I am going to take a moment and show you what I do before big events like the Broadside Bash. I look around the boards and study the armies that others are planning on bringing, and I wonder what I would do against them. It keeps me in practice since I do not play that much (my last game was at the Wild West Shootout several months ago) and even though I may not face the armies that are posted on the boards, I will face armies that are very similar.
Last year it actually helped me because Hulksmash posted his list online and so when I played against him I knew exactly what to do. He ran a list of little bugs with a little synapse and I had a shooty
SoB army, so I knew going into that game that all I needed to do was to destroy his synapse and I should be able to win it, and that is exactly what I did.
http://www.dakkadakka.com/dakkaforum/posts/list/231405.page
So here is my list for this year’s Broadside Bash (yes I am aware of the irony that I am letting people look at my list and prepare for it, but some players keep everything a secret and it does help them to win, but I am trying to be educational and help people out):
HQ
Avatar
Farseer, Singing Spear, Spirit Stones, Stone of Warding, Doom, Guide, Fortune
Elite
6 Harliquins w/2 Fusion Pistols, 6 kisses
Shadowseer W/Kiss
Troupe Leader w/Power Weapon
Troops
10 Guardians w/Bright Lance
10 Guardians w/Bright Lance
10 Guardians w/Bright Lance
Warlock w/Conceal, Singing Spear
3 Jetbikes w/Shuriken Cannon
Warlock w/Singing Spear, Destructor
Fast Attack
7 Warp Spiders
Warp Spider Exarch w/2 Death Spinners, Power Blades, Withdrawl
7 Warp Spiders
Warp Spider Exarch w/2 Death Spinners, Power Blades, Withdrawl
Heavy Support
Wraithlord w/Brightlance, Missile Launcher, 2 Flamers
Wraithlord w/Brightlance, Missile Launcher, 2 Flamers
3 War Walkers w/Scatter Lasers
So that is the list that I am comparing to everyone else’s list. So let’s take a look at a few of the armies that have been posted lately on Dakka:
Army #1
http://www.dakkadakka.com/dakkaforum/posts/list/276490.page
(This is Shep's list, and I do not know if he will play it at the Bash, but I am sure that I will be facing 'Nids and it will help me to think about what I will need to do against the new book)
swarmlord
2x tyrant guard lash whips
3x hive guard
3x hive guard
2x venomthropes
21x termagants
21x termagants
tervigon with catalyst toxin sacs adrenal glands and crushing claws
tervigon with catalyst toxin sacs adrenal glands and crushing claws
tyrannofex with rupture cannon
tyrannofex with rupture cannon
Against army #1
He has a lot of shooting but they are not a threat with the Hive Guard and the Tyrannofex. The Hive Guard has an effective range of 24” and the only thing that I have the really needs to worry about them is the War Walkers since their shooting is only AP4. So I need to place My War Walkers at the back of the board and it will give me a turn or 2 of shooting at them, but I expect my Walker Walkers to be the first to die. Tyannofex is a different story with their 48” range. They are a crap load of points, but they do shoot a mean strength 10 shot, but they hit once per turn on average, and with their AP4, they can’t hurt anything else in my army. Killing the Tyrannofexs is not an option with a T6, W6 and 2+ save means that I can’t afford to waste the firepower that it would take to kill them because there is so much in the army that is a bigger threat. The only choice I have to kill them is to hit them with the Harlies, Wraithlords, and the Avatar at the end of the game when they are moved forward to contest the objectives.
The first to die!
Without a doubt it is the Terigons.
There are 2 reasons for this, the first is that every turn they are going to crapping out a ton of termagants, and the second is that if you kill them, they will blow up all of the gants around them. Good times! I think I can kill one a turn with the Wraithlords, and War Walkers shooting. As he advances, I will have my Warp Spiders move up and try to stay at their maximum range for shooting (12”) and then warping back so I do not stay within charge range, and the same goes with my Jetbikes. I will hit and run a lot. 2-3 turns of this should whittle him down to more manageable numbers. Especially in the Broadside Bash missions that are so objective heavy I think I can wipe out all of his troops pretty fast, and then at the end of the game I can move up the Avatar, the Wraithlords, and Harliquins to finish off his
MCs.
Note: Shep said that he will be more aggressive with his Tyrannofexs, and that could be a problem, but they move only 6” and if I move back, and hit his other units, I think I can reduce him to a reasonable army before he closes to the 12” danger zone for their shooting. I think that I can still shoot him up enough by that time that my counter assault elements can go after them.
Army #2 from the same Batrep
ghazghkull thraka
big mek with kustom force field and burna
3x meganobs kombi-skorcha, kombi-rokkit
15x lootas
5x lootas
5x lootas
19x boys nob with power klaw bosspole
30x boys nob with power klaw bosspole 3x big shootas
10x gretchin 1x runtherder
1x deffkopta twin-linked rokkits buzzsaw
1x deffkopta twin-linked rokkits buzzsaw
battlewagon kannon 3x rokkits red paint reinforced ram boarding plank
battlewagon kannon 3x rokkits red paint reinforced ram boarding plank
3x killa kans 3x rokkits
3x killa kans 3x rokkits
God I hate orks!
I might start my army in reserve, but I really hate to do that because my army has a lot of synergy when I have all of it on the board, and if I come on with a few units here, and a few units there, and the inability to use my Farseer powers, that is a recipe for disaster, but depending on the mission, who goes first, the terrain etc, I might have to do it.
This is the army you can look at and know that it is a bad matchup for me. His Lootas will pick me apart while his other stuff bears down on me. I will be hard pressed to win in a strait up fight. As far as targeting goes, the War Walkers will try to get an angle on the large Loota squad so that they other lootas can’t return fire. I doubt if I can take them out in one turn, but I will need to cripple them (Quick mathhammer! 24 shoots, 12 hit, 10 wound, 5 die after cover (7.5 with fortune}...not to good). I have to respect his speed and I will try to shoot my brightlances at the battle wagons and try to slow him down. I am at a disadvantage because he can assault out of the open top, he has a large threat radius. What I will need to do is stick and jab and try not to get pinned down. I might turbo boost my Jetbikes by his main army to try to get at the Lootas, and the grots. I will throw him a guardian squad or two try to get him to charge so I can then hit him the Warp Spiders.
Those rokkits are also going to be a major issue. Maybe I am more afraid of them
than I should be, because my Wraithlords may be able to stand up to them if I hide them behind the Avatar/cover. 3 rokkits shooting 1 will hit, .5 will wound, .25 wounds with a cover save, so 12 rokkits will do one wound…hmmm. See, that is why it is better to sometimes to think these things over beforehand. If it was not for those 15 lootas, I would like my chances in a strait up fight.
Army #3
http://www.dakkadakka.com/dakkaforum/posts/list/276247.page
Hulksmashes army...you think he would have learned...
(I picked one of the 3)
HQ
Parasite-160
Elite
3 Hive Guard-150
3 Hive Guard-150
Troop
Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst
Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst
20 Spine Gaunts-120
20 Hormagaunts-160
14 Devourer Gaunts-140
Fast Attack
10 Gargoyles-70
Toxin Sacs
Heavy Support
Mawloc-170
Mawloc-170
2 Carnifex-320
2 Twin Scything Talons
Against army #3
The strategies against them will be similar to the first list. I am going to hammer the Tervigons hard so they will blow up and take a bunch of termagants out with them. Their shooting is also rather short range, but they have added Devourer Gants that have to be respected. I imagine on the first turn one warp spider unit will go after the D. Gants, and the other Warp Spider unit will go after the Gargoyles because I do not like a very fast unit bothering me and my plans. The one thing that really concerns me are the Mawlocs. Not so much for their close combat ability, but for the Strength 6,
AP 2 pie plate they lay down when they come on the board. Just like against a deep strike army I will have to keep my army spread out to minimize the damage of that pie plate, yet close enough so that I can hit them with my whole army including the guardians shuriken catapults, the harlies, and the Avatar, since I will only have one turn to take them down before they burrow and do it again. I hate that because it will keep me busy while a bunch of other stuff is running at me.
Note:I know that players will try to counter my moves, but I have back up plans, and other tricks up my sleeve.
For example: When I am facing a bad matchup, and know that I will have trouble winning, and I am playing a good general , and the dice are not going my way, I call an audible and then go with
"Plan B". What I try to do is take out all of his troops, so I will at least get a draw, and then I will try to figure out some way to win.