Saturday 28 January 2017

40K Starter Tournament Tactica - Part Two(c)

The Army List


Astra Militarum Combined Arms Detachment

HQ

Company Command Squad, Astropath, Vox-caster
90 points

Commissar
25 points

Ministorum Priest
25 points

Troops

Infantry Platoon
Platoon Command Squad, Vox-caster, Heavy Flamer, 2 Flamers
Infantry Squad, Vox-caster, Meltagun
Infantry Squad, Vox-caster, Meltagun
Infantry Squad, Vox-caster, Meltagun
Heavy Weapons Squad, 3 Lascannons
Conscripts
415 points

Veterans, Vox-caster, 3 Plasma Guns
110 points

Elites

5 Ratlings
50 points

Fast Attack

Scout Sentinel, Autocannon
40 points


Heavy Support

Leman Russ Battle Tank, Lascannon, Heavy Bolters
180 points

Wyvern
65 points

Total 1000 points

40K Starter Tournament Tactica - Part Two(a)

For part one, go to http://hiveoffunandsilliny.blogspot.co.uk/2017/01/40k-starter-tournament-tactica-part-one.html?zx=be2c56c6f07f833e

Firstly, some constructive criticism I've received. The first part of this was too long. I realised that part way through, which is why this became a multi-part tactica. However, as I'm getting used to the formatting on Blogger, I wasn't sure I could split the previous part up and keep all the colours, so I just a 'natural' break point to end it. I'll endeavour to self editorialise and keep future posts shorter.


So, on to Part Two, or Building the CAD.


Last time, we talked about what we needed to achieve in The Relic mission and briefly looked at what sort of units we may need to complete those goals. With this part, I'll talk about designing a Astra Militarum army using the Combined Arms Detachment from the main Rulebook. So what is it?










It has become the go to for army building for many players amongst the older crowd because it is near identical to the Force Organisation Chart of previous rules editions. I wont discuss that in depth here, but it's the way of army building you'll encounter most. Many events and leagues force you to use it as a hold over from those editions. This isn't the place to analyse the merits and pitfalls of that, I'll save that for a future post.


Quick summary of what this means; every unit in your Codex has a battlefield role. With this chart, you have some mandatory roles you have to fill, then some optional you can fill if there are points remaining. Doing so gives units in your army Command Benefits. For our event, the Lord of War option isn't allowed. Also, it has the Restriction that all the units in it have to have the same Faction, which isn't a problem if you are building from one Codex.


The Command Benefits of this Detachment are Ideal Mission Commander and Objective Secured.
Objective Secured doesn't apply in this mission as we aren't using Objective Markers. The Relic is controlled by a non-vehicle model picking it up, so you either control it or you don't. It cannot be contested.
Ideal Mission Commander let's us re-roll our Warlord Trait if we get one we don't like. That's useful as it helps us get the most from our chosen Warlord.


Now we know what we are working with, lets build the Army. For this army, I am only using the CAD from the main Rulebook and the options available in the Astra Militarum Codex.


Compulsory Choices


The CAD has 3 compulsory units. 1 HQ and 2 Troops. So that's an Army commander (though any character could be the Warlord) and 2 units that are formed of the basic core of the army.


HQ
If we ignore special characters, Guard only have 3 choices for HQ. I'm also choosing to build an Infantry-based army with some Tank support, which narrows our choices further. So I'm going to have the Warlord be a Company Command Squad. This unit give us access to the full range of Orders to increase the effectiveness of other squads, and unlike many other army commanders, comes with it's own squad. Guard HQ are more about buffing the army around them than beating other characters in combat, so this unit will mostly move up the field with the rest of the army. 
There are a lot of options, but I'm keeping it simple with just a Vox for re-rolling orders and an Astropath so we aren't completely defenceless in the Psychic Phase.


Troops
Guard only have 2 Troops choices. However, the main one has probably (I'm too lazy to research ;) ) the most options of any Troops choice in the game. Despite the individual Guardsman being one of the poorest models in the game (stats and equipment-wise) they attempt to make up for this with numbers.


I'll start with the simplest unit. A Veteran Squad has access to better equipment than other Guardsmen and also better training, so they have BS 4. To take advantage of this, the unit will have 3 Plasma Guns for taking down light vehicles and heavy armoured infantry and a Vox.


Next, an Infantry Platoon. This unit has so many options and even starts out as 3 squads.
Firstly, the Platoon Command Squad. An additional source of orders for the army, I'm also going to give them a Vox. To help clear out large units, they will be give a Heavy Flamer and 2 Flamers. This way, the army won't just have to rely on Lasguns to deal with swarms.
Then I'm expanding the minimum 2 Infantry Squads by adding 1 more. These are all going to be equipped with a Vox and a Meltagun in case of heavier targets. One of them will also have a Commissar, so that I can bring the three together as a Combined Squad and benefit from his abilities. This will be a good 30 model unit to try and take and hold the Relic.
Added to this will be be a unit of 20 Conscripts. While the have less WS and BS than regular guardsmen, it gives us another large unit to try and hold the Relic. I'm purchasing a Priest to put in the unit, as the Zealot and Prayers will help keep them around longer. They also make a good meat shield for the main Infantry Squad.
Finally, I'm adding a Heavy Weapons Squad with 3 Lascannons to give me some long range firepower against enemy tanks, especially heavy ones.


Thats the Compulsory choices filled and already we have quite an army. 76 models and 665 points. This leaves us a fair chunk to add some optional units. Since this post has already become quite long, I'll follow that up with a Part Two(b) and Part Two(c) will just contain the Army List.

40K Starter Tournament Tactica - Part Two(b)

So, onto the Optional Choices

We have the option of an additional HQ, 4 more Troops choices, 3 Elites, 3 Fast Attack, 3 Heavy Support and a Fortification (no Lord of War due to tournament restrictions).  I feel like the army has enough HQ and Troops, so it's time to add something more to it. I won't be looking at Fortifications as I don't own any and haven't looked at what the available options are.

Elites
There are several interesting options for Elites. I considered a unit of Ogryns or Bullgryns as their toughness and wounds make them a really good unit if they can capture the Relic. However, at 40/45 points a model, they aren't cost-effective enough in 1000 points. What I am using is 5 Ratlings. With Infiltrate as a deployment option and Sniper Rifles, they are really good for trying to presumptively take out small, elite units or Precision Shooting characters/weapons. They are really cheap as well at 10 points each.

Fast Attack
Guard lack the speed that other armies have, so their Fast Attack options don't always keep pace with opposing ones. Also, as per the tournament restrictions, we aren't allowed flyers, so no Valkyries. So, another cheap and simple choice. A Scout Sentinel, upgraded to have an Autocannon. This can be put into Reserve and come on with Outflank to surprise the opponent and get angles on vehicle rear armour or tackle units camping at the backfield. It can also turn up late enough to score Line Breaker.

Heavy Support
Rounding out the army is what the Guard are famed for; Heavy Artillery. We know what the ladies love ;)
Firstly, and famously, the Leman Russ Battle Tank. Armour 14 at the front, armed with a Battle Cannon, this tank is a lynchpin. Hopefully it's firepower can aid taking back the Relic should an opposing unit snatch it. To help with this, I'm upgrading the hull weapon to a Lascannon and adding sponson mounted Heavy Bolters.

To support this, a tank that is good at taking out opposing infantry, the Wyvern. It's Stormshard Mortars should punish any unit that picks up the Relic, or any unit chasing after the Relic if I have it.

Summary
So there it is. The army comes out to exactly 1000 points and weighs in at 84 models. How does it stack up against our mission objectives?


The Combined Arms Detachment will need to be mobile, needs to be resilient and needs to be able to kill a wide range of stuff. That's a lot to ask for from 1000 points. Our best option is to do what we can, sacrifice where we need to and see what we come up with.
Mobility isn't a strong point of Guard, and the points didn't really allow transports, especially for the amount of units we've taken. For resiliency, we've gone for weight of numbers, hoping that our opponents can't kill everything quickly enough. As for killing opposing models, we have a wide range of weapons for different purposes.

Goal 4 - Have Fun!

Combined Arms Detachments are less focused in what they do than Formations or other Detachments, so the fun in this list is trying to build the optimal combination of units for the mission. I want a list that can achieve the mission while still feeling like the sort of force a Guard Regiment would send on the mission. My preferred style of Guard Regiment is infantry based rather than tank based. This seems perfect for the outline above. I enjoy having a hoard of Guardsmen on the table, even though they are in many ways inferior to the basic troops of the other races. That's half the challenge.

 This army definitely achieves this goal. It's mostly infantry, with some vehicles as support. It ties in the synergy I enjoy with the Orders that officers can give and I like the challenge of seeing if I can bring to bear enough Lasguns to bring down an opposing unit.

Goal 3 - Control the Relic

As I've said a few times, vehicles can't control the Relic. So a core base of infantry is best here. Maybe a couple of platoons to give weight of numbers and bodies to keep between the opposing army and the Relic. A Commissar or Priest to help squads with Leadership issues, and Officers to take advantage of an underrated part of the army - Orders. Essentially, surge forward, grab the Relic and retreat while fending off the enemy.

 With Zealot provided by the Priest, even the Conscripts shouldn't be too easy to shift. The Commissar provides similar for the Infantry Platoon. Hopefully I can get one of these to capture the Relic and then retreat while firepower whittles down the enemy. Assaults might be an issue, but there isn't much we can do about that in this army.

Goal 2 - Survive opposing firepower and assault

Our survivability in this list will come from numbers. The idea is too have too many Guardsmen for the opponent to kill in the available turns. An individual Guardsman dies to just about most of the weapons in the game. 100 of them take a lot of killing, if we can overcome weaknesses like leadership. That's going to require Commissars or Priests to give Stubborn or Zealot. Also Conscripts to form a cheap meat shield. The aim is to have a lot of men, and presumably outnumber our opponents.

I've already covered this quite a bit while discussing the merits of some of the unit choices. So there isn't much more I can say. Positioning will be important to try and avoid elite assault troops and also put some cover between Guardsmen and guns.

Goal 1 - Kill opposing models

Weight of numbers means (hopefully) lots of lasgun shots to deal with opposing infantry. For other targets that the guns can't hurt, we should consider maybe a tank or two to support. The big guns should help with killing stuff. Maybe also some Sentinels to hunt opposing tanks could round of the list.

Spoiler alert - the mighty Lasgun (or Flashlight, as some people call it) is not very good at killing things. The lack of AP means that everything that has an Armour Save gets that save, which cuts down how many wounding hits result in kills. Strength 3 means that often at best it needs 4s to wound, and usually 5s, so you don't get many wounding hits. Finally, the BS 3 of Guardsmen means you don't get that many hits to begin with. Veterans get more hits, but are less numerous, and Conscripts actually increase the BS problem by needing 5s to hit. Numbers help make up for this, as do Orders like "First Rank Fire, Second Rank Fire" but we have to make every shot count. We also have a variety of weapons on a variety of squads. Hopefully we can get the right gun on the right job.

All in all, I'd be happy fielding this army. To be fair, this core is often how I start build Astra Militarum armies, then adding other stuff dependant on points.  Usually expanding the size of the Conscript Squad, adding some more Infantry Squads/Platoons and maybe some number of Valkyries for air support. That's classically how I approach army composition for them.

In a change to what I said at the end of Part One, this Tactica will have 3 more parts. This shows how little planning I'm currently doing. Some might believe I'm making these up as I sit down to type ;)
The next two parts will be similar to this one, looking at building the Formation army and the force containing the Triumvirate. So they will have the same structure of looking at building, how the chosen units fulfil the goals and then an Army List. The final part will be a pre-look at the event itself, my thought processes and ethos behind it and what I hope to achieve.

Wednesday 18 January 2017

40k Starter Tournament Tactica - Part One

At the end of February, I'm running a small tournament for 40k. It's aimed at the lads in Antics who are just getting into/getting back into the game. I've kept the mission simple, as it's more about getting some games in as a group than learning complicated strategy. It being run as a tournament is simply to give it some easy structure.

A few of the players have been asking for tips on building their lists,which highlights something I feel is a weakness of mine. I have trouble articulating my advice to people, as i often feel like I'm playing on instinct and learnt habits rather than thinking through what I'm doing while gaming. So hopefully this Tactica can be a wealth of good tips while highlighting anywhere I may be going wrong.

So obviously, if you are playing a game of 40k, you should be trying to win. There are 2 places that matter for achieving this aim; Building the List and Playing the Game. You need to build the correct list and play the game in the right way. To do this you must Know the Mission, otherwise you could end up building a list that cannot complete the victory conditions. These 3 things are the key to doing well at this, or any game of 40k.

To give the best example, I'm going to illustrate the points by building an Imperial Guard force alongside the article. Those points will be denoted by this font colour, and be focused on the Combined Arms Detachment.

I'll also be looking at a Formation based build in this font colour.

And finally, a first glance build, featuring stuff from the Fall of Cadia book.  As the stuff in there is brand new, I wouldn't consider this a serious build. but sometimes you just want to have fun with new models.

Know the Mission

"It will be 3 rounds, all playing The Relic mission (page 147 in the main rulebook). Essentially your army will be fighting over possession of an artifact of strategic significance. Everything will be done as per the rules in the Rulebook, alongside Workshop's own FAQs.

Army building is simple. 1000 points. The only restrictions are no Flyers/Flying Monstrous Creatures, no Lords of War. and your army must be Bound. This should allow everyone time to get an army together. Formations and Detachments are fine, as long as they don't breech the above restrictions.
"


So, this will be a small force, with some restrictions, fighting one of the missions from the main rulebook (BRB) from 40k 7th Edition. All the rounds will be the same mission, so we don't have to worry about building a force that is able to handle multiple missions. 3 rounds and an expected wide variety of armies means we do have to consider various different opposing units and strategies.

The Restrictions mean that, while we won't have access to Flying units and Lords of War, our opponents won't either so we won't have to consider dedicating any of our points to Anti-Air defence or taking down Super-Heavies. 

The final note on list building is that Formations and Detachments are allowed. There are a wealth of these available now, so comprehensive knowledge of what we could face is improbable. Especially for the players the event is aimed at, many of which are only just starting their journey with this edition of 40k. Also, some Formations, and many Detachments are simply too expensive for the 1000 points point limit. This can narrow our focus somewhat. 

 The mission is The Relic. So, what does that mean?
"Eternal War: The Relic pg147
Random zones, Standard deployment, 1 objective marker in the centre of table
Primary: Objective marker is worth 3VP at end of game
Secondary: Slay the Warlord, First Blood, Linebreaker
Special Rules: night Fighting, Reserves
The Relic: the objective marker is the Relic. It can be seized, moved and dropped

Capture the flag/relic and keep it moving out of enemy hands"

So after you get to the table, dice off to choose deployment zone, with the standard 24" gap between the forces. Therefore we have a 24" deep and 48" wide zone to set up in (as the tables will be 4'x4'). This gives plenty of scope to set up different armies in different ways.

The objectives give us a total of 6 victory points to play for. Only 1 player can hold the Relic at the end of the game, and only 1 can score First Blood. However the other two can be scored by both players, and can make a decent shot at catching you up should you be struggling to capture the Relic. Bear in mind though that the Relic is worth the bulk of the points so it is the best route to Victory. It seems unlikely that you can fail to have the Relic, but score all 3 Secondaries while stopping your opponent from doing the same. Even if you were able to manage this feat, that would still force a draw. Your best bet is to attempt to score the Relic, and see the Secondaries as a decent source of Victory Points for Tiebreakers as the event goes on.

As a side note; Tabling the Opponent. Obviously this is a route to victory. If your opponent has no models left, you automatically win. Some bloodthirsty players will see this as their primary route to victory. However, it has it's own risks. Some opposing armies will be easier to kill than others. Some models will be near impossible to kill if your opponent takes out the weapons in your army that can hurt them. And the games have a variable turn length, so if the game ends while they have at least one model left, you have failed to table them.
This is worth pointing out as armies that are attempting to wipe out the opponent often fail to actually achieve the mission goals. Some players are fine with this and enjoy that style of play. If this is you, then fair enough. It doesn't fit my style as it's a little too High Risk/High Reward for my liking.

The Relic can only be picked up by Non-Vehicle models and cannot be moved more than 6" in any phase. If the model is killed, falls back or is forced to move more than 6", then the Relic is automatically dropped. 
So, we don't want too many vehicles in the army, as they can't carry the Relic. We also don't want too much in the way of fast moving stuff. We want to be able to get to the Relic quickly, but can't retreat quickly with it. If a fast moving unit has control of it, they can't use their speed which means they are probably being wasted when they could either be running interference or going for Line Breaker.

So, what does that mean for our 3 proposed forces?

The Combined Arms Detachment will need to be mobile, needs to be resilient and needs to be able to kill a wide range of stuff. That's a lot to ask for from 1000 points. Our best option is to do what we can, sacrifice where we need to and see what we come up with.

Formations tend to be a little more specialised, so we will have to go through the options and see which one fits our needs best while also fitting in the points limit.


The Triumvirate are expensive, so we will have to see what goes best with their support abilities while still having an eye on capturing the Relic.


Building the List

So, that's a fair bit of information to consider. Now we know the mission and what we need to achieve, we can focus on actually building a list (or 3). This is the most important bit, as we can't get anywhere if we don't build the correct list. We need to keep in mind our goals while list building since they are what we are aiming for. In order of least importance to most, our goals are;

Kill opposing models
Survive opposing firepower and assault
Control the Relic
Have Fun! 


Goal 4 - Have Fun!

If we aren't having fun with the models we are using, if we aren't enjoying the game, then what is the point in playing in the first place. I feel this is an often underrated goal, especially once competition sets in, and people are more focused on winning than actually playing the models they like. If you want a close assault list, a shooty list, everyone on bikes; then feel free to build one. Take the broad advice from this Tactica and see how you can apply it to the army you want to use. Work out how to use your preferred models to obtain the other goals and lead them to victory. At the end of the day, this is a game. We should be having fun, not using the mathematically optimal models for the scenario. Unless that is the sort of list you enjoy fielding.


Combined Arms Detachments are less focused in what they do than Formations or other Detachments, so the fun in this list is trying to build the optimal combination of units for the mission. I want a list that can achieve the mission while still feeling like the sort of force a Guard Regiment would send on the mission. My preferred style of Guard Regiment is infantry based rather than tank based. This seems perfect for the outline above. I enjoy having a hoard of Guardsmen on the table, even though they are in many ways inferior to the basic troops of the other races. That's half the challenge.


The Formation idea is to find something that would be good at the mission. Not all Formations are created equally,and some of them are completely unsuitable. 3 of the Guard ones cost more than the 1000 points we have available, and another 2 don't have a lot of room for upgrades. I'm going to build the Emperor's Blade Assault Company. It has a mix of vehicles, infantry and firepower. And as the infantry are Veterans, they have a decent Ballistic Skill.

The Triumvirate seem powerful on paper, but take up half the points limit. My best bet for a trial list is to pair them with Space Marines, as you get a bit more survivability for the points than you would with other armies. it's probably going to be a low model count, so tabling is a real risk, but then the Big Three are quite survivable.

Goal 3 - Control the Relic

If we can't control the Relic, we are giving up 3 victory points. This is the Primary victory condition for a reason. If we manage this, we probably win. if we manage this and any one Secondary objective, then we definitely win.


As I've said a few times, vehicles can't control the Relic. So a core base of infantry is best here. Maybe a couple of platoons to give weight of numbers and bodies to keep between the opposing army and the Relic. A Commissar or Priest to help squads with Leadership issues, and Officers to take advantage of an underrated part of the army - Orders. Essentially, surge forward, grab the Relic and retreat while fending off the enemy.


The Emperor's Blade has a core, decent amount of infantry, backed up by transport vehicles. So in a similar vein, speed up to the Relic, jump out of the vehicles to control it, then mount a fighting retreat, using the Chimeras to protect the squads from mass firepower and to channel assault lines.

Both Cawl and Celestine are very hard to kill. Cawl is probably the better bet for holding the Relic, as Celestine's Jump Pack is wasted while she can only move 6" a turn. The aim should be to get it to him and hold it there. We probably want some Tactical Marines to form a squad with him for extra survivability. I'd suggest Terminators, but I'm concerned we wouldn't have enough points.


Goal 2 - Survive opposing firepower and assault

If we can survive what the opponent throws at us, the we are better able to control the Relic. It also makes us less likely to give up First Blood and Slay the Warlord.
 

Our survivability in this list will come from numbers. The idea is too have too many Guardsmen for the opponent to kill in the available turns. An individual Guardsman dies to just about most of the weapons in the game. 100 of them take a lot of killing, if we can overcome weaknesses like leadership. That's going to require Commissars or Priests to give Stubborn or Zealot. Also Conscripts to form a cheap meat shield. The aim is to have a lot of men, and presumably outnumber our opponents.

This list has a lower body count than I usually prefer. The survivability on this one will come from careful use of the vehicles to screen the infantry, meaning threats to the vehicles need to be taken out quickly. We should also consider upgrading the infantry to have camo cloaks and carapace armour, and maybe camo for the tanks too.

Two of our three main characters are hard to kill. The third is disruptive. Surrounding all three with Power Armoured bodies should up the resilience even further.

Goal 1 - Kill opposing models

Finally, if we can kill opposing models, we have a better chance of scoring those Secondaries ourselves, and of reattaining the Relic should our opponent get it away from us, or worse get to it first. Also, as we remove opposing models from play, they will have less resources to fight back with, giving us a greater chance of scoring the other goals.

Weight of numbers means (hopefully) lots of lasgun shots to deal with opposing infantry. For other targets that the guns can't hurt, we should consider maybe a tank or two to support. The big guns should help with killing stuff. Maybe also some Sentinels to hunt opposing tanks could round of the list.

The Chimera's have decent guns, and the Hellhound is great at slaying opposing infantry. The squads can have 3 special weapons and 1 heavy, so this list can kick out a fair amount of firepower for a small amount of units.

Careful weapon choices for the Marines should do the job. this list might struggle at the killing part. That said, the Triumvirate aren't slouches in assault.

That's it for part one. In part two, I'll take the ideas for succeeding in the goals and parse them together into 3 lists, then in part three move on to discussing some broad tactics for each list on the battlefield.

Thursday 12 January 2017

Spinning Plates

I do wonder who amongst my friends actually reads my posts. I share them on Facebook and Twitter, but it can be surprising who checks things. I've posted about events/games before and had people tell me they didn't realise I'm into tabletop gaming. It's not something I keep secret, but I guess I don't really self-promote a lot. That's going to have to change as this year moves on.

I've been spending an increasing amount of time over the past few years running events rather than competing in them. This is the year that changes. I don't have the resources to do both, so I guess it's time to throw myself into running events. However, I can't keep doing them for free.

It's going to be a loooooooong year, as I try and fund prize kits and make money back (preferably with a profit). And yet a short one as weeks zip by and events start rolling together.I'll have to make sure I keep on top of what I'm meant to be running, the costs and the timings. And hoping people actually want to pay for events. I can't keep doing this for free.


It starts in February. I'm going to purchase a bunch of the FFG prize kits and start running my own events, using the space available at Dark Star. They get the table rental, and I get the rest towards keeping the endeavour going. Seems simple enough. It also allows me to focus on playing games for enjoyment rather than worrying about how powerful a list/deck is that I'm running.

All in all, this should increase my enjoyment of gaming. The real test is going to come with Store Champs season, as those kits cost quite a bit :/


In other news, the X-Wing League @ Dark Star has kicked into high gear. Everyone seems quite happy with the new systems, which is leading to lots of talk and photos on the Facebook group.
I also failed to defend Scum Leader against Chug, which is a shame however that is my weakest Faction and if anyone deserves to be Scum Leader, it's him.

I'm definitely trying to make positive moves this year.

Thursday 5 January 2017

First Post of the New Year

Welcome to my first post of 2017.

I've played a lot of 40K since New Years. The Return of Qa'tan is in full swing and I've already found time for more games than I had last year. Ive also had a big game against Jack. My plan with 40k for this month is to get more campaign games in and then end the month with a large game against Newby. So how have things been going?

The campaign is going fine. I've played 6 games and won 4 of them. My list is an attempt at an all-rounder Iyanden Eldar.

Warlord - Farseer Se'an Iyandar with the Spirit Stone of Anath'lan and Eye on Distant Events as my  warlord trait.
Autarch J'Mie, with Banshee Mask and Scorpion Chainsword.
A squad of Guardian Defenders with a Shuriken Cannon.
A squad of Dire Avengers and an Exarch with Diresword
A squad of Windriders with Scatter Lasers and a Warlock
A squad of Wraithguard
A Vyper with Shuriken Cannon, Ghostwalk Matrix and Holo-fields
A War Walker with 2 Starcannons
A Wraithlord with 2 Flamers, a Ghostglaive and 2 Bright Lances

It's a list I've been enjoying. Feels like it can handle most stuff if I apply the correct units in the correct places. I have since spent resources on Fearless for my Warlord, access to Battle Brothers for reserve units, an Extra 50 points for my main list and bought some Harlequins as reserve units.
The 50 points I spent on upgrading the Autarch's weapon to a Power Maul and giving the Guardians a Warlock.

I won't summarise the games, just give a brief overview. Where I struggle is currently close combat, so I may have to recruit more Harlequins or buy some Striking Scorpions to cover this weakness. I'm good at mid range shooting and have the ability to destroy vehicles. I also have Psyker superiority currently, except maybe for the Daemon list in the campaign. The Tau having purchased a flyer could be a problem now though.

I'm well on the way to playing this campaign more than the last one. Hopefully I can keep up the success rate.