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This was my first ever game. I wrote up 3 Salamander lists ( 1000, 1250 and 1500 ) with the models I own. I brought some allied Grey Knights also since I only own about 800 points worth of Marines (if that...) Been painting and writing lists since April 2009 and I finally get to play 4 months later!
My list consisted of
10 Tact Squad
5 Tact Squad
6 Grey Knight
Iconclad Dread in Pod
4 Grey Knight Terminators
Land Raider Crusader
my oppoent's list was
10 Dire Av
10 Dire Av
3 Wave Serpents
2 Fire Prisms
The game was Seize Ground / Dawn of War.
I rolled to go first and placed my tactical squad and grey knight squad on the board.
he decided to keep everything in reserves and roll for it turn 2.
at the end of turn 2, his prisims focused and stunned my landraider and a brightlance blew up my dreadnought but my drop pod was still contesting an objective.
turn 3, I took out a Fire prism and his last wave serpent came into play, finally turn 3 and something is about to happen.
turn 4 I take out a wave serpent and nearly all its inhabitants.
turn 5 Eldrad/Yriel decided they wants a piece of Vulkan.. they were nice and split him (nom nom nom)
game ended, Knights kept an objective uncontested.
So it was? a win to the salamanders?
How did you find your first game?
Your opponent should have brought all his forces in on turn 1 as those are the the rules for Dawn of War, no dice required.
The pictures were good but I might have liked a little bit more written about what happened. With so little written it was a little bit hard to follow (not that it is really that much easier when people explain heaps about it, pics help a lot)
Also perhaps if you could be a little bit more introspective. What did you think they should have done. What did you like what you did? what did you dislike about what you did, stuff like that.
I'm not trying to have a dig at you, it just makes for more interesting reading and just writing about it helps to get thoughts formalised for yourself I find.
Dear Game Developer,Caps-Lock, its like cruise-control for AWESOMENESS!
Rock is cheese, Paper is just fine
WWP and other Dark Eldar how to
I wrote this with a splitting headache, I just wanted to get the bullet notes down before I forgot the game! heh.
He decided on turn 1 that he was going to place everything into reserves, not just come on turn 1, which for a 5 objective seize ground, I found to be a bit of a mistake. but he had some rule to allow him to roll a 2+ to come in or something. so I figured not a bad idea I guess.
When his stuff became available, I already owned about 3/4 of the map, had some light armour in the front and the landraider not far off. He decided to deploy his transports and fire prisms off to the side where there were no objectives at all... so I assumed he was going to a late game contestment, but I had more str 8 guns than he was expecting I guess.
Like I said, I'm a new player, first game and I'm just not seeing where the tactic was in all this. If the rolls were reversed, I'd DEFINATLY send Eldrad into the squad of marines in the middle, and not Vulkan on some 'bonus' objective that was placed or even scoot back to the knights turn 4 or so.
Anyways, he focused so many attacks on my landraider that he should have been shooting at marines in my opinion, would have made my fight a MUCH harder one...
I should have focused a tad less on fire prisms also, but turn 3 I took one out with an assault cannon
rolled a 6 to rend and then two more 6's for him to choose from for Holofields was the and he just managed to cover every single meltagun shot from the speeder, was super annoying.
Question about fast skimmers... if they move 6, they can fire all guns, if 12" they can fire 1, and at 13+ they can't fire at all, but gain a 4+ cover from shooting correct? he was saying that they can move 12", shoot a gun (which I agree with) but still get a 4+ cover for moving fast etc.. I sorta muttered about it b/c I thought that you only get 4+ when moving 'flat-out' not cruising speed. Perhaps someone can clear that up for me. To be fair, he just bought the skimmers yesterday and fielded them for the first time today and I didn't wanna get a bad rep at the game store that I was a guest at to be a 'rule lawyer'. So I just played along and took covers for my speeder, saved its ass a couple of times, heh.
I was really disappointed about the Terminators also, they didn't get anything done... just broke a bright-lance off a serp, nothing more.. I really really really need help with them... do I deep strike or just landraider them? seems like LR is just target practise, only fielded it b/c its the only way I can have 1500!! lol.
I really like the Grey Knights, and I really want to have them in my force, but I still can not find a SAFE way to use them.. they're so damn expensive... so I make em pick daisies and shoot psycannons all day for 200 points on a flag? or do I deepstrike them and go all out turn 4 in to contest? The Grey Knight Terminators also, so powerful and so fragile, really not sure how to deploy them.
Hope this is a tad more on the game, I had some thoughts but I wanna hear all of yours... Salamanders + Grey Knights Seems like a real nut kicker?
(added some shots of home-made Vulkan also. I stole the arms off my Grey Knight Terminator. First Conversion for me, took a couple of hours, green stuff capes are hard at first, heh)
I am an Eldar player and I'd love it to be tihs way but Eldar would be way overpowered if it happened. So he cheated you, and he did heavily. Nevertheless, you've beaten him which only proves how much untrustworthy and unworthy at all scum Eldar are.
They same in case GK Termies. But better then GK Termies is HQ lone GK Captain with Psychic Hood - good fighting, may join your regular or Assault Terminators (or regular GKs if you want it to get Hardcore!) and quite cheap as it is single model.
Ya, Assault Terminators are 200 points for the squad, and a Grey Knight Brother Captain is only 61 points and you can deck him out with wargear (and a psychic power like Holocaust) but he's an Independant Character with a 5+ inv and only 1 wound.. make him an easy kill point in my opinion. would rather take the 145 point grandmaster, he gets 3 wounds and a extra initiative and attack plus a force weapon. and for 35 points he gets 4+ invul and a 6+ We'll be Back roll. Maybe an Assault Terminator Squad with Brother Captain Stern?
But ya, am I right about the Fast Skimmer rule?
Shooting: 6" Fire all guns, 12"fire 1 plus all defensive, 13+ no guns.
Cover: 6" no cover from shots, 4+ to hit in CC, 12" no cover from shots but 6+ to hit in cc
13"+ 4+ cover from shots and 6+ to hit in cc also right?
Gratz on the first game, if you want to improve your list I'm sure the people on the Space Marines forums could give you some some help. Hope you continue have fun playing.
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