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

Hey all, here’s another Battle Report Teaser. Thanks to everyone who enjoyed the photos from the last batrep, and an extra thanks to all those who watched and commented on our first battle report video! We had a lot of fun putting that one together and we are really excited for the one we are working on now. We think its going to be even better than the first, so make sure you take a look!

This battle was between Paul‘s Salamanders and Blood Angel allies and Son of Adam’s Eldar. I wont spoil the ending for you- you’re just going to have to wait for the video! In the meantime, enjoy these photos! (Don’t forget to come back tomorrow and check out Paul’s Army Showcase too!)

Devistators Take position above their objective.

Scouts find cover in a forest.

Vanguard drop in on some of the infiltrating Pathfinders.

Fire dragons retaliate against the vanguard that destroyed their transport.

Paul’s camo paint scheme looked great on his scouts.

The pathfinder’s strong cover save was negated by template weapons and they were easily removed.

Fighting for position, the fire dragons and vets try to gain the advantage.

The farseer’s psycic powers help balance the scales in combat.

A small squad of snipers moves into position to claim an objective.

The Salamander commander makes a valiant stand against the seer council.

Guardian jetbikes use their speed to maneuver around terrain.

The Saim Hann charge forward.

A sole guardian jetbike risks the dangerous terrain to jump above the objective.

Another special thanks to Stomping Grounds for letting us shoot in their store.

Like what you see? Like and comment this post. We want to hear from you!

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.

Road to NOVA: Preliminary FAQ Released

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?

Grey Knight List Building: Multiplying Effect (Prescience)

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.

4 to 5 twin-linked psycannons is no small thing.

            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.

Battle Report: Grey Knights vs Space Wolves (2k)

Hey guys.  Check out this video.  I brought my Grey Knight army with all of the new different groups that I talked about in my Road to Nova Intro post against Steve’s Thunder Cav Space Wolves army.  We played one of the NOVA primer missions.  This is our first video so let us know what you think.  We are always trying to improve.  Remember to subscribe and like our stuff.

By the way, we missed some of the video in the middle, but tried to make up for it with pictures.  Don’t worry we won’t be doing it that way next time (unless you guys like it that way).  If there are any armies that you would like to see played against/with let us know and we will try to get a vid up for it.  Thanks guys.

Thanks to Incompetech.com for the music.  Here is the link to the Showcase for Steve’s army

Steve’s Space Wolves (Berzerker Wolves) 2k

Wolf Lord: Thunder Hammer, Storm Shield, Runic Armor, Thunderwolf Mount, Wolf Tail Talisman, Saga of the Bear, 2 Fenrisian Wolves

Wolf Lord: Powerfist, Storm Shield, Runic Armor, Thunderwolf Mount, Saga of Majesty, 2 Fenrisian Wolves

Rune Priest: Stock

Wolf Guard Pack- (lead each squad):

2 w/Power Armor, Powerfist

Terminator Armor, Power Sword, Cyclone Missile Launcher

2 w/Terminator Armor, Power Axe

Grey Hunters Pack: 7 Hunters, 1 Melta, Wolf Standard, Mark of the Wolfen, Rhino

Grey Hunters Pack: 7 Hunters, 1 Melta, Wolf Standard, Mark of the Wolfen, Rhino

Grey Hunters Pack: 5 Hunters, 1 Melta, Wolf Standard, Mark of the Wolfen

Thunderwolf Cav: 1 Fist, 3 Storm Shields

Long Fangs Pack: 6 Fangs, 4 Missiles, 1 Las

Long Fangs Pack: 5 Fangs, 3 Missiles, 1 Las

Vindicator

My eclectic Grey Knights list 2k

Draigo

Librarian: Stock

10 Purifiers: 4 Psycannons, 5 Halberds, 1 MasterCrafted Hammer, Rhino w/Dozerblades

5 Paladins: 2 Psycannons, 1 Banner (No apothecary sorry for saying so in the description)

5 Greyknight Terminators: 1 Incinerator, 1 MasterCrafted Hammer

Storm Raven: Assault Cannon, Multi-Melta

Dreadknight: Personal Teleporter

Land Raider Crusaider: Multi-Melta, Psybolt Amo

Tying for the Win

Hey guys, Son of Adam here with a quick article on tying for the win. This is part of the third sphere of game strategy; macro-game-play. Let’s hop down this rabbit hole and see what’s inside.

After a long hard fought battle sometimes both players get the same number of kill points, or have the same number of objectives and the game comes down to those good ol’ secondary objectives. Now that we are talking about sixth those are the; slay the warlord, line-breaker, and first blood objectives. When tying for the win, as the name says, you try to do this intentionally. However, if you are playing in a tournament with different rules you will need to figure out if this tactic will work and what other subtle things you need to do in order to pull it off.

Jetbikes are often overlooked in list building, but their manueverability is useful for getting into the enemy’s deployment zone.

Playing for the tie is often much easier than going for the win, but with this tactic you can achieve both. At the start of the match take a minute and look at the mission and both armies, then judge for yourself; do I have an easier time at winning the secondary and tying the primary or at winning the primary? Whichever one turns out to be more of a sure thing is the one you should go for.

You must be subtle when you do this, as in the minds of most players it will be the battle for the primary and a disregard of the secondary. Let’s continue on in the Art of War(hammer) here.

“9. As circumstances are favorable, modify your plans.

10. All warfare is based on deception.

11. Hence, when able to take the objective, we must appear unable; when using our forces, we must seem inactive; when we are near, we must appear far away; we must make them believe we are other than what we are.

12. If your enemy’s strength is greater than your own evade him and seek victory another way.

13. Attack where he is unprepared, appear where you are unexpected.

14. These tactical methods, which lead to victory, cannot be divulged beforehand.

15. The general who wins has made many calculations before the battle is fought, likewise the general who makes few looses. Therefore, calculate how you may achieve victory beforehand and it shall be yours.”

So, when your force is outmatched you must modify your plans and play for a victory through secondary objectives while still appearing to play for the primary. When doing this, you will then appear where you are not expected, and attack what he has not prepared, and secure the victory.

When considering the secondary objectives, Draigo is a great choice. Not only is he hard to kill, but he also excells against other warlords.

When you are building your list keep this tactic in mind. As an example; if you know you will be playing the standard 6th edition missions, build a list that can achieve first blood, has a general that is hard to kill, and can use its mobility to get into the enemies deployment zone, while still being able to contest objectives. This may make your list look weak to some, which in the end is a good thing, as it will further the deception that you are outmatched and boost the confidence of your opponent.

Go out and try using this tactic. See if you can take victory from a strong opponent or against a list that is stronger than yours. Then make sure you come back here and tell us about it. Be sure to check out our videos and follow/like/comment/sub to our stuff. Thanks for the help fellas.

Please note that all references to the Art of War(hammer) are a fictitious knock off of the real Art of War by Sun Tzu. Some portions are a direct quote; I do not mean to take credit for any of it. Go check it out, it’s a great book.