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[Vassal] Inquisition vs Imperial Guard

 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Wed Feb 25, 2009 11:43 pm 
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For this battle, Hena and I faced off. He took command of rebel xenophilic Imperial Guard, while I dispatched an Ordo Xenos airborne strike force to destroy them as an example of those who traffic with aliens.

Hena’s list
500 Regimental HQ
50  + Hydra

650 Tank Company
50  + Hydra

500 Super Heavy Tank Company
 - 3 Baneblades

250 Artillery Battery
 - 3 Manticores

250 Artillery Battery
 - 3 Bombards

100 Sentinels

200 Shadowsword

150 Flak Battery

150 Rough Rider Platoon

150 Thunderbolts

My list:
3000 Ordo Xenos List

Inquisitor 200
Death Cultists 50 250

Gun Cutter 125
Glavian 75 200

Inquisitor 200
Support Staff 15 215

Gun Cutter 125
Glavian 75 200

Inquisitor 200
2x Warrior 70
Support Staff 15
Death Cultists 50
Inquisitor Lord 50
4x Aquila 200 585

Deathwatch Kill Team 325
Librarian

Thunderhawk 250

Deathwatch Kill Team 325
Captain 325

Thunderhawk 250

Deathshriek Squadron 200

Deathshriek Squadron 200

Deployment:



Hena deployed in the lower right corner of the board. The sentinels deployed on overwatch as a garrison (interestingly garrisoning his blitz, in his deployment zone). All Inquisitorial forces started off-board in aircraft.

Turn 1:


The Guard won initiative, unsurprisingly putting their thunderbolts on CAP.
(1) One Deathwatch Thunderhawk swung round, strafing with superior turbolaser range the leman russ formation, destroying the hydra.
(2) The second Thunderhawk pulls the same trick on the hydra formation, destroying one and breaking the remainder. Deathshrieks move in to strafe the leman russ, blowing one away with lascannon fire. The russ marshal as a response.
(3) The Aquila bombers made a strafing run against the infantry company, and the Thunderbolts moved to intercept. The Thunderbolts shot down the Inquisitor Lord’s aircraft (there must be a heretic feeding the enemy information! Purges will be made after the battle!). My supreme commander went down in flames!
(4) The second Deathshriek formation activated, sweeping behind and blowing the thunderhawks effortlessly out of the sky.
(5) Both gun-cutters strafed the infantry co. with minimal impact, and picked up BM for exiting on his table edge.

Turn 2:



(1) A Thunderhawk strafed again against the hydra, taking a point of damage in return for a burning hydra.
(2) The mechanised guard infantry with the commander doubled forward along with the superheavies.
(3) and (4) The deathshrieks strafed the Bombards and the manticores, breaking the former but failing to hurt the latter. The Aquila failed to activate and stood down while the sentinels went on overwatch again. The rough riders trotted forward ahead of the mech infantry.
(5) A gun-cutter braved flak (taking a point of damage) and guns down two stands of riders, breaking the formation. The other gun-cutter stood down.
(6) Thunderhawk with librarian landed, assaulting the mech infantry in the open. The firefight destroyed three chimera with armour-piercing bolter rounds but massed autocannon fire blew up the thunderhawk and a Kill Team.

(7) Thanks to the commissar, the Marines broke and ran, hiding behind ruins.
(8) Russes road march and the aircraft disengage. The Marines rally (annoyingly, TSKNF actually hurts me here, leaving a BM where a normal formation would have had none!) and a deathshriek was shot down by hydra fire.

Turn 3



(1) The Deathwatch reassess the situation, and, confident that the previous outcome was a fluke, charged against the infantry co again. Due to some devious countercharging by Hena, 5 guard units fought against one Kill Team, but despite lighting the area up with tracer fire, no casualties were made. Thanks (again) to the Commissar – and that blasted blast marker, thanks very much TSKNF! – the Marines retreated again into woods. The guard company were unperturbed by the Space Marines’ guerrilla tactics.

At this point I made a horrible, horrible mistake. This wasn’t the first mistake of the game – I made many – but it was a real howler. I decided that to prevent the guard from covering the board with overwatch, I should try and keep the pressure on (which was dumb in and of itself, he couldn’t afford to do that as he needed to take objectives!), I also forgot about the -1 for retaining. Of course I rolled a “1â€Â


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 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Thu Feb 26, 2009 4:15 pm 
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Overall, I just got totally outplayed. I made some silly mistakes and you made none. The desperation seeping in in the last turn was a sign of a bad player!  :vD It was fun, though and nail-biting to the end.

1. I think that the Thunderhawk (and Landing Craft) should just be regular ones. I don't really see a reason why those should be changed. Never mind that 60cm range on Turbolaser is too much. These feel too much like

I see what you mean. There are several reasons for them. Firstly, the initial concept for the Deathwatch was "always outnumbered, never outgunned". So the focus was for small formations with some punch.

Let's talk about the Thunderhawk first. Consider that game, if I had 2 regular ol' Thunderhawks. I would still have been able to strafe the hydra from 75cm away with battlecannon - indeed, there'd be no incentive to get within 45cm to use the lascannon. Secondly, and far more importantly, I could get two Deathwatch formations in each Hawk. Would you really rather I took a regular Hawk to face double the sniper/MW attacks? Those air assaults are really tricky because there just aren't enough Deathwatch to take on a full enemy formation. If I could put TWO formations in a Thunderhawk, that would be a whole different kettle of fish. I could have expected to break both the infantry and the russ on landing, and both fail.

The other thing is that this list really needs some bombing capacity to work. I failed to punish your formations early in the game. I think the DW need (if they can't land 8 stands on the enemy) some method of softening the enemy up first.

Lastly, I really like the idea of using the Forgeworld turbolaser/twin-las variant. The model's there, why should your scions have all the fun!  :glare:  I'm not sure about the bombs - I could drop the bombs and just leave the las/turbolaser. As for the turbolaser range, I just set it as the same range as the Reaver variant (which was errata'd to 60cm). It could be set as 45cm (although that means the lascannon will always be in range too). The other think about the Deathwatch is that with the heavy bolters, they're lacking in AT capacity.

As for the Lander, that's meant to be a sort of mobile base for the Deathwatch as much as a combat lander, and provide some land-based AA for the Deathwatch.

Part of this is trying to differentiate the Deathwatch from regular marines. Smaller transport capacity is a HUGE thing for these craft, the expanded weapons offset this.

2. Deathshriek fighter. Is there such a thing in fluff as I don't recall Marines ever having their own fighters. I possibly would remove it and allow lightnings as navy. If that is not a good option then tone it's weapons down, especially the AA value.
Heh, no, I did sort of make these guys up. There is ONE big of fluff with a Marine fighter, which is in the old Tyranid codex, where an Ordo Xenos Inquisitor was debriefing a Marine fighter pilot returning from an Exterminatus mission. Also, thinking about it, the Iron Snakes books have Marines flying off on solo missions in small craft, so the same sort of thing could apply to Deathwatch.

I have a soft spot for these guys. I agree totally about the AA, would making them AA5+ on both weapons (i.e. effectively AA4+) be enough for you? That would make them offensively more or less the same as thunderbolts? I think I want to change the gun-cutter a bit too.

3. I'm not sure that the support henchmen are worth the tracking it requires. In this game is wasn't that bad, but not enjoyable as well. Would just drop the unit and use the warrior henchmen.
I'm sorry to hear that. I think part of it is due to the VASSAL nature of the game. In real life, I just plonk a dice down next to each SS and (a) that makes it clear to my opponent, (b) I remember and don't go "hey, I had a re-roll there!" and © I just pick up the little dice and use it as the re-roll and no bookkeeping is really necessary.

4. There is horrid amount of special abilities. IMO some MW and possibly snipers could be dropped. Assassin could be non MW for example (only power weapon and not character similar to howling banshees) and Death watch without sniper in assault. It just seemed that there was almost no normal attacks coming my way.
Hmmm. The D/W have been extensively tested with Sniper, I'd be loath to change that. As far as the retinues, the warriors without MW are just stormtroopers. I could indeed drop the MW from the assassins, although that would drop their effectiveness a LOT.

Is a high quantity of special rules a big problem, or is it just annoying? The high volume of special attacks - well, they're special forces!

Note also that I just didn't use stormtroopers or guard in this list.

1. I would remove the Deathwatch Leader. That's just cheaper Leader to Marines.
The Leader is there to lead the Stormtroopers. I don't think the Deathwatch can take them.

2. Move the Inqusitorial retinue into the upgrades entry. There is too much boxes on list page that it looks messy.
The list is a horrible mess any which way. This certainly needs looking at!

3. Make Deathwatch Terminators their own entry in the Deathwatch detachments. Again it would make it cleaner (and remove ugprade). Do you really want to allow mixed Terminator and Deathwatch formations?
Yes, yes, that was the idea. Is there a problem with mixed formations?

4. Since you list the allowed transports in the upgrade, make just a single box into the list page.
Okay.

5. Just add IG Mech Inf company there and disallow transport from IG company.
Hmm. Perhaps. It's a little restrictive, what if you don't have enough chimera?

I'm still ambivalent about the VTOL concept. Feel like it would be better just to have Aquila as 1DC WE and allow transporting over the entire formation (similar to Thawk Transport in Scions).
I've tried that. I really like this, although I've received a lot of criticism for it. The "treating them as WE transports" works, but it can throw up some odd situations. Plus this has some advantages - it reduces the activation count and pushes up the formation cost and in game terms makes them interesting - it allows them to withdraw, for example and prevents the aquila being used as bombers after dropping off their charges.

Btw, should the Marauder be 250?
Should they be? I was following the Guard list. Has that been changed?





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 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Fri Feb 27, 2009 10:56 pm 
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Quote: (Hena @ 27 Feb. 2009, 16:19 )

Well not exactly. The difference is AT4+ vs 2*AT3+. Sure you can fire, but it's lot less probable to do damage. As far as assaulting, well I did suggest downtoning the level of sniper there :smile:. But sure, I could take two formations, then it probably didn't have two air assaults anymore though.

I'm still unsure about allowing 8 DW in a thunderhawk. And I don't want to drop sniper for the reason that it would make 8-strong formations overpowered from Thunderhawks when you can't have 8-strong formations as it is. It seems like an unnecessary change.

Here's what I would like to do. I'd like to make a Thunderhawk Destructor datafax that exactly matches the Forgeworld model. This is what I've been moving towards, might as well go the whole hog. So turbolaser, twin lascannon in addtion to the current loadout, but only 6 transport capacity. It fits the needs of the list perfectly and the desire for an upgunned/lower transport capacity Thunderhawk.

Given that you've done something very similar in your Scions list, I'd like for ours to be compatible. Now, given that yours has rockets or bombs, there are going to be differences, but at least we should touch base on the basic chassis: I.e., the current datafax with the battlecannon swapped with a turbolaser plus two lascannon.

If you want to go for a 45cm turbolaser that's okay with me. I just went with 60cm as that's the (errata'd) range for the turbolasers on titans, but since this is a single-barelled turbolaser and doesn't match the titan stats and is aircraft mounted, the 45cm is justified.

Use navy or the ones in Scions (and now Black Templar). IMO it's better to separate the two instead of making an amalgam unit.

Hmm, a true bomber Thunderhawk might be an idea. In order to use Navy bombers along with Deathshrieks, it requires lifting of that requirement forbidding the mixing of the two.

Well it's better. Ini 1+ interceptors are though good so need to check those costs. I just find it rather odd to have marine fighter aircraft as that in general has not been common combination.
Agreed. I think they're reasonably priced - they're 50 points more than thunderbolts, and with the reduction in AA become exactly the same in terms of intercept ability and worse at ground attack. So for 50 points you're paying for +1 armour and +1 intiative. Think that needs to be 75? They're definately not worth more than 225.

Requirement to keep dices per unit is bookkeeping :;):. I just don't like the fact that you have to keep up with non WEs much. Sure there is odd exception (like Speedfreaks and Speedsta) but I would try to avoid it if possible.
Well, do you have any suggestions for how a Support Staff unit could enhance the Inquisitor otherwise? Or are you just talking about removing them altogether?

Sniper has always been a pickle in assault. I mean we played it wrong in all three assaults. You should pick targets first and then roll dice for each instead of rolling to hits and assigning those. It just doesn't feel right that there is no normal attack coming from list. It's kind of similar to playing all Fearless. It's just not enjoyable. Though it's not impossible to achieve (see Dark Eldar, they have a lot of specials, but it's not a wall of special attacks that you face).
Actually, I checked this afterwards. "Roll separately when attacking with a sniper unit. If they hit, the attack can choose which enemy unit is hit from those within range and in line of fire to the sniper unit." So I roll to hit first and then assign the hits. Technically I should do this for every unit but thats true of any attacks.

There's no question there's a lot of special attacks in the list, although it is somewhat symptomatic of the sort of list I built - I was deliberatly trying to cheese out an air-assault with as many special attacks as I could! Not that I crushed you into the dirt and I didn't even have my trademark bad luck to blame. Normally I have a core of stormtroopers and only 1 or two retinues or DW formations.

Is it still needed though?
Not... necessarily. The reason for the DW leaders was primarily fluff driven. In Xenos, the Deathwatch lead the Inquisitorial Strike Force (which formed the model for the list) and each detachment was lead by a battle-brother. For some people, the Deathwatch shouldn't form whole armies, this is a method to represent that. Plus the OH have priests to lead their stormtroopers and the OM have sanctioned psykers.

Well you could tune your airassaults to fit the Thunderhawk. Instead of 4 regular have 2 regular and 2 terminator. Now it's fully filled to max your effectiveness. I'm not sure it's a problem however, mainly was aiming to reduce upgrades :smile:.
Well, the Terminators take up 2 spaces each making that impossible, plus they're added to a formation and you can only have one.

If I push up the transport capacity of the Thunderhawk to 6, that would mean a maximum size of 4 Deathwatch and 1 Terminator could fit.

It's an IG company. They don't come partially mobilised. So in that sense it makes a lot more sense to use the Mech Company.
The idea is they all have chimera or none have chimera. It was meant to essentially be both an infantry or a mech infantry formation in one box.

Well it's in NetERC tournament mods. But I dunno if you want to follow them or not.
Okay. Sure, why not, I've got the up-costed Warhounds.





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 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Fri Feb 27, 2009 11:49 pm 
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Quote: (Lord Inquisitor @ 27 Feb. 2009, 21:56 )

Well, do you have any suggestions for how a Support Staff unit could enhance the Inquisitor otherwise? Or are you just talking about removing them altogether?

I'd give them Expendable, which neatly represents the way they take hits for the inquisitor etc. The rerolls are clumsy, and I don't think Support Staff really justify a new special rule.

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 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Fri Feb 27, 2009 11:59 pm 
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Hmm. I don't know, Support Staff aren't there to "take hits" for the inquisitor, they're there to ... support him. Either offensively or defensively. Inquisitorial retinues are supposed to be highly skilled, not grots whose lives are worthless. Expendable is also just swapping one special rule for another.

Do you really find re-rolls clumsy - have you tried it out in-game? There are plenty of things that allow re-rolls, in this game and others.


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 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Sat Feb 28, 2009 12:22 am 
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No, I've not tried it, but there are no other rerolls to hit in Epic, and the idea of keeping track of which bases have used their rerolls is just more trouble than it's worth, especially when combined with the slow-firing weapons on the warrior henchmen (which could also be changed to match the plasma cannon stats from the Minervan list (30cm AP5+ AT5+).

In 40k several of the "support" henchmen are indeed there to take hits for the inquisitor... However, if you really must give them a new special rule, make it one that's in effect all the time rather than needing to be tracked.

Something like...

"Though not armed with ranged weapons, support staff count always as having weapons in range for the purposes of suppression, and are always the first to be suppressed regardless of their position within the formation."

Or...

"The presence of support staff in a formation improves the armour save and ff values of all Inquisitors and Warrior Henchmen in the formation by 1. Note that this is not cumulative."

Or any number of other possibilities.

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 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Sat Feb 28, 2009 6:19 am 
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I realise that the acolytes do take hits in 40K, although that one has never really made sense to me, acolytes are aspiring Inquisitors, not bodyguards.

That said, your ideas have some merit, and I've played with various forms of these in earlier editions of the list. The former is somewhat limited (why wouldn't you just want more Warriors that can be suppressed OR shoot?), the latter is a little fiddly - rather than having a statline that everyone understands, you have a formation with essentially two or more statlines for every unit - and there are four different units in the formation, not counting transports... See what I mean? It will make the list seem more gamey if their effective stats are different. But re-rolls, everyone gets re-rolls - there may or may not be any other re-rolls to hit, but there are plenty of other re-rolls.

Honestly, I'm not poo-pooing your ideas. I've just not come across something that works as well as the re-rolls. It gives the clear idea that the SS enhance the Inquisitor's abilities directly without mucking with the stats themselves. And you can just place a dice, or a marker, next to the unit, not really more difficult than marking BM.

I think it's just one of those things that looks like bookkeeping hassle but isn't so bad in real life. I'd like to play against an Inquisition army again, though, to see what it feels like on the other side of the table.


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 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Sat Feb 28, 2009 11:59 am 
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Quote: (Lord Inquisitor @ 28 Feb. 2009, 05:19 )


That said, your ideas have some merit, and I've played with various forms of these in earlier editions of the list. The former is somewhat limited (why wouldn't you just want more Warriors that can be suppressed OR shoot?)

Because support staff are a lot cheaper :)

the latter is a little fiddly - rather than having a statline that everyone understands, you have a formation with essentially two or more statlines for every unit


Not really, you have one statline that gets a boost rather than a reroll. It's no worse than the +1 to hit from sustaining fire, or -1 armour save from crossfire. Modifiers are pretty standard in Epic, and see the old Guided Missile rules as an example of getting bonuses to stats. It's definately a lot less fidly than tracking which bases have used their rerolls.

Honestly, I'm not poo-pooing your ideas. I've just not come across something that works as well as the re-rolls. It gives the clear idea that the SS enhance the Inquisitor's abilities directly without mucking with the stats themselves. And you can just place a dice, or a marker, next to the unit, not really more difficult than marking BM.


I'm not particularly pushing either of those ideas, just trying to show that there are ways to boost the abilities of the inquisitor and henchmen without having to track rerolls for each base. Sorry, but anything that requires markers to track each unit of infantry is just too much micromanagement at epic scale, hence why I'm also against the slow-firing plasma cannons on the warriors.

What happens if you accidentally knock the dice and forget which have used their rerolls? What happens if you move the units before the dice, and forget which dice was on which base?

This is the sort of thing that needs abstracting in Epic. BMs are another matter, as they're just placed on the whole formation, not carried by individual units. Suppression is worked out as and when neccesary, rather than each unit carrying a BM around.

I'm fine with having a special rule for them if you really feel it's neccesary, but I'm quite sure we can come up with something that works without having to track individual bases.




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 Post subject: [Vassal] Inquisition vs Imperial Guard
PostPosted: Sun Mar 01, 2009 5:17 am 
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Quote: (zombocom @ 28 Feb. 2009, 05:59 )

Not really, you have one statline that gets a boost rather than a reroll. It's no worse than the +1 to hit from sustaining fire, or -1 armour save from crossfire. Modifiers are pretty standard in Epic, and see the old Guided Missile rules as an example of getting bonuses to stats. It's definately a lot less fidly than tracking which bases have used their rerolls.

Except that there are no modifers in assault, which is one thing I wanted to avoid.

The subject of modifers gets tricky. If you make them stack, then you can get 3+ or 2+ MW very easily. If, like you suggest, you don't allow modifiers to stack, then there's no real incentive to have more than 1, so that first 1 must be extra expensive - if you bump their cost up, then buying more than 1 becomes prohibitive to just buy them as back-ups, particularly for gun-cutters, which have limited capacity. If you have each stand give a separate ability (so the first stand gives +1 CC, the second gives +1 FF and the third gives +1 Save, etc), that gets complicated and confusing as hell for your opponent, who can't be expected to keep up with the ever-changing profile of your retinues.

Despite the horror of bookkeeping, re-rolls are easy. Everyone knows what they do, the don't change any stats and - in my experience, even playing total strangers at tournaments - noone's ever had a problem with the re-rolls. Hena has been the first person that hasn't liked it in practice as opposed to just theoryhammer.

Plus, to be honest, I've been playing with this list for about four years now (yikes!), and I like the way the retinues work. I really don't want to tear the list apart and start from scratch with testing. Which is not to say if you come up with a stonkingly amazing idea I'm immune to making changes - but I've tried it your way and I didn't like it.

Zombocom, with many of these things, you really need to hit the table and try stuff out. Theoryhammer gets you only so far - I've had dozens if not hundreds of games with the Inquisition lists. Playtest, batrep!

Sorry, but anything that requires markers to track each unit of infantry is just too much micromanagement at epic scale, hence why I'm also against the slow-firing plasma cannons on the warriors.

I'll have a look at the alternate stats for plasma cannons. That could certainly be a possibility - I'd sure prefer it. But the plasma cannon stats already exist as this, so I'm not sure. It would be good to ditch that stupid Slow Firing thing.

What happens if you accidentally knock the dice and forget which have used their rerolls? What happens if you move the units before the dice, and forget which dice was on which base?
It would be the end of the world!  :tongue: Seriously, it isn't that hard.

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