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My friend are both casual 40k gamers who which to have some fun at our local double team tournament and don't get beating to pulp in no time.
The missions are objective bases and use standard deployment form.
I have no experience at such things (he is playing with Eldar) and thinking about bringing the following:
10 Dire Avengers with Exarch with bladestrom 152
10 Guardians with Shuriken cannon 85
Riding in 2 Wave Serpents with extra TL Scatter Laser 230
5 Fire Dragons 80
Farseer with Doom, Guide and Spirit Stones 120
Falcon with extra Bight Lance, Spirit Stones 155
War Walker with Shuriken cannon and Scatter Laser 50
2x Vyper with Scatter Laser and shuriken cannon 140
I'm thinking of bringing the following lot:
2x Heamy with LG 120
3 Trueborn w/ Blaster 81
mounted in 2x SC Venom 65
2x 7 Wyches w/ HwG + Hekatrix with Agon 114
mounted in Raider, FF 70
5 Wracks w/ LG 60
mounted in 2x SC Venom 65
2x Ravager w/ FF, Shock Prow 240
I'm a little sad I have no Flick Field on the Raiders but I have cut my troop numbers enough to fit a second Ravager. Before I had 4 Trueborn, 8 Wyches each and 10 Wracks w/ Acothyst.
What do you think?
Last edited by El_Jairo; August 29th, 2011 at 09:59. Reason: Update list
No comments, must be not too bad then.
I was trying to figure out how to get one more Blaster Trueborn in but I don't see an way because cutting two wyches leaves me 2 points short.
I could dump a shock prow to do so... tempting. But I was hoping for tank shocking objectives, so. Since they are the only two capable...
Ok thanks guys.
I would strongly recommend dropping the shardnet and Impalers to get the flicker fields on the wyche raiders.
I was thinking about that too but I figured that I would be able to claim a cover save (behind a Venom) or a flat out save.
The thing is I already have them painted (old Wyches) so that's why I like to include them.
I'm going to play test both options, to see what works best.
Last edited by El_Jairo; August 24th, 2011 at 12:35.
Very good suggestion Gardeth!
Yesterday we played vs a IG SW team that just teamed up to give us a game.
Their list where not the typical tourney list.
two big squads (20ish) with 2x heavy bolter and Commisar with PW, a command squad with two Meltaguns and some squad with an artillery officer and some...
One Leman-Russ, two Sentinels and one heavy Artillery piece and one Valkyre.
SW had three drop pods with the following Squads:
All three had upgrades on different puppies: PF, Mark of Wolfen, Wolf Banner and Meltagun.
One had a Runepriest (with d6 S7 shooting spell), one Lord with SS and PW and one with Pack leader or some...
Here is how it went: we rolled Capture & Control mission with Spearhead deployment, we won, so choose to go fist. Both sides put their objective save in their deployment corner.
The battleground was and refinery with lots of oil containers and some ruins.
We deployed packed behind the LoS blocking pieces. The Wave Serpents were in the open because we ran out of cover fast.
We roll the best drugs: PAINBRINGER!
First turn, we were surprised by the Space Wolf drop pods (they seized initiative). Cashing in on the momentum the IG start blasting their guns: result the falcon, the Gardian Wave Serpent downed and both squads hit the ground from the surprise (pinned). Our trueborn venom was also hit by a astray shell.
The indirect fire hurts us badly since LoS didn't help here.
The two drop pods landed each on one flank, the rune priest left and the lord on the right. They start shooting at our skimmers: the second Wave serpent goes down but the ravager stay untouched.
Wyches move in position to engage the SW. The Ravagers try to take on Leman Russ and the Valkyre, they fail: the valkyre was out of range. The other squads support the assault by thinning out the SW squads, each see about 4-5 men die before the wyches strike close combat.
The Dire Avenger move up field and Bladestorm the closest heavy weapon squadron, supported by the rest of the skimmers (Scatter Lasers and Splinter Cannons).
In the assault the Rune priest dies and his squads legs it. The Wolflord holds but see two more puppies die and he takes a hit. (My opponent really sucked at SS saves).
IG artillery proves a little less efficient and only stuns one Vyper and the Valkyre blows up the centre Ravager. Flickfields protect our crafts well. The heavy weapons aim for the Dire Avengers but fail to kill off the squad, 4 remain and press on.
The Wolf lord fights on but loses another wound and only a PF puppies is there for his support. The two fleing puppies rally and shoot some Avengers but fail.
The wyches on the left embark again and mover behind cover to take a pot shot on the Leman Russ misses. The ravager has more luck and blows up the tank, taking 3 guardsmen in the blast. Fire Dragons and Trueborn take care of the Drop Pods but the right one explodes into some wyches ouch. Dire Avengers move in for the assault but fail. The wrack Venom shoots at the Artillery officers squads and they rout. Only the Guardians kill the remaining two SW. The right Raider move in position but fails to harm the Valkyre. The Vyper reduces the Command squad.
In combat the Lord and PF-er die and the wyche consolidate into drop pod the crater with three Paintokens under their belly.
The right Raider get blown to pieces, some wyches die. The Venom is shot down but all our left flank survives due to FF and cover once more! No Drop Pods shows in the sky (they are afraid we assume).
Wracks and Gaurdians move to claim the objective. Fire Dragons and Trueborn position to intercept a pod that might try to land in our deployment zone.
The Left wyches fly over to the big guard squad and here I made an crucial error: I split up the squad to be able to fleet them, which wasn't necessary since the heavy weapons where in range. The Commisar makes the squad stubborn so I needed to kill off more troops so the extra attacks of the Haemy might have helped more.
Now it took us 3 CC rounds and we still didn't break the squad. They held just long enough for the last drop pod to arrive and have them charge in turn 5 in the wyches.
The right wyches (3) sprinted towards the Valkyre to HwG it to the ground but failed. The Gaurdians almost arrived on the objective but failed to hurt the crew. the artillery was one of the sole IG units to survive the battle.
We stopped the game in turn 5: we held our objective and they none. Although loosing initiative had hurt us badly we did recover quite well but learned some valuable lessons: foot sloggin is possible but you need to start running straight for the target and I need to position Ravager close enough to be able to engage IG gun line.
All in all a fun game which went good for me with making heaps of dodge, FnP and FF saves. So most units performed as expected, only wracks and Trueborn didn't see much action. It might have been not a bad idea to join the wracks in the SW brawl but I didn't want to loose them to the PW of the Wolf Lord.
I would have sent the wracks in, they would have ended that combat sooner, DE need to bully squads and keep their momentum going, however not a bad battle, good report.
If you're always worried about crushing the ants beneath you...you won't be able to walk.
I played a double game with SW (as my Eldar friend couldn't) vs SW paired with Biker Marines.
Their SW where termie heavy: Special Char (Lognar?) with a squad of wound allocation shenanegans: Assault Cannon, PF, Wolf Claws, Frost Weapon, Chainfist, TH, no SS
3x Wolfguard, one special char upgrade
1 Landspeeder with Cyclone missiles
Space Marine Bikers took Special Char Khar with command squad: 3x LC + SS, Apoth, normal
2x Bike squad, 2x Meltagun, Multi-melta Attack bike and sergeant with PF
This time I rolled Adrenalight (+A)
We won deployment and they stayed all in reserve. I made some mistakes: assaulting bikes with my wyches and moving towards the middle to gain 4+ Cover Save, it is always better to stay out of assault range of bikes.
The fact that my SW player made a noobie list (he took blood claw bikers with melta upgrades) didn't help either.
In the end we were tabled.
But most importantly I have learned some valuable lesssons:
1) I rather have Grisley Trophies than Shock Prows, failing a Ld after assaulting in combat is rather painful.
2) Don't assault bikes, rather poison shoot them with all you have got
3) Concentrate fire and group together as they don't have blast weapons
4) Wyches aren't killy enough vs T4+ in CC, only with Painbringer drugs they rock bar Splintermind.
So I was thinking, maybe I better make a new list, I was inspired by Dizzie to try a large Wracks squad. (Despite I have two wyche squads painted)
2x Haemonculi, 2x LG, 1x PW (goes with wracks)
I'm considering to drop the Wyche Heamy to be able to put Night Shields on all skimmers. Would this be worth it?
3x Trueborn, 3x Blaster
in Venom +SC
5x Warriors, Blaster
in Venom +SC
7x Wyches +HwG,
+ Hekatrix, +Agonizer
in Raider, +FF, +Grisley Trophies
9x Wracks +LG
in Raider, +FF,
2x Ravager, +FF
I loose FnP on all troops but the wracks now can actually charge something and bring some hurt. Vs T4 I have a real option and even higher toughness can be handled in CC now.
Do you think this list is stronger? Maybe RR 2 wound is a little overkill in combination with an Farseer with Doom.
Keeping in mind that this list pairs with a strong shooting Eldar list.
I was looking for a force multiplier Spec Char, but apart from the Baron with Hellions (which I don't like) I don't see many options. On the other hand Heamies are a multiplier on their own.
Would you switch some wracks for wyches to make more out of their FnP? In my experience it might even be better to drop one wyche for S&I but than I loose two points.
Last edited by El_Jairo; September 1st, 2011 at 09:17. Reason: Drop Heamy for 6xNS?