Sunday, January 30, 2011

Deathwing Pseudo-BatReps

Okay, sorta batreps..more like result-reps. I'm collating (from memory) 3 games over the last 2 weeks.
Due to trying to reconstruct from memory, I cannot guarantee my opposite number's lists are represented with greater than 80% accuracy.

Game 1 vs 'Nilla Marines (1850)
2x rhinos
1x HB razor
2x Devs (4x HB/4x Lascannon)
4x Tacs (melta/?)
Vanguard Vets
Chappy

1850 pure DW (6 squads with Belial and Command termies)

Battle Missions (the Daemon mission that continues until all are dead)
My DW played the Daemon role, which was appropriate for the Deployment option.

It wound up going until turn 6, with the DW wiping him out.
His army was a diverse one, but not tournament optimized (was never built for that, so not a dink...just a fact). Was a fun matchup, with me losing an entire DW squad on my first half drop due to mishap. Scary moment, but was compensated for when my one non-standard squad (all p-fists and c-fists, no storm shields) made 6x crux saves in one shooting phase the next turn.
Average rolls for both players throughout the game showed the strength of the DW vs a non-optimized list. His V-Vets definitely put a LOT of pain into the termie command squad when they hit it, but not getting of the DS charge when they first came in let me position for last two turns without interference.

DW Win

2nd game v pseudo Logan-Wing (2000)
Logan
2x tooled PA runepriests
1x tooled PA wolfpriest
10x WG (2x Cyclone termies, 8x PA)
(3) 5x WG (1x Cyclone termie, 4x PA)
(2) 6x LF (2x Lascannon, 3x ML)
(1) 6x LF (3x MM, 2x HB)

My DW had been fixed since last game, with all squads (but command) std config (see DW list here: ( http://exitusactaprobat1.blogspot.com/2011/01/deathwing.html ) With the addition of a RW attack squadron (7 models, 2x melta, 1x MM Attk Bike, 1x Pfist).

Mission Capture/Control, Pitched Battle.

I just couldn't manage the central/mobile LoganFang squad + the 4x super characters. It went to t-6, and not until t-4 was it conclusively a loss, but it emphasizes the OP of Space Wolves. DW may have answers for IG, but I don't think we'll see an answer to SW until another codex or two. (my die rolling did not help, I spent a Saturday with dice hate...they REALLY hated me. failing to wound with 5 TH hits on t-4 was just barely worse than the norm for this or the next game. against Loganwing, that is NOT an option.)
No mistakes on either side. The bikes did precisely what I wanted them to, delivering DW assault where I wanted it right off. Was actually a good game, regardless of my frustration (which expressed itself in me getting pissy...I hate games like that, but when I'm playing with a friend I have a tendency to let my barriers down).

Loganwing Win

Game 3 v Witch hunters (1500)
Inq Lord (scourging, gear, 3x plas 1x mystic retinue,Chimera [SL/HF])
Inq (scourging + some gear)
Inq (scourging + some gear)
Callidus Assassin
(4) IST (2;2x plas/2;2x melta) each w/Chimera (SL/HF)
3x Excorcist

My list (roughly) 5x aforementioned DW units+Grey Knight GM(w/TeleH and SS).

Mission Seize Ground/Spearhead (5 obj)

Dice hate abounds, but still managed a draw. had it ended turn 5 he would have won by 1 obj. I managed to steal the initiative, and with my 1st turn of shooting I neutered virtually all his non-excorcist shooting, and lost only 2 terminators.
I advanced, sniping Chimeras and generally trying to create mayhem.
Then the dice hate began, and I started losing terminators to stupid shite...like assaulting ISTs etc.
I managed to hold two objectives with my single remaining 4 man DW squad, while he held 2 with a 3 man squad that refused to break (or be successfully assaulted) and a single backfield unit that never was shot at.
In the end he had 2 IST units(one down to 3 men), 2x excorcists, a free roaming INQ lord and an immobilized chimera.
I had the 4 man termies.

I made some (intentional) errors in the beginning, specifically to see if I could walk into the Excorcists across the board. Had my rolling been average late-midgame, I could have. Run and DT rolls were poor, as were FNP and std saves. Unlike the very first game, also my standard crux saves failed me. Was a good see-saw game with a lot of tension midfield/late game. Would love to do that one all over again with more aggressive drops.
I think more aggressive drops could have cracked this one much faster, will go at it again. I DID miss the drops off the Ravenwing though.

DRAW


Upon reflection,
JEEBUS I'm happy!
I haven't been satisfied with a Deathwing(or DoubleWing) game since 5e and the advent of the 5e Space Marine codex.
I am happy that Dark Angels have become somewhat viable again. I am also VERY happy to see that they are not a point-click win (not that I really believe in those per-se) army, but require real focus and application while still being somewhat competitive.
I see, other than the obvious low model-count issues, their biggest weakness will be piss-poor psyker defense. When the new Grey Knights 'dex comes out, the loss of a GK hero for Ldr-10 p-hood is going to be a kick. Having used a std DA libby-terminator in the 2nd game, I know that ldr-9 sucks for p-hoods. I think I stopped ONE Runepriest power in 6 game turns.
Their 2nd biggest weakness is also one of their greatest strengths. Fearless. Though this may not have a HUGE impact on the Terminators, if using a DoubleWing config, it can finish off a Bike squadron in CC lickity split (and an additional wound from resolution, though unlikely, into a small terminator squad can really put you in a bind). Just give me stubborn ldr-10 instead of fearless, I'll be happy then! ;)

Overally, I approve of this FAQ!!! :)

Saturday, January 29, 2011

Deathwing Sabotaged!!!

When one declares an army finished,
one should NOT leave them accessible to a jealous animal...
(I was painting instead of giving her a warm lap she kept demanding the last few days. She gets ornery when cold. LOVING and ornery, but her lap must be supplied.)

The cat has absconded with one of my THSS terminators...I think I shall have to prime and paint her as a stand in until found.

Wednesday, January 26, 2011

Deathwing








annnnndd...finsished.

Kinda easy, considering I had them before and just had to tweak a bit of painting, but my painting time is limited.
approx;
Belial
Terminator Libby
1ea; Terminator squad(3x THSS/1xApothecary/1x Chainfist/1x banner/1x Cyclone)
5ea; Terminator squad(3x THSS/1x LC/1x Chainfist/1x Cyclone)

the Libby is for P-Defense, as the GK equivalent is going to be right-out soon.

aiming for 1850(points here are actually, 1780)

I have the Ravenwing to bring it up (and dbl-wing it) just need to play a bit more to figure out configurations.

Gatecrashers FTW.

Wednesday, January 5, 2011

DE 2k after the Orks...

2000pts

-Haemonculus w/Webway Portal.
-Haemonculus w/Webway Portal.

-Trueborn (x3) w/Blaster x3
Venom w/xtra Splinter Cannon
-Trueborn (x3) w/Blaster x3
Venom w/xtra Splinter Cannon

-Warriors (x6)
Raider w/Dark Lance; Shock Prow
-Warriors (x5)
Raider w/Dark Lance; Shock Prow
-Warriors (x5)
Raider w/Dark Lance
-Warriors (x5)
Raider w/Dark Lance
-Wyches (x10) w/Hekatrix(agonizer);S-net&Impaler; Hydra G
-Wyches (x10) w/Hekatrix(agonizer);S-net&Impaler; Hydra G

-Beastmasters w/5x BM; 6x Khymera; 6x Razorwing
-Beastmasters w/5x BM; 6x Khymera; 6x Razorwing

-Ravager w/3x Dark Lance; Flickerfield
-Ravager w/3x Dark Lance; Flickerfield
-Ravager w/3x Dark Lance; Flickerfield

Addresses some issues AND ups the anti-troop a bit.
has the added advantage of being precisely 2k, so no wasted points (so to speak).

Beginning to toy with the idea of re-incorporating Reavers.

Sunday, January 2, 2011

DE vs Orks 2k

2000pt Dark Eldar vs Orks
My list:
-Haemonculus w/Liquifier Gun; Venom Blade; Webway Portal.
-Haemonculus w/Liquifier Gun; Venom Blade; Webway Portal. (HQ= 200pts)
-Trueborn (x3) w/Blaster x3
Venom w/xtra Splinter Cannon
-Trueborn (x3) w/Blaster x3
Venom w/xtra Splinter Cannon (elites=292pts)
-Warriors (x5)
Raider w/Dark Lance; Flickerfield
-Warriors (x5)
Raider w/Dark Lance; Flickerfield
-Warriors (x5)
Raider w/Dark Lance; Flickerfield
-Warriors (x5)
Raider w/Dark Lance; Flickerfield
-Wyches (x9) w/Hekatrix(agonizer/PGL);Shardnet&Impaler
-Wyches (x9) w/Hekatrix(agonizer/PGL);Shardnet&Impaler (troops=740pts)
-Beastmasters w/4x BM; 5x Khymera; 4x Razorwing; 1x Clawed Fiend
-Beastmasters w/4x BM; 5x Khymera; 4x Razorwing; 1x Clawed Fiend (FA=416pts)
-Ravager w/3x Dark Lance; Flickerfield
-Ravager w/3x Dark Lance; Flickerfield
-Ravager w/3x Dark Lance; Flickerfield (HS=345pts)

His list: (from memory, roughly)
Warboss (loaded with Klaw and eavy armour plus all the upgrades he could get)
Warphead
Nobz x10 (painboss, multiple Klaws and Uge choppas/painboy/max allocation)
Shootasx30 (Nob/Klaw/Pole/3x big shoota)
Sluggasx30 (Nob/Klaw/Pole/3x hvy weapons)
Sluggasx30 (Nob/Klaw/Pole/3x hvy weapons)
Ard Boyzx20 (Nob/Klaw/Pole)
3x Trakks (twin rokkits)
3x Killa Kans (twin rokkits/armour plates)
3x Killa Kans (Grotzookas/Armour plates)
Deff Dread (3x CCW/Skorcha)

Mission DOW/5 objectives.
Terrain: 3 story building off-center in one half of table(completely in one table half, but on the line), two ruins starting approx 8” from opposite table edge and about 1.5’ from each table side. Small woods scattered about, a few hills. About 25%(ish), but lighter than I like on taller/blocking etc.
Objectives placed centrally and approximately one central in each quarter (big X).
I win roll to deploy/go first, and defer.
He deploys Shoota mob in central building (just in scoring position off center objective) and a Slugga mob(w/Warphead) to my right on another objective in a large wood.
I deploy nothing.
I do NOT seize the initiative.

Turn 1:
-Top; the tide moves on. He brings a unit of Kans on in the centerline of each quarter. On my left he supports Kans with the Ard Boyz, Deff Dread and a unit of Sluggas (the sluggas are stretched to approach the rear of the building in his center as well, behind the Ard boyz who make it to a woods). On my right he supports Kans with the Trakks and the Boss/Nobz (behind the Slugga/Warphead mob in the woods).
No targets to shoot, so he runs. All 4s and 5s pretty much puts him on every objective in his half, and in cover.
-Bottom; I bring on everything but the Wyches and Beasts. One Venom dives into a building on my left/center (survives) and Haemonc jumps out to drop webway threatening the central objective. One Raider pushes 12” into a building on my right (surivives) and Haemonc jumps out to drop webway. The rest of my vehicles push forward up the left board-edge at maximum shooting speed. Venoms fire and kill 5 orks from the slugga mob on my left. Lances fire and kill….nothing. I think I blew a rokkit off the Trakks and a rokkit off a Kan (though I shook the other two kans in that unit, hurting his shooting at my left flank).

Turn 2:
-Top; the tide flows into solid positions, supporting squads and consolidating positions. He brings his damaged slugga mob closer to the back of the 3 story building to support the shootas. He brings the Kans forward to threaten with shooting and draw fire. The Dread moves up the center. His shooting phase nets him….a dead splinter cannon on a Venom. (at this point, we both decided shooting sucks).
-Bottom; Reserves net me 1 Wych Squad and 1 Beast Squad. Hoping to pull him into committing off center, I bring them both in from my right side Webway. With fleet rolls, BOTH units get into charge range of his slugga/warphead mob. I managed to immobilize my right side raider trying to fly out of the building, so the unit just stays put to contribute to the central fire lanes. I move a blaster bomb squad (trueborn) with venom up to the central objective (they jump out to add weight of fire). The left flank moves up toward the kan mob, and the Ravagers take sniping positions to left of center. I fire, killing the left Kans, Deff Dread and Trakks (as well as 5 more orks from the left side Sluggas). Assault Phase puts my Wyches and beasts into the Warphead’s Sluggas. Much gnashing of teeth later (my rolling bites) and he loses a whopping 15 orks…AFTER resolution. I lost a 3rd of my Wyches, a Khymera and a Beastmaster.

Turn 3:
-Top; He brings the wounded unengaged sluggas fully into the building backing the shootas. He pushes the Ard Boyz forward (while they still claim their objective, they now have threat range to center as well) and brings Kans/Boss/Nobz into charge range of the furball to my right. His shooting kills the Blaster squad and attendant Venom in the center and blows a Splinter Cannon off the other venom. He charges and wipes the Beasts out (everything made it), drops the Wyches down to half (they break and get away)while he loses the remainder of the Slugga mob (the warphead lives). His consolidations nets him 1”, 1” and 2”. He curses.
-Bottom; Both remaining reserves come in, and the beasts followed their counterparts out of my right portal. Wyches popped out of my left portal and parked on an objective (in cover). Movement is just repositioning for cover/positioning for turn 5. Every lance and splinter weapon in my army fires at Nobz/Boss (who are in cover). I got what I was hoping for when he went to ground. I then charged the Kans. Killed a Klaw, blew a Kan and shook a Kan.

Turn 4:
-Both sides of the turn were rife with bad rolls. After positioning and gunning on both sides he netted a dead Venom, dead blaster squad and some dead beasts. I killed the final Kan, put two wounds on Nobz and killed some Ard Boyz. I darted forward to contest an objective and try to put off the Ard Boyz…who made EVERY SINGLE COVER SAVE.

Turn 5:
-It really ceased to be a dance and became a slugfest. The Nobz+Boss came in and wiped Beasts(ending on the objective), his shooting did virtually nothing. My shooting finally put pain into the Nobz (cutting them in half). At this point, end of turn, it would have been a draw (as splinter fire had utterly failed to shift the Ard Boyz now down to 9). I rolled, game continues.

Turn 6:
-it’s turn 5 all over again, but while his fire was ineffective, mine wiped his Boss+Nobz. I again failed to shift the Ard Boyz, but he could not reach my two home objectives (controlled) or shift my Flat Out grabbing skimmers.
Game end…DE win 2 objectives to 1.

Had there been a 7th turn, the game would have again become a draw, or even possibly a win for the Orks. Sign of a good game is DEFINITELY a see-saw of dominance.

He didn’t have enough shooting, which allowed me a bit of leeway for my bad dice turns (which I had…in abundance).

The game did let me test my anti-infantry weaknesses, and let me see how the army performed with sub-par rolls.
There were few good targets for my Lances, reducing the investment efficiency there.
My CC rolls were below average at best…atrocious for a turn.
My shooting was average, but only over the game…turns went up and down.
His cover saves were tremendous. The amount of fire I put down should have had as many dead orks by end of 3 as there was end of 5.

Though he was not playing a serious tourney list, he still made me play out of the box and work outside of a comfort zone.

Lessons:
-If I can’t rely on games averaging out, I have to compensate. I need more beasts.
-Flickerfields do NOT need to be on all my vehicles. Dropping them from Raiders will net me 40pts for beasts.
-Blaster bomb squads are iffy when faced with little armour/MC. I will have to face a few LRaider/more IG Mech before I decide to keep these guys in their current incarnation.
-I may want another venom.
-I am not worried about PfP in this list.
-I missed a beatstick, but at the same time I didn’t. sometimes they’re good to draw fire, and that’s where I missed an ‘obvious target’ unit moreso even than its use.
-I need more Wyches in the squads (and I think I may dump PGL in favor of Haywire/nothing).
-I may need Shock Prows. My inability to shift the ‘Ard Boyz unit off of its objective could have cost me the game. Tank Shock availability would have given me greater opportunities to do this.