More and more meltaguns are taking over, the question is, should they be? Just a thought here, don't kick my ass for it, but these are supposed to be rare weapons, and yet, they are probably one of the most common special weapons. Now what if they put a limit, like, 3 Meltas per army? That would certainly be welcomed by me, even though I don't use vehicles that much, I don't use a lot of Melta either. And while we are speaking hypothetically, perhaps it's time to make a new weapon, an LMG would certainly be welcomed on my part, like a S3 assault 3 AP6 weapon, with range 24. I think that'd be nice for sure, I'd put one in all my squads. Now I can hear the griping allready, that's what the Heavy Bolter and other Heavy Weapons are for. Well, two things, first, a Heavy Bolter is the equivilent of a Mk19 Grenade Launcher, it fires 44mm explosive shells, just like the Mk19, only difference is the Heavy Bolter has a rediculously high rate of fire. Now that said, the Heavy Bolter is also a Heavy Weapon, I just want an LMG, you know, Light Machine Gun, one that can be used for offense.
Anywho, my new years Resolution is to learn how to play Warhammer Fantasy as well, I'm torn between Warriors of Chaos, Dwarves (I will forever pronounce it the Tolkien way, the way God intended), and Orcs (no not goblins too). Happy wargaming, and new year.
Thursday, December 31, 2009
Friday, December 18, 2009
Vanquisher
Hands down my favorite tank is the Vanquisher, there isn't a vehicle in the game (apocalypse withstanding) that has a chance in hell of surviving a hit from a Vanquisher. For me the Vanquisher is my answer to mech, and anything my lascannons can't handle, and it does both jobs perfectly. I also am a fan of slapping a lascannon onto it, so if the cannon misses, and it certainly does, I have a back up. Speaking of which, if I had to say it had any weaknesses, well it misses, with only BS 3, its a risk that you could never hit anything. The other weakness is, it lacks versatility, it can kill infantry, but only one at a time, so that's useless, except against heroes. In order to add some versatility, I had to add sponsons, and a stubber, so it's pretty expensive, but it's gunna take more than a weapon destroyed to take this sucker out of the game. Now I am usually a fan of taking squadrons, but not here, you only need one Vanquisher, preferably with camo netting, and just hide it somewhere. With 72" range, there isn't a whole lot it can't hit, so feel free to put it anywhere on the table. Lastly, I do realize the Vanquisher isn't for everyone, if you have a gunline consisting of 25 lascannons, don't bother, you're covered, but for people like me, who don't have a whole lot of anti-tank, it's a Godsend.
Tuesday, December 15, 2009
The Two Monks
As Wargamers, do we have to complain about everything? and that answer is yes. There are few bonds like that of a common enemy. We all get mad a GW whenever they release a new codex now and constantly complain about prices. Granted those are valid arguments, but I think we are just doing it for arguments sake. I consider it another aspect of the game, part of the whole who has what opinion, and it's totally up to you.
Anyway, I know it wasn't much of an article, but it's something that I think about.
Anyway, I know it wasn't much of an article, but it's something that I think about.
Frozen Fields
Earlier today, warhammer.com, released an article that focused on winter battles. Being the ever obsessed player that I am, I had to try out the new stuff. I quickly found myself not caring for the 40k entry however. I simply didn't have crystals, and the crystals didn't change the game much, it was fairly boring. However I did rather enjoy the Warhammer Fantasy article, so I combined a bit of the two, and had a great time. It would behoove you to read the article before reading mine any further.
Now the tank rules, I kept, but that was pretty much it as far as 40k side of the article. I really liked the concept of fighting over a frozen lake, so I went with that. It was only a 750 point game, and on a very narrow table. Now I won't go into detail, but the rules for sinking into the ice, are a godsend if you fight space marines, they are almost guaranteed to fail, which is great. However, because I use Straken, he wound up falling through the ice because a nearby unit fled. I really enjoyed playing the winter battle, and recommend you and a buddy try it out.
Now the tank rules, I kept, but that was pretty much it as far as 40k side of the article. I really liked the concept of fighting over a frozen lake, so I went with that. It was only a 750 point game, and on a very narrow table. Now I won't go into detail, but the rules for sinking into the ice, are a godsend if you fight space marines, they are almost guaranteed to fail, which is great. However, because I use Straken, he wound up falling through the ice because a nearby unit fled. I really enjoyed playing the winter battle, and recommend you and a buddy try it out.
Monday, December 14, 2009
Psychology and Mind Games
One of my favorite aspects of the hobby is the battle of wits and, if I'm feeling particularly evil, mind games. Now The real key to mind games is doing the unexpected, and for IG that's three things: massive reserves, HQ's, and snipers.
Massive reserves are the easiest, simply pull another two hundred men out on top of your force, and watch their expression change. To take advantage of this, downplay your army, and keep them hidden in your travel case or whatever. Downplaying your army should be easy, just get your ass kicked, and throw a bit of a fit, then when he is over confident and overextending his frontline, launch the counter attack with a massive platoon or two, and watch him burn.
Now HQ's are surprising as well, because of orders and mainly Straken. Straken is the strongest human being... ever, including space marines. He is strength 6, Primarchs are only strength 4. Anywho, he is also a fantastic leader, and only around 90 points. Now the key here is to create an aura of awesome around him. Given a medic in his command squad, he has 3 wounds and feel no pain, and 3+ save, and toughness 4, unarguably the toughest IG model around. So, either, march him out, and put him and his squad in cover, and let them get shot up (this only works with people you play regularly) and let them get frustrated at how much firepower they have to pour in to take out 5 men. Or march him out and wipe out large units of crappy infantrymen, and let them watch in horror as a few men take out a platoon. Of course the second is best, because it gets kills, but in the long term, the first approach makes the strongest impression. Also Orders are important with HQ's because we are the only army that gets them a lot of players won't know what they are about, so use that to your advantage.
Lastly and most difficult to master, are the snipers. Now the best snipers are the ones they will totally ignore in most missions, and those are 3-5 squads of Ratlings (Hobbits). Now they key here is to have your opponent disregard them, which in all but annihilation they should, also feel free to make a distraction, a nearby demolisher or platoon works great. Then use the Ratlings to snipe at their HQ, if you get lucky, you can take out a whole bunch of stuff. Best of all, there is no harm done if it doesn't work, they were only 30 points.
Massive reserves are the easiest, simply pull another two hundred men out on top of your force, and watch their expression change. To take advantage of this, downplay your army, and keep them hidden in your travel case or whatever. Downplaying your army should be easy, just get your ass kicked, and throw a bit of a fit, then when he is over confident and overextending his frontline, launch the counter attack with a massive platoon or two, and watch him burn.
Now HQ's are surprising as well, because of orders and mainly Straken. Straken is the strongest human being... ever, including space marines. He is strength 6, Primarchs are only strength 4. Anywho, he is also a fantastic leader, and only around 90 points. Now the key here is to create an aura of awesome around him. Given a medic in his command squad, he has 3 wounds and feel no pain, and 3+ save, and toughness 4, unarguably the toughest IG model around. So, either, march him out, and put him and his squad in cover, and let them get shot up (this only works with people you play regularly) and let them get frustrated at how much firepower they have to pour in to take out 5 men. Or march him out and wipe out large units of crappy infantrymen, and let them watch in horror as a few men take out a platoon. Of course the second is best, because it gets kills, but in the long term, the first approach makes the strongest impression. Also Orders are important with HQ's because we are the only army that gets them a lot of players won't know what they are about, so use that to your advantage.
Lastly and most difficult to master, are the snipers. Now the best snipers are the ones they will totally ignore in most missions, and those are 3-5 squads of Ratlings (Hobbits). Now they key here is to have your opponent disregard them, which in all but annihilation they should, also feel free to make a distraction, a nearby demolisher or platoon works great. Then use the Ratlings to snipe at their HQ, if you get lucky, you can take out a whole bunch of stuff. Best of all, there is no harm done if it doesn't work, they were only 30 points.
Labels:
IG,
imperial guard,
mind games,
ratlings,
snipers,
straken,
warhammer 40k
Sunday, December 13, 2009
Combat Engineers
One of my favorite units is my combat engineers. They are a special weapons team with three flamers and a demolitions charge. Now these weapons are all only practical if I'm really close, and with a 5+ armorsave, and only 6 men in the unit, how will I ever get them where I need them? Well, that's where the transports come in. Preferably, a Vendetta, which can zoom in from a table edge, and drop these badboys pretty much anywhere guaranteeing at least one good round of whoopass, and with a transport capacity of 12, I could squeeze in another special weapons unit, however I think that's too many points for what I want to accomplish. Now if a Vendetta is not available, a chimera works, but my suggestion here is to take them with a whole bunch of other Chimeras as part of a mobile platoon, just seat these guys with the officer in the command Chimera.
With three flamers there isn't a whole lot that can survive that, well, at least anything on foot. But that's what the Demolitions charge is for, it lends an incredible amount of versatility. If I need to crack space marines ridiculous armor, then the demo charge will do that. If I need to blow up a building, then the democharge will do that, no matter what, the democharge is perfect for the situation, so long as you are close by. Now I know what your thinking, whats the point of blowing up the transport if your flamers can't burn the survivors. Well, the Vendetta does a wonderful job of popping transports, with even one twinlinked lascannon shot, firing at the rear/side armor of a transport, is usually enough to pry it open, then the recently disembarked flamers can burn the even more recently disembarked screwed whoever it is.
When using my combat engineers I use them to pry the enemy off objectives. When my friend who plays Tau parks on his objective with a bunch of firewarriors, I simply fly up my flamers, and burn them off of it. Now it gets even better, after they turn those lads into a fine layer of ashes, they can now hold the objective, because they are troops. And when its an annihilation match, his kroot are doomed.
There isn't a single thing on the board my Vendetta/combat engineer team can't take care of, from killing hordes of troops, to blowing up tanks and monsters, they've got the tools for the job... of course they never survive, so all their awards are given posthumously, but this is war after all, and they know the price.
With three flamers there isn't a whole lot that can survive that, well, at least anything on foot. But that's what the Demolitions charge is for, it lends an incredible amount of versatility. If I need to crack space marines ridiculous armor, then the demo charge will do that. If I need to blow up a building, then the democharge will do that, no matter what, the democharge is perfect for the situation, so long as you are close by. Now I know what your thinking, whats the point of blowing up the transport if your flamers can't burn the survivors. Well, the Vendetta does a wonderful job of popping transports, with even one twinlinked lascannon shot, firing at the rear/side armor of a transport, is usually enough to pry it open, then the recently disembarked flamers can burn the even more recently disembarked screwed whoever it is.
When using my combat engineers I use them to pry the enemy off objectives. When my friend who plays Tau parks on his objective with a bunch of firewarriors, I simply fly up my flamers, and burn them off of it. Now it gets even better, after they turn those lads into a fine layer of ashes, they can now hold the objective, because they are troops. And when its an annihilation match, his kroot are doomed.
There isn't a single thing on the board my Vendetta/combat engineer team can't take care of, from killing hordes of troops, to blowing up tanks and monsters, they've got the tools for the job... of course they never survive, so all their awards are given posthumously, but this is war after all, and they know the price.
Monday, December 7, 2009
Facing the Swarm
When I started playing Warhammer 40k, I was originally 3rd edition Tyrannids, and I hated it. I always lost, ALWAYS but I persisted because I knew that I wanted to play Guard, and could win with them, because I knew a lot of real life strategies and tactics. So I returned my friends army as soon as possible, which was my 17th birthday, and got my own army. However, thanks to having played Tyrannids I know what its like to be on the other side now. Granted, a good bit has changed since 3rd edition Tyrannids, but it looks like it hasn't changed too awful much. That said, Tyrannids are a bitch to fight as Guard. Our men are too soft compared to the onrushing hordes, and we really have to use thought if we want to win.
The major problems when fighting Tyrannids are, charging 12", Genestealers, and Carnifexes. That's pretty much it, but those are big problems. Not only are Hormagaunts slightly better than Guardsmen, but they are way faster, and equipped with the right things they can crush Guardsmen.
There are a few units that really shine against Tyrannids though, those units mainly being Commissars, and wait for it... Priests. Priests, who uses those? Well with the coming of the new Tyrannid codex, you might want to stock up on them. For 60 points you get a man with an eviscerator (one of my favorite weapons in the game) rosarius (4+ invulnerable save), but best of all, he and any unit he is with may re-roll failed closecombat attacks. Used with a unit of 20 or more Guardsmen, with a Commissar and a Priest, these lads will actually win close combat, which is important against Tyrannids. Now Commissars are necessary as well if you want to stand a chance, their enhanced leadership, combined with stubborn will prevent your men from breaking. Also they are good fighters, and sure to get a lot of kills.
Now one of the keys to killing Hormagaunts is to time your step forward. Your average table is 4X6, and naturally he is going to place his Hormagaunts as close as possible making them 36 inches away from your table edge. He will move up 12 inches, making him 12 inches from your advancing line, here is where you spring your trap. Take 2nd turn, deploy your men about 8" from your table edge, and they should end up around 16" away. Now simply step forward 6" and fire at full auto with a FRFSRF, which is just about the only order you want to be giving throughout the battle anyway. With a standard of 30 Guardsmen and an officer's cadre that's almost one hundred shots. You are going to get charged anyway, and those 30 or so extra shots, are definitely worth their weight in gold. Now when you get charged is when the Commissar, Priest, and Platoon Standard, come in handy. Each of those three models is designed to help hold the line and win closecombat.
Genestealers are worse to deal with than Hormagaunts, assuming you have taken second turn, its a good idea to castle up against Tyrannids, not only does it make the battle look cooler, but it really is a good idea. However, Genestealers are going to make you think twice about it. With scuttlers, they can outflank, and if they have a Broodlord with them, well, lets just say it's gunna get nasty. Now Priests and Commissars will help with this, but they are needed at the front line where they will stem the tide against the Hormagaunts and Carnifexes. So when you castle up be aware of what units you want to fight the Genestealers. I like to use my mortar team and stormtroopers for this. My mortars which naturally are in the back, are of no use against Tyrannids, they may kill a few, but in reality, they are worthless, but they do provide a nice target for the Genestealers. Best of all, they are almost assured to die in the attack, being only 3 models with 2 wounds each. So when the Genestealers come in, slam down your stormtroopers, and let their flamers and hotshots do the talkin. Also worth noting, is holding units in reserve, a nice unit of veterans with shotguns ought to be able to deal with those pesky Genestealers.
And last, but the furthest from least, is the Carnifex. These monstrosities soak up Autocannon fire like they like it, and smash through helpless lines of Guardsmen who can't even scratch them. So how do you deal with these? I focus my Autocannons on them, and my tank, which should kill at least one per turn, so long as you give your Autocannons the Bring 'em Down order. Then when they get close, either have my Vendetta finish em off if possible, or have Straken bring em down personally, with a plasmapistol and like 5 str 6 AP1 attacks, he is bound to kill one himself. If you don't have those models, then perhaps a battery of tanks or chimeras could do it, but short of that you will be hard pressed.
Just remember, let them have first turn, and deploy accordingly, if your line is stretched it will break.
The major problems when fighting Tyrannids are, charging 12", Genestealers, and Carnifexes. That's pretty much it, but those are big problems. Not only are Hormagaunts slightly better than Guardsmen, but they are way faster, and equipped with the right things they can crush Guardsmen.
There are a few units that really shine against Tyrannids though, those units mainly being Commissars, and wait for it... Priests. Priests, who uses those? Well with the coming of the new Tyrannid codex, you might want to stock up on them. For 60 points you get a man with an eviscerator (one of my favorite weapons in the game) rosarius (4+ invulnerable save), but best of all, he and any unit he is with may re-roll failed closecombat attacks. Used with a unit of 20 or more Guardsmen, with a Commissar and a Priest, these lads will actually win close combat, which is important against Tyrannids. Now Commissars are necessary as well if you want to stand a chance, their enhanced leadership, combined with stubborn will prevent your men from breaking. Also they are good fighters, and sure to get a lot of kills.
Now one of the keys to killing Hormagaunts is to time your step forward. Your average table is 4X6, and naturally he is going to place his Hormagaunts as close as possible making them 36 inches away from your table edge. He will move up 12 inches, making him 12 inches from your advancing line, here is where you spring your trap. Take 2nd turn, deploy your men about 8" from your table edge, and they should end up around 16" away. Now simply step forward 6" and fire at full auto with a FRFSRF, which is just about the only order you want to be giving throughout the battle anyway. With a standard of 30 Guardsmen and an officer's cadre that's almost one hundred shots. You are going to get charged anyway, and those 30 or so extra shots, are definitely worth their weight in gold. Now when you get charged is when the Commissar, Priest, and Platoon Standard, come in handy. Each of those three models is designed to help hold the line and win closecombat.
Genestealers are worse to deal with than Hormagaunts, assuming you have taken second turn, its a good idea to castle up against Tyrannids, not only does it make the battle look cooler, but it really is a good idea. However, Genestealers are going to make you think twice about it. With scuttlers, they can outflank, and if they have a Broodlord with them, well, lets just say it's gunna get nasty. Now Priests and Commissars will help with this, but they are needed at the front line where they will stem the tide against the Hormagaunts and Carnifexes. So when you castle up be aware of what units you want to fight the Genestealers. I like to use my mortar team and stormtroopers for this. My mortars which naturally are in the back, are of no use against Tyrannids, they may kill a few, but in reality, they are worthless, but they do provide a nice target for the Genestealers. Best of all, they are almost assured to die in the attack, being only 3 models with 2 wounds each. So when the Genestealers come in, slam down your stormtroopers, and let their flamers and hotshots do the talkin. Also worth noting, is holding units in reserve, a nice unit of veterans with shotguns ought to be able to deal with those pesky Genestealers.
And last, but the furthest from least, is the Carnifex. These monstrosities soak up Autocannon fire like they like it, and smash through helpless lines of Guardsmen who can't even scratch them. So how do you deal with these? I focus my Autocannons on them, and my tank, which should kill at least one per turn, so long as you give your Autocannons the Bring 'em Down order. Then when they get close, either have my Vendetta finish em off if possible, or have Straken bring em down personally, with a plasmapistol and like 5 str 6 AP1 attacks, he is bound to kill one himself. If you don't have those models, then perhaps a battery of tanks or chimeras could do it, but short of that you will be hard pressed.
Just remember, let them have first turn, and deploy accordingly, if your line is stretched it will break.
Labels:
IG,
imperial guard,
tactics,
tyrannids,
warhammer 40k
Sunday, December 6, 2009
Battle Report: Breaking The Terminus Line
Background: Due to heavy shelling and rain, a marshy pocket opened up in the Terminus line, the final defense of the chaos bastion. However a full scale assault wouldn't work, the rest of the line is still to heavily defended, and the pocket is fairly small. So a single platoon was sent in to breach the new found pocket in the line.
Battlefield: Smack in the center of the 5X4 table was a large marsh, with a single duckboard bridge leading across it. On the attackers edge I placed a small forest that was clearly heavily shelled (i.e. no leaves, broken trunks, and craters). Two craters were also placed at random, I represent that by using a scatter die. And that's all the cover the attackers got. Defenders got plenty of cover: a watchtower, over 5 sandbagged positions, and a small generator next to command post at the very edge of the board.
Forces:
attackers:
Captain Colt (colonel straken)
special weapons squad w/ three flamers and a democharge
veteran squad w/ three snipers and an autocannon
Lieutenant Wal (chenkov)
and two squads of basic guardsmen with boltpistol sergeants and grenade launchers
Defenders:
Lieutenant w/ bolt pistol
5 squads of blank guardsmen
autcannon squad
mortar squad
stormtrooper squad
leman russ
Deployment:
Defenders deployed first, placing the Lieutenant in the watchtower, along with three of the squads
at the base of it deployed in sandbags. Then smack at the end of the bridge were the autocannons, and the tank. Over on the right side, were two more squads behind sandbags, and the mortars were hidden behind the generator, touching the edge of the table.
The attackers then deployed with their two squads and Lieutenant wall in the craters facing the majority of the enemy at the lip of the marsh. Special weapons squad, along with the command squad were placed as close as possible to the duckboard bridge. Lastly the veterans were placed in the bombed out forest, across from the two squads and mortars.
First Turn:
My plan here was to use my veterans to pin the .50 cal autocannons, who would simply pulp my men crossing the bridge. Well, instead of pinning the autocannon squad, they killed them all, which was unexpected, but certainly not unwelcome. The two squads with the Lieutenant moved up, and fired upon the defending platoon, and rolled terribly only causing three enemy casualties. At the end of the turn I used scatter die to represent where shells would fall, these shells however weren't explosives, but smoke canisters, representing the support a unit would get in this position. I rolled a 3 sided die, and rolled a two, so I got two smoke shells. Then I rolled a die for each, which represented the size of the smoke, one was a large, the other small. Then I rolled a scatter for each. Now the large one landed smack where I wanted it to, right next to the duckboard bridge, provided a nice coversave to my men who were marching in a single file clusterfuck. The other I tried to use to support them as well, but rolled off to the right, and in front of the forest.
So now the defenders opened up, and the two squads and Lieutenant took a heavy beating, losing all but three men in a squad, and the Lieutenant missing all of his men, save a standard bearer. Other than that, they didn't manage to kill anyone.
Turn Two:
The Imperial Guard side managed to get revenge on their fallen comrades, and then some. The passing special weapons squad, and the Command squad burnt the living bejesus out of the entire platoon. The attack was punctuated by the demolition charge blowing up the watchtower and causing it to collapse, killing the Lieutenant as well. The remaining few chaos worshipers ran off praying to their new found gods for deliverance. Which unfortunately was answered.
It was answered in the form of stormtroopers raining from the blood red dawn, just as the sun came up they landed right at the head of the duckboard bridge, and fired everything they had at full auto on to the men. Them accompanied by the coaxial bolter killed the entire special weapons squad. But again, the mortars and the other two squads failed to do anything.
Turn Three:
The captain and his retinue charged the stormtroopers, in an attempt to save themselves from the tank's cannon, which barely missed last turn. However the heavy flamer wiped out all but one of the stormtroopers, and the other fled, leaving my Captain totally exposed to a finishing shot from the battle cannon.
The Leman Russ fired its cannon with a thunderous roar, only to have the shell splat harmlessly in the mud. Again, the other squads and mortar, did NOTHING, honestly it was getting embarrassing, but against a 3+ coversave, and armed only with lasguns, and firing at range, there wasn't a whole lot they could do.
Turn Four:
The Captain and his unit assaulted the Leman Russ, ending up with two penetrating hits, and rolling a 2 and a 5, leaving the tank destroyed.
At this point the battle was simply mopping up, which was rather easy, which just proves, that though outnumbered, the forces of the Imperium were not outclassed, and won the day.
I purposefully massively outclassed my forces, I mean really, 60+ against 30+ and the 60+ had a tank to boot. The big turning point was certainly when all the flamers opened up, and the democharge went off. To lose 35 men in a single turn was a death knell for them. However any awards I would give my special weapons unit, would be awarded posthumously. Other than the Flamers, MVU would probably go to my veteran snipers, who failed to kill anything after turn one, but turn one, they certainly saved the day. I know that my men wouldn't have stood a chance of getting across that swamp had those autcannons been able to fire.
Battlefield: Smack in the center of the 5X4 table was a large marsh, with a single duckboard bridge leading across it. On the attackers edge I placed a small forest that was clearly heavily shelled (i.e. no leaves, broken trunks, and craters). Two craters were also placed at random, I represent that by using a scatter die. And that's all the cover the attackers got. Defenders got plenty of cover: a watchtower, over 5 sandbagged positions, and a small generator next to command post at the very edge of the board.
Forces:
attackers:
Captain Colt (colonel straken)
special weapons squad w/ three flamers and a democharge
veteran squad w/ three snipers and an autocannon
Lieutenant Wal (chenkov)
and two squads of basic guardsmen with boltpistol sergeants and grenade launchers
Defenders:
Lieutenant w/ bolt pistol
5 squads of blank guardsmen
autcannon squad
mortar squad
stormtrooper squad
leman russ
Deployment:
Defenders deployed first, placing the Lieutenant in the watchtower, along with three of the squads
at the base of it deployed in sandbags. Then smack at the end of the bridge were the autocannons, and the tank. Over on the right side, were two more squads behind sandbags, and the mortars were hidden behind the generator, touching the edge of the table.
The attackers then deployed with their two squads and Lieutenant wall in the craters facing the majority of the enemy at the lip of the marsh. Special weapons squad, along with the command squad were placed as close as possible to the duckboard bridge. Lastly the veterans were placed in the bombed out forest, across from the two squads and mortars.
First Turn:
My plan here was to use my veterans to pin the .50 cal autocannons, who would simply pulp my men crossing the bridge. Well, instead of pinning the autocannon squad, they killed them all, which was unexpected, but certainly not unwelcome. The two squads with the Lieutenant moved up, and fired upon the defending platoon, and rolled terribly only causing three enemy casualties. At the end of the turn I used scatter die to represent where shells would fall, these shells however weren't explosives, but smoke canisters, representing the support a unit would get in this position. I rolled a 3 sided die, and rolled a two, so I got two smoke shells. Then I rolled a die for each, which represented the size of the smoke, one was a large, the other small. Then I rolled a scatter for each. Now the large one landed smack where I wanted it to, right next to the duckboard bridge, provided a nice coversave to my men who were marching in a single file clusterfuck. The other I tried to use to support them as well, but rolled off to the right, and in front of the forest.
So now the defenders opened up, and the two squads and Lieutenant took a heavy beating, losing all but three men in a squad, and the Lieutenant missing all of his men, save a standard bearer. Other than that, they didn't manage to kill anyone.
Turn Two:
The Imperial Guard side managed to get revenge on their fallen comrades, and then some. The passing special weapons squad, and the Command squad burnt the living bejesus out of the entire platoon. The attack was punctuated by the demolition charge blowing up the watchtower and causing it to collapse, killing the Lieutenant as well. The remaining few chaos worshipers ran off praying to their new found gods for deliverance. Which unfortunately was answered.
It was answered in the form of stormtroopers raining from the blood red dawn, just as the sun came up they landed right at the head of the duckboard bridge, and fired everything they had at full auto on to the men. Them accompanied by the coaxial bolter killed the entire special weapons squad. But again, the mortars and the other two squads failed to do anything.
Turn Three:
The captain and his retinue charged the stormtroopers, in an attempt to save themselves from the tank's cannon, which barely missed last turn. However the heavy flamer wiped out all but one of the stormtroopers, and the other fled, leaving my Captain totally exposed to a finishing shot from the battle cannon.
The Leman Russ fired its cannon with a thunderous roar, only to have the shell splat harmlessly in the mud. Again, the other squads and mortar, did NOTHING, honestly it was getting embarrassing, but against a 3+ coversave, and armed only with lasguns, and firing at range, there wasn't a whole lot they could do.
Turn Four:
The Captain and his unit assaulted the Leman Russ, ending up with two penetrating hits, and rolling a 2 and a 5, leaving the tank destroyed.
At this point the battle was simply mopping up, which was rather easy, which just proves, that though outnumbered, the forces of the Imperium were not outclassed, and won the day.
I purposefully massively outclassed my forces, I mean really, 60+ against 30+ and the 60+ had a tank to boot. The big turning point was certainly when all the flamers opened up, and the democharge went off. To lose 35 men in a single turn was a death knell for them. However any awards I would give my special weapons unit, would be awarded posthumously. Other than the Flamers, MVU would probably go to my veteran snipers, who failed to kill anything after turn one, but turn one, they certainly saved the day. I know that my men wouldn't have stood a chance of getting across that swamp had those autcannons been able to fire.
Labels:
battle report,
imperial guard,
wake 325th,
warhammer 40k
Saturday, December 5, 2009
Battlements
One of the things that players take for granted is the lovely scenery that GW provides. However, perhaps they should, in favor of their own terrain. While I may not be the next Jawaballs when it comes to painting, I like to consider myself a builder before a painter. I have more terrain pieces than units, and part of that is the ridiculous price of the miniatures, but also because I like to create things with my own two hands. From mounds of sandbags, to complex bunkers. From simple billows of smoke, to full on landscapes. Best of all, it all looks good. But this article isn't to brag about my collection of terrain, its about something different entirely.
How certain terrain effects gameplay is a key factor to winning battles, and as a Guard player, its also key to my units survival. Now there is a lot more to it than just being cover, provided you have the time, and you can make a terrain piece that's as essential as the unit within.
I like to add Palisades and barbwire to my pieces, that makes any unit assaulting a unit within require a dangerous terrain roll. Also, boarding up the windows in a building with some popsicle sticks (as long as it looks good, I like the ones that have flat ends, that way you don't have to cut all the ends off) lends the ruins a better coversave. If you like trenches (my favorite) then another good idea is to make the area leading up to the trench sloped, and add some rubble as well (miniwargaming recently released a video on meteors, and in that is a unique terrain idea, that using water and glue soaked toilet paper makes for some great looking freshly moved dirt) this makes gettin up the slope difficult terrain. At the entrances to the trench a barrel, or even some sandbags, will prevent total destruction if attacked from the side. Lastly, a firing step in the trenches is handy if facing Tau, or even hiding from tanks, simply keep your men off the step, so that the entire model is hidden, then when the Tau are in range, simply step onto the firing step, and open up.
I hope this article has inspired you to make some fantastic terrain, that not only looks good, but is functional to winning the battle.
How certain terrain effects gameplay is a key factor to winning battles, and as a Guard player, its also key to my units survival. Now there is a lot more to it than just being cover, provided you have the time, and you can make a terrain piece that's as essential as the unit within.
I like to add Palisades and barbwire to my pieces, that makes any unit assaulting a unit within require a dangerous terrain roll. Also, boarding up the windows in a building with some popsicle sticks (as long as it looks good, I like the ones that have flat ends, that way you don't have to cut all the ends off) lends the ruins a better coversave. If you like trenches (my favorite) then another good idea is to make the area leading up to the trench sloped, and add some rubble as well (miniwargaming recently released a video on meteors, and in that is a unique terrain idea, that using water and glue soaked toilet paper makes for some great looking freshly moved dirt) this makes gettin up the slope difficult terrain. At the entrances to the trench a barrel, or even some sandbags, will prevent total destruction if attacked from the side. Lastly, a firing step in the trenches is handy if facing Tau, or even hiding from tanks, simply keep your men off the step, so that the entire model is hidden, then when the Tau are in range, simply step onto the firing step, and open up.
I hope this article has inspired you to make some fantastic terrain, that not only looks good, but is functional to winning the battle.
Labels:
imperial guard,
terrain,
trenches,
warhammer 40k
Love at First Fight
It has been quoted that there is nothing a dogface loves more than artillery, and it couldn't be more true. What is it about them that we love so much? Is it the heavy firepower? The impunity of range? Or just the scale of it all? Probably all of those and more.
Now in Warhammer, the only real pieces of artillery I can think of is the Ork kannon, and the Space Marine Thunderfire Cannon, why don't the guard get a real artillery piece, other than the $80 Forgeworld model? I know, I know, we have the Basilisk, but its mobile artillery, and I'm sorry, but I hate the way it looks compared to the Forgeworld model, which is more expensive, and slightly worse. But enough griping, lets talk big guns.
Now when it comes to mobile artillery, Imperial Guard is king. We have so many choices, but in all reality, the only one worth taking, is the Basilisk. All the other guns, are either too short ranged, or too weak. The Basilisk is cheap, and more effective in general. So it will be the subject of this article from here on out.
Now, many players say that it is killed by its 36 inch minimum range, well they're wrong. Its 36 inches, if you fire indirectly, if you fire head on, it can still fire. That said, it is a problem nonetheless. Now you counter this, by how you place it on the table. Unlike most units, you want it opposite of where you want to use it. Most units you place nearby where they will effect. The Basilisk should be as far as possible from its target. Also, make sure it is deep in terrain when you place it. It doesn't have to be tall terrain that blocks line of sight, or even terrain big enough to give it a cover save, just enough terrain to make a Deepstriker think twice. Granted, if the enemy unit makes it, you lose your artillery, but he is now in the middle of freakin nowhere. The real threat here isn't Deepstrikers, but Outflankers. The only way to stop Outflankers, is to put a massive piece of terrain between your Basilisk and the edge of the board. So in the beginning of the match, take heed and see if there are any outflanking units. Now that we have spoken of its downfalls, we can get to the fun stuff.
The Earthshaker cannon is without doubt, one of the best weapons in the game. It's ordinance, it's 240" range, it's strength 9, and its AP3. Fired indirectly it can hit the top of a vehicle, so it's auto penetration. Fired directly, it's strength 9 so it's going to probably penetrate most vehicles. Against infantry, it's large blast, and against even Space Marines, anything under that template is just gone, no rolls, just gone. Oh and did I mention it's pinning? Against Guard, Tau, Eldar, Orks, and Chaos Space Marines, it does wonders with pinning. Against hordes, odds are you will pin multiple units, against elite armies, you stand a chance of either pinning, or just plain wiping our the whole squad.
With all these options where do you aim? Well, if you are like me, and play mostly infantry, then take out what can kill your troops, they are the main element of your army, so take out either what they can't, or can take them out. If you play mech, then take out what can take out your Chimeras. Its all pretty straight forward really. Take out what is the deadliest to your units, leave your troops, or whatever other main element you have, to take out those guys parked on the objectives.
The Basilisk is a support unit, it should never win battles, simply help you do so, either by sacrificing itself to an enemy elite (i. e. Deepstriking terminators, who are now too far away to do anything), or helping your main element survive.
Infantry win firefights
Tanks win battles
Artillery win wars.
Now in Warhammer, the only real pieces of artillery I can think of is the Ork kannon, and the Space Marine Thunderfire Cannon, why don't the guard get a real artillery piece, other than the $80 Forgeworld model? I know, I know, we have the Basilisk, but its mobile artillery, and I'm sorry, but I hate the way it looks compared to the Forgeworld model, which is more expensive, and slightly worse. But enough griping, lets talk big guns.
Now when it comes to mobile artillery, Imperial Guard is king. We have so many choices, but in all reality, the only one worth taking, is the Basilisk. All the other guns, are either too short ranged, or too weak. The Basilisk is cheap, and more effective in general. So it will be the subject of this article from here on out.
Now, many players say that it is killed by its 36 inch minimum range, well they're wrong. Its 36 inches, if you fire indirectly, if you fire head on, it can still fire. That said, it is a problem nonetheless. Now you counter this, by how you place it on the table. Unlike most units, you want it opposite of where you want to use it. Most units you place nearby where they will effect. The Basilisk should be as far as possible from its target. Also, make sure it is deep in terrain when you place it. It doesn't have to be tall terrain that blocks line of sight, or even terrain big enough to give it a cover save, just enough terrain to make a Deepstriker think twice. Granted, if the enemy unit makes it, you lose your artillery, but he is now in the middle of freakin nowhere. The real threat here isn't Deepstrikers, but Outflankers. The only way to stop Outflankers, is to put a massive piece of terrain between your Basilisk and the edge of the board. So in the beginning of the match, take heed and see if there are any outflanking units. Now that we have spoken of its downfalls, we can get to the fun stuff.
The Earthshaker cannon is without doubt, one of the best weapons in the game. It's ordinance, it's 240" range, it's strength 9, and its AP3. Fired indirectly it can hit the top of a vehicle, so it's auto penetration. Fired directly, it's strength 9 so it's going to probably penetrate most vehicles. Against infantry, it's large blast, and against even Space Marines, anything under that template is just gone, no rolls, just gone. Oh and did I mention it's pinning? Against Guard, Tau, Eldar, Orks, and Chaos Space Marines, it does wonders with pinning. Against hordes, odds are you will pin multiple units, against elite armies, you stand a chance of either pinning, or just plain wiping our the whole squad.
With all these options where do you aim? Well, if you are like me, and play mostly infantry, then take out what can kill your troops, they are the main element of your army, so take out either what they can't, or can take them out. If you play mech, then take out what can take out your Chimeras. Its all pretty straight forward really. Take out what is the deadliest to your units, leave your troops, or whatever other main element you have, to take out those guys parked on the objectives.
The Basilisk is a support unit, it should never win battles, simply help you do so, either by sacrificing itself to an enemy elite (i. e. Deepstriking terminators, who are now too far away to do anything), or helping your main element survive.
Infantry win firefights
Tanks win battles
Artillery win wars.
Labels:
artillery,
basalisk,
imperial guard,
warhammer 40k
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