Post by treadiculous on Aug 3, 2013 18:01:29 GMT -5
yup.
Me and empty decided to play some homebrew White Templar rules, against Empty's guard. (and later against orks)
The marine squads could split and re-form as needed... and could take +1 special or heavy weapon.
We rolled Relic, Marines went first. 1500 points.
Tactical Squad (with 2 missile launchers because of homebrew) overlook relic (in cratered woods on left):
Assault Squad (homebrew 20 man combined with 2 chaplains) cross no mans land and take a battering from various tanks including demolisher
Assault Squad revenge
Tactical Squad Split - Leaving Missiles on watch while rest of squad claim Relic
Guard Flamey Death from reserve Punisher
Other Guard reserves make Treads marines feel very small in number
Cue assault cannon from Storm Raven
Storm Fleet are go
oh... and some sneaky tactical marines in jump packs with 2 special weapons in each 5 man squad (CHEESEbrew - but fluffy as heck!)
much Guard death (lack of anti-cheese tipped munitions)
Inspired Guard fight back over ruins of friends
More fighting back amidst explodey tank death
Dakka dakka boom Vroom
No more Guard....
.. well except for that one with a melta gun and i.n.c.r.e.d.i.b.l.e. accuracy!.. no more raven!
Thus ended game 1.
Marine flyers are tough biscuits.
Marines with many toys and much flexibility are evil.
So..
Game 2.. 1000 points Orks V White Templar (kill points)
Chaaaaaaaaaaarge.... Templars get the charge through luck and take out Biker Boys - leaving Biker Boss and the Nobz in looted wagon behind Him.
Ork Reinforcements arrive
Skyfire Missiles ... Miss
Nobs
PEEE KAAAA CHEWWWWWWWWW!!!!!
Dead Boss (booo)
Talon V Dakkajet... (Dakkajet doesn't fare well)
Despite being flamered by Deepstrike Tacticals with toys n stilton....
Ork Boys make the fight....
WAAAAARGH ORKS
Nowhere to run humie skum
The rules to make the Marines more flexible in combat worked; though were too cheap in points.
The 5 man unit thing; had this been a 10 man unit I feel the game would have balanced more.
That said, the ability to split squads and recombine is incredibly useful and should also have been priced higher.
If there is a next time with these rules I imagine there will be less marines on the table.
Marine flyers are powerful, very powerful.
Me and empty decided to play some homebrew White Templar rules, against Empty's guard. (and later against orks)
The marine squads could split and re-form as needed... and could take +1 special or heavy weapon.
We rolled Relic, Marines went first. 1500 points.
Tactical Squad (with 2 missile launchers because of homebrew) overlook relic (in cratered woods on left):
Assault Squad (homebrew 20 man combined with 2 chaplains) cross no mans land and take a battering from various tanks including demolisher
Assault Squad revenge
Tactical Squad Split - Leaving Missiles on watch while rest of squad claim Relic
Guard Flamey Death from reserve Punisher
Other Guard reserves make Treads marines feel very small in number
Cue assault cannon from Storm Raven
Storm Fleet are go
oh... and some sneaky tactical marines in jump packs with 2 special weapons in each 5 man squad (CHEESEbrew - but fluffy as heck!)
much Guard death (lack of anti-cheese tipped munitions)
Inspired Guard fight back over ruins of friends
More fighting back amidst explodey tank death
Dakka dakka boom Vroom
No more Guard....
.. well except for that one with a melta gun and i.n.c.r.e.d.i.b.l.e. accuracy!.. no more raven!
Thus ended game 1.
Marine flyers are tough biscuits.
Marines with many toys and much flexibility are evil.
So..
Game 2.. 1000 points Orks V White Templar (kill points)
Chaaaaaaaaaaarge.... Templars get the charge through luck and take out Biker Boys - leaving Biker Boss and the Nobz in looted wagon behind Him.
Ork Reinforcements arrive
Skyfire Missiles ... Miss
Nobs
PEEE KAAAA CHEWWWWWWWWW!!!!!
Dead Boss (booo)
Talon V Dakkajet... (Dakkajet doesn't fare well)
Despite being flamered by Deepstrike Tacticals with toys n stilton....
Ork Boys make the fight....
WAAAAARGH ORKS
Nowhere to run humie skum
The rules to make the Marines more flexible in combat worked; though were too cheap in points.
The 5 man unit thing; had this been a 10 man unit I feel the game would have balanced more.
That said, the ability to split squads and recombine is incredibly useful and should also have been priced higher.
If there is a next time with these rules I imagine there will be less marines on the table.
Marine flyers are powerful, very powerful.