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40K Matched Play Events preparation


Captain Idaho

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I couldn't get a ticket unfortunately but still want to work on this list for the future.

 

• Heavy Bolters are very important as they give the foot slogging objectives holders range to contribute and use Hellfire Shells. I otherwise agree totally Grav Cannons are much better than Heavy Bolters.

 

• The Tactical squads get extra men only for filling points generally. Don't worry, I'll drop them soon as look at them!

 

• On that note, the Rhino squad with Multi-melta seems popular, as does a single in the Devastators too. Hard to ignore.

 

• The Devastators will be predominantly be following up on the Terminators. As such, they won't be far away from the Chaplain, who can move back whilst they move forward to link up and thus use Catechism of Fire where necessary against heavier things (remember Commanding Oratory can help when outside of range in the Command Phase).

 

• Yes I always drop on the Terminators. Ok I might not against a list of Knights perhaps. But really I use them to attack objectives or teleport onto them. The shock of that is hard to defend against. Indeed, my plan is to shoot screens as a priority.

 

* I'm okay with Drop Pods but coming on turn 1 is a risk simply because the Terminators are coming on turn 2. Depends on what is going on of course but I'm tempted on a Drop Pod. In that case an Apothecary would be able to get up the table quickly but then I have to remember to put a larger escort in there to keep him alive.

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I used to love them but the loss of Masterful Marksmanship really hurts them. They work well in a niche, by taking many special and combi weapons but I haven't the cost available at the moment.

 

If they got Masterful Marksmanship back in an Ultramarines Supplement one day I'd be all over them. In Tactical Doctrine they'd have AP-3 and could wound on a 3+ reliably without character support.

 

To be fair, they still can get that from Chaplains and thus do a lot of damage, whilst being decent in melee.

 

Maybe I'll revisit them.

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Hey I happen to notice a serious lack of Heavy Intercessors!! (/ducks from flying tomatoes)

 

i kiiid, but seriously I am really disappointed you won’t be going. I think newer players really underestimate the classic stuff. I just broke away from it because I got tired of painting and selling those models repeatedly. The truth is if I still had them I’d probably use them. 
 

That said (and this goes towards my disappointment) I am rusty with first born. I haven’t seriously competed with them since I sold my last first born army to Miniwargaming. And I think it would take someone very well practiced in them to pull it off. 
 

That said when I play a competitive game with my Ultras it always feels like everyone knows the army well. No surprises. I was really looking forward to you giving it a shot. 

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Newer players do seem to tend to ignore the classic choices… "All Primaris or all Firstborn for me" okay.

 

I just built a company veteran squad for my Iron Hands and I have to say it was a wonderful experience being able to get the exact poses I want.

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Totally is a shame about those tickets. I was going to contact GW direct and talk about the issues I had getting them as well, but couldn't get hold of them last 2 days either.

 

Maybe next local tournament I'll get back on it.

 

Thanks for the interest Prot. Yes I like to take a different type of list, one that interests me personally but also does something different on the table. That way I can be sure the opponents I face will often behave in different ways to usual thus maintaining interest.

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Totally is a shame about those tickets. I was going to contact GW direct and talk about the issues I had getting them as well, but couldn't get hold of them last 2 days either.

 

Maybe next local tournament I'll get back on it.

 

Thanks for the interest Prot. Yes I like to take a different type of list, one that interests me personally but also does something different on the table. That way I can be sure the opponents I face will often behave in different ways to usual thus maintaining interest.

 

I've just always believed that something I've observed for years and years about this game is that the common meta 'truths' are often proven wrong (and thus creating a 'new' meta).

 

There are a lot of talented players that just do their own thing and it can definitely work. I was looking forward to seeing this style of list. I honestly believe it would have had a good shot at making people think twice. 

Edited by Prot
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I have no illusions on what my chances of winning big against some of them Adeptus Mechanicus mean people, but I can generally get a get game against most opponents. Who knows, one day the stars might aline and I'll get some decent match ups eh.
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  • 4 weeks later...

I might change the title somewhat to reflect I couldn't get a ticket in time.

 

Anyway, I've found something... in every test game I've had, the Terminator Ancient has been separated from the Terminators and ultimately picked off.

 

Crucially I just didn't need the extra killing power of the Standard of Macragge Inviolate. Funnily enough, late game the extra attack will work better for the Terminators when they have reduced numbers compared to the overkill of the full unit against targets, yet he's not survived long enough so far.

 

So he might get dropped.

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I might change the title somewhat to reflect I couldn't get a ticket in time.

 

Anyway, I've found something... in every test game I've had, the Terminator Ancient has been separated from the Terminators and ultimately picked off.

 

Crucially I just didn't need the extra killing power of the Standard of Macragge Inviolate. Funnily enough, late game the extra attack will work better for the Terminators when they have reduced numbers compared to the overkill of the full unit against targets, yet he's not survived long enough so far.

 

So he might get dropped.

That does make sense. In a lot of armies I find the standard, or a similar unit just falls behind. I have only tried the Inviolate banner with my classic units but I think for my normal list of Blade guard it might actually be better because they are slower and hold mid. 

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I think the use of the Terminators would need to change for me. Drop them down at the front lines, taking the enemy on head on and then multi-charging several units could provide the platform to yet the most out of the Ancient.

 

At the moment I've been dropping in tighter areas and often this ends up limiting the placement and thus splitting up the teleporting models.

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One thing I keep forgetting I can do is give a Terminator Captain Fury of the First and have him, using the Censured Helm, hit on rerollable 2s with a Thunder Hammer.

 

Whoops. Since I rolled three 2s in his last combat phase, I think that wouldn't have been a bad move lol

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Been thinking about forward objectives grabbing and Secondaries a bunch so was wondering what folk think about:

 

• 2 Attack Bikes with Heavy Bolters - plenty of wounds, reasonable contribution firepower yet cheap enough to rush forward and hold a table quarter or objective early and not be too worried about the unit dying.

 

• 5 Bikers with 2 Melta Guns and a Combi-melta - also plenty of wounds, can take the objective and even push enemies off of the objective with a dedicated shoot and charge action. More expensive but fast and difficult to remove quickly.

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I like the idea. As you know I've tried the Primaris bikes to a great extent, and I still think the classic, "core" units are quite a bit better.

 

However I use these classic bikes more with my White Scars so take this with a grain of salt but I still prefer to use a classib bike squad with the mixed loadout which includes a Multi melta attack bike. I just find I get so much mileage out of that unit. People REALLY have to focus it down to kill off the MM bike, but they don't want to soak the investment into the other 3 or so bikes. It's also really hard to tie it up, or 'tri-point' it due to the footprint of a larger squad. With the Ultra Trait, it's also very hard to tie up.

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I was tempted by a trio of Flamers for the ability to push infantry off of objectives but I think I'd build the Melta build. Just does so much more damage and the bolters on the bikes and charge should do the trick to many infantry anyway. That's if I even wanted to assault an objective without first targeting it with other army units.

 

What sorts of specials do you get mileage out of (pun intended)?

 

Also, I was thinking of just taking more Attack Bikes. They just do so much more.

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