Tuesday 15 December 2020

Tournament R1, the Enemy


This post is going to be a break down of all the individual units within the enemy army and my thoughts on them both as individuals and their place within the greater battle plan of the enemy. In truth by the time you read this I will have already played the game and will know better what effect each unit had on the game, so will try and write a little edit to each entry to see if I was right or not. 

The storm lords

The army is painted as storm lords, a white scars successor chapter and operate as any true scars successor would. This list is no different, it has a very fast and mobile feel to it with only a few units not being jump pack or bike units. 

Jump captain, lightning claw and bolt pistol - most likely to be running with the vanguard vets. He could be with either combat squad, fists to help with hitting or claws due to war gear. Not a big threat on his own but a definite force multiplier. Also the warlord, so if the chance occurs he will be removed.

Jump chaplain, crozier - most likey running with the other combat squad of vanguard vets. With the litanies he knows, he could be with either squad. Again, no a major threat on his own but a massive force multiplier and will be removed if the opportunity presents itself. 

2x 5 man assault Intercessor squads - these two squads are actually one of the least threatening units here, especially in the first turn or two. This is due to their lack of ranged firepower. Yes they are very quick, with a threat range of upto 24 inches but more likely 16 inches, however with only pistols, they have a limited shooting potential. This means they will mostly likely be advancing every turn and with these being troops, they will be going for objectives and as such are high on the priority list. 

2x 5 man intercessor squads - these will no doubt form the static home objective holders and probably won't move around all that much. They don't pose much of a threat as I doubt they will be advancing or assaulting much during the game. These will be low on the target list and will probably get the attention of the plasma command squad when they drop.

5 man Blade guard squad - Against a number of enemies, these would prove a major problem. With guard however there weapons are just as deadly as chainswords. I assume that these will be running with the Judicar and strike for the heart of my army. There shields will protect them from a lot of attacks and the hellhammer's -4ap is next to useless against these guys, instead it will require weight of fire to bring them down. These will be a priority for autocannons and heavy bolters.

2x invictor tactical warsuits - fast, mobile and aggressive, these will push up early and try to get the jump on objectives, forcing me to move up to take them out, rather than other targets. These are going to be high on the list and will be the main target for the Vendetta when it arrives plus the lascannons from the Hellhammer. 

Judicar - not a major priority, it's main ability doesn't do much for the guard, as fighting last won't make much of a difference to the outcome of the combat. In this circumstance, it doesn't provide much of a force multiplier either. All in all, a low priority target.

Apothecary - this model could be a pain if it is able to bring some models back, especially something like the bladeguard. Not really a priority in itself but worth taking out if I can.

10 man Vanguard vets with jump packs and 5x claws, 4x fists and 1x hammer with 10x shields  - this unit will combat squad, 5 men with fists and hammer and another 5 with claws. Thee fists will be a threat to my Hellhammer and will need targeting as soon as they arrive, the claws will go for the infantry and are less of a worry. The fact that they all have shields will make them a pain to remove. 

2 bike attack bike squad with multi-melta - these will be target number one for the Hellhammer turn 1. These will need taking out as soon as possible to stop them getting a chance to get shots in. They are the only real long range anti-armour firepower and with 4 shots have a good chance of doing some damage. These at at the top of the turn 1 list. 

2x 3 man outrider squad - this is the biggest range threat to the infantry, being fast and mobile with lots of shots. These are going to be pretty high on the target list and the main target for the Hellhammer once the attack bikes have been dealt with. 

So in summary, turn one the assault Intercessors and the attack bikes will be the main targets with other targets being attacked as opportunities appear. Turn 2, providing turn 1 went to plan, the bikes, vanguard and warsuits will be the main targets, after that it will be a case of taking out anything that's left  these units and then focusing on other targets. Simple.

I also guess that he will be taking these three secondaries, as they are the ones that I would take if it was me.

Engage on all fronts - he has fast, mobile and resilient troops and he want to close and engage, therefore he will be spreading around the board. It should be easy for him to claim 2 points a turn and probably manage to claim 3 points in at least 2 turns.

Thin their ranks - I have significantly more units and significantly weaker plus the two vehicles. In total I have around 130 models and so 13 points to give up here.

Assassinate - with 6 squishy characters and one slightly less squishy one on the board it should be fairly simple for him to remove several of these and claim points. With jump troops moving up to 24 inches and bike going up to 32 inches, it should be easy to sweep past screens and take out characters. 

Ok, so things may not be so simple but hopefully the dice will be with me and I can pull it off as planned!

Edit: ok, so there was so many errors I thought I'd right a separate post going over it all!

No comments:

Post a Comment