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Made in au
Loud-Voiced Agitator






After my first foray into 6th edition leaving me with only one win (http://www.dakkadakka.com/dakkaforum/posts/list/488523.page) I made a few changes to my list going into my first real 6th edition tournament.

HQ
Commissar Lord - Powerfist
Company Command Squad - Regimental Standard, Master of Ordnance

TROOPS
Infantry Platoon #1
Platoon Command
Infantry Squad #1 - Autocannon, Power Axe
Infantry Squad #2 - Autocannon, Power Axe
Infantry Squad #3 - Autocannon, Power Axe
Infantry Squad #4 - Autocannon

Infantry Platoon #2
Platoon Command - Missile Launcher
Infantry Squad #1 - Lascannon
Infantry Squad #2 - Lascannon

FAST ATTACK
Scout Sentinel x 3

HEAVY SUPPORT
2 x Leman Russ Exterminator - Hull Heavy Bolters, Sponson Heavy Bolters
2 x Leman Russ Executioner - Hull Heavy Bolters
Manticore - Hull Heavy Flamer

FORTFICATION
Aegis Defence Line - Quad Gun
1750pts

After seeing the damage the executioners took I replaced my basilisks with exterminators. Also seeing the futility of keeping a normal commissar alive I upgraded to a Lord. I also added a Master of Ordnance, which is something I have never used before.

I will just give a brief overview of my games to give you an idea how this got on in the new edition.

Game 1 vs Blood Angels
Mephiston
5 Hammernators
2 x Storm Ravens
2 x 10 Man Jump Pack Squads with meltas
2 x 5 Man Scout Squads with Snipers and Heavy Bolters
5 Devastators - 3 Missiles, Lascannon

Dawn of War, Kill Points

He deployed his scouts and devastators in ruins and kept everything else in reserve. Mephiston in one storm raven and hammer termis in the other. Jump squads deep striking.

The game started with me pouring fire into his 3 squads on the board. I thought if I got lucky I could win this turn 1.... But all in all he made some amazing cover save and I only took out a couple of scouts and devastators.

His 2 jump squads and terminator storm raven come onto the board. One squad mishaps and is killed, and the storm raven is intercepted by the quad gun and 2 terminators are left standing in a pile of smoking wreckage. His squad kills off a platoon command, his back field units kill of the platoon command manning the quad-gun. At this point I am feeling pretty good, being a kill point up, but having done a lot of damage.

The sentinels come on to try help destroy the jump squad. The exterminator and the sentinels open up and take the jump squad down to 3 men, but the hammer is left and the exterminators are exposed. The executioners kill off the terminators. The commissar lord runs over to man the quad gun and a couple more scouts and a devastator are killed.

The final storm raven comes on and manages to find a position where there is only 1 guy buffering my commissar lord. The raven unloads into the squad and puts 7 wounds onto the squad, with 5 ending on the commissar lord. One failed 2+ look out sir and refractor field save and the lord is toast. The jump squad proceeds to take out one exterminator and shake the other.

My turn 3 and things are getting harder. I need to take the raven with mepheston down. Every heavy wepon aims at the raven and with bring it down I get a couple of hit, for one glance and a hull point! One scout squad and the devastator squad are killed leaving just a couple of scouts on his side. At this point I dont know how I am going to deal with Mephiston, my plan was to tarpit him, but getting my commissar sniped took away that option, which was probably my only real option.

His turn 4 and Mephiston charges my commissar-less blob and sweeps them. The 2 remaining jump infantry assault the sentinels and kill one. The storm raven melts one executioner and the scout squad cower out of line of sight.

My 4 and I dont have much I can do. I think I put one wound on Mephiston with and executioner, manticore misses the scouts, lascannon blob runs for line breaker.

Mephiston jumps on my quad-gun and rakes my command squad off the board. The sentinels go down to the marines. Storm Raven melts the manticore and kills a bunch of infantry. At this point I have an executioner and about 10 guys hiding in the corner. We play the game out and roll it to finish.

I lost by a lot. My early luck definitely didn't last and losing my commissar lord may just have lost me the game. Bad placement by me on that part, but the fliers ability to pick an angle is something I need to be very aware of if I want to use commissars. This guy was a please to play and actually went on to win the tournament, a good job considering it was his first.

Game 2 v Grey Knights/Black Templars
Coteaz
Strike Squad in a razorback
Maybe a henchman sqaud?
Predator - Auto Las
Predator - Large blast conversion beamer
Terminators
Black Templars terminator Captain
Terminator Squad
Templar Squad
Defence Line - Quad Gun

Longways deployment, 2 Objectives

The board was very cluttered with terrain. My plan was to advance the commissar blob behind the russes towards his objective while sitting everything on mine. I will just give a quick summary of this game as it was very rushed and not much actually happened.

The russes advanced and the commissar blob got bogged in terrain. The russes with the help of the sentinels and manticore cleared him off his objective, but it was just too far for my blob to get to.

He dropped in 2 terminator squads and managed to clear the squads off my objective and take it, but with a heavy toll, losing all but a few terminators over a couple of turns. I had turned my blob around and was about to charge into the remaining 3 terminators when time got called, he was on my objective surrounded by my infantry about to attack and nobody was on his.

Close, but still a loss. I am not sure how we ran out of time so quickly, it was definitely not his fault, though I think having to play longways with our table up against a wall on one side and with a table on the other slowed us down a fair bit.

Game 3 vs Space Wolves
Rune Priest
2 Squads of Terminators
3 squads of Grey hunters in rhinos
Vindicator
1 Long Fang Squad

Corner Deployment, 5 objectives.

My opponent looked like he hadn't slept, and as soon as I started talking too him it became apparent that he actually hadn't, as he had been helping set-up the tournament and paint his army all night.

He set-up his vindicator with the clearest path to my lines, flanked by the 2 squads of terminators with 2 rhino squads straight behind. This was a mistake bunching up he came to find.

I blew up a rhino and put hull points onto the vindicator and other rhino with my first manticore shot. The master of ordnance took another hull point off the vidicator and killed a couple of space marines who were pinned. The exterminators finished off the vindicator and the executioners wiped out a squad of terminators.

On his turn 2 he was already going into survival mode, hiding his guys behind rhino hulls and waiting for the last turn to jusmp on objectives.

When turn 5 came along he just didn't have the guys left and I took the easy win. The master of ordnance was amazing this game and really gave me something to threaten those cowering marines with.

Game 4 vs Grey Knights
Coteaz
Librarian
3 Strike Squads
1 Teleport Squad
2 Henchman squads with monkeys and bolters
Lascannon Razorback
Defence Line - Quad Gun

Long Ways Deployment - Big Guns

This game was a little strange as its not an army I know very much about. So I didn't realise how important all his power and monkey rolls were and didn't really pay attention. This came back to hurt me later when his powers and abilities just happened to be the ones he needed at the time.

We both set-up castled up and I did some pretty good damage initially. He teleported his "teleport squad" in front of my exeutioners and failed to hurt them with 8 psycannon shots to side armour. In return I wiped out all but 1, but it was the one with the hammer :(

I ran my blob out towards the central objective, but lost nearly the whole squad to stormbolters, after that they realised they couldnt actually head out to the centre and stayed put.

He advanced on my lines and and was not doing much damage until he remembered he had the cover ignoring psychic power and then my guys just melted away.

I think I would have lost this game no matter what happened. The guy was fun to play against, I will just keep a closer eye on him and his rules in future if we play. Grey knights an put out a scary amount of anti-infantry firepower, it is something I need to take into account when I modify my list for future games.

Game 5 vs Grey Knights 5 marine armies in a row, 3 being Grey Knights
Mordrak
Terminator Grand Master
Ghost Terminators
20 more Terminators
2 Dreadknights - Teleporters

Dawn of War, Relic

This guy had an amazing looking army. I must remember to take my camera along next time.

He starts by making his dreadknights scoring, damn. He deployed the dreadknights in one corner and one squad of 10 terminators behind a ruin in the middle.

Turn one I take out most of the 10 man terminator squad. He brings in the ghost knights on my flank and advances the terminators, He also teleports a dreadknight onto the relic and another right in front of my defence line. He does minimal damage to my army with incinerators and bolter fire.

The exectioners take a few ghost knights out and the rest of my army fails and only puts 2 wounds on the dreadknight with the relic. My blob advances toards the centre.

The other terminators come in next to the relic. The ghost knights take out both my executioners. A dreadknight charges into my lines sweeping the 20 man blob. I lose about 20 men out of the other blob.

My blob charges the dreadknight with the relic and does no damage. Exterminators continue to hurt anything with a 2+ save.

His terminators charge into the blob dreadknight combat killing the blob. We call it here, I aint getting that relic.

Loss to me.

Mmm, no too much to say here. I did a bad job of bubble wrapping against deep strikers all weekend and this hurt me. Though it seamed pretty easy for a squad to get a good angle to open up a charge lane for another squad against my tanks. Also moving infantry out from behind my defence line seemed like suicide most of the weekend, focus fire just ripped me apart whenever I tried to advance across the field.

I will just give a quick breakdown of my list below


HQ
Commissar Lord - Powerfist Not particularly useful. Got Sniped the one time I needed him.
Company Command Squad - Regimental Standard, Master of Ordnance Golden, this is a good set-up, keeper

TROOPS
Infantry Platoon #1
Platoon Command manned the quad gun, would be good to have a secondary weapon to use after interceptor
Infantry Squad #1 - Autocannon, Power Axe failed me pretty badly at getting to mid-field, whenever I tried to advance they just got hammered, still a good unit though
Infantry Squad #2 - Autocannon, Power Axe
Infantry Squad #3 - Autocannon, Power Axe
Infantry Squad #4 - Autocannon

Infantry Platoon #2
Platoon Command - Missile Launcher useless
Infantry Squad #1 - Lascannon the lascannons were pretty useful really, 2 wasnt enough
Infantry Squad #2 - Lascannon

FAST ATTACK
Scout Sentinel x 3 useful again, but still too easy to kill, sometimes you only hit with 2 out of 9 shots and they are gone

HEAVY SUPPORT
2 x Leman Russ Exterminator - Hull Heavy Bolters, Sponson Heavy Bolters too expensive
2 x Leman Russ Executioner - Hull Heavy Bolters pretty good, small blasts only work well against clumsy players unfortunatly
Manticore - Hull Heavy Flamer was great in one game, besides that all the power and terminator armour just laughed

FORTFICATION
Aegis Defence Line - Quad Gun quad gun did amazing in the first game, the defence line is great but makes it hard to advance as it gives you opponent an obvious target: the squad not hiding behind it

Okay, pretty poor start to 6th so far (2 wins, 8 losses), but I like a challenge. How are you other mixed guard players doing so far?

This message was edited 2 times. Last update was at 2012/11/14 07:50:05


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Kind of hard to tell exactly what happened without pictures. It sounds like your biggest problem at the moment is that you're still learning the special rules and little tricks of the various armies you're facing off against. Eventually you'll start to see things you've seen before, and will remember what to do to avoid them.

On the plus side, you seem to be drawing the correct lessions:
Ashwaster wrote:Commissar Lord - Powerfist Not particularly useful. Got Sniped the one time I needed him.

Lord commissars have two roles - hiding somewhere and passing out better leadership, or hiding somewhere and waiting to counterattack something with a power fist.

6th ed got rid of hidden upgrades, which means that single, expensive, important models aren't really the best way to go.

Ashwaster wrote:Company Command Squad - Regimental Standard, Master of Ordnance Golden, this is a good set-up, keeper

Yup. Add a lascannon into this squad, and you'll get what I consider to be the most effective CCS setup.

Ashwaster wrote:Platoon Command manned the quad gun, would be good to have a secondary weapon to use after interceptor

Yeah, officer squads should have guns. As you note later, said gun should be either in higher quantity or of better quality than a single missile launcher.

Ashwaster wrote:Infantry Squad #1 - Autocannon, Power Axe failed me pretty badly at getting to mid-field, whenever I tried to advance they just got hammered, still a good unit though

This is pretty much the problem of foot guard now. You just can't advance up the field like you used to. There are a few ways I've discovered to handle this problem so far.

The first is send in the next wave conscripts. You put them in front of the non-respawning troops. They get killed off, buying the other guys an extra turn. Then they pop back on the field and sit on an objective or threaten some backfield infantry units with lasguns.

The second is to have some more serious mobility. Harker vets, stormtroopers, sentinels, al'rahem, and others can help fill this gap. If you're relying on just platoon infantry squads to make it across the table, you're likely going to be disappointed.

Ashwaster wrote:Infantry Squad #1 - Lascannon the lascannons were pretty useful really, 2 wasnt enough

Yup. If you're anything like me, all of your platoon squads will be carrying lascannons soon.

I love my lascannon spam. You point at stuff, and it dies. Everything else is just crappy by comparison. For double the fun, throw some meltaguns in there for close-range action.

Ashwaster wrote:2 x Leman Russ Exterminator - Hull Heavy Bolters, Sponson Heavy Bolters too expensive
2 x Leman Russ Executioner - Hull Heavy Bolters pretty good, small blasts only work well against clumsy players unfortunatly
Manticore - Hull Heavy Flamer was great in one game, besides that all the power and terminator armour just laughed

All of this is true.

Ashwaster wrote:Aegis Defence Line - Quad Gun quad gun did amazing in the first game, the defence line is great but makes it hard to advance as it gives you opponent an obvious target: the squad not hiding behind it

You can mitigate this a little bit by placing your ADL up forward a bit. For example, 18" from your board edge on DoW missions. The basic idea is that you get to move forward on turn 1 and you'll still get cover. You are also closer to the enemy objectives and the like.

That or just ditch it altogether.


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Made in au
Loud-Voiced Agitator






Thanks for the comments. Yes this is less of a report than an analysis of the lists I a running and facing off against. Hopefully I can remember to take a camera next time, I had it ready to go for my game last night and then walked out the door without it. A shame as it was a very "cinematic" and closely fought battle.

After another tournament in-between my list has evolved to the following, which I am much more happy with.

HQ
Commissar Lord - Power Fist
Company Command Squad - Regimental Standard, Master of Ordnance

TROOPS
Infantry Platoon #1
Platoon Command - Chenkov
Infantry Squad #1 - Lascannon, Meltagun, Power Axe
Infantry Squad #2 - Lascannon, Meltagun, Power Axe
Infantry Squad #3 - Lascannon
Heavy Weapon Squad #1 - 3 x Autocannon
Heavy Weapon Squad #2 - 3 x Autocannon
Conscripts x 20 - Send in the Next Wave

Infantry Platoon #2
Platoon Command - Al’Rahem, 2 x Meltagun, 2 x Flamer, Chimera - Hull Heavy Flamer
Infantry Squad #1 - Meltagun, Chimera - Hull heavy Flamer
Infantry Squad #2 - Meltagun, Chimera - Hull Heavy Flamer

HEAVY SUPPORT
Leman Russ Executioner - 3 x Heavy Bolter
Basilisk- Hull Heavy Flamer
Hydra - Heavy Stubber

FORTIFICATIONS
Aegis Defense Line - Quad Gun
1750pts

The heavy weapons squads going to ground have turned out to be very durable, with chenkov being an extra source of "get back in the fight" being critical to this list. I just need a lot more practice with the outflanking chimeras really.

The basilisk exploded first shot of the game and took out 15 infantry with it. Maybe with such tight bubble wrap it may be actually investing in an enclosed crew compartment (and I have the kick ass model for it).

I think I will stick with this for a bit, just continually changing my list isnt helping me to learn from my mistakes on the table.
   
 
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