You forgot to mention that i tried out the 1000 point Gravguard
company as well. I'll have to say, and i think Nils agrees with
me, that it didn't make much difference in this battle.
I think the Gravguard and the Spawnguards both could be
2 detachments without any modifications beyond reducing
the cost by one third.
I was very impressed by the SOB, and also by how much more
balanced the Slann seemed now. I fielded the best i had, but
it was still balanced. I lucked out on initiative, winning all 3
times,
and contribute my victory to that fact alone...The ignore cover
to hit weaponry of the SOB really makes the difference against
an army like the Slann which have lots of units with fixed saves.
My battleplan was to hang back with the gravguards, mechs and
tanks, while the Necrons and the Vanguards took out strategic
enemy positions and held VP's to the front. This worked out OK,
but showed the Slann's biggest weakness, namely numbers.
I simply didn't have enough units to try and take and hold all
the VP's. On my right flank, i had the Nemesis' and the Gravguard.
The Gravguard held a VP, and the enemy held a VP with his
Archangels in a woods nearby. I had to keep a detach of
Necrons nearby in case the Archangels charged (with a
devastating 50cm move!). I couldn't move away, because
i didn't have the move to reach the Archangels in one turn,
and i couldn't hit them since they were in the woods.
If Nils feels he did badly with the Archangels, this is only
because he didn't attack when he had the chance! As a
deterrent, they did an excellent job, and Nils wants to take
2 detachments of these next time. I don't blame him. 50cms
move on charge and flightpacks makes these a Slann
Mech killer! :-)
Rune
-----Original Message-----
From: NN [mailto:nils.saugen_at_...]
Sent: 2000-05-29 08:55
To: netepic_at_egroups.com
Subject: [NetEpic ML] SoB more than meets the eye?
This Saturday Rune and I played a 5000 points game between
the SoB
and the Slann, The SoB fielded a Sister Company, an
Immolator
Company, a Rhino Company, a Retributor company and a
Punisher
company. They where supported by 2 Predator and 1 Vindicator
detachment, 2 detachments of Cardinals, one detachment of
Archangels,
a Justifier special card, a Cleric, a fwd. Observer, and a
pair of
Warhounds. The Slann had a Gravguard company and a Necron
raider
company, supported by 2 Bullfrog detachments, a Nemesis
detachment
and finally two Vanguard special cards.
The battlefield was dominated by a ruined town and a couple
of woods.
Lots of cover! The Sisters won the roll for setup, and chose
the side
with the most cover. The plan was to catch as many VPs as
possible in
the first turn and to defend them and keeping a mobile
reserve to
stop any Slann breakthroughs. The Cardinals and the
Retributors would
hang back giving fire support. The Titans had one role, suck
up fire
in the first turn! If they survived, that would be
excellent, but I
didn't plan for that to happen!
The game lasted for three turns, and was a very close race.
After the
first turn, the score was 25 - 21 in favour of the SoB, the
second 41
- 37 to the Slann, and the game ended in the third turn 55 -
37 to
the Slann. We had equal luck with the dies, except that the
Slann won
the initiative in every turn. If the SoB had got the
initiative in
the third turn, things might have looked different. Most
went
according to my plan, but I chickened out with the
Archangels and the
Justifiers, so they didn't see any action at all. I lost
because
the
Slann where able to break all most all of my detachments,
while
keeping the Bullfrogs and Gravguards more or less out of
harms way.
The SoB worked just fine on their own. I take my hat off to
Jyrki for
putting together a well balanced army. It appears light on
paper, but
looks can be deceiving. I'm working on a couple of units
that
I'll
add to this army in due time, and I'm definitely keeping the
sisters
as a standalone army!
What about the Slann then? They have made progression. They
now seem
more balanced, but are still a very hard to beat. Each unit,
although
small, packs a lot of punch and resilience, making them very
hard to
kill. Slow moving opponents might find it difficult to beat
them,
because they stop you dead in your tracks by the end of the
first
turn. I think you need to try to catch as many VP's as
possible
in
the first turn! Concentrate the fire and break one unit
after
another! They are very few and not that mobile, so they will
have
trouble covering the entire battlefield. Use that to your
advantage,
and you may be able to beat them.
Nils
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Received on Mon May 29 2000 - 07:15:12 UTC