I've gotten in a trio of games these past weeks. For the first time I've tried to get a bit more creative with building the list I take to them. It's not that I can really argue with the results of the games I have played, but rather that I see significant weaknesses in it. Outside of a couple games where my armor saves rolled way above the mean, I always feel like I'm on the brink of losing everything. I suppose that makes sense, since I'm usually playing with about 25 models, but that's only part of the picture.I think one of the larger issue is the lack of mobility. In Killpoints games I get avoided and I can't pin anyone down, or I'm out-ranged and don't have enough light-vehicle killing. In Objectives games, whatever I commit to an objective is stuck there for the whole game. If I get wiped off of one point, there's no real chance to commit more resources there. I project a lot of threat, but it's over a very limited area.
Here's the list I took to the last two games I've played:
Logan Grimnar
Rune Priest w/ Chooser of the Slain, Living Lightning, Murderous Hurricane
Lone Wolf Terminator w/ Wolf Claws
Dreadnought w/ Multi-melta in a Drop Pod
4 Wolf Guard Terminators in a Drop Pod
w/ 2 Combi-meltas, Arjac Rockfist, 1 Storm Shield, 2 Wolf Claws, 1 Powerfist
5 Wolf Guard Terminators in a Drop Pod
w/ 2 Combi-meltas, 2 Storm Shields, 2 Wolf Claws, 3 Powerfists, Assault Cannon
5 Wolf Guard Terminators
w/ 3 Power Fists, Power Weapon, Chainfist, 4 Storm Bolters, Assault Cannon
5 Wolf Guard Terminators
w/ 4 Power Fists, Power Weapon, 4 Storm Bolters, Heavy Flamer
Thunderwolf w/ Storm Shield, Wolf Claw
Arjac's Squad w/ Logan is an absolute beast. It gets delivered deep into the enemy's lines, often by itself, and it starts wrecking things. Granted, it's a third of my army's points, but the amount of hurt they can dish out is outrageous, while the wound allocation shenanigans and the terminator armor/storm shield combos means that only the weight of dice will bring the squad down.
I was impressed with the Thunderwolf's threat range. In the one game that he didn't die horribly, his fleeting and long assault make it quite a bit easier to get across the board. If I play the unit again, I'd like to increase the size of the unit to at least 3, so the unit can take a little more punch before going down. I can do a squad easily at a little more than 200 points, and I could add a lord or a battle leader for some more durability and some serious hurt.
I'd kind of like to squeeze in some jump troops and some missile launchers as well. For the jump troops, I have two options: Skyclaws or Wolf Guard w/ Jump packs. The Wolf Guard get expensive faster than their Terminator brothers and are less resilient. The Skyclaws don't make sense from the "elite" standpoint of the army, though I could do up some Death Company models which would be fun. The launchers seem to be the choice of prevailing wisdom, and I would appreciate the 48-inch range. Trying to catch Venoms is becoming quite tiresome, so having that extra long arm would be nice. Sadly, they don't make much sense aboard a Space Hulk, but then, neither do jump infantry so neither came as part of the set.
This makes me worry that I'm betraying the initial spirit of the project I envisioned. Space Hulk whispered, "Terminators" into my ear, and though I play them well, I'm playing one-off beer and pretzel's type games. I like winning, but if that were really the key element here, I could have grabbed a ton of Long Fangs a couple years ago. No matter how much I analyze the "competitiveness" of the list, every game thus far has been competitive and fun. That "special moment" where something cool happens seems to come about every game, whether it be a devastating charge, a unit refusing to go down, or one big kill. Each game has been tense and close, and isn't that what we want out of our armies? If it helps us realize our creative vision, stacks up on the table most of the time, and brings us joy, isn't that the holy grail of hobby? I wouldn't speak for anyone else, but for me, yes.
Did that turn into a sermon? Quite possibly. Anyway, on the lighter side, here is one more picture:For my friends that stick to regular board games, the only way to lose what's inside a drop pod is to have it scatter off the table. I nearly managed this feat after rolling 12-inches and an arrow pointed directly at the nearest table edge. Of course this ended up being a great thing as the other drop pod is on top of his objective, but it could have gone horribly wrong. Failing to learn my lesson, I duplicated this the very next game, though only rolling a nine, and honestly, I may have only made it due to some grace from my opponent.
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