Showing posts with label competitive 40k. Show all posts
Showing posts with label competitive 40k. Show all posts

Saturday, 24 March 2018

Day 1 - Games 1, 2 & 3 - Throne of Skulls Doubles Tournament Feb 2018 - Part 2

Following on from our first post HERE about our participation with our Astra Militarum army in the Warhammer World Doubles tournament in Feb 2018 and Rich's post about slow play and our experience at combating in the tournament HERE I am going to cover the games we played across 2 posts.

On day 1 we were scheduled to play 3 games and this is the story of those three games - not in massive detail but a selection of highlights and a recap of our experiences of each game. Day 2 will be covered in a future post.

Prelude
We were going to the tournament to win. Have a great time yes, but win. As you may know from our previous posts Rich and I didn't have much time to play before the tournament but had done our research and preparation as much as we possibly could and were ready...

Friday Night
We had arranged to get to Warhammer World on the Friday night to play a quick friendly(?) game against Dave (@errantwolfdave) and Chris (@ChrisFrosin) to test our theories and strategies and to give me my first play of Astra Militarum in 8th edition - eek! (Our list is HERE if you are interested)

The game was super fun and was great to meet Chris and his Necrons for the first time and catch up with Dave and his Space Wolves. We lost!! What?!! How did we lose??!! To be honest I expected to struggle a bit as this was the first time that we had played our army and we made a few mistakes:
Early on against the pesky Necrons
- We deployed poorly - it was our first time and we set a screen of infantry up but too close in to our corner deployment which meant that we left a couple of tanks outside the line!!
- We put Pask on the side closest to the enemy and so he got targeted straight away.
- The main mistake - we took too long and run out of time! We played 4 turns and if you have read Rich's post (HERE) you will know we need 5 at least! If we had played that extra turn we should have won the game. Dave had no models left on the board and Chris only had a handful whereas we had most of our army left. Gah!

Overall a good game though and very tight. It was a good benchmark for what we needed to work on for the next day so we swiftly reconvened to the pub to talk tactics...

Saturday, 3 March 2018

Dealing with Slow Playing at Tournaments and Dice Rolling Apps


As you’ll have seen on our previous post HERE, Dad’s James and Rich visited the Warhammer World 40k Doubles tournament in early February. We went with the focus on having fun but winning and so did a lot of prep beforehand, not much gaming as we were struggling for time, but a lot of other prep including getting solid strategies for each of the missions, planning out all the stuff we needed to remember in sequence for a turn (See below for our own cheat sheet for our army) and even pre-deployment. But in all this prep time, in the few practice games I did get, I noticed that neither myself or my opponent were getting through the turns quickly enough - one game didn’t get past turn 2 as my opponent spent 75mins on his first turn! This could totally ruin our chances as we have found throughout all of the editions in 40k that the Astra Militarum (our army) always get stronger the longer the game goes on. The amount of units available and the options that the army has means that turn 5 has always proven to be crucial to the Astra Militarum for securing a victory.

Now our tournament was at 2,000 points with a strict 2.5hrs on the clock. This would mean an average of 15 min turns per team and that excludes set up time. We knew from experience that if you spent 30 - 45 mins each on turn 1, you were unlikely to ever get to that magic turn 5 (even if there were fewer models to deal with for the remainder of the game).

To tackle this, we did a number of things, including seeking advice on the Competitive 40k Facebook Group and Reddit. We have collated these thoughts and our own experiences and have listed some of the processes we put in place during the tournament and our opinions on some other time saving ideas below:

Tuesday, 2 January 2018

The Best Units in Astra Militarum, 8th Edition



Hi folks,
I've been researching the best units in Astra Militarum (AM) pretty heavily and have come across some incredible resources, plus indulged my love of a good spreadsheet and done a little analysis of my own. What you'll see here is a summary of the most popular units in the top 18 ITC lists of 2017 for AM and some links to the resources I have been digesting. My data on AM comes from the US ITC tournaments which were numerous and diverse in terms of meta to produce some results I think are worth taking some instruction from - these are lovingly compiled by the guys at Frontline Gaming, all credit to them for collating this info.

To begin with, AM have done very well in 8th Edition ITC tournaments in 2017. They are in the top 5 factions across 2017 which also include Space Marines, Chaos Space Marines, Orcs and Tyranids. This is a big swing from 7th Edition which featured Eldar heavily, alongside Space Marines, Chaos Space Marines, Tau & Chaos Daemons. No doubt as each faction gets a new codex next year we will see more changes.

My addition to the great work from Frontline is to collate any AM lists that got a top 3 placing at 20 of the ITC 8th Edition tournaments last year and list out the units I found there. I sorted the units into 'buckets' of battlefield roles and then listed the top 3 (or less where there wasn't enough diversity!) to produce the units that people find most optimal and voila....



The # denotes the number of times this Unit appeared in the lists and the % indicates the percentage this unit represents for all the entries for this battlefield role. So what does all this tell us? Well there are some really dominant units: