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Showing posts with the label tactics

Tactics and Statistics: Look out Sir Rolls, why you should always take them...

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Something came up in a recent game regarding Look out sir (LOS) rolls. I now think you should always take them. Here's why... While not a great example of the described effect below (sergent isn't in front), making saves does feel really good.

Apocalypse on Cypra Mundi: Post game thoughts

Note there may be some spoilers in this thread as I am wrapping up the post game and posting thoughts on stuff that we got wrong and Improvements. 1.) Turn times - at the outset we really should have had turn limits, turns 1+2 took a long time. 2.) Rules for scoring on strat objectives. The way we did it that was to have them be the same Points value all game. The rule book suggests multiplying the value by the break number on which they are scored. Eg. an objective is worth 1point on break 1 and 2pts on break 2 and 3 pts on break 3. 3.) We didn't realize that you could spend strat VPs for new asset purchases. These two things are linked, if you wanna be able to buy assets you need to have a greater number of VPs availible hence increasing the points. 4.) We didn't really play pure 7th ed rules. eg. "objective secured" for troops in battle forged armies. We played everything as scoring equally. This was something that would have changed the game alot. 5.) Didn...

Enemies of the Imperium Tactica: Tau

"Alright scouts listen up in todays class we going to learning about one of  fithliest xenos in the galaxy, Tau. Tau present one of the clearest and most imment dangers to the imperium.  Today we have Brother-Librarian Arostarcus help recognize some key strengths and weaknesses when fighting this foe." "Good morning, Let us first talk about the problem of technology. Those of us born here, rightwise, in the imperium know that the techpriests of mars long ago created the greatest machines and devices ever and that the emperor blessed these devices, ensuring they would work forever so long as they were dutifully tended to by their users. The Tau race does not believe in the divine nature of the emperor, and they seek to subvert him by using blasphemous creations of all types, which offend nature and the proper ways of the imperium. Now that we all understand that lets learn how to kill these blue xenos..."

Enemies of the Imperium Tactica: Necrons

When fighting necrons there are several things to keep in mind. the most important is to understand their rules. They have quite a few that can be troubling, Weapons systems - Necrons have two types of weapons for their infantry. Gauss and Tesla. Gauss is a strength 5 24" rapid fire weapon, but when shooting at vehicles on the roll of a six, the vehicle takes a glancing hit. This means that at short range vehicles can get really beat up. Tesla is strength 6 and on a roll to hit of six, the weapon gets an extra chance to hit. Making it extremely powerful versus infantry, but it too has very short range of 24". Necrons are undead space skeletons so naturally when you shoot them they can get back up. Enter the We'll be back rule. On a 5+ any model killed with this rule can be returned to the unit it was taken from. However often an overlord (an indepent Ch. for necrons) will be equipped with a "Resurrection orb", changing this to a 4+ and increasing the durabi...

Tactics of the Deathwing pt 2

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Tactics of the Deathwing, part 2 Fresh off a recent touney in which I had some success with the Deathwing I will try to speak for a bit about what works in a Deathwing style list. Given the schizophrenic nature of my other tactica post I will try to be a bit more focused. Terminators especially the dark angel variety are expensive. They cost about 3x the cost of a tactical squad, they are only 2x as durable, and have about equal firepower. They can deep strike, but where they truly excel is assault. you need to be able to use those powerfists. terminators need to be used for assault. Therefore you need to use them aggressively. terminators assaulting gives you 2 advantages. 1 is that you avoid being shot, 2 is that your save of 2+ will be more likely to help since invariably there are far fewer weapons that have AP 2 in assault, especially when you can use your sergent's powersword to kite him in a challenge. In a Deathwing list this is further complicated by ...

Tactics of the Deathwing

The deathwing army is a fearsome opponent full of deadly save making terminators, but how do you win with an army of only 25-30 models on the board? There are several ways to help yourself acheive sucess with the the deathwing army, but first we need to understand some basic terminology. In battle there are tactics and there is strategy and the two are not the same.

Dark Angel Codex thoughts

Dark Angel Codex I just wanted to give some quick thoughts on the new Dark Angels Codex. I actually really think the codex is pretty great. It has quite a few new options. The backstory has gotten updated and fleshed out a bit with the dark angels getting a lot of new "fluff" pertaining to their maintence of hidden archeotech that they employ in battle. Fun stuff. Here is my list of codex winners and losers.