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2017/07/19 08:10:37
Subject: We've seen the ITC results, but what about Dakkas results so far?
1. Thousand Sons vs Imperial Guard,
I had Magnus, two units of deep striking terminators, a terminator lord, sorceror, Heldrake, Rubrics and 30xTzaangors.
My opponant had two LRBT, Command tank with punisher, medusa, salamnder tank, 2xSoriratas tanks(?), arco flagulents, Melta veterans in drop pod, an evasore and 50xConscripts with a Commissar.
I had first turn and did hardly any damage all game, we drew 12:12 on VP (we played maelstorm) due to me filling out maelstorm requirements but doing nothing to my opponent.
2. World Eaters vs Imperial Guard
I had a Chaos Lord, chaos lord in terminator armour, a deep striking termie unit, Heldrake, Havocs with lascannons, renegade knight, 2x Rhinos and 16x Berzerkers.
My opponant had the same list as before.
I had first turn, slaughtered his conscripts, medusa and support vehicles as well as his drop pod unit but I lost because his damn SoB tank with the double flamer and the arco flagulents tore through most of my Zerkers and his Tanks blew my knight sky high (though two Zerkers and a Rhino whiped out the arco flagulents and the priests that came with them), the game ended 5:4 (this was eternal war, 2 objectives).
Hot damn the Imperium has some nasty combos.
Automatically Appended Next Post: Also, Updated.
This message was edited 1 time. Last update was at 2017/07/19 15:12:28
Ghorros wrote: The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote: All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
2017/07/19 15:23:53
Subject: We've seen the ITC results, but what about Dakkas results so far?
Spoletta wrote: I really don't get this, on paper boyz are the most OP unit in the game. I should really follow some battle reports to understand what is going on.
Well, from my experience, Ork players I have played against haven't made the most tactically sound decisions. Yes Boyz hit like a trukk but I've always been able to avoid them and/or lure them into a trap.
Not trying to say anything about the Ork player community (saying more about my local Ork players), just reporting my findings.
Yeah, we have one ork player in our area... and to say he's not the most tactically sound person would be giving him praise.
So Ork players are bad and AM players are good. Is that it?
Not just that but in my experience AM players have been far more tactical and generally more intelligent people. To put into context, the two people I play against the most are an AM player, who is currently studying Nuclear Engineering at a rather good university, and an Ork player, who made it into university but not to the level that the Guard player is at. I've seen this reflected a lot when I meet Ork or Guard players, maybe it's that AM attracts the more tactical, regimented intellectuals whilst Orks attract a more outgoing, 'lad' kind of character. Not all AM/Ork players I've met fall into these categories but enough to make me think there might be a correlation.
First i wanted to argue this l2p statement about ork players being stupid but than i went stupid and posted a couple random smiles
Back on track. Ork index is really lacking right now - atm there's 1 good build (footslogging horde). There 'might' be some use for full mech with wagon+nob spam but it's definitely not top tier. The bulk of the units is just too overpriced to be effective. Like 60% units are mainly ranged support ones. And yet they're pretty bad at shooting and even worse at surviving return fire. Even within our own book. It gets worse if you start comparing with good stuff from other indexes.
Saying that "well, ork units are ok - it's just the player's fault" is like saying this exact stuff about 7-th nid players that lost >80% games if they decided to not bring flyrants. That's basically what orks are right now. 7-th nids.
That is a very polite way to say it. Orkz at the moment don't have tactics to use, our only competitive unit worth mentioning is Boyz and what can you really do that is sneaky or tactical with them except use transports, Da Jump or spam the ever loving feth out of them?
I mean GW even went as far as to limit the movement of Ork Infantry units to 5in and 4in (Mega Armor) but gave literally every other faction better movement almost across the board. We also have no real way to minimize casualties to those units, 6+ armor is crap, 5++ is slightly better crap but you have to be 100% underneath it which reduces your foot print on the table and makes it easier to get out maneuvered, and a 6+ FNP Is...wait for it...crap. And for those Crap Invul (against shooting only) and FNP saves we have to pay a ridiculous amount. And if you think I am kidding, guess again, a Single Painboy who gives nearby orks a 6+ FNP costs 65pts, or 115 if you put him on a bike. How about that Big Mek with the KFF to at least give your boyz a 5++ save against shooting? 75pts.
To put that in another way, 30 boyz (Full sized unit) Cost 180pts with a 6+ save. We have to then spend 140 MORE pts to give them a 5++ and a 6+ FNP. Would you like to know how well that buffs boyz?
Against 30 bolter hits, 25 Boyz will DIE. If I spend another 140pts (equivalent to 23.3 more boyz) to get that KFF and FNP instead of 25 boyz dying it will be 17 boyz that die. so 8 have been saved each turn which is roughly 48pts, so to make those points back the KFF and Painboy have to stay in a boyz unit for 3 FULL turns....of course after 2 turns that unit is dead.
So again, it isn't so much that Ork players aren't as tactically minded (Last edition proved that beyond a shadow of a doubt) but its the fact that we no longer have any tools to work with.
Automatically Appended Next Post: And to shut down the immediate follow on argument of "Just put multiple blobs under those guys auras!" yeah still not worth it. And if you are investing that much points in INFANTRY and keeping it all within a 9in Radius you are going to lose. To make the points back on those units you need to survive 3 rounds of shooting like I said, since the boyz unit is wiped out after 1 round pretty much, that means you need 3 Units of Boyz maxed out living under a tiny bubble. So that unit then costs 680pts and is crammed into a tiny bubble on the table....
This message was edited 2 times. Last update was at 2017/07/19 15:29:17
1 more win for Inquisitor Lord Katherine's Sisters of Battle at league tonight:
To be honest, I was mostly interested in the statistical far anomalies the likes of the aforementioned two round nigh-tabling, but I did enjoy the hell out of reading that. I attempted to start a WH army back in the day, but I couldn't deal with the price back then and it was before I realized the superiority of metal miniatures. Your report makes me wish that I would have reconsidered.
They had some victories and are pulling ahead. I'm more amused by the Sisters results. As are Space Marines I should note-- they're up quite a bit as people figure out how to play 8th edition.
This message was edited 1 time. Last update was at 2017/07/19 16:13:41
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2017/07/19 16:24:37
Subject: We've seen the ITC results, but what about Dakkas results so far?
1 more win for Inquisitor Lord Katherine's Sisters of Battle at league tonight:
To be honest, I was mostly interested in the statistical far anomalies the likes of the aforementioned two round nigh-tabling, but I did enjoy the hell out of reading that. I attempted to start a WH army back in the day, but I couldn't deal with the price back then and it was before I realized the superiority of metal miniatures. Your report makes me wish that I would have reconsidered.
Most of my matches have lasted about 3 turns. I think tabling the enemy is way more common this edition, it almost never happened previously it seems but now games rarely make it to 5 turns.
I've only had one games not end with my opposition being totally annihilated, and in that game a single GK Librarian was hiding out in a corner behind NLOS terrain at the end of turn 5. A lot of times it's 3 turns to the enemy conceding.
It's not too late to reconsider! We are so good this edition. We were really good last edition too, actually, but I don't think people realized that because we weren't the Eldar, Space Wolves, and Tau.
This message was edited 1 time. Last update was at 2017/07/19 16:31:48
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
2017/07/19 16:39:08
Subject: We've seen the ITC results, but what about Dakkas results so far?
Dark Angels vs Tyranids - Nids win
Dark Angels vs Tyrandis - DA win
Dark Angels vs Necron - DA win
Dark Angels vs Eldar - Eldar win
Dark Angels vs Astra Militarum - AM win
Dark Angels vs Grey Knights - DA win
Dark Angels vs Grey Knights/Deathwatch/Inquisition - DA win
Dark Angels vs Grey Knights/Deathwatch/Inquisition - Gk/DW/Inq win
Dark Angels vs Grey Knights/Deathwatch/Inquisition - DA win
Dark Angels vs Grey Knights/Deathwatch/Inquisition - Gk/DW/Inq win win
2800
2017/07/19 17:15:35
Subject: We've seen the ITC results, but what about Dakkas results so far?
Aren't sisters players pretty much old timers that know 40k inside and out? Give them a decent army and a centerpiece and they wreck face. Is that stereotype true?
2017/07/19 17:30:25
Subject: We've seen the ITC results, but what about Dakkas results so far?
Most of my matches have lasted about 3 turns. I think tabling the enemy is way more common this edition, it almost never happened previously it seems but now games rarely make it to 5 turns.
I've only had one games not end with my opposition being totally annihilated, and in that game a single GK Librarian was hiding out in a corner behind NLOS terrain at the end of turn 5. A lot of times it's 3 turns to the enemy conceding.
In 6e and 7e I don't think I saw even one game that didn't end with someone tabled or nearly tabled by the end of Turn 3.
2017/07/19 18:05:44
Subject: We've seen the ITC results, but what about Dakkas results so far?
JimOnMars wrote: Aren't sisters players pretty much old timers that know 40k inside and out? Give them a decent army and a centerpiece and they wreck face. Is that stereotype true?
It's not entirely wrong. Thing is, Sisters armies have basically been playing the same army lists with at most minor tweaks often for over a decade. Sisters players can basically skip the "re-learn your army" step that other armies have had to face.
This message was edited 1 time. Last update was at 2017/07/19 18:06:22
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2017/07/19 18:13:34
Subject: We've seen the ITC results, but what about Dakkas results so far?
JimOnMars wrote: Aren't sisters players pretty much old timers that know 40k inside and out? Give them a decent army and a centerpiece and they wreck face. Is that stereotype true?
It's not entirely wrong. Thing is, Sisters armies have basically been playing the same army lists with at most minor tweaks often for over a decade. Sisters players can basically skip the "re-learn your army" step that other armies have had to face.
I'd say this edition was a bit of a shakeup. The guy in our group who plays sisters is enjoying being a remarkably fast aggressive short range shooting army, arguably what sisters always should have been. Previously he played his a lot more static.
Of course, it's kinda weird to talk about how sisters played last edition because.... mainly they played as part of a larger imperial force of some sort. Inquisition and guard were popular from what I remember. They usually didn't work as a standalone force.
2017/07/19 18:27:03
Subject: We've seen the ITC results, but what about Dakkas results so far?
A lot of Sisters players still played them as standalone forces. They were just kind of bottom tier.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2017/07/19 18:37:37
Subject: We've seen the ITC results, but what about Dakkas results so far?
Could also be that it's a smaller sample size, both matches and players, and therefore the win rate isn't as diluted (not to take anything away from SoB, they are really good).
Flood wrote:Could also be that it's a smaller sample size, both matches and players, and therefore the win rate isn't as diluted (not to take anything away from SoB, they are really good).
Yes. There are probably only a few of us reporting, and if we win a lot of a games then it's going to really drive up with winrate
JimOnMars wrote: Aren't sisters players pretty much old timers that know 40k inside and out? Give them a decent army and a centerpiece and they wreck face. Is that stereotype true?
It's not entirely wrong. Thing is, Sisters armies have basically been playing the same army lists with at most minor tweaks often for over a decade. Sisters players can basically skip the "re-learn your army" step that other armies have had to face.
I'd say this edition was a bit of a shakeup. The guy in our group who plays sisters is enjoying being a remarkably fast aggressive short range shooting army, arguably what sisters always should have been. Previously he played his a lot more static.
Of course, it's kinda weird to talk about how sisters played last edition because.... mainly they played as part of a larger imperial force of some sort. Inquisition and guard were popular from what I remember. They usually didn't work as a standalone force.
I liked to add Inquisitors. It makes me feel like Witch Hunters! Now they are kind of crap with the Telethesia discipline, so I leave them behind and run pure Sisters.
I also like to run Sisters, Imperial Guard, Talon, and Space Wolves all lead by an Inquisitor, because it's fun to have an Imperial Crusade. When I run these lists, I always want to buy some Grey Knight Terminators, a Deathwatch Kill Team, and some Kataphrons to really make it represent the full might of the Imperium of Man united and ready.
Most of my matches have lasted about 3 turns. I think tabling the enemy is way more common this edition, it almost never happened previously it seems but now games rarely make it to 5 turns.
I've only had one games not end with my opposition being totally annihilated, and in that game a single GK Librarian was hiding out in a corner behind NLOS terrain at the end of turn 5. A lot of times it's 3 turns to the enemy conceding.
In 6e and 7e I don't think I saw even one game that didn't end with someone tabled or nearly tabled by the end of Turn 3.
Huh. I or my opponent usually had forces left at the end of the game, but one of us had been pushed off an objective. Sisters tended to be a bit faster, but even then actually wiping out the enemy was difficult.
This message was edited 1 time. Last update was at 2017/07/19 18:53:32
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
2017/07/19 21:12:58
Subject: We've seen the ITC results, but what about Dakkas results so far?
Spoletta wrote: I really don't get this, on paper boyz are the most OP unit in the game. I should really follow some battle reports to understand what is going on.
Well, from my experience, Ork players I have played against haven't made the most tactically sound decisions. Yes Boyz hit like a trukk but I've always been able to avoid them and/or lure them into a trap.
Not trying to say anything about the Ork player community (saying more about my local Ork players), just reporting my findings.
Yeah, we have one ork player in our area... and to say he's not the most tactically sound person would be giving him praise.
So Ork players are bad and AM players are good. Is that it?
Not just that but in my experience AM players have been far more tactical and generally more intelligent people. To put into context, the two people I play against the most are an AM player, who is currently studying Nuclear Engineering at a rather good university, and an Ork player, who made it into university but not to the level that the Guard player is at. I've seen this reflected a lot when I meet Ork or Guard players, maybe it's that AM attracts the more tactical, regimented intellectuals whilst Orks attract a more outgoing, 'lad' kind of character. Not all AM/Ork players I've met fall into these categories but enough to make me think there might be a correlation.
First i wanted to argue this l2p statement about ork players being stupid but than i went stupid and posted a couple random smiles
Back on track. Ork index is really lacking right now - atm there's 1 good build (footslogging horde). There 'might' be some use for full mech with wagon+nob spam but it's definitely not top tier. The bulk of the units is just too overpriced to be effective. Like 60% units are mainly ranged support ones. And yet they're pretty bad at shooting and even worse at surviving return fire. Even within our own book. It gets worse if you start comparing with good stuff from other indexes.
Saying that "well, ork units are ok - it's just the player's fault" is like saying this exact stuff about 7-th nid players that lost >80% games if they decided to not bring flyrants. That's basically what orks are right now. 7-th nids.
That is a very polite way to say it. Orkz at the moment don't have tactics to use, our only competitive unit worth mentioning is Boyz and what can you really do that is sneaky or tactical with them except use transports, Da Jump or spam the ever loving feth out of them?
I mean GW even went as far as to limit the movement of Ork Infantry units to 5in and 4in (Mega Armor) but gave literally every other faction better movement almost across the board. We also have no real way to minimize casualties to those units, 6+ armor is crap, 5++ is slightly better crap but you have to be 100% underneath it which reduces your foot print on the table and makes it easier to get out maneuvered, and a 6+ FNP Is...wait for it...crap. And for those Crap Invul (against shooting only) and FNP saves we have to pay a ridiculous amount. And if you think I am kidding, guess again, a Single Painboy who gives nearby orks a 6+ FNP costs 65pts, or 115 if you put him on a bike. How about that Big Mek with the KFF to at least give your boyz a 5++ save against shooting? 75pts.
To put that in another way, 30 boyz (Full sized unit) Cost 180pts with a 6+ save. We have to then spend 140 MORE pts to give them a 5++ and a 6+ FNP. Would you like to know how well that buffs boyz?
Against 30 bolter hits, 25 Boyz will DIE. If I spend another 140pts (equivalent to 23.3 more boyz) to get that KFF and FNP instead of 25 boyz dying it will be 17 boyz that die. so 8 have been saved each turn which is roughly 48pts, so to make those points back the KFF and Painboy have to stay in a boyz unit for 3 FULL turns....of course after 2 turns that unit is dead.
So again, it isn't so much that Ork players aren't as tactically minded (Last edition proved that beyond a shadow of a doubt) but its the fact that we no longer have any tools to work with.
Automatically Appended Next Post: And to shut down the immediate follow on argument of "Just put multiple blobs under those guys auras!" yeah still not worth it. And if you are investing that much points in INFANTRY and keeping it all within a 9in Radius you are going to lose. To make the points back on those units you need to survive 3 rounds of shooting like I said, since the boyz unit is wiped out after 1 round pretty much, that means you need 3 Units of Boyz maxed out living under a tiny bubble. So that unit then costs 680pts and is crammed into a tiny bubble on the table....
Um, how are you losing 25 boys to 30 bolter hits? 30 bolter hits cause 15 wounds, of which you save ~2
Now, those are two Boyz you would have lost guaranteed before. Then add the painboy, which used to give a 5+, now gives a 6+ after your initial 6+ and cannot be negated. Remember how Orks died in droves to scatterlaser before? Now it may as well be an ap- heavy bolter from last edition.
Orks are in a rough spot, I won't lie. But acting as though the issue is with their durability is misleading at best. Your ling ranged support took a hit, a very big one at that, but everything else Orks do has received a SERIOUS boost.
We are seeing a narrowing of the gap further for Tau and also much more homogeneity in the middle. It looks like this edition might actually be pretty balanced. I would also point out based on the C.I. that the army with the lowest possible real performance is Death Guard at 13%.
Spoiler:
Based on the 95% CI, you can reason that the only armies that have an above-chance odds of winning their game is Guard, Sororitas, and Thousand Sons. Everyone elses CI overlaps with 50% win rate. Except Tau who are below chance.
This message was edited 1 time. Last update was at 2017/07/19 22:13:30
Against 30 bolter hits, 25 Boyz will DIE. If I spend another 140pts (equivalent to 23.3 more boyz) to get that KFF and FNP instead of 25 boyz dying it will be 17 boyz that die. so 8 have been saved each turn which is roughly 48pts, so to make those points back the KFF and Painboy have to stay in a boyz unit for 3 FULL turns....of course after 2 turns that unit is dead.
As noted above that can't be bolter hits, looks like you meant bolter wounds.
30 bolter wounds implies 60 bolter hits which (assuming BS3+) implies 90 bolter shots. Like wow, how many marines are you assuming are shooting to kill those Boyz? Your basic no upgrade marine is 13 points, so 90 shots (beyond rapid fire range) is 1170 points. Your basic Boy is 6 points, losing 25 of them is 150 points. If I sat there taking 5 turns of shooting like an Ork the marines kill something like 750 points, way less than their cost.
If I spend 140 points for 5++ and 6+++ then I lose an average of only ~17 per turn 85 models per game, which is 510 points. Accounting for the buffers makes 650points, so I have saved 100 points over just Boyz.
There are undoubtedly better anti-ork weapons. But basic marines with bolters don't really work out well. Ork 'armor' is T4 on 6pt models, not saves.
I mean GW even went as far as to limit the movement of Ork Infantry units to 5in and 4in (Mega Armor) but gave literally every other faction better movement almost across the board.
I'm not convinced by this really. Sure basic infantry has a low move rate, but generally only down 1" vs most other basic infantry. That, however, ignores the ready access to buffs Orks get to getting into contact, with the plenty of charge after advance auras they can advance and then charge with re-rolls for the charge. Throw in a command re-roll or two and that is quite a rapid advance to contact.
Then their is the Weird boy. A power to pick up 30 boyz (or something else) and place it somewhere else with a good chance of a charge isn't half bad. For objective games that is very neat.
This message was edited 5 times. Last update was at 2017/07/19 22:49:14
2017/07/20 00:39:56
Subject: We've seen the ITC results, but what about Dakkas results so far?
Against 30 bolter hits, 25 Boyz will DIE. If I spend another 140pts (equivalent to 23.3 more boyz) to get that KFF and FNP instead of 25 boyz dying it will be 17 boyz that die. so 8 have been saved each turn which is roughly 48pts, so to make those points back the KFF and Painboy have to stay in a boyz unit for 3 FULL turns....of course after 2 turns that unit is dead.
As noted above that can't be bolter hits, looks like you meant bolter wounds.
30 bolter wounds implies 60 bolter hits which (assuming BS3+) implies 90 bolter shots. Like wow, how many marines are you assuming are shooting to kill those Boyz? Your basic no upgrade marine is 13 points, so 90 shots (beyond rapid fire range) is 1170 points. Your basic Boy is 6 points, losing 25 of them is 150 points. If I sat there taking 5 turns of shooting like an Ork the marines kill something like 750 points, way less than their cost.
If I spend 140 points for 5++ and 6+++ then I lose an average of only ~17 per turn 85 models per game, which is 510 points. Accounting for the buffers makes 650points, so I have saved 100 points over just Boyz.
There are undoubtedly better anti-ork weapons. But basic marines with bolters don't really work out well. Ork 'armor' is T4 on 6pt models, not saves.
I mean GW even went as far as to limit the movement of Ork Infantry units to 5in and 4in (Mega Armor) but gave literally every other faction better movement almost across the board.
I'm not convinced by this really. Sure basic infantry has a low move rate, but generally only down 1" vs most other basic infantry. That, however, ignores the ready access to buffs Orks get to getting into contact, with the plenty of charge after advance auras they can advance and then charge with re-rolls for the charge. Throw in a command re-roll or two and that is quite a rapid advance to contact.
Then their is the Weird boy. A power to pick up 30 boyz (or something else) and place it somewhere else with a good chance of a charge isn't half bad. For objective games that is very neat.
Yes it was meant as wounds not hits, my mistake. However the point wasn't to show how point efficient they are Vs. Bolters but to show how crap the buffs are for those boyz to survive. the Painboy with his TINY aura and the Big Mek with his bubble are the only ways to buff boyz survival rate and they aren't worth it.
As far as the Auras and what not, so what? We had that all last edition with our 6in movement as well, difference being we didn't require a warboss to be standing next to every unit to use that ability.
So now to get those bonuses we need to pay for a few warbosses, we need to pay MORE points for a less effective painboy and we need to pay about the same for the KFF Big Mek.
So again, what tactics are there? The deep strike aspect? Every army has this pretty much and everyone should be playing around that ability at this point, Trukkz? Nope. Trukk boyz are no longer effective for multiple reasons, Morale and loss of attacks being the main reasons why. Battlewagons are effective but you lose the Green tide buff (20boyz = +1 attack) pretty quick since wagons can only carry 20.
My point remains, what tactics do we have when we only have a couple of units that are good and they have very little buffs that we can give them?
That might have been one of the most bizarre games I have ever played. It was also by far one of the most fun. Tau vs Guard, both fairly standard TAC lists, more shooty than assaulty. Secure and Control, so just the two objectives in deployment zones. Spearhead Assault (I think its called? The Hammer and Anvil-esque deployment with arrow shaped zones) so about as far as we could be from each other. You would think we would both castle up and just slug it out, right?
Literally every single player turn, not game turn but player turn, from turn 1 to the end we were in CC. We both ended up just rushing the middle, leaving a couple units to camp objectives, and just slugged it out in the middle. Both sides charged multiple times, hell I might have charged more than he did now that I think about it. Pretty sure I did more CC in this one game alone than I did in all of 7th edition. It was the oddest thing, but I have no idea how we both wordlessly decided to just rush the middle of the board and slug it out up close, but we did and it was fantastic. Ended up winning 6-4, we both held our objectives, we both had slay the warlord, but I got first blood when I popped a hellhound with Fusion Stealth Suits at the top of turn 1 and I had linebreaker thanks to a Devilfish that just wouldn't die.
10/10 would play assault Tau again.
Mobile Assault Cadre: 9,500 points (3,200 points fully painted)
Genestealer Cult 1228 points
849 points/ 15 SWC
2017/07/20 04:52:28
Subject: We've seen the ITC results, but what about Dakkas results so far?
Had 2 games with my harlequins, one was last night and other was a week ago.
Harlequins vs. nurgle/tzeentch daemons: daemons win. 2000points. Was my first game and had made some mistakes and tried to see what certain models could do. Got scabbathrax down to 1 wound and pumped a bunch more into him but could not get that last one for the life of me.
Harlequins vs. AM (guard): Harlequin victory. 75PL. When I was finally able to take out the conscript ball (they really do put out more firepower than people will have you believe) I made a bunch of multi charges on Pask and the like. Commisar Yarrik is very difficult to take out these days. The shadowseers aura helped me out a ton. My vehicles kept blowing up and putting 1MW on my characters. At the end of the game, I finally seized the sole objective with a deathjester.
for 40k
skaven for fantasy. for the under empire!........but it isn't a game anymore.
for infinity
2017/07/20 07:55:22
Subject: We've seen the ITC results, but what about Dakkas results so far?
Honestly I think the Sisters thing is a bit skewed. The players that have reported Sisters games thus far are quite veteran.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog