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Friday, December 30, 2011

Tournament Wrap-up


In the end, I think I came about middle of the pack with a loss, a minor loss, and a minor win as well as an assortment of bonus points. I say I think because there were 20 players but I only saw 13 of the scores. I think the tournament organizer stopped adding them up once he realized no one could catch the leaders. Of those 13, I came 7th.

Anyway, it was a fun day and I think I did alright given my limited tournament experience. I think I can improve my list. As I mentioned in the reports, I need some more survivable scoring presence. I also realized that I'm very vulnerable to night fight, but I can't think of anyway to fix that without adding vehicles. I'd rather keep my all infantry approach, as my first two opponents both remarked on how they weren't using all their anti-tank weapons to full effect (my last opponent didn't care because Obliterators can take out anything).

I'm thinking that some Scouts would be a cheap way to get survivable scoring into the list, but a Tactical squad would also be a more expensive possibility. As for night fight, I think I just need to suck it up and move in fast against Necrons.

Anyone have any ideas? You've seen the games, and I'd appreciate some feedback.

Monday, December 26, 2011

Tournament Game 3

My last game was a match up against Chaos Space Marines. His list was something along these lines.

Abbadon

Summoned Greater Daemon

8 Chosen w/ 4 meltaguns

9 Thousand Sons w/ bolt of change, Rhino w/ Havoc Launcher

9 Thousand Sons w/ bolt of change, Rhino w/ Havoc Launcher

7 Plague Marines w/ 2 plasma guns, Rhino (not sure if they had a power fist)

3 Obliterators

3 Obliterators

Land Raider w/ daemonic possession

Friday, December 23, 2011

Tournament Game 2

My second game was against a mostly mechanized Tau player. I didn't stop to take as many pictures this time, so please bear with me. His list was along these lines.

Commander Shadowsun

3 Crisis Suits w/ 3 plasma rifles, 2 flamers, and a missile pod

3 Crisis Suits w/ 3 plasma rifles, 2 flamers, and a missile pod

12 Fire Warriors w/ carbines

12 Fire Warriors w/ rifles

10 Kroot

8 Pathfinders w/ Devilfish w/ sensor spines, disruption pods, 2 seeker missiles

8 Pathfinders w/ Devilfish w/ sensor spines, disruption pods, 2 seeker missiles

2 Piranhas w/ fusion blasters, 1 seeker missile each

Hammerhead w/ railgun, disruption pods

Skyray w/ disruption pods

Broadside w/ advanced stabilization system, shield drone

Deployment was pitched battle with 5 objectives. I tried to cluster the objectives in the open on the left side of the battlefield, resulting in 4 over there with one sitting in craters on the right.

Tuesday, December 20, 2011

Tournament Game 1

Well, the tournament last weekend has come and gone. In summary, it was a great time. There were 20 participants with a good spread of armies (no Grey Knights!). The tables were great, with tons of very detailed, themed terrain. I remembered to bring my cameras and take some pictures this time. However, I have to rely on memory for my battle reports. Since the games were timed, I wasn't able to take notes and some of the pictures aren't the greatest. Again, I'm not going to do a full turn-by-turn breakdown but more of a narrative hitting the major points.

Monday, December 12, 2011

Blood Angels 1,850 List Breakdown

Next weekend, there will be a 1,850 point, three game tournament at my FLGS, and I’m planning on attending. I thought this would be a good time to talk about my 1,850 Blood Angels list and how I build it. First, this isn’t the most efficient list I could probably make. This is a trade-off between efficiency and what I have painted. I’m taking a fully painted army, and I want to be a contender for best painted. I’m not sure how competitive I’ll be in the games (though I’m planning on taking it seriously), but I think I’ve got a good shot at best painted.

Here’s the list.

Reclusiarch w/ jump pack

Librarian w/ Terminator armor, storm bolter, Blood Lance, Unleash Rage

10 Assault Marines w/ power fist, 2 meltaguns

10 Assault Marines w/ power fist, 2 meltaguns

10 Assault Marines w/ power fist, 2 meltaguns

5 Assault Terminators w/ 5 pairs of thunder hammers and storm shields

Sanguinary Priest w/ power sword, jump pack

Sanguinary Priest w/ power sword, jump pack

Brother Corbulo

5 Devastators w/ 4 missile launchers

6 Devastators w/ 2 plasma cannons, 2 lascannons

Total: 1,846

  
This lists functions as three separate yet interdependent wings. First, the Devastator squads and Corbulo deploy in cover. Their main goal is to take out any tanks that can threaten my Assault squads (anything with AP3- blasts) and destroy transports so my Assault squads have infantry to assault when they land. These perform a vital role, as they force the enemy to take cover so they can’t just castle up to receive my deep strikers. The Devastators break up their castle and soften them up for the Assault squads. Corbulo provides them with durability, some resistance to assault, and performs a vital role for the Terminators.

 
The Assault Terminators and the Librarian drop in aggressively. Their job is to act as an anchor for my Assault squads. The main weakness I have found for the Assault marines is if they get assaulted after they deep strike. It robs them of their hitting power and mobility. The Assault Terminators block for the Assault squads, putting themselves in the way of enemy assaulters. No one wants to charge into THSS Terminators, especially when there are Assault squads waiting to counter-assault. The Librarian gives me some psychic defense, gives the squad some shooting power when it deep strikes with Blood Lance, and increases their hitting power with Unleash Rage. Corbulo allows me to re-roll a poor reserve roll or scatter roll for these squads, making this squad much more reliable.


The final piece, and the one that really deals the damage, is the Assault squads, joined by two Priests and the Reclusiarch. Thirty furious charging, feel no pain Assault marines, ten of which also re-roll failed “to hits” on the charge, will hit like a freight train. The key here is to guarantee that they get the charge and keep their momentum. The other two wings of this army are dedicated to making sure this happens.
Well, that’s the theory. I’ll let you all know how it works out.

Friday, December 9, 2011

Cheap and Easy Area Terrain

I was at a Petsmart and noticed some aquarium plants on the clearance rack. I picked them up to make a few pieces of area terrain. I've made quite a few buildings and bunkers in the past, but I don't have any area terrain. In particular, I wanted to be able to remove the plants when a squad moved through it. As I do for so many problems, I turned to magnets to do this.

For a base, I tried something called craft plywood. It was cheaper than balsa and seemed much stronger. In the past, I've used foamcore for bases, but it always seems to warp when I paint it.

Sunday, December 4, 2011

Executioners Sternguard


Here are the first of my Forgeworld Marines, being the first half of my first Sternguard squad. I decided that this squad would be from the First Company (Executioners also have one Sternguard squad in each Battle Company, replacing a Devastator squad) because 6 of the 8 members are wearing MkIV armor, which is the best mark of power armor. This half of the squad includes the special weapons, two combi-meltas and two heavy flamers.




 Finally, there's this guy. He's not one of the current Forgeworld MkIV. I got the torso and head in a bulk bitz purchase and I'm not sure where it's from. Maybe an older Forgeworld model. Wherever he's from, he's the last model I needed to make two even squads of eight. Since he was more of a kitbash than the others, I decided to give him one of the Deathwatch shoulder pads I've accumulated.



I tried to follow the Veteran color scheme from Imperial Armour as closely as possible. This means golden backpacks and face plates. I thought it might look kind of goofy on actual models, but I like how it came out.

Saturday, December 3, 2011

How to Neuter a Wolf by D. Gargant


I felt as though my previous post lacked the gravity to really be worthy of the readers.  It was merely an attempt to explain my background before launching into deeper matters.  So now I will make a real post.  Today we will talk about an army that is very common on the tournament scene and is commonly decried as being overpowered.  This army is, of course, the Space Wolves.

The Space Wolf codex is renowned for its cheap (but really great) troops, good psychic powers, and all around points effectiveness.  Space Wolf lists come in several common flavors, most notably Thunderwolf, various Loganwing iterations, and what I like to refer to as “fundamental” lists.  The most competitive of these in my opinion is the fundamental list and this will be the one that the article will be centered on today. 

Friday, December 2, 2011

Introducing a New Author: Dardreg Gargant

Hi All. I'm very pleased to welcome a new author to the Librarium. He's an old friend of mine that started playing 40K at the same time I did, back in 1998. I hope he'll be writing regularly, and I'll put his articles in green so readers know it's him. I'll let him introduce himself.


To all who read these words, I bid greetings.  My name for the purposes of the internet shall be Dardreg Gargant.  I will be occasionally writing a post or two for the Codicier from time to time to help him keep up numbers and reader interest while he operates within his own time constraints.  To that end, let me tell you about myself and my gaming life.  Mainly I play 40k with some dips into fantasy, Warmahordes, Necromunda, and Mordheim. 

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