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Yeah I got rolled by guard a few weeks ago, you can read all about it. After that game I've determined that I will have to have a clear conversation with any guard player at those point levels again. After talking to a couple other guys it seems like my opponent in those games just net lists and tries to beat face so I doubt I'll ever rematch him.

 

Thanks for the email duz, I just sent this off:

 

•   Unit: All Infantry

•   Number of games played: 3 <Raven Guard>

•   Wargear Item/Ability: Stratagem

•   Wargear/Ability Suggestions: Change text to read as follows: At the start of the first battle round but before the first turn begins, use this Stratagem on a Raven Guard Infantry unit from your army to move that unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can move before the first turn begins, the player who is taking the first turn moves their units first.

•   Points Value Suggestions: N/A

 

Explanation: I believe the whole point of the SftS stratagem was to provide a thematic and situation advantage to the Raven Guard player. The change in the 2nd FAQ limiting units to a 9" move after deployment means that options were severely limited and there may be times when I would rather not spend the CP to use the stratagem. If first turn is seized or a counter deployment requires adaption it's possible that I've just wasted a CP because it would be to my disadvantage to utilize SftS.

 

Thanks for all you guys do!

Matthew

Id elaborate more

 

The 9" movement is highly situational and you have to declare it when deploying the unit. As a result your opponent can already plan to counter this resulting in a wasted CP.

 

Or just go back to the original wording see as RG weren't exactly meta changing with it to begin with ...

My Spectral Sicarii and Raven Guard joined forces for a Kill Team operation against Necrons last night. It was half Kill Team and half Arena. We played an Arena mission but didn't use the Arena objectives, it was still a lot of fun.

 

My list:

 

Intercessor Sgt - Leader - Bolt Rifle

Intercessor Gunner - Demolitions - Stalker Bolter w/ AGL

Intercessor - Comms - Bolt Rifle

Tactical Gunner - Heavy - Heavy Bolter

Scout - Bolter

Scout - Bolter

Tactical Gunner - Flamer

 

Necron List:

 

5 Imortals with Gauss Blasters

1 Warrior with <whatever it's called>

 

Mission was Hidden fault and my Necron opponent only had a few games under his belt.

 

Turn 1 I advanced everything forward into LOS blocking cover, I didn't have any shots but I also denied all of his shooting. I left a scout camping in my deployment zone for my objective and I claimed one of the mid field. He moved up and mistakenly was not close enough to his objective. Score is 2 - 1.

 

Turn 2 I move into the center terrain piece to claim both objective and position myself to be obscured but have lanes of fire downfield. He moves and challenges for the center. Shooting results in a couple flesh wounds on both sides. Score is 4 - 2.

 

Turn 3 it gets he takes initiative. He readies some models and charges my flamer. My flamer rocked this game because it shot three times for 6/4/6 shots (one of those was overwatch). I play to the mission and move most of my models out of LOS of his readied models so I can survive and hold the objectives. I think he was a little bummed that his turn was largely wasted. End result is some flesh wounds on both sides, he charged me, I charged him back. I take his warrior out of action in combat and I now hold both central objectives for bonus points. Score is 9 - 3.

 

Turn 4 I ready everything because I can't lose and wanted to give him a chance to move into position to maybe retaliate and knock some of my models out. I wiff every single attack, he does about the same. Game over, I win 14 - 4.

 

It was a fun game and he learned a lot. We talked about the game afterwards and during the course of the game. He realized some things he should have done and not have done, he saw some of what I did and I think he'll take that into his next games. I was happy to have finally won against necrons. When I play my son in KT I tend to roll 6's on the Injury roll and his guys are back with no flesh wounds.

 

This is a command roster setup and I think I like my KT as is. I have three tactical gunners in my list for the flamer/plasma/melta options and think I'll keep them for my rotating choice but the rest seems solid. My demolitions can hit on 2's against anyone with comms helping him and my heavy bolter can move around and fire with no penalty. The two scouts are great for extra bodies that I can use as backfield objective holders while my marines move forward since they've got the better save. I may try to tweak it to get a reiver in the list but I'm not overly concerned about that right now. I'm going to put a regular bolt rifle on my Intercessor gunner. I originally thought the Stalker would be good for the extra range but given the close confines of Arena and the movement required I'd rather have the Rapid Fire profile for double tapping if I need weight of fire.

  • 2 weeks later...

3 rhinos were delivered by the local bulk hauler. Tech priests have completed assembly and are currently awaiting the chapters livery to be painted on.

 

2 predators are in the warp awaiting confirmation of launch.

I brought a 2K army to a local ITC tourney yesterday. Jump Captain, couple Primaris Lieutenants, two Scouts, two Intercessors, twenty Assault Marines, ten Devs, a Stormtalon, a Dread, and my melee-armed Leviathan.

 

I lost all three games, though they were all relatively close affairs. The new Engineers secondary ITC objective was great.

 

I need more Primaris Marines. They're so much better than standard Marines. Five Intercessors can withstand a ton of fire in cover and camping an objective.

 

The Stormtalon pulled a lot of weight with assault cannons and lascannons.

 

I picked up the Marine half of Shadowspear, so that'll be fun to try out.

Had a great game of Kill Team tonight at my FLGS. I played Brother SydonianDragoon404's AdMech in an Arena mission. I don't remember the mission but it was four rounds with two objectives in the center, corner deployment.

 

Turn one I rushed forward to claim the objective and lost my Flamer which really hurt since he had more models than me. It was pretty even and back and forth but he was able to sit on both objectives more than me and was slowly running away with the VPs. Turn 3 I denied most of his shooting by moving out of sight of several of his readied models which helped me stay on the board. Turn 4 I was just going for blood because the mission was lost. I ended up taking him below 50% but he passed his Break test on a re-roll. He won 3 - 9 but it was still a great game and I really enjoy playing him. He's a better player than I am and he plays more frequently. I like to pick his brain about what he's doing with his Templars because it helps me think about my own marine strategies.

 

The other neat thing about tonight's game was the board had the terrain I painted for the store on it. It was really rewarding seeing the good looking terrain with good looking models (he paints really well and always fields a painted army). I need to ask to paint some of their MDF stuff next so we can get that looking good.

 

gHCLB8hh.jpg

 

LMxDhwbh.jpg

 

PSnTiCyh.jpg

 

tSggyc5h.jpg

Sweet stuff. You might try a textured paint for MDF. I have found it works well for building terrain.

 

Gamewise ... just need practice is all, and your doing that so, hey step up on me :smile.:

 

Practice is correct. I also learned there's a lot of stratagems I didn't know about that came in the Space Wolf and Commanders box for Kill Team so I'm getting copies of those. I did have one really cool moment where I moved my Heavy Specialist up with a HB. I popped the Decisive Strike and Extra Ammo stratagems to get four shots before he did when he had initiative. I took out the model on the objective but only flesh wounded the other one that I had split my fire on. Had that worked I think I still would have lost but it would have been closer.

 

I've heard of the textured paint, I'm going to ask if they're OK with me painting up some of it and look into paints.

 

Some of that scatter terrain seems familiar...

 

Looks good :thumbsup:

 

Thanks! Once he'd laid the boards out I promptly placed my army on the board with most of the scatter terrain that I painted. I was making sure I got to play on that :)

Just sent my feedback on the adjusted SftS to 40kfaq@gwplc.com 

 

I suggested they review and either

  • Reinstate the original rule
  • Allow players to pay before the beginning of the game instead of when the unit deploys
  • Switch the 9" for a deep strike or Cult Ambush like mechanic instead

I also gave some polite suggestions on improving power armour in general such as:

  • All marines get an extra +1 A and +1 W base
  • All bolters AP-1
  • Power armour ignores AP -1 or re-roll's fails of 1
  • Bolters become Rapid fire 2
  • Reivers have AP -1 power blades

 

Its probably all wish listing but with the new FAQ dropping soon maybe they'll have a chance to consider it before then, or for the next one.

You can always hope ;)

Without turning this into a Hope's and dreams for the faq thread I just sent this in for hopefully more beta rules.

 

Strike from the shadows and other similar abilities - pay to move units before game turn 1 starts, after you know who is going first and sieze roll off has happened. Maybe even make it a limited thing. 1CP for 1 Unit, 2 for 3 units, 3 for 4 units.

 

FURIOUS ASSAULT - Unit that charged recieves +1 to their attack characteristic for the following assault phase. If any charging models die to overwatch, no bonus is granted as the charge falters and loses momentum.

 

Storm shield - if invulnerable save isnt used, allows failed saving throw to be rerolled. (Probably go up to 4 or 5 points)

I could do with fewer storm shields on the field, this after facing a 2K DW army with nothing but max sized Veteran Squads with stormbolters and shields. And obligatory terminator, van vet, and biker in each squad.

Boring as heck to play against.

Serious question, why was it boring? I've never played against DW and don't really know how they work. My basic understanding is that by having those mixed squad they cherry pick the best rule for the situation? Like the terminator takes the saves, VV uses a SS for invuln, bike... falls back and charges again?

Serious question, why was it boring? I've never played against DW and don't really know how they work. My basic understanding is that by having those mixed squad they cherry pick the best rule for the situation? Like the terminator takes the saves, VV uses a SS for invuln, bike... falls back and charges again?

Exactly. You have every model with one with a stormbolter that fires Special Issue Ammo, 3++ saves on every model, fearless, can fall back and shoot and charge, and can teleport via one of the FOUR smash Captains in the list.

 

2 point storm shields are fine in Cidex Marine armies, but when they appear in DW where every model gets access, they're broken and unfun.

 

Serious question, why was it boring? I've never played against DW and don't really know how they work. My basic understanding is that by having those mixed squad they cherry pick the best rule for the situation? Like the terminator takes the saves, VV uses a SS for invuln, bike... falls back and charges again?

Exactly. You have every model with one with a stormbolter that fires Special Issue Ammo, 3++ saves on every model, fearless, can fall back and shoot and charge, and can teleport via one of the FOUR smash Captains in the list.

 

2 point storm shields are fine in Cidex Marine armies, but when they appear in DW where every model gets access, they're broken and unfun.

 

 

Like Panzer said, they're still 3+ 1W models that cost 20PPM. In fact, (and it pains me to say so), but we have a great Codex-compliant option for them: Redemptor dreads loaded for full dakka. SIA isn't great against vehicles, and the Redemptor cranks out a ton of S5 AP-1 shots.

 

I think maybe you got what TWH got a couple weeks ago: You played against a good/meta strong level of list with something that was not. If you'd like, feel free to post his full list, and I would be happy to give feedback if you like.

Well didn't want to get the thread off topic with my previous post... was just a nudge to get some FAQ emails in if you were thinking about it :whistling:

 

Meanwhile, have all but finished my Shadowspear box! :D 
Just the Eliminators and Suppersors left to do! Oh and some head swaps for the Infiltrators because those weird underbite bulldog helmets don't do it for me :down:

 

Probably should have vowed these in the event, but I haven't started the Storm Eagle I vowed :sweat:

So back on topic:

 

My Shadowspear box arrived yesterday (purchased via Amazon/Toynado Alley)

 

I opened it up to find that the poster (the cardstock printed box art) had been folded during packaging, and everything packed on top, resulting in it getting a huge crease/mark across the front.

 

I called GW Customer Service, explained the situation, and was told that the poster's whole purpose was to be a divider between minis and the printed stock. He said in older versions of starter boxes (before the art print), they had issues with the minis/sprues scratching up the print materials (rulebook, instructions, etc), so they started doing the poster as a way to act as a protective barrier, and they "Don't consider it a product eligible for replacement or return, but instead think of it as packaging"

 

I was bummed needless to say, which brings me to my point: Am I the only one that loves the box art posters? I think I have bought nearly every kit at release since they introduced the posters, and while its not the sole reason, its a big reason I end up buying it. I've actually started using them as a wallpaper of sorts in my office at work, as its a great conversation starter (I work in IT and the art/IP is regarded positively/interesting here).

 

Anyone else feel the same?

 

I'm going to go through the hassle of doing a return via Amazon to buy another box to get one intact.

Edited by ltvyper

That's very odd. Mine was flat on the bottom, and I actually didn't realize it was in there except I heard something making noise when I was moving the box to throw it away. I looked inside and saw nothing. I moved it around and more noise... Then I realized that pretty 'bottom of the box' was the poster, and the transfer sheet underneath had been sliding around and making the noise.

That's very odd. Mine was flat on the bottom, and I actually didn't realize it was in there except I heard something making noise when I was moving the box to throw it away. I looked inside and saw nothing. I moved it around and more noise... Then I realized that pretty 'bottom of the box' was the poster, and the transfer sheet underneath had been sliding around and making the noise.

 

I have had this be the case as well. Almost like whoever is packing these at the plant does give a care for what the sequence/purpose is.

 

Oh well!

Usually I like the artworks and use them as backdrops for my 40k shelf, but the current one just doesn't fit. Anyway, I spent the week building and painting a lot of my first shadowspear box. 6 eliminators, 3 HQs, and 3 infiltrators so far, with the remaining infiltrators halfway done.

 

Tested the phobos captain/libby and eliminators in a 2vs2 game yesterday. Except for a redemptor, everything was primaris infantry. Sadly the Open War mission was decided before the first model was moved (just one all-deciding objective, 50" from our deployment zone), so we just went off to kill stuff. Libby was super fun to use when combined with intercessors in cover - no way for my opponent to get at the libby, while the libby slowed down and MWed astartes/custodes bikers. Intercessors and hellblasters tanked insane amounts of dakka by not being hit at all or using cover to survive. Redemptor was fielded for the first time, and it got off some nice shooting before it got blown up in a single round - no invul is clearly a downside.

 

The phobos captain and eliminators were...to be honest, expensive and worthless. S4 just doesn't wound when all enemy characters/units are T5+, and even killing a lone scout fails half of the time. Concealed Positions doesn't work when the enemy has more mobility and wants to get into CC range, and camo cloak was either unneccesary (no AP shots) or didn't work (CC). Considering how expensive the models are currently (72p for 3 models), I'd rather take more intercessors for increased mobility and number of models/shots. And I doubt the Infiltrators will be more impressive in terms of firepower.

 

Once the remaining Infiltrators are painted, I'll go straight to the Suppressors. I need more range...

I love the idea of the Eliminators but I've feared that S4 would not really make them that great and anecdotally that seems to be the case... that being said I can't wait to field mine because rule of cool pilots my ship, for better or worse.

I'm going to take an all primaris Kill Team to the event at the end of the month. I'll have two nights to test it out. I really wish I could run a heavy bolter but I don't have one painted up and since I can run a full team that is the same scheme I'm going to.

 

So at 98 points I have:
 
Reiver Sergeant: Bolt carbine, Combat knife, Leader
 
Intercessor: Bolt rifle, Comms
Intercessor Gunner: Auspex, Auxiliary grenade launcher, Bolt rifle, Demolitions
Intercessor Sergeant: Bolt rifle, Power sword, Combat
 
 
Intercessor: Bolt rifle
Reiver: Bolt carbine
 
The list really centers around my Intercessor Sgt. I'm hoping 4 -3AP attacks does work in CC. We're going to be playing Arena-esque missions so I don't need grapnel launchers or grav shutes for my reivers. I guess I could make the second Intercessor a gunner as well to take the Aux grenade launcher because it's free... so... that's been done now in my head :smile.:

I love the idea of the Eliminators but I've feared that S4 would not really make them that great and anecdotally that seems to be the case... that being said I can't wait to field mine because rule of cool pilots my ship, for better or worse.

I had a pretty similar experience playing against DG with two squads of Eliminators. I had almost no targets I could wound on anything better than a 5+. They did however have a great redeeming factor; a 2+ save in cover against -1AP. They tanked 3 rounds of fire from a duo of Foetid Bloat Drones and kept his Malignant Plague Caster at bay for fear of good rolls with Executioner ammo. I think they are absolutely a unit that cannot be justified based solely on killing potential (which is odd for snipers, but whatcha gonna do?).

It should be mentioned that I played mine as Blood Angels so your RG chapter tactic could potentially get you even more millage than mine (or your opponent may just ignore them due to them being too hard to kill for what they do, who knows).

 

EDIT: Foetid Bloat Drones, not Plague Drones.

Edited by Slothysaur

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