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Made in ca
Tzeentch Veteran Marine with Psychic Potential





Perhaps you could put me in the queue.

My list:

Warpflame host
2x16 horrors, one iridescent in the same unit the herald joins
2x12 horrors, one with icon only, one with icon+instrument
Unit of 5 exalted flamers (the target of endurance)

Herald of tzeentch, oracular dais, lvl 3, Locus of conjuration

Dp of tzeentch, lvl 3, wings + armour, 2 greater rewards, one lesser, paradox (rolling on biomancy for endurance)

Lord of change, lvl3, 2 greater rewards one lesser, impossible robes

Forgehost:
3 soul grinders of tzeentch, one with torrent two with warp gaze

Opponents list:
Wraith knight with ghost glaive, scattersheild
2×3 scatterbikes
Eldrad
Fire dragons+ exarch with firepike, falcon
Wraith guard, scythes, serpent
Rangers
Dark reapers, str8 missiles
Dire avengers x 10, exarch, footslogging
Vyper
Hemlock wraith fighter (the one with a heavy d scythe)

I believe I missed a few upgrades in my opponents list but that's the gist anyways. Non ITC, standard maelstrom mission (both players get max 3 objectives each turn) both lists are 2000 I believe.

I should mention that my list isn't optimal, I'm trying to see how feasible it will be to use exalted flamers. The plan is to use the dais to autopass a unit of horrors with instrument and icon in, deep striking off the other icon accurately and using the instrument to chain in the flamers within range of endurance and an enemy unit. My biggest worry is by far, that wraith knight. I don't know if my list can handle him alone, even without all the shooting the list has.

I'll probably be using the LOC as my warlord, and using him as a gunboat unless he rolls the D power straight away and precognition, then he'll be short range shooting+ charging units. The daemon prince will be babysitting the exalted flamers and trying to survive while taking some shots if he gets line of sight. Will probably keep him gliding after turn 1 to allow him to countercharge if my squishy units get in trouble.

The soul grinders seem like just a points sink really, but you'll let me know I'm sure!

Thanks for this thread!

7500 pts Chaos Daemons 
   
Made in it
Contagious Dreadnought of Nurgle





i m curious about the match i proposed because i played in tournament and know how it go , so curious to see if you get the match outcome

3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in us
Battlefortress Driver with Krusha Wheel






Orks with trukks, 3 squads of 6 tankbustas some bikes battlewagons and bullyboyz and 5 kustom mega kannonz with bikerboss with stikk and painboy on bike(2k) 's necrons with at least 12 wraiths, the necron bikes, their jump troops, 2 transport flyers with cryptek and 2 squads of immortals, 20 flayed ones and a ctan.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in nl
Regular Dakkanaut




Love the work man, some good ideas on how to play missions and what should be focussed on! Thanks for the insight
   
Made in us
Fixture of Dakka





San Jose, CA

sgc8647 wrote:
Mission: ETC (randome at game Startup)


My Army:

DETACHMENT : Reclamation Legion
HQ1 : Nemesor Zahndrekh(150) [150]
Troup1 : 10 Immortals (85 + 5*17) [170]
Troup2 : 7 Immortals (85 + 2*17) [119]
Troup3 : 10 Warriors(130) in Transport 1 [235]
Troup4 : 10 Warriors(130) in Transport 2 [235]
Elite1 : 5 Lychguard(125) [125]
FA1 : 6 Tomb Blades(54 + 3*18), 6 Carabines Tesla jumelées(0), 6 Ailerons renforcés (12), 6 Tisse-Ombre(6) [126]
FA2 : 6 Tomb Blades(54 + 3*18), 6 Carabines Tesla jumelées(0), 6 Ailerons renforcés (12), 6 Tisse-Ombre(6) [126]
Transport 1, Ghost Ark(105)
Transport 2, Ghost Ark(105)
Total detachment : 1286

DETACHMENT : Deathmarks
Elite1 : 5 Deathmarks(90) [90]
Elite2 : 5 Deathmarks(90) [90]
Total detachment : 180

DETACHMENT : Flayed Ones
Elite1 : 7 Flayed Ones (65 + 2*13) [91]
Elite2 : 7 Flayed Ones (65 + 2*13) [91]
Total detachment : 182

ARMY TOTAL [1648]


Opponent:

DETACHMENT ALLIÉ : Adeptus Astartes : Space Marines - Iron Hands
HQ1 : Captain(90), Gantelet énergétique(25), Auspex(5), Bouclier Storm (15), Moto(20), Armure d'Artificier(20), Chapter Master (40) [215]
Troup1 : 5 Scout Squad (55), Scout Sergeant (0) [55]
Elite1 : 5 Command Squad (90), 4 Bombes à fusion(20), 3 Bouclier Storm (30), 4 Moto(28), Apothecary (15), Moto(7) [190]
FA1 : 3 Scout Bike Squad (54), Scout Biker Sergeant (0), Balise de localisation(10) [64]
HS1 : 4 Centurion Devastator Squad (165 + 1*55), 3 Canon à gravitons avec amplificateur gravitique (75), Centurion Sergeant (0), Canon à gravitons avec amplificateur gravitique (25), Omniscope(10) [330]
Total detachment : 854

DETACHMENT : Grey Knights - Force de Frappe Nemesis
HQ1 : [Seigneur de Guerre] Librarian(110), Marteau Tueur de Démons Nemesis (5), Psyker (niveau de maîtrise 3)(25), 3 Divination(0), 3 Démonologie (Séraphique) (0) [140]
Troup1 : 5 Strike Squad (110), Justicar(0) [110]
HS1 : Dreadknight Nemesis (130), Téléporteur (30), Marteau Tueur de Démons Nemesis (5), Psycanon lourd(35) [200]
Lord of War1 : Kaldor Draigo(245) [245]
Total detachment : 695

DETACHMENT : Inquisition
HQ1 : Inquisitor Coteaz (100), 2 Telepathy (0) [100]

Bon jour. Je vais international!

So the Marines have 2 main hammer units - the mini-Centstar and the Smashf*cker Command Squad. One shoots you to death. The other assaults. He's also got a 3rd threat that's much easier to kill (compared to the other 2) - his Dreadknight. What he doesn't have, however, is a way to ignore cover reliably unless he gets lucky with his psykers. It's a tough army to play against, but it isn't impossible to beat. IMO, your Necrons have the tools to do so.

Tips/Tactics:

Focus on killing off his Support units and his mobility. It takes too much firepower to deal with Centstar or the Command Squad so ignore those initially (unless you've got no other targets). Focus on the following units: scout bikers, Dreadknight, scouts, strikers (and in that order if possible). When you've dealt with those units, then you can deal with his 2 stars. Rule of thumb with regards to Target Priority: 1) kill off the mobile non-star units first (scout bikers and dreadknight) and then 2) kill off the easier-to-kill units (strikers, scouts).

Spread out your army. Don't bunch them up to give his Command squad multiple units to assault. Turbo-boost your tomb blades to the 2 opposite corners from your deployment zones. Infiltrate (or Outflank) your flayed ones separately. Deepstrike the deathmarks in different quadrants. The trick is to make his Command squad have to travel in order to assault your units. His army has limited resources. Your goal with positioning is to make him waste some of those resources by having to travel further than normal. It's all about positioning.

Unless your opponent gets Perfect Timing, position your vulnerable units in terrain (ruins). When you can, use Zandrekh to give you Stealth/Move Through Cover (Ruins). This will make your units highly survivable to his shooting. Also, if possible, place the objectives near or in ruins so you can take advantage of cover.

Your army is very resilient. Do not be overly concerned about his assault. If you need to, feed his Command squad a unit to assault if they get too close. If your Warlord is in that unit, then switch to the Fearless Warlord Trait. You can tie them up pretty good if you keep feeding his star units to assault. Then when possible, counter-assault his Command squad with your Flayed Ones or Lychguards. They can and will do a number on his Command squad. After you've killed his Support units, then target the Command squad next. They are easier to kill than the Centstar, but it is actually their mobility that makes them slightly more dangerous than the Centstar.

Prediction:

In Kill Points, Marines have the advantage. They have fewer VP's and 2 tough to kill mini-stars.

In Tactical Objectives, your Necrons have the advantage with more units and ultra-high resiliency.

In the Maelstrom objectives, assuming they are about even for both parties, I'd give the nod to your Necrons because, once again, I think your army plays to the objectives slightly better than your opponents.

Bottom line, I think Necrons have the resiliency to outlast Marine offense. Winner winner of the chicken dinner - Necrons. Bonne chance!




 Dragoon65 wrote:
Points 1850

Mission New ITC

My list
Decurion Detachment
Reclamation Legion

Overlord w/phase shifter + Voidreaper
7 Gauss Immortals
6 Tomb Blades w/shield vanes + nebuloscopes
5 Tomb Blades w/shield vanes + nebuloscopes + particle beamers
10 Warriors w/Ghost ark
15 Warriors

Judicator Battalion

2 Triarch Stalkers w/TL HGC
7 Triarch Praetorians w/Rods
7 Triarch Praetorians w/Rods

Deathmarks
7 Deathmarks
7 Deathmarks

My Opponent

Dark Eldar/Eldar
(dont know the exact compoisition)
2 Raiders with Aspect Fire Dragons + an archon w/webway portal
3 Ravagers
1 squad of aspect Warp Spiders (I think there is an Autarch here)
Razorwing fighter w/dark lances and venom missiles
4 venoms w/ five warriors each
2 squads of three scatterbikes

I know he always starts a game with his four venoms on the field and everything else in reserve. He uses the raiders to deep strike without scatter next to a big vehicle threat and everything else comes on his board edge.

Day of the Necrons. More Necrons and more Dark Eldar as well! Let's get too it.

Interesting choice for a Warlord, the Overlord. Most competitive Necron players take Zandrekh, and he would have been very helpful to your army in this case. Stealth in Ruins would have benefitted your army immensely.

Tips/Tactics:

Your opponent has the better chance for First Blood in this army with his deepstriking Fire Dragons in raiders. Not much you can really do about that. You really want to go 2nd in this matchup if it is an Objectives game.

This is going to be a game of board control. You don't have the range to engage him in a ranged firefight. However, you do have the resiliency to outlast his units in survivability. Position your units near the objectives, especially the ghost ark (as it will most definitely die on the turn his Fire Dragon comes in, but at least the troops in there will spill out onto the objectives).

Here's a nasty, nasty trick for when your opponent does that. Have your ghost ark and your Triarch Stalkers near the center of your forces. After your opponent lands and takes out your ghost ark and potentially the Triarch Stalkers, what you want to do next turn is to surround those 2 raiders. Turbo-boost your tomb blades around them if you have to. Then glance them to death. As long as the raiders do not explode (and they won't if they get glanced to death), then the fire dragons and archons inside will die as well due to being unable to disembark. So now he's traded 2 of your units for 6 of his!

You don't have much to deal with his Razorwing, but who cares. It is really only dangerous against your vehicles or if your elite guys are out in the open. 1) I don't expect your vehicles to live past the Fire Dragons and 2) keep your elite units (like the Triarch Praetorians) in or around cover.

Go after his highly-mobile scoring units first (the Jetbikes and venoms). They should be your target priorities.

If he is smart, he will go after your tomb blades first. Make sure you hide them behind BLOS if there is any but DO NOT reserve them. Otherwise, you won't be able to do the trick above.

Prediction:

Whoever goes 1st in an Objectives mission will most likely take this game. DE/Eldar has good firepower and range, but IMO your resiliency is good enough for your units to survive his firepower. It is almost a wash in this regards, though I give your Necrons the slight edge here. Bottom line, if he goes 2nd, he has enough speed to contest all your objectives. I'd say Eldar has a 75% chance for a victory if he goes 2nd and your Necrons have a 66% chance for a victory if you go 2nd.



 Cieged wrote:
I like seeing this kind of positive community interaction. Thanks for opening it up and for the battle reports both!

You're welcome!


 cranect wrote:
Have a nice vacation!

Thanks! I did.


 cranect wrote:
Ya I would probably lose to the war convocation. I did beat a drop pod and knight list today though. The tauroxes annihilated the imperial knight in two turns with 2 tauroxes and one melta squad. The knight crusader did a grand total of zero damage.

One of the major differences between War Convo and a drop pod/Knight list is that the War Convo has highly distributed threats. Now what does that mean? Well, a drop pod comes in and the tact squad inside shoots at a unit. They maybe kill a couple of models or hurt a tank but overall, their threat level really isn't very high. Basically, you can almost ignore them to go after more dangerous units like the Knight. However, with War Convo, each unit is a very real and dangerous threat. Many of their units have the potential to wipe out a basic enemy unit. So while you go after the Knight in a War Convo list, the rest of the army can still seriously hurt your army. That's what makes War Convo so hard to play against. Most armies have maybe a couple of dangerous units and the rest is medium to low threats. In War Convo, it is the opposite. There is a couple of medium to low threats but the rest of the army is highly dangerous. The distribution of the threats in a War Convo list is much, much higher than in regular lists.


 godardc wrote:
jY2, that's a nice thread, you are doing a lot pof happy guys here^^
You should hire other people and start you firm, there is so much demand !

Haha....haven't you heard? Things on the interwebz need to be free or you've got to be highly attractive. Well, I don't think I'd look good in a bikini so I'll just offer up free advice.

Other people are welcome to give advice and tactical analysis on matchups here if they want to try their hands out on this.

This message was edited 5 times. Last update was at 2016/03/08 08:46:25



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Tunneling Trygon





NJ

Are other people welcome to try and look good in a bikini? I know it's not my strong suit, but since it's international women's day and all, I just feel like it's something we should encourage
   
Made in no
Regular Dakkanaut




Here is another one:
Points: 1650

Missions: Maelstorm + Eternal war combined. 3 cards each turn flat, can only score 2 cards each turn. (Eternal war give extra points, for example emperor's will is wroth pointsx2) Impossible cards are redrawn

My Army:
Clan Raukaan - CAD
Captain, bike, fist, gorgons chain (3+fnp), artificer, lightning claw
Chaplain, bike
3 bikes
3 bikes
5 Command Squad, bikes, 4 stormshield, apothecary, powerfist (apoth and BA priest so deathstar can split)
Quad Mortar x2 (the str8 tank hunter and str5 blast thingy)
Quad Mortar
Quad Mortar
Land Speeder Storm, multimelta (BA scouts go in this and outflank)

BA Allied
Sanguinary Priest, bike, fist, claw
5 Scouts, close combat

Ravenwing Strike Force
Sammael
Darkshroud (Give Deathstar 2+ jink or/and attack bikes)
Attack bike MM (will often outflank)
Attack bike MM (will often outflank)
Attack bike MM (will often outflank)

Inquisition
Inqusitor, rad grenades, 2 servo skulls 46 (goes in deathstar if playing vs close combat armies)
Psyker, henchman 18 (Prescience the mortars)
Psyker, henchman 18 (Prescience the mortars)

1648 points

Opponent's Army:

Standard White Scar gladius with hunters eye, rhino spam. Grav cannon devs and some tacticals (7 grav-cannon total)
Worried white scar will outflank whole army + obsec spam
   
Made in gb
Humorless Arbite





Hull

Alright, I'll bite... have a game on Thursday and I think I know how it'll go but I want to see your proposed tactics

DKOK versus Spore Cloud
 Filename DKOK 1K.pdf [Disk] Download
 Description
 File size 2030 Kbytes

 Filename Spore Cloud.pdf [Disk] Download
 Description
 File size 93 Kbytes


   
Made in us
Fixture of Dakka





San Jose, CA

 coblen wrote:
Okay I have an odd one for you.

Its a 2v2 1500 points a player, so 3000 a side. Teammates armies are considered allies of convenience with each other.

The mission is the maelstrom mission were you don't show your cards to your opponents. We use the vanilla GW decks for maelstrom missions. Hammer and anvil deployment.

My army eldar
pale court with an autarch with warp jump generator and melta, and three units of dire avengers.
Aspect shrine with 3*5 warpspiders
Aspect shrine 3*6 swooping hawks.
A night spinner
A skathach wraithknight with the hellstorm template guns and a single scatter laser

My allies army orks
warboss with lucky stick, and a weird boy.
3 trucks full of boys with nob and power klaw
a squigoth full of burna boys.
a battlewagon full of shoota boys
a gorkanuaght

Opponent one tau
some formation that gives twin linked when shooting at units on objectives. I think it is an etherial, 3 units of breachers, and a unit of pathfinders all in devilfish.
optimized stealth cadre with one unit of 3 ghost keels all with ion guns and two units of three stealth suits with burst cannons.

Opponent two space marines
Every unit is in a drop pod, except the assasin.
vulkan with a command squad. 4xflamers and an apothacary.
3 ten man tac squads with melta and combi melta.
librarian with auspex, and centurions.
An assassin. The one with a template attack, and can walk in from your opponents deployment edge.

Pure Maelstrom, hmmm. Your team has a good combination of shootiness (Eldar) and board control (Orks, Wraithknight). You also have good mobility, which is one of the most important aspects of a pure Maelstrom game.

Btw, when I refer to you or your, I mean you and your partner or your team.

Tips/Tactics:

Taking out those AV12 Devilfish will be troublesome for your army but not impossible. Kill off those marines when they come in. Your army will be great at that, especially with the Forgeworld Wraithknight. Then deal with the Tau later. Your main goal here is board control and to do that, you're going to have to clear the marines off of the objectives. Don't worry too much about the Tau initially. They will stay away due to your Ork allies. Keep the pressure on your opponents by playing aggressively against them.

Centurions are going to hurt your Wraithknight. There's just no getting around that, unless you go 2nd and deepstrike in your WK instead (and he happens to come in after the Centurions). Just make sure you have enough to take out his centurions afterwards. Otherwise, they are going to start immobilizing your Ork transports.

Spread out your guys against his Assassins template. Bait him into targeting 1 of your units of spiders by bunching them up. Then flickerjump away if he falls for it. Same goes for the flamer Command squad. However, this will only work if your opponents are not too familiar with warp spiders, but you don't really lose anything by trying.

Overall, play aggressively. You want to make it hard for your opponent to advance towards the objectives.

Prediction:

You will clear off his Marines on the objectives. Your opponents will take out your Ork partner because in their eyes, he will be the bigger "threat". So both Marines and Orks will get deleted first. Sorry, but they will be the sacrificial goats. It will end up to being a matchup between Eldar and Tau and with your superior mobility and better board control, your Space Elves will have the advantage.

Winner: Eldar + Orks



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Stabbin' Skarboy




Pittsburgh

 jy2 wrote:
sgc8647 wrote:
Mission: ETC (randome at game Startup)

 cranect wrote:
Ya I would probably lose to the war convocation. I did beat a drop pod and knight list today though. The tauroxes annihilated the imperial knight in two turns with 2 tauroxes and one melta squad. The knight crusader did a grand total of zero damage.

One of the major differences between War Convo and a drop pod/Knight list is that the War Convo has highly distributed threats. Now what does that mean? Well, a drop pod comes in and the tact squad inside shoots at a unit. They maybe kill a couple of models or hurt a tank but overall, their threat level really isn't very high. Basically, you can almost ignore them to go after more dangerous units like the Knight. However, with War Convo, each unit is a very real and dangerous threat. Many of their units have the potential to wipe out a basic enemy unit. So while you go after the Knight in a War Convo list, the rest of the army can still seriously hurt your army. That's what makes War Convo so hard to play against. Most armies have maybe a couple of dangerous units and the rest is medium to low threats. In War Convo, it is the opposite. There is a couple of medium to low threats but the rest of the army is highly dangerous. The distribution of the threats in a War Convo list is much, much higher than in regular lists.

Ya I expect I would lose very handily I was just commenting on how the tauroxes did a lot more damage than I would have thought. Even against 3 demon armies they did pretty well. The unit surprised me greatly. Ya with shrouded 2 turns I'd have to find a way to not be shot up which would be difficult to say the least. The list is normally used in the tournaments as well as a gladius so I'm just brainstorming how to play against them. After seeing the tauroxes do their thing I can safely say I am not as worried about the gladius since the tauroxes can kill/greatly injure one each every turn they survive. Ya I played the war convocation once and it obliterated the dread mob. He didn't need to use shrouded twice or whatever because there wasn't much shooting and so he focused on damage... The grab hurt a lot. Managed to kill the knight and a few other units though surprisingly.

This message was edited 1 time. Last update was at 2016/03/08 16:35:10


My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in gb
Sybarite Swinging an Agonizer





Kazakhstan

Hey I've got this one to try out. 1850ish. ETC missions. Primary is crusade, secondary is cleanse and control.



Eldar ( with Doom of M.) - Me

1 Farseer

2x3 scat bikes

S. wraithknight - inferno lances, 2xscat lasers.

warp hunter

Aux.

3x 5 warpspiders + exarch

Aux

3x 5 warpspiders + exarch

Knight detachment

CERASTUS KNIGHT-ACHERON



1850



Versus



Curse of the wolfen daemons


Burning sky host

9x3 screamers

Herald on a disk


Baronial court

3 knight wardens


1870



This message was edited 1 time. Last update was at 2016/03/08 16:33:42


 
   
Made in us
Fixture of Dakka





San Jose, CA

Klowny wrote:
Armies have changed a bit, if it is possible to get an amendment.

Mission and board still the same.

Wolves CAD:
3x TWC w/ TH & SS
5x terminators
1x dreadnaught with hell frost cannon and power claw
1x wolf lord
Looooooots of troops

Necron CAD:
Destroyer lord w/ phase shifter, void reaper, res orb
5x immortals w/ gauss
10x Warriors in GA
10x Warriors
3x tomb blades w/ vanes and scopes
1x Heavy destroyer

Canoptek harvest
1x Spyder
3x wraiths w/ coils
3x scarabs

I don't want to be too cheesy, unfortunately the only other models I have built currently are a destroyer cult, 10x flayed ones and 5 lychguard.

Klowny wrote:

I don't know what a Kill Team mission is. Please expand. How does it play? What are the win conditions?


Sorry, purge the alien, dawn of war setup.

Necrons sure are popular here. Either that or they are one of the armies most people have trouble with.

In any case, they are notorious for their durability and you are playing a Purge game.

Tips/Tactics:

Your opponent has 1 main threat - his TWC. The other wolves aren't bad themselves, but they won't inflict nearly as much damage as the TWC will. In this case, you will have to deal with them with a combination of firepower (and you have a lot!) and then assault by your wraiths + D-lord.

I'm not sure whether his troops and dread will be in drop pods but if they are, then you will have to deal with them as well. Glance his dread to death and then focus on 1 unit of infantry at a time with shooting, followed by assault to finish them off. If they (troops + walker) are walking, then you can ignore them initially in order to deal with his TWC. That makes it much easier for your army to deal with. Otherwise, it becomes much tougher if you've got to deal with the majority of his army all at the same time.

Alternatively, you can tarpit his troops with your scarabs after building them (the scarabs) up. This allows you to focus on his TWC (or dread if it was in a drop pod).

Naturally, it goes without saying, protect your spider. DO NOT let your opponent get off the easy assault against it with the TWC or the dreadnought. However, use your spider (and scarabs) to threaten any Space Wolf infantry within the vicinity.

Terminators can be killed with massed firepower. However, between the terminators and the TWC, focus on the TWC first and just move away from the termies. Do not feed his Terminators with your scarabs as their Powerfists will insta-kill your scarabs.

Your mini-wraithstar is your counter-attack deterrent. It is probably the most dangerous unit to your opponent. However, be careful not to get them stuck and tarpitted in combat against the troops. Use the scarabs for those. What you want your wraithstar in combat with is his more elite units. Do not assault his troops with your wraithstar unless you stand a good chance of taking them out in no more than 2 units of combat.

Target priority should be: TWC, dreadnought or terminators, then troops. Focus on his biggest threats early. If you don't then they will rampage across your army and then you won't have the firepower to do so later. Focus on 1 unit at a time if possible.

Prediction:

This game is almost a coin-flip. How well you do will depend on how fast you can take out his TWC. Take them out early and you've got the game. Don't and you may well end up losing. Since you didn't specify that your opponent will be running drop pods, I am going to assume that he isn't (makes sense if he wants to spam the troops). In which case, you will have time to focus on his TWC. In doing so, your Necrons will also win the game, but it will be a close one.






Automatically Appended Next Post:
nachai-l wrote:
Really nice review an prediction XD
I am interested, can you do mine too?

=======================
900 points Malestorm

My army: Ravengaurds
Spoiler:




My opponent
Spoiler:

Ultramarines: CAD

Chapter Master (The Burning Blade, The Shield Eternal, Artificer Armor, Jump Pack)

Assault Squad (Jumpacks)

Tactical Squad 1

Tactical Squad 2 (Flamer)

Droppods

----------------------------------------
Ultramarines: Firespear Strike Force

Captain (Terminator Armor, The Primarch's Wrath)

Tactical 3 (Heavy Bolter)

Venerable Dreadnought (1 Assaultcannon, Autocannon)


Honestly, I don't really get your list. The Conclave isn't really that great in a non-deathstar build and if you attach your librarians to any of the Ravenguard units, both of their Chapter Tactics won't be usable due to being different Chapters. I suppose you can put the Lvl 2 Libby with the Devastators for Prescience.

Tips/Tactics:

Go for Prescience for your Lvl 2 Librarian. For the other 2 libbies, go for Telepathy and either Shroud or Invisibility with Psychic Shriek. You need to start heading towards the objectives early as you don't have very good mobility (compared to your opponent's). Advance your units together, leaving your devastators on your home objective. Otherwise, he can just pick off your isolated units without fear of a counter-offensive. Keep 1 unit near your devastators as "bodyguards" (probably your Scouts).

Try to focus on 1 unit at a time. That unit will probably be his assault marines w/Chapter Master as he needs to get close to your guys to use his Burning Blade.

Prediction:

In Maelstrom missions, mobility is paramount. Unfortunately, your opponent has the advantage here. He's got better mobility with more jump pack units (assault squad and Chapter Master) than you. He's also got drop pods which can deliver him faster to the objectives than yours.

Winner - Ultramarines

This message was edited 3 times. Last update was at 2016/03/08 18:09:16



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Fresh-Faced New User




Thank you for the prediction : )

The list looks like that because it is basically all Marines I have, Usually I play Chaos Space Marines & Daemon.

What I plan was to force him to come to me, since he haven't got a lot of long range firepower, and separate his army,

But I guess that won't work too well in the Malestorm mission...

This message was edited 2 times. Last update was at 2016/03/08 19:07:37


 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

OK, I'm sold. And I will keep up the Necron theme as they are currently a pain in my .... well.... you know.

Here goes:

RAVEN GUARD:
Chaplain (Raven's Fury, meltabombs)
5x Tac Squad (Grav Cannon, Rhino)
5x Tac Squad (Grav Cannon)
5x Tac Squad (Grav Cannon)
5x Assault Squad (JP, MB)
5x Dev Squad (4 Las cannons)
5x CCW Scouts (MB) LSS w/MM
5x CCW Scouts (MB) LSS w/MM
3x Scout bikes (2 x AGL, locator beacon, MB)

Land Speeder (TML, HB)
2 Storm Talons (Skyhammer ML)

Storm Raven (TL AC, TL MM, Hurricane Bolters)
5x Sternguard (4 combi-grav, drop pod)
Ven Dread (TL AC)

vs.

NECRONS

Command Barge
10x warriors
10x warriors
10x Immortals (gauss blasters)
10x Immortals (gauss blasters)
5x Lych Guard w/ dispersion shields

3x Tomb Blades
4x Destroyers (1 heavy)
4x Destroyers (1 heavy)
4x Destroyers (1 heavy)
1x Destroyer Lord (staff of light)

Monolith

Mission is The Relic (standard deployment)

 
   
Made in us
Fixture of Dakka





San Jose, CA

nachai-l wrote:
Thank you for the prediction : )

The list looks like that because it is basically all Marines I have, Usually I play Chaos Space Marines & Daemon.

What I plan was to force him to come to me, since he haven't got a lot of long range firepower, and separate his army,

But I guess that won't work too well in the Malestorm mission...

That's right. In pure Maelstrom missions, you don't actually have to kill anything to win. So he doesn't actually have to come to you. Lol.



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Made in ca
Regular Dakkanaut





Your predictions where pretty spot on. The wraith knight died to centurions. I had hoped that the autarch would have helped keep him off the board but alas it did not. We never killed a single devilish. The orks and space marines died in droves. Our opponents surrendered when they drew there 4th turn objectives and realized the score was 15-5.

Some things nobody saw coming though.
Such as the tau player just moving everything flat out towards us first turn killing nothing, and leaving all the objectives on there side untouched. Then we pulled the hold every objective card on the turn all 3 of my swooping hawks came in so that was like 5 points right there.

The assassin walking on flaming just enough boys to have the war bosses squad take morale. Which it failed, but it got a reroll from his warlord trait. Which it failed. Good thing for Mob rule. He rolled a one. Good thing for boss poles. He rolls another one. He then gets a good solid 10 inch run right off the table. This is the third game in a row I've played with this guy where his war boss runs away before he ever gets into combat. I think this warboss is actually three grots riding on each others shoulders in a suit.
   
Made in de
Power-Hungry Cultist of Tzeentch




Germany

This one is fun! So I would like to put up my upcoming match:

Missions:

Primary (max 10:0 points): Maelstrom, Tactical Escalation
Secondary (max 6:0 points): Emperor's Will
Tertiary (max 4:0 points): Warlord, First Blood, Linebreaker, Detachment killed

Setup: Spearhead

My Army:

CAD Renegades & Heretics (IA13)

HQ
Renegade Command Squad, Demagogue Primaris Witch Lvl1, Covenant of Tzeentch (Warlord)

Standard:
Infantry Platoon
Platoon Command, Krak Grenades, 15 Renegades w/Laspistol, 1 Renegade w/ Chaos Sigil, Demagogue
Infantry Squad, 14 Renegades w/Lasgun, 1 Renegade w/ Chaos Sigil
Infantry Squad, 14 Renegades w/Shotgun, 1 Renegade w/ Chaos Sigil

5 Renegade Veterans w/ Lasguns

3x3 Chaos Spawn

Heavy Support
3 Rapier Laser Destroyer w/ add. crew, Militia Training

'The Purge' Detachment (IA SoV)

HQ:
CSM Sorcerer, Lvl1

Elite:
2x 5 Disciples w/Lasguns

Heavy Support:
3 Earthshaker Artillery Platforms

5 Griffons

5 Griffons


Allied Detachment Crimson Slaughter

HQ:
Lvl3 Sorcerer, Balestar of Mannon

Standard:
5 CSM, in Rhino w/Tzenakh the Occluder

Fast:
Heldrake

Heavy Support
3 Cyclothrathe Conversion Beamer Rapier


Opponent's Army:

DA/SW Wolfstar - 5 SW HQ on Wolves, 9+ Cyber/wolves, 3x1 Servitor, Ravenwing Command Squad, Azrael with Libby Conclave, Deathshroud, Whirlwind Scorpius w/ ignore cover LoG

This message was edited 3 times. Last update was at 2016/03/09 13:05:00


 
   
Made in se
Dakka Veteran



Sweden

Nice thread, here is my addition:

1850 points (40k RAW)

6 Points based Objectives (1 1 2 2 3 3)
BRB mix (Eternal War, Maelstrom of War, 3 Tactical Objective cards each turn with 2 scoring maximum, may discard 1 card each turn)
Kill points

Tau Empire (me)

Heavy Retribution Cadre (Monsoon of Destruction, Optimum Fire Position)
Stormsurge [Early Warning Override, Pulse Blastcannon, Shield Generator, Twin-linked Airbursting Fragmentation Projector, Warlord]
Stormsurge [Early Warning Override, Pulse Blastcannon, Shield Generator, Twin-linked Airbursting Fragmentation Projector]
Ghostkeel [Cyclic Ion Raker, Twin-linked Fusion Blaster] (Fire Team, EWS, Supporting Fire)
Ghostkeel [Cyclic Ion Raker, Early Warning Override, Target Lock, Twin-linked Fusion Blaster] (Fire Team, EWS, Supporting Fire)
Ghostkeel [Cyclic Ion Raker, Early Warning Override, Target Lock, Twin-linked Fusion Blaster] (Fire Team, EWS, Supporting Fire)

Riptide Wing (Coordinated Attacks, Networked Reactors, Riptide Hailfire, Fire Team, Supporting Fire)
XV104 Riptide [Early Warning Override, Ion Accelerator, Twin-linked Smart Missile System]
XV104 Riptide [Early Warning Override, Ion Accelerator, Twin-linked Smart Missile System]
XV104 Riptide [Early Warning Override, Ion Accelerator, Twin-linked Smart Missile System]

VS

Dark Eldar

CAD
Lahmean [Venom, 2x splinter cannons]
5 Warriors [1 blaster, Venom, 2x splinter cannons]
5 Warriors [1 blaster, Venom, 2x splinter cannons]
Aegis Line [Comms Relay]

Real Space Raiders
Lahmean [Venom, 2x splinter cannons]
5 Trueborn [4 blasters, venom, 2x splinter cannons]
5 Trueborn [4 blasters, venom, 2x splinter cannons]
5 Warriors [1 blaster, Venom, 2x splinter cannons]
5 Warriors [1 blaster, Venom, 2x splinter cannons]
Razorwing [2 dark lances, 4 monoscythe, TL splinter rifle]
Razorwing [2 dark lances, 4 monoscythe, TL splinter rifle]
Razorwing [2 dark lances, 4 monsocythe, TL splinter rifle]
5 Scourges [4 haywire blasters]
5 Scourges [4 haywire blasters]
5 Scourges [4 haywire blasters]

This message was edited 4 times. Last update was at 2016/03/09 15:16:58


 
   
Made in us
Fixture of Dakka





San Jose, CA

 blackmage wrote:
ok so....
murder horde demonic incursion
K herald less reward, juggernaut, exalted locus
7 bloodcrushers champion with lesser reward
6x5 hounds
8 hounds
D thirster 2 greater rewards
karanak

opponent list
monobikes white scars with korsarro kan and GM
about 6/7x5 bikes with meltas and GM on bike with EW save4+ power fist
the scenario is dawn of war emperor will.

Ah, I've been playing the Murderhorde lately. So much blood and so much fun!

This looks like it would be a fun match. Is the GM a Chapter Master with the 2+ and Shield Eternal? I'm not sure what GM is so I will assume he is (though the 4+ confuses me).

Tips/Tactics:

It's going to be hard to catch these guys. What they will be doing is to be playing the keep-away game, at least from your Thirster and your deathstar. You need to trap them, but be careful. They will shoot and then assault your MSU dog units and then Hit-&-Run away.

Whatever you do, you NEED to go 2nd in this game, especially since his army is ObSec and yours is not.

When placing objectives, if he places first, then place yours directly across from his. This makes it much easier for you to threaten both objectives and to keep him away.

You'll be chasing his bikers all game, but when it comes down to Turn 4, make sure your Thirster or deathstar are near the objectives. On Turn 5, he will have to turbo-boost towards the objective and then you can take him out there (assuming you went 2nd).

On Turn 4, screen out the objectives so that he cannot turbo-boost to claim/contest.

Take advantage of the short range of his meltas. He will focus on 1 unit at a time so stagger your guys back instead of forming a wall when you go after him. What you want to do is this. 1st unit of bikers shoot and kills 1-2 dogs. Now the 2nd unit of bikes, when they shoot, their meltaguns will be out of range due to you removing the closest models from the previous unit's shooting.

Either send all your forces at his guys or play the denial game. Do not just send 1 or 2 units towards his guys at a time. This just gives him time to shoot down the units you send and then redo it all over again.

Prediction:

It's as simple as this. You've both got good mobility. In that case, it's a matter of whoever goes 2nd will win in a straight-up Emperor's Will mission.

This message was edited 1 time. Last update was at 2016/03/09 18:19:32



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San Jose, CA

 ZergSmasher wrote:
Okay, I have another one for you.
My list:
Spoiler:
Tau Hunter Contingent
Hunter Cadre:
HQ:
Commander: 2x Missile Pod, Drone Controller, Target Lock, Iridium Suit, 2x Marker Drone
Cadre Fireblade
Elites:
Crisis Suit Team: 1 suit, 2x Fusion Blaster
Crisis Suit Team: 2 suits, 2x Plasma Rifle and Target Lock on each, 3x Gun Drone
Troops:
Breacher Team: 10 men, Shas'ui upgrade, Guardian Drone, dedicated Devilfish w/Sensor Spines
Kroot Carnivore Squad: 12 men, Sniper Rounds
Strike Team: 19 men, DS8 Tactical Turret w/SMS
Fast Attack:
Drone Squadron: 4 Marker Drones
Pathfinder Team: 4 men, 3x Rail Rifle
Pathfinder Team: 6 men
Heavy Support:
KV128 Stormsurge: Pulse Driver Cannon, TL Frag Projector, Shield Generator, Early Warning Override, Advanced Targeting System
Optimized Stealth Cadre:
XV95 Ghostkeel: 1 suit, Cyclic Ion Raker, TL Fusion Blaster, Early Warning Override, Velocity Tracker
Stealth Team: 3 suits, Shas'vre upgrade, Fusion on Shas'vre, Markerlight and Target Lock on Shas'vre
Stealth Team: 3 suits, Shas'vre upgrade, Fusion on Shas'vre, Markerlight and Target Lock on Shas'vre

Opponent's list:
Spoiler:
Eldar Combined Arms Detachment
HQ:
Farseer w/several upgrades, including the one that lets you reroll psychic tests, on foot (my opponent usually rolls on Runes of Fate)
Elites:
5 man unit of Fire Dragons in Wave Serpent
Troops:
Guardian Defenders: 20 men, 2 or 3 Bright Lances
2 or 3 3-man units of Scatbikes
Fast Attack:
2 8-man units of Warp Spiders
3-vehicle squadron of Hornets with S8 cannons
Heavy Support:
2-vehicle squadron of Fire Prisms
Lord of War:
Wraithknight with D-cannons and Scatter Laser

Mission: Another mission that I am not sure where it comes from or whether it is unique to us. Primary objectives are two Meat Grinder objectives near the center of the board (Hammer and Anvil deployment), each worth 2 VP at the beginning of a player's turn if they control it. Other objectives are two Crusader objectives in each player's deployment zone (4 total), near the corners of the board, that are worth 2 or 3 points to the player that controls them at the end of the game. Secondary objectives are the usual First Blood, Slay the Warlord, and Linebreaker.
I faced this list in a tournament a couple of months ago, but with my Daemonkin instead of Tau, and I got absolutely crushed. We have more than one Eldar player in my local meta, so I thought I would seek your sage advice on how my Tau might prevail against them.

Tips/Tactics:

You absolutely must not let him go 2nd in this mission. Objectives + Eldar speed = Windar! Don't worry about your alpha-strike. With good deployment and decent terrain, an Eldar army can minimize the damage anyways. Rather, let him come to you and then shoot the crap out of him.

Target Priority goes like this. 1) Take out his mobility. 2) Take out the easier-to-kill units first. Thus, highest priorities are the units who are easy to kill and really fast. Go after the Scatbikes whenever you have the opportunity. That means deepstriking suits, both crisis and/or stealth teams. If his spiders are NOT near BLOS (blocking-LOS) terrain, then you can go after them as well. Otherwise, they'll just jump behind terrain (hopefully, you guys aren't playing the spiders with unlimited Flickerjumps).

Use your Ghostkeel to f*ck up....I mean, to deal with his Hornets or Wave Serpent (I'd prioritize the Hornets over the WS).

Don't worry too much about the WK, at least not initially. When he gets closer, then your Stormsurge and your Strike Team can deal with him.

IMO, the spiders will be the biggest pain-in-the-a$$. Just let them come closer to you and then light them up with your strikers and Stormsurge. You can also go after them with your Breachers, but they will most likely jump out of range of their (breacher's) most dangerous shooting.

One of the most important thing is this. DO NOT play like a gunline. If you do, then you are conceding 2/3 of the objectives to your opponent (his objectives and the middle objectives). You should be advancing while he is advancing. Do it on the flanks because his WK is most likely going to move towards the middle (or wherever your SS is, because his WK will go after your SS). Advance your devilfish on 1 flank and perhaps your SS on the other. Deepstrike your Ghostkell for better shots against his vehicles. DS your suits to take out his fast but weak jetbike troops. It's a good sacrifice if you can take them out.

BTW, once you take out his WK, start advancing your SS aggressively towards the objectives.

Prediction:

Eldar has a major advantage in this game. They are playing an objectives mission with a much faster army. Moreover, they have better board control due to the Wraithknight. If Eldar goes 2nd, then your chances of winning this game is low, perhaps only 25%. If your Tau goes 2nd, and you manage to kill off his mobile scatbikes, Hornets and warp spiders, then your chances for a victory is good, perhaps 66%.




Automatically Appended Next Post:
 Torus wrote:
May I have a go?

So the mission: 3 Objectives worth 4 points E/A (each player's deployment zone and one in the center)

Bonus points for: First blood, Warlord, Linebreaker, Enemy's Highest costing unit slain,

Points: 1850

Army one

Eldar CAD
Eldrad 200
Baharroth 170
Wraithguard (5) D-scythes, Wave Serpent (see below) 210
Wraithguard (5) D-scythes, Wave Serpent (see below) 210
Wraithguard (5) D-scythes 210
Dedicated transport Wave Serpent Underslung Shuriken Cannon, Twin Linked Scatterlaser 120
Dedicated transport Wave Serpent Underslung Shuriken Cannon, Twin Linked Scatterlaser 120
Windrider Guardians (3) Scatterlasers 81
Windrider Guardians (3) Scatterlasers 81
Windrider Guardians (3) Scatterlasers 81
Windrider Guardians (3) Scatterlasers 81
Eldar CAD
Farseer Spirit Stone of Anath'lan 115
Windrider Guardians (3) Scatterlasers 81
Windrider Guardians (3) Scatterlasers 81

Army 2

Necron Decurion
- Reclaimation Legion
- Destoyer cult
- Canoptek Harvest/Destoyer cult

Sorry for the lack of detail in the second army but I hope calling out the formations should help

Fortunately I also play Necrons and so am very familiar with them. That's all the info I need on the Crons to be able to come up with a gameplan for them.

So once again, it's Eldar fire vs Necron resiliency.

Tips/Tactics:

Absolutely MUST go 2nd and it becomes a rather easy game for you. Go 1st if you want a challenge.

Your army has got a lot of firepower and you outrange your opponent. Just keep on shooting with your bikes until something drops and then repeat. Go after his Spider first if it exposes itself.

He will deepstrike his Destroyers. When they come in, focus on 1 unit at a time until it dies. They can absorb a huge amount of firepower but eventually they will go down.

Spider is your 1st target priority (but only if you can see him). Then go for whatever mobility the Necrons have - Tomb Blades, Destroyers, Wraiths and Scarabs. If you don't take out his spiders, his Wraiths become so much harder to kill.

You do not need to play so aggressively with your Wraithguards. Have them near your main army and when his Destroyers drop, use them to take out the destroyers. You can also use them to deal with his advancing Wraiths, but they are more efficient at killing the Destroyers and your Scatbikes are more efficient at killing the Wraiths without Reanimation Protocols. In any case, you have enough WG's to deal with both Wraiths and Destroyers. Be careful of moving your serpents to close to his shooting though. Enough Gauss will glance them to death.

Prediction:

It's an easy win if your Eldar goes 2nd (perhaps a 75% chance of an Eldar victory). However, if Necrons go 2nd, then it becomes a much more challenging game. Believe it or not, but Necrons actually have the durability to survive all of your shooting. If Necrons go 2nd, then it will be a really close game. In that case, I'd say Necrons have a 55% chance to take it.




Automatically Appended Next Post:

Ok, last matchup from p.2. After this, I will be doing the matchups on p.3 of this thread.


 Vankraken wrote:
Orks vs Necrons, 2000 points maelstrom (the mission where the number of objectives held = how many you draw). This battle happened so I want to see how close you are at predicting the outcome and what occurred.

Orks 2000 points
Spoiler:
CAD
Lucky Stikk Mega Armored Warboss (Warlord, rolled night fighting trait)

19 Shoota boyz + PK Nob
17 Slugga boyz + PK Nob (Warboss in this unit)
5 Meganobz, one has killsaws
10 Flash Gitz
11 Tankbustas + Busta Nob, 2 bomb squigs
Dakkajet with 3x supa shootas
Dakkajet with 3x supa shootas

Blitz Brigade (all have rams)
Battlewagon with rokkit launcha (boyz)
Battlewagon with rokkit launcha (boyz)
Battlewagon with killkannon (gitz)
Battlewagon with killkannon (meganobz)
Battlewagon with killkannon (bustas)


Necrons 2000 points
Spoiler:
CAD
Catacomb Command Barge (Warlord)
Catacomb Command Barge
Triarch Stalker
3 Tomb Blades with Gauss
10 Warriors in Ghost Ark
10 Warriors in Ghost Ark
10 Warriors in Ghost Ark
Night Scythe
Night Scythe
3 Tomb Blades with Gauss
Doomsday Ark
Annihilation Barge
Annihilation Barge


Ill even give you an assist with the Necrons winning the roll off and going 1st, Orks did not sieze, Dawn of War deployment, lots of terrain (50% covered), fair amount of LoS blocking.


It's hard to predict Maelstrom missions due to the randomness of the cards, but I will assume that the cards are fair to both armies. Otherwise, it becomes a case where tactics don't really matter and whoever had the better cards win.

Is it safe to assume that your Necron opponent had ObSec troops in those Night Scythes? I will assume so.

Both of you have good mobility in your armies. That's one of the most important traits of a good Maelstrom army. In terms of mobility, Necrons have a slight advantage due to his flyers and the Tomb Blades, but it isn't a huge advantage by any means.

Tips/Tactics:

Apply pressure on his units but always be close to the objectives. You never know when the Maelstrom objectives require you to after the objectives.

Going 2nd gives you a slight advantage, but only for the aerial combat. Whoever goes 2nd has the better chance to shoot down his opponent's flyer. It does not give any advantage to the Maelstrom missions.

As you've already played the game, I think I'll just skip down to my prediction.

Prediction:

Orks take this. Mobility is a slight advantage to the Crons, but you've got the better Board Control army. The lack of any counter-assault units in the Necron army means that they must stay away from your army, which also means that they will have trouble on the Secure Objective aspects of the Maelstrom missions. Also, Necrons don't have much of an answer for AV14, let alone massed AV14, other than to try to go for side shots and with lots of terrain, I imagine that you will be getting cover saves against the majority of his shooting. Finally, him going 1st means that you will probably shoot down his flyers and that there is no where for his tomb blades to hide.

This message was edited 4 times. Last update was at 2016/03/09 19:31:03



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in it
Contagious Dreadnought of Nurgle





 jy2 wrote:
 blackmage wrote:
ok so....
murder horde demonic incursion
K herald less reward, juggernaut, exalted locus
7 bloodcrushers champion with lesser reward
6x5 hounds
8 hounds
D thirster 2 greater rewards
karanak

opponent list
monobikes white scars with korsarro kan and GM
about 6/7x5 bikes with meltas and GM on bike with EW save4+ power fist
the scenario is dawn of war emperor will.

Ah, I've been playing the Murderhorde lately. So much blood and so much fun!

This looks like it would be a fun match. Is the GM a Chapter Master with the 2+ and Shield Eternal? I'm not sure what GM is so I will assume he is (though the 4+ confuses me).

Tips/Tactics:

It's going to be hard to catch these guys. What they will be doing is to be playing the keep-away game, at least from your Thirster and your deathstar. You need to trap them, but be careful. They will shoot and then assault your MSU dog units and then Hit-&-Run away.

Whatever you do, you NEED to go 2nd in this game, especially since his army is ObSec and yours is not.

When placing objectives, if he places first, then place yours directly across from his. This makes it much easier for you to threaten both objectives and to keep him away.

You'll be chasing his bikers all game, but when it comes down to Turn 4, make sure your Thirster or deathstar are near the objectives. On Turn 5, he will have to turbo-boost towards the objective and then you can take him out there (assuming you went 2nd).

On Turn 4, screen out the objectives so that he cannot turbo-boost to claim/contest.

Take advantage of the short range of his meltas. He will focus on 1 unit at a time so stagger your guys back instead of forming a wall when you go after him. What you want to do is this. 1st unit of bikers shoot and kills 1-2 dogs. Now the 2nd unit of bikes, when they shoot, their meltaguns will be out of range due to you removing the closest models from the previous unit's shooting.

Either send all your forces at his guys or play the denial game. Do not just send 1 or 2 units towards his guys at a time. This just gives him time to shoot down the units you send and then redo it all over again.

Prediction:

It's as simple as this. You've both got good mobility. In that case, it's a matter of whoever goes 2nd will win in a straight-up Emperor's Will mission.


ty i tabled him anyway at recent tournament, he have mobility but me too i can fill the field with 30+dogs and crushers, he have nowhere to go and cant resist so much melee attacks, anyway the match up analisys is close, thanks doing this

3rd place league tournament
03-18-2018
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06-12-2018
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tournament
12-09-2018
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01-13-2019
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tournament
02-25-2019 
   
Made in us
Fixture of Dakka





San Jose, CA

 blackmage wrote:

ty i tabled him anyway at recent tournament, he have mobility but me too i can fill the field with 30+dogs and crushers, he have nowhere to go and cant resist so much melee attacks, anyway the match up analisys is close, thanks doing this

You're welcome.

I can definitely see that happening with your army. I've tabled or forced my opponent to concede in 3 of the 4 games I've had with my Murderhorde so far (though my list is far more nasty than yours). But a biker army run by a good general is a sneaky army indeed if you play it correctly. I actually lost to a White Scars army at the LVO 2014 before. I was running another board control army - Necrons with 18 wraiths - and with smart maneuvering and by forcing me to split up my wraiths, he managed to beat me. He then went on to finish the tournament 2nd place behind Alex Fennell's Seer Council Eldar.

But all those Khornedogs are no joke.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 jy2 wrote:
 ZergSmasher wrote:
Okay, I have another one for you.
My list:
Spoiler:
Tau Hunter Contingent
Hunter Cadre:
HQ:
Commander: 2x Missile Pod, Drone Controller, Target Lock, Iridium Suit, 2x Marker Drone
Cadre Fireblade
Elites:
Crisis Suit Team: 1 suit, 2x Fusion Blaster
Crisis Suit Team: 2 suits, 2x Plasma Rifle and Target Lock on each, 3x Gun Drone
Troops:
Breacher Team: 10 men, Shas'ui upgrade, Guardian Drone, dedicated Devilfish w/Sensor Spines
Kroot Carnivore Squad: 12 men, Sniper Rounds
Strike Team: 19 men, DS8 Tactical Turret w/SMS
Fast Attack:
Drone Squadron: 4 Marker Drones
Pathfinder Team: 4 men, 3x Rail Rifle
Pathfinder Team: 6 men
Heavy Support:
KV128 Stormsurge: Pulse Driver Cannon, TL Frag Projector, Shield Generator, Early Warning Override, Advanced Targeting System
Optimized Stealth Cadre:
XV95 Ghostkeel: 1 suit, Cyclic Ion Raker, TL Fusion Blaster, Early Warning Override, Velocity Tracker
Stealth Team: 3 suits, Shas'vre upgrade, Fusion on Shas'vre, Markerlight and Target Lock on Shas'vre
Stealth Team: 3 suits, Shas'vre upgrade, Fusion on Shas'vre, Markerlight and Target Lock on Shas'vre

Opponent's list:
Spoiler:
Eldar Combined Arms Detachment
HQ:
Farseer w/several upgrades, including the one that lets you reroll psychic tests, on foot (my opponent usually rolls on Runes of Fate)
Elites:
5 man unit of Fire Dragons in Wave Serpent
Troops:
Guardian Defenders: 20 men, 2 or 3 Bright Lances
2 or 3 3-man units of Scatbikes
Fast Attack:
2 8-man units of Warp Spiders
3-vehicle squadron of Hornets with S8 cannons
Heavy Support:
2-vehicle squadron of Fire Prisms
Lord of War:
Wraithknight with D-cannons and Scatter Laser

Mission: Another mission that I am not sure where it comes from or whether it is unique to us. Primary objectives are two Meat Grinder objectives near the center of the board (Hammer and Anvil deployment), each worth 2 VP at the beginning of a player's turn if they control it. Other objectives are two Crusader objectives in each player's deployment zone (4 total), near the corners of the board, that are worth 2 or 3 points to the player that controls them at the end of the game. Secondary objectives are the usual First Blood, Slay the Warlord, and Linebreaker.
I faced this list in a tournament a couple of months ago, but with my Daemonkin instead of Tau, and I got absolutely crushed. We have more than one Eldar player in my local meta, so I thought I would seek your sage advice on how my Tau might prevail against them.

Tips/Tactics:

You absolutely must not let him go 2nd in this mission. Objectives + Eldar speed = Windar! Don't worry about your alpha-strike. With good deployment and decent terrain, an Eldar army can minimize the damage anyways. Rather, let him come to you and then shoot the crap out of him.

Target Priority goes like this. 1) Take out his mobility. 2) Take out the easier-to-kill units first. Thus, highest priorities are the units who are easy to kill and really fast. Go after the Scatbikes whenever you have the opportunity. That means deepstriking suits, both crisis and/or stealth teams. If his spiders are NOT near BLOS (blocking-LOS) terrain, then you can go after them as well. Otherwise, they'll just jump behind terrain (hopefully, you guys aren't playing the spiders with unlimited Flickerjumps).

Use your Ghostkeel to f*ck up....I mean, to deal with his Hornets or Wave Serpent (I'd prioritize the Hornets over the WS).

Don't worry too much about the WK, at least not initially. When he gets closer, then your Stormsurge and your Strike Team can deal with him.

IMO, the spiders will be the biggest pain-in-the-a$$. Just let them come closer to you and then light them up with your strikers and Stormsurge. You can also go after them with your Breachers, but they will most likely jump out of range of their (breacher's) most dangerous shooting.

One of the most important thing is this. DO NOT play like a gunline. If you do, then you are conceding 2/3 of the objectives to your opponent (his objectives and the middle objectives). You should be advancing while he is advancing. Do it on the flanks because his WK is most likely going to move towards the middle (or wherever your SS is, because his WK will go after your SS). Advance your devilfish on 1 flank and perhaps your SS on the other. Deepstrike your Ghostkell for better shots against his vehicles. DS your suits to take out his fast but weak jetbike troops. It's a good sacrifice if you can take them out.

BTW, once you take out his WK, start advancing your SS aggressively towards the objectives.

Prediction:

Eldar has a major advantage in this game. They are playing an objectives mission with a much faster army. Moreover, they have better board control due to the Wraithknight. If Eldar goes 2nd, then your chances of winning this game is low, perhaps only 25%. If your Tau goes 2nd, and you manage to kill off his mobile scatbikes, Hornets and warp spiders, then your chances for a victory is good, perhaps 66%.

Thanks for the advice. I will consider it in all games against Eldar, as I've seen several similar lists (some with Vaul D-weapon batteries or Wraithguard in Wave Serpents instead of Hornets). I realized I made a small typo and listed my strike team as 19 men. It's only 9 men, you can't even take 19!

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Made in us
Fixture of Dakka





San Jose, CA

AncientSkarbrand wrote:
Perhaps you could put me in the queue.

My list:

Warpflame host
2x16 horrors, one iridescent in the same unit the herald joins
2x12 horrors, one with icon only, one with icon+instrument
Unit of 5 exalted flamers (the target of endurance)

Herald of tzeentch, oracular dais, lvl 3, Locus of conjuration

Dp of tzeentch, lvl 3, wings + armour, 2 greater rewards, one lesser, paradox (rolling on biomancy for endurance)

Lord of change, lvl3, 2 greater rewards one lesser, impossible robes

Forgehost:
3 soul grinders of tzeentch, one with torrent two with warp gaze

Opponents list:
Wraith knight with ghost glaive, scattersheild
2×3 scatterbikes
Eldrad
Fire dragons+ exarch with firepike, falcon
Wraith guard, scythes, serpent
Rangers
Dark reapers, str8 missiles
Dire avengers x 10, exarch, footslogging
Vyper
Hemlock wraith fighter (the one with a heavy d scythe)

I believe I missed a few upgrades in my opponents list but that's the gist anyways. Non ITC, standard maelstrom mission (both players get max 3 objectives each turn) both lists are 2000 I believe.

I should mention that my list isn't optimal, I'm trying to see how feasible it will be to use exalted flamers. The plan is to use the dais to autopass a unit of horrors with instrument and icon in, deep striking off the other icon accurately and using the instrument to chain in the flamers within range of endurance and an enemy unit. My biggest worry is by far, that wraith knight. I don't know if my list can handle him alone, even without all the shooting the list has.

I'll probably be using the LOC as my warlord, and using him as a gunboat unless he rolls the D power straight away and precognition, then he'll be short range shooting+ charging units. The daemon prince will be babysitting the exalted flamers and trying to survive while taking some shots if he gets line of sight. Will probably keep him gliding after turn 1 to allow him to countercharge if my squishy units get in trouble.

The soul grinders seem like just a points sink really, but you'll let me know I'm sure!

Thanks for this thread!

I've been meaning to try the Tzeentch formations. I just don't have all of the models I need for it yet.

I really don't get the Exalted Flamers. While the concept is cool, the design and execution is really poor. Here you have a unit with a very short range - 18" only. He's toting a Heavy weapon yet he is just a regular infantry (6" move) without any form of Relentless. If he moves, he can only snapfire the S9 AP2 shot and can't fire his S5 AP3 Torrent at all! That means you can't deepstrike him off Icons and then flame your opponent's unit. Talk about craptastic.

Eldar are the Masters of Maelstroms. You don't have his mobility. However, you can make up for that with Summoning. Basically, the thing that your army does well is Summoning and massed S7 shooting.

Tips/Tactics:

Summoning is your great equalizer to Eldar mobility here. Summon a lot of units. Summon fast units like Screamers, Flesh Hounds, Plague Drones or even Seekers. The more you have, the harder it will be for your opponent to deal with your army. Tarpit his WK and then go after the rest of his army. Feed his WK units to keep him in combat if you have to. You don't need to kill the WK to beat Eldar. Immobilizing him, preferably away from an objective, is just as good.

How you will beat Eldar is with board control. If you can tie up his WK with your summoned units, then you can essentially control the board. You may lose units to his shooting, but he will have to stay away from the objectives as long as your fast assault units and soulgrinders are nearby.

Kill his Scatbikes as early as you can. Chase them down and either shoot them with psychic shooting of if you have Screamers, do the Flyby attacks. KILL his mobility.

Prediction:

This actually isn't a very good matchup for your Eldar opponent. His list is well rounded but it isn't particularly suited to dealing with massed infantry, especially the type with Invuln saves and 4+ cover (in ruins). And while Eldar has better mobility, your army actually has better board control with the help of Summoning.

This is one of the few games where I can see Eldar losing in the Maelstrom missions. Winner - Daemons.



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Hierarch





I think the point of rolling biomancy is to endurance the flamers so they have relentless

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Made in us
Fixture of Dakka





San Jose, CA

 Swampmist wrote:
I think the point of rolling biomancy is to endurance the flamers so they have relentless

Good call. I forgot about that.

Still a 1-trick pony and not a very reliable one. Though as a tax unit, the Exalted Flamer is cheaper than the horrors, which is the main reason why I see them being taken.




Automatically Appended Next Post:
 Orock wrote:
Orks with trukks, 3 squads of 6 tankbustas some bikes battlewagons and bullyboyz and 5 kustom mega kannonz with bikerboss with stikk and painboy on bike(2k) 's necrons with at least 12 wraiths, the necron bikes, their jump troops, 2 transport flyers with cryptek and 2 squads of immortals, 20 flayed ones and a ctan.

I will assume ITC and that you play Orks.

Tips/Tactics:

Play aggressive do what orks do best which is rush enemy and stomp them be careful of flayed ones they will clean your clock, Focus on 1 unit of wraiths at a time with your offense don't spread yourself too much by trying to assault multiple units.

But seriously, the Necrons are pretty deadly in assault. It doesn't look like your opponent is running the Reclamation Legion, which is a good thing for you. Makes them slightly easier to kill. But man, watch out for that unit of flayed ones. I've ran a unit of 20 FO's before and I easily massacred a unit of Nobs with them. They are pretty nasty, especially when assisted with 2 units of wraiths!

Prediction:

You both have mobility. You are both playing Assault-oriented armies. Forget about the objectives and just scrum in the middle, in which case the more resilient army (and also the army with the better board control) will take it. Or you could do the unorky thing by avoiding combat and playing for the objectives instead. Nah.... Either ways, Necrons take it.




Automatically Appended Next Post:
arthorn wrote:
Love the work man, some good ideas on how to play missions and what should be focussed on! Thanks for the insight

Thanks!


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 coblen wrote:
Your predictions where pretty spot on. The wraith knight died to centurions. I had hoped that the autarch would have helped keep him off the board but alas it did not. We never killed a single devilish. The orks and space marines died in droves. Our opponents surrendered when they drew there 4th turn objectives and realized the score was 15-5.

Some things nobody saw coming though.
Such as the tau player just moving everything flat out towards us first turn killing nothing, and leaving all the objectives on there side untouched. Then we pulled the hold every objective card on the turn all 3 of my swooping hawks came in so that was like 5 points right there.

The assassin walking on flaming just enough boys to have the war bosses squad take morale. Which it failed, but it got a reroll from his warlord trait. Which it failed. Good thing for Mob rule. He rolled a one. Good thing for boss poles. He rolls another one. He then gets a good solid 10 inch run right off the table. This is the third game in a row I've played with this guy where his war boss runs away before he ever gets into combat. I think this warboss is actually three grots riding on each others shoulders in a suit.

Lol. Maybe the Warhammer Gods are sending him a sign....to find a new partner.

This message was edited 6 times. Last update was at 2016/03/10 19:08:48



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in ca
Tzeentch Veteran Marine with Psychic Potential





Thanks jy2! It's a good sign that you think I would win even though you forgot the exalted flamers can be given relentless by the list. That means if I can manage to get it off, I'll have a pretty heavy alpha strike vs. One enemy unit that doesn't require warp charge to help tip the scales even more in the early game.

I also want to point out that the exalted flamers also get +1 strength to shooting from being in a Warpflame host, so str10 ap2 solid shots and str6 ap3 torrents.

A big question of mine I would ask of you if you don't mind further discussion is what do you think my primary target should be for the exalted flamers if I can manage to endurance them? I've never had much deep striking high strength shooting and am worried about wasting it. They are actually probably the best target for endurance in the game aside from plague drones, T4 W3 heavy weapons with charge deterrence in the form of wall of death benefits greatly from fnp eternal warrior and relentless. They would be hard to remove yet impossible to ignore. That said I know I might not get endurance, lol. My first thought is the serpent, as it seems pointless to try and kill the WK as you said. I guess it might depend on how well he protects Eldrad.

Again, thank you for your time and consideration!

7500 pts Chaos Daemons 
   
Made in us
Fixture of Dakka





San Jose, CA

AncientSkarbrand wrote:
Thanks jy2! It's a good sign that you think I would win even though you forgot the exalted flamers can be given relentless by the list. That means if I can manage to get it off, I'll have a pretty heavy alpha strike vs. One enemy unit that doesn't require warp charge to help tip the scales even more in the early game.

I also want to point out that the exalted flamers also get +1 strength to shooting from being in a Warpflame host, so str10 ap2 solid shots and str6 ap3 torrents.

A big question of mine I would ask of you if you don't mind further discussion is what do you think my primary target should be for the exalted flamers if I can manage to endurance them? I've never had much deep striking high strength shooting and am worried about wasting it. They are actually probably the best target for endurance in the game aside from plague drones, T4 W3 heavy weapons with charge deterrence in the form of wall of death benefits greatly from fnp eternal warrior and relentless. They would be hard to remove yet impossible to ignore. That said I know I might not get endurance, lol. My first thought is the serpent, as it seems pointless to try and kill the WK as you said. I guess it might depend on how well he protects Eldrad.

Again, thank you for your time and consideration!

Even without Endurance or the Exalted Flamer "tricks", the list is strong enough on its own to win if you do Summoning. I'll consider any damage the Flamers to do to be a bonus. I wouldn't exactly call your alpha-strike heavy. For it to work, a few things need to go right. Assuming you are bringing in a unit of pink horrors with the Oracular Dias, you then need for the Flamers to actually come in. You need to have the right target to actually be in range, you need to hit with the S10 shot on BS4 and most importantly, you need to actually get Endurance as one of your psychic powers. On top of that, Wave Serpent will be getting 4+ jink and Serpent Shields can downgrade any Pen's to Glances. Then next turn, the unit gets assaulted by his WK. Overall, it's not a very reliable tactic at best and the outcome usually isn't worth the 250-pt sacrifice. Just too many hoops you have to jump through to get it to work properly. However, like I said, the value in the Exalted Flamers is that they make the Warpflame Host cheaper so that you can spend the points on other good units to round out your list. And while the "flamer-strike" is not exactly reliable, you could split them up and play the MSU game with them.

But assuming you do go with the flamer-strike tactic, I'd go after the Falcon first with them. Kill off all mobile units, including the Falc and the Wave Serpent. Against the WS, it's better to fire Flickerfire at it. This way, your S10 won't be wasted due to its Serpent Shields. As the Falcon lacks the Serpent Shields, you can potentially blow it up with your Flamers. Against the WK, just let him charge you and then tie him up in combat thereafter with your Flamers and with summoned units.




Automatically Appended Next Post:
Remtek wrote:
Here is another one:
Points: 1650

Missions: Maelstorm + Eternal war combined. 3 cards each turn flat, can only score 2 cards each turn. (Eternal war give extra points, for example emperor's will is wroth pointsx2) Impossible cards are redrawn

My Army:
Clan Raukaan - CAD
Captain, bike, fist, gorgons chain (3+fnp), artificer, lightning claw
Chaplain, bike
3 bikes
3 bikes
5 Command Squad, bikes, 4 stormshield, apothecary, powerfist (apoth and BA priest so deathstar can split)
Quad Mortar x2 (the str8 tank hunter and str5 blast thingy)
Quad Mortar
Quad Mortar
Land Speeder Storm, multimelta (BA scouts go in this and outflank)

BA Allied
Sanguinary Priest, bike, fist, claw
5 Scouts, close combat

Ravenwing Strike Force
Sammael
Darkshroud (Give Deathstar 2+ jink or/and attack bikes)
Attack bike MM (will often outflank)
Attack bike MM (will often outflank)
Attack bike MM (will often outflank)

Inquisition
Inqusitor, rad grenades, 2 servo skulls 46 (goes in deathstar if playing vs close combat armies)
Psyker, henchman 18 (Prescience the mortars)
Psyker, henchman 18 (Prescience the mortars)

1648 points

Opponent's Army:

Standard White Scar gladius with hunters eye, rhino spam. Grav cannon devs and some tacticals (7 grav-cannon total)
Worried white scar will outflank whole army + obsec spam

You have better resiliency, but he's got a ton of units and a very strong alpha-strike.

This will be an interesting battle.

Tips/Tactics:

If he goes 1st, then he will Scout up and hit you with a very nasty alpha-strike. If he doesn't, he may still deploy his units due to your lack of a very strong alpha-strike yourself. Usually, White Scars BC don't normally Outflank unless 1) you have a very strong alpha-strike or 2) you have a very nasty deathstar. Your deathstar is good, but it isn't TWC-good. He'll survive.

One of the main reasons why Grav-BC doesn't like to Outflank is because of the Salvo nature of his main weapons, the Grav-Cannons. Move and he can only fire 12". This limits his army a lot, especially in Dawn of War or Vanguard Strike deployments. You can take advantage of that fact by staying more than 24" away from his Grav units until you get into a position you are comfortable with.

Go after his flanks. This will minimize the amount of return-fire against your army as his further units will be out of range. Preferably, go after the flank where his Hunter's Eye character isn't at.

Normally, I advocate going 2nd in an Eternal War mission. However, this is one army where going 1st may be more prudent. Why? Because of board control. If he goes 1st, he will Scout forwards and entrench his units near the objectives (at the same time, giving him the alpha-strike against you). Then he will have control of the board with lots of ObSec units. However, if you go first, then he won't Scout forwards and now you can take control of the board. It'll be easier for you to take objectives because he won't already be on them, and if he moves onto them, it reduces his capability to deal with your army as his Grav-range is essentially cut in half. That's a win-win situation for you.

You're going to have to use everything you've got to de-mech his infantry. If you go 1st, don't outflank. Bum rush him with your entire army and try to take out as many of his transports as possible. This makes it easier for your star to assault and eat only 1 turn of shooting instead of 2. The more vehicles you can destroy before your star gets into combat, the better. Otherwise, your star won't survive multiple turns of shooting from that many units. The quicker you can de-mech his guys, the better your chances are for victory.

Prediction:

If Battle Company goes 1st, his chances of winning is very good. If you can go 1st, you have a chance to make this a fight. No matter which, you will have to eat 1 or perhaps even 2 turns of BC firepower and if your shooting does not go above-average, it'll probably be 3 turns of firepower that you will have to eat. If your opponent goes 1st, I would say his chances of winning is 80%. If you go first, then I would say your chances of winning would be 45%. Either ways, you're going to be the underdog in this battle.




Automatically Appended Next Post:
 Otto Weston wrote:
Alright, I'll bite... have a game on Thursday and I think I know how it'll go but I want to see your proposed tactics

DKOK versus Spore Cloud

Wow, what a crazy Tyanid list! He's only got 4 scoring units and 3 of them can't move!

While I don't know much about the DKoK army, I am going to assume that they play somewhat similar to guards.

Tips/Tactics:

No tactics necessary here. Just survive and you win.....unless you guys are playing Kill Points.


Prediction:

Without the ability to take/hold objectives effectively for Tyranids, DKoK wins as long as you guys aren't playing Kill Points. It won't be much of a game, but the carnage from all those spores would be a sight to behold indeed. I can just see guardsmen's limbs flying all over the place. Lol.




Automatically Appended Next Post:

On the queue for tomorrow:

1. iddy00711
2. Green is Best!
3. Aleinikov
4. X078

This message was edited 5 times. Last update was at 2016/03/11 08:10:01



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in gb
Humorless Arbite





Hull

 jy2 wrote:

Automatically Appended Next Post:
 Otto Weston wrote:
Alright, I'll bite... have a game on Thursday and I think I know how it'll go but I want to see your proposed tactics

DKOK versus Spore Cloud

Wow, what a crazy Tyanid list! He's only got 4 scoring units and 3 of them can't move!

While I don't know much about the DKoK army, I am going to assume that they play somewhat similar to guards.

Tips/Tactics:

No tactics necessary here. Just survive and you win.....unless you guys are playing Kill Points.


Prediction:

Without the ability to take/hold objectives effectively for Tyranids, DKoK wins as long as you guys aren't playing Kill Points. It won't be much of a game, but the carnage from all those spores would be a sight to behold indeed. I can just see guardsmen's limbs flying all over the place. Lol.



It was a bloody brilliant game - very interesting and didn't quite go as expected.

For the first 4 turns, DKOK held their deployment zone against wave after wave of Spores and clouds of spores dropping from the sky to land among their lines. Artillery focussed on thinning the horde and then primaried Old One Eye when he approached the DKOK lines. With the tide thinning, the DKOK attempted to push out turn 5+6 and then the game ended.

Casualties -
DKOK: 6 men (24 points)
Nids: 74 mines, 43 mucolids, 5 mieotic spores, Old One Eye (1,310 points)

Results (We were playing Maelstrom of War):
Game ended in a draw with 5 VP's a side
DKOK (First Blood, Slay the Warlord, 3 Captured Objectives)
Nids (5 Captured Objectives)

The two non-blurry photos I took -
http://i.imgur.com/iRBuN5R.jpg
http://i.imgur.com/Ew3HmRF.jpg

   
Made in it
Contagious Dreadnought of Nurgle








Automatically Appended Next Post:
"In my Daemon army, I am running the D-thirster and the Khorne Knight. They make for a very good combination. Took them to the LVO and they did quite well"
and what you played at LVO?

This message was edited 3 times. Last update was at 2016/03/11 13:54:14


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