Field of Fire Gaming

A gaming and hobby blog based in Raleigh, NC.

Category: ATC

ATC 2017 Recap – Daemons and Razorbacks do not have Genes

It was July 15th, on the hallowed fields of Camp Jordan in East Ridge Tennessee that a great heist was launched. Jeans, by the thousands were stolen. Wait, I mean Genes. I’m talking about the American Team Championship, and Genestealers. Not some run of the mill clothing thieves, but the iconic nemesis to Terminators, the swift, insidious killers of the Tyranid fleets. This is my recounting of how an army of them fared at this years event.

If you want to start building up your Hive Fleet or Cult you can find Genestealers here on Amazon. To give a little context to what was at ATC this year you can check out our article on The Best Armies at ATC 2017.

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A picture of Lord Commander Eidolon painted by Dark Bunny Creatives

Best Armies at ATC – 2017

This year the American Team Championship was the first big 8th edition tournament. With 8th coming out only a month before the event Shane and the other tournament organizers did a great job making ATC a big success. Now do you want to know what the best armies at ATC -2017 were? Here’s the breakdown of scores by faction below!

Faction Average Overall Score Average Score Per Game Players
Harlequin 74.2 12.4 5
Daemons 71.5 11.9 24
Asuryani 65.7 11.0 28
Grey Knights 63.7 10.6 11
Space Marines 62.8 10.5 36
Sisters of Battle 61.0 10.2 1
Astra Militarum 59.6 9.9 30
Drukhari 58.5 9.8 8
Genestealer Cults 58.0 9.7 6
Blood Angels 55.4 9.2 14
Imperial Knights 53.8 9.0 19
Tau Empire 53.6 8.9 15
Dark Angels 52.8 8.8 8
Necrons 48.1 8.0 14
Orks 47.9 8.0 14
Chaos Marines 47.1 7.9 17
Tyranids 46.0 7.7 13
Space Wolves 42.7 7.1 7
Adeptus Mechanicus 42.1 7.0 9
Deathwatch 29.0 4.8 2
Talons 18.5 3.1 4
Grand Total 56.6 9.4 285

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What Factions Will You See at ATC?

The American Team Championship is just around the corner and lists are out! What factions will you see at ATC? We have a breakdown of how many players have submitted lists for each faction. While definitely not the official list, here is a quick breakdown of what we counted.

Also check out the results from our ATC Prep Tournament and that tournament’s Breakdown.

Faction Players
SM 33
Astra Militarum 29
Ynnari 21
Daemons 18
CSM 17
Orks 16
Tau 15
Blood Angels 14
Necrons 14
Tyranids 14
Imperial Knights 12
Aeldari 11
Grey Knights 11
Ad Mech 9
Dark Angels 8
Drukhari 7
Renegade Knights 7
Space Wolves 7
Genestealer Cults 5
Thousand Sons 5
Harlequins 3
Death Guard 2
Sisters of Battle 2
Adeptus Custodes 2
Death Watch 2
Officio Assassinorum 1

 

Well that’s a lot of Space Marines, Guard, Eldar, and Daemons. If you were hoping to avoid Daemons or soulbursting Eldar this edition you’ll be disappointed. However I am glad to see the Imperial Guard make a better showing this year. And as to be expected it looks like quite a few players dusted off those old Ork models they have laying around. Knights, both heretics and loyalists, also seem to be quite popular this year although I don’t think we saw any double knight teams at least.

There’s a solid 57 teams or so this year. That means a total of 285 players. It’s going to be a big, exciting tournament this year. Good Luck!

NOTE: We are not talking about the specifics of any list out of respect for Team America who will be competing in ETC.

Inaugural 8th ed/ATC-Prep Tournament Missions

Are you ready for the Inaugural 8th ed/ATC-Prep Tournament at Event Horizon? Since we can’t publish anything specific about the book missions, we’re just going to give you mission numbers and deployment numbers that go with them “whatever those happen to be on release day”. That way we don’t run afoul of GW’s legal team.

We don’t know exactly how yet but each game will have a total of 15 points possible (including any secondary objectives)!

Round 1: Eternal War Mission 2, Deployment 5

Round 2: Eternal War Mission 1, Deployment 3

Round 3: Eternal War Mission 5, Deployment 1

Painting will be worth 1 full game, so 15 points in addition.

Updates to come as we’re allowed to release more information.

The Best Armies at ATC 2016

Results are in and we have the scores! These are the best armies at ATC 2016.

Before we dive right in, let me give you some context. Each pairing matched up the five players from both teams resulting in five games. Each game had a possible 20 to contribute to the team between each player (100 total per match up). Essentially any “average points per game” over 10 should be an average winning record. Anything less than a 10 should be an average losing record. Remember that averages are highly influenced by individual players if there are only a few people playing that faction!


Codex/Faction Average Points per Game Number of Players
Grey Knights 11.75 2
Chaos Marines 10.98333333 10
Space Marines 10.70833333 28
Adeptus Mechanicus 10.68627451 17
Necrons 10.48717949 13
Tau 10.30952381 28
Tyranids 10.28571429 7
Eldar 10.16666667 32
Blood Angels 10.04166667 4
Dark Angels 9.655555556 15
Imperial Knights 9.038461538 13
Chaos Daemons 8.635416667 32
Orks 8.25 4
Space Wolves 7.892156863 17
Adepta Soroitas 7.5 1
Astra Militarum 7.216666667 10
Dark Eldar 2.75 2

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ATC: Most Played Armies

 

Final lists have been submitted and here’s what will be the most played armies at ATC 2016:

Eldar 32
Chaos Daemons 32
Space Marines 28
Tau 28
Adeptus Mechanicus 17
Space Wolves 17
Dark Angels 15
Necrons 13
Imperial Knights 13
Chaos Marines 10
Astra Militarum 10
Tyranids 7
Blood Angels 4
Orks 4
Grey Knights 2
Dark Eldar 2
Adepta Soroitas 1

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ATC: The Lists

Final lists are in! Here we go:

Dean is our resident War Convocation player, with a twist. To counter Skyhammer and other alpha strikes or first turn assaults Dean is bringing Coteaz in a unit of grav-destroyers. He also has a void shield to protect his knight or any other squishy elements of his army until he can get ShroudPsalm up for two turns. He will be our take all comers list probably being the first list laid down in each pairing to soak up some heat.

Jack will be playing the Daemon Prince Tetrad with Tzeentch Chariots. The Tetrad can fly until end of game ripping apart the enemy and striking targets of opportunity. The chariots should force the enemy to deal with them or risk their flamers or lascannon equivalent shots at 18″. This list should deny kill points, be able to grab objectives at the end of the game, and either kill enemy units or challenge them throughout the game for beginning of turn objectives. Also the whip of Slaanesh brings knights down fast with Iron Arm.

Will is going to play a Blackmane’s formation with Murderfang in a dreadnought drop pod and the Living Storm Rune Priest formation. The Blackmane’s get fearless and a 6+ Feel No Pain on the turn they arrive to help out a bit. Murderfang can kill a lot if he can survive a turn a get an assault off which his Lucious drop pod should help with. Finally the Living Storm formation can absolutely kill an Imperial Knight or Wraith Knight in a turn if it gets lucky. Will’s list can hold objectives throughout the game while pinning his opponent. If it dies to bolters, Will can kill it.

Frankie is the unkillable horde of power armor to complement Will. A Gladius strike force with grav equipped bike squads and assualt cannons on all the razorbacks. Hopefully he has enough ObSec to pull a lot of objective even if he gives up kill points. It’ll be hard to kill his whole army, the bikes can quickly grab objectives, all those assault cannons can chip away at knights or possibly throw up a wall of flak to deal with flyers.

Jordan (me) has the thankless task of playing Eldar. I’ve got scatter laser jetbikes paired with outflanking hornets, a sword and board Wraith Knight, and the crowning jewel is a Lynx laying down three twin-linked D shots at 24″ range. The firepower on this list is pretty high so I’m here to counter five Knight lists or simply table an opponent before they score points. Also, as an added bonus, the Lynx is technically a flyer so it has skyfire on those D shots.

Check out our Team Building Theory and our First Steps!

ATC: Team Building Theory

Alright a coherent team is coming together but before I post the lists here is what we’ve learned since last time.

Missions: Every mission has 10 points of kill points, 10 points of holding objectives at the beginning of each of your turns, and then 10 points of holding objectives at the end of the game, plus one point for Slay the Warlord/First Blood/Linebreaker. You get a total of 33 points of which about 20 are advantaged by having Objective Secured units. This means that we wanted to have at least two lists with a lot of objective stealing/holding capability.

Pairing: This is a little complicated but here are the basics. Each team has five team members. The captains meet and exchange lists for full disclosure before pairing begins so there aren’t any nasty surprises. Each team lays down one of their lists simultaneously. Their opponents counter that “defender” already on the table with two lists of their own. The “defender” looks at the two lists presented to him and chooses which one to play. The list not chosen goes back to its team and can be laid down again. This process repeats until each team only has one list and then those last two play each other. Now there are all sorts of strategies and minutiae we could talk about but the basic effect is that you need two lists that could be a decent counter to any one enemy list.

Scoring: Teams are going to be rated first on Win/Loss/Draw (where a draw is worth one half of a win) and then points scored as the tie breaker. So its important to win, not just score a lot of points. Each individual game will contribute 20 points to the team (5×20=100). There is a chart to convert the 33 possible points a game into the 20 points possible contributed to the team. The more you beat your opponent by, the more points you contribute to your team. Player A might score 24 points to Player B’s 15. The difference is 9 points so you consult a chart they provided which means Player A’s team will get 14pts and Player B’s team will get 6pts. Any team needs to get 55 points to beat their opponents otherwise the match up counts as a draw. Basically, every game matters and even if you are going to get tabled, you need to score points to prevent your opponent from scoring a full 20 points.

Our Theory: We want lots of objective secured units due to the type of missions we are going to be playing. Failing ObSec, we want to be very mobile to deny the enemy objectives. The pairing system means we are going to need two armies that can counter any big scary thing we see looming out in the meta. Finally, the scoring system means that we don’t need to win big every time. Consistent minor wins seem like they will pave the way to victory.

Check out our First Steps!

ATC: First Steps

This year the Field of Fire Gaming crew decided to get together and try out one of the bigger tournaments on the east coast, the American Team Championship. The tournament is a little different than the average Grand Tournament because, as the name implies, each player is on a team and not just trying to curb-stomp whoever they get paired up against. A long round of brainstorming at our local gaming club produced the team name “The Men Who Stare at One’s” when my buddy Frankie got clever. So we had a team name, got together four other guys brave enough to be on my team, reserved our spot, and off we were on our ATC adventure.

The team aspect of this tournament really drew me in because a lot of preparation goes into getting a well rounded group of armies together. A codex or “faction” cannot be repeated in the team. This means that there could only be one detachment of Eldar, vanilla Space Marines, Space Wolves, Imperial Knights, whatever, per team. Initially I was all for five armies of War Convocation but, very quickly, I realized that this tournament offered a little bit of diversity in what you were going to see on the table.

Another unique aspect of this tournament is the pairing system. While teams are matched up based on their win/loss/tie record primarily and then the battle points they score as tie breakers, individual players are paired up by the team captains. The effect of this is that you can really specialize your army to counter something in the meta and hope you get a good individual pairing. The details for the pairing system seem to still be in flux so when I get hard details on that I’ll post them later. What this meant for our team though is that we decided we would try to have one take all comers list, three specialized lists, and one list that was nearly unkillable to just score points.

Currently this is our breakdown:

  • Dean’s take all comers: War Convocation with Coteaz and Voidshield
  • Jack: Daemon Prince Tetrad
  • Will: Blackmane’s Drop Pod bash with Living Storm Psykers
  • Jordan: Scatpack Eldar with Vypers and Fire Prisms
  • Frankie’s unkillable: Gladius Strike Force with Ultramarines tactics

Once we play test and pair our lists up against other players we’ll see if anything changes. When I have final lists I’ll post those and do a quick breakdown next time.

Happy Gaming!

 

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