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Trust in Rust Nova Open Narrative vs Daemonic Delivery Service Inc

9/17/2015

Comments

 
Welcome back loyal rust friends!  Today is the battle royale between Colin's awesome Daemon army, and the Trust in Rust Walkers!  I'd met Colin at the previous Nova Open, and at Adepticon, but had yet to play a game with him! Was definitely looking forward to this.  (We also played Jason and Brett [his teammates] in an earlier matchup!) 

Colin had a number of wicked things in his list, including a void shield relay network, which rendered all my shooting pretty much mute!  This was going to be an absolute slug fest back and forth
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Colin, Brett, and Jason's Daemon Display/Armies!
Onto the mighty battle!  
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Here's a shot of Brett, Troy (who ran the Trios), Colin, and Jason. They won an award for killing things with the most pieces of flair.
First off, you will see some points differences in Colin's list.  His list was perfectly legal.  You see, narrative is #%)&(!@ awesome (ball so hard), and they creative narrative supplements you can use for particular armies.  For example the Ork supplement I was using made all ork characters LD10, gave them free bosspoles, and adjusted the mob rule table.  Colin's supplement did something with flair pieces, so that the nurgles with the excess and the screaming was all correct.  So don't you dare call foul, but you can get really drunk and waaagh with the other ork players until you lose your voice.

The Mechromancer Daemonic Delivery Service vs Trust in Rust

Narrative Rules and Supplements
File Size: 1245 kb
File Type: pdf
Download File

Mission 3: Something with Objectives (Will update name later)
Primary: Objectives: Last hold turn 5, last contest turn 6.
Secondary: Marked for Death, If you kill me you lose points, and something with wrecked markers (Will put in colin's later)
Deployment: Dawn of War
Nightfighting: Can't remember
Trust in Rust
File Size: 19 kb
File Type: html
Download File

Mechromancer Delivery Special
File Size: 18 kb
File Type: html
Download File

Deployment

I can't remember who had first turn.  The thing with narrative...is the games start at 8pm and go till 1-2am usually.  Everyone is drinking and having a grand old time.  I was so excited to play Colin, I forgot some of the details, but many of them don't matter for the sake of this battle report.  What matters is the cool armies, and the awesome time we had!


[Note: The red tokens in the center are a secret objective for Colin.  For each red objective he touched, his team got a "bonus" card in the next mission]

I think Colin went first.  I deployed as I always deployed.  Big walkers in front, second and third waves behind.  I'm a bit limited in my deployment strategies due to the footprint the army takes up.  Colin has a lot of large blasts (str 8, ordnance), so I try to space the walkers out so it's unlikely he'll clip more then 2 in a blast.  His back field is setup under six void shields (plus extras due to his bonus cards I think!...oh bonus cards are handed out if your team is doing bad in the narrative, they buff/boost the team that is losing ground to keep it interesting!).  

One thing saves me though...his fun little trick is that fuel pipe system.  Turning all his flamers into torrent weapons.  Guess what doesn't care about low strength flamers? That's right! Bunch of walkers!  I scout the bikes up on the left flank, to try and go access to the void shield shiny bits.

Turn 1:  The Orks Advance!

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Turn 1 was really boring.  I ran the entire army, turbo boosted the bikes.  Colin shot all his stuff at me, did a few glances here and there, and took out a single killa kan.  There isn't any photos of this, so you just get this army shot of Colin's FW Super Spawn Destructor Death Slaughterer.  Colin casts iron army on his mega magician, who perils, and goes super saiyan turning into a slaughter machine.  Oh there is also warp storm things, but I don't think it effected the game any.  (Can't wait till they take that out)

Turn 2: Here Comes The Fun!

The Bikes are now in a prime position, hoping to catch his warlord and cut a swath through Colin's Right flank.  Everything runs again, prepping for the big Turn 3 push.  The Walkers always have one good push in a game, and it generally falls around turn 3, which is usually the determining factor for how well the army does.  The more dreads that survive till turn 3, the better the result...usually.  
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Bikes make it in, and start wrecking havoc...basically destroying most of the chaos bikers, and failing to do a single wound on the Magic mechromancer sparkly guy. (3++ invuln like a boss).  In return, the spawn slaughters the ork bikers, killing the painboy and warlord. (which means I can't waaagh now)

Turn 3: The Dreads Reach Close Combat!

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Death and Destruction! Grots holding hands! End of Civilization!  The orks surge forward.  Colin returns with a vicious display of firepower, immobilizing one gorkanaut, putting hull points on killa kans, the meka dread, and stunning the other gorkanaut with melta (dropping it to only a scattering of hull points!).  Where's a grot when you need him? With the big mek dead, there is no way of repairing the immobilized gorkanaut, basically taking him out of the game!
In response, the mega dread slams into the defiler, who has been shouting insults at him the entire game.  The warboss fails to kill the mechomancer, and then dies to the daemon spawn (all bikes wiped).    The gorkanaut spits fire angrily across the void shield, and killa kan rockets fly off into space, to wipe out the last remaining members of an endangered species who would have brought peace to the galaxy in just a few more seconds.  Note: One of these endangered species was Colin's Warlord, who just wanted to give orks the secret of fungus beer icecream.

The melta'd gorkanaut rips into the chaos bikers, and then consolidates towards the spawn combat with just a few hull points remaining.  At this point, all the chaos bikers are dead and send back to to the looting factory.

Alas the poor mega dread...the chaos walker swings at init 3, and the mega dread is cleaved in half and explodes brilliantly, crying about how he never got his pilot painted, and it's all my fault.

Not pictured:  An epic combat ensues between the killa kans in the back, and some nurglings that dropped down.  The killa kans win, and feel extremely proud about beating up a bunch of nurglings.

Also not pictured:  A group of flamers gets eviscerated by a deff dread and some killa kans, slowing down my right flank (good move Colin!).  The killa kans are really proud of their work, since htey usually don't do anything, and cry about it on the internet.

Turn 4: The Tide...Turns?

The chaos walkers suddenly realize they get to swing first, and stop being super daemonic pansies and run out to meet the walkers head on.  (YEAH!!!!). [at some point grots show up, and stand on objectives, doing their grot things]
Oh oh.  Double daemon walkers tear a proud deff dread about, wrecking it.  The daemon spawn gets a single hit through the gorkanaut, wrecking it.  The other defilier/nurgle daemon walker destroy the meka dread (my best CC dread!) Things are not looking good for the orks at all!  A bunch of nurglings plop down on a rear objective.  What is going to happen to the orks?  They just lost nearly 1/4th their army in a single phase! (500isn points just blew up!)
Never discount angry orks!  In furious anger a deff dread charges a defiler, who promptly tears off one of his arms.  But the deff dread doesn't care, he hated that arm anyway! He takes his good claw and sends the defiler back to the warp.  Nobody messes with his good claw!  The killa kans charge into the spawn (fresh off their high from killing the nurglings), they knock it down to 1 wound, losing one of their own, and taking a few hp as well.  The killa kans on the far right, seeing their favorite deff dread wrecked, take aim at a nearby rock, and watch the defiler explode as rockets strike it in vulnerable locations, teaching it the folly of it's daemonic ways.  Should have stayed behind your shield the ball so hard grots spit.  What a turn!

I should point out that there was an obliterator firing the entire game, and I don't think he actually did anything.  He feels really bad, so I wanted to mention him so he feels even worse for failing his team.

Turn 5: The Third and Angriest Waves Hit

The orks smell blood now, and the daemon lines are a bit shaken.  This is the last turn you can claim an objective point, on turn 6 (ends turn 6), you can only prevent someone from getting a point, not claim anymore yourself.  The game is too close to call, and at this point, it's all down to close combat awesomeness!
Shooting is largely ineffective.  With his main walkers tied up, only the obliterator has any chance of hurting the dreads. (and a thrown krak grenade)

Colin pulls back his Soul grinder, realizing that his space marines are vulnerable (which are holding onto a point).  This blocking maneuver prevents me from reaching them this turn (and was a solid tactical move!)  He throws the other soul grinder into combat with the one armed deff dread "Sir Magnificent".

I throw every dread in range at the other soul grinder.  He dies at the cost of 2 hp and an arm to the deff dread, but the Kan's make it behind his lines.  (At this point the kans are ecstatic, and can't wait to tell everyone what happened).  [One of the kans immobilizes himself on a wreck...he doesn't get to tell the story)

The other killa kans kill the spawn which has been annihilating things the entire game, and get a massive 6 inch consolidation towards the nurgling spawn!

But wait....Greg what happened to Lord Fancy Claw the Deff Dread? Did he die?

No my friends.  He did not.  You can't Kill Emperor shiny Mc Buzzerson.  He went down to a single hull point.  Then immobolized the Soul Grinder :).  

Turn 6: And The Winner Is......

The killa kans destroy the chaos marines on the objective.  Colin can't score this now, but neither can I (last scoring turn was 5).  I fire everything I can at the other chaos marines, but can't get through the shield.  We tally the points.  We are basically tied except for one combat.  If the killa kan fighting the nurglings can kill them...It's a tie.  If the killa kan can't kill them, Colin wins by 2 points. (insanely close game)

The killa kan swings.
The killa kan hits.
The killa kan rolls a 1 to wound.

Game over! Colin Wins!

To call this an awesome game is an understatement.  We had so much fun it was ridiculous.  A totally awesome game with a great player!  So glad I finally got to match up vs Colin!  We've already planned for a rematch in the future, and I can't wait to play him again!  These are the types of games that can completely revitalize your love of the game.  Back and forth epic combats, with no idea who is going to win until the very last battle of the last turn!  Thanks for reading guys! Hope you enjoyed it.  One left, and it was just as epic :). 

Bonus Round: MVP's

Colin:
My MVP was definitely that Giant Spawn, as he chewed through the bikerz, then polished off the Something-Naut with a lucky Smash! attack. (That's nearly 500 points of models for an 80 point one!)

Greg: 
The Killa Kans.  They Killed Colin's Warlord, Killed the Spawn. Killed a defiler, knocked chaos marines off their objective, broke through the left flank, killed the outflanking nurglings...and almost tied the game except for the very last roll!

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