40k: Redcap’s Updates

redcapsAlong with not gaming much for a couple months now, I hadn’t been out to Redcap’s Corner in basically forever. Tonight though I swung by and picked up a few updates from Adam and Benn:

  • Saturday, Jan 8th they’re holding a painting & scenery day. They didn’t have real plans yet, but most likely low key. They were talking about it mostly in terms of a group paint session to help people get/stay motivated to paint, with people bringing in anything they have in progress and just hanging out and working on it. They’re also planning on working on some more store terrain that day, with everybody pitching in as they want.
  • On that note, they’ve definitely beefed up their terrain. Even just on the two tables I saw set up downstairs, they’d done a pretty nice job with one of the Citadel plastic tables & a bunch of modular woods, and had a really nicely done blue hued take on a Planetstrike board, complete with Landing Pad, bunch of Bastions, Aegis Defense Lines, and a Fortress of Redemption (!). They also had a bunch of assembled but unpainted Fantasy terrain that looked pretty good. As I thought from checking it out on the website, the new GW Watchtower in both complete and ruined version is pretty cool.
  • The 40k league seems to be doing well. It sounded like they’ve had a regular 4 or so tables going on Thursdays. For the past couple months, they’ve even expanded it out to include a regular game league on Thursdays, and a 200pt Kill Teams league on Tuesday nights. They’ve been using the very bare bones Kill Teams rules in the Battle Missions book, but their informal, non-competitive nature is really starting to show up—unstoppable Dreadnoughts, etc. So, they’re probably going to switch to Adepticon Kill Teams rules, which adds a lot of Combat Patrol styled limitations and I think is definitely a good idea.
  • The 40k & Fantasy stock selection on hand was not tremendously beefier than in the past, but enough to be noticeable, so they continue to make progress on it as their community grows. One very notable thing though was that their selection of GW paint is now basically complete, they’ve filled out the standard display rack.

All in all, good stuff! I’m currently planning on both the painting day and at least January & February for Kill Teams, so hopefully I’ll see some other people there as well!

40k 1500pts: Eldar vs Kingbreakers

kingbreakers-iconEric and I got in two games last night out at Redcap’s. It was definitely interesting; two reasonably close games, and he brought out a lot of stuff I haven’t faced before; his Eldar list was fairly different than what has showed up at PAGE, though it’s probably more like popular online builds.

Lists

Eric fielded something like:

  • 6x Seer Council w/ Farseer
  • Squadron of 2 War Walkers
  • Squadron of 2 War Walkers
  • Wave Serpent with 10x Dire Avengers
  • Wave Serpent with 10x Dire Avengers
  • 6x Warp Spiders

I brought my current typical Kingbreakers setup:

  • Captain Angholan (as Vulkan)
  • Sternguard x5 in Drop Pod w/ Combi-Meltas
  • Dreadnought in Drop Pod w/ Assault Cannon, Heavy Flamer, CCW
  • Dreadnought in Drop Pod w/ Multi-Melta, Heavy Flamer, CCW
  • Tactical Squad in Razorback w/ PF, Flamer, Lascannon
  • Tactical Squad in Rhino w/ Meltagun, Missile Launcher
  • Tactical Squad in Rhino w/ Flamer, Lascannon
  • Landspeeder w/ Multi-Melta and Heavy Flamer
  • Landspeeder w/ Multi-Melta and Heavy Flamer

As you can see, Eric sunk a lot of his points into that one Seer Council unit, I believe something like 600–700 of his 1500 points. Going in I wasn’t too worried, particularly as he just didn’t have that many models with all those points spent on the Council, but wasn’t sure what to expect having never faced an Eldar army like that.

Game 1

We rolled for Seize Ground with 5 objectives and Pitched Battle, while I took first turn.

Kingbreakers and Eldar square off around a hotly contested objective.

Kingbreakers and Eldar square off around a hotly contested objective.

Unsure what exactly it could do but appropriately fearful, I dropped both Dreadnoughts as best I could on top of the Seer Council and flamed away. Without Fortune to protect them, almost the entire squad was vaporized. Eric then assaulted the Dreadnoughts; probably a mistake, but I believe this was his first time using the Council. That combat would proceed to drag on interminably until the end of the match when the Dreads finally eliminated the Farseer and remaining friends.

After that there was a lot of wheeling and dealing trying to pin down the Wave Serpents and their Dire Avengers. The Wave Serpents outfitted with Holos are very resilient! It took a good bit of work to take them down, relatively invulnerable as they are to Melta and Lascannon fire. War Walkers also put out impressive amounts of firepower, trying to knock squads off their objectives. In the end though flamers did their thing on a good number of Eldar and the Kingbreakers had enough troops around to hold onto more objectives than the sneaky Eldar.

Fresh off barbecuing some Dire Avengers in their downed Wave Serpent, a Landspeeder is ambushed by War Walkers.

Fresh off barbecuing some Dire Avengers in their downed Wave Serpent, a Landspeeder is ambushed by War Walkers.

Sgt Scolirus defends a critical objective.

Sgt Scolirus defends a critical objective.

Game 2

This time we rolled for Annihilation and Spearhead. Eric took first turn and deployed the Council and very carefully placed Wave Serpent. I deployed most of my guys and castled up, forming an impromptu Kingbreakers garrison around one of the ruins on the board.

To the walls, man the fort!

To the walls, man the fort!

Going first enabled Eric to start castingFortune on the Seer Council and turn them into a veritable engine of unstoppable death before I could inflict any damage. For those unfamiliar, Fortune makes the Council’s 3+/4+ armor and invulnerable saves re-rollable. I poured fire into them throughout the game, to very limited effect, only managing to cripple the squad by the very end of the game. Meanwhile they flew about on their jetbikes flaming troops and spearing vehicles as the other Eldar skulked about and the War Walkers picked off stragglers. It almost came back together in the last two turns as the War Walkers were dispatched, but by then it was too late. Too many transports and Landspeeders had been lost to make up the Kill Points difference.

The Council prepares one of its many feints.

The Council prepares one of its many feints.

Angholan and Scolirus stare down a War Walker before charging in to destroy it.

Angholan and Scolirus stare down a War Walker before charging in to destroy it.

Results

Game 1: Minor Victory for the Kingbreakers, bonus points for Kill Points and surviving HQs.

Game 2: Minor Victory for the Eldar, bonus point for controlling table quarters.

Notes

I was impressed at these Eldar units. Seer Councils I’d been wary of as Internet wisdom is definitely rightly fearful. Mathematically speaking, they’re about on par or even harder to kill than Terminators with Storm Shields, but they’re much more mobile and arguably more useful weapons. Remember that jetbikes get to move 6″ every assault phase, whether they assault or not. They also have a Str 9 spear attack that’s pretty good at taking down vehicles. I was just lucky in Game 1 that I was able to cripple the Council in the first turn. In the second game I probably shouldn’t have concentrated so much shooting into it, but it was moving too fast to lock down into assault, and I was hoping I’d eventually kill some part of it and whittle it down. No such luck.

War Walkers I thought were also pretty respectable. Fairly fragile, but while they’re alive they put out a ton of shots—8 each, Str 6. Combined with Outflanking and 36″ range, and it seems like a reasonable unit to come on later in the game and try to knock weakened troop squads off objectives, while the enemy’s shooting is already committed elsewhere.

On a related note to both, I’ve been keeping my Marines largely boxed up in their Rhinos. I think I need to again start more frequently considering having them hang out in the open so they can all shoot. Having them inside the Rhinos is protecting them, but it’s also costing them a lot of shooting opportunities.

This game I broke with my recent practice and split the Landspeeders into two distinct flyers rather than a squadron. I don’t think this really did anything very good or bad. It cost me an extra Kill Point in the second game, didn’t really affect their survivability, and gave me just a bit more freedom in the first game to split targets. All in all a wash.

Long story short though, I think this changes the Redcap’s meta-game a fair bit. Up to now I’ve been comfortably not bringing a Librarian as people have not been using many psychic abilities. Fortune has to be stopped though. I think it’d be cheesy at this point and slightly unsporting to bring out an Inquisitor ally for just his Psychic Hood, so a Librarian it is. The only question is: Where to get the 100 points? That’s a lot to knock off my list without giving up something useful. On the other hand, maybe I can play the super strategic card and figure that I don’t have to face Eric again in this round, and hope nobody else whips out some crazy psycher… Sounds risky though.

A few more photos are the Flickr gallery.

Battle Report: 1500pt Kingbreakers vs Tau (w/ photos)

kingbreakers-iconWeek 2 of the first round of the Redcap’s 40k League went down yesterday, with 7 people showing up to play in the league. So far we have a reasonably diverse group of armies: Chaos Marines, two Imperial Guards, two Space Marines, Orks, Tau, and Dark Eldar (!).

Last night I played against Rob and his Tau. I was looking forward to this because Rob’s a fun guy to play against and nothing says awesome like getting gunned down by blast templates aplenty…

Rob’s list was actually fairly interesting. It featured very few Fire Warriors and no Hammerheads, but a large number of Kroot and good amount of Broadsides. I rolled my typical 1500 points of Sternguard, three Tacs, Devastators, two Landspeeders, and Captain, with some Drop Pods and a Rhino and Razorback thrown in.

From the league missions we rolled for Pitched Battle (12″ zones) and Capture and Control (one objective each). I was tempted to put my objective immediately across from his and force a very close, tight battle within a confined space on the board—favoring my Kingbreakers with a lot of assault against the pushover Tau—but opted against it. Probably a bad strategic call, but I just didn’t want to throw half the table away to waste with no action, which is assuredly what would have happened.

Following that, I actually did manage to roll and Seize the Initiative. I knew things were not going to go well, however, when my first turn essentially accomplished nothing despite that sneak attack. The utter lack of dead Fire Warriors, Kroot, or anything afterward was not confidence inspiring.

Devastators get comfy and prepare for a long night of DOING ABSOLUTELY NOTHING FOR ME.  Jericho, you're BS 5, how could you burn yourself with your own Plasmagun so many times?!?!

Devastators get comfy and prepare for a long night of DOING ABSOLUTELY NOTHING FOR ME. Jericho, you're BS 5, how could you burn yourself with your own Plasmagun so many times?!?!

By the end of Turn 3 I thought I was in real trouble. I’d lost my home objective, made little progress on the Tau objective, and just had not really killed much of anything. In general not a lot of things actually died in the game, very few Kill Points were taken, but I was definitely on the wrong side of the trend.

Most critical of my mistakes was that I had placed my home objective very close to a short board edge, and very minimally defended it with only one Combat Squad placed to guard it. That left it wide open for a large group of Kroot to outflank and stomp all over it in short order, obliterating the Combat Squad. To be honest, I’m not sure what I was thinking. I think it’s just been so rare for me to fight armies with real outflank potential that I just didn’t think about it.

My list was also somewhat poor. With only two Drop Pods, one of them is coming down unsupported in Turn 1, leaving them ripe to be pummeled. I fortunately managed to back Sgt Harbinger’s Sternguard out before real destruction could be inflicted on them, but they didn’t accomplish much with their alpha strike. Similarly, Scolirus’ Tactical 1 also managed to accomplish precious little after its drop before being utterly gutted in a single round of incredibly voluminous counter fire from the Tau line.

Landspeeders, busy *not* moving into position to purge the xenos!

Landspeeders, busy *not* moving into position to purge the xenos!

Listen, guys, we talked about this in basic.  It really should not take you multiple turns to wipe out a handful of damn Fire Warriors!

Listen, guys, we talked about this in basic. It really should not take you multiple turns to wipe out a handful of damn Fire Warriors!

Fortunately (for me), in Turn 4 the momentum shifted dramatically. My one saving grace in deployment was that I had kept back a Razorback with Combat Squad in case it had to swing over and support the guys guarding my home objectives. By the time it got there the guards were all dead and the Razorback wrecked, but they were just able to jump out of the wreckage and flame the hell out of the Kroot packed tightly into the crater holding the objective. A third or more them were removed from that round of shooting. More importantly, the Kroot failed their morale check and broke, running for the hills. That vacated the objective and all of a sudden things looked much brighter.

The Hive Lords' detachment, just after forcing the Kroot to flee amidst the plentiful flames of righteousness and shortly before retaking the Kingbreakers' forward base.

The Hive Lords' detachment, just after forcing the Kroot to flee amidst the plentiful flames of righteousness and shortly before retaking the Kingbreakers' forward base.

On the other side of the table, my offense finally managed to coalesce near the Tau objective. The Landspeeders severely thinned the line of Kroot setting the outer perimeter before being immobilized by Broadsides. Tactical 2 and Sgt Titus drove the flaming wreckage of their Rhino straight through the remaining Kroot and bailed just in time to run for the Tau base as it exploded. Meanwhile, Capt Angholan and Sgt Harbinger regrouped their Sternguard and redirected up behind Titus, running and gunning at the Tau Commanders overlooking the approach.

The big push into the Tau base.

The big push into the Tau base.

From there, a tense battle was waged inside the base. The remnants of Tactical 1 continued to battle on inside, the few remaining Fire Warriors presenting an unusually strong defense. Titus and crew successfully scaled the levels of the ruins, assaulting the Tau defenders and throwing them to the ground floor. Perfectly placed, Angholan shouldered through the rubble and into the newly displaced and disoriented Tau, singlehandedly slaying all of them with a single sweeping blow of his Relic Blade.

Encouraged by the breakthrough of their brethren into the Tau base, the lone defending Combat Squad tenaciously clung to the Kingbreakers encampment. Careful placement kept the Kroot fleeing while barely holding onto the objective, as the battle brothers kept their Bolters roaring and piled on the flames to stave off a recently arrived group of Stealth Suits.

Both groups were relieved beyond words when the skies blackened and turned to fire as reinforcements arrived, the field held for the arriving Kingbreakers by a thread…

Lessons

Again, placement of my home objective was terrible. I should have been castled up much more and much farther from the edges to forfend outflanking Kroot. Nobody takes them that seriously, but them and their hounds put out something like 55 attacks onto that Combat Squad… I take them more seriously now.

Another mistake, that I knew going in, is again that two Drop Pods is just a weak formation. It doesn’t pack enough oomph to really pull off a meaningful first strike.

Rob probably should have been able to take this game. I really had to pull myself back together after the first couple turns and those two big oversights plus a lot of little tactics errors, and would have been happy to eke out a draw, let alone the minor victory.

Really I think his biggest general mistake was that he didn’t move his Kroot enough during the game. In particular, the one unit was somewhat left out in the center of his zone toward the end of the game. If they’d moved earlier to come support his home objective, they could have almost definitely swept my guys back out of his base.

He also arguably should have assaulted my remaining Combat Squad in Turn 5 with his Stealth Suits. It wouldn’t have gotten him on the objective, but it would have pulled me off it. I had been forced to be stretched out too far away from the objective in order to keep the Kroot fleeing, so the mandatory countermove would have emptied the crater. As it was, I had to allocate wounds super tactically and pull off some more valuable models (e.g., the Sarge) in order to keep the unit within 3″ of the marker. However, he did note that he hoped the game would go on another turn and was hoping to wipe out the unit with shooting and have the Kroot rally and return, so there was some rationale to not assaulting and working toward the more likely draw.

All in all, a very tight game with a lot of back and forth and close calls.