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NeTEA EMPEROR’S CHILDREN 4.0X VS Orks http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=26136 |
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Author: | captPiett [ Sat Oct 19, 2013 8:03 pm ] |
Post subject: | NeTEA EMPEROR’S CHILDREN 4.0X VS Orks |
Same EC list as Playtest 1. This time the titans and knights had initiative 2+ to bring them in line with the LatD Lists: Orks, 3000 points (NetEA 2012 Tournament Pack): 1. Buggies/scorchas 2. Buggies/scorchas 3. Gunwagons w/MW BP 4. Gunwagons w/TK 5. Fightabombas (3) 6. Fightabombas (4) 7. Stormboys (8) 8. Landa 9. Mob with Warboss 10. stormboys with scorchas 11. Big guns with some MW barrage (BTS) Emperor’s Children 4.0x, 2995 points: 1. Retinue, Warlord, Rhinos, Stalker 365 pts. 2. Retinue, 2 noise marine (replacements), rhinos, stalker, 340 pts 3. Retinue, 4 noise marine (replacements), rhinos, stalker, 365 pts 4. Armored company, 8 EC predators, 400 pts 5. Hell knights (6) 450 6. Questar 300 7. Questar 300 8. Chaos Thunderhawk 200 9. Retinue, dreadnought, icon bearer 300 |
Author: | captPiett [ Sat Oct 19, 2013 8:12 pm ] |
Post subject: | Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks |
END OF GAME ![]() ![]() |
Author: | captPiett [ Sat Oct 19, 2013 8:15 pm ] |
Post subject: | Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks |
Impressions: Definitely not my best showing. It’s been a while since I’ve lost 3-0 in turn 3. Thank you to uberChris for playtesting and taking me to school. Well, maybe not so much the last part. The knights are still scary, but Initiative 2+ can be a real wet blanket as I found in this game (for the titans too). Against opponents with some TK ability, they feel a lot more vulnerable. They are also susceptible to clipping in engagements and the 5+ RA isn’t much to write home about in that situation. More testing is needed. I think I need to try these where they aren’t the BTS, so I’ll use them with less fear of giving up a victory condition. I’m not sure if their relatively poor performance has something to do with timid use on my part. The fearless T-hawk does bring a capability to the table that typically isn’t there, but I’m not sure that it’s world-beating or broken as of yet. I guess it could have saved me to get beaten in turn 4 if it hadn’t gotten shot down ![]() |
Author: | Apocolocyntosis [ Sat Oct 19, 2013 9:46 pm ] |
Post subject: | Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks |
Interesting to see the knights quelled more in this game. Would be worth trying as non-BTS as you say, even though they could not be so aggressive this game they still didn't lose much by the looks of it – 1 knight and some DC off the rest? Like the shot of the thawk stuck in a tree. |
Author: | mordoten [ Sun Oct 20, 2013 11:09 am ] |
Post subject: | Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks |
Thanks for the report! Looked lile a cool game! |
Author: | robbypk [ Sun Oct 20, 2013 2:27 pm ] |
Post subject: | Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks |
Nice battle report. I particularly Ike the Thunderhawk in the trees! It doesn't seem to me like anything is particularly broken, and I think you need the t-hawk to be fearless to offset how much easier it is to break chaos vs. imperial vehicles. |
Author: | Runejack [ Sun Oct 20, 2013 3:08 pm ] |
Post subject: | Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks |
I really enjoyed the write-up, thanks. Insert broke record here --> I loved the Thunderhawk in the trees! Joel |
Author: | uberChris [ Mon Oct 21, 2013 3:47 am ] |
Post subject: | Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks |
I think a scout screen and/or a formation in support would have helped the knights performance in that game. I feel that a fearless T-Hawk is problematic. Only larger, more costly WE transports are currently fearless which is understandable. Instead of being destroyed in a failed engagement like all other DC 2/3 landers would be, the fearless T-Hawk can fly off board and then come back on a roll of a 4+ (or on a 1+ during the next turn if it fails). On turn 3 or 4 it can contest objectives and/or get "they shall not pass" (even if it's broken on the ground and later rallies). It can also shoot at or engage vulnerable enemy formations that might be out of reach of Chaos ground formations, potentially changing the outcome of the game, when it should actually be a scorched wreck on the field. I see the possibility of multiple, inexpensive, fearless T-Hawks wreaking havoc at the end of a game when formations and A.A. capabilities are usually degraded. I would have to disagree with "robbypk" about the cost of a non-fearless T-Hawk for a Chaos list. Allowing Chaos to take a T-Hawk is to give the list a very potent ability that it has never had. Chaos has plenty of great perks already, so paying 200 points for a unit and an ability that is normally the domain of loyalist marines is just "the price of doing business" as far as I see it. |
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