Wednesday, 31 August 2011

A Week of Reflection

[It looks so good, it has to be used, alas 3rd ravager you have been replaced]
Hi,

As is normally best, after my last tournament I took a little break from gaming, and spent some great time with family over the bank holiday weekend.  It's always nice to have a bit of Gaming / Real Life balance :) - at least if you want to stay with your girlfiend/fiancee/wife.

However it's hasn't stopped me relfecting on how my Dark Eldar and Space Wolf lists should evolve.

My first impression coming away from my last tournament was that my Dark Eldar needed more anti-tank, however upon reflection I think I can blame a bit of my bad tank killing on a poor luck, however there were some mistakes I made, chiefly being too aggressive with my trueborn and getting them killed too quickly.  I must endevour to keep them on their venom and resist the urge to disembark them turn one to get 6 more lance shots at enemy vehicles.

Out of the three units I was trying out (beastmasters, reavers & a razorwing) only the razorwing seemed reliable, mainly because I tried to off load it's missile payload as soon as possible.  Both the beastmasters and reavers showed their great potential.  The beastmasters killing a grey knight librarian and held up a grey dreadnaught in combat by ripping it's powerfist off, while the reavers increasing the chance of a pentration hit killing a holofield-ed fire prism from 1 in 9 to 1 in 4.
[My army in action in their last tournament, battle reports coming...]
I have to send in my army list for my next two tournaments this week (which are the lower size of 1500 pts), and it hard to include either reavers of beastmasters.  It seems too risky to drop to 3 troop choices, or remove the reliable trueborn to put reavers in, or beastmasters instead of incubi.  Reavers and Beastmasters seem like units that support th more reliable parts of the army, and therefore are more suited to larger games.  However I still need more experience with both these units so I will continue to playtest them, but they don't quite make the smaller 1500 point lists.  Beastmasters are close to covering for incubi, but I like the incubi ability to just shread MEQ (or at least dent them badly), while a failure to roll 6's to wound can see the beastmasters do nothing and bounce.  Although the beastmasters are better against light infantry I think wyches, wracks, splinter cannons and even razorwing missiles have this covered.

Role Reversal Gaming

Tonight I played my mate who was trying out Dark Eldar and I was playing with my Space Wolves.  It was an interesting experience being on the receiving end of venoms, trueborn and lances.

I was trying out putting slightly more heavier mech in my list, hoping to draw firepower away from my light mech transports.  In went a predator for a long fang squad, and a walking grey hunter unit gained a drop pod.  Out went fragile landspeeders for cheap razorback transports.

A surreal feeling was looking at my deployment and thinking it resembled an imperial guard parking lot:
[the las/plas razorbacks were actually representing heavy bolter razorbacks, while I try and source heavy bolter turrets from ebay]
My mate was trying an army of threes, three troop choices of wyches, ravagers, trueborn, venoms, raiders, haemonoculus :) His list was:

3 Haemonoculus with Liquifier guns and Venom Blades
3 units of 9 Wyches, including Hexatrix with Agoniser in Raiders
3 units of 3 trueborn with 3 blasters in venoms
3 units of 3 reavers with a heat lance each
3 ravagers with 3 dark lances

One of the things that shocked me playing against the Dark Eldar was how annoying liquifier guns were.  It has definitely made me reconsider putting some back in my list (I was almost about to drop them to save points).

The game ended a bloody draw on turn 6 with us each having one objective each.  I liked most things in my list, but I was not impressed with the single drop pod.  A scatter left the unit a bit to far away from the rest of my army to get any support, so I may lose it to bring the squad back to full size.  The drop pod also did not draw much firepower in the game, because it just isn't a threat once it's landed, unless it's contesting an objective.  I'll have to make do with 8 vehicles.  2 spare razorbacks plus a dread and a predator will hopefully give the rhinos more chance to survive to bring the aggressive grey hunters into mid table to dominate the battlefield.

My current space wolf list can be found here, and the current Dark Eldar list I'm considering for my next two tournament is below.  Feel free to comment on either list ot anything else from your experiences being on the receiving end of trueborn filled venoms or your stories or rubber lance syndrome :)

Rathstar

Draft 1500 Point Dark Eldar List

Haemonculus Nalix Soulseer - 55
with Venom Blade

6 Incubi - 132
in Raider with Dark Lance - 60
3 Trueborn with 3 Blasters - 81
in Venom with 2 Splinter Cannons - 65
3 Trueborn with 3 Blasters - 81
in Venom with 2 Splinter Cannons - 65

10 Wracks with 2 Liquifier Guns - 120
in Raider with Dark Lance - 60
9 Wyches incl. Hekatrix with Venom Blade - 105
in Raider with Dark Lance - 60
9 Wyches incl. Hekatrix with Venom Blade - 105
in Raider with Dark Lance - 60
3 Wracks - 30
in Venom with 2 Splinter Cannons - 65

Ravager with 3 Dark Lances - 105
Ravager with 3 Dark Lances - 105
Razorwing Jetfighter with 2 Dark Lances - 145

Total: 1499 Pts

One change I'm giving serious thought to is reducing the incubi to 5, losing the liquifier guns and losing a couple of the troop models to up the trueborn to units of 4, all with blasters (bringing my lance total up to 20).

Monday, 22 August 2011

More Souls Havested :)

x
Hi,

A quick update to say I'm back from the 40k Online Tournament.

It was a great day, and I enjoyed 4 good games, while getting valuable experience using the new units I'd added to my army list (razorwing, beastmasters & reavers).

I faced Mech Eldar, Paladin Grey Knights, Mech Eldar & Choas.

Battle reports and my thoughts on my army performance will follow over the next couple of weeks, starting mid this week.

Rathstar

Sunday, 21 August 2011

As time closes in - Part Three: Final Preparations


Hi,

I've just applied the static grass to the base of my razorwing, and will soon be packing the last models I was painting into the case for the tournament later today.  Talking of the razorwing, here's a pic I took of it in better light:


Although I tried to make it down to my local club last Thursday to try out my new list for the first time, work was too busy and I wouldn't have made to the club till over an hour after it started.  However as I was popping into my local GW to pick up some paints for basing today I decided to take my army, and I got to face an Imperial Guard army in a Anniliation mission in Dawn of War.

It's too late to do a batle report now (I need to be on the road to the tournament in just over 5 hours, but below is a picture of what I faced (minus some storm troopers who were deep-striking, a squad of guardsmen on the other side of the ruin in the top left of the picture, and a heavy weapons team of three missile launchers who were in a ruin just off to the right of the picture):
Yep, that's a 30 man blob in the forest complete with a commosair to make them stubbon.  I also had the joy of facing the special character Straken, while finding out that Imperial Guard HQs can get Feel No Pain with a medic.

I'll do a quick battle report next week after the tournament (so I won't give away the result).

As promised in my last post below is a pic of my beastmaster unit I'll be using in the tournament:
The beastmasters are only half finished in the picture.  You can see the old choas hounds I'm using as my krymera.  Please note that the really nice painted razorwing flocks are borrowed from a mate (as there was no way I'd get my forgeworld flying rippers painted up in time).

I'll post my progress in the tournament either in the comments to this post, or as seperate posts if I remember to take pictures.

Must get some sleep now :)

Rathstar

Wednesday, 17 August 2011

As time closes in - Part Two: WIP Painting


Hi,

Well the 40k Online (Forum) Tournament is closing in fast.  In my previous post I discussed the army list I want to take.  Part of the reason I booked up for the tournament is that having an upcoming tournament seems to be one of the best ways to to motivate myself to get more models painted.

For my proposed new army list (see my previous post) I will need:
A small Beastmaster unit
A Razorwing Jetfighter
A completed unit of Reavers

Reavers

Previously I bought some small fusion gun tips from ebay.  That I will use to add to my old blaster models to make heat lances.  Also I will have to paint up one bike to match the rest.  I haven't started on any of this yet, so pics will have to follow later in the week.  If all else fails I could borrow a bike from a mate, but hopefully I should be able to fit these in.

Beastmaster Unit

I've converted and uncoated three hellions to be my first three beastmasters.

I ordered a few spare whips, daggers, swords and spare heads from ebay a while ago.  I wanted to use the heads pictured below, however because people are using them for wrack conversions they are sold out on all the bits websites in the uk, and nothing was available on ebay.  I still like the helmeted heads I used so I'm not too disappointed.
(typicaly now one set of these heads have popped up on ebay).

The bare headed beastmaster at the front will be the leader, and has one of the hellion hellglaives cut down slightly to be a long blades staff.  The models were easy to put together and was a joy to convert.

I'll be using old choas hounds (I'll post pics when the unit is nearer completition).  Luckily these are already painted.  Unfortunately I know I won't have a chance to get the razorwing flocks done in time for the tournament (as it's only this weekend), so I'm going to borrow 4 razorwing flocks from my mate for the tournament.

Although I'll won't be using all my own models, I will get valueable practice using the beastmaster unit at this tournament, plus it will give me an excellent start for getting a bigger unit ready for the Mutually Assured Destruction tournament in October which is 1800 points and uses a bigger beastmaster unit.

Razorwing Jetfighter

Last time I showed a pic of my razorwing it was only partially assembled, because I wanted to take my time and make sure it was fully magnetized.  I bought some more magnets from ebay, some 60mm ones to compliment my 20mm ones.
Now you have to be careful with the magnets, the larger ones are particularly strong, and they pulled the smaller set straight through their original plastic bag when I tried to seperate them :)

Since them I've magnetised all the weapons in the weapons loadout used in my tournament army list.  I used 23 magnets in the end, and will need another 19 magnets to magnetise the last 3 weapons and 8 missiles.

I've also been busy painting over the last two evenings.  I haven't finished the Razorwing, but I've easily got it past the stage where I could take it to the tournament.  Because I have so much else to paint and so few days left, I'm only going to do another 20 minutes on it tomorrow night before I start the beastmasters.  Here's some more work in progress pics, I need to do more highlighting of the purple, add further thin highlights on the blue and purple areas, highlights to break up the large black areas, and finish the gems.

I haven't glued the hulls together yet.  The tail fin holds the top and bottom sections of the hull together fine.

I'll aim to get a picture of the finished army before the tournament, otherwise I'll post some shots via my mobile of the army in action at the tournament.


Rathstar

Saturday, 13 August 2011

As time closes in - Part One: Next Tournament Army List


Time is running out fast until my next tournament.  In 8 Days I will be on my way to the 10th 40k Online Tournament.  This tournament gives me the opportunity to try out a new 1750 points list.

In my first tournament with the Dark Eldar since the new codex I used a list with 6 troop choices.  After that I played in two 8 games over two tournaments using a 1500 point list that did nothing apart from drop 2 troop choices from the list.  My experiences over these 8 games and other games against my mates is that I should try out adding none troop units when I move back up to 1750 pts.  Part of the reason is that you only need to win by one objective and because the rest of the Dark Eldar army is so fast they can contest objectives.

The two main things I think my list needed were (my previous 1750 point list can be found in this battle report, and my 1500 point can be found here):
  • Some AP1 - Reavers seems to hit the bill here, they got the nod over scourges due to their increased toughness, 36" turbo boost allowing them to get into position quickly, and their jump-shoot-jump movement meaning they have a chance of withdrawing after killing a target to survive retribution.
  • Beastmasters to give some redundancy in anti MEQ close combat power (as I didn't want to lose a trueborn unit to have a second unit of incubi).
Lastly I wanted to upgrade a ravager to a razorwing (whose missiles could help against hordes).  Anyway here's the list I'm planning on taking at the moment:

Haemonculus Nalix Soulseer - 55
with Venom Blade

5 Incubi - 110
in Venom with 2 Splinter Cannons - 65
3 Trueborn with 3 Blasters - 81
in Venom with 2 Splinter Cannons & Grisly Trophies - 70
3 Trueborn with 3 Blasters - 81
in Venom with 2 Splinter Cannons & Grisly Trophies - 70

9 Wracks with 1 Liquifier Gun - 100
in Raider with Dark Lance - 60
8 Wyches incl. Hekatrix with Venom Blade - 95
in Raider with Dark Lance - 60
9 Wyches incl. Hekatrix with Venom Blade - 105
in Raider with Dark Lance - 60
3 Wracks - 30
in Venom with 2 Splinter Cannons - 65

6 Reavers with 2 Heatlances - 156
Beastmaster unit - 132
containing 3 Beastmasters, 3 Krymera, 4 Razorwing Flocks

Ravager with 3 Dark Lances - 105
Ravager with 3 Dark Lances - 105
Razorwing Jetfighter with 2 Dark Lances - 145

Total: 1750 Pts

Obviously trying to fit in a beastmaster unit, a reaver unit and upgrading a ravager to a razorwing (which cost well more than the extra 250 points I had over my 1500 point list) meant that I can to cut into the existing list.  Sacrifices include droping the incubi to 5 models, reducing my troop choices to 3 units of 9 (after the haemonoculus joines a wych unit), and even the wracks lost their Acothyst.

There was not even the points to upgrade the twin-linked splinter rifles on the razorwing to a splinter cannon (a measily 10 pts), or add unit leaders to the wracks, reavers or incubi for extra leadership.  Vehicles upgrades are also absent (I would dearly love some flickerfields on the heavy support vehicles).

Also although I said that I wanted AP1 to help my anti-tank, even though I have included 2 heatlances on the reavers my lance total has dropped by one.  I lost one dark lance by using a razorwing rather than a ravager, the incubi raider (with dark lance) was replaced with a venom, and one less wych squad meant one less raider with a dark lance.  I'm hoping that because I regularly moved my transports fast to get my assault elements into position will mean the reavers dedicated to tank hunting will offset the drop in lances.

I feel the list is more balanced in two main areas:

Close Combat

The close combat ability is better balanced between light and heavy infantry.  In my old 1750 points list (seen here) I had assault elements of Incubi, 3 Wych squads & 1 Wrack squad, now I've lost one wych squad but included a beastmaster unit, plus the reavers can help if neccessary.  Also both the beastmaster and reavers aren't reliant on paper thin transports for their speed.

Shooting / Combat

Compared to the 1500 point list the list is more balanced between shooting and combat.  My most convincing games were where I almost shot the opponent up so bad that combat was just a mopping up exercise.  However when I faced another shooting army, good examples are a battle report here and when I faced a shooty marine list, I was outshoot and I didn't have a good enough alternative response and I only won through good generalship and being focused on the objectives.  I think having a gunline Dark Eldar army leaves you at the mercy of tournament match-ups turning into a game of paper-scissors-stone.

Beastmasters

This tournament will be a real test for the beastmasters.  Some people like them (including myself in the few test games I've had against my mates), and other people think their fragility is too much of a weaknesses.  I think they are a unit that will need to be played carefully.  I will try to adopt simular tactics to my incubi, partically because with the incubi they are the only two units good at killing MEQs quickly.  They will follow just behind the wave of 3 raiders and aim to kills target of opportunity or help extract the wyches and wracks from combats with heavy infantry they are struggling with.

Beastmasters, along with the many units that are leadership 8 in the army, are the reason the grisly trophies on the trueborn venoms were not cut.  I will have to plan my approach to the enemy carefully to try and keep the trueborn venoms in range of the beastmasters and key combats I may lose by 1 or 2, where their granted leadership test reroll could be cruicial.

Ideally I'd like the beastmaster unit bigger but the points were too tight at 1750.  I've got a 1800 point tournament in October, so if they do well I will increase them to 14 models (an extra beastmaster, krymera, and 2 razorwing flocks), as well returning the incubi to 6 models in a raider.



As time closes in - Part Two

Later in the weekend I'll post what's on my painting table for the tournament, but feel free to leave your comments on my intended list, tweaks you think would make the list better, or tactics I can use.

Rathstar

Thursday, 4 August 2011

ASMOH Tournament Game 4 & Final Thoughts (Text Size Fixed)


So after my cheeky win in game 3 I moved up the tables to face Steve from Triple Helix Wargames in Westbury. Steve had nice Nurgle Daemons army, which unfortunately (which Steve freely admitted to me as soon as we set our armies up) was a bit light on long ranged firepower. His list was roughly (it's been a couple of months and my memory isn't that good):

Greater Daemon of Nurgle
Nurgle Daemon Prince with Warptime
1 Dreadnaught
Some Obliterators
3 units of Plague marines (with icons) in Rhinos
Some Summoned Daemons

Looking at his list I completely agreed so tactics would be to kill the small amount of long ranged firewpower as quickly as possible, and cripple his mobility by killing the rhinos to make the nurgle marines walk turning the battle into a long ranged shooting match that I would easily win.

My list was again:

Haemonculus Nalix Soulseer with Liquifier Gun - 60

6 Incubi - 132
in Raider with Dark Lance - 60

3 Trueborn with 3 Blasters - 81
in Venom with 2 Splinter Cannons & Grisly Trophies - 70

3 Trueborn with 3 Blasters - 81
in Venom with 2 Splinter Cannons & Grisly Trophies - 70

10 Wracks with 2 Liquifier Guns - 120
in Raider with Dark Lance - 60

9 Wyches incl. Hekatrix with Venom Blade - 105
in Raider with Dark Lance - 60

9 Wyches incl. Hekatrix with Venom Blade - 105
in Raider with Dark Lance - 60

9 Wyches incl. Hekatrix with Agoniser - 120
in Raider with Dark Lance - 60

3 Wracks - 30
in Venom with 2 Splinter Cannons - 65

3 Wracks - 30
in Venom with 2 Splinter Cannons - 65

Ravager with 3 Dark Lances - 105

Ravager with 3 Dark Lances - 105

Ravager with 3 Dark Lances - 105

Total: 1749 Pts

We were playing the normal 12" in deployment and we were fighting over 6 objectives that was spread evenly around the board (quite spread out).

I won the roll off for first turn and duly took it. I deployed centrally not wanting to get out delpoyed too bad it my opponent decided to start mainly in one corner. Plan was to kill the daemon prince with splinter cannons (I was under the misunderstanding that warp time allowed him to reroll armour and cover saves, so I wanted to kill him before he had a chance to cast it), then the dreadnaught. Next on the list would be one or two rhinos to cripple his moblity and stop his nurgle marines attacking me all at once (which would allow to pick on each squad in turn) and then finally the obliterators. Although the obliterators would probably kill a vehicle a turn I think a turn I thought it was important to kill one or two rhinos to criplle his mobility first. The obliterators would become top target once two rhinos were dead. Until the deamons were summoned I planned to keep my distance, even though they

My opponent deployed all three rhinos on the left flank (with the daemon prince standing behind one to just about give him a cover save). The dreadnaught went on the far right hand flank (as a distraction I think and to stop him firing on his own troops).

My opponent didn't sieze the inititive, and I moved forwards cautionly not wanting my opponent to be in range with much. I wanted to keep the game as a long ranged firefight for at least the first two or three turns, where I had a huge advantage. A ravager took out the dreadnaught, and even though my first venom was slightly out of range of the deamon prince, the other three helped by a few raider dark lance shoots killed him. This left the remaining two ravagers to kill one rhino and stunn and immobolise another to finish off a good start.

It was a risk leaving the obliterators unharmed, but I wanted to stop the plague marines advancing on me in one wave of three rhinos.

My opponent decided to advance with one squad of plague marines, another stayed on the objective in the ruin he had castled round, and the last one stayed in their rhino as it had good cover from the immoblised rhino in front of it. Not much other movement, so it was onto the obliterators which took out the large wrack units raider and damaged a ravager (I think stunned and weapon blown off).

I decied to be a bit more aggressive as the first turn had gone so well, and the enemy had split up his army, which should allow me to pick it apart bit by bit. I moved forward to just before the middle of the table. I knew I would be in assault range of any daemons that may be summoned in the next turn, but hoped they would crash into my army, do a bit of damage and then be wiped out by my counter charge.

Seeing the obliterators as the main target I fired a lot of dark lances into them, but they made an ungodly amount of cover saves. Firepower into the approaching plague marines faired better with the squad reduced to 2 models. Maybe it would have been better to concentrate on the close nurgle marines until they were completely dead (because then any summoned daemons would have to risk scattering if they wanted to deep strike close to me). Now there was still an icon close to my army.

In my opponents second turn a unit of daemons duly arrived, and used the icon from the unit of two nurgle marines to land without scattering. I can't remember what the obliterators took out, but it was probably a ravager. The nurgle marine hiding in the last mobile rhino decided to move accross to the centre of my opponents deployment zone towards an objective and popped the smoke on their rhino. The nurgle marines on on foot which were staying on an objective with the obliterators stayed still. The nurgle marines reduced to two models and the newly summoned daemons moved fowards and charged the wracks that had been shot out of their raider the previous turn.

The oblits probably killed a vehicle in the shooting phase, and then it was on to the assault phase. With the toughness 4 and Feel No Pain of the wracks the daemons couldn't do much, and my return attacks having poison killed a decent number. I think I won combat slightly, but the main thing was that all units stayed in combat.

My next turn dark lances finished off the oblits (although I didn't have enough firepower left to kill the last mobile rhino). Splinter cannon and blaster firepower took a toll on the marines left in the ruin to try to claim an objective. A wych squad and the incubi squad moved to assault the daemons and the last nurgle marine that advanced upon my lines. The other two wych squads (who had the last two mobile raiders) moved to get a clear line of sight of the objective the nurgle marines in a rhino was heading towards.

In assault the incubi ensured most of them were against the nurgle marine, while all the wyches went on the daemons. The combat was quick and one sided with the wyches and incubi gaining the two pain tokens (which was the perfect result i wanted with the pain token randomisation). Both the wyches and incubi consolidated forward towards tbe nurgle marines on foot guarding an objective.

Although the daemon prince still had to come down I was in a pretty good position, particularly with the 2 small wrack units still sitting in untouched venoms (perfect to help kill the daemon prince when he turned up and capturing objectives with a 24" move in the last turn.

A quick summary of the remaining turns are:
  • The marines guarding the objective in the ruin was wittled down further with splinter cannons and blasters before being charged by incubi. Although needing 5s to wound was a pain they eventually went down allowing wyches to claim the objective.
  • The large wrack unit captured an objective in my deployment zone.
  • The nurgle marines in the rhino were shot out of their rhino after they reached the objective they were heading for. I was able to kill a few, then I rashly charged some wyches, hoping to get lucky and finish off this last squad for a tabling. However toughness 5 was a bit of an ask, so I threw a second unit in. Things were not helped by the greater daemon showing up joining the fight. Eventually both wych units were seen off with one nurgle marine left to claim the objective. The game ended before any of my remaining firepower had a chance to kill the last two remaining nurgle models.
  • Growing frustrated waiting for the greater daemon to be targetable the small wrack units zoomed off to claim 2 objectives. Making the final tally 4-1 to the Dark Eldar.

Thoughts on my Performance

I thought I played quite well, however there were some mistakes made. I thought I should have been much more aggressive in the first game. Staying back to fire one dark lance on a raider full of wyches meant they were out of range to support the incubi when there raider was blown up. Also I over extended myself when 2 of my units assaulted 2 space wolf units. Dark Eldar are quite fragile, so it doesn't take much to have slightly bad luck and have a whole unit run down, therefore it's best to overwhelm one unit to take it out completely rather than trying to take on two units at once.

Overall that was a theme of winning games. I did well when I outmaneovred the enemy and completely anniliated part of their force while the rest out not respond to well, eg. being out of range, my units having cover from that part of the enemy's force and/or having to move to get line of sight (which normally reduced firepower coming my way).

All of my units performed well, but there were some real stars:

Incubi: They were real stars, but only when they made it into combat. Being slightly behind the front units helped against weaker opponents who underestimated how far away they could assault; 12+3+D6+6=20-25 inches. I would really like some redundancy by having 2 small units, but unfortunately I already have my elite slots filled. The only other good MEQ combat killing power open to be are the Talos (but my heavy support are filled) or razorwings in a beastmaster unit.

Trueborn: With multiple blasters and a fast vehicle these guys were great killing tanks and heavy infantry. Although the Dark Eldar list looks like it has anti vehicle firepower covered with all the dark lances in reality a heavy mech force will overload the dark lances, especially if they are mainly on fragile vehicles like in my list. Blaster trueborn give that extra bit of anti tank firepower that really helps the list.

Feel No Pain Wyches: It was nice to have some wyches left when their raider was blown up. Although it may seem wasteful, but many times I put my wyches joined by my haemonoculus in the first wave, knowing they would survive the crash when the enemy shot their raider, plus they were a distraction that in many cases allowed the incubi to get a second turn charge. However you have to be careful with the basic wyches because they don't kill that much with their poor strength stat.

The Rest

Some units were not flashy like the units above, but were reliable at what they did, and were as essential as the above units. These were the ravagers and the wracks. The ravagers did exactly what they are asked and they do it well. The normally die during the game, but you won't get anti tank firepower that is this maneaovable or effective for 315 pts. The wracks were great at holding objectives, and the large squad was great at being aggressive with the wyches, bringing resiliance and template love to the enemy.

My troop choices all performed well, and having six troop choices made life very easy in objective games. However in some games they seemed like they were a bit overkill. The were all combat based (apart from the small wrack units) so did not contribute to the game until the enemy had been de-meched. For the tournament after ASMOH I lost one one of the wych squads and one of the small units of racks to go down to 1500 pts. The army seemed to have a better balance of scoring units to firepower and close combat.

My next tournament is 1750 pts, so the differcult aim will be keep the balance while increasing the pts back to 1750. My current idea is to add reavers and a small beastmaster unit (while saving pts from my existing units).


Well that's the end of the ASMOH battle reports, I hope you liked them, and they've proved interesting, or at least thought provoking. Please leave a comment if you've got a question on the battle reports, what I thought of any of the performance of any of my units or anything else.

Well back to assembling more Dark Eldar if I want to try out Reavers or Beastmasters :-)

Rathstar

Wednesday, 3 August 2011

[40k] July Review

Hi,

This is going to be a very quick review because not much has happened. I've done very little painting and no gaming at all. I've occassionly popped into my local club and local GW on their games nights, but watching games is no substitute for playing.

Part of the issue, along with real life being very busy, is that there is such a big gap between my last tournment and my next one. To give me a bit of a push I have signed mysef up for 2 more tournanents; the 10th 40k Online tournament on the 21st August and the Battle for Planet OG - Part II on the 10th September. This brings me up to 5 tournaments for the rest of the year, nicely spread out between now and the end of November.

With Games Workshop focusing on Storm of Magic it's been rather quiet 40k wise. ok, we have had the first part of the Sisters of Battle mini-codex in White Dwarf, but until we see the point values it's best to wait before anybody starts saying their good or bad, but that won't stop the internet (which already seems to say their bad).

Focus for me over the next two weeks is to get some new models painted up, so I can use them in my upcoming tournanents.

Rathstar

PS. A battle report of my last game of the ASMOH tournament with my thoughts on how the various parts of my army performed is uploaded and scheduled to publish on Thursday evening.

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