I've been playing games concerning the 40K Universe for nearly two decades. I add to my knowledge and model collection and skills at a pace akin of how the Adeptus Ministorum must make decisions. Slowly, through the warp, and sometimes twisted by Chaos.
I've been listening a lot to podcasts for the past 6 months or more, place like FTN, 11th Company, Turn 8, etc., and especially those guys at Frontline Gaming. I've been reading much of other people's blog posts and infomercials, and as you know, I try to get about a game a week in (although that slows further in ski season).
In February my wife and I decided to split the cost of an i-pad, with her goal of enriching our house with more music, and with my goal of going electronic instead of buying more paper-based codexes and rule sets for my favorite game system.
It was not until this past Friday night that I decided to go to the i-store and make a purchase. I was bored, and tired of waiting for a real, new, Imperial Guard Codex.
I picked up the "Tyrannic War Veterans" 23-page i-book (TWVs), and it was an interesting read. In particular, I gave particular attention to the wording on pages 2 and 3.
I compared that to what I think I had heard on the podcasts and other blog/news/etc posts, to see if it made sense.
Considering I have yet to see GW's own "experts" use data slates and formations in detailed battle reports, it makes me wonder, short of one of the GW staffers coming on my blog to explain what was intended, that maybe the gaming community has mis-interpreted things. So let me explain, before you go on a bender about what I mean (let's face it, I get very few comments on my posts, so even a rant telling me why this thread is wrong could be welcome just to spice it up over here).
So, going by what I thought I'd heard, using the TWVs as an example, was that the TWVs were a totally new unit, that I could just add to my (say, eldar army) as a formation, and play them as an add-on outside the force org chart, or even more, take the "formation" of a TWV unit, Cassius, and a Storm Talon. So, maybe my army might look like, a primary detachment of a Spirit Seer and 2 units of guardians, then a Formation consisting of a single TWV unit, then my dark eldar allied detachment. Hmmmm. Busts the force org chart by adding some random element that I bought off the internet that my opponent may not have access to. [Overall of course, my internet sources are talking about some pretty off-the-hook, over-the-top combinations using formations not involving TWVs. I'm just keeping to what I have]
Now, after reading the preamble for this e-book(let), I'll try to explain what I think the wording (as written?) seems to postulate. Now since this is my (only/first) e-book for 40K, I don't know if their preamble is standard in every one they have published to date, or if the wording is identical.
1. The e-book is termed a data slate. This is neat, they created a term, and since it is read on my "slate", it ties me to the 40K universe.
2. The TWV data slate contains data sheets for the TWVs (a unit), and a separate datasheet for the St. Tylus Battle Force (a formation).
With me still?
The preamble says that each data sheet identifies the codex (and more details) that the sheet becomes an expansion for for all rules purposes.
So, what does this mean at the moment?
TWVs are an addition to the Space Marines Codex as an Elite unit that have Chapter Tactics Ultramarines.
This means, by extension, when I currently use Sternguard for my Ultramarines, I now have the OPTION of now playing TWVs as my elites instead. Within my force org. Not in addition to it. TWVs ARE NOT A FORMATION.
OK....deeper into the rabbit hole we go...
3. "A formation presents a collection of two or more units that fight alongside one another in a particular way..." and this is where some of the wording gets wonky.
In the current force organization in the rulebook and codexes you have a primary detachment and then if you want an allied detachment. The force org can be doubled if the game point size exceeds a certain level.
In the data slate, formations are introduced as a "special form of detachment". And then the wording goes off the grid from there under a heading of "Allied Formations", which says formations do not count as your army's allied detachment (which has its own force org requirements, you may recall). Everything at this point in the wording does not make total sense.
After reading this all, I'm wondering if something was lost in the writing or translation.
If I understand what I've been told on the internet, the example could go like this: I'd take my primary detachment of say, an Ultramarines Captain (HQ and warlord) a librarian (HQ) and 2 scout squad troop choices. Then grab, say, an allied detachment of a Tau commander (HQ) and one Tau troop choice as my allied detachment. Then, on top of that, I could take the Formation titled St. Tylus Battle Force consisting of the Chaplain Cassius (HQ), 8 TWV squads (Elites, the Formation says 1+ with no cap) of up to 10 models each, and 6 Storm Talons (the formation says 0-6). So, I'd have some ridiculous force of 4 HQs, 3 troops, 8 elites, and 6 fast attack choices.
4. Formations as a concept have been around the game system for a long time, probably pre-dating Apocalypse, but certainly the original Apocalypse rules brought the concept into somewhat wider use. One of my favorite Apocalypse "formations" had a landspeeder and 3 whirlwinds. The combination allowed the Whirlwinds to be able to shoot at any unit the landpseeder could see, regardless of range. If I had that old "datasheet" in front of me I'd give you more details. Regardless, it was like a 50 point upgrade. If you took a speeder and 3 whirlwinds, for 50 point more, you gained a special rule. Cool!
So what if we are doing thing a bit out of the way it was intended.
What if the new dataslate "formation" was just as originally intended in earlier variants of the game, in that if you used the minimum number of required units in your detachment, you gained (or could upgrade for points) a special rule, and that the formation was NOT outside the force org chart of a primary detachment or allied detachment?
So in the example above, in a 1999 (or less) point game, my army list would look more like:
Primary Detachment (Ultramarines):
Captain
Chaplain Cassius*** (Warlord)
3 TWV Units (capped at 3 elites)***
2 Scout squads (2 troops are the minimum)
3 Stormtalons (capped at 3 Fast attack)***
(I could not exceeed 2 HQ units, so the Librarian could be cut, and I'd never be able to reach the formation cap of 6 stormtalons unless I was in a double 2000 pt+ force org situation. I'd never be able to have more than 6 elite TWV units as well, since the primary detachment is capped at 3 elites).
Allied Detachment (Tau)
Tau Commander
1 Tau troop choice
In the above, the selection of the formation units causes the formation special rules to kick in (aerial superiority and pummelled by fire, which impact only the TWVs and the Stormtalons).
Interesting concept? Does this release some of the angst over adding formations? Are there any formations that cannot fit within the normal force org requirements?
So, in summary:
Some dataslates contain units that clearly are single units that are additions to existing codexes, and for all purposes, have to be used as such fully within the rules.
Some dataslates contain multi-unit formations, which if taken, add into your army special rules that apply as indicated. I'd argue that the formation special rules could apply to either the primary detachment, or to the allied detachment. Interestingly the formation construction limitations lend credence to that concept.
In the case of the St. Tylus Battle Battle Force as an allied detachment, following this logic, it might be capped at something like:
Cassius
1 TWV Unit
1 Stormtalon
PLUS you'd have to add for a legal allied detachment:
+1-2 troop choices (Ultramarines chapter)
0-1 heavy choices.
So anyway, I hope this discussion helps to illustrate my point. Overall, I'd have to say that since White Dwarf stopped being what it was with battle reports, I'm not familiar with a "official" battle report that showed GW itself going on a bender with the formations to show how they used them to illustrate what they have done. So I can be very wrong with the whole thing.
Thoughts? Interesting idea?
So in the mean time, I guess I'll have to look at the other dataslates and see what I want to use, if any. It would not surprise me to see (eventually) some form of clarification in the future by the game designers. Until then, I'll keep my eyes open and see how the community is applying these new options at least on the local level. I have only had one gave where an opponent used a formation - they added Cypher and his required retinue/choices, in addition to a single primary chaos marine detachment. It was a fun game.
Lastly, it looks like TOs are considering in some events to cap your access to units in your army list to two sources. My application and assessment of formations in the above manner, if adopted, would still be consistent in a two-source rule.
Ultramarines, 40K, Beer, 3rd Company, Imperial Guard, 555th Company, Triple Nickels, Warhammer, Battle Reports, Tactics, Strategy, Calth, Ultramar, Crossroad Games, Maine, Blood Angels, 5th Company
Sunday, March 30, 2014
Wednesday, March 26, 2014
It took a while to get to it and then it happened
For about the last maybe 8 weeks I'd been waiting to get to a game to play vs a local Eldar player. But every time I planned to get into the FLGS we either had a Wednesday night snow storm, or I had a meeting elsewhere, or he was not there, etc. Of course after 8 weeks you'd think I'd have been able to get some research on the Eldar accomplished and know what the heck I was doing. I did know one thing, the Edar OPFOR was very tough and very successful. Maybe I was avoiding it. I don't know. So I played a list that I had developed that might be good versus this particular list type.
Anyway...here it goes:
1750 Points, Vanguard Strike, Emperor's Will (2 objectives, one in each deployment zone), mysterious objectives.
OPFOR
Jetseer
Spiritseer
Wraithknight with extra upgrades
Wraithknight
5 Wraithguard - Shooty ones, Wave Serpent Transport
5 Wraithblades - Choppy ones
5 Wraithblades - Choppy ones
Flyer (Eldar fighter jet)
Fire Prism
3rd Company Ultramarines
Tigurius (divination - prescience, forewarning,misfortune)
10 Sternguard, 2 meltaguns, 4 combimeltas, Drop Pod, DWL (Squad Tacitus)
10 Tacs, gravgun, gravpistol, ML, Drop Pod w/ stormbolter (2nd Squad Ovatius)
10 Tac, plasmagun, combiplas, ML, Drop Pod w/ stormbolter (4th Squad Theta)
5 Devs, 4 MLs, Flakk Missiles (9th Squad Signatus)
Contemptor Mortis, Kheres assault cannon arms, CML (Dreadnought Maximus)
Landspeeder Typhoon Squadron, 2, HB/CMLs (7th Squad Hexus)
Predator, AC/LC
StormTalon, TLAC, SHMs
Back Story
Chief Librarian Tigurius and Sergeant Ovatius stood on the ridgeline and surveyed the valley below. Night vision gear showed no major heat sources in the area. Formerly an Ork settlement, the Ultramarines were on a mission to collect some tech items the Orks had apparently looted. The Orks were all gone from the site, most were nothing but dust, ash, or spores wafting on the air in the next valley. With squads in reserve in case the force encountered opposition, Tigurius signaled the advance into the valley. The search for the tech would begin at dawn. The plan was simple. Squad Ovatius would enter the settlement and begin the search with overwatch from Squad Signatus and Dreadnought Maximus. Squads Tacitus and Theta would be held in reserve on the Ultramarines Battlebarge, to deploy if needed by drop pod.
As dawn approached, scans from Maximus and Signatus detected several large Eldar power signatures. The Settlement was not empty at all, and the Ultramarines risked losing the tech to the advancing Xenos. Tigurius signaled to the battlebarge to drop the reserves immediately!
Deployment
The Eldar deployed for battle - with the two Wraithknights and the Wraithblades deployed in the center, behind a large LOS blocking building. The Fire Prism deployed to the far UM right, and the remainder of the Eldar deployed in clusters around the Wraith Knights.
The Ultramarines deployed as a refused Flank, with squad Ovatius combat squading so the ML team held an objective in a patch of woods on the UM left, and Tigurius and devastators occupying a grassy knoll towards the center. Maximus and the Predator deployed near Tigurius, at a location that would be not in direct LOS of the Wraithknights.
Turn 1
Before the Eldar could utter a word of command, the Ultramarines struck, seizing the initiative. The two drop pods slammed down in perfect precision immediately behind the Wraith Knights and the two full squads dismounted, weapons ready to take down the Eldar constructs. The remaining UM units re-positioned slightly to try to reach the Eldar units barely visible in the dark. Firing from the combat squaded Sternguard was to try and be efficient in taking out the Wraithknights; in reality, although the leading, more advanced Wraithknight was exploded, it took the 10 sternguard and grav weapons of the Tac Squad to do it. The Ultramarine objective itself was not mysterious at all - it was nothing of note. Other firing glanced a wound off the surviving Wraithknight.
In response, the Jetseer and Spirit Seer reacted to get the situation back under control. The Spirit Seer directed the units of Wraithblades to take out the Sternguard, with support from the Wave Serpent and Wraithblades. The remaining Wraithknight and the Fire Prism moved forward to get the Ultramarine lines under fire. Shooting was short and viscious, with the Predator being exploded, and after assault, half of the sternguard were gone. The Tech objective held by the Wraithguard is discovered to be an Ork Boobytrap!
Score: UMs 5 (FB and LB); Eldar 3
Turn 2
The Ultramarines attempted to press the advantage in the Eldar backfield; all of the remaining reserved units arrived (pod, stormtalon, and landspeeders) to aid to the firepower. Squad Theta worked to shoot at the Wraithknight, causing more damage but not eliminating it. The Wave Serpent is destroyed, leaving the Wraithguard without their favorite transport. In the assault phase, the last of the Sternguard become casualties.
The Eldar flyer arrives from reserves and strikes after the Stormtalon, knocking it from the air while staying out of the range of Maximus. The Wraithknight advances fully into the UM deployment zone, and shoots up Maximus causing the dreadnought to shut down its systems and play no further role in the battle. In assault, the Jetseer, Spirit seer, and wraithguard begin too focus on Squad Theta, but the units become locked in combat, with both sides taking casualties. The Wraithguard try to take out a drop pod, but fails. At the end of the Eldar phase, the Orky objective EXPLODES and then resets itself.
Score: UMs 5 (FB and LB); Eldar 3
Score: UMs 5 (WL, FB); Eldar 3
Turn 5
Sergeant Ovatius advanced into the Eldar deployment zone. Tigurius ordered the devastators to whittle away at the Wraithguard who were now close enough for Misfortune. Several Wraithguard were dispatched by missile fire.
The Eldar Spirit Seer knew that the battle was essentially complete at this point. He issued the commands for the survivors to withdraw. Several Wraithblades attacked some of the drop pods to wreck two of the three.
Final Score: UMs 6 (WL, FB and LB); Eldar 3
Postgame thoughts
The UM list worked really really well, but it had a few weak points. Overall, it showed how a Marine drop pod list could be deadly vs high value targets. It was also the first time I'd taken grav weapons in a game. Overall, as this was the first time I'd played vs Eldar in a while, it was cool to face down this kind of list. I was somewhat impressed with the choppy Wraithblades. Overall, the game could easily have turned to a draw IF the Eldar had focused on the small combat squad I was defending my objective with, and I could easily have lost the game if other choices had been made. I've seen some recent ideas over at Imperial Guides and other blogs that suggest trying similar list with a command squad instead of a full Sternguard squad. That has a certain appeal to get an Apothecary out there and create a unit that might be more resilient and maybe cheaper!
All for now, I'm hoping to get some more blog posts in on a more regular basis!
Anyway...here it goes:
1750 Points, Vanguard Strike, Emperor's Will (2 objectives, one in each deployment zone), mysterious objectives.
OPFOR
Jetseer
Spiritseer
Wraithknight with extra upgrades
Wraithknight
5 Wraithguard - Shooty ones, Wave Serpent Transport
5 Wraithblades - Choppy ones
5 Wraithblades - Choppy ones
Flyer (Eldar fighter jet)
Fire Prism
3rd Company Ultramarines
Tigurius (divination - prescience, forewarning,misfortune)
10 Sternguard, 2 meltaguns, 4 combimeltas, Drop Pod, DWL (Squad Tacitus)
10 Tacs, gravgun, gravpistol, ML, Drop Pod w/ stormbolter (2nd Squad Ovatius)
10 Tac, plasmagun, combiplas, ML, Drop Pod w/ stormbolter (4th Squad Theta)
5 Devs, 4 MLs, Flakk Missiles (9th Squad Signatus)
Contemptor Mortis, Kheres assault cannon arms, CML (Dreadnought Maximus)
Landspeeder Typhoon Squadron, 2, HB/CMLs (7th Squad Hexus)
Predator, AC/LC
StormTalon, TLAC, SHMs
Back Story
Chief Librarian Tigurius and Sergeant Ovatius stood on the ridgeline and surveyed the valley below. Night vision gear showed no major heat sources in the area. Formerly an Ork settlement, the Ultramarines were on a mission to collect some tech items the Orks had apparently looted. The Orks were all gone from the site, most were nothing but dust, ash, or spores wafting on the air in the next valley. With squads in reserve in case the force encountered opposition, Tigurius signaled the advance into the valley. The search for the tech would begin at dawn. The plan was simple. Squad Ovatius would enter the settlement and begin the search with overwatch from Squad Signatus and Dreadnought Maximus. Squads Tacitus and Theta would be held in reserve on the Ultramarines Battlebarge, to deploy if needed by drop pod.
As dawn approached, scans from Maximus and Signatus detected several large Eldar power signatures. The Settlement was not empty at all, and the Ultramarines risked losing the tech to the advancing Xenos. Tigurius signaled to the battlebarge to drop the reserves immediately!
Deployment
The Eldar deployed for battle - with the two Wraithknights and the Wraithblades deployed in the center, behind a large LOS blocking building. The Fire Prism deployed to the far UM right, and the remainder of the Eldar deployed in clusters around the Wraith Knights.
The Ultramarines deployed as a refused Flank, with squad Ovatius combat squading so the ML team held an objective in a patch of woods on the UM left, and Tigurius and devastators occupying a grassy knoll towards the center. Maximus and the Predator deployed near Tigurius, at a location that would be not in direct LOS of the Wraithknights.
Turn 1
Before the Eldar could utter a word of command, the Ultramarines struck, seizing the initiative. The two drop pods slammed down in perfect precision immediately behind the Wraith Knights and the two full squads dismounted, weapons ready to take down the Eldar constructs. The remaining UM units re-positioned slightly to try to reach the Eldar units barely visible in the dark. Firing from the combat squaded Sternguard was to try and be efficient in taking out the Wraithknights; in reality, although the leading, more advanced Wraithknight was exploded, it took the 10 sternguard and grav weapons of the Tac Squad to do it. The Ultramarine objective itself was not mysterious at all - it was nothing of note. Other firing glanced a wound off the surviving Wraithknight.
In response, the Jetseer and Spirit Seer reacted to get the situation back under control. The Spirit Seer directed the units of Wraithblades to take out the Sternguard, with support from the Wave Serpent and Wraithblades. The remaining Wraithknight and the Fire Prism moved forward to get the Ultramarine lines under fire. Shooting was short and viscious, with the Predator being exploded, and after assault, half of the sternguard were gone. The Tech objective held by the Wraithguard is discovered to be an Ork Boobytrap!
Score: UMs 5 (FB and LB); Eldar 3
Turn 2
The Ultramarines attempted to press the advantage in the Eldar backfield; all of the remaining reserved units arrived (pod, stormtalon, and landspeeders) to aid to the firepower. Squad Theta worked to shoot at the Wraithknight, causing more damage but not eliminating it. The Wave Serpent is destroyed, leaving the Wraithguard without their favorite transport. In the assault phase, the last of the Sternguard become casualties.
The Eldar flyer arrives from reserves and strikes after the Stormtalon, knocking it from the air while staying out of the range of Maximus. The Wraithknight advances fully into the UM deployment zone, and shoots up Maximus causing the dreadnought to shut down its systems and play no further role in the battle. In assault, the Jetseer, Spirit seer, and wraithguard begin too focus on Squad Theta, but the units become locked in combat, with both sides taking casualties. The Wraithguard try to take out a drop pod, but fails. At the end of the Eldar phase, the Orky objective EXPLODES and then resets itself.
Score: UMs 5 (FB and LB); Eldar 3
Turn 3
The Ultramarines get down to business and work up a plan. Victory is all about the missions after all. Squad Theta works hard to stay alive in assault, tying up several Eldar units. Tigurius and the Devastators pump missiles into the Wraithknight and kill it off. The landspeeders begin hunting the fire prism, while Sergeant Ovatius and his combat squad look to move towards the Ultramarine objective.
The Eldar began to try to work out a plan of their own. With Squad Theta dispatched, the Jetseer decided to sweep around the UM lines and look to not only kill Tigurius in combat, but with support from the Wraithguard eventually contest the UM objective. In shooting, the fighter vectored after the landpeeders, wrecking one.
Turn 4
Sergeant Ovatius sprung his trap. His squad emerged from cover and moved directly at the Fire Prism. In the mean time, Tigurius directed the devastator squad to shoot down the Eldar fighter. In assault, Sergeant Ovatius and his Marines reached the Fire Prism and they wrecked it with krak grenades. This placed them near the Eldar deployment zone, and now at a location out of reach of the Spirit Seer and Wraithblades.
The Eldar Jetseer swooped wide around a building and right into the grassy area held by the Devastators and Tigurius, as one wraithblade unit moved onto the Eldar objective, the Wraithguard moved towards the UM deployment zone. In assault all went wrong for the Jetseer. Assaulting into terrain, she found that the Librarian Tigurius was at the right rear of the unit, not the left front, and he was too far away to challenge! The Ultramarines Sergeant Signatus declined the challenge, and all of the ML marines and Tigurius moved forward. Tigurius was now close enough for the assault, and with his staff powered up, the Jetseer failed her saves and was dispatched quickly by the force weapon!
Turn 5
Sergeant Ovatius advanced into the Eldar deployment zone. Tigurius ordered the devastators to whittle away at the Wraithguard who were now close enough for Misfortune. Several Wraithguard were dispatched by missile fire.
The Eldar Spirit Seer knew that the battle was essentially complete at this point. He issued the commands for the survivors to withdraw. Several Wraithblades attacked some of the drop pods to wreck two of the three.
Final Score: UMs 6 (WL, FB and LB); Eldar 3
Postgame thoughts
The UM list worked really really well, but it had a few weak points. Overall, it showed how a Marine drop pod list could be deadly vs high value targets. It was also the first time I'd taken grav weapons in a game. Overall, as this was the first time I'd played vs Eldar in a while, it was cool to face down this kind of list. I was somewhat impressed with the choppy Wraithblades. Overall, the game could easily have turned to a draw IF the Eldar had focused on the small combat squad I was defending my objective with, and I could easily have lost the game if other choices had been made. I've seen some recent ideas over at Imperial Guides and other blogs that suggest trying similar list with a command squad instead of a full Sternguard squad. That has a certain appeal to get an Apothecary out there and create a unit that might be more resilient and maybe cheaper!
All for now, I'm hoping to get some more blog posts in on a more regular basis!
Tuesday, February 4, 2014
Ultramarines with More Cowbell
Librarian Tigurius looked at the data slate handed to him by a command servitor. Ultramarines 3rd Company and the 555th Regiment "Triple Nickles" had arrived in the Lagan System on the Eastern Fringe to confront a Tau "expansion" and liberate the system back to the realm of mankind.
The Battle had been very brief. Tigurius had been watching 3rd Company spearhead run towards the primary settlement on Lagan Prime, and his all-seeing visions had identified where the Tau commander would be attempting to blunt the Ultramarine assault. Rather than watching things unfold, Tigurius had determined to join 3rd Company and had arranged a rapid assault of the tau lines.
The battle would play out in Artman's Forest in the middle of the day. As the Ultramarines drew near the Tau force, 3rd Company's 2nd and 3rd Squads advanced in their Rhinos seemingly oblivious to the Tau threat. Their route and flanks, however, were coved by supporting elements of 9th Squad's devastators, 7th Squads Landspeeders, a Stalker AA tank, and Venerable Dreadnought Severus. An Ultramarines Stormtalon, 3rd Company 1st Squad, and Tigurius' bodyguards - 1st Company 4th Squad, were in reserves, ready to deploy deep into the Tau lines.
Tigurius had joined Sergeant Signatus of 9th Squad in a ruined building where the Devastators could cover the advance of the tactical squads. Tigurius had placed a psychic shield over the squad to protect them from enemy observation and enemy fire. Tigurius could sense as well as see that the Tau were taking the bait - Tau Fire Warrior teams left their positions and moved forward to get the Ultramarine units in range.
The Tau as expected, started the firefight. A Broadside and a Tau Tank fired railguns at the advancing Rhinos, but with the woods providing cover, there was no damage to the advancing tanks. A Tau Stealth Suit squad and drones disclosed itself on the Marines front.
The 3rd Company vehicles moved forward cautiously at first and then with a burst of speed, the 2nd Squad's Rhino burst forward through the woods, as the Sternguard's Drop Pod slammed down into the middle of the Tau battle line. 3rd Squad's Rhino, however, suffered a malfunction, the Techmarine working furiously at the controls trying to get the veicle mobile again. The landspeeders moved to the marine right flank to deal with the Stealth Suits. The Sternguard quickly charged out of their drop pod split into two combat squads, eliminating the Broadside fire support unit as planned.
Other fire from 9th squad began to pour into Tau infantry on foot to the fron of 2nd Squad. As the Tau continued to advance, the Railgun fired another round, this time exploding 2nd Company's Rhino.
Simultaneously, the Tau commander and his bodyguards, as if from the Codex, themselves struck deep into the Ultramarines line. Tau reinforcements - kroot mercenaries and buzzing groups of drones appeared to bolster the Tau lines.
In short order, the Tau eliminated the Hunter AA Tank, and half of 2nd Squad was injured causing them to withdraw back into the woods. Half of the Sternguard were also down.
At this time, when the Tau thought their assault was going well, 1st Squad's drop pod arrived adjacent to the beleagured Sternguard. Sergean Ovatius recovered 2nd Squad and they moved swiftly with 3rd Squad and Dreadnought Severus to respond to the Tau Commander's appearance in the Ultramarines line. This coupled with the arrival of a fast moving, straffing Stormtalon, the Tau lines began to waver and then broke completely.
As quickly as it had started it was over. The Ultramarines furious ambush caused the Tau to flee back towards the city to regroup.
Tigurius was troubled however. He felt another presence on this planet he had not encountered in years...He could sense...Necrons...and they were...stirring....
He'd have to get the word out to the Commander of the 555th Regiment swiftly. Although that 555th was very experienced, they'd had no dealings before with the Necron race.
There was time to prepare them...
[This game had me changing up the list to replace a Razorback with a Drop pod and some additional things, I'll have to go back and create a formal list and verify the points. In this game both of us were using around 1750 +/- 50 Points]
The Battle had been very brief. Tigurius had been watching 3rd Company spearhead run towards the primary settlement on Lagan Prime, and his all-seeing visions had identified where the Tau commander would be attempting to blunt the Ultramarine assault. Rather than watching things unfold, Tigurius had determined to join 3rd Company and had arranged a rapid assault of the tau lines.
The battle would play out in Artman's Forest in the middle of the day. As the Ultramarines drew near the Tau force, 3rd Company's 2nd and 3rd Squads advanced in their Rhinos seemingly oblivious to the Tau threat. Their route and flanks, however, were coved by supporting elements of 9th Squad's devastators, 7th Squads Landspeeders, a Stalker AA tank, and Venerable Dreadnought Severus. An Ultramarines Stormtalon, 3rd Company 1st Squad, and Tigurius' bodyguards - 1st Company 4th Squad, were in reserves, ready to deploy deep into the Tau lines.
Tigurius had joined Sergeant Signatus of 9th Squad in a ruined building where the Devastators could cover the advance of the tactical squads. Tigurius had placed a psychic shield over the squad to protect them from enemy observation and enemy fire. Tigurius could sense as well as see that the Tau were taking the bait - Tau Fire Warrior teams left their positions and moved forward to get the Ultramarine units in range.
The Tau as expected, started the firefight. A Broadside and a Tau Tank fired railguns at the advancing Rhinos, but with the woods providing cover, there was no damage to the advancing tanks. A Tau Stealth Suit squad and drones disclosed itself on the Marines front.
The 3rd Company vehicles moved forward cautiously at first and then with a burst of speed, the 2nd Squad's Rhino burst forward through the woods, as the Sternguard's Drop Pod slammed down into the middle of the Tau battle line. 3rd Squad's Rhino, however, suffered a malfunction, the Techmarine working furiously at the controls trying to get the veicle mobile again. The landspeeders moved to the marine right flank to deal with the Stealth Suits. The Sternguard quickly charged out of their drop pod split into two combat squads, eliminating the Broadside fire support unit as planned.
Other fire from 9th squad began to pour into Tau infantry on foot to the fron of 2nd Squad. As the Tau continued to advance, the Railgun fired another round, this time exploding 2nd Company's Rhino.
Simultaneously, the Tau commander and his bodyguards, as if from the Codex, themselves struck deep into the Ultramarines line. Tau reinforcements - kroot mercenaries and buzzing groups of drones appeared to bolster the Tau lines.
In short order, the Tau eliminated the Hunter AA Tank, and half of 2nd Squad was injured causing them to withdraw back into the woods. Half of the Sternguard were also down.
At this time, when the Tau thought their assault was going well, 1st Squad's drop pod arrived adjacent to the beleagured Sternguard. Sergean Ovatius recovered 2nd Squad and they moved swiftly with 3rd Squad and Dreadnought Severus to respond to the Tau Commander's appearance in the Ultramarines line. This coupled with the arrival of a fast moving, straffing Stormtalon, the Tau lines began to waver and then broke completely.
As quickly as it had started it was over. The Ultramarines furious ambush caused the Tau to flee back towards the city to regroup.
Tigurius was troubled however. He felt another presence on this planet he had not encountered in years...He could sense...Necrons...and they were...stirring....
He'd have to get the word out to the Commander of the 555th Regiment swiftly. Although that 555th was very experienced, they'd had no dealings before with the Necron race.
There was time to prepare them...
[This game had me changing up the list to replace a Razorback with a Drop pod and some additional things, I'll have to go back and create a formal list and verify the points. In this game both of us were using around 1750 +/- 50 Points]
Monday, January 27, 2014
Bowling Ball Wrecks the Split
1750 Points, Hammer and Anvil Deployment, Big Guns Never Tire
OPFOR
127th Regiment (Traitor Guard), Company XXX
Company Command Squad - Officer, Officer of the Fleet, 3 Plasma Guns, Chimera
Veteran Squad 127-XXX-1-A - 10 veterans, 3 MGs, Chimera
Veteran Squad 127-XXX-1-B - 10 veterans, Autocannon
Veteran Squad 127-XXX-1-C - 10 Veterans, Autocannon
Veteran squad 127-XXX-1-E - 5 veterans, 3 flamers
Heavy support squad 127-XXX - 6 guardsmen, 3 lascannons
Devil Dog
Lehman Russ Exterminator, Plasma Destructor Cannon, Lascannon, MM Sponsons
Basilisk
Manticore
Vendetta
Aegis Defense Line w/ Quad Gun
Allies - Imperial Fists (E-Book Expansion Version)
Librarian (level 2, w/ Upgrade to 3 force points), Terrify, Dominate
5 Space marines, MG, CMG, Drop Pod
Third Company
Librarian Tigurius (Prescience, 4++ save, Misfortune)
1st Squad - 10 tactical marines, plasma gun, combiplasma, Missile launcher, Rhino
2nd Squad - 10 tactical marines, plasma gun, combiplasma, missile launcher, rhino
3rd Squad - 5 tactical marines, flamer, las-plas razorback
9th Squad - 5 devastators, 5 missile launchers, flakk missiles
Venerable Dreadnaught, heavy flamer, plasma cannon, DCCW
Landspeeder Squad 7 (2 landspeeder typhoons)
Stalker AA Tank
Stormtalon with Skyhammer missiles, TLAC
1st Company Support:
4th Squad - 10 Sternguard, 2 meltaguns, 4 combimeltas, Lclaw, drop pod
TERRAIN ASSESSMENT AND PRE-GAME PREPARATIONS
I was able to select the terrain, and based on some internet comments, selected enough city-themed terrain ro fill a 2x3 area, of which there were several LOS blocking buildings, ruins, and such, to which my opponent added a few craters. While I unpacked my army from their Battlefoam bag, my opponent placed the terrain. He used sort of a regular pattern to the terrain, ultimately the LOS blocking buildings were placed near table corners, and it was more ruins and open space or craters towards the table center.
We rolled for deployment and mission. Hammer and anvil (long ways), and then big guns bever tire...OK....look above...My opponent has artillery that can punch my units anywhere on the board. Just awesome.
We rolled for night fighting and it would be night on the first turn. Good for me!
We rolled to determine deployment zones - I won and selected for him the deployment zone with the slightly weaker cover.
We rolled for objectives (5). I placed one in the center and 2 in my deployment zone (one adjacent to a LOS blocking building, one in a ruin). My opponent did similar - one in a ruin, and one adjacent to a building. He placed his Aegis across the front of his deployment zone.
We then rolled for psychic powers (see above), and his warlord trait (reroll reserves). We then rolled for deployment (he was to deploy first).
My opponent, as all traitors should, deployed in a arch with the open end of the arch at his back edge. The Quad gun was deployed in the apex of the arch facing my lines, and the two heavy artillery pieces were placed to anchor the arch, about 20 inches apart at his board edge. He placed his Devil Dog, Lehman Russ, and Mechanized veteran squad on the upper right of the arch, intending that this would be the flank he advances from, while using the remaining core of his force to hold his two objectives (even his artillery could claim objectives in the big guns scenario). His command squad remained in their Chimera near the apex of the arch, where it could give orders to the surrounding veteran squads. His allies remained in the drop pod for a turn 1 assault, as did the smaller vet squad in the Vendetta. I'm glad it was dark because I could be slaughtered here.
I had the Stormtalon in reserves and the drop pod / sternguard squad to remain off-board for their first turn drop. I deployed the Devastators plus Tigurius in the ruins, which were located more than 48 inches from his artillery. Then I placed the Stalker behind them, at the table edge. The razorback squad was placed in the upper left at a location more than 36 inches from the quad gun, Squad 1 was placed in the lower left, forward in their rhino at a location where I could get a cover save. Squad 2 was placed in their rhino at a location near an objective, but more than a large blast templat distance from the devastators. The Venerable was placed behind the Squad 2 Rhino. All of my squads (including sternguard) of 10 were declared to be combat squadding. In the front, the only things in range (36 inches due to darkness) of my missile launchers or lascannon is the Devil Dog, a Chimera, Command Chimera, and some of the veteran dismounts behind the Aegis defense line.
Overall, it was dark, the dawn before the battle, and I felt pretty OK with the deployment. I would not see a Turn 1 bombardment, and felt I could get away from the turn with little damage.
TURN 1
I SIEZED THE INITIATIVE.
Well, that was unexpected. My opponent is not pleased. I decided not to use any Ultramarine Traits this turn. Tigurius casts up his 4++ save and Prescience on the Devastator Squad. The drop pod is called down and it drops right in the open space of the deployment arch, deviating just 3 inches back towards his table edge. Out jumps the two 5-man combat squads. Like a bowling ball placed perfectly to deal with a nasty split, I go after his two (lynch)pins - the Manticore and basilisk. My other movement is restricted to moving Squads 1 and 2 forward a bit, and the venerable stays behind the Squad 2 Rhino for Cover. The lansdpeeders zoom forward 12 inches, to a location shadowed between them and the quad gun by a small building.
In shooting, the Sternguard Combat Squads explode the Manticore and Explode the Basilisk - the bowling ball works! In addition, the Devil Dog is exploded by the Typhoons. The IG Heavy Support Squad is forced to go-to-ground by other missile fire (losing only a wound). Well, what goes around, comes around.
My opponent has a bowling ball of his own. The yellow painted drop pod screams down through the atmosphere, landing in the triangle formed by my dreadnaught, stalker, and devastator squad. The yellow marines and librarian get out of the pod, at a location with side shots on mt Stalker, but giving the marines cover from my Devastators. The mech vet squad zooms forward in their Chimera towards my lines. His Lehman Russ turns around and heads back towards my Sternguard, and other units look to improve their fire lanes on them as well.
The enemy marines light up my stalker with a glancing hit and a pen (stunning it). The Company commander then gives out orders to his nearby veteran squads to get back in the fight (heavy squad), and fire on my target (both vet squads). The heavy squad lascannons line up on my Squad 2 Rhino and explode it; no marines are injured or pinned. The sternguard then become the object of everything else, and when done, the sternguard are vanquished, but the drop pod remains.
Points: Marines = +/-7; OPFOR = +/-6
TURN 2
I roll and reroll for reserves and the Stormtalon remains off board (probably a good thing actually). I mover forward with Squad 1's rhino to get in position to fire on the advanced Chimera. The venerable moves to line up its plasma cannon on the nearby yellow marines.
In shooting, I get some of the enemy units to go to ground again behind the Aegis line, and the plasma cannon nets me 4 yellow marines. In the center, I shoot at the Chimera and get nothing for the effort. Shooting a the Lehman Russ also gets me nowhere.
My opponent gets his reserves in the form of his Vendetta, which zooms forward the full distance, and the vets deploy accurately by grav-chute. He also begins to move forward with the Lehman Russ.
In shooting, the Russ tries to take down my landspeeders, but misses and jinx saves keep my speeders intact. The yellow librarian and the last of the yellow tac marines moves forward to shoot at Tigurius and the devs, but there is no damage. The advancing Chimera shoots at Squad 2's combat units, causing a few casualties. The Vendetta explodes the Stalker.
Points: Marines = +/-6; Opfor = +/-7
TURN 3
I roll for reserves and the Stormtalon remains off-board. Tigurius casts all three spells, but the misfortune on the yellow marines is dispelled (denied). I decide to use the tactical trait for the turn. On the upper left, Squad 3 moves forward but stays in the transport. Squad 1 moves forward to get side shots on the forward Chimera. The Landspeeders move backward to stay in a building shadow and be able to launch more rockets at the Lehman Russ. The Venerable moves toward the Yellow Librarian.
In shooting, the razorback kills 2 grav chute vets, and they break, run ning towards the Lehman Russ. The Venerable flames the yellow marines, and prepares to assault the surviving yellow Librarian. The Chimera is exploded, causing a few caulaties, but the vets are unpinned and not broken (because it took plama guns to do it, Squad 2 cannot assault). The Dev squad shoots at the Vendetta, gets 4 hits, but S7 flakk Missiles just remove a hull point. Then the Squad 2 ML fires, rolls a 6 to hit, 6 to pen, 6 to explode...flaming wreckage misses the fleeing vet squad beneath. In assault, the yellow libraian is crushed by the Venerable dread.
The OPFOR is on the ropes, and clearly wants to get more damage in. The Lehman Russ moves forward a bit and tries to take out the Devs, and I lose 2 to plasma. Squad 1's Rhino is then exploded, and the two combat squads are in the crater; one half is pinned. The half closest to his vets now comes under fire, and is taken down to a single marine. He moves to assault the single marine (sergeant), and gets the charge in, the marine rallies from being pinned and kills one guardsmen, then sweeps the other survivors.
Points: Marines = +/-6; Opfor = +/-7
TURN 4
The Stormtalon arrives! I'm using the devastator trait. Tigurius casts his spells. Squad 3 moves forward, dismounts to flame the grav-chute squad and fire on the Russ with the Razorback. The Vets are eliminated, but the Russ remained unscratched. The Stiormtalon moves forward to take on the Command Chimera, and survives intercept but is Stunned and down to a single hull point. The Squad 2's halves begin to move across open ground to get on the objective on the center. The heroic sergeant of squad 1 begins running back through cover towards the open objective in my deployment zone. Other shooting causes the heavy weapon squad to break at the Aegis line and they begin running for home.
My opponent knows he can still pull this off if he can take the center objective with his Russ. His Russ moves forward. His Company commander tries to rally the fleeing heavy weapon squad but fails; in shooting, he eliminates 3 marines from Squad 3, who break and run behind their razorback. He also polishes off the plasma-half of Squad 2.
Points: Marines = +/-6; Opfor = +/-7
TURN 5
I'm planning for the game to end this turn. My Squad 1 Sergeant arrives at his objective. Squad 3 rallies and gets back in their razorback, which zooms forward to block the Russ from tank shocking onto the center. The Razorback fails to damage the Russ. The Stormtalon moved forward to shoot at one of the vet squads (at the quad gun), killing the Sergeant, but every other member survives. Other shooting fails to destroy the Russ. The Venerable assaults and destroys the Yellow drop pod.
My opponent keeps to his plan. The heavy squad continues to flee, and is now near the table edge. It fires on the drop pod and fails to destroy it. The Russ moved forward to fire plasma on Squad 2 at the center (shooting over the hood of my Razorback) and I lose 4 marines, but the ML survivor does not break.
Points: Marines: +/-12; Opfor: = +/-7
TURN 6
Squad 3 dismonts and also gets on the center objective. My Stormtalon, landspeeder, and razorback line up for side shots on the Russ and Explode it. My opponent concedes.
Final Score: Marines 9 points for objectives plus 3 points for destroying heavies, and one point for first blood (13 Points); Opfor: 6 points for 2 objectives and one point for the Stalker (7 Points).
END GAME ASSESSMENT
I have not played in a month, and you'd think I was a bumbling professor at time. Here are a few things that stood out in the game as my errors or mistakes:
1. Flakk Missiles are S7AP4, NOT S8AP3. Really difficult to take a Vendetta down with them.
2. A Venerable is NOT a Heavy. It cannot take objectives in Big Guns (or contest them).
3. RAW a Officer in a Chimera CAN issue orders as a Chimera Special Rule (in normal transports you cannot). Somehow in the past I was having to get the Officer outside the vehicle in order to get orders to units outside/his own unit and I cannot recall why.
4. My original intent was for the Stalker as a heavy in this list to take an objective; Somehow I got confused between that and the Venerable in the heat of the game, and actually wasted time in the game running the venerable after the Libby combat back toward the objective rather than forward towards the drop pod.
5. I used my rapid fire weapons on the Chimera which precluded me from assaulting it instead.
6. I dropped the Sternguard into the middle of the enemy deployment zone; the other option was to drop it between the Russ and the Basilisk; since it was DARK, that might have been a good option to consider. At that location, much of the Sternguard might have survived to assault veterans on an objective on Turn 2, or likely finish of the manticore later. That said, getting both Artillery Units on turn 1 was important.
Overall, at the end, my unit losses were 2 Rhinos, 2 Sternguard combat squads, the Stalker, and a Squad 2 Combat Squad. Not bad and acceptable.
Overall, it was an awesome time and the game was going in any direction through turn 4. I hope to see this opponent again sometime and share more experiences with using IG and marine allies!
OPFOR
127th Regiment (Traitor Guard), Company XXX
Company Command Squad - Officer, Officer of the Fleet, 3 Plasma Guns, Chimera
Veteran Squad 127-XXX-1-A - 10 veterans, 3 MGs, Chimera
Veteran Squad 127-XXX-1-B - 10 veterans, Autocannon
Veteran Squad 127-XXX-1-C - 10 Veterans, Autocannon
Veteran squad 127-XXX-1-E - 5 veterans, 3 flamers
Heavy support squad 127-XXX - 6 guardsmen, 3 lascannons
Devil Dog
Lehman Russ Exterminator, Plasma Destructor Cannon, Lascannon, MM Sponsons
Basilisk
Manticore
Vendetta
Aegis Defense Line w/ Quad Gun
Allies - Imperial Fists (E-Book Expansion Version)
Librarian (level 2, w/ Upgrade to 3 force points), Terrify, Dominate
5 Space marines, MG, CMG, Drop Pod
Third Company
Librarian Tigurius (Prescience, 4++ save, Misfortune)
1st Squad - 10 tactical marines, plasma gun, combiplasma, Missile launcher, Rhino
2nd Squad - 10 tactical marines, plasma gun, combiplasma, missile launcher, rhino
3rd Squad - 5 tactical marines, flamer, las-plas razorback
9th Squad - 5 devastators, 5 missile launchers, flakk missiles
Venerable Dreadnaught, heavy flamer, plasma cannon, DCCW
Landspeeder Squad 7 (2 landspeeder typhoons)
Stalker AA Tank
Stormtalon with Skyhammer missiles, TLAC
1st Company Support:
4th Squad - 10 Sternguard, 2 meltaguns, 4 combimeltas, Lclaw, drop pod
TERRAIN ASSESSMENT AND PRE-GAME PREPARATIONS
I was able to select the terrain, and based on some internet comments, selected enough city-themed terrain ro fill a 2x3 area, of which there were several LOS blocking buildings, ruins, and such, to which my opponent added a few craters. While I unpacked my army from their Battlefoam bag, my opponent placed the terrain. He used sort of a regular pattern to the terrain, ultimately the LOS blocking buildings were placed near table corners, and it was more ruins and open space or craters towards the table center.
We rolled for deployment and mission. Hammer and anvil (long ways), and then big guns bever tire...OK....look above...My opponent has artillery that can punch my units anywhere on the board. Just awesome.
We rolled for night fighting and it would be night on the first turn. Good for me!
We rolled to determine deployment zones - I won and selected for him the deployment zone with the slightly weaker cover.
We rolled for objectives (5). I placed one in the center and 2 in my deployment zone (one adjacent to a LOS blocking building, one in a ruin). My opponent did similar - one in a ruin, and one adjacent to a building. He placed his Aegis across the front of his deployment zone.
We then rolled for psychic powers (see above), and his warlord trait (reroll reserves). We then rolled for deployment (he was to deploy first).
My opponent, as all traitors should, deployed in a arch with the open end of the arch at his back edge. The Quad gun was deployed in the apex of the arch facing my lines, and the two heavy artillery pieces were placed to anchor the arch, about 20 inches apart at his board edge. He placed his Devil Dog, Lehman Russ, and Mechanized veteran squad on the upper right of the arch, intending that this would be the flank he advances from, while using the remaining core of his force to hold his two objectives (even his artillery could claim objectives in the big guns scenario). His command squad remained in their Chimera near the apex of the arch, where it could give orders to the surrounding veteran squads. His allies remained in the drop pod for a turn 1 assault, as did the smaller vet squad in the Vendetta. I'm glad it was dark because I could be slaughtered here.
I had the Stormtalon in reserves and the drop pod / sternguard squad to remain off-board for their first turn drop. I deployed the Devastators plus Tigurius in the ruins, which were located more than 48 inches from his artillery. Then I placed the Stalker behind them, at the table edge. The razorback squad was placed in the upper left at a location more than 36 inches from the quad gun, Squad 1 was placed in the lower left, forward in their rhino at a location where I could get a cover save. Squad 2 was placed in their rhino at a location near an objective, but more than a large blast templat distance from the devastators. The Venerable was placed behind the Squad 2 Rhino. All of my squads (including sternguard) of 10 were declared to be combat squadding. In the front, the only things in range (36 inches due to darkness) of my missile launchers or lascannon is the Devil Dog, a Chimera, Command Chimera, and some of the veteran dismounts behind the Aegis defense line.
Overall, it was dark, the dawn before the battle, and I felt pretty OK with the deployment. I would not see a Turn 1 bombardment, and felt I could get away from the turn with little damage.
TURN 1
I SIEZED THE INITIATIVE.
Well, that was unexpected. My opponent is not pleased. I decided not to use any Ultramarine Traits this turn. Tigurius casts up his 4++ save and Prescience on the Devastator Squad. The drop pod is called down and it drops right in the open space of the deployment arch, deviating just 3 inches back towards his table edge. Out jumps the two 5-man combat squads. Like a bowling ball placed perfectly to deal with a nasty split, I go after his two (lynch)pins - the Manticore and basilisk. My other movement is restricted to moving Squads 1 and 2 forward a bit, and the venerable stays behind the Squad 2 Rhino for Cover. The lansdpeeders zoom forward 12 inches, to a location shadowed between them and the quad gun by a small building.
In shooting, the Sternguard Combat Squads explode the Manticore and Explode the Basilisk - the bowling ball works! In addition, the Devil Dog is exploded by the Typhoons. The IG Heavy Support Squad is forced to go-to-ground by other missile fire (losing only a wound). Well, what goes around, comes around.
My opponent has a bowling ball of his own. The yellow painted drop pod screams down through the atmosphere, landing in the triangle formed by my dreadnaught, stalker, and devastator squad. The yellow marines and librarian get out of the pod, at a location with side shots on mt Stalker, but giving the marines cover from my Devastators. The mech vet squad zooms forward in their Chimera towards my lines. His Lehman Russ turns around and heads back towards my Sternguard, and other units look to improve their fire lanes on them as well.
The enemy marines light up my stalker with a glancing hit and a pen (stunning it). The Company commander then gives out orders to his nearby veteran squads to get back in the fight (heavy squad), and fire on my target (both vet squads). The heavy squad lascannons line up on my Squad 2 Rhino and explode it; no marines are injured or pinned. The sternguard then become the object of everything else, and when done, the sternguard are vanquished, but the drop pod remains.
Points: Marines = +/-7; OPFOR = +/-6
TURN 2
I roll and reroll for reserves and the Stormtalon remains off board (probably a good thing actually). I mover forward with Squad 1's rhino to get in position to fire on the advanced Chimera. The venerable moves to line up its plasma cannon on the nearby yellow marines.
In shooting, I get some of the enemy units to go to ground again behind the Aegis line, and the plasma cannon nets me 4 yellow marines. In the center, I shoot at the Chimera and get nothing for the effort. Shooting a the Lehman Russ also gets me nowhere.
My opponent gets his reserves in the form of his Vendetta, which zooms forward the full distance, and the vets deploy accurately by grav-chute. He also begins to move forward with the Lehman Russ.
In shooting, the Russ tries to take down my landspeeders, but misses and jinx saves keep my speeders intact. The yellow librarian and the last of the yellow tac marines moves forward to shoot at Tigurius and the devs, but there is no damage. The advancing Chimera shoots at Squad 2's combat units, causing a few casualties. The Vendetta explodes the Stalker.
Points: Marines = +/-6; Opfor = +/-7
TURN 3
I roll for reserves and the Stormtalon remains off-board. Tigurius casts all three spells, but the misfortune on the yellow marines is dispelled (denied). I decide to use the tactical trait for the turn. On the upper left, Squad 3 moves forward but stays in the transport. Squad 1 moves forward to get side shots on the forward Chimera. The Landspeeders move backward to stay in a building shadow and be able to launch more rockets at the Lehman Russ. The Venerable moves toward the Yellow Librarian.
In shooting, the razorback kills 2 grav chute vets, and they break, run ning towards the Lehman Russ. The Venerable flames the yellow marines, and prepares to assault the surviving yellow Librarian. The Chimera is exploded, causing a few caulaties, but the vets are unpinned and not broken (because it took plama guns to do it, Squad 2 cannot assault). The Dev squad shoots at the Vendetta, gets 4 hits, but S7 flakk Missiles just remove a hull point. Then the Squad 2 ML fires, rolls a 6 to hit, 6 to pen, 6 to explode...flaming wreckage misses the fleeing vet squad beneath. In assault, the yellow libraian is crushed by the Venerable dread.
The OPFOR is on the ropes, and clearly wants to get more damage in. The Lehman Russ moves forward a bit and tries to take out the Devs, and I lose 2 to plasma. Squad 1's Rhino is then exploded, and the two combat squads are in the crater; one half is pinned. The half closest to his vets now comes under fire, and is taken down to a single marine. He moves to assault the single marine (sergeant), and gets the charge in, the marine rallies from being pinned and kills one guardsmen, then sweeps the other survivors.
Points: Marines = +/-6; Opfor = +/-7
TURN 4
The Stormtalon arrives! I'm using the devastator trait. Tigurius casts his spells. Squad 3 moves forward, dismounts to flame the grav-chute squad and fire on the Russ with the Razorback. The Vets are eliminated, but the Russ remained unscratched. The Stiormtalon moves forward to take on the Command Chimera, and survives intercept but is Stunned and down to a single hull point. The Squad 2's halves begin to move across open ground to get on the objective on the center. The heroic sergeant of squad 1 begins running back through cover towards the open objective in my deployment zone. Other shooting causes the heavy weapon squad to break at the Aegis line and they begin running for home.
My opponent knows he can still pull this off if he can take the center objective with his Russ. His Russ moves forward. His Company commander tries to rally the fleeing heavy weapon squad but fails; in shooting, he eliminates 3 marines from Squad 3, who break and run behind their razorback. He also polishes off the plasma-half of Squad 2.
Points: Marines = +/-6; Opfor = +/-7
TURN 5
I'm planning for the game to end this turn. My Squad 1 Sergeant arrives at his objective. Squad 3 rallies and gets back in their razorback, which zooms forward to block the Russ from tank shocking onto the center. The Razorback fails to damage the Russ. The Stormtalon moved forward to shoot at one of the vet squads (at the quad gun), killing the Sergeant, but every other member survives. Other shooting fails to destroy the Russ. The Venerable assaults and destroys the Yellow drop pod.
My opponent keeps to his plan. The heavy squad continues to flee, and is now near the table edge. It fires on the drop pod and fails to destroy it. The Russ moved forward to fire plasma on Squad 2 at the center (shooting over the hood of my Razorback) and I lose 4 marines, but the ML survivor does not break.
Points: Marines: +/-12; Opfor: = +/-7
TURN 6
Squad 3 dismonts and also gets on the center objective. My Stormtalon, landspeeder, and razorback line up for side shots on the Russ and Explode it. My opponent concedes.
Final Score: Marines 9 points for objectives plus 3 points for destroying heavies, and one point for first blood (13 Points); Opfor: 6 points for 2 objectives and one point for the Stalker (7 Points).
END GAME ASSESSMENT
I have not played in a month, and you'd think I was a bumbling professor at time. Here are a few things that stood out in the game as my errors or mistakes:
1. Flakk Missiles are S7AP4, NOT S8AP3. Really difficult to take a Vendetta down with them.
2. A Venerable is NOT a Heavy. It cannot take objectives in Big Guns (or contest them).
3. RAW a Officer in a Chimera CAN issue orders as a Chimera Special Rule (in normal transports you cannot). Somehow in the past I was having to get the Officer outside the vehicle in order to get orders to units outside/his own unit and I cannot recall why.
4. My original intent was for the Stalker as a heavy in this list to take an objective; Somehow I got confused between that and the Venerable in the heat of the game, and actually wasted time in the game running the venerable after the Libby combat back toward the objective rather than forward towards the drop pod.
5. I used my rapid fire weapons on the Chimera which precluded me from assaulting it instead.
6. I dropped the Sternguard into the middle of the enemy deployment zone; the other option was to drop it between the Russ and the Basilisk; since it was DARK, that might have been a good option to consider. At that location, much of the Sternguard might have survived to assault veterans on an objective on Turn 2, or likely finish of the manticore later. That said, getting both Artillery Units on turn 1 was important.
Overall, at the end, my unit losses were 2 Rhinos, 2 Sternguard combat squads, the Stalker, and a Squad 2 Combat Squad. Not bad and acceptable.
Overall, it was an awesome time and the game was going in any direction through turn 4. I hope to see this opponent again sometime and share more experiences with using IG and marine allies!
Friday, January 10, 2014
Thoughts on Gaming in the New World of 40K
Some of you know I've been a fan of several 40K Podcasts.
I've been listening to the 11th Company Podcast.
This latest episode is over 4 hours.
4 Hours.
4.
OK, here are my random thoughts on it.
It is wayyyy too long.
The biggest theme of the episode is...TOs can organize their events they way they want. OK, I get that, and I'm a proponent of it. A TO should schedule an event with enough time so all of the potential players know what the requirements are. And they can tell you what the event will be like. And if you don't like that, I'd encourage you to create your own event.
On the concept that there are "amazing unbreakable lists", I can tell you that with all the games I've played, largely the losses I suffered was due to being outplayed or from making my own mistakes (like bad target priority or poor deployment). Overall, if half of the players show up with the same broken list, they will all have to realize at some point they will be playing themselves as a group after round 1, and at the end, there will be only one winner at the top.
As for casual games, I love doing those on Wednesdays.
On the topic of being a competitve player, anyone who plays a game by-and-large is playing to win. Some players are pretty pragmatic about that idea though. There is a guy at our local store, for example, who is a special needs adult. He'd love to win a game sometime. He really wants to. Every game. But he is also pragmatic about that happening, and with his own style of wisdom understands that he is also there to have a great time playing a game. And he loves each and every game.
As for me, I understand clearly that I handicap myself in every game because I play with what I own, and I do not even try to play the "best recommended units". And I can tell you that in nearly every game, the difference between a win and a loss could boil down to a singlular moment in the game.
As for the current status of the game, here are my thoughts:
1. Escallation - Bummer dude! You are trying to sell me a book with the same units as apocalypse. I see this as a supplement to include or not. So does Jervis.
2. The Forts - Meh! Nice idea to allow players to use their list points to PURCHASE terrain (some of it armed, some of it with game changing features, all of it a mish-mash of effects similar to mysterious terrain). Well dudes, I already like to play with terrain heavy tables placed in a narrative way. I already moved away from Aegis defense lines. Jervis also sees this as a supplement. So do I.
3. The end of White Dwarf as we know it! OMG? I had a store subscription to WD, and I have a collection that goes back pretty far. I'll miss it. I won't be subscribing to its replacement without seeing it first. Sounds expensive for what you'd get. But we won't no the truth of it till Saturday.
4. Tyranids! INCOMING!!!!! I will get the codex when it drops at the store (this weekend?). It sounds pretty awesome and I'll spend alot of time studying these guys! I hate BUGS!
As for me, some of you have noticed I have not been doing much in 40K for the past MONTH! Yep, wife's birthday was a wednesday, Christmas was a Wednesday. New Years was a Wednesday. This Wednesday my Mother-in-law locked herself in my Garage. 4 Wednesdays in a row that have held my attention to other things.
I may have to consider going to Adepticon this year...wonder if/when the tickets will be sold out. If not, then maybe the NOVA just to experience it.
We'll see!
In the mean time, got time for a game? Contact me...
Sunday, December 22, 2013
So...are we headed towards a situation where if you want terrain you have to bring it yourself?
I have not yet had a chance to get in and see the new book expansions.
It has been so busy at my real job...I'm even falling behind on listening to podcasts!
I was listening to the 11th Company Podcast episode 187 today and the segment on Tactical Terrain had me wondering...
Are we heading for 40K games where the table is devoid of everything but simple hills or area terrain, because you will be expected to bring your own as part of the points cost? Lets face it, the new book has you spending points for barricades (4+ cover), barbed wire, tank traps (4+cover, impassable to vehicles), minefields, etc., in additional to bastions, bunkers/emplacements, etc...
What is next? Changing buildings into ruins during the game?
In our regular games we just use tactical terrain as part of the story board...will that now change?
This post will be pretty short...look for another one here shortly! I'm thinking about dragging out my Epic stuff and play a game of 40K escalation with Spacewolves and a Titan Legion cleansing some Orks from an Imperial city. It might take a bit of time...maybe I'll dig stuff out after the Patriots Game...I won't worry about points. I'm more interested in modifying the 40K rules for use with Epic scale figs...
It has been so busy at my real job...I'm even falling behind on listening to podcasts!
I was listening to the 11th Company Podcast episode 187 today and the segment on Tactical Terrain had me wondering...
Are we heading for 40K games where the table is devoid of everything but simple hills or area terrain, because you will be expected to bring your own as part of the points cost? Lets face it, the new book has you spending points for barricades (4+ cover), barbed wire, tank traps (4+cover, impassable to vehicles), minefields, etc., in additional to bastions, bunkers/emplacements, etc...
What is next? Changing buildings into ruins during the game?
In our regular games we just use tactical terrain as part of the story board...will that now change?
This post will be pretty short...look for another one here shortly! I'm thinking about dragging out my Epic stuff and play a game of 40K escalation with Spacewolves and a Titan Legion cleansing some Orks from an Imperial city. It might take a bit of time...maybe I'll dig stuff out after the Patriots Game...I won't worry about points. I'm more interested in modifying the 40K rules for use with Epic scale figs...
Tuesday, December 10, 2013
Stay Calm and Battle On
Seasons Greetings!
How is everyone doing out there?
I said, How is everybody doing out there?
So, it is an interesting week in 40K.
Only one disappointment - the Tyranids Codex did not come out before Christmas.
Two interesting things happened - Escalation and Stronghold Assault have arrived.
As a blog all about Ultramarines, I am disappointed as Tyranids are the Ultramarines nemesis. Hopefully they will be out soon, so I can enjoy the huge challenge that Tyranids bring to the game.
As for Escalation and Stronghold Assault, I'll be looking at a book purchase hopefully tomorrow. A little Christmas gift to myself. Overall though, as a Space Marine Player, there seem to be very little in those books directly applicable to Third Company. After all:
1. Space Marines attack things. We are not supposed to be holding ground with forts. Especially Third Company!
2. The Ultramarines in 40K don't get meaningful super heavy vehicles. I won't be running out anytime soon to pick up a Thunderhawk. Third Company uses ground assault, drop pod assault, or a combination of the two. One thing I have not heard about yet are the "formations" apparently in the book - maybe there is something there for Third Company (like multiple tank hunting devastator squads, but I speculate). The Apox book includes a triple-lascannon Predator formation of 3 Preds which can effectively become D-type weapons everyone is dreading...That might get me off to find more Predators...
So what does it mean for Third Company? It means list tailoring will be needed to create a force capable of eliminating the rare Superheavy they might run into on the battle field. It means understanding some of the new fortifications, and figuring out tactics and a list for the rare times I'll run into them as well.
So, as an example, a Baneblade (per the Apocalypse expansion) has Armour 14/13/12, and 9 hull points. It is a 525 point unit (the cost of two upgraded Landraiders). I currently run a single Sternguard Suicide Pod with 2 meltaguns and 4 combimeltas. It is possible (adding the Tactical doctrine on the turn the pod drops), for my pod squad to take down that Superheavy, hitting it reasonably 5 out of 6 melta shots, and if side- or rear armor is the target, getting +/- 4 rolls on the damage table (adding +2 to the rolls for melta). Of these maybe 2 can be explodes, which cause another D3 HPs in damage each. So, 4 HPs + D3 + D3.
Just adding combi-meltas to everyone bumps the squad price higher, but it remains less than the cost of a Superheavy.
Once that last HP is removed, the Superheavy explodes, potentially in a catastrophic / apocalyptic way.
Interestingly, Revenant (Eldar) Titans would be a different problem, due to their Holofields. BUT, that bad-boy is 900 points. Makes me wonder if Holofields are a type of cover save, and if you can strip that away with Perfect Timing.
Necron Vaults are about the same point cost as a Sternguard Sui-pod squad, 6 HPs, and armor 12.
Overall, the details will be in the Supplement, but what I want you to get from this post is...
Don't worry.
Game on.
If you have/own/collect these Superheavy items, I'd play you, but be aware I'd need a list that takes your force into account, after all, Third Company can reasonably detect your large tank/beastie/skimmer/flyer before we deploy and then arm accordingly.
This takes me back to a game a few years back vs. a guy nicknamed Big Nate. He wanted to play an early version of Apocalypse, and had a Baneblade and other Imperial Guard units, while I had a simple Space Marine list, mostly tactical and devastator squads. I was not prepared for anything about that game (did not even have the rules), so I was fairly beat. It was one of those moments where I realized 2000 points has no reasonable chance of beating someone else's 2000 points. The game was very fun however, with Ultramarines running and scattering through a cityscape hunted by a lumbering huge tank. I did remove some of its structure points (the precursor to the HP system), but at the end his units had accomplished their missions while my survivors were scattered and still trying to take down his tank.
NOW....I also have the 555th "Triple Nickles" Regiment of Imperial Guard. Hmmm....maybe they need to acquire a Superheavy....certainly not fortifications. These guys are to accompany Third Company to distant battle zones and keep mobile....a great big tank might be just the thing for a mobile HQ....
First the book...then the models....
How is everyone doing out there?
I said, How is everybody doing out there?
So, it is an interesting week in 40K.
Only one disappointment - the Tyranids Codex did not come out before Christmas.
Two interesting things happened - Escalation and Stronghold Assault have arrived.
As a blog all about Ultramarines, I am disappointed as Tyranids are the Ultramarines nemesis. Hopefully they will be out soon, so I can enjoy the huge challenge that Tyranids bring to the game.
As for Escalation and Stronghold Assault, I'll be looking at a book purchase hopefully tomorrow. A little Christmas gift to myself. Overall though, as a Space Marine Player, there seem to be very little in those books directly applicable to Third Company. After all:
1. Space Marines attack things. We are not supposed to be holding ground with forts. Especially Third Company!
2. The Ultramarines in 40K don't get meaningful super heavy vehicles. I won't be running out anytime soon to pick up a Thunderhawk. Third Company uses ground assault, drop pod assault, or a combination of the two. One thing I have not heard about yet are the "formations" apparently in the book - maybe there is something there for Third Company (like multiple tank hunting devastator squads, but I speculate). The Apox book includes a triple-lascannon Predator formation of 3 Preds which can effectively become D-type weapons everyone is dreading...That might get me off to find more Predators...
So what does it mean for Third Company? It means list tailoring will be needed to create a force capable of eliminating the rare Superheavy they might run into on the battle field. It means understanding some of the new fortifications, and figuring out tactics and a list for the rare times I'll run into them as well.
So, as an example, a Baneblade (per the Apocalypse expansion) has Armour 14/13/12, and 9 hull points. It is a 525 point unit (the cost of two upgraded Landraiders). I currently run a single Sternguard Suicide Pod with 2 meltaguns and 4 combimeltas. It is possible (adding the Tactical doctrine on the turn the pod drops), for my pod squad to take down that Superheavy, hitting it reasonably 5 out of 6 melta shots, and if side- or rear armor is the target, getting +/- 4 rolls on the damage table (adding +2 to the rolls for melta). Of these maybe 2 can be explodes, which cause another D3 HPs in damage each. So, 4 HPs + D3 + D3.
Just adding combi-meltas to everyone bumps the squad price higher, but it remains less than the cost of a Superheavy.
Once that last HP is removed, the Superheavy explodes, potentially in a catastrophic / apocalyptic way.
Interestingly, Revenant (Eldar) Titans would be a different problem, due to their Holofields. BUT, that bad-boy is 900 points. Makes me wonder if Holofields are a type of cover save, and if you can strip that away with Perfect Timing.
Necron Vaults are about the same point cost as a Sternguard Sui-pod squad, 6 HPs, and armor 12.
Overall, the details will be in the Supplement, but what I want you to get from this post is...
Don't worry.
Game on.
If you have/own/collect these Superheavy items, I'd play you, but be aware I'd need a list that takes your force into account, after all, Third Company can reasonably detect your large tank/beastie/skimmer/flyer before we deploy and then arm accordingly.
This takes me back to a game a few years back vs. a guy nicknamed Big Nate. He wanted to play an early version of Apocalypse, and had a Baneblade and other Imperial Guard units, while I had a simple Space Marine list, mostly tactical and devastator squads. I was not prepared for anything about that game (did not even have the rules), so I was fairly beat. It was one of those moments where I realized 2000 points has no reasonable chance of beating someone else's 2000 points. The game was very fun however, with Ultramarines running and scattering through a cityscape hunted by a lumbering huge tank. I did remove some of its structure points (the precursor to the HP system), but at the end his units had accomplished their missions while my survivors were scattered and still trying to take down his tank.
NOW....I also have the 555th "Triple Nickles" Regiment of Imperial Guard. Hmmm....maybe they need to acquire a Superheavy....certainly not fortifications. These guys are to accompany Third Company to distant battle zones and keep mobile....a great big tank might be just the thing for a mobile HQ....
First the book...then the models....
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