"Prepare to die for the Emperor!!"
My main thoughts on the games generally were:
*500pts: This was a nice level to play at with each game taking about 50-60 mins (albeit at a relaxed pace with lots of chatting). What I especially liked about 500pts was that it focused your attention down on each point that was on the table and made you think more strategically rather than trying to spam with more units or multiple units for the same job. When i lost a 10 man squad in one combat round, that was over 10% of my army gone.
*Autocannons and multi-lasers, yay: Leaving aside my meltaguns on the CCS and PCS, the stars of the show were really the 3 autocannon squads and the multi-lasers on the chimeras. When the CSs managed to hit anything, they were lethal, it was just a case of rolling those 5s and 4s. The Chimeras were also useful with their multi-lasers, although I didn't really exploit their transport potential, typically using them as either mobile gun platforms or circling them like wagons.
*Scout Sentinels, boo: The sentinel didn't fare so well, aside from being a nice speedbump, tying a squad of CSMs up for a round or two of combat. It will be going on the Bay of E in the very near future...
*Orders: 'First Rank, FIRE! Second rank, FIRE' is a GREAT rule.
*A New List: The sentinel is going to have to go and be replaced with a special weapons squad with 4 flamers (making up the points by reducing the number of meltaguns to 3 in each CCS):
HQ
CCS (3x Meltaguns, Boltgun) 82
Chimera (Multi-laser & heavy flamer) 55
Troops
PCS (3x Meltaguns, bolt pistol) 62
Chimera (Multi-laser & heavy flamer) 55
10 Troops (Grenade Launcher, autocannon) 65
10 Troops (Grenade Launcher, autocannon) 65
10 Troops (Grenade Launcher, autocannon) 65
Special Weapons Squad (3 flamers) 50
What was the Chaos force?
ReplyDeleteHi, it was:
ReplyDeleteHQ
Herald of Tzeentch
Elites
3 Flamers
Troops
8 Horrors
7 Horrors & a Changeling
They deep-strook into my half of the board, in the middle of my troops and I just fired everything i had at them. I was lucky enough to wipe out each wave as it came in, although the 3 flamers managed to get 10 of my men before i turned everything i had on them lol. The Horrors didnt really do much apart from look pink and get shot up.
ok im gonna ask a silly question here did the Pink Horrors devide into Blue Horrors?
ReplyDeleteNo, they didnt have time to do that. They just landed and literally were blasted apart as soon as they appeared.
ReplyDeleteI think it's awesome that even at 500 pts you're fielding almost double the number of models my Marines field at 750.
ReplyDeleteOne interesting thing about that is that it gives horde oriented armies a lot more flexibility for objective oriented missions.
Poor Sentinel though. I played a Combat Patrol mission last night against a friend's IG and the Sentinel had a similar fate---stepped up to take a big shot, whiffed, and immediately got blown apart. At armor 10 and without serious mobility like a Landspeeder, I think they're probably tough to get into situations where they're useful without the opponent being easily able to take them down beforehand or in return.
yeah, im going to try and do a CSM army next time: Guard have the numbers but rolling 5s then 4s and then hoping that the CSM doesnt roll a 3+ is a killer.
ReplyDeleteThe sentinel was great for diversion and to hold up a squad of marines for one turn, but even if they had just moved around it, it was missing all its shots.
I remember you saying on your blog that Orks were really great at CP. Im just collecting an Ork army for CP, do you remember what was being used?