Ty all
however, today was the day and we fought this evening
Fragnaught with meltagun and magna grapple did almost nothing: magna grapple failed to hit, meltagun missed penatration (@#"£$% i rolled 3 with
2d6 -_- ). However they forced him to shoot them down, so was not totally a waste
Wraithknight was dead on second turn thanks to sniper scouts; their precision shot killed the 'knight and awarded me 1 points (as for scenario "big guns never tire"). This point was crucial in the end. Scout held ground around objective resisting an assault from eldar jetbikes, and killing them, so they awarded the "most useful unit on field" award
Mephiston was unable to hit wraithguard (thanks to scouts!) and so he charged, and totally crushed, a fire dragon unit. He was shot down by
- 10x dire avengers plus cannon platform
- 4 waveserpent (2 of them had lance anti-tank weapon)
- 3x jet-bikes + 1 farseer + warlock
however, he died on the last one shot taken, and in this turn he did nothing else than shot at Mephiston. So, 250 points to kill 5 fire dragons AND skip his shooting phase seems reasonably for me...
drop-pod'ed assault squad annihilated dire avengers with 1 flamer and 2x hand flamer; they almost died in subsequent turn, but one managed to stay alive and draw fire while another assault squad came closer to contest an objective
at the end of 5th turn game ended in a draw. Wraithknight point was crucial, as i stated before, so more yay for the scouts
problem i faced
- Dreadnaught did almost nothing; i don't blame them, i blame dice rolled and my hands; however, facing a tank army list they could be not really useful
- Baal too did nothing. They just draw fire. And this is not really a bad things, but they died too quickly... :\
Automatically Appended Next Post: In a couple of days maybe we will fight again (we are running a campaign etc)
so i arranged a quick "more tank, less frag cannon" list:
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Lando-razor spam
HQ
- Mephiston
- Honour Guard - 4x meltagun, 4x
PW (axe or maul), sanguinary novitiate with bolt pistol; on Drop Pod I
TROOPS
- Assault squad I - 5x ASM, 1x Meltagun; on
LR with pintle multi melta
- Assault squad II - 5x ASM, 1x Meltagun; on
LR with pintle multi melta
- Assault squad III - 5x ASM, 1x Meltagun; on Las/
Plas Razorback with pintle storm bolter
- Assault squad IV - 5x ASM, 1x Meltagun; on Las/
Plas Razorback with pintle storm bolter
- Assault squad V - 5x ASM, 1x Meltagun; on Las/
Plas Razorback with pintle storm bolter
- Scout Squad - 5x marine w Sniper and Camo Cloak
---------
the
LR has same function than baal predator: offer a high
av big treath target to shield other troops/tank. ASM in land raider could be deployed outside the
LR to hold objective, or embarked to capture new objectives; i would put flamer on them, but melta is more useful against a full waveserpent list. I'm thinking if are better
LR Redeemer (to threat him with flamer cannon) and rush them on enemy line, or standard lascannon
LR and keep them in my side and shoot at long range
honour guard role is to drop into enemy lines and shoot down tank with 4x melta, then die honorably;
FNP and partial cover (from drop pod) can let them live until second turn. if they are very lucky...
i can remove honour guard and arrange assault squad V with flamer in a pod and bring
- a couple of evergreen meltagun magna-grapple Fragnaught
- a couple of vindicator
what do you think? it is worth trying?