Thanks to both of my opponents – you’ve shown me that in a short couple days that I need to hit the books. I need to better understand my special rules. As well as the working tactics of the corsair list that I’ve only had on paper.
In my first game I decided to do lots of deep striking deployments. And I only started with the hornets and warp hunter on the table. I was almost tabled at the end of the top half of round 2. I struggled to collect points the whole game. I felt like I was just trying not to get to far behind. Tactically, I started off on the wrong foot but felt like I adjusted well. The game ended 10-7 in points. I lost but I got to make it close.
In the second battle, I over compensated… And I didn’t understand my opponents force well at the start. Marines dropping everywhere – small units that hurt with melta. On top of that the cards in the missions just kept lining up for my opponent. In the end I’m pretty sure the score was 12 or 14 to my 4.
The tactics were just compounding my problems. I didn’t focus enough on killing those little groups quickly enough. And my delays made it nearly impossible to make up ground.
1) The void dreamer neural shredder is really nice.
2) jinking is nice – but it really puts you at a disadvantage for the entire rest of the game. Better option may be to take a turn “off” and reposition if possible.
3) I need to be always mindful of space – and use my speed to take advantage of the space. 4) I need to figure out my best options – positioning – when I choose to deep strike units.
5) The warp hunter is deadly – along with all my pulse lasers – I should be able to do a good deal of damage in a turn.
6) I poorly defined my units roles in battles. Aside from my flyers – I can’t expect everything to deal with anything. I need to build in proper supporting units within my tactics.
Ok – my focus points before the OFCC tourney will be to try and answer some of those questions tactically – and to read more rules that directly work with my units.