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A Real Game Against A Real Opponent

 Post subject: A Real Game Against A Real Opponent
PostPosted: Mon Dec 15, 2003 9:02 pm 
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>> SHT Co. is probably a waste.  A Tank Co. would be better.  Maybe with 1 Shadow Sword in support.

Keep in mind that a SHT Co is 500 versus 650 for a Russ Co.  Of course, the Russ should be better.  You can take an SHT Co and another SHT (4 SHTs and 2 activations) for almost the came points (700 versus 650).

IG strategic suggestions -

Keep some support near the SHTs.  The rough riders should have been practically intermingled with them.  That would have done a couple things.

First, if an anemy wishes to assault, he has to CC with the first unit he enters ZoC with.  Since the roughriders are scouts with 10cm ZoC, they will be first.  That forces any assaults to go to the CC specialists, with the SHT FF specialists in support.

Second, it allows the formations to advance together.  Most opponents will worry about the SHTs and leave the roughriders to be able to assault a target of opportunity, probably with SHT support.

The same thing should happen with the Titan and the Sentinels.  With titan and sentinels being walkers, they are a perfect match for using exactly like the SHTs/Roughriders, only moving through terrain to get the terrain bonus.  They are also scouts with big ZoC, helping prevent the flanking, end-around BB and KoS manuevers.

For the titan square-off, the Sentinels could have initiated an assault with the titan as support.  The gargant must defend itself against the sentinels because they are assaulting, while the titan pours all its damage into the gargant.  Even in a worst case scenario, the sentinels would at least get to add their attacks.

I think the Hydras were probably a bit expensive for the firepower since you were sans air cover, but I know your choices were limited.

My overall strategy would have been to maintain the IG line with the Mech Inf and Hydras.  Use the SHT/RR as one strong flank and the titan/sent as the other in a classic pincer move, reducing the Ork mobility advantage as it slowly constricted.

Ork strategy -

Always plan to assault.  A very nice tactic is to double move a KoS to within 15cm and fire, then retain initiative and assault with a second unit.  All the KoS is then in FF range to support the assault.

Outside of that, it sounds as if you had pretty solid tactics.


Hope that is useful.

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 Post subject: A Real Game Against A Real Opponent
PostPosted: Mon Dec 15, 2003 11:23 pm 
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Hi!

It seems that the main goal of the excersize, to interest someone new in epic has succeeded. Everything else is gravy... :D

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 Post subject: A Real Game Against A Real Opponent
PostPosted: Tue Dec 16, 2003 10:49 am 
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Thanks for the in-put guys.

Neal- What you say sounds good advice.  My opponent, despite this being his first ever epic game, actually used the tactics pretty muchas you describe.  His Baneblades and Rough Riders were intermingled as they advanced down the flank.

It was only when he stopped the rough riders to hold onto two objectives, and carried on the advance with the SHT and Hydras now in support, that I could assault/shoot the rough riders effectively.

My opponent actually had a good grasp of the tactics.  He also said he found it a much more tactical and strategic game than 40K (not hard) and could picture things easier.

His down fall really was my ability to avoid his SHT most of the game.  They had very few targets, and no real input.  This was due to the board terrain.  As I looked at the board, my left flank was a grassy strip all the way to his deployment zone from mine.  However, there was also a large warehouse type building running about 80% of the distance.  This meant once he started down that flank, I could go the other side of the building avoiding his guns.  It took until turn 4 for him to reach the other end ready to swing round into the rear of my army.  By then I had got two V.C. though and ended the game.

His Warlord did start the game with the Sentinels near by, but they turned back to take hold of the objective placed on his table edge.  The Warlord then advanced unsupported.  It didn't really need support either, as the terrain of the refinery is quite dense.  It could position itself so that only one formation could trace a bead to the Warlord at any time.  He would shoot it first though.

His downfall was believing the Warlord was nigh on impenetrable.  And to be honest if he had kept his distance, it would have been.  The only way I could take it down was in an assault with my Gargant, and even then we were both shocked how easily it happened.

Next time he would prefer to use multiple Titans that can support each other.  2 Warhounds or 1 and a reaver.

Yep, Ideally the Hydras would have been left at home in favour of something else.  But it was due to lack of options.  They were excellent at mowing down troops though.


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 Post subject: A Real Game Against A Real Opponent
PostPosted: Tue Dec 16, 2003 5:27 pm 
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Cool.

As far as the support formations leaving the WEs, I think thats a tough lesson to learn.  It falls under a "never leave your wingman" kind of thing.  You don't so much need to hold the objectives with the IG as deny them to your opponent while your firepower eats away at them.

I would think a Warhound and a Reaver working to support each other would be a difficult nut to crack.  The weak link would be the Warhound's vulnerability to ranged fire.  Still, if you take that into account it should work well.

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 Post subject: A Real Game Against A Real Opponent
PostPosted: Tue Dec 16, 2003 11:54 pm 
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Hi!

Perhaps at some point he and you should "switch" armies? Give him a feel for the "other side" and he may adjust tactics accordingly.

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