Sunday, April 4, 2010

40K: Orks...too many orks





Today, I got to play an anhilation style game against Orcs. Already, I had this sinking feeling in my heart. My list is just not desgined for kill points. But with a happy heart, I played my best. The deployment was spearhead and I think I worked it well. I got to deploy second and I noticed that he spread himself out pretty evenly along the entire board. I suppose this was to be expected considering the number of men..I mean Orks..he had on the table. Four units of thirty orks and lots of other stuff besides. I think my entire force is 1.5 times his average squad size. I deployed my force on one side of the table, hiding my defiler and keeping it back so that it can utilize its battlecannon. I centered my daemon prince to attack the battlewagon and I was hoping that my chosen and/or chaos marines would be able to take care of the dreadnought. What I learned best from this...was remember that troops and troops in battlewagons get to move and then assault. For troops, this essentially means 12" of threat range and for open top vehicles this means 18". I tend to fall into the mindset that the battlefield is static and my enemy will not do anything, a mindset I need to change. Overall, a very important realization. Tactically, I felt I played a good game. I could have been a little more forward with my rhinos, particularly the ones slated to killing the walkers and the battlewagons. I could have popped smoke and generally, in my experience, they are good at surviving. This probably would have saved my Daemon Prince, which once again died before it could even assist in the battle. The defiler should have been thrown into assault earlier and the noise marines chose the wrong target in the end, the nobz totally destroyed them. Even so, I was happy with my sportsmanship and I started making thematic attacks at the end, like when the Defiler attacked the warboss, going tits up and the chosen blowing up the dreadnought, finally. Awesome!

To summarize, here is what I take away from this battle:

1. Anticipate the movement and threat range of the enemy
2. Bring Rhinos forward and pop smoke, keeping in mind rule #1

That's enough for today.



Right Flank


Left Flank


Defiler vs Warboss (Defiler Loses)

Saturday, April 3, 2010

Campaign



I decided I would start a mini campaign with my friend to spice up the 40K game. Here is my writeup and the scenario that will go with it. I play, of course, Chaos Space Marines. They are my first and only army right now. He has two armies: Imperial Guard and Necrons. This scenario will be for his IG.

Story Background
On the Imperial Planet of Praxis, a secret experiment is going on, and only a chosen few Adeptus Mechanus know the details. To support and defend their work, a garrison of Imperial Guard have been stationed. Duty has been relatively uninteresting for the guard for two months. They have been running plenty of drills and other exercises to keep themselves sharp. However, that will quickly change for one platoon. The actions of the Mechanus, the presence of the guard, the whispers of the warp, something has alerted and interested chaos in this Imperial presence. In sector 83-42 of the planet's surface, sensors indicate a buildup of enemy presence lurking at the edge of reconnaissance. The IG are mobilized and ready to destroy.

Game Background
Chaos wants to know more about the doings on Praxis. They have moles within the guard but would like more. The current assault is a feint to infiltrate more moles into the guard. This mission will be played like the DLT missions. The deployment will be Corridor of Fire.

The primary objective is as follows. Chaos can secretly name as many troop choices as they want (with the exception of daemons) to be the infiltrators. The Chaos players receives 1 VP for every troop choice they get to the IG side of the board. The Chaos player will write down all the troop choices on a piece of paper before deployment and fold it and keep it safe until the game ends. For every unit on that piece of paper that DOES NOT get to the IG side of the board, the IG player gets a point. The Chaos player must choose at least ONE unit to be the infiltrator. Once the unit touches the other side of the table, it counts as scoring and can still fight in the battle. Chaos has managed to get someone through the IG line.

40K: Smash list



In a month, I am going to another tournament. This one will be for 40K though and although I am happy with the list I am bringing, I don't think it will win. My main hope with the list is to run around avoiding things (haha) and grab objectives wherever possible. With such a depressing list, why do I feel so good about it? Well, it follows the rules of the tournament and I think the spirit of the competition as well. I have always been one who is happiest when conforming to authority, even if I don't win. BUT, I do plan on playing other tournaments throughout the year and I wanted to development a SMASH list for the next one. I came up with the following:

DP /w wings /MoS /LoS
155 points
DP /w wings
130 points
10
CSM /w AC PF 2 Melta in Rhino
245 points
6 Plague Marines 2 plasma guns and Rhino
203 points
8 Berzerkers
SC /w PF Rhino /w Daemon Posess
263 points
4 Termies /w 2 Chainfists + hvy flamer MarkofChaos Glory in Landraider with Daemon Posses
405 points
3 x 2 oblits 450 points

I posted it to Hersey online to get some feedback, which you can find at

1850 tourney list - to smash - Heresy-Online - Warhammer 40k and Fantasy Forums

I will post the finalized list at the top of this blog. I think it will make others cry! :)


Wednesday, March 31, 2010

40K: Leaving your Daemon Prince to Dry

Last night I played a game of 40K. I wanted to try out some different missions from the typical 40K book, so I printed off the missions book from Dice Like Thunder’s webpage. http://www.mybattalion.com/home/downloads/dlt-missions . It’s a well done pdf and it’s free, which is a bonus as well. We rolled advance as the objective and corridor of fire as the deployment, which had us play from the short end of the table and to be within 36” of the edge. We talked about the battle at the end of the match and we both agreed that I had made a mistake on deployment by bringing my Daemon Prince too close to the enemy gunline. In the forefront like that, he was a singular target and was quickly brought down in turn 2 by the necrons. If, I had more units within targeting range, my enemy would have had more options for firing and perhaps left my HQ alone longer so that he could get into combat. With the Daemon Prince gone, the necron force shot up my rhinos and all my troops had to run to the middle forest. I played smart when my Lesser Daemons deep striked in and used them as a wall of sorts to protect my advancing forces. They wouldn’t prevent the shot but they would offer cover saves from AP 3 weapons. I also utilized my only moving rhino as a shield to protect my Berzerkers and my Noise Marines during this run as well. During the game, I managed to fix another rhino and it was only today (the day after the battle) that I realized that I could have used it to tank shock some of his units. It’s a strategy that I don’t normally remember and therefore don’t consider. I think it’s viable in some cases, particularly with troops who have weapons of shorter range. This gets them out of range, potentially and provides protection for the advancing forces. Overall, the match was a lot closer than we both thought, I lost by one kill point because I had singular survivors from three squads in a forest.

Sunday, March 28, 2010

Space Hulk: Asymmetrical Play



So, today I want to talk a little bit about space hulk. A couple of weeks ago I got into a game with a friend. The scenario was Defend. In this scenario you get both heavy weaon choices. I was doing really well initially but close to the end the genestealers began to wear at my troops and when I lost all my ammo for both flamer and assautl cannon I was essentially doomed. So, what would I have done differently. My tactic had been to support each side of the board symmetrically with the heavy support options. I think this was the major error. I should have assymetrically supported one side with both heavy weapons and then bulked up the other side with close combat and other firepower. This way, I would have conserved the heavy weapon abilities a lot longer. Typically, I station a marine at the end of a corridor and I don't get other marines in the way but I think I should have saved some command points in the unlikely chance that someones's bolter gets jammed during overwatch and this would have allowed them to step out of the way and maybe have a backup marine behind them ready to blast at the alien invaders. If you look at the map above, I would have stationed my assault cannon terminator at position 1 so he can protect to the left and downwards. I would have also placed my flamer at position 2 and would have used him AFTER the assault cannon ran out of ammo to protect the door to the room. I also would have had a backup termie to protect the flamer from getting killed. On the right side of the board I would have placed everyone else.

What do you think?

Saturday, March 27, 2010

Thursday, March 25, 2010

Warhammer: Avoiding Miscast fallacy



One of the great things about playing warhammer fantasy is the ability to cast magic. Being a fickle force however, there is great risk to trying to tamper with the sorcerous ways. You may already know that this risk is represented by rolling a miscast, or two ones while casting a spell. I have noticed that some players will not risk rolling a lot of dice when casting a spell, the rationale is that they have more of a chance of rolling two ones. Is this true? Well, lets look at some probability to find out.

When rolling two six-sided dice, there are 36 possible combinations that can come up. To get this number you take the six combinations that can turn up for the first dice and multiply it by the six combinations that can arise from the second. 6 x 6 = 36

Out of those 36 possibilities, two ones can only happen 1 way! So, the probability of rolling two ones on two six-sided dice is 1 out of 36 or 0.03. See the chart below:

1

2

3

4

5

6

1

1,1

2

3

4

5

6

Now, sometimes you need more dice to cast so that your spell will be successful. Let's see what the chance of rolling two or more one's is now. In order to miscast with 3 dice you need to roll one of the following combinations

Die 1

Die 2

Die 3

Roll 1

Roll 1

Not a 1

Roll 1

Not a 1

Roll 1

Not a 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

This is four combinations. The total possible roll combination for three dice is 6 x 6 x 6 = 216. So, the new probability of rolling at least two ones is 4/216 = 0.018. This is SMALLER than the previous result. Let's do it one more time for four dice and see if the pattern continues.

Die 1

Die 2

Die 3

Die 4

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

Roll 1

There are 11 ways of rolling at least two ones now. There are 6 x 6 x 6 x 6 = 1296 combinations total. That means there is a 11/1296 = 0.0085 which is smaller than the two probabilities above. Already, I have debunked the myth that by rolling more dice you will have a greater chance of miscasting. For those who are mathematically inclined the formula for finding the probability based on a number of dice is:

(2n-nC0-nC1)/6n where n is the number of dice rolled and C is the Combinatorics function.

For the probabilities for rolling 2 to 10 dice, I have included them below in percentage form.

number of dice

probability

2

2.78%

3

1.85%

4

0.85%

5

0.33%

6

0.12%

7

0.04%

8

0.01%

9

0.00%

10

0.00%