Post by The Supreme Emissary on Apr 23, 2015 23:14:08 GMT -5
Iron Hands in a Castellum Stronghold vs Grey Knights
Jim vs Grubka
Grey Knights win by a land slide
John pulled his punches for the sake of making it a more sporting game.
I pulled every centurion I own for the sake of seeing if they could indeed pull their weight. Final verdict for them, grav-cannons and missile launchers for back line fighting are the best next to TL lascannons with missiles for battlement shooting.
I took quite a lot of his units down,, though by rights he would have won the mission turn 1 or 2.
My Chpater Master earned his points, killing 2 units all on his own.
Most of my defensive and support strategies fell flat to raw power.
Perhaps if i had used standard tactics of straight terminators and marines, i may have had a real chance. But Jon is an experienced Grey Knights player and has beaten my fortresses every time.
Next time he'll be the one defending and we'll see how my siege list fairs.
It seems like the total points lost with a fortress can't make up for the units the attacker can use for straight firepower.
The Castellum remains a strong and mostly convenient fortification choice. What it lacks in firepower it makes up for in defense. The closest bunker will naturally be the first to go, so finding some kind of reinforcement would be prudent. Also, a handy tactic is to keep the repair teams out of the bunkers, that way they are not damaged when the bunkers are hit, reducing their effectiveness.
The mistake is in believing a fortress if made big or bad enough could stand on its own against a similarly pointed army. that is not the case. And it seems a fortress shouldn't be run unless you have twice it's points worth in the rest of the army to man it.
Jim vs Grubka
Grey Knights win by a land slide
John pulled his punches for the sake of making it a more sporting game.
I pulled every centurion I own for the sake of seeing if they could indeed pull their weight. Final verdict for them, grav-cannons and missile launchers for back line fighting are the best next to TL lascannons with missiles for battlement shooting.
I took quite a lot of his units down,, though by rights he would have won the mission turn 1 or 2.
My Chpater Master earned his points, killing 2 units all on his own.
Most of my defensive and support strategies fell flat to raw power.
Perhaps if i had used standard tactics of straight terminators and marines, i may have had a real chance. But Jon is an experienced Grey Knights player and has beaten my fortresses every time.
Next time he'll be the one defending and we'll see how my siege list fairs.
It seems like the total points lost with a fortress can't make up for the units the attacker can use for straight firepower.
The Castellum remains a strong and mostly convenient fortification choice. What it lacks in firepower it makes up for in defense. The closest bunker will naturally be the first to go, so finding some kind of reinforcement would be prudent. Also, a handy tactic is to keep the repair teams out of the bunkers, that way they are not damaged when the bunkers are hit, reducing their effectiveness.
The mistake is in believing a fortress if made big or bad enough could stand on its own against a similarly pointed army. that is not the case. And it seems a fortress shouldn't be run unless you have twice it's points worth in the rest of the army to man it.