Showing posts with label 40k. Show all posts
Showing posts with label 40k. Show all posts

Thursday, August 4, 2016

Lahkers Break 13-Game Losing Streak

Orikan the Diviner bends the Chapter Smasher over his knee and claims my second Warlord kill of the battle.
After a string of dreary defeats, I slapped together a list consisting of a Lychstar with Imotekh, Orikan, and a lonely Lord with nothing but the Veil of Darkness, two 20-man blobs of Flayed Ones, two troops squads, the Legolith, and a Destroyer Cult, and battled it out with Nathaniel and Ike.  They brought a Raven Guard Talons Strike Force (Nathaniel) and an Iron Hands Fist of Medusa Strike Force (Ike), the nasty points of which were Ike's Chapter Master with the Teeth of Terra and Gorgon's Chain on a bike, and Nathaniel's Captain with Swiftstrike and Murder, two relic Lightning Claws (I think).
He also had the Raven skull of Korrivad and the Ravens Fury relics equipped. -Ike
Ike's Sergeant holding an objective in his deployment zone.
Long story short, I finally played the Necrons like they should be played.  Destroyers and shooting units back against my board edge (Dawn of War deployment), Flayed Ones forward in a hasty and what I thought would be an ill-advised blocking action, and the Legolith hanging out in the center.  The Raven Guard and Iron Hands came at me fast and hard, and the Flayed Ones did die, but not before they cushioned the impacts, took the hits, and killed a few Vanguard Veterans.
Even a Venerable Dreadnought can't stop Orikan!
Both Nathaniel and Ike's Warlords ended up in my left flank, only about 6 inches from each other.  I ported the Lychstar through the Monolith and cut their retreat off.  They murdered my nearby Destroyer Lord, but stayed in the area, and this meant  that when my turn 2 rolled around (I went second) I brought my Heavy Destroyers in from reserve and one-volleyed Nathaniel's warlord.  Then Orikan got the stars just right, transformed into his super-powerful form, and beat Ike's Chapter Smasher to a pulp.
Cleaning up the enemy stragglers.
The rest of the game was hopping around with Destroyers and gradually picking the enemy squads off their objectives.  I won, 9-8 VP.  Orikan's turn 2 power-up, the sacrifice of the Flayed Ones, the Legolith redeploying my forces with its Eternity Gate, and the mobility of the Destroyers won me that game.  Ike admitted he got cocky with his Chapter Smasher.  I was surprised I'd won, but happy.  It was a good battle.
The Legolith lurches onto the center objective, and I claim victory.

Monday, March 28, 2016

Battle Report #22A: 750pt Double-Header Part 1, Lahkers vs Raven Guard


Hey, I'm back!  After a woefully extended period of 40k-lessness, I got a pair of games in with Nathaniel and Ike, with 750 point lists, at a convenient cafĂ©.

First game was the Lahkers versus Nathaniel's Raven Guard, and specifically his newly assembled Shadow Force Solaq.  The Lahkers had Acting Overlord Nihkyanh, present to expand his skills and knowledge of the dynasty's myriad foes, the royal Lychguard escorting him, and numbers on their side.  The Shadow Force consisted of Captain Solaq, the special Vanguard and Sternguard squads, Land Speeder Darkwind, and a single extra squad of Assault Marines with Eviscerators.

My list:

Nathaniel's list:
Deployment

We chose Kill Points as the victory condition, and rolled Hammer & Anvil for deployment.  Nathaniel won the roll-off, and chose to let me go first.


I set up the gunline with the tough Lychguard and Immortals on the right, the slightly-less-durable Warriors and Ref-tek in the woods, and the Spyders and Scarabs on the right.  I held the Tomb Blades in reserve.  Nathaniel deployed only the Vanguard Vets and the Assault squad, with Solaq, the Sternguard Vets, and the Land Speeder in reserve.
Nathaniel then stole the initiative, and got Night Fighting as well.  Stupid sneaky bird Marines.

GAME TURN 1


Nathaniel moved up with his squads, that was it.  Being Raven Guard, they had Shrouded until the start of their Turn 2.  This didn't worry me, however, I had the Solar Pulse on Nihkyanh.
I expected to wrap the Raven Guard up like a box with a flea in it, and then stomp on it.  Easy, right?  The gunline advanced, the Scarabs were spawned, the Solar Pulse was fired off, and I picked off most of the Assault squad at range.  Other than that, it was a quiet first turn.

GAME TURN 2


Nathaniel got both reserves in, and after conferring with Ike (who was spectating) had both Outflank.  He rolled the "you choose" option, and chose to arrive on my left flank, right behind the squishy Scarabs.  His mauled Assault squad and Vanguard Vets moved within assault range of my troops.  Then Nathaniel toasted the Scarabs with the Sternguard's heavy flamer and Solaq's pistol for First Blood.  The Land Speeder tried and failed to wound a Spyder.  The Vanguard Vets charged, won, and wiped out my Immortals.
My hopes for the Tomb Blades arriving were in vain.  I struck back at the Raven Guard with much anger but little effectiveness.  My whole Warrior squad only killed a single Assault Marine.  The Lychguard chased and got into combat with the Vanguard Vets, and slew all but the Sergeant, who was caught up in a challenge with Nihkyanh. 

GAME TURN 3


Though outnumbered, Nathaniel's Marines fought all the more ferociously.  The Land Speeder and lone Assault Marine killed a couple Warriors, and in the assault phase the Sternguard Vets punched one Spyder to death.  The lone Assault Marine was cut down by Warrior overwatch before he could get to grips with them.  Nihkyanh decked the Vanguard Sarge, won the challenge, and he and the Lychguard about-faced and headed for the distant Sternguard.
In my turn, the Warriors failed to glance the Land Speeder, thanks to its special Bird Marine re-rollable Jink, I forgot to roll for Tomb Blades to arrive, and the remaining Spyder failed to wound the Sternguard.

GAME TURN 4


Nathaniel scooted his Land Speeder towards my right flank, peppered the Warriors a bit, and otherwise focused on punching things with the remaining Sternguard and Solaq.  Despite having only a few models on the table, he was ahead by way of having First Blood and more kill points than I did, with Line Breaker if he could survive the game.
I finally got my Tomb Blades on the table, and they promptly failed to ding the Land Speeder.  I sent the Warriors out of cover and towards the Spyder-Sternguard combat, desperate to kill the Marines.  They failed their charge roll, which *spoiler!* was probably the final turning point.

GAME TURN 5


Nathaniel had nothing to do but hope Solaq and his last Vet stayed alive, and stay alive they did.  His Land Speeder zipped around and killed a few more warriors.
My turn was only a little bit longer.  The Tomb Blades futiley chased the Land Speeder, Nihkyanh and the Lychguard hoofed it as fast as they could towards the combat, and in the end only the Warriors managed to get into combat.  They did kill the last Vet, but Solaq survived.

The game ended bottom of Turn 5, with a Raven Guard victory, Nathaniel's 5 VP (First Blood, Line Breaker, and 3 enemy units killed) to my 2 VP (both Veteran units killed).  Captain Solaq rode off triumphant on the Land Speeder, leaving Nihkyanh feeling foolish, angry, and impotent.


It was a fun game, though, a nice little match that didn't take too long and that we could enjoy over coffee.  Coming up next, Nathaniel's Raven Guard take on Ike's Iron Hands.

Monday, February 29, 2016

Meet the Dynasty #6: Lord Nihkyanh


Many millennia of sleep have had little effect on Second Sub-Regent Nihkyanh's mind and skills.  One only need look to his success in his very first battle for that.  Nihkyanh ranks just below Lord Nahz, he is a "steward's steward", so to speak.  He has had relatively little combat experience so far; he will go along with the other overlords like Kobeh or Rynkelyh and watch and learn from them.

I got Nihkyanh in the middle of 2015, if I remember correctly, and fixed and painted him up like the Lakers home uniform.  (By sheer coincidence I'd painted Nahz in colors similar to the Lakers' away uniform, it was the obvious choice to continue the theme.)

Nihkyanh's first game, where he was fielded with Lord Byrahn-Zoht.
Nihkyanh trying to fight his way out from under a pile of Egyptian Wraiths.

Monday, February 22, 2016

Late 2015 Battle Image Collection

Pics from the last battles of 2015, when the new rules for Tau and Raven Guard were rolling out.  These were games with Ike and Nathaniel.  I won some, I lost some, I had a good time.

Rynkelyh rockin' out on his Command Barge, moments before the Solitaire killed him with a HoW hit, of all things.
Nathaniel's almost-successful Dark Eldar "leadership bomb" arrives via Webway portal.
Nathaniel's Scourges see the battlefield for the first time.
The leadership bomb, while deadly, really should have picked a foe that didn't have army-wide Ld10. 
Nathaniel's Tau, making maximum use of their new rules. 
Two gunlines go at it.
Ike fights my Destroyer Decurion, with the assistance of the special Whirlwind squadron.


Ike's Dreadnought, seeing the battle is lost, cuts losses and makes off with a valuable objective.
Nathaniel's new and deadly toys. 
Hammer and Anvil deployment against Tau is not fun, not at all.
Immortals suicide-charge to try and lock down the Crisis suit deathstar.

Byrahn-Zoht's first game painted up.
I realize here how badly a gunline counters (proxied) Raven Guard. 

Shadow Captain Shrike strikes again.

Wednesday, February 10, 2016

Ike's Sleepy Stratagem Sermon - Synergy with Space Marines & Imperial Guard


Here's Ike again with another guest post.  This time he waxes long and eloquent on the most efficient use of Space Marines as allies for my upcoming Guard army.

***

[Sometimes your honored host Gabe discusses 40K stratagems with his friend Ike over the Internet. Usually I deliver rambling-but-comprehensive evaluation of his inquiry in far greater depth than he had ever asked for and in more detail than he will ever need. Sometimes I am tired or distractible when I give these evaluations. These evaluations are almost always delivered with little to no actual prompting from Gabe, and nearly always expand to several times the length I initially though they would be. This time Gabe saw fit to have my rambling recorded and put up on his blog.
After-the-fact commentary from me is in Italicized brackets. Spelling, grammatical, ethical, and rules-related errors have been preserved for authenticity.] -Ike 


Ike: What Guard do you have so far?
Gabe: 2 Russes, 1 chimera, just over 20 Guardsmen, a few sarges, about 6 special weapons models, 4 heavy weapons teams, and the original command squad you gave me years ago.
Gabe: i'm debating whether to invest in a hydra battery or lightning flyers.  hydra would be sensible, but Lightnings are rad, and they go with the theme of “NATO/Counter-Strike" army.
[I feel the same way about Mek Gunz vs Dakkajets.]
Ike: I'm looking and that model count and guessing you plan to run the guardsmen as special weapon toiting vet squads, how close am i?
Gabe: and don't forget my love of things with treads is equalled by my love of loud fast things with wings.

One thing I love (and eventually hope to see on my own shelf)
Another thing I love, and wish I had more of, in any form or faction.
Ike: I kinda see what your going for composition wise (although non-mechanized heavy weapon teams seem a bit out of place but not to badly)
Gabe: heavy wpns squads are there if i want to make my infantry non-mech for whatever reason
Ike: I was more wondering why you'd have heavy weapon teams without chimeras when you could just get tanks with similar guns on them, but I think thats me overfocusing on stylistic theme then anything substansial. I do belive I have a couple shotgun arms floating around, probably not enougth to outfit a whole squad with but sounds like something you'd want to know all the same.
Gabe: heavy weapons can be their own squad (last i checked), so they can be my backfield objective-holders
[Well, if those objectives are contested they won’t last long enough for ObSec to matter.]
Gabe: Seeing as i have 3 metal melta dudes, i would probably go carapace armour or demolitions.
Gabe: stick 'em in the chimera, run 'em up to the target, jump out, kill it, and pray to the Emperor for a good death.
[All good ideas, but a bit too much overlap between them for me to really call it efficient. Meltagunners in a transport would have difficuly putting their meltabombs to use in assault.]
Ike: also note that that have an extra CCW in their wargear and can replace their lasguns with shotguns freely, which to me smells like a cool and fluffy objective stealer/counter assault unit
Gabe: i can dig it.
Ike: If you gave them Grenadiers on top of that you'd fit in nicely with your NATO/SWAT/CS vibe (although I think we discussed las-P-90 conversions with a similar train of thought in mind a while ago). Might have an excuse to put all those arbitates conversion guides to good use, even if its just for the seargent.
Ike: Which almost-sensabley segues into some thoughts I had involving use of your space bean models as an allied detachment.
Ike: Space Marines not being your main makes sense given that these guardsmen will fufill your need for TRUE AND LOYAL SERVENTS OF THE EMPEROR while Necrons are both deader and arder then they are.
Ike: So I'm looking at min sized allied detachments can to to fill gaps in this IG army rather then standing on their own. (Just to make sure, you decided on Justice Knights for the name, right?)
Ike: (Because that's to cool a name to go unused and I like what you did with that test marines paint scheme in that new years post on your blog)
Ike: SO
Gabe: Justice Knights is the working name for them, yes, likely to be the final name.
Ike: Lets think of what Imperial Guard CAN'T do that Space Marines do well
[This should be your #1 consideration when building allied detachments of any sort but today’s special is Codex Marine Allies in support of the Imperial Guard.]

Allies: how not to bring them.
Gabe: What IG can’t do well?  Assault quick, move quick, and survive multiple rounds in CC come to mind.
[IG can actually be pretty zippy when they really want to be but that’s more build specific and everything else is pretty consistent across guard armies.]
Ike: With an eye toward minimalist detachments of a tac squad, support HQ and a few upgrades, no more points than a tank or two.
[I of course am thinking of the various classes of Leman Russ here.]
Gabe: that and weather a storm of fire.
Gabe: for once, a psyker would be handy.
Gabe: why oh why did the warp portal below my dresser swallow my librarian, oh why.
[I myself have a Khorne Bezerker Model who has been lost in the warp since before I even properly started on my CSM army. But I know he’s still out there somewhere, he has claimed two skull bitz that rolled off my workspace during recent conversions.]
Ike: Aye, although my inner Iron Father would like to point out that no one loves cover saves more than 5+ armor infantry I am forced to admit that a Librarian is the best call overall in this case.
Ike: While Rhinos and Razorbacks work great in an Astartes-majority army all they really do here is stuff the guard units will either do comparably to or better then.
[Short version explanation is because of the particulars of how combat/tactical squads and their weapon options synergize with these transports.]
Ike: The Drop Pod will be the marines ride of choice here for multiple reasons.

Squad Dakon deploys with an Objective Secured Drop Pod on an Objective in the Lahker lines.
Ike: 1) Getting those nice and sturdy ObSec bostingboasting AV 12 and 3+ save right to the most hotly contested objective where they need to be. Making a huge contribution to board control and taking the heat of their squishier comrades.
Ike: 2) Synergy with other guard units. Take a loacter beacon whenever possible, the reason you won't have the DP filled with a suicide melta dread is because there are already guard units that can do the same job either cheaper or better. Not having to worry about DS mishaps in a 12" radius around a model that's already going to be in the thick of things will do wonders in limiting the number of unpleasent suprises that would crop up otherwise.
Ike: 3) Is versitility, you know firsthand how much it hurts to be the gunline army that got outplayed in the deployment phase and opening moves. The DPs ability to be wherever it needs to be combined with the flexability of your libarian's psychic disipline choices means you'll almost never be caught /entirely/ off guard.
[Check the “battle report” tag for examples of this in action.]
Gabe: screencapped, thank you for your tactical insight.
Ike: with me so far? I'm about to segue into upgrades and other potential units to include
Ike: Normally I'd talk about what units to take before going on about upgrades, but seeing as were focusing in specific contributions they can make to an IG list we're starting with upgrades to the Librarian and Tac squad inside. (quick aside, I'd say get the DP locater beacon if you have other DSin units but otherwise leave it be unless you have loadsa spare points and a buch of other mid-teir AV to saturate the field with otherwise it gets to be too big a target)
Ike: Now the Tac squad I'd say go full the full ten unless you have a very good reason not to. That way you can have a single KP in an ObSec unit if their survival is in doubt or two units of 5 that can to more than one thing at once.
[This is partly an adaptation of lessons learned playing CSM and comparing plague marines to barebones CSM blobs with the Icon of Vengeance. FnP and special rules can be bypassed; bodies take a bit of extra effort.]

The CSM-Icon-of-Vengeance-objective-holdin' blob in action.
Ike: They should definately have a special weapon. All of them will do what you need them too provided you keep in mind how the guardsmen are armed in a given list. It is worth noteing that they would be your only way to get grav-weaponry, but the ol' reliable flamer makes for an amazing psychological deterent and plasma guns rarely dissapoint in any enviornment.
Ike: Heavy weapons are not a must have in this case. The guard have plenty of guns on their own and the disembarking/Drop pod rules mean that heavy weapons will be snap firing on the turn they drop as well. Depending on the particulars a heavy weapon might still be worth taking, but it must be chosen with care. Plasma cannons have too much overlap with most popular big guns of the guard, can't fire the turn they land and might kill your likeholding T4 body with a spell of bad luck, making it the one weapon I'd ignore for this particular squad in all cases. The only other heavy weapon of note is the multi-melta, whose increased range over the standard melta means that it can afford to lean closer to objectives and area terrain while still having fair odds of getting its bonus.

My (mis)use of Space Marine allies.
Ike: How you kit the seargent is more a matter of personal taste then the others. If you want to keep your Librarian safe from beefy challengers a power maul or combat sheild could give the unit the edge it needs to last that extra turn of assault, but by the same token those points could be spent on either the librarian or guard units, both of whom have a great range of attractive options in a similar points range. His proximity to the foe means that pistols are arguably a better buy here, but I'd advise that they be useful against the same catagory of units of whatever special weapon you picked.
Ike: The Librarian I'd kit for either endurace or buffs depending on the guard list. He can already take on most seargents and expect to come out on top but folunders against even modestly upgraded close combat HQs. Think of him more as an attachment to the tac squad than a proper IC, don't make him your warlord if you can help it because even safeish bets are too big a risk on your poor lil' space wizard getting a VP punched out of him. The only real upgrade I'd strongly consider for him at all would be giving him is the additional mastery level due to the guards comparatively anemic selection of psykers. Don't give in to the temptation of the Sheild Eternal unless your in at least a 1750 point game, Eternal Warrior dosen't mean that much when you only have two wounds.

My Librarian, no doubt wishing he had a commander who possessed more than five minutes' forethought.
Ike: That's it for unit-specifc upgrades, next up is more general discussion of what (if any) space marine units would work well with this detachment, then I'll finish with some thoughts on chapter tactics.

Ike: SO are you still awake after all that?
Gabe: Though my eyelids feels heavier than before, i have requesitioned coffee to pull me through.
Gabe: Start writing another guest article already.
[YOU CHOSE THIS PATH GABRIEL]
Ike: I hereby that these spontanius entrys be thusly blogged bearing the tag "sleepy strategios sermon"
Ike: We've gone over the fact that the guard have pleanty of heavy weapons, beefy tanks, and deepstrikers of their own and past turn 2-3 will be perfectly able to support the tac squad from the ground, assuming it even became an issue. So we'll stay focused on what guardsmen simply can't do at all.
Ike: First on the list is jump packing assault squads (and vanguard vets by exstension). Jump infantry are something the guard simply don't have and while assault squads are just "OK" compared to to most big leauge assault units they still stand head and shoulders above most "assault" focused guardsmen squads. That they can choose to deepstrike means that they have the option of either jumping up the board from turn 1 OR deepstriking based on how favoravble the terrain is for one or the other (Did you remember to take that Locater Beacon on the drop pod? I sure hope you did). A pair of flamers for a five man squad will roast any guardsmen-like target who thought he could beat REAL guardsmen at the cover camping game and will generally have the mobility to avoid being forced to punch above their weight class. Conversely a kitted out seargent and/or eviserators can make for a decent headhunting unit, but like the flamer squad they can't take as well as they give and unlike the flamer squad they actually need to make their charge roll and suvive whatever hits before them. Don't get greedy on the offence and don't get to spendy on such a comparatively fragile unit. By the same token if you're going to take vanguard squads you may as well go all the way and opt for one of the formations that will let them make the most of themselves. Indeed, if you can trust your guardsmen to hold the line then formations such as the 1st Company Task Force and Shadowstrike Kill Team are much better sources of raw assault phase killing power then a simply allied detachment.
Ike: The only other unit that offers something the guard need help with are Terminators (both assault and standard). I wouldn't bother giving them much as their already costly and as the only 2+ saves in the army their primairy role will be to stand between the most threatening thing the enemy has and the rest of the army and avoid dying/instantly/. They don't have Obsec so they can't simply hold out on whatever objective they land on like the tac squad and arriving from reserve (as nearly every other unit in the army will be better able to get their under their own power then termies) means that they are going to be sent to stauch the bleeding wherever the sluggiest slugfest on the board is. Standard termies with an assault cannon are a classic and heavy flamers are exactly the sort of thing they'll need to clear out stubborn infantry out of area terrain. Chainfists are debateble, but its their cheapist upgrade and it only takes one to make that difference where it does matter. Cyclone missiles are to be left at home as there are half a dozen IG units that do the job you want these termies to do better and cheaper. Assault terminaitors have their usual issue of spending the turn of their arrival doing nothing but if you simply MUST have some sturdy objective holder wiped out in assault they've got some of the best chances to do it, assuming that you can keep them alive long enougth to reach their target. Don't spend much more then 200 points on them and don't field them with more then the minimum model count unless you REALLY have faith in your 2+ saves. Don't leave home without at least one other locater beacon to take over for when that Drop Pod gets killed.
This has no relevance to the post, but I don't care because parkour Terminator.
Ike: I'm limiting  myself to the tactics that actually halp them halp the guard
Ike: (also skipped over bikes but they have too much overlap with transports and rough riders and assault squads and you don't have the models anyway lol)
Ike: Ultramarines will be noted merely to point out that combat dotrines suck in detachments this small because you're only gaining a fraction of the benifits.
Ike: Imperial Fists (Including Sentinels of Terra) are OK because bolter buffs help out nearly all your units and the lascannon devistaitors gaining tank hunters means that you actually have reason to consider them over the IG altherative units who don't.
Ike: Salamanders is as flamer-centric as ever and I still feel like having a 4+ FnP roll that you only get against a certan catagory of weapons is my go-to example of a stuational benifit.
[Salamander players might be some of the chilliest guys on the face of the earth but I really do not like how functionally half of their special rules are functionally “locked” inside an unique special character. I get that I could just make my own model and call him an identical nephew, but it’s just not the saaaaame.]
Ike: Raven Guard have an easier time getting themselves there in one piece and the increased odds of night fighting is a minor plus, but its a minor plus that benifits the squishies their here to support. Something most Chapter Tactics miss out on. The go-to tactic if are REALLY counting on those assault squads to keep your gunline from being eaten alive.
Ike: Iron Hands remains awesome, but not as awesome as it usually is because of how few multi-wound models/Dreadnoughts are there to benifit.
[I didn’t know offhand whether or not their repair bonus is applied to repairing Imperial Guard tanks.]
Ike: Black Templars have the unique combo of buying Land Raider Crusaders as dedicated transports for their crusader squads. Toss in your choice of Emperors Champion, Chaplain, or Chapter Master if your in a deadhstarry mood and you've got a plug-and-purge armored assault murderball which only gets angrier when you kill it and works wornderfully not just for guardsmen, but for any Imperial army that need serious hitting power in the assault phase. Notably contrasts with other Chapter Tactics in that the only "pure support" HQ you're even allowed to bother with is a techmarine with a servo-harness to weld the LRC back together as its being blasted apart by heathen lasers.
Ike: Combine with the Death Korps of Kreig and some mechanized Sorartas for The Most Imperial List Ever
Ike: Red Scorpions positively shine in purely minimalists DP detachments as ONLY their tacticals get TRUE FnP but they all also reroll failed pinning tests. Scouts not being allowed camo close dosen't matter because you have guardsmen for cover camping anyway.
Gabe: Hmmm...
Ike: Space Sharks (astra carcharodons) are kind of like cousins to the templars as Tyberos The Red Wake allows for him to have a single unit of assault terminaitors taken as troops provided they only take dual LCs. If you go this route it means that you're not even pretending that their going to be grabbing objectives, but thats not going to matter because everyone else will be dead. Also they have Fear, tactials that can buy an extra CCW like Chaos Marines and gain Rage if they kill/break a unit in assault. None of that matters because you stopped reading once you saw the words "assault terminaitors taken as troops".
[I still don’t see the problem with them having Space Sharks for a name, making it Latin doesn’t make it any less silly it just take three times as many syllables to say.]
Gabe: I would finally be able to field my poor, lonely termies again.
Ike: Executioners get turbo-stubborn and rolls to would of 6 in challenges instadeath. Boring, but the sort of thing you'd want if you were REALLY counting on your lone tac squad to hold that objective after the pod gets blown up.
Ike: Red Hunters are punk rock grey knights who get to pick a nifty USR from a list of six (Counter-attack, Monster Hunter, Tank Hunters, Hatred, Skyfire or Interceptor) to the same number of units as the current turn of the game. In a pure marines list this would require you to have a keen sense of the flow of the game and timing your USR of choice to apply to as many of your units as you could, in this detachment the benifits will cap out no later then turns 2-3 at the most. Nice.
Gabe: You had me at 'punk rock grey knights'.
[Let us observe a moment of silence for all the super cool Grey Knight fluff that goes unremembered because of the stigma of the Warddex and terrible automotive spray color schemes used by lazy players.]
This image sums up my feelings about and my effectiveness against (to date) Grey Knights.
[Also let it be known that the Red hunter tactics give them Adamantium Will in addition to their one-use ability, making The Shield Eternal an even worse buy for their Librarians than usual.]
Ike: Star Phantoms I'm not really sure whether they gain or loose more from their chapter tactics from being in such a small detachment. Re-rolling ones on reserve rolls for deep-strikers won't apply to the properly minimallist allied detachments, but its a nice little something for the larger ones. Having everything be twin linked for a turn is always cool, but as they are here to support the guard its not really /everyone/ everyone.
Ike: Fire Hawks: Get +1S for all flamer weapons the turn they Deep Strike and HoW attacks get the same +1 strength all the time, they are also allowed to buy hand flamers for 5 points a pop (as though from the ranged weapons list). Like if the Raven Guard and Salamanders had a cousin who they could tell they were related to but weren't entirely sure who they were related by. Like the RG this one benifits the assault marines more then the tacs, but I'm pretty fond of burny jumpy space marines to sweep the pathfinders and lootas out from under my bed of the IGs ordinance worn't do for whatever reason.
[Chapter Tactics that give your models the ability to buy new gear is always nifty, but really I’m just glad that vanilla marines have a way to unlock gear that blood angles have easy and limitless access to for no sensibly explained reason.]
[This excerpt has been removed from the post and will be presented at a later date in a post which has no other focus other than how mad I am about the Blood Angel codices from 5E onward.]
Ike: Astral Claws get Stubborn as their only line-holding bonus and are only being mentioned in case someone playing them in a Badab War campagin missed it.

***

That's all the sleepy stratagems for now, folks.  Tune in later for a new battle report and focused look at Raven Guard and Iron Hands Chapter Tactics pitted against each other.

Tactics? What tactics?

Saturday, January 30, 2016

Battle Report #21: Lahkers vs Eldar, Jan '16 League


The final game of the January casual league.  This time my opponent was Shane and his Eldar.  He was a pleasant guy to roll dice with for an evening.  His list, however, was better for the competitive league, what with the Seer Council(!) and its 3 Farseers and 5 Warlocks(?!?).  I did make some stupid blunders, but still...16-20 psychic dice a turn doesn't seem "casual" to me.

Mission was Spoils of War (either of us could score "Secure Objective X") and deployment was Dawn of War.

Shane's Eldar Craftworld List:
3 Farseers
5 Warlocks
10x Dire Avengers
10x Dire Avengers (Guardian proxies)
10x Dire Avengers (Guardian proxies)
10x Striking Scorpions with Karandras
6x Fire Dragons, in Falcon
6x Warp Spiders w/spinneret rifles
10x Windrider jetbikes
1x Falcon (for Fire Dragons)
1x Crimson Hunter Exarch

I set up evenly across the board, putting my Destroyer Lord on the left and the Lychguard on the right, to send them to make trouble on their respective sides of the board.


Shane placed his Seer Council in the ruins by Objective 1, and deployed everyone else pretty much out of LOS (and range) of me.

Shane stole the initiative, and proceeded to turn my plan on its head.

GAME TURN 1


Turn 1 - Shane

Surprised at getting first turn, Shane nevertheless moved out of cover, and then rolled for psychic powers.  ALL of the psyhic powers.  He put Fortune and Guide on most, if not all, of his army.  Then he proceeded to shooting, and the Falcon and (I think) Windriders collectively killed my Ghost Ark to get him First Blood.  He also killed two of my three Tomb Blades, the last one made his morale check.  He scored Objective 2.

Turn 1 - Me

I rolled Objectives #55 (cause a failed morale check), #54 (issue a challenge), and #62 (kill a psyker).  I tried to close the distance between my army and his, heedlessly sending my Jet- and Jump-pack infantry through cover.  To the Praetorians' shame, two of their number tripped on rocks and failed both their 3+ armor and 5+ Reanimation rolls.  Byrahn and his Lychguard boldly deep-struck over right by the ruins with the Seer Council.  My Heavy Destroyers, with nothing else to shoot at, targeted the Warp Spiders, and sure enough they jump-moved out of LOS.  My Warriors and a Destroyer squad took 2HP off the Falcon, and the Immortals killed one or two Dire Avengers.  I scored no objectives.

GAME TURN 2


Turn 2 - Shane

Shane got the Crimson Hunter Exarch and Striking Scorpions in, the Hunter on the right side of the board, the Scorpions on the left.  This was the turn the psychic powers got really brutal.  Shane put Guide and Fortune on a few units (his squishier ones, I believe), and then went for a Mind War with Byrahn and dealt four wounds.  Bryahn failed all four invulns, and only made one RP roll.  He was gone just like that.  (Kind of like the Tau Commander last week...)  Eldritch Storm took out five of the Lychguard.  In shooting, the leftmost Dire Avenger squad and Scorpions killed two of my three Tomb Blades, and the Crimson Hunter and Warp Spiders focused down the Destroyer Lord, and the Seer Council and the other Avengers finished off the Lychguard.  And to top it off, the Warp Spiders jet-pack-moved right back into cover at the end of his turn.  Shane scored Kingslayer for 3VP on the d3.

Turn 2 - Me

My single squad of Destroyers came in from reserve, I chose to deep-strike them on the right side of the field, just in front of the ruins housing the Seer Council, and hit dead on.  I moved my army across the board, focusing on the right flank, trying to get someone, anyone in range before they all died.  My lone remaining Tomb Blade moved up for a perfect shot on the tightly packed Scorpions and Dire Avengers, and managed to fail every single one of his 2+ to wound rolls.  My Warriors and a Destroyer squad killed a few Windrider bikes, but Shane's space elf rerolls kept them from running.  No one else was in range of anything, not even to assault.  I had my Heavy Destroyers snap-fire at the Crimson Hunter, but I'd used up all my luck last week, and they didn't do anything.  As on turn 1, I scored no objectives, and discarded the one I could no longer achieve (#54, issue a challenge).

GAME TURN 3


Turn 3 - Shane

Shane eased his guys out of cover and into firing positions.  His Seer Council and Farseers laid down Guide and Fortune everywhere, and then cast Eldritch Storm on the Immortals and killed eight of them.  The Scorpions and Dire Avengers easily killed my last Tomb Blade.  I lost several Destroyers in different squads to combined Eldar shooting.  The one bright spot was the Warriors, now whittled down to five (including the four recently painted models), decided they would stick it out till the end, and passed five Reanimation rolls in one go.  One Destroyer got stuck alone in the middle of the field, was assaulted by the Warp Spiders, and lucked out when they failed to wound him.  He punched one of them to death, won assault, and they Hit & Ran right outta there.

Turn 3 - Me

I did what I could, which wasn't much.  I think I killed a few Dire Avengers in shooting.  Or they might have survived, thanks to Fortune.  Either way, I conceded at the end of Turn 3.

Endgame.
Final score: Shane got First Blood, Line Breaker, and Slay the Warlord for 3VP, and then scored Objectives #32 and #61 for 4VP, for a total of 7VP.  I got Line Breaker for 1VP.

It's been a weird month; no games went close, all went one way or the other.  I much prefer close games, they're fun, you get to hang out, and nobody completely rolls the other guy.  On the other hand, I got the month's "Best Sportsmanship" award, and another player told me he'd been inspired by the colorful Lahkers to start his own Necron army.  That was a nice end to the January league.

Last Thoughts:
- Shane advised taking the Solar Staff and using the solar pulse on Byrahn and the Lychguard next time.  It made perfect sense; no wonder I didn't use it before.  Will remember to do that next time.
- Seer Councils are now vying for Grey Knights as my archenemy.
- Next time, I'll probably try the competitive league.  At least there, I know everybody's in it to win it, and there won't be surprise Seer Councils.

Extra Pics:







Far too many psychic powers for a single game, right?