Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Tuesday, 18 February 2014

X-Wing tactics - Tie Fighters




Introduction

Hi all, and welcome to my first Star Wars ship review.  I intend to write one of these for each class of ship available in the X-Wing game.  However, there is a disclaimer.  I have not been playing long, only two months in fact, so I am by no means an expert.  There will certainly be many things I miss, and other things I flat out get wrong.  However, this is as much an exercise for myself as it is for you as readers.  Writing things like this down helps me to go over ideas, solidify them, and come up with new ones.  I am therefore happy for anyone to tear any or all of my ideas to shreds, as long as they do it constructively. 

Right, with that out of the way, let's begin.  The humble Tie Fighter seems a good place to start this series of ship overviews because it is the backbone of the Imperial fleet, both in the fiction, and the game.  Many 100 point squadrons will include nothing but standard Ties, and many others use them to fill out whatever remaining points might be available after the 'cool stuff' has been chosen. 

First, lets go over the strengths and weaknesses of a standard Tie Fighter.  

Tuesday, 26 November 2013

The Voice - Building a better Marine list



Rumors of my demise have been greatly exaggerated. Ive just been really busy job hunting and looking after the little one.

So, Marines; its all about the bikes right?

Wrong

I won't lie i looked at the book and thought the same initially. With grav as it is and scoring cheap bikes the way they are, then surely that's your starting point with marine lists?  We'll this is what i thought and played some games...and its good, but its not great. If you don't go first it can be a problem. It was almost 2 army's, the one where you went first and the one where you went second and the tactics changed a lot depending on that. With Coteaz as an allie then i think it is a strong contender, but other wise its good but not tourney winning good (Hello Mr Sacket :P)

So what do i think marines should be doing. Well that depends, on one thing. The chapter tactics you use. This rule more than any other really does define how you should build your list, and, in my humble opinion, tactical marines tend to use them to the fullest.

I was a bit disillusioned with the tacs at first, they didn't get much of a buff and they were not cheaper (not really, when you consider their old free/cheap weapons upgrades). But add in the chapter tactics and the fact that a lot of the upgrades are optional and available for squads under 10 strong now and hoo nelly!. Suddenly tacs en mass can be scary.

Yes i said it, Scary

So what I'm going to do is go through each of the chapter tactics and show you a list , talk about it a bit and throw some ideas your way. I won't include allies out of codex as frankly thats an exercise that would take forever. Plus i think allies are kinda cheating :P

First off. White Scars:


Sunday, 25 August 2013

Screamer Council: is it "top dog" at a tournament?

It's not just Shredder that is unkillable.....
It's one of the hot topics - now that Tau and Mech/Hybrid Eldar (or of course TauDar) are flooding the tournament boards, how do we kill them? How do we run an anti-meta list successfully?

I've been using (in random games when not prepping for ETC with my Nids) a Demon list that I first heard about a few months ago when the ETC lists were published to teams and we could peruse the other nations ideas...

The Screamer Council is BIG and it is COOL and it is NASTY!

You can have a read HERE if you are unsure what I am talking about. The linked post details how it works and what it does. If you want to try out the Screamer Council read THIS article and then just go to town!

Now, my plans for tournaments are this:
7/8th September is Death or Glory Tournament (1850)
5/6th October is Battlefield Birmingham tournament (1500)
9/10th November is GT Heat 3 in Warrington (1650)

I have invested a fair amount of time in reworking my old Tau army on the side of getting my Nids 'ETC Ready' and I really want to get them stuck in to tournaments. I appreciate that Tau/Eldar are the GK/Necrons of 6th edition but I think I want to run them.

Problem is - I know at least ONE Screamer Council will be present at each of these events.

MINIMUM. I am not 100% sure if there will be more, perhaps it is TOO soon after the ETC for this to have permeated through to the mainstream UK tournaments, but it is certainly a topic well covered on 40K Global by Big Dave Symcox and discussed with disgust by Franco M. So plenty of people know about it.

I've run it and I know HOW good it is. And just how hard it is to kill.... so what can I do IF I don't run it myself....

Friday, 5 July 2013

ETC Lists: Tzeentch Screamer Councils BE PREPARED!

Spain.
Sweden.
Germany.
Poland.

Four of the "ones to watch" at the ETC this year. The ETC is the European Team Championships for those that are unaware.
An international event which hosts team of 8 players (plus a "9th player"/coach) from all over the world to compete in a team tournament over 3 whole days of gaming.

Now the reason I've highlighted these 4, and the topic of this post in the title, is because they have all opted to include as one of their 8 lists a Chaos Demons list which sports a very particular unit and combination of units, powers and wargear.

These 4 are "big countries" in the ETC, Poland win the thing all the time!!! Except for last year when the UK boys brought it home, I wasn't part of the set up then, but am now and hope to bring it home again...

It's interesting that 4 very solid countries have all opted to include certain armies and a certain combo... So enough cock teasing.. what is this combo? Will it destroy us all? Is it the End of Days?

Well...

No. No, it isn't the End of Days, but it's DAMN COOL! And effective as well..and I'm pissed I didn't think of it!

Whilst other countries, such as the good ol' US of A, have gone for the FMC Spam/allied Black Mace Prince/Heldrake lists - these countries have brought out the TZEENTCH SCREAMER COUNCIL.

What is this concept? How does it work? If this was a unique and original concept, I'd keep quiet..but it clearly isn't and it'll be hitting game tables near you VERY SOON! Be prepared!

I was told about it BEFORE the ETC lists were released to the teams by fellow Son, Gary "The Voice" Percival who had discussed it/learnt about it from UK tournament player extraordinaire Andy Oakham. And clearly this is not something that is unique to Andy, but credit where credit is due and I'd not considered it for my own CD army so...Thanks.

Now...read on to find out about it...especially if you are one of the resurgent Tau generals...

Friday, 28 June 2013

The Tau Problem

It's a bitch isn't it? When your old armies get a make over from the one-dimensional shit houses they used to be and become the latest, greatest one dimensional terror weapon in the 40k universe.

Now, this happens a lot for me as I own a lot of armies haha...but I acknowledge it isn't the same for all.

Tau. Well.. they've really made us all rethink a few things haven't they?

When constructing an army - at list building stage, you consider a number of things (in no particular order):
1) Objective grabbing - it's 5/6 missions in the rulebook afterall
2) Mobility - linked to both objective grabbing and 3 below
3) Firepower - its a futuristic war game about dudes with guns. Seriously, you know this is a shooting game, right?
4) Resilience - you're gonna get shot at!
5) Line Break, Warlord and First Blood - these MUST be considered to create a competitive army
6) Psychic Defence and Offence (if applicable)
7) Assault - if you want it, how to get it... if you want to avoid it, how to!
8) Fliers - can you bring them down? But not at the expense of balanced firepower? Ignore them?
9) Infantry
10) Transports
11) Heavy Tanks

I personally then consider the top meta builds and think how the armies would handle them:
- Crons with balanced Air, Wraiths etc
- IG Blobs w Azrael or dual Rune Priest Prescience
- Heldrakes + Allies (often IG or Demons)
- Nids - for this I use the common build (not my own...) - Dual Flyrants, Dual Tervigons, Doom
- Demons - FMC Spam and super casty builds

Now, as a very strong army we must build in Tau. Now, this wouldn't be a big deal except that Tau are not JUST a build to consider when constructing your army, they also have a strong Ripple Effect....

Tuesday, 21 May 2013

Psychic Powers in 40K.....or "How I learned to embrace Benders"

Lol.. I snowmobiled his title! I'm so freakin' fuunny.. can you see what I did? I'm not homophobic... I took out 'Spoon' ..

Psychic powers. They got quiet sp. "quite" (let's get this snowmobile a rockin' properly lol) the shake up in 6th Edition didn't they? With a standard set of disciplines much like fantasy they really opened up the utility of the spoon benders in the grim dark future.

But are people really looking at these new tools "properly"?and  (I promise this snowmobile won't just focus on literacy amongst the blogerati here at Sons!) I say that because a lot of the time I see or hear people say something to the effect of "well unless you can take divination what's the point". The Divination Discipline and more specifically Prescience is the golden child of this new aspect of 40k.(Golden Child.. what a film! Whatever happened to Eddie Murphy...Dr Dolittle? c'mon..) Rerolls are king in a dice game, just ask Blood Bowl players, and mitigating the chances of bad rolling and improving the chances of getting a great roll for a unit for either shooting or combat is hyper powerful....but its not the whole story. Nid players for example are probably the next most vocal about the joys of Biomancy powers; having used the list and Discipline myself I know this to be a terribly frightening prospect to face. But still I come across players that seem genuinely surprised that they have been enfeebled twice and shot to death by gaunts.Generally speaking, the trend seems to be for Enfeeble NOT to stack.. depsite my personal opinion that it does.. I now play it that it doesn't stack.. Best way I think, play at a disadvantage and when it gets ruled in your favour in a future FAQ..well...sweet! But yeah, in an army that can field 20-30 psychic powers, stacking Enfeeble sure does fuck people up good! Much like Eddie Murphy in Beverly Hills Cop.. seriously.. Dr Dolittle - it still hurts.

Sunday, 25 March 2012

Plateau'ing -When you hit it. Pt.1

I feel like I'm having an issue lately. My gaming seems to has plateau'd, not peaked but hit a ceiling of sorts. I'm at a point where I'm a decent player but I don't feel like my gaming is progressing, so I'm going to try to analyse why and see what I can do to change it.



I'll start with where I feel I'm at game play wise. In the last tournament I played in, I placed in the top 1/3 out of 60+ players.
 I ended up just below my goal.
I find my way to top tables but can't hold on once I get there.
I can't overcome my counter lists and get into that top tier of players.

 I've also noticed that when I'm playing against someone I tend to have a "go to" strategy for each army/build. And without spending a minute or so before the game planning a strategy according to the mission and the opponents weaknesses and strengths, I deploy.

And it ends up being either that strategy crushes like it should or it completely falls on its face without a chance to adapt. But even with my biggest counter, GK. I tend to do the same thing every time. Deploy forward to get as many lance shots early as I can, pray to the dice gods and hold on for dear life. And its not working, and I do it over and over and over with different versions of the same list.

Change is needed. So I've looked at my play and lists and there are a few things that need to change. The list, the strategy, the mentality.

Saturday, 3 March 2012

Playing the army, learning to beat the army: Paladins

How many of you guys do this?

I enjoy playing a wide variety of armies as I suffer badly from Army ADD! I love a new project and my mind wanders after a few games.

One thing I do is play armies that I have not played but know are likely contenders/match ups at tournaments. This helps with my low attention span and experience versus a variety of forces.

My current 'thing' is Draigowing. I played with it last summer whilst we were testing all the GK builds locally and found it fun but limited. Having seen it crop up more and more at tournaments I felt it was time to get the dudes out and play with it some more.

I had enough GKT's to do the army, but was missing dedicated Dreads.. doesn't matter when you are doing this though, it's all about just learning an army, it's strengths and it's weaknesses. Oh, and having fun!

I've played with them half a dozen times now and they are looking very strong, but there are a few fundamental weaknesses that I have found so far, namely 1) Damage Output and 2) Mobility

Let's look in detail...

Wednesday, 1 February 2012

A Brief Guide to Necrons - How to fight with and against

Bully asked me over text conversation if I would email him over a brief heads up on Necrons. He wants to catch himself up to speed and I thought that I would share this with anyone who has not yet played against them and what to expect from that first game.

The Necron codex has been out a while now..quite a while in fact. Whilst most people have read up on them, own the book and have read around on the internet, I still find there are guys at the local club and at tournaments that haven't popped their cherry ( shit, there are TOO many jokes about 40k goons there...) against the robots.

So here are a few thoughts on what to expect, how to handle it and um.. the shit that is good. Most of you know this, it's in no particular order and it may not be what the rest of the internet says... but this is my experience first hand as a long time Necron collector and as a competitive gamer - both with and against the robots..

Monday, 9 January 2012

My 1st round match up at Caledonian...not good!

First round match up's at Caledonian have been announced and my opponent has been kind enough to volunteer his army list..I will of course recipricate.

So this is what I am facing...dual Jaws Priests and a crap load of high strength weapons. Plus a Drop Pod Dread to either kill a vehicle (which I will not allow through bubble wrap) or toast a unit of Scarabs (which I cant stop as they will be the bubble wrap lol!)

Andy Currie's Space Wolves
Rune Priest - Living LIghtning, Jaws of the World Wolf, Chooser of Slain 110
Rune Priest - Murderous Hurricane, Jaws of the World Wolf, Chooser of Slain, Bolter 110
Dreadnought - Drop Pod, Mulit-Melta, Heavy Flamer, Wolf Tooth Necklace 160
Wolf Scouts x 5 - Melta Bombs, Melta Gun 110
Wolf Guard x 3 - 3 x Power Fists, 3 x Combi-Meltas 1 x Melta Bomb 134 (2 into Grey Hunter Squads, 1 into Wolf Scouts)
5 x Grey Hunters - Melta Gun, Razorback w/ Twin Linked Lascannon 155
5 x Grey Hunters - Melta Gun, Razorback w/ Twin Linked Lascannon 155
5 x Grey Hunters - Melta Gun, Razorback w/ Twin Linked Lascannon 155
5 x Grey Hunters - Melta Gun, Razorback w/ Twin Linked Lascannon 155
Land Speeder w/ MultiMelta and Heavy Flamer 70
Land Speeder w/ MultiMelta and Heavy Flamer 70
6 Long Fangs - 4 x Missle Launchers, 1 x Lascannon 155
6 Long Fangs - 4 x Missle Launchers, 1 x Lascannon 155
5 Long Fangs -  4 x Plasma Cannons 155
Total 1849pts

So time to have a think about how to take it out!!

Saturday, 17 December 2011

Tournament Tactics: Army Building Informed by Mission Pack

Time to crush these Highland upstarts...
In order to differentiate myself from the 115 other players at the Caledonian Uprising in January – an 1850, 6 game tournament at Maelstrom Games, Mansfield, I think I need to employ several tactics:


1) Use an army that I am familiar with and no one that I just design the week before, playtest once and hope for the best.

2) Ensure said army is painted to the best of my ability so I can grab all the soft scores! A lot of players don’t get this and even just a few extra points will make the difference.

3) Design the army with the missions in mind.

We are going to start with point 3 today, I will investigate the missions and try and formulate some ideas based on them..

Thursday, 14 July 2011

Stargazer's Painting/Malifaux Corner - McMourning Tactica

So new post time you lucky people! This is something I've been meaning to post for quite a while this is the next installment of my Malifaux tactica and this time round I’ll be addressing the Dr Douglas McMourning, head of the Guild morgue and Ressurectionist master.

So down to business. For a basic overview McMourning is a glass cannon. Fact. He’s a melee monster and has the ability to walk through most non-master models in the game and some masters as well.. With a average at best defense of 4 he is quite squishy although this isn’t necessarily an issue due to some of his other abilities which I’ll go into later ;) As far as positioning in your crew, he is kinda a one man army who needs little support it’s always a good idea though to keep him out of line of sight of scary guns and offer target saturation for the enemy so he doesn’t get focused on too much. In the activation order try to save McMourning until last unless absolutely necessary so he can gain back any wounds he loses. His cache is 6 as standard and he doesn’t really need any more unless you have spare soulstones left over.

Abilities

Body Parts – You can exchange soulstones for body part counters. I personally never use this as I don’t find it particularly difficult to gain body parts in game and the soulstones are more useful in my opinion. However it also allows you to exchange a corpse counter at any point in your activation with 2 body part counters. Basically anytime you kill something you will gain 2 body part counters.

Hard to Wound 1 – Pretty standard, nice to have but nothing amazing.

Organ Donor – This is the most important ability that McMourning has. When McMourning inflicts wounds with a melee weapon he gains that amount of wounds back. Remember melee spells are also included in this. This is also the reason why you should always activate last because if he loses wounds during the turn simply walk into an enemy and start hacking away.

Precise – ignores Armour and Hard to Wound very useful against pretty much everything basically just makes him more lethal.

Actions

(+1) Passion for his Work – Allows you to throw away a body part counter and gain fast, very useful gives you another action per turn and body part counters never seem to be in short supply when the Dr is about.

( 0) Master Surgeon – target enemy or friendly model within 6” makes a healing flip and either gains or loses that number of wounds. Quite situational but can be useful, remember no resist on this so is there a pesky model on a couple of wounds with a high defense? No problem with this action. Also remember McMourning can use this on himself if you are really desperate to regain wounds but with Organ Donor you should be fine.

(0) Scalpel Slingin’ – The most useful ability McMourning has, use this as much as possible, it allows you to make a 6” melee strike and if you wound the target (use soulstones if necessary to hit) you get to push into base to base. This basically removes the need for walking giving you more actions to use on spells or attacks.

Triggers

Scalpel Magic – Very useful! Try to get it off as much as possible if there are high masks in your hand and soulstone if necessary, this combined with scalpel slingin’ you have the potential of 7 attacks on an enemy model in a turn!

A Piece for Me – This is an automatic trigger on McMournings melee weapon and gives you a body part after damaging a defender. If you are getting stuck into melee then there will never be a shortage of body part counters down to this.

Spells

(0) Monstrous Creation – This is McMournings summoning spell, although it requires a 10 crow to get off it is more often than not worth spending a soulstone to make sure that you can get it to work when you need it to. Don’t bother summoning Canine remains with it but definitely summon Flesh Constructs and Rogue Necromancys to provide hitting power when needed.

(1) Dissection – This is a rather nasty spell with a damage arc of 1/5/10 although if you inflict severe damage your activation ends. This is good to use as your last action, use soulstones to get a high total allowing you to cheat the damage, this will enable you to kill almost anything in the game in one hit! If you cant get the severe aim for moderate and try to get off the scalpel magic trigger as mentioned earlier.

(1) Rancid Transplant – This is probably my favourite spell of McMournings. Whenever I have a relatively high mask in my hand I will use this spell in conjunction with scalpel magic. It gives the target Easy to Wound 2 for the rest of the game, which means you get a double plus on any damage flip subsequent to this spell. This turns a resilient model such as Teddy into a model which is far less scary allowing you to actually deal with it. The only thing to remember is that this spell requires you to discard a body part counter however if you can get off scalpel magic you can normally gain that body part back without too much trouble.

(1) Wracked With Pain – I’m not the biggest fan of this spell although it definitely has its uses. It causes 2 wounds and prevents the target from taking (0) actions for the rest of the turn. The reason why I don’t normally find this so useful is that I normally activate McMourning last anyway so most if not all of my opponents models will have already gone. The good thing about this spell however is that unlike the rest of McMournings spells it targets Wp instead of defense which can be useful against some crews/models which have defensive triggers.

Crew

Sebastian - This guy is McMournings right hand man and the model is just too nice not to take! He has a good synergy with the dogs that McMourning normally takes and is able to deal quite a large amount of damage if he gets stuck in in melee.

Canine Remains – These are the staple of the crew fast and good objective grabbers can ambush unsuspecting models on their own and cheap bodies to generate more body part counters. Their (0) action, which allows them to pass corpse counters to McMourning, is invaluable keeping the good Dr stocked up on the much needed Body Part counters.

Nurses – I personally don’t use these that often however they can be useful to turn the dogs into “Cruise Missiles” as they normally die whenever they end up in melee anyway. Can be hard to manoeuvre into position and keep there..

Zombie Chihuahua – Not that great.. good for cheap body part counters I guess but that’s about it..

Ok I think that’s about it for this post.. any questions as always feel free to ask

Until next time

Stargazer out.

Thursday, 30 June 2011

Deathwing Tactics - The Alpha Strike Deployment

Who remembers when DW were black?!
Righto guys, another post in the series of Deathwing Tactics and Deployments. Having drafted out some of the Mission/Deployment posts, I found myself referring to a couple of concepts more than once, and from this, felt really they should get their own article. These two concepts are as follows.

  • Alpha Strike Deployment
  • Phalanx Deployment

Now both are strikingly different deployment types, and I find generally speaking I do just use what I refer to as the "Phalanx" deployment. While there are various other deployments (and variations upon both), and nothing is set in stone, I do find these are two of the archtypes I look at when looking at the board/mission. From this I can look to my opponents list, how the board is set up, what he might want to do, what side he gets, and potentially how he sets up (if going 2nd). With so many foot models (26 40mm bases, 6 biker bases, 2 60mm bases) there is potential to clog up or be forced into difficult positioning just on pure size of units alone, despite the model count of your army. I mean we can change things up as well, for example, kill point games against say a mech heavy rhino / pred's / vindicators, you can plonk two squads in the corners, couple in middle and just cover the entire board with good fire lanes and essentially out range him / side armour etc.


Monday, 20 June 2011

Deathwing Tactics - An Introduction

Dakka Dakka - posted so I don't have to look at Bully's DW again -Ven.
Righto Champs, 

So I've wanted to put pen to paper on this for a little while, especially now I feel reasonably at grips with the army, or certainly the doublewing aspect of it. While my juices are flowing over some various other bits of 40K, the foreseeable future I am putting Deathwing as my best foot forward, purely as I have, certainly in 5th Ed, the best experience with it - couple of tourneys and plenty of practice.

So what am I going to cover? Well I want to look at some general concepts of the army, then some more specific unit tactics, plus an overall view of missions and deployment - a bit of everything really.

So lets start off, the Basic's - what to think about with Deathwing, actually lets call it an Introduction to Deathwing and Doublewing.

Wednesday, 4 May 2011

Njal Vs Rune Priests


Many of you have expressed many different views on army list, theory hammer and math hammer, but does that all work out in games? Well It’s hard to tell. Do you play a diverse amount of players, all who are good, and all who run fairly strong “net” lists? Of course not, so I am here to discuss some strengths and weaknesses between 2 units who have some contending within certain people’s lists and views.

Friday, 15 April 2011

Stargazer's Painting/Malifaux Corner - Nicodem Tactica

So here we are. It's been a while and time for a change of topic. Today will be my Nicodem Tactica giving my thoughts on how he is best played.

So an overview, Nicodem is a very defensive master who although is best near to your crew for support shouldn't be too near to the front because with a meagre defense of 3 and no defensive triggers or tricks to get him out of melee he just dies fast. Activation wise I find Activating the big man first is a good plan as it allows you to get up the bolster aura straight away and with The Fog he will be pretty safe as long as he isn't out in the open on his own. I will always take Nicodem with a Cache of 6+ as any less means he can struggle to summon or get off Rigor Mortis when he really needs to. They are also useful for if he does come under attack giving him a little defence.

Wednesday, 13 April 2011

GK Techmarine Tactica V.1…The Grenadier

Ah Techmarine, NOW I think I finally understand you…

Techmarines are shit.

This is an over exaggeration, but you always glaze over them right?

Some have been kind of useful… like the Blood Angels guy who can switch servo harness out for a jump pack and drop in with a combi-melta and kill your most expensive tank! Whoot! Quite a few points, one wound and most importantly…one shot. Or the Vanilla guy who put in decades of training on Mars to operate a big, mildly shitty gun battery…

In the Wolves book they are pretty cool…they can ride on Thuderwolves, accompanied by Cyberwolves,wielding a Thunder hammer and a cheap Wolftooth necklace. Definitely an option, but an overcrowded/competitive ‘Elites’ section means they are most often, certainly in tournament play, over looked in favour of Wolf Guard, Scouts, Lone Wolves and Dreadnaughts.

Thursday, 10 February 2011

Deployment in Action - Mech Vs Mech Part 2


 See last week's post for part 1...or just read this lol...  


Pitched Battle – Capture and Control

SM going first
As I ponder this one I realise that I am not this week enjoying writing this.
I am not in a good mood.
It’s most likely because I have a literal fuck-tonne of work on and don’t. fucking. want. it.
I just want to teach.
All the other responsibilities I have taken on…well, they are going out the window as they are distracting me from what I love.
Or its because the fiancé wants me to sell my gas-guzzling car…and I don’t want to.

But I am a trooper and will continue.

Wednesday, 9 February 2011

Stargazer's Painting/Malifaux Corner

Welcome back peeps, another week on and another installment of Stargazer's little corner of the internet. After talking about painting last week (More specifically Seamus the Mad Hatter) I felt it was only right to discuss how I like to use him in game. Yeah yeah yeah I hear you cry "that's all well and good but you've posted the wrong bloody pic! That's not Seamus!" and you would indeed be correct dear reader that is not Seamus. However that is Seamus' totem (sidekick/physical manifestation of Seamus' magical footprint in malifaux) The Copycat Killer (Little Leprechaun with a big gun) All the masters have one of these totems and the tactics relating to the totems are directly linked to the tactics for the master so I thought I would throw him into this post as well. For info on painting him see my post last week here as he is pretty much the same colour-wise to Seamus.


So.... tactics. Disclaimer: the thoughts and tactics provided are my own there are a myriad of ways to both build a crew and play it in Malifaux giving almost infinite tactics however these are the ones I feel work the best for me :)

Sunday, 6 February 2011

ImmoBAliser Analysis: Survivability Going Second

I have fallen in love with the imitation Immospam that Blood Angels can put forth on the tabletop. It fulfils a need for a style of play completely different from my usual, Shooting-Phase-dominated play.

Whilst it is still S-P-dominated, it’s nature is so radically different that you cannot but love it.

And when I say ‘fallen in love’ I mean I’ll be playing it at the X-Legion tournament in late Feb…then probably never again! Lol. I’m so fickle.

But as I am taking it to a tournament, I’d best put some of the famous Venerable Brother thought into how to best run it..