Author Topic: Beginners' Tournament - My Tournament Debut  (Read 6845 times)

0 Members and 1 Guest are viewing this topic.

Offline amras_falassion

  • Brother Captain
  • *
  • Posts: 359
    • View Profile
    • Eskaywoo: Brand Strategy and Design
Beginners' Tournament - My Tournament Debut
« on: February 26, 2015, 10:18:18 AM »
Hello everyone!

I've finally decided to try out a tournament for the experience. Since I am a relative beginner, I have registered myself for a beginner's tournament.

The Rules are for the tounament:

- Played on 4x4 table
- 750 Points
- 4 rounds of 1 hour each
- For beginners in 40k or coming back into 40k (not participated in any 40k event in the past 5 years... etc)
- 7th Edition Core rules
- WYSIWYG models
- Supplements like Apocalypse, Stronghold Assault, Escalation will not be allowed
- GW models (Forge World models allowed)
- Preset terrain
- Swiss Pairings (I dunno what this is)
- Missions predetermined (I have no information for this yet)

Since I have not ever played competitive lists... I had a bit of trouble putting one together.

But so far, this is what i settled with to try out this weekend with a buddy.

Eldar 750 Mk1

+ HQ +

Amras Falassion - mantle - Autarch [Eldar Jetbike, Laser lance, Mantle of the Laughing God]

+ Troops +

Avenging Blades Shrine - Dire Avengers [5x Dire Avenger]
··Wave Serpent [Holo-fields, Shuriken cannon, Twin-linked scatter lasers]

Clan Tigryss - Windrider Jetbike Squadron [5x Windrider Guardian with twin-linked Shuriken catapult]

+ Fast Attack +

Pit Vypers - Vyper Squadron
··Vyper [Scatter laser, Twin-linked shuriken catapults]

Pit Vypers - Vyper Squadron
··Vyper [Scatter laser, Twin-linked shuriken catapults]

Pit Vypers - Vyper Squadron
··Vyper [Scatter laser, Twin-linked shuriken catapults]

+ Heavy Support +

Cloud Rynnr Clan Scouts - War Walker Squadron
··War Walker [Brightlance, Scatter laser]
··War Walker [Brightlance, Scatter laser]

---------General Strategy and Tactics----------

Autarch
use him as a harrassment and bait with his mantle rerollable cover saves
Will be jinking when out in the open for 2+ cover save.

Dire Avengers in Wave Serpent
Mainly to get a Wave Serpent for cheap in this low points tournament.
The Serpent is a long range fire support for the first 1-3 turns. So it would be firing all weapons including the Shield whenever possible.
I intend to drop off the Dire Avengers to secure an objective in the back or deploy them unembarked if there is enough LOS blocking terrain.
I hope the opponent will fear the Serpent and shoot it. Drawing the fire from my more fragile troops, mainly the Jetbikes.
If it survives up to turn 5, I will try to use it for securing an objective as a Troops Choice unit.

Windrider Jetbikes
Using them as main hunter killers with their twin-linked Shuriken Catapults. With 5 of them, they should put out as much hurt as a 10 man Guardian squad. They will be used to zig-zag across the battlefield (4x4 is small) to confuse the opponents when they are not in position or range to shoot.

Vypers
I'm running them as 3 separate units to allow them to shoot at 3 different targets if needed. Also jinking 1 will not affect the others if they are not being shot at if the were one big squadron instead.
They have the role as fire support for the Jetbikes. With their long range and high volume of shots, they can help clear the path for the jetbikes or harrass the opponent. I'd rather the opponent shoot them instead of my Jetbikes (Troops for Objective Secured and Turbo boosting objective grabbing goodness)

War Walkers
These 2 guys will be in the backfield shooting at armour or tough units. I may consider putting them in reserve to Outflank if needed.
I wonder if I should run them as 2 separate heavy units instead of a squad...

I was thinking if we are playing in a small table, First turn shooting is really essential to get some secondary points such as First Blood and Slay the Warlord.
I am used to playing psykers. This is my first time that I think Psykers may not have a very big role since I find it difficult to squeeze in a Farseer without sacrificing fire power.

Advice is appreciated.


Offline Pdogg

  • Chapter Master
  • *
  • Posts: 804
    • View Profile
Re: Beginners' Tournament - My Tournament Debut
« Reply #1 on: February 26, 2015, 01:15:47 PM »
Looks good normally I try not to run too much av10 but at 750 I think you should be ok. Looks like a solid mobile list you should do good dependant on the meta, I think in this case lack of terrain will help as most of your stuff can get cover(jink) or inv(war walkers) without it. That way bladestorm will make more of a diffence. I generally run my vipers with dual sc as I find if I'm shooting I want to get all the shots off and 24" is easy on 4x4 tables, the extra 3 shots of bladestorm can come in more handy than the twin link + 1 shot Ive always found.

Offline Matt the Bandit

  • Initiate
  • *
  • Posts: 36
    • View Profile
Re: Beginners' Tournament - My Tournament Debut
« Reply #2 on: February 26, 2015, 02:25:08 PM »
The only way I would go about bettering this list would be to drop the vypers for 3 hornets with pulse lasers which I think are better for cheaper (can't remember vypers points) but that would require money on your part. (Well worth it for what they do and they look awesome to boot!)

Offline amras_falassion

  • Brother Captain
  • *
  • Posts: 359
    • View Profile
    • Eskaywoo: Brand Strategy and Design
Re: Beginners' Tournament - My Tournament Debut
« Reply #3 on: February 26, 2015, 09:26:12 PM »
Thank you for your responses! :)

Quote
Looks good normally I try not to run too much av10 but at 750 I think you should be ok. Looks like a solid mobile list you should do good dependant on the meta, I think in this case lack of terrain will help as most of your stuff can get cover(jink) or inv(war walkers) without it. That way bladestorm will make more of a diffence. I generally run my vipers with dual sc as I find if I'm shooting I want to get all the shots off and 24" is easy on 4x4 tables, the extra 3 shots of bladestorm can come in more handy than the twin link + 1 shot Ive always found.

I would prefer to run mine with Starcannon and Shuriken Cannon for 5 S6 shots, and guaranteed AP2 from the Starcannons, with possible AP2 from Bladestorm. However, I can't squeeze the points, unless I drop the Holofield upgrade from the Wave Serpent.

I was thinking that if I have to drop the Shuriken Cannon upgrade for the Vyper, I may as well up the Starcannon to Scatter lasers for additional shots. I don't like the AP6.. and there is nothing to twin-link with the Laser Lock, but I figured that more dice will help.

24" may be easy, but that's not where I want the Vypers to be if I can help it. You do have a point. Now I am going to prepare more Shuriken Cannons for the model, as I do have not painted those heavy weapon options yet, since I prefer to run them with Starcannons. I may try them out in a test game to see if I can adapt to the decreased range.

Quote
The only way I would go about bettering this list would be to drop the vypers for 3 hornets with pulse lasers which I think are better for cheaper (can't remember vypers points) but that would require money on your part. (Well worth it for what they do and they look awesome to boot!)

I really like the Hornets too :). However I live halfway across the globe from the UK. So getting Hornets means ordering, and spilling the cash out which after conversion rates, is a great deal of money. The next best thing is the Vyper, which comes with the Battlebox. (and since it's unpopular, I got one from a friend too, which was so generous of him.) I'm guessing that in small point games, and supported well, they do dish out a lot of damage.

My load out with Scatter laser upgrade is only 60 points. On Vypers, Scatter lasers are great harrassment weapons. It scares opponents with the number of dice. I like that psychological effect. But I think the most effective Weapon is the starcannon on them, paired with Shuriken Cannon to make up for the reduced number of shots when in range. They must kill their target or the retribution would be too costly.

Offline Matt the Bandit

  • Initiate
  • *
  • Posts: 36
    • View Profile
Re: Beginners' Tournament - My Tournament Debut
« Reply #4 on: February 27, 2015, 12:20:57 AM »
Yeah that really is the main issue with them. My hornets come out at 70 points with 2 pulse lasers which is 4 48" s8 ap2 per shooting phase per one. Only way I could think of doing it in a cheaper way would to be to convert vypers up to be hornets. Depends how good your converting skills are. I just find av 10 open topped is just way too squishy in the current meta. And I just feel vypers are easy kills throughout the whole game

Offline embolden

  • Grand Master
  • *
  • Posts: 905
  • Harlequin
    • View Profile
Re: Beginners' Tournament - My Tournament Debut
« Reply #5 on: February 27, 2015, 01:43:43 AM »
Hello everyone!

I've finally decided to try out a tournament for the experience. Since I am a relative beginner, I have registered myself for a beginner's tournament.

The Rules are for the tounament:

- Played on 4x4 table
- 750 Points
- 4 rounds of 1 hour each
- For beginners in 40k or coming back into 40k (not participated in any 40k event in the past 5 years... etc)
- 7th Edition Core rules
- WYSIWYG models
- Supplements like Apocalypse, Stronghold Assault, Escalation will not be allowed�
- GW models (Forge World models allowed)
- Preset terrain
- Swiss Pairings (I dunno what this is)
- Missions predetermined (I have no information for this yet)

Since I have not ever played competitive lists... I had a bit of trouble putting one together.

But so far, this is what i settled with to try out this weekend with a buddy.

Eldar 750 Mk1

+ HQ +

Amras Falassion - mantle - Autarch [Eldar Jetbike, Laser lance, Mantle of the Laughing God]

+ Troops +

Avenging Blades Shrine - Dire Avengers [5x Dire Avenger]
··Wave Serpent [Holo-fields, Shuriken cannon, Twin-linked scatter lasers]

Clan Tigryss - Windrider Jetbike Squadron [5x Windrider Guardian with twin-linked Shuriken catapult]

+ Fast Attack +

Pit Vypers - Vyper Squadron
··Vyper [Scatter laser, Twin-linked shuriken catapults]

Pit Vypers - Vyper Squadron
··Vyper [Scatter laser, Twin-linked shuriken catapults]

Pit Vypers - Vyper Squadron
··Vyper [Scatter laser, Twin-linked shuriken catapults]

+ Heavy Support +

Cloud Rynnr Clan Scouts - War Walker Squadron
··War Walker [Brightlance, Scatter laser]
··War Walker [Brightlance, Scatter laser]

---------General Strategy and Tactics----------

Autarch
use him as a harrassment and bait with his mantle rerollable cover saves
Will be jinking when out in the open for 2+ cover save.

Dire Avengers in Wave Serpent
Mainly to get a Wave Serpent for cheap in this low points tournament.
The Serpent is a long range fire support for the first 1-3 turns. So it would be firing all weapons including the Shield whenever possible.
I intend to drop off the Dire Avengers to secure an objective in the back or deploy them unembarked if there is enough LOS blocking terrain.
I hope the opponent will fear the Serpent and shoot it. Drawing the fire from my more fragile troops, mainly the Jetbikes.
If it survives up to turn 5, I will try to use it for securing an objective as a Troops Choice unit.

Windrider Jetbikes
Using them as main hunter killers with their twin-linked Shuriken Catapults. With 5 of them, they should put out as much hurt as a 10 man Guardian squad. They will be used to zig-zag across the battlefield (4x4 is small) to confuse the opponents when they are not in position or range to shoot.

Vypers
I'm running them as 3 separate units to allow them to shoot at 3 different targets if needed. Also jinking 1 will not affect the others if they are not being shot at if the were one big squadron instead.
They have the role as fire support for the Jetbikes. With their long range and high volume of shots, they can help clear the path for the jetbikes or harrass the opponent. I'd rather the opponent shoot them instead of my Jetbikes (Troops for Objective Secured and Turbo boosting objective grabbing goodness)

War Walkers
These 2 guys will be in the backfield shooting at armour or tough units. I may consider putting them in reserve to Outflank if needed.
I wonder if I should run them as 2 separate heavy units instead of a squad...

I was thinking if we are playing in a small table, First turn shooting is really essential to get some secondary points such as First Blood and Slay the Warlord.
I am used to playing psykers. This is my first time that I think Psykers may not have a very big role since I find it difficult to squeeze in a Farseer without sacrificing fire power.

Advice is appreciated.

Hey Amras,

Glad you're hitting up a tournament, they're a blast!!

Firstly Swiss pairings is order in which you play each opponent, players are paired off against each other depending on how well they have done, usually a random first round, then you play in order of best to worse player for each round. Its the norm at tournaments so the players are usually playing someone of equal ability.

I like your list as it is, has a lot of fire power for 750pts! As for tactics, the list is very glass hammer, it will hit hard but is quite flimsy to return fire power. So I would utilise reserves when not going first, hiding the Mantle Autarch for the first turn or two, just watch out for armies with ignore LoS weapons like Smart Missile Systems from the Tau, they have a 24" range and Barrage weapons that also don't need LoS.

Then when you come on turn2 on a 2+ thanks to the Autarch you can deliver a devastating alpha strike.

I would always consider going second, this way you can jump on the objectives uncontested turn5 then if the game ends you're in the prime position.

Good luck and let us know how you get on :)
AKA: Rob

Element Games Referral Code: ROB745

Embolden Eldar Log

Offline amras_falassion

  • Brother Captain
  • *
  • Posts: 359
    • View Profile
    • Eskaywoo: Brand Strategy and Design
Re: Beginners' Tournament - My Tournament Debut
« Reply #6 on: February 27, 2015, 02:13:09 AM »
Hi Rob,

Quote
Hey Amras,

Glad you're hitting up a tournament, they're a blast!!

Firstly Swiss pairings is order in which you play each opponent, players are paired off against each other depending on how well they have done, usually a random first round, then you play in order of best to worse player for each round. Its the norm at tournaments so the players are usually playing someone of equal ability.

I like your list as it is, has a lot of fire power for 750pts! As for tactics, the list is very glass hammer, it will hit hard but is quite flimsy to return fire power. So I would utilise reserves when not going first, hiding the Mantle Autarch for the first turn or two, just watch out for armies with ignore LoS weapons like Smart Missile Systems from the Tau, they have a 24" range and Barrage weapons that also don't need LoS.

Then when you come on turn2 on a 2+ thanks to the Autarch you can deliver a devastating alpha strike.

I would always consider going second, this way you can jump on the objectives uncontested turn5 then if the game ends you're in the prime position.

Good luck and let us know how you get on :)

Thank you for the encouragement :)

Your advice on using reserves is something I didn't really consider yet, as I wanted to put as much firepower on the table for an Alpha strike. However, you are right about the 'Glass Hammer' nature of this list. I'll work out a deployment strategy that is right for the nature of this army list. Going second is possibly the only guaranteed choice, right? (you can roll higher than the opponent but CHOOSE to go second, or roll lower, and be forced to go second, or have the initiative stolen, and go second) With this in mind, I think I shall think seriously about a strategy that works with going second.

Thank you for checking my blind spots.

I've played 8 games to date (since May 2014). Yes, it's like super casual... :P
However, I have learnt tremendously from these forums and reading battle reports, watching videos and studying some real world US Army battle tactics.
But nothing can trump gaming table experience, I understand this much.
What I've learnt from my games (having lost 6 of my first games) is that Eldar needs to keep moving and moving, and outrun the opponent. Make them dizzy and spoil their best laid plans, snatch victory at the last moment from under their noses. I will suffer heavy losses in terms of units destroyed, but I need to play smart. I will work on my plans around this philosophy. And I do want to win, despite being my first tournament, if that is not too ambitious.

If you have more advice or tips, pile it on :)

Offline embolden

  • Grand Master
  • *
  • Posts: 905
  • Harlequin
    • View Profile
Re: Beginners' Tournament - My Tournament Debut
« Reply #7 on: February 27, 2015, 02:34:36 AM »
Thank you for the encouragement :)
No problem  ;D

Your advice on using reserves is something I didn't really consider yet, as I wanted to put as much firepower on the table for an Alpha strike. However, you are right about the 'Glass Hammer' nature of this list. I'll work out a deployment strategy that is right for the nature of this army list. Going second is possibly the only guaranteed choice, right? (you can roll higher than the opponent but CHOOSE to go second, or roll lower, and be forced to go second, or have the initiative stolen, and go second) With this in mind, I think I shall think seriously about a strategy that works with going second.

Not always guaranteed as sometimes your opponent will want to second and win the roll off deploying (or not) and giving you turn1 :P but I see what you mean  :D

Thank you for checking my blind spots.

I've played 8 games to date (since May 2014). Yes, it's like super casual... :P
However, I have learnt tremendously from these forums and reading battle reports, watching videos and studying some real world US Army battle tactics.
But nothing can trump gaming table experience, I understand this much.
What I've learnt from my games (having lost 6 of my first games) is that Eldar needs to keep moving and moving, and outrun the opponent. Make them dizzy and spoil their best laid plans, snatch victory at the last moment from under their noses. I will suffer heavy losses in terms of units destroyed, but I need to play smart. I will work on my plans around this philosophy. And I do want to win, despite being my first tournament, if that is not too ambitious.

If you have more advice or tips, pile it on :)

8 games is fine, and don't worry about the losses, its all about the experience, if this is your first tournament, I wouldn't even consider losing every game to be a bad thing.. as silly as it sounds. I still remember my first tournament, I got horribly beaten up for 3 games, then the 4th game it was a close lose or even a draw, but thanks to those lessons learnt I managed to win game 5.. granted, it was against a player of similar ability but I gained confidence and going to my next event after a few practice games between the events and using the knowledge I'd cleaned from the first tournament I did much better and now I'm comfortably a top 20% player at most tournaments which I'm happy with. 

One thing I would consider if your game has ended early skoot up to the top tables asap and see what they are doing. Don't ask questions while they play,  but after ask away, 99% of the people I've spoken to are more than willing to share tactics/ideas unless they have played badly or got a bad ruling so are grumpy.. but there experience as a new tournament player can be valuable! Even to the none gaming stuff, like drink lots of water to stay hydrated and take headache tablets with you just incase because the noise of an event can get quite big etc etc. Just useful stuff like that can make or break critical decisions. 

Also seek out other Eldar players to get tips on what they think, whats there list, hows it playing? would they make any changes? etc etc, its all useful information, to me anyway lol.

Most of all, just enjoy it  ;D
AKA: Rob

Element Games Referral Code: ROB745

Embolden Eldar Log

Offline amras_falassion

  • Brother Captain
  • *
  • Posts: 359
    • View Profile
    • Eskaywoo: Brand Strategy and Design
Re: Beginners' Tournament - My Tournament Debut
« Reply #8 on: February 27, 2015, 03:52:14 AM »
Quote
Even to the none gaming stuff, like drink lots of water to stay hydrated and take headache tablets with you just incase because the noise of an event can get quite big etc etc. Just useful stuff like that can make or break critical decisions. 

This is so important! That's a great tip!

The only tournaments I've been to as a player are Taekwondo tournaments... I guess this is just as important to follow :)

I've got a photo that I am preparing to submit to the organisers (after confirming the army list upon some play testing at my gaming club).


Offline amras_falassion

  • Brother Captain
  • *
  • Posts: 359
    • View Profile
    • Eskaywoo: Brand Strategy and Design
Re: Beginners' Tournament - My Tournament Debut
« Reply #9 on: February 27, 2015, 04:31:13 AM »
Ah... I remember also, from someone's blog.

1. Bring glue, for pieces that my eventually fall off the model.
- fast drying glue, not the usual modelling cement.
I'm thinking of bringing some UHU tack (Blue tack, but white) instead. It should be less messy

2. Display board (not mentioned in the Tournament rules document)
- I've no idea how much space there is for my stuff at the venue. So, what's your best advice for this aspect?

3. Fritz mentioned in one of his Vlogs, to always place the models back in the box as they are being removed from the table top.
- I've got to organise my box to be optimised for that.

Any more tips?
It could be for the overall strategy, or tactics. Or it could be for surviving the day...

Much gratitude for all who responded.


Offline embolden

  • Grand Master
  • *
  • Posts: 905
  • Harlequin
    • View Profile
Re: Beginners' Tournament - My Tournament Debut
« Reply #10 on: February 27, 2015, 06:00:48 AM »
Great looking army!

As for tips.. I think you're pretty much there..

I always take a tray (the usual kitchen tray for moving food about on) to move my models on, but I've recently bought a cutlery draw tray (the ones that divide the knifes, forks, spoons etc) its the same size and I can organise the models a little easier. I leave my empty box somewhere at the venue, I ask the organiser when I register if I can leave it somewhere, then plonk all my models on a tray and take that from table to table. In the UK they never use display boards from what I can tell.. so I cannot comment on that, from the looks in the photo, that will be fine to move stuff about on the day.  :)

Take your time and relax before each game its easy to get carried away, I always take a moment to think before each movement phase about what the goals are for each turn and overall goal of the game.. IE win on objectives, where does x, y, z units need to be or to eliminate a unit, what is it going to take to make sure its dead (I try to overkill if I can, leaving the units that can be used elsewhere till last), that way you're minimising the risk of silly mistakes. 

Don't forget your, Glue (as mentioned), Dice, Templates, Tape, Rules, FAQs and I print off multiple army lists, usually 3 more than the number of games, 1 for each opponent, usually have to hand one in at registration and a few spare just in case.

Thats pretty much it from me!  ;D
AKA: Rob

Element Games Referral Code: ROB745

Embolden Eldar Log

Offline amras_falassion

  • Brother Captain
  • *
  • Posts: 359
    • View Profile
    • Eskaywoo: Brand Strategy and Design
Re: Beginners' Tournament - My Tournament Debut
« Reply #11 on: March 01, 2015, 08:41:16 AM »
Hello!

I had a game with a buddy against his Blood Angels yesterday. I narrowly lost by 1 point.

He brought a 12-man Death Company and Dante, with 2 tactical squads. We played Purge the Alien. I went second.

My first mistake was bringing my Jetbikes too close, as I moved really aggressively on my Turn 1. And the 35 dice he rolled wiped out my Jetbikes in assault. Mistake 1. He got First blood.

On turn 2,
Then I wised up and Turbo boosted my Wave Serpent and Vyper Squadron, dispersing them to opposite sides of the table. This turn, my War Walkers outflanked and arrived on his 6-o'clock and rained fire on his unprotected marine squad. My Autarch also turbo boosted to a far corner to give him a spread of targets.

basically, he was rooted (tac squads), while his jumping death company was the main harrassers, so I planned to move away from them while shooting his other units.

In the end, I killed off the other two squads, killed Dante but was left with only my Dire Avengers and Wave Serpent. My Autarch killed plenty in close combat, but died to the Death Company charge.

He had about 5 death company marines left in the game. But he scored just too many points, and I miscalculated my movement in the final turn, that didnt give me line breaker.

Lessons:

1. Jetbikes, while I use them aggressively in my usual set ups of 1850, in this small game, they can't stand up to assault.

2. While my Vypers dished out lots of shooting with the Scatter lasers, the Marine armour with their Feel no Pain...just gave them so many layers of dice saves that their fire power was negated mostly. I need more AP2 weapons. I am considering 'upgrading' the Scatter Lasers to Starcannons. And may drop the Holo-Fields from the Serpent, to free up the points to give the Vypers an additional Strength 6 weapon, the humble Shuriken Cannon. 5x3 Strength 6 shots from Vypers, 2x3 are guaranteed AP2, with 3x3 being possible AP2 on rolls of 6.

3. My mantle Autarch didn't do particularly well. He died, but that was my fault. He was down to his final wound and I misjudged my positioning and used him to shoot, instead of turbo boosting to a safer location for a confirmed Line breaker.

4. I should have gone for his softer units, and ran from his Death company. But I don't really know the rules for the Blood Angels, so it was a lesson. I went to the game with an open mind to learn, which I am glad I made those mistakes. It was possible for first blood with my ranged shooting.

Overall, the list had lots of fire power, but definitely cannot withstand assault. As brought up, glass hammer. I also learnt that this list is fast (with the exception of the walkers) so it should play like Saim-Hann and gather-disperse-converge-destroy. (of course I just made that up... sorry Fritz, I like your Saim Hann very much :P )
Also, I think if it wasn't a Kill Points game, I may not have tried to kill with my Jetbikes so early in the game, and would have used them more conservatively.


Offline embolden

  • Grand Master
  • *
  • Posts: 905
  • Harlequin
    • View Profile
Re: Beginners' Tournament - My Tournament Debut
« Reply #12 on: March 01, 2015, 11:56:41 AM »
Blood Angels jump infantry are quick and deadly, I recently played against a BA all jump infantry list, it deserves respect!

Its very quick and trying to kill mobile Marines is not easy!

Its important whether you win or not that you learn from the game and from the looks of things, you did!

I like double Shuriken Cannon Vypers, 6 shots, str6 and Bladestorm. Star Cannons are good but they depend on the amount of over on offer, it its plenty full, then double Shuriken Cannon Vypers are more pts efficient.

I would always use Jetbikes conservatively, they are obsec, so important the end of games and do will harassing flanks and weakened enemy unit, not spearheading an advance. 

 
AKA: Rob

Element Games Referral Code: ROB745

Embolden Eldar Log

Offline Gobbitas

  • Battle Brother
  • *
  • Posts: 117
    • View Profile
Re: Beginners' Tournament - My Tournament Debut
« Reply #13 on: March 01, 2015, 03:11:07 PM »
The main problem with shuriken catapult–armed Windriders is that they have to get into 12" range to shoot. One low roll for a jump in Assault phase and whatever charges basically kills them since they suck in close combat. My suggestion would be dropping them to 3-man squad with no upgrades and using them for objective grabbing / Linebraker exclusively.

What I would also suggest is combining all separate Vipers into one squad and going for Shuriken cannon/Shuriken cannon load-out. And also arming War Walkers with dual Brightlances. To top it up swap Mantarch for a Mantleseer (Jetbike, Mantle of Laughing God, Spirit stone on Anath'lan). Pick three guaranteed (primaris) powers – Guide, Prescience and Psychic Shriek – and you're good to go :)

Those changes will help you to achieve several goals. First of all, it basically makes your whole army twin-linked, so it puts out 4 S8 AP2 shots, 18 (!) S6 pseudo-rending shots (that's another 2,5 AP2 on average), 4 S6 AP6 shots and (on average) 3,5 S7 Ignores cover shots – that's a lot of fire power to handle at 750 pts, I'd say.

Spirit stone makes Prescience WC1, so you can get it off more reliably, twin-linking two units per turn. To use that effectively you need to merge your three separate Viper squads, but it also prevents you from giving away First Blood easily. And Psychic Shriek has 18" range, so even with a bad assault jump roll you Farseer Warlord will be out of the charge range for the most enemy units.

If you still have time before your tournament, I strongly encourage you to try out my suggestions and witness the power of twin-linked Shuriken cannons and Brightlances ;)

Offline amras_falassion

  • Brother Captain
  • *
  • Posts: 359
    • View Profile
    • Eskaywoo: Brand Strategy and Design
Re: Beginners' Tournament - My Tournament Debut
« Reply #14 on: March 02, 2015, 03:36:05 AM »
Thanks for all the pointers and suggestions!

I've got to try the Psyker on Jetbike (instead of the Autarch...) and double Shuriken Cannon loadout on the Vypers. I much prefer to shoot from a greater distance, but can't dispute that the twin shuriken cannon load out does save points and can deal lots of damage.

However, for the double brightlances, are they really more effective than the laser lock rule for the Twin linking without psychic powers anyway?
I usually run my Walkers with the Scatter laser + Brightlance/Starcannon just to make them independent of psychic powers for twin-linking.