Another great GT

The new venue Battlefield Hobbies in Daventry was excellent, with some solid tables (and importantly a decent amount of room around them), warm (important at this time of year!), a decent lunch, good shop, and as a big bonus, as much tea as you could drink in a day for £2. The central location made it a reasonable trip up too

Going into the GT it was tight at the top for the championship, with Tim in the lead by 3 points, followed by me close behind, and mike another 3 points behind me, so it was all to play for. Unsurprisingly we all took new armies for the event to maximise potential points (and more importantly not fall behind) and in my case after 3 weeks of busy painting i had my new Black Legion ready to go. I went for an assault-centric build, using 3 retinues, bikes, chosen, terminators, double death wheels, and 2 flights of fighers given my only ground based AA was a single obliterator in the foot based bts retinue.
Game 1: Duncan (Dark Angels)
So this surprised me somewhat, i'd mentally geared up for Skitarii, and suddenly i found myself up against an army that consisted of 8 units of terminators, so bit of a change of pace from the expected! I castled up on turn 1, and Duncan dropped his BTS terminators and one other unit on an objective in his half to presumably bait me out. I sent in the planes against his BTS a bit, and sent out a death wheel cautiously outside the castle, and the bikes went hairing off towards his bts. Turn 2 the hammer came down, with 3 stands of terminators on each flank. Duncan really needed to win this activation, and then rolled a 1 for strategy roll off. Thankfully for him, so did i, and after hitting with all the macro (literally all of it), my two flanking retinues disappeared in a pair of messy assaults. I then managed to fail the chosen activation, and Duncan had a go at the further death wheel. Finally things started turning around though, and it managed to fend off the marines (thanks in no small part to the 4+ reinforced save) and then things kinda fell apart for Duncan, and by the end of turn 2 i'd killed his BTS with my bikes and summoned daemons, and either broken or killed all but a few out of the way formations. Turn 3 was a bit of a mopping up exercise, and i managed to pull a 4-0 win out.
Game 2: Darren (Speed Freeks)
So many models... The yellow tide was a pretty impressive sight across the table, and scary quick to boot! Things didn't really go according to plan turn 1 after some activation issues, but i did at least manage to get into some reasonable positions. The tables had some big buildings on them, and i was able to use this to restrict access to my BTS (the Orks would first have to get through the Death Wheels). Darren had been a bit keen with his BTS though, especially given he won activation turn 1, and was sitting a bit too close to one of my retinues. terminators got dropped, and i won the rolloff for turn 2, and his BTS melted from the combined retinue and terminator assault, although thanks to some pretty awful saves on the terminators, they managed to break themselves in the process. Darren's retaliation went a bit pear shaped however, as he got 1 blitz brigade in place for support and then went in with his second on a Death Wheel. Both of us had support though, as my bikes were nearby, and Darren didn't have much luck with his saves, and the assaulting unit bounced. hard. I was then able to take out the second unit, and at that point had stripped out his ground based AA. Things got really bloody by the end of turn 2 and the start of 3, and by the end of it Darren had one big kult of speed left hurrying back to cover his blitz, while i then made a bit of a mistake in hindsight, rallying a deathwheel that was almost broken rather than trying to finish off the last remnants of his BTS, expecting the planes to do the job (hint, they didn't). Darren made a solid play to go to turn 4 using a landa to contest objectives and sit in my table half, but i was able to assault and kill it, giving me a 2-0 win in turn 3.
Game 3: Steve (Ulthwe)
I kinda messed up deployment here a bit, Steve won the rolloff for turn 1, and his space ship hit a retinue on my flank, which was unfortunately intermingled with a death wheel thanks to lack of deployment space (as i was trying to minimise the bombardment effects.) Steve then followed up with aspects in a vampire, and pretty much annihilated the retinue and broke the wheel. However, going ham so early on cost him the vampire and the aspects, so i'm not certain it was actually worth it in the long game. Steve did however then have a reasonable activation advantage on me, and decided to go all out for turn 2, with the winner of the strategy roll-off likely winning the game. I gambled and put the terminators down, so it really was now all of nothing for both of us. Steve rolled a 1, and unlike against Duncan i didn't fluff it up this time and got to go first. I then proceeded to strip off 2 of his assault units, break the avatar, and get a very important blast marker on his bts guardian formation. Steve then compounded his woes by failing to activate the BTS, which then had to sit there and take a beating (which didn't go well for it in the slightest). Past this point it was pretty much a rout, and i was able to take a 3-0 win in turn 3.
Game 4: Mike (Knights)
The pressure was on now! the winner of this game would likely take the championship, as if Mike could hammer me he'd be in a strong position going into the last game. Unfortunately this was my first time against Knights, and they're a lot better than i thought they looked when i'd last idly been looking through their book! Things really went pretty terrible for the first couple of turns, i lost a death wheel in an assault (supported by another death wheel) on some lancers when mike first managed an ungodly number of hits (something like 7 out of 9 on 5's) and i then followed it up with failing all but 1 of my reinforced 4+ saves. I was not a happy bunny. One clipping assault i'd set up however did come off, and i was able to break his BTS paladin unit (with baron), but it was only by a small margin, so they were still pretty much intact, and i had a puntload of knights looking for payback looming over my army. I decided to take a risk though, and marched my intact retinue around to within 30 of his bts in the hope that i'd be able to stop him rallying, and then assault either them, or the horrible melta knights that were nearby. Mike managed a solid rallying phase (sadly i did not), and the baron was back in business. I did manage to win the rolloff though, so he got promptly broken again. Mike went for an assault on my bikes in retaliation with his melta knights, and his dice started to falter a bit, giving us a straight roll-off, although this time he did win it and the bikes ran off. My terminators had come down this time as well, and i'd made a start on his blitz-chaff, taking down his earthshakers. Meanwhile Mike made a pretty fateful decision and decided to pull back the other big paladin unit to help deal with the retinue that had taken his bts down to just the fearless Baron. This effectively conceded the win, as my blitz and bts were now safe, although allowed him to take out the threat to his own BTS. Finishing the turn i had a LOT of stuff broken. And managed 2 successful rally rolls out of 5 (on 3 or 4+ with a re-roll). Mike at least failed his baron one, and thanks to taking out one of his lancer formations and a fair bit of chaff by this point, the activation count wasn't too bad. However, i had 1 daemon left in the pool (out of a starting 12), so that wasn't ideal. I won the rolloff though, and used my freshly rallied terminators to kill his AA battery and surround the blitz, with a Daemon summoned for extra numbers. Nothing could assault them, so it was just a question of whether he could get enough shots in to break them. I then gambled a retain with my chosen (before they got broken again) and marched them onto one of Mikes objectives in the far corner. I think Mike kinda made a bit of an order of activation error here, and went at the terminators with his thudd guns, hoping to break them from the blitz, this however gave me the opportunity to get a unit of planes on cap, so when he tried to then send T-Bolts in against my chosen, they got gunned down on the way in. I managed to then take down his little siegfried tanks, and rolled my remaining death wheel onto his other objective (the bts was holding the other 2) meaning he had the choice of either coming off that with his melta knights and risking a 3-0 loss, or potentially going to turn 4 if he mananged to kill a terminator with 1 shot on a 6. Mike decided to end it there for the smaller loss, although rashly then decided to roll 'just to see what would have happened'. Sods law at this point of course kicked in, and he made the roll. I'd finally had some decent saves though, and to get to that desparate point for Mike my Terminators had made 7 saves in a row. Go terminators! (2-0 win in 3).
Game 5: Steve (Squats)
With nary an overlord or mole mortar in sight, Steve was nontheless here fighting it out for the tournament with the stunties in the last game. Things did not go hugely well for Steve early on, and as you'd expect with a 2+ activation army, a few failed here and there. Unfortunately it was mainly his war engines that were doing the failing... Turn 1 was pretty cagey on both sides, with me going for an encircling plan to keep him boxed up around his blitz. I'd managed to take out a gyrocopter near the end of the turn, which had allowed me a way in to the Cyclops with my terminators, and i took the chance to take it down. Things went pretty well really, as i was able to both break and almost kill the Cyclops (1 wound left), break a gyro unit, prep 2 other units, and also get his thunderfires off overwatch. All in all a huge activation. Steve struggled to get any momentum going after this, and i was able to get my bikes and doom wheels in to start ripping a lot of his smaller activations to shreads. Turn 3 saw a small glimmer of hope for Steve as he managed to rally his Cyclops (despite being on a 5), and then also won the rolloff to go first. And then promptly failed to activate the Cyclops. On the positive, at least it was facing a retinue, which really didn't enjoy being shot at. I was able to use them to take down another unit, but they were then rapidly broken. From there the encirclement continued, and Steve failed another key activation that would have allowed him to get thunderfires into my half of the board. After this he pushed a warrior unit forward off his blitz to get a unit into my half and contest an objective, but this left the blitz open, and i was able to march a deathwheel on to it after plinking the remaining broken gyro defenders to give me a 2-0 win in 3.
Overall a big thanks to my opponents, and apologies to Mike for having deal with grumpy Richard after 2 pretty abysmal turns in our game

Overall 5 great games, and i was pretty lucky in games 2 and 3 especially to win the key initiative rolls.
Looking forward to next year for more Epic gaming!
