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Thursday, May 21, 2015

Another Lesson

I chalk this one up to my lack of experience or not properly reading the rules completely.
I lost all my games but learn quite a fair bit.  I don't think my list was optimized or competitive at all but I try to make do.

1st game:  Cmdr Rotund
Rotund uses highly mobile Raven Wing bike and Knight squads.  Totally tabled me, never give them the first turn.  Plays very aggressively.

2nd game: Cmdr WL
WL uses Black Templars but the list is set-up like any other generic Space Marine list.  His list is identical to mine, heavy on vehicles and featuring an assassin like me.   The difference is his list aims to control the mid field with high AV vehicles and shorter range heavy weapons.  While mine hangs back and pounds you from afar.


  • Vindcator tanks are an effective threat bubble.  It is more deadlier to infantry than to AV13 tanks.  Assuming it does not scatter and hits, it still needs a 3+ to score a glance on AV13 vehicles. Infantry if in cover, can choose to go to ground to avoid casualties.
  • Go to ground is good.  Useful in situations where it calls for it, especially if troops are siting on top of an objective.
  • Vindicare Assassins have stealth, conferring them a +1 to cover save.  It is still good idea to plonk them into ruins.
  • Ruins confer 4+ cover save to all units - with exception of vehicles.  All other units do not need to be 25% obscured, even Monstrous and Gargantuan creatures.  So pre-game, always check with opponents what that terrain is counted as, come to an agreement before deployment.  This means any unit with AV has a slight handicap when it comes to cover. 
  • Case in point, Dreadnoughts vs Wraith Knights.   Eldar Wraith Knights, dip one toe into ruins, gets 4+ cover.   Dreadnought significantly smaller in size, completely in ruins but if not 25% obscured from the firer, gets absolutely no cover at all.   Does this make sense?  No freaking way, but its how the rules are written and how the game is played locally and abroad as well.
  • Culexus reduces units that attacks it to WS & BS of 1.  No matter how low the WS is, if your target exceeds your WS by a huge margin, you still hit on a 5+ according to the melee table.   Compared to shooting at a Culexus, which hits only on a roll of 6.  I  So not only do we stand a better chance to hurt it in melee, we most likely also tie it down.  Preventing it from roaming around wrecking havoc.  
  • CCW Scouts are quite resilient in melee if fighting against targets w/o power weapon.  A cheap unit that can tie up enemy and contest objectives.   Also because of "Go to Ground".  I need to paint me more scouts!
  • Crew shaken is 1-3 on the damage table.  This means 50% of the damage results will be shaken, unless the firer is sporting AP2 or AP1 weapons.  Extra Armor may be a worthy investment after-all.


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