Hey everyone, Reecius here to regale you with tales of daring do! My Red Tigers Space Marines army at NOVA Open had a good showing and I had a ton of fun. Read on to hear more.
The Red Tigers are my own chapter of Space Marines and used the Raptors Chapter rules. The Raptors are a successor chapter of the Raven Guard and as such, use their Chapter Tactics and unique Stratagems.
Before I dive in to the nitty-gritty of the report, I have to say the NOVA Open was an absolute blast! I had so much fun, all of my games were against awesome opponents and the event was well run. Between playing games, meetings with other industry pros and going out at night to enjoy DC and hang out with friends from all around the world, I barely slept and am pretty tired today, but it was well worth it. I highly encourage any one considering going to the event to go.
Unit | Force Org | Cost | # | Total | Weapons | Cost | # | Total | Total | Notes |
Brigade | Raptors | Command Points | 9 | PL | ||||||
Lias Issodon | HQ | 195 | 1 | 195 | 0 | |||||
Lieutenant | HQ | 60 | 1 | 60 | Master Crafted Bolter | 3 | 1 | 3 | ||
Captain w/ Jump Pack | HQ | 93 | 1 | 93 | T.Hammer | 21 | 1 | 21 | ||
Storm Shield | 15 | 1 | 15 | |||||||
Company Ancient | Elites | 63 | 1 | 63 | 0 | Banner of the Emperor | ||||
Sternguard | Elites | 16 | 10 | 160 | Special Bolter | 2 | 10 | 20 | ||
Vanguard Vets with J.Packs | Elites | 18 | 5 | 90 | Power Axe | 5 | 1 | 5 | ||
Drop Pod | Transport | 93 | 1 | 93 | Storm Bolter | 2 | 1 | 2 | ||
Scout Bikers | Fast | 23 | 3 | 69 | Twin Bolters | 2 | 3 | 6 | ||
0 | Storm Bolter | 2 | 1 | 2 | ||||||
Scout Bikers | Fast | 23 | 3 | 69 | Twin Bolters | 2 | 3 | 6 | ||
0 | Storm Bolter | 2 | 1 | 2 | ||||||
Scout Bikers | Fast | 23 | 3 | 69 | Twin Bolters | 2 | 3 | 6 | ||
0 | Storm Bolter | 2 | 1 | 2 | ||||||
Scouts | Troops | 11 | 5 | 55 | 0 | |||||
Scouts | Troops | 11 | 5 | 55 | 0 | |||||
Scouts | Troops | 11 | 5 | 55 | 0 | |||||
Tactical Marines | Troops | 13 | 5 | 65 | H.Bolter | 10 | 1 | 10 | ||
Storm Bolter | 2 | 1 | 2 | |||||||
Tactical Marines | Troops | 13 | 5 | 65 | H.Bolter | 10 | 1 | 10 | ||
Storm Bolter | 2 | 1 | 2 | |||||||
Tactical Marines | Troops | 13 | 5 | 65 | H.Bolter | 10 | 1 | 10 | ||
Storm Bolter | 2 | 1 | 2 | |||||||
Devastator Squad | Heavy | 13 | 6 | 78 | H.Bolter | 10 | 4 | 40 | ||
0 | Cherub | 5 | 1 | 5 | ||||||
Devastator Squad | Heavy | 13 | 7 | 91 | Las Cannon | 25 | 3 | 75 | ||
0 | Missile Launcher | 25 | 1 | 25 | ||||||
0 | C.Plasma | 15 | 1 | 15 | ||||||
0 | Cherub | 5 | 1 | 5 | ||||||
Devastator Squad | Heavy | 13 | 7 | 91 | M.Melta | 27 | 4 | 108 | ||
0 | C.Plasma | 15 | 1 | 15 | ||||||
0 | Cherub | 5 | 1 | 5 | ||||||
Totals | 79 | 1581 | 419 | 2000 | ||||||
Command Points: | 12 | Detachments: | 1 |
A single Brigade detachment, a good number of bodies, deployment shenanigans for days, and loads of dakka which was just what the doctor ordered in the highly competitive NOVA meta which features horde armies in droves.
The main trick to my army is the ability to counter-deploy my opponent after the game begins and then hit them hard with either an alpha or beta strike. I then have strong enough defense to weather quite a storm and hang in to win missions. Typically I drop the devs, stern-guard, Lias, the Lt. and the Banner. This keeps them safely off of the table if I don’t go first vs. a shooty army and lets me put them where they can do the most damage. This means my army largely doesn’t care about going first, although it is often still a benefit to do so.
Also, I chose the same missions every game which helped a lot to keep things simple for me and let me focus on becoming a skilled tournament player again. I chose progressive objectives, First Strike, Linebreaker, and Marked for Death as my missions all 6 games. The only time this bit me in the butt was in my last game when I brain farted super hard, but we will get to that later.
5 of my 6 games ended early! My second game went the distance but ended on turn 5 at time, which I am fine with. Even with high model count armies, our games were going quickly which is a boon of 8th ed.
Game 1
- Opponent: Paul’s Astra Militarum
- Deployment: Vanguard Strike
- Objectives: Destroy enemy units, farm objectives.
My opponent was a friend, Paul who was packing a brutal list. Right out the gates, this was going to be a tough event.
- Spearhead Detachment
- Elysian Company Commander: Plasma Pistol
- Elysian Company Commander: Plasma Pistol
- Elysian Command Squad: Plasma x 4
- Elysian Command Squad: Plasma x 4
- Mortar Team x 3
- Mortar Team x 3
- Mortar Team x 3
- Mortar Team x 3
- Storm Raven: Twin Assault Cannon, Typhoon, Hurricane Bolters, Storm Missiles
- Spearhead Detachment
- Elysian Company Commander: Plasma Pistol
- Elysian Company Commander: Plasma Pistol
- Elysian Command Squad: Plasma x 4
- Elysian Command Squad: Plasma x 4
- Mortar Team x 3
- Mortar Team x 3
- Mortar Team x 3
- Mortar Team x 3
- Storm Raven: Twin Assault Cannon, Typhoon, Hurricane Bolters, Storm Missiles
- Spearhead Detachment
- Elysian Company Commander: Plasma Pistol
- Elysian Company Commander: Plasma Pistol
- Elysian Command Squad: Plasma x 4
- Elysian Command Squad: Plasma x 4
- Conscripts x 28
- Earthshaker Batteries x 2
- Earthshaker Batteries x 2
- Earthshaker Batteries x 2
So yeah, a no bullshit army right out the gates, lol! This was a tough list, and I knew I was in for a challenging game. However, my army is particularly well suited to fight these horde artillery armies which are so popular. The Plasma units put some fear in me, but I knew if I could mitigate their impact on the game, I’d be right as rain. As most of my best units deploy off the board, going first or second is no big deal for me in most cases.
My Scouts deployed in to the field to push back his Plasma units and my Tactical marines deployed in cover on objectives (which they do every game, lol) and take pot shots when they present themselves. In this match, I almost would want to go second to drop on his drop units if he brought them in. However, with the +1 to go first due to finishing deploying first, I took it and risked getting beta struck by the Plasma unit as I wanted to try and take out at least 1 Stormraven before it got to do too much damage.
My alpha strike from reserves was solid, I dropped a Raven, all the Conscripts and some of the Mortars. Nice! Paul then counter deployed out of reserves but wasn’t in range to really strike hard at me due to push back scout units and did some good damage to me but not enough. It is worth noting I made 2 lucky saves on units on objectives to keep the last member of a unit of Tacs (on a 5+ in cover) and Scouts (on a 6+ in cover) vs. Plasma to mean Paul would have to shoot them again to get them off of objectives. That little bit of luck helped a ton in this game as it earned me some objective points in my turn.
He was threatening my backfield though so my mobile reserve units would have to go back to try and take out his Elysians. The interesting thing to note is that even with 24 Mortars and 6 Earthshakers, I was taking nearly no damage from the artillery. The Ravenguard -1 to hit and being in cover means my Tac squads earning points are getting hit on a 5+ with a 2+ save vs. Mortars and a 4+ vs. Earthshakers. The artillery simply bounced off of me all game.
My assault units (Scout Bikers, Vanguard, Sternguard) tore in to his castle, eventually crippling it while my Devs dropped the other Raven on turn 2. Scout Bikers just obliterate light infantry, I love it! Sternguard, too, just mince anything that doesn’t have an invul save. Especially when combined with the Storm of Fire Warlord trait giving them an additional -1 AP on a 6+ to wound and the Masterful Marksmanship Stratagem on the Sternguard, they really pack a wallop.
In my backfield, the Captain with Jump Pack saved the day, smoking a few units and keeping them from bum rushing my objectives allowing my Tacticals and Scouts to a shoot out with the Elysians, letting me hang on to enough objectives to win the game with max points.
Great game, a lot of fun, and a good way to start the tournament. Paul went on to go 4-2.
Raptors victory!
Game 2
- Opponent: Kevin and his Chaos army
- Deployment: Hammer and Anvil
- Objectives: Relic, 4 other objectives.
My opponent had a very eclectic Chaos army, that didn’t look too tough on paper but was actually quite good!
- Battalion: World Eaters
- Chaos Lord on Juggernaut: P.Fist, P.Maul (Black Mace)
- Demon Prince of Khorne: Wings, Axe, Talon, Might over Magic
- Chaos Cultists x 10
- Chaos Cultists x 10
- Obliterators x 3
- Obliterators x 3
- Berzerkers x 10: Plasma Pistol x 2, Chain Axe, Icon of Wrath, P.Fist
- Chaos Rhino
- Berzerkers x 10: Plasma Pistol x 2, Chain Axe, Icon of Wrath, P.Fist
- Chaos Rhino
- Chaos Battalion
- Ahriman: Death Hex, Infernal Gaze, Warptime, Smite
- Be’Lakor: Prescience, Warptime, Smite
- Horrors: Pink, Blue x 2, Brim x 7
- Nurglings x 3
- Nurglings x 3
- Plaguebearers x 13: Plagueridden, Instrument of Chaos
I honestly didn’t know what to think of the list other than those fast melee units were a BIG threat to my Marines who do not like to tango with things like Berzerkers or Daemon Princes!
My opponent got first turn and took it, bum rushing me but spreading out his chaff in his backfield to try and stop me from Deepstriking behind his lines and coming after his weak backfield units. However, he left a sliver of real-estate where I was able to drop in my Captain (AKA, the Man Himself!) along with his Vanguard escort to threaten his back objectives. This was what won me the game as it forced him to send two melee characters back to deal with them, keeping that pressure off of my lines who more than had their hands full dealing with oncoming Berzerkers (who are quite simply all-star units this edition), Ahirman, Be’Lakor, Oblits, etc. The Chaos Lord came back and took on the Captain, but the Storm Shield kept him alive and he then smashed the Lord with his Thunder Hammer and an application of the attack twice stratagem (which is ridiculously good!). The Vanguard minced one unit of Cultists and went to finish off the other unit holding his second backfield objective but humorously got gunned down by them with some incredibly wonky die rolls, lol. The Sternguard came in from reserves in the same gap in my opponent’s backfield the next turn behind them though, and avenged their brothers.
In my lines, I was able to ace the Berzerker Rhinos (target priority #1!) but Warptime allowed one unit to make it in to my lines and my opponent wisely was able to wrap one of my Tac Marines, preventing me from falling back from combat which was big time bad! I then had to throw all of my characters into the Berzerkers to kill them as quickly as possible or be in big trouble. Luckily I had given my Lieutenant the Teeth of Terra and he was able to tear some of them up with Lias’ help. However, when the Oblits came in it got ugly, quick and we both started smashing one another to a pulp.
Midfield, it was all about Scouts! Scouts and Scout Bikers were in a battle with Ahirman, the Daemon Prince and Daemon chaff units. The Scouts and Scout Bikrers murdered the Daemon chaff with ease (again, Scout Bikers FTW!) but they struggle with the characters. I kept sacrificing the poor guys one at a time to keep him off the Relic but I was battling the clock. They managed to hold the Chaos units off long enough to prevent them from scoring the Relic until the last turn and to keep these key units occupied which was a life saver.
When the dust settled on turn 5, I had 2 objectives, he had 2, we both maxed secondary and tertiary (which I got by the skin of my teeth when the Sternguard finished off the last unit of Cultists on bottom of turn 5!) and it was a dead even tie, 15 to 15. It came down to Victory Points and I won by a measly 62, lol! My Lt. with the Teeth of Terra, in the final combat, had just barely finished off an Obliterator giving me the points to win. Wow, what a fun, close game! A bit of luck that saved my butt: Be’Lakor failed to destroy my Drop Pod which he had marked for death in one turn of combat, meaning had to stay and hit it again on the last turn to ensure he blew it up, but preventing him from potentially killing another of my units and possibly winning the game. Way to go, Drop pod!
Kudos to my opponent for being both a gentleman and having a very nicely painted Chaos army, which always makes the game a lot more enjoyable. Kevin wen on to finish 4-2, doing very well.
Raptors Victory!
Game 3
- Opponent: Juice of Podcasting fame and his Astra Militarum
- Deployment: Search and Destroy
- 6 objectives, 1 worth 3 points, 4 worth 2, 1 worth 1.
Juice had a savage AM army, and I can see how he went 7-1, winning his bracket.
- Spearhead Detachment
- Ratlings x 5
- Ratlings x 5
- Compan Commander
- Mortars x 3
- Mortars x 3
- Mortars x 3
- Mortars x 3
- Mortars x 3
- Mortars x 3
- Battalion
- Conscripts x 30
- Conscripts x 30
- Conscripts x 25
- Commissar
- Commissar
- Harker
- Company Commander
- Primaris Psyker
- Earthshaker Battery x 3
- Earthshaker Battery x 3
- Battalion
- Company Commander
- Primaris Psyker
- Conscripts x 20
- Conscripts x 20
- Conscripts x 20
- Ratlings x 5
- Ratlings x 5
- Mortars x 3
- Mortars x 3
- Mortars x 3
- Xiphon Interceptor
- Xiphon Interceptor
145 Conscripts, 20 snipers, 27 mortars, 6 Earthshakers, 2 hard hitting flyers….damn, son! This was going to be no joke of a game. But, again, I felt I had all the tools I need to win the game, going first or second (although first would make it a lot easier!). I did get one big stroke of luck though, I got the 3 point objective in my backfield and Juice got the 1 point objective. That was huge as it meant if I could keep him pinned down, I would win the game by scoring more points turn over turn. However, with a massive army like this, that is no small task.
I got first turn thanks to the +1 and had an amazing Alpha Strike, taking out my number 1 targets: the Xiphons, out of reserves with my Devs. The Flak missile on my one missile launcher came in handy each game for putting reliable wounds on flyers and I got lucky with a few Multi-meltas hitting and enabling me to take them out. Whew, that was huge as removing the Xiphons–who are fragile but deadly–meant Juice would have a much, much harder time of killing my units camping my objectives.
I then went balls to the wall at him with my assault elements. I had given the 2+ armor relic to make him even more menacing to Conscripts and it paid off as he and his Vanguard escort just waded into the Ratlings, chopping them up. The Scout Bikers, Scouts, Sternguard and Heavy Bolters all combined to take out 70 Conscripts and 19 Ratlings on the first turn! It was savage. However, Juice still had a lot of firepower and bodies, so the game was far from over.
His return salvo just bounced off of me, though. With no Snipers for Mortal Wounds, and the Xhiphons with their high ap shooting removed, he needed his artillery and Conscript blobs to do the heavy lifting. However, again with Ravenguard Chapter Tactics and cover, hitting on 5’s and 6’s, wounding on 4’s and 5’s into a 2+ save means the Marines just wade through the fire like it’s nothing. To his credit, juice was also rolling a bit cold on his Earthshakers but I play against artillery a lot and those Tactical Marines in cover just don’t die to artillery very easily. But, as he failed to destroy any of my units on objectives (and I had triple covered the 3 point objective) I was earning max points each turn. He was fighting the clock
By turn three, my Captain and his last Vanguard escort where over the Conscripts and into the Earthahakers, smacking them to death with his Thunder Hammer until the last surviving Ratling aced him with a lucky 6, taking his last wound, lol! But again, that guy and was a champ. The last Vanguard went hunting Commissars, chopping them up before also dying. The Las Cannons started picking off Earthshakers, taking Juice’s ability to kill my scoring units away.
The Scout Bikers and Sternguard also, again, just smashed light infantry. And while they too died, they killed so many Conscripts there was no way for Juice to get back in the game. He made a valiant effort of it but getting the low point objective in his backfield meant he was on his back foot before the game really began and made my strategy clear: keep him in his deployment zone. I was able to execute on it giving the Raptors a solid win, 17-12. That was Juice’s only loss, he played extremely well and went on to win his bracket. Well done!
I also have to say, that out of my 6 games, all of which were a pleasure, this may have been the most enjoyable as Juice conducted himself with considerable poise, even when things got grim for him at the end.
Raptors victory!
Thoughts after Day 1
That ended day 1 for me and obviously going 3-0 was awesome in such a competitive field. All three opponents were very good, with solid armies, were gentleman and fun to play. What I learned was that my list strategy coming in to NOVA to deal with loads of light infantry and the ability to camp objectives with cheap but tough ObSec units definitely was paying off. The Dev squads were just enough to deal with the Flyers I knew I would be facing and the Banner gave me the ability to kill them even while getting killed. However, the Banner wasn’t nearly as good here as it is in my local meta where I face armies that trigger it in to action more frequently. The massed hordes I saw at NOVA didn’t shoot the devs because they weren’t the threat, they were shooting Sternguard, Vanguard, Scouts and Scout Bikers who put out loads of attacks but were not in range of the banner. What it really did was give me defense against flyers or other shooting units that survived my alpha strike. They were unappealing to shoot at for fear that they would take you out with them.
As I suspected, mechanized armies with melee support were a problem for me as I saw with the Chaos game. My army falls apart to dedicated melee if they can get in to my lines.
The Captain with Storm Shield and Thunder Hammer was a legend, every single game! I was so happy I swapped the Librarian for him. The ability to give him a relic on the fly was magic. He really shored up some weaknesses in my list and in 6 of 6 games, was a star unit. The Vanguard were good in that they escorted the Captain and help him get where he needs to go. They have a lot of attacks themselves though, and against light units will do some serious work, chucking Frag grenades and shooting Bolt Pistols on the way in before delivering loads of Chainsword attacks.
The Scout Bikers lived up to billing again, and simply rocked screens. With a 16″ move and 22 shots at 12″ from a unit of 3 and 7 melee attacks, they just blast light infantry off the board. T5, 2 wounds and a 4+ means they are tough, but they did tend to die every game, but not after opening up gaps in my opponents screens for others units to rush though, or taking out their scoring units before dying. Also, being able to throw bombs on enemy units as you leave combat and deal mortal wounds with their stratagem is pretty damn cool!
The Scouts were simply clutch. They would infiltrate into position to threaten objectives, block deep strikers, move block melee units, shoot light units with their Bolters, etc. I won’t play without them.
The Tactical Marines, while doing very little damage in each game, won me the game time after time by just being annoyingly hard to kill. They can pack a punch up close with all of their shots, but mostly they hunker down in cover where ATSKNF, a 2+ save and -1 to hit means they just don’t die. Game after game they took massive punishment (sparring my killy units from taking those hits) and just stayed in the fight. I will for sure keep them in the list for just that reason for any event that uses progressive scoring (which, IMO, every 8th ed tournament absolutely should).
Of the Dev squads, the Multi Meltas were consistently the best. While I was never actually in melta range to trigger the higher damage, the AP -4 was so good. The range of the Las Cannons means I have to keep them, but in terms of performance: Multi-meltas, baby. The Heavy Bolter unit is also awesome for very little points and helps me to punch through those screen units and to utilize the Hellfire Round stratagem to ensure I finish off tough units. Lias or the Ravenguard Stratagem enabling me to put them where I want them is the key to making these units work.
The Stratagems are absolutely the best part of 8th ed, IMO. I can’t wait for more armies to get theirs as my list revolved around making use of them. They enabled me to do things that wouldn’t be possible otherwise, such as kill a really tough enemy unit with my Captain, or put mortal wounds on a Flyer to finish it off, etc. The one I didn’t make enough use of was the Ravenguard infiltrate stratagem which going forward, I will certainly do so.
Lastly, while I felt good about my game play, I still found myself making little mistakes I didn’t when I was at the peak of my tournament skill. I learn something new every game about ways to improve and am mega excited to get back to the top of my game! Also, I love my army, it is such a fun list. Again, thanks to all my awesome opponents for the fun games and opportunity to learn and improve.
Read part 2 of this report, here.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
Good work Reece. Love your list. Any chance we can see a completed photo of your army?
Thanks and i will get some good pictures of the army, soon. Was in such a rush to finish painting that I didn’t take any.
I tried to get a good one of his army most of the weekend, but Always missed it! Got a few box shots though.
http://www.feedyournerd.com/uploads/2/4/0/4/24044140/img-0095_orig.jpg
http://www.feedyournerd.com/uploads/2/4/0/4/24044140/img-0093_orig.jpg
Thanks, Greg! Great seeing you again as always, brother.
Always a pleasure seeing you, frankie and got to meet pablo too this time! Shame you are on the other side, would probably be stopping by FLG all the time for games! Someday!
Someday, indeed =)
Great tournament report – sounds like the event was ace!
Always interesting when a counter meta list like yours encounters a slightly oddball list Kevin’s
It was so much fun, had a great time. And yeah, my list was definitely counter meta apart from one fatal flaw, which I will get to in round 5!
What´s really sad is the disparity in the meta between certain unit types.
When you see IG its hordes and hordes of cheap blast artillery/mortars.
When you see SM you just MIGHT spot ONE thunderfire cannon or whirlie once a year..nah, I´m just kidding, I meant once a decade.
Eventually they are awesome in one army and complete shit in another. “Might” be the point cost, worthwhile vs overpriced. Amazing though that they got the same unit type so incredibly wrong army-to-army wise.
Anyway, congrats to some really nice victories with them Raptors. Hope you had a blast!
Stealth is the shit!
I plan on adding 1 T-Fire cannon to my army for the stratagem and for the ability to shoot things i cannot see, would have been quite a boon at the event. Being able to slow people down is amazingly good.
Apparently:
(lets see..)
A: Mortars x 3
B: Mortars x 3
C: Mortars x 3
D: Mortars x 3
E: Mortars x 3
F: Mortars x 3
G: Mortars x 3
H: Mortars x 3
I: Mortars x 3
..are a way better choice 😛
Being able to massacre things with dirt cheap arty spam that can actually earn its points back without having to waste CP seems to trump an overpriced tfc cannon that only works by wasting said CP on it and only against things that need to move fast or a ww that well, doesnt ork at all.
Did I mention the blast disparity between different armies?
Is this a deliberate design?
Oh well, any news/hints on addressing the character/hq problem facing competitive gameplay?
HQ tax being impossible for certain armies (GK) for detachment/CP spamming while peanuts over the top powerful and easy for others (IG, orks, etc)?
Not to mention the HQ shooting debacle of spammed culexus models screen.
With geedub actually caring for a change and already having debugged a lot of irritating things I dont think I´m alone in saying I´m pretty sure they will look into these also..eventually, or?
Don, you deliberately look at the glass half full, lol.
The T-fire cannon doesn’t do a ton of damage, no, but that’s not the point. Making a critical unit move at half speed, like Berzerkers in a Rhino for example, is game winning good. Or, a screening unit of conscripts or Brims, if you slow them down you slow down everything behind them, too. It’s amazingly good. For me, if it kills anything–such as a little objective holding unit on a later game turn–sweet! If not, oh well.
Great write up!
Thanks!
Got one good one from day 2, It’s from game 2, I believe.
https://imgur.com/C4UW9vG
Rest are a random assortment from around the hall.
http://imgur.com/a/iBSyA
http://imgur.com/a/zyqjr
http://imgur.com/a/9NZ9C
Hey, thanks for sharing that!
Oh, wow. That cutaway Leman Russ is one of the coolest things I’ve seen in a while. Thanks for sharing those pics.
Great write-up. Great to see some Tact Marines getting some work done and taking some Wins. I thought I would a different perspective from the 0-4 bracket. None of us were bitching in game five (at least at the tables I was near) about our jerk opponents and their busted formations with zero things we could do about it or guys cheating or anything like that. I knew where I screwed up and the people I talked to seemed to know where they screwed up and what to do to improve in the future with their lists/ tourney prep. Plus, we all seemed to still be having a great time playing the Four games. I knew after game one of the tournament where I bungled things in my list. ( Mainly, at the last minute I put in a Dark Talon flyer, attack bike in over another predator, assault cannon razorback). I just painted the damn thing and wanted to play it, plus wasting to much time trying to figure out what to play and not enough time reading up on missions and getting comfortable with what I was bringing. Also rules are simple enough I don’t feel anyone can get away with cheating in tournament for very long. I think all that speaks to the health of the game and I feel anyone that won their bracket or came close did so based on skills and doing the prep work. Course I went 1-5 so WTF do I know. I dropped on saturday after 1-5 to play the Narrative Apocalypse but thought about seeing about coming back to try and get one more W with my pile of garbage list just to try and improve and because I was having such a good time playing in GT. Wouldn’t do that in 7th, LOL. Only ugly thing I saw at the tournament was someone’s army got swiped, but hopefully the cops got the ahole that did it.
Thanks for the perspective! Glad you had fun. I had a blast too and the games I lost, there were things I could have done to win them. Same as you were saying, it came down to dice rolls and making the good decisions.
One of my big issues with this edition is how easy it is to get things like Chapter tactics and relics. Your list all one faction, so no problem. But every list should consider having a small retinue of Ravenguard tactical marines along with some long range bombardment that have the chapter tactic… why wouldn’t you?
I really think the ball was dropped not giving lists a bump if the entire list is all one faction. Sure, if you want make some exceptions for Lords of War, the Fallen, and maybe characters like Fabius Bile if you want… but getting a group of Night Lords to sit in the back and shoot while your World Eaters or Black Legion get up close and dirty? Not a fan. especially when you could also throw in daemons or guard (depending upon Imperium/Chaos, obviously)
Artillery don’t get the -1 to hit. But yeah, you can have 3 different detachments with different CT’s.
So long as your detachments are painted differently I am fine with it. In the fluff the various armies often fight together.
It’s not the fluff so much as the mixing and matching rules… And I meant heavy weapons… it would be nasty if tanks were -1 to be hit, lol!
Can Chaos lord on Juggernaut use the Black Mace? I thought I read somewhere Index units can’t use Codex goodies.
I read that too (no legion tactics, stratagems, or relics) but was truly unable to understand where the ruling came from
I believe it is because they lack the infantry keyword. The FAQ addresses this for Daemon Princes, but still leaves the index only units in the lurch.
I was wrong I found the correct answer:
“There are a few options that are missing in the codex that appear in the index: why is that? Does that mean I can’t use these models in my army anymore?
While the indexes are designed to cover a long history of miniatures, the codexes are designed to give you rules for the current Warhammer 40,000 range. There are a few options in the indexes for some Characters and vehicles that are no longer represented in the Citadel range – certain Dreadnought weapons that don’t come in the box, or some characters on bikes, for example.
Don’t worry though, you can still use all of these in your games if you have these older models. In these instances, use the datasheet from the index, and the most recent points published for that model and its weapons (currently, also in the index).
They still gain all the army wide-bonuses for things like Chapter Tactics and can use Space Marines Stratagems and the like, so such venerable heroes still fit right in with the rest of your army.”
Awesome! Looking forward to reading about the rest of your games and totally burning with curiosity about your army’s “fatal flaw”. Seems like your list can handle a lot of variety!
Do you use your scouts to try and snipe out linchpin characters? How’d they do?
That combo of -1 to hit and +1 Sv for cover (and majority T4) is great and I can see it being quite resilient against artillery! I definitely missed the BAO ruling that the first floor of ruins ignore LoS, especially in deployments like the frontline assault with my non-BS modifying T3 army:)
I don’t have any sniper scouts. Just Bolter Scouts and Scout Bikers. They work great!
And yes, Ravenguard/Alpha Legion power armor units are very tough.
Congrats Reece! Those were some savage lists you bested.
Do you rate sniper rifles or camo cloaks? I’d love for them to be an answer to buff characters but they get so spendy…
They are both quite good, yes.
Yeah, I´m also curious about the sniper scout conclusion.
How did they work out?
Me, I have only catastrophic results using sniper scouts or let me rephrase myself, in 5-strong units they are after all my tryouts, extremely disappointing, never in even a single game did they do anything useful what so ever vs enemy HQs (or other things).
When used in 10 man squads however they perform pretty well and pretty consistent taking down things given a few turns at least.
What is your take on them, 10 man squads or did you manage to have small squads earn back their cost?
Am curious, really like the models and want to use more sniper scouts but so far I´we had a very mixed bag experience with them leaning towards leaving them on the shelf.
I do not have any Sniper Scouts, but they are super good.
Also how do you view the ruins rule with los blocking ground floors?
We use true LOS over here and the question relates to infantry vs vehicles.
Isnt los blocking ground terrain a hinderance to vehicles, the times we tried this rule we thought it penalizes vehicles over infantry to much since your vehicles cannot stay in cover and shoot as the infantry can since ground floors block their los and infantry can deploy above ground floor so vehicles need to be outside ruin cover in order to shoot (in other words, in the open).
It depends on your terrain, really. We find that it works great!
Must be a total dummy but how do 3 Scout bikes do 22 shots at 12″?
3xTwin Bolters = 12 shots
1xStorm Bolter = 4 shots
What am I missing?
Shotguns, they have shotguns as well that they fire with their toes.
Shotguns! Haha, so awesome, they fire the Shotgun with one hand, the bike’s gun with another and the Sarge, well, he must steer his bike with another part of his body….=P
Glad to hear marines are winning games! That chaos list definitely was interesting, and you beat a conscript spam after all the internet hatred of them 🙂
Yeah, my army was geared up to take on masses of light infantry, though. I had the tools to do it.