Tuesday, January 25, 2011

40k league battle report - January 24, 2010 - Space Marines vs Dark Eldar

My opponent and I agreed on 2000 points.  I went with what may become my stock list for this league:


Librarian
Terminator Armor - Storm Shield

Tactical Squad (10)
meltagun
Multi-Melta
sgt power fist
Rhino

Tactical Squad (10)
meltagun
Missile Launcher
sgt power fist
Rhino

Tactical Squad (10)
plasma gun
Multi-Melta
Rhino

Scout Squad
5 camo cloaks
sniper rifles
Missile Launcher

Assault Terminators
Land Raider Redeemer
Multi-Melta



Land Speeder Typhoon
Land Speeder Typhoon

Land Speeder Multi-Melta & Heavy Flamer
Dreadnought
TL Autocannon
TL Autocannon

Vindicator
Vindicator


This was my first time facing Dark Eldar.  This list was not built specifically with DE in mind, but it went well!  The Space Marines carried the day and hurtled the masochistic xenos back into the warp to fume in their Dark City.

The mission was Seize Ground with 3 objectives, Dawn of War deployment.  I managed to seize the initiative, which at first seemed a really, really dumb move since we were playing objectives.  But as it turned out, it all worked out in the end.

The DE deployed two Kabalite Warrior squads, one on an objective in his Deployment Zone (DZ) and another as far forward as possible, facing a second objective that was about 7-8" my right of mid-table between a couple of hills.  I deployed my Scout snipers on an objective I'd placed on top of a 3-story ruin, and a Missile Launcher (ML) equipped combat squad facing the back wall of the same ruin on the bottom floor.  The ML toting marine had a clear field of fire to his right, while his squadmates could also see that direction between the rubble.

Somewhat chagrined by even rolling to seize the initiative during an objective mission, I started rolling stuff on.  My Land Raider and Rhinos all rolled forward the full 12", positioned to the right of the ruin.  The Vindicators parked behind the Rhinos (I usually put them up front, but I wanted to give them a good chance to do some damage - it paid off!).  The Typhoon squadron moved forward 6" on my extreme right, and the Rifleman Dread moved up between the ruin and the armor.

First round of shooting, night fighting rules were in effect.  Nobody was in range except..  The Typhoons, who wound up being my MVP.  They wiped out the second squad of warriors to a man!

DE's first turn, 3 Ravagers come on the board along with 3 Raiders: 2 with Witches, the third with Incubi and an Archon.  More Kabalite Warriors walk on the board, as well as a squad of 8 Reavers.  His first round of shooting destroys my Land Raider (explodes), knocks the Storm Bolter off one Rhino and stuns another.  The DE's acute senses are working well for my opponent.

My turn #2.  Having nothing better to do, the stunned Rhino pops smoke (better late than never).  The Storm Bolter-less Rhino (carrying a combat squad) moves the full 12" towards the mid-table objective and pops smoke.  The Libby and the Terminators move in behind it, hoping to shield themselves from the Dark Lances.  One Vindicator parks in the crater that was once a Land Raider, the second moves in right next to it.  The Typhoons move forward, seeking fresh targets.

Shooting..  Between the Typhoons, the Missile Launcher combat squad and the Dread, two Ravagers go down.  My scouts, being scouts..  Don't get cause any wounds.  The Vindicators are sadly out of range.

DE turn #2.  Considerably less Dark Lance shots this time.  The Stom Bolter-less Rhino gets shaken, I make cover saves on a Vindicator.  The Reaver bike squad turbo boosts a full 36" over my scouts, causing a TON of wounds.  One measly scout survives the onslaught because he was busy tying his shoe when the bikes zoomed overhead and decapitated the rest of the squad.  Those things are cool!  The Raiders moved forward, but he isn't close enough to assault yet.

My turn #3.  The Attack Bikes and Multi-Melta / Heavy Flamer (MM/HF) Land speeder come in from reserve.  The Reavers' turbo-boost put them conveniently next to my board edge.  The MM/HF speeder is craving barbeque!  It makes a 12" move (a squad of Witches and the Incubi are nearby in Raiders, I want the speeder to be hard to hit in assault) and turns its heavy flamer on the Reavers - 4 go down, and the rest break!  Shooting from the Dread, Typhoons, Missile Launcher squad and Attack Bikes destroy or wreck the last Ravager and the 3 Raiders.  Those things really are made of paper mache coated in gasoline aren't they?  The Vindicators, having moved forward just enough, go to work.  One witch squad, freshly evicted from its Raider, takes a direct hit and promptly decide enough is enough - they fail their morale test, and head for the hills.

It's pretty much over at this point.  The remaining highlights include a brief assault phase with the Archon, who killed a terminator before going down; one Vindicator exploding to a Dark Lance wielding Kabalite Warrior; the MM/HF speeder escorting the Reavers and Witches off the board, and BBQ's some Warriors along the way; and a couple of rounds of combat between the last Witch squad and the terminators.

Lessons Learned:

1. Popping smoke might be better than shooting if you go first in a Dawn of War scenario.  Especially against races that have acute senses!
2.  I like Typhoons.  A lot.
3. I need to learn to prioritize who shoots first, especially when I've got a librarian with Null Zone.

Finally - hats off to my opponent, who played a great game and was very sporting.  Had his dice not betrayed him with bad morale test and shooting roles, the outcome would have been different.  I know he's only going to get better at DE, and that quite frankly frightens me!

Thursday, January 20, 2011

Blue Thumb Gets Red

Scab red, more appropriately.  I'm in the process of assembling and painting some Flesh Tearers.  Here are some initial pictures:

Group photo:

I have an AOBR Tactical Squad that's not pictured.  I filed off the AOBR sergeant's "up arrow" on his right shoulder as I'm going to make him into a member of an assault squad.  I just don't ever run tactical squad sergeants with a bolt pistol and chainsword, so it would be a waste of a model otherwise.  Here's a close-up of some Death Company models that will be used as veterans or plain old assault troops, they'll be painted in my normal army colors.  I plan to make some actual Death Company painted in black later on. 

The guy front and center (in the Wolverine pose) will be either a sergeant, a captain or some other heroic figure.  I used a Lightning Claw from an Assault Terminator for the right arm, and the Lightning Claw bit from the Space Marine Commander box for the left arm - everything else (aside from the right shoulder pad) is from the Death Company box.  Exciting, no?

Last picture, I promise - just an overhead shot of the veterans.  And my kitchen table:


All of the models are now primed, and I'm slowly going through and basecoating them in Mechrite Red and following up with Scab Red and finally a touch of Blood Red for the highlights.

Wednesday, January 19, 2011

Custom Scout Sergeant

Here's a Space Marine scout sergeant I've been working on:


He's equipped with a combi-melta and a power fist.  The combi-melta was made using a bolter bit from the Land Speeder Storm kit and some plastic tubing from Gale Force Nine while the fist is an old, old power fist bit I got with my first box of Space Marines (the mid-90's).  I still have some touch-ups to do but he's mostly done.  My plan is to stick him in a Land Speeder Storm with some buddies, and try to cause some trouble in the early turns of the game.

Tuesday, January 18, 2011

Combat Tactics is.. Good?

Someone, please convince me.  I've played Space Marines (and 40k) for almost a year now, so I freely admit being new to things.  I'm just not seeing the benefit of Combat Tactics.  Yes, I understand that choosing to fail a morale test can possibly allow me to put some distance between myself and my opponent..  But it's that "possibly" part that nags me.  For instance, if I get shot at and am lucky (?) enough to lose 3 marines out of a 10 man tactical squad, I can choose to fail and put 2 D6 inches between me an my opponent.  Combat tactics seems primarily designed to keep Marines out of combat when they don't want to be in hand-to-hand.  I get it.  BUT...  If a savvy player wants to assault my marines, they're probably not going to risk shooting at them to let them try to get away.  So there's one big minus to Combat Tactics - if you want to use it after being shot at, you are obviously depending on your opponent to shoot at you.  That's just one more bit of control over your army's ability that's in the hands of your opponent.  Which brings us to our next opportunity to take a morale test - taking more wounds than your opponent in the Assault Phase.  Again, we've got to lose models to even use the ability.  And once we do use it - well, we could fail our initiative test and not get away or not get far enough away even if we do pass the initiative test.  Our opponent can simply consolidate towards us, get within 6" and slowly escort us off the board.

I guess I'd rather have an ability that's not dependent on losing models to use, or was at least more consistent.  I don't think Marines should get a "get out of combat free" card or anything, not by any means.  Maybe one day I'll learn how to use Space Marines correctly.  Right now, they're seeming kind of unforgiving though.

Tuesday, January 11, 2011

Lysander the bystander

I decided to try out Lysander again last night.  His job was to give my Sterngard re-rolls to hit with their spiffy special-issue ammo bolters, plus discourage anyone from getting into close combat.  I started with a 2000 point list, but had to go down to 1850 due to time constraints:



Daranth Lysander

Captain
Relic Blade
Bike

Assault Terminators (6)


Sterngard (10)
Combi-melta (5)
power fist
Drop Pod
Locator Beacon

Tactical Squad (10)
meltagun
Multi-Melta
sgt power fist
Drop Pod
Locator Beacon

Tactical Squad (10)
meltagun
Multi-Melta
sgt power fist
Drop Pod

Bike Squad
2 bikers
2 meltaguns
sgt power fist

Command Squad on bikes
Company Champion
Lightning Claw 

Well, I wanted to have it all I guess.  There were several dumb things I did, though I think I only made one major tactical mistake (which of course is usually all it takes).  Starting off, and in no particular order: the list.  Terminators and a biker command squad?  Meh.  I should have taken one or the other.  Transports?  I took three drop pods.  The good part was that 2 pods could come down on my turn one - the bad part is that I had very sh*tty reserve roles.  Cases in point: the last drop pod and the terminators didn't come down until turn 4.  By that time, the other two pods - the ones with the locator beacons - had been destroyed.  My lesson learned: unit point cost should be proportional to deployment control.  The more a unit costs, the more I need to be able to control the time and place of their use.  I'll give that a shot for the next few games, I think.

The basic premise of the list was to use the bikers as a Quick Reaction Force.  If one of my stubborn units (Lysander makes all units stubborn, so that was everybody) got into combat, the QRF would swoop in and bail them out; hopefully opening the door to counter-attack the next turn with shooting help from the now freed unit.  I didn't have any particular plans for the terminators.  I just wanted them to do what they normally do - smash face as much as possible.  Deep striking them makes that somewhat feasible, more so if those whose faces require smashing are close to a beacon or teleport homer.  Still, they spend the turn they come in running, not assaulting and probably getting shot at with nasty things (a vindicator, 2 multi-meltas, a couple of combi-plasmas and about 8 bolters in my case) before finally being able to assault on my following turn.  My feelings on deep-striking assault terminators are rather mixed.  As of now, I don't like it a lot.

I'll give a Lysander list another try, but it won't be this list.  The mission last night came from the Special Missions book.  As we both had MEQ armies(my opponent was playing Space Wolves), we randomly selected a Space Marine mission and wound up with what I call "King of the Hill:" put an objective in the middle, the defender (which was me) could deploy within 12" of it.  Each player deploys one unit at a time, the defender can only put Fast Attack and units that can Deep Strike in reserve.  My bikes deployed in the center of the table as the captain's mounted assault rule made them count as troops, not Fast Attack.  The command squad was technically an HQ unit, and also wound up in the table center.  It wasn't quite the optimal mission for my list.  Add to that my craptacular reserve rolls and some less-than-good leadership tests (Lysander ran away, but took the remnants of a Grey Hunter squad with him) I considered myself fortunate to come out of it with a draw.  And I only got that because we didn't go to turn 6.  I'll post up a revised list sometime later.

Wednesday, January 5, 2011

Erosion of Choice

So I saw a commercial today for Dish Network.  You can now watch shows you've recorded "anywhere" - they mentioned mobile devices, and computers specifically.  This got me thinking, what happens to people who don't have to choose any more?  What happens when you can have your cake and eat it too?  Does the cake still taste as good?  I can eat lunch in a restaurant, and watch American Pickers or ride a train and watch Hoarders.  I can drive a car and watch The Big Bang Theory, but I won't be driving for long.  I don't have to wait for anything.  If I had an X-Box, I can also play X-Box Live on a mobile device.  The world can be my oyster if I want - if constant occupation is my mollusk of choice and idle reflection or conversation are not.  I suppose it all depends on how or by what one wants their mind occupied. 

Not having to choose can make us forget how to do it - and in the end, can cause us to make no choices or worse, bad choices.