Looks like Steve is heading to Ohio for the weekend and will not be able to attend on Saturday. So Jason you're off the hook I suppose. He is, however, very upset that you got the beta test and he did not!
Necrons did a decent first turn, mostly because they got to ignore night fighting due to the use of the Solar pulse. They took out a tank, did some damage to another tank, and weren't doing too bad.
Round 2 started the problems, as once the multitudes of long range weaponry could lay into the destroyers and heavy destroyers, the necrons were left with few options to deal with tanks, let alone the incoming waves of CC infantry in those tanks.
One terminator with two wolves managing to survive 70-90 shots didn't help. Terminator armor + 2 wounds + FNP + 2 extra ablative wounds in the wolves + cover saves.
The necrons phased out in turn 5 after the 17 necron troop unit was wiped out in a sweeping advance after the 7 man necron unit was wiped out in a sweeping advance. I lost 24 necrons in a single turn due to the sweeping advance rule.
Sweeping advance is, perhaps, my biggest bullshit call on GW. Losing 17 troops because you had 3 guys die is pretty much bullshit.
Well the sweeping advance rule is to bring the morale dynamic to the game. I agree there are flaws with it but it's what we have right now to deal with. The Necrons are suffering to it, severely, due to their old codex and outdated special rules. I'm almost positive that they will be fearless come re-write time and sweeping advance won't wipe them. However, fearless brings with it some disadvantages of it's own. Not top tier disadvantages, just extra wounds to be saved.
Maybe we should brainstorm and send in our recommendations to GW on how to fix sweeping advance.
Hello strangers. This weekend, Steve and I had a little confrontation between his (cardboard) Tau army and my Witch Hunters.
While I wouldn't call it an official game (I don't even have a 5th ed. rulebook and both of us are still figuring out the rules), I can report that Steven's Tau force had the noticable advantage on the battlefield.
The first game was a wash, due to some serious rule quandaries and the fact that a fat-fingered calculator meant I was playing with 450 points less than the 1850 Steve had fielded.
The second game started out in my favor. My Sister's Repentia got their charge bonus, and even after taking a beating from the better initiatived Kroot Hounds, something like 20 hits with re-rolls (via Priest) put the kroots and hounds down. By the third round, a lone kroot hound ran from battle.
Steve's railed my Penitent Engines out of existence.
But the rest of the game, from my prospective can be summed up as "botched vehicle penetration rolls and Tau wargear induced cover saves." Despite my two Exorcist's D6 attacks, two Immolators with multi-meltas, a Vindicare Assassin with 3d6 AP, I only took down one of his hammerheads.
My vehicles exploded every turn thanks to Steve's five railguns.
The last thing I did right was dump bolter fire into a crowd of Kroot before they assaulted me, and thanks to their hounds better initiative, wiped my squad out.
But out of time, we had to stop in the middle of round 5. We both held 1 of the objectives at the time.
Although Steve overpowered my Sisters, I definitely won Best in Show. Check out my infinitely better painted army at www.melvinmcsnatch.blogspot.com
Well Aaron, I would have to say that your particular codex was hit hard by the 5th edition. Steve's codex actually was enhanced by it. I would suggest heading over to YTTH blog and do some research on how to play your army in 5th edition. I want to warn you that your army build will most likely be cookie cutter, something that the older codici suffer from, and boring. Here's a link to a best of list from YTTH, http://www.yesthetruthhurts.com/2008/12/sisters-of-battle-immo-spam.html and one more http://www.yesthetruthhurts.com/2009/12/critical-mass-your-face-your-ass-whats.html. Hope this helps!
Alas, I've read about all the changes and it's just pushing WH/SoB to play SM. Besides the front armor 13 on the Exorcists, nothing else stands close to those rails in the SoB list. And those kroot hounds he uses are rediculousy cheap (7 pts for the equivalent of a 21 pt flesh hound, no wonder they're charging you $15 for a blister pack)
I think I would've done better letting the Exorcists work the suits, but I still don't have an answer for the Hammerheads besides "roll 5+ in the first turn"
One issue: Steve, make sure you're not using Twin-Linked and a seperate weapons system on your suits, you only have two hardpoints unless I missed something else in your codex.
Well the disruption pods are annoying for sure. I have thought about it a bit and have come up with a few solutions. One is to try and get into CC with the Hammerheads, since all CC attacks hit rear armor, and you can't take cover saves against CC attacks you should be able to do some damage. The second way is to ram his hammerheads with one of your tanks. Make sure when using this method you can reach top speed so that your can hit with top strength. The third way is to target one hammerhead at a time and torrent it with fire, he will have to fail the cover save sometime.
As for the kroot and the hounds being cheap. The tau will fold if you get into CC with them and so their only saving grace are the kroot and hounds. Yes they are cheap but honestly they are easily twarted or tied up if you sacrifice the right unit to them.
I do agree though...you should have closed with your short range weaponry and let the exorcists sit back and hammer away.
Railguns are harsh against my army as well. When your ONLY vehicle is an armor 14 235 point gigantic monstrosity that only the largest of mountains can give cover, railguns penetrating on 5+ means you don't take the monolith, or at least you deep strike them so they have a turn of operating time.
Against marines the monoliths aren't so bad, because lascannons only penetrate on a 6. Against Wink, though, he has lascannons with pretty much every squad thanks to razorbacks, so it is still a rough ride at times.
I'm starting to think challenging his Morale would have been a good way to clear the table and move in on the hammerheads. Suits in packs of threes = morale check after one kill. Holy Promethium = kill one enemy with flamer and they take automatic Morale check at -1. If I had a good lane, I could've played more agressively with my melta sisters.
Callidius uses a close combat attack vs. enemies Ld instead of T. You're thinking Culexus.
Culexus assassin forces enemies to take a Morale test before attacking it (but don't fall back) and models within 6" (do fall back). Any models, including friendly ones have Ld 7 in 12", so it only reduces me. And all his weapons are anti-psyker.
Divine Pronouncement looks great, I didn't even think of it. Taus Ld is around Ld 8, putting units within 18" at a -2 modifier.
Looks like Steve is heading to Ohio for the weekend and will not be able to attend on Saturday. So Jason you're off the hook I suppose. He is, however, very upset that you got the beta test and he did not!
ReplyDeleteUs older folk enjoy better benefits it seems. :D
ReplyDeleteso whats the story how did it go where are those battle reports?
ReplyDeleteNecrons did a decent first turn, mostly because they got to ignore night fighting due to the use of the Solar pulse. They took out a tank, did some damage to another tank, and weren't doing too bad.
ReplyDeleteRound 2 started the problems, as once the multitudes of long range weaponry could lay into the destroyers and heavy destroyers, the necrons were left with few options to deal with tanks, let alone the incoming waves of CC infantry in those tanks.
One terminator with two wolves managing to survive 70-90 shots didn't help. Terminator armor + 2 wounds + FNP + 2 extra ablative wounds in the wolves + cover saves.
The necrons phased out in turn 5 after the 17 necron troop unit was wiped out in a sweeping advance after the 7 man necron unit was wiped out in a sweeping advance. I lost 24 necrons in a single turn due to the sweeping advance rule.
Sweeping advance is, perhaps, my biggest bullshit call on GW. Losing 17 troops because you had 3 guys die is pretty much bullshit.
Well the sweeping advance rule is to bring the morale dynamic to the game. I agree there are flaws with it but it's what we have right now to deal with. The Necrons are suffering to it, severely, due to their old codex and outdated special rules. I'm almost positive that they will be fearless come re-write time and sweeping advance won't wipe them. However, fearless brings with it some disadvantages of it's own. Not top tier disadvantages, just extra wounds to be saved.
ReplyDeleteMaybe we should brainstorm and send in our recommendations to GW on how to fix sweeping advance.
<-- (Steven's cousin from Ohio)
ReplyDeleteHello strangers. This weekend, Steve and I had a little confrontation between his (cardboard) Tau army and my Witch Hunters.
While I wouldn't call it an official game (I don't even have a 5th ed. rulebook and both of us are still figuring out the rules), I can report that Steven's Tau force had the noticable advantage on the battlefield.
The first game was a wash, due to some serious rule quandaries and the fact that a fat-fingered calculator meant I was playing with 450 points less than the 1850 Steve had fielded.
The second game started out in my favor. My Sister's Repentia got their charge bonus, and even after taking a beating from the better initiatived Kroot Hounds, something like 20 hits with re-rolls (via Priest) put the kroots and hounds down. By the third round, a lone kroot hound ran from battle.
Steve's railed my Penitent Engines out of existence.
But the rest of the game, from my prospective can be summed up as "botched vehicle penetration rolls and Tau wargear induced cover saves." Despite my two Exorcist's D6 attacks, two Immolators with multi-meltas, a Vindicare Assassin with 3d6 AP, I only took down one of his hammerheads.
My vehicles exploded every turn thanks to Steve's five railguns.
The last thing I did right was dump bolter fire into a crowd of Kroot before they assaulted me, and thanks to their hounds better initiative, wiped my squad out.
But out of time, we had to stop in the middle of round 5. We both held 1 of the objectives at the time.
Although Steve overpowered my Sisters, I definitely won Best in Show. Check out my infinitely better painted army at www.melvinmcsnatch.blogspot.com
Well Aaron, I would have to say that your particular codex was hit hard by the 5th edition. Steve's codex actually was enhanced by it. I would suggest heading over to YTTH blog and do some research on how to play your army in 5th edition. I want to warn you that your army build will most likely be cookie cutter, something that the older codici suffer from, and boring. Here's a link to a best of list from YTTH, http://www.yesthetruthhurts.com/2008/12/sisters-of-battle-immo-spam.html and one more http://www.yesthetruthhurts.com/2009/12/critical-mass-your-face-your-ass-whats.html. Hope this helps!
ReplyDeleteAlas, I've read about all the changes and it's just pushing WH/SoB to play SM. Besides the front armor 13 on the Exorcists, nothing else stands close to those rails in the SoB list. And those kroot hounds he uses are rediculousy cheap (7 pts for the equivalent of a 21 pt flesh hound, no wonder they're charging you $15 for a blister pack)
ReplyDeleteI think I would've done better letting the Exorcists work the suits, but I still don't have an answer for the Hammerheads besides "roll 5+ in the first turn"
One issue: Steve, make sure you're not using Twin-Linked and a seperate weapons system on your suits, you only have two hardpoints unless I missed something else in your codex.
Well the disruption pods are annoying for sure. I have thought about it a bit and have come up with a few solutions. One is to try and get into CC with the Hammerheads, since all CC attacks hit rear armor, and you can't take cover saves against CC attacks you should be able to do some damage. The second way is to ram his hammerheads with one of your tanks. Make sure when using this method you can reach top speed so that your can hit with top strength. The third way is to target one hammerhead at a time and torrent it with fire, he will have to fail the cover save sometime.
ReplyDeleteAs for the kroot and the hounds being cheap. The tau will fold if you get into CC with them and so their only saving grace are the kroot and hounds. Yes they are cheap but honestly they are easily twarted or tied up if you sacrifice the right unit to them.
I do agree though...you should have closed with your short range weaponry and let the exorcists sit back and hammer away.
This comment has been removed by the author.
ReplyDeleteRailguns are harsh against my army as well. When your ONLY vehicle is an armor 14 235 point gigantic monstrosity that only the largest of mountains can give cover, railguns penetrating on 5+ means you don't take the monolith, or at least you deep strike them so they have a turn of operating time.
ReplyDeleteAgainst marines the monoliths aren't so bad, because lascannons only penetrate on a 6. Against Wink, though, he has lascannons with pretty much every squad thanks to razorbacks, so it is still a rough ride at times.
I'm starting to think challenging his Morale would have been a good way to clear the table and move in on the hammerheads. Suits in packs of threes = morale check after one kill. Holy Promethium = kill one enemy with flamer and they take automatic Morale check at -1. If I had a good lane, I could've played more agressively with my melta sisters.
ReplyDeleteScratch the -1 modifier.
ReplyDeleteHrm...that is for sure a way to go about it. Perhaps even an Inquisitor with the Divine Pronouncement power would help clear units using morale?
ReplyDeleteDo you use a Callidus assassin? She would help in several ways make it easier to get to the hammerheads.
I probably wouldn't run either assassin.
ReplyDeleteCallidius uses a close combat attack vs. enemies Ld instead of T. You're thinking Culexus.
Culexus assassin forces enemies to take a Morale test before attacking it (but don't fall back) and models within 6" (do fall back). Any models, including friendly ones have Ld 7 in 12", so it only reduces me. And all his weapons are anti-psyker.
Divine Pronouncement looks great, I didn't even think of it. Taus Ld is around Ld 8, putting units within 18" at a -2 modifier.
What other armies have low Ld values?
Well I was thinking of the Callidus for "A word in your ear..." However the Culexus would fit the morale theme.
ReplyDeleteAs for other low Ld value armies. Tau, Orks, and most Imperial Guard Units.