Sunday, June 5, 2011

Optimized Mech Blood Angels 2000

HQ
Mephiston 250

Elites
5 Terminaters- 3 Thunder Hammer storm shield 2 Lighning Claws 215
Land Raider- multi melta 260
Sanguinary Priest 50

Troops
5 Assualt Marines- melta gun 110
Razorback- Twin linked Heavy Flamer 20
5 Assualt Marines- melta gun 110
Razorback- Twin linked Heavy Flamer 20
5 Assualt Marines- melta gun 110
Razorback- las plas 55
5 Assualt Marines- melta gun 110
Razorback- las plas 55

Fast
4 Scout Bikes- power fist 115
4 Scout Bikes- power fist 115


Heavy
Predator- auto cannon 2 las cannons 135
Predator- auto cannon 2 las cannons 135
Predator- auto cannon 2 las cannons 135

I'm sure this list can be tweaked to be a little better, but I assure you, this is the template for most mech blood angels armies. 

Aside from my land raider spam army and this one, there is one more mech blood angels army that I'd like to focus on.  AV 13 spam.  I'll get that list posted up soon.

Thursday, June 2, 2011

Optimized land raider spam, blood angels 2000

There is no army that can spam land raiders better than blood angels.  It might not be the best blood angels can do, but I sure as hell would never want to come across this at a GT.

HQ
Mephiston 250

Troops
5 Assault marines- melta gun 110
Land Raider- multi melta 235
5 Assault marines- melta gun 110
Land Raider- multi melta 235
5 Assault marines- melta gun 110
Land Raider- multi melta 235
5 Assault marines- melta gun 110
Land Raider- multi melta 235

Heavy
Predator- 2 side las cannons 135
Predator- 2 side las cannons 135
Predator- 2 side las cannons 135

1995.  Can you handle 14 las cannons a turn at 11 different targets and 8 meltas and 3 auto cannons and mephiston?  Even if you can, I don't think your playing the type of army that can actually threaten my land raiders.  


Wednesday, June 1, 2011

Optimized mech guard 2000

Here's the first of many of my "best of" or "optimized" lists.

HQ
CCS- 4 meltas, astropath 120
Chimera- hull heavy flamer 55

Troops
10 Vets- 3 meltas 100
Chimera- hull heavy flamer 55
10 Vets- 3 meltas 100
Chimera- hull heavy flamer 55
10 Vets- 3 meltas 100
Chimera- hull heavy flamer 55
Infantry squad- melta 60
Chimera- hull heavy flamer 55
Infantry Squad- melta gun 60
Chimera- hull heavy flamer 55
Platoon command squad- 4 meltas al'raheim 140
Chimera- hull heavy flamer 55

Fast
Vendetta 130
Vendetta 130
Vendetta 130

Heavy
3 Hydras 225
Manticore 160
Manticore 160

That's 2000 exactly.  And, honeslty, for mech guard, I really think that's as scary as it can get.

nothing to see here folks


An idea

I've come up with the idea to come up with (what I consider) to be some of the best lists in the game and post them here.  Now that I think about it, a lot like Stelek's best of lists (although I didn't get the idea from there).  Anyway, I'll try to get 1-2 lists posted a day, then lump them all together and publish an article on it.

Kind of like Stelek's litmus test theory (also didn't copy that idea lol, just thought about it).  Basically, if your tournament list can hold its own in a battle against the majority of these lists than you should be on your way to success.

Think it's a good idea?

Tuesday, May 31, 2011

Grey Knights Vs Jawaballs Round 3

Sorry this is so late.  As you may have noticed, aside from yesterday I haven't really been able to do much for the blog sue to school finishing up and finals.  But here's what I got for you.

His list from memory,

Mephiston

HQ Chaplain
5 Lightning claw termies
Priest
All in a land raider crusader with extra armor.

3 units of 5 assualt marines in 3 regular land raiders with extra armor

I think that was it.

Going into round 3 he was 2 battle points behind me and my perfect score.  The mission was objectives, with the objectives being pre placed in the center of each quarter and table center.  The deployment was pitched battle.  The table had a lot of ruins on it, with windows.  There was a big ruin in the middle, and 1 in 1 of my corners, and 1 in the one opposite the one in mine.  There were a lot of hills that were just slightly smaller than a rhino in random places across the table.

I won the roll for first and gave it to him, as I wanted last say on objectives.  It turned out that this would be a mistake and I should have just taken first, drove 12" popped smoke, and blitzed him.  Ahh well, I'm still learning and hindsight is 20 20.

He deployed with 2 land raiders on one side,  the crusader behind the building in the center, with mephiston just behind, and another raider on the opposite side.

I think for a minute about deployment, and decide to stack everything up across from 2 of his regular raiders. I put the dreads in front, since they weren't likely to do anything this game.  I used a hill to cover my flank from the raider on the opposite side.  The reason I deployed like this was because I knew as I advanced I could use the building for cover from the one raider, while only surrendering 1 objective to it (as opposed to 2 had I deployed on the other side of my deployment zone.

I opted not to seize although that too was a mistake.  I even rolled hypothetically and seized thanks to the reroll!

His Turn 1
His crusader moves from behind the building into range mephiston follows.  Everything else stays still and fires.  His shooting proved effective, he immobilized 2 dreads in front of my army, forcing me to make dangerous terrain checks to advance, and tore both arms off the another.  He also stunned a razorback but I fortituded that away.

My Turn 1
The Rhinos move 6" forward and unload psy cannons.  He makes some cover saves and I get a pen through but only roll a 2.  His damn extra armor saves him!  I moved my brick up, using 2 razorbacks to smoke and provide cover for the 2 razorbacks and 2 chimeras behind them.  I use the weaponless dread to give cover from the side to my chimeras.  Doing all of this also blocks LOS to my rhinos with purifiers in the back except for 1 raider.

His Turn 2
He thinks about his turn, and decides he needs to be patient to win.  He pulls back 6 with everything.  He also moves the 1 raider in the middle of nowhere up 6" off an objective to get better LOS.  His shooting wrecks a rhino with purifiers who get out.  His shooting doesn't actually manage to get through the smoke except for some shakes and stuns which get fortified and 1 wrecked razorback.

My Turn 2
I control the table, now I need to push.  I consider driving a chimera alone, 12" through a building, getting out, and melting a land raider, but I decided against it as it's too dicey.  Instead, I just pushed my brick forward 6".   I blocked my flanks, and left space on all sides for my guys to get out without worry.  The squad whose transport is wrecked advanced for some psy cannon shots.  My purifiers don't move and fire upon the crusader.  The squad that lost its transport stood still and unloaded 8 shots without cover, they rolled well and exploded it!  That's game changing.  I just forced Jawa's hand.   Another squad that didn't move shot the land raider that moved off an objective and immobilized it.  Another huge victory, as a lot of the strength of his list comes from having to rip land raiders off of objectives.

His Turn 3
He pushes the termies forward and mephiston flies out.  He fleets and charges the squad of strikes on foot, klling all of them.  His shooting manages to wreck one razorback, and of course the guys get out in the back on the opposite side of the termies.  His termies have nothing good to charge so they go for a poor immobilized razorback, (immobilized from this turn's shooting) and explode it.

My Turn 3
Well I still have the upper hand, but I don't know how I'm going to deal with the termie star and mephiston in the same turn.  Then genius struck me and my weaponless dread charged into the termies.  They stayed locked up for litterally the rest of the game.  400 points just taken out of the battle like that.  2 strike squads charged mephiston and 1 of them wounded hi with a hammer and force weaponed him.  (That's why you take them kids)

His Turn 4
He knows the end is inevitable, he moves back with his 2 unmolested raiders and shoots causing some damage.

My Turn 4
I have a loan strike sergeant get into a razorback and fly 12" back to claim an objective.  My chimeras push towards his raiders and claim an objective.  He also doesn't want to get near my meltas.  I suppress his immobilized raider with my purifiers.  I even manage to explode one of his raiders with a hammer thanks to hammer hand.  TAKE HAMMERS!

His Turn 5
He does what he can and shoots and charges where favorable.

My Turn 5
I push for quarters, and fortify my objectives.  I counter charge where I can and wipe a lot of marines.

Here the game ends, but he wants to play turn 6 to see what happens.  Really it's me just mopping up the rest.

It was a fun game and well played.  But a few key dice rolls went my way instead of his, and he didn't have a good answer for my 6 troops in a 5 objective game.

Monday, May 30, 2011

Back to bugs!

This is an army I've always kept in the back of my head.  Every time I've given it any thought I've immediately dismissed the idea, as I'd be spending far too many points on elites, and no reliable way to kill land raiders.  Well I finally sat down for about an hour playing around with points, and combos, and I've come up with what I have to show.  What I think will hopefully revolutionize tyranids.

So, having played with and against tyranids numerous times, the scariest thing for me to face in an opposing army is ymgarl stealers.  They are always the unit that causes the most damage.  They are also a unit that is easily forgotten because of hive guard.

Well, now I've taken ymgarls, and I think that very few armies, barring dark eldar and *maybe* land raider spam can stop.  It would put up a serious fight against just about everything in my opinion, and I'd love to get some test games in soon.

Here's what I have,

HQ
Swarmlord 280
Guard- lash whips 65
Tervigon- Adrenals, Sacs, Catalyst, Clusters 195

Elites
10 Ymgarl stealers 230
10 Ymgarl stealers 230
10 Ymgarl Stealers 230

Troops
Tervigon- Adrenals, Sacs, Catalyst, Clusters 195
Tervigon- Adrenals, Sacs, Catalyst, Clusters 195
10 Gaunts 50
10 Gaunts 50
10 Genestealers (or 8 with sacs) 140
10 Genestealers (or 8 with sacs) 140

2000 on the nose.  It doesn't care if it goes second, it will reserve and eat you.  In fact, it wants to go second. Or wait, you took second and reserved, trying to be sneaky I see, well I'll just block your board edge :P.  30 morphing stealers popping out of terrain with +1 reserves, and 20 coming in from the sides, with 3 tervies and the swarmlord running up the center.  And you thought you were safe...

Who needs shooting anyway!?

Thoughts?