Alrighty, I've drafted up games 2 and 3. I hope people are enjoying these, please let me know if you have any feedback.
Game Two Based on purge the alien. Kill points, except dedicated transports did not count. Each player placed 1 secondary maelstrom objective in their deployment zones, and a third was placed in the dead center. Opponent Blood Angels.
His List:
2 Librarian Dreadnoughts in Drop Pods
2 Furioso dreadnoughts in drop pods
10 Marines in a drop pod (I think assault)
2 5 man tac squads with meltas in TL Las razorbacks
Gabriel Seth with 5 or so CC termi squad with mix of hammers and claws in a Stormraven
3 Scout Bikes with Homing beacon
Deployment
The table was a cityscape with a bunch of 3 story buildings. We agreed to play everything as ruins. Vangaurd Strike, he got the first turn and deployed his bikes in the front center and his Razorbacks ass to ass behind a building in his deployment zone on top of one of his objectives.
I deployed everything but the flyer, 3 raiders and one scourges in my own corner ready to pounce on anything that drop pods in close. Ravagers in back, scourges near them, Venoms spread out and the dark artisan front and center between 2 buildings ~10 inches from one of my objectives. Considering the armor on his list I didn't feel my disentigrator boats with splinter weapons would have much to shoot in the beginning.
I had the ability to automatically stop one psychic power and he had a single re-roll.
He scout moved his bikes to the center of the table.
The GameHe dropped all 3 of his pods 6 inches from his bikes clogging up the middle. He dropped his 2 librarian dreads in front and the pod with marines behind the bikes. His bikes then moved behind a big building near the middle out of line of site. One of his librarian dreads perilsed casting his fly move and got a 6, getting a 3++ for a turn. I was under the assumption that this effect lasted for the rest of the game and thought I was in serious trouble. That dreadnought surged toward my line.
I moved all of my venoms within 18" of his librarian dread, scourges within 24 and made sure both my ravagers could shoot. The Dark artisan moved toward the objective in front of them. I shot 9 dark lances and 4 haywire blasters into the Lib dread and didn't even scratch its paint job. Pretty bad rolling from me, and what little did go through was saved.
A slow start for both of us, but he managed to get both his maelstrom.
One death company dread came in, and he dropped it near the center a little behind the forward librarian dread. His bikes moved around the building staring down my artisan. His tac squad moved/ran behind the same building as his bikes. His second librarian dread moved up and to the right making sure he had some cover. His Death company ran towards my DA a little behind the lib.
My reserves did not want to enter the fight quite yet, which I was kind of okay with. My dark artisan moved to take my objective and the rest of my force shuffled to maximize firing lanes. I was still under the impression his librarian dread had a 3++, so I continued to load shots into him. Same amount of firepower, but didn't even force him to make a save. Two complete turns in and 0 kill points on either side.
His last death company made it in, but the Storm Raven did not want to show up quite yet. The death company came down in front of the scouts using their beacon staring down my dark artisan. His front librarian dread casted the quickening and got +3, and was looking at a ~10 in charge. I caught a break and my opponent casted his flying power on the same dread, taking away his ability to charge my dark artisan. His death company dreads shot and missed with meltaguns and stormbolters from drop pods were ineffective.
At the start of this turn I learn his dread's 3++ only lasted 1 turn and I was quite relieved. My flyer made it on to the board, from the far right toward the middle, and fired its lances at one of his dreads, but missed. My ravagers and scourges focus fired his death company who just landed, and blew it up netting me first blood and the game's first kill point. My dark artisan charged its drop pod as it was contesting my objective, which got wrecked.
His stormraven came on and flew directly at my razorwing. He moved his forward librarian and remaining death company dreads up next to my dark artisan, ensuring the charge. His other librarian moved forward behind the building, but not gaining much ground. His bikes shuffled to get in rapid fire range of the dark artisan and his big tac squad continued to move behind the middle building. He deploys one 5 man tac squad from a razorback in his backfield and starts to move the empty razorback into a firing lane. He casts the quickening again, but only gets a +1 and activates force. I use my once per game ability to deny his force to stop him from crushing through my dark artisan. His shooting continues to focus the DA, but doesn't get a wound. He charges with both dreads, we each do a single wound or hullpoint.
My 3 raiders all deepstrike, and the scourge squad flies on the far right of my board edge with a bead on his recently moved razorback. One warrior boat lands in the far right corner, looking at the 5 man tac squad and his other razorback. The second warrior boat lands in the middle towards his edge in range of his bikes. The Court's boat scatters on top of a building and immobilizes itself. My second scourge squad moves to the right, looking to get a shot at his second librarian dread. My ravagers shuffle to get LOS of his flier and ready to blast his dreads in combat with my DA. My venoms scatter in 3 directions, one goes left to get a shot at his scout bikes, one boosts forward to take the middle objective, and the third goes right to support my scourges, but also in LOS to the bikes. I'm able to drop all of his bikes from concentrated venom fire, the 2 boats in the middle remove his 10 man tac squad, the boat in the back right dropped 3 from his 5 man tac squad. The right hand scourges do some damage to his razorback and force it to fire snap-shots, while the other scourges take a hull-point from the librarian dread. Combat continues, 2 wounds or hullpoints lost on either side, but no models removed. An explosive turn for me netting me full maelstrom points, 2 kill points and a good amount of other damage.
His stormraven moves toward the center, and his razorback moves back to where it started. His other tac squad in the backfield disembarks and all 4 units focus my raider, forcing it to jink, but passing all saves. His free librarian moves towards the center of the board to go after my venom camping the objective. He got off a couple of psychic powers buffing the free dread. His storm raven forces my razorwing to jink again, takes a hullpoint and destroys a dark lance. His librarian dread fails his charge on my venom, but the overwatch misses. The big combat comes to a close and the talos manages to take the final hull point of the librarian, but the death company dread hits with everything and manages to kill all 3 members of the dark artisan.
I move my warrior raider in the middle along his edge to support the other boat, the right hand scourges stay in range of the razorback and the middle scourges keep LOS of his final librarian dreadnought. My razorwing decides to fly off the board as I know it can't defeat the storm raven on its own. My ravagers watch as his death company dread enjoys his final moments of celebration, just before saturating it with dark matter. My left hand venom hops over the ruin and sits near the pile of dead dreads ready to hop on the objective in case I roll it in future turns. My SSlyth have no targets, so decide to ditch their busted ride and make it all the way to the ground floor. Right hand scourges finish off the razorback, and the left hand scourges whif against the final dread. I manage to kill one more tac marine from the weakened squad, leaving only the melta gunner.
His storm raven hits the breaks and goes into hover mode, and a very angry Gabriel Seth plus retinue hop out next to my Sslyth. Focused drop pod storm bolter fire manages to wreck my venom on the center point making a very easy charge for his dread. His backfield units fire at both of my warrior raiders forcing them to jink, but again doing no damage. His hovering storm raven blasts the immobilized raider off of the face of the earth. His final dread charges the warriors, but they manage to overwatch a hullpoint away from the blaster before being squished. Seth and his termi bros charge my sslyth and reduce the unit to a single snake and madusae taking a single casualty. The court runs away into the ruin in the center.
My Court continues to run and my razorwing comes back on the board. The second raider joins the fight in the backfield, right hand venom flies to the center objective, ravagers and scourges move to get a bead on his flyer. The middle scourge squad finish off his last dread, while the right hand scourges combine with the ravagers and razorwing to blow up the storm raven though the jinks. His lone melta gunner managed to hide behind his living razorback, forcing me to focus all my fire into the 5 man squad finishing them off.
By this point I'm quite ahead on killpoints, and the game starts going pretty quick, but lasts until turn 6. He finishes off my court by chasing them down with Seth, but his terminators start to take heavy casualties from venom and lance spam. Right hand unit of scourges moved to his back line to support my raiders, and the other unit.
The game ended 9 Killpoints to 3 and Maelstrom slightly in my favor. He got slay the warlord, while I got firstblood and linebreaker.
Retrospective Another game that went quite well, though it could have easily been a lot closer. The Dark Artisan holding my center for such a long time keeping his dreadnoughts away from my ravagers/venoms completely changed the game. The building terrain also made it difficult for him to focus his guns all at one place, he did damage to a lot of my units, but it was difficult to deliver the finishing blow. Most of his shooting was in the single shot melta/lascannon flavor, which my jink saves excel against. I'm feeling good by this point, but for the third round they started matching players by current standing.
Game Three Based on the relic mission with a modified Maelstrom. Once the relic was picked up a str 8 ap2 large blast would scatter 4d6" from the unit with the relic. It would scatter even if a hit is rolled. Deployment was standard table edges on a desert table with threes and rocks, similar to my first game. We each place an objective in our and in our opponent's deployment zones.
Objectives were on the left and toward the middle for both armies. Opponent Chaos Space Marines and Daemokin.
His List:
Kharn
Bloodthirster w/ Str D melee
3Units of ~15 cultists
1 Pack of ~10 Bloodletters
1 Pack of ~10 Khorn dogs
2x 3 Bikes with 2 Multi-Meltas
Mutililator
2 Forgefiend w/ autocannon type things
1 Other daemonic engine with an indirect fire battlecannon
2 Heldrakes with flamers
The ability to summon bloodcrushers when enough things die in the game.
I deployed most of my army in the Left and Center of my deployment zone, ravager and a venom on the flanks, single venom and the raiders in the center, scourges and dark artisan deepstriking.
He kept his thirster in reserve and deployed everything on the front edge of his deployment. Forgefiend and cultists on the left. Then Kharn with the doggies, bloodletters, 3 Bikes, and the other forgefiend. Cultists and the Battlecannon guy in the middle, and the other bikes, cultists and the maulerfiend to the right. My general plan was to focus fire the fastest things first, work my way down, then grab the objective towards the end.
The dogs and Kharn made a scout move towards the center behind a big rock.
The game I went first, splinter fire killed 2 bikes from each squad forcing the guy on the left to run off the board. I also put a hullpoint on one of his maulerfiends.
Kharn and the dogs split, the dogs ran forward and Kharn grouped up with the bloodletters. Ther maulerfiend ran forward full speed, while the other ones moved more slowly. His last biker turbo boosted forward toward my line. He made a lot of things jink, and killed did some hullpoints, no kills though.
The razorwing and one unit of scourges come on. The scourges come down on the right of the Maulerfiend toward the middle of the board and the razorwing flies in from the right corner. The rest of my army shuffles around to maximize shots. Scourges do 2 hullpoints to the mauler and it takes 2 venoms to kill the last bike. The razorwing shoots all of its missiles at the bloodletters killing all but one. A few splintershots went at the right hand cultists, but cover saved them from most of the damage. Dark matter bounced off of his other engines.
One heldrake on, while the other and the Thirster stayed home. His drake zoomed forward 36". His dogs ran towards my line and were near the left hand edge of my deployment zone. He used something called bloodright to summon a unit of 3 crushers on the left hand side of the board. His maulerfiend continued to go forward ignoring my scourges. He shot my scourges with cultists and 2 daemon engines ending their lives. He popped Daemonforge on his Drake and killed my ravager, 2 venoms and a raider. Most of the units in said vehicles also had their live ended. TIL the baleflamer is a torrent weapon and I made a major mistake by keeping my units to close.
He was up on Maelstrom and my line was starting to look thin, I wanted to make a grab at the relic, but all my nearby mobility was squashed. My other scourges and the DA came in, scourges deepstruck pretty close to where the first unit landed. The DA I positioned what was left of my splinter fire to shoot his dogs, which I was about to learn had 2 wounds a piece. My scourges managed to finish off the mauler, and the dogs dropped down to 3. The DA killed all of the cultists on the right with their shooting.
His other reserves came in, the Thirster from the board edge and the second Drake posted up next to the first. Drake number 1 switched to Hover and pivoted to get a shot. He sent his middle maulerfiend back to deal with my DA, moved the crushers to get a Maelstrom objective and remaining dogs to handle my final ravager. His drakes cooked the remainder of my boats except for a single venom, and most of my warriors are either dead to flames or a battlecannon. The court was my only squad anywhere near fighting strength on my line, though they were pinned from their vehicle exploding. His dogs charged and wrecked the ravager, My talos gets lucky 6 on his smash and blows the forgefiend up before it can get its licks in.
It's looking grim, but I'm not too far behind in Maelstrom. I move my scourges to get a shot at his hovering drake. My flier moves up the board, but I forget to shoot it at his Forgefiend, derp. I move my DA towards his other forgefiend on the far left. I manage to finish off his dogs with splinterfire, but the scourges do nothing. I charge his forgefiend hoping for some more luck, but only manage to do a Hullpoint, he does damage but gets no kills in return.
The majority of his forces move up to the center of the board, his other drake switches to hover, and thirster turns around to really deal with the dark artisan. He sommons another unit of crushers near the first. His shoorting drops my fional venom, and cooks enough snakes to force them to run off the board. His cultists charged my scourges and the forgefiend charged the DA. The scourges punk a few cultists before they get their shots in, and don't get hurt thanks to their armor and FnP. The cultists break and get chopped down by the scourges. His thirster charges into the DA combat. I focus my attacks on the Forgefiend hoping to at least kill it, but again only manage to do a hullpoint. The thirster swings its mighty axe, and while it does not kill the unit outright, he manages to do something like 6d3 wounds that ignore everything. Audios dark artisan.
We continue on to turn 5, even though my chances pretty much gone. I have a few weakened warrior squads, the flyer and my scourges left. I put a hullpoint on one of his drakes with the scourges, and really nothing else of note.
He picked up the relic with his cultists, and we agreed to call the game there. Major victory for the Chaos, who got slay the warlord and linebreaker, while I got firstblood.
Retrospective Heldrakes with baleflamers are pretty good at open topped boats. Daemonforge means a lot of pens and my guys inside just die. I needed to spread out more and should have fully focused on objectives from turn one. While his list had the pieces necessary to counter mine, I feel like the loss was mostly because I played too passive and made some strategic mistakes.
Day one is done, and while I'm a little disappointed in myself, I'm ready for day 2.