Monday, 6 August 2018

Lando's Friday Challenge - Ron's Deathwatch

This week saw my third challenge game, against Ron Gargett's Deathwatch. For reference, my army is here;

http://hiveoffunandsilliny.blogspot.com/2018/06/landos-friday-challenge.html

Ron took the following (in order of deployment)
  • 3 Bikers
  • 3 Bikers
  • Watch Captain with Jump Pack
  • Corvus Blackstar, containing a Librarian and two 5 man Veteran Squads
  • Corvus Blackstar, containing a Librarian and two 5 man Veteran Squads
  • 5 Veterans
  • Watch Master (Warlord)
  • 5 Veterans
  • Corvus Blackstar
This was my worst match-up so far; a mobile, shooting army. All the Veteran squads had a Frag Cannon for devastating Overwatch, and three Fliers to keep his guys out of assault. Both the Librarians had Null Zone too. After looking at my army, he chose the Furor Tactic, letting him re-roll 1s to wound my Troupes.

Ron chose the Cleanse and Capture mission. Three Objective cards a turn, so plenty of opportunities to score points. I'd have to approach the mission very carefully, holding Objectives is not the Harlequin strong point.

The Game

With Ron having the first turn, things were an uphill struggle. His shooting phase took a chuck out of my army and had the potential to leave me reeling. Luckily his assault phase didn't really follow up.

My first turn consisted of ignoring the Corvuses and taking on the units currently on foot, to much success. The only sticking point was the Watch Master, a solitary Biker and a squad of Veterans I couldn't quite reach. I left the Skyweavers in the Webway and Path of Heroes was pretty key too. I have become a fan of that Stratagem.

Ron's second turn felt like more of the first, with a lot more losses to my forces. I did manage to Deny a key Null Zone though, which let my Great Harlequin and his Shadowseer survive the turn on 1 wound each.

My response left him with next to no Infantry alive, merely the Watch Master, a Librarian, the Biker and 2 Veterans. This was facilitated by bringing on the Skyweavers. Haywire Cannons make a mess of infantry as well as vehicles. This allowed me to start racking up the points, as the Corvuses would have trouble scoring points in future turns.

Time meant that the third round was our last. Ron made a good effort in trying to pull points back and killed half the Skyweavers, as well as finally vanquishing my Warlord. I was very low on models at this point.

My final turn saw the Watch Master also fall, as well as the remaining Skyweavers put a lot of damage into 2 of the Corvus. Both were Hovering, making it easier to shoot one, and the other one was still in combat with a lone Player which allowed me to charge without receiving overwatch.

The game ended with me ahead, 8 Victory Points to 5.

Aftermath

To be honest, the game was brutal on both sides. If you were on foot, you were not long for this world. Both armies are good at killing opposing units in the phase of their choice, but not great at being on the revenge side of the equation. If the game had gone on, I would not have had many, if any models left at the end of Ron's next turn.

I can see why most people are putting their army in Starweavers. The mobility and protection seem key against armies like the one I faced today. I've also been finding the Prismatic Cannons hit and miss. The Focussed profile is not worth using at 1 shot, and the random shots on the other two profiles aren't great when you only have two of them.

However, I am becoming happier with the army as I become more comfortable with its usage. There are a lot of tricks available to the Harlequins, practice will help me learn which ones to use when.

Quick Hits - August 2018 Deathwatch

Our next quick hit is Codex Adeptus Astartes Deathwatch. Many unit reviews can be found here
http://hiveoffunandsilliny.blogspot.com/2018/05/quick-hits-may-2018-space-marines.html
so this review will cover the changes and additional units.


Special Rules

Special Issue Ammunition
This lets the majority of Bolt weapons in the army shoot other profiles. Hellfire is the most common, as it wounds non-Vehicles on 2s, but I can see times when the others will be useful.

HQ

Watch Master
Like a Chapter Master, but with access to a Guardian Spear.

Watch Captain Artemis
The Stasis Bomb and Hellfire Flamer are both useful, otherwise, he is an expensive Captain.

Troops

Veterans
Essentially Sternguard, they can take a variety of extra models that then give the squad access to other equipment and abilities. These may or may not be worth doing, dependant on what you are equipping the unit to deal with.

Intercessors
Like the Veterans, but with Primaris and Primaris extra models.

Flyer

Corvus Blackstar
A mix between Gunship and Dropship,  it's also your source of long-ranged heavy firepower. One of the better flyers in the game.

Mission Tactics

The bread and butter of the Deathwatch, choose a Battlefield Role and get re-rolls 1s to wound. Very good when your opponent has taken a lot of units in the same role, plus there are abilities that let you change tactic to focus on another role.

Stratagems

Stand-out Stratagems
  • Auspex Scan
  • Teleportarium
  • Death to the Alien!
  • Adaptive Tactics
  • Stem the Green Tide
  • Targeting Scramblers
  • Intercepting Volley
  • Overkill
  • "Tactic" Doctrine
Warlord Traits

As is common, there is one optimal choice, to maximise your Command Points. It doesn't help that four of them are terrible. Vigilance Incarnate is good though, as it lets you change Mission Tactic.

Relics of the Vigilant

Stand-out Relics
  • The Beacon Angelis
  • The Tome of Ectoclades

X-Wing Store Championships - event 2

Today I was Judging the second and final of this year's Store Championships in Plymouth, held at Dark Star and in association with G.I. Games. It's the third Store Championships held at Dark Star.


With 11 players, the recommended number of Rounds is 4 with no Top Cut. I decided to add a Top Two to add a Final to the event, as the atmosphere when everyone is watching is really good. The two players that made the cut agreed to a 75-minute timer, as they didn't think they would need more time, (they were right).

There were no interesting Judge calls, this late in the game everyone knows what they are doing, especially amongst the Marauders.


We only had one Scum list, a different player to the Antics event. There are dedicated Scum players in Plymouth, they have just had availability issues this summer.

In a reversal of the last event, we had six Rebel lists, with the most popular ship being the Gold Squadron Y-Wing. Got a diverse range of lists though, even the Y-Wings had different turrets, trying different sneaky tricks.

Four of the lists were Imperial, with Quickdraw appearing in three of them. This will be the last we see of that ship in these lists, as the TIE/SF transfers to the First Order faction in Second Edition.


After 4 rounds and a Top Two cut, our winner was.....

Pete Yarwood

"Quickdraw" (TIE/SF Fighter)
  • Expertise
  • Fire-Control System
  • Advanced Optics
  • Lightweight Frame
  • Special Ops Training
 "Backdraft"
  • Expertise
  • Fire-Control System
  • Advanced Optics
  • Lightweight Frame
  • Special Ops Training
Nu Squadron Pilot
  • Harpoon Missiles
  • Long-Range Scanners
  • Os-1 Arsenal Loadout
This was a well-deserved victory, as Pete went undefeated for the day, including beating Matt Coles in the Swiss and the Final. This also gave the DarkStar Marauders their fourth Store Champion for the close of First Edition;
  • Jon Vicary (at Mad for Miniatures)
  • Matt Vicary (at Antics)
  • Matt Coles (at Kirton)
  • Pete Yarwood (at Dark Star/G.I. Games)
This year the team has really come together, travelling to more events as a group and giving both moral support and gaming advice. It's been a pleasure both to watch and be a part of.

Next up is Second Edition. People are already getting excited and building lists, as everything has been spoiled and FFG have released the point values. New ships have also been announced and new Factions are coming later. it's gonna be great to see where the game goes from here and to see the DarkStar Marauders perform better than ever.

Monday, 16 July 2018

Lando's Friday Challenge - Alfie's Armageddon Astra Militarum

This week saw my second challenge game, against Alfie Bennet's Astra Militarum. For reference, my army is here;


http://hiveoffunandsilliny.blogspot.com/2018/06/landos-friday-challenge.html 


Alfie took the following (in order of deployment)
  • Tempestor Prime (in deep strike)
  • Militarum Tempestus Command Squad (in deep strike)
  • Company Commander
  • Heavy Weapons Team, with Missile Launchers
  • Taurox Prime, containing a squad of 10 Tempestus Scions
  • Chimera, containing a Company Commander and Infantry Squad
  • Tempestus Scions
  • Tank Commander, in Leman Russ Battle Tank
  • Leman Russ Demolisher
  • Stormlord, filled with the rest of the infantry (38 models)
 I foolishly didn't make note of how they were organized. I think it was 2 Battalions and a Supreme Command. I know the Scions were in a Militarum Tempestus Detachment and the regular Guard were Armageddon Regiment.

It was a lot of troopers and a Super-heavy Tank to boot. That's a lot of firepower, and quite intimidating.

Alfie wanted to play the Open War cards. For deployment, we got standard Dawn of War. The Objective card was Burn and Pillage. That's 3 objectives in each deployment zone and if you control an opposing one at the end of the turn, you destroy it. The winner is the first one to destroy all three of their opponent's objectives. Finally, the Twist was Warpstorm, adding one to all Psychic and Deny the Witch tests. Great for my three Shadowseers, less good for Alfie's lack of Psykers.

The Game

With the Stormlord carrying so many units, I feared going second. So I put my Skyweavers in the Webway, to bring in at an opportune moment. My fears were realised when he finished deploying before me and I failed to seize the initiative.

Round 1

Astra Militarum turn 1

The Chimera moved to the middle of the table to start heading towards my objectives, followed by the Taurox Prime. Then his guns opened up on a couple of Troupes and two of the Death Jesters. It felt like I couldn't make a save and I took a lot of casualties and lost the Death Jesters. If that carried on, this game was going to be an uphill struggle.

Harlequins turn 1

I wasn't going to gain much by sitting back. I left the two dwindled Troupes guarding objectives and ploughed forward. Heroe's Path once again sent my heroes forward to key positions and the bulk of my force moved straight up the centre. I also once again used the Shadowseer with Twilight Pathways to send the Starweaver forward.

My shooting finished off the Tempestus squad out in the open, after Mirror of Minds had killed four of them, and the remaining Death Jester dropped the Commander with the Heavy Weapons squad to 1 wound.

My charge phase saw me successfully engage the Tank Commander with the Starweaver, the Heavy Weapons and Officer with the Death Jester, The Taurox Prime with a Shadowseer and the Chimera ended up surrounded by the bulk of my force. The only disappointment was the Solitaire failing its charge.

The Death Jester killed off the Company Commander and held up the Missile Launchers, meanwhile the Shadowseer and Starweaver prepared to stop their tanks from firing in the next turn. Versus the Chimera, my goal was to surround it and lock it in combat to keep the bulk of my force from being shot in Alfie's second turn. To my horror, the Troupe with Kisses killed it outright, leaving my army out in the open right in front of Alfie's.

Round 2

Astra Militarum turn 1

His deep striking Storm Troopers arrived on my back line, near the Voidweavers. The Leman Russ' fell back from the Starweaver and a lot of troops disembarked. There were a lot of guns pointing at the bulk of my force.

The good (for me) part of his shooting phase was him losing 3 Tempestus Plasma Gunners overcharging against a Voidweaver. Everything else found its mark and I took a hammering. By the end of his turn, I had gone from 3 Troupes, the Great Harlequin and a Shadowseer at his front line, to just the two characters. Both of whom were surrounded by Guardsmen and Officers.

Harlequins turn 2

I had gone from being outnumbered to being severely outnumbered and on the verge of being tabled. 4+ Invulnerable saves don't cut it when mixed with Toughness 3, and the Shadowseer's aura can only do so much. Luckily, the mission we were playing had an instant win condition - control all three opposing Objectives at the end of turn.

One Objective had the Missile Launchers on it. If the Solitaire and or the Skyweavers could kill them in melee, that would easily give me that one. Even if they failed, the bikes should outnumber the heavy weapons at the end of turn.

The second Objective was currently held by the Leman Russ and the Stormlord. While the Russ is Objective Secured, so is the Troupe in the nearby Starweaver. If they disembark and sit on the Objective, I can steal that one away.

The final Objective was the tricky one. After some measuring, it was clear that the Taurox and the Stormlord were out of range to control it. I could also move the Starweaver into range after the Troupe disembarked. However, it was being controlled by a lot of Objective Secured Storm Troopers. This could be the one that makes or breaks me.

The second Objective was easy. The Troupe disembarked and moved onto their Objective. As long as I didn't go crazy and assault either tank, that one was mine.

The first Objective was straightforward. The Death Jester fell out of combat, as his firepower would be needed elsewhere. The Solitaire moved up and I brought the Skyweavers out of the Webway.

That third Objective.....
The Great Harlequin and Shadowseer fell out of combat, ready to brave the Overwatch from the Tempestus if needed. The Death Jester prepared to fire. The Starweaver moved over behind them to hold the Objective should they fall. The remaining Voidweaver moved into range of them. The final Shadowseer even used Twilight Pathways on herself to close the gap.

It took pretty much all of the Psychic and Shooting phases, but the Tempestus' were slain, leaving the Starweaver in control of the Objective. The Troupe it had protected were in control of another, leaving just the Skyweavers and Solitaire to succeed in the Fight phase to give me the win.

Thankfully, the Skyweavers made their charge, only losing 1 bike to Overwatch. I fear that if they had failed and the Solitaire had to move in, thee n an errant Krak Missile would have spelt it's doom. Their Zephyrglaives being 2 damage each sealed the Heavy Weapons Team's fate, giving me the third Objective and the game.

Aftermath

Looking back, Alfie reflected that he could have positioned better on the Objectives. While he is right, as it allowed me to steal the game out from under him, I was so under pressure from his other decisions that I had to go for the desperate triple grab.

His firepower was really good, and it felt like I was unable to make any saves. That last bit probably isn't true, but I was pulling a lot of models off the table at a worrying rate. I was able to close the distance really quickly though, so getting to his army wasn't a problem.

If positioning was Alfie's mistake, underconfidence was mine. When the Chimera died to the first unit I had activated, I realised I had made a grave error. My goal was to lock it in combat, to skip Alfie's second shooting phase,  and instead, I put all the best targets directly into Rapid Fire range. To make matters worse, I had jumped across terrain that would have protected me from so much firepower by blocking lines of sight, allowing me to pick and choose what I engaged in my second turn. If the mission hadn't had an instant win condition, I doubt I could have taken control of the game back and would have been tabled turn 4, if not turn 3.

This teaches me two things; firstly, don't get carried away trying to do sneaky tactics. Sometimes patience is the way forward. Secondly, always play the mission.

ALWAYS PLAY THE MISSION!

Many players get distracted trying to table their opponent and lose because their opponent was either too hard to kill or better at killing than them. But the mission allows you to win when facing superior troops. Every turn you should be keeping in mind what you need to do to achieve the mission, this being a wargame means killing will be part of that. Learning to play to win rather than play to kill will increase your ability to win games and still lead to epic stories.

As an aside, Alfie has long been wondering about the Stormlord as a choice for his army. His worries have been twofold. If he puts it in every Guard army, does that make him boring? Also, as a Titanic unit, is it fair on his opponents for him to bring it?

For the latter point, at 2000 points it seems silly to stop someone playing Titanic units. Thier reputation from 7th Edition for dominating the game just isn't true anymore. You can ignore them, their effectiveness lessens as they take damage and every weapon has a chance of hurting them. In this game, I used terrain where I could to block its lines of sight and mostly ignored it. Killing it wouldn't have achieved the mission, so I didn't look to doing so.

As for the former point, is starting your army building with the same unit everytime boring?

No. We all have a unit or character we like to field. Maybe they are the character that attracted us to the game/army. Maybe we really like the model/paint job/conversion and want to show it off. Maybe we really like what it does on the tabletop or how efficient it is. Whatever the reason, we should be able to field that unit. What's the point in spending money on a unit and spending time putting it together and painting it, if we are going to guilt trip ourselves into not using it?

I look forward to facing my next opponent.

Tuesday, 10 July 2018

X-Wing Store Championships 2018 - event 1

This season, I'll be participating in 3 X-Wing Store Championships; 2 as a Judge and 1 as a player. End of June was the first of these, Judging at Antics.


We had 9 players out of the maximum 12 that Antics can host. Not much to report from a Judging point of view. Things ran smooth, although I did let the timing slip about 20 mins by the end. The players know what they are doing, so there were next to no Judge calls as well.


We had 1 Scum list, with the most popular ship being the Kihraxz. It's a shame to see a faction so underplayed.

We had 2 Rebel lists, both flying the Falcon and an Arc. While that's not much better attendance than the Scum faction, at least we didn't see the dreaded Ghost Fenn.

We had 6 Imperial lists, with Quickdraw, Omega Leader, Colonel Vessery and Countess Ryad all appearing on 2 lists each but with no duplicate lists. Aces were the order of the day, with only one list taking a Decimator.





After 4 rounds and no top cut, our winner was.....

Matthew Vicary

Kylo Ren (TIE Silencer)

  • Autothrusters
  • First Order Vanguard
  • Push the Limit
  • Fire Control System
  • Threat Tracker
Whisper (TIE Phantom)
  • Advanced Cloaking Device
  • Veteran Instincts
  • Sensor Jammer
  • Director Krennic
With his brother Jon winning down in St Austell, that gives the Vicarys two Store Championship Titles so far this season. It's also Matt's second year winning at Antics proving the brothers are ones to watch this year.


Next event for me is playing at Kirton. Can I do better than my performance at the Regional? What am I flying? Guess we will find out in two weeks.....




Quick Hits Bonus July 2018 - Renegade Knights

Here comes a bonus Quick Hit, Index Renegade Knights. Most of the opinions are the same as in the Imperial Knights review (see here http://hiveoffunandsilliny.blogspot.com/2018/07/quick-hits-july-2018-imperial-knights.html ) so I will focus on the differences.


Lord of War

Renegade Armiger
Can be taken either as Helverins or Warglaives.

Renegade Knight Dominus
Can be taken as a Valiant or a Castellan.

Renegade Knight
This has fully customizable weapon options. While this allows you to match any Questoris build, it also allows you to take two of the same weapon choice. Two Rapid-fire Battle Cannons sounds terrifying.

Strategems

Only 2 Stratagems; Rotate Ion Shields and Trail of Destruction. Both are really good.

Warlord Traits

Only one choice; Infernal Quest. Gives the model Objective Secured while also counting as 10 models.

Quick Hits July 2018 - Imperial Knights

Our latest quick hit is Codex Imperial Knights


Special Rules

Knights don't have any, just some clarification on how their Faction Keywords work.

Fortification

Sacristan Forgeshrine
It's hard for your opponent to interact with this, but the benefits take a turn to kick in and make the Knight unable to really do anything for a turn. Great for scenarios though.

Lord of War

Armiger Helverin
The Autocannons are ridiculously long-ranged, on a mobile shooting platform. Plus enough shots to make shooting at Infantry seem worthwhile.

Armiger Warglaive
The Thermal Spear seems really unreliable in regards to the number of shots, but the Reaper Chain-cleaver seems good in both modes. Getting it into melee as quickly as possible seems to be the way.

Knight Preceptor
The Las-impulsor looks impressive until you see the range on its high-intensity mode. It does allow both types of Armiger to re-roll 1s to hit though. It's expensive for a buff unit but stands up quite well on its own.

Knight Paladin
Rapid-fire Battle Cannon and melee weapon. The "standard" Knight. Good against a wide range of targets.

Knight Errant
Thermal Cannon and melee weapon. Supposedly good against heavy targets, but 2 Armiger Warglaives can do the job better.

Knight Gallant
Pure melee, and the cheapest Questoris class Knight. It's a shame that Chainsword and Gauntlet are wasted against the majority of targets, due to Titanic Feet being mathematically better.

Knight Warden
Avenger Gatling Cannon and melee weapon. Good at thinning out elite infantry, but possibly outclassed by a pair of Armiger Helverins.

Knight Crusader
Your choice of ranged weapons, I think the best loadout would be Avenger Gatling Cannon and Rapid-fire Battle Cannon.

Canis Rex
A named Preceptor, but without the Mentor ability. Kewl concept and doesn't count as destroyed until Sir Hekhtur is also slain, which could frustrate your opponent in some missions.

Knight Castellan
Huge firepower, but Dominus' only have 4 more Wounds than Questoris. A good centrepiece for a gunline, that can be mobile if it wants.

Knight Valiant
The close assault Dominus. The Thundercoil Harpoon looks amazing, but being single shot will probably let you down more often than not. The Conflagration Cannon makes up for it though and makes the Valiant a nightmare to charge.

Knight Lances

Extra Command Points for taking pure Knight Detachments is always a good thing.

Household Traditions

An interesting mix, with two really good ones - Hawkshroud and Taranis.

Stratagems

Stand-out Stratagems
  • Noble Sacrifice
  • Rotate Ion Shields
  • Exalted Court
  • Oathbreaker Guidance System
  • Full Tilt
  • Death Grip
  • Bonded Oathsmen
  • Valiant Last Stand
  • Machine Spirit Resurgent
  • Sally Forth!
  • Slayers of Shadows
  • Our Darkest Hour
  • Saturation Bombardment
Warlord Traits

There are some hits and misses here, but there are ways of giving them to multiple Knights, allowing lots of room for combinations and experimentation.

Heirlooms of the Noble Houses

Stand-out Relics
  • Sanctuary
  • Armour of Sainted Ion
  • Endless Fury
  • Traitor's Pyre
  • Mark of the Omnissiah
  • Cawl's Wrath
  • Thunder of Voltoris
  • Angel's Grace
As a side note, with Titanic Feet being so good, there is little point taking Ravager, Honour's Bite or The Paragon Gauntlet.

Freeblade Qualities and Burdens

An interesting way of building and customizing your Knight, at the expense of a Household Tradition. Looks especially fun if you are taking just a single Knight.