Monday, June 14, 2010

Thoughts on Mech Guard

Before I took my list to Blobs park, I got 6 practice games in.
I first played "Capture and Control" (one objective each player) to a draw. My opponent had 1 scoring model left and made a ton of cover saves. Oh well.

The remaining 5 games, I played using Blobs park missions and won. I found that when I went first or seized the Initiative, games could effectively end turn 1.
I want to flash back for a bit and go through my thought process in building this list.

The first thing I knew was that I wanted 2 Vendettas. As an eldar player, I saw a similarity between the vendetta and Wave Serpents/Falcons/Fire Prisms. Point for point, the Vendetta is in a class above the Eldar vehicles. Vehicles are a BIG part of 5th edition, I welcome the awesome anti-tank capability.

My next thought was "two vendettas will not cut it for pure Anti-Tank", I need more. Months ago I had ordered two manticores from Forgeworld and finally assembled them. Bingo. I will take two of these. Lets quickly discuss the manticore. The manticore is a force multiplying machine. It is proportionately effective the more vehicles the enemy has. At blobs park, it was not uncommon for a manticore to fire and be able to hit two vehicles at full strength. There were at least two cases at blobs park where I would fire, hit two vehicles, destroy one and immobilize the other. In a war of attrition, the manticore is an unparalleled equalizer.

By now, I have a good amount of non-infantry anti-vehicle firepower. Time to look for my needs elsewhere. Next up was the role of vehicle mounted, anti-infantry firepower.
For this role I chose two Valkyries (in a squadron) and a Leman Russ Executioner with Plasma Cannon Sponsons and a Hull Mounted Heavy Flamer. This vehicles would later be dubbed "The Sexecutioner" because it is a sexy, sexy beast of a tank.
The squadron of valkyries had an unintended benefit. Usually I have 1 anti-tank unit and one other unit embarked. I can choose which one to take single hits on. (downing the "other' unit if I like)
The Sexecutioner is responsible for more death on the battlefield than any other non-superheavy unit I have ever used. It kills Infantry, period.

With my Heavies and fasts maxed out, I need to focus on other mandatory things.

For psychic and deep-strike defense I took an Inquisitor with Psychic Hood and Mystics. (I know, overplayed. But at least I do not use a Tarot, so it could be worse.)

I took a Company Command squad with 3 plasma guns for killing monstrous creatures and small, remainder Infantry squads.
I took a vet squad with 2 meltas.
I took a Platoon Command squad with 3 Flamers, in a Chimera
Two Infantry squads with flamer, Autocannon, in Chimeras.
A special Weapons Squad with 3 meltaguns.

These round out my 5 scoring units.
3 are in Chimeras.
The Company Command, Inquisitor and Retinue, Special Weapons Squad, and Veterans all hitch rides in either Valkyries or vendettas (depending on opponent/Objective/etc...)

To round out the points? 2 Psyker Battle squads in Chimeras for eliminating non-fearless Deathstar units, with a secondary purpose of being able to ordnance Infantry squads. (i keep mine 7 strong, so no high-strength ordnance blasts)

That rounds out my thoughts on behind building my guard army.

Including playtesting and Blobs, I am now at
64W 23L 20D in 5th edition.

-Mike

Wednesday, June 9, 2010

The Battle for Blobs park

Over the weekend (Saturday, June 5th), I attended the Battle for Blobs Park, a 2000 point 40k tournament.

I brought with me my newest army, Mech guard. (which I will post about later, here is my list)

Company Command Squad w/3 plasma
10 veterans w/2 melta, shotgun on sarge
Platoon Command Squad w/3 Flamers
Chimera w/Heavy Flamer
Infantry squad w/Autocannon, Flamer
Chimera w/heavy Flamer
Infantry squad w/Autocannon, Flamer
Chimera w/heavy Flamer
Special weapons squad w/3 Meltaguns
7 Psyker Battle Squad
Chimera w/Heavy Flamer
7 Psyker Battle Squad
Chimera w/Heavy Flamer
Inquisitor w/Psychic Hood, 2 Mystics, 2 Hierophants
2 Valkyries w/Multiple Rocket Pods
Vendetta
Vendetta
Manticore
Manticore
Leman Russ Executioner w/Plasma Sponsons, Hull Heavy Flamer

Four rounds, lets get started.

First Opponent: Will Hamilton, and his nicely painted, some converted, Mech Guard. Will brought...
Lord Commissar
Company Command Squad w/Lascannon, Astropath
10 veterans w/3 meltas, fist, demo charge
Chimera
10 veterans w/3 meltas, harker
Chimera
Platoon Command w/2 meltas
Infantry Squad w/commissar, 2 power weapons
Infantry Squad w/power weapon, plasma gun
Infantry Squad w/plasma gun
Heavy Weapons Team w/ 3 Lascannons
Heavy Weapons Team w/3 Missile Launchers
Heavy Weapons Team w/3 Missile Launchers
Penal Legion
Penal Legion
2 Armored Sentinels w/Lascannons
2 Hydrae Flak Tanks
Leman Russ w/Hull Lascannon
Leman Russ Executioner w/Hull Lascannon

The mission was to take a Center objective. Will won to go first and deployed in a common firepower horseshoe. He reserved both Veteran Squads and his executioner, and outflanked with both penal legion. He mobbed up his Infantry squads, the heavy guns went in cover.

I deployed in a similar formation, but with nothing in reserves.
I seize the Initiative (this would become an all day theme)

I had a great first turn. I fired Multi-lasers and Autocannons at the Heavy Weapons teams, forcing them all to go to ground. (or suffer "Instant Death") Some died anyways.
My manticores did not do great, but managed to cause some damage. (and pin the big infantry block)
My vendettas pasted the Sentinels. My valkyrie squad punished the Infantry block with Multiple rocket pods and Multi-lasers, the executioner took aim on the Company Command squad and killed all but the Officer.

The only thing Will had to retaliate with was the Hydras (which killed a Chimera) and the Leman Russ (which scattered)

My seizing of the Initiative, coupled with Wills horribly poor reserve rolls (even with the Astropath) caused him problems in being able to retaliate effectively to my incredible first turn.
In gentlemanly fashion, Will conceded a few turns later.


Second Opponent: Doug McNaron, Iron Fist League (who gifted me with a die bearing his club symbol) Doug was playing Mech World Eaters, he brought...

Kharne
Summoned Greater Daemon
8 Berzerkers w/Fist
Rhino w/Combi-Melta
8 Berzerkers w/Fist
Rhino w/Combi-Melta
8 Berzerkers w/Fist
Rhino w/Combi-Melta
8 Berzerkers w/Fist
Rhino w/Dozer Blade, Twin-Linked Bolter
8 Berzerkers w/Champ
Rhino w/Twin-Linked Bolter
Dreadnought w/2 DCCWs
Dreadnought w/2 DCCWs
Defiler w/2 Extra DCCWs
Defiler w/2 Extra DCCWs

The mission was straight Objectives (5 on the board, 1 in Center, 4 we set up)
Doug won the roll to go first.
He deployed across the board, Defilers on the ends Dreadnoughts on the left, Rhinos in the middle and on the right.

I deployed toughly the same way. The first thing I noticed was the lack of ranged firepower.
2 Battle Cannons and 3 one shot Combi-Meltas, thats it.

So, for the second game in a row, I seized the initiative. (remember, theme.)

So I unleashed a FURY of firepower. 2 Rhinos Destroyed, 2 Immobilized, 1 Stunned.
I also took the Battle Cannon off of one defiler. In Dougs turn, he ran the Defiler forward instead of firing (which I can see) and he smoked everything. He began running his disembarked Berzerkers towards objectives (in some form of cover).

Doug would later write that the battle ended when I seized the Initiative. I do believe he was correct. The remainder of the game was me trying to hunt and kill all the Berzerkers (not an easy task) At the end of the game 1 berzerker stood victorious on one objective. Kharne and his 2 Zerk escort were just shy of another and two immobile dreadnoughts stood in the middle of the field. I had 4 objectives, so a solid victory, but not a full point massacre.


Opponent 3: Chuck Clynes and his Blood Angels. Chuck brought with him...

Dante
The Sanguinor
Corbulo
Saguinary Guard w/Chapter Standard, Plasma Pistol, Infernus Pistol
5 Assault Marines w/melta, powerfist, Storm Shield
Land Raider Redeemer w/Multi-melta, Extra Armor
5 Assault Marines w/melta, powerfist, Storm Shield
Land Raider Redeemer w/Multi-melta, Extra Armor
5 Assault Marines w/melta, powerfist, Storm Shield
Land Raider w/Hunter-Killer Missile

The mission was Victory Points. I actually win the roll-off. I deploy a Chimera filled with an Infantry squad directly in the middle of the board as it was Dawn of War and I wanted a spotlight close by. Chuck deployed a Redeemer with 5 occupants and the Sanguinor on the board.

On my turn, I move everything on, spotlight the Land Raider and Manticore it to death.
I, sadly, cannot see the Sanguinor. Chuck moves his remaining 2 land raiders on the board. He lascannons a Chimera away. On my next turn I remove a weapon from the other redeemer. I also do a wound to the Sanguinor (he uses his corbulo re-roll to save another)
On his turn, Dante and friends arrive! ...And eat an executioner due to Mystics. I roll VERY poorly and only 3 die. Their melta pistols Immobilize my executioner. (SWEET.)

In the next two turns, everyone on his side dies, save his last redeemer...
That is how the game ends. Not a huge win for me. I am undefeated at this point, but so are 7 others...

Final Opponent of the day: Vaden Ball, aka. The "Hobby Breaker" who brings the list also titled "The Hobby Breaker"

Company Command Squad w/2 melta, standard, officer of the fleet
Chimera w/Heavy Flamer
Inquisitor Lord w/Emperors Taror, Psychic Hood, 3 Mystics
Vindicare Assassin
5 Inquisitorial Storm Troopers w/2 Plasma
Platoon Command Squad w/4 Flamers
Chimera w/Heavy Flamer
Infantry Squad
Infantry Squad
Veteran Squad w/3 Flamers, Demolition Charge, Meltabombs
Chimera w/Heavy Flamer
Veteran Squad w/3 meltas
Chimera w/Heavy Flamer
Veteran Squad w/3 meltas
Chimera w/Heavy Flamer
Vendetta
Vendetta
Vendetta
Leman Russ Demolisher w/Heavy Flamer
Leman Russ Demolisher w/Heavy Flamer
Colossus

Mission: Recon (Get your scoring units into your opponents deployment Zone)
Vaden (using the Tarot) won the roll to go first.
He set up mostly on one flank with his demolishers guarding his flank.

A few thoughts went through my head. He has just an effective Alpha-strike, like me.
He has an officer of the fleet. If I reserve, I lose.
He only has 3 vendettas, the colossus, and the vindicare that can unleash on me turn 1.

I decide to deploy on the opposite flank. Chimeras guarding manticores, Executioner at the front.
We then Scout move our fliers all over the place...
Then, in an unprecedented amount of luck, I, for the third time this tournament, seize the initiative. (told you there was a theme) Mike Brandt showed up (there is your plug!)

In the first turn, I downed two Vendettas, Immobilized the third, destroyed a Chimera, Immobilized two others and stunned a demolisher. In one turn, I pinned most of his forces in his backfield (figuratively and in some cases, literally) He retaliated by shaking a manticore (with the Vindicare) and lascannoning a Chimera apart.

In the next two turns my infantry squads (in chimeras) moved up on my right flank (where there were no intervening models) Vaden moved his dismounted Infantry forward, since they were not in Chimeras anymore, the Executioner and Valkyries had no trouble killing the Infantry.

Like a true gentleman, Vaden conceded the game. Then we hugged.

So, 4-0 is a good showing.
Sadly, there were three people ahead of me in Battle points. My army was not painted.
Ergo, I was out of the "prize bracket". The day was still successful nonetheless.

Great tournament, tons of fun, cheap beer.

-Mike