Thursday, August 20, 2009

1000 point Tourny, what to play

So Liam let us know about the GameKastle Tourny comming up in 2 weeks. I am toying around with guard. I think they will be competative against the uber ork and chaos list that will probably make up 70% of the participants. So this is the list I am toying with

1 Command squad
3 plasma
1 Medic

2 vet squads
3 Plasma
1 HB

1 Vet Squad
3 Melta

1 Vendetta
2 Heavy Bolters


With this list I still have 50 points left for upgrades. Options are putting Plasma on the LRBT, upgrading HB to LC in vet squads, putting an ordanace officer in the command squad. Possibly free up 15 more points for Marbo.

Any why I go here the core of the army is set, good ammount of plasma, decent ammount of las and anti infantry. I tote 8 HB or equivilents even if I upgrade the battle tank and the vet squads heavies. Plus a BC and some las fire.

Some more extream options I am toying with are dropping the command squad completly, and going with a primarc psyker and a GK BC with psy hood. and using whatever points are left to upgrade vets and tank.

I think this list can deal with most elite lists out there, I am not worried about Nurgle or MC, though a 1k list may give me issues with all the invul saves. as my plasma will start dying off. Elite ork army will be ok Ican deal with the one uber bike squad by having a lot of instakill FnP negating stuff out there. saddly the plasmas dont IC. Hoards will give me my biggest problems

Wednesday, August 12, 2009

Tyranid and you

So I Got a game in against Collins last night, he ran a Tyranid list we threw together and I ran my Marine list I used at liams a few weeks ago. The mission was kill points and with corner deployment, probably the toughest draw for bugs.

Tyranad army:
2x12 GS with + 1 str and SC, FT
2x20 Spine guants
Shootyfex VC, BS
CC fex lots of things
3 Biovores Acid mines
HT with 1 guard
2 lictors

What we learned is GS kick so much ass that no upgrading really is needed as they already hit 90% of the time and rend. so droping the SC for extra attack and the +1 str does not cost them much and would allow them to buy another 10

Guants did what they should, they screen and got into cc. No Ext armor on GS hurt as they got burned down some by bolters, but the armor upgrade is expensive at 4+ per model. I think better guant screening is the way to go.

Walking HT with guard was just not durable enough it seemed, probably needs another guard to survive the walk up.

biovores are not too good in this edition as 2d6+ 3 is not good enough vs av 13 and 14 and not enough marines on the table these days for tha sp 3 to mean much.

Lictors are intersting scare tactic, but at 80 points each and a kp each just not that impressive. can make someone deploy out of cover and assault from deployment is not bad but those points can be better spent

so upgrade to this list at 1850

Drop the Biovores and go with 3 zorathorpes with warpblast, warp field ( tank killing/marine killing) Synapse

Drop Lictors and go with another shootyfex

Drop GS + 1 STR and SC and buy another 10 man squad

Drop CC fex abilities to buy a second guard, and depending on extra points maybe drop a GS and some random upgrades for a 3rd guard. if not getting guards, drop the HT and guards and geta broodlord and flesh out the GS retuine to deepstrike with.

Dave can follow up with some comments to this. or what the rest of you think perhaps?

Game ended 7-4 on kill points.

he had 3 GS left and the shooty fex, I had 5 scouts, 4 termies and lysander left, plus a lr and some randomly disabled/Weaponless vehicals around

Saturday, August 1, 2009

Battle of the Imperium

Got a game in vs Josh this morning. His Marines took on my Imperial guard in a 1500 point skirmish.

405th Cadian

1 command squad
3 plasma, 1 med pack, one ordinance officer, carapase Chimira

2 Vet squads 3 plasma, chimera

1 Vet Demolition squad 3 melta

1 Vendetta
2 LRBT 2 Plasma Cannons, 1 LC
1 Manacore
1 Marbo

Space Marines

1 Chapter master LC, Jump pack
10 man assault squad
2 10 tac squad PF, Melta, LC, Rhino
5 man scout squad 5 sniper rifles
8 man Dev squad 4 ML
3 bikes 2 melta 1 combo melta

We played long table edges and 1 objective each.

left to right Marines deploy Leader + assault in a little cover, right in front of dev squad and 5 man combat squad.

rhino with CS then V dred then last rhino deployed in center of deployment zone with bikes behind dred, combat squad 2 take a firing point on the right side, scouts infiltrate into a bunker in the middle of the right side.

IG deploys right to left
Vendetta with melta vets, command squad, manicore, LRBT, LRBT, Chimera, building, chimera.

Turn one.
Rhinos blast up and pop smoke, bikes go flat out next to the rhino on my left flank. Assault squad moves up to base of building on left flank, dred walks up.

Shooting, dred, shoots and pops Command squad chimera. 2 die in explosion, squad breaks.
Dev squad fires and destroys manicore.

turn1 b
command squad does not recover, runs off board.
Chimera on left moves up to fire on assualt marines, chimera in middle moves up to take ot bikes, vendetta moves to fire on dred.

Plasma opens up, losing 1 but killing 5 assualt marines. Vet 2 does not hurt bikes. Vendetta takes out dred. both weapons blown off vehicals.

Turn 2.
rhinos continue to move up to my objective, though moving accross the tank line, bikes move up to pop side armor, assault squad moves up to charge chimira.

Bikes land both melta shots, double immobilzing. Dev squad hits 4 times but fails to pen or glance vendetta, lascannons from 2 combatsquads fail to hurt LRBT.

Assault squad charges and takes off 2 weapons against the chimira on the left.

Turn 2 b, tanks reposition, chimera moves around assulting squad, vendeta moves back
Chimera opens up with plasma killing 4 marines. Chimera by bikes fires killing 2 bikes but losing 1 plasma. Vendetta fires shaking rhino, tanks pop 1 rhino killing 0 guys inside.

Turn 3 rhino moves up and provides cover for for squad. Leader and AM move behind building and by immobilzed chimera for the charge. bike stays to melta chimera.

leader charges but fails to damage with grenade, melta shot misses along with grenade from bike.

ML fire but do hurt chimera on left. las cannons shake 1 battle tank.

turn 3 b
still no marbo

chimera on left fires on leader, LC instakills him. immobilized chimera fires killing last assault marine serg. Vendetta fires at last rhino, doing nothing.

last tank fires but misses.

Turn 4
guys deploy, 5 man cs with melta and pf, 3 cs with PF and melta on my back line move up with in six inches of objective and first tank. Bike moves close to other side of tank,

Dev fires at Vet squad on left ,killing a couple, down to 5 but still lc and 2 plasma left
cs with las fire and take out LRBT the bike was going to charge. Melta squads destroy the other tank.

Turn 4b,

Marbo comes in, puts him right by dev squad and 5 man combat squad and objective
Vendetta moves towards my objective 6.

vendetta fires on 5 man squad killing 4 and chimera squad kills the 2 man squad, 1 bike and 1 guy now left there

Marbo kills the entire 5 man squad with demo charge, and 1 dev guy
last vet squad kills of 2 more dev squad

Turn 5.

1 marine and bike advance to my objective to claim/contest
rhino speeds back to help get troop to objective. last CS runs to it.
dev assults marbo kiling him

Turn 5 b, vendetta moves, vets deploy to claim objective, the melta the/demo charge the last marine down, vendetta guns down bike, vets gun down 2 more dev squad.

Turn 6
race to get a troop to joshes objective, he manages to get to the rhino but then I pop it. game ends on turn 6 with his troop 12 inches away from his objective. But all in all a very close and competative game to play.

Even though Dan trys to seed the thoughts that playing me is frustrating and ruin his game before he even played, alas it was a fun game, and probably a lame time at the oakland zoo!!