|The anteroom for Hooters - surprisingly Gothic|
Mission is as normal for an Annihilation mission with the setup pitched battle. Kill points however are not in use, instead victory points are.
After deployment, each player nominates one of their enemy’s units that is on the table, announcing before the start of the first turn. This may be any non-vehicle elite, walker (the only exception to the non vehicle rule), fast attack or monstrous creature, with a minimum cost of 125pt. Players are encouraged to pick targets they would be happy to brag about killing, rather than puny squads of grots. Mark this squad with a skull, a photo of Adam Torap or another suitably grim marker.
If the opposing player is one of those cowardly sorts who puts everything in reserve (or one of those brave, dashing players who plays Daemons!), you may still choose your target before your enemy’s first turn. This target, if given the choice, must make all attempts to enter on the first turn (be in the first wave of daemons etc). Otherwise, for any reason, they don’t arrive in the first turn, they get +2 to their reserve rolls (they are spoiling to get to grips with you!).
This unit is worth double victory points if destroyed. However, any unit the chosen unit destroys is worth 50% more VPs.
My only full game of the day came against one of my regular opponents, Max and his technicolour blood angels. Max was a last minute participant and had to borrow a few units to pull his list up to 1750. One of which, was that bastard Mephiston. The second, was that bastard furiouso dreadnought with bloodtalons of infinite bloody blooding.
The game was dawn of war with 5 objectives. He got first turn and stuck his razorbacks and mephiston in a position that confined where I could place my blob squad . I put the blob, sliscus, and an empty raider in a corner as far from mephiston as possible. Due to mephiston's fleet AND magical flight, I didn't want any first turn charges. Keeping him as far away as possible meant he couldn't do much and kept him out of the game whilst I dealt with the tanks.
|The blob squad in action. Don't be afraid to use your nails, boys.|
The rest of my lances and blasters roll a whole heap of nothing as well, save one, who blew up a razorback despite it popping first turn smoke. This is going to go down hill, really fast. I jump my jetbikes in my assualt turn to make a nice line to block the dreadnought charging my blob's rear. I also keep my bloodbrides nearby in case so I can charge the dread and stall it later. The land raider isn't touched despite my lances special rule "anti land raider".
|Could you get him to step forward? And turn around? |
Yes, yes, that's him, the one on the left.
Fortunately, after his terminators chased the blobsquad down and killed them (sound familiar?) my second squad of troops plodded onto my board edge and shot them up, forcing a couple to run back into their land raider. I cheekily contested my own objective, whilst flat outting my remaining raider and disintigrator ravagers over two other objectives. In the end, he comfortably claimed 2 objectives to my paltry 1, although I still argued over one of them just to see the look on his face to realise I might have drawn!
This game made me realise that reserving my force in dawn of war is an utter pointless exercise. I should have brought my entire army on straight away rather than letting it come on piecemeal. Hmmph.
|Real men wear pink|
|The Dishonour Squad and Plyskyn, living up to their name this weekend.|
|Adam's Corteaz conversion - I love his conversions!|