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<channel><title><![CDATA[Implausible Nature - Laeroth's Blog]]></title><link><![CDATA[http://www.implausiblenature.net/laeroths-blog.html]]></link><description><![CDATA[Laeroth's Blog]]></description><pubDate>Mon, 21 May 2012 16:51:41 -0600</pubDate><generator>Weebly</generator><item><title><![CDATA[The SourceCon 2012]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/05/the-sourcecon-2012.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/05/the-sourcecon-2012.html#comments]]></comments><pubDate>Sun, 20 May 2012 09:54:14 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/05/the-sourcecon-2012.html</guid><description><![CDATA[Sadly, I had a family emergency late Friday evening.&nbsp; Thus, my attendance at this weekend's GT could not occur.&nbsp; I'm pretty bummed out about it, but it is what it is.&nbsp; Family comes first.Nevertheless, I'll be trying to talk to a few people about the event and do some write-ups on it anyway.&nbsp; Maybe even find myself a BT player that went and get them to comment on their games. [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>Sadly, I had a family emergency late Friday evening.&nbsp; Thus, my attendance at this weekend's GT could not occur.&nbsp; I'm pretty bummed out about it, but it is what it is.&nbsp; Family comes first.<br /><br /><span>Nevertheless, I'll be trying to talk to a few people about the event and do some write-ups on it anyway.</span>&nbsp; Maybe even find myself a BT player that went and get them to comment on their games.<br /></div>]]></content:encoded></item><item><title><![CDATA[Email:  Helbrecht Black Templars List]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/05/email-helbrecht-black-templars-list.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/05/email-helbrecht-black-templars-list.html#comments]]></comments><pubDate>Sat, 12 May 2012 21:52:02 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/05/email-helbrecht-black-templars-list.html</guid><description><![CDATA[Email:&nbsp; Hi Bob!  It's been awhile and I read your post about missed emails so decided to  give it another shot. Originally I asked for some advice for a list that  would contain Helbrecht and Sword Brethren (non terminators). Since  then I've decided to follow your list building excercises to create my  own list.  However, as there is very little inform [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'><span style="font-weight: bold; text-decoration: underline;">Email:</span>&nbsp; Hi Bob!<br /> <br /> It's been awhile and I read your post about missed emails so decided to  give it another shot. Originally I asked for some advice for a list that  would contain Helbrecht and Sword Brethren (non terminators). Since  then I've decided to follow your list building excercises to create my  own list.<br /> <br /> However, as there is very little information about Helbrecht and advised  tactics on the web (and you never see him in competitive play), I  thought it would be cool and interesting to see what we can do with him  in a 2k list. So hereby I challenge you to create a competitive 2k CC  list containing Helbrecht. Im sure you can pull it off, and by doing so  will make Implausible Nature stand out even more in the BT community  then it already is because in the rest of the community I find Helbrecht  pretty under appreciated.<br /> <br /> I also would like to thank you for the wealth of information on your  blog and website. As a new player for W40K and Black Templars, it really  helped me start off on the right foot.<br /> <br /> Thanks</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph" style='text-align:left;'><br /><span style="color: rgb(255, 102, 0);"><span style="font-weight: bold; text-decoration: underline;">Reply:</span>&nbsp; Helbrecht is an interesting Special Character, who has only been getting more popular with the release of the Necron codex.&nbsp; He is the ideal for what we want out of our Black Templars.&nbsp; What he isn't, however, is an efficient HQ in a competitive list.&nbsp; So your request certainly is going to put me to the test, but I've never been one to turn down a challenge before!&nbsp; Hopefully, I'm up for it.&nbsp; Haha.&nbsp; Let's take a look at him to start off with.</span><br /><ul style="color: rgb(255, 102, 0);"><li><span>To start off, we really need to discuss his cost.&nbsp; At 175 points, he's clocking in a far more points than we would normally spend on ANY of our HQ units.&nbsp; He does come with quite a bit of equipment, which comes at a discount had you did the same with a normal Marshal, but quite a few of those upgrades don't add much to his role on the battlefield.&nbsp; His cost is the main driving factor in why he's not taken in most lists, as we're already pretty limited by points.</span></li><li><span>Time to elaborate more on his equipment.&nbsp; He has a Combi-melta, which is actually useful.&nbsp; Mech is king, and if you cannot get to your opponents in their transports, you'll lose.&nbsp; His bionics are unnecessary, as most things doing wounds to him will be using power weapons or rending attacks.&nbsp; Crusader Seals come on every Black Templars IC, so they don't count.&nbsp; Frag and Krak grenades are nice to not have to pay out for.&nbsp; The rest:&nbsp; Artificer Armor, Terminator Honors, and Iron Halo are also unnecessary.&nbsp; Perhaps in the past they would have meant more to us, when CC was "good".&nbsp; Last item he is carrying is the Sword of the High Marshals, which is a master-crafted power weapon with an extra D3 attacks in the first round of combat.&nbsp; Decent, but not something we'd take him for.</span></li><li><span>Special Rules:&nbsp; He's got Rites of Battle, which is normally the only reason you'd take a Commander (minus some extra CC oomph).&nbsp; There is also his "special" command squad, which has the ability to take Neophytes and a Fighting Company Banner.&nbsp; You also are forced to take Furious Charge for everyone, including any Neophytes, making the unit ultra-expensive.&nbsp; Because of this, I would avoid his command squad unless playing Apocalypse.&nbsp; And that is it.&nbsp; Nothing else.&nbsp; Not even Eternal Warrior, which would help prevent him from getting insta-squashed.&nbsp; :(</span></li><li><span>His stat-line is pretty standard for 4th Edition special characters.&nbsp; The "best" commander's stats, but with one more wound and attack.&nbsp; If I recall correctly, that is what all of the special chapter masters had back then too (i.e. Grimnar, Calgar, Dante, etc).&nbsp; So that isn't anything to fuss over either.&nbsp; The extra wound is okay, I suppose...but it won't help him out all that much due to a lack of Eternal Warrior and a poor invulnerable save.&nbsp; Its more useful if he's hiding in a squad, where they can eat those wounds for him.<br /></span></li></ul><span style="color: rgb(255, 102, 0);">Anyway, let's move on, shall we?&nbsp; What does all of this tell us?&nbsp; He's good for a couple things.&nbsp; First, giving us Rites of Battle which is important for our more shooting-oriented lists.&nbsp; Even if you don't roll that way, having extra leadership is never a bad thing.&nbsp; He's also decent in close combat, due to the Sword of High Marshals.&nbsp; Just make sure to kill whatever you charge, as his efficiency drops sharply in any lingering combats.&nbsp; Nevertheless, he's slightly worse than the standard Marshal with a Lightning Claw and Storm Shield on the charge (3.111 vs 3.333 against MEQ respectively).&nbsp; But remember, we don't do CC-oriented lists well anymore, so his options are limited on that front.</span><br /><br /><span style="color: rgb(255, 102, 0);">But what else is he good for?&nbsp; You could create a deathstar unit with him, if you wanted.&nbsp; But honestly, I'd not advise that.&nbsp; He's already expensive and adding more to it only hurts the support elements of your list.&nbsp; So he doesn't kill as much as a LC/SS Marshal does, nor does he have the durability that the SS provides.&nbsp; But he does have the utility of the Combi-melta, something the LC/SS Marshal cannot assist with.&nbsp; Just by having an emergency melta shot available, combined with the squad's meltagun, you significantly improve your chances to destroy a transport and be able to charge the juicy insides.&nbsp; Besides that, he doesn't have a whole lot of upside.</span><br /><br /><span style="color: rgb(255, 102, 0);">Let's see what we can do about using him in a list now.&nbsp; I prefer to start with my core of BT units.&nbsp; While players may argue about what that core is, its pretty hard to deny the strength of 2x DCML Terminator squads and 3x Typhoons.&nbsp; They provide excellent long range firepower, so we'll start with them.&nbsp; We also have our Emperor's Champion, which we'll give AAC, just because that is the most expensive vow.&nbsp; Nothing is forcing us to take that one, but its likely we'll keep it anyway.</span><br /><br /><span style="color: rgb(255, 102, 0);">Here is where you need to make some decisions on the route you're going to go with your list.&nbsp; Will you continue the gunline route and compliment Las/Plas units with Rites of Battle?&nbsp; You could also go more of a hybrid route and attach Helbrecht to a small-ish CC squad in a Rhino to bolster their effectiveness.&nbsp; Its not a bad idea, as it'll give you a mobile dual-melta bunker with some CC punch.&nbsp; You really could go a number of ways with your troops, but I'd stay away from the large CC Crusader squads.&nbsp; Its just not worth it.</span><br /><br /><span style="color: rgb(255, 102, 0);">In the list I designed, I opted to continue following the thinking behind my Hybrid v3.2 list and took 4x 5-man CC units in Lascannon Razorbacks.&nbsp; They'll be able to provide mobile firepower, as well as give me some CC counter-attack power if needed.&nbsp; Now, the only thing that would remain from my other list is the Vindicators.&nbsp; We won't be adding them.</span><br /><br /><span style="color: rgb(255, 102, 0);">That makes us a little thin on AI killing power and a lack of a clear threat.&nbsp; But I might have something that compliments Helbrecht quite well:&nbsp; a Sword Brethren squad in a Drop Pod.&nbsp; Give them a meltagun and a pair of Lightning Claws, and you're set.&nbsp; The squad will be taking counter-attack, and will also have a Veteran with a BP/SS for some squad durability.&nbsp; </span><br /><br /><span style="color: rgb(255, 102, 0);">Now why would I take such a squad?&nbsp; Let's review:&nbsp; Helbrecht has a reasonable kill potential against MEQ in CC due to the SotHM.&nbsp; He's also got Rites of Battle and a Combi-melta.&nbsp; What does this Sword Brethren squad lack?&nbsp; A second melta.&nbsp; But wait, Helbrecht has one.&nbsp; Check.&nbsp; Efficient CC-deadliness due to needing a melta and lack of numbers.&nbsp; Well, Helbrecht helps that.&nbsp; He also helps them pass their Counter-Attack test, as he's giving them leadership 10.&nbsp; Not that anyone would be very smart to charge them, unless wielding lots of SS.</span><br /><br /><span style="color: rgb(255, 102, 0);">So this DP squad sits in reserve, waiting for the chance to come down.&nbsp; This gives your opponent pause, as you could potentially drop in their backfield or deny a critical objective from them.&nbsp; Meanwhile, the rest of your forces keep your opponent busy.&nbsp; It is a risk, as you don't have those nice Vindicators for vehicle saturation, but you should be durable enough to keep pressure on your opponent until the big guy comes down.&nbsp; You can drop and take out a vehicle/transport, then go for a charge the next turn.&nbsp; You can deny objectives for your opponent.&nbsp; You can kill off enemy long range shooting.&nbsp; These are things that a Vindicator has a more difficult time accomplishing, especially if facing a highly mechanized opponent.&nbsp; He's his own little threat bubble.</span><br /><br /><span style="color: rgb(255, 102, 0);">Here is the list in full.</span><br /><br /><span></span><br /><font style="color: rgb(255, 102, 0);" size="2"><span style="font-weight: bold;">HQ:</span><br />* High Marshal Helbrecht.&nbsp; [175]  </font><font style="color: rgb(255, 102, 0);" size="2"><br /><span></span>* Emperor's Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and  the Vow: "Accept Any Challenge, No Matter the Odds." [140]<br /><br /><span style="font-weight: bold;">Elites:</span><br />*    Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile       Launchers, 5 Storm Bolters, 4 Power Fists, 1 Chain Fist, and  Tank-Hunters. [270]<br /> *   Sword Brethren Terminators: 5 Terminators w/  2 Cyclone Missile       Launchers, 5 Storm Bolters, 4 Power Fists, 1  Chain Fist, and  Tank-Hunters. [270]<br /><span>* Sword Brethren: 4 Initiates w/ 2 Bolt Pistols and Close Combat Weapons, 1 Meltagun &amp; 1 Pair of Lightning Claws; 1 Veteran w/ 1 Bolt Pistol, </span>1 Storm Shield, and Terminator Honors.&nbsp; All with Frag Grenades and Counter-Attack.&nbsp; Mounted in a Drop Pod.&nbsp; [185]<br /><br /><span style="font-weight: bold;">Troops:</span>  </font><font style="color: rgb(255, 102, 0);" size="2"><br />   * Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat  Weapons, 1 Meltagun &amp;  1 Bolt Pistol and Power Weapon. Mounted in a  Razorback w/ Twin-Linked Lascannons. [190]<br />* Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat   Weapons, 1 Meltagun &amp;  1 Bolt Pistol and Power Weapon. Mounted in a   Razorback w/ Twin-Linked Lascannons. [190] </font><font style="color: rgb(255, 102, 0);" size="2"><br />* Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat   Weapons, 1 Meltagun &amp;  1 Bolt Pistol and Power Weapon. Mounted in a   Razorback w/ Twin-Linked Lascannons. [190]<br />* Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat   Weapons, 1 Meltagun &amp;  1 Bolt Pistol and Power Weapon. Mounted in a   Razorback w/ Twin-Linked Lascannons. [190]<br /><br /><span style="font-weight: bold;">Fast Attack:</span>  </font><font style="color: rgb(255, 102, 0);" size="2"><br /> * Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]<br /> * Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]<br />* Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]<br /><br /><span style="font-weight: bold;">Total Points:</span>  </font><font style="color: rgb(255, 102, 0);" size="2"> [2000] </font><br /><br /><span></span><br /><span style="color: rgb(255, 102, 0);">There are other routes we could go, such as a full drop pod army...but that isn't something most people are willing to put out the cash for, so I didn't make a list for that.&nbsp; There is also the gunline list, but I felt that you'd be wasting one of Helbrecht's few saving graces then...his Combi-melta.&nbsp; Anyway, feel free to comment and we can discuss him a little more if you'd like.&nbsp; ;)</span><br /><span></span></div>]]></content:encoded></item><item><title><![CDATA[Some planning -- Nova Open 2012]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/05/some-planning-nova-open-2012.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/05/some-planning-nova-open-2012.html#comments]]></comments><pubDate>Thu, 10 May 2012 23:46:16 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/05/some-planning-nova-open-2012.html</guid><description><![CDATA[First off, I didn't get past the 2nd cut for the Games Workshop position.&nbsp; Sad face.&nbsp; Long story short, I was told I was "over-qualified" and that my desire to own a game store in the future gave them concern (yes, they found Implausible Nature via Google).&nbsp; Oh well, I gave it my best shot and that is all I can ask of myself.&nbsp; No regrets.&nbsp; :)Anyway, I was thinking about Nova Open's terrain setup today.&nbs [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>First off, I didn't get past the 2nd cut for the Games Workshop position.&nbsp; Sad face.&nbsp; Long story short, I was told I was "over-qualified" and that my desire to own a game store in the future gave them concern (yes, they found Implausible Nature via Google).&nbsp; Oh well, I gave it my best shot and that is all I can ask of myself.&nbsp; No regrets.&nbsp; :)<br /><br /><span>Anyway, I was thinking about Nova Open's terrain setup today.&nbsp; The discussion on this started out in <a title="" target="_blank" href="http://www.implausiblenature.net/1/post/2012/04/how-much-at-shooting-is-enough.html">this post</a>, with MVBrandt even commenting on it (which was awesome-sauce).</span>&nbsp; As he mentioned, I can reliably assume that there will be at least 3 BLOS pieces of terrain on the board, with the biggest being featured in the center.&nbsp; Which may give me an unique opportunity.&nbsp; But first, some points of discussion regarding this setup.<br /></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph" style='text-align:left;'><ul><li>Because there will be a large percentage of cover on the boards themselves, long range weaponry won't play as much of a factor in games.&nbsp; People will have plenty of opportunities to gain cover, thus marginalizing the effectiveness of my shooting at those ranges, as was discussed in the above linked post.</li><li>Three BLOS terrain pieces, plus all of the other terrain, makes it quite easy for a close combat army to close the distance quickly, and safely, to wreck face.&nbsp; Which is bad news bears for static armies.</li><li>Lots of cover means the limited free-moving areas of the board are easily clogged with vehicles and units.&nbsp; In addition, the few clear fire lanes available will covered with lots of guns.&nbsp; That means players will be more apt to drive or move through terrain to get from Point A to Point B.&nbsp; Dozer blades are crucial to help prevent immobilization; unfortunately, the Black Templar version sucks.</li><li>Adding to the previous point, so much terrain diminishes maneuverability of several armies.&nbsp; It makes it more difficult to reach objectives, opposing table quarters, or even "hiding" enemy forces.&nbsp; Depending on the mission type, that could be a huge problem.</li></ul>So what does that mean?&nbsp; It means that even my "Hybrid" list might find itself having difficulties, though, I'm pretty sure it will be much better off than my 2011 list.&nbsp; I am reminded that, even with only 4 Rhino-chassis in my list last year, only a single opponent killed them all.&nbsp; And it took him 7 turns to accomplish that task.&nbsp; I'm not <span style="font-style: italic; font-weight: bold;">too</span> concerned with having only the four to get the job done for that reason.&nbsp; Having more than that clogs up the board too much and with all of the terrain, it gets messy (i.e. hard to deploy, move, etc).&nbsp; However, 6 troops opens more doors tactics-wise.<br /><br /><span>Using what I know about the upcoming Nova Open tournament, I needed to figure out a way to take advantage of the "environment".&nbsp; I know that mobility that ignores (or at the very least benefits from) the terrain, will have a much better shot at winning games.&nbsp; Armies that are able to put threats in the choke points on the board will create beneficial situations for that player.&nbsp; I also know that any shooting I do, especially anti-tank, needs to be <span style="font-weight: bold; font-style: italic;">very</span> effective at what they do.</span><span>&nbsp; Thus, a new list was born; one that may be able to take advantage of these "environmental" traits.</span>&nbsp; <span style="font-weight: bold; font-style: italic; text-decoration: underline;">Of course, this is assuming we're still playing under 5th Edition rules, which is about 50/50 right now.&nbsp; We don't yet know how 6th Edition is going to affect our codex.</span><br /><br /><br /><font style="color: rgb(255, 102, 0);" size="2"><span style="font-weight: bold;">HQ:</span><br />* Emperor's Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and the Vow: "Abhor the Witch, Destroy the Witch." [110]<br /><br /><span style="font-weight: bold;">Elites:</span><br />*    Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile       Launchers, 5 Storm Bolters, 5 Power Fists, and Tank-Hunters. [265]<br /> *      Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile       Launchers, 5 Storm Bolters, 5 Power Fists, and Tank-Hunters. [265]<br /><br /><span style="font-weight: bold;">Troops:</span><br />*   Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun &amp; 1  Multi-Melta.  Mounted in a Rhino w/ Smoke Launchers.  [153]<br />*   Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat  Weapons, 1 Meltagun &amp; 1  Multi-Melta.  Mounted in a Rhino w/ Smoke  Launchers.  [153]<br />*   Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat  Weapons, 1 Meltagun &amp; 1  Multi-Melta.  Mounted in a Rhino w/ Smoke  Launchers.  [153]<br />*   Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat  Weapons, 1 Meltagun &amp; 1  Multi-Melta.  Mounted in a Rhino w/ Smoke  Launchers.  [153]<br />*  Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun &amp; 1 Lascannon. [101]<br />*  Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun &amp; 1 Lascannon. [101]<br /><br /><span style="font-weight: bold;">Fast Attack:</span><br />* Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182]<br />* Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag  Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182]<br />* Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag  Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182]<br /><br /><span style="font-weight: bold;">Total Points:</span> [2000]</font><br /><br /><br /><span>Pretty interesting, no?&nbsp; Besides the pretty much required (in my opinion) core of 2x dual CML Terminator squads, it makes use of the 4+2 theory, MM bunkers, and a trio of non-traditional units:&nbsp; Biker squadrons.</span>&nbsp; Hehehe.<br /><br /><span>Before you lose interest right there and click away, thinking I've lost my marbles (entirely possible actually), let me explain my reasoning.&nbsp; First off, granted we're assuming large amounts of cover.&nbsp; As MVBrandt put it, its safer to assume that EVERYTHING has cover at long range.&nbsp; Even though the Typhoons are 70 points, even though they do pack a helluva punch for their price, their weaponry does not do nearly as well against targets in cover.&nbsp; Which are, more often than not, AV11-12.&nbsp; However, while the Typhoon is easy to grant cover to as well, they are not easy to hide.&nbsp; Thus, your opponent will see them and if they have even terrible luck, a shot or two will get through their AV10 armor eventually.&nbsp; Making the Typhoon a liability in a situation where long range shooting does not cause much damage for either player.</span><br /><br /><span>But that doesn't explain why I chose the biker units.&nbsp; First, bikers certainly can hide from the opponent.&nbsp; Easily, in fact.&nbsp; I'm not sure if you've ever seen a Space Marine bike, but its pretty darn small.&nbsp; With the amount of terrain being thrown around, it will be simple to arrange BLOS for them, giving the small unit some manner of protection while they advance forward.&nbsp; Second, unlike the Typhoon, there is ablative wounds available in the biker units.&nbsp; While each death reduces the damage the unit can put out, but the same can be said for Dark Eldar Trueborn Blaster squads and they are still taken without a second thought.&nbsp; </span>It was also important to make sure that these normally fragile, yet expensive, units were redundant.&nbsp; Having three squads makes target priority much more difficult for your opponent, especially when all three units are suddenly in their face.<br /><br /><span></span><span>Next up, we have the biker's armaments.&nbsp; Traditional thinking would say that triple melta is the way to go, and I would normally agree, but only if I was facing pure mechanized armies.&nbsp; Unfortunately, </span>this is often not the case.&nbsp; Not only will there be lots of MEQ and terminators running around (some footslogging), there are horde armies that need to be dealt with.&nbsp; The meltagun is poorly suited towards dealing with each of those things.&nbsp; The plasmagun, however, isn't half bad.&nbsp; They are cheaper than meltaguns, do acceptable AT damage (especially when combined with a biker's mobility/rapid firing), and has the ability to knock out a bunch of infantry of all varieties in one swoop.&nbsp; Add in the AB's MM and you have a legit tank-hunting squad, infantry killer, and/or mobile fire-support platform.&nbsp; Lastly, they are extremely mobile.&nbsp; They have the ability to go just as fast as the Typhoon, while also ignoring terrain effects (unless you end up in it!).&nbsp; Perfect for cover-loaded boards.&nbsp; This allows them to get up close and personal with relative safety, at least until you get into the 12" kill range.&nbsp; Being so close also helps you negate some of your opponent's manufactured cover saves for themselves, thus upping your kill potential.&nbsp; If all else fails and you need a quick speedbump unit, you've got yourself one.<br /><br /><span>All of these things would not be nearly as applicable for bikers on a typical board.&nbsp; This is <span style="font-weight: bold; font-style: italic;">not</span> saying that the Nova Open boards are bad in any way, just different from the norm.</span>&nbsp; This list would not function as well on such a board.&nbsp; It has the <span style="font-style: italic; font-weight: bold;">chance</span> to be successful in the Nova Open environment, pending play-tests of course.&nbsp; Just like how Drago-wing came to be popular after last year's Nova Open (due to its ability to take advantage of the Nova Open boards/rules), I'm going to attempt to do the same.&nbsp; List tailoring against my opponent?&nbsp; No.&nbsp; I am, however, tailoring for the event.&nbsp; My list is still balanced, but normally sub-par units become <span style="font-style: italic;">okay</span> (and even <span style="font-style: italic;">decent</span>) in extreme environments.&nbsp; We'll see if these theories hold water.&nbsp; They may not.&nbsp; ;)<br /><br /><span style="font-weight: bold; color: rgb(255, 102, 0);">EDIT:&nbsp; Accidently put "1" plasmagun per Biker squadron.&nbsp; There is actually supposed to be 3.&nbsp; The points were correct though, just didn't correct the copy/paste.&nbsp; :/</span><br /><span></span></div>]]></content:encoded></item><item><title><![CDATA[SpringCon 2012 -- Mission Pack]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/05/springcon-2012-mission-pack.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/05/springcon-2012-mission-pack.html#comments]]></comments><pubDate>Wed, 09 May 2012 19:47:25 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/05/springcon-2012-mission-pack.html</guid><description><![CDATA[Hey all.&nbsp; Tournament preparations are still ongoing.&nbsp; Got the majority of the army cleaned up and painted to a suitable standard, so that shouldn't be an issue.&nbsp; Also got a play-test game in against an Imperial Guard player here in Grand Forks (a competitive player!), so I get to actually see some face time finally.&nbsp; Every IG army I've faced in a good long while has made a very poor attempt at competitive list-building, so it wa [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>Hey all.&nbsp; Tournament preparations are still ongoing.&nbsp; Got the majority of the army cleaned up and painted to a suitable standard, so that shouldn't be an issue.&nbsp; Also got a play-test game in against an Imperial Guard player here in Grand Forks (a competitive player!), so I get to actually see some face time finally.&nbsp; Every IG army I've faced in a good long while has made a very poor attempt at competitive list-building, so it wasn't really an accurate showing.&nbsp; Hopefully have a couple more games before the tournament next weekend, but we'll see.<br /><br /><span>Anyway, finally got my hands on the mission pack for SpringCon, but I'm going to put it under the "Read More" break because its fairly long.</span><br /></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph" style='text-align:left;'><br /><br /><strong style="color: rgb(255, 102, 0);"><span style="text-decoration: underline;">Game One</span> </strong><span style="color: rgb(255, 102, 0);">&ndash; Squig Wakeup Call</span><br /><br /><strong style="color: rgb(255, 102, 0);">Random Game Length</strong><span style="color: rgb(255, 102, 0);"> &ndash; See Ending the Game (page 90) A  Time Warning will be announced at 20 minutes left in the game, please  do not start a turn you cannot finish.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Deployment</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The table is divided into two halves &ndash; see deployment map on page 93 (Dawn of War).</span><br /><br /><span style="color: rgb(255, 102, 0);"> Players roll-off, the winner chooses to go first or second.&nbsp; The  player going first chooses a deployment zone and places the first  tactical marker.&nbsp; Players take turns placing markers until each player  has placed 3 markers following these rules:</span><br /><br /> <ul style="color: rgb(255, 102, 0);"><li style="">First tactical marker placed by a player must be in his own deployment zone.</li><li style="">The other 2 markers must be in the opponent&rsquo;s deployment zone.</li><li style="">All markers must be at least 12&rdquo; from another marker and 6&rdquo; from a table edge.</li><li style="">Markers can&rsquo;t go inside impassable terrain.</li></ul><span style="color: rgb(255, 102, 0);">The player going first can then deploy up to 2 units from Troops  selection and up to 1 unit from the HQ in his deployment zone.&nbsp; The  player going second then does the same in his deployment zone, but must  have his units more than 18&rdquo; away from any enemy units.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Players may choose to place units in </span><strong style="color: rgb(255, 102, 0);">Reserve</strong><span style="color: rgb(255, 102, 0);"> (page 94), declaring how it will enter play from reserve when placed there.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).</span><br /><br /><span style="color: rgb(255, 102, 0);">  Finally, alternate deploying infiltrators and make scout moves.</span><br /><br /><span style="color: rgb(255, 102, 0);">  All units not deployed and not in Reserve must enter the game in the  Movement phase of their first player turn by moving in from their own  table edge, like when coming in from Reserve.</span><br /><br /><span style="color: rgb(255, 102, 0);">  The player who chose the first deployment zone goes first, but his opponent may attempt to </span><strong style="color: rgb(255, 102, 0);">Seize the Initiative</strong><span style="color: rgb(255, 102, 0);"> (page 92).</span><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Special Rules</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Turn 1 &ndash; Night Fighting, Infiltrate, Reserves, Deep Strike.</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Objectives</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Annihilation</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The player with the most Kill Points (page 91) at the end of the game achieves this objective.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Seize Ground</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by controlling  more tactical markers in your opponent&rsquo;s half of the table than your  opponent.&nbsp; To control a tactical marker there must be a scoring unit  within 3&rdquo; of it and no enemy units within 3&rdquo; of it at the end of the  game.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Defend Your Base</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by  controlling more tactical markers in your half of the table than your  opponent.&nbsp; To control a tactical marker there must be a scoring unit  within 3&rdquo; of it and no enemy units within 3&rdquo; of it at the end of the  game.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Victory Conditions</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The player that has successfully achieved the most mission objectives at the end of the game wins.</span><br /><br /><span style="color: rgb(255, 102, 0);"> If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Tiebreak</strong><span style="color: rgb(255, 102, 0);">:&nbsp; You must score at least 185 more victory  points (page 300 / 108 little rulebook) than your opponent to claim  victory.&nbsp; If the Victory Point difference is within 184 points, the game  is a draw.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Wipeout</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The player that achieves a Wipeout (page  90) wins the game.&nbsp; The game is over, please score mission objectives as  they stand now.</span><br /><br /><br /><strong style="text-decoration: underline; color: rgb(255, 102, 0);">Game Two</strong><span style="color: rgb(255, 102, 0);"> &ndash; Kill &lsquo;Em All, Let the Squigs Sort It Out</span><br /><br /><strong style="color: rgb(255, 102, 0);">Game Length</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Random Game Length</strong><span style="color: rgb(255, 102, 0);"> &ndash; See Ending the Game (page 90) A  Time Warning will be announced at 20 minutes left in the game, please  do not start a turn you cannot finish.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Deployment</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The table is divided into two halves &ndash; see deployment map on page 92 (Pitched Battle).</span><br /><br /><span style="color: rgb(255, 102, 0);">  Place one tactical marker in the center of the table.&nbsp; Players  roll-off, the winner chooses who goes first or second.&nbsp; The player going  first chooses a deployment zone and places another tactical marker  within his opponent&rsquo;s deployment zone at least 6&rdquo; away from table edges  and 18&rdquo; away from the marker in the center of the table.&nbsp; The opposing  player does the same.&nbsp; There should be 3 tactical markers on the table.</span><br /><br /><span style="color: rgb(255, 102, 0);">  The player going first deploys all of his units at least 12&rdquo; from the  center line.&nbsp; The player going second then does the same in his  deployment zone.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Players may choose to place units in </span><strong style="color: rgb(255, 102, 0);">Reserve</strong><span style="color: rgb(255, 102, 0);"> (page 94), declaring how it will enter play from reserve when placed there.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).</span><br /><br /><span style="color: rgb(255, 102, 0);">  Finally, alternate deploying infiltrators and make scout moves.</span><br /><br /><span style="color: rgb(255, 102, 0);">  The player who chose the first deployment zone goes first, but his opponent may attempt to </span><strong style="color: rgb(255, 102, 0);">Seize the Initiative</strong><span style="color: rgb(255, 102, 0);"> (page 92).</span><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Special Rules</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Infiltrate, Reserves, Deep Strike.</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Objectives</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Take and Hold</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The Achieve this objective by  controlling the most tactical markers.&nbsp; To control a tactical marker  there must be a scoring unit within 3&rdquo; of it and no enemy units within  3&rdquo; of it at the end of the game.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Recon</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by having more units  (scoring or not) completely within your enemy&rsquo;s deployment zone than he  has in your deployment zone at the end of the game</span><br /><br /><strong style="color: rgb(255, 102, 0);">The Sum of His Parts</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by  destroying half or more of your enemy&rsquo;s eligible Kill Point units (based  on the total number of Kill Points in the army prior to deployment).&nbsp;  Both players can achieve this objective.</span><br /><br /><span style="color: rgb(255, 102, 0);"> Units that are spawned or created throughout the course of the game  (including combat squads) do not increase the Kill Points threshold for  this objective.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Victory Conditions</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The player that has successfully achieved the most mission objectives at the end of the game wins.</span><br /><br /><span style="color: rgb(255, 102, 0);"> If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Tiebreak</strong><span style="color: rgb(255, 102, 0);">:&nbsp; You must score at least 185 more victory  points (page 300 / 108 little rulebook) than your opponent to claim  victory.&nbsp; If the Victory Point difference is within 184 points, the game  is a draw.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Wipeout</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The player that achieves a Wipeout (page  90) wins the game.&nbsp; The game is over, please score mission objectives as  they stand now.</span><br /><br /><br /><strong style="text-decoration: underline; color: rgb(255, 102, 0);">Game Three</strong><span style="color: rgb(255, 102, 0);"> &ndash; Waaagh!!! For the Squig God</span><br /><br /><strong style="color: rgb(255, 102, 0);">Game Length</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Random Game Length</strong><span style="color: rgb(255, 102, 0);"> &ndash; See Ending the Game (page 90) A  Time Warning will be announced at 20 minutes left in the game, please  do not start a turn you cannot finish.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Deployment</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The table is divided into four quarters &ndash; see deployment map on page 93 (Spearhead).</span><br /><br /><span style="color: rgb(255, 102, 0);">  Players roll-off, the winner chooses to go first or second.&nbsp; The  player going first chooses a deployment zone and deploys all of his  units at least 12&rdquo; from the center of the table.&nbsp; The player going  second then does the same in his deployment zone, the quarter diagonally  opposite.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Players may choose to place units in </span><strong style="color: rgb(255, 102, 0);">Reserve</strong><span style="color: rgb(255, 102, 0);"> (page 94), declaring how it will enter play from reserve when placed there.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).</span><br /><br /><span style="color: rgb(255, 102, 0);">  Finally, alternate deploying infiltrators and make scout moves.</span><br /><br /><span style="color: rgb(255, 102, 0);">  The player who chose the first deployment zone goes first, but his opponent may attempt to </span><strong style="color: rgb(255, 102, 0);">Seize the Initiative</strong><span style="color: rgb(255, 102, 0);"> (page 92).</span><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Special Rules</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Infiltrate, Reserves, Deep Strike.</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Objectives</strong><br /><br /><strong style="color: rgb(255, 102, 0);">The Little Guys</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by  destroying all of the opponent&rsquo;s Troops choices.&nbsp; Units that end the  game falling back or off the battlefield count as destroyed.&nbsp; Both  players&rsquo; may achieve this objective.</span><br /><br /><strong style="color: rgb(255, 102, 0);">The Big Guys</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by destroying  the opponent&rsquo;s highest point cost unit.&nbsp; Dedicated transports do not  count towards a unit&rsquo;s point cost.&nbsp; If this unit ends the game falling  back or off the battlefield it counts as destroyed.&nbsp; Both players&rsquo; may  achieve this objective.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Rank Them Up</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The player with the most Modified Kill Points at the end of the game achieves this objective.</span><br /><br /> <ul style="color: rgb(255, 102, 0);"><li style="">Troops = 1 Kill Point</li><li style="">Elites, Fast Attack, Heavy Support = 2 Kill Points</li><li style="">HQ = 3 Kill Points</li></ul> <strong style="color: rgb(255, 102, 0);">Victory Conditions</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The player that has successfully achieved the most mission objectives at the end of the game wins.</span><br /><br /><span style="color: rgb(255, 102, 0);"> If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Tiebreak</strong><span style="color: rgb(255, 102, 0);">:&nbsp; You must score at least 185 more victory  points (page 300 / 108 little rulebook) than your opponent to claim  victory.&nbsp; If the Victory Point difference is within 184 points, the game  is a draw.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Wipeout</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The player that achieves a Wipeout (page  90) wins the game.&nbsp; The game is over, please score mission objectives as  they stand now.</span><br /><br /><br /><strong style="text-decoration: underline; color: rgb(255, 102, 0);">Game Four</strong><span style="color: rgb(255, 102, 0);"> &ndash; Find the Sneaky Git and &lsquo;Ill &lsquo;Em</span><br /><br /><strong style="color: rgb(255, 102, 0);">Game Length</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Random Game Length</strong><span style="color: rgb(255, 102, 0);"> &ndash; See Ending the Game (page 90) A  Time Warning will be announced at 20 minutes left in the game, please  do not start a turn you cannot finish.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Deployment</strong><br /><br /><span style="color: rgb(255, 102, 0);"> &nbsp;&nbsp; &nbsp; Before deciding deployment zones, each player must nominate a  single unit (cannot be a dedicated transport) in the opposing army to be  &ldquo;Marked for Termination.&rdquo;&nbsp; If this unit splits (e.g. combat squads) at  any point during the game, then BOTH units are considered &ldquo;Marked for  Termination&rdquo; and must be destroyed for the objective.&nbsp; Record the unit  selected in the mission objectives area.&nbsp; You do not need to share this  information with your opponent until the end of the game.</span><br /><br /><span style="color: rgb(255, 102, 0);"> &nbsp;&nbsp; &nbsp; Next, players roll-off and the winner places a tactical marker  on the table.&nbsp; Players alternate placement until 5 tactical markers have  been placed.&nbsp; No markers may be within 12&rdquo; of a table edge or another  marker, or within impassable terrain.</span><br /><br /><span style="color: rgb(255, 102, 0);"> &nbsp;&nbsp; &nbsp; The table is divided into two halves, with a 12&rdquo; deployment zone on either long board edge.</span><br /><br /><span style="color: rgb(255, 102, 0);"> &nbsp;&nbsp; &nbsp; Players roll-off, the winner chooses to go first or second.&nbsp; The  player going first chooses a deployment zone and deploys all his units  at least 12&rdquo; from the center line.&nbsp; The player going second then does  the same in his deployment zone.</span><br /><br /><span style="color: rgb(255, 102, 0);">  &nbsp;&nbsp; &nbsp; Players may choose to place units in </span><strong style="color: rgb(255, 102, 0);">Reserve</strong><span style="color: rgb(255, 102, 0);"> (page 94), declaring how it will enter play from reserve when placed there.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).</span><br /><br /><span style="color: rgb(255, 102, 0);">  Finally, alternate deploying infiltrators and make scout moves.</span><br /><br /><span style="color: rgb(255, 102, 0);">  The player who chose the first deployment zone goes first, but his opponent may attempt to </span><strong style="color: rgb(255, 102, 0);">Seize the Initiative</strong><span style="color: rgb(255, 102, 0);"> (page 92).</span><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Special Rules</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Infiltrate, Reserves, Deep Strike.</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Objectives</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Annihilation</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The player with the most </span><strong style="color: rgb(255, 102, 0);">Kill Points</strong><span style="color: rgb(255, 102, 0);"> (page 91) at the end of the game achieves this objective.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Take and Hold</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by  controlling the most tactical markers.&nbsp; To control a tactical marker,  there must be a scoring unit within 3&rdquo; of it and no enemy units (scoring  or not) within 3&rdquo; of it at the end of the game.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Marked for Termination</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by  destroying the opponent&rsquo;s unit that was &ldquo;Marked for Termination&rdquo; at  deployment.&nbsp; Both players can achieve this objective.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Victory Conditions</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The player that has successfully achieved the most mission objectives at the end of the game wins.</span><br /><br /><span style="color: rgb(255, 102, 0);"> If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Tiebreak</strong><span style="color: rgb(255, 102, 0);">:&nbsp; You must score at least 185 more victory  points (page 300 / 108 little rulebook) than your opponent to claim  victory.&nbsp; If the Victory Point difference is within 184 points, the game  is a draw.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Wipeout</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The player that achieves a Wipeout (page  90) wins the game.&nbsp; The game is over, please score mission objectives as  they stand now.</span><br /><br /><br /><strong style="text-decoration: underline; color: rgb(255, 102, 0);">Game Five</strong><span style="color: rgb(255, 102, 0);"> &ndash; Cry Havoc, and let Loose the Squigs of War</span><br /><br /><strong style="color: rgb(255, 102, 0);">Game Length</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Random Game Length</strong><span style="color: rgb(255, 102, 0);"> &ndash; See Ending the Game (page 90) A  Time Warning will be announced at 20 minutes left in the game, please  do not start a turn you cannot finish.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Deployment</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The table is divided into four quarters.&nbsp; Place one tactical marker in the center of the table.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Players roll-off, the winner chooses to go first or second.&nbsp; The  player going first chooses deployment zone and deploys all of his units  at least 12&rdquo; from the center of the table.&nbsp; The player going second then  does the same in his deployment zone, the quarter diagonally opposite.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Players may choose to place units in </span><strong style="color: rgb(255, 102, 0);">Reserve</strong><span style="color: rgb(255, 102, 0);"> (page 94), declaring how it will enter play from reserve when placed there.</span><br /><br /><span style="color: rgb(255, 102, 0);">  Armies must follow any and all special deployment rules specific to their codex (i.e. Chaos Daemons).</span><br /><br /><span style="color: rgb(255, 102, 0);">  Finally, alternate deploying infiltrators and make scout moves.</span><br /><br /><span style="color: rgb(255, 102, 0);">  The player who chose the first deployment zone goes first, but his opponent may attempt to </span><strong style="color: rgb(255, 102, 0);">Seize the Initiative</strong><span style="color: rgb(255, 102, 0);"> (page 92).</span><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Special Rules</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Infiltrate, Reserves, Deep Strike.</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Mission Objectives</strong><br /><br /><strong style="color: rgb(255, 102, 0);">Lead by Example</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by having a  model from an HQ unit within 6&rdquo; of the center tactical marker.&nbsp; Both  players can achieve this objective.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Battlefield Control</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by  controlling the most table quarters at the end of the game.&nbsp; A table  quarter is controlled by a scoring unit being in it without any enemy  units (scoring or not) also being in it.&nbsp; A unit can only control one  table quarter (decide based on where the majority of models are /  randomly determine if unclear).</span><br /><br /><strong style="color: rgb(255, 102, 0);">Elimination</strong><span style="color: rgb(255, 102, 0);">:&nbsp; Achieve this objective by destroying  all of your opponent&rsquo;s HQ choices while having at least one of your HQ  choices alive at the end of the game.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Victory Conditions</strong><br /><br /><span style="color: rgb(255, 102, 0);"> The player that has successfully achieved the most mission objectives at the end of the game wins.</span><br /><br /><span style="color: rgb(255, 102, 0);"> If neither player has achieved victory through mission objectives, then the game goes to a tiebreak.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Tiebreak</strong><span style="color: rgb(255, 102, 0);">:&nbsp; You must score at least 185 more victory  points (page 300 / 108 little rulebook) than your opponent to claim  victory.&nbsp; If the Victory Point difference is within 184 points, the game  is a draw.</span><br /><br /><strong style="color: rgb(255, 102, 0);">Wipeout</strong><span style="color: rgb(255, 102, 0);">:&nbsp; The player that achieves a Wipeout (page  90) wins the game.&nbsp; The game is over, please score mission objectives as  they stand now.</span><br /><br /><span>Moral of the story?&nbsp; They are the EXACT same scenarios as Dark Star GT.&nbsp; So I don't have to be surprised on that front, thankfully.&nbsp; I also know I'm going to have to watch out for Game Three, as that is the one that is stupid unbalanced.&nbsp; Hope I don't have to face off against another Rhino spam list again in the third game...&nbsp; :/</span><br /></div>]]></content:encoded></item><item><title><![CDATA[Upcoming Email Responses]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/05/upcoming-email-responses.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/05/upcoming-email-responses.html#comments]]></comments><pubDate>Sat, 05 May 2012 20:24:18 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/05/upcoming-email-responses.html</guid><description><![CDATA[My internet has been down for a couple days now, after my cable company decided to do some "maintenance" that made my modem obsolete.&nbsp; After waiting for them to come and fix the problem, I now have internet back.&nbsp; Good news.Bad news?&nbsp; In the tidal wave of emails I've gotten the past month or so (or even before), I've lost track of whom I've replied to and who I haven't.&nbsp;  [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>My internet has been down for a couple days now, after my cable company decided to do some "maintenance" that made my modem obsolete.&nbsp; After waiting for them to come and fix the problem, I now have internet back.&nbsp; Good news.<br /><br /><span>Bad news?&nbsp; In the tidal wave of emails I've gotten the past month or so (or even before), I've lost track of whom I've replied to and who I haven't.&nbsp; <span style="font-style: italic; font-weight: bold;">I sincerely apologize for this.</span>&nbsp; Because I use the email account for personal correspondence as well, things get lost more easily than I'd like to admit.&nbsp; Thus, if you do not hear from me by the end of the weekend and you sent me an email that you'd still like me to address, <span style="font-weight: bold; font-style: italic;">please let me know</span>.</span>&nbsp; Some responses may be posted up here on the blog, but it will depend on the contents of the email.<br /><br /><span>I might be also opening up a Implausible Nature-only email account so things don't get lost, but I'll keep you updated if this comes to pass so everyone can update their contact information.</span><br /><br /><span>Oh, and on an unrelated note:&nbsp; Happy Birthday Babe.&nbsp; I love you.&nbsp; :)</span><br /></div>]]></content:encoded></item><item><title><![CDATA[How much AT shooting is enough?]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/04/how-much-at-shooting-is-enough.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/04/how-much-at-shooting-is-enough.html#comments]]></comments><pubDate>Wed, 25 Apr 2012 13:47:40 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/04/how-much-at-shooting-is-enough.html</guid><description><![CDATA[It occurred me today that people are underestimating the amount of fire support needed to neutralize your opponent's vehicles.&nbsp; This is even more exaggerated when facing lists like mechanized Imperial Guard or any Razorspam list.&nbsp; Hell, I've even done it on occasion and it was evident when I ran scenarios in my head for a tweak to my Nova Open list.&nbsp; But how much is enough and when do you have too much?&nbsp; Unfortunately, there isn [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>It occurred me today that people are underestimating the amount of fire support needed to neutralize your opponent's vehicles.&nbsp; This is even more exaggerated when facing lists like mechanized Imperial Guard or any Razorspam list.&nbsp; Hell, I've even done it on occasion and it was evident when I ran scenarios in my head for a tweak to my Nova Open list.&nbsp; But how much is enough and when do you have too much?&nbsp; Unfortunately, there isn't a clear cut answer for this as there are other tactical means to marginalize vehicles, but knowing approximately where that sweet spot is becomes an important skill.&nbsp; Experience is the most important factor here, as you can only find out where that spot is by playing games in your "scene", whether it be on the local or national level.<br /></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph" style='text-align:left;'><br /><span></span>Consider this:&nbsp; A typical mech IG list at 2000 points can  contain anywhere from 15-25 meltaguns, 9-18 Lascannons, 6-9  Multi-Lasers, and 6-12 Autocannons.&nbsp; That isn't even counting ordnance  fire.&nbsp; All mounted on 12-18 vehicles.&nbsp; How can you possibly think  that a "typical" Black Templars list has enough shooting to deal with  that?&nbsp; Its just not possible.&nbsp; Its why my gunline lists became so  popular, so quickly.&nbsp; People realized that the traditional style of list  simply did not have enough punch to compete.&nbsp; My earliest gunline lists  featured between 28-32 Missile Launchers and Lascannons, plus a few  plasma weapons and Autocannons.&nbsp; There was plenty of guns to blast that  IG (or any army) list away, assuming average terrain.<br /> <br /> However, even with those successes, I was a little  heavy-handed in my approach initially.&nbsp; It didn't have enough support,  namely in close combat, to sustain the shooting.&nbsp; Nor did it have quite  as much mobility as I would have liked.&nbsp; And once everything was  demeched, if you didn't have average rolling, cover saves would be the  bane of anti-infantry shooting because there was not enough weaponry to  torrent your opponent with.&nbsp; Flaws that could easily cost a Black  Templars player games if they didn't know the lists and how to respond  to these threats.&nbsp; Just like it took me all of Nova Open's Day One to  re-adjust my play-style to account for the terrain we were playing with.<br /> <br /> So where does this imaginary line find itself?&nbsp; We'll take a look at a <a title="" style="" target="_blank" href="http://yesthetruthhurts.com/2012/04/nova-candidate-1-retry/">MSU Space Wolf list</a>  this time.&nbsp; If using my Nova Open list from last year, each turn of  shooting (using only 48" range weaponry) produces on average 4.568 Rhino deaths a turn. Way more shooting than we need.&nbsp; Of course, that is assuming no cover and the "infantry" passes their Righteous Zeal test.&nbsp;  As we all know, Nova Open had so much cover that almost nothing went  without a cover save, if you could even see the target at all.&nbsp; So if you pretend everything had cover, which was pretty common, then your number of Rhino kills per turn drops to 2.284.&nbsp; Not enough.&nbsp; Do that same thing on an IG list with twice as many vehicles (which also feature AV12, not AV11).&nbsp; You're going to be hard pressed to win.<br /> <br /> Fortunately, as I mentioned earlier, there are other ways to deal  with vehicles.&nbsp; You don't have to kill everything, especially if its not  a vehicle.&nbsp; Often, stunlocking is sufficient.&nbsp; Refuse-flanking,  reserves, mobility, and clever use of the threats in your list can also  help localize your opponent's attention on small parts of your list at a  time.&nbsp; Additionally, having cover can work both ways so it'll  also be harder for them to kill you.&nbsp; MVBrandt defended the terrain his  tournament used, but admitted there was perhaps too much line-of-sight  blocking pieces on each board.&nbsp; Thus, we can safely assume that the  terrain at Nova Open 2011 won't be the same as it will be at Nova Open  2012.&nbsp; However, its probably best to assume that there will be more than  average.&nbsp; Adepticon this year also featured boards with pretty heavy amounts of terrain.&nbsp; So its not a trend that is going away.<br /> <br /> Don't worry, I'm getting to my point.&nbsp; With boards using this much  terrain, we can afford to take guns away and delegate them towards  disruptive roles in our forces.&nbsp; Sacrificial units, close combat units,  mid-field defenders, whatever you like best -- depending on the list.&nbsp;  With so many choke points on a board, mobility plays a huge part in the  game.&nbsp; The person who is able to take mid-field first, and hold it, will  have a much easier time winning their game.&nbsp; The terrain also helps  promote the survivability of close-combat units (and their transports)  while they cross the board.&nbsp; You can afford to spend some points in this  fashion, without hurting your list.&nbsp; The problem is, most lists people  build now have taken too many guns out of their list and put too many of  those points into dedicated close-combat units.<br /> <br /> Even with a fully-chock board of terrain and cover as far as the eye can see, our close combat units are not efficient.&nbsp;  The only unit that can make that argument are TH/SS terminators, simply  because they are near impossible to kill even when walking.&nbsp; Everything  else gets slaughtered in close combat against even the most basic  troops of other armies.&nbsp; Grey Knights?&nbsp; They comprised 22% of the armies  at a 256 player tournament (Adepticon 2012)!&nbsp; Their basic troops kill  our most decked out Crusader squads in close combat without breaking a  sweat, due to the built-in power weaponry.&nbsp; And those GK players that  use Acolytes?&nbsp; They'll shoot you to death once they hit the 24"  Psycannon range.&nbsp; Those lists also usually have Death Cult Assassins in  them...and they eat MEQ for breakfast.&nbsp; Space Wolves don't inflict as  much damage in close combat, but pound for pound, they are equals to the  standard CC-oriented Crusader squad and will grind ours down to nothing  at minimal cost to our opponent (and large cost to us).&nbsp; Blood Angels  will do it even faster (and safer) due to Feel No Pain.&nbsp; Or if you're  playing against a "Nipplewing" list, have fun cleaning up the dead  Templars.&nbsp; Incubi?&nbsp; Wyches?&nbsp; Thunder Wolf Cavalry?&nbsp; TH/SS  Terminators?&nbsp; Counsel-Seers?&nbsp; Too many things kill us in close combat  without much effort or cost to our opponents.&nbsp; So small, inconsequential semi CC-units are best for us.&nbsp; <br /> <br /> Going too far without guns is just as bad as having too many of  them.&nbsp; In my experience, having 18-20 long range weapons (Str 8-9) in a  2000 point list should be sufficient for most lists.&nbsp; This is  provided you also include melta in your list, as well as some form of  CC-support.&nbsp; In some of my recent lists, I went under this mark and it  became noticeable in my games against mech IG.&nbsp; I was better equipped  for foot/horde lists, but if I saw too many vehicles, I had trouble.&nbsp;  Obviously, as mechanized armies are much better, these deficiencies were  a problem.&nbsp; As <a title="" style="" target="_blank" href="http://nike40k.blogspot.com/2011/04/better-playtesting-updating-gauntlet.html">Nikephoros frequently mentions</a>,  playing your lists against a gauntlet of armies is incredibly important  to find the stress points.&nbsp; It'll help you find out where you can  sacrifice things, to bolster other elements of your force, without  screwing you over.&nbsp; Likewise, you should start to discover anything in your actual  gameplay that is causing you to lose games (i.e. tactical choices,  target priority, decision making in general) and give you the chance to  address those issues before any important games.&nbsp; In my case, I had  dropped a little too much fire support from my original gunline list and  it hurt my ability against mech IG...an incredibly common opponent on  the USA GT scene.&nbsp; Thus, I had to address that problem if I wanted to succeed.<br /> <br /> I challenge you to go into your "scene" and play around  with your lists a bit.&nbsp; Take some guns out and see how you do against  highly mechanized lists.&nbsp; Likewise, put lots into your list and play the  same game.&nbsp; Find the middle-ground, where you are comfortable with how  your shooting played out with average dice rolling.&nbsp; Then play against  another opponent who runs a totally different style of army and see how  you do.&nbsp; Obviously, if you're not competitive, this doesn't matter.&nbsp; But  if you are, you need to find out how much fire support you can get away  with safely.&nbsp; The dice won't always favor you, so if you're unsure, it  doesn't hurt to overcompensate by having more AT.&nbsp; Games aren't lost on  turn one by having too much AT, but it certainly could be if you don't  have enough.<br /><br /><span>So did I give anyone a clear cut answer as to how much AT shooting is enough?&nbsp; Of course not.&nbsp; That isn't how I do things.&nbsp; And even if I did, what might be enough for me and how I play games, may not be enough or too much for the next person where they play.&nbsp; I can only give you an estimate based on my own GT experiences.&nbsp; Nevertheless, hopefully this article was useful in helping people to understand <span style="font-style: italic; font-weight: bold;">why</span> finding that sweet spot is so important.&nbsp; Understanding the proper amount of AT firepower in competitive list building</span> is the single-easiest way to improving your W/L record.&nbsp; I can't do it for you, so get out there and play some games!<br /></div>]]></content:encoded></item><item><title><![CDATA[Scaling down to 1500 points]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/04/scaling-to-1500-points.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/04/scaling-to-1500-points.html#comments]]></comments><pubDate>Tue, 24 Apr 2012 00:08:01 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/04/scaling-to-1500-points.html</guid><description><![CDATA[I'm not going to lie, there is no love between me and games below 1750 points...at least in the competitive sense.&nbsp; Players can argue semantics if they so desire, but it is my opinion that the game is best played at 1750-2000 points.&nbsp; Its the sweet spot where you can build balanced lists in nearly every codex, but doesn't give any particular advantage to a specific army (i.e. Dark Eldar/Imperial Guard in low point games).&nbsp; At this le [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>I'm not going to lie, there is no love between me and games below 1750 points...at least in the competitive sense.&nbsp; Players can argue semantics if they so desire, but it is my opinion that the game is best played at 1750-2000 points.&nbsp; Its the sweet spot where you can build balanced lists in nearly every codex, but doesn't give any particular advantage to a specific army (i.e. Dark Eldar/Imperial Guard in low point games).&nbsp; At this level, you can take tactical choices in your army and actually build synergy between your units, but not to the amount of stupid 2500 points can become.&nbsp; And on the other side of the spectrum, going lower than 1750 points pretty much forces limitations on your list that most armies are hard pressed to cover.&nbsp; That makes the games much more lopsided and Paper-Rock-Scissors like, as games can simply come down to random chance.&nbsp; If your opponent can defeat your weakness, then the game is going to be short.&nbsp; Or your "deathstar" unit is simply unstoppable, because your opponent didn't have enough points to build enough counters into his list.&nbsp; The game simply is not as fun to me at this level.<br /><br /><span>So what is my point?&nbsp; I build my lists for 2000 points, and on occasion 1850, as that is what most tournaments demand here in the States.&nbsp; These lists work at their designated points level.&nbsp; While I'm happy to take requests for scaling down my lists to lower points levels (i.e. 1500), the lists do not work as they should.&nbsp; Too much is being sacrificed and the list loses its synergy.&nbsp; Thus, any low/mid-point range list based off one of my 2000 point armies,</span> have no guarantees of success.&nbsp; It is better to build a new list from scratch, as even a few hundred points can change the whole philosophy of an army.&nbsp; Just remember that when/if you ask me to scale my lists down.&nbsp; Don't expect miracles.&nbsp; :D<br /></div>]]></content:encoded></item><item><title><![CDATA[Games Workshop Store Manager Opening...]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/04/games-workshop-store-manager-opening.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/04/games-workshop-store-manager-opening.html#comments]]></comments><pubDate>Fri, 20 Apr 2012 16:14:29 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/04/games-workshop-store-manager-opening.html</guid><description><![CDATA[I was wandering around the Games Workshop website this evening browsing and discovered some interesting news.&nbsp; I had heard rumors that there was a new store in Minneapolis opening up, so I wanted to see if I could find any information on it.&nbsp; Well, as it turns out, there is a new GW store coming.&nbsp; Not only that, they are accepting applications for the "Hobby Center Operator" position there, with the deadline being May 7th. [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>I was wandering around the Games Workshop website this evening browsing and discovered some interesting news.&nbsp; I had heard rumors that there was a new store in Minneapolis opening up, so I wanted to see if I could find any information on it.&nbsp; Well, as it turns out, there is a new GW store coming.&nbsp; Not only that, they are accepting applications for the "Hobby Center Operator" position there, with the deadline being May 7th.<br /><br /><span>Color me interested.</span>&nbsp; I've been in the service industry for my entire working career.&nbsp; Not only that, I've advanced into management positions at two major corporations (with me turning down a position at the third) and one of those is retail.&nbsp; Its what I'm exceptionally good at -- in an industry that I absolutely love.&nbsp; I've been playing Games Workshop games for nearly twelve years now, so I've very familiar with almost everything that they've put out as far as games.&nbsp; Some more intimately than others.&nbsp; While I don't always have the time to paint or model now due to my current work-life, that pretty much becomes a non-issue in a hobby-oriented career.&nbsp; Quite a few people have seen my painting and I've been told I'm well above average, so that isn't a problem either.&nbsp; I am also very strongly focused in competitive play, without sacrificing fluff and fun; something that I believe is important to the company moving forward.&nbsp; I also run <span style="font-style: italic; text-decoration: underline;">Implausible Nature</span>, which has been quite successful (alot of the credit goes to my readers).<br /><br /><span>Let's not even talk about the fact that I've wanted to start my own gaming store.&nbsp; Hell, this takes all of the financial obligations out of my hands and let's me run a successful store backed by the largest wargaming company in the world.&nbsp; Can you tell I'm seriously considering applying?&nbsp; I believe this would be a great opportunity.&nbsp; I suppose that it cannot hurt to try.&nbsp; ;)</span><br /></div>]]></content:encoded></item><item><title><![CDATA[Email:  Black Templar 1000 point Tournament List Help]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/04/email-black-templar-1000-point-tournament-list-help.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/04/email-black-templar-1000-point-tournament-list-help.html#comments]]></comments><pubDate>Tue, 17 Apr 2012 20:49:16 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/04/email-black-templar-1000-point-tournament-list-help.html</guid><description><![CDATA[Hi Marshal Laeroth, I emailed you before about a  Drop Pod list. Well I've changed my army a bit since then, but I have my  first tournament on Sunday and my force is a bit mis-matched.You don't have to conjure a list up for me, was just  wondering if you had any advice on what is viable, this is only going to  be at my local friendly gaming store so we won't be getting Draigo-wing  or whatever's th [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>Hi Marshal Laeroth, <br /><br /><span></span>I emailed you before about a  Drop Pod list. Well I've changed my army a bit since then, but I have my  first tournament on Sunday and my force is a bit mis-matched.<br /><br /><span></span>You don't have to conjure a list up for me, was just  wondering if you had any advice on what is viable, this is only going to  be at my local friendly gaming store so we won't be getting Draigo-wing  or whatever's the thing right now. Also its a doubles tournament, but  we get paired randomly on the day so i can't build to complement another  list. <br /><br /><span></span>Here's what I have:<br /><br /><span></span>Emperors Champion<br /><span></span>Marshal/Castellan with Power Weapon (can change to Lightning Claw) and Storm Shield <br /><span></span>22 Initiates with Bolt Pistol + Chainsword<br /><span></span>4 with Meltaguns<br /><span></span>3 with Powerfists<br /><span></span>1 with a Powersword<br /><span></span>5 Neopytes<br /><span></span>5 Sword Brethren Built from the kit (POLC + PS) <br /><span></span>5 Thunder Hammer Storm Shield Terminators (with Teleport Homer)<br /><span></span>Drop Pod<br /><span></span>Rhino<br /><span></span>Vindicator<br /><span></span>Helbrecht (Obviously can't be used at this level but can stand in for a Marshal) <br /><br /><span></span>I can also pick up a Chaplain if I need to.<br /><br /><span></span>I  was initially thinking of (yes I know its not the strongest build, but  neither is this tournament) running a footslogging list, as 40 Marines  will be a struggle for anyone to deal with, however I was struggling to  organise squads as I don't have enough Neophytes and didn't know whether  to put the EC in a big squad or not. I could also run a mixed list with the Drop Pod with Marines or  Termintors in, Deep Striking Terminators and Outflanking Sword Brethren,  with the Vindicator / Rhino running behind them with a small squad or  two to watch objectives. <br /><br /><span></span>I appreciate my model collection is nowhere near competetive, but any help and advice would be welcome.<br /><br /><span></span>For Sigismund, Dorn and The Emperor<span></span></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph" style='text-align:left;'><br /><span></span><span style="font-weight: bold; text-decoration: underline; color: rgb(255, 102, 0);">Reply:</span><span style="color: rgb(255, 102, 0);">&nbsp; Hello!&nbsp; Normally I don't give much advice on doubles tournaments, since that is out of my realm of play (never done one tbh).&nbsp; However, it looks like the rules of your tournament are a little bit different.&nbsp; Such that I can actual give you reasonable advice, as you don't know who you're partner is going to be.&nbsp; That means you'll have to build at least a semblance of a cohesive fighting company yourself.</span><br /><br /><span style="color: rgb(255, 102, 0);">You'll need mobility, tank-busting power, and anti-infantry.&nbsp; Even at 1k points.&nbsp; You cannot rely on your opponent for this.&nbsp; Unfortunately, you're a little thin on the mobility section of things...so you'll definitely want to make use of your sole Rhino, even if its the lone piece of armor on the board.&nbsp; Reserve it if you have to.&nbsp; You also don't have much for long-range anti-armor, but we can get away with this with some sly list building.&nbsp; In fact, I suggest that you mix a few of these themes due to our model limitations.&nbsp; This is what I was thinking:</span><br /><br /><br /><span style="color: rgb(255, 102, 0);">HQ:</span><br /><span style="color: rgb(255, 102, 0);">* Emperor's Champion w/ AAC&nbsp; [140]</span><br /><br /><span style="color: rgb(255, 102, 0);">ELITES:</span><br /><span style="color: rgb(255, 102, 0);">* 5 Terminators w/ TH &amp; SS and Tank-Hunters.&nbsp; [215]</span><br /><span style="color: rgb(255, 102, 0);">* 5 Sword Brethren w/ 1 Pair of LCs, 1 Meltagun, and Counter-Attack (Terminator Honors on LC dude).&nbsp; Mounted in Drop Pod.&nbsp; [170]</span><br /><br /><span style="color: rgb(255, 102, 0);">TROOPS:</span><br /><span style="color: rgb(255, 102, 0);">* Crusader Squad (10 initiates; 5 neophytes) w/ 8 BP &amp; CCWs, 1 Meltagun, and 1 Powerfist; 5 Neophytes w/ BP &amp; CCWs (EC joins these guys).&nbsp; [235]</span><br /><span style="color: rgb(255, 102, 0);">* Crusader Squad (10 initiates) w/ 8 BP &amp; CCWs, 1 Meltagun, and 1 Power Weapon.&nbsp; Mounted in Rhino w/ Smoke Launchers and Extra Armor.&nbsp; [238]</span><br /><br /><span style="color: rgb(255, 102, 0);">Total: [998]</span><br /><br /><br /><span style="color: rgb(255, 102, 0);">What you have in your model collection is very CC-oriented.&nbsp; Normally, I'd advise this in moderation as there are quite a few armies out there that can rip us to shreds there (i.e. Grey Knights).&nbsp; But since you're only responsible for 1k points, and the tournament should be reasonably friendly, you should be fine in this configuration.&nbsp; </span><br /><br /><span style="color: rgb(255, 102, 0);">Because you don't have any long-range AT weaponry outside of the Vindicator, we have to go another route for our AT.&nbsp; Admittedly, its pretty risky and I cannot guarantee that it will work.&nbsp; Basically, you're relying on your meltaguns and terminators to do the work for you.&nbsp; The Rhino will reserve if facing an opponent with lots of AT firepower.&nbsp; The large Crusader squad will advance forward with the Terminators (advised) shielding them for cover, but you can also Deep Strike them if you wish (not advised).&nbsp; With luck, they will fear the terminators more and will ignore the block of marines running their way.&nbsp; </span><br /><br /><span style="color: rgb(255, 102, 0);">When your reserves pop in, you'll bring your Sword Brethren in (you'll have to sub in a normal meltagun dude in the squad) on either A) an objective or B) next to an opponent's vehicle.&nbsp; With LD9 and Counter-Attack, they should be able to hold an objective for a reasonable amount of time (go to ground if needed).&nbsp; They can also assault if you need them to.&nbsp; This will be your "surprise" melta and a threat your opponent will have to think about during the game.&nbsp; </span><br /><br /><span style="color: rgb(255, 102, 0);">Everything in your army can do close combat, but I won't lie by saying I believe that you have enough AT in your model range.&nbsp; In the type of tournament you describe, you should do okay provided your opponent has some too.&nbsp; But if they don't?&nbsp; Could be have some difficulties.&nbsp; Nevertheless, the list is just an idea for you to utilize if you wish.&nbsp; Keep your list as balanced as possible, as you cannot guarantee who you'll be paired up with.</span><br /><br /><span style="color: rgb(255, 102, 0);">Good luck!&nbsp; :D</span><br /></div>]]></content:encoded></item><item><title><![CDATA[Spring Con (aka Source GT) -- List Variation]]></title><link><![CDATA[http://www.implausiblenature.net/1/post/2012/04/spring-con-aka-source-gt-list-variations.html]]></link><comments><![CDATA[http://www.implausiblenature.net/1/post/2012/04/spring-con-aka-source-gt-list-variations.html#comments]]></comments><pubDate>Sun, 08 Apr 2012 18:21:28 -0600</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://www.implausiblenature.net/1/post/2012/04/spring-con-aka-source-gt-list-variations.html</guid><description><![CDATA[Lots of stuff going on in the past week or so.&nbsp; Mostly painting and building.&nbsp; This is good news.&nbsp; In addition, thanks to Matt R, I decided to attend the GT at Spring Con in May.&nbsp; I was hoping to hit up Indy40k GT or Bug Eater this year, but it simply wasn't feasible.&nbsp; Thus, I got to pick up the slack elsewhere and hope to make up for it later in the year.&nbsp; This event is suppo [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">Lots of stuff going on in the past week or so.&nbsp; Mostly painting and building.&nbsp; This is good news.&nbsp; In addition, thanks to Matt R, I decided to attend the GT at Spring Con in May.&nbsp; I was hoping to hit up Indy40k GT or Bug Eater this year, but it simply wasn't feasible.&nbsp; Thus, I got to pick up the slack elsewhere and hope to make up for it later in the year.&nbsp; <br /><br /><span></span>This event is supposed to be a 60-player tournament, but due to the re-roll thing and higher amount of soft scoring, I don't anticipate this GT drawing many from the nationwide "competitive" group like Darkstar GT did.&nbsp; Who knows, I could be surprised and would be pleased to be proven wrong.&nbsp; We have a lot of 40k people around the area, but I don't think there are quite enough to fill out a 60-player event without players traveling in.&nbsp; We'll see.&nbsp; This time around, it looks like we'll have access to the scenarios on April 15th, a month in advance.&nbsp; Plenty of time to get some play-testing in and tweak my lists.&nbsp; <br /><br /><span></span>Which brings me to the point of this post, discussing and analyzing variations on my Darkstar GT list for this event.&nbsp; I really liked how the previous list played, and while I'll save you the analysis on that for now (its coming), just know that it performed extremely well.&nbsp; Well, if you don't count that Game Three scenario debacle.&nbsp; Nevertheless, the list itself has some efficiency issues that I didn't address the first time around.&nbsp; There were 90 points that were left over when I built that list.&nbsp; Because of the odd amount of points, there wasn't much I could do with them beyond adding a Typhoon or going the route I did with the Power of the Machine Spirit.&nbsp; I didn't want to field 4 Typhoons, because that would force me to have either two squadrons of two or three squadrons with one of them with two speeders.&nbsp; Not exactly how I roll.&nbsp; In addition, that would require the purchase of another Typhoon and I would like to refrain from getting another.<br /><br /><span>I also could have used another troop squad in a couple of my games.&nbsp; They weren't necessary to the success of my games, but it would have given me more tactical tools to play around with.</span>&nbsp; Anyway, here it is.<br /><br /><font style="color: rgb(255, 102, 0);" size="2"><span style="font-weight: bold;">HQ:</span><br />   * Emperor's Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and   the Vow: "Accept Any Challenge, No Matter the Odds." [140]<br /><br /><span style="font-weight: bold;">Elites:</span><br />*     Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile        Launchers, 5 Storm Bolters, 5 Power Fists, and  Tank-Hunters. [265]<br />  *   Sword Brethren Terminators: 5 Terminators w/  2 Cyclone Missile        Launchers, 5 Storm Bolters, 5 Power Fists, and  Tank-Hunters. [265]<br /><br /><span style="font-weight: bold;">Troops:  </span><br />    * Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat   Weapons, 1 Meltagun &amp;  1 Bolt Pistol and Power Weapon. Mounted in a   Rhino w/ Smoke Launchers.  [153]<br /> </font><font style="color: rgb(255, 102, 0);" size="2">* Crusader Squad: 5  Initiates w/ 3 Bolt Pistols and Close Combat   Weapons, 1 Meltagun &amp;   1 Bolt Pistol and Power Weapon. Mounted in a   Rhino w/ Smoke  Launchers.  [153]<br />* Crusader Squad: 5  Initiates w/ 3 Bolt Pistols and Close Combat   Weapons, 1 Meltagun &amp;   1 Bolt Pistol and Power Weapon. Mounted in a   Rhino w/ Smoke  Launchers.  [153]</font><br /><font style="color: rgb(255, 102, 0);" size="2">* Crusader Squad: 5  Initiates w/ 3 Bolters, 1 Plasmagun &amp;   1 Lascannon. Mounted in a   Razorback w/ Twin-Linked Lascannons.  [191]</font><br /><font style="color: rgb(255, 102, 0);" size="2"><br /><span style="font-weight: bold;">Fast Attack:</span>  <br /> * Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]<br /> * Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]<br />* Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]<br /><br /><span style="font-weight: bold;">Heavy Support:  </span><br /> * Vindicator w/ Demolisher Cannon, Storm Bolter, Power of the Machine Spirit, and Extra Armor.&nbsp; [160]<br /></font><font style="color: rgb(255, 102, 0);" size="2">* Vindicator w/ Demolisher Cannon, Storm Bolter, Power of the Machine Spirit, and Extra Armor.&nbsp; [160]</font><br /><span></span><br /><font style="color: rgb(255, 102, 0);" size="2"><span style="font-weight: bold;">Total Points:</span>   [1850] <br /></font><br /><span>Regardless of opinion, the PotMS Razorbacks actually performed well in their roles for me at Darkstar GT.&nbsp; Exceedingly well.&nbsp; However, they are extremely expensive and limit my lists.&nbsp; The same criticism can be said for</span> the PotMS Vindicators.&nbsp; Nevertheless, the Vindis saved my bacon several times over with their usefulness.&nbsp; They are actually more durable than they look, especially if you use the rest of your forces effectively.&nbsp; These things can take out large AV14 things, deal with terminators, or hordes of infantry.&nbsp; Sure one-gun syndrome is a fear, but that isn't the only thing this vehicle is good for.&nbsp; It has the armor to survive a full ram on an enemy vehicle, as well as acting in a support role (i.e. mobile cover, contesting objectives).&nbsp; Not only that, they can redeploy with remarkable ease.&nbsp; Our other "heavy" fire support options in the slot can't do that as effectively and mobility has critical in almost every tournament game I've played in.<br /><br /><span>Overall, I lost a little bit of my firepower when I dropped two TL-Lascannons (and gaining only a Lascannon in exchange) but it should still be more than sufficient against most opponents.&nbsp; Even against Timmah's list, under normal circumstances.&nbsp; When my opponent closes the distance, I also have a few meltaguns that I can employ.&nbsp; I can no longer blast my opponent off the board like some of my "gunline" lists, but I am better suited to dealing with a changing battlefield with this list.&nbsp; </span><br /><br /><span></span><span>More and more, I find that my lists have started to include more MSU.&nbsp; More specifically...I try to get as close to 4+2 as possible.&nbsp; </span>I've found that having at least one troops unit held back for a home objective is immeasurably important.&nbsp; I would go so far to say that it has been needed in pretty much every 5th Edition game I've played.&nbsp; Sure there are risks to these troops (i.e. Wolf Scouts, but having something that is dedicated to camping your backline always gives you a measure of "protection" in games.&nbsp; You can freely advance forward, without having to leave an unit less suited to the task.&nbsp; Useful.&nbsp; ;)<br /></div>  ]]></content:encoded></item></channel></rss>

