Sunday, May 22, 2011

Re-evaluation?

So after a pretty one sided loss to The Boy's Tau, and finally a tie with Illhan's Imperial Guard, I've made some changes to a list I think will really keep an opponent on their toes.

I was a list like this with variation in model counts.
Rune Priest w/ CotS
9x Greyhunters w/ PW, Melta, WS, Rhino
9x Greyhunters w/ PW, Melta, WS, Rhino
9x Greyhunters w/ PW, Melta, WS, Rhino
8x Greyhunters w/ Melta, WS, Rhino
5x Wolf Guard w/ CM+PF
Wolf Scouts w/ Melta
6x Long Fags w/ 5x ML
6x Long Fags w/ 5x ML
6x Long Fags w/ 5x ML
2x Thunderwolf Cavalry w/ SS, FW

On 5/21 I tried out this:
Rune Priest w/ CotS
9x Greyhunters w/ PW, Melta, WS, Rhino
9x Greyhunters w/ PW, Melta, WS, Rhino
9x Greyhunters w/ PW, Melta, WS, Rhino
8x Greyhunters w/ Melta, WS, Rhino
5x Wolf Guard w/ CM+PF
Wolf Scouts w/ Melta
6x Long Fags w/ 5x ML
6x Long Fags w/ 5x ML
6x Long Fags w/ 5x ML
Landspeeder w/ MM, HF
Landspeeder w/ MM, HF

The Landspeeders drew a tonne of fire from Chimeras, Vendettas, Crisis Suits, Railguns, and more. This let my Grey Hunter squads live a bit longer, however, which allowed for a tie in a Capture and Control mission against Imperial Guard, Against the Tau however, I managed to roll terribly and my Rhinos were stun locked for the first two turns. I lost 6-4 in an Annihilation mission against The Boy, and rolled more ones than I have ever since I started playing.

So, I figured a little more target saturation with extra Land Speeders and Scouts will help against the more static heavy weapons of the Tau and Imperial Guard. So I whipped this up.

Rune Priest w/ CotS, LL, MH
8x Grey Hunters w/ MotW, Melta, WS, Rhino
9x Grey Hunters w/ MotW, Melta, WS, Rhino
9x Grey Hunters w/ MotW, Melta, WS, Rhino
5x Grey Hunters w/ Flamer, Razorback w/ TL-HB
5x Wolf Guard w/ CM+PF
5x Wolf Scouts w/ Melta
5x Wolf Scouts w/ Melta
5x Long Fags w/ 4x Missile Launchers
5x Long Fags w/ 4x Missile Launchers
5x Long Fags w/ 4x Missile Launchers
Land Speeder w/ MM, HF
Land Speeder w/ MM, HF
Land Speeder w/ MM, HF

My dependance on the Long Fags really hurt me in most of my games. If they don't perform well, my game plan goes to the shitter. Considering how terribly I roll, the only portion of my army I can consistently count on is my Grey Hunters in close combat when I pop the Wolf Standard. The Long Fangs can attempt to open light vehicles, while my Scouts will help against static heavy weapons - Leman Russ, Hydras, Hammerheads, Broadsides, etc. The Land Speeders can also help against heavy vehicles from a bit more range, and take care of massed infantry - such as Tyranids. I can also Deep Strike the Land Speeders in strategic positions - objects, behind enemy vehicles, near massed infantry, or near Long Fangs for extra protection.

The Grey Hunters move together as a sort of hammer/anvil combo, allowing for counter charges or trapping dangerous weapons (Plasma/Melta) that opponents may be packing. The Grey Hunters in the Razorback will sit on objectives or protect the Long Fangs from the faster elements of, for example, the Tyranids.

The Rune Priest rides with one of the Grey Hunter squads, adding a little extra punch to the unit and giving them some protection with Muderous Hurricane.

One thing I learned from both games is that the Grey Hunters cannot sit back at all. I need to be more aggressive with them as they will eat most other troops alive in close combat - particularly IG Vets, Fire Warriors, and Gants/Gaunts.

I think making my army more mobile, or less predictable for the opponent (Scouts) will really help out with how terrible I am when it comes to making armour saves. I can somewhat control my opponents movements, as the two scouts threaten everything close to a table edge, and the Land Speeders will threaten anything out in the open. Long Fangs will help to reduce an opponents speed if they can stop transports, and put a little hurt on heavy weapons platforms. Over all, I think I put together a pretty solid list that can perform well against most other armies.

What I will be toying with, as well, will be what powers to take on the Rune Priest. Jaws really hurts Tyranid Montrous Creatures and low Initiative models. Living Lightning gives me mobile anti-transport capabilities from long range and can hurt high Toughness models. Storm Caller will give a little bit of protection for my vehicles and Grey Hunters outside of transports.  Murderous Hurricane will really help me out, as it forces difficult and dangerous terrain tests, slowing down enemy units and possibly putting some hurt on them, banking on bad rolls.

So we'll see how well the list performs and I'll make changes accordinly. Lol.

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