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.
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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.
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.
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.
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.
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.
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.
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.
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.
Hey all, themightysquig here bringing you another army showcase. Today we’re looking at some beautiful Space Marine and Blood Angel models. Paul brought this army to take on Son of Adam in our most recent battle report. You can see photos of this army in action in our latest batrep teaser.
Two pieces that I like the most out of this army are the scouts and the assault marines. The camouflage cloaks that the scouts are wearing look amazing in forest terrain, while the assault marines just look really boss. But that’s enough talking for me – take a look at this pics!
Special thanks to Stomping Grounds for letting us take pictures in their store.
Like what you see? Be sure to like, comment, and subscribe! Have any cool models you want to show off? We want to see them! Email me at firstname.lastname@example.org to share some photos and stories about your army. We’ll even link back to your blog (if you have one), so don’t hesitate to share!
Hey all, themightysquig here bringing you another Army Showcase. This one comes to you from our very own Vanguard, who is our painting specialist here at MasterCraft Gaming. We’ll be getting a painting video with him on the site soon, but until then, check out his Grey Knights. They are beautifully painted and the level of detail is really impressive. But don’t take my word for it, take a look for yourself!
Special thanks to Stomping Grounds for letting us shoot in their store.
What do you think about these models? Please like and comment, we want to hear from you!
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.
Hey all, Son of Adam here with the next part on The Road to NOVA. Recently the provisionary FAQ came out. This is interesting even if you are not going to NOVA because you can discuss the legitimacy of some of their FAQ’d answers to some of the holes in the new edition before GW officially makes a ruling on it.
There are some points of particular interest that I want to note:
- Flyers cannot leave combat airspace the turn they come in from reserves (second turn for air force vs. air force just got important)
- Flyers in locked velocity just remain in their speed “set” that is combat speed or cruising speed.
- The death ray (Necron Doom Scythe’s main weapon) can only resolve a hit against a flyer if it is shooting in skyfire mode.
- No one gets Flakk missiles unless stated so. (so no one)
- Eldar can target their squad for fortune, guide even if battle brother characters have joined.
- Reserve modifiers affect allies.
- Flying monstrous creatures that have failed their grounded test will remain to only be able to be hit by snap fire and will continue to have to take grounded tests for the rest of that turn. –That one is particularly curious, but it is RAW-
- Wounds do not carry over after challenges.
- Black templar allies do not need an emperor’s champion
- The Space Wolves Wolf Standard needs to be declared for the next assault phase, meaning that if you wish to use it in the same turn you are in, it must be declared as late as that turn’s shooting phase.
- Space Wolves may use their staff, wolf talisman, and deny the witch roll for each psychic power used against them.
- All perils of the warp from Mindstrike Missiles on a squad with Brotherhood of psykers are resolved against the one character (or randomly selected model) in that squad.
These are pretty interesting and there are a lot more in the actually FAQ. Check it out. I especially think the one about grounded monstrous creatures is interesting. I’m not sure if it helps them or hurts them; maybe a bit of both. I also appreciate the clarification for the Doom Scythe’s Death Ray, it balances it in a legitimate way.
I’m interested to see what else they change in the revision.
Have at it folks. Anything you disagree with? Anything you are surprised at? Anything you are happy about?
Hey guys, Son of Adam here from MasterCraft Gaming with a quick discussion about a potential list element for the Grey Knights. Some people have been requesting more Grey Knights tactica, and Vanguard thought that I should post up a discussion that we had about them, and so, here you go.
Let’s take a quick step back and explain something simple, but useful (and often overlooked). Some effects in 40k multiply their effectiveness. They offer a buff at a flat cost that a varying number of models can take advantage of, depending on the list created. A squad purchasing psybolt amo is a good example, or Black Templar’s creeds. The buff that is given becomes less and less expensive (per model) as it is spread across more models that are taking advantage of it, and therefore increases its efficiency.
And now the next step: Grey Knights now have access to the divination psychic discipline and with it, the incredibly helpful primaris power prescience. Prescience, unlike most powers, is guaranteed. It is also one of the multiplying effects that we just talked about. When applied in bulk the relative cost drops. –As a side note, please be aware that lowering cost is only a tool, it is not the aim, and the aim, if you haven’t read it yet, can be found here.–
One of the prime examples to look at is a squad of 10 Paladins/purifiers with 4 psycannons. (Which can be combat squaded to leave the cannons together and make the other half combat related or serve some other function.) How much would you expect to pay in order to twin-link all of your psycannons and bring a chaplain with you whose power is in effect every turn, and not just on the turn you charged? Some may say just make the cannons mastercrafted and ignore the bonus to combat, after all they generally only miss about once per shooting phase anyway. Normally I would validate that opinion, however, with the advent of fliers and flying MCs, the ability for paladins as characters to make precision shots, and the bump to the amount of infantry we expect, I would have to make the argument again. What is the value of a squad being able to re-roll all missed to hits in both shooting and in combat? Quite high I expect.
Before we get too far let’s look at who can get prescience and evaluate their usefulness in furthering our ability to achieve the golden rules. As per Grey Knight FAQ, only the inquisitors and librarians get rulebook powers. Here are two quick (and not exclusive) things to note about their differences.
- Librarians- can add to the multiplying effect with more powers/mastery levels.
- Inquisitors- (Malleus) can add an additional Psycannon making the squad have 5 twin-linked Psycannons (flier or not that’s painful).
Always remember killing is not the goal, but a squad like this is something that a list can be built around. You can tactically achieve a 24″ threat range that people will not want to be in. When you have something like that, you can then build a list around it that can use that bubble to manipulate your opponent’s movement, and put them in places that are more advantageous to the rest of your list.
That’s just a quick little thought for all of you MasterCraft fans who play Grey Knights (this is also useful for other armies). Find ways that you can build lists with something that has this kind of influence, and then comment with how that went.
As always fellas, thanks for reading. Please follow/like/sub our stuff and leave some comments if there is anything else you want to see or see changed. Thanks.