The 11th Company 40K Podcast

Welcome to the 11th Company BLOG. The 11th Company is a Warhammer 40K podcast dedicated to players, strategies, and tactics.

You can download our episodes at the website, from ITunes, several podcast sites, or connect directly to the RSS Feed. We try to release a new Episode every Monday Night. Check it out!

Forums: http://the11thcompany.freeforums.org

PODCAST WEBSITE: http://www.tangtwo.com/11thcompany

PODCAST RSS FEED: http://www.tangtwo.com/11thcompany/podcasts/the11thcompany.xml

Podcast Archive: http://the11thcompany.libsyn.com/webpage


Search This Blog

Tuesday, August 30, 2011

NoVA Battle Reports Intro and Game 1-2




Sorry guys, but I didn't take any pictures. Honestly, I had enough on my mind trying to worry about the camera rig, playing, and making sure Kelly was having a good time that I decided not to worry about it.

The list I took to the NoVA GT this year was as follows:

HQ:
"Smiley" The Librarian - 165 (Shrouding, MoT, Warp Rift)
"The Unshakeable Will" Coteaz - 100 (who died a lot btw :P)

Elites:
3 x Ven Dreads w/ 2 x TLACs + Psybolts

Troops:
5 x Acolytes w/ Storm Bolters - 121
Joker
Psyback + Searchlights

5 x Acolytes w/ Storm Bolters - 121
Joker
Psyback + Searchlights

5 x Acolytes w/ Storm Bolters - 120
Joker
Psyback

4 x Acolytes w/ Storm Bolters - 113
Joker
Psyback

5 x Death Cult Assassins - 125
Psyback

5 x Death Cult Assassins - 130
Chimera w/ HF

Heavy:
2 x Dreads w/ 2 x TLACs + Psybolts

5 x Purgation Squad w/ 4 x Incinerators - 150
Psyback

So, thoughts on the list after having been done.

Death cultists were as good and ridiculous as always. I learned throughout the tourney to get more and more aggressive with them, finally realizing that even assaulting into cover usually worked out in my favor as well.

The Dreads, for whatever reason, were a HUGE psychological factor for most of my opponents. It is a lot of fire power, and they would really psych out a lot of opponents throughout the 8 games.

Overall, the list was very good for the meta. Several of my games were won by my list, not me.

The "joker" squads were so-so but definitely an upgrade over my melta-lytes. The addition of the extra lascannons seemed to add more fuel to the psychology fire the Dreads would start.

The Purgation squad was great. I was glad that I had added them to the list in most games. They provided a "stock" answer to a lot of problems and an awesome suicide unit. (When they didn't get immobilized in a razorback /facepalm) On that note, I will be finding points for a Dozerblade. :)

Game #1:

I played against an inexperienced Ork player who had a great looking Battlewagon/Kan list. He hadn't been playing 40K for long, but I thought he was doing very well with rules for being such a short timer. I stopped the game at several points throughout to give him pointers and show him how to get the most out of his list. Not due to me by any means, but I also think he pretty good overall by the end. Most importantly, he was a great guy and fun to play with.

His list from memory was:

HQ:
Big Mek + KFF
Warboss + Klaw + Pole + Cybork + 'Eavy Armor

Elites:
10 x Nobz (with all kinds of wound allocation and pain boy)
Battlewagon + Deff Rolla + 4 x Rokkits

Troops:
10 x Nobz (with all kinds of wound allocation and pain boy)
Battlewagon + Deff Rolla + 4 x Rokkits

10ish Boyz + Nob w/ Klaw

????

Heavy:
3 x Kanz w/ Rokkits

3 x Kanz w/ Rokkits

Battlewagon w/ Zap gun, Ard Case, Kill Kannon, Deff Rolla

As you may know from listening to the Podcast, Orks were my army for over a year. So, I know, very well, the inner workings of Battlewagon Orks. As such, with my opponent being new and playing an army I am very familiar with, he was seriously disadvantaged here. One of his BWs actually immobilized on terrain in Turn #1 (yes, even after reroll), and that was pretty much ball game right there. This forced his Nobz to get out and hoof it, which got them shot up and mauled by Death Cultists. This forced his other Nobz to try and bail them out, which got them mauled by Death Cultists. Lastly, the Kanz were shot up by Dreads and eventually, also mauled by Death Cultists.

His other BW carrier also got immobilized by a Dread. At that point, the game was over, but we finished it up by giving him a turn to Deff Rolla through a lot of my stuff with his last wagon which hilariously killed Smiley, his assassins, Coteaz's ride, and more assassins. :)

This was a very strong finish for me which would come into play much later in the day.

Game #2:

Funny story here. So, they posted lists, and I took a table with a listener who was playing SoB. I though, COOL! I haven't played SoB in years! Then, they announced the pairings were wrong, and that we would be rematched. So..... I moved tables, sat down, and what do you know? Another SoB player! Another great game. Plays out of Florida and might be now coming our event in November! Another key point here is that he kept referring to his "girls", and this caught on with me and was how I kept referring to my Death Cultists for the rest of the event.

From memory:

HQ:
Canonness w/ Combi-Melta, 2+ Save

Canonness w/ 2+ Save, Eviscerator (probably more)
(Celests?) x 5 w/ Melta (probably not right :P)

Elites:
Celsts w/ Melta in Immolators
Celsts w/ Melta in Immolators

Troops:
10 x SoB w/ Rhino (melta/flamers?)
10 x SoB w/ Rhino (melta/flamers?)
10 x SoB w/ Rhino (melta/flamers?)

(maybe more)

Elites:
(maybe more with immolators?)

Heavy:
3 x Exorcists

Forgive my horrible memory! :)

To start, I got a quick refresher on all the Acts of Faith. Even better, my opponent had been playing the list for a while and knew when to use all of his acts appropriately. This is a big deal for Sister players, and i was thankful that he was on top of things.

We had some banter throughout about the new Dex. He wasn't looking forward to it. Neither am I. However, as a plus, he got to see how the new Death Cult Assassins will work out. :) You can't go wrong there!

So, my overall strategy here is, of course, "stop the exorcists!" I got turn 1. I started shooting Dreads at them. The one thing that really railed my opponent this game was that his cover saves were very much, below average. This meant that, although I wasn't really "killing" his exorcists, what I was doing was stun locking them. By doing this, this meant that he could not fire back at my Dreads or vehicles at range. This then freed me up to focus down most of his transports at a safe distance, which is bad for the "girls".

When an Exorcist finally did get to shoot.... he'd roll a 1 and proceed to miss. :(

So, my Dreads wen't basically unmolested the whole game, and since we were playing Quarters, this meant that I could be those big, spendy Ven Dreads into quarters to claim them. This taught me a valuable lesson about those Ven Dreads being excellent Quarter claimers which I would use throughout the event.

Lacking long range firepower and having his transports shut down early put my opponent in a pickle. Wisely, he then started using the high amount of LoS blocking terrain to get the "girls" into good positions for taking quarters and fighting back. Eventually, though, the fire power in my list started to add up, and I was able to finally push in with the Incinerators and Assassins to assault and take down high point targets.

The game thusly ended with me having a presence in all the quarters to threaten him.

Great guy, and I really wanted to play that game again where he had at least average dice on cover saves. I think things could have been much different if he had a chance with those Exorcists to put some punch down on my Dreads.

4 comments:

  1. Hey I was curious how you deployed the joker squads, if they sat back and had the rback move into mid?

    ReplyDelete
  2. Deployment, as always, varied depending on army/primary scenario. Except in cases where the opponent could muster up a TON of long range anti-infantry fire (see Venom Spam), I would normally deploy them in cover, usually using the center most piece of area terrain or the two pieces near the quarter objectives on my side. For spearhead, same thing but using the quarter area terrain and the long edge, middle piece.

    I would then tend to deploy 1-2 empty razors within walking distance. This allows the Jokers to put out a couple rounds of shooting, and then, around Turn 3, to mount up and start moving towards objectives or quarters. For most games, the Joker squads found themselves either in razors moving towards objectives or simply walking a lot. Otherwise, 1-2 would normally be trying to get a lucky lascannon shot while objective camping.

    Many times, by mid-late game, the enemy is close enough to exchange medium range fire, and you want your precious troop choices to be hiding. So, they didn't fire at all.

    I only had one game all weekend long that was against a heavy infantry list, via Hulksmash's missile spam logan wing. In that case, the Jokers either were advancing and laying down bolter fire or doing the same near my objective abusing the +12 inch range mod.

    ReplyDelete
  3. Err scratch that, Alan's list was infantry heavy, but I'm not about to have my acolytes trade bolter fire with Grey Knights. :P

    ReplyDelete
  4. Your Sisters opponent was Jake. They've reserved a hotel for the 11th Co tourney. Should have bought tickets already or will be very shortly. I hope so as we were planning on splitting the room.

    Bummer I didn't get to play Pat at the NOVA. Then, I would have been able to say I've gone 0-3 vs. 11th Company.

    ReplyDelete

Due to spam, all comments are moderated.

Pat

Note: Only a member of this blog may post a comment.