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Made in de
Mysterious Techpriest






I've been kinda stuck in a limbo for a while now. On one side, I naturally want to improve as a player - on the other side, I don't really know how.

There's so many moving parts in 40k that really throw me for a loop time and time again.
Changing opponents
Changing armies of said opponents
Changing mission requirements
Changing codex rules
Changing maps, terrain, deployments...

My current ratio doesnt feel very nice, I think I've had a 100% loss ratio over my last 5 games (which means I haven't won a game for over a year.. damn you covid!) and at this point I feel lost.
Nailing down what actually are the issues that cause these losses is not that easy. Is it in list building? Strategy? Tactics? Rules knowledge? Just sucky dice? All of them?

Naturally, the answer is yes.

I've lost games in the list building phase, I've lost games in the strategy department, I've lost games because I failed to remember half my rules (or even entire units in Reserve because the mission didn't allow Deep Strikes...)

So the next steps seem easy - write tougher lists and dont pull punches. Not copy&paste tournament lists mind you, but just lists with teeth that have a plan.
After todays loss I've spent hours uhming and ahing about my next 1k list... and I feel like the list is solid, yet I cant get a grasp on what is actually needed and what could work vs a specific opponent.
But lets say I have a list that has some teeth and is not weaksauce.
Then I need to figure out how to deploy effectively. I struggle very hard against melee armies as they no matter what I do I get overrun and wrecked to the point where I can concede turn 3.
And even if I deployed effectively - how do I prevent said assault army from shooting holes in my screens and get to things that I really dont want them to because its a game loss? Examples are the tactical nuke that is TWC or Repentia Slingshots.
How do I combine that with actually holding objectives and scoring?
How do I evaluate secondary objectives?

The literally only thing I can grasp and do is grab my rules, sit down and read them over and over again so I can recall my stratagems and maybe a few mathhammer examples on what kind of firepower from unit X is required to wipe out unit Y.
But beside that... and excuse me if I'm rambling at this point, I really feel stuck - I don't really know what to do anymore.

I can provide a quick rundown of todays game as an example.
Attached is a picture of deployment and terrain after my opponent moved a few units (I "lost" and had to go second).

My list:
Spoiler:

Secondaries:
Engage
While We Stand
AdMech Specific: No Mercy

++ Patrol Detachment 5CP (Imperium - Adeptus Mechanicus) ++

+ Configuration +

Battle Size: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment Command Cost

Forge World Choice: Forge World: Mars

+ Stratagems +

Stratagem: Host of the Intermediary: Host of the Intermediary

+ HQ +

Skitarii Marshal: Relic: Exemplar's Eternity, Warlord, Warlord Trait (Codex 3): Programmed Retreat

Tech-Priest Manipulus: Logi, Magnarail lance

+ Troops +

Skitarii Rangers: Omnispex
. Ranger Alpha: Galvanic Rifle, Host of the Intermediary, Warlord Trait (Codex 5): Firepoint Telemetry Cache
. 15x Skitarii Ranger: 15x Galvanic Rifle
. 2x Skitarii Ranger (Arc Rifle): 2x Arc Rifle
. 2x Skitarii Ranger (Plasma caliver): 2x Plasma Caliver

+ Elites +

Sicarian Infiltrators
. Infiltrator Princeps (Stub/Sword)
. 4x Sicarian Infiltrator (Stub/Sword): 4x Power Sword, 4x Stubcarbine

Sicarian Ruststalkers
. Ruststalker Princeps (Blades)
. 4x Sicarian Ruststalker (Blades): 4x Transonic Blades

+ Fast Attack +

Ironstrider Ballistarii
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon

+ Heavy Support +


Onager Dunecrawler: Broad Spectrum Data-Tether
. Neutron Laser and Cognis Heavy Stubber

Onager Dunecrawler: Smoke Launchers
. Neutron Laser and Cognis Heavy Stubber


His list (reconstructed from memory, 20 pts are missing which were probably just odd storm bolters here and there):
Spoiler:

Secondaries:
Deploy scramblers
Engage
Mission Specific Secondary: Ascend

++ Battalion Detachment 0CP (Imperium - Adepta Sororitas) ++

+ Configuration +

Battle Size: 1. Combat Patrol (0-50 Total PL / 0-500 Points)

Detachment Command Cost

Order Convictions: Order: Bloody Rose

+ No Force Org Slot +

Geminae Superia
. 2x Geminae Superia: 2x Bolt pistol, 2x Frag & Krak grenades, 2x Power sword

+ HQ +

Canoness: Bolt pistol, Chainsword

Celestine: Warlord, Warlord Trait: 4. Beacon of Faith

+ Troops +

Battle Sister Squad
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Bolt pistol, Boltgun

Battle Sister Squad
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Bolt pistol, Boltgun

Battle Sister Squad
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Bolt pistol, Boltgun

+ Elites +

Imagifier

Preacher: Chainsword, Laspistol

Sisters Repentia
. 7x Sisters Repentia: 7x Penitent Eviscerator

Sisters Repentia
. 7x Sisters Repentia: 7x Penitent Eviscerator

+ Fast Attack +

Seraphim Squad
. 4x Seraphim: 8x Bolt pistol, 4x Frag & Krak grenades
. Seraphim Superior: Bolt pistol, Bolt pistol

+ Heavy Support +

Penitent Engines
. Penitent Engine: 2x Penitent Flails

Penitent Engines
. Penitent Engine: 2x Penitent Flails

+ Dedicated Transport +

Sororitas Rhino


Rundown of the rounds:
Spoiler:
T1
He moved up and advanced almost everything to get close to objectives. Mission was GT 22, he had chosen Engage, Scramblers and the mission specific secondary (hold the middle one for BATTLE RUND VP per turn with +1 if your warlord is the one holding it).
Basically nothing happened.
Ruststalkers and Infiltrators advanced onto their respective objective whereas the infiltrators spread out towards the tower to try and block a charge. I moved my laschickens downwards to get further away from the rhino hiding behind the upper tower out of LOS and eliminated the Penitents with Onagers and Laschickens.
The Ranger squad eliminated the Seraphim to get shots at Celestine later on.
Infiltrators then managed to kill 3 Sisters with shots.

He deployed scramblers in his deployment and no-mans land.
Scored 2 VP for Ascend and 3 for engage.

Having deployed too far back, I only scored No Mercy.

T2
Since Celestine reached the middle objective, he scored 15 for holding two and more than me.
The rest of the sisters moved onto the side objectives. Then the bad stuff started to happen - the Repentia slingshotted out of the Rhino that was at this point hiding behind the upper tower, being obscured. 3" disembark, 6" movement, a lucky 6" advance and a 10" charge brought him right to the Onager that was hugging the back end of the play area at this point, 22" away. There was a small gap where he could fit through in front of the Infiltrators...Well, Bloody rose did its bloody work, the Onager got rekt and he consolidated into my ranger squad. I fought bravely, killing 3 of them, but he fought twice, killing 11 out of 20 Rangers.
Funny trick - as his first squad of Repentias left the Rhino, his 2nd squad that was originally a countercharge unit that held his homeobjective moved into the now free rhino which then moved onto the objective.
The third squad of battle sisters held his homeobjective again.
His preacher, his Canoness (a 'Becky' as I was told) and the Imagifier charged the Infiltrators.
I interrupted with counter offensive, beefed up the Infiltrators to S6 and +1A and.. managed 1 wound on the Imagifier. 4 CP for one wound. Nice. The Infiltrators then got clobbered to the Princeps and an Infil on 1 wound.
I passed the morale test automatically with aquisition at any cost.


I then proceeded to take the lower objectives with the 5 ruststalkers comfortably.
Rangers fell back and shot the repentia, eliminating them.
Infiltrators fell back from the characters onto the objective, trying to deny him scoring it.
The remaining Onager plunked 5 wounds off the Rhino - but killing it with the laschickens would've let the repentia disembark, giving him control of the objective back, so I decided not to.
I dont recall what I did with them - I probably shot Celestine and tried to get something done, which, naturally, failed.

Again I scored Mercy and 2 pts for engage.

T3

At this point it was pretty clear I couldnt win as he had accumulated 25 primary, 9 for the mission specific secondary and probably 2 or 3 for engage against my... 5 primary, 2 engage and 6 mercy.
When his next repentia squad slingshotted into the rangers I knew I had lost, since he would consistently be able to score 15 primary in turn 4 and 5 and there was just no way for me to ever catch up again and I conceded.


The smart ones around you might ask the question "but dude.. where are your Pteraxii?" Right where you see on the picture. Just trying to get through all the command phase stuff, buff, actions and things I totally forgot that they existed. Dumb move and probably a big cause for a game loss as 4D6 flamers on overwatch would have stopped him dead.

In retrospect, running up against a competetive Bloody Rose list is not exactly ideal when you're learning a new codex. But my opponent figured that with the codex creep it was necessary to stand a chance.
Forgetting the entire squad of Pteraxii is just dumb. No arguments.
Was it the lack of screening units? Could I have screened at all? Would the screens actually work? Was my list just downright too bad to keep up? Was my deployment arse? My strategy? Was I not aggressive enough with the objective? How will this work if I run against SW in 2 weeks? What else could I have done? Should I have advanced the Infiltrators instead of shooting the sisters off the objective? Was moving the Onager BACK the mistake that cost me the game instead of offering him as a sacrifice? How would I come to the conclusion that instead of evading the enemy, running towards him would've been the better move?

Retroperspektive is a powerful tool - but actually improving is the hard part.
For which I ask your help because my brain is spinning right now
[Thumb - 20210606_145724.jpg]


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Made in us
Longtime Dakkanaut




I gotta be honest, I glazed over halfway through your wall of text, but before I glazed over I saw something about forgetting rules/units/etc.

There is an easy solution for this: just write yourself down a checklist to go through each turn, and then go through it. You'll never forget anything again, assuming you create it right and follow it right.

Now for some that probably takes the fun out of the game, in which case, don't. But it is the single easiest way to get better at the game if you are someone for whom forgetting things is costing you.
   
Made in ca
Longtime Dakkanaut





I can't offer specific advice to your dex because I won't have mine in hand for about 8 days, but here are some general things.

Sort of like what Yuki said, grab a pack of 3 x 5 index cards. When you are reading through your strat list, pick 8 of them that look like they would be good for the units that are in your army, and write them out on your cards word for word, and include a page number in case your opponent is unfamiliar with your dex and doesn't trust your hand written cards.

I like to look for some pregame strats- either requisition strats, or those that let you redeploy units once you see where your opponent is deploying.

Decide in advance which secondaries are easiest for you to score, and which unit has the best odds to achieve which secondaries. So fast units are good at getting to objectives, but not always good at holding them; snipers are good at killy secondaries because they can shout through Look Out Sir.

Once you've figured out which unit has the best odds for achieving each secondary, figure out what are the weaknesses of those units. Can you pair them with a support unit that compensates for their inherent weakness? Can you get an aura in place around that unit which will compensate?

So now, maybe you're looking at two units going to each secondary- in some cases, one might be a character with an aura. Now see which strats go best with which pair.

You should have some units that aren't a part of the plan; these are the ones that are reactive- their purpose is to be available to whichever of your two teams needs them most, depending on which team is subjected to the most pressure from your opponent. Pick the strats that work best for them.

Now at table set up, ensure you've got enough obscuring terrain, and some that provides light and heavy cover. Think about which type of cover is most advantageous to your two teams. try and get those types of cover near the objectives that you want to hold. Think about which types of cover best suit your enemy's units. Try and prevent them from being placed near the objectives your opponent is going to hold.

Make sure you know your opponents secondaries, and try to anticipate which units he will dedicate to each of those. It's also worth noting which you think will be easiest for him to score and which of them will yield the greatest number of points and which the least.

During deployment, place each of your teams to go for a different objective and place the non dedicated units between them so that they can roll out in to support either team as necessary. If you've got a unit that matches unit of his secondaries, that might be who you keep in reserve, as long as doing so won't cripple your own plan.

Once deployment is done, try to figure out how he might respond to your plan. If he's stacked enough stuff to indicate he might know what you're up to- if it looks like he's got a plan to shut you down, this is when you need that redeploy stat. If it looks like you don't need it, great- more CP for later.

What you want to do once the game begins is try to get your highest yield secondary, while preventing him from getting his; sometimes it might be advantageous to let him get a lower yield secondary so that he commits resources to it rather than fighting an up hill battle. Be aware that he'll be doing the same thing for you, and don't take the bait if you think you've got enough power to go for the big money.

During his turns, flip through your cards, think about any units you have in reserve and any units that you've committed which may not be as necessary as you thought they were to the goal and whether or not there's a rapid redeploy strat for anyone who might not need to be where they are. Often, you'll be able to place your cards face down in such a way that they are near the unit who is going to use them so that you don't forget. Sometimes it's also fun to do this just to head%&^$ your opponent.

Using your opponent's turn to strategize is critical- it's one of the reasons I personally like IGOUGO vs AA. When taking your turns, go for the sure things first- if you achieve those goals with fewer resources, it leaves more resources available for the trickier stuff later in the turn.

Everything that you do must be in pursuit of scoring- do not take the bait; stick to to the plan. If you get into a fight just for the sake of fighting, you've lost. Fight only what you need to fight to get your objectives, especially if you're ahead. When it's close, or when your opponent is ahead, denial can be just as important if not more important. But the denial game is harder to play unless you know both your opponent and their army well, and they'll force you to over commit if they can.

Post game, figure out which units worked best and why. Write that on a card and stick it in your dex. Which unit performed poorly and why. Put that on a card of a different colour and stuff it in your dex. Go through your strats; tear up the cards of any that you never even came close to using. Put your MVP strat cards in your dex. Finally, if you suffered a gotcha moment, write it down on a card and you guessed it, shove it in the dex with the name of the army on it.

Next time you play, when you open your dex, you'll have cards for strats that were helpful and none for those that won't. You'll have reminders of the best and worst units from your last game. And you'll have a card to remind you about the gotcha moments that a particular army is going to throw at you.

If you can arrange it, ask for a rematch sooner rather than later, and tweak. Be aware your opponent will tweak too. This can help you learn your enemies one at a time; if you keep fighting different armies every time you play, it'll be harder to achieve mastery.

If you play with friends, this is easier. If you play with strangers, try to make them into friends so that you can play them more often to learn about their army. If you make enough random strangers at the store into friends, it gets much, much easier to learn.

Without the dex in my hand, that's the best I can do. Keep in mind most Dakkanaughts are more competitive than me, and probably play more often than me, so if their advice contradicts mine, they are probably who should listen to, and specific advice always trumps general advice.

Good luck. Keep your chin up, and may the Omnissiah guide your hand.

   
Made in dk
Loyal Necron Lychguard






 Thairne wrote:
My current ratio doesnt feel very nice, I think I've had a 100% loss ratio over my last 5 games (which means I haven't won a game for over a year.. damn you covid!) and at this point I feel lost.

5 games is not representative of anything, it could just be bad luck. I have tried out 8 lists now, at least 1 win and 1 loss with each of them. There's a 3% chance of having 5 losses in a row. 13% chance of not getting 3-wins or losses in a row with one or more lists testing out 8 different lists. We all have unlikely things happen in our gaming.
So the next steps seem easy - write tougher lists and dont pull punches. Not copy&paste tournament lists mind you, but just lists with teeth that have a plan.

Tougher lists will get you tougher opponents, if your opponent is building easy lists right now you probably won't have a better time of it if you both level up your list building. Hash it out with your opponent before the game, especially if you play a weak faction.
After todays loss I've spent hours uhming and ahing about my next 1k list... and I feel like the list is solid, yet I cant get a grasp on what is actually needed and what could work vs a specific opponent.

Don't build a list for a specific opponent unless your opponent is doing the same, I would consider it bad manners.
I need to figure out how to deploy effectively. I struggle very hard against melee armies as they no matter what I do I get overrun and wrecked to the point where I can concede turn 3.

You could watch Youtube battle reports for your faction to get the general idea.
how do I prevent said assault army from shooting holes in my screens and get to things that I really dont want them to because its a game loss?

Don't put all your eggs in one basket, or shoot the snake trying to get into the basket or shoot the fox trying to kill the chickens that are screening your eggs.
The literally only thing I can grasp and do is grab my rules, sit down and read them over and over again so I can recall my stratagems and maybe a few mathhammer examples on what kind of firepower from unit X is required to wipe out unit Y.

You can do flashcards for your rules and try to learn the armies of any opponents you might get. Mathhammer does not tell you how much firepower is required to wipe out a unit and if you use it like that you will fail. Use it to find the best trades possible instead, because no matter how much shooting you have you will sometimes fail, the best you can do is put your units into the best matchups available. Shoot with the unit with the fewest options first and if you need to remove a target then don't point guns at other things until the target you want gone is gone.

My list:
Spoiler:

++ Patrol Detachment 5CP (Imperium - Adeptus Mechanicus) ++

+ Configuration +

Battle Size: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment Command Cost

Forge World Choice: Forge World: Mars

+ Stratagems +

Stratagem: Host of the Intermediary: Host of the Intermediary

+ HQ +

Skitarii Marshal: Relic: Exemplar's Eternity, Warlord, Warlord Trait (Codex 3): Programmed Retreat

Tech-Priest Manipulus: Logi, Magnarail lance

+ Troops +

Skitarii Rangers: Omnispex
. Ranger Alpha: Galvanic Rifle, Host of the Intermediary, Warlord Trait (Codex 5): Firepoint Telemetry Cache
. 15x Skitarii Ranger: 15x Galvanic Rifle
. 2x Skitarii Ranger (Arc Rifle): 2x Arc Rifle
. 2x Skitarii Ranger (Plasma caliver): 2x Plasma Caliver

+ Elites +

Sicarian Infiltrators
. Infiltrator Princeps (Stub/Sword)
. 4x Sicarian Infiltrator (Stub/Sword): 4x Power Sword, 4x Stubcarbine

Sicarian Ruststalkers
. Ruststalker Princeps (Blades)
. 4x Sicarian Ruststalker (Blades): 4x Transonic Blades

+ Fast Attack +

Ironstrider Ballistarii
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon

+ Heavy Support +


Onager Dunecrawler: Broad Spectrum Data-Tether
. Neutron Laser and Cognis Heavy Stubber

Onager Dunecrawler: Smoke Launchers
. Neutron Laser and Cognis Heavy Stubber


His list (reconstructed from memory, 20 pts are missing which were probably just odd storm bolters here and there):
Spoiler:

++ Battalion Detachment 0CP (Imperium - Adepta Sororitas) ++

+ Configuration +

Battle Size: 1. Combat Patrol (0-50 Total PL / 0-500 Points)

Detachment Command Cost

Order Convictions: Order: Bloody Rose

+ No Force Org Slot +

Geminae Superia
. 2x Geminae Superia: 2x Bolt pistol, 2x Frag & Krak grenades, 2x Power sword

+ HQ +

Canoness: Bolt pistol, Chainsword

Celestine: Warlord, Warlord Trait: 4. Beacon of Faith

+ Troops +

Battle Sister Squad
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Bolt pistol, Boltgun

Battle Sister Squad
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Bolt pistol, Boltgun

Battle Sister Squad
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Bolt pistol, Boltgun

+ Elites +

Imagifier

Preacher: Chainsword, Laspistol

Sisters Repentia
. 7x Sisters Repentia: 7x Penitent Eviscerator

Sisters Repentia
. 7x Sisters Repentia: 7x Penitent Eviscerator

+ Fast Attack +

Seraphim Squad
. 4x Seraphim: 8x Bolt pistol, 4x Frag & Krak grenades
. Seraphim Superior: Bolt pistol, Bolt pistol

+ Heavy Support +

Penitent Engines
. Penitent Engine: 2x Penitent Flails

Penitent Engines
. Penitent Engine: 2x Penitent Flails

+ Dedicated Transport +

Sororitas Rhino

Your list is strong enough, no doubt about that.

Mission was GT 22, he had chosen Engage, Scramblers and the mission specific secondary (hold the middle one for BATTLE RUND VP per turn with +1 if your warlord is the one holding it).

Secondaries:
Engage
While We Stand
AdMech Specific: No Mercy

Engage forces you onto your opponent's side of the board and you don't have a lot of throwaway units for it. With your opponent's aggressive list you could have scrambled instead of engaged with your Infiltrators and Ruststalkers. Deploy one of them on the board and scramble your DZ T1 staying right at the edge of your DZ, the middle T2 by moving 8" and thereby being more than 6" from your DZ and DS the other unit and Scramble your opponent's DZ T3. While scrambling the middle you can try to block of paths forward for your opponent's melee units, slowing them down for a turn.

Since Celestine reached the middle objective, he scored 15 for holding two and more than me.
The rest of the sisters moved onto the side objectives. Then the bad stuff started to happen - the Repentia slingshotted out of the Rhino that was at this point hiding behind the upper tower, being obscured. 3" disembark, 6" movement, a lucky 6" advance and a 10" charge brought him right to the Onager that was hugging the back end of the play area at this point, 22" away. There was a small gap where he could fit through in front of the Infiltrators...Well, Bloody rose did its bloody work, the Onager got rekt and he consolidated into my ranger squad. I fought bravely, killing 3 of them, but he fought twice, killing 11 out of 20 Rangers.

Sounds like you just needed to close your gaps here. Remember when you charge you cannot fight anything but the things you charged unless they heroically intervened. In this match-up I think you got it the wrong way around with which units should be screening which, Neutron lasers were only good for killing Penitent Engines and the Rhino, but killing the Rhino is only worthwhile if you can also kill what is inside. What you have to consider is not "how do I protect my expensive units (Onager Dunecrawlers)?" it is "how do I protect my important units that can kill my opponent's most important units (Rangers can kill Repentia)".

This message was edited 1 time. Last update was at 2021/06/07 05:04:32


 
   
Made in gb
Crazed Spirit of the Defiler





Very simple tip, put your Deepstriking units in full view, next to where you keep your dice/tape measure etc
The data card sets can be useful prompts too. Filter out the ones you use regularly and divide them into the phases you use them in.

   
Made in it
Waaagh! Ork Warboss




Italy

I agree with vict0988, 5 games are nothing. Lose 20 games in a row and then you may be allowed to feel lost .

Also losing doens't really mean much, it's how you lose that can be problematic. I mean were those games close or one-sided? Because if they were close and you lost to a handful of points you just need more practise and/or luck, maybe refining your lists just a little bit. If all your games were one-sided that's a different matter.

9th edition is about deciding what to use for scoring and what to use for denying scoring, what to prioritize and what to consider expendable, etc... it all comes with some experience, there's no formula to improve instantly.

 
   
Made in de
Mysterious Techpriest






@Yukishiro Got it. Writing a "cheat sheet" is in progress. Getting my data cards today will also help keeping track of stratagems... I like to flick through them while my opponent moves and remind myself what I have available after having the not useful ones sorted out.

@PenitentJake
Tyvm for not only reading my incoherent ramble but giving a lot of advice. I'll definately consider all of it.
Just reading through your advice I can find a few big flaws in both my list and my strategy.

First, I lacked any and all screening units. I did not have enough units that were there to "move out" and take objectives. I put the wrong value on my units, trying to preserve what should not be preserved.. I'm still stuck in Death Match style thinking where killing the enemy and not getting killed is the most important thing. I also was to inflexible and stuck to my original plan too much.

Granted, I never played against bloody rose before (he usually is a Martyred Lady boy) so getting slingshottet easily over 22" was... surprising, I definately underestimated the odds of such a thing working.

There's a lot to digest and read through in your post and apply to the last game, so I'll definately have to get back to it

@Vict0988 Thank you for investing the time and the advice as well

 vict0988 wrote:

5 games is not representative of anything, it could just be bad luck. I have tried out 8 lists now, at least 1 win and 1 loss with each of them. There's a 3% chance of having 5 losses in a row. 13% chance of not getting 3-wins or losses in a row with one or more lists testing out 8 different lists. We all have unlikely things happen in our gaming.


Thing is, of those 5 games I lost most already in the list building step. Bringing a Mechanicus Defense Cohort against SW was a terrible idea - bringing skitarii spam against SoB to make the opponent have an easier game (with the 8th codex) also was not very smart. Wet noodles against bolter and flame.
That is what I mostly meant with stronger lists - I'll still come up with my own, but I wont pull any punches any longer since I'm just setting myself up to lose if I do that.

 vict0988 wrote:

Tougher lists will get you tougher opponents, if your opponent is building easy lists right now you probably won't have a better time of it if you both level up your list building. Hash it out with your opponent before the game, especially if you play a weak faction.

Don't build a list for a specific opponent unless your opponent is doing the same, I would consider it bad manners.

AdMech definately is not a weak faction right now Which was part of the problem I think. Trying to get to grasp with a new codex and going up against a competetive Bloody Rose was kind of made for a disaster...
With building for a specific opponent - it's just that you build a different list vs Space Wolves than vs Guard. So you "tailor" vs a general idea, but you still won't know what exactly your opponent is bringing, so you still need kinda a TAC list in any case unless you want to be surprised by a Scions list with Bullgryns when you expected a Guard Parking lot

 vict0988 wrote:

You could watch Youtube battle reports for your faction to get the general idea.


Good idea. I already do, but more for the entertainment value as for actual strategies.

 vict0988 wrote:

Don't put all your eggs in one basket, or shoot the snake trying to get into the basket or shoot the fox trying to kill the chickens that are screening your eggs.


Yah that one is definately in me. I set up the table in advance. See those 2 towers in the middle with the bridge? I really like that thing as a center piece, yet declaring the whole thing to be obscuring is a nightmare. It blocks of a good 1/3 of the entire board itself. Add some obscuring terrain in the corners and you have given any assault army half the table to cross without even getting shot at ONCE.
And while I did calculate the risk of what happens if my ranger blob gets into melee, I was unprepared for the sheer ferocity of the inflicted losses. I figured that I'd be fine with an Tech Priest to force fight last (which didnt matter in this case because it was a fight twice strat) and programmed retreat to not get bogged down. I thought I'd be covered with overwatch, fight last, fall back and shoot- but obviously not. Repentia were definately my primary target, but I got outplayed bad on that one. That Rhino was a staging point for the Repentia and was played cleverly so I was put in a loss/loss situation.

 vict0988 wrote:

You can do flashcards for your rules and try to learn the armies of any opponents you might get. Mathhammer does not tell you how much firepower is required to wipe out a unit and if you use it like that you will fail. Use it to find the best trades possible instead, because no matter how much shooting you have you will sometimes fail, the best you can do is put your units into the best matchups available. Shoot with the unit with the fewest options first and if you need to remove a target then don't point guns at other things until the target you want gone is gone.


Well in this example I mathed out that 2 Lascannon Ironstriders kill a Rhino with a bit of support 75% of the time. That is good, but wasnt reliable enough because I wanted a failsafe for that. In came the Onager No 1. Figured I'd have enough firepower to deal with Penitents, Mortifiers, Rhinos, Immolators or what have you to take out 1 per turn - which was true, yet I couldn't apply it for when and where it counted the most. Although the plan was to have an Onager per side and the chickens then go to the flank required - a sound strategy, but in that matchup I overvalued the onager's existance like you write later in your post. That was a failure on my part in strategic play.

 vict0988 wrote:

Engage forces you onto your opponent's side of the board and you don't have a lot of throwaway units for it. With your opponent's aggressive list you could have scrambled instead of engaged with your Infiltrators and Ruststalkers. Deploy one of them on the board and scramble your DZ T1 staying right at the edge of your DZ, the middle T2 by moving 8" and thereby being more than 6" from your DZ and DS the other unit and Scramble your opponent's DZ T3. While scrambling the middle you can try to block of paths forward for your opponent's melee units, slowing them down for a turn.


Yes, I see that now. I didnt take scramble because the units I had that were there to contest the midboard where to valuable to waste with actions. I needed them to clear the primaries, which I only lost because I wasn't aggressive enough in the first place. So several errors here - too much focus on the rangers which all in all ate about 40% of the lists points, leaving me without screens and pushing power. Overvalueing the Onager's existance since they only fit one purpose - kill that ONE Rhino which I even didn't manage. No screens or cheap units to contest objectives early.
I really need to change my mindset from 6th/7th ed to fixed objective play.

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Fixture of Dakka




When something is complex, then learning is done best in parts. Trying to learn how to perfectlly stear an admecha army seems an odd choice. Better to focus on learning stuff like this combo of this unit and that characters requires me to use this stratagem, this ability etc now I have to learn to find optimal targets in opponent armies , ranges of set up etc . Just so in later games I don't have to think durning a match what to do. Find enough of such moving parts in an army, and learning how to use the army becomes much easier over time.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
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Mysterious Techpriest






Cheat Sheet is in progress and thanks to everyone that chimed in meanwhile. Brain is slowing down and I feel like I'm slowly getting a better grasp on strategy and actions to be taken before the next game

If anyone is still here, that is the "new" list which I hope will fix most of my errors.

Spoiler:
Forge World Choice: Forge World: Mars

+ Stratagems +

Stratagem: Artefactorum: Artefactorum

Stratagem: Host of the Intermediary: Host of the Intermediary

+ HQ +

Skitarii Marshal: Control Stave, Radium Serpenta, Relic: Exemplar's Eternity, Warlord, Warlord Trait (Codex 2): Battle-Sphere Uplink

Tech-Priest Manipulus: Manipulus Mechadendrites, Omnissian Staff, Transonic cannon

+ Troops +

Skitarii Rangers: Omnispex
. Ranger Alpha: Galvanic Rifle
. 12x Skitarii Ranger: 12x Galvanic Rifle
. Skitarii Ranger (Arc Rifle): Arc Rifle
. Skitarii Ranger (Plasma caliver): Plasma Caliver

Skitarii Vanguards
. 9x Skitarii Vanguard: 9x Radium Carbine
. Vanguard Alpha: Radium Carbine

Skitarii Vanguards
. 4x Skitarii Vanguard: 4x Radium Carbine
. Vanguard Alpha: Radium Carbine

+ Elites +

Sicarian Infiltrators
. Infiltrator Princeps (Stub/Sword): Power Sword, Stubcarbine
. 4x Sicarian Infiltrator (Stub/Sword): 4x Power Sword, 4x Stubcarbine

Sicarian Ruststalkers
. Ruststalker Princeps (Blades): Artefactorum, Chordclaw, Host of the Intermediary, Relic: Temporcopia, Transonic Blades, Warlord Trait (Codex 5): Firepoint Telemetry Cache
. 9x Sicarian Ruststalker (Blades): 9x Transonic Blades

+ Fast Attack +

Ironstrider Ballistarii
. Ironstrider Ballistarius: Twin Cognis Lascannon
. Ironstrider Ballistarius: Twin Cognis Lascannon

Serberys Raiders:
. 4x Serberys Raider: 4x Cavalry Sabre, 4x Clawed Limbs, 4x Galvanic Carbine
. Serberys Raider Alpha: Archeo-revolver, Cavalry Sabre, Clawed Limbs, Galvanic Carbine

+ Heavy Support +

Onager Dunecrawler: Smoke Launchers
. Neutron Laser and Cognis Heavy Stubber: Cognis Heavy Stubber, Neutron Laser


I specifically included units that are there to screen/deploy scramblers/take objectives early. I retained the reliable way to kill 1 VEQ per turn.
I spread out my eggs in more baskets (the Manipulus e.g. is able to support the Rangers T1, but then run with the vanguards to provide much needed range and AP for the Enriched Rounds strat) and strengthened my ability to take objectives from the enemy with somewhat durable units.
Deploy/Engage/No Mercy should be more viable with this approach as I invested "only" about ~25% of the list for my home objective rather than 40% which I think was the biggest mistake (besides playing with a 10% handicap...). I also have a bit of wiggle room to change/replace units with equvilanent units that perform better vs certain factions (e.g. pteraxii sterylizors do very well against sisters but fail against marines).

This message was edited 1 time. Last update was at 2021/06/07 10:44:25


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Death-Dealing Devastator





South Carolina, USA

Good news! You're already doing the number 1 and number 2 things you can do to improve as a player!

1) remember what you did and think about it critically.
2) accept constructive criticism when you receive it.

I'm interested to hear how things go over the NEXT 5 games, since you know that your last five weren't all lost for the same reason, and clearly you're working to improve things.

Squats 2020! 
   
Made in de
Mysterious Techpriest






Next game is in two weeks against SW. So going from one assault army into the next... Lets see if the lessons learned can be applied
At least the cheat sheet will be ready and the data cards just arrived, so sorting and flicking through a few cards is in the table now.

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Quick-fingered Warlord Moderatus




9th edition is about deciding what to use for scoring and what to use for denying scoring, what to prioritize and what to consider expendable, etc... it all comes with some experience, there's no formula to improve instantly.


This. One thing 9th does very well is make the player manage their resources. you really do have to make your army work as a concerted "whole" in order to have consistent success.

Also, don't worry! Admech are complicated! lol. I've been playing them since they became a "thing" in the game, and this new codex has me excited, but a bit cross eyed. I fully expect to lose MANY games before I start really clicking with them. The new book changes a lot in terms of what I previously would have considered "chaff", or a cheap unit to block an objective, vs a solid utility unit that I want to keep alive. Just keep playing, and think about each game after the fact to see what you could have done better.

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in de
Mysterious Techpriest






You're hitting the nail on the head with the overlaying issue.
While I made significant errors in list building and playing, I am STILL stuck in 6th ed ways.
I over prioritize killing stuff and keeping my gak alive instead of fighting over the objectives.
I treat it way to much like a deathmatch, which admittedly it was for a long time but isnt anymore. Killing the opponents units isnt the goal, but a tool towards the goal of denying scoring/easier scoring.
I have the wrong focus.

I've been playing AdMech since '16 too The crosseyed thing is real tho. The Command Phase alone is a beast that needs to be tamed - let alone thinking ahead what needs to be where to actually benefit from those buffs.

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