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Early 6th Impressions after some table time

7/8/2012

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Well, my Testbed list performed in many ways sort of like I expected.  Including at my LGS where I played a leisurely game with an older gentleman about my age who was learning and we were double checking all the rules and discussing tactics as we went.  Of course, to the derisive comments of the younger "boys" who were of the opinion that since they knew how to stick it in, pump fast, finish quickly and roll off to the next engagement they had a clue how to play.  Needless to say, I was hearing severa rules mistakes being made by all participants, although in many cases it appeared to be in the interests of speeding up the game process.  OTOH, with the obvious attitude of not sticking to the "wham, bam, thank you ma'am" ethic = stupid, I quit bothering to correct their "issues".  Anyway, back to 40K.

Generic impressions: Wound allocation between agreeable players isn't going to be that big a deal...eventually.  Right now, it still isn't that "big" a deal, but like learning 5th Ed's version well enough to use it quickly and efficiently in complicated units will take some practice.  Big Key Point Here: Even if one player knows the new system well, unless their opponent accepts that expertise without question, the game will get slowed down in both turns by the less adept player.  True, the same thing can happen in other areas with inexperienced players depending on their learning curve, but we are all on a learning curve here.  The main issue is NOT the complexity, it is wanting, understandably, to minimize your losses and maximize your opponent's within the rules. 

"Sniping" by using BLOS terrain & vehicles is going to be a useful tactic to master.  Lining up shots on squads where there is no character in your field of fire, but special weapon models and then calling Focus Fire can be fun.  Even if it doesn't work, your opponent starts worrying more about it.

Challenges are interesting and another tactic to master.  It really needs an entire post to itself, but a Sgt tying up a CC monster can be useful to buy a turn if you need it.  I'll have to figure a list of situations to give (or reject) challenges because sometimes you want to leave the enemy hanging out to dry for your fire phase and sometimes you want to try and tie them up for an extra turn.  Anything that will take multiple turns to kill your squad is a good candidate for this.

The Movement Phase, especially positioning of multiple unit models and regarding how the enemy can get flanking and rear shots against MSU is going to become more critical.

Flamers.  I probably cannot say enough about flamers.  When Overwatch worked, it tended to prevent longer assaults.  Mostly it doesn't work, but with flamers you score those automatic D3 hits which greatly increase your chances of successful assault prevention.  It isn't much, but it can be useful.

Overwatch and the dodging of it is another tactic to learn.  Example: Have a big nasty that small arms cannot hurt (high T model or 11+ AV Walker) declare a long range charge before the squishier squad nearby does.  Either the squad takes its Overwatch fire or runs the chance of losing it if the big nasty manages to get in close.

I'm not happy with the way this list (and by extension, any similar list) performed, but I didn't expect much of it since it was mainly models I could slap down on the table and go with.  There is no "zing" to it and while it performed credibly on paper & in testing, it suffers from several lacks.  I can tell I'm going to have to adjust big time because relatively speaking Black Templars suck at CC now...well, we are just like all the other Marines to be honest.  Battles I should have won handily or at least let my enemy know they were in a fight ended up...<bleh>.  I'm not interested in having my THDC Terminators wade into the enemy like I'm used to them doing at any rate.

But on to the unit breakdown:

EC: Oh, give him the right time and he will shine forever on the battle field.  Tarpitter from heck.  If attached to an IG squad, confers ATSKNF and Fearless (in CC), plus protects the squad by being able to challenge.  Main thing is to avoid AP2 CC weapons if you can if you are going to use him in that way.  Unfortunately 6th Edition makes him a 3+ armor save or below killer.

Reclusiarch: Does about as expected.  Has been hampered by some bad luck (the SS/PW Sgt has died three times to armor saves vs. small arms before getting into CC), but his I5 is useful. 

THDC Squads:  Shooting about as expected, the new Tank Hunter is useful, perhaps even better, against transports, but stinks against AV14.  CC?  Fugedaboudit.  They can do their job, but they are just Marines and will die horribly.  They are easier to tarpit now since they can no longer reliably take out a charge by MSU. (4 MEQ kills vs 6 MEQ kills).  I'm thinking the old chainfist for wound allocation trick might still be useful as a "what to do quickly about that AV14 thing".

Vindicator w/ PotMS:  Serious killer.  The new rule about any part of the template over a vehicle makes these guys brutal!  However, they must have flankers.  I've seen credible performances with good killing (including a LR Reedemer with two shots), but it was a matter of hiding or taking chances with side shots.

Las/Plas Crusader squad:  Umm, stays up high and does the pew-pew thing.  Pretty much ignored and doesn't do much back.  Of course, one Lascannon really isn't going to do much anyway. 

LS-Typhoon: Performed as expected, they haven't changed.  They shoota the dakka, they rolla the woundsa and see what makes the savesa. 

BN Command squad.: Did fine, runs around, issues a few orders and goes about his business. 

Infantry Platoon & Vet Squad: Again, they are just objective grabbers and passengers on the Chimeras with some dakka.  However, Torrent of Fire does do its job since to kill 1MEQ takes about 18 lasgun shots on average.

Chimeras: Nice enough, they soak us some fire, provide some protection and mobility to the IG with some useful 2+/3+ to wound against

Hydras:  Actually have done fairly well without so far facing anything they were designed to kill.  Four twin-linked shots each means 1.375 S7 AP4 hits on average against non Flyer, FMC or Skimmer targets.

Mortars, well, one HWS isn't bad, but three was a bit much (as I figured).  One would have been enough and a LC HWS with "Bring It Down" or "Fire on My Target" would have probably been better.  Three LC firing twin linked or forcing rerolls on successful cover saves isn't bad at all.  Plus with the change to Tank Hunter, we need something more than THDC krak missiles to get it done vs. heavy armor (AV13-14).  It is a "change" and not a "nerf" because it does improve their penetration against lightly armored (AV10-11) targets.

I'm going to work on my variant lists, but I'm just not getting fired up about them.  Oh, I've gotten fired up about several, but then, at the end, when I look at them, they run out of points, units or into what is newly illegal or of reduced functionality thanks to the new edition o




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