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Trust in Rust: Nova Open 2015 Trios 2000 Point Round vs DA/AM

9/15/2015

Comments

 
Welcome friends to the battle arena, where the walkers fast a series of dangerous and brutal opponents.  Though I played in six games, I'm only going to cover the 2k point games, as that is when I played the walkers.  The other games I was forced to put away the walkers and play with things I'm not used to which made me feel all icky.  I need my steel and iron!
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The first game I'm covering is vs Sebastian, the son of Steve (my opponent at the LVO).  Steve wasn't just content to krump me himself, he sent his minions to crush my spirit! Seb would be bringing the Dark Angels "Gets Hot" list.  I would be bringing walkers...lots and lots of walkers!
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A look at the players! (I forgot Seb's brothers name!)

Dark Angels "Gets Hot" vs Trust in Rust Walkers

Trios Rules Primer
File Size: 623 kb
File Type: pdf
Download File

Mission 3: Trios Fight for that Shiny Thing!
Primary: Relic, Objectives, Linebreaker, Slay the Warlord, First Blood
Deployment: Dawn of War
Nightfighting: Yes

Trust in Rust 2k
File Size: 19 kb
File Type: html
Download File

Dark Angels and AM 2k
File Size: 20 kb
File Type: html
Download File

Deployment

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Dis be R deployment Boss
I win the rolloff, and decide to go second since Seb has drop pods incoming.  (orks love drop pods)  i deploy my forces across the line to try to pincher Seb's forces.  I keep my bikes far back to act as a secondary assault force (they are the most vulnerable vs Seb's list).  Seb is lacking a bit in anti tank, but has the valk in reserve with a demo squad (full of melta bombs), and has a ton of plasma shooting, with some melta and melta bombs scattered throughout his list.  Needless to say, it's going to be a tough fight for him, as my army is very polarizing.   I totally forget to scout the bikes.  My warlord trait isn't waaghing (warboss isn't warlord), so I didn't use it or write it down.  (I really need the waagh one).  Seb has a libarian, but none of his powers are useful vs the walkers. (Ld manipulation mostly)

Turn 1: The Delicious Pods Arrive

Sep immediately begins dropping pods to slow me down.  Everyone knows an ork can not resist smashing a pod to pieces...it's just so satisfying. Nothing like delicious crunchy and smushy bits arriving at your doorstep.  I truly believe orks would order in a space marine assault if they could. Saves so much running time!

So down comes the pods.  Out comes the marines.  Seb shifts his forces forward.  He's hoping to stall the walkers long enough to grab the shiny thing and run away with it.  The pod doors pop open.  The marines with hundreds, if not thousands of years of training take aim.  They pull the plasma triggers with giant walkers in their sights.

Then frank sneezes, and shoots Sam in the foot, causing Sam to lose his balance and wipe out Frank.  Francis, seeing his buddies die, immediately takes aim in retribution, and promptly shoots Bob in the back.  

I'm not kidding guys.  In the opening shots of this 40k game...Seb promptly rolls more 1's for plasma shots I've ever seen...followed by 1's and 2's for his armor saves.  He loses three plasma marines in the opening salvo. (across the two pods)   I'd like to thank the grots for infiltrating the DA ships and "adjusting" the plasma containment fields for this one.
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From dakka dakka forums
Seb then proceeds to fire plasma cannons, and his hydra at the walkers, and gets a few hits, of which I make a 6+ cover save against.  (Not your turn buddy!)

On the orks turn, we clunk forward, and rip the nearby drop pod to shreds, and wipe out the entire tactical squad except for one fellow who makes a run for it. (first blood orks).  Some shooting happens...but hey it's ork shooting...why do I even bother with guns?

Turn 2: Krump Krump Krump

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Lets just say it is a really bad sign when the walkers reach mid field at full strength.  This hardly ever happens.  

Seb's reserves come in, including the terminators, and valk with demo team.  Seb has a much stronger turn this time, only killing another space marine, and a biker with his get hots rolls.  (I kid you not, it was comical at this point.  That's 5 plasma tottin units that died to his own rolling...which is a lot of str 7 ap2 to lose (bane of killa kans and deff dreads).  We are having a blast though, and Seb is an awesome opponent even when he is killing his own guys.  

The rest of seb's shooting wipes out a killa kan, stuns a deff dread, and may have put a wound or two on the bikers.  (He had a str 4 mortar which only had the bikers as targets on 5's to wound).  The demo guys drop out of the valk, and land on target, and prep for a turn 3 assault, using the bikers as cover.
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The orks...well the orks keep on krumping along.  Deff dread chews up the other drop pod, and the bikers wipe out (or cause to flee), the remaining tacticals with combined shooting from the gorkanaut and killa kans.  Down the center the mega dread wipes out an entire squad of bikes by flaming (ap3 flamers are no joke) and then assaulting them (he gets mvp because he also wipes out the tactical who was running away!), and the meka dread chews through the second squad of bikes.  

The Dark angels have seen better days, and Seb's rolling is testing their faith!  I consolidate the mega dread back, in case the demo guys wipe the meka dread. (also I'm scared of terminators after my LVO matchup)

Turn 3/4: The Rusting!

Seb is in trouble.  He concentrates he forces on taking out the imminent threat.  Melta forward! The commissar shouts!  The demo squad, watching everything explode around them, realizes they freaking love explosions, so happily march forward to cover the meka dread in big booms.

Seb throws everything he can at me...but without the five plasma guns he shot at his own guys, he just doesn't have the anti armor punch he needs.  But wait...not all is lost.  Here come the demo squads!  Melta guns fire...one misses, but one hits home...pens....and the mek riding in the meka laughs as it shears off a piece of equipment that wasn't actually connected to anything. (made the invuln save ramshackle).  Then the brave (and they are crazy brave) soldiers charge the meka dread to cover it in beautiful explosion presents.

The meka dread doesn't believe in gift giving, and showers the squad with the blood of four of their brethern.  The remaining melta bombs are not enough to stop the meka, and he completely wipes the squad.  With the loss of the melta bomb squad, there is not much left on the table that can hurt the army.  We play out the remaining rounds in quick fashion, and just enjoy chatting and rolling dice.
As one can imagine, the trust in rust dreads are designed to lose 50% of their number and still be effective.  When they are at 95% strength, it's a bit ridiculous.  All the walkers and bikes make their charges in the subsequent round, wiping out the hydra, commissar, vet squad, platoon, running away tactical.  Seb has to pack up and head out, but we run through the terminator combat just to see what would happen.  Even the terminators can't stop one of the dreads.  We decide Seb needs to melt all his dice into a giant sad dice, and get new ones, and also replace all his plasma with melta :).  Why don't DA ignore gets hot rolls? They are team Plasma!

Orks win through Rustification!

Seb was a great player .  I know I talk about opponents being great to play against...but it's one thing to be having fun when you are winning, it's quite enough to be light hearted and cheerful when everything is going wrong.  Seb stayed happy and lighthearted the entire game, and has maximum respect points for that.  It's a very rare quality to have fun while losing!  I'll happily play him in a rematch in the future and give him a chance to cover the board in exploded dreads!

Hope you guys enjoyed the first bat rep.  I'm going to try and do another one this week if I have time...Trust in Rust vs Colin's Daemon Walkers!

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