But it was a much, much better game then last time.
My list:
HQ: Captain, Dual LC, Jump pack
HQ: Captain, Dual LC, Jump pack
HQ: Librarian (Shield, Unleash rage)
Troop: 10 Assault marines, 2x melta, fist
Troop (x3): 5 Assault marines, melta, power weapon; Las-plas razorback
Elite: Sanguinary Priest x2, one with jump pack and power weapon, one with power weapon
Heavy: Predator, LC sponsoons
Heavy: Devastators, 4x ML
So what was so different? Well basically I dropped the stormraven and passengers (termies, dread) for more firepower. It worked really well against the Dark Eldar, especially with seizing the initiative. I felt like I could do enough damage (and I did), so that I was able to keep my opponent on his heals. It took 3 full witch squads to take out my jump pack guys..which is a more then I thought. Even at that I could have stayed stuck in one more turn if I had made one more save. Interesting, eh?
After the game my opponent and I had a big debate on weather or not I should have moved out of my castle sooner. Like turn 2. My side was that running strait into 8 blasters and 20 haywire grenades was no way to win. I still lost, but a couple of rolls another way would have made it at least a tie if not a win. It was a loss I didn't feel was a bad loss..just like when I was playing Blood Angels with my Orks at the last tournament.
I might have been overly focused on destroying vehicles. Maybe. Maybe I was overly concerned about running up into still formidable firepower. I don't think I could have played much different, except re-position my jump pack guys so they couldn't be assaulted by 2 witch squads the first turn.
No comments:
Post a Comment