Boomwolf returning with an after-battle report.
After 3 rounds in the games, against 3 very different lists, I present you the following results.
First of all, the scoring method for each game was:
4 points for winning the mission.
1 point for surviving warlord.
1 point for having most expensive unit survive at half strength.
1 point for linebraker with a unit at least on half strength/undamaged tank.
1 point for the opponent controlling no table quarters.
1 point for having none of your units destroyed/running/out of the board by the end of the game. (nobody scored it, at all.)
Quite an odd method, as a loss meant usually 0 points in theory (and indeed it did every game), yet a victory usually assured 6+
My opponents where the following 3:
game one-Crusade against Astra Militia with a knight lancer, 3 vet squdas (one chimera) and a CCS in a vendata.
After a good seize on my part, a well-coordinated deepstike of ralai, the fusionmander and the missile suits all at turn 2 (though fusion missed his mark by enough to be non-threat), some terrain abuse to avoid the knight (riptide used a build-in skyshield to avoid reach, commander took hiding on top of a depleted bastion that was also on the table) and some decent shooting, the knight fell down, while the troops around him got shredded each time by the commandeered bastion, and whoever faced the ion shield each turn.
The warlord trait of "predetor of the skys", usually useless, also came into effect quite well, allowing the commander to take out the vendata of the unsuspecting opposition right off the sky, killing most of the CCS in the crash, all from the safty of the local depleted bastion, whiping out the enemy by turn 6, while having left the unhard riptide, unharmed commander, both tetras and a pair of fire warriors.
Game ended 8-0 in my favor
Game two-BGNT, against nid flying circus, with two flyarants and two crones backed by a pair of zoans and handful of temegaunts. (effectifly crusade again as none of us had HS) after some back-and-forth shooting, and no less then 3 different units getting pyroxisem (or how you call the power that lower enemy BS and WS) I was taking a heavy beating. he got first turn, but didnt kill more then a hanful of warriors and a tetra, while I gibed a crone, then some devious vector strikes to outside of the table on the enemy side on turn 2 that took a heavy toll on my forces, my army somehow failing to kill 2 zoans and 10 gaunts somehow that turn (all he had on the table), and all 3 FMC coming right back, my army crumbled and it ended with my being whiped out on turn 6, with both crones dead, and both flyrants on a single wound, but not much damage to the zoans or gaunts.
8-0 in favor of the nids.
Though this game left a bitter taste, as I KNOW my commander SHOULD be allowed to join the riptide, but the other player claimed he cannot, and with no FAQ available to prove him wrong, I was not allowed to do so, something that would have netted an almost assured victory.
Game three-Purge, against a necron army featuring a tezzract vault (sky of falling stars and seismic assault), an annialation barge, a small group of warriors and small group of immortals, all led by illuminator searez.
Turn 1 started uneventful, with my forced moving up to his corner-castle, and he baslting a few holes in my fire warriors, and a tetra, turn 2 had a good deepstike of the fusion right next to the valut, the riptide and ralai both getting in range and a hail of fire, resulting 1 HP from the fusion, and 2 from ralai.
Turn 3 got intresting, as ralai got crushed by the falling stars, yet the seismic assault utterly failing to hurt the riptide, only for the annibarge to land 2 wounds through all his layers of defense, yet in retaliation the commander joined up to the riptide (who failed his nova), and did a whooping 6 HP to the vault, blowing it up. was he not attached to the tide, he would have been IDed from the blast. (lucky me, i thought I'll join them for the PEN and never though of the blast, or that I failed nova anyway)
Some back and forthers later, and a few unlucky saves and the necron forces were taken out turn 5 with my remaining forces being a 1 wound riptide, a tetra and a pair of fire warriors.
7-0 for the greater good here.
Overall it went quite well, and with a better roll of the dice, and being allowed to actually use my list in its full potential (see game two) might have led to overall victory.
I'd say it worked out well, and bringing superunits was common and quite amusing, leading to spectacular turns and some nail-biting moment.
The nid player later claimed the victory in 40k, but lost in final score to a fantasy player. (they ran their own games under the same scoring method)
Some amusing thing that came up though, every single game, across the tables, ended in late total annihilation with the winner usually quite beat up, no matter the matchups. signs of a good game?
Lessons I have learned:
1) Assess the terrain and how you can use it to your advantage, it won me game 1.
2) Super-heavies, while they cause the game to pivot around them, are not a bad thing-they are fair and fun to play against. it really is just a handful that are OP.
3) Make sure you have the FAQs handy, you can never know when you have to prove something.
4) Even the best units get bad rolls at times, have a backup plan.
5) Warlord traits, while often useless, and sometimes game-changing, do well to remember what you got, and search a way to take advantage of it-as the opponent is also likely to forget them.
6) Underestimate nothing. even a codex the internet calls "weak" can be a terror in the hands of a skilled player with a matching play style.