Showing posts with label IG. Show all posts
Showing posts with label IG. Show all posts

Monday, June 22, 2009

RTT Breakdown




Long time no post - sorry about that.

Anyways - I had the opportunity to bring my constantly growing Guard army to a local Rogue Trader tournament on Saturday. The event was put together by a friendly local discount game store called Games by Gamers.

The list I brought looked like this:

HQ:
-Company Command Squad
(Astropath, Master of the Fleet, Chimera, Vox)

-Inquisitor Lord
(Psychic Hood, 3 Mystics, Sanctuary, Bolt Pistol + CCW)

Troops:

-Veteran Squad
(3 Grenade Launchers, Missile Launcher, Vox, Forward Sentries)

-Veteran Squad
(Shotguns,3x Melta)

-(3X)Veteran Squad
(3x Melta, Chimera w/hull heavy flamer and multi-laser)

Fast Attack:

-Vendetta

Heavy Support:

-2 Griffons

-2 Leman Russ Battle Tanks
(Hull heavy flamers)

-2 Leman Russ Battle Tanks
(Hull heavy flamers)



The first scenario was pretty straight forward. There was one primary objective, which was placed in the center of the table. Extra battle points could be earned by killing the opponent's most expensive HQ choice, controlling the most table quarters, and scoring the most kill points.

I should mention that the name of the scenario was "More meat for the grinder," and keeping with that theme there was one rather odd special rule. Destroyed troops choices automatically respawned on the controlling player's table edge at the start of their next turn. Perhaps not the most balanced special rule - but it definitely made things interesting.

My opponent was a newer Tyranid player. He was running a Hive Tyrant, two melee fexes, three zoanthroapes, a few broods of warriors, some ripper swarms, a couple units of genestealers, and a ton of gaunts.

The tyranids won the first turn - and ran forward at full speed. The only shooting was one less than spectacular barbed strangler shot and a few attempts to warp blast my armor, handily negated by my Inquisitor Lord's psychic hood.

The guard got comfortable, heavy flamers at the ready, and opened up with the artillery.

Fun fact: Bugs don't like pie. Two griffons and four russes bring a lot of pie...

It took a couple turns for him to get into assault range with anything, and the master of the fleet hurt the genestealers which he chose to outflank with.

When the nids did get close enough to assault the hull heavy flamers on the chimeras and russes opened up - claiming a good number of them. I was also able to take advantage of the scenario special rule by throwing my vet squads in front of his MCs doing a melta wound or two - enough to provoke him into assaulting them - then after they were wiped out in his turn they walked back on from my table edge (conveniently in melta range) and finished 'em off.

Other noteworthy events include:

-A vet squad surviving two rounds of combat with genestealers.
-The Vendetta showed up late despite the astropath, but made up for it by killing the hive tyrant in one shooting phase.
-The same Vendetta won me the primary objective by zooming over on to the objective on the last turn - vet squad in tow.

In the end I won the game 16-4.

Game two was spearhead deployment with two objectives - one in each players deployment zone. The catch was that the objective scattered 1d6" in a random direction every turn. Secondary objectives were the same as round one.

This time around I was matched with a veteran demon player. ...It was rough.
The game started out auspiciously enough when he ruled a two when determining which wave he got in his first turn.

I won the roll off for first turn, and unfortunately the scenario didn't allow me to choose to go second. So I deployed as defensively as possible. I deployed one Chimera empty in the front near the center of the table.The Inquisitor and mystics were placed right behind so they could hop in on the first turn and draw out a "do not deep-strike" zone in an attempt to funnel him through the other flank. On the other flank of my DZ I spread out my footsloggers in neatly spaced lines to try and create a deep strike danger zone. All of my tanks and artillery castled up in the backfield - heavy flamer chimeras in the front, then leman russes, then the Griffons hiding behind terrain.

On his turn he brought in a unit of bloodletters, demonettes, pink horrors, and a Keeper of Secrets on my flank with the footslogging vets - but he kept a safe distance. A soul grinder showed up on the other flank with the Inquisitor - but he kept his distance as well.

Unfortunately I wasn't able to throw up Sanctuary since I had to move the Inquisitor to get in the Chimera (it did pop smoke though) so he took some shots at it which were thankfully ineffective. He ran most everything else other than the horrors which put a dent in the first vet squad who promptly went to ground.

In my turn the Russes and griffons put a pretty big dent in the bloodletters (the only unit on the table at that point with an icon) and took out most of the horrors. The inquisitor threw up sanctuary - and kept it up for most of the game - effectively blocking that flank completely (it also happened to be where my objective was).

From here it was essentially a game of "How many can I kill before it's too late?"

The answer: Not enough.

Before too long there was a bloodthirster running rampant in the back of my lines - and at that point there's just no coming back.

I made a tactical error in throwing my vendetta and its melta-cargo at the soul grinder who was really too far away to threaten much of anything. The Vendetta's lascannons failed to damage it - it turned around and punched it out of the sky. The vets popped out of the wreckage a little worse for wear and tried to melt it, missed two out of three melta shots, and then I rolled a one on the damage table for the one shot that penned it which the grinder ignored. Then it ate my vets.

Sad story.

In the end - he kicked the crap out of me. He won on every part of the mission except for my objective which, even with the wonky scatter rule managed to stay in the sanctuary zone of my inquisitor lord's chimera.
By the end of turn six my end of the board was filled with a bunch of burning wrecks, and two greater demons running amok.....and the remnants of my last veteran squad sitting on my objective. They were giving my inquisitor's chimera a big hug - staying just within the sanctuary zone.

So I'll take a small moral victory for that at least.

The demon player also went on to win 1st overall in the tourney – so I don't feel too bad about getting stomped on.

The last round was pitched battle deployment, and each player placed three objectives in their deployment zone.

This time around my opponent was playing a First Company Salamanders army using the Dark Angels codex for the ability to take terminators as troops. He took Belial, five squads of termies – all with storm bolters, one assault cannon each, and some chain fists mixed in here and there – and three Vindicators. He noted my Mystics and the master of the fleet and opted not to Deathwing assault in. The three Vindicators castled up in the corner across from most of my armor surrounded by three of the five termie squads. The other two squads including Belial and the apothecary hung back in a ruin, mostly out of line of sight -camping on an objective and making it obscenely difficult for me to get the secondary objective of destroying the unit with the highest point cost.

I got first turn and over reacted a bit to the triple vindicators. I moved up two chimeras and the vendetta, all filled with melta vets, and by next turn they had blown up two of the Vindicators and scored weapon destroyed and immobilized results on the third one.

Things went down hill pretty quick after that. The Griffons missed their intended target, and after using the accurate bombardment rule for a re-roll it scattered onto the melta vets which had just popped out of the a Vendetta, killing about half of them. Nearby terminators took care of the rest of them in the next turn, and an assault cannon to the rear knocked the Vendetta out of the sky.

Assault cannons and multi-charges did an admirable job of taking out most of my chimeras and the vets inside. With the loss of my melta guns and the vendetta I was completely out of AP 1 and 2 weapons, and I just didn't have the volume of fire to get past his 2+ armor saves. (Plus the apothecary negated two or three of the failed saves throughout the game which is handy.

He ended up winning all the battle points that round, and second place overall in the tournament.

Personally, while my battle points for generalship were less than spectacular I did pretty well in sportsmanship and painting. I placed fifth out of twelve overall – not too shabby I suppose.

The event was a lot of fun, all of my opponents were great, and I learned a lot about my army's strengths and weaknesses.

Overall I think the list that I brought performs pretty well against heavy mech and MEQs. All of the pie plates and heavy flamers work wonders on hordes (although I have yet to play against Orks with it.)

Against demons and small elite armies like Deathwing.....it needs some tweaks.

Mostly I just don't have the volume of fire to take out things like greater demons and terminators. This epiphany has me considering a hybrid Platoon/Vets list.

My colleague and frequent opponent Rob played in the tournament as well. Oddly enough he played the nid army and the demon army as well, and he had the foresight to take pictures - so if you want to see his take on them check it out here.

Friday, June 5, 2009

Sergeant Lukas Bastonne



Sergeant Bastonne, like his colleague Gunnery Sergeant Harker, is another unique character upgrade for Imperial Guard Veteran squads. Bastonne is kind of pricey, weighing in at 60 pts - so for the same points you get get another Chimera and for a bit more Marbo or a Hydra - but he brings some unique benefits with him. In addition to the standard veteran wargear Bastonne is equipped with carapace armor, a hot-shot laspistol, and a power sword (would have been better if he could have held out for a power fist -but whaddayagonnado?) Handy gear to have in some circumstances - but not jaw-dropping by any means. More importantly, Bastonne gets a leadership bump up to Ld 10.

"It's Up to Us Lads!"
What makes Bastonne so potentially useful is his ability to give one order to his unit after all other orders are given. Even better, Bastonne has access to all of the Company Command Squad and Platoon Command Squad orders. This ability is potentially huge, as most Guard players acquainted with the new codex will know. And did I mention that his leadership is higher than your typical company commander?
(Though in my test game with him I still brought along a vox-caster. Good thing too since on two occasions I rolled box-cars when attempting to order the squad. One of those times was when using "First Rank Fire, Second Rank Fire!" on a group of Fire Dragons in rapid fire range, and the last thing you want your vets to do in a situation like that is to stop what they're doing and stare into space like confused Ogryn.)


"Never Give Up, Never Surrender!"
Bastonne's other special ability is "Never Give Up, Never Surrender!" This rule essentially turns Bastonne and his squad into Space Marines!
.....Well, Strength 3 Toughness 3 Space Marines, with crappy armor and flashlights instead of bolters....
What I mean by that is as long as Bastonne is alive the squad will always be able to regroup, regardless of squad strength and other restrictions.
This is potentially handy, but here I really have to agree with Stalek's analysis. The unit is really too fragile for this ability to make much difference, and unfortunately the unit can't regroup when they're dead.

Potential Uses:
The only way that I've used Bastonne thus far is with three meltas and deployed in a Vendetta. This is especially useful assuming you can get first turn - scout the Vendetta up 24", move up to 12" more, pop out the veterans with meltas and "Bring it Down!" for some extra killy first turn vehicular homicide. Then you just have to hope that they survive the ensuing explosion (There's a potential use for "Never Give up Never Surrender!")

Carapace Armor could be useful in cases such as the one outlined above - but I think that doctrines in conjunction with upgrade characters are cost-prohibitive. (ie: 195 pts for a vet squad with Bastonne, 3 Meltas, Vox, and Carapace Armor - for the same points you could two vet squads with two meltas and some change left over)

I must admit that I am tempted to give Bastonne's unit "Demolitions" for the ability to have a twin linked Demo Charge (although for the order to work it would have to be targeting a vehicle or MC,) but I think that's more of a case of "Holy crap that would be awesome!" rather than an effective (and cost-effective) option.

Overall, I like Bastonne. He's an especially effective tank-hunter("Bring it Down!") and last minute objective grabber ("Move, Move, Move!") but his utility varies substantially depending upon the composition of the rest of the army. Playing a static gun-line? Leave Bastonne at home. In a Chimera or Valk though he can make an excellent forward assault element.

Friday, May 29, 2009

Gunnery Sergeant Harker




Gunnery Sergeant Harker is the ultimate bad-boy of the Imperial Guard codex. Well, second to Marbo anyways. The chief difference between the two is that while Marbo is stuck out on his own, Harker is an upgrade for a Veteran Sergeant - thus he is substantially more survivable most of the time. (Marbo's demo charge doesn't particularly help with the whole survivability thing.)

Harker gives his unit a number of pretty substantial benefits. First and foremost, the unit gains the universal special rules infiltrate, stealth, and move through cover. The squad also gains a heavy weapon in the form of Harker's heavy bolter, and since he is relentless it does not slow the unit down. He also has feel no pain, something I have a hard time remembering when I use him, but that is unfortunately not passed on to the rest of his unit. :(

Harker costs 55 points, the same as a chimera, which sounds kind of steep for a veteran sergeant, but when all of his benefits are taken into account I think he's a steal.

What initially attracted me to Harker was my frequent use of the "Forward Sentries Doctrine" in my objective sitting vet squads. The doctrine is 30 points and the benefits are the "Stealth" USR and defensive grenades. For 55 points Harker nets you Stealth, (30 points) a BS 4 Relentless Heavy Bolter (10 Points*), Infiltrate, and Move Through Cover (both priceless.)

My first inclination for using Harker was in much the same way that I used my Camo-Cloaked Vet Squads, essentially a camping heavy weapon squad that is extremely difficult to dislodge thanks to their (potentially 2+ when gone to ground) cover save. My first couple builds for Harker's squad included three snipers and a missile launcher. With that build you've got a solid mixed-use unit able to take on light armor and infantry that's extremely difficult to dislodge from cover. Harker's ability to infiltrate also allows you to give them the best possible location to utilize their strengths.

Overall, it's not a bad use of the guy - but I admit it's not optimized.

I'm thinking that in order to take full advantage of all of Harker's benefits he needs to be mobile - not slowed down by any heavy weapon teams. I'm thinking that a veteran squad with Harker and three flamers would make perfect infantry hunters. Infiltrate makes them superb for taking out light infantry that likes to hang around the backfield and depends upon cover such as Ork Lootas, Eldar Rangers, Tau Pathfinders, and the like.

It is also worth considering dropping them in a Chimera with a hull heavy flamer for an additional 55 points (though this makes them pretty pricey at about 195 points.) Since the Chimera is a dedicated transport the "Infiltrate" USR is passed along to it - allowing for outflanking Chimera-flamer BBQ time! An astropath in the Company Command Squad can make this especially worthwhile, pretty much ensuring they come in where you want them. Also, since Harker is relentless he can fire his heavy bolter out the top hatch of the Chimera so long as it doesn't move more than 6" - AND since (according to the most recent 40k rules FAQ) the vet squad and the chimera are two different units they do not have to fire at the same target. So given the right circumstances the chimera could ruin someone's afternoon with it's hull heavy flamer and Harker and company could put the hurt on someone else entirely.

So, that's my take on Harker. I'd be interested to hear others' opinions of him as I haven't seen a whole lot of discussion on him yet. Probably as he's been overshadowed by Marbo, Al'rahem, Chenkov, Straken, Nork, and the like.

Thursday, May 28, 2009

More Tanks! We need more tanks!

I was able to get a game in (well, more like 1.083) Rob today. Rob was playing a revised version of his Mechdar list which included:
-Prince Yriel
-Farseer
-3 Squads of Dire Avengers (In Wave Serpents)
-2 Falcons (Loaded with 6 Fire Dragons each)
-Fire Prism
-8 Warp Spiders


My list was:

Company Command Squad

+Vox-caster
+Chimera (Multi-laser/Heavy Bolter)

Inquisitor Lord
+Psychic Hood
+Bolt Pistol/CCW
+2 Mystics
+Familiar

Veteran Squad
+Missile Launcher
+3 Sniper Rifles
+Forward Sentries Doctrine
+Vox-caster


Veteran Squad
+Gunny Sgt. Harker
+3 Sniper Rifles
+Missile Launcher
+Vox-caster

Veteran Squad
+Shotguns
+3 Melta guns


Veteran Squad (2X)
+3 Melta guns
+Shotguns
+Chimera(Multi-Laser/Heavy Flamer)

Vendetta (2X)

LRBT Squadron:
-Leman Russ Battle Tank
-Leman Russ Demolisher


Leman Russ Battle Tank

Artillery Battery: 3 Hydras

TOTAL: 1850 pts/16 KP/69 Models

The first game lasted fifteen minutes or so. I won the dice off for first turn, and my opponent promptly castled his grav tanks in a corner behind a large piece of terrain. The Vendettas unloaded their melta-armed cargo (with the help of their 24" scout move) as well as their twin linked lascannons, the russes and hydras spoke, and after the pile of smoking grav-tank carcasses reached the requisite height the game was forfeit without the filthy xenos firing a single shot.

As the first game proved less than satisfactory, we re-deployed with the same mission and terrain and tried again. This time around he held his entire force in reserve - counting on Yriel to bring them on to the table without too much delay.

This is where I made a couple of critical errors.

Over-zealous and encouraged by my initial quick victory I pressed the charge - infiltrating Harker and his squad into terrain in his Deployment zone and moved the two Vendettas up with a 24" scout move, and another 24" during the first turn to bring them right up by the long table edge.

(My thinking on this was flawed. For some reason I had it in my head that he wouldn't be able to come on to the table where there were enemy units within 12". So, I tried to force him to come in on the right side of his deployment zone where they would be easy targets for the Russes and Hydras. Of course...that is not the case - and I think I just had the infiltrate/scout rules stuck in my head for some reason or another.)


Yriel paid off big for him and he managed to get his entire army on his 2nd turn.

My mistake cost me both Vendettas. (Their cover saves could only help so much)Harker's veteran squad felt the pain as well when they were shot up and assaulted by warp spiders.

My other mistake was failing to pop smoke on my russes. Thankfully that mistake didn't cost me as much as it could have as the Vendettas took priority for his brightlances.

Despite my initial tactical epic fail the game turned out to be extraordinarily close.

Other highlights include:

-The Warp Spiders breaking and running off the board the turn after they came in.

-Prince Yriel (not attached to a unit, and vulnerable to instant death) eating a dead-on battlecannon shot from a Russ...which rolled a one to wound him. (!!!)

-Prince Yriel dedicating two shooting phases and two assault phases to killing that particular Russ.

-Hydras proving that they are just as good as Lootas at popping skimmers.

-A Wave Serpent full of Avengers pulling up to contest an objective late in the game being wrecked by melta vets. The dire avengers which popped out ate a LOT of fire and failed their pinning check when hit by sniper fire. Their inability to contest let me pull out a narrow win.

Thursday, May 21, 2009

A Brief Guard Update

I've had a couple weeks now to play around with the Guard codex, and so far it's been working out fairly well. I've lost many more games than I've won thus far, but I feel like I am starting to get a handle on the codex. Getting over the "new, shiny" factor which comprises a large portion of the codex is a big part of that.

The answer I've found is....TANKS! And lots of them!

My latest list looks something like this:

HQ:

Company Command Squad
(Vox,Autocannon,Chimera)

Inquisitor Lord
(Psychic Hood, Bolt Pistol/CCW,3 Mystics)

TROOPS:

Veteran Squad
(Lascannon, 3 Sniper Rifles, Forward Sentries, Vox)

Veteran Squad
(Missile Launcher, 3 Sniper Rifles, Forward Sentries, Vox)

Veteran Squad
(Shotguns, 3 Melta guns)

Veteran Squad
(Shotguns, 3 Melta guns, Grenadiers, Chimera)

Veteran Squad
(Shotguns, 3 Melta guns, Grenadiers, Chimera)

FAST ATTACK:

Vendetta

HEAVY SUPPORT:

Leman Russ Battle Tank


Leman Russ Battle Tank


Leman Russ Squadron:

1.)Leman Russ Battle Tank
(Camo Netting)

2.)Leman Russ Executioner
(Plasma Sponsons,Knight Commander Pask, Camo Netting)


I imagine I will eventually drop a Russ to add in a Psyker battle squad mounted in a Chimera (sometime when I'm not facing down Runes of Warding every game.) I will also eventually either buff the Inquisitor Lord's retinue so that he is capable of contributing something other than hiding in the corner waiting for someone to try and use a psychic power or deepstrike nearby. Some heavy bolters perhaps? Either that or drop him in favor of an Elites choice Inquisitor with Mystics and a hood to shave points.

I have also discovered:

-Valkyries, while fragile, make excellent melta-vet delivery devices. (Especially with a 24" scout move.)

-The Leman Russ Executioner is extraordinarily expensive when kitted out properly (Plasma Sponsons, Commander Pask, Camo Netting, and perhaps a vare-bones Russ as an ablative tank to soak up some fire,) but it's worth it. :)

The potential for a 3+ cover save on AV 14 makes this tank, which ordinarily would be #1 on the target priority list, a much less attractive target.

-The Imperial Guard Alpha Strike is amazing. Case in point: a game with Rob that lasted approximately 25 minutes- or one shooting phase.

One of these days I'll get around to trying a Platoon-based list, but for right now...Vets are just too damn cool.


I've been able to get some modeling in as well. My first Forgeworld order finally came in - so I've been able to start on the Chaos Renegades which will serve as my vets in the final list. Haven't had time to snap any decent pictures of them yet, but I will hopefully update with those later.

In the meantime here's one of the objective markers I threw together while waiting for some washes to dry the other day.



More to come eventually!

Saturday, May 9, 2009

INCOMING!

This post is coming a bit late as all my loot actually came in on May 1st, but....The Imperial Guard have arrived!



Not pictured are a Cadian Command Squad, more Cadians, and some assorted Forge World Chaos Renegade bits.

So far I've got one Valk mostly finished and based, and I'm just getting started on the second one. I must say: the kit is awesome. It's got some of the best features I've seen in a GW kit: functional sliding doors, pivoting heavy bolter assemblies,and most importantly....a flying base that actually works!

The batteries of my camera died before I could get any pictures of the built Valk and base, but I will eventually take some and throw them up here.

In the mean time...I have started work on the second Valk, and decided to try a salt mask to weather it. (As detailed in this tutorial.)

I am very happy with the results:





Now to detail the interior and actually put it together!

As far as gaming with the IG - got my first game in Friday with Rob. (He did a write-up on it on his blog if you're interested in how it played out.)
My list needs some tweaking, and it will be a big adjustment after playing Orks for so long - but I like it!

Wednesday, April 8, 2009

Tuesday, April 7, 2009

Renegade Guard Progress Report

With the new Guard codex getting closer by the second I've been working feverishly on my Renegade Guard army. I've recently acquired several Leman Russes on the cheap through E-Bay and some local trades, and have actually about finished two of them. My first basilisk is done as well, but alas my camera's batteries are dead - so that will have to come later.

Now I just have to finish the other two Russes, the demolisher, three more chimeras, the hellhound, twelve or so heavy weapon teams, and eighty or so guardsmen.

And of course the two or three Valkyries which will be in my possession come May...

Hooray for progress!

I also have to get around to converting a bunch of sanctioned psykers, as it looks like they will actually be viable this time around. I think I'm going to use the Empire Flagellant bodies from the WHFB range, with some Catachan arms for the Laspistol + CCW, and the helmetless CSM heads. I already have two or three that I put together intending to use as Stormtroopers/Vets - but I think they'll be more appropriate as psykers.

On to the pictures: