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Tournament/Competitive Warhammer 40k in 2021/2022


Oracle

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  • 2 weeks later...

Managed to get in another game yesterday. This time at 50 power / 1000 points. I took a crimson fist list with lots of gravis units and shooting, plus units I hadn’t played with yet so had some aggressors (bit crap) and some inceptors (good shooting). 
Squeaked a win but there were some comedy errors on both sides. I messed up my deployment but thankfully he whiffed a key charge that let me shoot up his big melee threats. 
I got turn one and unloaded everything I could into his stalker and it was left with 1 wound which annoyingly let it shoot next turn. 
By the end of turn 5 I was down to one or two models left in each unit and had lost my captain and hellblasters while he had 1 necron warrior left and one of those tall walky tank things which had dominated one side of the board by standing in some forest cover and just shooting anything that moved all down that side. Fun though. 
 

Think we’ll stick at this size for a few games more until we get better / quicker. Think I might give the suppressors and eliminators a run out next time. 

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  • 2 weeks later...

Another game, another go of trying units that I’ve built but not used. So in went the new dread, some eliminators and some suppressors. 
 

I somehow managed to get full score. First time that’s happened. My mate didn’t even count his points but it must have been about 10 maybe? 
 

The game started badly. I’d brought 2 dreads and was worried about anrakyr the traveller, (which my mate had brought before), instead he had a technomancer which couldn’t be shot by snipers. so the eliminators now only had one target. I got the wrong side of the board for being able to deploy them up high but in cover so put them in cover on an objective. He got turn one. They got obliterated. 
 

For my go, my plasma dread did nothing. Having a super powerful gun locked behind rolling d6 for number of shots is crap. Tried to take out the triarch stalker and he just upped his invulnerable save to 4+ and saved all the shots. rest of the turn was spent pouring dakka into scarab swarms and warrior blobs. 
Wasted a command point Rerolling a charge for my inceptors that had dropped into the midfield. 
It was going badly. 
 

Then, the miracle. He teleported the remainder of one of his warrior blobs with the warden onto one of the middle objectives. I’d been reading the codex and discovered auspex scan. 2CP let’s an infantry unit within 12” shoot at a unit set up as reinforcements and veil of darkness is written so that it counts. So they got wiped out by the inceptors that were sat on the building in the middle. It was glorious. He was sad. I wish I’d known about this stratagem earlier! 
That turned the tide and basically won me the game. By the end of turn 3 he  had no warriors or scarabs left and I managed to take down the triarch and ran away from the doomstalker. He’d whittled down all my infantry to one or 3 models per unit and each dread had a handful of wounds left so it looked worse than it was on units left as I only actually lost the snipers turn 1. 
 

So I think I’d bring eliminators again in a bigger game but not at this level. Suppressors are great, decent shooting and removes overwatch from targets, but they’re fragile so I think if they see play again they’ll get targeted early doors. 

 

So I’m getting better at removing warrior blobs but still struggle with dealing with the big nasties that have invulnerable saves. Feels like weight of fire and chip damage is better than a big gun. 

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Thanks! I think we’re getting quicker and remembering more of the rules. I think I’m better off with fewer unit types/weapon profiles. It’s annoying doing 4 different weapons on a dread then 4 different weapons on the other. 
Still not sure we’re doing terrain and cover right. But it’s hard to figure out what gives cover, whether it would be -1 to hit or +1 to save etc. 

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  • 2 weeks later...

A stompa! Yes mate. They look awesome. 
 

I think for the next game I’m going to go with white scars again:

1: chaplain on bike and 2 lots of outriders

2: indomitus captain and 5 hellblasters in an impulsor

3: intercessors and eradicators

 

1 goes off and smashes up a big unit of warriors /gets an objective 

2 rolls up and takes out something big

3 holds home objective tries to take out stuff with meltas. 
 

Playing as crimson fists I was reliably deleting his warriors over time, biggest issue is the triarch stalker and it’s buff to shooting and the doomstalker just flat out wasting stuff with unsaveable hits. 
 

Both his big threats have 4+ invulnerable saves. The triarch stalker can only be wounded on 4+, so this combo negates high strength high ap weapons. So while eradicators should be good, 6 high powered shots are just not effective enough against a 12 wound model that saves at least half the wounds that get through. 
So hellblasters with assault guns are 15 S7, AP -4 shots at D2

Past couple of games I’ve had him down to 2 units by the end, need to be able to take out the big boys. 

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QS (perm trans human), is awesome on necron vehicles - I really wish the Doom Stalker came with it.

 

It will be interesting to see how your opponent deals with the speed of the list, he will need to rethink his lists imo.

 

Stompas are epically shit but I love them so much, the big mek & makari are a must have for the 6 invun + 6 fnp

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Stompas are the best looking units though. They deserve better rules. 
 

Problem is he has a limited pool of units he owns and has limited time to hobby as he’s got a proper busy job. So he can’t change things up too much and is reliant on pulling some bullshit out of the codex. 

He tends to favour the 12” gauss weapon on the warriors and then gives them the dynasty buff that gives them 3” extra range.  As we are on the small board still he can advance and get 20 warriors firing 2 x S5, AP -2 shots each on turn one. Which is nasty. The doomstalker sits at the back covering a midfield objective and deletes anything that try’s to take it. 
So I’m thinking an express delivery of assault hellblasters might mix things up a bit. For both his big threats I need volume of shots rather than a couple of heavy hits that could get saved. Then the Impulsor charges in once it’s empty and ties up a big gun while I can shoot the shit out of the whatever is left next turn. 
 

we will get to the bigger board size eventually when the bikes will come into their own a bit more. I’ve a unit of regular bikes all with meltaguns I’m saving for then. 

 

Next on the build list is bjorn, then run a 3 dread SW list. 

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You know shit’s got real in a book when they have to go wake Bjorn up. And he’s all like “what now? dweebs”

 

Im eyeing up a leviathan on eBay. As they look awesome but not sure I can justify like £80 on one dreadnaught. 

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  • 2 weeks later...
1 minute ago, Oracle said:

@And you got the new mission pack yet?

 

Ork army is almost done, one more model to finish painting.

No, we haven’t finished all the missions in the BRB yet!
We’re dirty casuals so doubt I’ll bother. 

Didn’t get a game last week as planned and now I’ve got plague so probably won’t get one next week either. 
 

changed my mind about scars again, will keep them in reserve for when we’re on bigger boards. 
 

Would like to try this as an idea

Crimson fists 

impulsor with hellblasters and indomitus shield captain, burning blade, refuse to die. 
10 assault rifle intercessors with Lieutenant and bellicos rifle 

redemptor dread with double Gatling 

bolter inceptors. 
 

Intercessor blob can shoot twice a turn. So 60 bolter shots at +1 to hit, exploding 6’s, reroll wounds of 1.
Inceptors and dread pack loads of dakka for mincing warrior blobs. 

Hellblasters can disembark after moving and hopefully delete either of his big gun platforms, can put out 15 supercharged shots and captain hopefully keeps them alive before wading in and chopping up a thing that needs chopping. 


Hopefully can rearrange our game for when I’m testing negative. Gives me time to paint my blightlords 

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I’ve got my ork army battle ready ahead of taking it to the table later this month. I have the list sorted so just need to delve into the rules. 
 

Basically hope for turn two (and the fnp/6+ invul saves help some), run across the board as quick as possible and smash the opposing army in the face. 


goffs get +1 strength on the charge So a ten unit of boyz with warpath cast on them has 68 attacks S8 d1 -1ap rerolling hits if they are next to gaz

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