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Showing posts with label Tournaments. Show all posts
Showing posts with label Tournaments. Show all posts

Sunday, September 22, 2013

Welcome to Wargaming Weekend - Back at Craftworld My'house



Well I'm back home after an astonishing and astonishingly tiring weekend. The Wargamers in Japan event, Welcome to Wargaming, was a huge success with a lot of attendees. We had people playing napoleonic games, Space Hulk, Magic: The Gathering, Necromunda, Warmachine and some other stuff I'd never seen besides 40k. We had people representing from the US, Japan, France, Scotland and Italy if I recall, and maybe even more. We had a raffle with some cool figures and a really good-looking chainsword prop by a company whose name I forget. My friend (and gracious driver) also won the first place prize for the tournament. It was judged on the most fun opponent and I couldn't think of a more deserving individual. Steve Parker gave him a signed copy of his new book Deathwatch as a prize. What personal message did he request, you ask? "You look sexy in power armor!" Hahahah

There were a lot of great figures on the tables and even greater people playing them. I'll be blogging (read, bragging) about it this week. I got some pictures, but I'll borrow better ones from some of the guys in the group and share them. Luckily this is just the first of many events there will be. I'll be posting about others to come, so if you know anyone in Japan who wants to game and just doesn't know where to go for it, it is far from too late to get in on some really awesome events. Let them know and let's keep building on the great momentum we've got going.

Monday, May 20, 2013

NagoyaHammer 2v2 Tournament: Game 3 of 3




Well this is very unfortunate. I have very few pictures from our final game and it seems I just have a couple angles on the same exact turn. That really stinks because this last game was our most challenging and tensest game of the day. We played against Tau + Eldar. After I got hold of the Tau codex in April I had been saying to Scott that the absolute worst match up we could get would be double Tau. They just have all the right tools to shoot down low-mid AV value targets. And especially against the low end. AV10, open-topped is hilariously easy to remove from the board with massed S7 missiles and S5 rapid fire. Especially when they have the range advantage and can remain mobile. Well here we were facing off against half of that nightmare. Here are their lists:

Miguel Eldar

HQ
Farseer - RoWard + Some power

Troops
6 Dire Avengers
5 Rangers

Elites
6 Wraithguard

Fast Attack
6 Swooping Hawks - Exarch w/ Sun Rifle
6 Warp Spiders - Exarch Spinneret Rifle
Nightwing Interceptor

I'm not too sure about his upgrades. Hawks get a bad rap on the Internet, but the truth is that while they cost too much, they slaughter vehicles if they charge. And I know how much damage Spiders can do if left alone because I use them a lot. These were the two high priority targets we were looking at before the game started. The others were footslogging and were slow enough that we could leave them be until later on, like turn 3 or so. The Nightwing would require some consideration, but not until turn 2. The worst it would do is kill a vehicle before we could return fire. Without interceptor on our units we would just have to wait and see what it does and react on the following turn. That would probably mean letting my own Nightwings have at it until it evades.

Tanya's Tau
HQ
Commander

Troops
2x about 8 Fire Warriors
10 or so Kroot

Elite
Riptide with a mix of shield, missile and markerlight drones. I think it had the Ion cannon gun.

Heavy
3 Broadsides with missiles and a mix of drones.

I'm pretty sure that's it on the Tau side. Looking at the list in the beginning out target priority was clear. Kill the Riptide and the Broadsides. If we could do that, the game would mostly be over. With that commander, the Riptide can some nasty stuff. Ignoring cover is one of the worst, in my opinion. But also that one unit can split fire three times. The Broadsides can split fire too. We knew it would be bad news bears when all those missiles came flying at our vehicles. This game was going to be decided by the first two turns.

The mission was The Relic. We won both rolls--going first and deployment zone. Both sides were essentially the same but one had a little bit of ruins to hide in. We chose not to give that to the Broadsides. We set up as far forward as we could get and hid mostly behind the rocks in the middle, which Scott immediately named Hamburger Hill. With the only objective on top of it and both sides with very soft infantry, it was clear from the beginning that name would be fitting. They set up with mostly Eldar near where my Hornets are in the pictures. The Riptide/Commander unit was where my Nightwings are and the Broadsides had set up about where that proxy Nightwing is.


Saying it this way I think you can sort of see how the battle went for us already. That's a shame because there was nothing clear about how the game would turn out when turn one started. For the third time in a row Scott won first turn (much more than three times in a row, actually. It's not for nothing I had him roll...lucky f%^$. *Ahem!* Excuse me. Ate a bug...moving on!) Our opponents then promptly stole the initiative and proceeded to hammer our vehicles with those nasty missiles. For the first time in the whole day I took some losses that I couldn't have done anything about. Lost both of my Wave Serpents that turn. And Scott lost a few Venoms as well.

On our turn one we got to work on the Riptide and Broadsides, but let me say now that it's insanely tough, even with lots of poison, dark light and S6, to kill one of those with lots of drones attached. The ablative wounds and attached IC give you an absurd amount of T6 wounds and with Look out Sir, you can really cherry pick who eats what shot. With the losses I took, I didn't really contribute much first turn. Maybe a wound or two on the drones. Think I kills some troops with my Hornets. I was trying to avoid getting within 18" of the Wraithguard though, so until they were committed to the center of the board I didn't want to draw too much of their attention. When our turn one ended we hadn't significantly diminished the firepower that was about to bear down on us again.

The enemy turn two begins with the Swooping Hawks coming in from Reserves and the Nightwing not showing up. Lucky break number one. The Eldar move up some and most of the Tau do not. Just the Kroot if I remember correctly. I was glad to see the Wraithguard move forward onto the hill. That'd let my Hornets get into their backfield without fear of distortion guns tearing me apart. Warp Spiders were right on the hill, ready to shred some Dark Eldar. Swooping Hawks landed right on target between my Farseer and his contingent of only 3 Dire Avengers, ready to flashlight me to smithereens.  Our opponents opened fire again and Scott took the brunt of it again. I forget what all he lost this turn, but actually it could have been worse. Much worse. In fact it turned out pretty well when the Riptide wounded itself trying to charge its overdrive thing, then shot wide with its blast of splattery death and annihilated the Warp Spiders in front of us. Lucky breaks 2 and 3! This time I got very little attention, in part because I had little on the board. My Farseer passed wounds away to the Dire Avengers and took a few saves himself. In the end he survived, but his squad did not.


At the bottom of turn two both of my Nightwings came in and we positioned to end the units that had been giving us these head aches. I knew Scott was shooting the Riptide with nearly everything he had on the right side, but I was busy with my own shooting, so I didn't really see what was happening. I fired my Scatter Walkers into the Broadsides to bring down the drones in front. Then a Nightwing laid out the exposed suit with a Brightlance which was assigned to be rolled against first so that the Shuriken Cannons could wound down more drones. After I repeated that once more, Scott finished of the unit with a Ravager. The Swooping Hawks were still a problem if they could assault, but one Shattershard and some good rolls later and they were cleared out quickly. There was some more shooting but that was essentially the end of the phase. I looked over and the Riptide was gone. "Oh awesome, you killed it!" I said to my partner. Nah, turned out we killed enough drones and it failed its leadership test and ran away. Lucky break number four! I wonder if they actually intended that to be a balancing factor for getting to have all those amazing T6 wounds. Hehe, funny stuff anyway.

Essentially that was the end of the game. We played two more turns but I don't remember meaningful losses on our side. Kroot killed a venom and then got dakkaed down, I think. And the Rangers managed to bring one down too. But for the most part we were just playing to clear out their troops and ensure that ours could reach the center before time ran up. Unless we had that objective or got some infantry into their deployment zone we would tie. That would only score us two points total for the tournament and mean we could potentially tie for first if the second-place team could score the maximum. When we got some troops in contact with the Relic we just called it.

There were a lot of really tense moments, especially first turn getting seized. But from our opponents' turn two things slid downhill and it snowballed from there. The Warp Spiders getting vaporized was a real load off. I don't think it was a game changer, but our opponents sure would have had a lot more options on turn three if they were around and if the Riptide hadn't run away. Miguel and Tanya were great sports despite their horrible luck on a couple clutch rolls. I had a great time playing with them and look forward to the next opportunity.

And that was the end of the tournament! We came in first with units that I see lots of complaints about on the internet. Dark Eldar catch a lot of heat and so does Mechdar. But I feel that with some IA11 units on my side and with the interplay between massed poison, darklight and S6, we had all our offensive bases covered. Scott's list does struggle to bring down lots of vehicles quickly despite all the S8 it packs. In turn one, the Blasters can't fire so he really only has Ravagers to fire with. But with some Eldar shooting shoring him up, I can crack open vehicles and provide targets to his poison. Or that was the idea at least. We ended up playing against armies with a lot of stuff on the ground and he was never left wanting more targets. To be sure, our list would struggle harder in a scene with more powergaming in it, but I'm actually still confident we'd do very well even in an event where people are bringing the nastiest, meanest lists they can think of. The luck we would need would probably not be in-game rolls, but who we draw for opponents. I really think the toughest match ups for us are armies that can do what we're doing, but better. Double IG, double Tau, or really any mix of units that shoot with tons of S5-7 dakka.

It was great to meet so many awesome people and to see what kind of crowds big events in Japan can draw. Apparently it was their biggest yet. It was the first time for anyone from our group to play with theirs and I hope it will signal more trips, more gaming and more events. I'm certain there are more players in Japan that need brought into the fold too. I hope we can broaden the community out here. Guess it's up us on the east to something together in the second half of the year.

Sunday, May 12, 2013

NagoyaHammer 2013 Tournament: Game 2 of 3



Round two, mirror match! Home base objectives, AKA roll dice and tie. Except that our army has a fair number of troops and they're all crazy fast. We had a chance to take the missions. Since they didn't have an Aegis Defense Line covering their whole DZ, we also had a chance to grind their army down and win through sheer killing power. Either way, this was a much more favorable mission type and match up than our last game. It's a chance to go for maximum tournament points (three for the win, one bonus for all three secondary objectives and one more for finishing fifteen minutes early).

One of Mike's Venoms. I liked all of his modes.  Beautiful paint and excellent modeling.















This game would see Eldar and Dark Eldar battle it out to establish who is top elf. Our opponents were great guys, Mike and Nick from New Zealand (hoping first names are fine with them). Their list was pretty varied. If I remember right, there was the Avatar, a Farseer on a Jetbike with both runes, Fortune and Guide, one unit of three GJBs with a Shuriken Cannon, one unit of six GJBs with two ShuCans, a unit of six Warp Spiders and a squadron of three Scatter Walkers on the Eldar side. The Dark Eldar half consisted of a Succubus attached to some Wyches in a Raider, I think, another Venom with Warriors and a Blaster inside; I want to say one more Venom, a fighter jet, a Talos and five or so Scourges. 

Nick's Farseer. His army's paint is themed around masking with an airbrush. I love the effect.


Looking at their units pregame I see a huge disparity in the movement capabilities of each unit. There are also a number units that I feel do not have a clearly defined role, the Monstrous Creatures in particular. They're Anvil units. If you're not familiar with the term, they are tough, slow moving units that provide a definite threat that must be dealt with before they bear down on you. They work best with lots of support and moved toward objectives that are clustered up so that the weight of the whole Anvil combat group can be brought down on the enemy together. Anvils are accompanied by a hammer. Generally a fast-moving wing that moves in and crushes a weakly supported flank. Two MCs don't make for a threatening or durable anvil however. I saw this as a liability early on. Deployment would really determine how true this might be. Here's the table (again, we got turn one, so I wasn't taking pictures until after we finished it. Sorry).
From our right side. The Avatar did indeed prove to be a liability. He was deployed in that empty terrain in the middle of the enemy deployment zone. Lots of poison shots later he was off the table and we already had both First Blood and Slay the Warlord. On the Eldar side three units were in reserves: Warp Spiders (DSing), three GJBs (normal) and the Scatter Walkers (outflanking).
From our left. Here you can see the Dark Eldar huddled mostly behind terrain. There are two Venoms and a Raider. The other Dark Eldar are in reserves (Scourges coming in through normal reserves; same with the flyer). The Talos is with the Eldar GJBs in the other corner.

As you can see from their deployment, they split precisely in two. I think this is one of the worst deployment strategies against an army that is fast and has good range. If playing a fast army it might work against a slower army that would need to split up to engage you. Then you could relocate and focus fire. But in this game it meant we'd be better able to single out units that really threaten our vehicles and strand any unit that is too slow to reach the action of the battle. The enemy also had a good amount of their force placed in reserves, but I think there were two more strategically advantageous options. First, it would have been more beneficial to deploy very defensively with everything and be firing from turn one. Or second, to reserve even more and try to hammer us with a counter offensive.


 As you can see from the picture above and the other two of the table as a whole, we immediately moved to take the center. That piece of terrain was being used as a neutral Skyshield Landing Pad and some 4++ saves would be very beneficial to our skimmers. It also gave a good vantage point and nice positioning for my medium-ranged ShuCans. Holding this position would be essential to splitting their army and preventing reinforcement.


They're hard to see, but on the port side of my Hornets there are the Scourges that came in from reserves. Thankfully I somehow survived their assault with Haywire Grenades. I backed off and let Scott shoot them down.

 The two photos above show how reserves played out in turn two. My flyers came in and made straight for the Farseer and GJBs which were controlling the enemy objective. My hope was to dakka down that side of the squad and to Lance the Farseer to death with some S8 Instant Death. Little did I know that my opponent would simply refuse to fail any of his saves or Look out Sir rolls. Even with Fortune he rolled an absurd number of saves. I forget the statistics on this, but I think it takes something like 13 wounds to damage a Fortuned 3+ save. We killed like 1 or maybe 2 from that squad with some 40 or so wounds. The flyers would eventually contribute a good deal, continuing their excellent performance for the day, but not just yet.


The enemy Dark Eldar took some pretty vicious shooting on the left flank. They proved difficult to remove entirely, but we had good success with neutralizing their mobility and thus, their contribution to the enemy's offense.Most of the damage done here was thanks to my partner. I supported him with a single War Walker, but mostly just as a token since the right side of the board had plenty shooting saturation.



Time to die Jetbikers! I throw caution to the wind and place faith in the law of averages. These guys are still around after a LOT of wounds being thrown their way. It's time to hammer them from both sides. I unload my Dire Avengers, surround them with my Hornets and Wave Serpent and prepare to wipe them off the map...except that didn't happen at all. My opponent's luck holds and mine does not. The return fire sees me fail 4 out of 4 saves. Then my last DA gets assaulted by a lone Farseer and cut down. Oops. It was a premature move. Statistically it wasn't a terrible idea, but tactically it just wasn't necessary. These bikers had nowhere to go and no way of doing meaningful damage to the threats that surrounded them. Another turn of shooting from the vehicles would have been a fine option. We had other units on their side of the board though, so I knew it wasn't going to cost us the game or Linebreaker. Still though, you can't be too careful when dice are involved.

Again, that's it for pictures. In the fifth from last picture you can see where the War Walkers came in on our right side and the Warp Spiders dropped in behind us. I sort of forget what damage they did as they came in. On the following turn one of my Nightwings and a War Walker wiped out the enemy Walkers. I think the Warp Spiders ate a lot of poison and some blasters. Scott informs me he Shattersharded the Spiders. I think it did about 2 wounds and that the rest of the Spiders got shot down. That's one of the biggest dangers of dropping in behind the enemy lines. The unit is typically lost to return fire. Always choose an isolated unit. Preferably a non-transport vehicle that can't return fire when you wreck it. The War Walkers are just too deadly not to focus on when they arrive. Anyone who has faced or used them knows this. They are almost guaranteed to cripple or wipe a unit a turn.

We called the game at the end of the fourth turn. This scored a bonus point for each team. My partner and I earned full tournament points. I was pleased at our success, but I was hoping for a bloodier struggle toward achieving it. I find that Dark Eldar and Eldar match up for very deadly and enoyable games. This time, however, the enemy had too little long-ranged firepower deployed at the beginning of the game to swing the offensive in their favor. We had first turn and that was also a huge factor in broadening the margin of our victory, but I think if we had been harder pressed for targets, and had we lost more units early on, our damage potential might have suffered enough that we would have a hard time keeping up in the late game. This is my typical strategy against my teammate. Get first turn and hammer him, wear him down so he can't hit back. Or deploy so that I'm ready to survive first turn with few casualties and employ the above strategy from the bottom of turn one.

It was another enjoyable game with great opponents. They were fun guys to play with and very friendly. I love playing against cool guys that you can chat with while you roll up some dice. Our army did a number on theirs and they were very sportsmanlike about it. Thanks for the game and thanks for a great time, guys!

We were in first place, but we still had to finish strong to hold on to it. Last up, game three versus Tau and Eldar...

Tuesday, May 7, 2013

NagoyaHammer 2013 2v2 Tournament - Game One


Well the NagoyaHammer tournament is all done. My partner and I finished first and had very strong games against our opponents. I think there are a number of factors contributing to our success and I'll be going over them in this post and possibly others. First, our lists:

Mine, Eldar

HQ 

  • Farseer - RoWard, Fortune


Troops 
  • 5 Dire Avengers
    • Wave Serpent - TL Scatter Laser, Underslung Shuriken Cannon
  • 5 Dire Avengers
    • Wave Serpent - TL Scatter Laser, TL Shuriken Catapult
Fast Attack
  • Nightwing Interceptor
  • Nightwing Interceptor
Heavy Support
  • War Walker - 2 Scatter Lasers
  • War Walker - 2 Scatter Lasers
2 Scoring Units, 9 Kill Points, 1,000 Points

BloodByam's, Dark Eldar

HQ
  • Homunculus - Hex Rifle, Shatter Shard
Troops
  • 5 Kabalite Warriors
    • Venom
  • 5 Kabalite Warriors
    • Venom
  • 5 Kabalite Warriors
    • Venom
Elite
  • 3 Kabalite True Born - 3 Blasters
    • Venom - Extra Splinter Cannon
  • 3 Kabalite True Born - 3 Blasters
    • Venom - Extra Splinter Cannon
  • 3 Kabalite True Born - 3 Blasters
    • Venom - Extra Splinter Cannon
Heavy Support
  • Ravager
  • Ravager
3 Scoring Units, 15 Kill Points, 1,028 Points

Errrr, what? 1,028? We're going over his list for this post and it matches what I thought it was when one of my first opponents brought it up to me that it seemed slightly over. The list we made together was 998, so here I am with my foot in my mouth for swearing that I'd have to be wrong about what he had if it was over 1k. BloodByam is one of the most honest people I've ever known, but he's not without oversight. He forgot his list in the car and totaled it up wrong, hurrying to begin in time. So we ended up with a Hex Rifle and 1 Blaster that shouldn't have been in there. D'oh =( We offered our prizes back, but the T.O. decided that the Hex Rifle (1 wound in 3 games) and the extra Blaster were too minimal to have significantly affected our games. The rifle-holding TrueBorn would certainly have been first to be removed as a casualty from the unit as they poured out of the flaming wreckage of their exploded Venom. In most games that's how they ended up on the ground too. We lead our games by a large margin due to the overwhelming firepower coming from our units. One blaster can't account for a lead like that. So BloodByam's gotten docked an equivalent value in next years tournament. I laughed at him pretty hard for that haha.

We started up in game one against Orks and IG. Nice, I thought, we have the shooting to pick out the heavy weapons quickly and the speed to move for objectives. Then I see that the match will be kill points. Oh god. 30man Ork mobs and IG platoons for a single point? This could be bad. Here is the table:




I don't remember their whole list, but it was something to the tune of a Big Mek with KFF, about 60 Shoota Boyz, some Ork artillery with a Shokk Attack gun, 2 or so units of IG with some HWTs, about 10 Vets, 10 Lootaz, 1 Basilisk, 1 Leman Russ with the 24" cannon, 1 Leman Russ with the long range large blast, an ADL with Quad Gun and that tower fortification with just the Heavy Bolters. They forgot to deploy their Lootaz so those guys would have to walk on. Lucky break there because Lootaz would have been incredibly effective against us. Basically early on we were focused on reducing their ability to shoot down skimmers, as was true in all our games. Their tanks were a problem because they could do a lot of damage with some fairly likely luck. I'm not one to trust luck, so we'd have to deal with those asap. Once those were clear, we were looking to take out the Lootaz when they arrived and to collect any easy kill point. The KPs were tough because the squads were huge and went to ground behind that ADL for a 2+ cover at every opportunity. To do serious damage we had to get behind it...


Above and below, you can see just how many models we'd have to grind down just to get a single kill point. Even with massed dakka that wasn't going to happen through 2+ cover saves.



That picture above is what happens when Venoms take a Battle Cannon blast. I believe this was on their first turn. This is why it was of such importance to silence those things before they could fire much. Easier said than done with their awesome armor and all the HPs they have.


Here's a good look at their side after our first turn.

A shot of the action from the table.

I have a habit of forgetting to take pictures as turns get quicker and I get more invested in the game. The last picture below is either during or after our turn 2. My Nightwings came in on the right to shoot at the IG tanks and position themselves to Vector Dance behind the ADL on turn 3. My Hornets outflanked on the left, but I forgot that the Boyz there had a KFF and the Ork player rolled pretty well for his cover. I ended up getting assaulted for that. So lesson learned, math better when shooting Orks with 24" guns. I could have taken those shots from further away and estimated 5 or so kills. Luckily the assault didn't destroy any of the Hornets but it did pull those Orks much closer where we managed to thin them out from 30 Boyz down to 11.


Turn 2 with my Nightwings was not that impressive. Just stunned the Russ, which was helpful. But they did have a great turn 3. One managed to shoot up the Lootaz that walked on and did 4 wounds, forcing them to run off the board. The other put 4 pens and 2 glances on the Basilisk and won another KP. The next turn I managed to bring an Instant Death Bright Lance shot down on the Shokk Attack gun too, which was clutch as it also gave us the Slay the Warlord secondary objective.

I have fewer comments on BloodByam's side of our turns because he plays quickly and I was busy with my own army. His Ravagers were instrumental in bringing down the heavy tanks in this game and his massed poison shots worked wonders at wounding down units and forcing infantry-based heavy weapons to go to ground. Because his vehicles are such glass hammers they also took a lot of attention away from my army and allowed me to blaze away with my 51 S6 shots all game. That's something that remained true throughout each of the day's games.

The main challenge of this game, I feel, was the mission type. Kill Points is our nightmare mission. We have a combined 24 of them in our force. The enemy had like 13 if I'm counting right. Most of them were not easy to get either. Going into the game we knew that the enemy heavy weapons were too few in number to devastate our army before we could silence them, but the worry was that they might kill enough fast enough that we can't catch back up without having to table them. Our opponents conceded early because we were coming up on the early finish call at a point where we were going to be jumping behind their ADL with our skimmers and denying cover. Ending a little early meant both teams could get a bonus point at least, instead of only us getting a point for the secondary objectives.

This game was a fun start to the day. It took some thought to secure the win and it was cool to play against armies and units I never see on the east side of the island. Our opponents were nice and really thoughtful guys. Excellent painters too. One of them actually won first place in the 40k painting competition with his Shokk Attack gun. The other had Squats for his IG. That was a treat to see. I never know how people feel about having their names posted online, so I'll just leave it at "thanks guys!"

Monday, May 6, 2013

Photos from NagoyaHammer 2013 - 1 of...?


Not sure how many sets of photos I'm going to end up with here, but I'll post up more as I can get them. For now I have this set and one more from my phone that I'll put up tomorrow.

These first pictures are of game one. Kill points, starting from the short table edges. Looking at the enemy heavy weapons, we seemed to be okay if we could take down the Quad Gun and IG tanks early on. The IG heavy weapon teams and the Shokk Attack gun were of some concern too, but with enough shooting they'd have to go to ground for a 2+ cover just to survive. It was difficult to pound through all the awesome cover saves the ADL provided, but once we got flyers and skimmers behind it to deny that save, units were more manageable. It was a fun game. I learned a lot about ADLs from it. The Shokk Attack gun was actually the mini that would end up winning the 40k painting competition and I feel bad for not getting closer during the game to appreciate it. The IG were neat for being modeled from actual Squats. that was my first time to see them. Cool stuff!











Here are shots from my second game. 2 objectives, long table edge deployment. Pre-game planning had us thinking that usually means "roll dice and tie," but with all the fast skimmers we had, we thought there was a good chance we could win through the mission objectives. We had first turn again and took the center as soon as we could because it was being played as a Skyshield Landing Pad...or at least I think that's what you call it. Anyway, we were able to effectively separate the other team and focus fire on the few targets that were presented to us in the early game. Playing to get the bonus points for getting all three secondary objectives (that gave a bonus point for the round in the overall tournament score), I was trying to get line breaker and piled out of my Wave Serpent with my Dire Avengers. I was sort of thinking his Farseer had to fail his saves eventually...but he just wouldn't do it before he got to shoot up and assault my Avengers to death. Oops. Our opponents are great guys. Both of them are from New Zealand. I had already met the Craftworld Eldar player before at a different event. His army has moved in a very different direction since then. I'll be looking to see where it goes later in the year.















Random shots of other people's armies. I'll lead off with this awesome Hello Kitty army. I know there are several of them out there on the internet, but I like that this one actually utilizes near-scale conversions. It's just so hilariously well-integrated.
 

 

 
  
 
  

The Craftworld Eldar player I played in round 2 had done some cool airbrush work with wire mesh. I think it looks incredibly good and just goes to show that there is a lot to be done with random junk in a hardware store if you get creative with it.

 
 


The next set of photos is from the painting competition. Unfortunately I couldn't get shots of everything. Actually forgot my own and one of the others I liked a lot, so I had to lift those from a friend's album.










 
40k Category - Second Place (Tied - Mine, hehe)

40k Category - Second Place (Tied)


40k Category - First Place