Switch Theme:

Iam going to a grand tournament and I need help.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nl
Longtime Dakkanaut





I went to the dutch grand tournament the last 5 year and this time i want to do a better job. I got no problem with all the rules and codexes and I win a fair amount of games and get above avarage results. But now i want to win!!!!

I got two problems:

1: Most time I am to aggressive. I always liked aggressive armies but when I am to eager against good players i get my but handed to me.
2: I lose my concentration and forget to remember important stuff about my own army and more important the enemies army.

I want to be prepared and thats why I want to make a few pages with tactical notes. I want to know how to bring down every (competitive) army in every mission and what i have to take into account. I need tips, tricks and need to know stuff..

My list: Spacewolfs 1750points

LOGAN GRIMNAR
RUNEPRIEST with terminator armor, chooser of the slain, living lighting and Jaws

WOLFGAURDUNIT 1 (logans unit):
2x Wolfgaurd terminator with combimelta and wolfclaw
1x Wolfgaurd terminator with stormshield and wolfclaw
1x Wolfgaurd with combimelta and pistol
1x Wolfgaurd with combimelta and close combatweapon
Droppod

WOLFGAURDUNIT 2 (runepriest unit)
3x Wolfgaurd terminator with powerweapon and combimelta
1x Wolfgaurd terminator with powerfist and combimelta
Droppod

WOLFGAURDUNIT 3
4x normal wolfgaurd
1x Wolfgaurd terminator with cyclone missle launcher
Droppod

WOLFGAURDUNIT 4
4x normal wolfgaurd
1x Wolfgaurd terminator with cyclone missle launcher

WOLFGAURDUNIT 5
8x normal wolfgaurd
2x Wolfgaurd terminator with cyclone missle launcher

5 LONGFANGS with 4 missle launcher
5 LONGFANGS with 4 missle launcher
5 LONGFANGS with 4 missle launcher


MISSIONS:
1: Table quarters and killpoints
2: dawn of war and seize ground (2+d3 objectives)
3: pitched battle and 3 objectives (one in the middle and one in the middle of both deploymentzones) also sum sort of nightfight
4: kill the HQ. weird missions: kill a enemy HQ (pick one of your own as the target) and try to keep yours alive. If you kill it upclose you get more points. most points you get if you kill it within 6 inch. And i dont mean victorypoints...you get a 18-2 win if you kill it within 6 inch! only 500 point vp gets you one place higher.
5: pitched battle and capture and control


*******TACTICAL NOTES**********

GREY KNIGHTS PURIFIER/RAZORBACK LIST
GREY KNIGHTS PALLADIN LIST
GREY KNIGHS HENCHMEN LIST

general advice:

* with your droppod's you should be extra careful against a strike squad because the can cast warpquake. dont give them the first turn if you got the choice.
* Coteaz can reroll the seize the initiative so its much more possible the will get first turn.
* grey knight dreadnoughts got an ability (forgot its name) that can reduce your leadership when you try to use a psychic power/test. try to keep your runepriest 12 inch away.
* try to get maximum explosion effect when you shoot down razorbacks filled with purifiers. sumtimes its wise not to divide your longfangs missle's and you should try to get as many shots as possible to make sure you got that explosion result. try to get the most out of all d6 explosions.
* remember you can use the chooser of the slain to keep that vindicare assassin from infiltrating nearby

Mission 1:
against razorbacklist/purifiers: table quarter deployment is perfect for shooting all these missle's and you should just snipe those razorback's until you got enough killpoints
i would not drop logan and those other terminators. maybe you should just rather deploy them in the field and drop those empty droppods way back out of reach of those psycannons. only use logan + terminators as a counterattack unit. if he gets to close you just move back and keep shooting.

Mission 2:
field the big wolfgaurd cyclone missle launcher squad, the smaller cyclone missle launcher squad and attach the runepriest. the rest will walk on the board from turn one and the others will drop from the sky. try to get those droppods on the objectives so you can contest them if the survive and your big wolfgaurd unit can take two objectives if their still big enough (10 models) take these things into account when you deploy the objectives.
Mission 3:
Mission 4:
Mission 5:

ORKS KAN WALL LIST
ORKS BATTLE WEAGON LIST
ORKS NOBBIKER LIST

general advice

* killer kans only got ws2 so if the face logan the will only hit him on a 5+. in combination with eternal warrior and a 4+ inv save he will last for a long time.
* use your jaws to take out those custom force fields or big warbosses.
* if you let logan join the big wolfgaurd unit with two cyclone missle launchers you can give them tankhunters and start shooting with strenght 9 missle's against those Battleweagons.

Mission 1:
Mission 2:
Mission 3:
Mission 4:
Mission 5:

DARK ELDAR VENOM LIST
DAEMON FATECRUSHER LIST
SPACE MARINE VULKAN LIST
BLOOD ANGELS PARKINGLOT/RAZORBACK LIST
SPACE WOLF RAZORBACK/LONGFANG LIST
IMPERIAL GAURD LEAFBLOWER
IMPERIAL GAURD PARKINGLOT
NECRON MONOLITH LIST
DARK ANGELS DEATHWING LIST
CHAOS LASH+OBLITERATOR LIST
ELDAR SEER COUNSEL LIST
ELDAR SKIMMER LIST
ORKS KAN WALL LIST
ORKS BATTLE WEAGON LIST
ORKS NOBBIKER LIST
TAU BROADSIDES LIST
TYRANID MONSTER LIST

I really like your input and i will make a list with all tactics/comments (including my own)!

This message was edited 3 times. Last update was at 2011/09/28 08:03:44


 
   
Made in us
Sword-Bearing Inquisitorial Crusader






Several things:

1. You need experience. Experience will give you the knowledge and tools to deal with situations. Go out and play.

2. At the end of each phase, do a checklist. ENd of movement: Did i move that unit? yes yes yes and oh..didn't move that one. Shooting: Did I shoot every unit? yes yes yes.oh didn't shoot that one, etc etc.

3. Play practice games using the missions. Understand ahead of time the strategies bulit into the mission. That way when the game starts, you aren't sitting there thinking...what do I do? How do I win this?

4. Positive attitude: Go in thinking you have a chance to beat everybody...but don't fret if you lose/draw a game. Definitely don't set expectations about how you will do.

"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
Made in us
Paladin of the Wall




How many kans are in the kan wall? I've only played against a Kan wall in 850 pts.

From 3++

"Because your captain is smarter than Belial and all templar commanders ever, he doesn't discard his iron halo when you dress him up as a terminator. Remember this." 
   
Made in us
Sword-Bearing Inquisitorial Crusader






Btw, a complete list isn't going to work, since the game will change depending on where objectives are and how the both of you deploy.

"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

At 1750 points any kan player worth his teef has all his heavy slots filled to the brim with kans. There will be nine of them, and expect them to be carrying rokkit launchas. Some might take kmb, and there may be a squadron with grotzookas, but it will probably have rokkit launchas. The rest of the list will be a hard core of boys, around 80-90 or even 100, all shootas. Two kffs as well, so everything will be rokkin 4+ obscured saves. Then 2-3 squads of 5 lootas. perhaps alphastrike deffkoptas as well. The rest is just whatever.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in nl
Longtime Dakkanaut





@scuddman: thanks for the advice!

your right! I need to practice a lot more but a lot of players at my club dont play with hardcore armylists. these tactical notes could/will help me but are not a guarantee-win. Yes the games changes with every deployment/move and every dice roll. but sum times i forget the small stupid things that matter and i hope it can be avoided with sum good tactical preparation.

For example: loota boy gave me a good setup for a killakan army and I started thinking about, how i would deal with such a army. I found out that my droppods full of terminators could really take on those orkboyz even when I would let them charge. when you got 3x30 boys its not easy to get them all in close combat with my terminators.. but i found out that its not good if there are 3x 30 shootaboyz within 18 inch of my terminators. shooting hurts more then close combat. Logan can take these killakan's because against ws6 those gretchins need to roll 5+ to hit. But if those killakans charge the whole unit then the kill a lot of normal terminators and urn their points back. I knew that those deffkopta's could be very fast if the turboboost but i forgot how fast!!! I should not deploy those longfangs to close because before you know it the are within close combat.

@ loota boy: thanks for the killakan setup. Its not new but for me a nice wake-up call!

new tactical update's soon!
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

To me, you are playing an iffy list. I ran Logan with terminators in drop pods. Invariably I found that I could not concentrate enough to avoid being taken apart piecemeal. Drop pods give you the wonderful ability to get there quick but after that initial deployment you are too slow. Add to that the vagaries of getting reinforcements on time and you run a great risk.

I found that when I dropped the drop pods empty and came in with my termies in a concentrated group it worked much better.

My recommendation would be to lose your three drop pods and replace them with two rhinos or razorbacks and add the 6th Long fang to your squad with another missile launcher.

Rhinos will give you continued mobility and protection for your power armored wolfguard.

2000
2000
WIP
3000
8000 
   
Made in gb
Longtime Dakkanaut




Logan is hard to make use of at this points range.
Try Logan drop podding with longfangs with mulitmeltas.

I think you have too much termy armour.

Tyranids you drop pod empty. Sit and shoot with the termies used as meat shield. If they have the doom then you are going to struggle.
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

You point about being too aggressive and forgetting things. I would try to get two or three variations of units out there so that you don't need to think (forget) about what unit has what.

Go with Logan
3 x Long fangs (either all with ML or one with MM that you attach Logan)

3 x 5-man Terminator squads. All armed the same

Say 1 w CML, 1 w Chainfist, 3 with combi-melta and 4 w Wolf claw. 245 each or 735 for the 4

3 x Long fangs 520 1255
Logan 275 1430
Rune Priest 170 1600


Yield you 3 units of 4 termies with 3 combi-meltas each and
3 units of long fangs putting out 7 krak missiles each. It leaves you 150 point to play with. Personally either beef up your troop choices with extra termies (33 or 38 points each) or add in some typhoon speeders to get some speed.

That way you have 3 shooty units and 3 anti-tank/anti-personnel units. All have the same abilities so you don't run into the situation where" if only I had squad A where squad B is, I would be able to respond." Plus you have an answer for almost anything the enemy will throw at you and simple.
1. Target the long fangs at the biggest threat except AV14.
2. Send in the terminators at AV 14 targets.
3. Send the terminators at the biggest pains.
4. What do I target with the Rune Priest?
5. What ability do I have Logan confer on his squad?
6. Do I pop the +1 A from Logan this turn?

2000
2000
WIP
3000
8000 
   
Made in nl
Longtime Dakkanaut





@ DAaddict: its not a full Loganwing army. if you got a full droppodlist then you get indeed taken apart piecemeal. In my armysetup its all about the first wave with two droppods with terminators and logan (and a terminator runepriest if i want) packing 2x4 combimelta's. its a great unit to take a flank with and causes a lot of problem.

when you look at the missions you will see that I got 3 objective missions. when the kill Logan and his unit i still got 4 scoring units left. As long as he is keeping the enemy units busy I dont mind. In mission four i got to kill the enemy character/HQ up close so thats why i really like the first drop with combimelta's.

My first list got two razorbacks but I think I should either go for the complete razorbacklist or leave them home, because with only two of them all antitankweapons will be pointed at them.

   
 
Forum Index » 40K General Discussion
Go to: