I have a soft spot for the Warhammer 40000 doubles format. In most doubles tournaments I’ve attended the worst competitive urges (my included) have been blunted by working in a team. So, I was really looking forward to Calne Gaming Club’s annual 500+500 tournament, Calnage. It did not disappoint.
Our first game was against two marine players; one sporting three assault units plus scouts, the other with two units of attack bikes and a tactical squad. We played the classic ‘draw’ scenario, Capture and Control and both placed our objectives on the left of the battlefield. Unfortunately they stole the initiative and we suffered a bit in the first round of shooting, losing both Typhoons. In response, we did pretty much nothing. From this point, we were surrounded with assault marines and attack bikes closing in on all sides. Our only chance to threaten their objective was lost when my scouts arrived on the wrong side of the table. From then on, it was a desperate fight to keep our own objective which we did, scoring a surprising draw.
Game two, was Seize Ground against Mike and Caesar’s very mobile eldar. Some how, most of this game degenerated to a missile slinging match with the pixies eventually getting the upper hand. However it was too late and we had solid control of two objectives, with the third contested.
Game three, and Necrons. At this point I must say I have a poor record against Necrons at combat patrol level and I raised at eyebrow at seeing the Destroyers and Immortal, and especially the Scarabs. This Animation mission was going to be a problem. On turn two things looked pretty poor when Dave’s Chaplain, Combat Squad, and Razorback all disappeared under concentrated Gauss fire. To follow that, my assaulty combat squad got bogged down in Scarabs; not good. Then everything changed in turn four, with my Sanguianary Priest and Combat Squad free of the Scarabs; and two live Typhoons, I boldy said “I’ve had enough, we’re winning this game this turn.” Our opponents (and Dave in fairness) were a little shocked and continued to plan their counter attack using two tomb spiders. The Typhoons removed one Necron Warrior squad, my combat squad removed and ran down the other one, and that was that, game over as the Necrons phased out.
Our big wins had put us on the top table against Spiky Club’s James Karch and David Richardson, with Space Wolves and Imperial Guard. The normally very civilised James, had four sick Thunderwolves of doom (shame on you James), however that was less of a issue than the scenario. We started in one of the quarters, and had to escape from the opposite short board edge. Simple (ish). First turn started well with my scouts escaping immediately and the Typhoons putting large holes in David's infantry platoon. Unfortunately the Thunderwolves got stuck in the following turn removing the Ultramarine’s Razorback, and David plucked both Typhoons out of the sky. Leaving them to their fate, half of my Blood Angels scampered way.
In a excellent display of combat prowess, the Ultramarines cut down the puppies and began the long walk off the board. In the end, it wasn’t enough and David and James got a well deserved win, and with it first place in the tournament. Much to our surprise (especially considering how pretty James’ Thunderwolves are) the Dead Presidents won Best Army.
All in all a fantastic tournament!
P.S. And happily we also managed to pop down to Triple Helix Wargaming in Westbury on the way home where I got even more Warmachine stuff. Yippee!