For the 40K 25th anniversary celebration, our local shop had an Iron Builder going- buy a Battleforce box on Saturday, and have it fully assembled by closing time on Sunday. I enjoy these kinds of challenges, they get people focusing on getting things done, and being more than a bit mad, I decided to take things just a bit further- build AND paint the thing before 5PM Sunday. Now, it's important to note that I didn't actually have all that much time that weekend, between helping a friend move, and a Pathfinder session that I had to leave for at about 3:30. So I picked up the box on Saturday afternoon between other obligations, and didn't get to start until about 11:30PM on Saturday night.
Building the models was pretty straightforward. Necrons have the distinct advantage of not having a whole lot in the way of options- for the contents of the box, all I had to choose was which vehicle to build, and which weapon option to give to the Immortals. Being as this was the start of a new force, I decided to keep things simple, building the Ghost Ark as a transport for half of the Warriors, and assembling the Immortals with Gauss Blasters. Of course, the mathhammering and reading up on the guns on Warseer ate some time, but all in all, I had all of the infantry built by mid-day on Sunday (and no, I didn't pull an all nighter- I worked from 11:30PM-1:30AM, and then started up again around 10AM). I have some rather copious notes on the order I went in, not really sure why I thought that was necessary, but if you're interested in the exact order, let me know in the comments! The key to all of this is to be working CONSTANTLY. There's a number of parts that need to be dry before you can move on (namely torso halves and waist joints), so the smarter you are about bouncing between units, the more efficient you can be. I started out with gluing the legs to the bases and gluing sand on as a second step, before even clipping out most of the parts, to ensure that the PVA would be good and dry by the time I got around to priming everything. I also made the decision to mount the Scarabs three to a base instead of four- building them that way gives you a whole extra swarm, and allows them to be a quick reference to how many wounds are remaining (Mine aren't glued to the pegs, so I can pull them off when the swarm is damaged).
I will go into some detail on the assembly of the Ghost Ark, as it was kind of a pain. I assembled the casualties while working on the Warriors and Immortals, but missed the little spines that help join them to the Ark. That was a problem later. I also found that the ribs are not quite symmetrical- they have a slight V shape to the joining surfaces that if you don't notice, can make them a hell of a lot harder to get to fit together. I built it in assemblies, mostly per the directions, leaving out the pilot and the casualties, and ended up sticking the whole thing together while waiting for the first layer of paint on the infantry to dry. I figured I could get the casualties in afterwards, which is technically possible, but I don't really recommend it.
Painting the force was easy, and a prime example of what I refer to as "materials-based painting". The way I like to look at it, you have two choices when painting miniatures- you either look at them as a composition, which is where you will see painters that work hard at using the color wheel and manipulating the attention of the viewer, or you can paint them as though they are a real entity, looking more at what each individual part of the figure is, and painting them accordingly. There are certainly merits to both schools, but I find it to be easier and faster to do the latter, as you can more easily apply the same scheme to every figure in an army. Necrons in particular are easy, as you basically have three materials to deal with- the metal of the body, the weapons, and the internal workings of weapons and vehicles. It is also easily applied to other armies as well- for example, the average Space Marine force has ceramite armor, flesh, exposed metal, and stowage, all of which are easy to standardize. For the Necrons, I was going for quick and dirty, so I did the majority of the painting with a spraygun.
I based the Warriors, Immortals, and Scarabs with Boltgun Metal, followed by a spray coat of Badab Black wash. Nice and neat, with the classic Necron look. The Ghost Ark and the weapons were painted Tin Bitz with a heavy coat of Thraka Green wash, which gives a nice aged patina while contrasting with the silver and giving a bit of complement to the bright green accent colors. The basing is Tausept Ochre, drybrushed Bleached Bone, with Calthan Brown around the base edges, a nice simple desert scheme that I've used before. I will likely be going back and adding patches of yellowed grass for some extra detail. I have seen other painters leave the sand bare for desert basing, and actually did it myself for my Warmachine army for a while, but it just doesn't work right- when the rest of the textures on a figure are being simulated with paint, the sight of a real surface just looks wrong, distracting the viewer and taking away from the scale look of the figure. The hoses and vents on the weapons and the eyes were painted Scorpion Green, along with the barrels on the Gauss Blasters, which then got a coat of Chainmail on the vented shrouds. I am a little sad that they did away with the green rods on the Immortals- obviously they wanted to leave things more open for other color schemes, but I just love the look of the rods, it's different from every other faction in the game, and ties the army together really nicely.
Obviously this force isn't going to win me any Golden Daemons, but that's not really the point of the exercise. I've got entire armies, sitting in boxes, waiting for me to get "in the mood" to paint them (my Vostroyans and Space Wolves are particularly guilty of this). While that's all well and good for someone like me that has other painted armies to use in the meantime, I have played against a lot of grey plastic, which is sad. For players that are looking for a strategy game, but not a painting hobby, I am puzzled as to why they're playing 40k- there are much, much better wargames out there that use paper counters instead of staggeringly expensive models. For those that think painting is "too hard", I would put this out there as the counter-argument- there is absolutely nothing going on with this army that I couldn't teach to a 12 year old in a couple of hours- there's not even that much brush control necessary. At that point, the only thing left is laziness, and disrespect for your opponents- it is one thing to be working on getting a force completed and playing with it while you're doing so, quite another to build an army with no intention of ever actually getting it done. In my experience, those sorts of players also tend to be rather unpleasant to play against, and rather quickly find themselves "voted out" of a local player group.
Necrons are the obvious choice for this kind of speedpainting exercise, but they're far from the only ones that it will work for. Drop me a line in the comments, let me know what you think I should try next, or if you want advice on how to structure your painting in order to speed things up- I'm also considering running a workshop on it, so let me know if it's something you'd be interested in.
Showing posts with label 40K. Show all posts
Showing posts with label 40K. Show all posts
Monday, March 19, 2012
Tuesday, November 9, 2010
Battle Report- Ultramarines Vs. Tyranids
Played a game tonight against the ZombieArchivist as part of a Planetary Empires campaign that's been going in fits and starts. It's supposedly also a bit of an Escalation event, so tonight's game was at 1000 points. Just enough points to fit in a few nasty things, but not enough to take everything.
We played the Seize Ground mission, with 4 objectives, with Pitched Battle deployment. Nice and easy, especially when compared to my 5-6 game streak of only playing Dawn of War deployment. My force consisted of a Captain with bolter and power sword (my cheap replacement for Sicarius in small games), Tactical Squads I and II with plasma guns and missile launchers, Tactical Squad III with a flamer and a missile launcher, 5 Scouts with a power fist for the Sergeant and a heavy bolter, a Dreadnought with an Assault Cannon, and a Vindicator with Siege Shield. Lots of bodies, but with the tank and the Dreadnought to handle any big angry bugs.

The Tyranid force was not quite what I was expecting. I'd been seeing lots of Genestealers out of him lately, and this list was basically the opposite of that. A Tyranid Prime with Rending Claws and Adrenal Glands, 2 Venomthropes, a unit of 30 Hormagaunts with Adrenal Glands and Toxin Sacs, 30 Termagants, a Tervigon with Catalyst, and a Mawloc. Way more bugs than I'd planned to be seeing across the board.

My deployment was pretty straightforward- I split all 3 Tactical squads into combat squads, while the Scouts got into position on the objective in the near crater with their Scout move. The back halves of Squads II and III (IIB and IIIB) parked on the hill with their missile launchers, while IB got ready to set up shop on the wrecked Rhino with the objective. IIA and IIIA were escorts for the Vindicator, and getting ready to take the far crater objective, while IA ran with the Dreadnought to leapfrog the Scouts and take the objective in the forest on the Tyranid side. At least, that was the theory- we all know what happens to plans at contact.

The Tyranids set up in a couple of huge groups- the Hormagaunts in the forest on my right flank, the Termagants and Tyranid Prime on the hill on the left, with the Tervigon and the Venomthropes in between.

Taking the first turn meant that things were easy for me to start with- everyone moved up as planned, and my shooting phase was tremendous. With Squads IIB, IIIB, the Scouts, and the Dreadnought shooting at the Hormagaunts, I was able to thin their numbers very quickly, and an incredible stroke of luck with the Vindicator obliterated BOTH Venomthropes. All of the A squads ran, moving into position for the next turn.

Turn One for the bugs was not nearly as positive. Awful Difficult Terrain checks left the Hormagaunts swinging in the breeze right in front of the Scouts, and the Tervigon rolled 1-1-2 for his spawning, creating a unit of 4 Termagants and running out of eggs for the game.

In the second turn, the A squads continued to move up, while pouring fire into the Tyranids. The Scouts, IA, IIA, and the Dreadnought continued to lay waste to the Hormagaunts, while all of Squad III and the Vindicator dropped fully half of the Termagants.

In the bottom of the second, the Mawloc showed up, right in the midst of Squad IIIB, easily chowing down on four of their number, the missle-armed trooper just staring up at the massive beast in shock. The Hormagaunts finally remembered that they were hungry, assaulting the Scouts and Squad IA. The Scouts weathered a terrific number of attacks, managing to lose only one of their number, along with one Tactical Marine. Only managing to kill three of the Tyranids, that fight continued. On my left flank, Squad IIIA managed to account for 5 Termagants to no losses of their own, with the additional armor saves from Fearless accounting for 4 more dead Termagants.

In the 3rd turn, Squad IIA, accompanied by the Captain, moved up to support the Marines fighting the few remaining Termagants and their extremely angry Tyranid Prime, while the Dreadnought turned back towards where he started in an attempt to go deal with the Mawloc. His shooting was inadequate, but the two missile launchers on the hill were able to account for a wound on the huge monstrosity. The Dreadnought was slightly better in the assault, wounding the Mawloc twice while being immobilized itself, as the Mawloc failed its attempt at Hit and Run. The Captain and the Tyranid Prime squared off, with the Tyranid scoring one unanswered wound on the Marine hero. The Scouts and Squad IA continued their stalemate with the Hormagaunts, with the other Tactical Marine forward elements accounting for five Termagants, the rest of them falling to extra wounds from fearless, leaving the Tyranid Prime in combat with a full ten marines and the Captain.

The third turn for the Tyranids was almost entirely done in the Assault Phase. The Tervigon jumped into the fray to defend the Tyranid Prime, while the Hormagaunts were cut down by the Scouts, leaving the two remaining Scouts to consolidate their hold on the flag in the crater, with the Sergeant and Plasma gunner from Squad I making a break for the lightly defended forest objective. The immobile Dreadnought managed to inflict an unanswered wound on the Mawloc, while the fight between the Tyranid Prime and the Space Marine Captain continued to be a tied contest.

Turn 4 was a big shuffle for the Ultramarines, with squad IB moving from the wrecked Rhino forward towards the unoccupied crater objective, while IIB and the lone survivor of IIIB moved to take up their positions in the wreckage. The remaining Scouts, IA Tactical Marines, and the Vindicator collectively only accounted for 3 of the 4 Termagants guarding the forest objective. The Dreadnought managed to inflict a fifth wound on the Mawloc, though it got exploded for it's troubles, while the Captain continued his streak of bad luck, still failing to injure the Tyranid Prime, while it cut down two Tactical Marines. Their resolve held fast, however, keeping the fight going for another round.

With it's mechanical opponent now scrapped, the Mawloc took the opportunity to dig deep into the desert sands, avoiding any hostile gunfire. With a lucky Fleshborer shot, the lone Termagant in the woods managed to bring down the plasma gunner from Squad IA, leaving a lone Sergeant to face off against the vile Xenos. The Captain finally managed to wound the Tyranid Prime, but not without cost, with three more marines killed, while a fourth fell to extra wounds from combat resolution.
Returning from the ground, the Mawloc, eager for vengeance against the Vindicator, attempted to bore straight through the armored behemoth, but miscalculated, missing completely, a move that would take it almost completely out of the fight. The Vindicator, unfazed, brought it's Storm Bolter to bear on the lone Termagant, robbing the Sergeant of a chance to best it in single combat. The Tervigon crushed the last member of Squad IIA, but the Sergeant from Squad III and the Captain held fast, with all four objectives now solidly in the hands of the Ultramarines.

With the random game length forcing the Ultramarines to hold on, they had little to do besides hope that their Captain could hold the Tervigon and the Tyranid Prime in combat. The Vindicator easily obliterated the already wounded Mawloc, but the Captain again failed to wound the thick-shelled Tyranid Prime. The Tervigon had no such problem, eviscerating the Sergeant from Squad III, and feasting on his remains.
With only two models on the table, the Tyranid turn progressed quickly. Now undistracted, the Tervigon easily devoured the Captain, with Consolidation moves allowing the Tyranid Prime and the Tervigon to contest the objectives held by Squad IB and the Scouts, respectively.

Another unlucky turn roll led into turn 7, with nearly every Ultramarines model on the board firing on the Tyranid Prime in hopes of dealing a deathblow. The Heavy Bolter from the Scouts managed to deal a wound, but it was not enough to bring it down. With the Tyranids getting the last chance at assaulting, the Tervigon handily beat the Scouts, with only a single wound from the Sergeant's Power Fist on his way down the Tervigon's gullet. The Tyranid Prime managed to kill two of the five Marines holding the far crater, but the rest held fast as the game drew to a close.

With the Forest and the Rhino firmly in their grasp, and the Tervigon in the near crater, the Ultramarines held the field, two objectives to one for the Tyranids.
I think this game was a pretty good example of going in with a well thought-out plan, while remaining adaptable. I had hoped to get my Captain and Squad IIA onto the far crater, but with the Captain's power sword the only real shot at cutting into the Tervigon (with the exception of the Scout Sergeant's Power Fist, and he already had a job to do), I had to play leapfrog with my units on the left flank. The Mawloc was extremely disruptive- during turn 5, I spent my whole movement phase trying to spread out the squads holding objectives in hopes that the Mawloc's return wouldn't blast me off of an objective- really the only thing that kept it from being devastating was Joe's intense hatred for the Vindicator, even going so far as to admit that it wasn't the smart tactical play. There were a couple of rules errors that should have been obvious to me at the time- we misplayed And They Shall Know No Fear for a couple of turns, defaulting the Marines to Fearless when they failed a morale check, rather than after being caught by a Sweeping Advance. That cost me a couple of Marines and probably a few attacks from charging back into the fight, and there's really no excuse for it- I've been playing Space Marines for more than a decade, and ATSKNF has not really changed all that much. I also was panicking over the Tyranid Prime during Turn 7, forgetting that because it wasn't a Troops Choice, it had no chance at taking the objective away from Squad IB, just contesting it. Really, Turn 7, especially the Tyranid half, was a formality- there was no way for the two remaining bugs to contest or destroy enough Marines to keep the victory away from me. My own mental failings aside, however, it was a well-fought game by Joe, especially considering his poor luck early on with the Tervigon, and a pleasure as always. Certainly a worthy game for his debut in the Steamwerks.
We played the Seize Ground mission, with 4 objectives, with Pitched Battle deployment. Nice and easy, especially when compared to my 5-6 game streak of only playing Dawn of War deployment. My force consisted of a Captain with bolter and power sword (my cheap replacement for Sicarius in small games), Tactical Squads I and II with plasma guns and missile launchers, Tactical Squad III with a flamer and a missile launcher, 5 Scouts with a power fist for the Sergeant and a heavy bolter, a Dreadnought with an Assault Cannon, and a Vindicator with Siege Shield. Lots of bodies, but with the tank and the Dreadnought to handle any big angry bugs.
The Tyranid force was not quite what I was expecting. I'd been seeing lots of Genestealers out of him lately, and this list was basically the opposite of that. A Tyranid Prime with Rending Claws and Adrenal Glands, 2 Venomthropes, a unit of 30 Hormagaunts with Adrenal Glands and Toxin Sacs, 30 Termagants, a Tervigon with Catalyst, and a Mawloc. Way more bugs than I'd planned to be seeing across the board.
My deployment was pretty straightforward- I split all 3 Tactical squads into combat squads, while the Scouts got into position on the objective in the near crater with their Scout move. The back halves of Squads II and III (IIB and IIIB) parked on the hill with their missile launchers, while IB got ready to set up shop on the wrecked Rhino with the objective. IIA and IIIA were escorts for the Vindicator, and getting ready to take the far crater objective, while IA ran with the Dreadnought to leapfrog the Scouts and take the objective in the forest on the Tyranid side. At least, that was the theory- we all know what happens to plans at contact.
The Tyranids set up in a couple of huge groups- the Hormagaunts in the forest on my right flank, the Termagants and Tyranid Prime on the hill on the left, with the Tervigon and the Venomthropes in between.
Taking the first turn meant that things were easy for me to start with- everyone moved up as planned, and my shooting phase was tremendous. With Squads IIB, IIIB, the Scouts, and the Dreadnought shooting at the Hormagaunts, I was able to thin their numbers very quickly, and an incredible stroke of luck with the Vindicator obliterated BOTH Venomthropes. All of the A squads ran, moving into position for the next turn.
Turn One for the bugs was not nearly as positive. Awful Difficult Terrain checks left the Hormagaunts swinging in the breeze right in front of the Scouts, and the Tervigon rolled 1-1-2 for his spawning, creating a unit of 4 Termagants and running out of eggs for the game.
In the second turn, the A squads continued to move up, while pouring fire into the Tyranids. The Scouts, IA, IIA, and the Dreadnought continued to lay waste to the Hormagaunts, while all of Squad III and the Vindicator dropped fully half of the Termagants.
In the bottom of the second, the Mawloc showed up, right in the midst of Squad IIIB, easily chowing down on four of their number, the missle-armed trooper just staring up at the massive beast in shock. The Hormagaunts finally remembered that they were hungry, assaulting the Scouts and Squad IA. The Scouts weathered a terrific number of attacks, managing to lose only one of their number, along with one Tactical Marine. Only managing to kill three of the Tyranids, that fight continued. On my left flank, Squad IIIA managed to account for 5 Termagants to no losses of their own, with the additional armor saves from Fearless accounting for 4 more dead Termagants.
In the 3rd turn, Squad IIA, accompanied by the Captain, moved up to support the Marines fighting the few remaining Termagants and their extremely angry Tyranid Prime, while the Dreadnought turned back towards where he started in an attempt to go deal with the Mawloc. His shooting was inadequate, but the two missile launchers on the hill were able to account for a wound on the huge monstrosity. The Dreadnought was slightly better in the assault, wounding the Mawloc twice while being immobilized itself, as the Mawloc failed its attempt at Hit and Run. The Captain and the Tyranid Prime squared off, with the Tyranid scoring one unanswered wound on the Marine hero. The Scouts and Squad IA continued their stalemate with the Hormagaunts, with the other Tactical Marine forward elements accounting for five Termagants, the rest of them falling to extra wounds from fearless, leaving the Tyranid Prime in combat with a full ten marines and the Captain.
The third turn for the Tyranids was almost entirely done in the Assault Phase. The Tervigon jumped into the fray to defend the Tyranid Prime, while the Hormagaunts were cut down by the Scouts, leaving the two remaining Scouts to consolidate their hold on the flag in the crater, with the Sergeant and Plasma gunner from Squad I making a break for the lightly defended forest objective. The immobile Dreadnought managed to inflict an unanswered wound on the Mawloc, while the fight between the Tyranid Prime and the Space Marine Captain continued to be a tied contest.
Turn 4 was a big shuffle for the Ultramarines, with squad IB moving from the wrecked Rhino forward towards the unoccupied crater objective, while IIB and the lone survivor of IIIB moved to take up their positions in the wreckage. The remaining Scouts, IA Tactical Marines, and the Vindicator collectively only accounted for 3 of the 4 Termagants guarding the forest objective. The Dreadnought managed to inflict a fifth wound on the Mawloc, though it got exploded for it's troubles, while the Captain continued his streak of bad luck, still failing to injure the Tyranid Prime, while it cut down two Tactical Marines. Their resolve held fast, however, keeping the fight going for another round.
With it's mechanical opponent now scrapped, the Mawloc took the opportunity to dig deep into the desert sands, avoiding any hostile gunfire. With a lucky Fleshborer shot, the lone Termagant in the woods managed to bring down the plasma gunner from Squad IA, leaving a lone Sergeant to face off against the vile Xenos. The Captain finally managed to wound the Tyranid Prime, but not without cost, with three more marines killed, while a fourth fell to extra wounds from combat resolution.
Returning from the ground, the Mawloc, eager for vengeance against the Vindicator, attempted to bore straight through the armored behemoth, but miscalculated, missing completely, a move that would take it almost completely out of the fight. The Vindicator, unfazed, brought it's Storm Bolter to bear on the lone Termagant, robbing the Sergeant of a chance to best it in single combat. The Tervigon crushed the last member of Squad IIA, but the Sergeant from Squad III and the Captain held fast, with all four objectives now solidly in the hands of the Ultramarines.
With the random game length forcing the Ultramarines to hold on, they had little to do besides hope that their Captain could hold the Tervigon and the Tyranid Prime in combat. The Vindicator easily obliterated the already wounded Mawloc, but the Captain again failed to wound the thick-shelled Tyranid Prime. The Tervigon had no such problem, eviscerating the Sergeant from Squad III, and feasting on his remains.
With only two models on the table, the Tyranid turn progressed quickly. Now undistracted, the Tervigon easily devoured the Captain, with Consolidation moves allowing the Tyranid Prime and the Tervigon to contest the objectives held by Squad IB and the Scouts, respectively.
Another unlucky turn roll led into turn 7, with nearly every Ultramarines model on the board firing on the Tyranid Prime in hopes of dealing a deathblow. The Heavy Bolter from the Scouts managed to deal a wound, but it was not enough to bring it down. With the Tyranids getting the last chance at assaulting, the Tervigon handily beat the Scouts, with only a single wound from the Sergeant's Power Fist on his way down the Tervigon's gullet. The Tyranid Prime managed to kill two of the five Marines holding the far crater, but the rest held fast as the game drew to a close.
With the Forest and the Rhino firmly in their grasp, and the Tervigon in the near crater, the Ultramarines held the field, two objectives to one for the Tyranids.
I think this game was a pretty good example of going in with a well thought-out plan, while remaining adaptable. I had hoped to get my Captain and Squad IIA onto the far crater, but with the Captain's power sword the only real shot at cutting into the Tervigon (with the exception of the Scout Sergeant's Power Fist, and he already had a job to do), I had to play leapfrog with my units on the left flank. The Mawloc was extremely disruptive- during turn 5, I spent my whole movement phase trying to spread out the squads holding objectives in hopes that the Mawloc's return wouldn't blast me off of an objective- really the only thing that kept it from being devastating was Joe's intense hatred for the Vindicator, even going so far as to admit that it wasn't the smart tactical play. There were a couple of rules errors that should have been obvious to me at the time- we misplayed And They Shall Know No Fear for a couple of turns, defaulting the Marines to Fearless when they failed a morale check, rather than after being caught by a Sweeping Advance. That cost me a couple of Marines and probably a few attacks from charging back into the fight, and there's really no excuse for it- I've been playing Space Marines for more than a decade, and ATSKNF has not really changed all that much. I also was panicking over the Tyranid Prime during Turn 7, forgetting that because it wasn't a Troops Choice, it had no chance at taking the objective away from Squad IB, just contesting it. Really, Turn 7, especially the Tyranid half, was a formality- there was no way for the two remaining bugs to contest or destroy enough Marines to keep the victory away from me. My own mental failings aside, however, it was a well-fought game by Joe, especially considering his poor luck early on with the Tervigon, and a pleasure as always. Certainly a worthy game for his debut in the Steamwerks.
Labels:
40K,
battle report,
Tyranids,
Ultramarines
Thursday, October 15, 2009
Unit Specialization in 40K
For a long time, I've had a theory about 40k army building, adapted from a popular saying about the roles of women and compatriots- Boys before toys. It came about from my Guard army, where in the old codex, it was very easy to spend tons of points on Doctrines and cool hardware, without remembering that at their core, they were still just regular guys with lasguns, a weapon that is really only effective en masse. It does apply, however, to nearly every army, and I played a game a few days ago that illustrated it extremely well.
The Game:
2500 points, Ultramarines on both sides of the table. This kind of matchup is always nasty, as the Space Marine codex is certainly versatile enough to build many different armies, but ultimately you've got two armies both using the 40K baseline stat line, so it becomes less about the dice, as any kind of even fight is going to be a coin toss anyway. Then it comes down to stacking the odds in your favor with either numbers, or hardware.
The Armies:
Mine:
Cato Sicarius and Command Squad (Apothecary, Company Champion, Company Banner, Thunder Hammer, Power Sword/Storm Bolter)
5 Assault Terminators w/ Land Raider Crusader (Sarge w/ Thunder Hammer and Storm Shield, 2 Lightning Claws, 2 TH/SS, LRC has Sergeant Chronus, Multi-Melta, Storm Bolter)
Venerable Dreadnought (Assault Cannon, Extra Armor, Drop Pod)
Tactical Squads I-IV (I and II have Plasma Guns, III and IV have Flamers, all four have Missile Launchers and a Sergeant with Bolt Pistol and Chainsword)
Scout Squad I (Sergeant Telion, Missile Launcher, 3 Sniper Rifles)
Scout Squad II (Sergeant with Power Fist, 2 Shotguns, 2 BP/CCW, Heavy Bolter, 4 Boltguns)
Land Speeder Storm
Vindicator with Siege Shield
Predator Destructor (Autocannon turret, no other upgrades. Discount tank!)
The Enemy:
Chapter Master (digital weapons, melta bombs, artificer armor, plasma pistol, power weapon)
2 Dreadnoughts (Extra rmor, Storm Bolter, Assault Cannon)
10 Terminators (2 Assault cannons)
Tactical squads I-III (10man) Flamer, plasma cannons in I and II, Lascannon in III, Teleport Homers on Sergeants, Razorback with Lascannons and Extra Armor for III)
Land Raider (Multi melta, extra armor)
Vindicator with Sergeant Chronus, Siege Shield
Grey knight grandmaster and retinue (Grandmaster, NFW, Psycannon, Holocaust, Retinue x5 with Holocaust. )
Obviously there are some similar units in our forces, but in general, the opposing force is better equipped compared to my fairly numerous army. The game was a two-flag objective mission, and the opposing force mostly tried to camp their objective, while the front halves of my Tactical Squads advanced across the table, with the back halves providing covering fire. The Dreadnought dropped in right in front of his lines, doing a bit of damage before a lucky Plasma Cannon shot blew him up, and the Vindicator got into a game-long duel with his Land Raider.
The key difference was in the use of our Terminators. While giving his Sergeants Teleport Homers was a good move considering the two expensive teleporting units, he didn't move his Tactical Squads aggressively enough to make the homers worth using. That led to making risky unguided Deep Strikes, which resulted in his Grey Knights being destroyed, and his Terminators spending the rest of the game walking towards the action. My Terminators, on the other hand, enjoyed the comfort of their Land Raider until they were needed, keeping them safe, warm, and well fed (Didn't you know, Land Raiders have a minibar!). They were able to get out towards the end of the game and clean up, while the Crusader meandered around the battlefield blowing the crap out of whatever got too close to it. My investment in my Terminators was much less, and better protected, leaving more points available for the blue guys with boltguns that ultimately will carry the day for any Space Marine force (though they're not always blue, I suppose). Certainly I got lucky with the deep strike mishaps, but ultimately, do you want nearly half of your army depending on whether or not you manage to roll below average on scatter rolls?
The Game:
2500 points, Ultramarines on both sides of the table. This kind of matchup is always nasty, as the Space Marine codex is certainly versatile enough to build many different armies, but ultimately you've got two armies both using the 40K baseline stat line, so it becomes less about the dice, as any kind of even fight is going to be a coin toss anyway. Then it comes down to stacking the odds in your favor with either numbers, or hardware.
The Armies:
Mine:
Cato Sicarius and Command Squad (Apothecary, Company Champion, Company Banner, Thunder Hammer, Power Sword/Storm Bolter)
5 Assault Terminators w/ Land Raider Crusader (Sarge w/ Thunder Hammer and Storm Shield, 2 Lightning Claws, 2 TH/SS, LRC has Sergeant Chronus, Multi-Melta, Storm Bolter)
Venerable Dreadnought (Assault Cannon, Extra Armor, Drop Pod)
Tactical Squads I-IV (I and II have Plasma Guns, III and IV have Flamers, all four have Missile Launchers and a Sergeant with Bolt Pistol and Chainsword)
Scout Squad I (Sergeant Telion, Missile Launcher, 3 Sniper Rifles)
Scout Squad II (Sergeant with Power Fist, 2 Shotguns, 2 BP/CCW, Heavy Bolter, 4 Boltguns)
Land Speeder Storm
Vindicator with Siege Shield
Predator Destructor (Autocannon turret, no other upgrades. Discount tank!)
The Enemy:
Chapter Master (digital weapons, melta bombs, artificer armor, plasma pistol, power weapon)
2 Dreadnoughts (Extra rmor, Storm Bolter, Assault Cannon)
10 Terminators (2 Assault cannons)
Tactical squads I-III (10man) Flamer, plasma cannons in I and II, Lascannon in III, Teleport Homers on Sergeants, Razorback with Lascannons and Extra Armor for III)
Land Raider (Multi melta, extra armor)
Vindicator with Sergeant Chronus, Siege Shield
Grey knight grandmaster and retinue (Grandmaster, NFW, Psycannon, Holocaust, Retinue x5 with Holocaust. )
Obviously there are some similar units in our forces, but in general, the opposing force is better equipped compared to my fairly numerous army. The game was a two-flag objective mission, and the opposing force mostly tried to camp their objective, while the front halves of my Tactical Squads advanced across the table, with the back halves providing covering fire. The Dreadnought dropped in right in front of his lines, doing a bit of damage before a lucky Plasma Cannon shot blew him up, and the Vindicator got into a game-long duel with his Land Raider.
The key difference was in the use of our Terminators. While giving his Sergeants Teleport Homers was a good move considering the two expensive teleporting units, he didn't move his Tactical Squads aggressively enough to make the homers worth using. That led to making risky unguided Deep Strikes, which resulted in his Grey Knights being destroyed, and his Terminators spending the rest of the game walking towards the action. My Terminators, on the other hand, enjoyed the comfort of their Land Raider until they were needed, keeping them safe, warm, and well fed (Didn't you know, Land Raiders have a minibar!). They were able to get out towards the end of the game and clean up, while the Crusader meandered around the battlefield blowing the crap out of whatever got too close to it. My investment in my Terminators was much less, and better protected, leaving more points available for the blue guys with boltguns that ultimately will carry the day for any Space Marine force (though they're not always blue, I suppose). Certainly I got lucky with the deep strike mishaps, but ultimately, do you want nearly half of your army depending on whether or not you manage to roll below average on scatter rolls?
Friday, July 17, 2009
I'm not dead!
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