Showing posts with label Gaming Tactics. Show all posts
Showing posts with label Gaming Tactics. Show all posts

Friday, April 9, 2010

Chaos Renegade Militia - The army list.


I've spent lots of time tinkering with this list over and over and over again. I suppose it's now time to ask the readers (you guys) what do you think of this 2,000 point list. I've got some friends who are well into Imperial Guard Tactics to teach me

I've got no interest to spam 100+ men especially when I'm dealing with Forge World upgrades. So I'm keeping it to a really powerful mech list.



HQ
Company Command Squad (1+4) with Astropath and Officer of the Fleet. All with camo cloaks. 2 Veterans with sniper rifles. Vox Caster. Regimental Standard.
160


Elites
Storm Trooper Squad (1+4) with 2 Meltas
105 points



Troops
Veteran Squad (1+9) with 3 meltaguns and Vox Caster. [In the Vendetta]
105 points

Veteran Squad (1+9) with 3 plasma guns and Vox Caster. Grenadiers. [In the Vendetta]
150 points

Veteran Squad (1+9) with 3 Sniper Rifles and Lascannon team with Vox Caster.
110


Fast Attack
Scout Sentinel Squadron (3)
105 points

Vandetta Gunship Squadron (2)
260 points

Bane Wolf (2) with heavy flamer and multimelta (both)
290 points


Heavy Support
Manticore Rocket Launcher with heavy flamer and pintle mounted heavy stubber.
170 points

Leman Russ Executioner with plasma cannon sponsons and heavy flamer
230 points


Leman Russ Demolisher with heavy flamer
Leman Russ Battle Tank with heavy flamer
315

Total: 2000 points


Can somebody enlighten me on why I should actually take the Bane Wolf or a Hell Hound? If you do have any suggestions, I'm open to listening, but I would also want to test play this army some time soon before I commit to buying everything.

Monday, February 15, 2010

Orks - General Tactics


Image found in Google Images.


Since the beginning of my blog, I have been posting a lot on the painting part. I guess it's time to work on some tactics. So I will begin writing up on a series of gaming tactics following the Ork codex while doing my best to explain how to use each entry. Today, I'll just be speaking in general of how to play the Orks and defeat the Orks.

Whenever I look at any codex, I always think to myself, how can this work for me? Especially for the Ork codex. Since the Ork codex is packed with lots of funny and weird stuff, I'm sure we hardly get ourselves to use most of the units, mainly because we know what works and we rarely deviate ourselves from using other units.

Generally, this is what you should do with Orks:

1) Shoot da fighty ones, fight da shooty ones. Quote from da Boot Kamp.

This has been proven true on numerous occasions. Why don't you chase down that devastator squad at the corner there and lock them in combat? Orks hate getting shot at. It doesn't matter whether one or two of your Boyz got splat. Those are the number of attacks you need.

I also don't think it's a good idea to assault anything that is assault dedicated, unless they are a weakened unit. For example, Khorne Berzerkers. Dem red bloody boyz can really go fast! Not to mention that they will hit you on 3's and normally your armour save won't even save you! If you assault a full 10 men Khorne Berzerker squad, you are asking for it. Always, ALWAYS use your slugga to shoot them first. Either that or just keep spamming shots at them.

I usually run shoota boyz. 20 of them in a mob. 40 shots being thrown at the enemy is way fun. After that, you may assault the leftovers. Of course, this always sounds good if you're shooting at the Fearless units. Whenever you meet those pesky Marines with 3+ saves and with the ability to fall back to deny you your assault, don't bother, assault them. Space Marines can only have a maximum of 10 men in a squad and usually one of them is a sergeant. Which means that's only 9 attacks coming at you and one power fist later. If you have about 19 Boyz and a Nob with power klaw, by all means, go ahead and assault them!

Assuming that they don't kill your boyz at all, which is normally the case here, you will have 76 attacks! 4 more from the power klaw. You do the math and the dice rolling and you will know what I'm talking about.

When it comes to shooting. Never rely on them to kill anything. Just shoot for fun.

In my list, I play 15 Lootas. You and I very well know that 15 Lootas are some of the scariest shooting element you can ever see an Ork army have. Every turn promises you that a vehicle of armour 13 and below will not move, shoot or destroyed as a bonus. These guys can blow up tanks! Don't forget, they are good at killing those pesky Demon Princes which is an assaulting element.

You can only rely generic Orky shooting to whittle down the enemy, weaken the squads and serve as a pot shot. Which means anything that is dead are always a bonus. As an Orky Warboss, you will love that. Your opponent will hate you. Naturally. :D


2) Numbers are your best friend.

Always play Orks in the numbers. If you want to ensure something is dead, use the numbers. I'm still learning how to use the 15 Burnas in a battlewagon that I have in my list. And my oh my, they are good at making a magic show. Now you see that unit, burn them with 15 templates, now you see clear ground!

An average flamer template spewing out of a battlewagon would hit about let's say, 6 models. Being a flamer template, that is an auto hit, which means you don't have to roll to hit. Thank Gork and Mork BS 2 doesn't affect the template! 6 x 15 = 90 hits! Averages will tell you that you would have dealt more than 40 wounds to the enemy and if they are having power armour, chances are your opponent will be packing the marines away in their carry cases. :D

Also, having a big mob ensures that your special Mob Rule keeps your leadership up high. As you already know, Orks die from shooting, so as long as you can keep your Orks fearless, they're happy Orks.

One thing about the numbers also are, to absorb fire without having to take any leadership.

Take this for an example, 15 Ork Lootas being shot at. Normally about 3-4 will die and your mob is still fearless. If you put 10 Ork Lootas in a mob, if 3 dies, you will have to roll your leadership of 7. And trust me, half the time they would not hold their ground. This is also the same for pinning weapons.


3) Transports and mobility are your boss!

Why walk when your codex has one of the fastest transports in the game? Especially after putting some red paint on them. People fear Orks. People get terrorized with fast Orks! Always use mobility to chase/flank/pincer or spearhead your enemy.

Trukks are meant to be funny, and yes they really are. You would always want to speed your Trukk right in your opponent's face. Best thing to do is to have at least 4 of them. If one goes down, you still have more.

You can also put lots of Boyz in the Battlewagon, keeps them a little safer and makes sure they move faster. A constant 13" of moving Ork boyz is no joke.

Transports keep your boyz safe. My friend asked me once, why don't I put the Nobz on bikes instead of putting them in the Trukk? Simple, being on bikes, they are vulnerable to be insta-keeled from any lucky Lascannon or missile launcher shots. Bikes also give in to the Lash of Submission, you wouldn't want that... When I put my Nobz in the Trukk, I also join them with a Big Mek with Kustom Force Field. At least I know that my Nobz are safer in the Trukk rather than staying outside and getting blasted to bits.

There's not much difference of T4 and T4(5). Lascannons/missile launcher or meltas will still wound on a 2+. So it's more frustrating for your opponent if you have a Trukk for him to go through first.


4) Make sure your list can kill tanks.

This doesn't mean you have to take da Tank bustas. Just have some power klaws to hold on to those pesky tanks and you're good. Armour Value 14 vehicles such as the Land Raider, will bow down to your warbosses' Strength 10 power klaw. Unless it moves more than 6" of course.

Orks are geared to kill infantry. So you're already a PHD of Infantry Keelling when you play Orks. A basic Ork boy has 4 attacks on a charge. 29 of them will give you 116 attacks on a charge. Power klaw after that of course. And don't forget to use your slugga's first!


5) There can never be enough power klaws!

Take as many as you can. Power klaws are generally kan openers. A charging Nob will have 4 strength 9 power klaw attacks on a charge. That is no joke at all. I like the look on my opponent's face when I assault them with my Nobz mob. Warboss with 6 strength 10 power klaws on a charge, combined with 16 more strength 9 attacks from the nobz. That will wipe out almost anything! (But please leave the Thunder Hammer and Storm Shield Terminators to the 30 Boyz...)


I'll be explaining more in depth about the units when the time comes.

For now, here's how to beat Orks, generally:


1) Their leadership is their weakness.

If you can force the Orks to take as many leadership checks as possible, you win. Either by making them run, Sweeping Advance or stalling them by pinning, you already have the upper hand.


2) Make sure they can't get saves.

With the world of cover saves we live in. It's still good to do whatever you can to make sure they don't get to roll for saves. Anything that ignores armour or is AP 4 and below is enough. You'll be frustrated to see how many 5+ saves an Ork player can roll, AKA me...

Make sure you bring some power weapons to let those units with "Feel No Pain" feel the pain...


3) Block them.

The Rhino wall is the best idea. Why? Lining 3 Rhinos end to end right in front of a huge mob of boyz or a power unit is the best thing to do. When assaulting vehicles, they will pile up, blow up the vehicle and you will hope that the explosion brings down as many boyz as it can.

After having them piled up, it's happy fun time for your blast weapons (if you have them) to start the fireworks. If not, then consider it as stalling them. If you have a flamer, best thing to do is to put it to good use.

If you don't have Rhinos, just use whatever vehicles (make sure they are empty and already done their job) to block them.


4) Dare yourself to assault them.

Orks are not good at being on the wrong end of the sword in an assault. They only have a base strength of 3, so chances are, they can't hurt you. (Assuming again if you play marines) But a full mob of 30 will still kill you...

Also, please, never bother assaulting a full mob of Ork Nobz. Unless you have a base strength of 8 and can attack at initiative 5 or higher. Also known as Abaddon. But if Abaddon rolled a "1". The Orks can laugh at his face.


5) Shoot them. Obviously.

You don't want to get near to them, so what you can do is to shoot them. Whittle them down and make sure to clean up whatever that's left.


6) Cripple their transports.

Always do that and they're dead. Walking Orks are slow. Orks walking out of a wreck, are small in numbers and slow... Always take out the transports.



So there you have it. When I have the time I will start talking about the individual entries of the Ork codex. So I'll be talking on the HQ choices next, starting with the big boy, Ghazghkull Thraka!

If you have any questions or opinions, do share them too.

Tuesday, August 11, 2009

The 1750 tournament list.

Hi there. I've got back to my hometown recently and I brought some minis with me to paint up for this round of holiday. But also, I intend to give much thought on my Alpha Legion army list using the Chaos Space Marines Codex.

The Inquisition Wars organized by our local club Legio, will start at the 7th of November, pre-registration starts on the 1st of October. You can view and download the rules pack here.

So, with that said. I've been playing my current list very often and I've earned quite a lot of victories. I lose whenever I deploy wrongly or when I misjudge the distance. And sometimes when the game becomes very intense, it will normally end as a draw. Therefore, when I play this list, I will have to think very carefully and plan for the future turns in the game.

Here's the list:

HQ
Alpha Legion Chaos Lord
Terminator Armour
Daemon Weapon
Combi Melta

Alpha Legion Chaos Lord
Terminator Armour
Daemon Weapon

Elites
2 Alpha Legion Chaos Terminators
1 Alpha Legion Chaos Terminator Champion with Chain Fist and Icon of Chaos Glory
Heavy Flamer
Chain Fist
Chaos Land Raider as Dedicated Transport

Troops
9 Alpha Legion Chaos Space Marines
1 Chaos Space Marine Aspiring Champion with Power Fist
2 Meltaguns
Icon of Chaos Glory
Rhino as Dedicated Transport

9 Alpha Legion Chaos Space Marines
1 Chaos Space Marine Aspiring Champion with Power Fist
2 Meltaguns
Icon of Chaos Glory
Rhino as Dedicated Transport

Heavy Support
9 Alpha Legion Chaos Havocs
4 Meltaguns
Icon of Chaos Glory
Rhino as Dedicated Transport

8 Iron Warriors Chaos Havocs
4 Autocannons
Icon of Chaos Glory

2 Obliterators


Total: 1750 points
Kill points: 12
Scoring Units: 2

This list is melta heavy, simply because I don't have much choice but to load up on anti-tanks. Chaos Space Marines have a standard of 2 attacks each, means they can hold up pretty well against infantry units.

The Chaos Lords will ride the Land Raider with the Terminators. All vehicles are just bare without upgrades. I already see that there is no point in having extra armour and the other stuff.

The Iron Warriors with Autocannons will stop light vehicles at their tracks. 8 shots per turn is enough to destroy a Rhino or a Dreadnought in a turn. Even if they have cover saves... They have bagged me lots of victories in the games I've played. I put 8 guys here just to ensure I have enough meat shields and they can fight back whenever something charges them, example Boss Snikrot with his Kommando friends.

This list has 37 Power Armoured Chaos Space Marines and 7 Terminator Armoured ones. I have the flexibility to Deep Strike my Obliterators without worries as I have lots of Icons of Chaos Glory running around.

So far, I've been playing lots of games with this list and I will continue to do so. Let me know what you think I should do to help improve my game play. Thanks!

Sunday, April 12, 2009

Painting and Gaming, Orks and Chaos - Rokkit Launcha Boy and Nob with Kombi Skorcha, Alpha Legion Army List

I used my past 2 days to complete these 2 Orks here. A boy with a Rokkit Launcha and an Ork Nob with a Kombi-Skorcha.

At first I actually thought that the Nob head was really ugly looking, but after I put it on and painted it, it looks quite cool...



The Rokkit Launcha boy was actually a fast work, next time I will draw more funny stuff on the Rokkits. Maybe a smiley shark face in front of the rokkit or some Orky words on it.



Today I tested my Alpha Legion Army List against a Space Marine army led by a Captain Lysander equivalent and some Inquisitorial Lords. Surprisingly, in turn 2, my Land Raider popped, both my Chaos Lords died, and my Terminator Champions ran from the battle. But the remaining force held the game and almost won the game for me, but it ended as a draw from a loot counter mission.

Here's the army list.

HQ

Chaos Lord
Lightning Claw, Terminator Armour
130pts

Chaos Lord
Lightning Claw, Terminator Armour
130pts

Elites

3 Terminator Champions
Heavy Flamer, Power Fist, Chain Fist
150pts

Land Raider
Extra Armour
235pts

Troops

10 Chaos Space Marines
Rhino with Extra Armour
200pts

10 Chaos Space Marines
Rhino with Extra Armour
200pts

Heavy Support

10 Chaos Havocs
4 Meltas
Rhino with Extra Armour
240pts

10 Chaos Havocs
4 Meltas
Rhino with Extra Armour
240pts

3 Obliterators
225pts

Total: 1750

The list is not bad, but looking at it, I will have to tweak it a little here and there. Maybe reduce the Chaos Havocs to a 5 men, 4 of them with melta, they will just go chase tanks and pop it then they're done. That should save me some points to put the Icon of Chaos Glory and maybe get a Power Fist going on.

The idea of this list is to imitate Alpharius and Omegon of the Alpha Legion by having twin Chaos Lords with the same equipments. Then an infantry based army without cult troops to fill up the ranks and some hired Obliterators to do the Alpha Legion's bidding.

"I've been planning this for a long time, maybe it's time to put it into motion and get going with it."

Saturday, March 21, 2009

Space Marines - Line Breakers

Alvin: Today we will be talking a little bit about Space Marines and how they're used to Break Lines? Maybe form a powerful line breaker squadron to punch through enemy lines.

Nahri, will be taking over from here...

Nahri: My preferred design philosophy when making an army is simple. Get close to the enemy, pause for a second to shoot em up, and then charge in to mop up whats left. I also prefer to design general take on all comers  list as I personally find it to be a lot more satisfying =P Space Marine's of course, are perfect for this type of play.

Now so that everyone can have an out frame understanding of what I will be talking about, I'll just share what my current list is, and then go into a little bit more detail later.

HQ
Captain Laertes (Vulkan He'stan)

TROOP
1st Tactical Squad -1 Sergeant 9 Marines
Sergeant with Powerfist and Combi-Melta, Flamer, Lascannon
With Rhino as dedicated transport

2nd Tactical Squad - 1 Sergeant 9 Marines
Sergeant with Powerfist, Flamer, Lascannon
With Rhino as dedicated transport

ELITE
Terminator Assault Squad - 5 Terminators
3x Thunder Hammer with Storm Shield
2X Paired Lightning Claws
With Imperial (Because CSM's dont have it!haha! =P) Land Raider Redeemer (with Multi-Melta) as a dedicated transport

Sternguard Veteran Squad - 5 Veterans
1 Veteran with Combi-Melta, Sergeant with melta bombs
With Razorback armed with Twin linked Lascannons as dedicated transport

FAST ATTACK
Landspeeder Alpha with 2 Multi-Melta's
Landspeeder Beta with 2 Multi-Melta's

Scoring units 2-4(occasionally 5 if I swap a Landspeeder for Scouts)
Kill points 11-13
1500 pts

Captain Laertes (Vulkan He'stan)

The capabilities of Laertes (or Vulkan as he would be known to the Codex world) are fundamental to my tactics and are simply beautiful for they will last beyond whatever untimely demises might befall him. The fact that he allows you to treat all flamer,heavy flamer,melta and multi melta weapons (including his own heavy flamer) as twin linked exponentially improves both your close range anti-vehicle and anti-horde capabilities. 

On top of that he's a pretty mean force to be reckoned with in close combat and is the ideal partner to thunder hammer/storm shield equipped terminators as his WS6, I5, S6 attacks (with a mastercraft re-roll to boot) stands a good chance of inflicting wounds on monstrous creatures (which the Termie's can then polish off) or whittle down the number of models in an enemy unit, ork boyz come to mind, which also reduces the number of retaliatory attacks that will be delivered onto your terminators. (and then the Termie's can polish them off too =P)


The Venerable...10 Marine Tactical Squad...in a Rhino.

Unarguably the most flexible unit in the hobby. A full Tactical Space Marine squad is survivable, can dish out a respectable amount of damage, is particularly effective at crowd control when facing a horde list, and can be split into combat squads depending on  how you wish to take on a mission.

As great as they are though, if unsupported by the rest of your army you will often find yourself in a situation where your Tactical squad(s) are either A) Outnumbered Troop for Troop.. especially by horde list such as Orks,IG and Tyranids or B) Outclassed by the somewhat more specialized Troop choices of the other armies...CSM's (Eat plasma fire!!), Genestealers (omfg aaargh!),Grey Knights (holy omfg aaargh) and even Tau Fire Warrior's (Plasma fire buffet!!) are but a few that come to mind.


Ultimately you may be facing 40 guardsmen with inferior capabilities to your 10 Marines...but it has to be remembered that each and every one of those guardsmen DOES have the potential to kill a Marine...So dont be in a rush to go charging out in the open with your 3+ save power armor or you'll end up with as many dead marines as in a Soul Drinker novel!

Careful deployment and maneuver of your Tactical squads is crucial, hence the amount of tender love that Marine players often give to the ubiquitous Rhino. Essentially the Rhino gives the Marine player the ability to get his rapid fire shots or bolt pistol/flamer and charge combo in before the opponent does. In that sense Rhino=Initiative.

I personally also feel that the Power Fist is an essential bit of kit in the 10 marine squad, particularly when playing Leagues and tournaments, as the last thing you want to see is a 10 Marine squad being locked in close combat by a dreadnaught or Monstrous Creature for the duration of a game. (Ideally of course, one should not allow one's precious Tactical squad to BE charged by such a menace in the first place. Unless you have something to finish off what your power fisted Sergeant started whaling on)


Redemption is at hand!

Aaaah...the Land Raider Redeemer. Now, this is a tank that all players should at the very least respect... if not fear.

Simply said the pro's of the Redeemer are , 
- the S6 AP3 Flamestorm cannons that will create vast holes in anything but the most elite units of any army. 
- the durability to be expected of any Land Raider
- the assault ramp that gives you an 18" threat radius for some seriously heavy hitters

Some have even begun to argue that the Redeemer is the best Land Raider chassis around, and vis a vis the Crusader...I shall agree =P

The Redeemer does face problems against mobile armies however (Beware the Eldar and Tau), and a poor deployment of it against such foes will often result in the inability to use the Flamestorm cannons to its intended devastating effect. While yes, it does come with an assault cannon and a multi-melta, the inability to bring those flamers to bear, for this list, could mean the inability to take down sufficient numbers of the enemy to assure a victory.



Thunder Hammer Time

Now, many veteran marine players will look at the 3 Thunder Hammer/Storm Shield and 2 Paired Lightning Claws setup and go "What the deuce?Why not just take em all as TH/SS'ers?!"

Again, this is a personal preference based on League necessity. Like Captain Laertes, the paired lightning claw termies are there to reduce the number of retaliatory hits that will inevitably be brought to bear on my TH/SS terminators by the massed number of Gaunts or Ork boyz that are out there. It also assures me a chance of causing wounds against other I4 units particularly in the off chance that the opponent is packing something like a Chaplain, Librarian or something similar(yes, unfortunately the killing of Brother Space Marines is quite a common occurrence in the 40k universe) and perhaps more importantly gives me the option of NOT attaching Laertes to the Terminators without having to worry about them being bullied by models with quicker motor skills, just in case there is more than one really badass enemy HQ or units that I need to be engaging in close combat with. 
More on this in a moment.


Veterans of the First

If it were only because of the Hellfire Rounds, I would always recommend the Sternguard...and they have three other types of kickass ammunition to boot! Almost as flexible as the Tactical squad (and I say almost only because they cant claim objectives unless under the command of Pedro Kantor, but thats another list altogether) Sternguard veterans are useful for everything from crowd control to taking down Monstrous Creatures such as Carnifexes,Wraithlords and Necron Stargods... which they might even accomplish in a single rapid fire volley if your lucky.

Like the Rhino's of their less experienced Tactical brothers, the Razorback is there to give them the initiative, and is a respectable anti-vehicle unit in its own right. When faced with armies that have multiple MC's that need to be taken down quickly I sometimes will attach Captain Laertes to the Sternguard rather than the terminators. I would then deploy Laertes from the Razorback to move into position for a charge while the Sternguard deploy separately to provide a rapid fire volley. This is a somewhat tricky maneuver to pull of as it often relies on your opponent doing what you want him to do in one of his turns (whilst simultaneously not taking out your Razorback) but has proven effective for me in the past as it allowed me to take out two very nasty units in a single turn at an early stage of the game. (One with the terminators and redeemer, and the other with a massed hellfire volley from the sternguard followed by a coup d'grace by Laertes)

Melta Delivery Service

Landspeeders. Two of em. With two twin linked multi melta's each. As a fast vehicle you have an effective 2D6 melta range of 18" with an effective S8 AP1 threat range of 30"!... And you can even deep strike them.


Furthermore at 80 points a pop, I don't mind all that much about deep striking one next to say...an enemy land raider for that one hit wonder opportunity.(One twin linked Multi-Melta will still make most opponents cringe when its in the magic melta range) However I generally avoid using them in such all or nothing methods(unless my opponents deployment gave me no other choice) as I find that the Double Twin Linked Land Speeder is equally as good at catching an unwary opponent totally off guard with its 30" threat area (Potentially murder 2 terminators a turn each) as it is at cooking tanks...80 points...marvelous.

 
My only regret is that half the time I have been forced to swap out a speeder for a sniper scout squad as my second landspeeder was lost in the warp while in transit from the UK, and its presence in a game depends on whether I can borrow one off someone else! (A permanent replacement will soon be appropriated hopefully)

LineBreakers - an overview

This list has served me very well over the past 2 or 3  months that I have been running it, with only one significant loss to a thrice accursed Eldar army. (Fast tanks, Farseer's and Phoenix Lords verdamnt!!)

It has to be aggressively played though, as with a maximum of 4 scoring units (five if I'm playing the scout squad) this is not the army list that will forgive you if you don't get your heavy hitter's out and dealing damage early in the game. Armies with numerous elite close combat units (Blood Angels, Black Templar) can also prove very challenging, and represent one of those situations where the effective maneuvering of the Tactical squads and use of the Redeemer will prove decisive. 

Annihilation missions can also prove to be pretty tough, as Rhino's, Razorbacks and Landspeeders aren't the most survivable vehicles around. Still if one can use them effectively early in the game (killing enemy tanks and getting closer/into good positions) the surviving units often do stand a reasonable chance of making sure things stay in your favor.

All in all, I find this to be a fun list that really makes you work for the win. Fall for the myth of Marine invincibility and you will suffer dearly, but strike swiftly and hard (control the flow of the game by forcing the opponent to react to your plans rather than vice versa) as a true Astartes should and you will appreciate just how high on crack the Marines can be. Hard work for the win, but victory becomes all the more satisfying because of it.



Alvin: Well, i feel that the army has used a lot of the new advantages from the latest release of the Space Marines codex, and it's very tough to beat...

Monday, March 16, 2009

Da Orky taktikz - Battlewagon vs Trukk

I recently played a 700 point game with my Orks. This is the army list that I've used...

HQ
Warboss with Power Klaw, eavy armour, Cybork Body, Boss Pole, kombi-skorcha and an attack squig

Troops
5 Nobz, 1 Painboy
4 Big choppaz, 1 power klaw, all of them had cybork bodies and eavy armour.

20 Shoota Boyz

Heavy Support
Battlewagon with 3 big shootas, armour platings, deff rolla, and a red paint job.

Transport
Trukk with wreckin' ball, boarding plank, red paint job.

Now, the focus is on the 2 vehicles...

Ork Battlewagon: This big thing costs only 150 points and it's an Ork version of a Land Raider! The benefit of this big wagon is that you can fit 20 boyz in there and not to mention, it can move 7" and the 20 boyz in there can fire at will... Not to mention, it provides protection for the boyz too, I feel like buying more Battlewagons, it's just too good not to take more...

The deff rolla can really cause mayhem especially towards infantry, it's way worth it's points. Always bring one!

Ork Trukk: An Ork Trukk is way cheaper though it carries less models, but it's enough for 10 Nobz and a Warboss to ride it. Having the capability to allow anything inside to shoot out, it also serves as a fear factor on the table.

The boarding plank can scare away other vehicles and the wrekin' ball is just scary, nobody would want to go near this thing, especially when there are Nobz in it!

Over all, I will definitely think of getting more Battlewagons and Trukks for my future games. Have a good day!

"Been really busy these days, assignments, presentations and events going on, my sleeping time has reduced immensely, what about my hobby time?"

Sunday, March 8, 2009

The Baiting System - To bait or not?

After playing my Doom Angels for some time, I've noticed that the baiting system is really helpful. Players may or may not set up baits for the opponent, depending on playing styles and army types.

What is a bait?

A bait is when a player intentionally puts a unit to attract the opponents attention, normally for the opponent to assault, shoot, or move closer towards the bait.

If the opponent assaults the bait, there is a high chance for the opponent to wipe that squad out, which leaves them in the open for fire. In the case of my Doom Angels, I use a squad of marines as bait, then prepare a counter charge behind, this is my currently used tactics and it does cost me a lot as a squad of Assault Marines are quite pricey (Codex: Blood Angels).

Shooting a bait draws fire from the core "damage dealing" part of the army, which causes the opponent distraction as a higher threat moves in. It's like facing a brood of Tyranid Gaunts, shooting them can thin them down, but are you gonna stand and shoot or run from the advancing Genestealers?

You should do your best to ignore baits, unless you can wipe them out by a good round of shooting and still hold your ground, you're good.

Direct Bait

Direct baits are baits that are obviously set up in front of you. Normally these baits have a low level of threat and is just a  juicy target to go for.

Indirect Bait

Indirect baits are more interesting. These happens when a player brings out everything they have and they all have an extremely high threat level this will definitely confuse the opponent to think what they have to shoot first. Shooting one thing can mean that the other survives to cause a lot of damage.

Imagine this, within 12" you have a Broodlord with his Genestealers, a flying Hive Tyrant, a close-combat Carnifex somewhere behind the Carnifex a brood of leaping Tyranid Warriors that has Strength 5, Initiative 5 and they can rend. What do you shoot first?

In this case, I would ignore the Carnifex open fire at the Broodlord and his Genestealers, these things can mow down anything in close combat and the Carnifex is just to slow to do anything. Yes, the Hive Tyrant will cause damage, but if you were to calculate, a charging Hive Tyrant only has a maximum of 6 attacks, but a Broodlord alone already has 5 and not to mention, the Genestealers.

If you are a close combat army, it's best to give up a flank and reposition to slowly pick off the slower moving things in the army, it also depends on how you would want to deal with the baits.

Let me know how you use or think about the baiting system by commenting in this post, players should learn about this to ensure that they do not repetitively lose without realising they're falling into traps.