Tuesday, December 15, 2015

Wednesday Night Pre-Game Chat - Tau vs Astra Militarum

Tomorrow night (Dec 16th), we'll be featuring another live battle report of Logan's Tau vs Nick's Astra Militarum! Tune in live @ http://twitch.tv/1plusarmour at 7PM EST!

Logan's Tau
XV8 Commander Crisis Suit w/ Command and Control Node, Multi-spectrum Sensor Suite, Neuroweb System Jammer, Onager Gauntlet, Puretide Engram Neurochip, Stimulant Injector, Vectored Retro-Thrusters, XV8-02 Crisis 'Iridium' Battlesuit
10x Kroot Carnivores w/ Kroot Hound
10x Kroot Carnivores w/ Kroot Hound
3x Broadside w/ Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System, 5x MV8 Missile Drone
KV128 Stormsurge w/ Advanced Targeting System, Early Warning Override, Pulse Driver Cannon, Shield Generator, Twin-linked Burst Cannon 
Riptide Wing
2x Riptide Shas'vre w/ Early Warning Override, Ion Accelerator, Stimulant Injector, Twin-linked Fusion Blaster
Riptide Shas'vre w/ Early Warning Override, Heavy Burst Cannon, Stimulant Injector, Twin-linked Smart Missile System
Nick's Astra Militarum
Cadian Battle Group
Battle Group Command
- Company Command Squad 
Emperor's Fist Armoured Company
- Leman Russ Exterminator w/ 2x Multi-melta, Lascannon
- Leman Russ Exterminator w/ 2x Multi-melta, Lascannon
- Leman Russ Squadron w/ Demolisher
- Tank Commander w/ 2x Multi-melta, LAscannon, Pask
- Leman Russ Executioner w/ 2x Plasma Cannon, Heavy Bolter 
Emperor's Blade Assault Company
- Company Command Squad w/ Chimera
- Hellhound Squadron
- Veterans w/ Chimera
- Veterans w/ Chimera
- Veterans w/ Chimera

The AV14 wall will be daunting against my Tau, as will the huge amount of AP2 weaponry. Here's to hoping that I can get close enough with my Riptides, and roll well enough with my Ordnance weapons to punch through the armour!

What are your thoughts on this matchup? Who will walk away the winner? What would you change with the lists?

Wednesday, December 9, 2015

Wednesday Night Stream Pre-Game

We will be streaming this game from http://twitch.tv/1plusarmour @ 7PM EST (Dec 9th) and it will later be available on our YouTube channel.

Logan's KDK + Crimson Slaughter
Chaos Lord - MoK, Juggernaut, Powerfist, Lightning Claw, Blood-forged Armour, Sigil of Corruption
Chaos Lord - MoK, Juggernaut, Powerfist, Lightning Claw, Daemonheart, Sigil of Corruption
7x Cultists
7x Cultists
10x Cultists
8x Flesh Hounds
8x Flesh Hounds
Maulerfiend - Lasher Tendrils
Maulerfiend - Lasher Tendrils
Greater Brass Scorpion of Khorne
Jamie's Tyranids
Hive Tyrant - Wings, Regeneration, 2x TL Devourers w/ BLW
20x Horamagaunts - Scything Talons
30x Termagants - Fleshborers
Tervigon - Regeneration, The Ymgarl Factor
Zoanthrope Brood - 2x Zoanthrope, Neurothrope
Barbed Heirodule

This game should be a real slugfest. My KDK have no way to deal with the Tyranid shooting, so the hope is that the Scorpion will live long enough to be able to get some killing done! On the other side of the table, Jamie is going to have to worry about a whole lot of very fast moving Khorney death coming straight at him!

Either way there will be blood for the blood god!

Who do you think will win?

Tuesday, November 24, 2015

Powerfists & Psykers 3

1 Plus Armour and Multizone Present: Powerfists & Psykers 3

Brief Introduction:
Welcome to a Multizone and 1 Plus Armour co-hosted 40k tournament & fundraiser event, which will be part of the ITC series. We hope to provide a competitive environment with an emphasis on having fun with our toy soldiers. Please read our tournament pack carefully. Please enjoy the tournament and we appreciate any feedback you can provide, positive or negative!

With player consent, we will be streaming the top table on our Twitch.TV channel as well as posting the videos to our YouTube channel.

In the interest of full transparency, this event is both a tournament and a fundraiser event as noted above. 80% of the potential entry fees go straight back into player pockets in the form of prizes. 20% of proceeds (assuming we sell out) from entry fees are going into the 1 Plus Armour coffers so that we can improve the quality of content we create for everyone to enjoy, as well as to bolster the quality of our tournaments and events moving forward. The prize pool noted below is coming straight out of our pockets - if we don't get that much or more from entry fees then 1 Plus Armour doesn't get anything!

Please note that the ringer will not be paying entry into the event, and will be ineligible for prizes.

Entry Fee: $20 by PayPal to <please tweet/DM for details>. Payment at the door is also fine!

List submission is due by February 13th for a 2 point bonus on your Sportsmanship score! Details in Player's Pack linked below!

Location & Schedule:
Multizone - 140 Boulevard Gréber, Gatineau, QC J8T 6H5, Canada

February 20th

Arrival/Registration: 8h00
Game 1: 08h30-11h00
Game 2: 11h15-13h45
Lunch/Paint Voting: 13h45-14h30
Game 3: 14h30-17h00
Game 4: 17h15-19h45

Best Overall - $100 Store credit
2nd Best Overall - $60 Store Credit
Best General - $70 Store credit
2nd Best General - $40 Store credit
Best Hobbyist - $60 Store credit
2nd Best Hobbyist - $30 Store Credit
Best Sport - $40 Store credit
Last Place - A special surprise! (~$15 value)

Painting Standard:
3-colour minimum and fully built to not receive 0. See Player's Pack for details.

Army composition:
We will be using the full ITC FAQ & list building guidelines for this event. Information can be found here.

Disclaimer: This may be further modified prior to the event, please check it again as we get closer to the date.

Attendee List:
1) Nick B.
2) Jeremy M.
3) Darby C.
4) Jamie W.
5) Josh C.
7) Chris H.
8) Maxime B.
9) Rade A.
10) BJ L.
11) Matthew B.
12) Burton W.
13) Jason S.
14) Jay L.
15) Sean L.
16) Cleary M.
17) Nick C.
18) Garret L. *
19) Ian (TheGreatOne)
20) Phil I.
21) Olivier D.
22) Will P.
23) Andrew T.
24) Huy T.
25) Joe D.
26) Diogo P.

Wait List:
1) James D.
2) John C.
3) Dan P.
4) Tony C.
5) Tyler L.
6) Marty H.
7) Nicolas Belisle

Ringer: Dany D.

OTTAWA FOOD BANK DONATION DRIVE: If you can bring an item from the Ottawa Food Bank's "Food We Gratefully Accept" list, or a $2 donation, you will get 1 bonus point on Sportsmanship, as well as entry into a raffle for an Imperial Knight! More items, or more $2 donations, get you more raffle tickets! 100% of proceeds raised through this go directly to the Ottawa Food Bank!

Monday, November 16, 2015

Da Boyz GT 2015 Retrospective Part 2 - THERE CAN BE ONLY ONE (The Singles)

Logan here again, this time talking about the Singles event at Da Boyz GT 2015! If you're looking for an account of flawless victory, you may want to check out a different article, however I'd like to think I didn't do completely horribly!

As noted in the last post, this event was using it's own version of Highlander comp (no duplicate troops unless all troops were taken, no multiple Heralds, single GC/SH LoW, no battle brothers, only a single Forgeworld unit, and no formations or detachments made up for formations).

I brought a combination of Tau, Inquisition, and an Assassin:
Commander - CCN, MSS, PEN, Stim Injector, Vectored Retro-Thrusters, Iridium Battlesuit
Riptide - Ion Accelerator, Skyfire, Intercetpr
3x Crisis Suits - 2x Fusion on each, Vectored Retro-Thrusters
11x Firewarriors - Shas'ui
10x Kroot
6x Pathfinders - Shas'ui
2x Tetra - Sensor Spines
3x Broadsides - HYMP, SMS, Interceptor, 4x Missile Drones
Stormsurge - Pulse Driver Cannon, TL AFP, 4++, Skyfire, Interceptor
Aegis Defense Line - Quad Gun

Officio Assassinorum Detachment
Culexus Assassin

Inquisitorial Detachment
Ordo Xenos Inquisitor

 Round 1

My first round opponent was Sam Smith, who brought an enormous Ork horde to battle. The following picture is before his deployment was finished:

Big Mek - Warbike, Luky Stikk
Mad Dok Grotsnik
28x Boyz - Nob
29x Boyz - Nob
29x Boyz - Nob
14x Warbiker - Nob
3x Warbikers
3x Warbikers
3x Warbikers
10x Gretchin
10x Gretchin
10x Gretchin
12x Lootas

Sam had top of turn, and road forward to about halfway up the board as my Servo Skulls had denied his Scout move. From there, he opened fire with a few bike units and managed to cause both my Pathfinders and Firewarriors to flee off the board like little cowards. In exchange, I erased Zhadsnark's unit, one or two units of bikes, and brought my Stormsurge up in hopes that it could charge and stem the green tide... it didn't work. Turn 2 saw a Waagh, and my Stormsurge surrounded by Boyz and another unit of bikers... Stomp is kind of useless when you're dead before the I1 step :/ My own mistake, but it was them or the broadsides. Bottom of 2 had my Broadsides destroy a unit, and then get nailed in close combat where they held their own, but conveniently (for Sam) I forgot about my Hit & Run, so I just sat there and bit the dust the following turn.

This game ended with max points (33) for my opponent, and 0 for me... Operation submarine was well underway!

Game 2

This game I got matched up against Dan Galligan from The 13th Legion (who were giving out free beer mugs, and had a pizza party! Hell yeah, awesome!) who was running a really cool, and old-school, Nurgle Chaos Space Marines list with heavily converted vehicles that looked amazing!

Chaos Sorcerer - Terminator Armour, ML3, Spell Familiar, Force Staff
Chaos Lord - Terminator Armour, The Black Mace, Sigil of Corruption
3x Chaos Terminators - Land Raider
7x Plague Marines - Rhino
Hell Blade
3x Chaos Spawn
5x Havocs - 4x Lascannon
Unfortunately, as things tend to go, new is better than old. While we had a fun time rolling dice, and Dan was a fantastic sport, there wasn't much in the way Tau death in this game, with me only losing my Tetras to the Spawn, and Dan running out of models toward the end of turn 4.

This game marked the start of operation submarine... 33 points for me!

Game 3

As luck would have it, I was paired with another member of The 13th Legion - Steve "The Gentleman Gamer" Schlegel, with his Ork Stompa, a void shield generator, and a whole bunch of boyz! Unfortunately, it seems I did not get a picture of his army!
Big Mek - Finkin Cap, KFF
Warboss - Mega Armour, Lucky Stikk
9x Burnas
9x Tankbustas
8x Flashgitz
3x Gun Wagon
10x Boyz
10x Gretchin
Void Shield Generator - 2x Shields
 Believe it or not, that Stompa is SCARY! 72" S10 AP2 7" blast!? That's a one-way ticket to Frowntown for my Commander if he fails his cover save, LOS, or Invul... Fortunately, dice appeared to be on my side as far as that went.

Steve could have easily decided to sit back and shoot me to death while claiming the objective(s) he needed, however he made the mistake of bringing the Stompa out of the Void Shield Generator's range, which resulted in it taking 12+ hull points of damage over 2 shooting phases, effectively ending the game. Props to Steve for not laming it out, but unfortunately it was a poor tactical decision.

In an interesting twist, in this game I learned that Fortifications, buildings specifically, can hold objectives! They count as units, do not say that they are not scoring, and count as part of your army unless the opponent claims them... We spent some time going over the rulebook, as well as talking to some other folks, and we couldn't find anything to dispute this regardless of how strange it was, so I ended up walking away with 25 out of a possible 33 points.

Game 4

With the first day ending after game 3, we all went out for a steak and beers at the venue restaurant (which is also great, though pricey!), so I went into day 2 ready for some action and with high confidence.

I sit down against my opponent, Craig Bigham, see that he's running 'Nids in Highlander, and say to myself "Jackpot!". Oh boy, was I in for some fun...

10x Termagant
10x Homragaunt
12x Gargoyle
3x Shrike
1x Hive Crone
2x Carnifex
1x Toxicrene
Trygon Prime
This game could have very well gone my way if it weren't for some serious dice fail, and admittedly poor deployment by me. Craig had top of 1, and flew his Hive Tyrant over to take some potshots at my Broadsides, normally this is a bit of a waste given their 2+ save, but it wasn't this time... turn 1 saw 2 Broadsides dead from shooting, and my remaining Commander, Drones, and Broadside flee off the table in terror by rolling boxcars back to back for panic and run distance.

Things really fell apart from there, and long story short I was tabled by turn 4. The only thing worth noting is that my Stormsurge spent some time punching it out (or kicking shins) with the Trygon Prime, and over 5 rounds of combat (or 6-7 stomps) did not roll a single 6. There's a lot of talk about taking two of these guys to "stomp deathstars", but that feels like you're throwing half the points of your army on a gamble of rolling a 6, meanwhile these guys die in a matter of 1-2 turns against even a stiff breeze, let alone a proper close combat deathstar. 2 thumbs down for that approach...

This game saw another 0 for me, booo.... Craig went on to finish 4th overall! But there was an upside...

Game 4

Like any good Warhammer weekend, there needs to be at least one game against someone that is nothing but smiles, laughs, and who will share some (horrendous, American) beer with you... Mr. Max Dubois!

This game had me up against his uncharacteristically soft Chaos Space Marine/Daemons of Chaos army:

Chaos Lord - Bike, Mark of Nurgle, The Black Mace, Sigil of Corruption, Melta Bombs
Daemon Prince - ML3, Power Armour, Wings, Burning Brand, Spell Familiar
3x Terminators - Combi-plasma
10x Cultists
5x Plague Marines - 2x Melta
5x Havocs - 3x Lascannon
Herald of Nurgle - FNP, ML2, Palanquin, Greater/Lesser Reward
20x Plaguebearer
6x Plague drone
Firestorm Redoubt
Unfortunately this was another game, like the last game of the doubles, where even with insane dice there couldn't really have been a win for Max. He brought a fun list, and got a horrible table to play on (zero LOS blocking, zero ruins), and faced a terrible matchup with lots of Ignores Cover. Turn 1 saw most of his Plague Drones dead, Turn 2 took out the rest of them and the Lord, and Turn 3 finished off the Daemon Prince.

Max played the objectives where possible, and did manage to snag some points in that game. I walked away with 30, to his 5.

Closing Thoughts

I had a really good time at this event. The venue, staff, players, rooms, food, etc... was all just wonderful. Also, it was awesome to meet some of the "big names" of 40k like Greg Sparks, Nick Nanavati, and Tony Kopac (and I'm sure others, there was a lot of drinking...).

Overall,  I finished 41st on battle points (48th overall, if I remember correctly), out of 98 players. I'm definitely disappointed with the result, but I learned a huge amount, so I'm hoping to do better at my next event!

Really, the only negative thing I have to say is that the comp was really not conducive to the "casual and/or fun" atmosphere I think they (DaBoyz staff) were hoping for, and I believe, are known for. It was also extremely strange to be an ITC ranked event, that did not use any form of the ITC FAQ or missions in addition to the Highlander format. These are pretty minor things though, and really did not detract from my enjoyment of the event at all.

I'll be back next year for sure, I just hope they don't opt for Highlander again, but go for something a bit more mainstream... like ITC ;)

Monday, November 9, 2015

Da Boyz GT 2015 Retrospective Part 1 - The Doubles

Hi Everyone,

Logan from 1 Plus Armour reporting in, just returned from the Da Boyz GT in Canandaigua, NY! I attended this event with several friends and clubmates from CanHammer and the Canadian ETC team and we had a great time.

There were two main events that we attended for - 40k doubles, and 40k singles. The doubles event was largely un-comped, other than only allowing a single Forgeworld unit and single Gargantuan/Superheavy Lord of War per team. The singles event was using Da Boyz's own flavour of Highlander comp (duplicate troops allowed if all troops options are taken, no Battle Brothers, only 1 Forgeworld unit, and no formations or detachments composed of formations).

First things first - the Venue. 

This was hosted at the Bristol Harbour Resort, which has an absolutely spectacular, both from the rooms, but also from the tournament hall(s).

The rooms were a very short walk from the hall (maybe a minute), and were also wonderful. Tons of space, which is great if you want to cram 5-6 people into one, and completely spotless and well maintained.

Let's talk about the Doubles. 

The doubles event was on the Friday, with the singles on the following Saturday/Sunday, and it consisted of 3 2h30 minute rounds. As outlined briefly above, there was little comp for this (notably no comp on D or Invisibility), and past that the main requirement was just that both players must take a CAD.

I was running a Tau CAD with an Inquisitorial Detachment for those wonderful Servo Skulls, and my partner was running an Eldar CAD;
Commander - CCN, MSS, PEN, Stim Injector, Iridium Suit
Riptide - Ion Accelerator, TL Fusion, Stim Injector, Interceptor
Riptide - Heavy Burst Cannon, SMS, Skyfire, Interceptor
6x Firewarriors
10x Kroot
3x Broadsides - HYMP, SMS, Interceptor, 3x Missile Drones

Inquisitorial Detachment
Ordo Xenos Inquisitor - 3x Servo Skulls

Eldar CAD
Farseer Skyrunner - Spiritstone of Anath'lan
5x Wraithguard
3x Windriders - Warlock, 3x Scatter Lasers
3x Windriders - 3x Scatter Lasters
Vaul's Wrath Support Battery - Warlock, 3x D-Cannon
Wraithknight - 2x Heavy Wraithcannons
Unfortunately, I do not have lists for my opponents in the Doubles, so I will have to go from memory.

Round 1

Our first round was against a similar list, on a team headed by Chris Lehsten from New York:
Buff Commander
Riptide - Burst Cannon/SMS
3x 12 Fire Warriors
3x Broadsides - HYMP, SMS
Farseer Skyrunner
5x Rangers
5x Windriders - Scatter Lasers
5x Windriders - Scatter Lasers
3x Hornets - Pulse Lasers
Things went downhill pretty fast for Chris' team, unfortunately, with us having bottom of turn and being able to very effectively counter-deploy. The end of turn 1 saw Chris' team's Hornets destroyed, a unit of Fire Warriors run off the table due to a failed morale test, and things continued from there for the rest of the game. Chris' team ended up with no models remaining on the table at the end of turn 4. We walked away getting max points of 35.

Round 2

Our second round pitted us against Lewis Stolburg from Pennsylvania who was running solo as his teammate had missed his train and was unable to attend the event. Lewis was running a list that, on paper at least, does not seem extremely scary, but translates in an extreme style of attrition in gameplay through a combination of Eldar, Harlequins, and Dark Eldar:
Farseer Skyrunner
3x Windriders - Scatter Lasers
3x Windriders - Scatter Lasers
5x Warp Spiders
Death Jester
2x Venoms
5x Grotesques
The Harlequins were part of The Heroes' Path formation, so they all had Stealth, Shrouded, and Infiltrate. Talk about target saturation with this much shooting! Because of the mission, our Wraithknight started in Reserves, which wouldn't be a bad thing normally, but the dice gods are a fickle bunch... Turn 1 saw a Riptide brought down to 1 wound, 1 dead Broadside, 2 dead Missile Drones, and the Commander down to 2 wounds! From there, our Wraithknight came on turn 2, fired two D shots into Lewis' Wraithknight and did a whopping 1 wound! We were able to pop the Raider full of Grostesques and the Archon, which was then charged by a Riptide in hopes of finishing the remaining Grotesque and Archon (after further shooting), however this ended up with the Riptide being stuck in combat for 3 rounds. Toward the end of the game, there was a slap fight between the Wraithknights, with both of them killing each other at the same time despite our's having a 3W advantage at the start of combat. Mercifully, this game ended on Turn 5, and we walked away with 16 points out of a possible 35.

Lewis went on to place 6th (in battle points) in the Singles. Definitely a strong player!

Round 3

Our final game was against a double Nid list that I'm still pretty sure was designed to just frustrate anyone who played against it! This team was led by Jason Hager from New York, and consisted of more floating balls than you can shake a stick at...
4x Flyrant
3x Lictors
Literally over 9000 Spore Mines, Sporocysts, and whatever the other spore things are... not really, but had to have been close to 40.
2x Mawloc
Things unfortunately got off to a bit of a bad start on this game, and I feel a bit bad about it... Jason's partner had explained to us how the Sporocysts work (at least in this formation), and unfortunately gave us the wrong information which led to us flubbing part of our first turn by doing the opposite of what we should have done. They were great sports about it and decided to play it as they had described rather than RAW. Past that, turn 1 saw a Flyrant taken down to 1 wound, and a unit of Firewarriors killed. Turn 2 saw two dead Flyrants and another at 1W remaining, with a lot of ground left for the 'nids to cover to get into combat.

Jason and his partner didn't really want to proceed at this point, and knew they were walking into a bad match to begin with, and decided to call it a night (for booze and board games!) going into Turn 3. Will and I walked away with 35 points.

Jason's partner, I believe, was Brian Horton, who went on to place 15th in battle points in Singles.

Overall Results and Thoughts for Doubles

Will and I took home a healthy 4th place overall in the Doubles. 1st place went to Chris Pelletier's team, 2nd place to Ricky & Riley (Ontario guys), and 3rd place to Nick Nanavati.

The doubles format was a lot of fun, the scenarios were interesting, and overall we had a great time. The only thing that was a bit off with it was that the Best General award (usually given to highest battle points, but not counting sportsmanship/painting), was awarded to the person that had achieved the most kill points over the event and ended up going to the team in 6th place. An odd choice, and it would have been good to know ahead of time, but oh well.

Stay tuned for part 2, which will talk about the Singles event!

Wednesday, September 9, 2015

Powerfists & Psykers 2! Our next 40k event

Brief Introduction:
Welcome to an FDB and 1 Plus Armour co-hosted 40k tournament & fundraiser event. We hope to provide a competitive environment with an emphasis on having fun with our toy soldiers. Please read our tournament pack carefully. Please enjoy the tournament and we appreciate any feedback you can provide, positive or negative!

We will be recording the top table (with player agreement of course) to feature on our YouTube channel. We will invite one/both of the players to join us in Skype to do a voiceover on the video (sped up) to be featured as a guest battle report!

In the interest of full transparency, this event is both a tournament and a fundraiser event as noted above. 75% of the potential entry fees go straight back into player pockets in the form of prizes. 25% of proceeds (assuming we sell out) from entry fees are going into the 1 Plus Armour coffers so that we can improve the quality of content we create for everyone to enjoy, as well as to bolster the quality of our tournaments and events moving forward. The prize pool noted below is coming straight out of our pockets - if we don't get that much or more from entry fees then 1 Plus Armour doesn't get anything!

Scenarios have been revised since P&P and CCBB to address some of the issues brought up with secondary objectives. Relic and Emperor's Will have been removed entirely and replaced with new scenarios. The scenarios, scoring, etc... is outlined in the Player's Pack linked below.

Please note that the TOs will be paying full entry price and playing in this event as well. It's our feeling that at an event this small there's no explicit need to have full time TOs.

Entry Fee: $20 by PayPal to logan.maclaren@gmail.com.

List submission is due by Nov 15th or 2 points will be deducted from overall score! Details in Player's Pack linked below!

Location & Schedule:
Multizone - 140 Boulevard Gréber, Gatineau, QC J8T 6H5, Canada

November 21st

Arrival/Registration: 8h30
Game 1: 9h00-11h15
Game 2: 11h30-13h45
Lunch/Paint Voting: 13h45-14h30
Game 3: 14h30-16h45
Game 4: 17h00-19h15

Best Overall - $90 FDB credit
Best General - $70 FDB credit
Best Painted - $70 FDB credit
Draw Prizes - 4x $15 FDB credit (Best overall/general/painted are not eligible to receive this)
Last Place - A special surprise! (~$10 value item)

Painting Standard:
Paint scoring will be judged and the rubric are in the Player's Pack.

Army composition:

We will be using the full ITC FAQ & list building guidelines for this event. Information can be found here.



Since there has been a lot of buzz about the new Coordinated Firepower ability of the Hunter Contingent, we've opted to rule it as follows (unless ITC releases a FAQ update that rules otherwise):

"When using the Coordinated Firepower ability from the Hunter Contingent, all shots/weapons from all units involved must be declared at the same time (but each weapon is rolled individually as usual). Given that these are treated as being part of the same unit for the purposes of the Coordinated Firepower, any special rules will confer specifically for the scope of the attacks on the designated target.

Under no circumstance will the special rules confer to weapons fired at targets other than the designated target for Coordinated Firepower (i.e. split fire, gargantuan creatures firing at different targets, etc...)."

We feel that this is the best fit in terms of both RAW and RAI, while removing the major abuse that is possible when looking at it purely from a RAW perspective. We also feel that this helps provide Tau with a fighting chance against some of the more brutal deathstars that are currently dominating competitive play, while doing very little to affect their (already quite good) ability to deal with MSU.

Sunday, August 30, 2015

"Capital City Bloodbath Recap" or "How I learned to stop worrying and love the Librarius Conclave"

CCBB is done! I had an absolute blast this year. 6 great opponents (our of 34 attendees for 40k), 3 of whom were from outside of the Ottawa area. 6 great games resulting in 4 wins and 2 losses!

I'll preface the usual good/bad/ugly with a note that I'm only speaking about the 40k side of the event (which I helped TO/create scenarios for). There was also an Age of Sigmar event that sadly only pulled 10 players, and apparently was lots of fun, but I have no insight on it. Another disclaimer, I am writing this purely from my opinion - this does not reflect that of CCBB staff/sponsors/etc... in any form.


The Good

- The venue was incredible! I didn't think it would be possible to have a step up from last year's event, but it was. There was 6ft of space between each table, and 3/4 of the venue was still empty (un-needed), AC was great, the catering was excellent, and the accessibility was wonderful.

- The tables were excellent. There was tons of terrain, very little ambiguity about where pieces started/ended (partially in thanks to the player's pack clarifications). and sometimes several LOS blocking pieces of terrain. 

- The comp.We opted to go with ITC comp, and it seemed to help quite a bit. There were definitely some armies that were just flatout better than others, but even then there was a great spread. Top 8 consisted of 7 separate factions with the only duplicate being Daemons, and the two Daemons lists were wildly different!

- The garage sale. There was a gamer garage sale run at the event where attendees (or anyone) could drop off stuff on day 1, and sell it on day 2 with a 10% commission. There were some amazing deals to be found, and people seemed really happy with it. I got a good pull of some Chaos Space Marine stuff!

The Bad

- The paint scoring rubric. Looking over it, I do not believe it was poorly conceived, however I think it should have been communicated out to players in advance of the event more clearly communicated and should perhaps be broken down into more detail like ND Open does (though perhaps not quite as harshly marked).

- The schedule. This is a very personal gripe, but I'm really getting to the point that I don't so much enjoy 4 games in a single day. If it's a 6 game event I'd prefer a 3/3 split, or go for a 5 game event with a 3/2 split. This isn't everyone's opinion, and it was done so out of towners could get home at a reasonable time on Sunday, but it's just not my cup of tea.

The Ugly

- The scenarios. This one is on me. We fixed a lot of the issues that were brought up at Powerfists & Psykers which was very helpful, however the more I play the scenarios (ITC, or our versions) the less I like them. There's so much that rides on the secondary maelstrom missions that it can be a game changer from just a single dice roll. If we're going to continue with this style, they need to be changed to be dramatically more obtainable, as there were some objectives that were practically impossible to achieve unless you were nearly tabling your opponent.

- The scoring. This one is also on me. The scenario scoring (which went entirely without issue I will note!) got a lot of complaints about being a bit too lax. For example, the maximum point spread you could get when losing entirely was 13 for the victor and 4 for the loser. We wanted to discourage people from giving up after 1 or 2 losses, but instead it worked out to some strange results like someone getting Best General after getting minimum points for 2 games (and crushing the others). We'll need to tweak this moving forward, but honestly we'll likely change out the scenarios entirely so it won't be a problem.


Bottom line here is that the event ran super smoothly, the staff and attendees were awesome, there were no major issues (or really anything past some rules disputes that the TOs were able to settle), and out of 34 people only a single person got a single sports hit! We're a friendly bunch in eastern Ontario!

Huge shoutouts to Andrew (1PlusArmour), Chris (CanHammer), Jason, and all others involved for running a spectacular event! I can't wait for the next one!

Oh, and in reference to the title, 2 of the top 8 lists were running Librarius Conclave, and it's power was felt to full effect by everyone except the even crazier Daemons army that got 1st. No one ran a Culexus Assassin... maybe I'll work that in for next year ;)

Be sure to check out our photo gallery of the event, too!

- Logan (@1PlusLogan)

Thursday, July 2, 2015

Post-Mortem on our First 40K Event

So here we are, a week or so after our first 40k event. I've had some time to sit back and think about how things went, what was good, what was bad, and what we can change.

First off, I'd like to thank everyone who came out, and a very special thanks to everyone who sent in questions (no matter how many!) about the scenarios/rules/FAQ/etc...! It was awesome to see the community support on this, both in filling the event in effectively a single day, and in the actual attendance of the event. We were originally looking at 16 people, bumped to 18, then bumped to 20 with a waiting list of 4 people, and ended with a 20 man event with me as the ringer. In a city with as small a community as ours this was fantastic to see.

With that out of the way, let's do the good, the bad, and the ugly.


The Good

- I feel that the venue was solid. We were close by to food, had lots of parking (albeit on the street). Our hosts, FDB, also marked all GW merch at 15% off for tourney attendees which was pretty spectacular. It was pretty easy to get between tables, there was ample room to store bags, armies, etc... under tables. Lastly, for the most part, the AC worked pretty well...

- This one is a bit biased, but I feel that the prize support went pretty well. We added more prizes thanks to community feedback as well as doing draw prizes, etc... and ensured that at least 7 of the attendees were walking away with at least their entry fee in prizes. We also got a cut of the entry fees as was noted, since this was a fundraiser after all, and that was definitely a big help to us... more on that later.

The Bad

- The scoring system. We had not anticipated the number of clean sweeps we would see each round. In fact in one round we saw an even split with half of the players getting 15 points or more (out of a possible 20), and half getting a score of 5 or lower (with a minimum of 2 possible). We are addressing this for CCBB by crunching this to a 13:4 score range instead of 20:2 to be less punitive on losing players, and to prevent run-away scores after the first 2-3 rounds.

- The (paint) scoring system. Long story short, people didn't read the player's pack and paint scoring was totally FUBAR as a result. We didn't really have the time or energy to correct these every single round or debate it with players. We awarded Best Painted based on popular vote instead of the scoring due to these issues. At future events we'll be doing judged painting over lunch for scoring, and Best Painted by popular vote out of the top X (probably 5) scored armies.

- (Some of) the tables. When we had originally looked at doing a 16 person event we knew that the tables would all be solid. When we went to 18 we had some concerns, and when we hit 20 we found out we actually had an issue. Overall, I think everything worked out (and feedback has said that we did pretty well!) but we had at least one table that we were very unhappy with. To this end we'll actually be looking at capping future events at 16 or 18 attendees unless we can secure some other tables for use. This will not be a concern at CCBB as the terrain/tables are being provided by a totally different group.

The Ugly

- Prizes... I said we'd be back on this. I'll admit it, I said it in our thread on Game Summit and I'll say it here, we fucked up big. We ended up awarding Best General to the wrong person. A player had written down the scores backwards on one of their sheets and it resulted in us awarding 2 points to someone in round 4 instead of awarding them 20 points, and this was not noticed until after prizes were awarded. To correct this we have contacted the person who should have won Best General and will be compensating them (in cash) the full amount that they should have been awarded. We'll be requiring player signatures on scoring sheets in the future to ensure that this doesn't happen again.


Outside of that, we've gotten feedback on the scenarios and will be doing a bit of tweaking before CCBB, but don't expect a complete overhaul. We may go in a different direction after CCBB or we may not. We understand that Maelstrom (in any form) is not for everyone, but honestly it's impossible to cater to everyone so we've gotta do what we've gotta do.

If you've got any feedback about our event, have questions about it, etc... please get in touch with us on Facebook, Twitter, or by email.

- Logan

Sunday, May 24, 2015

Powerfists & Psykers - 1850pt Warhammer 40k - June 28th

As you may have noticed on our YouTube channel, we are publishing content for games other than just Warhammer Fantasy despite it being our main passion and focus! To this end, and thanks to our involvement with CanHammer we will be hosting a Warhammer 40,000 tournament at FDB in Gatineau, QC as a primer and fundraiser leading up to Capital City Bloodbath in August!

This event is a proud member of the 2015 ITC Circuit!

Brief Introduction:
Welcome to a FDB and 1 Plus Armour co-hosted 20-man 40k tournament & fundraiser event. We hope to provide a competitive environment with an emphasis on having fun with our toy soldiers. Please read our tournament pack carefully. This is an opportunity to practice before the real challenge coming up Capital City Bloodbath in August. Please enjoy the tournament and we appreciate any feedback you can provide, positive or negative!

Entry Fee: $15 by PayPal to daigle.dany@hotmail.com

List submission is due by June 15th or 5 points will be deducted from overall score! Details in Player's Pack!

Location & Schedule:
Frere de bataille 114 boul. St-Raymond 2nd floor Gatineau: 28 June 2015 9h00 dice roll

Arrival/Registration: 8h30
Game 1: 9h00-11h15
Game 2: 11h30-13h45
Lunch/Paint Voting: 13h45-14h30
Game 3: 14h30-16h45
Game 4: 17h00-19h15

Best Overall - $70 FDB credit
Best General - $50 FDB credit
Best Painted - $50 FDB credit
Draw Prize - 3x $15 FDB credit (Best overall/general/painted are not eligible to receive this)
Last Place - A special surprise! (~$10 value item)

Painting Standard:
3-Colour minimum on 25% of the models. Should be easy to hit, we just want to avoid bare plastic armies.

Army composition:


Battle Forged armies, only. No Unbound lists.

An army may be built using up to three Detachments.
- An army may not have a duplicate of any Detachment.
- Note: This includes “Decurion Style” Detachments which are comprised of multiple datasheets and Formations. They may not take duplicate Formations within the Detachment, although they make take duplicate Data Slate units within the Detachment if permitted to do so.
- An allied Detachment may be the same faction as the Primary Detachment.
- A Detachment may not be included in an army if it is Come the Apocalypse allies with another Detachment in the army.

All current source material is allowed, including GW Codexes, Data Slates, Formations, and current Forge World units and army lists which are listed below. Please note, Experimental and Horus Heresy/30K Forge World units are not allowed.
- Army lists in Imperial Armor 14: The Siege of Vraks: The Death Korps of Krieg and Renegades of Vraks
- Army lists in Imperial Armor 13: War Machines of the Lost and the Damned: Renegades and Heretics
- Reference our Imperial Armor Unit Index for the most recent rules for Forge World units.

Regardless of Detachments, no more than 1 Fortification may be taken.
- Rules are sourced from Stronghold Assault.
- Fortification Networks are NOT permitted.
- Aquila Strongpoint (and variations) are NOT permitted.

Non-Character Lords of War are NOT permitted.

Superheavies/Gargantuan Creatures are NOT permitted. This includes Imperial Knights.

The new Space Marine book (if released) will not be used for this event. Please use the 6th edition book to build your list(s).

Full details & Player's Pack @ https://docs.google.com/document/d/1i2k5CNWo3zs6dzJEkrJCb5-ODS99DPoU9CNyWbWvb-Q

Note that this event is currently sold-out! If you are interested in getting on the waiting list, please contact us at 1plusarmour@gmail.com!

Thursday, April 2, 2015

Announcement: Partnership with Frontline Gaming

We are proud to announce that we are now partnered with Frontline Gaming! Shoutouts to Reece, Frankie, and co. for their awesome business and their support of our channel.

Keep your eyes open for some of the new FAT Mats in our videos over the next few months as well as our presence at some of their events (BAO/LVO) in the future!

We are all truly looking forward to working with FLG to push both 1 Plus Armour and Frontline Gaming's web presence and content production to new levels!

For any who do not know Frontline Gaming - they run a store out in California, are the creators and proprietors of the FAT Mat, creators of the ITC tournament circuit, and are the masterminds behind the Bay Area Open and Las Vegas Open events.

- The 1 Plus Armour team

Our ETC cards!

With the Canhammer team tournament coming up, we've prepared our player cards. Here they are!

Tuesday, March 31, 2015

Our Canhammer Team Tournament Lists!

The CanHammer Team Tournament is coming up in 2 weeks. Lists were due in today. Here they are!

Logan, 1 Plus Armour, Warriors of Chaos

520 Daemon Prince: General, Level 4, Lore of Slaanesh, Daemon of Slaanesh, Chaos Armour, Daemonic Flight, Chaos Familiar, Scaled Skin, Soul Feeder, Charmed Shield, Dragonbane Gem, Sword of Striking

269 Exalted Hero on Daemonic Mount: Battle Standard Bearer, Mark of Tzeentch, Barding, Poisonous Slime, Halberd, Shield, Potion of Speed, Talisman of Preservation

115 Chaos Chariot: Mark of Slaanesh

115 Chaos Chariot: Mark of Slaanesh

385 20 Chaos Warriors: Mark of Tzeentch, Full Command, Standard of Discipline, Shields

445 5 Skullcrushers of Khorne: Musician, Standard Bearer, War Banner, Ensorcelled Weapons

275 Chimera: Flaming Breath, Regeneration

275 Chimera: Flaming Breath, Regeneration

Total: 2,399

Nick, 1 Plus Armour, High Elves

320 Loremaster of Hoeth: Level 2, Book of Hoeth, Sword of Might, Shield of the Merwyrm

290 Archmage: Level 4, Lore of High Magic, Dispel Scroll, Talisman of Preservation

150 Noble: Battle Standard Bearer, Ogre Blade, Enchanted Shield, Dragon Armour

398 16 Silver Helms: Full Command, Shields

105 5 Ellyrian Reavers: Musician, Bows

105 5 Ellyrian Reavers: Musician, Bows

450 25 Phoenix Guard: Full Command, Razor Standard

240 Frostheart Phoenix

240 Frostheart Phoenix

50 Great Eagle

50 Great Eagle

Total: 2,398

Andrew, 1 Plus Armour, Chaos Dwarves

390 Sorcerer-Prophet: Level 4, Lore of Hashut, The Mask of the Furnace, Dispel Scroll

205 Infernal Castellan: Battle Standard Bearer, Talisman of Endurance, Enchanted Shield, Ironcurse Icon, Black Hammer of Hashut

155 Daemonsmith Sorcerer: Level 2, Lore of Metal, Ruby Ring of Ruin

58 Hobgoblin Khan on Giant Wolf: Light Armour, Spear

58 Hobgoblin Khan on Giant Wolf: Light Armour, Spear

403 28 Chaos Dwarf Infernal Guard: Full Command, War Banner

394 21 Chaos Dwarf Infernal Guard: Full Command, Pistol, Great Weapons, Razor Standard

310 Iron Daemon War Engine: Hellbound

210 Hellcannon

210 Hellcannon

Total: 2,393

Dany, 1 Plus Armour, Vampire Counts

511 Vampire Lord: Level 4, Lore of Vampires, Red Fury, Quickblood, Sword of Striking, Enchanted Shield, Scroll of Shielding, Talisman of Preservation, Potion of Strength

165 Wight King: Battle Standard Bearer, Nightshroud, Seed of Rebirth, Great Weapon

90 Necromancer: Level 1, Lore of Vampires, Dispel Scroll

240 39 Skeleton Warriors: Full Command, Banner of Swiftness

140 45 Zombie Horde: Standard Bearer

140 45 Zombie Horde: Standard Bearer

40 5 Dire Wolves

40 5 Dire Wolves

304 8 Crypt Horrors

240 3 Morghast Harbingers

45 Spirit Host

225 Terrorgheist

220 Mortis Engine

Total: 2,400

This event is using ETC comp, so the lists reflect that. After having seen some of the other lists, I think we're in for a very fun event!

Thursday, March 12, 2015

ND Open VII - Nick's perspective - End of Day 2 and Wrap Up

I won't lie and say I wasn't a little down leaving game 5 and going into the final game of tournament. There was no chance of me winning the tournament or winning the little internal competition that Logan, Dany and myself were having. I can't remember exactly where everyone was going into game 6 by I do know that I was trailing behind them.

Game 6 - Lizards vs Undead Legions

Still, I decided I was going to have fun and walked up to the next table. My next opponent was extremely polite and cheerful... unlike his army. Walking up and seeing his army I thought, hands down, I will get massacred. He was running Undead Legions, here's a run down of his list:

- Manfred Mortarch from the End Times: Nagash book
- Strigoi Ghoul King
- Vampire hero
- 30-40 zombie block
- 20 zombie block
- 2-3 units of dire wolves
- 10 Skeleton Archers
- 10 Skeleton Archers
- 2 terrorgheists
- Casket of Souls

The reason I thought I was going to be massacred was that I did not have too much to deal with the terrorgheists, particularly since they can follow Mannfred around and reliably march 20 inches a turn screaming away all my important characters. Without long range shooting, or good magic missiles this was going to be difficult, never mind taking care of Mannfred and the handful of other vampires in the list. Oh well, let's get 'er done.

My basic deployment strategy was to keep a tight deployment so that everyone's benefits from the Slann's leadership but also spread out enough so he may feel threatened by the poison and be somewhat timid with his terrorgheists. It worked somewhat. He ended deploying a heavy flank with his vamp bunker, Mannfred, one terrorgheist to my right, while the smaller zombie unit, some dogs, the casket and the other terrorgheist to my left. Up until this point in the tournament my ripperdactyls have been significantly under performing and I didn't expect that to change this game. I didn't quite know yet what I wanted to threaten with them so I placed them roughly mid-board so that I could maximize my options. Once deployment was finished I threw a toad on the terrorgheist to my left, explained what it did to my opponent, and hoped that this would scare him and make him timid with him. We made a couple of vanguards including moving my Ripperdactyls up and my terradons, shook hands and rolled for turn 1.

My opponent got the first turn. To my right he was eager to get in, start screaming and death magic the crap out of me. To my left, and my surprise, he moved his second terrorgheist back slightly concerned about the ripperdactyls. I guess my plan worked. The remainder of his turn was a little uneventful and we continued on. My turn 1 came and I measured the distance between my Ripperdactyls and his terrorgheist. No charge there. I inched them up slightly but made sure to keep some skinks around just in case he decided to spring forward and engage. My scar-vet on my far left flank moved up and it was his turn to clear some chaff. Seeing as this was the last game in the tournament, I had the "go big or go home" mentality and pushed the Temple Guard as far as I could towards his vamp bunker with the saurus not far behind and the cavalry right next to them on the right. Magic did not accomplish much for me.

Turn 2, Mannfred and Terrorgheist were doing a good job of murdering skinks and a scar-vet on my right. I had thrown him out far to the right to at least keep Mannfred and the Terrorgheist away for a bit. Magic came and gone without much to remember. The skeleton archers brought down one my Rippers, damn. My turn 2 came and I measured the distance between the Ripperdactyls and the Terrorgheist to my left. It's now or never. I needed a 10 or 11 inches and rolled it! The Ripperdactyls made it in. I pushed my scar vet on my left forward so that if the Rippers don't succeed in killing the Terrogheist, he'll be able to charge next turn. I continued to push my blocks and what was left of my cav and my old-blood towards the vampires unit (Old-blood wasn't a part of the cav unit... I have no idea why in hindsight). I totally anticipated a charge from his vamp bus into my Temple Guard. Magic came and went, nothing too memorable. I casted some spells to return wounds on characters. In the combat phase I was lucky enough to rull just enough wounds on the Terrogheist, and for him to miss all of his attacks to pop it in one turn! My rippers over-ran off the table.

His turn 3 he surprised me and charged his vamp bus into the cold-one unit. They are going to have a baaaaad time I thought. I thought though if for some reason the Old-Ones grace me and allow the cav to live I could counter-charge with the templeguard and old-blood into the flank of the bus. Combat came and luckily 2 saurus cold-one riders lived and passed their break test. Mannfred and Terrorgheist made short work of the scar-vet to my right, and were clearing skinks away, whom were desperately trying to poison Mannfred.

The big turning point in the game was the counter charge of the temple guard and the old-blood into the vamp bus unit. The Strigoi had the potion of strength that my opponent later on realized he forgot to use, which meant my Old-blood was able to kill the vampire fairly easily. With the vampire gone it didn't take long for the unit to be wiped. This also meant that when I destroyed the rest of the unit in his next turn I could reform and charge my temple guard into the terrogheist (whom had flown nearby to attempt to scream the old-blood) and the Old-Blood into Mannfred who fluffed his attacks and got stuck with a unit of skinks he charged a turn earlier. While all this is happening the casket manages to wipe my last scar-vet but the returning ripperdactyls destroyed the casket and blowing themselves up haha!

After all was said and done the Lizards took home 26 points and the Undead Legions 4. My no-holds barred pushed towards him paid off, but my opponent did suffer some poor luck near the end. Particularly when Mannfred did not succeed in breaking a unit of skinks that needed a leadership test on 4. Logan pointed out afterwards that with the BSB nearby the chances of succeeding that are 58%, so I guess it wasn't totally unrealistic.

I finished my last game with 26 points and the tournament with 102. Overall I was 21/58, and in battle I was 15-16/58. Logan and Dany had some bad luck in their last games which meant I was able to squeak to the top of our group beating them out by about 1-1.5 points, yay haha!

ND Open VII Review 

The ND Open was a fantasic event. If they had pre-registration that day for the one in a year from now I would have definitely ponied up the money. The prize support was outstanding, the organization was impeccable, location fantastic, etc. Ultimately, the boyz and I had a ton of fun! These are same guys that run Chaos Ludik every year and they hit it out of the park every time. A big thanks to Dom and Steve, and the rest of their crew for a fantastic event. I don't have any major gripes but here would be my suggestions for improvement, that in no way prevented me from having a fantastic time:

Areas for improvement:

1. The gaming room was a little tight. There was some empty space in adjacent areas that could have been used for a couple of tables, which might have reduced a bit of the congestion that occurred at times between rounds. 

2. Too many announcements. With all the people the room was already loud enough, and I spent the better part of the tournament at tables that were right next to the speakers in the room. Often announcements would blare through the speakers and in a tournament like this you are already battling headaches in the later rounds. Most of these announcements were for time, or to call people over. Perhaps a timer on the projector, and manually looking for individuals would be better since the noise pollution is already high. This may not be an issue for most, but I'm particularly sensitive to noise (I'm a wimp, ha!).

3. The food was delicious day 1 with a club and fried. Day 2 was pizza and a pile of more fries. Most gamers may not have any complaints about this, but a something green wouldn't have hurt, especially for people who traveled their and may have had their fill of road food.

4. The scenarios were excellent, except, for me, the one I mentioned in game 5 where an opponent can steal the initiative and be granted a major advantage before the game even starts. With this type I would suggest either to move to alternate deployment, or just remove the chance to steal the first turn. 

As you can see I don't have much ill to say about the ND Open. It was a fantastic tournament all around. I will be definitely going back next year. This time; however, my eye will be on #1!

Thanks for reading,


Tuesday, March 10, 2015

ND Open VII - Nick's perspective - Day 2

Day 2 at the ND Open - Nick's Perspective

7am came early on day 2. The boyz and I got up, got ready and were quickly out the door. We made our way to the military base in Valcartier, Quebec where the tournament was hosted and grabbed some breakfast at the mess. Not long after we were facing our opponents for round 5.

Game 5 - Lizards vs Chaos Dwarfs

I walked up the game 5 table and met my next opponent. He was running a Chaos Dwarfs list that seemed pretty standard to me, but, admittedly, I don't have much experience with them, despite Andrew having them as an army. Here's a breakdown, from memory, of the Chaos Dwarf list:

- Sorcerer Prophet - Death - Flying Carpet
- Deamonsmith Sorcerer
- Infernal Castellan - BSB
- Hobgoblin Khan
- 20-25 Infernal Guard - Blunderbuss - Command
- 20ish Hobgoblin archers
- 3 Bull Centaurs
- Magma Cannon
- Deathshrieker Rocket Launcher
- Hellcannon
- K'Dai Destroyer

I must admit that if I had to classify one game as bordering on the non-enjoyable side at the ND open, this would have been the one. This is for a couple of reasons, I'll get to them later.

This is one of the few scenarios which I had some issues with. The deployment zones were separated by a diagonal line from one corner of the table to the other. Approximately 25 inches separated the two different zones. Objectives were placed as shown in the following diagram (image stolen from the ND open VII player's pack) : 

As part of the scenario the player who rolled highest before deployment had to deploy their whole army first, then the other player got to deploy theirs. Prior to the game beginning if the player who deployed rolls a 6 they were able to "steal the initiative". Here's my problem with this scenario. First, deploying the whole army first effectively allows for your opponent to pick and choose the likely match-ups to happen during the game. A player can mitigate the advantage this would offer by planning their deployment appropriately in a cohesive, planned battleline rather than a typical rock-paper-scissors deployment strategy that often happens during a alternate deployment scenario. The problem I have is that the player who was able to optimize their deployment now has a chance, albeit slim, to double-up on their advantage before any unit has even moved yet. Of course, I'm complaining about it, because it happened to me. The die came up a 6. This put the major advantage to my opponent. Of course, there was nothing I could do here to change the outcome so all I had to do was change my plan. Unfortunately, this wasn't the worst part of the game.

The game started pretty standard. I pushed my Temple Guard towards his artillery and his infernal guard guarding them. I kept most of my units within the Slann's 12" bubble given the hell cannon facing across from me. I figured the most I could do was to push towards my opponent and hope to not take too much damage getting there. Despite the disappointing beginning with the stolen turn, I still had some aces up my sleeve. I charged the K'Dai destroyer early in the game, turn 2, with both of my scar-vets because of their flaming ward. I don't know much about Chaos Dwarfs, but I do know that the K'Dai is something that I don't want hitting my units. Of course, poor luck continued and one of the Scar-Vets rolled double 1's on their ward vs the monster. Later, I also charged the Bull Centaurs with my Ripperdactyl Riders. This is where some of the questionable moments began. I asked my opponent the stats of the centaurs and understood S5 T4, but their stats are S4 T5. This would have changed my plan. Of course, it is possible that I misunderstood so I shrugged it off and continued to play the game. 

The interesting points of the game continued. Mid-game, a turn before my temple guard charged his infernal guard, I threw 4 or 5 dice at Flesh to Stone on my remaining Scar-Vet fighting the K'Dai to keep him alive. I miscasted. I threw one die at my throne of vines, a four came up to ignore the result and I continued on... except my opponent has issues with it. My opponent protested and claimed that he had dispelled Throne of Vines the previous turn. I did not recall this at all. I still had the card sitting next to my unit, and I always pull the card when the spell is gone. Not wanting to argue, I rolled the result and 11 Temple Guard were unfortunate victims of this misunderstanding. 

Seeing that I was unlikely to win this game on victory points I began my move towards the objective on my right flank. The objectives were that for each turn you held one or both you scored 1 or 2 points. At the end of the game the difference between this score translated into the objective points. Therefore, my terradons started their way and nabbed the first objective. I declared this to my opponent and scored myself one. At that same time, my opponent then indicated that his Bull Centaurs had been holding the left objective since the beginning of the game. At turn 3-4, this was a surprising revelation. Certainly, if he controlled an objective it was up to him to announce it, make necessary measurements at the time, then score it. Up until this point who was to say if his unit was in range, particularly since some adjustments to units movement were made, and the unit had pursued my fleeing Ripperdactyls. Of course, in the spirit of being a good sport I compromised and agreed that he could score the last two turns. This again came up at the end of the game when my opponent wanted to score objectives during each of our turns, this would have given him the advantage. We called a TO and they ruled in favour of my interpretation. 

Most of the remainder of the game my opponent pondered his few moves far too long in my opinion. Perhaps the near-argumentative nature of the game had stalled it and we had only reached turn 4. This, in turn, meant that when I took the upper hand turn 4 I wasn't able to capitalize on my hard-earned army superiority, having now effectively eliminated most of his warmachines, his BSB and his Infernal Guard unit, and with one wound left to pull off the K'Dai. Alas, it was not to be and we ran out of time. Moreover, given the failed attempt at his Bull Centaurs early in the game, he was able to rack up objective points virtually un-opposed. 

The final straw in the game happened near the very end. Around turn 4 my opponent moved his hobgoblin khan to, what appeared to be, the closest he could to my saurus unit on my left flank to re-direct and prevent their charge into the bull centaurs. No problem, I do the same thing with skinks. The next turn, seeing as I need to rack up points I decided to declare a charge. He elected to flee. I stated that his Hobgoblin looks to be about 1 inch away (since that was the distance he intended) and that should he choose to flee if I roll my dice and add 3 inches (the movement of my saurus minus the distance that separated them) that I would catch his khan. He agreed and rolled. He rolled a 10 and I rolled a 7, and said great my saurus will over-run the khan. Before continuing he brought out the tape measure and protested that, in fact, the khan was more like an 1.25 inches away instead and that I didn't catch him. I was surprised, because we had just agreed in the spirit of the game. A lot happens during a game and units get slightly moved and what-not, and this is where I believe that good opponents agree on distances and LOS for those reasons. Also this speeds up a game so that one player doesn't incessantly nudge his units in the absolute perfect position. To me warhammer is a game of inches and not millimeters. We looked it over and his khan was slightly above an inch away, but we both knew that wasn't his intention and he had already agreed prior to us rolling. The tricky position I'm in at this point is that if I decide to insist on the khan being dead then I risk the opponent meta-penalizing me by knocking my sports score. I figured at this point the Khan's points didn't matter too much so I let it go and we finished the game. 

I won't go out and say that my opponent was deliberately in some of the events that transpired, or was being unsportsman, though sometimes it did feel that way. I must not have been the only one that felt that way since he scored the second lowest on the player voted sports score of the tournament. The game ended and the Lizards scored 12, and the Chaos dwarfs 18. I now had no chance of winning best General, and Logan and Dany were leagues ahead of me. I endeavoured to shrug it off and go into my next game with a clear head and look to have a good time, and I did!

More on that next time! (I know I said this was a two part blog, but I changed my mind since I did a lot of complaining during this one haha! The next one is more cheerful, I promise!)

- Nick

Monday, March 9, 2015

ND Open VII - Nick's perspective - Day 1

Hey lads and lasses,

Nick here from 1 Plus Armour and I wanted to give my perspective on the ND Open VII, a Warhammer fantasy tournament in Quebec City, Quebec that the crew and I recently attended. In this article I will go over my thoughts of the tournament, and also break down the games I had and what I learned from the experience. Let’s get started!

To battle!

First off, let me give you a rundown of the list I brought to ND open.

Nick’s SuperMcAwesome Lizardmen


Slann Mage priest – MR(2)- harmonic convergence – channeling staff – Becalming cogitation
Saurus Oldblood mounted on Cold-one – Crown of Command – Great Weapon – Armour of Fortune – dawnstone


Scar vet on cold-one – enchanted shield- sword of striking – dragonbane gem
Scar vet on cold-one – dragonhelm – great weapon – light armour


10 skink skirmishers
10 skink skirmishers
10 skink skirmishers
10 skink skirmishers
10 skink skirmishers
20 Saurus warriors – Full command


5 Cold-one riders – banner
25 temple Guard – razor banner
3 terradon riders- champion
3 ripperdactyl riders – champion

Here are the games!

Day 1

Game 1 – Lizards vs Fast-cav Dark Elves

Everyone hopes to have a decent first game when walking into a tournament. When I walked up to the table to meet my very cheerful and smiling opponent I thought “what a great start!” Of course, this was until I saw his army… fast cav dark elves. My opponent brought a pretty mean looking list consisting of the following (roughly from memory):
- Master on Pegasus
- Lvl 2 sorceress on death
- 4 units of dark riders
- 2 units of crossbowmen
- 20-30 executioners
- 2 units of 6 warlocks
- 4 bolt throwers
… yay…

The scenario was standard battleline deployment 12 inches from the board. The tournament ran a 20-nil system where you needed 2400+ points to get the full 20, so it was difficult. For this game the secondary objectives were to kill the highest cost unit, and to have more scoring units in the enemy deployment zone and these awarded an additional 10 points. Therefore the sum of the scores between the two players had to equal 30 at the end of the game. Knowing the objectives and seeing his army I knew I didn’t stand much chance scoring the objective points… and it wasn’t going to any easier racking up the VPs.

The game basically went as you would have imagined. I was pushing forward and he was going around. Despite me having many skink skirmishers, without magic missiles it was hard to get those fast units. Early game I pushed my cold-one cavalry with my characters near the middle of the board but along the right flank. My plan was to hit his crossbowmen units, containing his wizard, and make my way into the side of the executioners roughly around the same time my Temple Guard would reach them. Unfortunately, my cunning opponent managed to kill enough cold-riders that resulted in them being outside BSB range and, of course, at one of the most crucial points in the game I failed my stupidity test. There you have it folks, 800 points of my army slowly walking D6 up, staring at the daisies, while he takes this opportunity to re-arrange some units effectively ensuring I won’t be killing too much with them until later in the game. I did manage to break away the old-blood and some scar-vets to do some minor hunting, but not enough to really bring it home. It’s worth noting that we only managed to get to turn 4. I know some of the other 1Plus team played the same guy and, similarly, did not make it past turn 4. This is both likely a result of the short round times (2h15m), and the number of moves and shots the dark elves have to take every turn. To this end, my only suggestion for people with similar armies is that you need to work hard to move the army and shoot as fast as possible. You really can’t spend too much time nudging, and double/triple checking distances because both players are going to run out of time. In basementhammer this is fine, but in tournaments this can mean quite the difference when the later turns are important for armies like Lizardmen that only effectively engage mid-late game. Of course, I ran 50 skinks so the onus isn’t completely on my opponent, and I really don’t think this was done in malice, but simply that he was newer to the game. As well, I don’t think it was a tremendous problem, perhaps ending early only served to mitigate my loss haha! Altogether the game was super enjoyable, despite the slower nature of it, and would love to have a game with my opponent again over a couple of beers.

The Lizards went for 13, and the filthy Elves took 17 points this game. Next time!

Game 2 – Lizards vs… Lizards?

Still licking my wounds, I walk up to the next table and notice something funny… Lizardmen?! By Sotek and Spaceship Pyramids! Lizards can’t fight lizards, that’s perverse! Of course, we both agreed that his were the bad lizards (since I’m writing the post I get to tell the story how I want-Nick), and reconciled this obvious matching issue. Here’s a rundown of his army.

- Slann on Light
- Gor-Rok
- 2 terradon chiefs
- 3 units of skink skirmishers
- 30-35 man saurus block with command
- 24 temple guard
- 10 Chameleon skinks
- 2 salamanders
- Ancient Stegadon with engine of the gods

His list wasn’t too dissimilar to mine, except he went for more blocks, while mine is more chaff. I’ll give to him for taking a stegadon to a tournament since they tend to eat cannon balls all day. Since he had his big saurus block with Gor-Rok I knew immediately I didn’t want to meet him in the middle, he would probably just overrun me. As well he was pretty smart putting his stegadon between them to support either, and I definitely knew I didn’t want that thing thunderstomping the shit out of my precious temple guard. Of course, my ace-in-the-hole old-blood was available to hold one of them up… but which one?

The game started and I moved up cautiously, while he was more than happy to push. The skinks on both sides did their skinky thing and basically participated in what one could only imagine be the Lizardmen equivalent to a slap fight on the flanks, trying to grab objectives. He kept a solid battleline so it was really tricky trying to break him apart, so I thought I would set up a trap. Similar to him I deployed my TG and saurus block next to each other but my old-blood between them. My units were staggered and slightly offset from his, in other words my battleline from my perspective was to the right of his. On my left I moved up a units of skinks well within charge distance from him. I was hoping he would assume I would just flee with them if he charged with his templeguard, rather than my actual plan of holding for it as sacrifice to the Old Ones (poor little skink bastards). Because his skink chiefs were causing mayhem in my deployment zone (more on that later) I knew that after combat if the skinks fled or were vaporized he would have to overrun, likely within a juicy charge from my templeguard into his flank. He took the bait, and it worked perfectly! To ensure that the Stegadon didn’t counter charge my Templeguard in the flank, I charged it with my stubborn S7 old-blood. I then moved up the saurus, whom likely were to meet a gritty end against his and Gor-rok. Luckily my old-blood killed the stegaon in two turns and went in to help my saurus while my templeguard finished up his and went in for the rescue as well. To sum it up, my dirty trap worked and allowed me to kill all his bocks and the stegadon. Of course, my opponent didn’t give up and slightly outdid me on the objectives. As well, he surprised me with his flying skink chiefs because they had a 4+ ward save, and tied up some of my stuff unexpectedly. We only made it to turn 4-5 this game as well, so likely we were, again, both a little slow on the turns.

In the end the good lizards (mine) took home 19 points, while the ones that needed to be removed from the spawning grounds preserved 11. I’m happy so far with my progress.

Game 3 – Lizards vs Canhammer Empire

I walk up to game 3 and, lo and behold, I meet Canhammers John Franklin. John is a good friend of the 1Plus team and he and I played just the weekend before at a local store tournament in Ottawa. In Ottawa, I managed to wipe his Orcs and Goblins (with a bit of cheating), but this time he brought one scary-ass empire list.. at least from a Lizards point of view. Here are the deets:

- Light mage level 4
- Arch-lector on war altar
- Level 1 light mage
- Level 1 light mage
- BSB of sorts
- 5 Knights
- 5 Knights
- 5 Knights
- 5 Knights
- Skirmishing archers
- 3-4 demigryph knights
- Great cannon
- Great cannon
- Hellblaster
- Steam Tank

I’m going to be honest and say that I thought it was John’s turn to table me. With all his artillery I didn’t think it would take too much time for me to lose all my scar vets and the old-blood. My templeguard were also going to take quite the beating making it over to his side of the table. The objectives were how many units you could get across the center line and something else that I can’t recall.

My basic strategy here was to get to him asap, but he was effectively using his knight units as chaff to prevent this ingenious plan of mine. Early in the game John had misfired with his cannon to my right and I took that opportunity to hide my old-blood to side of a building outside the LOS of the other cannon on the far left. My cold-ones were an inch to the old-blood’s right with a scar-vet and took a charge from the demigryph knights early. Come combat the demigryph knights underperformed and I was able to hold ground allowing the old-blood to get in a make short work of them. This turned the game for me allowing to rack up some points on the right flank. In the middle of the board the skinks and saurus did a great job of taking care of most of the knight units while the templeguard hurried toward the hellblaster. On my left a group of knights broke through to grab the centerline objective.

Late game, my old-blood unfortunately finally fell to a cannon shot while my scar-vet somehow got into the war altar and arch-lector. They traded slaps for the remainder of the game. The temple guard eventually got the hellblaster but then john surprised me and pulled a dirty trick. I should have seen it coming. Just when I thought I was going to get his character bunker, all of them in with the archers, he chaffed the temple guard with his level 1 mages preventing contact between my big unit and his expensive one. Finally he charged his steam tank, whom was busy earlier in the game running over skinks, into the templeguard to hold them there until the end of the game. The game ended with units stuck in futile combats and we counted it up. There’s was less than a 30 victory point difference and we shared the objectives.

The Lizards took 15 points, and graciously allowed the empire to take 15 with them. Awesome game, I really enjoy playing John again.

Game 4 – Lizards vs Combined Elf List

My next opponent was none other than Steve Gagné, co-host of the tournament, Norther Defender and regular on Geeks of the North Podcast. We were both excited to play this game and it didn’t disappoint. Just one amazing game. Of course, Steve brought a dirty combined elf list. Here it is:

- Level 4 mage on metal
- Loremaster of Hoeth with Book of Hoeth
- NO BSB – what a crazy SOB
- 10-15 glade guard with trueflight
- 10-15 glade guard with trueflight
- 10-15 glade guard with hagbane
- 6 Wild Riders
- 6 Wild Riders
- 10 waywatchers
- 7-10 wardancers
- Frostheart Phoenix
- 2 bolt throwers

This scenario was a 15” deployment zone save for 9” inches from the side. It was a modified blood and glory where reducing your opponents fortitude to 2 resulted in winning the secondary objectives. I believe there were other secondary objective but I can’t recall.

With the glade guard to punish my poor T2 skinks and the bolt throwers and waywatchers to hunt my precious 1/2+ save characters and cavalry I wanted to get to his side ASAP. Of course, I couldn’t be careless because he had wild riders and a bird waiting for just the occasion. To be honest, not a lot of thought went into this and the game was full of laughs and just a shit-show.

Essentially the game started with Steve raining arrows and magic to my side of the board with what one can only describe as an excellent first turn for him. He managed to significantly reduce my skink units and punish my temple guard. He knew that if the temple guard made it to his side it would mean game over. To the end, he very strategically “6 diced” final transmutation on them and I lost probably 8-10 lizards in that unit, ouch! My turn came and I scrambled. The skink cloud on my left flank started to move and re-deploy to the right to avoid the hail of arrows they were suffering through (again, poor little bastards). The temple guard nodded to the recently dead and pushed forward to get my frog into strategic positioning. My cavalry moved up and the scar vets broke off from the unit. I was hoping that Steve would take the bait and that they would soak up some metal magic for a turn with their 2+ wards vs flaming. The old-blood took his lads up, but it would be their doom. The magic phase came and I returned the favour by 6 dicing dwellers below. I didn’t miscast and Steve brought out his scroll.

Steve's next turn was similar, but his luck started to fade, and this would echo throughout the remainder of the game for him. His Wild riders started their hunt and found some victims, luckily they were only 70 point skinks. His magic phase came and using a strategy that has passed the test of time 6-diced final transmutation again. It wasn’t a miscast but somehow the Slann dropped the ball and didn’t manage to outdo the Wood Elf Spellweaver. 5 more templeguard paid the price. My turn came and the old-blood made it into the waywatchers. They had a chance to kill him but their arrows did not find their mark. At this point, I thought I should start keeping a kill count for him, because he is just awesome. In the next few moments of the game, admittedly, luck played a part here. My templeguard were within a reasonable charge range of his gladeguard and level 4 that were hiding in a forest. I declared several charges, including that one. He elected to flee with them and rolled well. At the time that was a foregone plan, but without other targets I had no choice but to pursue. I resolved my other, futile charges and then it came time to roll the dice for the templeguard who would find themselves helpless on the edge of the forest with an army of elves pointing towards them, except I rolled double 6’s and managed to catch his unit and his level 4. This was a good turn. My next turn I was able to reform them and dwellers off the other caster unit and his loremaster. It looked like Steve’s luck defected to my side mid-game. The remainder of the game my old-blood spent dodging bolt throwers, while the phoenix charged the temple guard in the forest. The phoenix wiped them out, but luckily the Slann lived and was stubborn being an infantry character in the forest, effectively preventing his demise (well the 4+ ward helped too). Interestingly, one of the scar-vets whom dodged some of the searing dooms made his way into some glade guard mid-late game. I got lucky and made short work of the archer units that were cornered by in his deployment zone. What swung the game at the end was the scar-vet was able to break the remaining archers last turn and run them down. He had no BSB!

The game ended and Steve and I had a great time.  It was a bloody affair on both sides. Ultimately the Lizards took home a very minor win with 16 points versus Steve’s 14 points. This was my very pathetic retaliation for the effective trouncing Steve gave me during capital city bloodbath in August 2014. Great game and a decent finish for day 1.

The lads and I celebrated a great day of gaming out at a nice restaurant, recounting our battles and singing the songs of our people. At this point in the tournament Dany was crushing face, Logan wasn’t far behind him, while I was stagnating mid-pack. Day 2 would change everything. Stay tuned!

Dany's ND Open VII Review

Hey guys,

ND Open just finished a couple of hours ago. Had a great tourney - very well organized and nice tables. This event was my second fantasy tournament and I'm very satisfied with my performance. We as 1PA did very good and I'm suspecting Nick and Logan will probably do a review as well of their experience in the next couple days. 

My 1st game was against a Dwarf gunline. 2 Organ Guns with Engineers, 2 Cannons with Fire Runes, 2 big blocks of Dwarfs - one with Iron breakers and one with Long beards. I was like this is gonna be rough for a first game. He deployed castled in a corner. I decided my best chance was to rush at his block with my crypt horrors and skeletons block ASAP because if I'm in combat he cant shoot at me. He started the game but I made sure I was 31 away from his organ gun and my TG out of his cannon LOS. It end up being a good strategy I rushed my army forward, 6 dice'd TK signature spell, and was in his face turn 1. He had 1 turn of shooting but it was not enough. I end up with a 26-4 victory. It was a good start for me.

My second game was against the guy that end up winning best general. He was running a nasty Daemon list. 2 Skullcannons, 5 Plague Drones, 1 Nurgle DP, 3 MSU horrors, 10 Plaguebearers, 2 unit of 5 Khorne Furies, 6 Beasts of Nurgle, 1 Beast of Nurgle, and 2 units of 3 Screamers. I look at this and was like I dont know what I am gonna do against this. I decided to castle and go into the middle grabing 2 objectives and hoping for a tie. I knew they was no way I could win that game. He has the perfect list to beat me and on top of that he rolled Infernal Gateway, Blue Fire of Tzeentch, and Bolt of Change spells for his horrors. This game end up being the weirdest I've ever seen... both of us were ridiculously unlucky. Can you imagine one CC he had like 5A rollled 5 ones to his I was like OK my turn to hit back I rolled 5 ones too we looked at each other we were like WTF just happened. I screamed at his DP with a full TG did 7W his DP survived he's all happy and charges me with him into my TG with him and 5 fury of Khorne - I was like OK TG is done. He end up not even doing a single wound and I killed his DP. At the end he won 16-14 so pretty much a tie. I couldn't believe it. 

Third game was against a really nice guy. New player like myself running a fighty Dark Elf army with tons of Cold one riders and a big unit of witches. His name was Matthew Sellig he end up winning best sportsman and I'm glad he did he was really a nice guy. This game was really like a chess game we were both afraid to hit combats and end up finishing in my favor because he had no way to deal with my TG and I did some damage with him. I won 19-11. 

Forth game was bloody, my favorite of the tournament, against an Ogre player. He was running some Maneaters scouting with a flying Tyrant, one cannon, 4 Mournfang Cav, and 9 Ironguts with Butcher and BSB. Once again TG killed a lot. We end up in a bloodfest turn 2 and fight the whole game in the middle. At the end he had one BSB, One butcher, and one Firebelly left. My Vampire killed lots of ogres, but not enough to pull a 30-0 victory. I won this game 20-10

At this point I was in good position - top 10 in battle points for sure and 1st day was done. I was very satisfied of my performance and I realized people are bringing their A list and A game. Competition is very high and I like it. Everybody is nice to play again but everybody want to win which is what I want from a tournament. I'm really happy about the ambiance.

Starting Second day against an Empire army and I'm about 15 points behind first place and I'm playing beside him so I'm hoping hes gonna tie and I'm gonna win to catch up. The Empire player is running lots of 1+ armour units, 2 Hellblasters, and 1 cannon. I don't have much to deal with tons of 1+ armour units even though its our name. Once again Terrorgheist and Vamp iare there to save the day. Vamp Lord end up killing 8 Demigryph Knights, and Terrogheist killed 7 knights and 1 Steam Tank. I end up with a 19-11 Victory and both leaders in battle points end up with a tie so its perfect for me. I will start last game I'm at 98 pts and they are at like 20 pts over me hopefully I can finish this well and place in top 5. 

My last game is against a really nice guy that will end up winning Best Overall. He's running a cool list I'm excited about the matchup and I believe I have good chance pulling a victory not easily, but doable. His list is 1 level 4 Shaman scouting, and with Lore of Death, 1 level 1 Shaman with Lore of Shadow, 1 Minotaur BSB, Throgg, 2 unit of 6 Trolls, 2 Chimeras, 1 Nurgle Giant, 2 pack of 5 Furies, and 3 unit of Raiders. I'm like this is gonna be a bloody game. He put his lvl 4 shaman 29" away from my TG on the side of my army. Im like this is risky I have no choice to take the bait and try my chance to 6 dice my TK spell to kill his lvl4 right off the bat turn 1. I do it but I don't miscast so he Dispel Scrolls my spell and then we go into his turn. Imagine the worst thing that can happen to me and yes this is it... He starts by Miasma my TG and I let it go because I know whats coming - 6 dice Purple Sun and if its not a miscast I scroll for sure. He roll double 6... I'm in trouble. Artillery dice I'm still hoping for either a misfire or small roll so he gets only my TG I can leave with that. Shit happened, and boom here comes the 10 killing the Mortis Engine and Terrorgheist turn 1. Right there I'm done. My turn I tried desesperate come back - Throgg unit is 9" away from my Vamp unit make the charge and chariot with flaming banner to so that's good. I also charge the chimera with Vargheists because I have no choice its that or I lose the game. Vamp combat I end up doing tons of wounds but hes doing lots too with Throgg and there is a challenge between my Skeleton's champion and his BSB... and guess what he killed my champion and roll double 6s on Eye of the Gods... Yeah, here come the DP. He lose combat by 3 so I still have a small chance but roll a 5 so game is over right there we continue for two turn and it was done. I'm tabled, 30-0 for him. 

This end my tournament roughly but they was nothing I could do against that. I'm really happy about my Undead as they did way better than I expected. I'm changing back my list to ETC format now because next tournament is team tournament in Kitchener - it's gonna be fun for sure!