Showing posts with label Imperial Guard. Show all posts
Showing posts with label Imperial Guard. Show all posts

Wednesday, June 12, 2013

Video Battle Report: Bugeater GT Winning Tyranids vs. Blood Angels/Imperial Guard


I will have a full rundown of Bugeater later, but in short I went 3-3, my worst showing ever at a GT, but in the process won best sportsman and was nominated by the judges for best painted. While I am quite perplexed as to how my army, many of the models included having been painted in the car on the way down to Nebraska, got a perfect score on the initial appearance rubric, I am more than honored that my opponent’s thought so highly of me that I would earn the sportsmanship award.

Only the best armies are painted in this manner.
Before I go more into Bugeater (and all the GT's I have played in this Spring), I thought I would share this battle report which has been lost in a sea of tech troubles. It is timely though, as in it I face off against Matt Root, who not only won Bugeater for the second year in a row, but did so with the list I face here in this video. Facing off against his monster of a list, I will be using my triple land raider blood angels with imperial guard allies.

You can check it out after the jump!

Tuesday, May 7, 2013

Blood Angels List: Three Land Raiders and a Blob (and a RTT Report)

I have always like land raider redeemers. The idea of AV 14 bringing a payload of S6 AP3 flamers is far too awesome to not like. I decided to start playing Blood Angels at the tail of 5th strictly because they could bring more redeemers than anyone else. I tested my old list out right when 6th drop, and after it did not perform I put them in a box for eight months, taking them out to play in an 1850 point tournament with only 90 minute rounds because I knew I would be able to play fast. Chaos was giving me much to focus on so I forgot them again. After being disappointed by the abundance of bad matchups for daemons I decided to start looking at the old raiders again. Something was missing though. with changes to FNP in the new edition the assault marines were not cutting it for me. I have always wanted to play with an Al'Rahem outflanking IG blob...and finally the opportunity had presented itself.

Librarian
5 Terminators (5 Thunder Hammer and Storm Shields)
~Land Raider Redeemer (Melta)
5 ASM
~Land Raider Redeemer (Melta)
5 ASM
~Land Raider Redeemer (Melta)
Vindicator (Dozer)

Company Command Squad (Astropath)
Infantry Platoon
~Al'Rahem Platoon Command Squad (Chimera/Vox/2 Melta)
~Infantry Squad (Axe/Vox)
~Infantry Squad (Axe)
~Infantry Squad (Axe)
~Infantry

 Find out how this list is supposed to work after the jump:

Monday, March 11, 2013

New Chaos Daemon Codex List & Analysis: Part 2 (Imperial Guard Allies)

Unfortunately the opponent who I had planned to film the battle report with and I did not have time to finish our game, so there will not be a video this week. I will give you a quick summary of the two games I have played and then give a list which is very different from what I have previously suggested; an allied Al'Rahem blob. But first, I will actually provide the conclusions I have came to thus far.

1) The problem is not the horrors, seekers, or heralds. These are working like a charm. The problem is that the rest of the list does not synergize in a way which protects their weaknesses. One of the big reasons for this is that the Great Unclean One, despite his great point cost, is too slow to do anything of note even when deep striking off of an icon and thus is not even targeted by my opponents.

2) My ally is not an efficient use of points. Yes the heldrake is great, but I am paying a huge tax to get it in the list. These are points that are putting me "behind the eight ball."

What I need is an efficient ally who can at a minimum match what I can do with my heldrake and havocs. Enter the traitor imperial guard:

Herald of Slaanesh (Greater Reward/Ex. Loci/Psyker Level 1/Steed)
Herald of Tzeentch (Exaulted Locus/Psyker Level 3)
Herald of Tzeentch (Exaulted Reward/Psyker Level 3)
Herald of Tzeentch (Exaulted Reward/Psyker Level 3)
17 Horrors
10 Plaguebearers
20 Seekers (Heartseeker)


CCS (Astropath/Chimera/3 Meltagun/Vox)
Infantry Platoon
 

~1 Squad (Meltagun)
~2 Squad (Meltagun/Power Axe)
~1 Squad (Meltagun/Power Axe/Vox)
~PCS (Al'Rahem/Chimera/3 Meltagun/Vox)
 
~1 Special Weapons Squad (3 Flamers)
~Commissar
Vendetta



Wednesday, November 28, 2012

Battle Report: Chaos vs. Sisters of Battle/Imperial Guard (11.15.12)



To prepare for a local GT in March and Adepticon in April twenty of us from the Frozen North Gaming Club are participating in a league to both build community as well as test lists out against a variety of opponents. We are following the Bay Area Open missions and I am using the new Chaos Space Marine Codex with allied Daemons of Chaos. Note that because it is a playtest league there is no painting requirement and proxies are allowed on the condition that you are actually working toward purchasing or converting the model. I have included what model is being used as a [proxy] in brackets.
 

Typhus [Gold TH/SS Terminator]
33 Plague Zombies
10 Plague Zombies
10 Plague Zombies
10 Plague Zombies
Heldrake (Baleflamer) [Vendetta]
Heldrake (Baleflamer) [Stormtalon]
5 Havocs (4 Lascannon)
5 Havocs (4 Lascannon)

Masque [Tyranid Warrior]
9 Flamers of Tzeentch [Black Termagants]
5 Plaguebearers [Grey Termagants]
9 Screamers of Tzeentch [Dark Elf Warriors]

Aegis (Comms Relay)


It was my first time ever playing Michael, who brought Sisters of Battle with IG Allies.

St. Celestine
Uriah Jacobus

20 Sisters (Power Weapon/ 2 Flamers)
10 Sisters (Rhino/2 Meltagun/Combi-Flamer)
10 Sisters (Rhino/2 Meltagun/Combi-Flamer)
5 Retributors (4 Heavy Bolters)
Exorcist
Exorcist
Lord Commissar (2 Powerfist)
Marbo
10 Veterans (Auto-Cannon/3 Grenade Launchers/Forward Sentry Doctrine)
Vendetta [Razorwing Jetfighter]
Basilisk

Aegis (Quad-Gun)

Wednesday, August 22, 2012

Battle Report: Tyranids vs. Space Wolves/Imperial Guard - Golden Throne Round 3


With 6th edition out for just over a month, I headed to San Jose, California for the world’s first ever sixth edition GT. The tournament would be six rounds over two days with a win/loss format using the book missions. My review of the event can be found here. I brought a 1500 point Nidzilla list;

Hive Tyrant (Warlord/Wings/Twin-Linked Devourers x2/Hive Commander)
Tervigon (Onslaught/Catalyst/Cluster Spines)
Tervigon (Catalyst/Cluster Spines)
10 Termagants
2 Carnifex (Twin-Linked Devourers x2)
Trygon (Toxin Sacs)
Trygon (Toxin Sacs)

My round two opponent was David, a member of Team Zero Comp. He is also ranked 13th on Rankings HQ. He brought a Grey Hunter based Space Wolves list with Imperial Guard allies;

Rune Priest (Melta Bombs)
10 Grey Hunters (2 Plasma Guns)
10 Grey Hunters (2 Plasma Guns)
10 Grey Hunters (2 Plasma Guns)
10 Grey Hunters (2 Melta Gun/Wolf Banner)
10 Grey Hunters (2 Melta Gun/Wolf Banner)
5 Long Fangs (4 Missile Launchers)
5 Long Fangs (3 Missile Launchers/1 Plasma Cannon)

Primaris Psyker
10 Veterans (3 Plasma Guns)
Manticore



The mission is Big Guns Never Tire with the Vanguard deployment. David wins the roll to go first.

He has a lot of marines, and even worse, a lot of rapid fire AP2. I am fortunate though that the rune priest does not have Jaws, both of his psykers have book powers. One can take away my cover saves and at least one if not both has prescience. I think the key to victory is going to be getting my trygons into combat with his troops, as I should be able to clear a squad each turn. The focus of the carnifex unit will be killing the devastators. This calculation is purely about getting rid of AP3 firepower, as I completely forget about both heavy support units being able to score and that heavy support units are worth victory points. If you are thinking that this is not a good sign going into a game against a much more skilled opponent, you are right. It is not until we are tallying scores that I find out about my blunder. Will I be able to overcome this calculation? Find out after the jump!

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