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Escalation/Stronghold Tournament- 2k


Morticon

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Thanks for the feedback guys! Makes it easier writing these up!

 

Really surprised to see that you beat the aetaos list, but as you said, player inexperiences helped you a lot a think. I played versus that guy in a regular apocalypse game, and he's freaking unfair, without D weapons it's almost impossible to kill him, and the barrage weapon puts on a huge load of damage. ^^

 

Ushtarador - remember that he has his most recent rules in IA: Apocalypse (2013) - all the rules before that are absolutely beserk.  

He got nerfed quite heavily.  His big thing is combat and then that barrage weapon (which is not Str. D) other than that hes got the Tzeentch powers, the majority of which are either blast or beam so the army is very susceptible to flyers.  

 

Theyre also VERY thin on the ground, so if youre a highly mobile army, you have an advantage of note. 

 

These batreps are incredible. If you could would yould drop the storm ravens and something else for a thunderHawk? He fact that you rolled through so many lists means that :
A. You ate your wheaties that morning
B. You were underestimated
C. You are brilliant tactician and we shouldd all bow down to you.

I think you played the necron game just right minus the mistakes you mentioned. As for the two chaos demon games it seems like those went almost perfectly with the excepton of the crazylook out sirs rolls. Did you just avoid his big demon in demon game 2? Really looking forward to seeing the next set of reports.

As an aside i recently played versus necrons in a 3k game and ctan dropped me hard. Intercepted my t-hawk with his pylon and blew it up in one turn. I guess its lucky he took ctan instead of the pylon cause i didnt see alot of melta in your list. Seems like you played it just right.

 

Hahahhah- shot for that Poly! :P 

 

Ya, i had played these guys the night before in a warm up game - I just avoided the big guy COMPLETELY - and wrecked them.  This time I actually went for the bigguy - BIG mistake. Should have stuck to plan A.   He's just too good. Thunderhammer termies getting him in combat is an option!! 

 

There's probably noooo ways Id drop the ravens.  That being said, I've not seen the rules for the hawk, but the tactical flexibility to carry the dreads, carry troops, or even mephy is just too good.  I love the weapon load out too.



Wow, 2 Ork lists in the top 5??  What were they running?  Orks have a tough time in this edition, let along HUGE templates.

 

The one was horde ork! He played a Rev list too- but got first turn- so 45 lootas + the rending rule + Ap1 for one squad of them (via warlord traits) took it out!

 

The other was battlewagon spam.

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Game 4 -  The Scouring - Dawn of War

 

Orks

 

Ghazghul

Warboss - mega-armour, pole, squig, cybork

 

3x 15 Lootas

3x Mega-armour Nobs - 2Rokkits, TRUKK

3x 30 Strong Shoota Boyz-  Klaw, Pole

2x 10 Grots

 

2x 1 Lobbas - 2xAmmo Runts

 

I placed objectives as far spaced as possible to make use of my mobility 

 

He deployed his objectives across the top left 2/3rds of the board.

 

I won the roll off and chose to go first.  2 full turns of loota shooting could be devastating. 

 

My deployment was a little more out of the box than previous.  

Since there were no high S (+S8) weapons, I put Corbs out in front to tank with Mephy - leading the jumpers.

I also deployed the razors- but kept all the menz in reserve - 1 walking on, and 2 in ravens. The Van Vets I kept as a squad since i needed numbers against orks and since they give KP in this mission. 

 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5854_zpsf380012a.jpg

 

I was facing down this:

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5855_zps365a85ec.jpg

 

Thankfully he didnt seize.

The objectives were about equal - with a slight advantage on my side with the #4.

 

I had 3, 4 and 1, he had 2, 3, and 2. 

 

In my turn, i moved up - mephy limiting LOS from all the lootas -because if he got lucky he could actually take him out with all those loota shots.  Corbs walked up with the jumpers, then ran to get up further.
http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5857_zpsfdc80e4e.jpg

 

The dready chose the right flank, somewhat protected from fire by 2 squads of lootas.

I opened up on what I could- killed 1 loota from random shooting, and a bunch of orks from the frag dread.

 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5856_zps443d049c.jpg

 

In his turn, he marched forward, and repositioned the lootas and the boys. 
http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5858_zps1626360d.jpg

 

He went for the drop pod and nuked it for first blood.  The other lootas shot at the jumpers, not firing with a few of the squad so they could specifically target the jumpers not corbs.  I lost 1 or 2 marines.

His charge on the dread got him in, but the claw was ineffectual. Yay AV13 and WS6 !!

 

In my turn, the vets come in.  I ponder on which flank to hit them on, since i dont want to go into the full boys squad just yet.  The left flank can easily be reinforced by Ghaz and quite soon by the Meganob leader. So I choose the right flank, since theyve been hit by the dread already and are weaker. With some luck ill drop their numbers to breaking point and either force a Waagh or break a squad.

 

They land pretty much where needed.  2"scatter.  The orkies are in trouble now. 

I only get one Raven in- so I position it getting ruin cover from what I think is two loota squads. 

 

I move mephy off to the left flank. Again, Ghaz and the mega boss are guarding the centre and I cant engage for fear of squishie klaw death.  I start to move my jumpers up- and it looks like ill need about a 6 or 7 for the charge- but i realise, that even with FC from corbs, the mega boss will come in, and just clean up, and i dont have enough attacks to take that horde out.  I opt for playing the long game and jump them across to the ruin and into cover behind high walls.  The razors i move out to position shots on lootas.

 

The one squad of lootas take a whole bunch of wounds and are down to a few of them.

Meph runs further off to the left flank. 

 

The Van Vets charge in and devastate the orky ranks (though they should have done better!). 

 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5859_zps0011b46e.jpg

 

He is down to exactly 10 orks, and now needs to make a break check or call a waagh.  

He deliberates for a bit, but decides to call a Waagh. 

 

We are about to start his turn two when we realise he hadn't tested for his lootas.  

My opponent has a penchant for failing his Ld checks at the best of times, and as a result claimed (understandably) that he would have called the waagh at end of shooting- I do, however, insist that unfortunately since it was called in the middle of the assault phase that he take the break check (as it wasnt called then).  As expected (by him) he fails.  

 

In his turn two, he moves his meganobs behind ruins and his 1 grot squad on the board providing a screen to the lootas in case the dread and crew mop up the orks.  He marches the middle ork boy squad forward and moves Ghaz to the left, to protect the large boy squad on the objective that Meph seems to be flanking towards. 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5863_zps24c0457f.jpg

 

Shooting time!

His one loota squad misses horribly (the one affording me the 4+ cover). 

The other loota squad however claims to have LOS without cover. 

 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5862_zps358e0868.jpg

 

(In my mind, i though 1/3 the 1 wing, 1/3 the hull, 1/3 the other wing.  But, as far as surface area concerned, defs not)

 

I reluctantly accept my fate after getting a second opinion :P

He shoots a bunch of shots, and winds up doing 3 glances. 

I roll to jink....I just need one to keep it alive.

I fail all three :(

 

But wait!!! Corbulo foretold of this! 

I use the reroll.....

 

Success!!!!!!!  The Raven lives.  My opponent is livid! 

 

In combat, the vanguard and the dread manage to slay the fearless orks to the exact number required. 

The squad is now free. 

This spells trouble. 

 

My other raven still doesnt come on in my turn, but the 5man squad marches on and hides under the ruin to claim the 3point objective. 

 

Now its time for a tactical, organised blood angel offensive!

The 5man squad in the Raven disembark, the jumpers move to engage the central big squad, the dread moves in too to flame the lootas, while the vanvets join the 5man and the jumpers in the assault on the boys. 

 

Rwar! 


http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5864_zps24277ad0.jpg

 

Mephy moves further along the left flank under cover from the ruin for a turn 4 charge into the boys - hopefully pulling them off their objective, or at least contesting it. 

 

My assault is not that impressive for all the attacks, sadly, and the orks remain fearless.  The bonus is, a pithy vet sarge takes out a nob with just his chainsword! 

The lootas take some more damage, but hold.  The grots break though. 

 

In his turn, the nobs come out to charge the dread.  Maybe not ideal. 

Ghaz needs to reinforce the central orks, or they will be lost.  he leaves the big squad on the left flank and attempts to join the combat! He shoots the one raven down finally.

 

He does get in! As do the Meganobs - who lose 2/3rds of their menz before striking- and then they dont do enough damage- yay AV13!!!

 

Ghaz stomps heads, but the BA rip through the orkies and I win combat. He fails both LD checks, and I wipe out the two bosses! 

 

It's now looking bleak. We have run out of time, and it looks like turn 4 will be out last. 

My raven comes on, and drops (skies of blood) the 5man onto the 4point objective.  Corbs goes to reinforce to avoid lobba damage.

 

I shoot lootas where i can. 

Mephy moves out to charge the ork boy squad, and pull them off the objective. The other units move freely to try claim various points and charge lootas/grots claiming/contesting in the center. 

 

(ignore the casualty on the top of the ruin! And check mephy about to charge on the left flank)

 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5865_zps5dfc30d6.jpg

 

The dread finishes off the Nob. 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5866_zps0b47b6d7.jpg

 

The jumpers smash into the lootas and the grots- who take the brunt of the attacks to increase the combat result. It works, and both squads are wiped. 

 

In his turn, he pulls a little bit of a sneaky, and uses his lootas to surround the orks locked in combat, that are slowly making their way towards mephy each init step/pile in.  He locks one ork in place thereby securing its claiming position. 


He fails to dislodge the guys from the central objective and mephy kills a few orks, but doesnt break them.

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5867_zps50125e4c.jpg

 

The game ends.

 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5868_zps375509a4.jpg 

 

 

 I wind up with 12 points to his 3. 

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haha very well done, and some awesome sneaky stuff! Surrounding the orc so he can't pile in anymore, brilliant ^^ Also: CORBULO TO THE RESCUE, awesome :D

 

 

Ushtarador - remember that he has his most recent rules in IA:
Apocalypse (2013) - all the rules before that are absolutely beserk.

 

Oooh that explains a lot then, because I played the old version, and not only was he unkillable (3+ invul and reroll all 1), he also dealt a huge load of damage with the barrage and everything else ^^

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Great reports so far (I notice that Mort is posting right now, so hoping I don't get ninja'ed!) - looking forward to game 5! One question - how long were your rounds? This is one of the things that's been really bugging me so far; I keep seeing battle reports by self-styled 'pro' players which almost always seem to finish with "this will be the last turn due to time" and then whoever's going second wins easily (and has normally opted to do so). Yet you're playing out 2k games to a finish against much more unusual lists than the net cookie-cutter builds without much problem; I'm wondering if time was ever a factor for you?

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Final Game!

 

Big Guns Never Tire - 4 Objectives - Hammer and Anvil

 

vs. Chaos.

 

 

Lord - Jugger, Axe of Khorne, bling

Lord - Jugger, Fist, bling

 

2x 5 Spawn (not sure if they were marked)

 

3x 8(or so) Marines  - melta, claw, meltabomb, slaaneshi mark - in Rhinos w/ Dirge.

 

8x Raptors - slaaneshi, meltabomb, claw, 2MG

4x Mauler Fiends. 

 

 

It was a very simple list that was just tearing people up.   

 

Unfortunately for him he has NOTHING that can touch Mephiston.  He'd need to assault Meph with multiple Maulers after having taken a wound or two from meltas.  

 

To make matters worse, Maphy rolled a "4"  on the Personal Warlord Table - meaning I got an additional VP for every character slain in a challenge.

 

On top of that, he also had no long range firepower, or antiair.  

 

I didn't want to get too cocky, because I knew that SO much can change in game and bite you in the ass...but, I had absolutely no concerns going into the battle.  I felt like this BA list was the worst match up of the tourney for him. 

As I do for big guns, I put one objective as high up as possible in buildings/ruins so my ravens can claim late game. 

 

The objectives werent back at all, they were quite far forward, and all either in his zone or in the middle ground.  It would definitely be an aggressive game. I couldnt afford to have a small five man coming on later to claim a rear objective, only to be pounced on by his raptors.

 

We rolled nightfight, and he won the roll off for first.  Usually he goes first, but with the distance between us in Hammer/anvil and nightfight as well as the objectives, he decided to give me first turn.  this turn, half my forces fell to rage.  Both Jumper squads, 1 vanvet squad, and 2 of the 5man squads.  I deployed with one squad in a razor, and the other two in ravens (one with corbs) with all jump infantry split.

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5869_zps0b2b2284.jpg

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5870_zpsf93a5efb.jpg

Turn1. 

Poddy landed where it needed to, and got positioning on the rear of one of the maulers. 

Mephy moved up the right flank, and the las razors took shots where they could.  

 

The frag cannon and the magna grapple did their work (melta missed- and corbs' reroll missed again! I really wanted first blood) Thankfully he failed all three 5+ inv. FB was mine!  2 points to me.

 

 

In his turn, his rhino pops out to melta the rear of the dread.  While the other maulers and juggerspawn move foward.

He immobs my dread. 

He unfortunately fails an 8" charge (even with fleet) and cant reach one of the razors. His other mauler does make it in, and chomps the razor.

His lord charges into combat with the dread, and dread pops a spawn or two, but the lord doesnt kill the dread (its only in the 3rd combat phase that I realise we've been rolling to pen on front armour, not rear as per immobile dreads).

 

In turn 2, my ravens and regular jumpers come on.  

 

Meph moves up.  

I immob one more of the maulers and nuke another with the Ravens. Its not looking good for the chaos player.

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5871_zps095d004e.jpg

 

The chaos player moves to engage mephy with the spawn, splits the lord off to handle the troops, and his cultists and rhino slaaneshi boys come on too (they outflanked thanks to the warlord trait). The melta blows up the Razor of corbs. 

 

He cleans up the troops, but his shots aren't so damaging against the 5man squad at the rear near his objective  and 3 survive.  He also now kills the dread.

 

In my turn 3, the vanguard arrive - i put them at the back to help the scoring units and engage his.  My plan is to lock them into a multi-assault and target the cultists thereby breaking the chaos. 

 

They land relatively close.  My jumpers reposition and get ready for the charge. 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5872_zps7fac145d.jpg

 

Corbs bails out of the Raven ready to charge the CSM, and the squad inside the blown up razor gets into the raven. 

http://i1206.photobucket.com/albums/bb447/Brindleysa/Esclations%20-%202000point%20Tournament/IMG_5873_zps826a9162.jpg

 

I think i wind up taking out the 4th mauler.

 

Corbs takes on the sarge from the other squad, but they get stuck in. 

 

Unfortunately, i roll snake eyes for the one vanguard squad, meaning it wont be as easy as expected. 

However, the other van vets make it along with the remnants from the first squad.  Plan goes accordingly even with reduced numbers thanks to FC! I break both the cultists and the slaaneshi marines. 

 

 

At this point my dice are blazing hot.  I've never rolled so many 5s and 6s in my life before and its getting to that point where im apologetic for the rolls. 

 

I get charged by the lord from the dread and think he duffs up most of his rolls. He then gets countered by the vanvet squad, and I kill him.

 

 
 
 
His Raptors come in turn 4, to a devastated board, and I charge with mephy and 5 other vanvets, killing a sarge (for another point).  
 
Everything else is dead by this point.  
 
 
His raptors break. 
 
By end turn 5, everything is cleaned up, and he has some marines left fighting corbs- they break in my 5th and wind up regrouping in his onto the objective. 
 
He gets 3 consolidation points as the game ends on a 1. 
 
I get:  
 
3 Objectives (9), Warlord (1), First Blood(1), Linebreaker (1), Heavies (4), Challenge kill (1) - 17. 
He gets one objective. (3).
Major victory BA.
 
:D And the BA take the tournament with 4 wins and a draw! 
 
 
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Great reports so far (I notice that Mort is posting right now, so hoping I don't get ninja'ed!) - looking forward to game 5! One question - how long were your rounds? This is one of the things that's been really bugging me so far; I keep seeing battle reports by self-styled 'pro' players which almost always seem to finish with "this will be the last turn due to time" and then whoever's going second wins easily (and has normally opted to do so). Yet you're playing out 2k games to a finish against much more unusual lists than the net cookie-cutter builds without much problem; I'm wondering if time was ever a factor for you?

 

Chap - this tourney was quite lax with time.  We had about 2:45 per game or so.  Maybe even 3hrs? I'm a super fast player, and the only time constraints I had was in the Orky game - but we were granted a little extra time to finish both player turns.  

 

Locally how it works at around the 3/4 mark, people start deciding how many turns need to be played. Everyone must have a full turn. 

Time is a little bit of an issue for some of the other players- especially the newer ones, but almost never with me. 

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Well, you are his nemesis at the moment. I'm sure pulling him up on the occasional rule during the big matches never helps ;p

 

Did he pull the SnP trick with the looters and the Nob?

 

As for the list that took down the Reaver, how those Looters get Rending?

 

Based on the top four - who it appears didn't have a LoW or a fortification - do you feel that taking one of those is more of a hindrance at 2k?

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Great reports so far (I notice that Mort is posting right now, so hoping I don't get ninja'ed!) - looking forward to game 5! One question - how long were your rounds? This is one of the things that's been really bugging me so far; I keep seeing battle reports by self-styled 'pro' players which almost always seem to finish with "this will be the last turn due to time" and then whoever's going second wins easily (and has normally opted to do so). Yet you're playing out 2k games to a finish against much more unusual lists than the net cookie-cutter builds without much problem; I'm wondering if time was ever a factor for you?

 

Chap - this tourney was quite lax with time.  We had about 2:45 per game or so.  Maybe even 3hrs? I'm a super fast player, and the only time constraints I had was in the Orky game - but we were granted a little extra time to finish both player turns.  

 

Locally how it works at around the 3/4 mark, people start deciding how many turns need to be played. Everyone must have a full turn. 

Time is a little bit of an issue for some of the other players- especially the newer ones, but almost never with me. 

Gotcha. I'm just wondering if it was an issue for the tournament in general, since its on sites like dakka I see people moaning about "not enough time" or "last turn due to time" which takes a lot out of the game, as people will often deliberately go second knowing that, if the game has to end due to time, they'll have the edge. Who knows, maybe the Americans are just slow :P (for reference, they're often playing 1750/1850 games in a 2:30 time limit).

 

Grats on the win! Take it to 'em with righteous fury!

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Well, you are his nemesis at the moment. I'm sure pulling him up on the occasional rule during the big matches never helps ;p

 

Did he pull the SnP trick with the looters and the Nob?

 

As for the list that took down the Reaver, how those Looters get Rending?

 

Based on the top four - who it appears didn't have a LoW or a fortification - do you feel that taking one of those is more of a hindrance at 2k?

Too bloody right (excuse the french) !!!!!!!!!!!!!  I curse his name every morning when I get up. It was also the fact that when he was a student I first came across him. My two sons were playing in their first tournament which he was running (lots of line Los terrain even in those days . lol). I will always remember his opening words to the motley crew assembled before him." Right you reprobates.Lets get this show moving". I was in awe right from the start.

 

" Fuming "is not correct.Disappointed would be correct. It was the 2012 Nats in Joburg all over again (see 2012 nats  bat rep).

 

This time I had polished off 2 Reavers on the way to playing Morticon.  In the first game I rolled a 6 on the Lords of War  warlord traits. This gave me rending. Against the second army using the Reaver I forgot to roll on that table and only got 'furious charge ( lol ) This one took 2 void shields. On turn 4 he moved away from them and was shot at and then engaged in hth, going down in turn 5.

 

From the Pork perspective:

 

The BA got to choose table sides. 

No area terrain nor building in my deployment zone,hence my odd looking dispositions.

Lots of LOS terrain positioned perfectly for an assault on my lines (he did not set up the terrain this time). Meffy going down my right. Having felt the pain in the past from his Dred I fanned out in my anti double flammer formation (patent pending). Assuming (correctly ) that his Dred would get a lucky scatter or direct hit  ; my lootas were 8 inches behind the front models. Minimized the damage to only 6 covered by the template x 2. I think I lost 11 or 12 and one to the melta. Nothing too frightening yet. Lootas  opened up. . I tried to be sneaky and blocked out Corbs. Sadly the lootas (which once belonged to Morticon ) only fired one shot each.This was ominous ,and set the tone for most of the game .I only got 3 shots for the first time towards the end of Game turn 3 . With 3 squads of 15 one would expect more. I stand to be corrected , the maximum amount of loota shots never exceeded 24 at anytime in the game. Very disappointing.The rest is history.

 

My opponent played  a great game as per normal and left me with only scraps and morsels .

 

The reason I say it was disappointing was that this had the potential to be an absolute Blood Fest and proved to be very one sided.The game and army combo's deserved better. It should have been, Meffy surrounded by hundreds of dead Porks ,himself on his last wound holding the field of battle on his own in tribute to his fallen comraded

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Well, you are his nemesis at the moment. I'm sure pulling him up on the occasional rule during the big matches never helps ;p

 

Did he pull the SnP trick with the looters and the Nob?

 

As for the list that took down the Reaver, how those Looters get Rending?

 

Based on the top four - who it appears didn't have a LoW or a fortification - do you feel that taking one of those is more of a hindrance at 2k?

 

Jolemai, he defs pulled the SnP trick with the looters.  Thats why he has Ghaz and the Megaboss- so he can do it with two. 

And he answered the Rending/AP1 question above! (See "Dirty Rat" ).

 

 

As to the forts/LoW.  I think for 2k you can fit some nasty fort combos in.  Void shield generators are going to be staple. Certain armies will look to the void shield network, and work flamer units in so they can get torrent (from the pipelines).  

 

The vengeance batteries as an example are really cheap for what they offer.  150 points nets you 2x AV14 bastions with quad icarus!!! 

I think you're going to see a return of some gunline stuff with those combos. 

 

 

The big guys.  

 

Mark my words now....Gargantuan MCs and specifically the flying GMCs....are goign to be prevalent in competitive games- they are much, much, much scarier than the super heavy walkers. Especially for BA.  If you're playing in an environment that brings Revenants- then bring corbs, a fraggy pod or two and vanguard with Meltas and your prob is solved.   You just dont have that option with FGMCs. 

 

DA will also " lol the way home" - their Black Knights are amazing to deal with them. (great allies!!)

 

Other than that, they do severely weaken the core of an army.  

Fliers are a really good way to deal with them, as most D weapons are blast.  

Mobility will help too.

Strike units like Stern drops and frag pods will help target the weaker links in the army.

 

I know there are a lot of silly combos going round, but I for one am really happy.  I honestly believe these expansions will bring about more balance, and more variation - not less. 

 

Of course, there is SOOO much i dont know. And i will have to revise this opinion when someone finds that super combo.  But until then, i think BA are primed to do perfectly well against the new onslaught of Lords of War. 

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Okay, Mort - back to my question but I'll add to it a bit. In an environment with forgeworld and escalation etc. what new toys best benefit the blood angels? Where do you think we capitalize on the goodies? I'm liking the fire raptor but am having difficulty building something around it.

http://www.forgeworld.co.uk/Downloads/Product/PDF/F/fire-raptor.pdf

Not sure whether to use the added deep strike mechanic or just roll with it as a gunship, an upgrade to the storm raven.

Other thoughts?

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We are holding a tournament with forgeworld units in my town in a few weeks, and I have used the fire raptor in multiple games to test my list. It's 1850 points and I run it with 2 stormravens for anti-tank and transportation.

I think contrary to most forgeworld units it's very well prized, and the amount of fire it lays down is devastating. You can shoot up to 4 different targets,  the missiles are decent anti-tank and everything hits on a 2 and forces pinning tests thanks to strafing run! If anything, I would think of it as a flying dakka baal who's a lot better versus MEQ ;)

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Okay, Mort - back to my question but I'll add to it a bit. In an environment with forgeworld and escalation etc. what new toys best benefit the blood angels? Where do you think we capitalize on the goodies? I'm liking the fire raptor but am having difficulty building something around it.

http://www.forgeworld.co.uk/Downloads/Product/PDF/F/fire-raptor.pdf

Not sure whether to use the added deep strike mechanic or just roll with it as a gunship, an upgrade to the storm raven.

Other thoughts?

Take the ravens . Mort will go about it in more depth , but for BAs right now flyers are crucial . D templates are [commisar obiviousovski here] templates , they if someone over focuses on them he can't hurt the flyers. BAs also have nice alfa strike units in the form of dreads and the only fire and forget jump unit in the for of vets. Multiple targets spaming and use of terrain is ultra important. Read morts reports , aside for the times when he is not using his loaded dice , most of the [censored] come when he positions his models bad . Never forget that you are wearing power armor . Yes shoting in 6th treats power armor as , if it was paper. Melee is something totaly different. Good melee units are few in other armies and the only problem for BAs was demons . but thankfuly dogs can be killed fast enough , ravens get deal rather well with FMCs . You don't even have to kill them[unless they are scoring DPs , then it gets harder] just kite them Mort did . Use your super speedy tanks/transports and the fact that , you do not scater as much as others and that you offten run around with jump packs[or wings] . Check how people use Mefo and learn it , he is force multiplier , he is like that since the pdf codex.

 

If you face a lot of D stuff get close . if your 6-7" from a warhound or a fortification he won't be as happy to use his twin turbolasers on you . You do have to be lucky and understand that eldar are to BAs right now , what SW were to nids back in the days of 5th.

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Orogen + Ushtarador,

 

The Fire Raptor looks awesome.  My only concern however is that it is not a transport.  

Thats a HUGE thing for me.

The big monsters can wipe out squads of guys at a time.  

Having squads off, even if they're 5man squads can play such a crucial role late game. Same goes for the ability to transport Mephy.  

If you're on a board with poor cover and a Rev gets first turn, you dont want Mephy out in the open, or in LOS. 

 

 

What units benefit BA in escalation:

 

Oddly, almost all the same as before:

 

Mephiston - can take out C'tan and Revenants by himself! In fact, he's even better now.

Storm Ravens - as noted.

Fraggy Dreads - great, great great for targeting the weak spots that the LOW create in an army. Also, great for clearing bubble wrap around protected big guys. And good first blood units.

Stern Guard - again- exactly the same role as fraggy. As much as i'm a fan though, i think cost benefit ratio is better with the frag dread. 10 guys is the same cost as 2 fragdreads.

 

MultiMelta Attack bikes!!  Theyre going to be good for bigger vehicles as they always are, but mainly for mobility (which I believe is key!) and high T monsters.

 

Comeback kids - The Vanguard Veterans - I dont see them lasting a second against Tau-ceptor lists, but those lists do fine by themselves in regular meta, and fold in LOW meta (which is why im loving it). The Vets are incredible for taking out either the big walkers/vehicles themselves (thanks to MBs) or, to do the same job as the Fraggy/Stern and go for the other bits of the army hiding away hoping to score. 

 

I Get By With A Lil' Help From My Friends....

 

As most of you know, i'm a firm believer in allies.

 

Corteas, if you can work him in is epic thanks to his reroll for seize if you lose first turn. Added to the fact that you get a +1 on the seize if you face a LOW -you're looking at good odds!! With Corteas, you can maybe grab a cheap Razor with some henchmen/assassins and a banisher for those pesky daemons!!

 

Black Knights, led by a lvl two DA libby (125pnts with auspex, bike and lvl2), these guys are phenomenal.  Pricey! But, at 235 for 5 guys with 2characters (1apoth), a grenade launcher to reduce T or Init and then 4 plasmatalons - not to mention scout, skilled rider, hit and run, rending attacks etc, you're looking at a unit that can really put the hurt on the big monsters. 

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I really like the dark angel additions... But if you're sold on vanvets one thing I'd point out is you don't gain much by taking them from BA - if you took the exact same load out from C:SM you'd save nearly 100pts! Perhaps some cost effective additions or cool toys from the base book? Grav gun bikers/centurions/thunderfire or whirlwind/storm talon/cheap tacticals/cool hq? One or two options from that list could provide some cheap stop-gaps, and heck it's almost free with the points you save on a 10man vanvet squad.

 

Oh and I totally agree on the ravens transport capability being crucial - I was suggesting fire raptor in addition- maybe that's too many points but 2x ravens PLUS raptor would be a lot of firepower that is very difficult to deal with.

 

Thanks for the thoughts, really honing in on a core list to help navigate the craziness that is current 40k tournament possibilities!

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Ugh, thanks Jolemai- I saw C:SM had heroic intervention and figured the text would be the same.... Thought they'd call it something else if they were going to change the ability significantly. Bleh, yeah that's worth the 100 pts and also makes codex vanvets kinda lame.
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Dont forget, with raven/razor movement, we can position the priests close enough to give them FNP/FC too !!

That d6 scatter and the charge on the land (not to mention the reroll for reserves) are all worth the BA tax on them! Especially at higher points games.

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