Showing posts with label Void Specters. Show all posts
Showing posts with label Void Specters. Show all posts

Monday, January 13, 2020

vs Void Spectors


LVO is coming. There will be Space Marines. There will be lots of Space Marines. So this week I played against Derek and his sneaky Void Specters!

I have played against this army many times.  I've learned what hits hard, what sticks around a long time, and what the army's weakness are. With this particular list, Derek doesn't have a whole lot in the way of anti-tank ranged weapons, so I thought maybe my Dreadknights might actually do something. I threw my models into my fancy new carrying case and went out to Beers and Battles.

All safe and magnetized! Hopefully this will survive the flight to Vegas.

I work on Thursdays and then go boxing right afterwards before heading out to Mox for the weekly Warhammer night. Usually this means that my opponent has very thoughtfully set up terrain before I even arrive, and then we can get straight to the carnage. I walked into Beers and Battles at 6:15 and found Derek relaxing by this table.


"Ah," I said. "The perfect battlefield for Space Marines."

"I figure it'd just save us some time," he replied.

We sifted through the bins of terrain and set up a somewhat more forgiving board.

Like a snow base, or something.

We rolled up the mission Frontline Warfare from CA2019 on the Spearhead Assault deployment zone.

My forces. I shared my LVO list (which I'm playing here) in a blog post last week.

Derek's forces.

Derek is also playing the list that he will be bringing to LVO. He's got it locked down tight, and entirely painted aside from an Eliminator Squad and an ++INVICTOR TACTICAL WARSUIT+++. He's got two Captains, two Lieutenants, and a Phobos Librarian who is his warlord rocking some Raven Guard powers. He spends a bunch of CP before the match to hand out relics and special issue wargear to his various characters, turning most of them into snipers. He's given his Phobos Captain Korvifari Bolts, so now that motherfucker is running around with a 36", Assault 1, S4, AP-2, D3 rifle that can target characters and ignore line of sight. Which, like... feels like a lot.

I somehow left my GMNDK's sword at home.

I deployed first and set up my Terminators, my GMNDK, my Dreadknights, and my Ven Dread like so. I was slated to go first, and figured that I was stolen against last week so it probably wouldn't happen this week. The plan here was to push forward with the Termies and the GMNDK and open up a spot for my deep striking Paladins and characters.


He deployed thusly. You can see that he's got a pretty nice castle right there, and many of his units can deploy out of his deployment zone so he wasn't as bound by the wedge formation as I was. The two Redemptors were placed in the back to probably try and discourage deep striking. I saw that and figured I could kite them around the board for most of the game and render most of their big spinning guns irrelevant. He deep stroked his Aggressors and Hellblasters.

He did not succeed at seizing the initiative! So I moved my forces on up to get within smiting range and Gated my GMNDK across the map to disrupt his backline.


Mission accomplished.

The Redemptors, as I'd hoped, moved backwards to engage my GMNDK, pushing them deeper into Derek's own deployment zone and away from the rest of the battle. S5 AP-2 guns are bad news for my Terminators. We were playing one of the new Maelstrom missions which use Schemes of War, and I didn't have a single objective grabbing card in my hand. There was no reason for me to throw any of my forces in his backline, so keeping the Redemptors back there worked out perfectly. My GMNDK was destroyed after this, but he did his job and I commend him for his valiant service.

Side note, I hate Eliminators. They just kill everything.

These boys decided not to move any closer to the ++INVICTOR TACTICAL WARSUIT+++ and just hold our objective outside of its flamer range.

The Invictor's charge.

Oof, you're over here, I guess.


Turn two I dropped my Paladins and my characters in. Yes, that is my Brother-Captain up in front of every body. Yes, he is my Warlord. I needed him where he was for the FttF aura and the Psychic Locus aura. The was the best spot for him to be to assure everyone got everything. I had two Dreadknights in front of him for screening. My Paladins were buffed by both Astral Aim and PSybolt Ammunition, so they made mincemeat of the Eliminators that threatened my characters. I figured the Brother-Captain would be good!


Alas, it wasn't so. The +++INVICTOR TACTICAL WARSUIT+++, being the pinnacle of Adeptus Astartes battle suits, ruined my Dreadknight in close combat. On Derek's turn, he walked it forward and flamethrowered my Brother-Captain into ash. This was not great! That not only gave him Warlord but severely limited my army's potential threat range.


To make matters worse, he dropped in his Aggressors right in my deployment zone and forced me to deal with them rather than completing objectives. It would have been entirely irresponsible of me to leave these little monsters unchecked back there. On his next turn they'd be firing 36+6d6 AP-1 shots at whatever they wanted, which would just ruin either my Paladins or the Ven Dread off to the right. I couldn't leave them alone.


I threw my Brotherhood Ancient up to smite them with the Banner of Refining Flame, and I forgot that they each have 3 wounds. He only dealt 3 MWs, and slew but one Aggressor. My Ven Dread proceeded to whiff all of his shots after that so those guys remained.


I figured that I'd rather have my Paladins in cover and acting as a gun platform than skirting around the edges of the center structure only to get wasted by the remaining Aggressors and Derek's Hellblasters, so I Gated them up into the nearby building. They Perils'd on the way up there. I only had six left by that time, which was rough!

The cards I drew on the next turn were not favorable. They all focused on claiming one of Derek's backfield objectives and killing one or more of his characters. He had a small opening back in his deployment zone, but his Phobos Captain was keeping me 12" away from him. We were pretty close on points, and I knew if I could just get there then I might be able to charge some Intercessors, pile in, and get the job done. But the opening in his zone was too small for my Paladins, and everyone else was dead -- everyone except Grand Master Elion Simandus.


I yeeted my Draigo proxy deep into enemy lines. Those Intercessors up there were sitting on the objective I needed. I rolled for the charge...


... and made it in! The Blade of Doom Mons made short work of that squad of five Intercessors, but the objective was still being challenged by his Redemptor right there.


Seven wounds and a 3++ invuln is hard to get through. I chose not to consolidate Simandus into combat and waited for Derek to run through his turn, hoping that my Grand Master's legendary survivability would keep him alive until my turn.

He died to the sniper weapons of the various HQs. The Redemptor didn't even fire.

At that point, all hope was lost. Derek scored 1700 victory points on his turn and I had only 4. We called it.

This matchup was fun, and honestly closer than I had expected it to be. We spent some time after the game talking with other guys at the club about how powerful Space Marines are right now, and how it is really difficult for other armies to even feel like they can compete. I saw an interesting comment on reddit the other day, I don't know by who. They mentioned that good armor characteristics increase the point costs of models substantially, and that the same is for high AP weapons. But the trade off between my expensive armor and your expensive AP weapon is that my guy dies, and your weapon continues to stay on the table. That... isn't balanced properly. High armor is good, yes, but only when anti-armor options aren't as common and cheap as White Claw. It is so rare these days that I actually get a chance to make an unmodified 2+ armor save on my Terminators.

In any case, the game was fun and I am happy with how it played. I felt like I made some good moves there, despite the loss.

Next week I will be playing against Ynnari!

Friday, November 22, 2019

vs Void Specters

Alright, let's do this.

Last night I played against the dreaded Void Specters once again. My buddy Derek's Space Marines are a Raven Guard successor Chapter who have a perverse obsession with murdering characters. The Chapter Tactics he's chosen for them are Long Range Marksmen (giving his heavy flamers an irritating 11" range) and Stealthy (giving all of his backline vehicles an irritating 2+ armor save). He pilots this list incredibly effectively and knows his army inside and out. Facing him is always a challenge.

The forces of the Void Specters. That is so many bodies!

He runs four neo dreadnoughts who all just hit like absolute trucks. He has two squads of Infiltrators who obnoxiously stop my Grey Knights from deep striking. All of his characters have high damage sniper rifles, and every infantry unit in his army has the potential to deep strike. What this all means is that he is primed to control the board very effectively and shut down my best force multipliers. He knows this, and he leverages it to his advantage.

Before we started we chatted about all of the latest 40k stuff that has manifested recently in the noosphere. He's looking forward to the upcoming Faith and Fury expansion, thinking of promoting his Phobos Librarian to Chief. He talked a bit more about the few changes he thinks he might make to his list, which I find super interesting. For me, list making is an afterthought, something that I do as I'm preparing to leave for my game. Sure, I know my good units and consider my opponent before throwing something in my list, but largely the way I build my roster is influenced entirely by what models I feel would be fun to play with. Derek is very different: his army has a fully realized state that is somewhat occluded by the fog of the future. With every game he plays he pierces the fog a bit more, and sees that finalized form that his Void Specters will someday be. He talked a bit about how he wants more Eliminators, and that if he substitutes one unit for another then he can throw certain weapons on another unit with those extra points and tune his list to just the way he wants it. I find this all incredibly fascinating, because it's so different from how I hobby and game. I really admire the drive to build an effective and at the same time fluffy army.

Grey Knights and friends.

I brought along a comparatively tiny army. Big heavy hitters are something that my army lacks, so for this game I decided to bring along my Imperial Knight in a Super Heavy Auxiliary Detachment. Beyond that I had two GK Vanguards with my usual backline Dreadnought guns and my big blob of ten Paladins. I was also super excited by the new Inquisition Index in this month's White Dwarf, so I brought along an Ordo Malleus Inquisitor in Terminator Armor to deep strike alongside my Paladins. This list looks skinny, but I have a plan here. I've equipped all of my characters with the necessary support spells (Hammerhand, Sanctuary, Astral Aim) and given the Paladins themselves Gate so that I can shift them around if I need them. The Inquisitor knows Terrify so that I can shut off any overwatch that might pick off a few Paladins on the way in -- particularly the approximately infinite shots that Aggressors seem to shit out. God, I hate Aggressors.

Onto the game. Both of us are going to the LVO in late January and playing in the friendly tournament. The mission pack for LVO states that they will be using the missions from the core rulebook, so we drew one from there. We nabbed Deadlock with Search and Destroy deployment.

The battlefield. I ended up deploying in the lower right, him in the upper left.

Running a basic rulebook mission is weird now. I'm so used to the deployment from CA2018 and the adjustment to Maelstrom objectives that playing in such a barebones format feels blasphemously simple. There's no pruning your deck based off of what units your opponent is bringing, so if I draw Scour the Skies and he doesn't have any flyers I'm just fucked. Also, bizarrely, the basic rulebook just says that the player who finished deploying first goes first; no dice rolling or anything. Which is... extremely powerful for lists that bring only a few units. It would mean that Knights always go first. Both of us were vaguely certain that we'd read in an FAQ that you instead roll off with these missions, so we did that. If we were wrong here and we should be going off of the mission as written, please let me know! I'd hate to be blindsided at LVO.

I brought a squad of Servitors to deny deeps striking, but forgot them at home. So here they were represented by Random Minis From Mox.

This was a very short game. Turns out when you bring a list dependent on characters against an army of invisible assassins you can't get a lot done. I knew that his Dreadnoughts would be a problem so I charged my Knight in to deal with them before they could trash my backline.

Oh lawd he comin'

He did pretty good in there! Were it not for the fact that Space Marines can halve damage to Dreadnoughts, I think my Knight would have crushed these dudes. As it was, I ran in and I split my attacks against two Dreads. As it was, my Knight only did 6 wounds to each Redemptor with his gauntlet, so neither of them were even bracketed. I knew this was bad, so I pocketed my last 3 CP and waited for his turn.

Fortunately for me, he kept his Dreads in combat and most of the rest of my army was in space so he didn't have a whole lot to shoot. He charged in his Aggressors and I waited for the inevitable fight. I had 2 CP to spend and interrupt after something hurt my Knight.

Unfortunately he used Gene-wrought Might on his Aggressors and swung 13 times with power fists. They absolutely butchered my Knight, which I totally wasn't expecting. But! Silver lining, all of his dreads and even his HQs were within 5 or 6 inches of my dying Knight. I spent my last two CP on Heroic Sacrifice. He had popped a Stratagem earlier called Stranglehold that makes all my Stratagems cost +1CP if he rolls a 5+. He got that 5+ and forced me to spend all 3 of my last CP on this Heroic Sacrifice. But it paid off when my Knight erupted in glorious fire.

I was so stoked. If I got lucky, I might kill his command squad and bracket all of his Dreadnoughts. I rolled 2d6 for the size of the explosion and got double 1s.

Oof.

I rolled for damage on the two Dreads engaged with my Knight and got 1 damage on each of them. Then I rolled damage for the Aggressors and failed to kill even one of them. Both of us just collapsed into laughing fits at that point.

Dreadnoughts moving freely around a building, unopposed.

So my Knight was gone and he took my last CP with him. That's fine! I only had 5 to start with, so it wasn't like I was really holding onto them or anything. On my next turn I deep stroked my blob of Paladins, the Inquisitor, the Brother-Captain, the Ancient, and the Apothecary.

Gotta make sure everyone gets that cover bonus.

Here's where things got rough. My Brother-Captain cast Purge Soul on a double 6 and dealt 3 mortal wounds to himself, and then I failed the roll-off for Purge Soul and did nothing to my opponent's +++INVICTOR TACTICAL WARSUIT+++.

A quick aside: what about this thing's profile says "this should be 90 points base." That is the same price as my Brotherhood Champion!

I saw my Warlord sitting on 3 wounds and knew that the Eliminators in Derek's army could ignore LoS, and that next turn they would be wounding him on 2s because of Raven Guard Combat Doctrines. I knew I'd be relying on his Iron Halo to save him.

We gunned down one of the +++INVICTOR TACTICAL WARSUITS+++ with lascannons and storm bolter fire, but then we were left with nothing to charge. So my Paladins sat surrounding my precious characters in ruins and praying for the best.

The best did not happen.

On his turn he sniped away my Warlord and my Inquisitor with ease. Then his Suppressors destroyed my gunline Dreadnoughts and I was left with nought but a Paladin squad, a Paladin Ancient, and a lagging Apothecary.

We would seek vengeance if not victory.

My Paladins did work, as always. They tanked a ton of fire and killed his Hellblasters and Captain in one round of fighting.


But then the Dreadnoughts that my Knight had failed to kill were rounding the corner.

To my immense pleasure, the Paladins wasted two of the Dreadnoughts and only lost 3 of their brothers. My Apothecary and Ancient got shot off the board in this interim, but my Paladins persisted.

Just one left, and no characters to be seen.

After that fight I was sitting at 5 VP and my opponent had 14. We both agreed that there was no way I was coming back from that, especially with only one squad of Paladins left.

Victory once again for the Void Specters! Space Marines are so good right now, guys. It's crazy! As I've said in the past, Derek really knows their strengths and weaknesses inside out, and he pushes their limits while also playing intelligently. It's such a rough matchup, but one of these days I will best him.

On the plus side, my brother was playing at the club last night as well, and I snapped this picture of his Exalted Sorcerer Tzefu getting clobbered to death by Iron Hands Aggressors.

It runs in the family.








Friday, October 18, 2019

vs Raven Guard


I hope they inscribe "He Just Had To Make a 2+ Save, Come On" onto my tombstone.

Last night I faced off against the Void Specters, a Raven Guard successor Primaris chapter. This was a matchup that I always stumble over. I have played my pal Derek dozens of times in the last two years, and I think I've won maybe once. His army is good, no doubt, but above that he is a phenomenal general with a water-tight understanding of his army's capabilities and their weaknesses. He used to play Tau, but has since transitioned to Primaris Space Marines and has taken all of his mastery of the backfield gunline with him. At its core, his army is nearly impervious to small arms fire (he's using the successor trait that gives him cover beyond 12") and dishes out literally hundreds of low strength, AP-1 to AP-2 shots every turn. Historically, if I can get a few of my Paladins into his lines then I can cause some havoc. But there are so many shots blocking my way, God damn. So much overwatch. Fucking Aggressors.

There are only so many Terminator saves that I can make.

I've watched Derek play at the club the last month or so with the new Marines Codex. Combat Doctrines just shred infantry at all levels. I've been keeping an especially close eye on him since the release of the Raven Guard 'dex, and what I have beheld is a thing of horror. I watched him cause our local Knights player to concede at the end of turn two. I watched him tactically out-maneuver Eldar Flyer Spam, for Christ's sake. He has a lot of scary toys in his toolbox, and he leverages them to brutal effect. The single scariest toy that he's had recently is the Repulsor Executioner.

And his name that sat on him was Death, and Hell followed with him. Credit: Derek Lancashire

The Executioner just deletes units. Absolutely removes them from existence. If the Space Marines player goes first, just accept that you are about to lose your favorite vehicle and move forward. This thing fires four times at S10, AP -infinity, and d6 damage minimum 3. I knew I had to take care of this tank right out of the gate. If I wanted any of my dreadnoughts or planes to survive, I had to annihilate it. Behold my army:

Yes, this is 2000 points.

The first thing you will notice is the inclusion of the Stormhawk Interceptors, which are largely considered a "bad unit." But the Executioner has the FLY keyword, and Stormhawks get +2 to hit flying units with most of their weapons. These flying boys are Executioner executioners. The rest of the list is honestly probably as competitive as I could go with my Grey Knights. GMNDK in the back there, three Venerable Dreadnoughts (2 with lascannons, 1 with double twin-autocannons), a Razorback with lascannons, BroCap as my Warlord, Paladin Ancient with the Banner of Refining Flame, Squad Darius, and my somehow-still-unfinished Paladin Death Ball on the right there.

This list hits hard. The backline of VenDread heavy weapons shoots whatever it wants through Astral Aim while the nigh-unkillable Paladin mob takes objectives and holds them until the End of Days. The GMNDK does a fantastic job of deep striking turn one with Gate of Infinity and either messing up a gunline or serving as a beautiful distraction carnifex while the rest of my army moves in. The only oddball here is the 350 points of flyers, but that was unique to this game and I knew they'd serve me well.

This is what most armies consider 2000 points to look like.

... Except he didn't bring the Executioner.

Well then. The Stormhawks were prepared to receive no bonuses to their hit rolls, and instead receive penalties when shooting at non-flying units. Oof.

On the one hand, ouch. But on the other, he didn't bring the Executioner! He went over his list, and it turns out he didn't have much in the way of anti-armor. Just an ass-ton of heavy bolter equivalents. Maybe my dreads and planes would survive this.

The battlefield.


We played Visions of Victory, which I think is a really fun mission. Every turn you generate up to 4 tactical objectives, except for each tactical objective you draw two cards and your opponent chooses one for you to keep. The other one is discarded. There's a lot of mind games and thinking involved in this mission -- more so than other Maelstrom missions, which I am usually not a fan of.

Our deployment was Hammer and Anvil. He chose sides, I deployed first, and I had the option of going first. I watched as he deployed all of his units outside of my line of sight. I pondered their effective ranges, and the fact that my boys wouldn't be able to get at them while they were buried away. I gave him first turn. Which is a controversial move, but I think it was a good one! He spent the first turn lumbering all of his shockingly fast ultra-dreadnoughts out of their hiding places.

A perfect firing lane for all my lascannons.

I was feeling pretty good about how this turned out. I successfully denied all of his psychic powers. But then he shot one of my dreadnoughts off the table with bolter fire, which was sad.


A lot of his more potent stuff was still in deep strike (Hellblasters and Aggressors, because Raven Guard just puts whatever into deep strike), so he really only took out the one dreadnought. It was a lamentable loss, but not impossible to come back from. I very purposefully chose not to reroll the final save on this dread (which was a failed 3+), because I knew that if I did then I would certainly fail again and then immediately explode as punishment for my hubris, dealing mortal wounds to my entire backline. There was no scenario where that wasn't going to happen.



On my turn I moved my Stormhawks forward and teleported my GMNDK up with them. Two things got fucked up here, though. First, I failed Sanctuary, so my Grand Master was going to get torn apart by sneaky Hellblasters later. Second, those little green guys on the right are Infiltrators and not intercessors, so I couldn't Gate within 12" of them. The rest of the board was similarly screened (other Infiltrators and a Phobos Captain), so there was no where for me to really go. I elected to place my Grand Master up on this platform to discourage charges and give my Stormhawks rerolls. Maybe they'd do something! They didn't, but I thought hey, maybe.

My Stormhawks missed everything because they were hitting on 5s against ground targets. My Razorback whiffed because Derek's Redemptors had 5+ saves against lascannons from being more than 12" away. My autocannon dread killed I think 3 Infiltrators, but they had already done what they'd wanted to do. The thing about my dreadnought gunline is that when it misses you are just suddenly done, impotent, and your opponents' units are none the worse.

Classic boy vs the new kid.

I ran my dreadnought with the CCW up into one of his +++INVICTOR TACTICAL WARSUITS+++ and crushed it with classic Astartes rage. That felt cool. But... then this guy was just sitting here and ready to be shot off the board next turn. I think it was a worthy sacrifice, though, to keep the stealth dreadnoughts from breaking my lines.

Deep striking Hellblasters, accompanied by a deep striking captain and a deep striking lieutenant.

On his turn he switched to the Tactical Doctrine and deep stroked his heavy hitters. The Raven Guard have a special ability that gives all of their units +1 to hit and +1 to wound against characters while the Tactical Doctrine is active. What this means is that those Hellblasters are overcharging without the possibility to overheat, and wounding my GMNDK on 2s. They obliterated him. I have a note in my notebook that just says "hellblasters + raven guard = :( ".

Deep striking Aggressors.

His Aggressors landed on my right flank. With their auto boltstorm gauntlets they popped my Razorback.


Then they charged my last remaining dreadnought and tore him apart with 13 power fist attacks. Oof!

I want to pause and talk about Aggressors. Someone looked at the old Aggressors datasheet and thought, "man, these guys really need a buff." Out of everything in the Marines Codex, why the Aggressors? Now they have 3 wounds, 3 attacks (with an additional 1 on the charge), and they always fire overwatch twice. That is a lot of buffs to a unit that was already good! They have T5 and regularly fire 60+ shots for a three man unit! Also they are 4 points less expensive than my basic Terminators!

/end salt

Space Marines are good now and I think that is a good thing. They were garbage tier for far too long.

At this point I looked across my board.

This was everything that was left.

Okay. On the back foot, but I could recover from this. Despite his tremendous second turn, Derek was only 2 points ahead of me. My Paladins and their accompanying characters were dropping in on my next turn and they were primed to remove some of his guys and start scoring tactical objectives.

Then we both realized something dreadful at the same time. Derek opened up Chapter Approved to check the mission rules, and I looked at my planes and immediately felt black terror because in core book missions I would have just lost. If a unit with the Flyer battlefield role is the only unit left on the field, then you count as having been tabled. Fortunately this mission is from Chapter Approved 2018 and ignores that! "GOOD THING ACCEPTABLE CASUALTIES IS A THING," I shouted.

Yikes. 

Anyway, on my turn I dropped my silver boys in and blendered almost everything that he had dared to place in my deployment zone.




Astral Aim removed his Hellblasters, smiting killed all but one of the Suppressors, and then a 10" charge removed the last one from the point he was trying to defend.

The next round was a brutal close quarters scuffle. He very wisely picked out the Paladin unit back here that knew Gate of Infinity and focused all of his fire on them; shooting with Ex Tenebrous chich is an absolute monster of a relic and ultimately charging with his characters and dropping my Paladin Squad Darius to 1 guy.

That dude's pointer finger was just chopped off.

The Paladin swung back and mulched them, but Derek used his last 2 CP to activate Only In Death Does Duty End and destroy my Paladin with his dying Captain, thus robbing me of Gate of Infinity and any mobility I might have hoped to gain.

I think it was over at that point, but I pushed forward anyway. I had Hold the Line as a tactical objective, and I thought that maybe I could kill his Aggressors and claim it. I fired 40 storm bolter shots into the Aggressors and chipped 2 wounds off of one of them.

Oh, Aggressor. Two months ago you would've been dead from that.

We charged in, lost a Paladin in overwatch, and then ripped those Aggressors apart with Nemesis Force Halberds. As it should be!

But...  he had his sneaky Lieutenant sitting in my back corner, which both of us forgot about until I went to score Hold the Line. One dude. One dude was back there! That's all that stopped me from scoring it!

The curtains seemed to be falling. We moved to his turn and he charged my Paladins with his remaining +++INVICTOR TACTICAL WARSUIT+++ and mulched 4 of my boys. At the end of his turn he scored every objective he had.


We, uh, called it after that.

New Space Marines are absolutely brutal. Bonus AP on pretty much everything almost negates the benefits of Terminator armor entirely. Their basic weapons are AP-2 while the Tactical Doctrine is active. That's like Thousand Sons kind of shooting. That's better than Thousand Sons, actually, because Intercessor bolters have a 30" range! Making it so that my TDA fails 50% of the time rather than only 16.6% of the time is a tremendous advantage. Grey Knights just don't have a way to effectively deal with mass volume fire. Watching a Redemptor's storm bolters kill a 50 point Paladin because I rolled three 2s is painful.

But honestly, I did better facing him than I thought I would have. If I'd drawn some objectives that were easier to achieve or if I'd found a spot in his backline to slay his Warlord (Chapter Master Deckard Cassiter) I think I would have had a good chance of winning. As it was there was a round where the Void Specters controlled every single point on the board, which is very hard to come back from. But it was a great game! Derek is a tremendous player and also just a fun dude to be around. Our games are always super amicable and light-hearted, even when he's crushing my knuckles with a clawhammer. 

Added bonus, there was another Grey Knights player at the club tonight!

Battle-brother in the wild!