Brodie's Aeldari List - Click to Expand
+++ New Roster (Warhammer 40,000 9th Edition) [106 PL, 6CP, 1,994pts] +++
++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [60 PL, -3CP, 1,009pts] ++
+ Configuration [-3CP] +
Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masterful Shots
Detachment Command Cost [-3CP]
+ HQ [7 PL, 135pts] +
Farseer Skyrunner [7 PL, 135pts]: 0. Smite, 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade
+ Fast Attack [9 PL, 200pts] +
Shining Spears [5 PL, 110pts]
. 2x Shining Spear [70pts]: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch [40pts]: Star Lance [5pts]
. . Exarch Power: Skilled Rider
Warp Spiders [4 PL, 90pts]
. 4x Warp Spider [72pts]: 4x Death Spinner
. Warp Spider Exarch [18pts]: Two Death Spinners
. . Exarch Power: Web of Deceit
+ Heavy Support [44 PL, 674pts] +
Dark Reapers [18 PL, 192pts]
. 5x Dark Reaper [160pts]: 5x Reaper Launcher
. Dark Reaper Exarch [32pts]: Reaper Launcher
. . Exarch Power: Rapid Shot
Dark Reapers [5 PL, 106pts]
. 2x Dark Reaper [64pts]: 2x Reaper Launcher
. Dark Reaper Exarch [42pts]: Tempest Launcher [10pts]
. . Exarch Power: Rain of Death
Dark Reapers [5 PL, 106pts]
. 2x Dark Reaper [64pts]: 2x Reaper Launcher
. Dark Reaper Exarch [42pts]: Tempest Launcher [10pts]
. . Exarch Power: Rain of Death
Falcon [8 PL, 135pts]: Aeldari Missile Launcher [20pts], Twin Shuriken Catapult
Night Spinner [8 PL, 135pts]: Twin Shuriken Catapult
++ Patrol Detachment 0CP (Aeldari - Harlequins) [46 PL, 9CP, 985pts] ++
+ Configuration [12CP] +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Detachment Command Cost
Masque Form: The Soaring Spite: Serpent's Blood
+ Stratagems [-1CP] +
Enigmas of the Black Library (1 Relic) [-1CP]
+ HQ [10 PL, -2CP, 185pts] +
Shadowseer [6 PL, -1CP, 115pts]: Domino Shroud, Shards of Light, Shield From Harm, Shuriken Pistol, Stratagem: Pivotal Role [-1CP], Twilight Pathways, Veil of Illusion
Troupe Master [4 PL, -1CP, 70pts]: Choreographer of War, Darkness' Bite, Fusion Pistol [5pts], Harlequin's Blade, Soaring Spite: Skystrider, Stratagem: Pivotal Role [-1CP], The Twilight Fang, Warlord
+ Troops [20 PL, 480pts] +
Troupe [5 PL, 120pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
Troupe [5 PL, 120pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
Troupe [5 PL, 120pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
Troupe [5 PL, 120pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
. Player [1 PL, 24pts]: Fusion Pistol [5pts], Harlequin's Embrace [5pts]
+ Dedicated Transport [16 PL, 320pts] +
Starweaver [4 PL, 80pts]
Starweaver [4 PL, 80pts]
Starweaver [4 PL, 80pts]
Starweaver [4 PL, 80pts]
Adam's Adeptus Mechanicus List - Click to Expand
++ Battalion Detachment 0CP (Imperium - Adeptus Mechanicus) [74 PL, 1,444pts, -2CP] ++
+ Configuration +
Army of Renown - Skitarii Veteran Cohort
Detachment Command Cost
Forge World Choice: Forge World: Mars
+ Stratagems [-2CP] +
List Stratagems
Stratagem: Artefactotum [-1CP]: Artefactotum [-1CP]
Stratagem: Artefactotum [-1CP]: Artefactotum [-1CP]
+ HQ [6 PL, 90pts] +
Skitarii Marshal [3 PL, 45pts]: Control Stave, Radium Serpenta, Relic (Skitarii Veteran Cohort): Cantic Thrallnet, Warlord, Warlord Trait (Skitarii Veteran Cohort): Calculate Without Diversion
Skitarii Marshal [3 PL, 45pts]: Control Stave, Radium Serpenta
+ Troops [6 PL, 150pts] +
Skitarii Rangers [2 PL, 50pts]
. Ranger Alpha [10pts]: Galvanic Rifle
. 4x Skitarii Ranger [40pts]: 4x Galvanic Rifle
Skitarii Rangers [2 PL, 50pts]
. Ranger Alpha [10pts]: Galvanic Rifle
. 4x Skitarii Ranger [40pts]: 4x Galvanic Rifle
Skitarii Rangers [2 PL, 50pts]
. Ranger Alpha [10pts]: Galvanic Rifle
. 4x Skitarii Ranger [40pts]: 4x Galvanic Rifle
+ Elites [28 PL, 476pts] +
Sicarian Infiltrators [4 PL, 85pts]
. Infiltrator Princeps (Flechette/Taser) [17pts]: Flechette Blaster, Taser Goad
. 4x Sicarian Infiltrator (Flechette/Taser) [68pts]: 4x Flechette Blaster, 4x Taser Goad
Sicarian Ruststalkers [8 PL, 136pts]
. Ruststalker Princeps (Blades) [17pts]: Chordclaw, Transonic Blades
. 7x Sicarian Ruststalker (Blades) [119pts]: 7x Transonic Blades
Sicarian Ruststalkers [8 PL, 136pts]
. Ruststalker Princeps (Blades) [17pts]: Chordclaw, Transonic Blades
. 7x Sicarian Ruststalker (Blades) [119pts]: 7x Transonic Blades
Sicarian Ruststalkers [8 PL, 119pts]
. Ruststalker Princeps (Blades) [17pts]: Artefactotum, Chordclaw, Relic: Temporcopia, Transonic Blades
. 6x Sicarian Ruststalker (Blades) [102pts]: 6x Transonic Blades
+ Fast Attack [16 PL, 368pts] +
Pteraxii Sterylizors [8 PL, 171pts]
. 8x Pteraxii Sterylizor [152pts]: 8x Phosphor torch, 8x Pteraxii Talons
. Pteraxii Sterylizor Alpha [19pts]: Artefactotum, Flechette Blaster, Pteraxii Talons, Relic: The Omniscient Mask, Taser Goad
Serberys Raiders [6 PL, 149pts]: Enhanced Data-Tether [5pts]
. 8x Serberys Raider [128pts]: 8x Cavalry Sabre, 8x Clawed Limbs, 8x Galvanic Carbine
. Serberys Raider Alpha [16pts]: Archeo-revolver, Cavalry Sabre, Clawed Limbs, Galvanic Carbine
Serberys Raiders [2 PL, 48pts]
. 2x Serberys Raider [32pts]: 2x Cavalry Sabre, 2x Clawed Limbs, 2x Galvanic Carbine
. Serberys Raider Alpha [16pts]: Archeo-revolver, Cavalry Sabre, Clawed Limbs, Galvanic Carbine
+ Flyer [18 PL, 360pts] +
Archaeopter Stratoraptor [9 PL, 180pts]: Chaff Launcher [20pts], 2x Cognis Heavy Stubber, 2x Heavy Phosphor Blaster, Twin Cognis Lascannon
Archaeopter Stratoraptor [9 PL, 180pts]: Chaff Launcher [20pts], 2x Cognis Heavy Stubber, 2x Heavy Phosphor Blaster, Twin Cognis Lascannon
++ Patrol Detachment 0CP (Imperium - Adeptus Mechanicus) [29 PL, 555pts, -1CP] ++
+ Configuration +
Army of Renown - Skitarii Veteran Cohort
Detachment Command Cost [-2CP]
Forge World Choice
+ Stratagems [-1CP] +
Stratagem: Mechanicus Locum [-1CP]: Mechanicus Locum [-1CP]
+ HQ [3 PL, 45pts] +
Skitarii Marshal [3 PL, 45pts]: Control Stave, Radium Serpenta, Warlord, Warlord Trait (Codex 6): Eyes of the Omnissiah
+ Troops [2 PL, 50pts] +
Skitarii Rangers [2 PL, 50pts]
. Ranger Alpha [10pts]: Galvanic Rifle
. 4x Skitarii Ranger [40pts]: 4x Galvanic Rifle
+ Fast Attack [8 PL, 150pts] +
Ironstrider Ballistarii [4 PL, 75pts]
. Ironstrider Ballistarius [4 PL, 75pts]: Twin Cognis Lascannon [10pts]
Ironstrider Ballistarii [4 PL, 75pts]
. Ironstrider Ballistarius [4 PL, 75pts]: Twin Cognis Lascannon [10pts]
+ Flyer [16 PL, 310pts] +
Archaeopter Fusilave [7 PL, 130pts]: 4x Cognis Heavy Stubber, Command Uplink
Archaeopter Stratoraptor [9 PL, 180pts]: Chaff Launcher [20pts], 2x Cognis Heavy Stubber, 2x Heavy Phosphor Blaster, Twin Cognis Lascannon
++ Total: [103 PL, -5CP, 1,999pts] ++
Well, here we are then - one of the best armies in the game, fairly well recognisable in its similarity to Richard Siegler's NOLA winner. Three Stratoraptors, a Fusilave, a pile of Sicarians, the dogs, it's all here.
I knew this was going to be a huge upward battle, since this list counters pretty well into mine. The Talos are a big X factor, but the planes deal with Raiders really well, and he has big melee threats too. Vital Intelligence is a hard mission, too - hold 2/3 with an exposed corner objective favours his shooting over my melee, and he also has an excellent trick with the Serberys which we'll come to in a minute.
My deployment was similar to the other corner missions, as you can see, but there is a glaring mistake in it which might not have cost me the game but definitely didn't help:
Drukhari deployment
See that bottom-left Raider? I knew that wherever I deployed it there'd be an angle for it to be shot, and I ended up hedging uselessly and kind of not putting it in either side. This was stupid and I am still annoyed about it a day later. It should be on the left hand side, with the ruin blocking LoS from the right - that forces the planes to fly over to my side of the table if they want to target it, and puts them in range for the Talos to do their dirty work like they did in the game against the Orks. Instead Adam was able to line up shots from two angles, keeping two Stratoraptors safe on the far side of the board.
ride of the valkyries plays
As felt almost inevitable he went first, and over came the planes; the bomber dropped its payload on the Trueborn Raider, then used Seismic Bomb to slow it down - which I am just now thinking wait does that work on FLY? And the answer is no, it doesn't. An honest mistake that I should have checked at the time, and which didn't actually matter in the end because it could still hop out and draw LoS to the nearby plane.
Both the Incubi and Bloodbride Raiders ate shit, putting all those units on the floor, and a squad of Incubi was taken out by stubbers too. Perfect start. The Mandrakes also died to the Fusilave's stubbers.
This is a point I've been thinking about since, particularly around games 3, 5, and 7. The Mandrakes quite often get punked like this and I think the problem is how I use them. In particular, in games 3 and 7 I could have thrown them in Strategic Reserves, and had them roll onto the board and safely get a ROD and then be able to leave again later if they survived. In this game they could also have been hidden in my big ruin, out of LoS of the stubbers, and RODed there. I only managed two quarters in this game, and as you will see from the scoreline managing all four would have gotten me the win, so playing this smarter would have helped immensely.
Also I never revisited the cool Serberys trick - Vital Intelligence has "sticky" objectives, meaning that they stay yours until your opponent controls them at the end of a phase, as long as you held them at the end of your Command phase. Adam thus does his pre-game moves with them, running them onto three objectives, holding them at the end of his first Command phase, then running away in his Movement phase. Now he holds 4 objectives and I have to go out and grab them myself if I want to take them back off him.
My turn 1 goes at least ok, as I down the Stratoraptor and the Fusilave (and neatly avoid the explosion from the latter, which Adam umms and ahhs about triggering automatically before rolling a 6 to do it naturally) and keep his Eradication of Flesh points to a nice zero. One unit of Talos advances to claim the middle-left objective and at least try and get some primary points of my own.
Two planes down
His turn 2 is pretty weak, with minimal line of sight available and his planes mostly focused on retreating away from the still-live Trueborn Raider that they now can't see without rushing up into Talos range. His big unit of dogs pushes hard up against the outside of the medium L in order to take the objective off me and try and block my ability to attack the Rangers sitting in behind them, who come and obsec me off it.
In my 2 I kill another Stratoraptor, and set up a trap for the dogs - Drazhar and the Talos surround them, so that if he uses his ability to run away from the charge there's only one channel the unit can go down, which two of the Talos units will still be able to charge them in. This works out ok, although 3 dogs survive which is an annoying number - I really needed it to be 1 or preferably none. On my far right flank, the Wyches arrive and tie up a Ballistarii, while the Trueborn Raider uses Never Stationary to tap another objective and push him down to zero primary for a turn.
In his 3 the full power of the Ad Mech codex is unleashed - and I know that as a Drukhari player I don't get to complain about this, but wow there was a lot of stuff just hanging out waiting in reserve! Sicarians hit my Scourges, who dropped in to ROD the corner and flip the objective, and another set charge the red Talos who are in mid table threatening his vulnerable core. The Infiltrators go into the Wyches executing the wrap, while Sterylizors blast out of the back ruin. My Trueborn Raider goes down, as do all of its contents, and the Bloodbrides die messy deaths too.
There is one moment here I feel a bit bad about - among all the charges, the Sterylizors go into the Succubus. I'm expecting the obvious of him picking them to fight first and instead he starts in the top left corner, murdering the Scourges. The Succubus activates next and kills 7/9 Sterylizors, easily surviving the return attacks from just 2. Adam accepts this as his own mistake, and it is - he's fully aware that I'm running Cult of Strife and what that means - but it bothers me whether it was sporting not to remind him. This was a really enjoyable game with a great opponent I'd look forward to playing again, so it's a sour note that I don't like even if I don't think I'm exactly wrong not to stop him making an unforced error.
With everything to play for, I feel like I don't quite have enough left to actually go the distance. I make as good a go of it as I can, killing off all but two of the Ruststalkers on my left flank, the dogs on my right, and the remaining Sterylizors. Drazhar dies here having achieved nothing - he fails to Tormentor Helm the Ruststalkers, and they interrupt and drop a cool 6 mortal wounds on him. I got quite lucky with Morale in his turn, with both units of Ruststalkers dropping down to single models, leaving me in control of those objectives.
It's all getting quite thin on the ground now, and Adam makes three moves in the closing stages which tie up the game for him. Firstly, he double layers the right hand objectives with Rangers, and then throws a Marshal onto one and keeps his Ballistarii on the other. I only have two models left over there, and because of the mission rules I have to clear all the obsec and all the other stuff to have a chance of denying him 5 on the primary. That means that what I need is to kill the Ballistarii with shooting from the Talos, then charge one end of the Rangers with him, while the Succubus tags the other unit and the Marshal and kills both. It's not outside the realm of possibility to pull it off, but the plan fails at the first hurdle as the Talos busts two heat lance shots into the dirt, leaving the Ballistarii upright and unharmed.
The double layer, right before the Marshal moves in
Second, he takes the Infiltrators off the table with the Circuitous Assassins stratagem, which lets him drop them back in his turn 5 and ROD his remaining quarter, while also scoring him 2pts on Engage.
Finally, he uses his remaining Ballistarii to nuke the Talos, and for once the saves and Insensible to Pains fail me and it eats it, denying me any chance to kill the Ballistarii which would have scored another point on Data Intercept in my end of game score.
Between these two things, he gets to 68pts, and there's nothing left I can do - I score 15 on primary, but there's no other 6pts to be had, and I finish on 63.
Score: 63-68, WWWWLWL
An incredibly tight game, in the worst possible circumstances - a list I think has huge strengths in taking on mine, playing on a mission that can be highly punishing if you go second against it. Just keeping my head and scoring ROD instead of throwing the units away carelessly would have won me it, and it's a good reminder keep your eyes on the points.
Adam went on to win his last game too, beating Vanguard Tactics' Ben Jones, and finishing 7-1 and 3rd place overall - a huge achievement in a tough field!
Game 8 - Matt, Thousand Sons
Mission: Sweep and Clear
My Secondaries: Herd the Prey, Retrieve Octarius Data, Abhor the Witch
His Secondaries: To the Last, Warp Ritual, Engage on All Fronts
Matt's Thousand Sons List - Click to Expand
++ Battalion Detachment 0CP (Chaos - Thousand Sons) [101 PL, 7CP, 16 Cabal Points, 2,000pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Cults of the Legion: Cult of Knowledge
Detachment Command Cost
+ Stratagems +
Sorcerous Arcana [-2CP]: 2x Additional Relics
+ HQ +
Exalted Sorcerer [9 PL, 3 Cabal Points, 160pts]: 21. Presage, 22. Weaver of Fates, Ardent Scholar, Dilettante, Disc of Tzeentch, Egleighen's Orrery, Inferno Bolt Pistol, Umbralefic Crystal, Warlord
Exalted Sorcerer [8 PL, -1CP, 3 Cabal Points, 155pts]: 1. Arrogance of Aeons, 12. Twist of Fate, 23. Temporal Surge, Athenaean Scrolls, Disc of Tzeentch, High Acolytes, Inferno Bolt Pistol, Prosperine khopesh, Rehati
Infernal Master [5 PL, 2 Cabal Points, 90pts]: 12. Glamour of Tzeentch, 5. Glimpse of Eternity, 6. Malefic Maelstrom, Helm of the Daemon's Eye
+ Troops +
Rubric Marines [6 PL, 1 Cabal Points, 115pts]
. Aspiring Sorcerer: 31. Cacodaemonic Curse, Inferno Bolt Pistol
. 3x Rubric Marine w/ inferno boltgun: 3x Inferno boltgun
. Rubric Marine w/ soulreaper cannon: Soulreaper cannon
Rubric Marines [6 PL, 1 Cabal Points, 115pts]
. Aspiring Sorcerer: 31. Cacodaemonic Curse, Inferno Bolt Pistol
. 3x Rubric Marine w/ inferno boltgun: 3x Inferno boltgun
. Rubric Marine w/ soulreaper cannon: Soulreaper cannon
Rubric Marines [6 PL, 2 Cabal Points, 115pts]: Icon of Flame
. Aspiring Sorcerer: 13. Doombolt, Inferno Bolt Pistol
. 4x Rubric Marine w/ inferno boltgun: 4x Inferno boltgun
Rubric Marines [6 PL, 2 Cabal Points, 115pts]: Icon of Flame
. Aspiring Sorcerer: 13. Doombolt, Inferno Bolt Pistol
. 4x Rubric Marine w/ inferno boltgun: 4x Inferno boltgun
+ Elites +
Chaos Contemptor Dreadnought [8 PL, -1CP, 150pts]: 2x Twin volkite culverin
Chaos Contemptor Dreadnought [8 PL, -1CP, 150pts]: 2x Twin volkite culverin
Scarab Occult Terminators [21 PL, 1 Cabal Points, 445pts]: 2x Hellfyre missile rack
. Scarab Occult Sorcerer: 31. Empyric Guidance, Inferno combi-bolter, Rites of Coalescence
. 7x Terminator: 7x Inferno combi-bolter, 7x Prosperine khopesh
. Terminator w/ Heavy Weapon: Soulreaper cannon
. Terminator w/ Heavy Weapon: Soulreaper cannon
Tzaangor Shaman [4 PL, 1 Cabal Points, 70pts]: 33. Perplex
+ Fast Attack +
Chaos Spawn [5 PL, 115pts]
. 5x Chaos Spawn: 5x Hideous mutations
Chaos Spawn [5 PL, 115pts]
. 5x Chaos Spawn: 5x Hideous mutations
+ Dedicated Transport +
Chaos Rhino [4 PL, 90pts]: Havoc launcher, Inferno combi-bolter
++ Total: [101 PL, 7CP, 16 Cabal Points, 2,000pts] ++
After quite an incestuous round of pairings at the top end of the standings, things open up a bit as people who lost early on and clawed their way back to 5-2 get into the mix. One of these is Matt and his Thousand Sons. I've only played against the new Thousand Sons book once, and lost heavily, and haven't had much chance to think about them again, so I don't quite know what to make of this game - on paper I feel like it should be winnable, but I haven't figured out exactly how to attack it.
We're back on Sweep and Clear and back on the corner deployment, Talos in the medium ruin, Raiders behind the big one, you know how this goes. I go second here, and I think it's probably a boon - Matt has no way of making meaningful contact with my army turn 1, other than bouncing two of his To the Last targets in my face with the Umbralefic Crystal, so I can sit safely behind my ruins and watch his shooting and psychic pass me by. He does now reveal a cool trick, doing Warp Ritual with his Tzaangor Shaman by pushing it into the middle and then pulling it back with a range-boosted Temporal Surge. This scores him an easy 12 on Warp Ritual that I'm more or less powerless to stop. On my top left, his Rubric Marines have hunted down the Mandrakes (once again standing in a slightly stupid place!) but luckily fail to kill them, leaving them free to ROD. In his 2 they do grab the objective off me, though.
Raiders lining up pot shots
He's also pushed some Rubric Marines into the bottom right objective, and I fiddle around with Raiders trying to line up shots on them. After spending an unnecessary amount of time fussing I only end up killing 3 anyway, and in his turn 2 he promptly hides them behind the ruin.
For the opening two turns of this game I'm expecting a play that never comes - shove the Terminators into the middle of the board, flop their dusty dicks out and declare that the centre is theirs and they're not giving it up. I play accordingly, and am punished for this assumption by nothing much happening on that front as Matt continues to play cautiously. I send a couple of Talos off to deal with the top left Rubrics and fail to do so; in my planning I was anticipating sending the Succubus up there who would have done the job, and then immediately forget all about this and fly her boat around uselessly without doing anything with her. On my right, the Archon makes a big advance and charges the two survivors from last turn and kills them off. I pop the Talos into mid table to try and force Matt to come out, which mostly means that he spends his turn 3 shooting them and then charges Spawn into them, as well as into the ones that have gone hunting Rubrics in the top left corner; I luck out here and through all the shooting, psychic, and melee, I lose only two Talos and they then kill enough Spawn to still hold the centre.
It's during this stage that I realise that the cold war that's going on can't continue. If we carry on as we are then Matt will equal me on primary, max out Warp Ritual and To the Last, and pick up 8-10 on Engage. I'll be stuck with minimal Abhor and so far Herd the Prey isn't looking great either, and I'm not sure I can get 8 on ROD, and I will lose.
Looking again at the board state, what I realise is that the Terminators aren't actually that big of a problem. They're tough as nails and have a lot of shooting, but they're only one unit. I've also been skirmishing around trying to get at his Volkite, but they're now kind of out of position to affect my Raiders, so I can have a turn of being fearless with them if I want to. If I can kill his other To the Last units - his Sorcerers - and all his Rubrics, then he suddenly has very little capacity to control the board, and the points calculation swings from him racking up an easy 40 primary to him struggling to get any at all. Killing Rubrics is also an easy 2pts for Abhor, and of course the Sorcerers are a full 8pt swing between TTL and Abhor.
The plan in motion, I switch from focusing on the centre to focusing on the flanks. Raiders set off to seize the right hand objective which he's reclaimed with Rubrics, and one unit of Incubi runs up to help the misfiring Talos out with clearing the Rubrics that have survived up there. In the middle, the Bloodbrides charge into the 5 Rubrics in the open, while the Succubus makes an Advance to charge the Exalted Sorcerer and the Tzaangor Shaman.
Most of this works out - the Succubus fails her charge even with a re-roll, and the Bloodbrides don't quite put enough of a dent in the Rubrics in front, but do wrap them and force him to use psychic and melee to deal with them. Everything else dies, though, and suddenly I'm in the driving seat.
Matt goes for a big play to try and salvage things here. The Terminators come out, and line up shots into the green Talos in my top left, which pays off this time as they nuke them. Psychic takes out most of the Bloodbrides but not all, and then he makes a big charge into the Talos - and makes a fatal mistake in doing it. His goal is to use the charge movement to push most of his Terminators into the top left objective, taking me off both that and the middle one and pushing me down to five Primary, which could keep him in the game, but he declares the Bloodbrides too and can't quite get the movement to be in range of them and the Talos and the objective and still be coherent. The Bloodbrides are gonna kill his Rubrics, but that's a small trade for stealing 5pts of primary off me and getting a potential 15 for himself next turn. He also gets unlucky charging his Rhino into my two Raiders - he has to contact the Archon too, who busts his double fight to put 9 wounds on with his Djin Blade, before a Raider pokes its bladevanes through and deals the final blow.
At that point we call it; Drazhar and friends are ready to eat all the characters alive and I have enough shooting left to deal with the remaining Rubrics, and the two Raiders can tie up the Volkite to stop them being able to hit me back in his 5. I max score, and that's game 8 in the bag.
Score: 97-63, WWWWLWLW
A game I'm quite proud of winning, because I spent the opening turns playing the completely wrong game - which suited what my opponent wanted - and then managed the mental switch to play a much better game that fit my strengths and exposed his weaknesses. After slogging it out for 3 days and 8 straight games of 40k I was almost expecting to stumble at the finish, but I pulled it back.
Matt finished 28th with an unusual run - 4 wins and 2 losses, and not one but two draws including his opening game against eventual top table contender Konrad, which nets out to 5 wins in how BCP calculates placings.
After a mammoth report, we're all done.
Overall results: 6 wins, 2 losses, 9th place (of 179)
A great showing for the Drukhari, and the Talos in particular. I can definitely feel that my lack of any practice games is getting to me - I hadn't played 40k since the 10th of October, and barely even thought about playing games in favour of organising the GHO and the myriad other things I have to do - but I mostly didn't make howling errors bar the two I talked about it in games 5 and 7. I also have some thoughts on what I can do better in future, which is good.
Next time out, we're back to the Midlands for the Leicester GT.