 6 to hit on war machines will wound. Combine that with a minimum size unit, upgrade to slings, and the new skirmish rules that allow you to march and fire, and you are throwing 10 dice per unit of Gutter Runners to possibly wipe a war machine turn 1. 2 sixes means a dead bolt thrower, 3 sixes usually a dead cannon. Not only can they scout and be 12 inches away, but if you are worried about getting killed first turn, Gutter Runners can infiltrate instead and come in on turn 2 or later from your opponents board edge and wipe out all of his war machines then.
2. Hell Pit Abomination. Yes, I rated the Hell Pit number 2 and not number 1. The Hell Pit is "weaker" in 8th edition, it's true. But, he will still win entire games by himself with some good dice rolling, and maybe even some good tactics. I like to run mine on the flank and to double charge with Skaven Slaves. Random Movement rule of 3d6 means you can only "Hold" vs his charges, and he also pursues and overruns 3d6. He does impact hits, random attacks, and thunderstomp. He tears through heavy knights, can wound other monsters with multiple wounds, and if you charge him into an infantry unit and roll Avalanche of Flesh, you're opponent is pulling off models by the entire rank after 4d6 s6 hits (d6 impact hits, 2d6 hits, and then d6 thunderstomp hits). He still is very vulnerable to any sort of flaming attack that will deny hit regeneration, and not many people will ever take warp spikes with the changes to magic resistance.
1. Grey Seer with the 13th Spell. The Grey Seer is my number one choice. He starts the game with d3 Warpstone Tokens for free power dice. Anything that generates extra power dice in 8th edition is worth its weight in gold. He also has access to one of the most powerful spells in Warhammer as a signature spell! He can always have the Dreaded 13th Spell, which is amazing vs any small units with characters in them or elite armies where every model counts. You can cast with up to 6 dice at any spell, and if you throw 6 dice at the 13th spell, you have a 50% chance of getting it off, not counting the chance of rolling double 6's (1,2,3,4,5,6 = 21 + magic level 4 = 25). Combined with that power, you have plenty of items to heal wounds, more warpstoen tokens that don't take arcane item slots, and access to both powerful Skaven Lores of magic. Throw in some level 1 or 2 casters and your Grey Seer will have exactly the spells you want for him.
Honorable mention goes to Skaven Slaves. They are the rock of the Skaven army. Possible leadership 10 huge and steadfast units are what the rest of this list do what they are meant to do to win you the game. Better yet the huge unit of 40 Slaves with a musician is only 82 points. Expendable, long lasting tar-pits, and to make it better you can shoot and cast spells into enemies in combat with them! But Slaves by themselves are not powerful though, which is why they are an honorable mention. The fit in perfectly with the overall synergy of the Skaven army, and are a must-have. If the list was a "Top 6" they would be number 6!
Yes the Skaven are strong in the new edition. I believe they are top 3 along with Lizardmen and Dark Elves. Maybe you can use this list to tailor your Skaven to be the best rats on the block, or maybe you can read up on exactly what you should be killing first when you see that ratty horde across the table from you!
5. Warlock Engineer with a Doomrocket. For 45 points you get easily one of the best point return units in the game. This little guy is one-use-only, but he about always makes his points back and sometimes makes upwards of ten times his points back! The Doomrocket is a weapon that is random range, you have to guess between 4d6 and 10d6 for range then roll randomly. It must fly in a straight line but you do not have to have line of sight. If you roll 3 or more 1's you will misfire, but you're never misfiring because you should always be holding on to your Doomrocket until your enemy is within a minimum of 5d6 range (preferably the average of 4d6), or even better use it to shoot down the flank of the entire army after you're Skitterleaped this cheap kamikaze. The payload is a large blast at strength 5, which is enough to remove entire units of Elves and do serious damage to anything else.
4. Warp Lightning Cannon. I honestly think this the best artillery piece in the Skaven army, and one of the best in all of Warhammer. It is basically a stone thrower and cannon combined (it effects a line and then also a template at the end of the line), and is much more accurate than previously. It automatically denies armor saves, even if you roll strength 2 on the bounce for the hit strength. Combined with the Doomrocket, I have taken out an entire unit of 40 Halberdiers with good shots, because this thing does massive damage. I prefer it against infantry and to rely on a Doomwheel for killing monsters, but remember that templates hit all parts of a monster. Even if I roll a 2 for strength when I hit your Stegadon, a 6 will wound, you will get no armor save, and I will do d6 wounds. Harsh.
3. Gutter Runners. Scouts are much, much better in the new edition. Gutter Runners are some of the best, but you need to upgrade them. Scouting is excellent with poison weapons, because any 6 to hit on war machines will wound. Combine that with a minimum size unit, upgrade to slings, and the new skirmish rules that allow you to march and fire, and you are throwing 10 dice per unit of Gutter Runners to possibly wipe a war machine turn 1. 2 sixes means a dead bolt thrower, 3 sixes usually a dead cannon. Not only can they scout and be 12 inches away, but if you are worried about getting killed first turn, Gutter Runners can infiltrate instead and come in on turn 2 or later from your opponents board edge and wipe out all of his war machines then.
2. Hell Pit Abomination. Yes, I rated the Hell Pit number 2 and not number 1. The Hell Pit is "weaker" in 8th edition, it's true. But, he will still win entire games by himself with some good dice rolling, and maybe even some good tactics. I like to run mine on the flank and to double charge with Skaven Slaves. Random Movement rule of 3d6 means you can only "Hold" vs his charges, and he also pursues and overruns 3d6. He does impact hits, random attacks, and thunderstomp. He tears through heavy knights, can wound other monsters with multiple wounds, and if you charge him into an infantry unit and roll Avalanche of Flesh, you're opponent is pulling off models by the entire rank after 4d6 s6 hits (d6 impact hits, 2d6 hits, and then d6 thunderstomp hits). He still is very vulnerable to any sort of flaming attack that will deny hit regeneration, and not many people will ever take warp spikes with the changes to magic resistance.
1. Grey Seer with the 13th Spell. The Grey Seer is my number one choice. He starts the game with d3 Warpstone Tokens for free power dice. Anything that generates extra power dice in 8th edition is worth its weight in gold. He also has access to one of the most powerful spells in Warhammer as a signature spell! He can always have the Dreaded 13th Spell, which is amazing vs any small units with characters in them or elite armies where every model counts. You can cast with up to 6 dice at any spell, and if you throw 6 dice at the 13th spell, you have a 50% chance of getting it off, not counting the chance of rolling double 6's (1,2,3,4,5,6 = 21 + magic level 4 = 25). Combined with that power, you have plenty of items to heal wounds, more warpstoen tokens that don't take arcane item slots, and access to both powerful Skaven Lores of magic. Throw in some level 1 or 2 casters and your Grey Seer will have exactly the spells you want for him.
Honorable mention goes to Skaven Slaves. They are the rock of the Skaven army. Possible leadership 10 huge and steadfast units are what the rest of this list do what they are meant to do to win you the game. Better yet the huge unit of 40 Slaves with a musician is only 82 points. Expendable, long lasting tar-pits, and to make it better you can shoot and cast spells into enemies in combat with them! But Slaves by themselves are not powerful though, which is why they are an honorable mention. The fit in perfectly with the overall synergy of the Skaven army, and are a must-have. If the list was a "Top 6" they would be number 6!
Yes the Skaven are strong in the new edition. I believe they are top 3 along with Lizardmen and Dark Elves. Maybe you can use this list to tailor your Skaven to be the best rats on the block, or maybe you can read up on exactly what you should be killing first when you see that ratty horde across the table from you!
Monday, October 4, 2010
Hobby update: Plagueclaw Catapult, etc
I changed my list for the final 'Ard Boyz round, so I needed to do some modeling! Particularly a Plagueclaw Catapult. I decided to use an Orc and Goblin Rock Lobba with minor modifications, and I also needed more Plague Monks to fill out my newly expanded Furnace unit and to act as crew. I also went ahead an put together a couple unit filler bases to break the unit up a bit and look a little more interesting. I definitely have enough models, so it's not to cheat the expensive horde! Heh. Here is a look at all the newly assembled stuff I spent tonight working on. Also, I've organized my bits! Mostly 40K bits, but also now I am getting use out of my Skaven bits (a couple on the Plagueclaw). It is also a big help for sorting my Dungeons and Dragons miniature collection.
Sunday, October 3, 2010
Tournament Report
Our Game 2 deployment...
Well I'm home from the 2v2 Tournament at Shenanigans Hobby Shop, and my team came away with 1st place. My partner decided the last minute to bring his Dark Eldar, and our combined ranged superiority proved too much for our opponents. My list was a Rune Priest, 5 Wolf Guard (2 power fists, combi melta, cyclone missile termy), 5 Wolf Scouts, 2 Grey Hunter squads, and 3 Squads of missile launcher Long Fangs. My partner brought 2 Homunculus, 2 Squads of Wyches in Raiders, 5 Warrior Squads in Raiders, and 2 Ravagers. Lots of Lances.
In game 1 we faced off against Space Wolves and Blood Angels. The Wolves had 2 Rune Priests, 2 Grey Hunter squads, 2 Long Fang squads, and a Land Speeder. The Blood Angels has Mephiston, 2 Assault Squads with Priests, and a Storm Raven. We opened up the first turn and took out an entire Assault Squad and the Storm Raven in the first round of shooting. The Wolf Scouts came on turn 2 and took out a squyad of Long Fangs and we wrapped it up from there. We win 20-0 with 2315 points.
Game 2 we faced Blood Angels again and Sisters of Battle. The Sisters had 2 Exorcists, an Immolater with the HQ unit inside, and 2 Rhinos with squads. The Blood Angels had a Librarian and retinue unit in a Rhino, a Baal, a Vindicator, an Assault squad, and an Assault squad with a Priest. Our turn 1 shooting was less effective, but our numbers overwhelmed again even in the Kill Point scenario where I though we would be at a disadvantage. We win the game 16-0 with 2500 points.
Game 3 on table 1 against a double Eldar list, played by our new friends from Toledo. Their list was exceptional and they played it very well, if not a little too cautiously. In the end it could have been what won us the game, because I was aggressive with my Grey Hunters and I captured the objective on turn 5, with a lucky roll of a 1 for the game to end and give us the tournament win. The Eldar combined lists consisted of Eldrad, Maugan Ra, a large unit of Wraithguard with a warlock, a squad of 3 War Walkers with double scatter lasers, 5 Wraith Lords, 2 Dire Avenger squads, a big unit of Warp Spiders, and 2 units of 3 Jetbikes. The timely end of the game gave us a 16-0 win and no points calculated, as we were the only team to win out and with just about full battle points.
Thanks to Shenanigans for hosting, and to Eternalchaos99 (Brandon) for running the tournament. I haven't played much 40k lately and I have never played a team event, so it was an interesting experience. I also got to play 6 people I have never played 40k against before, and that is always a good thing. And thanks to my teammate Mike for sending me a text on Tuesday to ask me to be on his team. Not bad for 4 days notice!
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