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![[Post New]](/s/i/i.gif) 2011/04/20 23:20:15
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 + analysis done)
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Longtime Dakkanaut
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Finally found some time to get this up.
Colonial was only about 40 min away so I go early for Friday night gaming since didn't take off Friday and didn't want to fight rush hour for open gaming.
Went on Saturday and had some time to run around the fantasy room and take pictures of all the Fantasy armies before the tourney started
Here are the pictures of the Fantasy armies.
http://www.dakkadakka.com/gallery/images-5770-15813_Colonial%20Gt%202011%20Fantasy%20Armies.html
Here are the pictures I took of the 40k armies
http://www.dakkadakka.com/gallery/images-5770-15814_Colonial%20Gt%202011%2040k%20Armies.html
My list Asgard 501st 1850pts
HQ
Company Command Squad with 3 Melta guns + Astropath in Chimera "Odin" with Multi Laser and Hull Heavy Flamer
Troops
Veteran Squad with 3 Melta Guns in Chimera " Tyr" with Multi Laser and Hull Heavy Flamer
Veteran Squad with 3 Melta Guns + Auto Cannon in Chimera "Hodur" with Multi Laser and Hull Heavy Flamer
Veteran Squad with 3 Melta Guns + Auto Cannon in Chimera "Eir" with Multi Laser and Hull Heavy Flamer
Infantry Platoon
Platoon Command Squad w Alrahem + 3 Melta Guns in Chimera "Hermodr" with Multi Laser and Hull Heavy Flamer
Infantry Squad with Melta gun in Chimera with Multi Laser and Hull Heavy Flamer
Infantry Squad with Melta gun in Chimera with Multi Laser and Hull Heavy Flamer
Fast Attack
Vendetta Gunship "Hirst"
Vendetta Gunship "Lenneth"
Vendetta Gunship "Silmeria"
Heavy Support
Hydra Flak Tank "Ullur" with Hull Heavy Bolter
Manticore "Freya" with Hull Heavy Flamer
Manticore "Frei" with Hull Heavy Flamer
Pictures of my Army
Full picture on display board
One of my only complaints about the Colonial GT was the lighting in the room was kinda dim so that effected photos some.
Close ups
Counts as Alrahem Platoon Command + Chimera
Hydra "Ullur"
Veteran Squad + Chimera "Hodur"
Company Command Squad
Vendetta "Hirst"
Vendetta "Silmeria"
Vendetta "Lenneth"
Manticore "Freya"
Manticore "Frei"
Game 1 Versus Joseph Sedge Playing Blood Angels
Joseph's List
Blood Angels
HQ
Mephiston 250 pts
Astorath the Grim
5 Honor Guard with Jump Packs350 pts
Noviate, Stormshield + TH, 3xpower sword + stormshield
Elite
Furioso Dreadnought 165 pts
Extra Armor, Magna Grapple.
Sanguanary Priest 90
Jump Pack, Power Sword
Troop
10 Marine Assault Squad with Jump Packs
Infernus Pistol, Flamer, sarge with hand flamer, power fist
10 tactical Squad
flamer, missle launcher, sarge with plasma pistol, powerfist
5 scout squad with sniper rifles 90
power weapon
heavy support
storm raven gunship 230 pts
multi melta, las cannon, hurricane bolters.
Picture of Joseph Sedges Army
I really like his storm raven conversion. Looks really cool. I would have put the las cannon on top and the multimelta on a chin mount though.
Mission 1 Parameters
Deployment: Pitched Battle
Game Length: The game will last 6 turns or until time runs out. At the end of turn 6, roll a D6. On the result of a 4+ a 7th turn is played.
Primary Objective: Seize Ground 5 objectives (Win: 20 pts, Draw 10 pts, Loss: 0 pts)
Secondary Objective: Table Quarters (Win: 6 pts, Draw 3 pts, Loss: 0 pts)
Tertiary Objective: Kill Points + Victory Points (Win 4 pts, Draw 2 pts, Loss: 0 pts)
- Must win by 3 kill points and 300 victory points
Bonus Points
+1 Kill your opponent's highest point HQ. If there are two of the same point value, determone one randomly at the beginning of the game to count for this bonus point
+1 Win the Primary and Secondary Objective
+1 If you have a scoring unit within 3" of the center of the table at the end of the game
+1 If you control more terrain features then your opponent. This must be in or on the terrain feature to capture it. Yes this does mean impassable peices can not be captured.
+1 If you have a scoring unit in the enemy deployment zone.
Deployment
Joseph wins the die roll and gives me first turn and reserves everything but the Scouts and the Tactical.
I deploy with a veteran squad with auto cannon on each of my objectives supported by an extra veteran squad on one side and the company command on the other with they hydra in the middle and the Vendettas spaced across. Alrahem's platoon is outflanking.
Picture after my deployment.
Joseph deploys his scouts on the left objective and Joseph combat squads the tactical and deploys them in cover with the sarge and special weapon on the hill and 5 marines with a missle on the right objective. He reserves his jump pack assault squad and honor guard with Astorath. THe storm raven is deepstriking with mephiston and the dread inside.
Picture after Joseph's deployment
My Turn 1
Vets with meltas and the CCS move up. I unload everything on the left side into his scouts reducing them to two members after they went to ground. Everything on the right side fires at the half tactical with the missle leaving only the missle left gone to ground.
Picture after my Turn 1
His turn 1
Nothing he went to ground with anything in range to fire.
My turn 2
Alrahem comes in. Forgot that he isn't using descent of angels and come in on his side of the board. Veterans roll up and so does the CCS chimera. Again everything on the left but the Manticore fires at the scouts who go to ground and I only kill 1 scout. One the right I kill off the missle marine with the Vendetta and everything else fires into the half with the sarge and fail to kill any.
Picture after my Turn 2
Joseph's turn 2
Joseph gets everything from his reserves. The honor guard come on right by the far infantry Chimera. The Assault squad jumps to between the Infantry Chimera and Alrahem's Chimera. The storm raven deepstrikes behind the plateau with grass on top on the left and hits droping out the dread. The storm raven fires a multimelta into the closest infantry chimera and stuns it. The dread fires on alrahem's chimera and stuns it. Honor guard shoot the far infantry chimera in the corner and immobilize it. Assault squad shoots Alrahem's Chimera and misses. Honor guard assault the infantry Chimera and explode it killing a few guardsmen who get out in the crater. Assault squad assaults Alrahem's Chimera and stun shake and weapon destroy it.
My turn 3
Alrahem gets out of his Chimera since its stunned anyway to kill the dread. Veterans roll up, Vendettas on the left move to target the Storm Raven. Alrahem issues bring it down and explodes the dread. Alrahem then issues first rank second rank on the infantry squad into the assault marines killing 1. Both Vendettas on the right fire at the storm raven just shaking it due to cover saves. The manticore on the right destroys the storm raven and mephiston falls out hiding behind the plateau. Vets and Hydra on the left all fire at that lone scout but he still lives. Vets, CCS, and Vendetta on the right all fire at the tactical killing 1 since they gone to ground. In assault the assault squad fails to kill alrahem's chimera.
Picture after my Turn 3
Joseph's Turn 3
Jump pack troops jump to near the infantry chimera. Astarath seperates and the honor guard and the honor guard jump to next to alrahem and the chimera. Mephiston casts wings and jumps over the plateau and fleets towards the auto cannon vets astarath assaults the infantry squad in the crater, jump pack infantry multi assault alrahem's squad and the infantry chimera. honor guard assaults alrahem's chimera. Mephiston assaults the veteran chimera. Mephiston fails to cast his str 10 power. Infantry chimera is wrecked and they pop out the back and to my side. Alrahem's squad loses and gets away running with the assault squad consolidating behind the plateau. Alrahem's chimera explodes and puts a round on Astarath and kills some of the platoon infantry and the infantry run. Mephiston immobilizes and stuns the Chimera.
Picture after Joseph's Turn 3
My turn 4
Platoon Infantry and Alrahem's squads run again because enemy is too close. Middle Vendetta turn to fire on Mephiston and veteran squad in the middle moves back to fire at mephiston. Vets in stunned and pop out to shoot at Mephiston. Left manticore fires an indirect shot at the jump pack marines and kills a couple and they fail their leadership and are pinned. Right manticore fires an indirect shot at astaraths honor guard and kills 1 and they fail their leadership and are pinned. left vet chimera shoots the scout and fails to kill him. Hydra on left shoots and kills that last scout. Vendetta on left kills an assault squad guy. auto melta vets shoot mephiston doing 2 wounds. center vets shoot mephiston doing 2 wounds. Mephiston goes to ground when the center vendetta shoots him and survives. On the right the vendetta, auto cannon and multi lasers shoot the half tactical killing one leaving 3.
Joseph's turn 4
The 3 remaining tacticals roll difficult and move up and shoot the CCS Chimera with a plasma pistol failing to do any damage. Mephiston is gone to ground and the other squads are pinned. Right after Joseph finishes his turn there is a 15 minute warning announcement and they say not to start another turn so we don't.
Picture after Joseph's turn 4
Would have been interesting if it went on since I would have had to kill at least two of Mephiston, his tactical and his jump squad to keep ahead in objectives. Hopefully Alrahem's squad and the infantry squad would have rallied so I might have been able to get the kill points.
Results
I win Primary controlling 1 objective to his none. I control my right objective while my left is contested by Mephiston and no one is on Joseph's objectives or the middle objective.
Secondary is tied as we both control our 2 table corners.
Tertiary is tied I got 6 kill points and 853 victory points from him while he got 6 kill points and 442.5 victory points from me. You needed to get 3 more kill points and 300 or more victory points.
I get no bonus points and Joseph gets +1 bonus point for controlling more terrain features.
Me: 25 battle points. Joseph: 6 bonus points.
MVP: Manticores killed his storm raven and got some good pinning rolls.
Oops it did nothing: CCS really didn't to much other then their Chimera shot their multi laser.
Game Analysis
Made a bunch of mistakes here.
Should have came in with Alrahem on my side of the table so he couldn't immediately shoot or assault me with his reserves when he came on with his jump pack squads. I thought they were descenting.
Should have pushed with my Vets in the middle 12 inches towards the middle objective and smoked instead of moving back to try and kill Mephiston.
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This message was edited 5 times. Last update was at 2011/05/09 22:49:36
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![[Post New]](/s/i/i.gif) 2011/04/21 00:45:35
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 1 finished)
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Longtime Dakkanaut
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really like the gallery of all the 40k armies, some pretty insane hobbyists.
Nice game as well.
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5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.
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![[Post New]](/s/i/i.gif) 2011/04/25 02:19:36
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 1 finished)
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Dakka Veteran
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Nice report its really nice to see good reports with photos. Looking forward to your other rounds.
Nice to see someone who points out their mistakes in their reports.
Your close up pictures are kinda blurry. You should consider investing in a digital SLR with a macro lens and a tripod. You can get a used older one for not too much money.
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This message was edited 1 time. Last update was at 2011/04/25 02:20:24
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![[Post New]](/s/i/i.gif) 2011/04/25 21:48:22
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 1 finished)
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Longtime Dakkanaut
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Thanks for the replies. Yeah I could use a better camera. If you see any good deals point me in their direction. Hopefully will have a better one for Nova. Here is round 2.
Round 2 vs Tom Niedbala's Blood Angels
Tom is a friend of mine who also plays at The Only Game in Town.
Tom's Bood Angels
HQ
Mephiston 250pts
Elites
5 Assault Terminators: 2 pairs of lightning claws, 3 thunder hammer/stormshields 215pts
Dedicated transport: Land Raider Redeemer with Multimelta = 250 pts
Sanuinary Priest in Terminator Armor = 85 pts
Troops
5 Assault Marines (removed jump packs): power fist, melta gun = 135 pts
Dedicated Transport: Razorback with lascannon and twin-linked plasma gun = 55 pts
5 Assault Marines (removed jump packs): power fist, melta gun = 135 pts
Dedicated Transport: Razorback with lascannon and twin-linked plasma gun = 55 pts
5 Assault Marines (removed jump packs): power weapon, flamer = 120 pts
Dedicated Transport: Razorback with lascannon and twin-linked plasma gun - 55 pts
5 Assault Marines (removed jump packs): power weapon, flamer = 120 pts
Dedicated Transport: Land Raider with multi-melta = 225 points
Fast Attack
5 scout bikers: sarge with powerfist and melta bombs, astartes grenade launcher = 150 pts
Mission 2 Parameters
Deployment: Spear Head
- Mark a point 18 in from a corner of your long table edge and 18" from the opposite corner of your opponent's side along the short table edge
- Connect these two points with a straight line. If done correctly, it will create a triangle for your deployment zone
Game Length: The game will last 6 turns or until time runes out. At the end of turn 6, roll a D6. On the result of a 4+ a 7th turn is played.
Primary Objective: Table Corners (Win: 20 pts, Draw: 10 pts, Loss: 0 pts)
Secondary Objective: Kill Points & Victory Points (Win: 6 Points, Draw 3 pts, Loss: 0 Pts)
- Must win by 3 kill points and 300 victory points
Tertiary Objective: Seize Ground( Win: 4 pts, Draw 2 pts, Loss 0 pts)
Bonus Points
+1 Destroy all your opponents troop choices
+1 If your least expensive unit is still alive and not fleeing at the end of the game.. If multiple units apply, determine which one counts for this bonus point randomly at the beginning of the game
+1 If your opponent has no units in your deployment zone
+1 Win the Primary and Tertiary objective
+1 Kill your opponent's highest point HQ. If there are two of equal point value, determine one randomly at the begining fo the game to count for this bonus point
Deployment
I win the die roll and reserve and outflank Alrahem's Platoon, deploying everything else like the picture below. Company command was loaded in the center Vendetta to make a potential alpha strike if he did not reserve or start in a corner.
In hindsight I probably should have taken the corner with the black rock as Tom was able to hide his razorbacks behind it and the other hill was slightly shorter but both where fairly high for blocking los.
Tom reserved everything with the scout bikers outflanking.
My Turn 1
I move everything up but the Manticores with the Company Command jumping out of the Vendetta to get in their Chimera next turn. On the left I move the veteran squad onto the objective.
Picture after my turn 1
Tom's Turn 1
Nothing since he reserved everything.
My Turn 2
Alrahem comes in from reserves and all the Chimeras roll on 12 in a row with Alrahem's being second in line far enough back so they don't get assaulted by Land Raiders as they come on and the front one smokes. Vendettas turbo towards the middle so they aren't near the edges if the scout bikers come on and other vehicles move to be in cover while Veterans and the Company command advance in the middle and smoke. Manticore on the right also smokes because it doesn't have cover.
Picture after my Turn 2
The Razor backs are not actually there. Tom is just putting what he got in for reserves on the table as he rolls them on on his Turn 2.
Tom's Turn 2
Tom gets Mephiston, the terminator raider and 2 assault squads in las plas razors from reserves. He rolls on the right side. The land raider wrecks the Vendetta while the las plas razors shoot at the Manticore 1 misses and 1 is cover saved.
Picture after Tom's Turn 2
My Turn 3
Alrahem's platoon chimeras continued to move at crusing speed towards the middle with one of them driving onto the hill. Manticores fire at the land raider but fail to damage it between missing and a coversave. Auto cannon vets on the right fire at the second razorback in the row failing to damage it. One Vendetta fires at a razor but scores only one hit which is cover saved. other vendetta only has sight on the land raider and fails to do anything to it.
Picture after my turn 3
Judge walks by and asks if the freestanding flight stand is a wreck. I say yes He then saysthe wrecked Vendettas should be put down on the ground so I follow his instruction and put the Vendetta down without the wing despite there was no room for it before since the manticore was in the way.
Tom's Turn 3
Tom gets the scout bikers on my left side, the last las plas razor and the las cannon land raider. Scout bikers roll in going for Alrahem's platoons chimeras. The las cannon Raider and the las plas razor rolls in on the left side. One Razor hides behind the rock while the other moves 12 to the right. The redeemer moves 12 forward. Redeemer stuns the Company Command Chimera and the las plas on the right misses the Manticore. Las plas on the left shoots at the Chimera on the hill and stuns it. Las cannon raider explodes the left Vendetta. Middle las plas razor shoots the middle vendetta and shakes it. Scout bikers shoot the leader infantry chimera but fail to do anything. Scout bikers assault the lead infantry chimera and al rahem's chimera but wiff since they all moved 12.
Picture after Tom's Turn 3
My Turn 4
Alrahem's Chimera and the rear Infantry chimera move up to burn the scout bikers. Veteran Chimera in the middle moves back 6. Hydra pivots to target the razor on the left. Shaken Vendetta turboboasts to the right side. Between two heavy flamers and guys firing from inside the Scout bikers are wiped out. Hydra fires at the left razor and stuns it. Left Manticore fires at the las cannon raider and explodes it. Right Manticore fires at the redeemer and immobilizes it. center vet chimera fires at the assault marines that poped out of the raider doing nothing.
Looking back I should have had the right auto cannon vets drive over the wreck of the vendetta 12 get out and issue bring it down on them using the company command to hopefully toast the land raider.
Picture after my Turn 4
Tom's Turn 4
Mephiston activates wings and flies over the rock heading towards the veteran chimera in the middle. The terminators get out of the immobilized raider and move to assault the company command chimera. Razorback on the fight moves up 12. Assault marines from the blown up raider move forward. Assault Marines on the left melta the lead Chimera and explode it killing a couple infantry guardsmen who make their pinning check and sit in the far part of the crater. Raider shoots at the Manticore but fails to do any damage. Razor on the right shoots the Vendetta which makes its cover save. Mephiston fleets towards the veteran chimera. Mephiston assaults the veteran chimera and the thunderhammer terminators assault the company command chimera. Mephiston takes off a weapon and stuns the Veteran Chimera. Thunderhammer terminators explode the company command chimera killing 2 and they pass their leadership and pinning.
Picture after Tom's Turn 4
My Turn 5
Vendetta on the right moves to the right to target the Razor on the right. Manticore on the right moves to the right slightly. Vets in the stunned chimera get out to fire at Mephiston because I will lose them next round anyway with 5 auto penetrates from Mephiston surely destroying the Chimera this round. Hydra backs up 6 to get a shot at the Razor on the right. Infantry squad in the crater on the right moves up to fire on the assault marines on the left. Alrahmem's Chimera rolls up 6 and so does the remaining infantry chimera. Company command issues fire on my target to itself and the veteran squad firingat Mephiston killing him. Alrahem issues first rank second rank on the infantry squad in the crater and they kill 1 assault marine. Vendetta fires at the right razor and wiffs. Hydra also fires at the right razor and wiffs. Both Manticores fire at the remaining Raider and wiff. Auto cannon on the left fires at the left razor and wiffs. Multi lasers from Chimeras on the left fire into the assault marines killing another leaving 2 left.
Pictureure after my turn 5
Toms Turn 5
His terminatars move to assault my Company command and veteran squad. Razor on the left moves 18 and smokes. Assault marines on the left attempt to hide behind the column. Razor in the middle takes a shot at Alrahem's Chimera but I make the cover save. Right razor takes a shot at the Manticore and destroys the missle launcher. Terminators multi assault and kill the Company command and cause the veterans to run.
My Turn 6
The veterans in the middle run again. Alrahem's Chimera rolls forward and so does the infantry Chimera. Veterans on the left roll up to melta the razor that just moved 18 into my deployment zone. Veteran Chimera in the middle tries to move onto the Vendetta wreck so the vets can melta the razor but it immobilizes itself. Right Manticore moves into the vendetta wreck to flame some terminators. Vendetta moves slightly to the right. Alrahem issues first rank second rank on the infantry squad in the crater firing at the assault marines and they kill none. Left Veterans melta the Razorback and explode it. Heavy flamer from the veteran chimera burns some marines and kills 1, Infantry platoon fires out the top of their chimera at the assault marines that fell out of the razor that moved 18 doing nothing. Hydra fires on the assault marines from the razor and kills 1. Alrahem's platoon command fires at the assault squad from the razor also killing 1 leaving 2 left. Vets in the middle fire at terminators killing 1. Vendetta on the right wrecks the razor on the right and the assault marines hop out on the left door. Manticore ends up burning the assault marines who just fell out of the right razor killing 1.
Picture after my Turn 6
Tom's Turn 6
Termies move around the column to assault the veteran chimera. Razor behind the rock lets out its assault marines moves to the left. Assault marines on the right move up to to the Manticore. Assault marines on the left move to assalt the veteran chimera. razor back behind the rock shoots Alrahem's chimera and explodes it killing a couple but they make their leadership and pinning. Raider shoots the Manticore on the right but fails to damage it. Assault marines on the left shoot and miss the vet chimera, assault marines on the right shoot and stun the manticore. terminators assault the veteran chimera in the middle. assault marines on the left assault the veteran with auto cannon chimera. assault marines on the right assault the manticore. Assault marines on the left wiff. Assault terminators in the middle wreck the veteran chimera and they pop out the back making their pinning check. Assault marines on the right wiff when they attack the manticore.
Picture after Tom's turn 6
We roll for turn 7 and the game ends.
Results
Tied Primary - we both control two corners (I control the left 2 winning the left far corner by only 5 points and tom controls the right 2)
Tied Secondary - I scored 5 kill points and 735 victory points and Tom scored 7 kill points and 890 victory points. You needed to score 3 more kill points and 300 or more victory points.
Tom won tertiary controlling 3 objectives to my one.
I got 1 bonus point for killing his most expensive HQ mephiston and Tom gets 1 bonus point for killing my most expensive HQ as well.
Me: 14 battle points. Tom: 16 battle points.
MVP: Manticores did kill and immobilize his raiders abeit a little late on the second one.
Oops it did nothing: veteran auto cannons really didn't do alot being out of position for los.
Game Analysis
Made a bunch of mistakes here.
Should have picked the side with the rock so Tom would have had less hiding places for his Razors.
Should have kept my Vendettas back slightly so they didn't get shot by the land raider redeemer as it rolled on.
Should have taken the chance and drove through the valk wreck with the vets on turn 4 to melta the land raider hopefully killing the raider and his termies would have taken a turn to eat my vets so I would have had time to kill mephiston, losing only 1 squad instead of two.
Should have rolled ran my right Manticore away 12 towards the corner instead of trying to burn on my turn 6.
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This message was edited 1 time. Last update was at 2011/04/25 21:50:05
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![[Post New]](/s/i/i.gif) 2011/04/26 01:01:18
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 2 posted)
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Rough Rider with Boomstick
USA
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I love your army list, especially al-rah. However I don't like the regular 2 infantry squad, BS3 and only 1 melta, they look more like free kill points/road bump for your opponents. I like to bring a psyker battle squad(8) in chimera, you could use them to lower unit's ldr then pin them with ordnance or make them flee off objectives.
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![[Post New]](/s/i/i.gif) 2011/04/26 04:24:49
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 2 posted)
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Longtime Dakkanaut
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Imperial Guard can bring so much stuff.....................
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5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.
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![[Post New]](/s/i/i.gif) 2011/04/27 22:19:56
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 2 posted)
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Longtime Dakkanaut
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Son's of Vulkan
Infantry squads have 10 men just like Vets. they do lack offensive anti vehicle but are a requirement to take a Platoon for Alrahem. Together with Alrahem they provide 3 scoring units that outflank to get on the opponents objective.
Psyker battle squad is meta dependent. Some armies like Orks its pretty good other armies like deathwing that is fearless with an allied gk hero for tablewide hood its kinda meh. PBS is not so great vs auto regrouping marines unless they run off the board or you can keep something 6 inches away from them.
Well here is round 3:
Round 3 vs Bill Bauer's Ultra Marines
Bill Bauer's List
Captain 130 pts
Bolt Pistol Relic Blade, frag + krak grenades, iron halo
Command Squad 230 pts
-Company Champion (Power Weapon, Bolt Pistol Combat Shield)
- Apothecary (Bolt Pistol, CCW)
- Storm Shield Bolt Pistol
- Power Weapon, Bolt Pistol
- Storm shield, Power Weapon
- Mounted in a Razorback
Elite
Deadnought 130 pts
TL Autocannon, DCCW w/stormbolter, extra armor
10 man tactical squad 230 points
Sgt w Power Weapon + Bolt Pistol
Plasmagun
Rocket Launcher
Rhino
10 man tactical squad 235 points
sqt w powerfist + bolter
melta gun
rocket launcher
rhino
10 man tactical squad 235
sgt w powerfist bolter
melta gun
multimelta
rhino
5 scouts 95 points
sgt w bolt pistol, power weapon, melta bombs
9 shotguns
10 assault marines - 225
sgt w power fist, bolt pistol
-flamer
landspeeder storm 50 pts
-heavy bolter
predator 85
autocannon, 2 heavy boltes
predator 120 pts
auto cannon 2x lascannon
whirlwind 85s
1850
Picture of Bill's Army
I like his Dawn of War HUD on the display board which only adds to his cool paint job.
Mission 3 parameters
Deployment: Pitched Battle
Game Length: 6 turns with 4+ turn 7
Primary objective: modified capture control (Win: 20 pts, Draw: 10 pts, Loss 0 pts)
- There will be a total of 8 objective markers. after deployment zones are chosen but before deploying, one objective must be placed inside your deployment zone. These are nominated as each players "Home Base" The other 6 are distributed over the table. 3 objectives for each player, roll to see who places first. The objectives may be no closer then 12" from the table edge or 8" from another objective. OBjectives may not be placed up in bulidings/ ruins (2nd 3rd floors)
- At the beginning of turn 4, roll for each of the objectives that were not nominated as home base. These objectives become objectives on the roll of a 5+; otherwise they are removed from the table. The "home base" markers are always objectives
Secondary Objective: Kill Points + Victory Points (Win: 6 pts, Draw 3 pts, Loss: 3 pts
- Must win by 3 kill points and 300 victory points
Tertiary Objective: Invasion (Win 4 pts, Draw: 2 pts, Loss 0 pts)
- Contest or Control your opponent's Home Base
Bonus Points
+1 if you have units in all 4 table corners
+1 if your opponent has no units in your deployment zone
+1 Win the secondary and tertiary objective
+1 if you have a scoring unit within 3" of the center of the table at the end of the game
+1 Destroy your opponent's highest point value unit. If there are two of the same point value, determine one randomly at the begining of the game to count for this bonus point
Deployment
I win the roll and opt to go first. I place my home base objective on the right side 12 inches in and 12 inches from the board edge near me and he places his right across from mine. We string out the rest of the other objectives starting 8 inches from our home base and going straight across the board 12 inches in.
I deploy in a line with melta auto cannon vets on my home base. melta veterans on one of the other objectives and melta auto cannon vets on another objective. Hydra is in the middle behind a rock and the Manticores behind Chimeras for cover. Vendettas are one on the left one in the middle and one on the right. Alrahem is in reserve outflanking.
Picture after my deployment
Bill reserves everything with the land speeder storm outflanking.
My Turn 1
Left Vendetta turbo boast to get away from the left and right edges to avoid the outflanking storm. other vehicles other then the Hydra and Manticores advance towards the middle and away from the edges
Picture after my turn 1
Bill's Turn 1
Nothing he reserved everything.
My Turn 2
Alrahem's platoon does not come in from reserves. Vendettas on the left and right turbo away from the edges. Chimeras roll forward away from the edges with the manticores moving to hide behind chimeras. smoke with the melta auto cannon vet chimeras and melta vet chimera.
Bill's Turn 2
Bill gets the Auto las pred, command squad in razor, 2 tacticals in rhinos, the assault marines, and the speeder with scouts. The auto las pred rolls on 6 the left side. the command squad in razor and one of the tacticals in rhino roll on the left and smoke. The speeder comes in from the left side and turbos 24 on Bill's side of the table. The assault marines jump and run into the ruins. Other tactical in rhino rolls on the right side by Bill's home base. razor and both rhinos smoke. The predator takes a single las cannon shot at a Vendetta and misses.
My Turn 3
Alrahem comes in from the right on Bill's side of the table with Alrahem going for the Tactical Rhino and the other infantry squads just rolling on the right side. Vendettas move slightly to target Bill's vehicles on the left side. Left Vendetta fires at the Predator taking off a las cannon and shaking it. Middle Vendetta fires at the razorback shaking it. Right Vendetta fires at the middle Rhino stunning it. Left auto canno vets shoots at the razorback but wiffs. Hydra fires at the storm and wrecks it. Left Manticore fires at assault marines killing a bunch. Right Manticore fires at scouts killing a couple. Alrahem's squad fires at the right tactical Rhino stunning it. Right auto cannon vets fires at the right rhino and wiffs.
Picture After my turn 3
Bills Turn 3
Bill gets the Whirlwind and Dreadnought from reserves. The Whirlwind rolls on in the right corner and the Dread comes on the right. The shaken predator drives up 12 and smokes. Jump pack marines hide in the ruins and scouts move into cover. Whirlwind gets a side shot at the left melta autocannon vet chimera and wrecks it and the vets get out. The dread fires on the right vendetta and immobilizes it.
Picture after Bill's turn 3
My turn 4
Left Vendetta moves slightly to target the Predator, Right Vendetta moves to targets the dreadnought. CCS and Melta vets move up to the middle. Right vets move back slightly to be within 3 of my home base. Left Vendetta fires at the Auto las pred and stuns it. dismounted melta autocannon vets shoot at the whirlwind but wiff. Left Manticore shoots at the Razorback and wrecks it causing the honor guard to hop out. Immobilized vendetta fires at the scouts who go to ground. Multi lasers from the CCS and vet chimera fire at the scouts who went to ground. Hydra fires at the whirlwind but also wiffs. Alrahem's squad meltas the tactical rhino and explodes it so the tacticals end up in the crater to get burned by the heavy flamer on Alrahem's Chimera and shot at by the multi laser on an infantry chimera and the right chimera of vets killing a few. Right Vendetta fires at the left dread and wiffs so the right manticore fires at the dread and wrecks it.
Mistake I made this turn was I forgot to move Alrahem's platoon's chimeras which let him auto hit when he charged. Also would have gotten me closer to the objective.
Picture after my turn 4
Bill's Turn 4
Bill gets the auto cannon predator and last tactical rhino in from reserves. The auto cannon pred rolls on in the middle with the tactical rhino along side moving up 12 and smoking. Honor guard move over to the right and run. scouts move over to the right along with assault squad. Whirlwind fires at the melta auto cannon squad out in the open but scatters off. dakka pred fires at the Vendetta in the middle and explodes it. The tactical on the right charges Alrahem's chimera and explodes it and alrahem's squad makes their pining check after alrahem takes a wound and loses an las gunner in the explosion.
Picture after Bill's Turn 4
Now we roll for which objectives stay and one on his side stays and one on mine stays in addition to the home bases.
My turn 5
Remaining Vendetta turns to target the autolas predator CCS chimera rolls up so the can fire at the middle tactical rhino. one infantry chimera moves to flame the remaining tacticals on the right while the other advances towards Bill's home base. Alrahem's squad moves towards the tacticals. Vendetta shakes the Auto las Predator again. Left melta auto cannon vets wreck the Whirlwind. CCS meltas the Middle tactical Rhino and stuns it. Infantry chimera flames the right tactical while Alrahem fires into them as well leaving 2 marines left. Hydra fires at the middle tactical rhino and wiffs. Remaining multi lasers finish off the scouts. Alrahem's squad charges the 2 remaining tacticals killing 1 and losing 1 so they tie and are stuck in.
Picture after my turn 5
Bill's Turn 5
Tacticals get out of the stunned rhino in the middle and move right towards Bill's home base. Honor guard head to the right as well. tacticals melta the infantry chimera near the objective and explode it killing a bunch but they make their leadership and pinning. dakka pred shoots the last vendetta but wiffs. That last marine in combat with alrahem's squad with his power weapon scores 3 wounds wiping alrahem's squad before they get to swing.
My Turn 6
Company command chimera rolls up and angles to get the back hatch in melta range. Vet chimera in the middle rolls up a little to be on the center objective. infantry chimera moves 12 towards the objective and tankshocks that last marine and he fails his leadership and he runs off he board. infantry chimera smokes. Vendetta finally kills the Predator. ccs shoots the rhino blowing off a weapon. ccs and vet chimera multi lasers focus fire on the tactical headed for the objective killing a one. The infantry squad in the crater on the right also fires at that tactical squad killing 1. Hydra also shoots that squad killing 1.
Picture after my turn 6
Bill's Turn 6
Rhino in the middle moves back a bit. Honor guard move up to assault the company command chimera, dakka pred pivots to fire on the infantry squad. tactical moves 6 to the right. auto las predator fires at the infantry squad killing a bunch but they make their leadership. tactical runs only 1 inch so can't get within 3 of the objective.
Picture after Bill's turn 6
Results
I win primary controlling my home base and his home base.
I win secondary with 10 kill points and 1145 victory ponints to his 5 kill points and 547.5 victory points.
I win tertiary controlling his home base.
I get 3 bonus points for
+1 If your opponent has no units in your deployment zone
+1 win the secondary and tertiary objective
+1 if you have a scoring unit withint 3" of the center of the table at the end of the game.
Me: 33 battle points. Bill 0 pts.
MVP - manticores killed most of the assault squad, some scouts and blew up some vehicles.
Oops it did nothing: everything was useful this game.
Game Analysis.
Did well with only one mistake of not moving Alrahem platoon's chimeras that one turn which did let him auto hit with grenades might have kept alrahem's squad alive then.
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![[Post New]](/s/i/i.gif) 2011/04/27 23:15:57
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 3 posted)
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[DCM]
Tilter at Windmills
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Always good to see your reports; thanks for another one! Even though the lighting was poor and some of your pics blurry, there's still plenty of useful visuals and it's well worth having them.
The level of detail and the honesty about mistakes and so forth are very good. Thanks again!
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Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2011/04/28 00:23:10
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 3 posted)
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Longtime Dakkanaut
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Yea the space marine list seems bad...especially against a shooting army.
you played it well which made it worse for him, nice job.
Out of curiosity what special rule allows space marines to outflank the entire army?
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5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.
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![[Post New]](/s/i/i.gif) 2011/04/28 00:44:59
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 3 posted)
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[DCM]
Tilter at Windmills
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Why do you ask?
AFAIK the only army-wide way for SM to do it is Khan's chapter tactics.
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This message was edited 1 time. Last update was at 2011/04/28 00:46:11
Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2011/04/28 05:08:47
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 3 posted)
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Gor with Big Horns
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Nice batreps and a very nice looking IG army
So how many more games and do you know where you are in the rankings?
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GW:
Beastmen , Ogre Kingdoms
Eldar
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![[Post New]](/s/i/i.gif) 2011/05/02 23:15:37
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 3 posted)
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Longtime Dakkanaut
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Smitty0305
Space marines didn't outflank entire army just the storm.
sabo_76
I finished 9th out of 48. 1 more game since round 4 is up.
Round 4 vs Sean Nayden's Salamanders
HQ
Vulkan 190
Master of the forge - combi melta, power weapon 125
Elite
Ironclad, melta, heavy flamer, 2 hunter killer missles, drop pod 200
Ironclad, melta, heavy flamer, 2 hunter killer missles, drop pod 200
ironclad, heavy flamer, heavy flamer, 2 hunter killinger missles, drop pod 205.
troops
Tactical Squad 6 men Rhino combi melta, power weapon 166
Scout Squad (5 men) combi melta, power weapon 4 bolt pistol/ cc weapon 100
Fast
land speeder - multi melta, heavy flamer 70
land speeder - multimelta heavy flamer 70
land speeder storm - multimelta - 65
Heavy Support
Thunderfire cannon - drop pod 135
Dreadnought assault cannon, tl auto cannon drop pod 160
Dreadnought assault cannon, tl auto cannon drop pod 160
Mission 4 Parameters
Deployment Spearhead
Primary: 2 objectives with 1 in middle
secondary: kill points
tertiary: kill hqs
Deployment
I win the roll and give Sean first turn.
Sean places his objective in the upper left hand corner and I place mine in the lower right and there is a 3rd objective in the middle.
Sean deploys his techmarine in the ruins in the upper left with the thunder fire cannon next to him and 2 auto cannon dreads in cover in the middle reserving everything else with the land speeder storm outflanking.
Picture after Sean's deployment
I reserve everything with Vendettas and Alrahem outflanking.
Sean's turn 1
Sean drops in his 3 empty pods purchased for the thunderfire and 2 dreads on/next to my objective. His dreads move on up out of cover and run.
Picture after Sean's turn 1
My turn 1
Nothing I reserved everything.
Sean's Turn 2
Sean gets 1 pod with an ironclad with melta and 2 hunter killers, both multimelta flamer speeders and the speeder storm from reservers. The pod with ironclad drops down behind the pod formation and drops off the ironclad who smokes. Both speeders turbo 24, one on the left and one on the right. The land speeder storm comes in on the left side turbo boasting.
My Turn 2
I get 1 melta auto cannon vets in chimera, 3 vendettas and 1 manticore in from reserves. The veterans and Manticore roll on roll on in the right hand corner. One Vendetta comes on the far left side with a second coming on the near left corner and the third the far right side. The melta vets chimera shoots the right speeder scoring a penetrating hit and the speeder fails its cover save and is immobilized so crashs. The Manticore shoots the ironclad and shakes it. The far left Vendetta shoots the left dreadnought and wrecks it. near left Vendetta shoots the speeder storm and wrecks it. The right Vendetta shoots the right dreadnought and takes off its assault cannon.
Picture after my turn 2
Sean's Turn 3
Sean gets in 1 pod with an ironclad with 2 flamers and 2 hunter killers and the rhino with Vulkan and the half tactical. Pod comes down right by my Chimera and Manticore. Rhino drives on the far right side by my Right Vendetta. Left speeder moves to target the far left Vendetta. Scouts move towards the far left Vendetta. Ironclad fires its heavy flamers and missles into the manticore hidding the veteran chimera as well stunning both. The master of the forge fires a melta out of the rhino and wrecks the right Vendetta. Left speeder multimeltas the far left vendetta and explodes it. Autocannon dread shoots and shakes the near left Vendetta with its auto cannon.
Picture after Sean's turn 3
My turn 3
I get my company command chimera, vets with melta in chimera, 2nd autocannon melta vets chimera, alrahem's platoon and hydra in from reserves. Company command comes in on the right side near the pods and the stunned vet chimera so it can issue bring it down on them when they get out other 2 veteran chimeras come on to the left of the Company command chimera with the Hydra to the left of them. Alrahem's platoon comes on the far left side by Sean's objective. Left shaken vendetta turbo boasts to the right to get a cover save. Auto cannon melta vets on the right in the stunned chimera get out to fire at the ironclad. Company command issues bring it down on the right melta auto cannon vets who explode the ironclad and take a wound on the auto cannon from the explosion. Company command squad then meltas the drop pod in front of them exploding it. The veteran chimera multi lasers fire at the scouts killing a couple. Hydra fires at the left speeder shaking it. Alrahemm's squad meltas the tech marine who fails his coversave and dies.
Picture after my turn 3
Sean's Turn 4
Sean gets his last pod with an ironclad in from reserves and drops it near his objective in the ruins. Rhino on the right advances through the wreck of the Vendetta 12 and smokes. Scouts move towards left Vendetta Ironclad and auto cannon dread in the middle advance. Ironclad in the middle fires 2 hunter killers at the company command chimera stunning it. The eauto cannon dread fires at the hydra shaking it. Ironclad in the ruins on the far left fires at Alrahem's chimera with its hunter killers and fails to do anything. Scouts assault the left vendetta and wiff.
Picture after Sean's turn 4
My turn 4
I get my last Manticore on from reserves which rolls on lining up a shot at the left ironclad in the ruins. Left Vendetta moves to fire on the right ironclad. Veteran chimera on the right rolls forward. The auto cannon melta vets get back in their chimera. Alrahem's Chimeras roll up 6. Left Manticore fires at and explodes the left ironclad in the ruins. Alrahem's platoon meltas the pod wrecking it. Their chimeras fire on the left speeder with multi lasers wrecking it. Left vendetta fires at the auto cannon dread wiffing. left auto cannon vets and their chimera fire fire at the scouts killing 1. right vets try and melta a pod but wiff. Right auto cannon melta vets melta the pod next to them. Right Manticore fires at the Rhino but wiffs.
Picture after my turn 4
Sean's turn 5
Right Rhino moves up 12 and turns. Scouts move towards the Hydra. Ironclad moves on to contest the my objective. scouts charge and wreck the hydra.
My Turn 5
Alrahem's chimeras roll up onto Sean's objective. Manticore positions to burn scouts. Vendetta targets the auto cannon dread. veterans roll 12 inches up and get out in front of the ironclad. company command move up slightly so they can target the pod or ironclad. auto melta vets on right roll up 6 to the rhino. Company command issues bring it down on the auto melta vets targeting the ironclad which explodes killing a few vets and they run off the objective. company command issues bring it down on the other vets which wreck that last pod. vendetta shoots and explodes the auto cannon dread. right auto melta vets melta the rhino in front of them exploding it. flamer on their chimera then burns the squad in front of them killing 1. left manticore since there is nothing to shoot burns some scouts leaving 1 left. Right manticore fires on the unit that fell out of the rhino killing a couple.
Picture after my turn 5
Results
I win primary with 1 objective 2 zero
I have more 3 kill points and 300 more victory points to win secondary
we draw tertiary because neither of us killed most expensive hq
Me: 28 + bonus Sean: 2 + bonus
lost sheet with the bonus points.
MVP Alrahem for nabing Sean's objective
Oops it did nothing: everything was useful this game
Game Analysis
Made one mistake bringing on the right vendetta on his side so it could get meltaed by the rhino. Should have brought it on on my side.
Sean did fail alot of cover saves early which let me get damage results in on the turn I arrived which was really big since I didn't get all that much in.
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This message was edited 2 times. Last update was at 2011/05/04 22:45:48
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![[Post New]](/s/i/i.gif) 2011/05/04 22:43:07
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 4 posted)
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Longtime Dakkanaut
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Round 5 vs Brookie Andrew's Space Sharks
Brookie is a member of the Warmongers and I used to belong to their club when I worked and lived in NYC but I since moved to NJ so haven't played him much recently. Although I occasionally travel into the city to play in the Warmonger tournaments still. I usually end up losing to him in the past so hoping to break that losing streak.
HQ
Rune Priest w living lightning + jaws
Wolf Lord w thunderwolf mount, thunder hammer, stormshield
Elite
3 wolfguard w powerfist and combi melta + 2 wolfguard with combi melta
dreadnought w 2 x tl autocannnons
dreadnought w 2 x tl autocannnons
Troops
8 grey hunters with melta + banner in rhino (wolfguard w powerfist + combi melta + wolf priest go here)
9 grey hunters with meta + banner in rhino (wolfguard w powerfist + combi melta goes here)
5 grey hunters with melta in las/ plas razor (wolfguard w combi melta goes here)
5 grey hunters with melta in las/ plas razor (wolfguard w combi melta goes here)
fast
4 thunderwolf calvary
1 powerfist/ storm shield
1 storm shield
1 bolter
1 no upgrades
heavy
6 long fangs with 5 missle
Mission 5 parameters
Deployment: Modified Dawn of War
- The Deployment zone is 18 inches not 24 inches
- Night fighting is still in effect for turn 1
- It is still Dawn of War deployment otherwise
Game Length: The game will last 6 turns or until time runs out. At the end of turn 6, roll a D6. On the Result of a 4+ turn 7 is played.
Primary Objective: Kill Points & Victory Points (Win: 20 pts, Draw: 10 points, loss: 0 points)
Secondary Objective: Seize Ground 5 objectives (Win: 6 pts, Draw: 3 pts, Loss: 0 pts
Tertiary Objective: Advance (Win: 4 pts, Draw: 2 pts, Loss: 0 pts)
- Have more units in your opponent's deployment zone then your opponent has in yours.
- More then half the unit must be in the deployment zone to count
- This objective is tired if both players have the same amount of units in each other's deployment zone
Bonus Points
+1 If you control more table corners then your opponent
+1 If your opponent has no scoring units in your deployment zone.
+1 Destroy all your opponents troop choices
+1 Earn more victory points then your opponent
+1 If you control more terrain features then your opponent. this must be in or on the terrain feature to capture it. Yes this does mean impassable peices cannot be captured.
Deployment
I win the roll to go first and deploy 1 chimera with melta vets inside in the middle choosing to roll everything but Alrahem's squad on turn 1.
Brookie deploys a rhino with grey hunters in the middle choosing to roll everything on turn 1.
Picture after deployment
My Turn 1
Everything but Alrahem's platoon rolls on. Auto cannon melta vets roll up 12 to get on the left objective on the left, CCS rolls up 12 in the middle with a Manticore behind for cover. Hydra rolls up 6 in the middle, other auto cannon melta vets rolls up 12 onto the riht objective on the right with a manticore rolling up behind for cover. Vendettas move on 12 one on the left one in the middle and one on the right. The melta vets in the middle move out 6 and search light the rhino which gets exploded by Vendettas.
Picture after my turn 1
Brookie's Turn 1
The thunderwolves come on the left and run to spread out, in the middle a rhino full of grey hunters + rune priest drives up 12 and smokes, a dread hides behind it and the long fangs walk on behind also. Second dread walks on and runs to the right of that and the 2 las plas razors roll on and smoke. The grey hunters in the middle move out of the crater towards the melta vet chimera in the middle and melta it wrecking it and the vets pop out the back passing their pining check.
Picture after Brookie's turn 1
My Turn 2
I roll a 2 for reserve roll for Alrahem's Platoon and they do not arrive. Left Vendetta moves to target the left dread, Vets that got their chimera destroyed move back towards cover. Center vendetta targets the right dread. ccs chimera rolls up 6 so it can reach the long fangs with its multi laser. Right vendetta targets a las plas razor. melta vets that lost their chimera run into cover. Left vendetta fires at and explodes the left dreadnought. Middle vendetta fires at and explodes the right dreadnought. CCS chimera fires at the long fangs and kills one. right vendetta fires at the las plas razor and shakes it. Hydra fires at the middle rhino and wrecks it so the grey hunters pop out. Manticores fire at the grey hunters that fell out of the middle rhino managing to kill a few and instagib the rune priest.
Picture after my turn 2
Brookies Turn 2
Grey hunters on the left move on up. Thunderwolves move up. las plas razors move up to get cover. Left Grey Hunters and thunderwolves both run. Long fangs split fire and fire at the right 2 vendettas but fail to do any damage. right las plas razor fires at the right vendetta but misses.
Picture after Brookie's Turn 2
My Turn 3
I roll a 1 for Alrahem's reserve roll so no show again. Left Vendetta moves slightly to target thunderwolves. Middle Vendetta targets the left lasplas razor, right vendetta targets the right las plas razor. Right Vendetta explodes the right las plas razor. Middle Vendetta shoots the middle las plas razor and wiffs. Right Manticore shoots the middle las plas razor and wiffs. Left manticore blows off the las cannon off the middle las plas razor. Hydra fires at the long fangs killing 1. left auto melta vets fire their auto cannon and chimera multi laser at the middle grey hunters killing 1. Left vendetta fires at the thunderwolves wounding 1.
Picture after my Turn 3
Brookie's Turn 3
Grey hunters on the left move into terrain on the left to allow the thunderwolves to get through. Thunderwolves have to go through the wreck and 1 takes a wound. Las plas razors moves up slightly. Right small grey hunter squad moves through the terrain and runs forward. las plas razor fires a plasma shot at the middle vendetta but wiffs. Long fangs split fire one each at the middle and right vendettas immobilizing the middle vendetta and destroying a las cannon on the right one. Thunderwolves assault the auto cannon melta vet chimera and explode it killing a couple but they pass their leadership.
My Turn 4
I forget to roll for alrahem's platoon oops. Left vendetta moves to target thunderwolves. CCS chimera moves back and left 6 so ccs can order the vets and fire at thunderwolves. Hydra pivots to target thunderwolves. Right vendetta also moves to target thunderwolves. Both manticores fire at the thunderwolves and 1 does do a bunch of hits but they are all saved. Both Vendettas, 2 units of vets, CCS and Hydra all fire at the thunderwolves and when all the shooting stops. 2 thunderwolves and a little wolf are left. Immobile Vendetta fires 2 las cannons at long fangs killing 1. CCS chimera fires its multi laser at the long fangs killing 1.
Picture after my turn 4
Brookie's Turn 4
The left grey hunters move up to assault the vets in cover. Thunderwolves move to assault the vets and middle immobilized vendetta. Las plas razor moves up 6. Right small unit of grey hunters moves up. Las plas razor takes a plasma shot at the right vendetta but wiffs. Right small grey hunters run. Left Grey hunters assault and wipe out the vets consolidating towards the left vendetta. Thunderwolves multi assault the auto melta vets wiping them out and shaking the Vendetta.
My Turn 5
Alrahem's platoon arrives automatically on the far right side. Left and right vendetta moves to target the thunderwolves. Company command moves away from the thunderwolves. multi laser on the ccs chimera fires at the las plas razor and explodes it. Between both manticores, both vendettas, company command and hydra all firing at thunderwolves, I kill the 1 little wolf and put a wound on the unwounded thunderwolf. Alrahem's chimeras all fire at that last long fang and fail to kill him. thunderwolves assault the immobile vendetta and take off a weapon and shake/stun it
Picture after my Turn 5
Brookie's Turn 5
Left Grey Hunters move to assault the left vendetta if the meltas don't do the job. Thunderwolves move to multi assault the manticore and hydra. grey hunters in the middle move back into cover. Last long fang hides behind the rhino wreck. Right grey hunters stay in cover in the middle. left grey hunters fire at the left vendetta and blow off a weapon. right grey hunters fire at the ccs chimera stunning it. left grey hunters assault the left vendetta exploding it. thunderwolves multi assault the hydra and manticore, wiffing vs the manticore and wrecking the hydra.
picture after brookie's turn 5
My Turn 6
Manticore moves to burn the thunderwolves. Alrahem's platoon chimeras all roll forward 6. Company command hops out to fire at Thunderwolves. right vendetta targets the thunderwolves. CCS issues fire on my target to reroll cover save on thunderwolves killing 1. Manticore burns the last wolf and fails to kill him. Vendetta fails to kill the last wolf too. Alrahem's platoon fires their multi lasers at that the grey hunters in the middle killing 1. Last wolf assaults and wrecks the immobile vendetta.
Brookie's turn 6
left grey hunters move into cover and run. last thunder wolf moves to assault the ccs chimera that didn't move. right grey hunters try to melta the css chimera and wiff. thunderwolf assaults the ccs chimera and wiffs.
We roll for turn 7 and it ends.
Picture after Brookie's turn 6
Results
Primary is a draw with Brookie 8 kill points and 857.5 Victory Points and I have 8 kill points and 1065 victory points
Secondary goes to Brookie controlling 3 objective to my one.
Tertary I win because I have 6 units in his deployment to his 3 in mine.
I get bonus points for
+1 for more victory points
Brookie gets bonus points for
+1 Table Corners
+1 Terrain features
Me: 15 pts. Brookie 18 points.
MVP: Vendettas for killing vehicles and putting wounds on Thunderwolves.
Oops it was useless: the right auto melta vet squad really didn't do much other then sit on the objective.
Game Analysis
Made 2 mistakes here
Forgot to roll for Alrahem's platoon on turn 4.
Should have shot the thunderwolves with every manticore shot until they were dead. If shot at the wolves early even if they were spread out and got even a single insta gib things would have been a bit different.
I was surprised Brookie didn't reserve so he got the first shot since he isn't reliant on long fangs he can reserve and shoot. I was able to supress his long range shooting fairly well but I should have put the Manticores into the wolves.
I finished 9th out of 48.
Final scores are here
http://www.thecolonialgt.com/forums30/viewtopic.php?f=2&t=3090
Thank you Chris, Brother's Grim and all the players for the good time.
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This message was edited 1 time. Last update was at 2011/05/04 22:46:19
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![[Post New]](/s/i/i.gif) 2011/05/05 18:13:00
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Confessor Of Sins
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Looks like the analysis of each game is getting you to be a better player : )
keep up the good work
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![[Post New]](/s/i/i.gif) 2011/05/06 02:15:37
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Willing Inquisitorial Excruciator
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frgsinwntr wrote:Looks like the analysis of each game is getting you to be a better player : )
keep up the good work
Lies, it's those guys he's in cahoots with.
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![[Post New]](/s/i/i.gif) 2011/05/06 04:05:49
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Rough Rider with Boomstick
USA
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Dang SWs are tough, probably IG's biggest competition. If he ran 3 longfang squads instead of the 2 dreads, the game probably be different. Yeah pretty unlucky with AlRa's platoon, thats like 400 pts wasted for 4 turns.
The trick that IG has against TWC are PBS/Ordnance combo. Drop their leadership to 1, then pin them with a ordnance blast. And if you shoot the crap out of them and cause 25% casualties and watch them run 3D6 away. Very fun.
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![[Post New]](/s/i/i.gif) 2011/05/06 05:33:58
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Longtime Dakkanaut
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Yeah i been getting better with more practice. I need to practice more been getting rusty sometimes since I don't get to play very much between events. Analyzing each game I do play helps me recognize mistakes and how I could do things better next time.
Good wolf lists are a tough match up because you want to suppress their fire from razors/long fangs/dreads so you don't just get your ranged shaken or destroyed but then you have grey hunters and wolfs rushing you so everything is a threat. Big issue is you can't supress long fangs with a simple stunned or shaken and they don't blow up one lucky shot they actually take quite a bit of fire to kill.
PBS is really hit or miss. Some match ups its great and gets rid of the deathstar of nob bikers, dark eldar beasts or thunder wolves but sometimes its flat out useless against anything fearless like deathwing with a boardwide hood. I'm lucky if I get off the blast and then its random ap and might just scatter off and if it even hits its probably ap crap and they have a 2+ save. Since the majority of match ups are some sort of marines who auto regroup and usually have some sort of hood the PBS isn't to useful. Rather spend my points on something that is useful every game. If the PBS was useful in more games I'd run it again but I analyzed games I was using it and it was sub par in a lot of games. At Conflict it nailed some Hellions and one half tactical that was near the board edge. Nothing major.
I'll admit I been considering doing wolves myself. I been playing Guard for 2 years and its a great army and fun to play and I got good with it but I'm due for a new army soon and the Grey Knight FAQ isn't out yet.
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This message was edited 3 times. Last update was at 2011/05/06 15:23:19
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![[Post New]](/s/i/i.gif) 2011/05/06 06:04:15
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Longtime Dakkanaut
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great games , read all 5.
tbh If I played you in a tourney im not sure how I could win with mechdar. 3 Vandettas absolutly is insane, 9 Lascannons just have so much anti-tank it gives you an edge early on, and its increidly hard to kill the 3 before they dig into your anti tank.
enjoyed the bat reps and nice job
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5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.
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![[Post New]](/s/i/i.gif) 2011/05/06 22:35:07
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Rough Rider with Boomstick
USA
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Kirika wrote:Yeah i been getting better with more practice. I need to practice more been getting rusty sometimes since I don't get to play very much between events. Analyzing each game I do play helps me recognize mistakes and how I could do things better next time.
Good wolf lists are a tough match up because you want to suppress their fire from razors/long fangs/dreads so you don't just get your ranged shaken or destroyed but then you have grey hunters and wolfs rushing you so everything is a threat. Big issue is you can't supress long fangs with a simple stunned or shaken and they don't blow up one lucky shot they actually take quite a bit of fire to kill.
PBS is really hit or miss. Some match ups its great and gets rid of the deathstar of nob bikers, dark eldar beasts or thunder wolves but sometimes its flat out useless against anything fearless like deathwing with a boardwide hood. I'm lucky if I get off the blast and then its random ap and might just scatter off and if it even hits its probably ap crap and they have a 2+ save. Since the majority of match ups are some sort of marines who auto regroup and usually have some sort of hood the PBS isn't to useful. Rather spend my points on something that is useful every game. If the PBS was useful in more games I'd run it again but I analyzed games I was using it and it was sub par in a lot of games. At Conflict it nailed some Hellions and one half tactical that was near the board edge. Nothing major.
Well if you look at it, in most major tourneys the baddest lists you will encounter are DEs, BAs, SW, IG and maybe Orks. Even if you face BA, you can still use PBS to throw S8 psychic large blasts at their razorbacks, a extra shooting platform doesnt really hurt. If you face Orks and SWs, PBS definetly come in handy, and yes you will face orks(like 3 ork lists made it to top 16 at the Adepticon). Imagine 30 boyz camping on a objective, you drop their LD to 1 and watch them flee to give you the win. Samething against non-fearless marines, yes they will regroup next turn but the main thing is getting them off the obj at the bottom of 5 to give you the win. Cool thing about PBS is a squad of 8 with a overseer cost only 100 points, while your Al-Ra platoon cost 400.
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![[Post New]](/s/i/i.gif) 2011/05/06 23:36:19
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Willing Inquisitorial Excruciator
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SonsofVulkan wrote:Kirika wrote:Yeah i been getting better with more practice. I need to practice more been getting rusty sometimes since I don't get to play very much between events. Analyzing each game I do play helps me recognize mistakes and how I could do things better next time.
Good wolf lists are a tough match up because you want to suppress their fire from razors/long fangs/dreads so you don't just get your ranged shaken or destroyed but then you have grey hunters and wolfs rushing you so everything is a threat. Big issue is you can't supress long fangs with a simple stunned or shaken and they don't blow up one lucky shot they actually take quite a bit of fire to kill.
PBS is really hit or miss. Some match ups its great and gets rid of the deathstar of nob bikers, dark eldar beasts or thunder wolves but sometimes its flat out useless against anything fearless like deathwing with a boardwide hood. I'm lucky if I get off the blast and then its random ap and might just scatter off and if it even hits its probably ap crap and they have a 2+ save. Since the majority of match ups are some sort of marines who auto regroup and usually have some sort of hood the PBS isn't to useful. Rather spend my points on something that is useful every game. If the PBS was useful in more games I'd run it again but I analyzed games I was using it and it was sub par in a lot of games. At Conflict it nailed some Hellions and one half tactical that was near the board edge. Nothing major.
Well if you look at it, in most major tourneys the baddest lists you will encounter are DEs, BAs, SW, IG and maybe Orks. Even if you face BA, you can still use PBS to throw S8 psychic large blasts at their razorbacks, a extra shooting platform doesnt really hurt. If you face Orks and SWs, PBS definetly come in handy, and yes you will face orks(like 3 ork lists made it to top 16 at the Adepticon). Imagine 30 boyz camping on a objective, you drop their LD to 1 and watch them flee to give you the win. Samething against non-fearless marines, yes they will regroup next turn but the main thing is getting them off the obj at the bottom of 5 to give you the win. Cool thing about PBS is a squad of 8 with a overseer cost only 100 points, while your Al-Ra platoon cost 400.
Few problems with that:
The goal of a good list is to make your bad matchups better, not make your already good matchups more favorable.
DE: This matchup is a joke for imperial guard. It's just a fact of life, IG get good transports and str 6+ firepower all over the place, DE get paper tanks. No need for any improvements here.
BA: Pretty much every BA list runs either mephiston (who has a hood and is aggressive) or a librarian. Both move towards you.
SW: Rune priests or Njal are in every SW list, and are moving towards you.
Orks: This matchup is already pretty good for IG.
Both BA/ SW will be moving towards you and within hood range after turn 1. at LD9, your chances of getting past the hood are poor at best. Once you factor in you have to: 1) get past the hood, 2) pass your psychic test, 3) hit with your scattering template, 4) roll a penetrating hit, 5) roll well on the damage table.
As for the 5 man tactical squad, this just isn't a good use. It's too much of a goldfish scenario. Your pbs has to still be alive, and be in range. The 5 man tactical is probably down a guy or two at this late in the game anyways. At this point you've got to cast weaken resolve, get the power off, and then kill at least 2 models to force an LD check to make them run. And then you've got to hope the game doesnt just go on another turn (variable game length). You've dedicate two units to move 5 marines. If you would have just used 2 units with killing power, you probably could have just killed the 5 man tactical squad. (2 casualties to force ld check, and pbs to cause ld penalty, why not just a second of the unit that causes 2 casaulties, now the squad is dead!).
PBS are just too situational and unreliable to be in an effective list in my opinion. They also serve a completely different purpose from Al'Rahem, whose goal is to come in and take side objectives, capture table quarters, and threaten deployment and make your opponent bunch up. Kirika used to use them, until I convinced him of Al'rahem's utility and the uselessness of the PBS. He's a believer now!
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![[Post New]](/s/i/i.gif) 2011/05/07 04:52:08
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Rough Rider with Boomstick
USA
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Hood is 24", PBS powers are both 36", depending on the type of deployment(how you deploy) and amount of terrain, I doubt SW will get within hood range after turn 1 or even 2. BA might if Mephiston get a nice fly over. Anyways the TWC most of the time will be ahead of the main group, they can take the shooting punishment and want to charge something on turn 2. The key is to weaken resolve the TWC and pin them for a turn or 2 and if your lucky you might kill 25% and for them to flee. You know how much damage it can do once it got to the IG gunline, you want to buy yourself more time. And the rune priest rhino can easily be taken out, and get him on foot.
Yes against BA, there might not be much use for PBS, but if they can pop a las/plas razorback or 2 then that is all good. They are only 155 points in a chimera.
Ok 5 man tactical squad, killing all 5 is not hard if you still got enough fire power left on turn 5, or you can just kill 2 and make them run with weaken resolve. But what if it was 8-10 tact squads or 25-30 ork boyz? Thats where weaken resolve comes in handy, you dont have to kill all to get them off the key objective. Or if a mob of 20 boyz or 10 marines rushing to contest your objective on their next turn for a draw or win, you can weaken resolve and pin them with ordnance or make them flee by killing enough.
I mean Al-Ra's platoon is cool but for 415 points you can get a PBS in chimera, vet squad w 3 meltas in chimera, plus 105 points left over.
If ya'll are interested, this is Al Edel's IG list that took 2nd overall, 3rd in battle points.
CCS in chimera
CCS in chimera
vets in chimera
psyker battle squad in chimera
vets in vendetta
vets in vendetta
vets in vendetta
medusa
medusa
hydra flak
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This message was edited 2 times. Last update was at 2011/05/07 05:06:11
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![[Post New]](/s/i/i.gif) 2011/05/07 13:20:32
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Willing Inquisitorial Excruciator
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SonsofVulkan wrote:Hood is 24", PBS powers are both 36", depending on the type of deployment(how you deploy) and amount of terrain, I doubt SW will get within hood range after turn 1 or even 2. BA might if Mephiston get a nice fly over. Anyways the TWC most of the time will be ahead of the main group, they can take the shooting punishment and want to charge something on turn 2. The key is to weaken resolve the TWC and pin them for a turn or 2 and if your lucky you might kill 25% and for them to flee. You know how much damage it can do once it got to the IG gunline, you want to buy yourself more time. And the rune priest rhino can easily be taken out, and get him on foot.
Yes against BA, there might not be much use for PBS, but if they can pop a las/plas razorback or 2 then that is all good. They are only 155 points in a chimera.
Ok 5 man tactical squad, killing all 5 is not hard if you still got enough fire power left on turn 5, or you can just kill 2 and make them run with weaken resolve. But what if it was 8-10 tact squads or 25-30 ork boyz? Thats where weaken resolve comes in handy, you dont have to kill all to get them off the key objective. Or if a mob of 20 boyz or 10 marines rushing to contest your objective on their next turn for a draw or win, you can weaken resolve and pin them with ordnance or make them flee by killing enough.
I mean Al-Ra's platoon is cool but for 415 points you can get a PBS in chimera, vet squad w 3 meltas in chimera, plus 105 points left over.
If ya'll are interested, this is Al Edel's IG list that took 2nd overall, 3rd in battle points.
CCS in chimera
CCS in chimera
vets in chimera
psyker battle squad in chimera
vets in vendetta
vets in vendetta
vets in vendetta
medusa
medusa
hydra flak
I've never been a fan of how Al runs mechanized IG, but it seems to work alright for him (esp. at Colonial). I took 1st Overall at Conflict GT without using PBS. After a mirror match me and Vinny played at Conflict he saw Al'rahem's usefulness (and PBS's not) which is what prompted the change for SVDM, where I took 1st overall and Vinny took 2nd (Netting him his tickets!!!).
Seems like the streak continued on into Colonial for him, and he's stayed downright consistent as a top finisher
PBS create all-or-nothing situations tactically, which are great (if you get the all part of that). But they just aren't consistent in the long term, which is why they won't find a way into a GT list of mine.
Hood is 24 inches, and at his 12 inch deployment line, you deploy at the back board edge, you're 4-5 inches long in that chimera. He's probably ~31 inches away at this point. A smart player will just drive 12 and smoke within your range. Sure you can try to dodge the hood, but come his 2nd movement phase, you're pretty much locked out for the rest of the game, or at least having some seriously bad odds of getting anything off.
1) As for the "only 155 points in a chimera". 155 points in a chimera is an entire 3 melta mech vet squad in chimera I'd rather have.
2) Not all SW run TWC, Tony's list from adepticon didn't, and many others don;t favoring the extra GH squad over the TWC unit. As long as you space tanks properly, TWC should only eat 1 chimera on their turn 2 (if they even get their on turn 2. After that you focus fire them down.
3) Ordnance doesn't pin, only ordnance barrage and barrage, so you have a limited number of options to do pin checks (Al has zero, I run one manticore, vinny runs 2).
4) You mention the " IG gunline". IG's main issue is people play it like a gunline, it should, imo, be played in a much more mobile style. The main weakness of IG is that your opponent knows exactly where to go, and can get there quickly. If you keep all of your elements moving and stay elusive (you are mech after all) with your heavy support in far corners, it's much harder for them to come and say hi. If you play IG like a gunline, TWC are a much bigger issue, play them mobile, and TWC become a less pressing problem as you buy more time to deal with them.
BTW, tone never works well on the internet, so just as a note: I'm intending all points purely as friendly IG discussion, so please don't take any the wrong way!
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This message was edited 1 time. Last update was at 2011/05/07 13:21:33
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![[Post New]](/s/i/i.gif) 2011/05/07 19:54:45
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Regular Dakkanaut
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nice reps and well played, to bad you only got to face MEQ armies
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![[Post New]](/s/i/i.gif) 2011/05/07 21:35:57
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Rough Rider with Boomstick
USA
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I meant to write ordnance barrage not just ordnance. And when I said "gunline", it is just a general term, ofc a smart player will manuever their mechs through out the game depending on the situation, it all depends on the table and how much terrain there is. A standard mech IG army has like 5-6 chimeras, 3 Heavy support, and 3 vendettas, there is only so much you can do to hide from a death star like a TWC with a 12" assault charge range.
Again everything we write here about "situations, and ifs" are just words, theres alot more variables involve when actually played on the table. All I know is that I've seem PBS being put to great use time and time again, despite hoods. And I feel that SW is the biggest competitor against IG right now than any other armies. And I think Mech IG can deal with Tony's greyhunter spam better than TWC lists without tailoring. I mean Tony brought a tough list, but almost all of his matches were close wins and not total ownage.
And I can say the samething about Al Ra's 415 platoon, like you are saying about PBS, situaional unit and wont always be "useful" depending on the mission, objective placement, type of enemy units and where they are place. Sometime is just a big point sink, sometime its a hero unit. In the batrep, G1 it didnt really do much but killed a few marines; G2 killed a scout biker squad and a few marines; G3 suffered a bunch of casualities and killed some marines; G4 did great and capture a obj; G5 total point sink, showed up on turn 5 and failed to kill anything, on turn 6 it killed 1 grey hunter, even if it showed up on turn 4 I doubt it will make a big difference.
I understand not all units in a army will do great all the time, PBS may suck all day too but it is 155 pt compared to 400+ Al-ra platoon, it is more forgiving. If I dont run PBS, I'd probably get 2 Meltavet squads and another hydra flak instead of Al-Ra who may get screwed by OoTF.
And go ahead and try to pick apart all my sentences again... lol friendly IG discussion...
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This message was edited 2 times. Last update was at 2011/05/07 21:43:30
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![[Post New]](/s/i/i.gif) 2011/05/07 23:44:47
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Willing Inquisitorial Excruciator
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SonsofVulkan wrote:I meant to write ordnance barrage not just ordnance. And when I said "gunline", it is just a general term, ofc a smart player will manuever their mechs through out the game depending on the situation, it all depends on the table and how much terrain there is. A standard mech IG army has like 5-6 chimeras, 3 Heavy support, and 3 vendettas, there is only so much you can do to hide from a death star like a TWC with a 12" assault charge range.
Again everything we write here about "situations, and ifs" are just words, theres alot more variables involve when actually played on the table. All I know is that I've seem PBS being put to great use time and time again, despite hoods. And I feel that SW is the biggest competitor against IG right now than any other armies. And I think Mech IG can deal with Tony's greyhunter spam better than TWC lists without tailoring. I mean Tony brought a tough list, but almost all of his matches were close wins and not total ownage.
And I can say the samething about Al Ra's 415 platoon, like you are saying about PBS, situaional unit and wont always be "useful" depending on the mission, objective placement, type of enemy units and where they are place. Sometime is just a big point sink, sometime its a hero unit. In the batrep, G1 it didnt really do much but killed a few marines; G2 killed a scout biker squad and a few marines; G3 suffered a bunch of casualities and killed some marines; G4 did great and capture a obj; G5 total point sink, showed up on turn 5 and failed to kill anything, on turn 6 it killed 1 grey hunter, even if it showed up on turn 4 I doubt it will make a big difference.
I understand not all units in a army will do great all the time, PBS may suck all day too but it is 155 pt compared to 400+ Al-ra platoon, it is more forgiving. If I dont run PBS, I'd probably get 2 Meltavet squads and another hydra flak instead of Al-Ra who may get screwed by OoTF.
And go ahead and try to pick apart all my sentences again... lol friendly IG discussion...
I picked apart your sentences to make the discussion easier to following. Responding to a brick of text with a brick of text is just hard to decipher, nothing more, nothing less. I should have known better than to attempt to talk actual tactics on Dakka...
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![[Post New]](/s/i/i.gif) 2011/05/08 01:06:39
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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[DCM]
Tilter at Windmills
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Kirika- Thanks for finishing the report! Well done. Some tough competition there at the end, what with back to back Cold Steel Merc and Warmonger to finish the event.
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Guys, I think you've both raised valid points. It's a useful discussion for onlookers, even if neither one of you "wins" it.
Personally I tend to come down on the side of Al Rahem more than PBS, if that's the choice. I don't think he's really situational. Objective placement isn't really an issue for him if you're smart with your own placement. His only weakness is occasionally crap Reserve rolls, but PBS run into that too.
Still, assessing either unit's weaknesses really points out what great stuff IG get.  Both are awesome.
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This message was edited 1 time. Last update was at 2011/05/08 01:07:41
Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
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The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
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Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2011/05/08 01:48:51
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Storm Trooper with Maglight
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I'll be interested to see how the Grey Knights shift the meta game honestly. I think if a decent portion of people pick up the Grey Knights on the tourney scene you'll see fewer PBS's and more Witch Hunter Inq Lords with hoods, which badly neuter's a couple of what appears to be the more competitive GK lists.
I go back and forth between using a PBS and not, against Orks they're worth three to four times their points, against a lot of other armies they tend to be mediocre at best a lot of the time, especially with SW and BA basically always having a hood. I can usually keep them out of range of the hood for the first turn or two but at that point they're usually to close since both armies generally are moving forward to engage you.
Really enjoyed all of the battle reports though. Was interesting to see Al Rahem used in a number of games. Has really got me thinking about experimenting with him a bit.
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![[Post New]](/s/i/i.gif) 2011/05/08 06:19:30
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Rough Rider with Boomstick
USA
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SW lists dont really use hoods, their rune priests uses runic weapons that has 50% chance to shutdown a psychic power. PBS has a better chance against runic weapons than psychic hoods. I take that 50% if it means stopping a TWC from wrecking havoc on your mech for a turn. And as mech IG, you shoudnt have too much trouble against BAs or vanilla SM with librarians in the first place. I think Kirika definetly have capability to beat Tom Niedbala's BA but gak happens.
And Al-Ra platoon is definetly better than a PBS in chimera, if your just comparing the two in terms of what benefits they bring to the table but then again the platoon is worth 400+ and PBS is worth 155. For 415 pts, you can get a PBS in chimera, another meltavets in chimera, another hydra flak tank, and plus 30 pts left over. I'm not doubting the usefulness of a outflanking IG platoon, but so far it hasnt impress me.
If GK do start to dominate the meta, I'd just go with more meltavets and even add a executioner. IG infantry will get crush by marines in CC anyways, doesnt matter if they got force weapons or not. Aside from that they are just regular marines with psycannons that cost alot more, grey hunter spam I think pose bigger problems to IG. Now GK can go coteaz with henchman + spamming dreads with S8 autocannons, which I think is a more optimal choice, but they aint gak against IG firepower, 3 ML longfang squads are way more dangerous for their point cost. Now GK can also go Paladin deathstars, but without access to SS, they will get ID by lascannons and meltas. So far I havent seem much librarians in GK lists, mainly because they feel confident in the Aegis and reinforce aegis special rules. Aegis is nothing only drops LD by 1, but reinforced aegis from dreads can be a pain but the unit has to be within 12", most likely forward units will be out of range from the slow moving dreads. If a GK player do decide to spam dreads, never been a problem for mech IG, I rather take on dreads than ML longfangs. Automatically Appended Next Post: And dont doubt that Orks wont show up at a major event, they ALWAYS do. Four ork lists made it to the top 16 at Adepticon. I am pretty sure some of them faced mech IGs and was able to dish out the beat down.
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This message was edited 3 times. Last update was at 2011/05/08 06:56:45
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![[Post New]](/s/i/i.gif) 2011/05/08 09:10:11
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Storm Trooper with Maglight
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In my opinion the Dreads with S8 Autocannons will become a staple of any decent GK army, with cover and the ability to shrug off shaken/stun they'll be a huge factor against IG armies. Being able to stop that would be huge and possibly a game decider against that type of army if you can stop them from ignoring the stun/shaken.
And I think I'd have to disagree with you on what I'd rather take on, Long Fangs or Auto Dread Spam. I can eat through marines from a distance just by forcing a lot of armor rolls if nothing else. A vehicle in cover can be a lot tougher to kill from a distance and your opponent has 2 turns to blow the transport out from under chimera'd Melta Vets.
Having said that though, right now I live in MUCH more fear of a SW army spamming hunters with a bunch of long fangs than I am a GK army, so I totally agree with you on that point.
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![[Post New]](/s/i/i.gif) 2011/05/08 15:32:05
Subject: Kirika and the Asgard 501st goes to the Colonial GT 1850 pts with Pictures (game 5 posted)
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Rough Rider with Boomstick
USA
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Yeah it depends, 3 dreads and 3 ven dreads with autocannon are definetly scary. But they are 990 points total, with 24 S8 shots and can shoot at 6 targets. 3 five men long fang squad are 420 and can shoot 15 S8 shots at 6 targets. Infantry can get cover saves in area terrain, dreads cant. 3 TL lascan from a vendetta can wreck a dread on turn 1, but can only kill 3 longfangs max.
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