Showing posts with label Final Moves. Show all posts
Showing posts with label Final Moves. Show all posts

Friday, April 1, 2011

Final moves 2: Answer



So on the bottom of 5, the best thing you can do (in my opinion) is
1.) Use Where did he go on deathleaper so that he can contest turn 6 if needed
2.) Cast dominion with the left-hand tervigon so you have control over the hive guard in the ruins.
3.) Spawn Gaunts with the rightmost tervigon.  The circle in the picture is the 6 inch spawn range.
4.) Those gaunts then move 6" toward the enemy objective.
5.) The tervigon and gaunts on the right advance, the tervigon should cast feel no pain on itself, and position itself to charge the closest predator.
6.)Have the Hive guard in the ruins shoot the flamer RB, which will hopefully stop it.
7.) Run the newly spawned gaunts to contest.
8.) Charge the predator with the tervigon.

Those are the best moves that you can make (IMO).  While you may have other moves to make  most are subject to chance (rolling LD for instinctive behavior, Difficult terrain, etc.)

If you pass all of those checks I would do the following differently
1.)right most Trygon would move to try and take out Flamer RB (he should be able to get there with Fleet and Move through terrain, though it is not a give)
2.) Hive Guard in Ruin would try to move to the right to shoot at Baal Pred.
3.) Other Hive guard would shoot at closest RB (they can do this either way, and it helps but is not essential to winning on turn 5 or 6)
4.) Other Trygon would assault the RB closest to him.

Monday, March 21, 2011

Final moves 2

So here is the set up

It is the bottom turn 5 Mission is capture and control.

You are playing Tyranids and going second.
You have left:
2 Wounded Trygons (both have 3 wounds left)
2 Units of 3 Hive guard
2 Tervigons  (the one in the lower right has 4 wounds left but can no longer make gaunts, the one on the left his 3 wounds left, both are troops)
23 Gaunts as shown
Deathleaper in the upper right.

Your opponent
playing blood angels has
Mephiston in the center of the board.
3 Auto Las predators
3 Las plas razorbacks (with 5 man assault squads melta guns, fist Sargent)
2x5 man assault squads (with meltaguns, fist sarge) as shown
A Heavy flamer Razorback on the right (with 5 man assault squad melta gun, fist Sargent)
A flamestorm Baal pred all the way on the right.





So the question is what move gives you the best chance to win the game while still setting you up to win if the game goes on?

Saturday, March 12, 2011

Final Move: Thinking tactically (answer for diagram #1)


This move gives you the best chance in the given scenario.  Moving with the dread to assault the plague marines, means that you will pull them off the center objective due to their pile in move.  You bike squad then claims the center objective due as they are troops.  The reason to break off the captain to contest the objective in the upper right instead of using the speeder, is because the plague marines do have a chance to kill the dreadnaught, at which point they would be able to consolidate, and possibly contest the center objective while still holding the objective in the upper left.  By moving the speeder to contest that objective as well, you ensure that you will at worst end the game with a tie.  (at best win 2 objectives to 0 should your bike squad in the lower right beat the daemon prince).  Most likely you will end up with a 1-0 win on objectives.

Tuesday, March 8, 2011

Final Move: Thinking tactically

I have always been a big fan of those old chess puzzles where you have a certain amount of moves to get checkmate and need to figure out how to do so.  I have also seen this tried with 40k in some places with moderate success (at best), so I figured I would try my hand at the idea.  The hard part with 40k is that unlike chess you can rarely force your opponent to move in a certain way, or take a certain action.  In addition with dice involved things are rarely ever a given.

So here we go.

The set up: You are the Ultramarines, it is the bottom of turn 7 (you went second) of a 5 objective seize ground mission.  Your opponent is currently winning 3 objectives to 0.  

You have left:

A dual autocannon dreadnought
a  typhoon speeder
 a 4 man squad of bikes with 2 melta guns and an attackbike  with Multimelta.
A captian on bike with Storm shield and relic blade  currently attatched to.
one bike and a multimelta attackbike left from another bike squad

Your opponent has
A Nurgle Daemon prince with wings and warptime
7 Plague marines (2 plasma guns, Champ with fist)
5 Plague marines (2 melta guns, Champ with fist)
A Rhino

Here is the table



So how, if possible can you win this game, on your last turn? (As there are no guarantees choose the best move possible.)