Wednesday, 7 November 2012

Throne of Skulls Oct '12 - Conclusion

So that was it, my five games and a whole lot of fun. I was quite surprised at my success. I think this was more in part to the missions available. I'm not kidding myself that killing wise my army didn't quite destroy what was set against me but I heard quite often over the weekend "a win is a win". However I'm not going to kid myself that I'm all conquering, but the last time I was at Warhammer World and in other battles there were instances of snatching defeat from the jaws of victory. I'm pretty sure the same situations could have arisen here, except my plans worked and the other opponents weren't able to capitalise on any of my mistakes or force me to play their game.

Luck - well I don't believe in it as a driving force of a game but there are certainly the law of averages and I think overall there weren't any extremes. But lets look at some of my units and how they fared:


Tyranid Prime and Warriors
Well, they didn't make MVP - a lot of points for little return. Even when they got to assault in Game 4 it took a while for these beasts to take out a Tactical Squad. There's something about this Prime that even with 5 attacks on the charge he fails to make that Bonesword count, even with WS5 and S5. he should decimate a squad of Marines but usually it's the Warriors that do more damage! But, they add the synapse in and they do attract a little fire and can be durable in some instances. The Barbed Strangler was a waste though, it never hit anyone, let alone kill if I recall,  so I may consider binning it off and replacing with another Deathspitter seeing as the model is painted.


Tervigon
Oh wow, these were brutal in places. They could kill in assault and took so much fire that could be dismissed through Iron Arm or recovered from with Endurance [although I must concede I played this wrong a couple of times]. Sure an army of five would be insane but I think two is my limit


Termagants
I spawned OK, never ran out of gaunts, with around 60 in my box. They did what needed to be done in places.

Devgaunts
Slightly better than their vanilla variants. Their impressive weight of fire is always good against the likes of Terminators as we don't have anything that can crack their normal 2+ save anyway so why not hit them with 30 shots just to see 1 or 2 not stand up after the fusillade!


Hormagaunts
Nothing spectacular again but I was specifically playing them as front runners to draw fire and allow the Stealers to survive an assault. Changing to this plan of usage means they did their job admirably. I still think some Gargoyles may have been an alternative but given I hate moving and storing the figures and the Hormies are easier then I'll stick with these for a bit.


Broodlord and min Genestealer Brood
Potential MVPs? I thought they'd be so weak and be First Blood every game but the stealers make excellent sacrifices for the Broodlord and also helped me adopt a fast rolling system for 'Look out Sir!' The psychic abilities were a huge bonus and taking into account game one where I kept the Toxin Stealer with Codex powers I think I managed to roll usable, non witchfire, powers 15 out of 18 times! I still believe there should be a reroll available but at least it wasn't too big an issue and quite often they were my last chances at getting an Endurance.

Hive Guard
Although the Hive Guard were a bit hit and miss throughout it seemed that when they did hit there were a number of dramatic results, with at least two or three explosions and they were game changers, particularly Game 4 and the Vendetta 'endzone rush'.


Doom of Malan'tai in Mycetic Spore
Game 1 was appalling, Game 2 was obscenely good, the remaining games he was a major threat and took a lot of fire and forced my opponents to deal with him instead of the rest of my force. Reacting to him allowed me more freedom to manoeuvre and concentrate on the missions while they concentrated on the Doom sucking life in their deployment zone. And, he didn't always die in the following turn he arrived so it was another good choice, he certainly deserved his place in the army. My only reservation was did I use him incorrectly in game two? Did I mistakenly take wounds back from killing the Land Speeders? I honestly can't recall, the picture would suggest I did but hopefully I didn't. I'm pretty certain if I did I didn't make the same mistake again and even so the outcome of Game 2 would have been no different because of it.


Trygon
Oh dear, what did you do? I think it may have killed a couple of things but overall it was 200pts that may well have been wasted. Perhaps it took fire which allowed the Tervigon's to shine but you add it to the under performing Warriors and Prime and quite often I was only playing with an 1100pt army and still managing to win! OK, that's a bit harsh it came through in the final game and thanks to being scoring did wipe out an entire unit of Immortals, the Warlord HQ and capture an objective, just in time to save it's blushes.


Aegis Defence Line
Did you save lives? Some, but never enough to recoup the cost. Did you change the game? Definitely, and enough to win me games I believe. Game 3 in particular is where it came into it's own. I don't know whether it was fear of being immobilised or capitalising on the cover saves but the Defence Line seemed a psychological barrier Phil was unwilling to cross. I'm pretty sure this was only the tip of the iceberg for it's defensive capabilities as quite often there was never the 'all out assault' on my objectives it was guarding but I'll be using it again so we will hopefully see how good it can be.


Biomancy
OK so I did fluff this one thanks to my misinterpretation of Endurance and the 'It Will Not Die' rule. I could really have done without mucking this up as I hate making mistakes and this is casting a shadow over the weekend. Even so the rule is good and I think I'd still rather gamble on Endurance than guarantee Feel No Pain with Catalyst. The fact is when you roll your Biomancy powers it then allows you to slot in roles for each psyker, where they're going to go and what they're going to do. Iron Arm making a Tervigon T9 is insane or Warp Speed and Crushing Claws giving a maximum of 9 S10 Smash hits! No wonder my Trygon looked tame... Unfortunately the likes of Haemorrhage and Leech life were a bit useless due to not getting into range or victims being inside vehicles but the Blessings and the inability for your opponent to Deny them is a blessing in itself. I've had a look at the other psychic options and I don't believe there's anything in Telekinesis or Telepathy I'd actually want to use and in fact thanks to the greater Warp Charge required there are less options and more chances of Witchfire powers a Broodlord can't use than sticking with Biomancy.