Saturday, December 31, 2011

Some VC brainstorming


Needless to say, I'm really excited about Vampire Counts in January.  I have boxes and boxes of stuff stored away waiting for this day (Jan 14th).  As if I don't have enough stuff already, the new stuff looks amazing.  I think it's time I start brainstorming on what kind of things I'll be taking in my 8th Ed. Vampires army.

First thing's first:  I will be taking a fighty killy lord over a spellcasting one.  There is nothing more boring than a bunker lord sitting behind his units spamming spells.  I want some 6th Ed. Killing Blow, +1S on the charge killer or some 7th Ed. Infinite Hatred + Red Fury.  From the latest rumor mill, it appears that Vamp Lords will be able to hit WS9 by taking the Dreadknight upgrade.  Since we have no idea what else is available, I'm hoping it'll be similar to what 7th Ed has now.  Sadly, I don't think Bloodlines will be back from what I've read so far.

I have no idea how I'm gonna deliver this bad boy yet, but it's either going to be Zombie Dragon, Blood Knights, Black Knights or Grave Guard.  At this moment, I'm leaning towards the Zombie Dragon and Blood Knights.  From the White Dwarf BR, it appears that Blood Knights went down in points, costing ~250 points for 5 of them with Full Command.  Also confirmed is the Banner of Blood Keep, so that's always a good thing to give your dudes ranged insurance.

My supporting heroes will definitely be a BSB and some supporting Necromancer casters.  Depending on how the Vampire Lords are priced with gear, I may or may not take a Master Necro.  Hopefully the magic items stay decent and not overpriced so I can take a bound item or two.

The core of my army will probably be made out of Skeletons and Ghouls.  Even though the Ghouls went up to 10ppm, I'm still going to take them.  A part of me hopes they added some benefits to warrant the price increase, but I can see myself taking a block of 40 in horde formation and a 30-strong skeleton bunker as my necro cage.  If the rumored 5ppm for Skeletons is right, we're looking at 180 points for 30 in Full Command.  Also, Screaming Banner is back so maybe add a War Banner for those Skeletons and call it a day.

What gets interesting is the rest of the army.  Say I want to spend big on the lord, big on the heroes and min core, we're looking at ~1250 spent so far (and that's really way maxed out).  That gives us roughly the same amount of points to play with for the various other things in the army.  What are those things?  You can basically pick 2-3 of these below..

Big block of Grave Guard + Banner of Barrows?
Big block of Blood Knights w/ Banner of Blood Keep?
Big block of Black Knights + Banner of Barrows?
2x Terrorgheists + Lord on Zombie Dragon?
A bunch of Corpse Carts to refresh ASF everywhere?

A supporting unit of Hexwraiths is a must I would think..
For some reason, the Coven Throne and the other thing don't appeal to me...

Depending on what they change about the Grave Guard and Banner of Barrows, I'm leaning towards 2x Terrorgheist + Lord on Zombie Dragon.  Either that, or I'll run the Lord in a large unit of Blood Knights w/ Banner of Blood Keep.  Points willing, I think I'll have enough for a small unit of Hexwraiths just to flank and harass.

Tuesday, December 27, 2011

Some VC rumors




UPDATED: 1:36pm 12-29-11

Completely true. Local newsagent had the white dwarf, and I've been having a good read. Invocation of Nehek affects all friendly units in its radius of 6"/12"/18", depending on the power level.

The Corpse Cart gives all units within 6" ASF until your next magic phase if it is the target of a Vampire spell - including the AoE of Invocation. This is specifically stated. Imaging say, 3 units of Skeletons or even Grave Guard, with 2 Corpse Carts between them, and a Necromancer or two in there throwing out Invocation every turn. Skeletons/Grave Guard with permanent ASF.

Raise Dead can raise either Zombies or Skeletons.

A few other tidbits.

Necromancers can take an upgrade called Master of the Dead. The only way to add models to a Skeleton unit raised with Raise Dead is with a Necromancer with Master of the Dead.

Ghouls are 10 points. A unit of 40 with a Ghast in one of the sample lists was 410 points.

Banner of the Blood Keep is one of the returning banners, and grants a 4+ ward save to shooting attacks.

There appear to be 3 different vampire types. Vampire lord, Vampire, Strigoi Ghoul King. This is mentioned in the new rules for Vampire Counts pacts for Storm of magic, they specifically name the lord choices you can take, and it is those 3 and Master Necromancer. They don't mention at all what makes a Strigoi Ghoul King different, though it might have something to do with Hatred and Poison, as Phil Kelly pointed out in the GW website Terrorgeist designers notes.

I also may be reading too much into it, but there's some hints towards Ghouls not being able to be reinforced through Invocation of Nehek. Don't quote me on this, it's not outright stated, just whenever they talk about raising models, Ghouls are the only unit not mentioned, as well as in the Lahmian sample list they say 'with 40 models, it ensures there will be enough left when they reach the enemy' or sometihng to that effect.

A Vampire Lord with death knight is WS 9. Looks like Vampire Lords are getting ridiculous stats again.

Master Necromancers can be the general. They specifically state this. It's possible to make an army completely lacking vampires.

They make a subtle mention about 'when the general dies, the army starts to crumble until another powerful character can regain control.' Seems like you can replace the general with a powerful Necromancer or other Vampire caster somehow if the general dies.

----------



Another batch of input... (from reading through the WD at the store today)

Where should we start ?

Lore of the Vampires

Signature Spell is definitely Invocation of Nehek - on the most fundamental level it can restore "D6 + caster's Wizard level" of Wounds to friendly Undead unit within 6". Boosted version has 12" range, as well as 18" ones.

Other spells includes Raise Dead, Vanhel's Danse Macabre, Curse of Years, Gaze of Nagash, and Wind of Death

Lore attribute: When the spell from the Lore of the Vampires is succefully casted, the wizard or any undead models within 12" restores 1 wound.
Rules tidbits:

All Vampire has rule called "Hunger" - You get to roll a D6 when the vampire kills one or more models in combat, on a 6 you recovers one wound. (Vlad with Blood Drinker pass the roll on 4+)

Also Vampire, including vampiric creatures "such as" Varghulf and Vargheist, can march. So Vargheist will be able to move 20" per turn almost all the time. (not sure if Varghulf can also fly)

Vampiric Powers: (not all of them, just those mentioned in WD)
Flying Horror - give the vampire ability to fly (unsure)
Dread Knight - ability to boost WS (don't know how - but a Vampire Llord with Dread Knight has WS of 9)
Quickblood - gains ASF
Master of the Black Arts - get to re-roll one D6 for the Winds of Magic.
Dark Acolyte - add D3 to the total number of models raised by Nehek.
Red Fury - should be about the same. (unsure)

New units:

Coven Throne
- Basically a chariot mount for your Lord.
- Is a Large target with S5 T5 5W and 5+ save.
- has Spectral Steed rules (can move 8"), Undead, Vampiric, ASF (only for Handmaiden who has 2 S5 Attacks)
- has Random Attacks (2D6) at S3 from the spirit horde.
- Has Ward Save of 4+
- Battle of Wills (before the first enemy rolls to hit against the character or the Throne, both player roll a D6 and add their LD value. Has effects based on the difference of the score)
* no effect (0 or less)
* suffer -1WS/BS
* the enemy must re-roll successful To Hits
* each model in the enemy unit strike each other (only 1 attack per model)
- Has Bound Spell (lvl3) allowing the Throne (and all of its crew) to re-roll either To Hit or To Wound rolls.

Mortis Engine
- Is a Rare Choice
- Same stats as for the Throne (S5 T5 W5 Sv5+)
- has 2D6 attacks at S3 from the spirit horde
- Undead, Terror, Spectral Steed, and Regeneration
- can make Ghostly Howl attack.
- can take upgrade, allowing any wizards casting spell from the Lore of the Vampires to get +2 to their casting attempt. (ANY) miscast wizards rolls twice on the table and have the opponent choose the result)
- The Reliquary (at the start of your turn, roll 2D6 and add the current turn number - until the start of its next turn, all friendly Undead units within this number of range gains +1 bonus to their Regeneration, 6+ if they don't have any, to a maximum of 4+. Also, all enemy units within this range suffers D6 hits at the strength equal to the turn number.

- Also has some penalties if removed from play - by damaging every units within a random range at the strength equal to the current turn number)


Master Necromancer
- New Lord choice (ie. better Necromancer)

- Banshees and Cairn Wraith are now Hero

Hexwraiths (special)
- Fast Cavalry with Ethereal (yes!) that can inflict automatic S5 hits on unit that it moved through.

Vargheist (special)
- Flying Monstrous Infantry that has Fly, Frenzy, and 3A.

Crypt Horrors (special)
- Monstrous Infantry unit with M6 S4 T5 I2 W3 A3, has Poisoned Attacks, Regeneration 5+, and Undead.

I think that's all I've seen in the WD...

BTW, Heinrich Kemmler is back in finecast (and in the book) for sure. But on the original sculpt, no new miniature for him. (at least for now)


Seeing lots of people wondering if the Bloodline is back in the book.
Honestly, I'm not sure as it's not specifically mentioned rule-wise.



Cheers,
ZAlpha


Hmm... let's see...

Skeletons....should be A LOT cheaper.
(40 Skellies with Full Command for less than 240 points.  )

Crypt Ghouls... definitely a bit more expensive.

Zombies... even cheaper than the current one.

Fell Bats... cheaper.

Corpse Cart.... almost the same (but goes Special)

Black Knights.... cheaper.

Spirit Host... cheaper as well.

Varghulf... remains the same.

Dire Wolf....should be exactly the same.

The rule is not clear whether the Vampire can give the unit he/she joined march move. However, the article clearly says that only "the General of the army, usually a Vampire of incredible age and power, is mighty enough to pass on this ability to other Undead units within 12" of him"

For the corpse cart... hmm I'm not sure I understand it correctly - but I think when you target a Lore of Vampire spells at the Corpse Cart (or if it is within area of effect of spells such as Invocation of Nehek <-- this is what's written in WD) all freindly undead within 6" of the Corpse Cart affected by the spell will benefit from Always Strike First until the start of your next Magic Phase.

You don't expect Ethereal Fast Cavalry to be that cheap, don't you?

Based on the demo list posted in WD, I think they may be almost as expensive as Dragon Princes of Caledor.


@LotusCorgi

I see only Musician and Standard for Zombies.
No rules for recasting spells mentioned in WD.

Sunday, December 25, 2011

Merry Christmas Vampire Counts!


Got a whole bunch of pics from the latest White Dwarf.

Check out all the Vampire Count goodness!

Merry Christmas everybody :)











Thursday, December 22, 2011

Research: War of the Ring

I guess this can be inspired because of the new Hobbit trailer, but this is more for personal research.

My friends tell me War of the Ring is herohammer 40K + simplified Warhammer Fantasy.  Since I have no experience with the LotR or WotR, I was wondering if you guys can explain the game to me.  I have the rulebook and I've been reading it over.. but I kinda ran into a problem area.

I've read this maybe 30 times and I'm either tired, illiterate or a mix of both, but I can't make any sense out of this:

Take a look at the To Hit mechanism for shooting in this game.


The example they gave was that a few companies of Galadrim Archers shot at some orcs.  They generated 22 shots.
then they lost me...

So a Galadrim Archer has a Fight value of 5/3+.  The 2nd value represents their skill with a bow.  So using that aiming bonus chart they provided, it means that each company does that number of attacks (8 attacks per company), plus 2 more attacks because it's 5(5 is base number for everything apparently)-3 = +2 bonus die (so 10 total).  So 2 companies of Galadrim Archers with direct LoS generates 20 shots  and if there's 2 more companies behind them, they generate 2 more (1 die for each "supporting" company).  That's 22 dice total.

OK, so looking at the 3+ value of their ranged skill, then looked at their example of "to hit chart", it seems to me they skipped "to hit" all together and just moved onto wounding?  (strength is strength and defense would be toughness).

I'm pretty confused.  I guess hits only add attack dice and you only roll to see if it wounds or not?

Anywho, the rest of the game looks pretty straight forward:
  • 1k battles looks like a 1500 point game from the size of stuff
  • FOC looks really streamlined and easy to figure out with common and rare choices
  • Charges have a smaller degree of random because it's just D6 + 2,4,6,8 depending on what kind of model you are
  • LoS like WHFB but there's less emphasis on pivots and turning (even more so than 8th)
  • Magic is not like 8th ed. WHFB but more like 6-7th ed., which I like, a lot
  • Herohammer elements with epic heroes doing epic and heroic abilities
  • From the looks of it, it looks like this game should be very scenario based or else people are just going to push models forward and crash into things

Did I miss anything?  Now to figure out this combat system...

Monday, December 19, 2011

40K vs. Fantasy by region


I'll lead this off with a link to my favorite site of all, Warseer.  (I'm banned from there btw)

Then I'll post something that loveless said somewhere on the first page:

On the subject of why 40K is played more in the USA than Fantasy.. it's because..

loveless
We Americans like our automatic weapons, missiles, and tanks. Fantasy is lacking a bit in that department.

That said, I think the biggest issue with Fantasy around here is still the rank-and-file nature of it.

"I need to buy how many boxes to make one unit?" compared to smaller box counts in 40K and Warmachine. Honestly, I'm not sure why GW packages WHFB the way they do - they throw out 10-man boxes for WHFB when a standard unit size is going to be 20+ in most cases.

40K has its own packaging problems, but they're less apparent, IMO. A 5-man Terminator squad is perfectly usable, even if the max size is 10. The 5-man Troop/Elite boxes are questionable, but are often bulkier than equivalents in WHFB. It's odd to say, but I feel like I'm getting more bang for my buck when I'm working on $60 of 40K vs. $60 of Fantasy (notable exception: plastic Zombie Dragon - worth every penny).

The other thing that springs to mind is the widespread knowledge of the Dawn of War and Space Marine games. GW has struggled to license out a good, positively memorable WHFB-based game. W:AR was (is?) quaint at best and a useless exercise in PvP at worst. The RTS version of Fantasy (Mark of Chaos?) never seemed to catch on.

Personally, I like WHFB (especially 8th), but I have trouble painting (let alone buying) 200+ plastic rats or 100+ plastic undead when a square piece of cardboard does the same thing - 50%+ of those models are just glorified wound counters.

With 40K, if I buy 10 Necron Immortals, all 10 have a definite chance to contribute to my army's rate of fire and damage output. 10 Terminators means 10 bruisers who have a damn good chance of getting stuck into a combat and individually wrecking face.

I think you get more of a personal connection with 40K models - you can really go to town with posing and conversions and single Troop models. Your opponents can learn to fear Brother Nero, the tactical marine firing a bolter in one hand and a bolt pistol in the other because he managed to pick the last wounds off the Ork Warboss after the rest of his squad died. Hell, back at the beginning of 4th, I had one particular Arco-flagellant that had accomplished such ridiculous feats of murder that he quickly became the go-to target for my regular opponents.

With Fantasy, the most "locally renown" models were Lord and Hero choices - the troops and such were just meaningless placeholders while Wizards blew them away and heroes cut through them with the Enchanted Sword of Truthiness. Skeleton #27 isn't very likely to stand out from his fellows, nor is High Elf Spearman Ellisyr or Ork Boy Grum Toothcracka.

Fantasy often feels like you're just moving blocks around while 40K can feel like an interactive war movie (and there are games that do it a lot better than 40K, as well!).



What do you guys think about this?

Saturday, December 3, 2011

1500 points - A different animal


Lately, I've been doing a good amount of 1500 pt games.

For me, this is a complete change to how the game plays at 2K.  Let me riddle you guys something:  Does the number of units you have under your control changes from 1500 to 2K?  Yes, most of the time.  It could be a lot more units in transports, a more aggressive MSU approach, 2 huge squads of something or a boss character.  Does this change how you play the game?  Most definitely.  Your strategy, tactics and game sense will change depending on what you add into your army. This is certain.  What isn't certain for me is your level of generalship and play style.  For me, it's difficult to judge whether or not I play more conservative at lower point levels than I do at higher point levels.  The thought and need of unit preservation stays the same no matter what level I play at.  I always want to get the best bang for my buck.

So what is point level for me?  At 1500 pts, the scale of the game is different.  There are less units on the battlefield, you feel like you're playing a skirmish rather than a battle and you see a lot of different archetypes.  Is scale the only thing to change at this level?  I feel that at this level, one needs to make certain cuts to his army in order to preserve what is effective.  Let me flesh out an example with my own Dark Eldar army:  At 2K points, I take Vect and 3 Blasterborn Venoms.  At 1500 points, I drop Vect for an Archon and I remove the Blasterborns completely.  Crazy right?  Vect adds a lot to my army because he can get away with things a normal Archon can't:  One of which is a game-changing ability to Seize Initiative.  Aside from his beastly stats as a melee monster, taking away the Blasterborn takes the number of lances I employ by 9, and the number of 36" Splinter Cannon shots down by 36.  This is a huge change to the army!  Not only has the scale of the game changed, the number of options I have have been drastically reduced.  Tactically, it also means I have less units to contest and less kill points to give to my enemy.

But wait, does this mean all armies are effected in the same way?  If you look at my Space Wolf army, going from 2K to 1500 requires me to drop Ragnar and his retinue of Terminators.  My CC killing potential goes down by a lot, but the core of my army stays the same:  3 full squads of Grey Hunters, a Rune Priest and enough anti-tank for my meta.  The same could be said about my Blood Angels:  Mephiston goes down to a Libby, 1 Baal and 1 AC/LC Pred gets dropped (roughly).  How big of a change is that?  Is it any bigger than the changes I made to my Space Wolves and Dark Eldar?  Ah.. so maybe there is a point to this post after all.  Let me ask you folks a riddling question:

Does the scale of the game (in terms of point level) change the playstyle and dynamics of all armies or just some armies?  If you look at the example I provided above with Dark Eldar and Space Wolves, which army do you think is effected more?  Some guys in my club think Tyranids isn't even viable at 1500 points.  If this is true, then it brings us back to the age-old question of GW game design:  If the design team does intend on balancing the game, what point level do they balance it on?

I leave you guys to your thoughts.. but get back to me quickly because this is good.

Thursday, December 1, 2011

Designing a new miniatures game!


I've had this on the backburner for the longest time, but I think it's time to start a open blog about it.

I can't share too much info right now, but I want to touch upon two settings I'm interested in hosting the game in.  Which one of these appeals to you more?

Alternative History
It's 1947 and the war is still going
Weapons technology is advancing at a unheard of rate
Japan is still racing through rapid expansion
Germany wins the Battle of Britian and has now established Fortress Europe
America tries to invade Europe via Italy and is pushed back
Fights still rage in the Pacific as Pearl Harbor still happens
Hitler is now just invading Russia since Europe is under his grasp
Russia and China unite to form a superfaction to fight Japan and Germany
Think Wolfenstein, Red Alert and Dust Tactics in terms of sci-fi and paranormal coolness

Near future 2239
China and Russia merge as a superfaction
USA is still the world police, the Peacekeepers
NATO is formed into the European Defense Force
Japan sinks under the water from a natural disaster but is actually building a new Atlantis, with Mecha Gundams
There will be future weapons, mechs and a lot of cool technology and weapons
China and Russia invade Europe for the last remaining resources in the middle-east
Europe has no chance but to unite and form a defense force
America is brought into the fight to restore peace and initiate justice
Japan takes this opportunity to strike back after its humiliating defeat in WWII and all hell breaks loose.
Think a mix between Mech Warrior, Earth 2150 and CNC

Wednesday, November 30, 2011

FW models allowed in normal games?

Cock locked and ready to rock.
So I played a friend of mine yesterday and I decisively defeated his Blood Angels with my Dark Eldar at 1500 pts.  He tells me today he's going to take a LR Achilles in our next engagement and I said no way.  I was under the impression that FW models are unofficial and permission only (being mainly used in Apoc games) but he shows me his book and it reads:

This is the opening statement in the new IA books:
This unit is intended to be used in 'standard' games of Warhammer 40,000, within the usual limitations of Codex selection and force organisation charts.As with all our models these should be considered 'official', but owing to the fact they may be unknown to your opponent, it's best to make sure they are happy to play a game using Forge World models before you start. 

So I guess it's official now that you can use FW models in games of 40K?

I personally hate FW models.  Well, not the actual models themselves but the rules that come with them.  If you think GW rules are bad, I think FW rules are just outlandish.  The reason why is because they WANT to put something out that GW does not put out.  D-weapons, great.  Immune to melta/lance, great.  A drop pod that allows a Furioso to charge on the turn it lands, awesome.  In order to sell models that are 3x as expensive, the rules must own as much right.  I mean after all, how much are people willing to pay for proxies of a normal Land Raider?  They want something that can wreak havoc and make that 100 dollars well spent.  Thus, the rules are developed to go with them.

Anyone else feel this way?

Wednesday, November 23, 2011

Time for some Firestorm

Aquan Prime BB.

I'll be playing Firestorm next week hopefully.  Pretty damn excited.  My fishmans (Aquan Prime) haven't seen the light of day in forever.  Maybe they were hibernating?  Or maybe they're just waiting for SG to get out more ships and MARs!  Did you guys see some of the new Dreadnoughts and Destroyers Spartan put out for Firestorm?  They look quite bad ass.  I'm a huge sucker for space combat and I'm about to indulge myself in some casual, exploding dice fire frenzy.  I'll try my best not to rage quit and throw my models across the table if they blow up.

Here's what I plan on bringing at 1k points:

Poseidon BB (3x AP) = 215
Poseidon BB (3x AP) = 215
Manta BC (9x AP) = 275
4x Storm CL = 240
2x Pirahna FF = 40
+3x Interceptor Wings = 15

Also thinking about possibly dropping the Manta's AP for max Pirahna squads.. but realistically, they're probably just going to have to swim somewhere and hopefully not die.  Might also drop a CL for max FF, what do you guys think?
Oh, and here's some Wings rules I want to try.  I saw this on the Spartan Games forums and there's quite a bit of good feedback.  It's user-created so I have my doubts, but I think it can be for the betterment of the game.

These rules make three major changes: 
1.) Wings from Carriers activate as part of their Carrier's activation.
2.) Carriers may Link Fire with their Wings.  
3.) Wings receive specialization bonuses partially based on a suggestion by one of the Spartan Games team members in another thread (I forgot the link, so if someone has it lemme see so I can properly give credit).  

The following is the second revision of the suggested Variant Wing Rules.  The rules really aren't that long, I just write for maximum clarity.  Some of it may be repetitive.  

Wings:
  • Interceptors deal 2 hits to enemy wings on a roll of 5 (destroying them, but still only get a bonus d6 on a result of 6).  See Clarifications for a reminder on standard Wing combat.
  • Fighters that receive a destroyed result may roll a d6, and on a roll of 6 are instead Driven Off.  Fighters may make this roll for each destroyed result they receive.  This ability must be resolved immediately upon receiving the destroyed result.  This allows an opponent to assign bonus dice from rolling a 6 to the Fighter should it survive.
  • Bombers receive +1 to AD rolls.
  • AP from Assaulters receive +1 to the first roll in a Boarding action (AP from other sources receive no bonus even if they participate in the boarding action)

Carriers:
  • Wings activate as part of a Carrier's combat action and may Link Fire with their Carrier (assuming the Wings can make a legal attack as per standard FS:A rules, see Clarifications regarding Command Distance).  When Linking Fire with Wings, the Flight receives its full AD and the Carrier links with 1/2 AD.
  • All Wings from the same Carrier activate simultaneously.  In effect, this allows mixed Wing Flights.  However, Carriers are still restricted to only carrying two types of Wings.
  • All Flights/Wings from a Carrier activate at the same time as the parent Carrier, even if they are working independently (choosing not to Link Fire).  Wings that are attached to a ship may detach as normal per the activation rules, but may choose to remain with the attached ship as normal.
  • You do not receive an additional STAR card for your carrier-bound wings.  They are NOT an additional squadron, they do not have a separate activation from your Carrier.  They are a component of your Carrier's squadron, and only activate with your Carrier.
  • Opponents who are able to roll PD against a Torpedo salvo and/or Wings must split their PD amongst all valid targets as normal per PD rules.  Boarding Actions exempt (see clarifications).
  • PD against Assaulters & PD against Boarding Actions by ships are handled separately.  However, after PD resolves AP from both sources are pooled together for the Boarding roll.


Clarifications:
These are core rules which are relevant to the Variant Wing Rules.  
  • In the standard rules, Wing v. Wing combat rolls of 3-5 result in Driven Off results and Destroyed only on a 6.  Rolls of 6 grant bonus dice which may be rolled against adjacent
  • Wings do not have to obey Command Distance
  • As per previous rules clarifications, Boarding Actions are a separate phase of combat.  Therefore, PD is not split between Boarding and other forms of attack (such as torpedoes).  The ship defending against a boarding action receives its full PD against a Boarding Action, but other ships may not participate in its defense (only the ship being boarded rolls PD against boarders).

Monday, November 21, 2011

Your army is overpowered


Got another thread for you guys to look at:

Yes, it's from Warseer, but I've seen stuff like this on a billion other forums:  Dakka, Heresy, B&C, BoLS..etc.  It seems to me that everyone and their dog seems to think Grey Knights are overpowered.  Is this true?  Personally, I do think that aside from the outrageous fluff that the book is a little strong.  I think the book is more Space Marine hunters than Daemonhunters, but hey, to each his own.

Let me sum up this thread for you guys in a nut shell:
  • The OP is a Space Wolf player calling Grey Knights overpowered.
  • Several IG players chime in calling Space Wolves overpowered.
  • Blood Angels are mentioned briefly but dismissed because they are overshadowed by Space Wolves, IG and GK.
  • No GK players come to defend themselves.
Does that mean GK, SW and IG are the only OP armies?  Is that what the internets have decided?  What about you guys and what do you think?

Sunday, November 20, 2011

What Tactical Marines ought to be


Saw this thread on Warseer:
http://www.warseer.com/forums/showthread.php?t=323585

Thought it was interesting.  There's a ton of proposals in there, but I have one of my own:
Let Tactical Marines take 2 special weapons, 2 heavy weapons or a combination of both.

That is all, thanks for listening.

Tuesday, November 15, 2011

BR: 4K BA vs. Necrons


NOW UPDATED WITH BATTLE REPORT!
11-16-11
http://www.flickr.com/photos/33985835@N06/page2/
Pages 1+2 has the game photos.

Haven't played the game yet, but I will be playing it in the next couple of hours.
It will be a 2v2, Blood Angels vs. new Necrons, 2k points each player, so 4k total on each side.

My list looks like the following:
Mephiston
3x 10x ASM w/ PF/Infernus, 2x Meltaguns
2x Priests w/ JP
3x Baals w/ TLAC and HB sponsons
3x Preds w/ AC/LC config

My friend's (Darian) list:
Astorath
3x 10x ASM with PF/Infernus, 2x Meltaguns
2x Priests w/ JP
Furioso Dreadnought
Contemptor Dreadnought (FW, opponent's permission approved)
2x Stormravens w/ TLLC and TLMM, totting Dreads in the back

VS.

Steve
Phaeron w/ Weave, Phase Shifter, Res Orb, Warscythe
Lord w/ Warscythe, Res Orb
Lord w/ Warscythe, Res Orb
Cryptek w/ Harbinger of Transmog, Seismic Crucible
Illuminator Szeras
12x Warriors w/ Ghost Ark
12x Warriors w/ Ghost Ark
10x Immortals w/ Tesla Carbines
C'tan Shard w/ Swarm of Spirit Dust and Lord of Fire
5x Scrarabs
Monolith
Doom Scythe
2x Sypders

Brad
Nemesor
Obyron
Cryptek w/ Lance and Solar Pulse
Cryptek w/ Ether Crystal and Voltaic Staff
C'tan Shard w/ Time's Arrow and Writhing Worldscape
10x Immortals w/ Gauss Blasters
9x Warriors w/ Ghost Ark
9x Warriors w/ Ghost Ark
8x Scarabs
3x Wraiths w/ Whip Coils
Annihilation Barge
2x Sypders
Monolith


For a combined might of 60 solid ASM boots in the air, 6 AV13 vehicles, 4 Priests, the High Chaplain to spread Red Thirst love, Mephiston to rip apart robots and Stormravens flying high.

It will be marvelous, there will be pics, and much blood to be had! Stay tuned!

PS - There might be a few proxies, the Necrons are just coming out of statis.

We ended up just playing Kill Points because both Necrons were just coming out of 5th Ed. statis and the new book didn't make it any better!

I'll just abbreviate the BR in bullet point form so you guys can follow a bit easier.  Just got the lists from the Necrons!
  • Shadows of the Primarch sees every single Blood Angels unit save 1 ASM squad from both players with Red Thirst.
  • So the battle starts with Necrons going first and the BA getting into position.  All 3 of my Baal Preds Scout smoke towards the enemy lines while my Hunter Preds act as back support.  The Stormravens also fly towards my armored advance and the Blood Angels seek cover behind the AV13 walls.  Our idea was to force the bulk of our firepower and fighting strength to one side of the table and sweep all before us.  Mephiston rolls a 11 on his fly and does not join his fellow angels.  The Necrons activate their Solar Flare for night fighting after pushing their models up.  Our attempts to shoot at the metal robots end in failure.
  • Next turn sees both Monoliths miss their chance to DS in and the BAs advance up even more. Since they only had one Solar Flare, we take advantage of this opening to unleash hell.  A lot of fire goes all around the map and surprisingly, nothing really happen.  I put some wounds on the advancing C'tan but it was not enough to kill it.  Mephiston tries to join his fellow angels again, fails and takes a perils.  Fresh squads of BA fall behind and in front of the Necron lines while the rest of the forces push up.  They run to minimize incoming Monolith damage and with Priests in the squad or nearby, they have FNP to wither the bulk of the Necron retaliation.  Our positioning was good, and the full force of the Blood Angels will fall upon the Necron lines next round.  Or so we thought.
  • Something neat happened here:  The Contemptor Dreadnought gets out of the Stormraven after moving 12" and assaults the C'tan.  With Astorath's Red Thirst on the Dread, he goes first with Furious Charge and fails to do anything to it.  The C'tan swings back and rips off one of the Dreadnought's arms and that was the end of it.  Pretty boring, I was expecting massive explosions everywhere.
  • I'm not sure if this is the case, but next round a lot of shooting happened and it didn't go our way.  The Ghost Arks that my opponents were driving were double-tapping with both Guass Arrays from both sides and we thought that was a little weird.  You would think that a single boardside will only consist of one array shooting but our opponents insisted that both sides of the ship can double-tap.  Anyways, the gunboats opened fire and a lot of Blood Angels died.  To make matters even more interesting, Nemesor gives a block of Immortals Furious Charge when they had already received a +1S augmentation from a named Cryptek SC.  So with FC in hand, the Immortals charged a unit of BAs and actually kill a couple.  Most the damage came from the Necron Lord w/ Res Orb attached, and the Sarge's fist didn't as much damage as we hoped. It's OK, the combat stays and sits around.
  • Another interesting fact about this turn is that the back squad of BAs got charged by 2 Spiders.  With 3 wounds a piece, those T6 MCs really held their own and the squad of BAs were stuck in combat with them for 2 more turns.  The BAs eventually killed them off, but 2 Tomb Spiders held up a big squad of ASM.
  • Throughout the game, the Nemesor would take FC away from carefully selected BA units.  Which ever squad was the biggest threat, the Nemesor would just wave his hand and say no.  This was pretty frustrating towards the end as the BA army started to diminish and I needed the full impact of the charges to alter the tempo of the game.
  • As if the Ghost Arks weren't bad enough, the Scarabs also charged this turn.  So this is what we learned.  A small, crappy squad of Sacrabs advancing through Night Fighting while constantly being built up from 2 Spiders turned into a giant blob of free, awesome AT at the end.  I think they had a pretty decent squad each with 2 Spiders to support them and ended up with a giant blob of each.  Steven's squad charged 2 of my Baals and wrecked them both.  So I'm not sure if this is correct, but we did this for damage:  He rolled to hit on a 4 because my Baals moved 6" and then tallied the hits.  He then rolled for Entropic Strike results on a 4+ which reduced my Baals' armor by say... 6 or 7.  He then rolled S3 vs. AV4 rear armor and blew the Baals to shit.  I was horrifically surprised because those Scarabs (both players charged with them this turn) killed 2 Baals, the Contemptor Dread and a Stormraven.  And keep in mind these Sacrabs were basically free; starting out as a tiny squad and turning massive because of 2 rounds of Spider boosting.
  • So at this point, our perfect flanking locations and desires to crush the Necron forces doused by xenos trickery and deception.  We took what was left of our forces and rallied them for action.  Though reduced in number, we were still more than a match for most foes and retaliated with fury.  My Preds threw back some fire and wrecked one Ghost Ark, stunned/pen'd another and destroyed the Death Ray flyer who Steve forgot to move.  Mephiston rolls another 11 on his ability to fly (LOL) and he walks/fleets into the Scarabs who just killed the Baals.  He tries to Unleash Rage and rolls another 11.  At this time, I switch out my friend's painted model for my own and blame the mini for my life's failures.  My other squad of ASM jump into the fray as well and we slaughter the Scarabs entirely.  We rally forwards towards the enemy forces while my ally deploys his Blood Talon Furioso into the fray.  Those Scarabs need to die we say, so he Heavy Flamers, Meltaguns and charges into the giant squad of bugs with his talons.  S6 Red Thirst kills scarabs left and right but it's not enough.  They swing back with those Entropic Strikes and the Furioso goes down.
  • On their turn, the Monolithes both come in and Brad asks Steve to wait for him to put it in first.  We laugh like huge nerds.  They drop the Monoliths near the remaining Blood Angels on the left flank and shoots all all its weapons.  The Particle Whips were a miserable failure from both and the Guass Flayers killed very little.  I think the biggest impact this turn was also from the Ghost Arks.  They just shot so many shots it was unbearable and eventually, the BA forces were dwindled down some more.  There was also another strange craft - something the Blood Angels recon force did not spot (or forgot).  The Annihilation Barge opened fire and arc'd multiple times for massive amounts of damage.  I think Brad rolled something like 3 6s on the hit so it did 7 S7 hits on one of my squads.  Thankfully I saved like a beast but the arc continued to hit units next to it.  FNP and the Emperor's grace denied the Necrons this time, but as our forces dwindle, so does our chances of securing victory.
  • I forgot to mention something:  There was 2 C'tans on the map.  One of them had Writhing Worldscape and Time's Arrow and the other one had Lord of Fire and Swarm of Spirit Dust.  The craziest thing to happen was when Steve's Cryptek shot off his Tremorstave and applied it to my ASM squad.  He did this a couple of times and with Writhing Worldscape on the map, things just got really hairy for the angels.  Here's why:  Vehicles effected by Difficult take Dangerous and fails on a 1 and 2 thanks to Writhing Worldscape.  I lost 2 Sergeants with Power Fists during the game because I jumped and failed a dangerous.  These things might not seem like a lot at first, but they hinder my plans a lot.. especially when I'm hoping to swing the tide of battle.  Brad's C'tan had a escort of Wraiths who had the Lash Whip-equiv add-ons.  If the C'tan would get into melee with any of my guys, Time's Arrow would force a I test at I1 (thanks to whips) or be removed from the game.  That's just really scary!
  • Going back to the game, the Blood Angels, desperate for the tide to turn face the Monoliths and shoot them with meltas and angry words before charging in.  I immobilized and blew off the Particle Whip on my target Monolith and my ally stunned and took the Particle Whip off his.  Too bad our charges didn't do anything and the Monolith's reply was:  Come into the light.  I lost 5 Marines next round (including another Fist) and Darian lost 2 as the marines get sucked into the abyss portal.  What the hell is going on?!
  • It's OK, we still got this.  Mephiston actually passes a flight roll this turn and ends up in combat with the main Immortal squad in front of my smoking armored column.  He rolls a 11 for Unleash Rage, misses with all but 2 attacks and does 1 wound after that.  The main assault force (which had its FC removed from Nemesor) charged into a squad of Immortals with Counter-attack (Nemesor again) and killed a bunch of models.  I rolled a crap ton of 3s for wounds but hey guess what?  They don't count for anything.  This is the only major victory we won in CC before Brad's Scarabs kill off another Stormraven, an AC/LC Pred and the C'tan can-opens our stunned and useless Vindicator.
  • At this point, we played for 4.5 hours and we call it because it was getting too late and our phones were ringing.  A lot of things happened this game and I'm not sure how to describe it.  Cheap, extremely cheap and FREE Scarabs managed to run through everything armored the Blood Angels have.  These things are a must-kill first from now on.  Hmm.. what else?  Losing those Power Fists from Writhing Worldscape + Tremorstaves was just frustrating.  Combat slows down a lot once you lose vital killing power and the loss of Infernus Pistols weakened us as well.  Those Ghost Arks shot more than expected and I think this was a mistake?  We didn't even get to see Obryon in action because he was baby-sitting Nemesor, but Nemesor was ridiculously awesome.  Taking away FC and giving him CA did exactly what I feared before the battle even started:  It robs you of momentum and turns the tide.  Another thing that I found interesting about the Necrons was that they're really efficient in Kill Points with WBB and Res Orb.
  • I think if I was to make a good Necron list, it'll have plenty of Scarabs, a good amount of Spiders, Nemesor, Obyron, Solar Flares and plenty of footslogging Immortals/Warriors with Ghost Arks.  I also want to revisit the Doomscythe when 6th comes out, but I think Heavy Destroyers can be good too.  I do like the C'tan, but adding him and Tremorstaves takes a good amount of points.

Blood Angels lose 6-13 to Necrons!
The Necrons allow the Blood Angels to withdraw as long as they bro-fisted.

Saturday, November 12, 2011

Just a heads up for 40K


I hear Tau and Chaos Legions is next in that order.

I will be doing both:  Tau because it was either them or Grey Knights back in the day, and Chaos Legions because I own 40 Forgeworld Deathguard.

Yep, that is all.

Edit: Oh wait, there's Vampire Counts coming out early next year too.  Yep, doing that too.  Damn.. next year is going to be expensive..

Monday, November 7, 2011

Necons: Thinking outloud


A collection of Necron tips and tricks!

Tip #1 - Lychguard Deathstar
Submitted by HERO

Say you have Nemesor and Obyron.
Nemsor sits on a perch with 20x Warriors and a Cryptek with Tremorstave in cover with good LoS.

A Necron Lord w/ Res Orb, a Cryptek with Gaze, Obyron, 10x Lychguard with Dispersion Shields fly towards the enemy in a Night Scythe going Supersonic 36".  The Night Scythe has 3++ due to turbo and Stealth because Nemesor says he does.

They get out, and start wreaking havoc.  If things go poorly, they just teleport back to Nemesor.

Random thought:  Anyone assaulting that squad will not have Furious Charge, the Necrons themselves will have Counter-Attack and defensive grenades.  It's just all kinds of bad news.

Tip #2 - Destroyer Lord and Wraiths
Submitted by HERO

On the flank, you have a Destroyer Lord with Res Orb.
His bodyguard does not consist of Destroyers, but 6x Wraiths.
3++ bodyguards with 3 S6 Rending attacks each and a 4+ WBB for later.
Not bad for roughly 380 points.

Tip #3 - The World trembles
Submitted by HERO

A good amount of Crypteks with Tremorstave in transports.
36" range blast that on hit, makes the unit suffer Difficult Terrain.
C'tan with Writhing Worldscape on the field somewhere.
When you blast things, they're taking difficult and dangerous every time they move.
Note:  Difficult for vehicles is always considered Dangerous, and they fail on a 1 and 2.


Tip #4 - Monolith LoS
Submitted by EldarCorsair

My own suggested trick: Move/face the Monolith backwards (it has the same armor on all sides and its guns don't really care which direction you're facing), when unloading Troops onto objectives, that way you can likely keep your troops hidden from enemy shooting by the Monolith's size.

Tip #5 - Doomscythes in the dark
Submitted by Metalloveman

Here's my evil trick: get night fight in effect (solar pulse/stormlord) and advance your doom scythes under cover of darkness. Note that the wording of the death ray means you can fire it without rolling for night fight(pick a point not "target a unit").

Tip #6 - Hiding your Destroyers
Submitted by Metalloveman

1. Deploy a couple of Ghost Arks mostly parallel to your board edge, nearly touching nose to tail. Deploy a squad of Heavy Destroyers near the place where the two Arks almost touch, so that you your opponent can't see them through your Ghost Arks.

2. In you movement phase, either move your Arks up or just rotate them so they're facing forward, creating a gap through which the Heavy Destroyers can shoot.

3. In your shooting phase, shoot though the gap with the Heavy Destroyers. Then shoot one set of each Arks' flayer arrays at a unit in front of it. Pivot the Arks to shoot with that array. That will close the gap between the Arks, hiding the Destroyers.

Submit your tips and tricks today!  I'll add them here :)

Sunday, November 6, 2011

New Necron Codex Review


Well guys, it's been quite a long time since I posted.  I had a lot of chores with the new house, threw a house-warming party, got a new position at work, worked ridiculous hours at Blizzcon, then got sick after Blizzcon.  In short:  Shit's been really crazy lately and I haven't had time for any minis gaming.  It's alright though, I received the new Necron codex this weekend and this review will hopefully nail all my thoughts on the book.

First, some self-made rankings and numbers:
Overall Power: 7
Internal Balance: 8
External Balance: 7
Creativity: 9
Fluff: 9
The verdict:  A solid 8

What do all of these mean?  Let's cover the obvious one first:  Overall Power.  By this, I mean how powerful I feel the book is.  Personally, it would be on the same level as Dark Eldar or a balance Blood Angels list.  There's a overwhelming weakness of close combat in the book, but isn't that the weakness of Necrons in the first place?  I don't see this as an issue; I see it as adherent to the original army's design.  The book, like the Dark Eldar book, feels very good in my hands.  There's a lot of unique weapons that the Necrons have available that will change the metagame for the better.  From the pseudo AV13 vehicles, to plentiful S7 power weapons with 2d6 armor pen, to teleporting Necron units, to long-range dominance in overwhelming firepower, the book's got options.  The options are all pretty solid, but they're not over the top or completely faceroll compared to the other books out there.

That brings us to our next category:  Internal Balance.  What do I mean by this?  I mean the book's got viable options that can suit many a player's playstyle.  There's CC-heavy options via Wraiths, Flayed Ones and Lychguards, there's great shooting options like Immortals, mass Warriors and Deathmarks, and there's long-range anti-metagame options like the Doomsday Arks and Heavy Destroyers.  When flipping through the book, I didn't see any glaring suck units and a bunch of different options that fulfill my needs.  There's powerful long-range shooting, powerful mid-ranged shooting, and powerful CC options that's suited for building balanced army lists.  If you want to min-max on shooting, you can do that too:  Maybe not in the sense that you can spam out Razorbacks, but in the sense that you can counter-battery most RBs all day long.  There's good units in the book, all of which are fairly competitive in price and function and there's no obvious "bad" choices.  If I was to group units into categories of shooting, CC, long-range firepower..etc, I'm supposed to be presented with viable options everywhere.  In a well-designed book, there shouldn't be a unit that outclasses everything else in its category and that's what I see here.  The HQ choices are solid, not overpowered or weak, but the basic Necron Overlord does leave much to be desired.  I don't mind it though, Mat Ward does give you the option to build your own lord if you want and that's all that matters.  Don't expect the flexibility of the Grand Master though, those kind of special rules lies in the Special Characters (which it should be).

For External Balance, I'm looking specifically at the book vs. the metagame.  How does the book fair against everything else that's out there?  With a good amount of vehicles holding the AV13 flag and Skimmer status, I think the weight of Missile Launchers and Long Fang spam will go down a bit.  Anything less than 6 on a S8 missile is only going to glance and that's not enough to strip away Quantum Shielding.  Combine this with the option to ignore Shaken on a 2+ and 4+ from Stunned because of Living Metal and you've got yourself a metagame changing scenario.  Since most of the Necron craft come with these two special rules as standard, I can see the meta changing to Lascannons.  Guess what?  All those Rifleman + Psybolt Dreads out there will be applying for new jobs.  Especially if you consider the return of the Monolith and the plentiful amount of Destroyers/Heavy Destroyers a Necron player can put on the board (D/HDestroyers in FA slot).  For those players already totting RBs with LasPlas or TLLC, this is good since you guys don't need to change anything, but for everyone else rocking all rockets, there might be some adjustment.  Dark Eldar sees little change in how they play their game and Blood Angels will see very little as well.  Space Wolves might want to man it up with AC/LC Predators like me and Grey Knights might want to look at TLLC Dread variants.  Personally, I'm for anything that'll spice things up a bit.

As for Creativity, this should be a no brainer.  When I examine a book, I look at one's ability to write with the casual, mediocre and hardcore player in mind.  Are the units in the book new, exciting and fun at all levels?  Do they all have a purpose and not feel like trash?  I think Mat Ward did a good job bringing a dead book back to life (literally) and gave it purpose, direction and longevity.  None of the units are particularly dull and there's a lot of interesting new ones.  Sure, one can argue that Necrons are now basically Tomb Kings in space, but I think that's perfectly fine.  It gives them character and personality, not in a sense that Bob the Necron is a good guy at heart, but in a sense that players can relate to Bob if they wanted to.

Lastly, I'll touch upon Fluff.  For the first time in a long time, I think Mat Ward did a good job with the fluff.  The last time he wrote good fluff was back in the 7th Ed. Daemons Army Book for WHFB.  Even though that book was broke as shit, the fluff was spectacular and it's still one of my favorite shitter reads.  You know what I think it is?  Space Marines.  Mat Ward goes all super fanboy when he writes about power armor and you eventually get shit like Draigo carving names on Mortarian's heart.  However, like I said about the book's creativity, Ward was able to steer Necrons in a new and better direction.  There's genuinely a lot of cool stuff in the book and they're all very well explained.  I loved reading about the different weapon systems, and a lot of the whys I had last book have been answered.  Overall, it's very satisfying to read something you thought was going to be atrocious and having it smack you in the face after. It's a very humbling experience.

Stay tuned with Part II of this review, then I'll get down to the nitty gritty.

Edit:
Wow, 20 minutes after the first post I decided to come back and write more.  That's perfectly fine with me!

I'll break this down into FOC sections, and like always, I'll touch upon what I think is the most interesting.

First, the HQ section.  When I look through the HQ section, I actually get a little bit confused.  I'm happy in a sense that there's a lot of flavor, but I'm disappointed in my competitive choices.  The big guy in this book is Imotekh the Stormlord.  He's pretty good overall, has basic Necron Lord stats with a lot of nifty items.  Comes with 2+/3++ in his cost, D3 wounds respawn but no Res Orb!  Has a bunch of cool special rules like perpetual night fighting and Vect's 4+ seize vs. non-Ork armies but that's about it.  Personally, I expected better.  His fighting stats are mediocre and his army-wide rules are nowhere as game-changing as say... Logan Grimnar or Draigo Kaldor.  Fighting wise, he's not as good as Vect or Mephiston so it's safe to say that's he's pretty mediocre.  For the big guy in the book, I expected better.  However, one can argue that making Night Fighting last for half the game can bring back footslogging lists!  Shit, I would love to see that happen.

The one buy that caught my eye in the book is Nemesor Zahndrekh and Vargard Obyron.  You basically buy both all the time because they're pretty much a package deal.  I mean, you can buy them separate, but it would be like buying a hotdog without the bun.  Anyways, the reason I love these two is because they're fantastic for the price.  For 185 on Nemesor, you get 2+/3++ and a Res Orb.  You do that with your generic Necron Overlord and it comes out to be 180.  See what I mean about the DIY Lord?  Back to the Nemesor:  On top of the wargear, what really makes him tick is his special abilities:  Adaptive Tactics and Counter Tactics.  First, I love the fluff.  Zahndrekh is a great general and these special abilities fit his character perfectly.  Adaptive Tactics allows you to give anyone in your army a USR (CA, Furious Charge, Stealth, Tank Hunters, Hit and Run..etc) every turn.  This means you can give your Warscythe-totting Lychguard S8 with Furious Charge, Wraiths or Flayed Ones Hit and Run or Heavy Destroyers Tank Hunters with S9 AP2.  Outrageous combos are yours to invent.  You throw on the fact that he has Counter Tactics, which at the start of the turn you choose a enemy unit in his LoS and they lose and cannot gain the same set of USRs until next turn.  Your Blood Angels want to charge?  Cool, no FC vs. my T5 Lychguard.  Grey Hunters expecting to Counter-Attack?  Nope.  Dante has gives Hit and Run?  No he doesn't.  The list goes on.  Lastly, he has Phased Reinforcements.  As long as Zahndrekh is on the battlefield, any number of units in reserve coming in from DS can enter the play on the enemy turn just like Deathmarks.  Pretty much, he gives the entire army Ethereal Interception.  All for what?  5 more points than a generic Overlord.  I think this is the biggest hit and miss and one of the reasons why I shot the Internal Balance a full point lower.

Next is Vargard Obyron.  He's the only WS6 in the entrie book and he comes stock with a 2+ armor save.  T5 with 3W and 3A just like most Overlords, but he has Ghostwalk Mantle which is a supped up version of Veil of Darkness.  When he uses it, his entire unit is removed from the TT and placed anywhere via DS just like Veil.  The big kicker here is that unlike Veil, he can use this even if he's locked in combat.  He just peaces out and takes his entire squad to wherever the fighting is the thickest.  The best part about this is that with Vargard's Duty, he does not scatter if he's 6" within Zahndrekh.  In addition, if Zahndrekh is ever in trouble, Obyron will literally appear next to him and pile in whatever combat the Nemesor is in, even if Obryon is in a transport.  That's just freaking outrageous.  To make the fluff even better, Vargard Obyron has Cleaving Counterblow.  If you swing at him and miss, you keep a tally of how many attacks missed him and when it's his time to swing, he swings back with his normal attacks +1 more for each attack missed (up to 6).  Pray you hit him, or else he'll be hitting on 3s wounding with 2s vs. 90% of the game with no armor save.  Oh, and he doesn't count towards your HQ choice if you buy Nemesor Zahndrekh.

Like I said, the other HQ choices are good:  Andrakyr the Traveler can take control of an enemy vehicle within 18" of him on a 3+ and force it to shoot their own allies.  Imagine taking control of a Vindicator and having it pound Dante's squad into dust.  He also comes with Furious Charge and Counter-Attack and gives a unit of Immortals the same USRs.  Orikan the Diviner is pretty fun to mess around with to see if the stars align and the ability to take a Royal Court with you is pretty neat.  For example:  If you buy a big named Lord guy or a DIY Overlord, you can buy a Royal Court with 0-5 Necron Lords (with 1W) and 0-5 Crypteks.  Crypteks are cheap and have cool weapons and abilities and Necron Lords are just beaters.  For example, Crypteks can take Tremorstaves which cause difficult terrain to whoever it hits (Writhing Worldscape anyone?) and provide the unit with defensive nades or a 36" S8 AP2 shot.  The Royal Court can also split off like Wolf Guard and go to other squads to buff up their CC or Shooting.  This flexibility is really nice.

As for troops, there's only two:  Warriors or Immortals.  One is obviously more expensive than the other and you can only take 10 Immortals per squad.  That's cool, because they can put out Rapid Fire S5 AP4 shots whereas the Warriors can only put out S4.  Warriors are now 13ppm but come with a 4+ armor save.  The WBB rule is now a 5+ and Res Orb from the Overlords is the only thing that can make it 4+.  Immortals have a better armor save but the fact that they can't select a Ghost Ark as a dedicated transport means they're going to be bouncing around via Monolith or footslogging across the field.  They can go into a Night Scythe since the thing has a 15-model transport, but AV11 with no Quantum Shielding is meh at best.  Even if you Supersonic 36".  Regardless, they are now Troop choices and that's awesome.  Necron Warriors can go up to 20 and they can take a Ghost Ark to travel around in (if you take 10).  Ghost Arks have Quantum Shielding, Living Metal and 2x Guass Flayer arrays so you can broadside things.  AV13, open-top so Necrons can spew from any angle and Skimmer means this is a good transport for 115 points.  Good, not great because of the points.

Elites have all kinds of cool shit in it and that's always good:  Deathmarks are a interesting shooting solution with Rapid Fire Sniper weapons and Hunters from Hyperspace.  Hunters gives them the ability to mark any non-vehicle target before the game starts and any shooting done vs. it wounds on 2+.  That's pretty strong considering they can come out of nowhere (and on your opponent's turn) with Ethereal Interception and start shooting things up.

Lychguard are your Terminator-like beaters with Warscythes default, S7 power weapons on a T5 3+ armor model.  They cost the same as Terminators and you can buy them up to Hyperphase Swords and Dispersion Shields.  DShields have a 4++ invulnerable and is capable of bouncing shots back at the enemy within 6".  Say you're a Grey Hunter squad and you're ready to launch an assault.  Before the assault, you shoot 2x Meltagun shots at them, hit with 2, wounds with 2, he saves both and 2 of your Grey Hunters gets gibbed because of it.  A pretty good deterrence from assault-based shooting if you're totting melta or plasma weaponry if you ask me.

Triarch Prateorians are pretty interesting, combining Jump Infantry status with T5 3+ armor.  Their Rods of Covenant can shoot out S5 AP2 at 6" and they count as power weapons.  With I2 and only 1A, I can see them as anti-TH/SS Terminators or any exposed MEQ.  A full squad of them can be expensive, but I don't recall seeing any other T5 Jump Infantry in the game so that's definitely interesting.

Next in the Elite slot, we have the C'Tan Shard.  It's a little weaker than before with only S7 T7, but most of the rules is still the same.  4++ stock with Monstrous Creature, Eternal Warrior and ignore difficult terrain and a bunch of buy-up abilities that's very cool.  Since he has BS5, he can buy up a S9 AP2 shot from 24" away, has the ability to take pseudo offensive and defensive grenades + Stealth, or have a Large Blast template centered on him that inflicts S3 no armor saves plus it heals him.  I think for my strategy, I would give him Grand Illusion and Writhing Worldscape.  Grand Illusion allows him to reposition D3 of your units after deployment and Writhing Worldscape makes the entire board count difficult as dangerous terrain for your enemy.  If the terrain is already dangerous, he fails DT tests on 1 and 2.  To make things even funnier, you take this with Orikan the Diviner because of his special ability:  Temporal Snares.  It reads:  During the first game turn, all enemy units that move count as moving through difficult terrain.  In addition, if units are actually moving through DT, they take the lowest D6 result rather than the highest.  Damn, I kinda want to see this game played vs. a Green Tide player.  It's also great vs. vehicles since difficult counts as dangerous on vehicles.

The next two I'll cover really quick because they're pretty straight forward.  Flayed Ones can be taken in units of 20 and have 3 attacks each with Infiltrate.  They're the same cost as Warriors so that's pretty cool.  The Necrons also get a Walker in the form of Triarch Stalker and he has Quantum Shielding and Living Metal with Move Through Cover.  He can act as an additional shooter for the army because he can take a Twin-linked Heavy Gauss Cannon (same as Heavy Destroyers, S9 AP2) and any time he hits a target, all additional units shooting at that target count as twin-linked.  If that's not cool enough, he comes standard with a Heat Ray which is a 24" Heavy 2 S8 AP1 Melta.  He can turn that into a Heavy Flamer too.

Looking at Fast Attack, you have quite a bit of options.  Wraiths are your basic 3++ Jump Infantry who ignore terrain and slice things up with their claws (S6 Rending).  They can also take Whip Coils which act the same way as Lash Whips so things in CC with them will be very sad.  Canoptek Scarabs do what they do best and that's smacking vehicles and applying their Entropic Strike.  On a 4+, the vehicle's armor is permanently reduced by 1 on all sides for the rest of the game.  I can see these guys as an auto-include in every list because they're cheap, hard to get rid of without blast and munch up on mech lists.

Tomb Blades are the Necron's version of Jetbikes and I don't find them that amazing, but that's because I'm comparing them to Destroyers.  Destroyers and Heavy Destroyers in FA is awesome.  T5 with 3+ armor saves Jump Infantry with Preferred Enemy everything.  You can buy up to 5 Destroyers for 40ppm and can upgrade up to 3 of them to Heavy Destroyers for 20 more.  So ideally, you run 3 HDs at 180 for the unit.  Attach a Destroyer Lord with a Warscythe, Res Orb and 2+ armor save and you're pretty much good to go as a lethal flanking unit.

Heavy Support sees the return of the popular Monolith minus the brokeness of last edition.  It trades nigh-invulnerability with the fact that it can suck enemy units into it and have it S-test or be removed from the game.  The Heavy Slot sees versatility in that it has anti-infantry in the form of the Annihilation Barge totting Twin-linked Tesla Destructors and the Doomsday Ark which is strictly anti-everything.  It has Quantum Shielding, Living Metal and carries the deadliest ranged weapon in the game as long as it doesn't move.  As long as the Doomsday Ark remains stationary, it can shoot out a S9 AP1 Large Blast, which honestly is enough to erase any squad of MEQ from the game, Paladin or not.  The effects of it on vehicles such as Razorbacks is self-explanatory.  You can mess around with your enemies by putting some of these on the field and then re-positioning them with Grand Illusion if you have a Shard.

I'm a little disappointed with the Doom Scythe figher-plane looking thing though.  For 175 points, it's a AV11 Fast Skimmer with no Quantum Shielding.  It has really cool fluff, looks like the Alien craft from Independence Day and has awesome weaponry (Death Ray!).  It also comes with Aerial Assault and Supersonic just like the Voidraven, but's not as powerful from far away.  Personally, I think this is a strong indication that there'll be a change made to Flyers next edition to make them more viable.

Alright guys, that's about it.  Like I said, the book is very solid and is very fun to play with.  I think I would rank this book in par with Phil Kelly's Dark Eldar.  That's really saying something.

Wednesday, September 21, 2011

BR: BA vs. GK, SW vs. BA

Fun times to be had!
Well guys, no pictures, but I do have some hysterical fun times to tell you.  My friend took all the pictures so I'll probably just upload them later.  Don't worry, the BRs I'm going to share to you will be pretty epic.  First thing's first:  We played two games tonight, one with my Blood Angels vs. his Grey Knights, and then another with my Space Wolves vs. his Blood Angels.  Which one is more awesome?  I'll let you folks decide.

My list:
Dante
Librarian w/ JP, Sanguine Sword and Unleash Rage
3x 10x ASM w/ Fist/Infernus and 2x Meltaguns
5x Sanguinary Guard w/ CBanner and Fist
Chaplain w/ JP
2x Sanguinary Priests w/ JPs
3x AC/LC Predators

His list:
Draigo
Librarian w/ MC Halberd, 3x Skulls
Sanctuary, Shrouding, Might and Vortex
10x Paladins, 4x Psycannons, BBanner, the works
5x Paladins, BBanner, 2x Psycannons
2x Rifledreads
Dreadknight w/ Heavy Incinerator, Teleporter



This one was capture objectives and table corners.  Everything but the Dreads were in DS.
  • The game started out pretty boring, a few Lascannon shots here and there from my Preds.  Opening volley immobilized both of his Dreads behind mid-level cover which gave him and me 4+ cover from any shots from his Dreads for the rest of the game.
  • I deployed everyone and everyone just hovered around my Preds and waited for his reinforcements to come in.  
  • His Dreadknight came down and flamed a bunch of dudes but didn't get much result out of that.  He was quickly assaulted by Dante's unit (10x ASM and a Chaplain), the Libby's unit and the Sanguinary Guard for an easy kill.
  • Next round his Draigo came in on the opposite side of my ASM; which shot the hell out of one of my Preds.  His other Dreads started to kick through my cover saves and disabled more of my Preds (rendering them immob/stunend).
  • Since I was far away from Draigo, I had to move the rest of my jumpers in ASAP.  Draigo was with the smaller squad, but it was still a deadly force to be reckoned with.  I got in closer to Draigo's unit with Dante's squad, ASM squad A, B and the Libby squad.  To successfully defeat Paladins in combat, BA's have to put their superior numbers into play.  Assaulting squads individually just means certain death.
  • To get into position, I sacrificed one of my Preds by boosting 18" and generating a smaller cover/gap for my jumpmans to move into.
  • This did not help me next turn as his giant squad of Paladins + Libby comes streaming down and inflicting 21 wounds onto my Libby squad.  Six marines go down through 3+s and FNPs but I was able to pass morale.  Draigo's squad destroys another Pred while his Rifles work on the last one.
  • I shoot Draigo's squad with my entire army before charging in.  Without the cover he needs from the terrain and the Libby to give him Shrouding, my metaguns kick in full force and drops 3 Paladins before I charge in with everything I got.  With the Deathmask of Sanguinius reducing Draigo down to 3 wounds, he takes another 2 from shooting (2 melta shots).  Down to his last wound, all of my guys hit that unit and kill Draigo before he can swing (I4 vs. my FC Sanguinary Guard).
  • My positioning and massacre roll helps to keep space between me and the giant Libby squad.  Paladins are hard as rock, but they're insanely slow once they reach the battlefield.  With a full jump pack army, I am able to negotiate the terrain around him and surround the remnants of his army.  His Psycannons drops a few marines from Dante's squad, but nothing can stay my wrath next turn.
  • I surround him with everyone and shoot him with everything I got.  Once the meltagun barrels cool, he has 5 Paladins left and his Libby down from a full squad.  The ones remain have Halberds.  I assault with everything I have and several Blood Angels die, but not before 4 Fists, Dante, the Chaplain and Sanguinary Guard clean up the rest of his army.
Let the meltas roar and the chainswords sing!

PRO TIP - Victory in numbers
BA jumpers vs. Paladins might seem like suicide at first, but you really need to determine which fights you can win and which fights to avoid.  Sending in units of BA into I6 Halberds could mean certain death, but all this depends on how many Paladins they have, how many wounds you can inflict beforehand, and how many units you have at your disposal.  Use your mobility and the terrain to negotiate victory on your terms.  Do not attack when you don't feel like you can win, and always use your superior maneuverability and numbers to overwhelm his forces.  Paladins are nigh immune to small arms fire, so it's up to the weight of your meltaguns and power fists to work his ranks.  To do this, you need bodies.  Many Blood Angels will die in the process, but their sacrifices will not be in vain.


This next game is pretty hysterical:

My list:
Ragnar
Rune Priest
3x 10x Grey Hunters in Rhinos, WG Fist/CbM, Melta, Banner, Wulfen
10x Grey Hunters w/ Arjac in LRC w/ MM/EA
2x AC/LC Preds

His list:
Mephiston
5x Honor Guard (assorted CC) in Storm Raven
3x 10x ASM w/ Fist/Infernus, 2x Meltaguns
2x Sanguinary Priests w/ JPs
Vindicator
Rifledread


Game was Kill Points and Dawn of War.
  • Typical of DoW, nothing happens first turn as we push models onto the table.
  • Second turn, I light up his Vindicator with my AC/LC Preds and I immobilized it and rip the gun off.  That is one sad Vindie.  His return fire from his Rifledread doesn't do anything.
  • His BAs fly towards the center of the table in unison while my Grey Hunters in RBs + the LRC moves up the middle to meet him.
  • With his BAs flying closer to me, Ragnar and his unit (10x GH w/ Arjac) rushes forward in the LRC and disembarks for some First Blood.  Arjac throws his hammer at someone's face, meltaguns goes off and bolt pistols were fired.  Some poor rolling from the BAs saw half the squad die and they fail their morale test.  They fly back 3d6 while the rest of my dudes are sitting out in open terrain in the middle of the map.  Awesome.
  • Next round, his cowardly squad decides they want another shot at Ragnar so they move up.  Everyone of his dudes moves up at this moment and the fireworks starts.  One of his squads blows up the LRC behind Ragnar and explodes it on a 6.  All of my dudes get caught in the explosion and so does 8 of his guys.  He saves all of his and two of my Grey Hunters go down.  Another one of his squads lights up a Rhino and explodes it as well.  The Grey Hunters inside fair a little better despite some insane wound rolls and only two die.  He says why not and assaults Ragnar and his unit.  Counter-attack goes off and Ragnar tears into 3 of them before the rest of the squad finishes off the rest of the unit.  Only 3 Grey Hunters die the process.
  • Here's the big turn.  Everyone's in the middle of the map and there's much blood to be had.  The Space Wolves decide it's time to show the Blood Angels how to properly assault.  Everyone disembarks from their Rhinos and get into charge range of the Angels.  Ragnar lets out a terrifying Wolf Howl and the entire Space Wolf army goes berserk.  After all shots are fired and a measly 2 BA die from meltas, Ragnar runs headfirst into the first unit of ASM with Wolf Standard on.  He killed 3 last round, has +2 attacks from his D3 attacks this turn, and 5 attacks base for a total of 10 attacks:  He misses with 1 and wounds with all.  Ragnar single-handily kills an entire squad of Blood Angels.  Next round, if anyone decides they want a piece, they will have to deal with Ragnar with 14 attacks.  With the help of Wolf Standard and a 12" bubble of Furious Charge, the other BA unit melts under the onslaught of 2 rabid Grey Hunter squads and the Wolves massacre closer to the immobilized Rifledread.
  • Long story short:  Arjac destroys the Dreadnought before dying to Mephiston and the Honor Guard that came down from the Storm Raven.  The SR blew up a Predator before getting destroyed by Grey Hunters afterwards.  Mephiston goes on to tear Ragnar's head off.  Mephiston goes down from being swamped by 2 squads of pissed off Grey Hunters w/ Wulfen and 2 hidden Fists.
Ragnar wolf howls his brothers into a killing frenzy.

PRO TIP - Tactical and flexible
Grey Hunters are best utilized in a supportive role in mid-field.  With their healthy array of upgrades, Counter-attack and mobility, Grey Hunters are the workhorse of the Space Wolf army.  Greys are best used in conjunction with other units; either more Greys or Wolf Guard Terminators.  The objective of the Space Wolf player would be baiting your opponent into likely targets and then springing the trap with sheer weight of fire.  There is nothing that 30+ Grey Hunters can't do in the right circumstances, so its up to you to determine when to use them.  Like the saying goes:  There is no such thing as overkill.

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