Post by syu on Sept 7, 2012 2:47:41 GMT
As we march along using the new edition rules, here are some of my learnigs based on 2 recent (and ongoing tourneys):
Battle Brothers:
concept: you get to tag along with another ally (1tpt each) and duke it out for a 1 day round robin match
experience: I was allowed to ally (desperate) with a necron player therefore we planned for a strong reserve-alpha strike army. truble is, in our first game we bumped into a eldar-dark eldar combo...
they had first turn and having imotek, we decided to make it night fighting...we knew that dark eldar had night vision but hopefully the eldar will minimize wounds due to shrouding.
to make a long story short, the tervigon, imotek and a unit of gants and heavy destroys were wiped out at the end of gameturn 01, ending us with NO more units on the board (man those eldars were fast!).
then a rule was given to us that if an army didnot have any models remaining by end of any game turn, the opponent auto wins... yikes!!!! we didnt know that and in less then 15 minutes the battle was over. :-(
good learning here...
Kickstart League:
concept: 7 games played in 1 1/2 months. 2 sectors (north and south). The top players in each sector after 7 games will play in a 1 day final...
experience: played 2 games so far. Ive noticed that we got a huge boost with psychic powers. biomancy works well especially a enfeeble-devourer (w worms) combo. Using this, ive autokilled wolf cavalry (auto dead when armour fail), helped increased wound through shooting at an enfeebled termie unit (gants now causes 3 to wound).... so those termies even with 2+ armour save need to save on 20+ wounds.... they will roll ones more often than not.
another combo that worked was the enfeebled-hemmorage. nearly wiped out a ten man ig-unit with a reduced toughnes to 2....
in other game we played against a 40 man termie army. these combo wiped out a ten man termie squad and reduced another to 3 before the walls hit in hth... still not a bad imrpovement from 5th ed.
agree with what ive been reading, outflanking has been nerfed with units of genes just simply being shot to bits, so ive meade their outflanking role just o get near enemy objectives and claim them.
cheers and more power to this community
Sunny
Battle Brothers:
concept: you get to tag along with another ally (1tpt each) and duke it out for a 1 day round robin match
experience: I was allowed to ally (desperate) with a necron player therefore we planned for a strong reserve-alpha strike army. truble is, in our first game we bumped into a eldar-dark eldar combo...
they had first turn and having imotek, we decided to make it night fighting...we knew that dark eldar had night vision but hopefully the eldar will minimize wounds due to shrouding.
to make a long story short, the tervigon, imotek and a unit of gants and heavy destroys were wiped out at the end of gameturn 01, ending us with NO more units on the board (man those eldars were fast!).
then a rule was given to us that if an army didnot have any models remaining by end of any game turn, the opponent auto wins... yikes!!!! we didnt know that and in less then 15 minutes the battle was over. :-(
good learning here...
Kickstart League:
concept: 7 games played in 1 1/2 months. 2 sectors (north and south). The top players in each sector after 7 games will play in a 1 day final...
experience: played 2 games so far. Ive noticed that we got a huge boost with psychic powers. biomancy works well especially a enfeeble-devourer (w worms) combo. Using this, ive autokilled wolf cavalry (auto dead when armour fail), helped increased wound through shooting at an enfeebled termie unit (gants now causes 3 to wound).... so those termies even with 2+ armour save need to save on 20+ wounds.... they will roll ones more often than not.
another combo that worked was the enfeebled-hemmorage. nearly wiped out a ten man ig-unit with a reduced toughnes to 2....
in other game we played against a 40 man termie army. these combo wiped out a ten man termie squad and reduced another to 3 before the walls hit in hth... still not a bad imrpovement from 5th ed.
agree with what ive been reading, outflanking has been nerfed with units of genes just simply being shot to bits, so ive meade their outflanking role just o get near enemy objectives and claim them.
cheers and more power to this community
Sunny