krom71
01-28-2010, 03:50 PM
So in our Mark II Resurgence tournament, I ran Ashlynn and Steelheads. I know a lot of people prefer the Forgeguard, but I only have 1 unit of them and the Steelheads fit the rush technique I was planning to use.
All 4 rounds, the Steelheads performed amazingly well.
Turn 1, cast Quicken on the Halberdiers and run them up.
Cavarly run up behind them.
Brocker (starting in round 3) runs up the outside flank of the Cavalry.
The scenario we played involved scoring points for holding rectangular sections worth 1, 2 & 3 points (1 for the one closest to your deployment zone, 2 for the middle ground and 3 for the one near your opponent's deployment zone).
In every game, I had Steelheads into the 3 point zone to contest it by Turn 3 and in almost every game, they were charging in and wrecking $&!t by turn 2.
The combination of Quicken to get the Halberdiers up the board quickly while the Cav followed was fast, deadly and a joy to experience (since they were my troops)..
In the first game they took out an entire unit of Kayazy Assassins, a Juggernaut, and a Manhunter and I still had most of the Halberdiers and 4 Cav models when I won the game. They had completely crushed my opponent's flank..
Game 2, they wrecked a unit of Legionaires, a spawning vessel and a Carnivean. And once again, they were in good enough shape to completely own that flank of the board. My opponent conceded once the Carni died because I'd already killed his other beasts, damaged his 'lock and he had only 1 FURY left.
Game 3 was against Khador and they took out a unit of MoW Shocktroopers and severly damaged a unit of the MoW Demo Corps. I lost that game because I let Ash get too far out...
Game 4 was against Retribution and the Steelheads killed 2 units - swordy guys and halberd guys, as well as a light jack and several solos. I won the game by scenario because I was able to contest all of his points. Again, the owned the flank and cut through to his control zone so he got no points.
Anyone thinking about running them, I suggest getting 2 full units of Halberdiers and a full unit of Cav. Tall in the saddle combined with flank means you can run your Halberdiers up 14" (with Quicken) to engage the enemy, then cycle Quicken to the Cav for a charge from 13" out + Reach over the Halberdiers. Flank and Backswing (*Attack) means almost everything dies.
All 4 rounds, the Steelheads performed amazingly well.
Turn 1, cast Quicken on the Halberdiers and run them up.
Cavarly run up behind them.
Brocker (starting in round 3) runs up the outside flank of the Cavalry.
The scenario we played involved scoring points for holding rectangular sections worth 1, 2 & 3 points (1 for the one closest to your deployment zone, 2 for the middle ground and 3 for the one near your opponent's deployment zone).
In every game, I had Steelheads into the 3 point zone to contest it by Turn 3 and in almost every game, they were charging in and wrecking $&!t by turn 2.
The combination of Quicken to get the Halberdiers up the board quickly while the Cav followed was fast, deadly and a joy to experience (since they were my troops)..
In the first game they took out an entire unit of Kayazy Assassins, a Juggernaut, and a Manhunter and I still had most of the Halberdiers and 4 Cav models when I won the game. They had completely crushed my opponent's flank..
Game 2, they wrecked a unit of Legionaires, a spawning vessel and a Carnivean. And once again, they were in good enough shape to completely own that flank of the board. My opponent conceded once the Carni died because I'd already killed his other beasts, damaged his 'lock and he had only 1 FURY left.
Game 3 was against Khador and they took out a unit of MoW Shocktroopers and severly damaged a unit of the MoW Demo Corps. I lost that game because I let Ash get too far out...
Game 4 was against Retribution and the Steelheads killed 2 units - swordy guys and halberd guys, as well as a light jack and several solos. I won the game by scenario because I was able to contest all of his points. Again, the owned the flank and cut through to his control zone so he got no points.
Anyone thinking about running them, I suggest getting 2 full units of Halberdiers and a full unit of Cav. Tall in the saddle combined with flank means you can run your Halberdiers up 14" (with Quicken) to engage the enemy, then cycle Quicken to the Cav for a charge from 13" out + Reach over the Halberdiers. Flank and Backswing (*Attack) means almost everything dies.