Jump to content

meditations on the abyss-


mughi3

Recommended Posts

Ok so i have done a bunch of 6th ed games now, lots of testing and proxies on all sides at the LGS. some things about 6th i find fun, or just needed changes, unfortunatly much of this edition i really feel is poorly executed.

 

So making something out of this, i shelved my themed dread seige army since it has no survivability in 6th(perhaps they will get to come back out and play in about 5 years for 7th edition). broke out flyers and stuff for our 2K games.

 

 

I know there are alot of really wonkie combos with the allies rules and the double force org options at 2K(we usually roll 2k in all our games). however i decided to do something a bit different. our gaming group uses everything in the 40K line in our normal games. so it isn't odd to see FW units or even the odd ork stompas mucking about. i like to play small, elite and usually mechanised army list so to make them a bit more resiliant i decided on tossing in a couple storm eagles and using the superheavy detatchment rules. added my lovely doomhammer to the list.

 

http://i70.photobucket.com/albums/i112/mughi3/batreps/2k6thed.jpg

 

 

HQ-

master of the forge, PW, full servo harness X2 servitors

 

Troops

.tac squad X8 sgt. with PF

.scout squad X5, cloaks, sgt. with PF

 

Elite

.tech marine + 2 servitors

.tech marine + 2 servitors

.tech marine

 

Fast

.storm eagle gunship-typhoon/las

.storm eagle gunship-typhoon/las

.assault squad(5) PF/SS on the sarge, flamer

 

Detachment

-doomhammer tank

 

 

the first game of the night i didn't bother adding pics since it was mostly proxied paper cutouts as my opponant was trying to judge the effectiveness of a list he was thinking about making.

 

 

I ended up fighting the necron airforce-7 flyers deepstriking . this game ended up pretty one sided. the doomhammer got knocked out turn 2 by concentrated fire and some good dice rolls. i did manage to use my eagles to take down 2 of his fighters. he then slaughtered all i had on foot. i ended the game with a loss with only the 2 flyers (and their riders) surviving.

 

The necron player slugged it out with our big eldar palyers re-vamped wraith list. they didn't manage to kill much of each other but the eldar managed to eek out a win.

 

Then it was my turn:

 

His list is pretty impressive-

 

http://i70.photobucket.com/albums/i112/mughi3/batreps/ka72812.jpg

 

HQ

.eldrad

.wraith seer

 

Troops

X2 large wraithguard squads

 

Fast

X2 eldar nightwing fighters

 

Heavies

X3 wraithlords with lance/missile

 

The wraithseer allows him to grant a few interesting abilities to his wraith units like FNP, it will not die, and fleet

he then uses his warlock to grant them cover and of course eldrad is tossing around fortune and guide etc.. like candy.

it makes for one resiliant army.

 

 

We rolled up mission 4, i finally got my warlord trait that allowed re-rolls on reserves( i usually get something worthless).

 

i managed to go first and drop a wraithlord with the hammer score a KP for first blood. most of the rest of the game saw me move away from those pesky warp rifles hammering them for all i had. i forgot to move my assault units on turn 2 so they got eaten by wraithguard. with 2 techmarines inside the hammer i managed to keep the hull points up and repaird for most the game. in the last turn(7) we rolled up nightfight so i sent my eagles off to hover over objectives claiming 2 worth 3 points each. that darn wraithseer wouldn't die, i took it down to a single wound in turn 5 but couldnt hit it after that. this allowed him to assualt the doomhammer on the final turn and finish it off. i lost a single marine in the explosion.

 

We tallied up the points-he was holding 7 points in objectives and i was holding 6, however my first blood scored me a 7th point to tie up the game. kind of ironic considering how many times we fought each other to a tie in 5th edition.

 

In actual kills i scored eldrad(he was to close to the front and failed his "look out sir" roll), a wraithlord, most of one wraithguard squad and about 4 guard out of his second squad

 

My losses were the doomhammer, a single marine, and a remaining hull point damage on one of the eagles.

 

 

http://i70.photobucket.com/albums/i112/mughi3/batreps/kb72812.jpg

http://i70.photobucket.com/albums/i112/mughi3/batreps/kc72812.jpg

http://i70.photobucket.com/albums/i112/mughi3/batreps/kd72812.jpg

http://i70.photobucket.com/albums/i112/mughi3/batreps/ke72812.jpg

http://i70.photobucket.com/albums/i112/mughi3/batreps/kf72812.jpg

Link to comment
https://bolterandchainsword.com/topic/257795-meditations-on-the-abyss/
Share on other sites

No more dreads? :)

 

That's disappointing, I was hoping you would give us some insight on 6th edition tactics with dreads. Especially since with the ally rules we can use other variants, and at 2000+ the foc doubles. Oh well..

Sadly no, the only dread really worth anything now are the grey knight rifleman dreads(or contemptor mortis pattern ) with psybolt ammo. stick em in cover with a techi and they can kill everything on the table.

With the stupid hull point rules my dreads including my ironclads never lasted for more than about a full game turn of CC. i also lost the abilty to reserve them as a counter charge unit, where they were most effective, since i cannot now charge from reserves. venerable becomes almost pointless since there is no re-roll on the glance hit as it just kills you. if i step out of cover(re-enforced at that) for any reason my dreads died in all the playtesting i did.

 

A drop podding furioso or death company dread in a lucius pod with the talons may do OK against MEQs since it has the potential to kill most of the squad on the charge but since the swing is simo now with grenades only needing 3+ to plant the dread is likely to die as well(got forbid you get immobilised in CC, face EMP or haywire grenades). or shortly after when it gets shot the minute it wins the CC.

 

The vehicle nerf hit my dreads especially hard, "not happy" is a very poor explanation about how i feel about it.

 

The double force org chart and allies rules while interesting and capable of massive abuses (imagine a core tau army battle brothers with imperial guard-take a single troops choice IG platoon with 15-20 lascannons and then marker light for them ;) ) never really interested me since i wanted to play my chapter. hell i want to play my dreads but i fail to see the fun for me to put them on the table when the outcome of the battle is pretty much already decided. especially given the amount of heavy firepower i face in most of the armies in my local area.

 

 

On the flip side i always wanted a doomhammer so now i have a reason to take one lol. perhaps it will be a downpayment on my IG army i always wanted to build(resisting the urge)

  • 3 weeks later...
Oddly enough, I've been running an Ironclad in a drop pod with great effect as a single suicide unit. I'd expect 2-3 Ironclads dropping on Turn one could be quite devastating.

 

Everyone's experiences are different, I guess.

Well see thats the difference you see them as "suicide units" i see them as they are in the fluff, powerful engines of war that i am loathe to loose in combat. when i am dropping close to 200 points or more on each dread and i have 7 of them it is a huge chunk of my force at 2K. i do not put them on the table expecting them to die in short order. some may but i expect most to be pretty resiliant. hull points takes that away. all through previous editions going back to 3rd my dreads always performed well and generally survived most games (albeit somewhat worse for wear).

 

Also since i am running a dread talon i cannot use drop pods for my ironclads since they must all be deployed together within 6" of one another.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.