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Tips?


XeonDragon

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Hey all

 

First up, I have a slowly-growing-FT army (only at 435 points at the moment) which is sadly not ready to use yet. However, I have a tournament coming up where in my first round I have been paired against a very good BA player who has smashed me in the past. As my FT and Nids armies are not ready yet, I'll be playing a RG successor (bolter fusillades and whirlwind of rage). Details of my list can be found here.

 

What I was hoping for is some general tactical advice on how to best deal with BA or for those of you that have played against RG and had a good competitive game with them, what it was about HOW the RG played that made it a close game? (last time I lost to the dude 83 to 12!).

 

Thanks in advance!

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From what you say, his troops are at a minimum. Go after those, and cripple their ability to score. 

 

One thing that's a problem for BA is the all out assault type thing. If you scout a unit into their backfield, we have to either ignore it and let it score, or turn around and divide forces. 

 

On another note, you have to kill the priest. Even with the increased points, the buffs he provides are too high. Something like Ex Tenebris, while normally gank, might be a lot better here, and in general in tourneys as DG, DE, Necrons etc all have (squishy) characters you want to kill quick. 

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Thanks for all your tips. So, I went down 36-24. Still, the last time I played I lost 83-12 to the same guy, so some improvement. 

 

He ran two patrols and had Mephiston, a Sanguinary Priest with jump pack, a captain on a bike and Indomitus Lt (one with storm shield). Lots of Sanguinary guard, some VGVs with twin LCs, some blade guard, a redemptor, some eliminators, auto bolt intercessors, ATV with multi-melta, heavy plasma hellblasters, whirlwind and a quad las predator. 

 

I got first turn, used MOA to move aggressor onto a sparsely populated flank with chief apothecary. Managed to take down his Priest with my two squads of infiltrators - sadly the vindicare did absolutely nothing all game :(  He had deployed fairly well, so there was little I could shoot. I think that was my biggest mistake was moving with a view to shooting in turn 2. I should have stayed put. The only other thing I managed to do was take out his infiltrators with my redemptor and intercessors. Had no other targets to shoot (very terrain-heavy board). 

 

His turn 1, shot my aggressors with the whirlwind to make them fight last, popped off various stats and psychic powers, Mephiston, multi-melta ATV and the captain wiped my aggressors out, in part due to horrible saving throws and the 6+++ not going off ONCE despite rolling for it more than 20 times. They didn't even get to shoot or fight :( So, end of turn 1 I had lost my aggressors, my chief apothecary warlord and he had consolidated Mephiston and the bike captain into my infiltrators holding an objective. 

 

From there it was a slow decline. My terminators did well to stem the tide for a bit once the teleported in. My eradicators used SFTS to snap his whirlwind in one turn. They hung around and ended up distracting him a bit, but couldn't flip the objective (more bodies from the hellblasters). Thanks to careful positioning, the VGVs, got souped up by the jump chaplain (+1 to wound, re-roll all hits) and already had re-roll wounds (twin LCs) so they smashed his BGV - then his VGVs minced mine easily. My venerable dreadnought was taken out by Mephiston, but my terminators and Lt took him out. 

 

In the end, I managed to take out all his characters, but really it was a slow massacre. I managed, through careful movement, to contest objectives and hold his primary score down, but it was staving off the inevitable. Even with whirlwind of rage, I couldn't match him in melee and he had more speed and mobility - almost everything he had flew, except for his dreadnought, vehicles and two troops choices. 

 

Key learning: if you can't shoot him in turn 1, move back and let him move into shooting lanes in turn 2. Moving to get shooting lanes in turn 1 just leads to easy charges. Sigh. 

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I think despite being flexable ravengaurd you have to many points in slow thicc boys. I find agrrssors to short ranged unless plopped down on the center with good terrain. Terminators can tank and crush but are often easy to just avoid. I would definatly drop the Assassin. Maybe take a Lt with Ex Teranis or 2 squad of Eliminators. Take some more dreads and vangaurd vets.

 

If being more aggressive isent your thing mayne work on counter charge tactics. Bait a enemy assault squad with some Incursors with mines then counter charge with termies or bladegaurd. Finaly bring some mobile fire support like Inceptors, landspeeders, or attackbikes.

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Yeah, good idea. The terrains didn't really suit having the aggressor and terminators in the middle with the apothecary doing area-denial and move-blocking whilst scoring oath of the moment points (that was worked well in the past).

 

I've found dreadnoughts (redemptor and venerable) a little underwhelming TBH. I am thinking a Lt with ex teneribis is a good substitute for the vindicare. I might drop the aggressors for more VGVs and eliminators.   

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