Showing posts with label Practice Game. Show all posts
Showing posts with label Practice Game. Show all posts

Wednesday, August 3, 2016

Nearly 2 Months...

Dang!!!

hah, I don't expect anybody to be reading but it is funny how things work out.  I guess when I last posted I was prepping for BeakyCon.  That tournament came and went...and then I was going to focus on both Frostgrave and Kings of War.

Hobby-wise I feel I have been getting to do quite a bit, but not nearly as much as I would've hoped.  But luckily it hasn't been in vain.  I have managed to get quite a bit done around the house, tasted some delicious beer, knocked a few things out at work, and have spent a lot of good time with my beautiful wife!

So that said, I'm going to try to get back into the swing of things.  I guess a few general updates (that will be detailed in posts to follow).

BeakyCon 2016

As I mentioned earlier, this event came and went.  I had originally hoped to go at least 1-4 or preferably 2-3.  Ultimately I ended up going 1-3-1 but towards the tail end of the tournament I had one very lack luster matchup.  In general, this tournament was actually quite fun and there were some good guys.  That said, it was a reminder that maybe I don't have that "killer instinct" to try and get max points.  I do like bringing "middling" army lists as they offer the most dynamic matchups.

In general I am in a bit of no-mans land.  I like playing friendly games but hate getting smashed when I bring a "friendly" list against a "hard" list.  But if I want to play in tournaments I *NEED* to play far more games than I normally do.  I guess time will tell which way I end up going.

As a total aside, I have really been wanting to run more events.  I'm not sure if this area suits me though.  There are plenty of players and they are all very friendly...but I'm not quite "in" with them either.  Like I'd honestly like to host a mini-convention or event at a local hotel and even give stuff away...but I'm not sure anybody would even appreciate the effort.

Frostgrave

I met up with a few guys that are excited to play the game.  With my buddy Sanjay moving down to the area, I'm hoping to get him involved just to simply be able to play at home.  I have thought about hosting "Frostgrave" night at my local FLGS/dork store, but I know it is quite a commitment to guarantee that I will go every week on that night to host games.

I guess for now I need to just start playing games and make sure I have enough models for 2 (maybe 3) warbands.  It is always easier when you can use another player's models to learn a game.

Kings of War

I had my first game of Kings of War since some massacres I experienced early on.  I brought my Beastmen (aka The Herd) army and it performed amazingly well.  Granted, I think my opponent went easy on me but it let me better understand what worked best in my army and what I could shift around.  I have built up quite a few models and want to post pictures on here.  I will try and post a batrep of the game (my memory may fail me a bit)...but in general I think this game is great.

Age of Sigmar

I am definitely in quite a pickle.  I drove my wife down to south Florida to go to a concert and while she was there I took some 40K and Warhammer Fantasy models to a GW store just in case I could find a game while she was at the concert.  I ended up meeting a cool guy named Mike who showed me the basics of AoS.  I actually had a ton of fun and with the release of the new rule book giving points values, I could see myself playing even more.  The game plays on a much smaller table in most situations and while I don't know how much terrain is necessary to balance things, it does seem like yet another option to play with friends.

I have plenty of fantasy models, so that isn't the problem.  I just need to make sure to get my Kings of War army ready to go (again, the tournament scene beckons)...but then rapidly start setting up my Age of Sigmar stuff.

In general just wanted to put some thoughts down.  Football season starting up may slow my progress but I'm hoping to host people to be able to play some wargames while watching foosball on TV.  Got the kegerator cooled and ready to go!


Thursday, June 2, 2016

Battle with Titan

Hey everybody.  So I was originally hoping to get a rematch with my friend Nick and an updated list he might have for me to face, but he had committed to playing against someone else.  Instead I made a new friend named Josh whom I had seen at Dogs of War in the past.

He responded to my post looking for a game on Facebook and we agreed to a match.  He wanted to test out his Grey Knights and thought it would be a good chance to see how well my Psykers could deal with the Might of Titan (spoiler - it was a bit rough).  My list was the same as my previous game.  Off the top of my head, this was what he brought:

Nemesis Strike Force

HQ - Grand Master in Terminator Armor, Psilencer, Falchions, ML2
HQ - Librarian in Terminator Armor, Nemesis Force Stave, ML3
Troop - 5x Grey Knight Terminators with Falchions and 1x Psycannon
Elite - 5x man Purifier Squad with 5x Nemesis Daemonhammers
Fast Attack - 5x man Interceptor Squad with an Incinerator
Heavy Support -Nemesis Dreadknight with 2x Fists, Heavy Incinerator, Heavy Psycannon


"Add Ons" (I can't remember who they belonged to...)
HQ - Techmarine with a Nemesis Daemonhammer
HQ - Techmarine with a Nemesis Daemonhammer
Fast Attack - Razorback with TL Lascannon
Heavy Support - Land Raider Crusader with Multi-Melta

Josh's strategy would be to deploy the characters all with the Terminator Squad and ultimately to try and go toe to toe with my Command Squad.  Already I have forgotten exactly what Warlord trait he rolled but it didn't have much of an impact on the game.  He rolled on Divination, Santic Daemonology, and Telepathy hoping for Invisibility and a few other key abilities.  Ultimately he was unable to get the powers he went after.

I rolled on the Space Marine table and got Storm of Fire and rolled for Night Attacker (?) on the Strategic Table.  Again, my Psychic powers proved to be next to worthless (in this situation).  I rolled on Librarius Powers and got Psychic Fortress and Null Zone on my axe librarian.  My right handed sword Librarian also rolled on Librarius and got Fury of the Ancients and Null Zone.  In all honesty, I wanted Null Zone but trying to cast on a ML3 Librarian with a Warding Staff meant he would deny on a 3+ roll.  Not ideal.  I gave up and rolled on Telepathy with my final Librarian (LH Sword) and got Dominate and Terrify.  Terrify at least potentially opened up the possibility for Psychic Shriek shenanigans.  I rolled on Divination with my Inquisitor and scored Precognition.  Meh.

There could be worse rolls but for a second straight game I rolled less than ideal powers.  I suppose my hesitance to keep rolling on the same table (knowing the odds of getting the same power) proved to be a bit of a hinderance.

We rolled up the BeakyCon6 sample missions and got Mission 3...just like before.  We rolled off and had a remarkable run where we both rolled a 2, 3, and 4 before I finally won on the 4th roll.  I opted to deploy first and go first.  I decided to Infiltrate my 3 Scout Squads and my Assassin depending on his deployment.  I knew he would Deep Strike quite a few things with the option to Deep Strike Turn 1.  I deployed with two Tactical Squads (Lascannons) to my right side, my Devastators (and Inquisitor) behind some ruins in the middle along with my Command Squad.  I opted to deploy a single Tactical Squad on my left side with a sword Librarian joining my Grav Bike Squad.

He deployed defensively to match (putting his Purifiers in the Land Raider) and the Interceptor Squad opposite my 2 Lascannon Tactical Squads.  His Lascannon Razorback and Dreadknight deployed opposite my Grav Bikes and Flamer Tactical Squad.  Everything was set...until it wasn't.  Josh seized on me!  While I would claim that it changed the way I infiltrated, it honestly didn't.  I deployed two Scout Squads in a tower to the right and my Assassin and Bolter Scouts on my left to support the bikes.  I thought it would be easy pickings with my Command Squad dispatching his Terminator squad.

Not so fast my friend!

Turn 1



The mission has a special rule where a dice roll can affect the dice roll for reserves.  But despite rolling a negative modifier Josh rolled a 5 and brought his entire Terminator and character squad right in the middle of the board.  He shunted his Interceptor Squad up towards my Snipers on the middle level and simply pushed everything else up.  During the Psychic Phase, Josh started strong by rolling Forewarning (4+ Invulnerable Save on his Terminator Squad), Prescience, and Force.  Force immediately worried me as I knew it would deny me my 2+ or 3+ FNP on the command squad.  I believe his Warlord rolled Perils on his Prescience and rolled a 2 and "forgot" Force.  No big deal.  He then went big and tried throwing Terrify on my Command Squad.  I threw all my dice at his 3 successes and failed to deny.  He followed up with Psychic Shriek and on Leadership 9 rolled an 11 (2 wounds my Captain easily tanked).

In the shooting phase Josh managed to take out a considerable amount of my Sniper Scouts and put a few pot shots on my Tactical Squads (causing a couple of wounds).  But the big deal was when Josh brought the Dreadknight around to engage my Culexus Assassin.  He caused a single wound in the shooting phase and I wasn't sure if he fully grasped how strong my Culexus could be.  Maybe it was me who put too much faith in him.

In the subsequent assault phase the Dreadknight charged my Assassin and I thought that he would be able to make quick work of the Monstrous Creature.  Well...I guess I was wrong.  Sure I could hit on 3's and would only get hit on 5's.  But wounding on 6's would prove to be troublesome.  Unfortunately for me I came up with a 3, 5, and 5 to wound on my 3 hits.  Mr. Dreadknight was much luckier.  On his turn to attack he rolled 2 hits and rolled a 1 and a squish on my Assassin.  I rolled a 3 to save.  Good night!

On my turn I tried to basically re-position my Command Squad so that I could avoid a charge from the Terminator Squad in Round 2.  I cast Psychic Fortress on Command Squad (looking for Adamantium Will) and then foolishly attempted to cast Null Zone on the Terminator Squad.  Nope!  In the shooting phase I turbo-boosted further away and thought that my Grav Squad could take out the Nemesis Dreadknight out in the open.  9 shots.  5 hits.  3 wounds.  1 save.  Doh!  I suddenly realized I had let my Bike squad out to dry.  I guess I needed to get within 18" to shoot Grav regardless but it was too little too late.  I put a few wounds on the Interceptor Squad but otherwise did nothing else.

Turn 2


I think at this point Josh slowed down a bit and should've pressed his advantage.  I only had a few Tactical Squads hanging out in the back and he could maul all my backfield while I tip toed around his Force enabled squad.  The highlight of his turn came when the Purifiers exited the Land Raider and proceeded to Cleansing Flame the dickens out of my 2 scout squads with 10 hits on each squad.  He managed to put a wound on my Librarian joined to the Grav Bike Squad and took out the sergeant as well.  But the biggest event was that Josh failed to cast Force with his Terminator Squad.  He threw only 4 dice at it (getting 2 successes) and I threw all my dice at denying that power and managed to stop it with 2 sixes.  This was the opening I needed.

In Assault the Dreadknight bowled into CC with my Grav Bike Squad and he had 2 failed assaults (his Terminators into my Devastators and his Interceptor squad into a Tactical Squad with 2 remaining Marines).

On my turn I saw an opening.  First I opted to clean up the Interceptor Squad in my deployment zone.  I then pushed my Command Squad forward and readied myself for the glorious combat that would ensue.  I only managed to get Psychic Fortress up again and had some dice to throw at Force.  I popped my Warlord Trait giving me Rending for a Turn and I opened up with 16 Twin Linked Bolter shots on his Terminators.  I managed to clear out 2 of the stock Terminators.  I then charged his Terminator Squad and challenged with my Captain.  He smartly accepted with a Techmarine and combat was on.  I did manage to kill a single guy with my hammer of wrath attacks, but otherwise combat was a huge pillow fight.  Josh made all his 4+ Invulnerable Saves and my Captain whiffed gloriously and only got 2 hits and 1 wound on the opening round on his Techmarine.  womp womp!

The Dreadknight started the slow process of basically killing off a single bike per turn.

Turn 3


The slow and steady grind continued.  With most things sitting behind LOS blocking and having bad angles, Josh did his best to try and prep for the inevitable combat in the middle.  He realized (after the match) that this was probably one of the bigger mistakes he may have made.  He cast Hammer Hand on his Terminator Squad (no big deal) but prepped his Purifiers with Force (after I denied it on his main squad again) to charge into the melee.  He should have probably fallen back and captured an objective to have a shot at winning the primary but thought he might be able to help deny me my FNP saves and turn the tide.  After all, I only have 2 guys with Storm Shields.

He cleaned up my Devastator Squad and the attached Inquisitor.  Most of the action came during the close combat phase.

In CC my captain finally managed to take out his Tech Marine but not before causing a strength 10 wound that forced my captain to drop down to 2 wounds (and lose the +1 to FNP).  Despite charging in with his Purifiers, the rest of my squad was able to take the Purifier squad down to a single man.  With only 1 extra hammer joining the fray, my command squad managed to tank the wounds (though I did lose one Power Fist in the process).  He lost combat by 6 and lost his leadership roll.  But since I caught him, ATSKNF allowed him to stick in combat.  Though he had survived, Josh was down to a Librarian, his Warlord, and two Falchion wielding Terminators.  Again, his Dreadknight managed to get me down to a single Librarian in combat.

On my turn I activated Force and Psychic Fortress.  I re-arranged my 2 tactical squads but otherwise was unable to do anything else.  In close combat my Captain challenged and he accepted with his Librarian.  I was impressed at how well he was able to tank (my dice rolls definitely helped).  I found in general that I rolled well defensively but poorly offensively in this game.  My captain succeeded in doubling out the Librarian (though he did save all but 1 wound) and while I lost my other Power Fist, I was able to clean up the other 2 Terminators leaving only his Warlord to fend with the rest of my Command Squad.

His Dreadknight finally finished off my Librarian letting him push forward and most likely getting the chance to roast my Tactical Squad that was out in the open.

Turn 4


Turn 4 was a bit more interesting than I thought it would be.  Mind you...we thought it was Turn 5 (we had lost track of the turn counter) so we thought it would potentially be the last turn.

With very little left, Josh thought he had put the Land Raider in a position to shoot at my Tactical Squad but ultimately fell short by a few inches.  He maneuvered his Dreadknight so that he could Incinerate my Tactical Squad and then finish off the rest with his Psycannon.  Unfortunately, bad rolling lead to only a single dead Tactical Marine and created a 5 inch gap between him and the squad.  A charge that he could easily make...had he not rolled a 4.  Predictably, I was able to finish off his Warlord with the last round of combat (only just though).  I still had Force Weapons active and he got hit with 2 Power Fist attacks and 2 Power Axe attacks.  All 4 wounded.  All 4 would cause instant death.  He rolled and got a 5, 4, 4, and a 3.  I consolidated and prepared for what might be the final round.

On my turn I separated the 2 Librarians out to go after the Dreadknight (as they were too far from the Razorback).  They could've maybe Turbo-boosted but I thought I could Psychic Shriek the Dreadknight to death.  My Tactical Squad got near the Dreadknight and captured the Objective.  My remaining Scout Squad (mostly unable to do anything the entire game) moved down the ruins and after running got within 3 inches of the Razorback to contest the objective.  I charged my Command Squad into the Land Raider thinking the Meltabomb would make quick work of the massive tank.  Unfortunately, while I did hit I rolled double 1's which meant no penetrating hit.  Only my Captain could cause any damage.  He rolled 5 attacks, 4 hits, and then a 6, 6, 6, 2!  hah...he came within 1 Hull Point of taking out the Land Raider!

With it getting late we decided to call the game (though I rolled and got a 3 meaning the game would've ended had it been Turn 5 as we had originally believed).  Josh thought that at this point playing one more turn would result with a decisive victory for me.

Primary Objective 1 - The Scouring - Iron Hands win (5 points)
Iron Hands held 3 objectives
Grey Knights held 0 objectives

Primary Objective 2 - Kill Points - Grey Knights win (5 points)
Iron Hands had 6 kill points
Grey Knights had 9 kill points

Secondary Objective - Headhunter - Tie
Iron Hands failed to kill the Land Raider
Grey Knights failed to kill the Command Squad

Tertiary Objectives
Last Laugh - Iron Hands slayed the GK Warlord last (1 point)
King of the Hill - Iron Hands Captain was near the middle objective (1 point)
Gut 'em - Iron Hands killed Terminator Squad (1 point)

Overall it was an Iron Hands win, 8 VP to 5 VP.  The game was actually very close.  I think the Kill Points Mission could've been closer if I scored the 2 Techmarines as well, but still fell short by 1 point.  The game was an interesting lesson in the Psychic phase.  I learned that going up against a ML3 Psyker with Adamantium Will is asking for trouble.  While I'm far from a pro, I think that I finally have a fairly good feel regarding how many dice I need to throw to get powers to succeed.

I've also now come to really question how I play my Scouts.  I always think I scout them to a position where they will remain safe but sadly they just become the first targets for my opponents.  I also was a bit too willy nilly with my Culexus.  While his abilities are quite formidable he is not invincible.  In just about every game simple flamers or volume of attacks have managed to take him out.  Without a Drop Pod or a vehicle to serve as his transportation, I fear that he simply isn't effective enough to use.

Errr, I should clarify...I don't think my skill level is where it needs to be to fully utilize him.  While my plan was perhaps initially solid, my placement near the edge caused problems.

Already my mind has begun to think of a new list to take in place of this one.  Getting Coteaz would be amazingly good but I don't know if I will be able to spare the points to do so.

The game against Josh was a ton of fun.  I still worry about mass daemons and lists with flyer spam.  I'm getting close to crunch time.  I think the core of the list will remain the same.  I'm going to try and take better pictures.

Monday, May 30, 2016

Memorial Day Fun Game

So as I alluded to in the previous posts, I did finally have a chance to get my first Warhammer 40K game in weeks!  I noticed one of the guys that has been wanting to game it up against me was looking to get a game in over the next few weeks while he's in the area.  I had missed chances in the past and knew that I would have time this afternoon to game it up.  I finalized an Iron Hands list that gives me a relatively great chance to win a fair amount of games.  I don't find it over the top and plan on moving forward with the list for BeakyCon.  There is one thing I could tweak (more on that later).  But for now, here is the list:

Fist of Medusa Strike Force
Core - Battle Demi-Company
HQ - Captain (Lightning Claw, Power Fist, Artificer Armor, Bike, The Gorgon's Chain) - 215 points
Elite - Command Squad (Bikes, Apothecary w/ SS, 2x SS, 2x Power Fists, Meltabomb) - 225 points
Troop - Tactical Squad x5 (Lascannon) - 90 points
Troop - Tactical Squad x5 (Lascannon) - 90 points
Troop - Tactical Squad x5 (Flamer) - 75 points
Fast Attack - Bike Squad x3 (Grav Gun, Combi-Grav Gun) - 103 points
Heavy Support - Devastator Squad x5 (3x Missile Launchers) - 115 points

Command - Librarius Conclave
HQ - Librarian (ML2, Bike, Force Axe) - 110 points
HQ - Librarian (ML2, Bike, Force Sword) - 110 points
HQ - Librarian (ML2, Bike, Force Sword) - 110 points

Auxiliary - 10th Company Task Force
Troop - Scout Squad x5 (5x Sniper, Camo Cloaks) - 70 points
Troop - Scout Squad x5 (5x Sniper, Camo Cloaks) - 70 points
Troop - Scout Squad x5 (4x Bolters, Heavy Bolter) - 63 points

Allies - Assassinorum
Elite - Culexus Assassin - 140 points

Allies - Inquisition
HQ -Inquisitor (ML1 Psyker, Force Sword, 3x Servo Skulls) - 64 points

Honestly not much different than the list I had created before.  The goal of the conclave is to try and roll on Librarius for the re-rolling Armor Saves plus Null Zone.  In an ideal world I will also roll on Telepathy and get Invisibility as well.  Everything beyond that is just gravy.  The Inquisitor originally was being used as a way to get Psykotroke Grenades as well as Rad Grenades; however he's too slow to join my Bike Squad.  I also was using him to unlock cheap 18 point Warp Charges (Henchmen Squads, 2x Acolytes, 1x Psyker)...but I realized that Psychic powers aren't the lynch pin for the army.  For now, he simply joins the Devastator Squad and hopes to get Perfect Timing to go along with Prescience depending on what I need.  Given I'm normally only rolling for 2 powers in any phase, I can afford to let him throw 1 or 2 dice at a power.

I had wavered on bringing a Culexus but he helps me shut down opposing Psyker Deathstars.  Considering mine doesn't need the powers to operate, I can easily dump my 3 Librarians into the Grav Bike Squad and let them perform shenanigans on their own.

Ultimately, there are a few concerns I have with the list.  The most obvious one is a lack of transports/mobility.  It is somewhat mitigated by having Infiltrating Scouts (plus the Assassin) and letting my two Bike Squads push forward.  The other concern comes from the distinct lack of AA.  At this point I'm relying on Mysterious Objectives to get a Skyfire Nexus and just being able to ignore flyers in some situations.  Given that Helldrakes are still potentially a thing, I might have some issues.  Still, that would be one of the tweaks.  I would drop the Scouts and instead go with the AA Tank Detachment.  I'd need to give up a few things (like Lascannons and Missile Launchers)...but I think that they'd work well with the list.

The Inquisitor's Servo Skulls help immensely against White Scars and other Scouting/Infiltrating Armies...especially with the change to Infiltrate and Scout moves occurring *AFTER* the seize roll.  Honestly I find that to be a *GREAT* move because it suddenly adds that much more value to those units since they help you recover from a potentially disastrous situation.

So going off the top of my head, this is what my opponent (Nick) brought:

HQ - Company Command Squad (Creed, Master of Ordinance, Chimera)
HQ - Primaris Psyker (ML2)
HQ - Pask in a Leman Russ Punisher (2x Heavy Bolter Sponsons, 1x Lascannon, Camo Netting) plus a Plasma-cutioner (w/ 2x Plasma Cannon Sponsons, Lascannon, Camo Netting)
Troops - Platoon
Platoon Command Squad (Autocannon)
Infantry Squad (10x Guardsmen) 
Infantry Squad (10x Guardsmen)
Heavy Weapons Team (3x Lascannons) 
Heavy Weapons Team (3x Autocannons)
Troops - 10x Veterans (Upgrade that gives them stealth and forces me to do a disordered charge, Meltagun)
Heavy Support - 2x Leman Russ Tanks (Vanquishers...Strength 8, AP2, plus 2x Lascannons, Camo Netting)
Heavy Support -1x Wyvern

He had to change his list on the fly as he didn't bring the flyer stands and had forgotten quite a few of the parts he uses on his magnetized guys.  Creed was his Warlord.

We rolled a D3 and got the 3rd mission from the BeakyCon sample missions.  It was basically combined Scouring with Kill Points and a smattering of secondary and tertiary objectives.

I noticed in the pictures for DakkaCon this past weekend that some tables had very little LOS blocking terrain and worried I would have to deal with the same.  So I purposely set up a table with a single LOS blocking piece and a smattering of ruins and such throughout the rest of the board.  I still think it gave us enough items to hide units if we chose to.

I rolled Rites of War from the Space Marine Codex (all units use my Warlord's Leadership Value as their own) and then Master of Ambush from the Strategic Table.  Dan rolled the Warlord trait that gave him the ability to issue 4x Orders and I am unsure of the second Warlord trait.  We rolled off and I won the roll electing for Dan to deploy and go first (I didn't seize).

I elected to give my Grav Bike Squad and one Librarian Infiltrate along with my three Scout Squads and my Assassin (who all naturally have Infiltrate).  Dan deployed with a strong tank presence on the left and center with the squad of Veterans on my right flank to advance and try to control the other board edge.  My deployment matched his with the strength of my army on the left.  I was curious to see how truly powerful my Deathstar could be.

So an aside...

The last few weeks have allowed me the chance to read up more about deathstars.  In general, I find that while my deathstar is nice, it isn't truly as unkillable as others I've seen.  I only have 2 powerfists outside of my Captain and did not give everything a Storm Shield.  The Librarius Conclave is not maxed out and doesn't have a ton of Force Axes.  So if the right chain of events occur, I'm rapidly looking at a very weak star.  That said...I also like that my unit doesn't require psychic powers to be effective.  The entire unit has a 3+ FNP while my Captain enjoys a 2+ FNP (5+ Base, +1 for Iron Hands Chapter Tactics, +1 Command Benefit from the Fist of Medusa rules, +1 from the Gorgon's Chain).  Generally I put my shields and captain on the edges and allow them to tank the flurry of hits they'd have to face.  My only real fear are D-weapons and mass strength 10...neither of which are very common in the format.  But would volume of shots cause an issue?

I did not seize and as a result Nick went first.  There was no first blood so I deployed aggressively to give me a reason to potentially push up and start capturing objectives.



In his turn Nick managed to push up a few of his guys and tried to get Pask in a position to fire but still stay out of my charge range.  He miscalculated and made it so that Pask ended up within 21 inches of my Command Squad.  (Another aside - I rolled poorly in the Librarius discipline twice and poorly on the Telepathy discipline)

He proceeded to take pot shots on all my visible marine squads (Scouts and Tactical Squads) and managed to force leadership tests on all of them.  He pushed his veterans up and assaulted my diminished Scout squad in ruins (closest in the picture) and wiped them in one round of combat.  I did take away one thing from this turn...

...my Captain can most definitely tank hits.  Don't get me wrong...I could've very easily rolled 1, 1, 1 and followed it up with 1, 1, 1 for my FNP but it was unlikely.  But my captain tanked all the Pask unit shots, a plethora of Heavy Weapon Team shots, and emerged unscathed.  So my concerns about the unit not being durable were unfounded.  However, I definitely see the merit in getting that re-rolling armor saves power from the Librarius Discipline.

On my turn I pushed my bikes up and managed to assault Pask and friend by rolling a 10 to charge (I needed 9).  3 Power Fist unit attacks later, the unit was reduced to nothing.  They did blow up.  I managed to put quite a few wounds on his small blob squad protecting his Psyker but nothing else major came of my turn.  I opted to push my Grav bike squad all out to help support my Command Squad should they need extra shots.


Turn 2 Nick pushed his guys forward and seemed to dump his entire army's worth of shots into my death star (after it felled his Tank Squad).  This time I had put a Storm Shield guy on my right side (randomly...though I should've done so purposely) and between him and my captain, managed to tank all the shots that hit them.  In Nick's defense, his dice definitely abandoned him with him missing most of his AP2 shots.

On my turn 2, I managed to force the Platoon Command squad to run off the board (due to a few pot shots) and started whittling away at the rest of his forces.  But with him unable to do anything to my command squad (and it getting late), he conceded knowing it would be an exercise in futility.  My command squad would sweep across his units and would eliminate most by Turn 5 (or Turn 6 if it got to that point).

I guess this isn't much of a battle report as the game ended so quickly but there were definitely quite a few takeaways.

- This list should perform well in the absence of flyers.  I think with Mysterious Objectives (or the right spells), it can deal with flyers as need be.  The Death Star can hold its own if my dice do not abandon me.  Keeping the Apothecary alive is key to the unit working!

- I need to be mindful of where I place my Storm Shields and Captain.  In most cases they can all interchangeably tank wounds.  I need to make sure to put my Apothecary somewhat central to everything.

 - I need to be mindful of where I deploy and move my Culexus Assassin.  That guy was in a spot that denied me 4 warp charges mostly due to bad placement on my behalf.  I can deploy him away from my psykers and let him go to work...or support him with Scouts/Tactical Squads as needed.

 - I should not be afraid to move my Tactical Squads even if it forces my Lascannon shots to snap fire.

 - Scouts in Ruins will get a 2+ Cover Save...but if I deploy them aggressively I should be prepared to lose them as Ignores Cover isn't as rare as one might think.  White Scars can get it easily, as can IG, and of course Tau!

I hope to get a rematch with Nick as he will try and optimize his list a bit.  I think he might try bringing some Demolisher Gun toting Leman Russes to help negate the 2+ or 3+ FNP...but of course I should deploy in such a way that it either puts him out of position or he just cannot fire that off as often as I'd like.

Here are the powers I rolled:

Axe Librarian (Librarius):
Psychic Fortress
Might of Heroes

Left Hand Sword Librarian (Librarius):
Might of Heroes
Fury of Ancients

Right Hand Sword Librarian (Telepathy):
Terrify
Shroud

Inquisitor (Divination)
Foreboding

Nothing bad...actually all pretty bad.  Definitely nothing great.

Sunday, May 1, 2016

First 40K Game in Months

So yesterday I had the pleasure of getting my teeth kicked in first game in against an excellent Tau player (Angelo) in my area.  I requested that my opponent bring a tournament list so it definitely looked brutal to the casual passerby.  Still, I had a blast and was not-so-subtly reminded that my list would need a lot of work if I wanted to play it in a tournament and win.

Space Marines have gotten a lot of love recently and know they can be ultra competitive.  I know White Scars are the dominant Chapter Tactic to take.  But still, I had to stick to my Salamanders (Into the fires of battle, unto the Anvil of War!) and see what they could do. The recent Angels of Death supplement gave them some pretty nifty new rules and I thought they might succeed.

We agreed to play the ITC Missions (we rolled up ITC Mission 2) at 1650 points per the BeakyCon rules and requirements.  Here is the list I took:

Flameblade Strike Force
Core - Space Marine Battle Demi-Company
HQ - Vulkan He'Stan (Warlord) - 190 points
Troop - Tactical Marines x5 (Flamer, Combi-Plasma, Drop Pod) - 120 points
Troop - Tactical Marines x5 (Flamer, Combi-Plasma, Drop Pod) - 120 points
Troop - Tactical Marines x5 (Flamer, Wrath of Prometheus, Rhino) - 120 points
Fast Attack - Attack Bike (Multi-Melta) - 50 points
Heavy Support - Devastators x5 (4x Multi-Melta, Drop Pod) - 145 points
Elite - Command Squad (4x Melta, Apothecary, Drop Pod) - 180 points

Command - Strike Force Command
HQ - Captain in Terminator Armor (Cataphractii Armor, Combi-Melta, Thunder Hammer) - 145 points

Auxiliary - Raptorwing
Fast Attack - Stormtalon (Skyhammer Missiles) - 115 points
Fast Attack - Stormtalon (Skyhammer Missiles) - 115 points
Fast Attack - Land Speeder (2x Heavy Flamer) - 50 points

Allies - Assassin Codex
Elite - Culexus Assassin - 140 points

Allies - Space Marines (Iron Hands)
HQ - Techmarine (Auspex) - 70 points
Troop - Scouts x5 - 55 points
Fast Attack - Drop Pod - 35 points

It was a pretty standard Drop Pod type list.  I originally wanted more flamers but with Vulkan I felt that utilizing the Meltas would be best.  I took the extra Captain HQ to give my Devastators Slow and Purposeful to fire when they arrived on the board.  My Raptorwing was purely to face other flyers and my Culexus was obviously to shut down Psykers to the best of his ability.  There are plenty of tweaks I could make to the list and had roughly 3 options but went with this one to see how effective aggressive MSU could be in this situation.  My opponent asked me why I didn't take a Conclave and honestly I am just not sure they will be available for use with the new Spess Mahrinz powers for BeakyCon.

Y'all will have to forgive me because I haven't played my Tau since before the new codex dropped.  So I am not completely familiar with all the newer stuff outside of the Stormsurge.  I asked plenty of questions during our game.  Going off memory, my opponent had the following list:

CAD - Tau
HQ - Commander (Iridium Suit, Drone Controller, 2x Plasma Guns, 2x Shield Drones)
Troops - 1x Crisis Suit (Twin-Linked Fusion Gun)
Troops - 1x Crisis Suit (Twin-Linked Flamer)

Fast Attack - Drone Unit (like 5x Marker Drones and 2x Shield Drones)

Riptide Wing
Elite - Riptide (Early Warning Override, Missile Pods, Feel No Pain, Ion Accelerator)
Elite - Riptide (Early Warning Override, Missile Pods, Feel No Pain, Heavy Burst Cannon)
Elite - Riptide (Skyfire, Missile Pods, Feel No Pain, Ion Accelerator) 

Optimized Stealth Cadre (?)
??? - 3x Ghostkeels (with the 6 shot gun, 2x Drones each)
??? - 3x Stealth Suits (2x Burst Cannons, 1x Fusion Gun) 
??? - 3x Stealth Suits (2x Burst Cannons, 1x Fusion Gun)

Again, my apologies for maybe not placing the guys in the right classification but just going off memory.

So deployment was Hammer and Anvil.  Angelo won the roll off and elected for me to deploy and go first.  I had null deployment so he set up with a pseudo castle around his Commander.  I think the big issue this game would be the flamer overwatch in most cases.  That, and having to find a way to penetrate cover out in the open along with bypassing 2+ Saves, Invulnerable Saves, and of course FNP.  Angelo did not seize and our Warlord traits were not important to the mission.

Turn 1

 

Turn 1 I opted to pod in my Command Squad (with Vulkan and Techmarine attached), my Devastator Squad, and my Assassin.  Each squad attempted to shoot at a different Riptide and I feel that was my first mistake.  I also positioned my Apothecary so that he would be the first to take a LOS roll.  Angelo opted to intercept both the Devastator Squad and the Command Squad with his 2 riptides.  It was risky to use the large blast template but it paid off by doubling out my Command Squad and deny FNP.  I had banked on the opportunity to use flamers against the Ghostkeel unit but that Mirrors ability that forces snap shots pretty much negates any chance for Flamers to be effective (or really just about anything else).  Being able to use it 3 times in a row would prove to be overly brutal.

I put a few wounds on each riptide before he managed to clean up on his turn.  My Assassin managed to mostly avoid any shots sent his way.  Angelo used the ability to "shoot twice" as a way to fire his riptides again on his turn.  I haven't read the rules but reviewing a bit on line makes me wonder if that was even possible as using Interceptor means you'd normally forgo being able to use those weapons on his turn.  Guess I learned something new.  In the end, he managed to clean up both of the squads leaving me with an Iron Hands Drop Pod (in orange) and an assassin hidden behind the green fortification.

I know we score Maelstrom objectives at the beginning of our next turn but he managed toscore the "Destroy and Enemy Unit" and I scored "Have a Scoring Unit at least partially within 12" of the enemy deployment edge".  Wow...just re-reading that I clearly see that I didn't play that right as I read it as "deployment zone", not edge...guess that impacts the scoring another few times.  So that should have been 0-1, not 1-1 Maelstrom.  Angelo got First Strike, and Slay the Warlord already.


Turn 2

 

 I rolled for reserves and managed to get my Rhino Squad, my Land Speeder, and one Drop Pod squad in.  The two Stormtalons came in automatically per the formation.  Nobody opted to intercept so I continued with my turn.  I tried to charge my Assassin into the Ghostkeel unit but 2 of them were within range to use their flamers.  6 Flamer Hits, 4 wounds, and 3 failed saves later I knew the game was pretty much over.  My Assassin died and my pod scattered too far to have any chance at capturing the Relic on that turn.  Plus I knew I would not be able to avoid the Tau shooting with them being so close to the board.  I opted to shoot my two Stormtalons at the one Riptide with Skyfire but got 1 rending attack.  So now I had 3 riptides running around with maybe 1 or 2 wounds max and outside of a few dead drones, nothing else.

On his turn, Angelo cleaned up my Land Speeder, my Iron Hands Drop Pod, and one of my Stormtalons.  He also cut the newly arrived Drop Pod marine unit in half.  Unfortunately they did not fall back (which at this point would've gotten me closer to the relic).  I managed to score Maelstrom Objective 1.  Angelo scored Destroy an Enemy Unit x2.  So we're at 1-3.

Turn 3

 

Going for broke (and having rolled Maelstrom Objective 2), I deployed my last remaining Drop Pod near Objective 2 and brought my Bike onto the table.  My two remaining Drop Pod 1 marines ran and for a short moment captured the Relic.  I was going to try and hide my 2nd Drop Pod squad but had a mental lapse and deployed them in sight of a Riptide.  They were Intercepted by an Ion Cannon that made quick work of that squad.  My only saving grace was my Drop Pod was still there to capture Maelstrom Objective 2.

On his turn, Angelo took out my remaining flyer, the Marines with the Relic, and one more Drop Pod.  I could've quit the game but opted to keep going for some masochistic reason.  I scored Maelstrom Objective 2.  He scored 2x Destroy an Enemy Unit.  So the running tally for Maelstrom was 2-5.


Turn 4



At this point my Scouts finally came in and chose to Outflank and came on the one side of the left side of the board.  I tried running them to the point where they weren't visible to any Riptide of Ghostkeel but there was a lone window (and some SMS Missiles) that would ruin that plan.  I moved my Attack Bike forward to attempt and put a wound on the Commander but whiffed on the wound roll.  My Rhino Squad opted to move forward to grab Maelstrom Objective 1.

Angelo Deep Struck one of his Crisis Suits near my Marines but scattered on top of the building.  My Bike took a smattering of Tau fire and succumbed to his wounds.  My opponent cleaned up all but 1 of my Iron Hands scouts (who miraculously made his 6++ FNP roll).  The Tau Commander grabbed the Relic.  I scored Maelstrom Objective 1 and Angelo scored Maelstrom Objective 2 and (yet again) claimed the Destroy and Enemy Unit.  Maelstrom 3-7.


Turn 5



For the Emprah!

hah...that is about all I can say about this turn.  I drew 3 horrible Maelstrom objectives but that game was out of reach regardless.

I had nowhere to go and nothing to really use.  I shot my one Marine Squad at the lone Crisis Suit and made his xeno-ass pay for his transgressions.  That made me feel good.  I ended my turn with a Rhino, 5x Tactical Marines, and a lone Iron Hands Scout.

Angelo used his turn to clean up the Scout and cut my Marine squad in half.  He took the Relic slowly back to his deployment zone and scored 2 more Maelstrom Objectives (I forget which ones).  3-9.

We rolled to see if the game ended but un-mercifully we continued onto Turn 6.


Turn 6

(No Picture)

I didn't even try and roll for Maelstrom.  I tried taking out a Crisis Suit with my remaining Tactical Squad but failed.  His riptides closed in, blew up the Rhino, and killed the remaining 3x Marines.  The game came to a very unceremonious end.

Though we didn't score Table Quarters clearly Angelo won that Bonus Point as well.  The final score would have been 11-0 in favor of Angelo as I only managed to take out his Drones and a single Crisis Suit much later in the game than expected.  So no shot at First Strike either.


Summary

While I cannot say I am surprised at the outcome, it was a bit of a brutal first game back.  I found that I am not nearly as rusty with the general rules as I am with the specifics of other armies.  I think that is one of the biggest differences between pretenders and contenders for any tournament.  Knowing what your opponent can do (at least in general) goes a long way to helping you plan out a more effective strategy.

We discussed post-game that putting Flamers on his Ghostkeels was huge as it prevented my Assassin from assaulting in.  I think in close combat he stood a chance at forcing a leadership check and perhaps sweeping them away.  The Riptides were the real threat most of the game however.

Vulkan is a nice HQ but he is too expensive and Melta attacks are too easily shrugged off.  Sure they are great at bringing down Void Shields or taking out armor...but Grav is really the answer to most units.  Being able to assault from reserves is another trick that would help me greatly not only against Tau but Eldar as well (especially with Wraith Knights being absent from this format).

Angelo was very paranoid when I deep struck in on Turn 1 and he expressed his frustrations with such Space Marine lists.  I knew however that I would have a hard time causing any damage with shooting alone.  This list may have performed well against Battle Company lists or perhaps even KDK...but not against a monster mash or heavy flyer type list.  Definitely not against Warp Spiders (Eldar), Tau, or Superfriends variants.

I have some ideas about Raven Guard that I would like to flesh out a bit more.  I don't want to take an Iron Hands deathstar or White Scars, but per our conversation of the Florida meta, I will need to to have any shot at performing well at BeakyCon.  I definitely rolled poorly this game but not so far out of the norm to really think it impacted the game much.