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Author Topic: Daemonhunters 1750pts army list  (Read 1078 times)
Caanon
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« Reply #15 on: December 25, 2009, 01:33:31 PM »

I'd debate that tourny armies are all win and no fluff, all my armies have been fluff based and themed (and a lot of other tourny armies as well in my area), and they still can win and be strong and balanced.

DarkVoid, you PMed me asking for my opinion and advice which I freely give. If you don't wont to listen to it than don't ask for it.
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Akenseth
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« Reply #16 on: December 25, 2009, 10:03:59 PM »

I'd like to make sure this thread continues on a high note, and perhaps a bit of explanation.

As I said previously (and on the podcast) your army selection is totally up to you and your opponent. This is also generally the reason I don't like to comment on lists on the internet, because I don't know enough about the group the list will be used with. There are too many things to consider; which is why most people jump into a certain mode that is stuck somewhere in the metagame.

I can only say what I would personally do, and that is very likely to be something entirely different than the next person would.

The metagame can be analyzed and picked apart until you are left with a shiny bunch of graphs, charts, dice calculations (Got those dice with the pips in them? Yeah, they statistically aren't random by the purest sense of the word. I'd say use a computer, by even those aren't random depending...) and other nonsense.

I always live by the rule of 5 in this game if you want to win. The more you control it, the less effect it actually has on the game. Most notably, winning is a choice you must make as a player. Granted, the game is about fun, but, it is only natural to want to win. Note that this is not exhaustive, nor is it fact, merely my opinion and fun little look on the game - not necessarily intended to generate debate or deface.



From most controled/least effect, to least controled/most effect.

Choosing to Win - This is your deliberate choice. You've already chosen to play the game, that is a given. Now you must choose to win. How you go about that is up to you entirely. Unfortunately the items below might have something to say against it.

The Plan - "No plan survives contact with the enemy" - Tactica Imperialis. Can you make a list, do the planning and get together a strategy? Hell, can you just copy another list and make it work? Good, but, tactics are good in principle; too easily they be countered with mere words. I've seen the debates stretch out forever on the Internet, and I ignore them for those silly reasons. Even a familiar opponent can surprise you from time to time, and will keep you on your toes. How often does everything go according to plan? I've never had a game where I didn't have to think on the spot (thankfully).

Knowledge/Improvisation  - How well do you know the rules? How well do you know your opponent? Can you predict what they are going to do in advance? What would you do if you were them? Can you think on the spot when something goes awry, or are you on a downhill slope. How easy can you formulate a new plan when called for out of all the knowledge you have before you; from the view of the table, to the rules in the book?

Psychology - "Your feelings betray you." - Darth Vader. I've seen players make their list based on what someone had on the table, only to find out that it was just there as a decoy to get them to tailor. Psychology keeps us in check, but it can also be exploited in wonderful ways. Smart players use Psychology to their advantage, feed off the other player's emotions and hide their own true feelings during the game. I've seen players throw a whole win just to get revenge on a single unit, or because they were so concerned about losing, they were focused on a single unit, like a magician uses misdirection. Unfortunately, only the very skilled can actually use this to their advantage consistently, and some opponents are so mechanically precise that it doesn't matter anyway.

Dice/Luck - You cannot control the dice (outside of cheating), but they are the final word rules wise as far as the game goes. Win, lose, wound, save, game end is all controlled by the roll of the dice. The silliest things, can and will happen.



My apologies for the tangent.

In closing; you know your, and your opponents own strengths and weaknesses better than anyone. The most important thing is to enjoy the hobby in whatever way you see fit.
« Last Edit: December 25, 2009, 10:06:00 PM by Akenseth » Logged

Darkvoidof40k
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« Reply #17 on: December 26, 2009, 01:34:12 AM »

Y'know, that was pretty impressive Cheesy

But yeah, I've been talking and thinking about most of that when I'm in 40k mode. Like nao. You should really post that thread... somewhere, like in this board, titled 'the mechanics of a game of warhammer[40k]' or summit.

Caanon, I think I may have been coming a cross as completely against your advice, well, sorta. I mean, I may disagree with it, but I still respect it. Also, when I'm writing posts I get affected by my surroundings E.G. Music, so some random impulse makes me write summit. idk. Anyway, if I can ever be bothered to post up the bazillion videos I have in making/editing on my youtube, then you'll start to know my opponants a bit more... maybe. Also, I've been doing some point refining and the Grand Master no longer has a Psycannon, as it A) took me over the pts and B) didn't allow me to have an 8th marine in my Grey Knight squad.

Also, this army is not gonna happen until maybe next year ;d, so I'm gonna hop back to my Space Wolves thread and see what happens over there.


BTW: I'd just like to point out, for whatever strange or random reason, that you're a very hard person to judge, Caanon. Atleast by what I see you write. I can't build up a profile of you or an idea of what your personality is like. Infact, that applies to a lot of people on here o.O or am I being paranoid? :S. Meh.
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« Reply #18 on: December 26, 2009, 03:19:04 AM »

Hopefully just paranoid  Grin
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