Wednesday, September 9, 2009

Deathwing List Action

Hey, might as well follow up the Deathwing Progress Report with some list thoughts.

Here's Draft One of the sort of Siege-Wing version.

Belail w/ Lightning Claws (130)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Deathwing Terminator Squad (310)
-Apothecary
-Deathwing Standard
-Assault Cannon
-Chainfist (x2)

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Vindicator w/ Dozer Blade (130)

Vindicator w/ Dozer Blade (130)

Vindicator w/ Dozer Blade (130)

Total: 1850

There is some slack to be found in the list. I could free up some points by dropping the standard and apothecary, but the apothecary tends to be pretty useful and the standard...is points-filler, admittedly. +1 attack for the squad is nice, but that makes some assumptions about assault. The second chainfist in that squad is additionally filler.

Still, pulling out the Apothecary and Standard free me up 55; pull out the redundant chainfist for 60 total. If I pulled the Dozer Blades, 75 spare.

The Assault Cannons stay because it lets the termies actually menace lighter armor and such. It's not ideal, but they have a decent volume of fire and strength. They're kind of like a Predator that can punch back, but is deathly allergic to plasma. Luckily, not a lot of folks actually RUN plasma any more. Too middle-of-the-road; it's like a 24" single-shot autocannon or 12" autocannon that disables your ability to assault (at least in terms of anti-armor). This is, of course, imperial plasma we're dealing with. Tau? Man, I think the best crisis suits run plasma for occasions JUST like this.

I am converting up a single Cyclone Missile Launcher fellow, just in case I find need for him. He frees me up 10 points and designates a baby-sitter squad, effectively.

Really, honestly, if I want to get more units into the army it's going down to three terminator squads.

With the resulting 250 points, I'd be able to slap a pair of MM/HF speeders in, and the remaining 100 would probably be funneled into a dreadnought. Lose the redundant chainfist and the standard, and maybe get another long-range dreadnought.

Hmm. What's that look like?

Draft 2 of Siege-Wing?

Belail w/ Lightning Claws (130)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Deathwing Terminator Squad (275)
-Apothecary
-Assault Cannon

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Landspeeder w/ MM, HF (75)

Landspeeder w/ MM, HF (75)

Vindicator w/ Dozer Blade (130)

Vindicator w/ Dozer Blade (130)

Vindicator w/ Dozer Blade (130)

Total: 1850

Feels a bit puny on the troops side, but I think the guns got a lot better. Honestly, at this point I'd be tempted to cut another Deathwing squad, though, and re-invest the 250 there into some more troops...I would love to get a couple of razorback-mounted tactical squads, but the points just aren't there. I'm beginning to recall all the joys with points issues and such.

Plus, I've got freakin' 20+ terminators on the conversion bench. I intend to USE them some, one way or the other. Have an exercise in making a purty army, all that.

As ever, I'm looking for feedback.

Gut says that 15 termies + Belial is cutting it close, but the army feels more like a real army. Gut also says I'm not sure I want to buy more landspeeders again. Then again, if I can actually convert them and like them? What the hell.

Tuesday, September 8, 2009

Deathwing Update 2, Marathon


The Deathwing cometh (along). I finally got some of the Green Stuff in. I'm talking the 'bulk-rate' green stuff, where it's like $12.99 for an inch wide, four inch tall cylinder. That's why these bases are texture with the stuff.

I'm also using the Deathwing project as an excuse to use some good ol' Pig Iron heads. I'm sorry, they do sweet work. Those are the visor-down heavy armor helmets. Sweet, yes? Yes.

The next step will be doing some green stuff. The guys have cardboard superglued to their crotches as a guide for tabards. I suspect that one way or the other, I'll have learned a lot about Green Stuff by the time this is over.

Admittedly, I've been working a bit slower. I...kind of found Marathon (that will run on my PC. Huzzah). Yeah, it's the old-school mid-90's Bungie shooter. This came out the same time as Doom, and...honestly? Kicks the crap out of doom. There is an actual plot other than "DEMONS BAD! SHOTGUN GOOD!" Admittedly, I enjoy Doom and Doom 2 for mindless fun, but Marathon's got a bit more challenge to it.

I'm not sure how to relate it to 40k, other than you're basically playing a Space Marine (minus power armor, plus ancient tech, minus the bolter). However, the W'rkncacnter sound a whole lot like the C'tan, 'cept the C'tan EAT stars and the W'rkncacnter are imprisoned in them. Plus, the eldar god/gods that are the W'rkcacnter kind of CREATE chaos and/or destruction.

However, the Pfhor are a bit more melee-oriented. I'm not sure how they'd be best represented, though the Melee Guard with Commissars could work out. Red pfhor for the basic guard, purple for the sarges, and the Enforcer for the Commissar? (since said Pfhor carry whompin' sticks, and the Enforcer kind of keeps his buddies in line with a gun sometimes).

Productivity will likely pick back up, but 'til then the aliens need a little cyborg-assisted death. Flamethrowers in a space ship = first (and last) contact. I suppose I could equate the game with Space Hulk, and I am a squad of Terminators in a can.

Monday, September 7, 2009

Eldar Mech Test Bed, Hybrid v Something-or-Other

Not long ago, I finally got around to painting that squad of Howling Banshees I'd acquired a while ago. So, it's about time to slap a list together for them, I think. It's patterned more or less off the latest Mech V3 list. I'm also working on re-doing my Fire Dragons; I didn't clear cout 'em enough, and used it as an excuse to cobble together flame-toting Exarchs. I mean, I got a dozen of the things, might as well get 'em together.

Eldar Mech Test Bed
HQ
Farseer
-Jetbike
-Guide, Fortune, Spirit Stones
155

Farseer
-Spirit Stunes, Runes of Warding
-Guide, Fortune
140

Elites
5 Fire Dragons (92)
-Exarch w/ Heavy Flamer
Wave Serpent (145)
-Bright Lance, Shuriken Cannon

5 Fire Dragons (92)
-Exarch w/ Heavy Flamer
Wave Serpent (145)
-Bright Lance, Shuriken Cannon

7 Howling Banshees (139)
-Exarch w/ War Shout, Executioner
Wave Serpent (145)
-Bright Lance, Shuriken Cannon

Troops
5 Dire Avengers (60)

5 Dire Avengers (60)

6 Guardian Jetbikes (202)
-2 Shuriken Cannons, Warlock w/ Embolden

Heavy Support
Falcon (175)
-Holo-Field, Scatter Laser, Shuriken Cannon

Falcon (175)
-Holo-Field, Scatter Laser, Shuriken Cannon

Fire Prism (125)
-Shuriken Cannon

Total: 1850

The 'test' part refers to heavy flamers in the fire dragons, and the inclusion of Howling Banshees. The Dragon exarchs give the squad some duality; they can always burn troops down if there isn't a lot of armor on the field.

The Banshees? War Shout is a 5pt filler. They're my cutty-cutty squad.

This is also, in part, a draft. I should probably get some Doom in there. The Double-Seer was meant to fortune up a couple transports and ram them down the other guy's throat. I also had to cut down the Guardian Jetbikes to 6 from 9 to make the points.

I'm looking for some tweaks/advice. Offhand, I can think of...

1) Add Doom.
Which one do I lose? Probably give it to the Jet-Seer, though I'll miss his Guide. I suppose I could consolidate them into Eldrad, but...

2) More Troops?
Not sure where to get the points. I could drop the Prism, but that cuts down on the mech amount.

3) Something else I missed?

Saturday, September 5, 2009

Training, For the Greater Good

Short summary, today. I went up against an IG player who's relatively new, and who I'm trying to do a bit of tutoring.

Naturally, I rolled with the Hybrid Tau. His list was something like:

IG 1850
Company Command Squad w/ Standard, Vox, Medic
2x 5-man Stormtrooper Squads w/ 2x Melta, Deep Strike mission
Platoon w/ 5 infantry squads; done in two large 20 or 30-man squads (latter w/ Commissar) and voxes, Mortar Squad, Missile Launcher Squad
'toon command w/ grenade launchers, vox
Vets w/ Camo Cloaks, lascannon, 3x sniper rifles
2x (separate) Hellhounds w/ Hull Heavy Bolters
3x Sentinel scouts w/ autocannons
2x (Separate) Russes w/ Lascannon, Heavy Bolter Sponsons
Basilisk

Scenario
Kill Points, Pitched Battle

He ended up with first turn, so, I...hid. Crisis Suits out of LOS/in cover, Hammerheads as hidden as they'll get, and so on. Fire Warriors? They sat in reserve. Kroot-screens in place, naturally. My Commander sat with the Broadsides, to buff their leadership.

First turn casualties? Hammerhead, and the Devilfish. Ow. I did NOT like losing that, and the Hellhound had come up to threaten my Kroot/Pathfinders. He did, though, err and spread out, but we discussed it and I doubt he'll do it again. (I actually just finished firing off a large post-battle report. This is, honestly, a bit of how I teach. Some suggestions in-game, then I mull over the game and think about what could've gone differently. I also try to exchange basic after-action reports after every game, as I think they're simply invaluable).

I retaliate; a few Rail Guns of fail later, I've...KO'ed the Basilisk. Knocked out a missile team, forced a morale check, and...not much. I'm feeling on the ropes. Comically, my Fire Warriors want to join in on turn 2. Yeah. Why don't you guys go hide. Piranhas advance, pop a Hellhound on the far flank. Suits glance the other Hellhound, convince it to fall back, and his sentinels start working over my pathfinders.

Turn 2 feels crappy still; one Piranha goes KABOOM and some more pathfinders die.

Eventually, my dice get warmer, and I go on a killing spree. His...don't. He advances infantry up to menace me, and they absorb LOTs of fire. My Railguns finally start functioning. Shooting ensues, things turn around. His Deep-striking meltaguns (which were, in fairness, a bit of 'what I had on hand') don't have an impact, but my Commander beats the piss out of one last Kasrkin in assault. It gives him a warm and fuzzy feeling.

At the end of the game, turn 5, the casualties look like:

IG
1 Russ
Full Sentinel Squad
20-man infantry squad (Rail Gun submunitions + markerlights = chunky s'ghetti sauce)
30-man squad is falling back below half strength
2 Hellhounds
Heavy Weapon Team (Missiles)
Basilisk
2 Storm Trooper squads

Tau
Commander
Hammerhead
Devilfish

My Piranhas had lost one, but the Gun Drones ran off to avoid gruesome retaliation. I'd lost a crisis suit or two, but no full squads.

Crowning Moment of Awesome
My Commander (after having detached to make SURE those first melta-vets died) sidles up into rapid-fire range of the advancing sentinels, levels his weapons...and promptly KILLS all three sentinels in a volley of plasma and missile fire. (Ok, then the lascannon punks him in cover, but it was AWESOME).

Guard Moment of Awesome is the Basilisk just calling the shot and EXPLODING the Devilfish, turn one. And, of course, the shot that nuked the Hammerhead. That was a pretty demoralizing first round, flubbing cover saves on EXPENSIVE VEHICLES that proceeded to go ker-poof.

Secondary Guard moment of Awesome: his other Leman Russ absorbed about 3-4 Railguns AND a fusion gun shot, never getting more than Stunned.

Crowning Moment of Fail
Goes to the Piranha and the dead Russ. Piranha gets a point-blank flank shot on the russ. Misses. Russ rotates, brings every last weapon to bear on the Piranha. Misses. Piranha skims over Russ, tries again in rear. Detonates Russ.

My Failguns (er, Railguns) in the first turn. Please, it's a Basilisk, you need to hit and roll a 2+. SO IT ROLLED A '1' to penetrate. Thank you, FailureHead.

Guard Vet Lascannon. Only ONCE did it actually hit, but then it poofed the Commander as retaliation for nuking three sentinels in a go. (Totally worth it, though).

Some Tau Lessons
Hide better against guard on turn one.

Crisis Suits are perfectly fine hiding in buildings and risking difficult terrain checks to get in/out of LOS. It beats waiting for Battle Cannons to fall on your head. Walk out, shoot, jump back.

Commander's probably best-fielded in the Broadsides early on against shooty opponents for that Ld9.

Target Priority is Your Friend: follow through on it.

Crisis Suits are also abject terrors against lighter-weight armor. The Commander's murder-spree against the Sentinels was proof enough for that. I was just kind of stunned when he did that, and so was my opponent.

It's Not Over In Turn One
Though damn if I didn't feel like I'd been shoved against the ropes right off the bat. Ah, well. That's why we bring multiple railgun platforms.

Friday, September 4, 2009

Greater Good =/= Greater Forgiveness


Ok, the game was not that epic fail, but a couple errors in target priority followed by an epic middle finger from the dice led to...bad things for the Tau.

In general, I think that the Imperial Guard are likely to be a nasty matchup for me. The opponent was my long-time friendly nemesis Jon.

His list looked like:
Company Command Squad in Chimera
Psyker Battle Squad in Chimera
2-3 Melta-vet squads in Chimera
Camper Vets w/ Lascannon, camo cloaks, grenade launchers
Vets w/ 2x melta, heavy flamer
Platoon (Chimera Command squad w/ flamers, 2x autocannon infantry teams, mortar team)
Vendetta
Devildog w/ heavy flamer
2x Regular Russes
Russ Exterminator (the ignores-cover one)

Naturally, every vehicle that COULD have a hull heavy flamer, had one.

I ended up going first in Dawn of War with 5 objectives. Ultimately, I lost, but some highlights included:

1) Commander being used experimentally to push back his deployment, and surviving just about everything that he drew fire from in one turn, taking only one wound. (About 5 multi-laser shots, a battle cannon, a few autocannon shots...in fairness, he was pushing them back from deploying on an objective)

2) He hides his Nova Cannon Russ. I hit it with 5 markerlights; killing its cover save and handing a Hammerhead a BS5 shot. It promptly misses.

3) My Broadsides lose a shield drone off one wound in the shot. They flub the morale check, and run off the board.

4) One Kroot squad sitting on an objective goes to ground, fails 5/8 saves inflicted on it. Promptly runs off the board.

5) Other Kroot Squad flubs just enough saves to cause a check at Ld2. (THank you, psyker squads.) They, too, run off the board.

6) Know what happens when you accidentally give a battle cannon a shot at Crisis Suits? Hint: Not Pretty

Lessons Learned
Psyker Battle Squads
If you have footslogging units that aren't fearless, KILL those things. Fast. I passed up a shot, but that's because I had vets bearing down on me that needed dying and...my Broadsides had just run off.

Morale Blows
I see now the value of guys that are fearless, vehicles, and Stupid Morale Tricks like space marines.

Watch that LOS
Very costly with battle cannons on the loose. I think until they get vaped, I'm eating dangerous terrain tests or something like that with battlesuits.

Target Priority
Use those railguns before you lose 'em. Granted, outflanking Vendettas hurt Hammerheads, especially when his dice are hot and yours are not. Overall, this is what hurt me. I did not stop the psykers fast enough. If I'd stopped them, I'd probably been able to preserve enough troops to hold my objectives, and maybe force a draw/narrow win as opposed to, y'know, getting smashed.

In the Grim Darkness of the Far Future, There Is Precious Little Forgiveness
...this game just kinda drove it home. I'm pretty sure that I can make these guys nasty, but I think Guard's always gonna be a problem with their ranged power.

Kroot Shields, FTW
No, I'm not naming the blog that. (Looking at you, Elessar...) But, I did successfully deny him an easy melta-outflank with kroot placement on one flank. Given guard's rapid deployment of reserves, it only needs to hold for a little bit.

Rail Guns Are Cool
Say it with me. Just say it with me. BBs at mach 5 are just win. As long as you keep them alive and they don't fail a freaking morale check and run off the board.