Author Archives: Son of Adam

Battle Report: Eldar vs Space Wolves with Grey Knight Allies (2k)

Space Wolf Army:
Rune Priest in Terminator Armour, Talisman, Jaws, Living Lightning
Rune Priest in Terminator Armour, Jaws, Hurricane
10 Grey Hunters, 2 Plasma Guns, Drop Pod
10 Grey Hunters, 2 Plasma Guns, Drop Pod
10 Grey Hunters, 2 Melta Guns, Drop Pod
8 Grey Hunters, Plasma Gun, Drop Pod
8 Grey Hunters, Plasma Gun, Drop Pod
6 Long Fangs, 3 Missile, 2 Las
6 Long Fangs, 3 Missile, 2 Las
6 Long Fangs, 4 Missile, 1 Las
Coteaz
10 Grey Knights, 2 Psycannons, 1 Hammer

Saim Hann Eldar Army:
Farseer, Jetbike, Fortune, Doom, Stones, Runes of Wit, Runes of Ward
8 Warlocks on bikes, 3 Spears, 4 Destructors, 1 Enhance, 1 Embolden
Farseer, Jetbike, Mind War, Eldrich Storm, Guide, Doom, Stones, Runes of Wit.
5 Pathfinders
5 Pathfinders
10 Pathfinders
10 Pathfinders
3 Guardian Jetbikes w/Cannon
3 Guardian Jetbikes w/Cannon
7 Fire Dragons, 1 Exarch w/Crack shot, Tank Hunters, Wave Serpent w/Shuriken Cannon

Quick note: kelstertgo from youtube pointed out that you cannot charge from reserves.  We were playing it only from outflank and deep strike, but we ended up playing this wrong.  Thanks to him for pointing that out for us.  So, make sure not to play it that way.  One of the many subtle changes in 6th.

Thanks to Incompetek for the music.

Tournament Review: Outside the Box Games 8.12

Hey all Son of Adam here again with another tournament review.  This last weekend Vanguard and I drove out to Jersey and played in Outside the Box Games’ tournament.  This tournament was a 1999 tournament with 20 players.

I’m sorry that I haven’t put out too many strategy articles recently, but I have been busy playing in these tournaments and painting for NOVA.  Good news is that we should be having some graphics for the articles soon to help clearly display the techniques.

This weekend I brought an Eldar with Dark Eldar allies list.  It had the same council as before, two squads of three jetbikes, 3 squads of snipers, a squad of swooping hawks, an aegis, the duke, and a 20 man warrior squad.

My first match was against Damian and his Necrons.  It was a fun game against a good opponent, and it was good prep for us both as we are both planning on attending NOVA.  You all asked for a more in depth report and so this is my effort to accommodate that; if you are uninterested just take a look at the pictures and scroll down to the bottom.

 

Damian’s (sorry bro, I have no idea how to spell this.  feel free to post a revision and I will throw it in here) list had an overlord with two 10 man immortal squads, a destroyer lord with two 6 man wraith squads, 3 night scythes with 5 man warriors onboard, two annihilation barges, and a doom scythe.  The mission was dawn of war deployment and the victory conditions were Kill points with the BRB secondary for battle points.

 

Damian won the roll for first and passed it to me.  There was already a sky-shield platform in my deployment so I didn’t need the aegis.  I castled up and dumped all of the foot troops in it except for the hawks who skylept at the beginning of the turn.  Then I placed the council on the far side of the middle to try and get Damian to split his forces.  He then deployed all of his wraiths with the destroyer lord across from my castle, and setup everything else across from the council.

In first turn I turned on the fortune and flat out the council to my left flank just in front of the platform to cover up the firebase from assault.  Then everything shot at the one squad with the destroyer lord.  Damian was running him in the front in order to pass off all of the wounds.  However, I was able to get a few sniper shots in on him and reduced him to one wound, and knock off two wraiths.

In his turn he charged all of the wraiths forward and left the destroyer lord to the back.  Everything else changed direction and took its time getting in range of the castle.  One squad of wraiths was 11 inches away from the council but didn’t want to chance the overwatch for nothing and decided to run instead. 

For the start of my turn two I moved up the council and prepared for a multi-charge.  The fire base split its shots between the two squads, reducing the lord’s squad to a man, and the other to four wraiths.  Then the council charged in and knocked some more down. 

Damian’s turn two started with all of his fliers coming in trying to get shots on the castle, because the council was still engaged.  The rest of the army continued to adjust to being out of range.  All of the fliers opened fire on the castle, forcing them to go to ground and only managed to kill a few models.  In combat more of the wraiths dropped, but one survived and tied up the council for my turn.

 In my turn three, everything had gone to ground and the council was still engaged, but the jetbikes came on and hid on the now vacant part of the table.  In combat the last wraith went down and the council consolidated the best it could for the oncoming fire.

 The crons turn three had all of the night scythes continue to move forward, as the council was out of position for them to turn and fire on them, but the doom scythe moved into position to engage them.  The command barges now changed direction and went back to their original side of the table trying to chase down the guardian jetbikes.  All of the night scythes fired on the castle and it went to ground again, only loosing a few models.  The barges were out of range, and the doom scythe shot on the council, but couldn’t do enough damage.  Between all of the tesela’s arcs the doom ended up being hit and loosing a hull point.

 For the top of turn four the council charged over towards the first immortals squad and eliminated them between shooting and combat.  The castle snap fired into the same immortals squad to help reduce its numbers, and the guardians went flat out across the table to eliminate one of the barges range.

 In his turn four the night/doom scythes all flew off the table, the barges continued their pursuit and the immortals climbed a mountain hoping that the dangerous terrain would kill some of the council.  They fired on them and didn’t do much damage, but the barges were able to take out two from one of the guardian’s squad.

 For the top of my five the council moved into the mountain, shot, and charged the immortals killing all of them.  The guardian’s squad split up and flat out to the safest places they could find.

 In his turn five, all of the scythes came back and finally hunted down the remaining guardians.  The game ended, and Damian ended up getting three KP’s; two for the guardians and one for the Swooping Hawks that scattered off the table (sorry I forgot to mention that, they didn’t do anything but jump all game anyway).

 

 

My second match was against Mike Ludwig and his ork horde army.  Mike is the president of the Big Gunz gaming club and was a real fun guy to play against.  The table looked like a wave of green orks all game.  He had six 30 man ork boy squads with nob/claw/pole, three squads of 10 lootas, and a KFF big mek.  The match that we played was dawn of war deployment with four objectives across the middle.  There were special rules that said that the objectives could disappear if a six was rolled at the beginning of the turn.

 Mike got first turn and deployed everything in the only way he could manage, which was filling the board, throwing the mek as centrally that he could, and spreading out the lootas evenly.  I responded by putting the council out of range of all but one loota squad, throwing all the rest of the snipers in buildings, putting the warriors in the aegis, and reserving the hawks and one five man sniper team.

 Mike rolled for night fight first turn, which saved me from a lot of dakka.  He ran all of the boyz forward and shot what he could, but didn’t kill anything.

 In my turn the council moved up, but stayed in range of only one squad for charging.  All of the fire base fired on one unit and removed a chunk of it.

 For Mike’s turn two, he again advanced and fired on the council.  The one squad that was reduced and close enough to charge decided to not take the bait and instead backed up and covered the lootas.  Not much damage was done from his shooting.

 In my turn two the scouts came in and outflanked on the wrong side.  The council charged forward and with the fire base laid into the squad that had a chance to counter charge, reducing its effectiveness, and pinned another.

 For Mike’s turn three he wiped out my snipers easily, as they were out of cover.  Then he shot everything into the council and charge them with two squads.  I over-watched and hurt one and then the other came in without being hit.  I ended up kill the first squad and knocked out a lot of the other one as well.

 In my turn three the council finished up the rest of that squad in combat, and I fired into the pinned squad and the lootas.  The pinned squad got knocked down a few and the lootas had one member left.

 In Mike’s turn four we lost two of our objectives but evenly.  He moved everything up to hit the council at once.  The rest of the army shot into the council.  Then the one squad that was pinned, charged in and did a little bit of damage before being wiped.

 In my turn four the council charged one squad on his remaining objective and the firebase was generally getting out of range to do much else, but knock off the remaining loota and weaken the squad the council was charging.  The guardians came on and hid out of range of the remaining lootas.

 In Mike’s turn five, everything counter-charged the tied up council, and did a bunch of damage.  The lootas fired ineffectually into the snipers.  In the end he had three squads that remained in combat and the councils numbers began to get thin.

 For my turn five I boosted the bikes onto an objective, dropped the hawks on his in case the council didn’t make it, and shot the lootas off the table.  In combat the council killed off one of the squads but took a bunch of damage in return.

 The game ended here, but Mike wanted to see how it would go so we played it out.  He ended up killing all but one wound on each of the farseers, but they won combat and stuck around giving me the win on objectives.  Mike got first blood with the snipers that I shouldn’t have outflanked with, and I was able to pick up line breaker and kill the warlord.

 

 

For the final match I played an old friend of mine named Steve.  Steve brought a very nice, non-net-list, Necron army.  He had a destroyer lord with 6 wraiths, a night scythe with 15 warriors, two arks with 10 warriors, a 14 man warrior squad on foot, a squad of scarabs, a triach stalker, a doomsday ark, and two barges. 

 The mission this time was “The Relic” and the deployment was again dawn of war.  Steve got first turn and setup his stalker and ark on my right and spread everything else around from there to the left.  For my deployment I setup the council in the middle with the warriors in the aegis, and the snipers infiltrated onto my left.

 In Steve’s first turn it was night fighting, which ended up not mattering too much.  Almost everything advanced forward and shot off the one squad of guardians that I put on the table and killed a few warriors.  The ark shot my council and knocked off one guy.

 In my turn, I moved up the council to cover the snipers from the advancing wraiths, and my shooting didn’t do anything.

 Steve responded by moving everything into position to fire on the council and the snipers.  His night scythe came on the far left and contributed to the fire.  The Lord detached and went after the snipers and the scarabs and wraiths charged into the council.  I over-watched the scarabs nearly to death and killed the rest in combat, and the wraiths and I traded damage.  His Lord ended up rolling double ones and didn’t make it into combat.

 In my turn two, one squad of guardians came on and everything that was in range/free to shoot, shot at the lord reducing him to one wound.  The combat with the wraiths reduced them to a few members.

 Steve brought all of his guns to bear on my warriors in turn three, and nearly wiped them out, and then he killed off my guardians with his warriors.  Another squad of warriors dropped out of the ghost ark and picked up the relic.  The lord charged my snipers and lost his last wound to overwatch.  In combat my council removed the last three wounds in the wraith squad and consolidated towards the middle of the table.

 For my turn three, I charged the council forward and shot down the whole warriors squad with the relic and then consolidated on top of it. 

 The game ended there, because we ran out of time.  The game ended in a tie, but the tiebreaker was kill points which gave me the win.  Steve again got first blood and I was able to pickup kill the warlord on an overwatch.

  

All in all it was a fun day.  I ended up getting top spot and Vanguard tied the hard fought fight for the smoking boots award.  The store was great.  It is a bit newer but has great tables, terrain, and community.  Many thanks to the owner, Mike, for putting on such a great event.

 

Thanks all for reading.  This is a long post, but it is also the more detailed report that you guys were asking for.  I hope that is what you were looking for.  Please note that the pictures are all from my punny camera as the Mighty Squig was not able to attend, and should be looked at graciously.  On a side note, would you rather the perspective shots from the first matchup or just the turn overview from the second two?  Should we continue this longer, more detailed version, or just do the smaller one?

 

Check out our videos and make sure to like/follow/sub/friend our pages.  Thanks again all.

Tournament Review: Stomping Grounds 8.12 2k

 Hey guys, Son of Adam here from MasterCraft Gaming to give you another tournament review.  This last weekend I attended a tournament at Stomping Grounds Games and Hobbies out in Warminster PA.  At the forefront, I apologize for the lack of pictures, I was the only one from MasterCraft to go to the event and I only have my phone camera (plus I forgot to take pics with it).

It was a great event for this new store.  They were setup to accommodate 32 players and had the event fully catered with some great food that was available all day.  There were three missions that were NOVA-like with some small changes and 2000 points per side with all new rules except a limit on fortifications due to size.   

Yes I’m recycling an older image but this is part of the council that I brought to the event and I need at least one picture to feel ok about myself. (I forgot to take pictures while there).

 

I brought an Eldar list that I have been trying to hone for NOVA and got matched up against a very shooty Dark Eldar army played by Larry in the first match.  He was a very friendly guy and had a nice yellow/black color scheme for his army.  The mission was: Primary-Quarters, Secondary-Objectives, and Tertiary-KP’s, with a Dawn of War deployment.  The game ended with me trying to catch up to his fliers in order to contest them for quarters, but I ended up with the win.

My second match was against an eldar played by Timmy.  He took the current net list with two full wraitguard squads, a seer council, eldrad, and three wraithlords.  The missions was: P-Objectives, S-Quarters, and T-KP’s with a Vanguard deployment.  This match was a real slugfest.  Most of both Timmy and my armies were whitled down by the end, but my punny little scoring units ended up killing his little scoring units to net the win. 

The final match was against Frank from Ice House Warriors with his IG and demons allies.  The mission was: P-KP’s, S-Objectives, T-Quarters with a Hammer and Anvil deployment.  He really put the hurt on all my force, but the council ended up holding out and the game came down to the secondary objective which I held. 

All in all it was a great time and a lot of fun.  All the guys I played against were fair, challenging, and fun to play.  I’m looking forward to the next event they hold. 

I ended up getting interviewed by 11th company podcasts afterwards!  I will be putting up the link when they publish it.

Road to Nova: Mission Packet and FAQ

There have been a few changes to drop pods.

Hey guys Son of Adam here with an update for the Road to NOVA. 

 

            Recently NOVA produced its finalized versions of their FAQ and their mission packet, and I want to go over some of it with you for the benefit of those that are going, and those that are following along in my progress towards it.

 

Before we begin, here is the link to the mission packet, and here is the link to the FAQ.

 

            I want to start with the mission packet and point out a few interesting things that I will be taking into account and keeping a close eye on during play testing. 

            First, I want to point out the total of the missions’ significance:

 

            Objectives- 3 Primary, 4 Secondary, 1 Tertiary

            Quarters- 4 Primary, 3 Secondary, 1 Tertiary

            KP’s- 1 Primary, 1 Secondary, 6 Tertiary

 

This is nothing revolutionary, but it is something to consider when building your list.  For example, with the focus off KP’s (like it was in 5th) armies like mech guard, dark eldar, and drop pods are back on the table for consideration.  You won’t have to worry about bleeding KP’s if they essentially only matter in the first game.  To be fair, that is a whole game, and many of the other games may come down to KP’s, but something else to point out is that you need to have at least 3 more KP’s than your opponent to win this victory condition.  Most armies can give themselves +2 and work from there in order to tie for the win.

            Something else to consider is that having mobile enough scoring units will be fairly important.  You need to be able to gain more very evenly spaced out objectives then your opponent, so plan your list and tactics accordingly. 

            And finally, regarding objectives and quarters, remember that one of the biggest nerfs to armor is that they do not count towards either of these victory conditions.  To explain why that matters, if you bring 800 points worth of armor and your opponent brings none (hello nids) then you start the game with 1200 scoring/denial points, whereas your opponent begins the game with their full 2000.  This puts you at a huge disadvantage.  All tanks essentially count-as-dead for the victory conditions.

 

            Moving onto the FAQ, I’m only going to discuss some of the things of interest that have changed since we discussed their earlier version of their FAQ.  Here are a few to look at:

  • ·        Vehicles that begin the game immobile (drop pods) give up half their points.
  • ·        Units in a dedicated transport that must start the game in reserve do not count towards the reserve total.
  • ·        Characters always count towards this total even if they join the squad.
  • ·        There is no impassable terrain.
  • ·        Precision shots are allocated and resolved one at a time.
  • ·        Deny the witch may be taken per each squad effected by the power (Jaws of the World Wolf)
  • ·        There is a full list of all relevant CCW’s in the game and their respective AP values (long chart).
  • ·        All of the new Daemon rules in the August White Dwarf are to be used.
  • ·        Units embarked in Night Scythes do not take the S10 hits when it is destroyed.
  • ·        The Necron Death Ray has to declare whether it is using skyfire or not.  Hits from the Death Ray can only be resolved against whichever type is chosen.

 

Anyway there are just a few things to look into.  Throw up some comments.  Anything in here change your plans?

 

           

Micro Gameplay Strategy: Defeating Deathstars with Tar Pits

How would you defend against a deathstar?

Hey guys Son of Adam here again with a little article about defeating deathstars with tar pits.

Since the new edition, deathstars have grown in popularity, and with them comes the need to shut them down.  Generally people go about this by trying to find the best deathstar; one deathstart to rule them all.  They will play test to see, deathstar vs. deathstar, which will win out.  Others try to build a list around putting out enough shots to take down anything deathstar related.  These are both valid methods, but I want to offer up a different idea for your considerations; tying them up.

Deathstars are made to crash into enemy lines and destroy all who oppose, but there are some units in the game that are made to do exactly the opposite.  These are called tar pit units.  Tar pit units are generally cheap, large, have an invulnerable save, deny attacks in combat, have fearless, feel-no-pain, or some combination there of.  Some examples are plague demons, massed tyranid guants, or swarms.

The idea here is that you can tie up a large deathstar unit long enough to make them tactically irrelevant, or to lessen their impact on the game.  And, with the cost imbalance for the rest of the game, you should be able to make enough of a difference with the rest of your army to gain the advantage, or apply this tactic again to further tie up the squad.

Consider that, in a perfect world, a Draigowing deathstar assaults 30 guants backed up by feel-no-pain.  The guant squad only costs 120 points and the deathstar costs upwards of 1000 points (assuming normal deathstar overload with Draigo, apoth, and 4 psycannons).  This deathstar will be getting 3 attacks on the charge, hitting on 3’s, wounding on 3’s, and the guants will get a 5+ feel-no-pain on all non-hammer attacks.  That’s 36 attacks, with say 24 hits, 16 wounds, and 11 dead.  So, with 11 dead at 5pts a piece, it cost you 55pts to hold that deathstar still for the top of a turn.

Now for the bottom of that turn.  You know the drill; it’s only 25 attacks this time, with say 17 hits, 11 wounds, and 7/8 dead.  So at the end of the full turn where they were charged it cost you 90/95 pts to make the Draigowing deathstar irrelevant to the game.  Take that number over the course of 5 turns and make it 395 points (95 + 75 each turn thereafter) to keep 1000 points at bay.  In a 2000 point game, it has now become 1000 points vs. 1605 points.  The tyranid player will gain a significant advantage.  (Please be aware that this is a perfect world scenario.  However, when working with perfect world scenarios, we can look for what to try for in our actual games).

These ideas work with several different units against several different deathstars, but consider the fundamental idea, take small cheaper units to tie up larger, more expensive units in order to give yourself the upper hand in achieving the victory conditions.  Now go out and see if you can work this idea into your list in order to deal with the deathstars of the 40k world.  You don’t have to change what you are taking now, but it’s a good exercise none-the-less to see if there are more mild aspects of this strategy that can be helpful to you when considering what to bring to the table and while playing the game.

Strategy Follow-up: Eldar vs Salamanders

Hey all. You guys asked for a strategy discussion for our battle reports and here is our first go at it. Leave a comment and let us know if this is what you were looking for. In this video I go through how I approached the game and explain the different micro tactics that I used to help give myself the edge. If there was anything else in particular that you were interested in knowing just ask in a comment below and I will try my best to answer.

We have really appreciated all of the great support you guys have already given to us in our very short start-up so far. We are always improving with your advice, so keep it up.

So far we have on the battle report request queue we have: Dark Eldar vs. Grey Knights, Tyranids, and more Grey Knights.

Be sure to friend, like, subscribe, and follow our respective social networking sites. Thanks for watching.

Tournament Review: Top Deck Games 7.12 1850

Hey all, Son of Adam here from MasterCraft Gaming with a review of the 40k tournament out at top deck games in New Jersey.

 

A bunch of the guys from Stomping Grounds were invited to come and bulk up the event there and Vanguard and I decided to join them.  Top Deck was a nice store that supports tabletop, card, and video games.  It was a real clean place in a nice town and had some very friendly TO’s.  The event was three rounds at 1850 and used all of the new rules from 6thedition.  Overall all of us at Stomping Grounds really enjoyed it. 

Awesome converted Orks

 

The first mission was “The Relic” with “Dawn of War” deployment and was randomly paired off.  I played my Saim-Hann Eldar against a Will’s Draigowing army.  Will was a real nice fella and tons of fun to play against (we got done so early that we played a second game for kicks).  I got first turn and jumped some guardian jetbikes up to the relic and slowly pulled it into my corner.  Then I baited with rangers on one side and the council zooming over to the other.  He took the bait and chased both of these.  The council took its side and the rangers got curb stomped by Draigo and Boys.  In the end I held the relic and had first blood and linebreaker and Will didn’t manage to score any. 

 

The second match was “The Emperor’s Will” with “Hammer and Anvil” deployment, against Rob’s Dark Eldar.  Rob had a nice mix of units with the Baron and the Duke.  He managed first turn and went to work on the ranger/pathfinders.  He gave me first blood by running his jetbikes over one squad and leaving them close to my flame templates.  After loosing all of his scoring units, Rob made a real solid comeback and nearly killed all of mine as well.  In the end I had 4 ranger/pathfinders and one running jetbike, but one of the pathfinders was on the objective that would have been contested by several venoms had it been 5th.  In the end it was a well fought game against a great opponent, but net me another win. 

Chaos rhino

 

For the final matchup I played John’s Ork/Cron list.  He had a real beefy squad of Nob Bikers with some boys squads and two scythes.  The last mission was “Big Guns Never Tire” with “Vanguard” deployment.  I ended up not getting a single power I wanted and a useless warlord trait.  We both danced around for the first two turns.  He stayed out of range of the snipers and our deathstars were moving around trying to get position on one another.  I ended up tag teaming his nobz when they were stretched out with a squad of boyz and make the nobz run off the table.  John then crushed the council under the weight of two boyz squads, and our secondary units fought it out for objectives.  In the end I had first blood, linebreaker, kill the warlord, and 2 objectives, while John had linebreaker, kill the warlord and one objective giving me the last win. 

Space Wolves drop pod army

 

All said and done everyone seemed to have a great time, and got some great experience in 6th edition.  Dan, a great player I learned the game from, won best painted and the top 3 were all from Stomping Grounds.  Vanguard himself had a victorious day pulling out third and I was lucky enough to get the top seat.

 

Thanks for reading guys.  Check out our otherstuff on youtube, and remember to like, friend, subscribe, and follow.  Leave a comment below and let me know your toughts.

Battle Report: Eldar (Saim Hann) vs Space Marines (Salamanders) w Blood Angel Allies (1500pts)

Check this out guys.  I match up against Paul over at “For Holy Terra.”  We played mission 5 for those of you that remeber that strategy post, you can see it played out in action.  If you have some ideas for more reports let us know.  Any other armies you want to see played, just post below.

Check back soon for a strategy discussion video about this match.  I will sit down and give you guys some commentary about how I decided to go about playing the game and the strategy that I had in mind.

Thanks to incompetek for the soundtrack.

Here is the Salamanders with Blood Angels army list.

HQ – Pedro Kantor

Troops – 5x Scouts w/Telion, 3x Sniper Rifles & Missile Launcher

Troops – 5x Scouts, Sergeant w/Sniper Rifle, 3x Sniper Rifles, Missile Launcher, Camo Cloaks

Elites – 10x Sternguard, Sergeant w/ Power Fist & Combi-Melta, 2x Meltaguns, Combi-Melta, Combi-Flamer in Drop Pod

Elites – 5x Sternguard, Sergeant w/ Combi-Flamer, 2x Meltaguns in Drop Pod

Allies: Blood Angels

HQ – Librarian

Troops – 10x Assault Marines, Sergeant w/Power Fist, 2x Meltaguns, Jump Packs

Heavy Support – 10x Devastators, 4x Missile Launchers in Drop Pod

Here was my list:

H.Q.:  Farseer, Stones, Jetbike, Fortune, Doom
H.Q.:  Farsser, Stones, Jetbike, Mind War, Storm, Guide
          8 Warlock on bikes with 1 enhance, 1 embolden, 4 destructors

Elites: 6 Fire Dragons, 1 Exarch w/ tank hunters, crack shot
           Wave serpent w/ Shuriken cannon, spirit stones

Troops:  5 man Rangers x 3 (forgot I payed for the pathfinder upgrade on these guys)
Troops: 3 man Guardian Jetbike with cannon x 2

Thanks all.  Make sure to subscribe and like.  Stop by our site to see some strategy articles and army showcases.

Quick Tip: Deny the Last Turn Dash

Hey guys, Son of Adam here again with another quick tip.  By the way, we are working on getting some more videos out this week, but some things have slowed us down a little bit, expect at least two.

            As we have looked into some of the methods for last turn contesting in articles here, it is worth mentioning that there are ways to try and slow down and better defend against this kind of move when it is being used against you.  In this quick tip we are going to point out one of those ways.

            In a tournament this weekend (which will have a video review very soon), I played against an army with a Necron night scythe.  These guys are the kings of the last turn deny/claim move, almost as good as last editions Eldar Falcons.  They are able to move very far in one turn and drop guys without chance or danger in a large radius around the base of the flyer.  (Note: there are other models with a similar capability in other armies as well).

            Thus the scenario runs, each side is claiming one objective and then on turn 5 the night scythe (or equivalent) jumps onto the other player’s objective and moves his warriors or immortals in to contest or potentially claim.  Then the game ends, and at the very least, the result is 1 objective to none.

            Aside from shooting down all of the night scythes on the table how can you prevent this kind of tactic?  There is one simple method, though not foolproof and not guaranteed, it will in the least buy you a turn.

            With whatever units you have near that objective move them to surround at least two inches of the objective.  You may have to sacrifice shooting, even with a squad of shooting dedicated models (devastators), but if following the golden rules, this is the more than acceptable. 

Eldar Rangers make a bubble around the objective.

            Once your models look like this your opponent will not be able to drop off his troops within three inches of the objective, and is not able to assault you this turn in order to bring them within this three inch bubble.

            This tactic does not guarantee the win or the objective, but it will slow down the opponent for at least a turn.  This will make the last turn dash a bit harder to pull off as it requires the player to; first have this move in mind earlier, second dedicate their resources for at least two turns, and third, provide you the opportunity to return fire.

The rangers deny a last turn dash from the scythe.

I hope this helps out in one of your future games.  Make sure to follow/like/subscribe to our stuff.  Thanks again for reading fellas and post up some comments down below.  Peace.

Macro-Game Play: Approaching Mission 5

Sometimes you don’t need focus a lot of resources to hold an objective.

Hey all, Son of Adam here with a run-through of how to approach mission number five in the BRB, “The Emperor’s Will.”  Eventually there will be an “Approaching” article for each of the missions, but we are going to start with five.  Why five and not one? Because this one is the most interesting and the one I have seen messed up the most.

             First off, let’s look at what makes up mission five.  All of the rules for mission five are the standard for all missions; warlord traits, night fighting, reserves, secondary objectives, etc.  What distinguishes it is the amount and placement of the objectives.  There are only two objectives; one for each player.  These objectives are subject to the normal rules, but contrary to 5th, these objectives are place in the owning player’s table half.  (Note that they no longer have to be in the owning player’s deployment zone).

            So, how do we follow the golden rules in order to win the game?  The victory conditions are achieved by having more victory points than your opponent.  Let’s break this down in a real blunt and simple way.  We can guarantee this points preponderance by claiming both primary objectives, claiming one primary and secondary objective while the opponent doesn’t claim a primary, or by claiming more secondary objectives while neither player claims a primary.  These are all very obvious, but now that they have been overtly stated we can look at how to achieve each of them. 

            The first, and most difficult to achieve, is claiming both primary objectives.  This mission in 5th edition (capture and control) was not dubbed “mission tie game” for nothing.  It usually goes one of three ways.  First, both players do a full out attack and leave one scoring unit behind.  Second, both players castle and wait, and third, some combination thereof.  And then when the dust settles, if the game isn’t already over, each player tries to dash towards whatever objective isn’t claimed.  Generally this is just a very hard way to win mission five.  Usually it is only possible with a much stronger list, poor play from your opponent, or really lucky dice.

            The next way is to claim a primary objective and deny your opponent from claiming one, while remembering to score one of the secondary objectives.  This method is much easier to win with and is often the overlooked play.  You pick which primary objective is more of a guarantee to claim and work to claim that one by the end of the game.  Then you stay alive.  You can try to find ways to remove your opponent from the other primary objective by baiting him or confusing him with deployment, but essentially you want to be alive and in a position to contest their primary objective for the end of the game.  If you can manage not to get yourself killed, you can claim your own objective while defending it and contesting the opponent at the same time.  It takes a bit of finesse and there are many different ways to do it, but the focus is on claiming on primary while contesting the other.

            And lastly, you can tie for the win.  If you think that it will too hard to claim both or contest one primary objective and will end up being “mission tie game,” you can play for the tie and play for the secondary objectives.  I won’t go into this too much, there is already an article up about it, but suffice to say, make sure your list can handle the secondary objectives and play for them without revealing that you are.

            In the end I usually play for method two, while banking on method three.  This way I play very conservatively while acquiring the secondary objectives and make the push for the last turn contest.

 

            Let me know your thoughts.  Basic article, but you know I like to look at the overlooked basics for the win.  Do you have any stories about “mission tie game?”  Post up your comments/criticism and make sure to like/follow/sub to our stuff.  Thanks for reading.