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The first game I'll be launching into is a 1000 point game. After some (half-assed) thought, I have come up with a few ideas.
Firstly the tourn will be 1000pts, four games (2 x DoW, 1 x Pitched, 1 x Spearhead - 1 x Capure/Control, 2 x KP and 1 x 5 Objectives). The table will be 4x4'.
Looking at the games: Clearly DoW is the key, preping a list for this will give me more chance of an overall tourn score. The next is KP - I will need to keep my unit numbers down, but not so much that I lose capability quickly. Given that its 1000pts, the games are likely to be over before the final round (small numbers of units generally mean quicker games). So I need:
2 x hard hitting troop choices (to get onto the table for DoW) and everything else needs either range or speed to be effective.
The smaller table size means assault units will be more effective (quicker into combat, where as ranged units will have less turns to shoot).
The 100pt limit means I'll be facing a large portion of 'infantry' types than mass armour. Also there will likely be a bent towards troops choices (for objectives and DoW).
So.... Reading into that. Two strong troops choices:
2 x 10man assault sqds. These will have survivability and get nearly 50% of my force onto the table for DoW.
They have the ability to fight troops choices reasonably well but lack any anti armour - so lets give them 2 x Meltas and a Powerfist on the Sgt (this is a standard kit out for BA AS.
The next unit will be my HQ - I will discount unique characters, as their points cost limits my ability to bring other units to the game. the options (with Jump pack):
Librarian 125pts - The weaker HQ for combat, but comes with a force weapon. His additional powers will greatly help, give my units more hitting power.
Relusiarrch 155pts - The ability to reroll hits is great, though I can get from lib. His ability in combat is more impressive than lib - as he is I5 and W3
Captain 125pts - A close Combat Machine. He does not grant any bonuses to my troop choices, and therefore will be discarded.
I shall choose the Librarian. This will give me a unit that can hunt a HQ (force weapon to give instant kill) but still providing a boost to my troops. Unleash is an obvious choice but I am keen to get your advice on the other power. Sang Sword will allow me that HQ hunting option, but I will not be able to use Unleash. Darkness seems great, but can be irrelevant seeing as I will have to charge the unit that I cause to flee. Shield does allow me to deploy any where without worrying about needing cover and once I win a combat it won't give the opponent a free shot at my unit. (this will be my default until you give me other options).
Blood Angels have a significant advantage provided by Sanguinary Priests. The FNP bubble is well known. For 75pts, I can give my units a 50% greater survival rate from most weapons. Whilst two would be great, I doubt I will split my forces until much later in the game (also the table size is quite small). I shall add one. I must keep in mind that in DoW, my SP will not deploy with my troops choices and therefore will not be on the table until my marines are already in combat - this is a very serious consideration for deployment. I'm keen to hear what other people do to get around/work with this problem?
Now I have a fairly robust anti-armour/anti-troops set up, I now need to look my opponent. In DoW I should be capable of dealing with most 2 x troops, 1 x HQ combo - but I do risk being tied down and him/her having their reserves arrive to ruin my initial assault. Given that I will likely be in their half of the board (my range and need to get into assault) I cannot wait for my reinforcements to arrive on my side. More assault troops is one option - but I will have to wait for a 75% chance of them arriving at turn two, another would be something in a drop pod. The drop pod will allow me to get something extra into the area I'm fighting in turn one - a huge advantage for DoW games! My options include: A dreadnaught, a Furioso Dread, a Lib Furioso Dread, Honour Guard or Vanguard Vets.
I can quickly discount the following: Dread (does not provide the flexibility or survivability compared to Furioso), Lib Furioso (for this points cost it is not cost effective), Honour Guard and Vets (without the jump packs they can't stay with me and to leave them alone, they will become an easy points grab for my opponent). Therefore the Furioso dread seems like the most effective option for a turn one reinforcement.
Furioso Dread: His job is simply to arrive, survive, accept some shooting and maybe an assault. If possible he will deploy away from anti-armour but given the size of the board this is not always possible. His job is to provide support to the assault marines in clearing the board in the first three turns of the game. He will be an anti-infantry unit. We'll give him a heavy Flamer to soften up targets before and assault. I will then give him blood talons, as the extra attacks are a great way to push a combat into your favour. Extra armour and spot light are not going to benefit my list in any way and won't be taken. 170 points.
We now have 76.5% of my army on the board on turn one - this is exciting for a DoW game. Given that I cannot do anything to get more onto the board (other than pay more for units) The next unit/s must be capable of helping me obtain turn 3-6 KPs. If I try and bring objective holders into the list at this point, I am separating my army and creating a crack that can be exploited. The units need to be able to effect the opponents side of the table as soon as the come on. This means they must have jump packs, a drop pod OR be fast moving. With 140pts we are limited in our options:
Baal Pred: Fast moving and the ability to deal with large blocks of infantry and light armour. If I am capable of removing my opponents anti-armour in the first 3 turns, the arrival of this is close to a game winner.
AttackBike Sqn: [/i]I can easily bring 3 heavy bolters onto the table. They lack the firepower of the Baal, but can move further and still shoot.
Land Speeders: Two speeders would give me a flexible, although soft last turn trick.
More Assault Marines? : can take objectives, can come on with sang priest!, doesn't bring much firepower[i]
This is where I am stuck... what adds to my list...any ideas guys?
Cheers - sorry for rabbeting on! (but you know you love it)
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