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Mr Peon
post Nov 14 2010, 10:01 PM
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Sorry If I was a grumpy lump, between lack of sleep, heat and a few other issues I was a bit run thin.

Thanks to my team for the help and hope that I did not detract from other peoples games too much.

Big thanks also to Wayne for all the effort put in and to putting up with the likes of me.
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AJenko
post Nov 14 2010, 10:07 PM
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QUOTE(Mr Peon @ Nov 14 2010, 11:01 PM) *

Sorry If I was a grumpy lump, between lack of sleep, heat and a few other issues I was a bit run thin.

Thanks to my team for the help and hope that I did not detract from other peoples games too much.

Big thanks also to Wayne for all the effort put in and to putting up with the likes of me.


A big +1 (mainly point 1)
A fun, peaceful (as far as wargaming goes) weekend after a week of stressful exams. Hope to be back next year.


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Cheexsta
post Nov 15 2010, 07:32 AM
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Another +1 from me. Thanks to Wayne and everyone else who provided tables/terrain, helped with organisation and setup.

I was probably a little grumpy as well (a product of the heat more than anything, I think), so apologies to my opponents if it showed.

See you all next year!
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ArchonCryx
post Nov 15 2010, 11:49 AM
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I had a great weekend and like you guys I too would have had moments of sad panda looks when dealiung with the heat and army being smashed....

I would like to especially thank Wayne for allowing me to run new Dark Eldar, and all my opponents who never said a word about all the proxying.

All 5 of my opponents were decent chaps and I'd be happy to play all 5 again. Although I would like to see Jeremey run a different army to SImon, lol tongue.gif wink.gif

Thanks to Adam for allowing my guys their first win (and in the old days with DE I always got pwned big time by guard so this made a nice change)

Thanks to Brad for a very close game vs his WOlves - despite early setbacks I was clawing my way back into it and if we'd had a couple of more turns I *may* have been able to get to the ascendant.


And thanks to to Jarod, who's Mech Eldar filled me with dread (How was I going to kill 6 or 7 AV 12 skimmers with this army?). I was lucky and got to exploit an early error of Jarod's such that the game was pretty much decided by turn 3. I'm sure it won't be so easy next time thogh as I am pretty sure Jarod won't be splitting his army like that in again... smile.gif

Thanks Wayne - probably the most fun Ive had at a Tumulrt. Now while I do sort of miss the old army list updates, ( understand that took a lot of background work for not a lot of benefit so while I thought it was fun it is probably a better tourny without it. There's enough complexity in the missions without introducing reducing armies as well...

The campaign tournament concept is a fine idea and I will be keen to support it again in the future.

I think this was clearly the best Tumult I've been to. Despite not picking up any goodies this time around... smile.gif
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Loriness
post Nov 15 2010, 02:50 PM
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I have a great time. Play an army I wanted to try. And have some fun.

All very nice.

Although the mission could be simpler, it was very hard to play properly.



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EVENT HORIZON 40k

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Ordzmek
post Nov 15 2010, 03:22 PM
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Had a wicked fun time. I enjoyed this one more than I have the previous two tournaments I've been in for the simple fact that the Order vs. Disorder teams seemed to promote camaraderie between people on the same team, and friendly competition with people on the other, which is a nice shift from the individuality of most tournaments.

The third mission is the only one that made me unhappy and upon reflection it was possible for whoever had the first turn to make it all but impossible for whoever went second to win within the first five minutes of starting the game. I did enjoy the last mission and the deployment zone for it was really interesting and a lot of fun.

The only other thing I didn't like was the fact that being a disorder player, there wasn't a lot of variety for me to go up against - most of the Order team was power armour. Next year a different split to even things out and give more variety would be better... maybe split them based on who registers first, or have the first two people to pay be team captains who can choose their sides. Maybe even split them by colour - Hot colours vs. Cold colours!

Will definitely be there again next year, though.
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Starfire
post Nov 15 2010, 03:24 PM
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So who won?


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Spakka
post Nov 15 2010, 04:40 PM
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Order team won.

Disorder was going well for the first two rounds, then got smashed in round 3, and it only went further downhill from there.

QUOTE
The third mission is the only one that made me unhappy and upon reflection it was possible for whoever had the first turn to make it all but impossible for whoever went second to win within the first five minutes of starting the game. I did enjoy the last mission and the deployment zone for it was really interesting and a lot of fun.

Agreed. If you went first and managed to take out one or both of your opponents strongholds on the first turn, there was pretty much no way for your opponent to regain the lead. I think that was what ended up getting quite a few of the disorder players.


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Loriness
post Nov 15 2010, 04:59 PM
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It was who blow up the stronghold first wins.

Since most disorder were CC orientated, Order had it much easier.

KP was not easy for Disorder, as most marines can split KP so much that even if we killed lots of KP, it would be too hard to match.

Final game - no assaulting buildings means disorder have little choice in getting people out.

But it was fun. It was very hot and humid on Saturday.


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---- June Sat 22- Sun 23, 2013 ----

Hornsby War Memorial Hall – next to Hornsby RSL Club, 2 High Street, Hornsby, NSW

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Ordzmek
post Nov 15 2010, 05:40 PM
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QUOTE(Spakka @ Nov 15 2010, 05:40 PM) *

Agreed. If you went first and managed to take out one or both of your opponents strongholds on the first turn, there was pretty much no way for your opponent to regain the lead. I think that was what ended up getting quite a few of the disorder players.


QUOTE(Loriness @ Nov 15 2010, 05:59 PM) *

It was who blow up the stronghold first wins.

Since most disorder were CC orientated, Order had it much easier.

KP was not easy for Disorder, as most marines can split KP so much that even if we killed lots of KP, it would be too hard to match.

Final game - no assaulting buildings means disorder have little choice in getting people out.

But it was fun. It was very hot and humid on Saturday.


As mentioned by Loriness, the fact that so many disorder armies were CC-based made this mission really difficult for us. Going up against an army with a load of Eldar Missile Launchers and Bright Lances made it really difficult, and the result from my game didn't reflect the game itself in the slightest. By the end of the game I had my opponent on his knees - one more turn and I would have wiped him out. But because he blew up a stronghold in turn one, and I didn't get to destroy one until turn 3, he won the game.

As for the last one - not being able to assault buildings that were empty meant that I was completely stuffed. I knew which one was central, and I knew which one was my opponent's (based on obvious choicing) and I couldn't touch them with my Keeper of Secrets because he wasn't inside them. Maybe Cities of Death rules needed to be introduced here.
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Spakka
post Nov 15 2010, 07:41 PM
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@ Wayne: Any chance we can get the 40k results posted up like they have for the fantasy players??

QUOTE
As mentioned by Loriness, the fact that so many disorder armies were CC-based made this mission really difficult for us.

Well, even though I was one of the evil team players with decent amount of ranged firepower, I still had trouble when attacking the strongholds.

IMO, what was even worse than being unable to assault unoccupied buildings was the fact that a wrecked result didn't actually cause a stronghold to cease functioning as an objective, only getting the 'building explodes' result did. If you wrecked it, all it did was force the enemy unit to 'disembark' from the building, they were able to immediately get back in again during their next turn, making the 'wrecked' result all but pointless.

In total, over games 3/5, I fired 19 lascannon shots, 4 multi melta shots, 6 meltagun shots into AV12 buildings. Most of those managed to penetrate, but out of all all the damage rolls, I only got 2 wrecked results, rest were shaken.

For reasons stated above, the 2 wrecked results I managed were downright useless anyway, as all it meant was that the enemy unit inside just went straight back in again in my opponents turn, retaking the objective.

If I were to personally use those rules for an event, I'd modify the building damage chart to the following:
1-2 shaken
3 weapon destroyed or shaken if building has no weapons,
4 After a heavy hit, the structure groans and creaks - the building is shaken. In addition, any occupants must take a morale check and will disembark from the building if they fail (from fear of building collapsing on them).
5 wrecked *
6 explodes as per vehicle rules*

*If a stronghold is wrecked or explodes, it ceases to function as an objective.


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Jez82c
post Nov 15 2010, 08:06 PM
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Good Job Wayne! Thanks again armata_PDT_37.gif

QUOTE(ArchonCryx @ Nov 15 2010, 12:49 PM) *


All 5 of my opponents were decent chaps and I'd be happy to play all 5 again. Although I would like to see Jeremey run a different army to SImon, lol tongue.gif wink.gif




They were different armies with different weapon load outs, model counts, number of rhino/razorbacks and number of tactical vs assault marines.... however they were also similar in regards to our HQ choice and storm raven. tongue.gif biggrin.gif

Jez
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dvaston
post Nov 15 2010, 09:48 PM
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Big thanks to Wayne and all the organisers who put in a lot of hard work, it was a great weekend smile.gif


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deagle
post Nov 16 2010, 09:35 AM
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Missions were different and required a little thought to play, but that was a welcome change. Who wants to be playing the same missions all the time anyway?

Thanks to Wayne, the organisers and my opponents for a fun weekend.
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ArchonCryx
post Nov 16 2010, 12:23 PM
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QUOTE(deagle @ Nov 16 2010, 10:35 AM) *

Missions were different and required a little thought to play, but that was a welcome change. Who wants to be playing the same missions all the time anyway?


+1

It was different and so it was fun...


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Mono
post Nov 17 2010, 08:47 AM
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thanks for running this Wayne

Also thanks Nigel for the complements on my army, I think from about midday on saturday to sometime monday my brain got fried by the heat and basting in my own sweat, so some of my comments weren't exactly helpful.

To my opponents, thanks for the great games. To I think it was Andrew (dark eldar player using old dex) it would be interesting to play you where you dice did not hate you (generally low dice for hit, wound and save, high dice for Ld test, almost without exception), if the dice were more average I think that it would have been a much closer game.


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For the Horde
post Nov 17 2010, 09:35 AM
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+1 to the great event and thanks for running it aswell Wayne!!

thanks to the oponents aswell. I had 5 great games.

Jared


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Brad M
post Nov 18 2010, 09:36 PM
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The Stronghold mission definately was controversial. At best I can say I was indifferant to it. The problem was that whoever destroyed the enemy strongholds first was the winner, and for some people this happened on turn 1.

I think all it needed was to allow assaults into strongholds that were ruins. Therefore you could push onto the enemy stronghold with an assault, hold it for a few turns, then destroy it (because your in base to base with it). This may have given some players an oppurtunity to 'come back' from a loosing position and draw or win.

I can't fault any of the other missions though. I especially liked the percentage kill point mission. Much cleverer way to do an annihilation mission.

This post has been edited by Brad M: Nov 18 2010, 09:37 PM
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Ordzmek
post Nov 19 2010, 01:06 AM
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QUOTE(Brad M @ Nov 18 2010, 10:36 PM) *
I especially liked the percentage kill point mission. Much cleverer way to do an annihilation mission.


Actually, I'd really like to +1 this. The only complicated thing about it was working out the percentages, but early on in the game I made a table that told me how many kill points I needed to win based on how many kill points he had:

IPB Image

Helped me keep a decent mark on how the game was going.

The % was much better, though; normally small, elite armies (such as Sanguinary Guard or Death Wing) with very few units are advantaged over Tyranid or Eldar armies where you have far more units. It certainly kept me on my toes against Peter's Space Wolves - a full four more kill points in his army than I had.
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