Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts

Sunday, February 7, 2010

Prepare for drop!


After two hard fought losses this weekend I have begun reassessing my list.

My problem seems to boil down to mis-positioning my units during deployment.

Since I usually footslog my marines, due to only owning one Rhino and one Land Raider, I am badly outmanuevered on most missions. I have found myself saying repeatedly, to myself, if I could only get my heavy firepower "over there", I could wreak some havoc.

So, I dug into my codex and began looking at other options. I was immediately enamored with the drop pods. For the same price/points cost of a Rhino I have a transport option that can carry anything in my army.

Terminators?....check, Dreadnought?...check, All flavors of marines?...check.

Only problem is that it is immobilized once it drops, not much a problem as my Rhino and or Land Raider is usually popped on the first turn and cannot carry a Dreadnought at all.

So, I came home with two drop pods (I would have bought more but the store didn't have any...) and built them while watching the Super Bowl. They went together quickly, as I did not bother to build the central column and harnesses. I am not happy that the doors will not stay closed on their own, but a few magnets will fix that.

I also picked up a couple of Dreadnoughts. I am strongly toying with the idea of a six Dread list.

I think the pods will give me a better chance of getting my firepower "over there" and into the backfield of my enemy.
Now, I have read the Drop Pod Assault rules and they basically distill down to this...no scatter mishaps unless you scatter off the table. Is this a correct interpretation?

Saturday, November 14, 2009

I know defeat....

Well. The "Vegas Odds" tournament happened today. I placed solidly in the middle of the pack. 1st place too $40 worth of product home. 2nd and 3rd took $25 and $15 respectively.

I did not play the list I had previously posted. I conferred with older and wiser warriors than myself on the Dice Like Thunder forums and the general consensus was that I lacked any mobility. This is the list I ran...

Cato Sicarius
3 Tac squads at full strength
2 Dreadnoughts w/ CCW, MM, SB
1 Rhino
6 Terminators w/ x1 power sword, x5 powers fist, x6 SB

This is fairly solid list. Mobility is somewhat solved by using Sicarius to give one tac squad infiltrate. DS the terminators, and put one squad in the Rhino.

I wish I had only been competing against my opponents. The "Vegas Odds" were against us all but I seemed to have fallen into a puddle of bad luck on my way to the game and I felt it the rest of the day.

Every time you gave a shooting order to a unit you rolled a d6. On a 1, you targeted the nearest friendly unit and fired everything at it. On a 2, you used the night fighting rules. 3-5 shooting occurs as normal. On a 6, you are are out of ammo, no shooting that turn.

Every time you gave an assault order to a unit you also rolled a d6. On a 1 or 2, your unit is spooked and falls back d6 inches away from the unit they were going to assault. 3 thru 5, assault as normal. On a 6, your unit assaults itself. My squad of Terminators actually took themselves out twice thanks to that.

We were also playing four people to a table. You were facing your opponent across the table but only half of the long side you were on belonged to you. You could also shoot and be shot at by the other two players on the table. I don't think that happened more than once or twice all day. We mostly concentrated on our respective opponents.

All missions were Dawn of War deployment and Annihilation. Scoring was different. If you managed to kill the enemy commander you received 5 points (and you had to kill him, if he ran off the table, you did not kill him). If you destroyed your enemy's most expensive unit your received 3 points. If you destroyed at least one vehicle you got 2 points. You received one point each for every scoring unit you had left alive at the end of the battle. Finally, your opponent rolled 2d6 and you received the result as points. You then rolled 2d6 for him.

Now, the games were fun. The "Vegas Odds" definitely changed the entire feeling of the game. You could have had a perfect deployment and flawless tactics and it could have completely fallen apart around you on the "Vegas Odds" roll.

I would say my major gripe is that prizes were being awarded. I mean, I wanted a chance to win based off of my tactics, my deployment, my list, my generally good luck. I found that those random 2d6 rolls completely skewed the outcome. For instance I managed to keep my commander alive and my highest point unit stayed alive. That means I denied my opponent 8 points. And then we rolled the random points. I rolled a 12 for him, he rolled a 3 for me. My roll literally put him ahead by a point due to no game play on his part.

I don't mean to sound sour, it really was a lot of fun. But, I really wanted to win some free product. As I am sure everyone else did. The "Vegas Odds" are good for a lark, for bragging rights, and amazement at the outrageous results, but not for prizes.

Ah well, until the next tournament. I will keep my blade sharp and my gun oiled. You do the same...

Wednesday, November 11, 2009

Odds are....

This is the Space Marine list I am going to use this Saturday at the local GW "Vegas Odds" tournament.

Supposedly, random events will be occurring each turn. I guess that's why it is called "Vegas Odds".

I went with a basic flexible build. Enough meltas, meltabombs, and powerfists to deal with armor and enough regular shooting and flamers to deal with large unit armies like IG, Orks, or Tyranids.

The tactical squads will probably be combat squaded into a heavy element and an assaulting element. The Captain and Terminators will be my close assault hammers. The dreads will provide longer ranged anti-armor and be my bait units.

1250 Pts - Space Marines Roster - Void Legion



1 Battle Captain @ 160 pts (...in Power Armour)

1 ...in Power Armour (Frag Grenades; Krak Grenades; Iron Halo; Auxiliary Grenade Launcher; Digital Weapons; Melta Bombs; Artificer Armour; Bolter x1; Power Sword x1)



9 Tac Squad - Tempus @ 175 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Flamer; Missile Launcher)

1 Sergeant (Frag Grenades; Krak Grenades; Melta Bombs; Bolt Pistol; Chainsword)



9 Tac Squad - Vulgus @ 175 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Flamer; Missile Launcher)

1 Sergeant (Frag Grenades; Krak Grenades; Melta Bombs; Chainsword; Chainsword)



9 Tac Squad - Deo @ 180 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Meltagun; Missile Launcher)

1 Sergeant (Frag Grenades; Krak Grenades; Melta Bombs; Bolt Pistol; Chainsword)



1 Dreadnought "Dutch" @ 120 pts (Searchlight; Smoke Launchers; Extra Armor; Dreadnought CCW; Multi-Melta; Storm Bolter)



1 Dreadnought "Blaine" @ 120 pts (Searchlight; Smoke Launchers; Extra Armor; Dreadnought CCW; Multi-Melta; Storm Bolter)



7 Terminator Squad @ 320 pts (Power Fist x7; Storm Bolter x7)

1 Sergeant (Power Sword; Storm Bolter)