Okay, we have Brent Vs Evil Homer, me fighting it out with my nemesis! Enjoy, and let me know what you think.
3.24.2010
Subscribe to:
Post Comments (Atom)
Popular Posts
-
"If there is one thing we here at Privateer Press pride ourselves on, it's listening to our audience. You guys and gals have been d...
-
Okay, folks, let's take a brief look at the goodies you MUST can purchase to supplement your games of Warhammer 8th Edition. CliffNot...
-
"What?" I hear you say. "Where is Game III? Did I miss something?" Nope. It's just Game III was my devastating ...
-
I guess I'll file this under Afternoon Quickies; it's not going to have much more than the army lists, today. Recap Tournamen...
8 comments:
You really need to read the tank shock rules. Lol. Vendettas aren't tanks.. they can't tank shock. And you only displace models if the tank lands on top of your models. If it tank shocks through it just causes a morale check..
yeah we screwed it all up
Interesting though, I'm surprised how much the Daemons turned that around.
Post game analysis please...
What do each of you think could have been done differently?
:)
Tyler, you're right in that Evil Homer and I screwed up the rules on Tank Shock - I posted that example as a picture a few days (the Banewolves Tank-Shocking the Plaguebearers) and the readers quickly pointed out our error.
With the Vendettas, as I recall, Evil Homer used them to contest more than anything. I'll have to go back and look, but even if we misplayed that on the left/right flank objectives, he could have simply moved within 3-inches and contested, forcing me to take care of them for the win.
That said, I appreciate you taking the time to point that out - I'll never forget how those rules work now!
(I think in that post, I pointed out that it's one reason the site is not called Totally Awesome. :) )
TKE: I'll work up something this afternoon.
Brent
Post Gama Analysis
Failure to kill the Herald really cost me. The herald pretty much won the game for Brent as I had to keep devoting resources to dealing with it. At one point an infantry squad in a vendetta even disembarked to assault it, just to hold, failed and ran. Not good.
I don’t like blaming dice, but in the third turn I had some lousy shooting with melta against plague bearer squads and other targets. It didn’t really help but I felt I could still try and draw. The third turn was really the decider.
When demons get all their toys on turn 2 it becomes interesting. Brent has really worked on dropping, learning what to drop where and maximizing footprint placement. His list a lot of shooting to handle mech elements and since many of his shots are against rear armor he gets to maximize the strength 8. Well done on his part utilizing the limited shooting tools in the Demon book to his advantage.
I got next to nothing out of the Banewolves. They led the Fiends around by the nose but beyond that they got did nothing. Spending 300+ points for a unit that managed to multi-melta 1 time is just not point efficient and it is something happened all three games I used them this month.
Changes
My list has moved to hybrid w/ heavy weapons teams for our monthly tournament, largely as a result of this game. Relying on artillery to saturate wounds just doesn’t work unless the artillery is rolling HITS. Hopefully the heavy weapons teams will allow me to put a lot of wounds and force a lot of saves. Quality high-strength, low AP shots are great but quantity has a quality all its own and being able torrent wounds into models like the Herald and demon princes should help put to them down without have to get within melta range.
I’ve resisted the change for some time but feel at this point it is really warranted. It is going to cost me in some games though, as I expect to be victimized now by all the things that hurt infantry but not mech. Great. Good times ahead.
-EH
Great battle report Brent. You made it look easy. I think I have been avoiding doing battle reports, due to the point size that we are at now. It would just be to much typeing and picture taking. I need to get with you and learn how to edit and post videos.
Thanks Whit - it's actually not that hard. I'll be happy to help.
Analysis:
I think Evil Homer hit it on the head - he has quality of shots, not quantity. Since Daemons can't be insta-killed and will always get at least a chance to save, he has a hard time trying to put away a unit entirely. If even a bit of luck goes my way, I can nullify an entire round of his shooting.
That's tough, since he has to win the game in the shooting phase.
I'm dropping the Horrors in my list. As much as I wanted to avoid doing multiple 5-man Plaguebearers squads, they are the most efficient use of points in the troops selection. Horrors are okay but are only really useful against infantry in the open - and if infantry is in the open, I really don't need to shoot at it, do I?
The Bolt upgrade to the Horrors can't be relied on, give BS 3.
The Daemons don't have much shooting, but what they have is good, so that's what I've tried to include. Breath, Gaze, and Bolt delivered by the DP's and Heralds. If I'm able to get some decent shots off on the drop, I can use the initiative from that to increase my advantage.
It's always going to be tough playing Homer; since we're fairly equal (our different strengths as players seem to balance out), our games sometimes shift on one successful round. In this game, that was Turn Two, when the rest of my Daemons came out to play. I was able to present numerous threats across the board and water down the effectiveness of his shooting.
Thoughts?
Brent
Post a Comment