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![[Post New]](/s/i/i.gif) 2009/04/20 07:57:50
Subject: 2 Games with new IG vs Orks & Daemons
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[ARTICLE MOD]
Longtime Dakkanaut
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Played two games yesterday with the new IG against an Ork and then a Daemon army, using different builds. I wanted to use my existing models, without proxying, but all the heavy flamers I had seem to have disappeared.
Build #1 was a mixed force of infantry and armor, against a dual-SAG/loota spam ork army.
I took:
Tricked-out command squad
Marbo
Platoon command, 2 Las/plas squads
2 Veteran squads /w 2 meltas, heavy flamer, demolitions in Chimeras
Squadron of 2 Hellhounds
Squadron of 2 Lemans Russ
Squadron of 2 Lemans Russ demolishers /w plasma cannon sponsons
Dawn of War/Capture and and Control
Demolishers were hands-down the MVPs of this match, living the entire game, and doing ridiculous damage to the enemy. They pretty much went with a move one turn/stand still the next, and just wiped out entire mobs, even if they were in cover. Mop-up was easily done by my other shooters, especially with the "Fire on my Target" order to remove cover saves.
Lost both hellhounds to loota and SAG fire, and the Lemans Russ fell when an ork mob charged them. 2nd MVP were the vets, zooming up, unloading with the heavy flamers, and mopping up what the LRs and LRDs left behind. Marbo was surprisingly useful...my opponent was put in a position where, after Marbo tossed his demo charge and gutted a loota squad, was essentially unable to charge him or divert anything to take him out, as he needed to concentrate on attacking the LRs, LRDs, and vets. As a result, Marbo lived the entire game.
Tabled the Orks on turn 6.
Build #2 was my attempt to come up with a pure Tanith force. Tricked-out command squad, Commissar Lord, 2 Psyker Battle Squads, Marbo, 6 Veteran Squads (1 with Sgt. Bastone, 1 /w Gunny Harker), all on foot. Took 3 priests /w Eviscerators as well.
Seize Ground, /w 5 objectives, Spearhead deployment.
My opponent decided to go first, to keep me away from a table quarter with easy access to 5 objectives. I used Gunny Harker to infiltrate one of the vet squads into that quarter, and pretty much paid for him by having one squad of plaguebearers scatter on top of that unit and disappear. Initial wave was 4 units of plaguebearers and and GUO, and through combining fire and assaulting (two of the vet squads had power fists and priests /w eviscerators) managed to gut one plaguebearer squad, and kill off the other. Gunny Harker's charge was less successful, and he and his squad fell back.
Officer of the Fleet kept any Daemons from arriving on Turn 2, so I had another turn to focus on killing plaguebearers. I was notably less successful this turn, as I was more interested in keeping away from the GUO than I was in getting close to the last full squad. Marbo took out the last two plaguebearers in the wounded squad, and by Turn 3, my opponent was down to a single scoring unit.
Turns 3 a bunch of stuff came in for the Daemons, particularly a large squad of Fiends and a large squad of Bloodcrushers. Whittled away at the fiends, but my shooting at the grinder was Epic Failure. Decided to charge in at the grinder with a nearby vet squad, and due to poor rolls by my opponent, managed to immobilize it and knock out its harverster cannon, thanks to the eviscerator. The counter-charge killed off the squad, except for the priest, which managed to fall back.
My second attempt to knock out the fiends worked, and the turn after, I managed to bring down the GUO with massed fire (Bring it Down) that took the GUO down to a single wound, than charged in with the command squad and a vet squad, both with priests. The Bloodcrushers were pulled way out of position by a vet squad (3 plasma/lascannon) that was on their flank, and essentially found itself out of the game.
Turn 5, the last Daemon unit, (a soul grinder) came in, risked a tight DS, and landed on target, contesting one objective, and leaving us each with one. Bring It Down didn't work this time and I had to charge in with two more priests. Rosarius save came through and both priests lived long enough to survive and take down the Grinder.
With his only remaining units far enough out of position that he couldn't reach my units that held objectives, we called the game.
The psyker battle squads were especially cool, although I managed to lose half a squad to Peril...two turns in a row with boxcars. :( Still, for 110 points, they're an amazing unit. I think I'm going to have to do a bit more work and thinking, but the pseudo-Tanith build was a lot of fun to play. Not sure if its going to knock me off my Daemon kick, but its definitely fun for a change of pace. I was surpised at the usefulness of the Priests...I originally only put them in because I needed to burn almost 200 points.
The hybrid infantry/armor list was definitely stronger, but I think I'd want to try out some of the more specialized tanks. I'm particularly interested in giving the eradicator a whirl - despite all the hoopla about the executioner, I'm thinking that the eradicator is likely to be more generally useful, especially with plasma cannon sponsons. Quite possibly a better deal than the hellhounds are.
I also want to give Valks/Vendettas a whirl, but my thinking is that an army really needs to be designed around them to make them worthwhile.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2009/04/20 13:05:17
Subject: 2 Games with new IG vs Orks & Daemons
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Fixture of Dakka
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Sounds very close vs daemons. Thanks for the write-ups.
G
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![[Post New]](/s/i/i.gif) 2009/04/20 13:39:15
Subject: 2 Games with new IG vs Orks & Daemons
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Fixture of Dakka
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By the way how did the priests kill the grinder in cc?
G
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![[Post New]](/s/i/i.gif) 2009/04/20 13:41:01
Subject: 2 Games with new IG vs Orks & Daemons
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Stalwart Veteran Guard Sergeant
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Rolls and additional D6 for armour penetration.
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![[Post New]](/s/i/i.gif) 2009/04/20 14:12:52
Subject: 2 Games with new IG vs Orks & Daemons
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Preceptor
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Dexy wrote:Rolls and additional D6 for armour penetration.
Have they changed the Eviscerators in the IG codex to 1d6? :O
Okay now i wish they don't put up a new WH codex... 2d6 eviscerators is king!
Nice reports btw
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Purge the Unclean! |
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![[Post New]](/s/i/i.gif) 2009/04/20 14:38:54
Subject: 2 Games with new IG vs Orks & Daemons
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Hooded Inquisitorial Interrogator
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fabbes wrote:Dexy wrote:Rolls and additional D6 for armour penetration.
Have they changed the Eviscerators in the IG codex to 1d6? :O
Okay now i wish they don't put up a new WH codex... 2d6 eviscerators is king!
Nice reports btw 
No, they are effectively chainfists.
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![[Post New]](/s/i/i.gif) 2009/04/20 15:37:19
Subject: 2 Games with new IG vs Orks & Daemons
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Fixture of Dakka
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Dexy wrote:Rolls and additional D6 for armour penetration.
Okay I forgot it is a chainfist.
G
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![[Post New]](/s/i/i.gif) 2009/04/20 16:10:52
Subject: 2 Games with new IG vs Orks & Daemons
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Longtime Dakkanaut
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Nice report. I played 4 games with my IG this weekend and tabled 3 of my opponents. The 1st game was a close game, but I was able to pull a win. IG is back. I would also like to note, that Ogryns+Yarrick = awesome. This squad was able to sandbag my opponents while the rest of my army did it's thing.
Capt K
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![[Post New]](/s/i/i.gif) 2009/04/20 16:35:52
Subject: 2 Games with new IG vs Orks & Daemons
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[ARTICLE MOD]
Longtime Dakkanaut
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Yeah, IG are definitely back. Although I'm sad that Tanith don't get anything special. Would it have really been all that difficult to come up with rules for Ibram Gaunt?
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2009/04/20 17:19:25
Subject: 2 Games with new IG vs Orks & Daemons
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Longtime Dakkanaut
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True.
I am also really liking the one-two punch of a Colossus and Demolisher. Bring it Down is easily the most ridiculously awesome order in that book. You use that with a command squad full of meltaguns... sh*t just dies.... LOL.
Capt K
Centurian99 wrote:Yeah, IG are definitely back. Although I'm sad that Tanith don't get anything special. Would it have really been all that difficult to come up with rules for Ibram Gaunt?
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![[Post New]](/s/i/i.gif) 2009/04/20 17:44:36
Subject: 2 Games with new IG vs Orks & Daemons
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Longtime Dakkanaut
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In other news, these are probably some of the funniest things I've seen since the GI Joe Fensler films:
http://www.youtube.com/watch?v=7xfCKXnyD-4&feature=channel_page
Capt K
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![[Post New]](/s/i/i.gif) 2009/04/20 23:17:25
Subject: 2 Games with new IG vs Orks & Daemons
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Rough Rider with Boomstick
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Interesting reports, powerfists and eviserators  Who would of thought.
Althought it sounds like the Daemon player was not rolling to hot for his deployment/ DS.
Good see see Marbo is doing his thing!
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The Happy Guardsman
Red Templars
Radical Inquisitor
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![[Post New]](/s/i/i.gif) 2009/04/21 00:47:21
Subject: 2 Games with new IG vs Orks & Daemons
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Confessor Of Sins
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Sounds like you got really lucky with the priests... My math hammer shows you losing that one.
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![[Post New]](/s/i/i.gif) 2009/04/21 01:23:01
Subject: 2 Games with new IG vs Orks & Daemons
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Rough Rider with Boomstick
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CaptKaruthors wrote: I would also like to note, that Ogryns+Yarrick = awesome. This squad was able to sandbag my opponents while the rest of my army did it's thing.
Capt K
Ok, you have to expand upon this  Give us the specifics! Size of game, opponents, units involved, losses on both sides, ect ect.
Any real tactical advantage in game over just taking blob squad w/ a commissar?
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The Happy Guardsman
Red Templars
Radical Inquisitor
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![[Post New]](/s/i/i.gif) 2009/04/21 03:14:31
Subject: 2 Games with new IG vs Orks & Daemons
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Rough Rider with Boomstick
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Ya that sounded cool man I think once I get my guardsmen stripped I'll take a wack at some practice games.
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![[Post New]](/s/i/i.gif) 2009/04/22 06:17:39
Subject: 2 Games with new IG vs Orks & Daemons
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Abhorrent Grotesque Aberration
Hopping on the pain wagon
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Great reports, I liked the daemons one quite a bit - the tanith army looked fun to play.
How did marbo work out in that first game? I am thinking of doing a 1750 catachan list as an "army in a box" project.
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This message was edited 1 time. Last update was at 2009/04/22 06:18:26
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![[Post New]](/s/i/i.gif) 2009/04/22 07:45:43
Subject: 2 Games with new IG vs Orks & Daemons
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[ARTICLE MOD]
Longtime Dakkanaut
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Marbo's surprisingly useful. At only 65 points, he's a steal - he shows up, tosses a demo charge, then if he dies its no big deal - if he lives, he's good at taking down weak backfield units.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2009/04/22 16:17:23
Subject: 2 Games with new IG vs Orks & Daemons
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Longtime Dakkanaut
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Ok, you have to expand upon this Give us the specifics! Size of game, opponents, units involved, losses on both sides, ect ect.
I played 3 1850pt games. First was vs. a DA army, the second vs. a BA army, and the third game vs. a stealer shock/ HTH carnifex army. Essentially, I tabled all my opponents (left them with 1 or 2 models left, or I took their consession). In all the games I played, the Yarrick+Ogryn squad was able to slow up and damage (or outright) kill key assault units in the opponents armies. In the first game, they killed the DA command squad, the second game they held up a 10 man DC with chaplain...they eventually died, but not before that unit was neutered down just to the chaplain who had one wound left. In the third game they shot up a unit of gaunts and then later killed a carnifex that was close to my lines. All in all, they have what it takes to deal out the hurt.
Any real tactical advantage in game over just taking blob squad w/ a commissar?
Yeah, they don't score so they allow your squads to shoot instead of being in a pointless dragged out combat. Yarrick's rules gel well with a unit of Ogryn. Plus the unit's shooting isn't to be discounted either. They are basically move and shoot heavy bolters. Any unit that can take essentially 7 actions a turn is bound to do something good. Add Yarrick to that mix and suddenly the unit gets a decent boost. T5 really becomes problematic for some units, which makes them ideal for locking down certain units, so the rest of your army can pound the rest into the dirt.
Capt K
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This message was edited 1 time. Last update was at 2009/04/22 16:18:33
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![[Post New]](/s/i/i.gif) 2009/04/22 17:41:12
Subject: 2 Games with new IG vs Orks & Daemons
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Longtime Dakkanaut
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As the Blood Angels player on the receiving end, I have to agree.
Orgyns are most definately worth 40 points, especially with Yarrick.
Toughness 5 is not to be underestimated.
Oh, and for the record, one downside to blob squad with a Commissar is the small fact that they can still fail their moral check in close combat. Ask CK, it wasn't fun to see most of your infantry loose a combat and get destroyed in one round.
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Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)
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![[Post New]](/s/i/i.gif) 2009/04/22 21:25:54
Subject: 2 Games with new IG vs Orks & Daemons
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Hardened Veteran Guardsman
The vast open plains of North America
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Mahu wrote:As the Blood Angels player on the receiving end, I have to agree.
Orgyns are most definately worth 40 points, especially with Yarrick.
Toughness 5 is not to be underestimated.
Oh, and for the record, one downside to blob squad with a Commissar is the small fact that they can still fail their moral check in close combat. Ask CK, it wasn't fun to see most of your infantry loose a combat and get destroyed in one round.
Then the Commissar caps one of your Sergeants and you get a re-roll at Ld9. I'm willing to gamble an awful lot on two chances at stubborn Ld 9.
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![[Post New]](/s/i/i.gif) 2009/04/22 23:57:24
Subject: Re:2 Games with new IG vs Orks & Daemons
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Sneaky Kommando
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I think saying that Imperial guard our back is an understatement broken is better word that comes to mind
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To see more check out my blog
Armies Played |
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![[Post New]](/s/i/i.gif) 2009/04/23 00:22:24
Subject: Re:2 Games with new IG vs Orks & Daemons
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[ARTICLE MOD]
Longtime Dakkanaut
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unite all action wrote:I think saying that Imperial guard our back is an understatement broken is better word that comes to mind
Not even close. Played a game with my Daemons against an armor-heavy IG force and smoked it in three turns. I wasn't even playing my super-competitive Daemons - the IG has weaknesses that are eminently exploitable.
IG has simply joined the ranks of competitive armies.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2009/04/23 07:30:44
Subject: 2 Games with new IG vs Orks & Daemons
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Rough Rider with Boomstick
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People are too used to IG being "that army of army men that usually looses". Now that IG can actually go toe to toe with other competitive armies, people think that IG are overpowered
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The Happy Guardsman
Red Templars
Radical Inquisitor
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![[Post New]](/s/i/i.gif) 2009/04/23 12:41:55
Subject: Re:2 Games with new IG vs Orks & Daemons
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Regular Dakkanaut
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I saw something similar to this kind of reaction to Tau when 4th edition was released. Tau players were forced to become good players if they wanted to stand a chance. After 4th edition was released there were numerous changes that made Tau a competitive army. Then, all the weak players that were used to beating the crap out of Tau suddenly found themselves getting slaughtered, and thus Tau became "Cheesy", "Overpowered", ect.
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![[Post New]](/s/i/i.gif) 2009/04/23 14:11:18
Subject: 2 Games with new IG vs Orks & Daemons
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Longtime Dakkanaut
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Not even close. Played a game with my Daemons against an armor-heavy IG force and smoked it in three turns. I wasn't even playing my super-competitive Daemons - the IG has weaknesses that are eminently exploitable.
IG has simply joined the ranks of competitive armies.
I completely agree C99. I think a lot of the battles currently have a little "gotcha" factor since IG play a little differently than before. Some people aren't expecting some of the things that IG can do now, and it bites them in the ass.
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![[Post New]](/s/i/i.gif) 2009/04/23 14:11:47
Subject: 2 Games with new IG vs Orks & Daemons
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Longtime Dakkanaut
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People are too used to IG being "that army of army men that usually looses". Now that IG can actually go toe to toe with other competitive armies, people think that IG are overpowered
Yup. I agree with that.
Capt K
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![[Post New]](/s/i/i.gif) 2009/04/24 04:16:39
Subject: Re:2 Games with new IG vs Orks & Daemons
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Sure Space Wolves Land Raider Pilot
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Did the IG facing off against any of the Daemon armies use a Mystic ally?
Clay
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