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Battle of the Thames - Epic Minigeddon 2014 @ London, 2. Nov

 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Mon Nov 03, 2014 11:39 pm 
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Gotta say thanks to Florian and all my opponent's it was a great event (and my first tournament ever), it was great to see some of the amazing armies the other guys have built in person, will defo be back next year.
Now I've just got to get some practice in before Full Scale Assault!

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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 12:36 am 
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Scutarii wrote:
Why no Deathstrikes?

When I faced them they weren't that much of an issue - admittedly my army had no war engines - but isn't that kind of the point in them? To act as a deterrent to War Engines in general?

They fired and blew up two Valkyries...which the rest of the artillery was doing anyway. I can't imagine the Marine armies or the Speed Freaks would have been all that bothered by them.

Is it the essential impunity with which they can place blast markers on a critical formation on a critical turn? Or the effect it has on the war engine heavy lists like an AMTL or the Fir Iolarion? Or that it punishes taking a single Titan?

Not at all, it's because I don't think 0-1 choices (which by the way are limited because of their potential for abuse) have any more right to show up in minigeddon games than small war engines. That is to say, they have just as much right ;)

I am not really surprised that they weren't much of an issue when you faced them. Just like the revenants weren't either in 3 out of 4 of my games (despite all the hyperbole). Deathstrikes in my experience rarely live up to their potential. Either they fail their activation, fail to hit, fail to do more than 1 or 2 damage etc, or they get hit by alpha strike immediately. Perhaps in minigeddon they are more likely to do something since not many armies are likely to have air, teleport or artillery, but that's debateable. If someone wants to spend 20% of their army on something aimed specifically at certain unit choices I don't think that's a problem per se*.

Anyway the main point I am making is that minigeddon is a totally different game, it throws existing balance out the window, so we have to be realistic about what to expect from it. For sure there are some things more problematic than others, but if you're going to get all worked up about one type of unit then there are a whole bunch of other units that can just as easily be debated. Night spinners, just to throw one out there. And why stop there? What about the rules? Retaining and strategy for example.

*Bear in mind - if you'd left your storm troopers in their valkyries half the formation would be dead and the remainder broken, so presumably the DS already had their effect even though you had no WEs... they can have a very nice effect, similar to how template weapons make you spread out. This was actually the main thing the revenants contributed - i.e. their effect on the opponent.

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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 12:42 am 
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Well ref, I was cheated - my dice rebelled (as usual :) )

Due to 'Real Life' I was unable to paint my intended army, so played the same Biel Tan army as last year (thus truly representing the 'reigning champ')

Game #1 Charles (Ulthwe)
The Revenant skipped forwards to assassinate my night spinners - only to fail to hit with any dice! Meanwhile both armies advanced cautiously into position for turn #2. Charles won the initiative and the Revenants didn't miss a 2nd time, however I was able to mount some combined assaults on his mounted guardians and bikes breaking both, and in turn #3 my bikes were able to kill off the last two guardians and claim the BTS claiming 3-0.

Game #2 Mark (Speed Freaks)
My Garrisoned Rangers were picked on by two groups of speed freaks, bravely repulsing one assault before being swamped in the 2nd turn. Meanwhile the main Ork mob positioned itself in front of my bikes where the artillery inflicted 7 BMs (4 casualties from memory). They were duly assaulted and broken by my Warp Spiders who then advanced into position to support the bikes revenge assault on the small Ork mob that had savaged the Rangers - where my dice went on strike and snatched defeat from the jaws of victory. The bikes were broken leaving the Ork mob in position to "Assault" the Warp spiders . . . . when the dust settled I had nothing to throw in front of the advancing horde: 4-0 to Mark

Game #3 Rob (Speed Freaks - again!)
Rob chose 5x copies of the same formation, one containing the Warlord which he designated his BTS. I learned the lesson and garrisoned my Rangers in front of the Night Spinners out of assault range - causing a very cautious game. After initial positioning, The Orks won the initiative in turn #2 and one mob killed off the Night Spinners. A series of tit-for tat assaults left the game drawn and 300 points to 375 to the Orks. So 0-0

Game #4 Andy (Eldar Titan)
I decided to place my T&H objective just inside Andy's half of the table to entice him to place his Rangers in assault range from my Bikes - hoping the activation advantage could work in my favour. However I lost the initiative roll (yet again) and threw snakes eyes for the assault. Andy played his strategy perfectly with the Revenants hit-n-run dancing in and out of my table half shooting first the Warp spiders and then the bikes, leaving me with nothing to do. 4-0 to Andy

I worked out that, apart from the first game where I only threw 10 1's and most were at unimportant points, in the other games I threw between 10-14 1's often at key points (like initiations) - witnessed by the others - so I can still retain the dubious crown of worst dice roller . . . . :{[]

That aside, many thanks to Charles, Mark, Rob and Andy for great games. And a special thanks to "MrGonzo" for all the effort he put into painting tables, creating terrain and setting up all the 'shiny' awards and units.


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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 1:23 am 
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The_Real_Chris wrote:
Kyrt wrote:
I'd suggest a restriction on barans too. They shouldn't be able to take the 0-1 deathstrikes and the artillery is too good for the points at 1000. They're SC is also too cheap compared to other armies (same goes for eldar maybe).

;)


Leaving aside the arty bullying... you would want a minimum cost of what for an SC then? 100 points? (The Eldar is already 75 points.)

Not a minimum price, and not saying they should be any price in particular, it's just clearly there is a price disparity across all the armies which is a bit wonky and is amplified at 1k. The most glaring is the ork warlord (at 0!), but it is also pretty glaring that barans only pay 50 to upgrade a commander to a supreme commander (+1 to armour, CC and attacks plus the re-roll and leader of course), when steel legion pay 100 for the exact same unit. Not sure where I would cost it, but I would put them both the same. Compared to steel legion the autarch is on the cheaper end of the scale too, they effectively pay 50 points to upgrade the already auto-include exarch to an autarch (gains a MW extra attack plus supreme commander). Tau pay 75 to upgrade a shas'el (not so auto-include) to a shas'o, which is paid purely for the re-roll (no stats improvements, and not even the leader and commander parts of SC). Marines pay 50 to upgrade the captain (definitely not auto-include, so the choice is really 0 or 100 to have the SC), and clearly a re-roll is worth less to init 1+ marines than all those other armies.

To be honest I think the discrepancy is an issue at 3k, it's just made worse at 1k. I feel sorry for the poor steel legion more than anything else! Marine players are apparently frequently unwilling to pay 100 to include the SC, yet I don't think I've ever seen a 3k eldar army without one - it's worth a lot to them. Guard also always take one because they need it, but are paying significantly more. Maybe the commissars are being compensated by the SC expense, who knows. But whichever way you look at it, in the end, it seems pretty hard to justify that barans get it for half the price of steel legion.

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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 1:51 am 
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I have also thought the IG SC is too much - especially as it is basically an auto include. Plus the commissar ends up in a normal infantry stand if you don't get any Ogryns (having him in a separate stand gives the formation 2 leaders instead of 1).

Always hard to compare across armies though, even similar ones. A guard company comes in at roughly 2 points more per stand, but have autocannons rather than heavy stubbers, but less than them - Siegers are 11/12 hits when doubling, 22/12 when advancing and 42/12 on sustain against AP, Guard 14/12, 28/12, 42/12. Though of course guard have range and AT fire. The siege army has shorter range equivalents to everything the guard have, but good artillery. Really lose that and the infantry are out ranged and can't do much without going into the open. Does all that mean the Guard get better use of an SC? They need it more - more I would argue than orcs (who want to double and engage). Guard are one long succession of 3+ and 4+ rolls thanks to black markers and having to retain! Giving it to them free? Extra activation of sentinels a massive change or not?


Maybe the next minigeddon should be the supreme commander event and everyone gets one for free! :)


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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 3:07 am 
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Wanted to also thanks to Florian for organising a very successful event IMO, and of course to my opponents Mark, Rob, Radek and Gavin.

My first two games were both against Speed Freaks, which as everyone I spoke to liked to comment, can certainly provide a good challenge for my list - the much vaunted double revenant. Both games, and in fact the third game vs Radek's 5-activation marines too, played quite similarly. The enemy pushes forwards whilst the Eldar try to keep them back and whittle down the formations with the revenants. Fearless WEs revenants may be, but with 3DC and vulnerable to assault I had to strike a balance between hitting the right formations before they got to me and not over-exposing my own. All three games ended in draws which we didn't have the time to play out, but for different reasons in each game (e.g. Rob and I were discussing tactics a lot, whereas in game 3 a lot of time was spent in careful micro-positioning to avoid the barrage-of-doom). In none of these games did it feel like I was likely to win - a revenant just doesn't have the capability to break any of the ork or marine formations by itself and as soon as the revenants are forced to fight for objectives (i.e. turn 3 assaults) they lose.

The fourth game vs Gavin was different. I was a little surprised by how it turned out, in various ways, but in general I'd say this game was about timing and positioning - I was able to execute my battle plan broadly as I hoped, which is fairly rare. Gavin placed his TnH objective near my own, near the centre line. I garrisoned the rangers just behind the centre line across the width of the board to screen for as long as possible, but I didn't expect it to last long. I had actually placed them at what I thought was a position just outside of 50 from Gavin's deployment zone, but apparently something went wrong with my measuring when I handed initiative to Gavin and he made to engage the rangers with his jetbikes... but promptly failed the activation. I actually don't think this was particularly important though as engaging vs overwatch (i.e. with BMs and maybe even a unit or two down) would have been quite a risky move, and really what the other formations were doing was just as important. Instead I think Gavin was defeated by his mindset - he carefully laid out all his units (in the open) in order to influence the placement of my blast template, and then left them all where they were. As a result the space was available to put my revenants where I wanted them without reproach, first doubling them forward and then hit and run attacks to stay relatively safe (I allowed the spinners one volley on each revenant but had no need to risk a second). This was helped by winning strategy in turns 2 and 3, allowing me to neutralise both the warp spiders and the guardians although it's not clear what the outcome would have been had they managed to go first. The revenants did OK in this game - they killed just enough things to do what was needed (2 dead jetbikes in turn 2 being just enough to break them for example), and their points were well spent in their psychological effect. But it was the 200 point jetbikes that gave most bang for buck, they were more decisive.

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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 6:58 am 
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How come WE:s where allowed? I thought bothh WE and AC where banned from Minigeddon?

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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 9:00 am 
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Nope, WEs are allowed. No Spacecraft or Aircraft so no Air Assaults or Orbital Landing.


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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 10:46 am 
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Nothing wrong with WEs in minigeddon. Did anybody notice that only MrGonzo's army had a warhound?
Freebies balanced for 3k armies might not be balanced for 1k games, however. It's all under review at the moment being careful not to throw out the baby with the bathwater. Essentially it's still a format that works.

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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 10:59 am 
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Aha! Okay, then i red it wrong.

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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 11:56 am 
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I don't want to write a long post on this as it's not a big deal and part of the fun is making do with what is already there but I thought it a bit of a shame that the Ulani can't use either of their special rules (blitzkrieg and tank riders )at minigeddon level. They basicallly have to field exactly 2 co's of 6 leman russ variants plus something else for 200pts. I thought offering them an alternative company of 4 russ variants and 4 tank riders for 350 would open up some more options for them (including e.g. a 250 point support unit such as the conquerors with blitzkrieg or basilisks). Just wanted to throw it out there.


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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 12:14 pm 
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Ffoley, of you write it up we can include it in the army mods for minigeddon. Last year an ulani list placed fairly high in the standings too.

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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Tue Nov 04, 2014 5:58 pm 
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https://www.facebook.com/groups/179177671078/

Elsmore, if you're still interested in getting a game or two in at the Guildford club we can be found at the link above, Matt Arnold and I usually meet up on Mondays and will stick up a message in advance if we plan to do so ;)


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 Post subject: Re: Battle of the Thames - Epic Minigeddon 2014 @ London, 2.
PostPosted: Wed Nov 05, 2014 10:41 am 
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carlos wrote:
Nothing wrong with WEs in minigeddon. Did anybody notice that only MrGonzo's army had a warhound?
Freebies balanced for 3k armies might not be balanced for 1k games, however. It's all under review at the moment being careful not to throw out the baby with the bathwater. Essentially it's still a format that works.


I had the only Warhound indeed and my list made up for nearly 50% of all WE used across the tournament (at the point my list was out on the tables).
Just love me some 4+ reinforced. ;D

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