Tuesday, October 6, 2009
Cake, Baseball and Space Wolves
Sunday, September 6, 2009
Sacrificing Units - The Who, the When, The Why
The game was killpoints and I won 8 to 1. Despite this, I still learned quite a few things, mainly when or why you would sacrifice units.
Who makes a good sacrificial unit? Any unit that you have redundancy in or is otherwise not a huge loss when it dies. This can be anywhere from a combat squad of Space marines to Space Marine Scouts to a squad of Guardsmen being led by a Commissar. The consideration you have to make whether or not the unit can easily be broken in combat. I feed my foe Rhinos once my use for them has dwindled. Which leads me to...
When do you want to do this? This is the hardest part to judge - if you know for sure that the unit you feed your opponent will die on his turn, you want to give him the charge or the opportunity to light your guys up. That way, when it rolls over to your turn, you can get some revenge kills in. However, if your unit is tough enough that they can withstand one turn of assault (or he just can't do enough damage to kill all of them in a single turn), then you should charge him on your turn (assuming you have the opportunity). You deny him some attacks, meaning that (hopefully) you'll survive til your opponent's Assault Phase, where he will finish you off and leave himself an open target for your vindication. Now, if you plan on assaulting with your sacrificial unit - you want it to be hard to break. The worst thing that can happen is that your squad gets wiped out or caught in a sweeping advance, allowing your opponent the opportunity to shoot/assault with impunity at your other targets. If you plan on passively feeding him a squad (ie. bait) then make it as easy to kill as possible.
Why? By sacrificing a unit, you can buy yourself time by drawing the fire/assault away from your other units. A common example of this is a squad of kroot hiding in woods and screening the fire warriors behind it. The enemy's assault troops will have to deal with the kroot before they can tear into the fire warriors. Alternatively, by putting a lone (yet somewhat juicy) target away from your other units unsupported, you have a piece of bait that you can use to lure a unit or two away from the main hustle and bustle of the battle.
Those are my 3W's for today. C&C welcome!
Squirrel_Fish
Friday, September 4, 2009
SM Special Characters and Chapter Tactics
I've been considering adding more Terminators to my Salamanders army (what can I say? These things are hella fun to paint and assemble) but want to avoid using another squad of assault terminators since I'd have to get another Land Raider to chauffeur them around in. My issue though is that regular terminators don't quite have enough 'ooph' unless fielded en masse or are...
Fielded with Captain Lysander. For 200 points, you get a 4 W Eternal Warrior with a S10 MC Thunder Hammer with Termie armor and a Storm Shield. That's not all folks! You get a +1 Cover save to a set of ruins of your choice and you get the fantastic Bolter Drill rule, meaning those Storm Bolters are now pretty awesome! However, I've gotten some criticism, saying that it's a waste of Lysander's Chapter Tactics. I say - who cares? He (and most of the Space marine characters) are a bargain for what you pay for. If I wanted Terminator armor, a storm shield and a thunder hammer on a regular captain, I'd be paying a solid 170 points. For 30 more points, I get another wound, rerolls with Bolters in his squad, eternal warrior and a better cover save. Worth it.
So my next 1750 list is gonna be this:
Vulkan
Lysander
Terminator Assault Squad (5 TH/SS)
Terminator Squad (Cyclone Missile Launcher, Chainfist)
Tactical Squad (Flamer, Multi-Melta, Sergeant Power Weapon/Meltabombs)
Rhino
C&C?
Squirrel_Fish
Thursday, August 27, 2009
List Theory - Unbalanced Lists
The Unbalanced List is not necessary an overpowered or broken one, simply one that aims to maximize a certain strength in order to completely minimize or make ineffective the impact of a balanced list.
By removing one or more elements entirely from your list and using those points to further enhance another element, you create the unbalanced list. Examples are the Imperial Guard Armored Company (a couple infantry squads, command squad - all in Chimeras, and then more Leman Russes than you can shake a stick at.), the Ork Horde, Nidzilla, Elfzilla, IG Infantry spam, Dreadnought/Kan spam, and so on so forth.
The idea is to completely overwhelm your opponent's ability to nullify your strong point (Kill their templates, anti-armor weapons or fast movers) and then just clean up everything else. The beautiful thing is that even it takes you two or three turns to wipe out your opponent's anti-armor (and you lose one or two pieces in the process), you still have enough armor on the board to be a credible threat that they might not even be able to deal with effectively.
What are your thoughts on the Unbalanced List?
Squirrel_Fish
Saturday, August 22, 2009
The Key to Winning - Playing Disruptively
On to the topic - playing disruptively. When most players write an army list, they usually have some sort of game plan in mind, whether it's to fly around and pick up the win/tie on turn 5 or to throw enough kill your way to table you by turn 3.
Whatever their strategy is, your strategy becomes to counter it in a suitable fashion, making their tidal wave of bloodthirsty killers wash harmlessly against the beach, and then laugh maniacally as you kill it dead.
The first (and probably most important step) is to look at your opponent's army and to understand the role of each unit in the army:
1) What can each unit do (alone or with support)?
2) How much damage can take before it's relatively ineffectual?
3) When/where is it strongest (early game, late game, in your face, at a distance, in cover, out of LOS, etc)?
The faster you can do this, the better. No one likes to be kept waiting for 20 minutes to start a game just so you can plan a Machiavellian victory.
Then, ask yourself these questions in order to gauge your weaknesses. Is your army particularly vulnerable to shooting or assault? Is it mobile or static? Is it tough and resilient or are you wearing tissue for armor?
When you're done, prioritize the enemy targets. Your goal is to nullify your opponent's strengths, while simultaneously covering your weaknesses.
1) In just about all cases, I make it my first priority to cripple the opponent's ability to respond to you by wiping out his transports (or if there aren't any, then his other mobile elements). Turn one, I leave only my durable units on the board, while the fragile elements usually stick back in Reserve.
2) After his mobile elements are either crippled or destroyed, your goal is to destroy or nullify the greatest threat to your army. If it's a shooting unit, assault it or use some LOS creatively (Rhino walls are a common tactic) to try and negate some hits.
If it's an assault unit, you have three options. You can either shoot enough bullets at it to make it a nice pincushion, give it a speedbump, or ignore it. The key to a speedbump is that your sacrificial unit (volunteers please!) HAS to die in the opponent's charge. That way, you're free to shoot the snot out of him next turn. If he kills you on your turn, then his assault squad can continue to hack n' slash through another unit. The last option is harder for many armies to pull off - you have to either negate their speed or just be naturally faster than them and play a giant game of cat and mouse.
3) Play Clean Up - On the last two or three turns, you can consolidate your objectives, mop up any other targets of opportunity and play conservatively. The faster your army is, the later you can jump onto objectives.
In a nutshell, that's your battle plan. Assess, Destroy, ????, Profit.
C&C Welcome
Squirrel_Fish
Monday, July 27, 2009
Misty Mountain North Tournament
- Farseer w/ Doom, Fortune, Spirit Stones, Jetbike, Singing Spear and Runes of Warding (173)
- Warlock x3 w/ Jetbikes, Destructor x2, Embolden & Singing Spear (163)
- Autarch w/ Mandiblasters, Power Weapon, Fusion Gun & Warp Jump Generator (125)
- Dire Avenger x10 w/ Exarch, Dual Shuripult, Bladestorm (152)
- Wave Serpent w/ TL Bright Lance, Shuriken Cannon, Spirit Stones, Star Engines, Vectored Engines (190)
- Guardians x10 w/ Scatter Laser, Spiritseer Warlock w/ Embolden (131)
- Pathfinder x5 (120)
- Fire Dragon x6 w/ Exarch, Dragon's Breath Flamer, Crack Shot (113)
- Warp Spider x9 w/ Exarch, Dual Death Spinner, Power Blades, Withdraw (240)
- Falcon w/ Scatter Laser, Shuriken Cannon, Holofields, Spirit Stones, Star Engines, Vectored Engines (220)
- Wraithlord w/ Bright Lance, Eldar Missile Launcher, Flamer x2 (155)
- Dark Reaper x5 w/ Exarch, Tempest Launcher & Crack Shot (217)
The Autarch will be attached to the Warp Spiders and they (along with my Seer Council) will be problem solvers - they'll fly back and forth and cover my lines from assaulters by putting enough shots into a Doomed unit to kill them twice over or they (along with the grav tanks) will fly forward and hammer away at units.
- Drop Pod lists - Following Fritz's example, I will keep everything in reserve in order to hopefully nullify any advantages that the first strike will give them.
- Nidzilla - I can barely kill 4 TMC's as it is, 7 or 8 will probably make me cry like a little girl.
- Dual Lash + Oblit Spam - The only thing I've got going for me is Runes of Warding and hopefully enough shots to kill Daemon Princes/Sorcerors in one turn.
- Nob Bikers - If the metagame has truly taken them out of the picture, I won't have to worry. But once again, hopefully I have enough high strength shots and volume of fire to take them out before they take me out.
- Horde Lists - I've sacrificed a bit of volume of fire in exchange for some Bright Lances, so I'll have to be very careful about where my flamer templates are on the board.
- AV14 spam (Tri Monolith, Land Raider Spam, Leman Russ Spam etc) - Hopefully, get up close with the Seer Council and all my fusion guns while blasting away with Bright Lances.
Wednesday, July 22, 2009
Playing Aggressively - The Key to Winning?
Monday, July 13, 2009
Mechanized Armies - My Thoughts
Tuesday, June 23, 2009
Bacon and 40k
Salamanders vs. Chaos Space Marines 1500 points
Salamanders:
Vulkan
Tactical Squad w/ Powerfist, Combi-Melta, Flamer and Multi-Melta & Rhino
Tactical Squad w/ Powerfist, Combi-Melta, Flamer and Multi-Melta & Rhino
Tactical Squad w/ Powerfist, Combi-Melta, Flamer and Multi-Melta & Rhino
Sternguard x5 w/ Combi-Melta x3, Combi-Flamer x1, Powerfist & Razorback
Assault Terminators w/ TH/SS x5
Land Raider Redeemer w/ Extra Armor
Chaos Marines (not exactly sure on the exacts)
Typhus
Chaos Sorcerer w/ Lash
Plague Marines w/ Rhino
Khorne Berserkers, Skull Champion w/ Power Weapon
Noise Marines w/ Doom Siren, Power Weapon
Defiler w/ 2 DCCW
The mission was Seize Ground with 3 objectives. Deployment was table quarters.
I won the roll-off to place two objectives and placed one objective within my table quarter behind wall that blocked LOS to it. My opponent placed his objective in his table quarter near a building. The last objective was placed near the center of the table, slightly towards my corner.
Turn 1 Chaos: My opponent starts off by moving his two rhinos; the one carrying Plague Marines drives towards his objective and the one carrying Noise Marines drives towards the wall blocking LOS. His Defiler makes its way to my left flank in order to get a clear shot with its battlecannon. His Land Raider drives into LOS of my Land Raider Redeemer and takes a shot with a TL-Lascannon, penetrating and immobilizing my Land Raider. Defiler shoots its battlecannon at my Razorback, gets a direct hit and glances, shaking it.
Turn 1 Salamanders: One of the Rhinos moves up my left to support the Razorback, one comes up the right to support the Land Raider and the last sticks back to take the objective later in the game. Razorback and the Rhino on the right pop smoke, while my Redeemer unloads its assault cannon at the enemy Land Raider. All four shots hit, but only one manages to Rend getting a glancing hit and immobilizing the Land Raider.
Turn 2 Chaos: His rhinos continue on the way they were going, the Plague Marine rhino parking on the objective and the Noise Marine Rhino hugs the wall. Defiler continues to move up my left flank. The Land Raider takes a shot at my right Rhino, but I make my cover save. Defiler shoots his battlecannon at my Razorback again, but scatters off and doesn’t do anything.
Turn 2 Salamanders: Both my Razorback and my left Rhino move away from the Defiler, trying to bait it in closer. The Rhino on the right pulls back out of LOS of the Land Raider. The Redeemer lets rip with the assault cannon again, but fails to do anything.
Turn 3 Chaos: Defiler continues moving forward, while his Rhinos sit where they are. Defiler shoots his Battlecannon at my rhino waiting to take my objective, immobilizing it. Land Raider shoots his Lascannons at my Land Raider, penetrating and destroying my assault cannon.
Turn 3 Salamanders: Left Rhino drives up towards the defiler and pops smoke. Razorback moves forward a touch in order to get within Melta range of the Defiler next turn. The right Rhino moves up the field and disembarks, trying to bait his Khorne Berserkers out of the Land Raider and away from the objective. My Land Raider pops smoke.
Turn 4 Chaos: Noise Marines and the Sorcerer get out of their Rhino, while the Khorne Berserkers and Typhus get out of the Land Raider. Both squads move forward to get into position for the ensuing slaughter. The Defiler shoots its battlecannon at the Tactical Squad’s rhino but smoke saves me. Typhus and the Berserkers charge into the other tactical squad and slaughter 4 Tactical Marines, while I kill 2 Berserkers. ‘Miraculously’ I make my leadership test, staying in combat.
Turn 4 Salamanders: The Razorback inches forward while the left Rhino disembarks its crew. The right Rhino makes a small retreat. The left tactical squad fires its Combi-melta at the Defiler, immobilizing it. I surprisingly only lose two marines in my assault with the berserkers, while killing one of them in return. I pass my Morale check again.
Turn 5 Chaos: The Noise Marines and Sorcerer disembark from their Rhino and move into a better firing position. The Defiler then fires its battle-cannon at my objective Rhino, immobilizing it. The Sorcerer uses Lash to whip my guys into a teardrop formation, followed swiftly by sonic blasters and the Doom Siren. Two marines are left standing but are cut down in the following assault. The berserkers kill two marines and the last one flees for his life, successfully breaking away.
Turn 5 Salamanders: After that last round, I needed to do something to at least contest the objective in the middle for at least the tie. Luckily, I had a couple ideas. The Razorback drives up to 6 inches away and the Sternguard get out. The left Rhino moved up to block off LOS from the Noise Marines. The right Rhino tank-shocks 9 inches pushing the Berserkers away from the objective and coming within 3 inches to contest. My back tactical squad disembarks from their Rhino and moves up to the objective, while the retreating marine helps consolidate it. My Vulkan and my assault terminators disembark from my immobile land raider and move 6 inches and prepare to assault. Sternguard let rip with their Combi-Melta’s, destroying the battlecannon on the Defiler. Vulkan lets loose with his heavy flamer, killing 2 berserkers. Vulkan and the Terminators charge, Vulkan killing three Berserkers, Typhus killing two terminators, the Berserkers killing nothing and the Terminators kill Typhus. The remaining Berserkers pass their No Retreat saves.
We roll to see if the game goes on and it ends on turn 5 with a draw!
Things that I learned or am considering:
1) If I'm not playing Annihilation, split my tactical squads into combat squads so that the heavy weapons can do something.
2) I'm not sure if combi-melta's are reliable enough to replace meltaguns as dedicated anti-tank. This problem could be solved if I follow through on lesson 1.
3) Tank shock is awesome.
Any other things that I missed out on? C&C Welcome
Squirrel_Fish
Wednesday, June 10, 2009
Salamanders Lists 1750 - C&C?
Friday, June 5, 2009
Guardian Defenders - Worth it?
In my last two games, I happened to notice that Guardian Defenderss are generally ineffective. Most of the time, they usually just end up sitting on an objective in my deployment zone and take potshots with a Scatter laser, but is ith worth the points?
- Guardians are cheap!
- They can hold an objective
- They have a heavy weapons platform
- Their armor save is effectively cardboard and most basic troops end up ignoring it.
- Shuriken Catapults have a piddly 12" range, meaning that their heavy weapon platform is the only mid-long range shooting they have
- BS 3, meaning that their heavy weapon platform is going to be missing 50% of the time