At the weekend
I was at the Games of War Spring Tournament. The tradition at this one is there
are 2 lists – 1750pts on the Saturday and 2000pts on the Sunday. Usually I
simply add some units to my 1750 list to make it up to 2000, however, as long
as the primary detachments are from the same codex, there was nothing stopping me
taking a completely different list … which is what I did.
On the
Saturday I took
Captain
with Artificer Armour, on a bike with Lightening Claw and Power fist
Biker
Command Squad, 2 Storm Shields, 2 power lances and 2 power axes
10
man Scout Squad
Bike
Squad, 2 Plasma Guns, 5 extra guys, Combi Melta, MM Attack Bike
Bike
Squad, 2 Plasma Guns, 5 extra guys, Combi Melta, MM Attack Bike
Storm
Talon with Typhoon Missile Launcher x2
Thunder
Fire Cannon x2
On Sunday I
took
Vulcan
Lysander
Command
Squad, 4 Melta Guns, 4 Flamers, 2 Melta Bombs, Drop Pod
Tac
Squad, Melta. Multi Melta, Combi Melta, Drop Pod x3
Iron
Clad, Twin Heavy Flamers, Assault Launchers, Drop Pod x2
So first is
list all about manoeuvrability, hitting hard and running away, 2nd
list all about getting up close and personal, before smashing face.
Game 1
Big Guns, 5
Objectives against Blood Angles. His list was Libby with Jump Pack, a priest with
a jump pack, 2 Assault Squads with Jump Packs, 2 Frag Launcher Furiosos in
Pods, bunch of Death Company in Storm Raven with Lemartes, and a DC Dread
in a Pod.
Must say I
was worried about this list. I don’t really have any “expendable” bubble wrap in
the bike list to push back his pods, other than the scouts.
So, he got
first turn and set up the assault squads with the Libby and the Priest,
everything else in reserve. I set up everything , using the scouts to bubble
wrap as best I could, but I also used the command squad. With the captain and 2
storm shields they should be able to take some punishment from the frag
launchers. I combat squaded the bikes, 2 plasma’s in one squad for heavy
infantry duty, and the combi melta and MM Attack Bike in the other one to hunt
dreadnaughts. I hid the melta teams behind the bubble wrap, so they could deal
with the dreads after the drop.
His first
Furioso comes down and hits “bang on” right beside on of the TFCs. However, his
other one scatters off the board and he rolls a “1” on the mishap table i.e.
destroyed. Now this was unlucky, he wasn’t going for a particularly risky deep
strike, he just scatter a long way. So we agreed that, while it would count as
“first blood”, we would treat it as a “misplaced” result instead, and I placed
it way over in the far corner.
The first
Furioso wiped out the scout bubble wrap.
In my turn I
killed the Furioso, and pounded the assault squads with the TFCs, but didn’t
kill very many due to their 3+ and 5+ FNP rolls. I didn’t move around much
‘casue I wanted to see what he did with the DC dread and the ‘Raven.
In his turn 2
the DC dread stayed off, but the ‘Raven came on. The ‘Raven came straight at
me, but really didn’t kill anything because most of my bikes now had a 4+ Jink
save.
My next turn
won the game. One of the Stormtalons came on and blew up his ‘Raven. All the
death company bar one and Lemartes died in the explosion. After that it
was just mopping up. The bikes killed the DC dread when it came down, and the
other Furioso after it slogged all the way across the board. The TFC’s and the
‘Talons killed the Assault Squads, and the Command squad dealt with
Lemartes.
Win to me.
Learning point? Assault cannons are pretty good against Stormravens when they
rend!
Game 2
The Scouring
against Ratwolf’s Nids. Two flying Hive Tyrants, 4 Hive Guard, 2 Trygons,
2 Tervigons with lots of little bugs, and the Doom in a pod.
Yikes….! This
is a pretty evil list, and I’m not very good with Nids. I’ve played Ratwolf’s
nids before, in 5th, and beaten them with my “old” tri Stormraven
list, but nobody locally plays Nids, and I’m not very familiar with what they
do. I’ve read the Codex, but that’s very different from having experience
playing them.
And Ratwolf
was out for revenge – we’ve played twice before at these tourney’s and its 2-0
to me……..!
I go first
and I set up conservatively, giving myself as much space as possible to gun
down the big bugs, while running away. He deploys as far forward as he can.
In my first
turn I move all the bikes to get a 4+ cover save, but don’t really go anywhere.
I kill a squad of ‘gaunts with the TFCs. This would be a feature of the game.
Ratwolf would spawn some gaunts, and I would remove them! TFC’s are pretty
awesome!
Anyway, the
game went as one might guess it would. The big bugs rushed me and I manged to
kill all of them bar one. Once the ‘Talons come on, it’s a surprisingly shooty
list. It doesn’t have a huge volume of shots, but because it’s so manoeuvrable,
you can get the guns to where they need to be. So at the beginning of Turn 4
I thought I pretty much had the game in
the bag …. and then the Doom came down…..!
And this is
the difference between reading about what a unit does, and experiencing it. I
had of course read up on what the Doom could do, but experiencing it is an
entirely different matter. I had bunched up my units to try and deal with the
last remaining Trygon who was on 2 wounds. The plan was then to move onto one
of the Tervigons that was threatening the middle objective. But the Doom
stopped all of that…!
After the
dust settled I was left with the Captain and a depleted command squad, and the
odd bike her and there! The Captain managed to Power Fist the Doom in assault,
but it was too late – I didn’t then have enough bikes to kill the Trygon, the
Tervigons and then grab some objectives.
An 8-6 win to
Ratwolf.
Although it
was a loss, I was actually quite pleased with how this game went. I felt I was getting the hang of the hit and fade
tactics. If had had more experience of the Doom, I might just have snatched it.
Game 3
Crusade,
Hammer and Anvil, 5 objectives, against guard. Command Squad, in a Chimera, 2
other Chimeras with guys inside, a 20 man blob, the obligatory Manticore, 2
Leman Russes with scary guns, and the (2) obligatory Vendettas with guys inside
(gosh, but guard armies are a bit “samey”!).
I let my
opponent go first so his ‘dettas would be on the board when my ‘talons
came on turn 2. I set up as spaced out as possible and hunkered down. He set up
as you would expect, all castled up behind his Aegis, and let rip…. and killed
one TFC for first blood….phew!
In my turn
the bikes roared forward, trying to keep behind cover as much as possible. The
plan was to kill the stuff that would hurt me a range and then run away and
grab objectives, leaving the Captain with his command squad to cause havoc.
In this turn
2 one of the ‘dettas came on and he killed a few bikes, but not too many. In my
turn 2, both Talons came on and singularly failed to kill the one ‘detta that
was on the table….! They stripped 2 hull points and forced it to jink though,
which was OK I guess. The bikes fared better however, killing both Russes, with
the Command Squad lining up a charge on the blob….which it then failed!
Now that I
had killed all his ranged weapons (other than the Manticore, which was tucked
away in the back, behind some Chimeras) the rest of the game consisted of me
running away to claim objectives, while trying to kill the vendettas to stop
the guys inside claiming or contesting. I was successful (although those bloody
Vendettas were a pain to put down!)
Win to me.
Again, the
manoeuvrability of the bikes really paid off. The key in this game was to hit
the key targets quickly and then run away, while the TFCs and the Talons kill
stuff.
Game 4
So day 2 and
I’m on table 2 (Little Geek is on table one, having gone 3 – 0 yesterday!)
against Tau, kill points, vanguard strike. Now playing the 2000pt pod army.
Now I very
seldom get to play against Tau, but I obviously know the Codex very well, and
how the army plays … and I have a pretty good list to play against them, so I
was pretty confident going into this game…..! You can guess where this is going
can’t you…!
He had a
Deathrain Shas’el with Positional relay (this is important!), a squad of
twin plasma XV8s, a Stealth team,2 squads of Kroot, 3 squads of fire warriors
(one in a ‘fish), a Hammerhead, 3 piranhas in a squadron, 2 Broadsides with
plasma rifles and Sniper Drones. Oh, and a Bastion!
Now I’ve
never thought about taking a bastion with my Tau, but it makes perfect sense.
Put the Broadsides inside and the Shasel on top manning the laszcannon/quad
gun. Now your Broadsides have a much better line of sight, and an AV14 building
to hide in. It makes them very static, but they are pretty static anyway.
Bubble wrap the bunker and you have a pretty effective gun “line”.
Long story
short, I managed to “squeak” a draw. Bluntly, I was completely out played…!
My opponent
set up this bastion, bubble wrapped by Kroot and a squad of fire warriors.
Broadsides inside, Commander with a small squad of F’warriors on the top,
manning the lazcannon. He was then able to keep everything else in reserve. I
podded in to kill the bubble wrap, the Bastions etc. Over the next 2 turns he
keeps most of his army of the board using the Positional relay. Makes me
work (really) hard to kill the bastion and the Broadsides (Lysander got slapped
down by the Broadsides in assault, having lost 2 wounds to overwatching
Railguns…!), and then brings the rest of his army on turn 4, killing 3 units in
that turn, and (from memory) 2 more in turn 5 for the draw….!
A very
tactically astute game by my opponent, and pretty dumb one from me ..!
I see a
Bastion in my future!
Game 5
So while I
drew my last game, I took enough VPs to be on top table game 5 (5thed
VP’s were used to separate rankings). Up against my old nemesis Hesh and his
guard. Emperor’s will, Vanguard Strike.
Now, after
our last game (see the report in the last GofW tourney report), Hesh had
obviously had a long think about how to counter drop pods. So this time, as
well as the obligatory, Manticore, 2 Vendettas, blob squad and 3 squads of guys
with melta and plasma in chimeras, he was running Coteaz in a henchman squad
with 2 Jakeros, 2 plasma cannons, 2 plasma guns, some “wounds” and a
multimelta. He had swapped his comms relay for a Quad gun, and kept the strike
squad for warp quake…….!
Hmmmmm….!
Luckily, I
get first turn and take it to try and get down before he gets warp quake off. I
still need to contend with “I’ve been expecting you” but I have a chance.
Hesh castle’s
up in a corner on his objective, with everything on the board except Marbo and
the 2 dettas. I place my objective in the opposite corner (as you will see
later this was a mistake). The plan is to bring one tac squad down on the
objective and the other 2 down to support the first wave. Coteaz fails to seize
and we’re on.
IMHO, Hesh
deployed poorly (sorry mate…!). He puts Coteaz squad in a ruin which partially
blocks their line of sight to the left of his line. I can bring down units on
the left, out of Coteaz 12” cheese bubble, and even if I scatter into the gorgonzola,
not everything will get to fire. So that’s the plan.
First dread
comes down perfectly, the Pod just outside the bubble. The dread deploys inside
the bubble, but the MM can’t see it and the Jokeros either can’t see it, or
miss, I can’t remember. The important point is that he’s fine. I try to do the
same with the next dread, but because I only have a small area to work in, I
try a more risky deep strike and the pod mishaps off the table. I roll
“misplaced” and he now has a very long walk to get anywhere. Vulcan and his
melta team come down perfectly however, just out of the cheese bubble, but just
in melta range of a chimera. I’ve now use up the “window” and Lysander needs to
come in right in the middle of the gorgonzola. The pod comes in, is hit and
blows up, killing (from memory) 3 sternguard. Coteaz brings out the super
strong cheddar and fires the same henchman squad again at Lysander and the
Sternguard (stupid rule!), killing all but 5 and putting 2 wounds on Lysander.
Hmmm… not
great, but could have been worse.
In my
shooting phase, Vulcan and friends kill a Chimera, and most of the guys inside
die in the explosion. The dread kills some guardsmen, and a couple of strike
marines. The Sternguard play a blinder and very, very nearly kill Coteaz (he
was one 4+ save away from snuffing it from a combi melta shot, but saved).
However, they whittle down the henchman squad.
In Hesh’s
turn he fails to get Warp Quake off (happy dance!). He also forgets to move his
artillery (he was running a Colossus along with the Manticore) so he can’t draw
line of sight on Vulcan, or the dread that’s up close and personal. He
lets rip, but all he does is kill the remaining Sternguard and takes Lysander
down to 1 wound. He then (IMHO) makes another mistake and assaults Lysander
with the strike squad. He forgets for a moment that Halberds are now AP3. This
assault will last for about 4 rounds while Lysander whittles down the strike
squad, but importantly, keeps him safe from shooting, until most of the other
stuff is killed and he can kill the last remaining squad holding Hesh’s
objective.
In my turn
all 3 pods come in. One goes onto my objective, and the other 2 come down to
support the front line. The misplaced Dread starts running! I kill another
Chimera, immobilise the last Chimera and the front line Dread assaults Coteaz
and his squad. By this time Hesh’s castle is a wreck, and all that’s left for
me to do is mop up.
However, on
his turn 3 both dettas come on and make a beeline for my objective. And this
was my big mistake. Stupidly, I had placed the objective way over in a corner,
leaving only one tac squad protecting it. Two ‘dettas filled with melta guns,
flamers and plasma, and (next turn) Marbo, made short work of them, and take my
objective. What I should have done is place my objective as close to Hesh’s as
possible, so that I would have multiple suads available to hold it. Duh…! That
lost me the game.
So, at the
end of turn 4, Hesh had my objective, first blood and line breaker for 5
points, and I had line breaker and kill the warlord, for 2 points. On my turn 4
I had come up short by about 2 inches on a run roll to grab his
objective. Time had been called and I had lost, but very honourably, Hesh suggested
a turn 5 and I was able to run one tac marine onto his objective, for the draw.
Well played
Hesh, and a suitable ending to a tense and exciting game!
List thoughts
Neither of
these list are “the best of” space marine lists, but both of them are really
fun to play, but in very different ways. In fact, they couldn’t be more
different. The bike list is very mobile, relying on mobility and movement to
deliver a hammer blow, exactly where it’s needed, before fading away our of
trouble. The Drop Pod list is a very blunt instrument, delivering a hammer blow
in one location, but struggling to redeploy to cope with anything else. I love
them both!
How could
they be improved?
Bike List
What worked
·
Thunder
Fire Cannons are awesome. They dealt with the Assault squads in game one, kept
me in the game by killing loads of little bugs in game 2, and even although one
of them was killed first turn, dealt with guardsmen in game 3.
·
A
captain on a bike with artificer armour is really tough – he’s just great at
“tanking” wounds and keeping stuff alive. In game 3 my opponent’s blob squad fired
54 las gun shots at the command squad, and killed on guy!
·
Storm
talons. Jury is still out, but they did really well, killing a Stormraven in
game one, dispatching big bugs in game 2, and (eventually) a Vendetta in game
3. I was worried about fragility, but they survived to the end of all three
games.
·
Bike
squads. Having 2 full squads allows you to split them into 2 plasama squads and
2 melta squads, increasing flexibility.
What didn’t work
·
The
command squad. I’m just not persuaded that a command squad tooled up for close
combat is really worth its points. As it stands it’s running at around 290pts.
It never got into close combat in game 1, finally killed a grounded Hive Tyrant
in game 2, and killed a blob squad in game 3. However, investing those points
in more guns might be a better option.
So I
think I could lose the assault orientated command squad without really
weakening the list. I’ve been thinking about 3 alternatives
·
Re
tool the Command Squad, swapping the power weapons for plasma guns. That would
be just terrifying, but pricy.
·
With
a bit of jiggling around, I could probably squeeze in another full bike squad.
·
A
second tooled out captain, with points to spare. The thinking here is that when
I need to get a melta squad into position the captain can “lead them out”
tanking wounds on the way in, allowing to melta to get close enough to hit it’s
target
Hmmmm….!
Pod List
The pod list
was pretty much the same as the last time and worked pretty much the same as
last time. It has serious limitations which were shown in both games. In game
4, my Tau opponent “danced rings round me”, and in Game 5, Hesh exploited my
inability to redeploy to win the game. In game 5 I could have placed my
objectives smarter, but there was little I could have done in game 4.
I’ve already
discussed how this might be strengthened using Space Wolf allies, but, as a
C:SM list, I can’t think of how to improve it, while still keeping it an all
pod list. My only thought might be to replace the tac squads multi
melta’s with laz cannons. I could combat squad and keep the laz cannon half in
the back field to hold objectives and provide some long range shooting – but 3
lazcannons doesn’t really scare anybody.
One thought
that is intriguing, however is whether I could squeeze in a Stormraven, now
that C:SM can take them. It sort of keeps the integrity of the list as
everything still starts off the board, its just that some of it is in a
Stormraven…….or 2!