Devastator Squads

Most of the original core of my first, current 40k army was started with models given or lent to me by my friends Matt, Lovell, and Daryl. When I started expanding that list, Devastators were the first models I bought. I chose them for two simple reasons: They looked cool, and I figured I could use some heavy weapons. Emphasis was on the former. In their first couple games, plasma cannoneer Jericho and his squad picked up some splashy kills and were fast tracked onto my painting schedule. They came out pretty well, cementing their position in my roster.

heavy_bolter1Like several of my units, such as my Captain Angholan, I continue to play my Devastators in every normal sized game simply because they look awesome and have built up a great narrative across my games, factors that overwhelm some possible tactical shortcomings. I always roll my Devastators as two Plasma Cannons and two Heavy Bolters, with at least two or three additional marines as ablative wounds. That’s an expensive setup at some 218+ points, and unpopular in Internet theory hammer, but fortunately I generally find my Devastators to be an effective unit. The following are some thoughts on them.

Size. Ablative wounds are critical. A basic five man squad is marginally cheaper, but starts losing significant functionality with just one wound. Even losing the Sergeant and his BS 5 targeting ability is a notable loss. With seven men in the squad and parked in cover, it will take a lot of sustained fire to severely cripple the unit, the Plasma Cannons usually making it to the endgame. Large portions of an eight man group safely tucked into cover will usually make it through an entire game. Two or three Tactical Marines to provide a wound buffer for the Devastators are well worth the cost to protect the initial outlay on the unit and their weapons.

Weapons. Two Plasma Cannons are the core of my unit in part because they look cool, and because I face a lot of power armor in my local gaming circle, particularly pesky Chaos Marines and Necrons. Heavy Bolters provide a somewhat more reliable source of hits and strike a reasonable balance between number of shots, reliability, effectiveness, and cost.

I feel Multi-Meltas have too limited range to be really useful in the backfield deployment zones my Devastators usually inhabit. This is even more true for Heavy Flamers.

Lascannons would be more useful against mechanized armies, but I felt they didn’t put out enough wounds for the horde armies that are also common in my group. I’m also not super compelled by the look of the Lascannons, but that’s just me.

Missile Launchers are very tempting, and strike a great balance between fighting mechanized, power armor, and horde armies. The longer range on the Launchers would also be useful. One downside is that they’re less psychologically effective against power armor. People fear plasma, and fear is always a useful thing. There are also enough Missile Launchers floating around in my Tac Squads that I feel there are enough of them floating around in my army. That said, a group of Missile Launchers would be a cheaper and probably nearly as effective stand-in for the Plasma Cannons. One note on that is that against anything but very light troops, they should probably stick to Krak Missiles. Granted they’ll put out fewer hits, but they’re more likely to wound against power armor, and most such units aren’t large enough to ignore a kill or two here or there.

Deployment. My Devastators always deploy in cover when they can, and move as little as possible. Hidden in good 3+ ruins, or even just nominal 4+ cover, they will be fairly difficult to unlodge through shooting. If there is a Techmarine in the army—I sometimes include a Thunderfire Cannon—and the Devastators can be placed in ruins, then they’re a great candidate to have their cover Bolstered by the Techmarine.

Giving the Devastators good sightlines from the start and moving them as little as possible is important. Given the number of points spent on the unit, they should ideally be shooting on every possible turn, requiring that they be stationary. One difficulty with this is Dawn of War deployment, in which the Devastators must run or drive onto the board, losing at least one turn of shooting. Notably, many tournaments cycle rounds through each deployment type, guaranteeing that this must be considered in employing Devastators.

For this reason it could be worth giving the Devastators a transport, but I don’t generally do this. With a few ablative wounds, the unit would require a Rhino, which would largely go unused the remainder of the game in my army except as movable terrain. A Razorback and its Twin-Linked Heavy Bolter would be a good support for the unit, but just can’t fit it. Given that the Devastators can move and then run nearly as far as a transport could get them in one turn, and almost certainly as far onto the board as I would want them to go, I usually don’t bother with a transport.

What I do find to be important, however, is to have them move and run onto the board in such a position that they can shoot in the consequent turn. Many times in Dawn of War games I have run my Devastators into similar covering terrain as I would normally opt to deploy them in. If they can move and then run through the terrain into a position in which they can shoot well, then this works out well. If they come up low in Difficult Terrain or Run rolls, however, they can get stranded and require a second turn of movement to get into place. Many terrain pieces are simply too large or too obstructed for the Devastators to get into position quickly enough to be effective for the remainder of the game.

Losing two turns of shooting is a significant hit on the efficiency and effectiveness of the expensive Devastators unit, and needs to be avoided, even at cost. Although the unit may take significantly more wounds, in this deployment setup, it may be worthwhile to deploy the Devastators into a relatively exposed open area such that they may get into place and begin shooting the next turn, rather than risk two turns of movement.

Close Combat. Always deployed as part of my rear Heavy Support and Defensive block, it is not uncommon for my Devastators to become entangled in close combat when outflanking or deep striking units breach the line. This is unfortunate as it wastes the shooting capabilities of the unit for which so many points were spent. The good news, however, is that the Devastators, like all Marines, can hold their own against many such units, even somewhat strong close combat specialists. They will die, but they’ll last several turns and take a number of the enemy with them. Although very costly when it happens, I have come to rely on my Devastators to be a last stop bulwark against total infiltration of my rear area.

800px-canon_plasma1Conclusions. I admit freely that any questions of the Devastators’ efficiency as a unit is surmounted for me by the aesthetic and narrative appeal of the models and squad. However, I don’t think they’re as sub-optimal as Internet wisdom holds. It is true that a pair of (Dakka) Predators is significantly cheaper, more mobile, and has as much firepower as a group of Devastators. For that reason, my core Heavy Support block for mid to large sized game is comprised of two Dakka Predators (Autocannon, Heavy Bolters) and a squad of Devastators.

However, I think the Devastators have several features that make them a worthwhile unit in their own right:

  • The Sergeant’s BS 5 targeting ability is very useful.
  • Plasma Cannons are useful against a number of armies, including Chaos Marines and other power armored or equivalent opponents. Devastators are the Marines’ only option to get plasma out on the table.
  • Missile Launcher, Heavy Bolter, Lascannon, and Plasma Cannon ranges are all high enough to cover significant portions of the board. This provides for flexibility, area control, and getting multiple shots off on advancing enemies before the squad is swept up in close combat.
  • Devastator squads are fairly survivable, and degrade nicely. While tough, vehicles are susceptible to lucky shots and unfortunately placed enemy Melta weapons, Lascannons, or similar. Especially with many armies well equipped to hunt vehicles, they’re prone to being scragged in one stroke of bad luck. Devastators, especially if some distance to the enemy can be maintained, will only slowly lose models as the unit takes hits. Meanwhile, the core can keep shooting, firepower slowly degrading as the squad racks up casualties.
  • Unlike vehicles, Devastators can tie up a unit in close combat. This is a waste of their prime abilities, but is useful as a last ditch defensive measure. Even against reasonably strong close combat units such as Genestealers, the basic Marine statline enables the Devastators to survive for a few rounds of combat. This can provide just enough time for reinforcements to arrive and swing the combat, or simply for the clock to run out and the game to end. Vehicles, in contrast, can simply be run around or easily dispatched and aren’t as able to impede an enemy rush on a home objective.

In addition to the general preceding notes on Devastators’ advantages versus vehicles, some quick thoughts on alternatives in the standard Space Marine lists include:

  • Vindicators have great firepower but limited range, and are difficult to keep ahead of an assault and quick to be destroyed once stuck in.
  • Thunderfire Cannons can put out a lot of hits but are fairly brittle, and have limited effectiveness against power armor. Its munitions simply don’t have low enough AP to fight marine equivalents.
  • It’s tempting and useful to use Tactical Combat Squads with Heavy Weapons instead of a dedicated Devastator squad. All of the weapons are significantly cheaper this way. Downsides include the fact that a full Tactical Squad generally moves too much to warrant paying for a Heavy Weapon, five man Combat Squads are easy to wipe out or break, and there’s just something to be said for a fistful of Heavy Weapons firing all at once, one at BS 5. That said, putting a Combat Squad with a Heavy Weapon into deep cover or a Razorback and camping out is a great way to hold a home objective and complement a defensive Heavy Support block at the same time.

All told, I think Devastators are a solid list selection. They’re an expensive unit, but in my playing consistently bring home their cost in enemy points and serve an important role in my defensive block.

Battle Report: PAGE CC Sunday 2009/11/22

Tonight’s PAGE Center City Sunday Night Fights were well attended, with ten 40k players on five tables. Charles and I squared off in the continuing attempt to brainwash him into the hobby. Lovell provided him with an ample army of Tyranids, hell bent on punishing the trespass of a small force of Kingbreakers deployed to defend the excavation of a rediscovered cultist temple, once dedicated to the hive mind and fed with many an unwitting settler…

Kingbreakers Devastators are overwhelmed by the swarm!

Kingbreakers Devastators are overwhelmed by the swarm!

Awesome photos of Marines about to meet their demise are from Charles!

Rules

Pretty standard setup:

  • 1750 points
  • Capture and Control (5 objectives)
  • Dawn of War
  • All terrain and levels just difficult, bunker simply as difficult to stick to the basics.

Armies

Lovell is very much into Genestealer armies and he particularly wanted to keep this army simple for Charles, so it was very straightforward: Broodlord with Genestealer Retinue, 5 Genestealer squads, and Lictor squad. Each had a bunch of upgrades, including better carapaces, feeder tendrils, and so on.

kingbreakers-iconThe Kingbreakers brought their current fairly typical lineup for 1750–2000 points: Captain Angholan (Relic Blade, Digital Weapons, Hellfire Boltgun) & Sternguard (3x Multi-Melta) in Drop Pod (Deathwind Missile Launcher, Locator Beacon), Tac Squad (Power Fist, Plasmagun, Missile Launcher) in Pod, Tac Squad (Flamer, Missile Launcher) in Rhino, Tac Squad (Flamer, Missile Launcher) in Razorback, double Predators (Heavy Bolters, Autocannons), Devastators (2x Plasma Cannons, 2x Heavy Bolter, 3 squad mates), and double Landspeeder squad (2xMulti-Melta, Heavy Bolter, Heavy Flamer). Continuing with the latest experiment, the Kingbreakers also fielded a Thunderfire cannon from their Mechanicus contingent.

Battle

Apologies if any of this is a little inconsistent; it’s all from memory.

Deployment

I rolled to choose table halves first, and again to go first. Given the Dawn of War rules, I simply dropped down my Razorback and Rhino Tac squads, camping on my home objectives. A small Combat Squad also deployed well forward, on the centerline, to push deploying Tyranid back as far as possible from those objectives (units must deploy 18″ from all enemy units in Dawn of War). Charles and I talked briefly about his deployment, debating whether it would be worth it to gain some extra ground and hope the Nightfighting rules applied in Turn 1 of a Dawn of War game would cover his forces through my first round of shooting, or to hold them off the table entirely. In the end he went with the latter, which I thought was a good, interesting tactic not currently seen at PAGE CC much but that I would expect elsewhere.

20091122-00

Turn 1

Kingbreakers’ Drop Pod 1 with Scolirus’ Tac troops took a big risk and came down on one of the Tyranid home objectives, hoping the bugs would be just out of range for a first turn assault and that enough combined firepower could be brought to bear to hold the position. Notably, they deployed behind the Drop Pod, adding several inches and a further obstacle toward assaulting the troops. Unfortunately the Pod scattered just out of range to contest the objective, but Scolirus was well placed to sweep onto it in the coming turns. Landspeeders moved to support Tac 1 while the defensive block of Devastators, Predators, and Thunderfire came onto the board.

Genestealers rushed on and had a very successful first turn, capitalizing on Drop Pod 1’s risky forward Deep Strike to take it out along with its Locator Beacon and Deathwind Missile Launcher. The swarm also punished poor deployment among the Kingbreakers’ rearguard, Outflanking, assaulting, and severely damaging the Devastators and Tac 2.

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Turn 2

Devastators fought bravely, but were no match for the hated xenos and slowly, inexorably gave way under a gnashing nightmare of claws and teeth. Looking to save their brethren at the last moment, Sternguard under Sergeant Harbinger made an intensely perilous pod drop into home territory to shore up the beseiged left flank. They just barely managing to correct a navigation fault at the last moment and arrive safely to the battle (another half inch and they would have flown off the table and suffered a mishap), but were too late to offer much assistance to the eviscerated members of the Devastator squadron.

Genestealer squads all took heavy losses, but rushed onward, driven forward by their raging Broodlord master. The forward Marines from Tactical 1 and 3 executed a brilliant fighting retreat, stalling the Tyranid onslaught, then pummeling them in combined fire with the defending units to their rear. Many battle brothers gave of themselves bravely in this calculating gambit of attrition, but all would be redeemed if the center could simply continue to hold.

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Turn 3

The Broodlord’s retinue of chosen Genestealers was finally eliminated in an avalanche of Heavy Bolter shells and Thunderfire Airbursts. Tactical 3’s advance Combat Squad bravely leapt into the void, challenging the xenos leader and through it the hive mind itself in a contest of wills! Meanwhile, Predator and Razorback elements of the defensive block dropped back to support Harbinger’s Sternguard and turn the tide on the left flank.

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Turn 4

Distracted by the upstart Tactical Marines snipping at its feet, the Broodlord dropped its guard for a moment and was shredded by fire from every direction as Landspeeders and Predators as well as the Kingbreakers’ Thunderfire Cannon and Razorback disgorged untold volumes of ammunition into the beast.

The Kingbreakers’ exultation quickly returned to sobriety though as, mere moments too late to save their master, a pair of Lictors burst from the earth after tunneling dozens of clicks at tremendous speed to join the battle. Caught in the talons underfoot, Tac 3’s advance Combat Squad was all but annihilated, only one beleaguered Marine enacting a safe withdraw from their clutches.

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Turn 5

The battle now all but decided, Harbinger’s Sternguard sweep forward to purge the alien menace on the left flank and reclaim the home objective in the temple excavation site. The unscathed Landspeeder contingent quickly swings around to similarly obliterate a small group of Genestealers attempting to retreat and make contact with the hive mind and inform it of the Imperial presence around the temple. Meanwhile, all of the Kingbreakers’ most potent venom and rage is poured like lava into the newly appeared Lictors, their death clearing the battlefield of all the Emperor’s foes, the site safe for continued study.

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Results

Victory for the Kingbreakers, by tabling and objectives.

Notes

General observations and comments:

  • The central combat squad actually made it much longer than I thought, sealing the deal in the end game. Given that Charles decided not to deploy on the table it didn’t need to be there, but I think it was useful forcing him to not even think about deploying too near my home objectives.
  • I deployed the Devastators terribly. First of all, they shouldn’t run into cover in Dawn of War, unless they can start shooting on Turn 2. Having them in cover is obviously great, and they usually make it most of the game that way, but if it takes them two turns to get there and they’re not shooting until Turn 3, it’s probably not worth it. Better to have them run into the open and just start wailing away. Even worse, they never should have been deployed so close to the sides, enabling the Genestealers to Outflank and come in with a Turn 1 assault on them. Ditto on the Rhino. I simply hadn’t really thought about their Scout ability and the consequent Outflanking while deploying.
  • Thunderfire Cannon did a lot of damage. It definitely seems like a rock-paper-scissors unit—useless against a lot of stuff, awesome against other units. Against Chaos Marines last month it did almost nothing, as expected, but I threw it into the list again this week just in case I went up against a horde, and it turned out working out well.
  • I am still not sold about Lovell’s Tyranid army construction. I think a couple Carnifexes screened by the ‘Stealers or some ‘Gaunts and either shooting or assaulting would have been much more scary. The Genestealers cost an awful lot in points. They’ve very strong and pretty killy once in close combat, but they’re not particularly survivable on the march to get there if they can’t outflank on top of something or find enough line of sight cover.
  • Much like the Thunderfire Cannon, the Heavy Flamer on the Landspeeder and Flamers in Tac 2 and 3 paid off here. More often then not they’re not very useful, but every now and then they come through huge.
  • Missile Launchers continue to not do much on the Tac groups. Too little opportunity to shoot, not enough killing when they do.
  • Predators did awesome tearing up ‘Stealers and the Broodlord.
  • Drop Pod 1 worked great as a piece of placeable terrain to help shield my guys in the center a little bit.
  • Placement is huge, and you need a lot of Troops to hold objectives. I didn’t really lose many models this game, but I did lose just enough and get shifted out of place enough that I was very concerned at one point that newcomer Charles was going to pull off a big upset. Three Tactical Squads is just not a lot of guys to try and cover the majority of 5 objectives. Breaking into Combat Squads helps with the nominal coverage, but it’s just so easy for a five man group to get killed or at least punted off an objective. It might be worth creating space in my list for another Tactical Squad, even at 1750 points.
  • 1750 pts is probably too many points for bringing in newcomers. Although Lovell made the Tyranid list very manageable and easy to pickup, 1750 left a lot of room for random doodads on my side, meaning Charles was just continually getting hit with all sorts of funky stuff and random tricks, probably making it tough to really pick up on patterns and rules.

All in all a pretty good game, with Charles doing pretty well in his second game of 40k and first time playing Tyranids.

Tac Marines from Kingbreakers "allies" the Hive Lords standfast in the temple entrance.

Tac Marines from Kingbreakers "allies" the Hive Lords stand fast in the temple entrance.

‘Ard Boyz 2009 Preliminaries!

'Ard Boyz BannerAfter much too much preparation, the ‘Ard Boyz Preliminary Round finally came around yesterday. I played at Redcap’s Corner in West Philly, and it was a great event. Fourteen players, nine of them from PAGE CC. All of the other players and spectators were pretty cool, and the shop did a great job running the tournament. Between their boards and terrain we brought, each of the seven boards looked really cool and had a lot of interesting game effects, with a good mix of open plains, cities, hills, and more esoteric worlds like Matt L’s ice caverns.

Final results were:

1 Adam, Orks, 62 pts (Redcap’s)
2 Joe F, Chaos Marines, 55 pts (PAGE)
3 Joe K, Kingbreakers Space Marines, 46 pts (PAGE)
4 Colin, Chaos Marines, 43 pts (PAGE)
5 Rob 1, Tau, 40 pts
5 Rob 2, Tau, 40 pts
7 Brett, Orks, 37 pts (PAGE)
8 Jon D, Space Marines, 35 pts (PAGE)
9 Justin, Eldar, 29 pts (PAGE)
10 Lovell, Necron, 22 pts (PAGE)
11 Jason, Deathwing Dark Angel, 18 pts (PAGE)
12 Warren, Chaos Demons, 15 pts
13 Andrew, Tyranid, 6 pts
14 Akil, Tau, 5 pts (PAGE)

I was pretty happy with third place. After only doing so-so for the past couple months of 40k gaming, I was hoping to win—of course—but was expecting to come in somewhere between 6th and 9th. I definitely felt that these were among the best games I’ve played. Some mistakes, for sure, but ok list construction, solid basic play, and good use of interesting tactics.

Games

Round 1: Land Grab

Setup: Pitched battle deployment (12″ table edge deployment zone), five objectives, against Tau on a fairly crowded Ork settlement board.

Result: Major Victory (held more objectives, equal kill points), bonus point for all HQ alive.

Battle: Sternguard dropped down and obliterated one Hammerhead on turn one. Them and a tac squad got pretty wrapped up in the Tau’s back corner with a squad of Crisis suits, Stealth suits, Devilfish, and Piranha. In the end they were able to contest the objective, but not hold it—the Devilfish snuck onto it at the last minute. Terminators and Heavy Supports spent the game taking down Devilfishes and Firewarriors on the center of the table, though they spent too much effort doing so. My Rhino and Razorback block got blocked fighting some Piranhas, Kroot, and Crisis Suits, and made little progress on the other, very well defended, Tau home objective. They also weren’t able to stop the Crisis Suits from sneaking into my deployment zone in the last assault phase, costing me a bonus point.

The critical move of the game was running a combat squad in the last turn to string out and hold both of my home objectives at once, then swinging both Predators around to make a literal wall in front of them, preventing them from being shot at by the high powered Tau weaponry. That said, the clear highlight of the game was that every single vehicle destroyed—and there were many—exploded when it was destroyed, except for one Piranha. Craters littered the board after just a few turns, and the already tight quarters had become ridiculously cramped by the end.

Lessons: It would have been more effective to concentrate the Rhino and Razorback block on taking the center objective where the Heavy Supports could offer more help, rather than trying to fight into the well guarded Tau objective I sent them toward.

Round 2: Headhunters

Setup: Dawn of War (table halves deployment zone w/ 1 HQ, 2 Troops on board, others walk on), kill points with an adjusted table (basically 5 for HQs, 2 for Elite/FA/Heavy, 1 otherwise), against Chaos Marines on a fairly open desert world.

Result: Major loss, bonus point for more scoring units in enemy deployment zone.

Battle: Rhino, Razorback deployed around some obscuring rock formations. Predators came on alongside Devastators running through an abandoned temple with plentiful difficult terrain and cover. Drop Pods came down to assault advance Plage Marines and block much of the enemy table edge. Sternguard, Librarian, and Tactical squad all got wrapped up in assaults with the Plague Marines throughout the game. Heavy Supports mostly just traded fire with enemy units in cover on the opposite edge. Other Tacticals and Captain got too adventurous going after Chaos Marines and paid for it when the Terminator Lord and his squad managed to assault them, eventually losing the Captain and the game. Landspeeders did their job early on by taking out the enemy’s only vehicle, the Landraider carrying the lord and friends.

Lessons: Devastators probably should have just come on alongside the difficult terrain. They still would have been difficult to shoot at from the enemy’s position, and they spent too long (2 turns) moving through the terrain to get into position. That said, the cover saves were very useful once the oblits got into position and started firing…

I should have kept the Captain back on my edge; once the Landraider was out of play the Chaos forces were moving too slowly to engage my guys if I’d held them back and effectively played for the draw. In that case, the Landspeeders could have perhaps slowly whittled away at the Lord and his squad with their multi-meltas, potentially going for a minor win. Beyond that, the Plague Marines are just so tough and the opponent list so low on kill points (just 1 transport, etc), that it looks tough to beat in this scenario.

My Heavy Supports got too fixated on trying to wipe out a unit of Plague Marines, well protected in cover. On the one hand, I was consciously staying on them because they were there on the first turn and I was trying to finish them off for the KP, but I should have switched to a more fragile unit.

Finally, in the last turn, the Terminators took a gamble and shot at some Chaos Marines looking to assault the weakened Tac Squads and Librarian. However, they couldn’t move fast enough to then assault them. That left the Terminators open to all manner of incoming fire in the final round, annihilating them. They should have instead gone after the oblits, which would have either put them safely in close combat, or gained two kill points, removed a big threat, and put them in a less exposed position.

Round 3: Drawn and Quartered

Setup: Spearhead (table quarter deployment zone), two objectives in the other table quarters, against Chaos Demons on a fairly open castle board.

Result: Massacre, all bonus points.

Battle: I set up in the more dense portion of the board, which turned about to be huge. Demons rolled for the second half of their army to come in, and many of their units scattered into terrain and suffered mishaps while trying to Deep Strike near my units. Drop Pods came down in a wall between two of the larger terrain pieces, creating a cordon largely sealing off half the board and providing tight cover against one of the objectives. All of the units inside the enclosure managed to concentrate fire and eliminate many of the Demon units fairly readily, notably including the Icon bearers. Meanwhile, the Rhino and Razorback block struck out for the other objective. Once the enclosure was secured, the Landspeeders moved out to cover them, while the Predators moved to a halfway position where they could shoot on either objective. Both were important in guarding those troops while they sat on the objective. Devastators got wrapped up in close combat with a Nurgle unit of some kind, while the Sternguard and Tac Squads got bogged down in close combat with a Demon Prince. Late in the game an Icon bearing unit managed to get close enough to the enclosure for a Herald of Tzeentch to Deep Strike onto the objective, contesting it. Fortunately, my Terminators had come down the turn before and were readily able to take it out in a huge volley of fire.

Lessons: Chaos Demons seem tough for the controlling player. With them coming in piecemeal via Deep Striking, there’s just so much opportunity to pick them apart shooting, especially if they’re facing a choice of either coming in far away or risking mishaps. Concentrating on the Chaos Icon bearing units and eliminating them was a good decision, preventing the Demons from coming down on target and massing near my guys. Having many units in a reasonable area, particularly one with a bunch of small pieces of terrain, made the Demon’s Deep Striking fairly difficult and helped a lot, particularly with most of the Icons eliminated before they could really matter.

The Demons army seemed surprisingly more shooty than I expected, having read just a little bit about them but never having played or even seen them played before. They had a number of high strength and template attacks that seemed pretty effective when they could get them in position. By having fairly solid support blocks and concentrating my fire, most of the Demon units were actually eliminated before they could assault, making their shooting actually the most damaging part of their game.

Drop Pods were huge in this game. Their wall kept most of the Demons out, mostly protecting my guys from shooting and assaults, enabling the units inside to concentrate on the few demons that managed to successfully risk Deep Striking into the much more dense area inside the enclosure.

Having the Lascannon combat squad right by the Devastators was very helpful as they were able to move over and support the Devastators when they were assaulted by some nasties. That shifted the combat from a losing war of attrition for the Devastators to a winning war of attrition for the combined Kingbreakers units.

Above all else though, the Librarian was the game maker here. His Null Zone just severely crippled the survivability of the Demons, with many failed Invulnerable rerolls. He more than earned his value for the day in this game.

kingbreakers-iconList

I ran the following for the tournament:

  • Librarian, Epistolary, Smite and Null Zone powers
  • Sternguard x10, Combi-Melta x5, Drop Pod w/ Beacon

  • Captain, Hellfire Boltgun, Digital Weapons, Relic Blade, Melta Bombs
  • Tactical, Powerfist, Plasmagun, Missile Launcher, Drop Pod w/ Beacon

  • Tactical, Meltagun, Missile Launcher, Drop Pod w/ Beacon
  • Terminator x9, Assault Cannon, Chainfist

  • Tactical, Flamer, Missile Launcher, Melta Bombs, Rhino
  • Tactical, Flamer, Lascannon, Melta Bombs, Razorback w/ Heavy Bolter

  • Landspeeder x2, Multi-Melta x2, Heavy Flamer x1, Heavy Bolter x1

  • Predator x2, Autocannon x2, Heavy Bolters x2
  • Devastators x10, Plasma Cannon x2, Heavy Bolter x2

Unit Performance

Some notes on their performance:

Librarian: I almost took this guy out of the list at the last minute, concerned that he wasn’t bringing in enough points or having enough impact for the points spent. His effect the first two games was again very minimal, but he basically put me on the podium by enabling a massacre in the last round by crippling the Chaos Demon’s Invulnerable saves (Null Zone forces the opponent to reroll Invulnerable saves).

Sternguard: These guys also enact a dramatic entrance, showing up and crippling high profile units. They take a lot of fire for it, but they’re a lot of fun and pretty effective. They’re also solid in close combat, but could stand a Powerfist to fight bigger stuff and take down vehicles.

Captain: Could drop the boltgun to get an extra close combat attack, but originally I kept the boltgun on because he kept doing more shooting than assaulting. I’m torn here. Relic blade was fairly useful. Still not sold on his effectiveness per points, but it’s such a cool model (Emperor’s Champion), that I just can’t part with him.

Tacticals: Generally all performed pretty well, caveat notes about meltas and power weapons below.

Landspeeders: Definitely useful. Although I chose the mixed weaponry because I did not have time to mount a heavy flamer for the one speeder, I was actually happy with it. On several occassions after their primary job of vehicle hunting was basically done, I was able to use the heavy bolter for distance shots supporting other units. However, the flamer was also useful on several occassions when they managed to close with squads, so I wouldn’t drop that either. In each game I also simply put them on the table to begin with, rather than Deep Striking, as there was enough terrain to hide behind in the early game. This was particularly helpful as my opponents largerly put much more fire on the pods than I’d seen in practice games, eliminated their locator beacons.

Predators: Simple, effective, pretty solid. Dakka dakka dakka!

Devastators: Again definitely useful. They struggled in the second game because they had to run onto the board in the Dawn of War deployment setup, but I expected that. With 8–10 men in the squad, these guys have consistently proven very survivable. In these three games with ten guys in, the sergeant and heavy weapons guys never even had to take a save from enemy shooting. The large squad also did better in close combat than expected, though it might be worth considering giving the sergeant a power weapon.

Drop Pods: These give away kill points fairly easily and can hurt a lot of guys if they are hit and explode just after deployment, but they’re definitely awesome. I think their biggest effect is taking the game away from my deployment edge, home objectives, and heavy support units. Their other huge feature is as placeable terrain. In each of the past five games I’ve played I’ve been able to use them pretty effectively as screening walls shielding my guys from shooting and assaults, as well as blocking objective grabs by opponents.

General List Lessons

Heavy weapons? Most of my tac squads run pretty aggressive, with a lot of movement and assaulting. As has become habit since I started adding more Drop Pods and vehicles, they hardly ever got to use their heavy weapons. On the other hand, the less aggressive tac squads definitely made decent use of them; another lascannon for long range pot shots might be useful. I’ll have to think about how to balance these two problems.

Meltas, power weapons. At the last minute I didn’t have time to assemble all of the melta, multi-melta, powerfist, and power sword models I had been proxying, so most of my tac squads got shifted to traditional missile/flamer/chainsword units. A few more Terminators were added to soak up the released points. In the end this wasn’t terrible, but a few more meltaguns would have been useful. This is particularly true in the first game, where I could have taken down more Tau vehicles much more quickly. Similar applies to the powerfists. Power swords would also have been useful for the combats against Chaos Marines.

Large Terminator squads? I’m not sure that larger Terminator squads are particularly more survivable than smaller ones. It seems like anything that can kill Terminators easily can kill a lot of Terminators easily. They also tend to get bunched up a lot, i.e., after Deep Striking, and moving through terrain with their large bases, exposing them to blast weapons, especially plasma cannons. Large groups are also harder to bring down exactly where you want, even with locator beacons on the pods.

Combat Tactics. I made heavy use of the Marines’ Combat Tactics rule throughout all three games, much more so than in previous games, enabling squads to drop out of combat and charge back in. I think a large part of the effect of the Drop Pods is taking the action away from my table edge so there’s no risk in running off the table by doing this. I would hesitate to lose this ability by taking one of the special characters instead of the plain Captain.

Troops. At times I felt slightly light on Troops for securing objectives, and would have been happy with another squad. Securing all of the objectives in the first scenario would have been basically impossible without tabling the opponent anyway, so that’s not really a problem. What would be useful though is a fast-moving Troop squad to do last minute runs into the opponent’s deployment zone and so on, claiming or denying bonus points.

General Lessons

Some overarching things I learned or utilized in this tournament.

Pay attention. In the first game I put a ton of effort into taking down a surprisingly resilient Devilfish, thinking it had a Firewarrior squad inside that was going to try to claim the center objective. Unfortunately, I had already annihilated those Fire warriors, I had just lost track of which transport they’d come from…

Take it down! If something’s worth shooting at, it’s probably worth shooting at alot. For the most part, I only shot at 1 or 2 targets per round, with some exceptions for specialty shots like the Landspeeders going after vehicles, or for mass chaos. My favorite of the latter was at the end of the first game when the Sternguard, Librarian, and Captain all split up at once to shoot and assault three different targets to try and hold them down so they couldn’t contest a nearby objective; it didn’t work though, the Sternguard couldn’t quite tag their Devilfish target.

Move carefully. I’ve trained myself to move, shoot, and assault in a left to right pattern across the board. Obviously there are exceptions when I need to know one result before making a decision, and/or execute some sort of pattern, but in general I try to stick to this. Holding to this pattern as well as pausing at the end of each phase to double check each unit has pretty much eliminated problems I was having, especially in big games, with forgetting that odd small squad remainder or vehicle storm bolter.

Make blocks, have a plan. Conceptually my list was structured into blocks made of several units, as organized above. Each block of these had a specific general role, vague plan, with the overall goal of the units in the block supporting each other closely. So, for example, my Rhino and Razorbacks were one block with the goal of racing for an objective together and covering each other. The Devastators and Predators were another block with the goal of supporting advancing units and concentrated on large units. Even though plans obviously changed often and much, having these general goals was very helpful. Concentrating units is also very helpful and the biggest lesson I have had to learn. In the future I will probably go even farther, with fewer blocks consisting of even more units.

Objective placement. Be very careful in placing objectives! Placing them near each other may make it possible to defend and hold both more easily, but on the other hand may just leave them open if your home forces are assaulted or overrun. Precise placement also has to be considered carefully. Obviously, hiding them behind terrain may help prevent the enemy from getting to or shooting on them, but it also makes it harder for your own units to rush back onto them if necessary.

Wrap-Up

All in all, a great day of gaming (basically 12 hours from setup to tear down with food breaks, etc!). Thanks to Redcap’s for hosting and everyone that came out! I’m definitely looking forward to making some adjustments and trying my luck in the next round.