I Hate the Green Tide

Howdy everyone, Severus here.  Today’s article is pretty simple.  I hate the green tide.  I had a chance to play a game this weekend against a friend.  I have two tournament lists that I wanted to try out.  One is trukk based, the other centered around a green tide.  I have run the trukk one a few times and liked it.  I figured now was the time to give the green tide a try.

I will never play that army again.  It is not a bad army, in terms of competitiveness.  It is a SUPER tedious army to play.  We played on a terrain dense city fight table (mistake number one).  My opponent was playing sisters of battle with tons of bolters and flamers (mistake number two).  We rolled up dawn of war deployment (mistake number 3).  All of the above made for a very un-fun game.  Let me explain

Due to the the terrain dense table, I was always rolling for difficult terrain.  Due to dawn of war deployment, My boyz were stretched out nearly 6 feet long.  Due to the high number of flamers I had to make my boys spread out as much as possible.  This meant moving models small distances through terrain.  Trying to balance them in awkward spots.  All while mainting as much distance between my boyz as possible.

Here is the part no one thinks about with the green tide.  If things go well, you have to move that mob of boyz 5 times a turn.  First your standard movement phase, then you run, then you can charge (since the formation has a free waagh every turn after turn 2).  If you make combat, you pile in at initiative.  Finally, if you win, you can consolidate.  Rinse and repeat again and again and again.

Even with my opponent boltering and flaming me to death, I still had boyz left.  He quickly ran out of room to run.  He was corned and we ended up calling the game early.  It was a powerful army even in this circumstance.  It was just way to annoying to play.  Trying to keep my nobz spread out, making sure there were plenty of boyz around each character to soak up any wounds, all of that made the movement of the mob more complex.  And when you are moving up to 5 times a turn, it drives you nuts.

So in short, strong army, horrible to play with.  I can not speak for my opponent, but it was not an enjoyable list for me to play.  Ultimately, that is what it comes down to for me.  Did I enjoy my time with the game?  In this case no.  So, even though the trukk list is probably the weaker list, that is what I will be taking to the tournament.  Until next time, this is Severus saying have a good one and take it easy.

Testing Tournament Ork List – It Feels Good to Waaagh

Howdy everyone, Severus here.  In my last article, I talked about two lists I had wrote for a small tournament coming up in a few weeks.  I had a chance to sit down and play a few games this weekend.  I decided to use the following list.  I felt like it was the most flexible list I could write, plus I love trukk boyz.

  • Combined Arms Detachment
    • Mek, Slugga and Choppa (joins ‘Eavy armor boys)
    • Big Mek, ‘Eavy Armor, Kustum Force Field
    • Grukk Face Rippa (joins ‘Eavy armor boyz)
    • 2 Mega Nobz with kombi-skorcha and Boss Mega Nob with 2 kill saws, trukk
    • 11 Tankbustas with Boss Nob (rides in a battle wagon)
    • 15 boyz with slugga, choppa, and ‘Eavy armor, Nob with power klaw and ‘Eavy armor (rides in a battlewagon)
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • Deffkopta with twin-linked rokkits
    • Deffkopta with twin-linked rokkits
    • Deffkopta with twin-linked rokkits
    • Battlewagon with big shoota
    • Battlewagon with big shoota
    • 3 mek guns with traktor kannons
  • Combined Arms Detachment
    • Pain Boy (joins mega nobz)
    • Pain Boy (joins ‘Eavy armor boys)
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk

The first game was against Shorereaper’s nids.  We ended up playing a crusade mission with 4 objectives and dawn of war deployment.  I won’t give you the full play by play, just the high points.  The tractor cannons were awesome!  They managed to ground two FMC next to mobs of boyz.  When they weren’t knocking guys out of the sky, they were forcing them to jink.  Combine them with the tankbustas and deffkoptas and I was hunting gown FMC pretty effectively.

As for the trukk boyz, they did a great job of getting out there and making a mess of things.  They worked well in terms of mobility, allowing me to re deploy quickly and throw more bodies at any problems I was having.  They felt much more flexible than one solid mob (green tide style).

The mega nobz were a bit of a disappointment in this game.  They went hunting a tervigon and instead got bogged down in a mass of termagaunts.  They would win combat every time, but always loose a wound or two in the process.  Those damn little bugs were fearless, so I got tarpited to death.

In the end, the orks took the game.  We were sitting on two objectives to my opponents one with slay the warlord and line breaker.  A good showing considering the nids had two flyrants, two crones, an exorcine, a tervigon, a brood of zoanthropes, and a tyrnanofex in the list.

The next game I played was against Augusta’s Minotaur force.  Mission wise, we rolled up the relic with vanguard deployement.  In terms of stand out units for this list, the mega nobz were awesome.  They managed to get a turn one charge off on a 10 man unit of assault marines with a chaplain and killed all of them in one round of fighting.  That was some awesome rolling!

The tankbustas were amazing once again.  They managed to take down a stormraven that went into hover mode with one round of shooting.  The poor tractor cannons were shot to death with stupid hellfire rounds from the sternguard.

The trukk boyz were the stand out here.  Turn two I was able to basically set all of them up in a bubble around the relic.  I manage to assault and kill just about everything that got too close to the relic.  That gave Grukk and his mob the chance to hop in and grab the relic and get out.  The mobility of these units is what makes them work.

In the end, I held the relic and first blood.  Victory for the orks!

Overall I am happy with this list.  It has some amazing mobility.  It allows me to redeploy my units to where I need them to be effective.  Then I can overwhelm key points in the enemy force.  For now, I think I am going to stick with this list.

That’s it for today.  Until next time this is Severus saying have a good one and take it easy.

Duel with the Dule

Hey all, Shorereaper here, and I am going to give you my perspective on the the game I had against Severus this past weekend.

As you can see from the previous post, my list was very Monstrous Creature heavy, and very much deployed on the front line. I knew I had to get most of my units into close combat, and I new they would take a lot of firepower trying to cross the battlefield. For my psychic powers, I managed to get Catalyst (feel no pain) on the Swarmlord, as well as the Horror and Psychic Scream. The Hive Tyrant got Psychic Scream and Onslaught. Of course, all four psykers got Dominion, meaning I would have two to four synapse creatures at any given time. Getting ready for the game, I felt that my best chance was to go first and get in the Tau’s face as quickly as possible. Luckily for me, I managed to seize the initiative.

Turn 1 –
This was a relatively short turn for me. Everything my army moved forward, and moved forward fast. I was going to play this game aggressively and I decided to ignore the Stealth Suits coming up on my rear flank. The Hive Crone and the FHT took to the air and immediately got into firing range.

Left Flank closes the gap.

Left Flank closes the gap.

In the shooting phase, the template from the crone took out a few fire warriors in one unit. The Hierodule, with its 12-inch move, was able to barely get into range and managed to cause a wound on the Broadsides. Of course, I ran the Hierodule after that, thanks to its agility special rule. The FHT shot at the unit of Fire Warriors with the Etheral, and killed him. Everything else just ran forward, or in the Swarmlord’s case, lumbered forward at a slow walk. The Exocrine also fired its large blast weapon, picking off a few drones.

Left Flank move up fast.

Left Flank move up fast.

Then came the pain. Severus unloaded into the Hierodule and a few of the other monsters that were trying to close the distance. The Stealth Suits and Vespids picked off a few Genestealers on the one flank. The Hierodule took three wounds, and the flying HT was brought down to just one wound. I forgot how much firepower the Tau could bring to bear in that first turn.

Here come the Nids

Here come the Nids

As I am sure Severus will say in his blog, he decided to charge his Vespids into my Genestealers. I figured this was going to go well for me. And while it did, it didn’t go as well as I hoped. While my Genestealers did kill the majority of the Vespid, and they managed to kill one Genestealer, they stayed locked in combat thanks to an amazing roll of snake eyes.

Turn 2 –

My turn two movement was exactly the same as my turn one. March forward and pressure the enemy. The FHT flew behind the Hammerhead while the Crone swept to the right. The Dule and the Dimachaeron moved in close to the left flank (again, from my perspective). The Exocrine stayed put this time, meaning I would be able to use the slightly better Ballistic Skill.

Turn 2 b

In the psychic phase, like most of the game, I managed to get off catalyst, giving the Swarmlord unit and one other unit feel no pain. I also used some dice to give most of my creatures a better synapse range (including the Broodlords).

It begins

It begins

In the shooting phase, the Crone weakened another fire warrior unit, the FHT took down the Hammerhead, and the Exocrine took out some drones (and may have cause a wound to the broadside unit). Again, all of the other units ran to close the gap on the Tau.

In this assault phase, I thought I would start to significantly crush the Tau. The Raveners charged the 4 Tetras hoping to reduce the number of markerlights that could be brought against me. The Hierodule charged the R’varna. Well, the Hierodule tried to charge R’varna. I failed to successfully make the five-inch charge that was needed. The Raveners took down two tetras, and the Genestealers finally killed off the Vespids, which opened them up to shooting in Severus’s turn.

Raveners cause the destruction of two Tetras

Raveners cause the destruction of two Tetras

Again, my units had to deal with more shooting. This time Severus brought the Hive Crone down to one wound, shot more Genestealers, and only caused one wound to the Hierodule. Severus did manage to kill off the Venomethrope and one Hive Guard with the Y’vahna, and then fled far enough away that I would not be able to charge it in my turn.

Hierodule leading the charge. After the failed charge.

Hierodule leading the charge. After the failed charge.

Turn 3 –

As with all of my movement phases, the Tyranids kept charging forward, except for the Exocrine. I shifted the Hierodule for a slightly better shooting and charging position, and the left flank Genestealers closed in on one unit another unit of Firewarriors. The Crone and the FHT, both with one wound each, flew off the board to safety. The Raveners continued to pursue the Tetras.

One Hive Guard Making sure the rear is clear.

One Hive Guard Making sure the rear is clear.

In my shooting phase, the Exocrine fired at the Y’vahra, and cause one wound. The Hierodule toasted all but one Fire Warrior in one unit and caused some wounds to the Broadside unit. Most units, of course, ran forwad.

Hierodule preparing to assault the R'varna

Hierodule preparing to assault the R’varna

This is where the heavy assaulting started. The Raveners charged the Tetras again, the Genestealers and the Dimachaeron charged the larger unit of Firewarriors, and the Hierodule charged the one Firewarrior he didn’t kill (talk about overkill). The Raveners didn’t kill anything. The Genestealers and the Dimachaeron (on the left flank) managed to kill their firewarriors, and of course, the Hierodule killed off the one Firewarrior.

Here comes the Dimachaeron

Here comes the Dimachaeron

After my turn, Severus managed to kill the Exocrine and even more Genestealers. He also knocked the Hierodule down to one wound. I will say this now, that Hierodule can take a lot of firepower.

Turn 4 –

By turn four, the Tau were beginning to be cornered. I moved the Swarmlord into position to charge the Y’vahra. The Crone and the FHT moved into position to also shoot the Y’vahra. The Hierodule and the Dimachaeron moved into position to charge the R’varna. I was also finally frustrated with those Stealth Suits and moved the Broodlord into position to charge them. Sadly, that Broodlord was the only model left in that unit.

The last two Raveners preparing for another attack.

The last two Raveners preparing for another attack.

In the assault phase (nothing happened in my shooting phase), the Swarmlord managed to kill the Y’vahra. The Dimachaeron and the Hierodule killed the R’varna, and the Broodlord took out the unit of Stealthsuits. However, the Raveners tried to assault the Riptide, and were finally killed off.

Dimachaeron prepared for his next assault.

Dimachaeron prepared for his next assault.

And then it finally happened. After three full turns of being shot at, the Hierodule could no longer stand up to Tau firepower. The last wound was finally knocked off. I am left feeling that my first game with the Hierodule was successful, even if he didn’t make it to the end of the game. The FHT also was finally taken off the board.
Turn 5 –

With almost no available shooting left from my army, I just tried to shoot two tentaclids at a unit of firewarriors, killing off one. This being my final turn (unknown to me at that time), I charged the Dimachaeron into the broadsides and the other Broodlord into the remaining tetras. I did successfully kill one tetra (losing a Genestealer in the resulting explosion) and finally finished off the Broadsides.

In what turned out to be Severus’s final turn, he killed off the Dimachaeron with a lot of firepower. I still had the Swarmlord (and two of his guard), two Broodlords (but no Genestealers), and the Hive Crone.

So, throughout the game, I left my right flank soft and exposed, but thanks to a lucky scatter from Severus, the flank never collapsed. The left flank hit hard and fast, which seemed to work in my favor for this game.

Turn 4 c

So, the Tyranids managed to pull out a victory under the stated conditions. I had some MCs left on the table. And even when we broke it down by the modified victory points, my Tyranids managed to take home the victory. Although I believe I had an advantage with the Hierodule, it was still a very close game.

Set up 1

 

Knight Titan: First Contact

So, I had the opportunity to play against both variants of the Imperial Knights today.  I met up with our Master Of The Fleet down at Critical Hit Games, we setup a table and let it rip.  I wrote up a tau list for the day, not as hard of a list as I could have run, but not a slouch either.  For reference, I played the farsight enclave.

Commander – Drone Crontroller, Shield Generator, Stimulant Injector

Cardre Fireblade

Riptide – Earth Caste Pilot, Velocity Tracker, Early Warning Override, Heavy Burst Cannon, Smart Missiles

Stealth Suits – 4 including Shas’vre, Burst Cannons, Bonded

Fire Warriors – 12 including Shas’vre, Pulse Rifles, Bonded

Fire Warriors – 12 including Shas’vre, Pulse Rifles, Bonded

Crisis Suits – 3 including Shas’vre, 2 Missle Pods Each, Advanced Targeting System, Bonded

Crisis Suits – 3 including Shas’vre, Fusion Gun and Plasma Rifle Each, Advanced Targeting System, Bonded

Pathfinders – 10 including Shas’vre

Drone Squadron – 8 Marker Drones

Tetra – Disruption Pods

Hammerhead – Submunition Blast Railgun, Disruption Pods, Smart Missile System, Longstrike

Broadsides – 3 including Shas’vre, Heavy Railrifles, Smart Missiles Systems, Early Warning Override

Aegis Defense Line – Quadgun

2000pts

 

First game my opponent took the Errant variation to try out its big thermal cannon.  His guard was a fairly typical list, I don’t have his army list on hand but I will try to remember the key units.  I believe he fielded 2 basilisks, 2 leman russ variants with the demolisher cannons, a hellhound, 2 squads of guardsmen in chimeras, and 2 units of psychers in chimeras.  Looking at his list, I wanted to take out the leman russes first before they could bring their guns to bear.  The knight would have to wait and I don’t usually worry about the basilisks.

We rolled up dawn of war deployment and purge the alien.  I was able to take out his leman russ line with minimal damage and dropped the hellhound as it advanced.  I tried to deep strike in the fusion crisis suits to take on the knight, but in the end only caused one glance thanks to that ion shield.  I managed to drop the knight by turn 4.  It had advanced up my right flank an forced me to redeploy.  Since I had taken out the leman russes that were on my left flank, I wasn’t hurt by this redeployment.  When the dust settled, I had won handily.

Looking at it afterwards, we felt the knight did add a great mobile threat to the army.  That D weapon sword was a big threat to me.  Since I was able to stay away from it though, I was able to whittle it down with shooting.  I don’t think it was a waste of points.  If his battle line was able to survive my shooting better, my army would be trapped between big blast templates from tanks on one side, and a D sword with big blast template on the other.  I think the weakness was in the guard, not the knight.

We had time, so the Lord Primarch threw together a space marine list (ultramarines) for the Master Of The Fleet to use.  He event lent him his pretty blue boys to play with.  The list featured 2 thunderfire cannons, a squad of 10 scouts, 2 tactical squads in drop pods, 1 tactical squad in a rhino with Tigerius, 2 storm talons, and a drop pod with 10 sternguard. This time we tried out the Paladin variant of the knight.

Rolled up vanguard strike deployment and crusade with 4 objectives.  I changed tactics slightly, deploying my fire base deep within my deployment zone and holding both squads of crisis suits in reserves.  My opponent landed both drop pods of tactical marines right in front of my fire base and more or less hemmed my units in there.  Then the knight advanced up the middle with Tigerius and friends.

In short, this army put too many threats in my face and left me nowhere to run.  My riptide was eventually caught by the knight (although I did some amazing rolling and put 5 hull points on him during overwatch). Close combat was bloody and short.  I was able to put down the knight, but in the end I was down to the missile suits, commander with 4 drones, and 5 pathfinders.  I hadn’t even scratched his back field units, and still had tigerius and the sternguard running around in my firebase.

Honestly, I felt the knight added a ton to that list.  It was able to force my right flank in combination with tigerius.  With the marines holding steady on my left flank I had nowhere to run.  I was so busy dealing with the drop pod troops, the rhino’s troops, and the knight, I didn’t even get to think about taking out his scouts on objectives or his thunderfire cannons.

Interestingly enough, in both games, the titans failed to earn back their points.  But the threat they present and the amount of shooting it takes me to deal with them left a noticeable impact on both games.  I think they could have easily earned their points back, but I just kept running away and trying to deny them that chance.

So far, I am encouraged by today’s results.  I still want to play test them more.  I will probably end up with one eventually.  I am interested to see how they fair against eldar and tyranids.  Daemons as well.  I also would like to see what they add to certain armies, like space wolves, blood, angels, and dark, angels.  More playtesting is required.

Baneblade Escort Scenario

Yesterday I got the chance top play a scenario I wanted to try. The rules were as follows:

2000 points each side. Aggressor (Carcharodons/Imperials) must have 2 Baneblades in the list. Other than that they must fulfill standard FOC chart (2 troop units and 1 HQ unit).

The 2 Baneblades were 4-point objectives
Secondary Objectives – Slay the Warlord, First Blood, Line Breaker
Dawn of War Deployment
Aggressor Deploys first.
Unless aggressor steals initiative, Opponent goes first.

Goal of aggressor is to get the baneblades to the other side of the board (and preferably off the board. However, if the baneblade was still alive and on the board at the end of the game, they would count as victory points for the aggressor.

My list consisted of the 2 Baneblades, 1 Captain on a bike, 2 Six-man bike units (troops), 2 five-man tactical squads in Rhinos.

Opponent was Augustus the Arcane and his filthy xenos (Eldar)

Now, I did give him advanced warning about what he was going to be facing, and the point of the mission. But I never expected it to go as bad as it did.

Of course I thought that the game would be seriously lopsided. And it was, just not against the Eldar. By the end of his turn 5, I was tabled. The final score was 11 – 0, He got First blood, Slay the Warlord, Line Breaker, and both Baneblades. The Baneblades, while making most of the kills for me, did not make up their points. However, other than the baneblades, only one bike unit really made any other kills for my side. I wrecked one of hits transports, one bike squad, and one walker in a unit of three. I also did kill a few of his troops, but overall, the game was an epic failure for the imperials. He didn’t even need to field the Wraithknight (so I guess it could have gone even worse).

That being said, it was a fun first test of the scenario. And I cannot call it a complete failure; it may be that the scenario does not work well against Eldar. I’d like to get a few more games in before I start tweaking it.

I did build my list with some fluff. I tried to think what I would take when given an escort mission. I thought the small man tactical squads and bike units fit the bill. I would want bikes scouting ahead with the Rhinos staying closer to the baneblades made sense in a fluffy way. Drop pods would have made no sense at all. However, if I were to play this game again, I think I would drop the assault bikes.