Post Tournament Unit Analysis
HQ
Company Command Squad with 3 Melta guns + Astropath in Chimera "Odin" with Multi Laser and Hull Heavy Flamer
Rating: B
Never the MVP but a pretty good performer. game 1 they really just used their multi laser wanting to hang back out of danger until the last moment. game 2 their chimera got stunned at the critical time so they couldn't melta the land raider but they did help kill mephiston with the fire on my target orders. game 3 they were just ok as they went up the middle and shot meltas at a rhino. Game 4 the astropath was very important as I all reserved vs a drop pod list. Game 5 they helped put some wounds on the thunderwolves.
The best HQ hands down. orders are occasionally useful and meltas allows for loading up in a vendetta for an alpha strike on a land raider with bring it down. astropath is key to getting alrahem on the right side and in position in a timely manner.
Veteran Squad with 3 Melta Guns in Chimera "Tyr" with Multi Laser and Hull Heavy Flamer
Rating: B
Auto cannon would have been nice here sometimes but no points. This often was the advancing unit along with the CCS which in an afraid of CC army might have been better supported with another unit. Hence thinking I might add a 7th scoring unit at 2k instead of the other options.
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
Rating: B+
Great versitle scoring units with 3 bs 4 meltas and an auto cannon for long range fire while camping an objective. Occasionally they didn't do much other then sit on an objective due to not being in position or having los or range but good units all around. targetawg doesn't like the auto cannon but when they camp an objective and are sitting there anyway. They really don't need to move unless in danger of assault or to react to fire meltas.
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
Rating: A
Alrahem is so awesome because he plays to the missions and is good in an all comers list when you don't know the match ups. Going into a Grand Tournament you won't know your match ups. You do know you will be most likely playing the following missions since they are probably in the tournament packet you get beforehand.
5 Objectives with 1 in each corner and 1 in the middle
D3+2 objectives placed by alternating players.
Table Corners based on Victory Points or scoring units.
Two objectives one placed by each opponent.
Alrahem is good in all of these missions placing 3 scoring units in your opponents deployment zone probably close to the objective(s) or placing 415 victory points or 3 scoring units in an opposing table corner.
I misplayed Alrahem in Game 1 opening the come on from reserves to get hit by assault marines that really hurt but Alrahem was clearly the game winner in Game's 2 3 and 4 nabbing me the table corner in game 2 and the objectives in games 3 and 4 and Game 5 he came in a bit late part to bad rolling and one round I forgot but still put 6 units in his deployment zone giving me bonus points.
Fast Attack
Vendetta Gunship "Hirst"
Vendetta Gunship "Lenneth"
Vendetta Gunship "Silmeria"
Rating: A
They did their job and provided ranged anti tank and soaked fire so the scoring units and other units get there and get to shoot.
Heavy Support
Hydra Flak Tank "Ullur" with Hull Heavy Bolter
Rating: B
Hydra did well for its points but inability to move and fire to full effect hurt it as it got killed because of this and is hurt coming on reserves. Vs Tom's BA he just used Los to limit the Hydra's effective ness as I put it in the middle in most games so it could cover the board. If I hadn't made a mistake and taken the other side I could have put the Hydra on the big rock where it could shoot anywhere it wouldn't get shot much because vendettas need to get shot first. It was pretty good in game 3 hiding behind that rock and shooting targets all over the board with 72 inch range. It took up some slack for AT while Vendettas got shot so was well worth its 75 pts but it wasn't as reliable so didn't get a better grade.
Manticore "Freya" with Hull Heavy Flamer
Manticore "Frei" with Hull Heavy Flamer
Rating: A+
Manticores are so good sometimes they are inconsistant and roll 1 missle that misses but ability to kill land raiders at range vs ba land raiders game 2 and key pinning in game 1 as well as the ability to insta kill thunderwolves although I misplayed this makes them an automatic 2 of in my lists.
Changes to my 1850 list after this tournament: None
I like how things played I just made some mistakes which I know not to make next time.
The big question now is what to run at 2k. I like this list enough to use it as the base and then expand. more on that in my next report.
Smitty0305
Mechdar actually has a decent shot vs Mech Guard if played well. Avariel here and another rl friend of mine Adam have won games against my mech guard back in 2009 and early 2010 but I haven't played any recently since Avariel switched to Space Wolves + dabbling in BA and now Grey Knights and Adam is working on Orks. I'd like to get in a game with my updated list vs a good Mech Eldar player so if your up for a game on Vassal I could do that. Vendettas are good but its hard for them to get cover saves without turboboasting while Eldar tanks are more low to the ground and can get cover saves.
SonsofVulkan
PBS doesn't work on Orks unless they number < 11 because at greater numbers they are fearless. Cost is just one part of it.
PBS is underconsideration for use at 2k points but I look at it this way.
PBS usefulness for Common Matchups in Order
Blood Angels - (Minimal) Whole army rushes you minus some assault squads in las plas razors with mephiston or a libby who will block it. If I remember right reclusiarh makes their termy deathstar fearless. You might get a weaken resolve off on the last turn to scare a small squad off an objective if you went second if it doesn't get blocked by hood, if your pbs isn't dead.
Vanilla Space Marines - (minimal to moderate) Can be decent vs half tacticals with a las cannon that sit by the edge of the board if their libby doesn't just rush you and block it.
Imperial Guard Mirror - (Minimal) as guardsmen die when something explodes and not hard to kill with flamers and shooting.
Space Wolves - (minimal to moderate) another rush you with everything but long fangs and las plas razors army usually including a rune priest with a 4+ block pbs. They may or may not have thunderwolves which pbs is good against if it doesn't get blocked. Long fangs are decent targets also but they might not run off the board.
Orks - (moderate to win button) against certain builds of orks like nob bikers and mega nobs / nobs in battle wagon this is the win button. It is also pretty good for making lootas run away and what not.
Dark Eldar - (minimal / win button ) its the win button vs the hellion and beast deathstars but the all mech list you don't need any help beating.
Tyranids - (minimal) synapse creatures make fearless so if you wacked all the big bugs your usually doing pretty good. little bugs out of synapse like stealers its decent against.
I'm curious what Al Adel's full list was and what everything was armed with. Its hard to tell from the picture.
I've used Vet in Vendettas for awhile but playing for awhile weened me off that and I finally listened to Avariel saying it was necessary to buy a transport for every vet squad back in 2009 when 2010 rolled around. Vets can load up in vendettas if its advantagous to do so depending on the circumstances but placing vets in vendettas always just is bad since Vendettas get shot and killed first most of the time and you have some stranded vets who get killed.
What type of Medusa's did he have? From the picture it seems that he didn't pay for the closed top.
targetawg
Totally agree with you Alrahem is awesome just have to not misplay him too agressively if he comes in early. PBS I dunno maybe at 2k but I'm not feeling it right now maybe if the meta moves towards alot of orks.
Mannahnin
Your welcome. I like writing the reports and doing analysis as it helps me become a better player and its good for the community as well but finding time to do so is hard.
vonjankmon
Grey Knights is a complete pain in the neck for guard. You have to roll good for vehicle damage because fortitude is terrible for Guard without some sort of psychic protection. All the vehicles you stun and shake suddenly are still shooting with Foritude while every stuned / shaken scored on you hurts your firepower. Grey Knights puts out alot of fire abeit majority of it is at 24 inches psycannons with some psybolt/lasplas razors and psyriflemen dreads giving them a few units with reach. Issue here is getting in good early damage but if you get first turn he will all reserve for the first shots and if he gets first turn depending on how much > 24 inch range he has you have a hard choice to start on the board and take all his fire or reserve and allow him to get too close. I have a losing record versus Grey Knight so far but a couple games I was too agressive trying to get some kills on psyriflemen which ended up costing me big time.
I'm considering the Witch Hunter Inquisitor Lord but he is so expensive to be useful in only a few match ups and even then its not that awesome to be worth min 87 pts for Lord Hood, 3 of the 6 pt crappy guys.
Wolves/GK are both pretty scary since everything is a threat you can't let them get to you and everything else thats not rushing you is shooting you. I have a losing record vs both Grey Knights and Space Wolves. Just I managed to duck playing Space Wolves too often in GTs and Grey Knights are the new kid on the block.
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