Saturday, January 1, 2011
1000 pt Shrike list
Wednesday, February 17, 2010
Who am I...when I win?
Every player has to play seven games and the top four will battle it out at the end of March to find out who is the best.
I have played three games so far. Resulting in two wins and one loss.
Now, one of my resolutions for this year was to bring my game up...with 22 losses under my belt, I figured I needed to work on my list, tactics, etc.
In the past I have mentioned that I have two "hats" that I wear depending on how I am going to play the game. On one hand I have my "let's have fun" hat and my "No holds barred" hat.
The fun hat has not stood me too well in the winning department as I am too laid back, not as focused on the game, etc. However, the winning hat has made me feel like a dick.
Let me cover a few key events in the last couple of games to bring this into perspective.
First winning game (in the tournament) was against Dark Angels. It was an objective game and I maximized my objective placement by grouping them as close as possible to each other and maximized for the terrain. My opponent is a regular in the store and he has steamrolled me every time I have played him in the past. This games was bit different. I was a lot more focused.
I controlled my movement and spread out a full tactical squad, while remaining in coherency, to claim two of the five objectives. My target priority was much more brutal as I systematically smashed his transport/armor capability. In the last round (I went second) I barely managed to run my Captain into contesting range of one of the two objectives my opponent held.
So, it went from a draw situation, to a win for me.
As we shook hands I couldn't help but notice that my opponent had a look on his face. That look said to me, "I can't believe you kicked my dog, mister". It made me feel kinda small, to see that look.
Second winning game (tournament) was against a brutal Chaos Demons army. Two objectives. Two full units of Flamers of Tzeentch, a couple of Nurgle units, and a Soul Grinder. This game was against the manager of the store and, well, he's a hell of a nice guy.
Early in the game, I took out his Soul Grinder before it could even wound one of my units. One shot - BOOM.
After he wiped two complete tactical squads out and claimed my objective, I tank shocked (Land Raider and Rhino) him off of the objective and embarked my last tac squad into the Land Raider. Now, the way I positioned my tanks, he was incapable of getting within 3" of my objective, period. the Flamers of Tzeentch are brutal against troops but, tank busting is not their strong suit. He tried for four rounds to use a lance type weapon against my tanks, to get a destroyed result. He managed to get a wrecked result on the Rhino but, because it now becomes terrain he still could not get within 3".
He kept trying to move his model's bases under my tanks (the tanks were set up a little because they were sitting on area terrain) but, I kept saying "I don't think you can crawl under my vehicles"...
In the fifth round I used my Land Speeder to contest his objective. I also had ran my Marneus Calgar equivalent into close combat with his unit, which prevented him from assaulting my Land Speeder.
I did not know this at the time because, I was hoping the game would end on turn five and since I was going second (again) he could not bump me from his objective. The game went a full seven rounds.
However, there is a little known statement in the rules that basically says in a multiple close combat situation that involves a vehicle, the defender will ignore the vehicle to face the more imminent of threats (which makes sense). It was this situation that allowed me to win. He literally could not ignore my assaulting HQ unit to attack my contesting vehicle.
So, I won on two technicalities (or so it seems to me). One, he could not physically get within 3" of my objective because I had parked on top of it. Two, he could not fight off my contesting vehicle because I had managed to get another non-vehicle unit into close combat with him.
I again, saw the look.
It had been a tense game all around. In the end the entire store was gathered around, watching and waiting to see the outcome.
Anyway about twenty minutes after, I told him I did not feel good about how I had won and he was very cool. He told me not to worry about it, I had played smarter (and luckier), I had played to the objective of the game, etc.
However, I have looked back at the last two games and wondered if they have cast the most favorable light on me.
In the end I won but, what did it cost me, to do so?
Monday, November 2, 2009
Making Tau unkillable...almost
He has trouble keeping his suits alive long enough to tear things up.
This is my suggestion...
"I would consider scrapping the two elite teams.
Take one Shas'o HQ suits with a bodyguard.
For 301 points you have a 3 suit team with 14 wounds and 4+ invulnerable save.
Loadout is as follows;
Shas'o; with TL plasma rifles, HW Drone controller, Target Lock, Shield Drone, Gun Drone.
Bodyguard suit; TL Fusion Blasters, HW Drone controller, Targeting Array, 2x Gun Drones
Bodyguard suit; TL Missile Pods, HW Drone controller, Targeting Array, 2x Gun Drones
The gun drones are great for attempting pinning tests, but they mostly exist for ablative wounds. Each bodyguard suit has 2 wounds and the Shas'o has 4 wounds. That means you can absorb 10 wounds (x5 gun drones, x1 wound from each bodyguard suit, 3 wounds from the Shas'o suit) before you lose your 4+ invulnerable save by sacrificing the shield drone on the 11th wound.
After that you will lose one suit for each wound taken, for the remaining three wounds.
The twin-linking allows you to almost never miss and the weapons loadout gives you a mix of long to short ranged firepower.
Granted, you are giving up numbers in exchange for survivability. As it stands your two elite suit teams only have a total of 12 wounds between both of them. In this instance you free up two force organization slots, gain two more wounds overall (14 vs. 12) while only giving up four suits overall (7 vs. 3). Looking at your list and removing your two elite and one HQ selection (416 points); replacing it with the HQ as outlined above (301 points); saves you 115 points that can be sunk into another unit.
Try it. I think you will be surprised by the amount of energy your opponent will have to devote to destroying those three suits while your Broadsides and HQ rip him apart."
Friday, October 30, 2009
The must-have unit
My must-have unit is the second HQ choice.
Even in a 500 point list I always try to include two HQs.
Sure, they are not as damaging as the heavies or as flashy as the Elites, but they are solid and vicious in their own right.
Let's face it, the stat block is always better, the armor is always better, and the wounds are always better than your standard troops choice.
For example take the Shas'o XV-8 Commander suit. BS is 5 with the from the word, "go". Acute Senses, Deep Strike, Jet Pack, 4 wounds, a hard-wired drone controller, 4 attacks at initiative 3, and a 3+ armor save come standard. Add in a shield drone and another drone of your choice and you add a +4 invulnerable save and two ablative wounds to the mix.
Basically, your HQ looks something like this; hits on everything but a 1, has 6 wounds, if you take a twin-linked weapon system you will never miss (unless your dice hate you), 12" of move per round, the super-duper insta-kill wounds can be ablated to a shield drone, in short you have a nearly unkillable HQ unit on the board.
The only thing that would make it better is if you had two....
Think about it.