This is our first Tactics review of a 40k players list - Blood Angels played by Shas'o J'Mo
Guest on this show are
Warboss Hinkel
Dat Guy Scott
Shas'o J'Mo
Clint from Gamers Paradise
Friday, March 9, 2018
Friday, March 2, 2018
Battle Brothers of The GCWA - Episode 7 - Post Move Apocalypse
Its nice to be back everyone. After a couple months of moving, getting married, and unpacking I am we are finally able to start episodes up again. We hope you enjoy this one, we talk about a lot of the upcoming events, climate of 40k, hobby work, and what other hobby things that have been going on.
Sunday, February 11, 2018
Jarl Clem - Slow Play
Jarl Clem – Slow Play
Today I wanted to touch on a topic that every one of us is
guilty of at some point. I am not saying that everyone has intentionally slow
played at some point so calm down. What I am saying is that sometimes we take
too long during our turn even if we are honestly not meaning too.
“But 8th edition has
made the game faster with easier mechanics and no scatter die”
Index 8th edition was much faster, but with every Codex that
has come out, another wrinkle is added to the mix which could possible add more
time to the match. This past year I played all five games at the American Team
Championship to a natural conclusion (which was less than a month into 8th ed.),
then matches started slowing down a bit and probably went to about 70/30 completion
up until War Zone Atlanta in November. After that, I do not believe that I have
played in a game that came to a natural conclusion but a hand full of times
since then. What happened, I am not really sure.
Regardless I need to push myself and push my opponent to
play faster. This has the stigma of being a jerk, but I plan on going into each
match with the understanding that I am going to be more aggressive in this.
How I will approach time for now:
1.
At the beginning of the game let my opponent
know that I am going to keep and write down how long we are taking by turn.
Example below for 3 hour rounds:
a.
20 Minutes to go over list, set table and deploy
both armies.
b.
20 Minutes to each players First Turn (total 40
minutes) TOTAL TIME 1 hr
c.
15 Minutes to each players Second Turn (total 30
Minutes) TOTAL TIME 1 hr 30 min
d.
15 Minutes to each players Third Turn (total 30
Minutes) TOTAL TIME 2 hr
e.
10 Minutes to each players Fourth Turn (total 20
Minutes) TOTAL TIME 2 hr 20 min
f.
10 Minutes to each players Fifth Turn (total 20
Minutes) TOTAL TIME 2 hr 40 min
g.
10 Minutes to each players Sixth Turn (total 20
Minutes) TOTAL TIME 3 hr
2.
Try using the GW Dice app for large dice rolls.
Yes some people could be against this, and I will always ask first and keep it
fair.
3.
Staying organized on my tray to make deployment
easier.
That time line for a 3 hour rounds looks scary, and I don’t
know if I can even play that fast. Maybe with some practice I can have it
happen.
Another thing that people are discussing is using a chess
clock. This idea is extreme but making it a countdown with each player getting
1.5 hrs is a true way to be fair. Once you are out of time, you can no longer
play. I am purchasing a chess clock on amazon now, and look forward to giving
it a shot in some practice games.
Wednesday, February 7, 2018
Jarl Clem - Salamander Tactics
Jarl’s Tactics
Man was LVO a fun event! I would say it is a great
atmosphere to play in, and will be a go to event for me every year now!
Every list that I played against was nothing that I normally
see in the local community, and I want to discuss one of those today.
My first opponent was Dan May from TZC.
Space Marines – Salamanders
HQ – Captain on Bike w/ Power Fist &
Combi-Grav
HQ – Vulkan He’stan
HQ – Harath Shen
TR – Scouts w/ 1 Missile Launcher
TR – Scouts w/ 1 Missile Launcher
TR – Scouts w/ Cloaks and Snipers
TR – Scouts w/ Cloaks and Snipers
TR – Scouts w/ Chainswords and Bolt Pistols
TR – Scouts w/ chainswords and Bolt Pistols
EL – Company Ancient w/ Relic Standard of the
Emperor
EL – Veterans w/ Chainswords and Storm Bolters
EL – Veterans w/ Chainswords and Storm Bolters
FA – Assault Squad w/ 2 flamers
FA – Assault Squad w/ 2 flamers
FA – Scout Bikes
FA – Scout Bikes
HS – Devastator Squad w/ 1 Heavy Bolter
HS – Devastator Squad w/ 4 Multi-Meltas
HS – Devastator Squad w/ 4 Multi-Meltas
DT – Drop Pod
DT – Drop Pod
Overall looking at this list, it seems pretty standard Space
Marine Brigade unfortunately I did not know how to properly prepare myself for
it since we don’t have one of these lists in the Gulf Coast.
Salamander Chapter Tactic of re-roll of a single failed to
hit and failed to wound roll per unit when it shoots or fights is really
strong.
Deployment:
With 6 scout squads, this list is going to deploy all over
the board. Definitely the goal is to get scouts in a position so you cannot
avoid the drop pod strike. Using the close combat squads as the front line
units, snipers hiding in ruins and the missile launchers holding backfield
objectives. The other units are spread out in the deployment zone to block any
deep strikes and objective control.
Movement / Deep Strikes:
After deployment, the scouts are pretty much stationary for
the remainder of the game unless they need to move for objective control. The
scout bikes are used to move around as needed. The two drop pods come in
together carrying 2 units of Devastators w/ Multi-Meltas, 2 units of Veterans,
the Company Ancient, Vulkan, and Harath Shen. Finally the 2 units of Assault
Squads are used as needed to shore up any area on the board.
Shooting:
First I will focus on the Drop Pod strike. With two units of
veterans with Storm Bolters, any screening / soft targets are just peppered
with a ton of shots, then the 8 Multi-Meltas take out whatever big stuff needs
to be handled. Vulkan and Harath Shen give Guilliman style re-rolls to the
Salamanders which drastically increases the damage output.
After all of that Alpha Strike, you have to deal with it
quickly in the next turn. As you position your forces for the kill, the Company
Ancient is standing there to make you pay. Having the Relic Banner, on a 3+ the
model that was killed gets to shoot again before being removed from the
battlefield. The idea is that yeah those units will probably die, but you are
going to pay for it with more Multi-Melta and Storm Bolter shots.
Along with the Drop Pod strike, all of the small units
holding control of the board also has a fair amount of shooting to add to the
situation. 2 Missile launchers, 8 Sniper shots, and several bolter shots come
in to pick off a few more models from your army.
Melee:
This army is not built for a huge Melee damage, however
Vulkan and the Captain on Bike can do a lot of damage to big targets. The two
assault squads can do some work against softer targets.
Keys to beating this list:
1.
Deployment is key. Understanding where the
likely areas where Drop Pods can come in first and pre-measuring to keep
critical units outside of 24” Multi-Melta range.
2.
You have to handle that unit but be prepared for
the Relic Banner to let them have more shots. Keeping mindful of the 24”
Multi-Melta range you have to dedicate enough of your forces to ensure their
destruction, and be able to take losses from out of sequence shooting attacks.
3.
Be able to affect the back field units. The list
makes you focus on the big scary while picking up progressive objective points
with everything else. Use fast moving units to move in and take out the soft
scout squads.
4.
As always play the mission. Before you act make
sure that the purpose it to gain victory points and win the mission.
Friday, January 12, 2018
January 2018 Power Rankings
January 2017 POWER RANKINGS
Sorry for being a little late this month in getting this out, but the holidays will be my excuse. I will say not a lot happened in the 40k tournament scene this past month. We did have Narbycon at McNarb's Gaming in Mississippi.
Also a note that I have not been able to get the ITC standings to come up on the website, so know that the points and statistics come from last month.
On to the Top 10
1. Carter
Leach – Last month 1st (NO CHANGE)
ITC stats: 513.11 Points / 2nd South
/ 57th Overall / 1st Corsairs
· Carter had a busy month, but not in 40K. Congratulations go out to his new baby!
2. Mark Perry – Last month 2nd (NO CHANGE)
ITC stats: 547.64 Points / 1st
South / 33rd Overall /3rd Chaos Space Marines
· Mark still keeps his second place even with a low performance at Narbycon.
ITC stats: 436.68 Points / 6th
South / 127th Overall / 8th Astra Militarum
· Mike came in 2nd place at Narbycon and moved himself up another place in the rankings this month.
4. Will Grant – Last month 3th (DOWN 1 SPOT)
ITC stats: 402.26 Points / 10th
South / 162nd Overall / 3rd Chaos
· Will dropped from 3rd to 4th place this slow month.
5. Robert Chandler - Last month 6th (UP 1 SPOT)
ITC stats: 267.92 Points / 34th South / 484th Overall / No faction ranking
- Robert moves up into the top 5 this month!
6. Adam Clem – Last month 9th (UP 3 SPOTS)
ITC stats: 348.95 Points / 18th
South / 261st Overall / 8th Space Wolves
· Finishing 3rd at Narbycon makes a move up this month.
7. John Moore – Last month 5th (DOWN 2 SPOTS)
ITC stats: 341.46 Points / 24th
South / 277th Overall / 9th Tau
· John had a bad showing at Narbycon moving him down 2 spots.
8. Dale Oser - Last month 7th (DOWN 1 SPOT)
ITC stats: 262.8 Points / 39th South / 501st Overall / 27th Tau
- Dale dropped 1 spot this month
9. Matt Carawan – Last month 10th (UP 1 SPOT)
ITC stats: 103.65 Points / 177th
South / 1679th Overall / No faction ranking
·
Matt moved up 1 spot this month
10. Clint Hoffman - Last month 8th (DOWN 2 SPOTS)
ITC stats: 279.65 Points / 30th South / 444th Overall / No faction ranking
- Clint moved down 2 spots
Until next month, keep throwing dice
Jarl Clem
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