Well, the new job has been taking more time than the old job
but it looks like I will have a bit more time on my hands going forward.
Slaughter in Space GT
At the Slaughter in Space in LA I went 1-2-1 which was one
of my worst outings at a tournament. In my defense one of my games I lost due
to time. I need to watch the clock when I play foot elder. I have literally
lost more games due to time running out and only getting to turns 4-5 than
actually losing by play. The Eldar are kind of slow (odd saying that about an eldar
army) and it needs a full game to move out and take objectives, and shoot the
opponents off of theirs just like Tau do. The tie game was to (oddly enough) to
a paladin army. The game ended turn #5 and I think I could have won it on turns
6 & 7,
The other game I lost was to the #2 player in the US
(according to Rankings HQ) and his brutal Grey Knight list. It was a really close
games but I made 2 mistakes:
#1. It was a kill point mission and I was shooting my Wraithlords
at his Land Raider redeemer which was a waste of shots. I have not played my
Footdar in a year and I have been playing my Grey Knights where a land raider
packed with DCA are a huge threat. To the Foot Eldar they move forward, the get
out, kill a screen of guardians and then they get taken out by dire avengers.
The Wraithlords should have been shooting at his razorbacks and getting the ‘low
hanging fruit’ of his weak kill points.
#2. Was not having Jetbikes. After Adepticon I was going to
stop playing my Draigowing army and I was going to work on an all jetbike army.
I decided to hold off on it because I have no idea how it will function in 6th
edition. I do not want to put all this time and energy into converting it and
painting into it to have it be nerfed with the new rule set. So the current
state of all of my jetbikes are disassembled at the moment. I was going to do a
harlequin themed jetbike army so I was going to use the metal jetbike cowlings
and hack up some metal harlequins. So right now all of my jetbikes are scatted
over my workbench in a million pieces. I run 2 squads of 4 bikes with
destructorlocs for not only some quick scoring units, but for a heavy flamer as
well. What I did not realize is that I rely on them for anti-tank. I have
posted in the past how good they are at taking out land raiders, but the fast
moving shriken cannon and the singing spears are really good at killing
vehicles. Footdar have trouble with anti-tank because they only have the
wraithlords, and what strength 6 shooting they have, and I really felt the loss
of the jetbikes from my army.
Game Empire GT
The other GT I went to last week was at Game Empire San
Diego. I took my Draigowing and at 1500 points the army does not functioning as
well as it does at higher point limits. I took:
Draigo
10 Paladins w/4 psycannons (fully upgraded of course)
10 GK Strike Squad w/2 Psycannons
2 Dreads
That is it.
The games I lost were to Mech Eldar. I just do not have the
firepower to kill skimmers (especially after he took out my dreds really fast).
So at the end of the game he just bum-rushed the objectives and
contested/controlled all of them. I won kill points, but lost Capture and
Control and Seize Ground. I thought his army was a very good list for the BAO
mission set. I might try something like this in the future only trying to make
the army a bit more durable to limit the kill point failure source. Maybe a
bunch of Falcons with DAVUs would be better.
The other game I lost was to Battlewagon Orks. I normally do
well against them, and I had just beaten 2 others in the tournament and this
time I shot the heck out of the side armor of his battlewagons with several turns of Dreadnaught
fire and psycannons, and I ended up
killing 1 Battlewagon on turn #2 when my army came on from reserve, then after
3 turns of fire, and after a ton of penetrating hits and glances I killed the
second Battlewagon on turn #5 from assault. They were open topped for the +1 on
the result table, but I could just not roll above a 3. I did immobilize one and
then grot riggers fixed in the next turn. I lost a dreadnaught and my strike
squad when my deep strike ended up going straight at him 10” to get lost in a
sea of green. So the Battlewagons contested all of the objectives, and we tied
2-2 on kill points. That was a very frustrating game since I just could not
kill those battlewagons.
I ended up with the 3rd highest Battle Points,
and middle-of-the-pack sports and paint. Again if was obvious that my army was
missing something, It is very different when you have everything working well,
and you have a lot of synergy, and then you take out an element, and your army
does not work the same as it did. This time I really missed my Interceptors. My
army was so slow without them and I could just not get to where I needed to be.
They are a vital unit to my army doing well.
So as I said I am going to play out 5th edition
with the Draigowing because there is so much uncertainty with 6th
edition. I think the last run for them will be Wargames Con and possibly the
NOVA Open if they are going to use 5th edition.
Here are some thoughts about Apothecaries
in Paladins squads
Everyone wonders why I do not take the Apothecaries in my
paladin squads and there are a few reasons why.
#1. Cost. You pay
75 points for the apothecary upgrade and for that you could buy 3 wounds worth
of paladins. So he is not worth his points unless he can save 4 wounds (3
wounds he just breaks even). How often do paladins fail 4 wounds? Remember, you
can’t use him on Strength 8 weapons or AP 2 weapons which are the ones that
kill paladins. So if you extrapolate what those 4 wounds mean, it is very hard
to do. Remember, you have to fail 8, 2+ saves to get FNP to save 4 wounds, and
that is after rolling to hit and to wound. To give you an example of the
numbers, it would take 6 turns of 3 war walkers with scatter lasers to do it,
144 bolter shots, 144 venom shots, etc. You see how difficult it is to make him
worth taking.
#2. You lose squad
flexibility. I like to combat squad my paladins. I find that 2 squads with
their combat and shooting are better than one massive unit. In the 11th
company podcast last week I talked a little bit about the weakness of the
paladins being able to target/assault one unit, and you limit that weakness
with combat squads. You need to keep them to a 10 man unit to have the
apothecary be able to give FNP to the most models. If you have him in a 5-man
squad you opponent will just shoot at the other combat squad.
#3. Fire magnet. Here
is an idea for you: I want people to shoot at my paladins. Paladins are very
hard to kill so they act as a fire magnet. Every shot headed at them is a shot
not going at one of my weaker units. You do not want to make the paladin unit
so strong that people will not be tempted to shoot at them. You need them to be
able to lose a few wounds so that they will take some fire.
It lives! :)
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I find that 2 squads with their combat and shooting are better than one massive unit.
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I want people to shoot at my paladins. Paladins are very hard to kill so they act as a fire magnet.