Yesterday:
Game 1 -
Death Korps of Krieg 1.9 vs Eldar 1.8
Overall, I think Pulsar just got too close to the Death Korps, allowing me to overcome my limited range and hammer his formations with my short-range AP weaponry.
For example, he sent his Lance-tanks up to take an early pot-shot at my Gorgons, but since he had to double to get there, he was left within counter-charge range of the assault-biased Korps army.... they didn't last long!
In the mean time I fired all the artillery I had at his Warlock Titan (Even humble Thudd Guns) in an effort to break it... at the end of turn one it rallied, but it failed to at the end of turn two, and, having lost the heart of the rest of his army to close-range assaults / firefights in turn two, without their Titan active the Eldar were unable to stop the Death Korps claiming a 3-0 win at the end of turn three.
Game 2 -
Death Korps 1.9 vs Necrons (Latest version)
So, at the begining of the game the Necrons teleported their monoliths to attack the Death Korps, and wiped out an infantry company, three manticores and three thudd guns in an engagement (During which the Necrons had over 50 FF attacks from about 10 units, due to the 4 Monolith's EA rules). In return the Korps killed two stands of Warriors & the Nightbringer.
The rest of the turn saw me fire other portions of my army at the monoliths (The rest of the Necron infantry formations didn't bother to come onto the board from reserves as there was very little of worth left within engagement range).
At the end of the turn, his three surviving monoliths break and phase out.
At the start of turn 2, his monoliths phase back in next to my other big infantry formation, and, seeing which way the wind is blowing, we call the game there.
In essence, the DKoK got slapped up something silly by the Necron army, and it would have been an easy 5-0 victory by turn 3.
I made a couple of deployment mistakes, but they weren't all that relevent next to the incredible power of the Necron monoliths.
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