Well, I am back with my internet ramblings about gaming. I recently had the good fortune to play at a tournament at FTW games again in Richmond Virginia. It is a great store with a great owner and I am glad to be able to play there. I have a couple of little nitpicks from the tournament though, maybe every tournament I have gone to but just never said, nothing major, just small stuff.
1 - Imperial Armore Apocolypse II
Ok, this is a great supplement, it gives you more options for armies then what is already out there and they do have some amazing models. They also though are a form of expansion rules for Warhammer 40K that most people will not have access to. In the rulebook there is some confusion surrounding the whole use of the Warhammer 40K and the Apocolypse icons used in the book. My understanding of the point behnd those two symbols is that you can tell at what kind of level they should be played at. There are some though who believe that this is an indication that the models witht he "Warhammer 40K" stamp are intended for normal use and tournament play. I need to personally look through the book myself one of these days but I do recall that it has been said that there is a small blurb that still states that the units in the book still require yoru opponents permission just like with any other version of an IA supplement.
The only real reason I bring this up, had it beenknown that IA Apoc II was allowed in the tournamant then I woudl have been prepared with a much better tau Commander then my standard suit. I also woudl not have had a OMGWTF moment when I faced 2 huge squads of Grot Tanks and some kindof mad max looking ork vehicle that I had no idea what it was as well as 2 gigantic Killa Kans that looked like they were some awwful spawn of a Dreadnight and a Killa Kan.
2 - Gamer Funk
This is sort of self expanitory, but unfortunately needs to be said. You are goingg to an enviroment where the humidity will be high there will be tenson and sweating, a great many peopel will be bumping into each other and shuffling around, yelling and talking and the tempature will get pretty high. Shower first. If you smell like any kind of bodily fluid, wash yourself before attending. If you are in a mood not to wash yourself, not to clean yourself up, not to smell halfway decent at the beginning of the tournament, then please, dont come. you make the experience very poor for those of us who are forced to play next to you or against you.
The reason I bring this up is that at any venue I have been to there have been players who, for one reason or another, feel that they they are exempt from the common courtiousies of modern society which includes being clean and not smelling like thier own excrement, or of horrible BO, or like Onions. I understand life is tough, I wont take depression or "I dont have a job" or "I smell from my job" as an excuse, I am unemployed and a pretty good candidate for zoloft right now, when I worked I was working in a very dirty enviroment, depressed, not depressed, bad or good mood, I shower before going to the game store or a tournament. I am not trying to be a mean sprited person. I have played games where the people I play against havent bathed in a long time and at the end of that 8 hours they can overpower an entire table with thier odor.... I know nurgle can grant Noxious Touch and Cloud of Flies, that doesnt mean you have to have them in real life.
3 - Scheduling
This isnt so much for one side or the other about runnign in a timely manner or playing in a timely manner as much as it is somethign for both and can be cut down into a few little sub sections.
There are a few basic rules I woudl suggest
Player Scheduling -
Make sure you have enough time to play through the whole tournament
Emergencies happen and people have to leave sometimes, but when you know you go to work at 5 and the tournament begins at 12, dont sign up or play, all you are doing is messing up someone elses experience when mid game you tell them that you have to leave and go to work leaving them hanging mid game
Dont run over the break
Not alot to say here, the breaks are the length they are for a reason
Dont slowhammer
Slowhammer is just stupid, slow, boring and rude.
Venue Scheduling -
Start when you say you will
I have been many places and played a good number of events, it always starts to suck late
Players running over breaks
If you have a player or pair of players running over breaks, they just dropped for that round and get a draw score if they do happen to show up for round 3. Starting late sucks, having rounds shortened and goign home really late really sucks after spending 8+ hours in a packed store with a ton of other gamers and by now everybody is covered in Gamer funk.
I dont want people to think I am just rambling and ranting to rant. I enjoy myself at most of the tournaments I have attended. I love my local stores FTW Games and The Game Vault and fully believe in supporting both of them as it helps the local economy and gives me and my friends a place to play.
Support your local stores
Support your favorite games
Support your gaming community
and most of all, have some good CLEAN fun
Monday, December 19, 2011
Friday, December 9, 2011
Restoring old Crons
today I am delving into something which annoys me, bugs me, drives me absolutely insane, and in all honesty needs to be answered. a Friend of mine plays Necrons. He just got his new codex and through some trading he got some very damaged Warriors, a monolith ,a banged up tomb spyder....errrrr....canoptek spyder, and a bunch of scarabs.
The scarabs are in decent shape, not really too much you can do to screw those up. the warriors...... not so much. The guy had about half of them crawling on the ground and the other half standing. Ok, so about 30 warriors just became trash. The Spyder is missing 2 legs. Easy enough to fix at a later date. We finally reach the monolith. This thing is beyond ugly. The walls are so poorly put together that you can look through it from one corner to the other, the crystal is messed up, the gateway is pretty well mauled, this thing was toast when I got my hands on it. I was able to pop out all the clear green pieces and take the entire monolith apart to rebuild it. The edges on the pieces all had to be shaved and sanded and then after it was assembled Green Stuff had to be used to fill any slight gaps and get a true squareness to the outer edges of the body again. The crystal had a giant gap in it and all the sides were pretty well messed up, so some more Green stuff and a lot of sanding and it is the right shape again. The crystal was primed, painted Snot green and using a mixture of snot and scorpion green now has the look of lightning running through the crystal. The gateway will probably get the same treatment and finally the monolith is probably going to be black with scorpion green in the crevices and metallics where appropriate with a 'ardcoat finish......
All of that rambling though brings me to my point. Why didnt GW just opt for either solid colored pieces for the crystal, gateway, green tubes and so forth, especially given the fact that now the different necron dyntasties appear to use different colors. I understand that the argument cant be made of "well they didnt know they were going to do that" Ok, I will concede that point, but what about just some good ole replacement parts being made available. I mean honestly, I am sure that if they were to sell just a ton of green tubes, the crystal, and gate for a monolith you wouldnt see some of the hack jobs that exist out there now on these things after they have been painted over about 10 times.
Well anyway, I think with the rise of the necrons as it were they should explore the options of releasing a monolith crystal and tube kit simply because there will be a number of Monoliths on the secondary market changing hands and quite frankly I would rather be in the market to make some money off the secondary market and people attempting to restore the broken down monliths they get in trades instead of sitting on the sideline offering only the full kit for peple to purchase. I guess the only kind of comparison I can make is this. While GW doesnt really want to support a secondary market to repair broken down models as much as just sell new ones, Car manufacturers dont really want to do it either. They do though because to not do it makes it much easier for aftermarket companies to step in and fill the void and make a profit on someting you developed in the first place if you dont make parts available, or has GW not learned its lesson from the Thunderwolf Cavalry.
The scarabs are in decent shape, not really too much you can do to screw those up. the warriors...... not so much. The guy had about half of them crawling on the ground and the other half standing. Ok, so about 30 warriors just became trash. The Spyder is missing 2 legs. Easy enough to fix at a later date. We finally reach the monolith. This thing is beyond ugly. The walls are so poorly put together that you can look through it from one corner to the other, the crystal is messed up, the gateway is pretty well mauled, this thing was toast when I got my hands on it. I was able to pop out all the clear green pieces and take the entire monolith apart to rebuild it. The edges on the pieces all had to be shaved and sanded and then after it was assembled Green Stuff had to be used to fill any slight gaps and get a true squareness to the outer edges of the body again. The crystal had a giant gap in it and all the sides were pretty well messed up, so some more Green stuff and a lot of sanding and it is the right shape again. The crystal was primed, painted Snot green and using a mixture of snot and scorpion green now has the look of lightning running through the crystal. The gateway will probably get the same treatment and finally the monolith is probably going to be black with scorpion green in the crevices and metallics where appropriate with a 'ardcoat finish......
All of that rambling though brings me to my point. Why didnt GW just opt for either solid colored pieces for the crystal, gateway, green tubes and so forth, especially given the fact that now the different necron dyntasties appear to use different colors. I understand that the argument cant be made of "well they didnt know they were going to do that" Ok, I will concede that point, but what about just some good ole replacement parts being made available. I mean honestly, I am sure that if they were to sell just a ton of green tubes, the crystal, and gate for a monolith you wouldnt see some of the hack jobs that exist out there now on these things after they have been painted over about 10 times.
Well anyway, I think with the rise of the necrons as it were they should explore the options of releasing a monolith crystal and tube kit simply because there will be a number of Monoliths on the secondary market changing hands and quite frankly I would rather be in the market to make some money off the secondary market and people attempting to restore the broken down monliths they get in trades instead of sitting on the sideline offering only the full kit for peple to purchase. I guess the only kind of comparison I can make is this. While GW doesnt really want to support a secondary market to repair broken down models as much as just sell new ones, Car manufacturers dont really want to do it either. They do though because to not do it makes it much easier for aftermarket companies to step in and fill the void and make a profit on someting you developed in the first place if you dont make parts available, or has GW not learned its lesson from the Thunderwolf Cavalry.
Monday, December 5, 2011
What the Fudge?
I was poking around last night and:
1 Squad Vanilla Marines, 4 missile Launchers with a Las Plas Razorback is 225, 75 for the Razorback and 150 for the Squad
1 long Fangs Squad, 4 Missile Launchers with a Las Plas Razorback is 190m 75 for the Razorback and 115 for squad
Special Rules and Equipment
Long Fangs have Acute Senses, TSKNF, Counter Attack, Fire Control
The can re roll night fighting distances, if the pass ld when being assaulted the have +1 attack each, your normal TSKNF for Marines and if the Sgt doesn't shoot can split fire between two targets
Space Marines Have TSKNF, Signum
Standard TSKNF for Marines, If the Sgt doesn't shoot one guy can shoot at BS5
Statlines
LF - Vanilla Marine, 1 Better Ld
LF Sgt - Vanilla Marine, 1 Better Ld, 1 Better Attacks
SMD - Vanilla Marine
SMD Sgt - Vanilla Marine, 1 Better Ld, 1 Better Attacks
Wow!, what a way to make foot based anti-tank so unpopular for the Space marines. You have guys who cost on average 30 points for the vanilla marines with only 1 real special ability, the capability for one guy to shoot on a bs of 5, compared to guys who cost an average of 23 points who have a higher leadership, can see better at night, and can split fire between 2 targets if their sgt doesn't shoot. How is that fair?
In all honesty I have a friend who is really interested in playing Marines. I don't think the whole runes and wolves appeals to him so much, to my fiance, yes it does, but to me, no. Anyway. He has seen the effectiveness of the LasPlas razorback in Space Wolf lists, he likes the vehicles, just don't think he is into the runic Celtic-American Indian-viking vibe the SWs give off. So, here is my conundrum. I want to get him something nice for Christmas (Las Plas Razorback). I understand I will have to build the turret, ok, completely doable, but I don't want him to look at it then look at the points costs of the Devastators and say "ouch man, why is your lady's Long Fangs sooo much better then my Devastators at almost a third of the cost?"
I know, your saying well why doesn't he just use the Razorback to run some scoring guys around anyway? well, in time I am sure there will be enough of them to do it. Until then though, the setup supports Devastators really well and he likes Devastators, so who am I to argue?
So, unless AB is wrong (I would verify the points costs though my SW codex but it is in a box somewhere still not unpacked yet) I smell a conspiracy to get the boys in blue to run with Whirlwinds and Land Raiders all day long.
1 Squad Vanilla Marines, 4 missile Launchers with a Las Plas Razorback is 225, 75 for the Razorback and 150 for the Squad
1 long Fangs Squad, 4 Missile Launchers with a Las Plas Razorback is 190m 75 for the Razorback and 115 for squad
Special Rules and Equipment
Long Fangs have Acute Senses, TSKNF, Counter Attack, Fire Control
The can re roll night fighting distances, if the pass ld when being assaulted the have +1 attack each, your normal TSKNF for Marines and if the Sgt doesn't shoot can split fire between two targets
Space Marines Have TSKNF, Signum
Standard TSKNF for Marines, If the Sgt doesn't shoot one guy can shoot at BS5
Statlines
LF - Vanilla Marine, 1 Better Ld
LF Sgt - Vanilla Marine, 1 Better Ld, 1 Better Attacks
SMD - Vanilla Marine
SMD Sgt - Vanilla Marine, 1 Better Ld, 1 Better Attacks
Wow!, what a way to make foot based anti-tank so unpopular for the Space marines. You have guys who cost on average 30 points for the vanilla marines with only 1 real special ability, the capability for one guy to shoot on a bs of 5, compared to guys who cost an average of 23 points who have a higher leadership, can see better at night, and can split fire between 2 targets if their sgt doesn't shoot. How is that fair?
In all honesty I have a friend who is really interested in playing Marines. I don't think the whole runes and wolves appeals to him so much, to my fiance, yes it does, but to me, no. Anyway. He has seen the effectiveness of the LasPlas razorback in Space Wolf lists, he likes the vehicles, just don't think he is into the runic Celtic-American Indian-viking vibe the SWs give off. So, here is my conundrum. I want to get him something nice for Christmas (Las Plas Razorback). I understand I will have to build the turret, ok, completely doable, but I don't want him to look at it then look at the points costs of the Devastators and say "ouch man, why is your lady's Long Fangs sooo much better then my Devastators at almost a third of the cost?"
I know, your saying well why doesn't he just use the Razorback to run some scoring guys around anyway? well, in time I am sure there will be enough of them to do it. Until then though, the setup supports Devastators really well and he likes Devastators, so who am I to argue?
So, unless AB is wrong (I would verify the points costs though my SW codex but it is in a box somewhere still not unpacked yet) I smell a conspiracy to get the boys in blue to run with Whirlwinds and Land Raiders all day long.
Wednesday, September 28, 2011
Tuesday, September 20, 2011
Ard Boyz 2011
I made it to the second round of the Ard Boyz this year. This is a short wrap up of the second round as I didnt do one for the first.
I played at the Game Vault this year in the second round. I know I hae mentioned it before but it is a great store and if there is anyone coming by Fredericksburg they should swing by. I digress.
First of all my army going into round 2 consisted of:
I played at the Game Vault this year in the second round. I know I hae mentioned it before but it is a great store and if there is anyone coming by Fredericksburg they should swing by. I digress.
First of all my army going into round 2 consisted of:
Sunday, September 18, 2011
Monday, March 21, 2011
Final results for Battle For The Cure 2011
Well, I have the final results for the BfTC 2011. I finished 9th in the overall score out of a total of a total of 14 players. In the painting competition I fared batter. In individual model, my Commander Farsight took 3rd, no prize awarded but there is a boost in my pride because of it. In the overall army painting I came in 8th. How that works out I have no idea. I am happy with the result though for Farsight. As far as my overall tournament score I do feel the first scenario put me in a position that I couldnt come back from.
To give you an idea of the first scenario mission it was pretty basic but also unbalanced with the right match ups. The scenario had the defender deploying in a 24 inch band in the middle of the table lengthwise and the attacker could deploy within 12 inches from each long table edge but couldnt be within 18 inches of an opposing model.
To further make it a lopsided affair you had to escort an objective from the center of the board off the table. This proved to be a problem at best as you could only move it 6 inches in any turn and you also were not allowed to move in your turn or assault unless you were either fearless or you passed a leadership test at the beginning of the units movement. This pretty much bogged Commander Farsight down as he couldnt get past his bubble-wrapping firewarriors. It wouldnt have been too bad if I were against guard or even vanilla marines. What made it bad was the fact that in addition to not being able to move faster then a snails pace my opponent was playing nids allowing him to run roughshod over the table.
Oh well, enough complaining about scenario balance. Im not sure what I am going to be attending next. I will be sure though to post once I know what it is. Maybe this time something down in Richmond with the Stony Point Refugees at FTW games.
To give you an idea of the first scenario mission it was pretty basic but also unbalanced with the right match ups. The scenario had the defender deploying in a 24 inch band in the middle of the table lengthwise and the attacker could deploy within 12 inches from each long table edge but couldnt be within 18 inches of an opposing model.
To further make it a lopsided affair you had to escort an objective from the center of the board off the table. This proved to be a problem at best as you could only move it 6 inches in any turn and you also were not allowed to move in your turn or assault unless you were either fearless or you passed a leadership test at the beginning of the units movement. This pretty much bogged Commander Farsight down as he couldnt get past his bubble-wrapping firewarriors. It wouldnt have been too bad if I were against guard or even vanilla marines. What made it bad was the fact that in addition to not being able to move faster then a snails pace my opponent was playing nids allowing him to run roughshod over the table.
Oh well, enough complaining about scenario balance. Im not sure what I am going to be attending next. I will be sure though to post once I know what it is. Maybe this time something down in Richmond with the Stony Point Refugees at FTW games.
Sunday, March 20, 2011
After Action Report
Well, I have just finished the Battle For The Cure at The Game Vault. The tournament was ok. It was for a good cause so I cant complain too much. The first scenario was against Matt. He played a Nid army. The army itself wasnt overpowering, the scenario though was a different story. Pretty much you ended up with an Attacker and a Defender. The attacker had to sit in the middle of the table on an objective. The catch was that in order to move you had to make a morale check to move if you werent fearless. For his nids that wasnt a problem since most were fearless, for the Tau though it was a paralyzing rule.
The second game ws a long range sniping game with a guard player which ended up being a tie. The final game was against a Chaos army which was very well designed and was very very close.
I am sure I will go into more detail later, right now though it is just late and I honestly dont have the energy to go into detail. I did pick up 16 kroot for 17 bucks at the auction after the tournament and a few DE for 10 bucks too. They are the old DE but Michel is interested in learnign to play them, or at least in collecting them.
I am considering running a list with 1 squad of 20 kroot and 12 kroot hounds as one squad. I figure a giant blob of pissed off kroot coming at someone might keep them from assaulting my fire warriors and crisis suits.
The second game ws a long range sniping game with a guard player which ended up being a tie. The final game was against a Chaos army which was very well designed and was very very close.
I am sure I will go into more detail later, right now though it is just late and I honestly dont have the energy to go into detail. I did pick up 16 kroot for 17 bucks at the auction after the tournament and a few DE for 10 bucks too. They are the old DE but Michel is interested in learnign to play them, or at least in collecting them.
I am considering running a list with 1 squad of 20 kroot and 12 kroot hounds as one squad. I figure a giant blob of pissed off kroot coming at someone might keep them from assaulting my fire warriors and crisis suits.
Friday, March 18, 2011
Last tourney
I didnt put anything up about it. At he last tournament I ended up placing dead middle of the field. My first game was against Blood Angels. I have said in the past and will say now that the Blood Angels are the bane of my Tau. My second game was against Space Wolves. I did surprisingly well against them as they didnt run roughshod over me. Finally I played against IG. In the last game I played against Imperial Guard who learned in short order not to get into a long range pissing match against the tau.
So basically first game was massacred, second was a minor victory and 3rd was a major victory. Overall a good tournament. Im hoping that the BattleFor the Cure goes much better for me.
So basically first game was massacred, second was a minor victory and 3rd was a major victory. Overall a good tournament. Im hoping that the BattleFor the Cure goes much better for me.
Friday, February 25, 2011
Getting ready
The next tournament is only 11 hours away. I have finished painting and washing al the minis I will need. I can only hope that I do well tomorrow. I will update the blog after the tourney with an AAR.
Sunday, February 13, 2011
Last RTT tourney list
At the For The Win Ard Boyz style tournament I pulled off a 5th place finish. The list I used for this was this one:
My HQ was made up of the following:
Commander Farsight
Crisis Bodyguard - Bonding Knife; Burst Cannon; Hard-wired Drone Controller; Plasma Rifle; Targeting Array; 2 Shield Drones
Crisis Bodyguard - Bonding Knife; Flamer; Hard-wired Drone Controller; Plasma Rifle; Targeting Array; 2 Shield Drones
Crisis Bodyguard - Bonding Knife; Hard-wired Drone Controller; Missile Pod; Plasma Rifle; Targeting Array; 2 Shield Drones
Crisis Bodyguard - Bonding Knife; Hard-wired Multi-tracker; Missile Pod; Plasma Rifle; Targeting Array
---------------------------------------------
This HQ and bodyguard unit did its job well, usually tieing up enemy units for a while as they would attempt to drop the unit on its approach or while it took potshots at them
---------------------------------------------
My elites consisted of:
Crisis Battlesuit 1 - Twin Linked Missile Pod; Targeting Array; Targetting Array
Crisis Battlesuit 2 - Twin Linked Missile Pod; Targeting Array; Targetting Array
Crisis Battlesuit 3 - Twin Linked Missile Pod; Targeting Array; Targetting Array
-----------------------------------------------
Each of these suits count as a separate squad and were able to act independently. This allowed me to use them to move anti-transport weapons out to the enemy's flank forcing them to move vehicles from what they believed were safe positions
-----------------------------------------------
My troops consisted of three identical squads:
5 Fire Warrior - Pulse Rifle x5
1 Shas'ui - Bonding Knife; Pulse Rifle
1 Devilfish - Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker; 2 Gun Drones - Twin Linked Pulse Carbines
5 Fire Warrior - Pulse Rifle x5
1 Shas'ui - Bonding Knife; Pulse Rifle
1 Devilfish - Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker; 2 Gun Drones - Twin Linked Pulse Carbines
5 Fire Warrior - Pulse Rifle x5
1 Shas'ui - Bonding Knife; Pulse Rifle
1 Devilfish - Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker; 2 Gun Drones - Twin Linked Pulse Carbines
-------------------------------------------------
The troops themselves were there more to allow the devilfish to count as scoring then anything else. They were each given a squad leader with a Bonding knife so if they did have to disembark they were able to regroup if reduced below half. The more important part of the units were the Devilfish with the multitrackers. This allowed them to move 12 inches and shoot thier burst cannon. This allowed the Devilfish to act as a sort of light gunship to harass light infantry and they did a very good job at it.
-------------------------------------------------
My heavy support section consisted of the following:
Hammerhead Gunship - Ion Cannon; Landing Gear; Targeting Array; Two Burst Cannons; Disruption Pod; Multi-Tracker
Broadside Battlesuit - Bonding Knife; Twin Linked Railgun; Twin Linked Plasma Rifle; Drone Controller; Team Leader; 2 Shield Drones
Broadside Battlesuit - Twin Linked Railgun; Smart Missile System; Target Lock
Broadside Battlesuit - Twin Linked Railgun; Smart Missile System; Target Lock
Sniper Drone Team - Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array; 3 Sniper Drones - Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array
Sniper Drone Team - Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array; 3 Sniper Drones - Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array
Sniper Drone Team - Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array; 3 Sniper Drones - Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array
-------------------------------------------------
To break down the performance of the heavy support I have to break it down to each one
The Hammerhead with Ion Cannon - It worked as a mobile marine killer. The Ion cannon and two burst cannons combined with the multitracker and disruption pod allowed the vehicle to keep light and medium infantry constantly under fire.
The Broadsides used Target Locks to allow them to fire at multiple targets. This allowed them to use their weapons to drop up to 3 vehicles a turn. The team leader had 2 shield drones and a bonding knife to add survivability to the unit.
The 3 sniper teams are taken as once choice but are separate units. This unit also helped to keep the enemy under constant fire and is also a pinning. the unit was only moderately successful in this and were better as a psychological weapon then a real threat on the battlefield.
---------------------------------------------------
I would love to have feedback on this. I am planning on running a similar list at the RTT at The Game Vault this month.
My HQ was made up of the following:
Commander Farsight
Crisis Bodyguard - Bonding Knife; Burst Cannon; Hard-wired Drone Controller; Plasma Rifle; Targeting Array; 2 Shield Drones
Crisis Bodyguard - Bonding Knife; Flamer; Hard-wired Drone Controller; Plasma Rifle; Targeting Array; 2 Shield Drones
Crisis Bodyguard - Bonding Knife; Hard-wired Drone Controller; Missile Pod; Plasma Rifle; Targeting Array; 2 Shield Drones
Crisis Bodyguard - Bonding Knife; Hard-wired Multi-tracker; Missile Pod; Plasma Rifle; Targeting Array
---------------------------------------------
This HQ and bodyguard unit did its job well, usually tieing up enemy units for a while as they would attempt to drop the unit on its approach or while it took potshots at them
---------------------------------------------
My elites consisted of:
Crisis Battlesuit 1 - Twin Linked Missile Pod; Targeting Array; Targetting Array
Crisis Battlesuit 2 - Twin Linked Missile Pod; Targeting Array; Targetting Array
Crisis Battlesuit 3 - Twin Linked Missile Pod; Targeting Array; Targetting Array
-----------------------------------------------
Each of these suits count as a separate squad and were able to act independently. This allowed me to use them to move anti-transport weapons out to the enemy's flank forcing them to move vehicles from what they believed were safe positions
-----------------------------------------------
My troops consisted of three identical squads:
5 Fire Warrior - Pulse Rifle x5
1 Shas'ui - Bonding Knife; Pulse Rifle
1 Devilfish - Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker; 2 Gun Drones - Twin Linked Pulse Carbines
5 Fire Warrior - Pulse Rifle x5
1 Shas'ui - Bonding Knife; Pulse Rifle
1 Devilfish - Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker; 2 Gun Drones - Twin Linked Pulse Carbines
5 Fire Warrior - Pulse Rifle x5
1 Shas'ui - Bonding Knife; Pulse Rifle
1 Devilfish - Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker; 2 Gun Drones - Twin Linked Pulse Carbines
-------------------------------------------------
The troops themselves were there more to allow the devilfish to count as scoring then anything else. They were each given a squad leader with a Bonding knife so if they did have to disembark they were able to regroup if reduced below half. The more important part of the units were the Devilfish with the multitrackers. This allowed them to move 12 inches and shoot thier burst cannon. This allowed the Devilfish to act as a sort of light gunship to harass light infantry and they did a very good job at it.
-------------------------------------------------
My heavy support section consisted of the following:
Hammerhead Gunship - Ion Cannon; Landing Gear; Targeting Array; Two Burst Cannons; Disruption Pod; Multi-Tracker
Broadside Battlesuit - Bonding Knife; Twin Linked Railgun; Twin Linked Plasma Rifle; Drone Controller; Team Leader; 2 Shield Drones
Broadside Battlesuit - Twin Linked Railgun; Smart Missile System; Target Lock
Broadside Battlesuit - Twin Linked Railgun; Smart Missile System; Target Lock
Sniper Drone Team - Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array; 3 Sniper Drones - Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array
Sniper Drone Team - Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array; 3 Sniper Drones - Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array
Sniper Drone Team - Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array; 3 Sniper Drones - Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array
-------------------------------------------------
To break down the performance of the heavy support I have to break it down to each one
The Hammerhead with Ion Cannon - It worked as a mobile marine killer. The Ion cannon and two burst cannons combined with the multitracker and disruption pod allowed the vehicle to keep light and medium infantry constantly under fire.
The Broadsides used Target Locks to allow them to fire at multiple targets. This allowed them to use their weapons to drop up to 3 vehicles a turn. The team leader had 2 shield drones and a bonding knife to add survivability to the unit.
The 3 sniper teams are taken as once choice but are separate units. This unit also helped to keep the enemy under constant fire and is also a pinning. the unit was only moderately successful in this and were better as a psychological weapon then a real threat on the battlefield.
---------------------------------------------------
I would love to have feedback on this. I am planning on running a similar list at the RTT at The Game Vault this month.
Tuesday, February 8, 2011
Tuesday, January 25, 2011
5th place finish
So, in the Ard Boyz style tournament at For The Win in Richmond I pulled a respectable 5th with my Tau. I'm now looking forward to the RTT at the Game Vault next month. The point value is 100 points less but I believe that it will carry with it a better outcome.
I think my main drawback was placement of units at deployment and thier effective use, this was especially telling against armored units where it was hard to bring my railguns to bear against an enemy.
I think my main drawback was placement of units at deployment and thier effective use, this was especially telling against armored units where it was hard to bring my railguns to bear against an enemy.
Saturday, January 22, 2011
Thursday, January 20, 2011
Mobile Gunline test results
In the past I have always had trouble with Tau gunline armies. It always seemed that I either couldnt move out quick enough when the enemy came to assault me or I couldn't take advantages due to openings. I also found myself usually lacking light vehicle popping abilities. I used a mix of Gunline and not Gunline today and well, for the first time I tabled my friend. I think I found my list for the RTT at For The Win games in Richmond. Here is the list, I hope it works good Saturday
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1850 Pts - Tau Empire Roster
HQ: Commander Farsight (11#, 561 pts)
1 Commander Farsight, 561 pts ((C:TE, pg. 44-45); Unit Type: Jump Infantry (Jet Packs); Hard-wired Target Lock; Shield Generator; Dawn Blade; Plasma Rifle; Acute Senses; Deep Strike; Independent Character; Relentless)
1 Crisis Bodyguard (Bonding Knife; Burst Cannon; Hard-wired Drone Controller; Plasma Rifle; Targeting Array)
2 Shield Drone (Shield Generator)
1 Crisis Bodyguard (Bonding Knife; Flamer; Hard-wired Drone Controller; Plasma Rifle; Targeting Array)
2 Shield Drone (Shield Generator)
1 Crisis Bodyguard (Bonding Knife; Hard-wired Drone Controller; Missile Pod; Plasma Rifle; Targeting Array)
2 Shield Drone (Shield Generator)
1 Crisis Bodyguard (Bonding Knife; Hard-wired Multi-tracker; Missile Pod; Plasma Rifle; Targeting Array)
Elite: Crisis Battlesuit (1#, 53 pts)
1 Crisis Battlesuit, 53 pts ((C:TE, pg. 34); Unit Type: Jump Infantry (Jet Packs); Twin Linked Missile Pod; Targeting Array; Acute Senses; Deep Strike; Relentless)
Elite: Crisis Battlesuit (1#, 53 pts)
1 Crisis Battlesuit, 53 pts ((C:TE, pg. 34); Unit Type: Jump Infantry (Jet Packs); Twin Linked Missile Pod; Targeting Array; Acute Senses; Deep Strike; Relentless)
Elite: Crisis Battlesuit (1#, 53 pts)
1 Crisis Battlesuit, 53 pts ((C:TE, pg. 34); Unit Type: Jump Infantry (Jet Packs); Twin Linked Missile Pod; Targeting Array; Acute Senses; Deep Strike; Relentless)
Troops: Fire Warrior (9#, 165 pts)
5 Fire Warrior, 165 pts ((C:TE, pg. 36); Unit Type: Infantry; Pulse Rifle x5)
1 Shas'ui (Bonding Knife; Pulse Rifle)
1 Devilfish ((C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker)
2 Gun Drones (Unit Type: Jump Infantry (Jet Packs); Twin Linked Pulse Carbines; Relentless)
Troops: Fire Warrior (9#, 165 pts)
5 Fire Warrior, 165 pts ((C:TE, pg. 36); Unit Type: Infantry; Pulse Rifle x5)
1 Shas'ui (Bonding Knife; Pulse Rifle)
1 Devilfish ((C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker)
2 Gun Drones (Unit Type: Jump Infantry (Jet Packs); Twin Linked Pulse Carbines; Relentless)
Troops: Fire Warrior (9#, 165 pts)
5 Fire Warrior, 165 pts ((C:TE, pg. 36); Unit Type: Infantry; Pulse Rifle x5)
1 Shas'ui (Bonding Knife; Pulse Rifle)
1 Devilfish ((C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker)
2 Gun Drones (Unit Type: Jump Infantry (Jet Packs); Twin Linked Pulse Carbines; Relentless)
Heavy Support: Hammerhead Gunship (1#, 130 pts)
1 Hammerhead Gunship, 130 pts ((C:TE, pg. 41); Unit Type: Vehicle (Tank, Skimmer); Ion Cannon; Landing Gear; Targeting Array; Two Burst Cannons; Disruption Pod; Multi-Tracker)
Heavy Support: Broadside Battlesuit (5#, 265 pts)
1 Broadside Battlesuit, 265 pts ((C:TE, pg. 40); Acute Senses; Bonding Knife; Twin Linked Railgun; Unit Type: Infantry; Twin Linked Plasma Rifle; Drone Controller; Team Leader)
2 Broadside Battlesuit ((C:TE, pg. 40); Acute Senses; Twin Linked Railgun; Unit Type: Infantry; Smart Missile System; Target Lock)
2 Shield Drone (Shield Generator)
Heavy Support: Sniper Drone Team (12#, 240 pts)
1 Sniper Drone Team, 240 pts ((C:TE, pg. 40); Unit Type: Infantry; Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array)
3 Sniper Drones (Unit Type: Jump Infantry (Jet Packs); Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array; Relentless)
1 Sniper Drone Team ((C:TE, pg. 40); Unit Type: Infantry; Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array)
3 Sniper Drones (Unit Type: Jump Infantry (Jet Packs); Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array; Relentless)
1 Sniper Drone Team ((C:TE, pg. 40); Unit Type: Infantry; Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array)
3 Sniper Drones (Unit Type: Jump Infantry (Jet Packs); Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array; Relentless)
Validation Report:
c-1. File Version: 1.12.0.0 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Enclaves: Tau Farsight
Roster satisfies all enforced validation rules
Composition Report:
HQ: 1 (1 - 2)
Elite: 3 (0 - 3)
Troops: 3 (2 - 6)
Fast: 0 (0 - 3)
Heavy: 3 (0 - 3)
Total Roster Cost: 1850
Created with Army Builder® - Try it for free at http://www.wolflair.com
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1850 Pts - Tau Empire Roster
HQ: Commander Farsight (11#, 561 pts)
1 Commander Farsight, 561 pts ((C:TE, pg. 44-45); Unit Type: Jump Infantry (Jet Packs); Hard-wired Target Lock; Shield Generator; Dawn Blade; Plasma Rifle; Acute Senses; Deep Strike; Independent Character; Relentless)
1 Crisis Bodyguard (Bonding Knife; Burst Cannon; Hard-wired Drone Controller; Plasma Rifle; Targeting Array)
2 Shield Drone (Shield Generator)
1 Crisis Bodyguard (Bonding Knife; Flamer; Hard-wired Drone Controller; Plasma Rifle; Targeting Array)
2 Shield Drone (Shield Generator)
1 Crisis Bodyguard (Bonding Knife; Hard-wired Drone Controller; Missile Pod; Plasma Rifle; Targeting Array)
2 Shield Drone (Shield Generator)
1 Crisis Bodyguard (Bonding Knife; Hard-wired Multi-tracker; Missile Pod; Plasma Rifle; Targeting Array)
Elite: Crisis Battlesuit (1#, 53 pts)
1 Crisis Battlesuit, 53 pts ((C:TE, pg. 34); Unit Type: Jump Infantry (Jet Packs); Twin Linked Missile Pod; Targeting Array; Acute Senses; Deep Strike; Relentless)
Elite: Crisis Battlesuit (1#, 53 pts)
1 Crisis Battlesuit, 53 pts ((C:TE, pg. 34); Unit Type: Jump Infantry (Jet Packs); Twin Linked Missile Pod; Targeting Array; Acute Senses; Deep Strike; Relentless)
Elite: Crisis Battlesuit (1#, 53 pts)
1 Crisis Battlesuit, 53 pts ((C:TE, pg. 34); Unit Type: Jump Infantry (Jet Packs); Twin Linked Missile Pod; Targeting Array; Acute Senses; Deep Strike; Relentless)
Troops: Fire Warrior (9#, 165 pts)
5 Fire Warrior, 165 pts ((C:TE, pg. 36); Unit Type: Infantry; Pulse Rifle x5)
1 Shas'ui (Bonding Knife; Pulse Rifle)
1 Devilfish ((C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker)
2 Gun Drones (Unit Type: Jump Infantry (Jet Packs); Twin Linked Pulse Carbines; Relentless)
Troops: Fire Warrior (9#, 165 pts)
5 Fire Warrior, 165 pts ((C:TE, pg. 36); Unit Type: Infantry; Pulse Rifle x5)
1 Shas'ui (Bonding Knife; Pulse Rifle)
1 Devilfish ((C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker)
2 Gun Drones (Unit Type: Jump Infantry (Jet Packs); Twin Linked Pulse Carbines; Relentless)
Troops: Fire Warrior (9#, 165 pts)
5 Fire Warrior, 165 pts ((C:TE, pg. 36); Unit Type: Infantry; Pulse Rifle x5)
1 Shas'ui (Bonding Knife; Pulse Rifle)
1 Devilfish ((C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon; Landing Gear; Disruption Pod; Multi-Tracker)
2 Gun Drones (Unit Type: Jump Infantry (Jet Packs); Twin Linked Pulse Carbines; Relentless)
Heavy Support: Hammerhead Gunship (1#, 130 pts)
1 Hammerhead Gunship, 130 pts ((C:TE, pg. 41); Unit Type: Vehicle (Tank, Skimmer); Ion Cannon; Landing Gear; Targeting Array; Two Burst Cannons; Disruption Pod; Multi-Tracker)
Heavy Support: Broadside Battlesuit (5#, 265 pts)
1 Broadside Battlesuit, 265 pts ((C:TE, pg. 40); Acute Senses; Bonding Knife; Twin Linked Railgun; Unit Type: Infantry; Twin Linked Plasma Rifle; Drone Controller; Team Leader)
2 Broadside Battlesuit ((C:TE, pg. 40); Acute Senses; Twin Linked Railgun; Unit Type: Infantry; Smart Missile System; Target Lock)
2 Shield Drone (Shield Generator)
Heavy Support: Sniper Drone Team (12#, 240 pts)
1 Sniper Drone Team, 240 pts ((C:TE, pg. 40); Unit Type: Infantry; Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array)
3 Sniper Drones (Unit Type: Jump Infantry (Jet Packs); Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array; Relentless)
1 Sniper Drone Team ((C:TE, pg. 40); Unit Type: Infantry; Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array)
3 Sniper Drones (Unit Type: Jump Infantry (Jet Packs); Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array; Relentless)
1 Sniper Drone Team ((C:TE, pg. 40); Unit Type: Infantry; Drone Controller; Networked Markerlight; Pulse Pistol; Stealth Field Generator; Targeting Array)
3 Sniper Drones (Unit Type: Jump Infantry (Jet Packs); Rail Rifle and Target Lock x3; Stealth Field Generator; Targeting Array; Relentless)
Validation Report:
c-1. File Version: 1.12.0.0 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Enclaves: Tau Farsight
Roster satisfies all enforced validation rules
Composition Report:
HQ: 1 (1 - 2)
Elite: 3 (0 - 3)
Troops: 3 (2 - 6)
Fast: 0 (0 - 3)
Heavy: 3 (0 - 3)
Total Roster Cost: 1850
Created with Army Builder® - Try it for free at http://www.wolflair.com
Friday, January 7, 2011
Tuesday, January 4, 2011
Lesson of the day, dont trust a Nurgle player
I'm considering the idea of running an additional Fireknife in my 1850 list and 2 "Suicide Suits" in their own squads. Basically what a suicide suit is is a suit with a Fusion Blaster, Plasma Rifle, and Targeting Array. You deep strike it in and hopefully blow something up. If it works, It rocks, if it doesn't work.......it just plains sucks, like dropping Marbo and not killing a single thing. Oh well. On to the lesson of the day;
My friend, who is going to 2 of the 3 events scheduled for my first quarter is here discussing army lists, and other miscellaneous stuff..... well, he farted so horribly and atrociously that it nearly ran all of us out of the room...... I guess he has Nurgle's Rot.
My friend, who is going to 2 of the 3 events scheduled for my first quarter is here discussing army lists, and other miscellaneous stuff..... well, he farted so horribly and atrociously that it nearly ran all of us out of the room...... I guess he has Nurgle's Rot.
The first of Many
Well, This is the first of my Blog posts for the year, and maybe further. I want to give you an overview of what I am doing here. My friend and I are planning on playing in as many local 40k tournaments as we can throughout the year. In addition we hope to explore the facets of a number of armies while learning more about our own and our primary armies. Personally I have a Imperial Guard and a Tau Army. The Guard Army is basically about 110 guardsmen and a Chimera, Leman Russ, 3 Sentinels, and Yarrick. Pretty much the blob from hell. The Tau army is slanted heavily towards Commander Farsight. The army consists of 3 Devilfish, a Pathfinder team, 50 Fire Warriors, a Hammerhead with the parts to make the Railhead, Ionhead, and Skyray, 3 Broadsides, 3 Sniper Teams, and about 20 Crisis Suits plus Commander Oshovah. Anyway. For the year I have planned already three events.
The first of these is in Richmond at FTW Games on January 22 2011. This is an Ard Boyz style tournament that is 1850 points and has no painting score, basicially just a rockem sockem robots feel to it. This is also the tournament I will be preparing for over the next couple of weeks. Info about it can be found here:
http://www.stonypointrefugees.com/viewtopic.php?f=33&t=4349
The second is a Rogue Trader tournament at The Game Vault in Fredericksburg VA on February 26 2011. There havent been any rules posted about this one yet. I am hoping though that this will be a good event as the last couple RTTs held there have been plagued with small problems more due to some of the players then the events themselves.
The last one I have lined up already is the Battle for the Cure 2011 on March 19 2011. This is also at The Game Vault. This is a 1750 point tournament with a twist in that you get bonus points for Breast Cancer ribbons, Pink units, and not taking vehicles (It is a cross-fundraiser for Walk for the Cure). I participated in this last year and am glad to be going back again. Specifics about this event, and the cause it is for can be found at the following sites:
http://www.thegamevault.net/forums/index.php?topic=4334.0
http://ww5.komen.org/
The first of these is in Richmond at FTW Games on January 22 2011. This is an Ard Boyz style tournament that is 1850 points and has no painting score, basicially just a rockem sockem robots feel to it. This is also the tournament I will be preparing for over the next couple of weeks. Info about it can be found here:
http://www.stonypointrefugees.com/viewtopic.php?f=33&t=4349
The second is a Rogue Trader tournament at The Game Vault in Fredericksburg VA on February 26 2011. There havent been any rules posted about this one yet. I am hoping though that this will be a good event as the last couple RTTs held there have been plagued with small problems more due to some of the players then the events themselves.
The last one I have lined up already is the Battle for the Cure 2011 on March 19 2011. This is also at The Game Vault. This is a 1750 point tournament with a twist in that you get bonus points for Breast Cancer ribbons, Pink units, and not taking vehicles (It is a cross-fundraiser for Walk for the Cure). I participated in this last year and am glad to be going back again. Specifics about this event, and the cause it is for can be found at the following sites:
http://www.thegamevault.net/forums/index.php?topic=4334.0
http://ww5.komen.org/
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