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Mannahnin wrote: The gun on the Aegis Line can't shoot itself. It's a Gun Emplacement, not an Emplaced Weapon like the ones built into the walls of the Bastion and Fortress of Redemption. Despite the similar names, they have different rules.
If it is a gun emplacement then my nids can fire them because it says in the FAQ they cant fire Emplaced Weapons
It says they can't fire emplaced weapons or weapon emplacements. It covers both. Check page 3 of your FAQ.
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
More2010-2014 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.
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Q: Are Tyranid units inside buildings (i.e. the Bastion) subject to
instinctive behaviour tests? Furthermore, are they able to manual fire
emplaced weapons or weapon emplacements?
A: No to both questions.
Shenanigans! I feel violated!
All FAQs aside, the quad gun didn't really make that much difference in our game; don't know about the rest. You may want to change your list around if you're taking 'nids to Colonial though.
For 35 pts I give my scoring units a place to hide, can move said units 18" a turn, can block enemy advancement, can block line of sight, and can tank shock. All of this for 35 points. What's not to love? Yes, rhinos only have three hit points (not hull points, hit points). Yes, they usually die by the end of the game; this has not changed from 5th edition.
People tend to focus on the negative changes and not the positive; increased movement being the greatest. One of the biggest reasons is because of all of the infantry hate out there right now. Rhinos don't care about mass STR 4 shooting and STR 5 still need to roll a six to glance.
In the third game, the rhinos saved the day. Read about that in the exciting conclusion of my tournament battle report.
As a Tyranid player myself I don't have any vehicles, but for 35 points the Rhino really does seem like a steal for everything it gives you. Sure it doesn't have the unholy survivability it did in 5th, but can anyone say that rhino/razorback spam was totally fair in 5th with a straight face? It's still something your opponent has to get through to get at your troops inside, you still have the mobility and as you said the meta's shifted to anti-infantry, so the rhino both protects your guys from all those blast weapons and has less threats on the table.
Your opponent played his nids quite well, though I question spawning gants as early as he did with those Vindicators and TFC around. I like the Trygon into Flyrant conversion, I assume it's magnetised to also be a Harpy.
This message was edited 2 times. Last update was at 2013/02/11 12:21:51
Ailaros wrote: You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!"
Q: Are Tyranid units inside buildings (i.e. the Bastion) subject to
instinctive behaviour tests? Furthermore, are they able to manual fire
emplaced weapons or weapon emplacements?
A: No to both questions.
Shenanigans! I feel violated!
All FAQs aside, the quad gun didn't really make that much difference in our game; don't know about the rest. You may want to change your list around if you're taking 'nids to Colonial though.
Yup. He can save 50pts and just take the wall for more cover saves. Or 30pts and switch to the Comm Relay to make his reserves more reliable.
This message was edited 1 time. Last update was at 2013/02/11 12:27:33
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
More2010-2014 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.
Nice bug list. At such a young age, did you think up the list yourself? Or were you influenced by armies and lists you saw online (perhaps even on dakka)?
@Jesse
Tough break, Jesse. At least now you can't go anywhere but up.
For 35 pts I give my scoring units a place to hide, can move said units 18" a turn, can block enemy advancement, can block line of sight, and can tank shock. All of this for 35 points. What's not to love? Yes, rhinos only have three hit points (not hull points, hit points). Yes, they usually die by the end of the game; this has not changed from 5th edition.
People tend to focus on the negative changes and not the positive; increased movement being the greatest. One of the biggest reasons is because of all of the infantry hate out there right now. Rhinos don't care about mass STR 4 shooting and STR 5 still need to roll a six to glance.
In the third game, the rhinos saved the day. Read about that in the exciting conclusion of my tournament battle report.
Thank you for the concise arguement. I wish more people thought like you and I on the subject.
Check out this comp!http://www.dakkadakka.com/dakkaforum/posts/list/0/498307.page
My P&M Blog:http://www.dakkadakka.com/dakkaforum/posts/list/497661.page
2500 Brothers of Sanguinor
2500 Purifiers 750 : Bad Wolves
Nice bug list. At such a young age, did you think up the list yourself? Or were you influenced by armies and lists you saw online (perhaps even on dakka)?
Thank you and yeah this is a list i made myself all the other guys in my group as i am part of the Inner Circle Gaming Club have been telling me that nidz are a bad army so i wanted to prove them wrong and i did by gettign best general and would have overrall but my army wasnt fully painted
Automatically Appended Next Post:
Mannahnin wrote: It says they can't fire emplaced weapons or weapon emplacements. It covers both. Check page 3 of your FAQ.
Ohhh now i feel bad but thank you i had actually never read that part of FAQ was going off others knowledge. But in all my games the most it ever did was kill a couple guardsmen and fail shot at necron flyers.
Automatically Appended Next Post: .
Yup. He can save 50pts and just take the wall for more cover saves. Or 30pts and switch to the Comm Relay to make his reserves more reliable.
Yeah im gonna drop the Quad and just through in another hive guard
This message was edited 2 times. Last update was at 2013/02/11 20:11:41
Even though I appreciate the outpouring of sympathy and well wishing, please stop. I'm not a horrible player (or even bad really), but I made a huge blunder and a good player made me pay for it. So my goal for game two was twofold.
Step one (and this is very important)-pull my head out of my ass and play like I know I can play. Step two (also important, but not as important as step one)-stomp the next guy that ends up across the table from me.
Mission
Kill points with Dawn of War deployment
His list (from my less than stellar memory)
Draigo
Librarian w/many powers and servoskulls
10 x paladins
10 x purifiers w/a bolterback
Stormraven w/hurricane bolters
Everything had psybolt ammo and all combat weapons were MC. Not really sure how this is a 2000 pt list, but I don't play GKs so whatever. Just didn't look like a lot of models. This would actually help Felix (my opponent) as we were playing killpoints.
my army in all of it's throat-punching glory
Felix's army
(yeah, I didn't get a picture of it, my oops)
Pre-game:
Spoiler:
He had to come to me because I was going to shoot him off the table otherwise. I really wasn't too worried about anything but the SR because it could alpha strike my tanks and wrack up points early. Interesting...
I won the turn for side and stayed where I was because I'm lazy (it's a strategic move). I then won first turn and took it, deploying in a left side denied flank (should have done that last game! )
The bikes and one vindi went far left, both dreads and the TFC went into a fortified ruin, the other vindi and two tac squads went to the right of the building inside the ADL. I reserved two empty rhinos and the third rhino with a melta squad inside. The BMF (Lysander) and his happy gang deployed in front of the ruin with the libby.
My deployment...my evil plan has been set in motion.
This is what Felix saw when he looked across the table. Yes, yes it is intimidating.
Felix's deployment, the SR of course was in reserve along with the paladins who were deep striking. Not sure if he combat squadded or bought them as two units, but they came in apart. Five purifiers went in the bolterback in a ruin to my left along with Draigo hiding there as well. The libby and the other five purifiers went in a ruin way off to my right. Wouldn't have to worry about them for a while.
(Didn't get a picture of his deployment. Not really sure where my mind was with the pics during this game. I think I was distracted by something shiny blowing across the parking lot. I kept watching it through the window for some reason. I just remember that I wanted to run outside and catch it so I could take it home with me. Odd...)
TURN ONE
Spoiler:
I couldn't see a damn thing on his side of the table. Both sets of ruins he was hiding in totally blocked all LOS. I shuffled the BMF and friends in Draigo's general direction, intending to pummel him back to the warp. The bikes moved w/i 6" of the servoskull and that was about it.
Felix moved Draigo out around the right side of the ruin and brought the bolterback out around the left side. Not sure why he put Draigo right out in the open like that, but I was going to take advantage of it. The libby and purifiers wandered out of the ruin, but not joined together. Again, not sure of the reasoning behind this, but I was going to take advantage of it. His bolterback shot at my termies but did't do anything.
I see you, you overpriced doofus
TURN TWO
Spoiler:
My turn two and I got all my reserves in . One empty rhino and the full rhino went behind my fortified ruins while the empty rhino went far right to try to take out a servoskull on that side. The bikes moved to get a bead on Draigo and the left vindi lined up on the encroaching bolterback. Everything else stayed static.
My movement. Looking really cozy in that ruin, what with 2 dreads, a TFC, and a tech marine.
Took both dreads and a miss from the left vindi to take out the bolterback, but they finally got it. I got nullzone off (awesome power) and then opened fire on Draigo. I ended up putting three wounds on him. The TFC hit the purifiers on the right (couldn't see the ones on the left) and kill two of them.
The wrecked bolterback which got me a point and first blood.
Felix's two, he got in his SR and one paladin squad. The purifier came in to my left, locking on to the bikes. The paladins landed really far right in an attempt to take out the empty rhino over there that had removed the servoskull. The libby used summon (I think) to pull Draigo away from the BMF. His libby and purifiers on the right moved to meet Draigo while his purifiers on the left moved forward.
Yes, run you little weanie!
His paladins that are stalking my servoskull slaying rhino
My quad gun opened up on his SR but only managed to knock off a hit point. Then the SR fired on my bikes, only causing one wound. His paladins lit up my rhino, but I got lucky and only lost a hit point.
TURN THREE
Spoiler:
My three, my libby gated the BMF and friends to go after Draigo and landed right next to him. The bikes moved to get shots on the bolterback-less purifiers, as did the left vindi. Because Felix shot with his paladins, they were in a perfect pie plate formation for my right vindicator, so he moved in that direction. The rhino on the far right moved 12" away from the paladins, trying to preserve a KP.
The rhino out in the open is the running from the paladins. This would become a theme.
The left vindi missed (again). The bikes killed a couple of purifiers. Both dreads combined to finish the SR (how can you not like dual riflemen dreads? I mean really?) The TFC killed two more purifiers on the right. The right vindi killed three of the paladins and thusly showing it's brother on the left how to properly fire a battle cannon. Lysander and friends ran toward Draigo. There was no assault so I turned it over to Felix.
His other unit of paladins came in on my left (Doh!). His right paladins started moving toward my rapidly retreating rhino. The libby, Draigo, and the last purifier went toward Lysander. I have to give Felix credit here; he could have ran, but he took it head on. The purifiers on the left moved up to shoot my bikes.
Shooting, his libby did some template thing that instakills you if you don't make an intitiative test. Luckily I made my deny the witch roll so didn't have to worry about it (2 for 2 on DtW in the tournamant). His newly landed paladins shot at a rhino but did nothing. The purifiers on the left shot my bikes and put a wound on them. Draigo and the purifier on the right shot at Lysander, but he just laughed those shots off.
Let's get it on!
In assault, Draigo, the libby, and the last purifier on the right hit Lysander's squad. And every single one of them bounced. In return I squished Draigo and the purifier but the libby's warding stave saved him and he made his morale test.
TURN FOUR
Spoiler:
My four, the libby gated everyone away from his libby and more toward his paladins. The bikes turbo boosted across the field to set up for linebreaker. The left vindicator turned its sights on the paladins that just landed next to my ruin. The right vindi turned back around and came toward the paladins on the left to blast them. I tried to move my empty rhino out of the way so I could get a bead on the paladins, but in a fit of epic fail I immobilized it on a buried root, thereby blocking my shot with my right vindi. My melta rhino moved to within range of the paladins on the left to finish off anything the the vindi would probably miss.
Shooting, the left vindi finally hit something (the paladins) and killed three of them. The melta squad got a fourth. All of my autocannons killed four of the five remaining purifiers. The termies ran toward the paladins on the right.
You can see the last paladin on the right. The bikes are scooting across the field to score linebreaker. The rhino in the middle is still running from the paladins.
Felix's turn, his last purifier went right for my rhino. That guy had a hammer and he was pissed, so that wasn't good for me. His last paladin went after my immobilized rhino for an easy KP. The libby chased after my terminators. His paladins on the right moved toward my tac squad inside the ADL.
Shooting, he tried to fry my termies again and again I made my DtW roll (3 for 3 now). The paladins killed some of the tac squad, effectively taking them out of charge range.
Assault, his libby charged my termies and then his libby went splat, allowing my termies to consolidate closer to his pallies. His lone paladin assaulted my immobilized rhino and bounced. The last purfier hit my other rhino and exploded it.
If the rhino's a'rockin, don't bother knockin'...
The last time we saw his brave Librarian
TURN 5
At this point it was clean up. The bikes got to his deployment zone for linebreaker. His paladin trying to bust my rhino at a lascannon to the face. The purifier that exploded my other rhino finally died after making 16 saves (yeah, I counted). Lysander hit the pallies on the right and just annihilated them. Tabled on 5.
POST GAME
Felix was really laid back and totally cool. He's in it more for the modeling aspect than gaming and his models looked great. Not sure why he didn't join his ICs with his squads as I think that would really have helped. It was an uphill battle for Felix because of the mission and I'm not totally sure that he had 2000 pts of models.
What did I learn? Without hammers, paladins just bounce off terminators. Even Draigo couldn't even scratch them. Even though Felix wasn't really playing competitively, this was still a good game to get my head back into things. One game left and guess who I'm playing next?
If you guessed Scooter from the Inner Circle, you guessed right!
This message was edited 1 time. Last update was at 2013/02/12 00:12:54
Nice! Yeah, Paladins are ungodly expensive, but the shoot like blazes and they're extremely durable against anything that isn't S8+ and AP2. You had the tools you needed, but if he knew how to use that list, and played better (not combat squadding, using better target priority) that should have been a tough fight in kill points. Instead you cleaned him up.
Actually everything in that list is pricy, points-wise, so I'm sure it is 2k. 270 for Draigo, a min of 150 for the libby before you give him anything, 550 base for the pallies with no weapons or toys,
purifiers I think are 24 or 26pts each before upgrades, and the SR will be 250+ with hurricane bolters, psybolts, etc.
Sweet to hear that game three will be Scooter. Should be a blast!
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
More2010-2014 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.
Yeah, I don't know if anyone out there has ever played Scooter before, but it's exhausting. Not because he's slow or a DB (he isn't) but because the guy is so damn intense and hyper. It's just really hard to keep up. The game was an absolute blast and probably one of the most fun that I've had in quite a while. It's also a good example of a flyer army (he had four dettas, two night scythes, and a doom scythe) vs a hybrid mech army.
Oh man! Glad to see jesse and the fists again! I missed seeing those sarcastic bastards on the field of battle!
Finally, somebody recogizes the genius behind my batreps.
No worries my loyal minion, I've got the Colonial and the Dropzone GTs coming up in the next few weeks, so there will be plenty of sarcasm for everyone.
Let me start by apologizing to my four fans for taking so long to finish this last report. I ran into funding issues with my plans to conquer the geek population on the east coast, so I've been very busy selling hot chocolate and donuts to raise money.
Game three is against the evil Scooter. Scooter is mainly a fantasy player but he's no slouch on the 40K table.
Scooter's list (that I remember).
CCS 4 x vets, each w/2 meltas
4 dettas, 2 squadrons of one and one squadron of two
overlord with all the extras
2 x warriors w/night scythe
doomscythe
5 x wraiths
Mission was the relic with vanguard deployment.
Pregame: This would be fun. Scooter's a maniac and a lot of fun to play against, but I knew I would have problems with his list. The scythes didn't really bother me, but the dettas would be an issue due to AV 12. His ground forces were practically non-existant. He had actually been tabled in another game because an IG player nuked his vet squad and wraiths before anything could come in. My plan was to run interference w/Lysander and company, grab the relic with a tac squad, jump in a rhino, and hide for the rest of the game. Not very brave, but I was playing to win, not build character points.
I won the roll for side and took the corner with a tall ruin. I then won the roll for deployment and took first; I wanted the objective in a rhino before his fliers could hit me. The TFC and both dreads went in the ruin (fortified by the tech marine) giving them excellent line of sight. I wrapped the ADL around the ruin with a tac squad manning the gun and both vindies parked inside as well. The rhinos went up on the line so I could rush out immediately. The bikes stayed near my table edge with the rhinos while Lysander, the termies, and the libby went front central.
My deployment from Scooter's side of the table. Notice where I put the quad-gun; it's only protected from the front. This would come back to bite me in the ass later.
Scooter deployed his wraiths and one vet squad in a ruin on the far side of the table, out of LOS of everything (no pic, nothing to see).
He tried to seize and failed, so it was game on!
TURN ONE
No pics of turn one, because nothing really happened. My libby gated Lysander and buds to the middle of the table to keep the wraiths in check. The rino moved up six, the marines jumped out and claimed the relic. The other two rhinos both shot forward to the middle. The bikes moved to my right waiting for the wraiths to make an appearance.
Scooter didn't move anything so our first turn took about 3 minutes.
I'm watching you!
TURN TWO
Spoiler:
The squad with the relic jumped back in their rhino while the other two rhinos moved up to give it cover saves. The termies fell back to cover the rhinos and discourage anyone from jumping out of flyers next to the relic. The bikes moved a little for cover saves while the dreads and TFC looked good in the ruin. Both vindies moved a little but stayed behind the ADL. Still nothing to shoot at.
Scooter got on the doomscythe and all of his vendettas. The scythe went after my bikes, the detta squad stayed near the middle of the board and the CCS and single detta came right at me, lining up on my coverless quad-gun. The wraiths finally came out to play as well, but they hung back staying well away from the termies.
Scooter's fliers hit the table. The right-rear rhino has the relic.
Remember when I mentioned my quad-gun only had cover from board center?
Evil looking buggers
I managed to shake and immobilize the doomscythe with my quad-gun in his movement phase. After reading the rules, this should have preventing the doom-cannon (or whatever it is) from firing; however, we didn't know that at the time so the cannon and tesla shots wiped my bikes giving Scooter first blood. The dettas on the left opened fire on my coverless quad-gun and killed it. The dettas in the center both shot at the termies, I think putting a wound on Lysander.
TURN THREE
Spoiler:
My quad-gun was out and Scooter got first blood, but the relic was still safe. With the vindies, TFC and termies still running around he wouldn't be jumping out of his flyers any time soon. Unfortunately I really didn't have anyway to effectively take down said flyers. The rhino backed up some more, again using the other rhinos for cover. The termies stayed with the relic rhino, keeping the wraiths at bay.
Shooting, the TFC killed a wraith. The dreads combined to take a hit point off the single vet detta. I snap fired and lobbed grenades everywhere I could, but to no effect.
On Scooter's three, the nightscythes still didn't show. The doomscythe flew off the table because it was locked. The vettas moved around and the wraiths crept a little bit closer.
Scooter moving in for the kill.
I think he realized that shooting at the termies was pointless, so he started opening up on vehicles. He knocked two hit points off a vindicator and wrecked a rhino while exploding the relic rhino . I lost one marine from the relic squad but the others were fine.
TURN FOUR
Spoiler:
Thinks were starting to look grim. He would have all of his fliers in this turn and I was running out of rhinos to hide in. Because of all the template love I still had on the table, he wasn't disembarking anyone so it was just me basically flinging poo at his fliers. He couldn't get the objective, but I couldn't hurt him either. This of course meant that I was winning and had him right where I wanted him.
I had one combat squad jump out of my remaining rhino so that I could jump my relic squad in. The libby joined the relic squad to hopefully suck up some wounds when I needed him to. The guys on the ground really didn't move around much, mainly because there was no reason to. The termies went toward the wraiths to keep them in check.
Except for two rhinos, the bikes, and the quad-gun, my army is untouched.
Again the TFC opened up on the wraiths, killing another (was really missing my bikes here). The dreads knocked another hit point off a detta. I think I hit with two lascannons, but couldn't roll over a 2 to pen. Krak grenades were lobbed like candy at a parade, but I still coudn't hit anything. There was no assault so I turned it back over to Scooter.
He moved his remaining wraiths towards my recently disembarked combat squad. The dettas all flew off the board while all the scythes came on.
Oh noes! More fliers!
The doomscythe shot the termies, trying to get them down to a manageable level. One scythe managed to explode my last rhino, spilling my relic squad out onto the ground. I think the other scythe also shot the terminators but didn't do much. The wraiths went to assault a combat squad, but little did they know, that the sergeant would overwatch with a krak grenade. Yes! I finally hit something with a ing krak grenade. I hit, wounded, and then Scooter made the save. Well at least I finally hit something. I guess it scared the wraiths off, because they failed their charge roll, leaving them out in the open.
TURN 5
Spoiler:
I had to deal with the wraiths this turn and somehow keep my relic squad protected even though I had finally ran out of rhinos. Mainly I needed to keep Scooter's units from disembarking next to my relic squad.
The vindies, who up to this point had not even fired a shot, moved up towards the tasty looking wraiths. The termies also moved for the wraiths, intending to clean up anything the vindicators left behind. I moved my ground units around the relic squad, desperately trying to protect them.
The libby popped nullzone in preparation of the wraith-slaughter that was soon to follow. The vindies and a tac squad eliminated the wraiths, robbing the termies of a chance to bust some heads. The termies instead ran back toward the relic, still playing goalie. I spent more time shooting at fliers, again not really coming close. Hit with more lascannons, only this time I couldn't roll above a 1 to pen. Awesomesauce.
Scooter's turn and the doomscythe flew off the table while all the dettas came back on. He still didn't disembark anything, I guess hoping for a turn six.
Shooting, he again targetted my termies and killed four while putting three wounds on Lysander. The dettas shot at my relic squad and the heroic libby jumped in front of a lascannon shot to take one for the team. He killed all but the sergeant, who made his leadership test to stay in the game and keep the relic.
If the game ended now, I would have the relic while Scooter had first blood. So naturally the game continued.
TURN SIX
Spoiler:
I gave the relic to a five man squad and had Lysander join that squad to hopefully save a few wounds. The other marines again shuffled around to lob grenades, fire lascannons, and pray to get lucky.
Unfortunately my prayers were unheard because I coudn't do anything again to the fliers. I had 16 STR 7 shots each turn from the dreads and they were doing nothing. My lascannons were hitting every turn and then just failed when I rolled to pen. Holy snot.
That was it. I just had to hang on to the relic and hope that the game ended on six.
Scooter's turn, the dettas all hovered while the warriors and overlord finally disembarked.
This was going to be painful. The five man squad with Lysander has the relic. Those warriors are about to open up on them, along with everything else.
Shooting, the doomscythe did about four wounds to the relic squad. Lysander stepped in front and he failed his first save, killing him and giving Scooter warlord. Ironically I made all the other saves. One of the dettas finished my last vindicator. Everything else shot at the relic squad, I believe taking them down to two marines.
Scooter finally ran out of shots, so the only thing left was to see if the relic squad would fail and run like little girls or hold their ground and spit in the face of danger. I rolled the dice and they decided to man-up, so I still had the relic.
If the game ended now, I kept the relic but Scooter had first blood, warlord, and now linebreaker. I rolled and the game ended! Even though I had the relic, because of the way the missions were scored it was declared a draw.
Post game:
Awesome game and a lot of fun. Scooter was a great opponent and there was much joking and name calling from both sides of the table.
I've never faced a list with this many fliers. I messed up my quad-gun placement and Scooter made me pay for it. The rhinos really saved my tail this game as I kept the relic squad inside and away from fire for most of the game. Lysander and the termies came up huge because they kept the wraiths away for the whole game until I could tackle them. The termies along with the vindies and TFC made sure that Scooter couldn't disembark anything until the end of the game, which also was huge. Even though I really didn't damage his army much, I managed to keep them at bay until the end of the game. Great game all around.
Tomorrow I'll post my overall unit analysis as well as overall tournament grades.
Automatically Appended Next Post: UNIT REVIEW
I like to do this after each tournament to take a look at how my units performed and identify any areas that were lacking.
Lysander- An absolute beast. He destroyed everything he touched, only eventually dying in the first and third games due to shooting and that was after sucking up three to four turns of shots. With gate he's a problem that has to be dealt with and can't be avoided for long. At 200 pts he seems like expensive, but everything he brings to the dance (EW, 4 wnds, fortify ruins, mc hammer, Str 10 hammer, 2+3++) the guy really is a bargain. The only thing I don't like about him is that he makes the whole army stubborn; I love my combat tactics.
Libby- Great support character. Gate makes Lysander and the termies impossible to ignore and nullzone is always useful and destroys some armies (deamons, TH/SS termies, Azreal led IG, etc). At 100 pts you get what you pay for.
Riflemen dreads- In my opinion, the top build on the dreadnought chassis. With twinlinked shots and AV 12, put them in fortified ruin and watch shots bounce off of them. Excellent for destroying light tanks, light fliers, and throwing wounds downfield. They didn't do much in game three, but that was more my rolling than unit fail. Always bring two of these.
Terminators- Great escort for Lysander and with nullzone they're awesome for destroying other TH/SS termies. Vanilla marines have the cheapest terminators in the game (if you consider 40 pts cheap) these guys are great as a wrecking ball or counter attack unit. They're also very good at taking out paladins.
Tac squads- Keystone of the army, my swiss army knife unit. Lascannons allow them to plink hit points from tanks and have a better chance at doing some real damage with AP2. They also ignore 2+ saves and double out toughness 4 which is great for anything with a 2+ save or monstrous creatures. Two units have melta for any tanks that I run into and one unit has plasma for terminators. Plunk them on an objective and let them babysit or run them upfield in rhinos.
Bolter bikes- The one unit I will always take above all others. Nine heavy bolter shots with 3 or 6 TL bolter shots are greating for wearing down hordes and even marines. They can tie units up or contest if needed. Bikes plus the TFC make for a deadly combination. Unfortunately I didn't play them very well in this tournament, but they are well worth the 120 pts you pay for them.
Vindicators- They didn't get to do much game one because I was stupid, but they were awesome in the other two games. They didn't kill a whole lot, but that's not why I take them. I take them for damage potential, not damage output. The fact that they can destroy anything they hit never fails to mess with the other guy's head, almost ensuring that the vindies get shot at first. This allows the rest of the army to do what it needs to unmolested. If the vindicator dies without doing anything, so what; it sucked up some shots and I'm only down 115 pts. If it manages to hit anything, more often than not it kills it. Eithe way I win.
TFC- Awesome. At 60" range it can reach out and touch anything on the board. You're in cover? Use the aerial blast. Need to slow something down? Use the tremor shot. Just want to stack wounds? Go with the STR 6 blasts. This thing throws down a lot of wounds and is great for removing things that are camping on objectives. Combined with the heavy bolter attack bikes, the TFC is awesome.
Overall I'm not changing anything (except my tactics). My army didn't fail, I did. I could have won every game I played, but I made mistakes and lost. Lessons learned and I'll do better next time.
Here are some random pictures of some of the armies.
Spoiler:
So that's it for now Fist fans. Until Colonial, be cool, and remember, your minds belong to me.
This message was edited 1 time. Last update was at 2013/02/16 20:38:53
2013/02/17 23:44:51
Subject: The Fists are Back! (games and unit review complete)
Great reports, lucky you didn't have to play that Daemon army, it may have blinded you Nice list, I still like Rhinos and love my TFC, keep up the awesome.
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Nice finish! Looked like a very good game. Neither of you knowing or correctly playing the rules for the Doom Scythe definitely hurt, although of course the responsibility for that is on the guy fielding the unit.
Glad to see you back writing entertaining reports, and looking foreward to more. I'm also happy having you on the forum as it gives me a convenient place to point people when they ask for advice building a good C:SM list.
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More2010-2014 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
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Glad to see you back writing entertaining reports, and looking foreward to more. I'm also happy having you on the forum as it gives me a convenient place to point people when they ask for advice building a good C:SM list.
Yes, please do that. I'm always looking for new minions. I seem to break them so quickly...
2013/02/19 07:23:30
Subject: The Fists are Back! (games and unit review complete)
Dude I could read your battle reps all day long. A great blend of humor and silliness. Well played and there are always more games to come.
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2013/02/20 09:35:37
Subject: The Fists are Back! (games and unit review complete)
Very funny and still game-insight interesting batreps Jesse.
It will be interesting to me to know your opinions about the new setup available for 6th ed C:SM that include Talons and fortifications because it looks like the old fashion may still play quietly effective without new kind of units/assets.
I do like your list very much.
I'm not completly sold on the Vindicators and similarly on Lysander. Both are huge, no doubth, but they're also pricey.
Have you consider a MOTF (conversion+bike) with another couple of lovely rifledreads?
Every molecule will be useful
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2013/02/20 11:32:07
Subject: Re:The Fists are Back! (games and unit review complete)
I'm not completly sold on the Vindicators and similarly on Lysander. Both are huge, no doubth, but they're also pricey.
Have you consider a MOTF (conversion+bike) with another couple of lovely rifledreads?
Let me start with Lysander. In an earlier post in this thread, I went through the bargain that is Lysander. For everything that he brings to the table, the guy is an amazing buy. 4W, EW, fortify ruins, 2+3++, STR 10 mc hammer; the guy is a beast. For a long time I didn't play him due to the cost, but after playing with him in a tournament, I would be hard pressed to give him up. I could probably manage with just he terminators, but they die too easily to flak fire and have issues with any multi-wound T5 bad guys I run into. Lysander solves this problem by killing anything he touches.
Regarding the MOTF, I have actually considered this, because who doesn't love six dreads? But to do that, I would have to give up my vindicators which I will not do. Like I said before, I don't take vindis for damage output but for damage potential. When the other guy looks across the table and sees a pair of vindies and three rhinos, guess what he shoots at? If you said not the rhinos, you're correct . Because he shoots at the vindies my rhinos can go where they need to. And if he does shoot at the rhinos, then he gets treated to some dual STR 10 AP 2 pie plate love, and trust me, nobody wants that, no matter how sick you are.
2013/02/20 12:06:00
Subject: The Fists are Back! (games and unit review complete)
I tried Lysander once but I normally play 1750 or 1850 point and found it too expensive. Good point though with joining a PA Libby to save cost.
My list looks quite similar but I needed to cut points and only fielded one Vindi, I think 2 is just that more efficient. I also used Razorback to get TL-HB instead of Attack Bikes. I use Landspeeders but I think I should switch them out because they really don't last long.
I stepped away from the rifleman dread because it lacks S8 and is more like a unit that can do a lot but can't do it well: sure you can shoot flyers but don't hope to hurt them really. It is great for medium vehicles but you see them less often...
Anyway looking forward to more reports!
2013/02/20 14:16:57
Subject: Re:The Fists are Back! (games and unit review complete)
Hi, Jesse. It's Jeremy from the tournament. I had the Tau with Space Marine allies. Thanks for such great battle reports! I really wished I could have watched the game between you and Scooter. It looked like it could be epic and it sure seems like it was. I kept peeking over at the table hoping to catch a glimpse of some of the action. Your army looked great! Will you be going to the GT at Dropzone next month?
2013/02/20 16:44:07
Subject: Re:The Fists are Back! (games and unit review complete)
Enceladus said: Tremendous batreps, buddy. Thoroughly enjoyed reading them while I dodged my boss' watchful gaze at work like a nerdy, forum-trolling ninja.
Keep walking your own path my friend. The world needs more ninjas.
El_Jairo said: My list looks quite similar but I needed to cut points and only fielded one Vindi, I think 2 is just that more efficient. I also used Razorback to get TL-HB instead of Attack Bikes. I use Landspeeders but I think I should switch them out because they really don't last long.
I stepped away from the rifleman dread because it lacks S8 and is more like a unit that can do a lot but can't do it well: sure you can shoot flyers but don't hope to hurt them really. It is great for medium vehicles but you see them less often...
Ah yes, a fellow visionary. Allow me to comment on your list with what limited information that I have regarding said list:
I've tried fielding one vindi in the past, but it didn't work for two reasons, either it got nuked on turn one or the other guy just ignored it the entire game, which is probably what I would do. Personally, I would run in a pair or not at all, but to each their own.
I also used to run RBs; I actually ran three. The problem that I ran into was that RBs are confused; are they gunboats or transports? As transports you don't use the guns, as gun boats they don't use their transport capability and they can only move six inches and fire at optimum effect. How is this problem solved? Switch to rhinos, use ABs, use a TFC, or if your army really lacks pure dakka, use dakka preds (in pairs, never singles). However, with 6th ed being all about movement, I personnally prefer the bikes over the preds, especially now that bikes can't be one-shotted by STR 8 or STR 9. BAs do RBs and pred very well and I have four RBs and three preds in my current BA army and love them all.
I also used to run two typhoon speeders back when they had a 4++. I'd park them behind a pred and let them shoot all day long. However, like your already said, they just don't have the staying power in 6th ed. At 90 pts (for a typhoon) they're overcosted.
You have to think big picture with the riflemen. Are you going to shoot down flyers in droves? Of course not. If you're lucky, you'll knock off a hull point. But they do more than just shoot medium/light tanks. They're great for plinking wounds off of monstrous creatures and anything with a high toughness. You have a better chance to hit and wound flying monstrous creatures. They obliterate anything that doesn't have a 3+ save or better. Two riflemen with a quad-gun will usually burn through a single long fang squad a turn. And lastly, I use them to tie up units that make it to my back lines (they still kick ass against bloodcrushers).
Anyhow, that's what works for me, but your mileage may vary.
liljeremyd said: Hi, Jesse. It's Jeremy from the tournament. I had the Tau with Space Marine allies. Thanks for such great battle reports! I really wished I could have watched the game between you and Scooter. It looked like it could be epic and it sure seems like it was. I kept peeking over at the table hoping to catch a glimpse of some of the action. Your army looked great! Will you be going to the GT at Dropzone next month?
I remember you and the army; I love me some Tau. I've already paid for my slot for next month and am looking forward to it. I'd really like to draw Tyler again for a rematch. Are you going to be there?
This message was edited 1 time. Last update was at 2013/02/20 16:46:06
2013/02/20 22:13:22
Subject: Re:The Fists are Back! (games and unit review complete)
Yep, I'll be there. I din't think I'd be able to. That Saturday is my anniversary. But, my wife is awesome and let me sign up. I just have to make the week leading up to it amazing. I think it's a fair trade.
2013/02/21 18:09:51
Subject: The Fists are Back! (games and unit review complete)
I LOVE Lysander, run him all the time. He clearly works for u, and is a huge beatstick, but running him with TH/SS Termies negates what in my mind is his best ability. Bolter drill is awesome, he flat out twin links bolter weapons. Its a great thing. I run him with tac termies for twin linked Storm Bolter goodness.
But either way hes very good, especially with the move that appears to be happening with the newer codexes, where they are moving away from Eternal Warrior, the fact that he has it, and with the Fist of Dorn he can ID other characters.
I really like the batreps, great job. Always good to see fellow sons of Dorn out there.
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2013/02/22 09:56:36
Subject: The Fists are Back! (games and unit review complete)
So far, I read the first battle report. Nice writing with some irony. Never thought that rolling 2's is different from rolling 1's.
Jesse, nice army and staying cool when facing Nids is not so easy. I understand this after having faced Nids numerous times in the 3rd ed where either Nids or me (DE) won the RTTs in our place.
And Tyler was basically hiding himself behind his Flyrants. Not much other tactics involved here. Its great to see that a 15 year old can play this way.
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