I would like to discuss good terrain placement and how much to use. Here we have LOS blockers. Area terrain. Trees for cover.
What do you guys think about this table?
I would like to discuss good terrain placement and how much to use. Here we have LOS blockers. Area terrain. Trees for cover.
What do you guys think about this table?
Does anyone know if Space Marines can share transports with their Space Marine allies?
For example running Calgar in a drop pod transport with a Iron Hands Chapter Master attached to the squad.
Round 2 Daemons vs Ultramarines
Mission:
Primary- Emperors Will (14 pts)
Secondary- Big Guns Never Tire 3obj. (10 pts)
Slay the Warlord, First Blood, Linebreaker (2 pts each)
Deployment: Vanguard Strike
Here's my list.
Fateweaver
(Forewarning, Combustion, Life Leech, Puppet Master)
Herald of Tzeentch on Disk Grimoire
(Prescience , Forewarning, Flickering Fire)
Herald of Tzeentch on Disk Portalglyth
(Scryer's Gaze, Forewarning, FF)
Herald of Tzeentch on Disc Locus
(Scryer's Gaze, Perfect Timing, Precognition)
Herald of Tzeentch on Disk
(Prescience , Perfect Timing, FF)
Plaguebearers
Plaguebearers
Plaguebearers
Screamers x5
Flesh Hounds x10
Daemon Prince of Tzeentch
Wings, Armour, Greater x2. Lesser
(Warp Speed, Iron Arm)
(4+ Feel no Pain, Reroll Invul Saves, Staff)
Round 2 I was matched up with Ian Bethel, a local guy, who also won his first game with a minor victory. He told me hes been playing for two years. So he has some experience behind him.
His List
Space Marines
Ultramarines Chapter Doctrine
HQ:
Marneus Calgar- Armour of Antilocous
Cato Sicarius
Command Squad
Drop Pod
Troops:
Tactical Squad- PlasmaCannon. PlasmaGun
Tactical Squad- Meltagun, Multimelta
Rhino
Scout Squad- sniper rifles
Elites:
Terminator Squad- 4x Lighting Claws, 1x Thunder Hammer
Land Raider Crusader
Heavy Support:
Devastator Squad- 2x LasCannon, 2x PlasmaCannon
I knew if I could maneuver to where I could control where his Land Raider would go and concentrate on killing his 3 troop units, this being a 5obj game, I could win this game.
Bikes have been a lot of fun. Grav guns are amazing on them. A squad of a combi grav, 2x gravs puts out 9 shots that are ap2 wounding depending on the enemies armour save. Against vehicles on a 6 it causes a hull point and an immobilized result. Amazing!
This is extremely good against Land Raiders (any other tanks works too).
Here is what you do:
A squad of 6 Bikers. Combi-Grav, Melta Bomb, 2x Grav Guns.
Shoot the Land Raider within charge range of it. Roll your 3+ to hit and as long as you get one 6, that tank is now immobilized.
On your assault phase, charge the Land Raider (or any other tank). Now your hitting automatically with your Melta Bomb. At str8 Ap1 armourbane you should blow it up. (Needing a 4+ on the pen table)
Against AV12 or less on the back you can glance it to death with krak grenades hitting automatically.
Mephiston is simply a beast. S6 T6 2+ save. Tons of attacks (at AP3) Mastery Lv 3. With Wings you can literally have him all over the board. The only thing I see that he is missing is an invulnerable save. Many times have I've lost him to melta or plasma shots or Thunder Hammer Termies in combat. Well lets give him an Invul save.
Ally in a Dark Angels Librarian. Have him follow Mephiston around. Forewarning comes in handy too.
Librarian- Bike, Power Field Generator, Melta Bombs
Ravenwing Command Squad- Apothecary, Champion, Grenade Launcher x1, squad of 5
Tactical Squad
I've been thinking a lot lately about Marneus Calgar and on different ways I could use him in my Ultra Marines army. His Chapter Tactics are awesome combined with lots of tactical and devastator squads. Allowing you to use one of the doctrines twice can really come in handy.
There's only one thing though. He doesn't really fit in a Rhino spam. There is no space for him in the 6 Rhinos full of Tactical Marines (that should be combat squadding) and since you want those Rhinos moving around there isn't much of a chance you can stay still for one turn to shoot the Orbital Bombardment.
I've think I have found a different way to use him. Let's stick him with a Thunderfire Cannon. Leave him in the backline to defend your home turf while the Tactical Marines advance forward. Doing this gives Marneus Calgar an amazing Toughness 7, 2+, and 4++. If you put him in cover he can also benefit from a very good cover save due to bolster defences. It gives you a chance to sit still and shoot off the Orbital Bombardment once plus also the blasts of your choice from the TFC. Being T7 eternal warrior with 4 wounds should help that TFC keep shooting all game. ( I wonder if you can LOS into the TFC)
Well this is just another way you could run Calgar. Have him on a home objective with some troops nearby. Even better if its big guns never tire.
Lately Ive been thinking a lot about how many neat tricks you can do with White Scars Bike armies and the awesomeness that is the new and improved Chapter Master.
We all know how you can shoot MCs with grav guns, making them init 1 due to concussive and then using Jaws to remove them off the table.
The sweet, new trick using White Scars (atleast new to me) is charging a MC or any unit with a character with multiple wounds during your turn, or getting charged by one, both works. Once in combat on their turn you challenge said MC with your White Scars Chapter Master (bike, thunder hammer, shield eternal, artificer armour) and deal a wound making the MC or character concussive ( initiative 1 until next assault phase) and then using hit n run to leave combat on their turn. Once it is your turn, in your shooting phase, you hit that concussive MC/ Character with Jaws of the World Wolf and after a failed Deny the Witch, failed Initiative test at init 1, it is removed from play.
If played right this is a great way for removing those nasty MCs and characters off the table.
I hope you guys enjoy this neat trick and it comes in handy during your games. It has for me.
Recently i've been thinking about where to go with my Space Marines and what background I want for them. What colors do I want to paint? What kind of characters to build?
Since I'm going with Ultra Marines Chapter tactics I started to look into their second foundings. I never really wanted to just do Blue Smurfs. The one that attracted me the most ended up being Howling Griffons.
The color scheme is challenging. Not many are represented out there on the battle fields. Them always fulfilling their oaths is interesting.
I've always been wanting to learn to paint yellow so the Howling Griffons I believe will be my new choice in my new army project.
Armies at the Brawl
This year at the Brawl I saw alot of familiar faces but also alot of new ones. And when it came to their armies, I saw a little bit of everything. Flyers, MCs, Wave Serpents, a couple of Deathstars, and almost every army was represented at least once.
Army attendance:
Chaos Daemons - 3
Dark Angels - 1
Space Marines - 4
Imperial Guard/ Blood Angels - 1
Tyranids - 2
Chaos Daemons/ Chaos Marines - 1
Chaos Marines - 3
Necrons - 2
Imperial Guard - 3
Blood Angels - 2
Farsight/ Tau - 1
Eldar - 4
Space Wolves - 1
Orks/ Grey Knights - 1
Grey Knights - 2
Orks/ Chaos Marines - 1
Eldar/ Tau - 1
Tau Empire - 1
Orks - 1
Dark Angels/ Tau - 1
A lot of variety and not one army dominated. It was a good spread.
Here are the top 5 spots.
Necrons - Best Overall- Ryan Murphy
Farsight/ Tau- Best General- Paul Mckelvy
Tyranids - 3rd Place - Vince Weibert
Seer Council Eldar - 4th Place - Jesse Morales
Grey Knights - 5th Place - Daniel Garcia
Congratulations to Ryan Murphy for taking 1st. And to Paul Mckelvy for taking Best General.