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I didn't want to put this in the battle report section because I'm still quite new to the whole LO way of things and I figured I'd just let some thoughts run free.
Tonight was my 3rd game of 40k in 3 weeks since me and my best friend got back into the swing of things. My wife and I had our first child in Aug. of '07 so I was out of the swing of things for quite a while (and I only played 2-3 games prior to that). Anyways, we rocked a 1750 point game of marines vs. marines.
My first thought was Ugh, I have to play against marines. I'd never played against my same army and the idea of it felt cheesy. However, I must say I had a blast. Playing my friend means things are fun to begin with but just seeing how my army works from the opposing viewpoint was awesome. I'm also used to getting ripped to shreds by his Nids so seeing single Lascannon shots miss was quite nice
The army I own is an exact (I think ) 2000 pt Vanilla marine army (http://www.librarium-online.com/foru...new-codex.html).
Tonight I chose to go without my Terminators to stay within our lenient point limit. This was the first time in all my games of 40k that I didn't bring my Terminators along for the ride. I have to say that I was quite pleased to realize that I didn't really miss them once play began. I still had quite an abundance of firepower on the board so that kept me happy. I did miss the fact they weren't soaking up the shots that they normally do. Overall though I was happy with my decision to go without them. Everything else seems too cheap to remove when playing 1750 points.
I immediately began the game with Cassius rocking it solo and I moved him his maximum distance on my first 2-3 turns. When he finally got into close combat it was against 10 assault marines that I charged and my gosh did he do good! With a toughness rating of 6, things worked out EXACTLY like I had planned when I was deciding on an HQ choice. I think my bud got 30 attacks against Cassius which resulted in 15 or so wounding d6 rolls. The golden thing is that he needed 6's in order to land a wound on me. The first go around landed in no wounds while the second go around resulted in about 5 6's being rolled of which I saved all but 1. In the end I used 125 pts to tie up close to double my point value for 2 turns and then wipe it out. I think I'll keep focusing weaker squads and see how things go down the road.
Assault Cannons are absolutely amazing! I love them so much. The rending 6's seem to turn up quite often for me which makes them ideal for shooting anything from troops to land raiders (some luck involved in that!).
My Vindicator was an absolute waste tonight. Unfortunately I wasn't thinking on the first turn and only moved it 6 inches. I followed that by doing the same damn thing on the second turn. That mixed with the fact the side of the table it was on didn't have any units within 24" made it a decent point sink. It was my own fault and I learned from it...
Aside from that it was a pretty standard game. Just a simple who can kill the most stuff before midnight type of thing.
Thanks for reading and sorry if this was in the wrong section... just wanted to get this out there
Last edited by cdnbacon; October 29th, 2008 at 08:11.
Nice with the Chaplian, use the vindicator for its scare value though, works amaingly, run it in front and he will have alot too worry about, that big blast template staring him in the face, as an aside can you move 6 inch and shoot its demolisher cannon?
Move forward and stay quiet brothers.
Check out my half finished blog here.
Nice narative, thanks for sharing.
I think what he was refering to was the fact that he moved the VIndicator 6" twice instead and still got not targets, instead of moving it once 12" and then 6" to get in range of something.
And no you can't. The Vindicator has to remain stationary to fire the Demolisher cannon (see page 58 of rule book).
Last edited by Cowboy; October 29th, 2008 at 15:08.
Yeah, I was simply stating that in my movement turn for turn 1 and 2 I likely shoulda 12" charged that beast... turn 1 atleast.
Thanks for the vindicator tips! Mental warfare
Cowboy there is no rules against moving combat speed and firing an ordnance weapon, so the vindicator can move 6" and still fire. The only limit to ordnance weapons is you can't fire any other weapon.
Nice move with Chassius, took a look at your list too and I agree that I think you should switch the lascannons on the preds to heavy bolters to make it cheaper, but at least your not paying for the twin linked lascannon, that thing is expensive!
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
Yeah, I've been giving some thought to switching out the Lascannons as well but I've yet to lose my Predator until atleast the 4th turn so far so it's been tough to give up such strong weapons.
My buddy is going to pull out his Ork army for a battle this Sunday so I might stray from WYSIWYG and try out the Heavy Bolters... I'll need them. I think he out models me 2:1 if I'm not mistaken.
I have to say it again, I love this forum. Nothing better then talking 40K with someone besides from 1 friend who plays. lol.
[Edit] MadLarkin, you got my brain working now If I remove the Lascannons, that will free up 60 points. Now that I think about it, that's only 15-30 points off a 5 man scout squad or a 3rd land speeder.... any idea where to free up a few more points if I do indeed replace the Las sponsons?
Last edited by cdnbacon; October 29th, 2008 at 20:15.
To pull a few points off, I see maybe 2 options:
1) Drop the S. Bolter off the Dev Sarge; since the rest of the squad has range 48", 2 shots at half that seem like they won't be used much at all.
and 2) Drop the S/ Bolters off the Vindi; this is personal preference, as I feel like if I have my vindi in 24" im gonna make it go BOOM! However, then if it does get wep destroyed, it can only ram... still, if you need the points!
As an aside, how have Land Speeders been treating you? I love the idea behind them but any have said they like bikes more now, so how did yours do?
2. Another great recommendation. Again, after playing a couple battles using the Vind, it does seem rather useless to have that minor waste of points.
Seeing as I'm so new to 40K I've actually never had a chance to play with Attack Bikes so my opinion is somewhat bias. I really love the Land Speeders when I use them. Unless I'm using them wrong, I can move 6" and unload 7 pretty decent shots (4 of which can down a land raider when rending) for a point cost of 90 total.
Keeping them in decent cover allows from some pretty deadly shooting turns from a 90 point unit.
The only crapper thing about the Land Speeders is the unbelievable odds of my opponent landing a glancing hit and then destroying my land speeder with an immobilized result on the dmg chart. I don't know how many times this as happened now. Likely once per game.
I don't think I've lost both in a single game as of yet.
Heh, I'm new to marines too (used to play nids, but had a break for the first half of the summer from 40k).
I might have to try to proxy a speeder
Another thing that I just was wondering... I was thinking about picking up Cassius to play wit (and if I didn't feel like using the hero, to proxy as a std. chaplain) but I was worried about hi getting eaten up moving along the field. Did you find he was able to just waltz across?
With that said, I'm sure I'll experience some games soon enough where he'll go down in round 1-2. I just think his T6 stat plays into my game style better then the other choices.