First off, I didn't get past the 2nd cut for the Games Workshop position. Sad face. 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). Oh well, I gave it my best shot and that is all I can ask of myself. No regrets. :) Anyway, I was thinking about Nova Open's terrain setup today. The discussion on this started out in this post, with MVBrandt even commenting on it (which was awesome-sauce). 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. Which may give me an unique opportunity. But first, some points of discussion regarding this setup.
Using what I know about the upcoming Nova Open tournament, I needed to figure out a way to take advantage of the "environment". I know that mobility that ignores (or at the very least benefits from) the terrain, will have a much better shot at winning games. Armies that are able to put threats in the choke points on the board will create beneficial situations for that player. I also know that any shooting I do, especially anti-tank, needs to be very effective at what they do. Thus, a new list was born; one that may be able to take advantage of these "environmental" traits. Of course, this is assuming we're still playing under 5th Edition rules, which is about 50/50 right now. We don't yet know how 6th Edition is going to affect our codex. HQ: * Emperor's Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and the Vow: "Abhor the Witch, Destroy the Witch." [110] Elites: * Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile Launchers, 5 Storm Bolters, 5 Power Fists, and Tank-Hunters. [265] * Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile Launchers, 5 Storm Bolters, 5 Power Fists, and Tank-Hunters. [265] Troops: * Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun & 1 Multi-Melta. Mounted in a Rhino w/ Smoke Launchers. [153] * Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun & 1 Multi-Melta. Mounted in a Rhino w/ Smoke Launchers. [153] * Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun & 1 Multi-Melta. Mounted in a Rhino w/ Smoke Launchers. [153] * Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun & 1 Multi-Melta. Mounted in a Rhino w/ Smoke Launchers. [153] * Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun & 1 Lascannon. [101] * Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun & 1 Lascannon. [101] Fast Attack: * Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182] * Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182] * Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182] Total Points: [2000] Pretty interesting, no? 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: Biker squadrons. Hehehe. Before you lose interest right there and click away, thinking I've lost my marbles (entirely possible actually), let me explain my reasoning. First off, granted we're assuming large amounts of cover. As MVBrandt put it, its safer to assume that EVERYTHING has cover at long range. 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. Which are, more often than not, AV11-12. However, while the Typhoon is easy to grant cover to as well, they are not easy to hide. Thus, your opponent will see them and if they have even terrible luck, a shot or two will get through their AV10 armor eventually. Making the Typhoon a liability in a situation where long range shooting does not cause much damage for either player. But that doesn't explain why I chose the biker units. First, bikers certainly can hide from the opponent. Easily, in fact. I'm not sure if you've ever seen a Space Marine bike, but its pretty darn small. 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. Second, unlike the Typhoon, there is ablative wounds available in the biker units. 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. It was also important to make sure that these normally fragile, yet expensive, units were redundant. Having three squads makes target priority much more difficult for your opponent, especially when all three units are suddenly in their face. Next up, we have the biker's armaments. 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. Unfortunately, this is often not the case. Not only will there be lots of MEQ and terminators running around (some footslogging), there are horde armies that need to be dealt with. The meltagun is poorly suited towards dealing with each of those things. The plasmagun, however, isn't half bad. 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. Add in the AB's MM and you have a legit tank-hunting squad, infantry killer, and/or mobile fire-support platform. Lastly, they are extremely mobile. They have the ability to go just as fast as the Typhoon, while also ignoring terrain effects (unless you end up in it!). Perfect for cover-loaded boards. This allows them to get up close and personal with relative safety, at least until you get into the 12" kill range. Being so close also helps you negate some of your opponent's manufactured cover saves for themselves, thus upping your kill potential. If all else fails and you need a quick speedbump unit, you've got yourself one. All of these things would not be nearly as applicable for bikers on a typical board. This is not saying that the Nova Open boards are bad in any way, just different from the norm. This list would not function as well on such a board. It has the chance to be successful in the Nova Open environment, pending play-tests of course. 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. List tailoring against my opponent? No. I am, however, tailoring for the event. My list is still balanced, but normally sub-par units become okay (and even decent) in extreme environments. We'll see if these theories hold water. They may not. ;) EDIT: Accidently put "1" plasmagun per Biker squadron. There is actually supposed to be 3. The points were correct though, just didn't correct the copy/paste. :/ CommentsKillswitch 05/11/2012 7:23am
I genuinely think you Yanks are overeacting dramatically, and missing the point of the lists and general playing vastly over terrain. 05/11/2012 10:28am
I have to make some clarifications and comments. :) 05/11/2012 10:45am
4) You mentioned that I'm not taking advantage of what the BT does best. Do I not have DCML Terminators? Do I not have 2x 5-man Las/Plas squads? Do I not have 4x MM Bunkers? Looks to me like the only questionable unit in the list is the Bikers, and I have explained my reasoning for them already. Just a couple of notes for you. 05/11/2012 11:18am
As I mention in my comments to Killswitch, I routinely play against opponents with the amount of terrain that was featured at Nova Open last year. Nor is my opponent's ability to manufacture cover for themselves (i.e. smoke, deployment, movement, etc), as well as me doing it for myself. That isn't my concern...the amount of that terrain that has LOS blockage is. Based on what I've seen from the pictures of boards from the other large tournaments, there is one, MAYBE two, BLOS pieces on the board. Not three or more like Nova Open had. Thus, why I'm having this discussion. The ability to take advantage of that terrain, whether in the game or in the list building stage, is important wouldn't you say? Else why would you post pictures of the terrain or boards in advance, if you didn't think the transparency was important? Lucion 05/11/2012 6:09pm
Speaking of Yanks Company of heros is like 5 euros for 3 games for a week on steam. Arex 05/15/2012 4:41am
Hi ML, since there are lots of BLOS terrain in the match, how about using Assault Termie with TeleHomer? Just a simulation of Dual-Wing table. I know the weakness of such army are uncertainty of deep strike and lack of troops. But can you explain more? The problem is cost. Against an opponent with any sort of mobility he will be able to get two full turns of shooting on you before you get the charge (when you hit the ground and after he moves any threatened squads away). Don't have the time now for commenting on the list, but I'll note that according to MVB's comment in response to the NOVA April Fool email, we will be playing with 5th Edition for NOVA 2012. Which makes sense rather than leaving him and his staff open to all kinds of abuse with new rules. As an interesting variation, it doesn't look too bad. "Witch" isn't a bad vow for a mech force, but it gives up all hopes of any viable melee capability, even defensively. IMO, a huge problem for NOVA style terrain where you have to have some kind of viable CC threat even if it is only defensively. Leave a Reply |
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