Tuesday, August 2, 2011

List Changes and Unit reviews

So my list from the pre-Ard Boyz is as follows.  This is with out details for ease of use.

GM w/ psycannon
10x Purifiers w/ 4 psycannons
-both the above riding in a LR Crusader w/ multimelta
2x 5 GKSS w/psycannon in a HB Razorback
2x 5 Interceptors w/ Incinerator and hammer
Libby with Hammer & 3 powers
10x Termies w/ 2 psycannon and hammer (THRAWN!!)
2 Rifleman Dreads

New list will consist of-
Mordrak and 5 ghost knights w hammers
Libby w/ hammer and 5 powers teleport homer
10x Termies w/ 2 psycannon and hammer (THRAWN!!)
2x 5 Purifiers w/ 2 psycannon in HB razorback
5 GKSS w/ 1 psycannon in HB Razorback
5 GKSS
2x 5 Interceptors with hammer and incinerator
2x Rifleman Dreads with psybolts

This is an alpha-strike list.  Pure and simple.

Here's the plan-
Mordrak with Libby and ghost knights jump into range of the enemy and terrain with cover.  Since Mordrak counts as a unit upgrade and not an IC he can carry the Libby too.  Use Grand Strategy to give interceptors scout for the free move and 30 inch threat range.  Jump in with Mo and Co., rush with the interceptors as real threats.  Suddenly the enemy has 5 very real threats, Mo&Co, 2 interceptor squads, 2 dreads firing from backfield.  This along with 3 razorbacks roaming the field should give most players some problems.

The problem that I have run into has been multiple hulls or target saturation.  Multiple hulls being the primary problem I have been in.  This brings the possibility of striking 2 hulls in the shooting with dreads and 2 in assault turn 1 at a minimum.  If they chose to fire on Mo & Co a 2+ cover (stealth + shrouding) will be keeping them alive a while.  Possibly generating a couple more knights from anything not str 8 or better.  Turn 2 Libby summons the termies and it gets really ugly.  Turn 3 if he's still there Libby summons the loose GKSS for additional scoring if needed.

Should be fun.  Now I just have to wait for my 5 new hammers to arrive in the mail to build them.

pre-'Ard boyz Touney results


Well what a sad day for me.  1-2-0    Piss poor planning prevent performance.

There are some serious mistakes and lessons learned from this event.

#1 - Now this is just embarrassing...never leave parts of your models at home.  This is bad.  Namely the turrets for your razorbacks, and additional weapons for Land Raiders.You just look silly with a borrowed Dreadnought melta arm sitting on top of you land raider.  I am sure you can imagine it. 

#2 - Grandmaster and Land Raider - 500 points wasted.  In "Ard Boyz that is too much.  Just the Land Raider itself was the primary waste.  Blown up or wrecked in the first turn in 2 of 3 games.  The third game it got parked in turn 2 and sat there and shot for the rest of the game.    Too high of a point cost for so little effect. 

#3 - Grand Master - primary use...Grand Strategy.  This power is so very versatile and useful.  Need to take 5 objectives?  Have a rifleman dread sit at home base scoring while the purifiers run out for the far one.  Need to get that first turn alpha strike off?  Scout the interceptors, suddenly they have a 30" from deployment threat range.  Going to be recieving a lot of charges to shake you off that single objective?  Counter Attack is wonderful for those termies with a banner and libby attached.  This power alone makes me look at Grand masters as a useful part of my army.

#4 - Learn the codex's of your opponents.  Know your enemy.  ignore that paper airplane of the Dark Eldar, yes that little one, no really go ahead and ignore it....see what it just dropped off in you deployment zone....yes they can walk out of that thing.  Bugger.

#5 THRAWN!!  He rocks my socks....when I remember he's in the game.  When I forget for half the game its a problem.



Anyways... I played, as is evidenced above, a Dark Eldar player.  Who made great use of a webway portal carried by a haemonunculus carried in a Venom.  2 of them with a pair of pain engine things.  He tabled me.  Fuck, there goes winning anything in this tournament.

Second game - Mech-dar.  Low model count and great rolling.  I table him, but there were some hairy moments in there.   Once again proving to me that Swooping Hawks are the worst unit in the game.  Once upon a time I played with them and they saw the table 2 times.  Both times they landed pooped and died to little effect.

Third Game - Victory Points against....IG 2 chimera, 4 russes, 2 basilisks and vets...etc.  Crap.  Once again Grey knights prove to have a hard time against massed hulls.  He nearly tables me but a parked Land Raider and a pair of Dread keep him to a minor victory. 

Overall I finished like 8 out of the 10 folks that showed up.  Really! I fail at this game!  At least today.  But the purpose is for fun and I had a blast playing. Played the last 2 games against people who I really enjoy playing against.