Looks interesting but:
1) It's way too soon for me to get an army painted, I still have models I can't buy until the UKGT 40k Heat 3 (when I can order them at WW).
2) I'll be pretty busy in October.
Anyway, I've been trying out a few practice games against either Marines or IG. Predictably the Marine games turned out pretty symmetrical with whoever gets to go first having a permanent advantage throughout the game (this probably wasn't helped by having identical armies).
Against the IG I threw away my Termies in a foolish Engagement against a Tank Company. It was either that or have them blasted apart by enemy fire. So when I lost that Assault it was expected.
However I then set up a 3 formation assault with 2 Tactical units each with Commanders and a Devastator formation. Despite outnumbering, etc, they still lost the Assault- essentially crippling my army.
The Predators died to a volley of Vulture Hell Strike missiles- 8 2+ AT from 120cm away, with pop-up attack is brutal.
It became apparent (and was apparent in my previous game against IG) that I was severely outranged, only the Thunderhawks provided an ability to reach Basilisks and the like. It does seem I'm wasting quite powerful units on pinging one tank a turn, but if I didn't the indirect fire would be disastrous.
So, what I'm planning to try in my next game against IG.
Deploy on a single flank, pray that the IG player has spread across the board.
Turn 1 remember to Teleport the Termies, preferably on the same flank near my opponents board edge, in LOS of their target but as little else as possible. Probably target the Artillery. First activation is these guys. Retained Initiative probably a Thunderhawk to take on other Artillery.
Tacticals and Predators stay in support range of each other as they Double and pummel whatever is on that flank.
Last activation probably the second Thunderhawk, try to land in range of the Termies, pick them up and fly of in the End Phase (that's possible right?).
Turn 2, assuming I've weathered the storm. More Double's to try to get into a position where Engage is possible turn 3. I'm aware this will be a turn of pain as the IG player gets to react at point blank range.
Hopefully I have something left in turn 3 to launch a concerted Engage with the Commander ability. Termies and Thunderhawks return to help out, and/or claim objectives.
Of course, every plan breaks down when facing the enemy, so this is a rough idea.
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