Wednesday, June 29, 2011

What is this? 6th Ed. Rumors?

My wife and I at Shaolin Temple.

Hi guys! I'm back from China and boy was it fun.  My wife and I visited my uncles and cousins for the first time since we got married and the itinerary they prepared for us was insane!

We spent 4 days in Beijing and saw the following places:
Summer Palace, Forbidden City, Bei Hai, Hou Hai, Ming Tombs, Great Wall, and other smaller places.

We spent 3 days in Shanghai and 1 day in Zhengzhou to see the Shaolin Temple.. which was amazing!

I came back a little under the weather and to a billion emails.  Thanks for all those who Emailed questions and had the patience to wait for me to answer them.  Anyways, so what the hell is this I hear about 40K 6th Ed. in 2012?  If you guys haven't seen the rumors already, check this stuff out:

http://www.belloflostsouls.net/2011/06/40k-rumors-6th-edition-first-murmors-it.html
http://www.belloflostsouls.net/2011/06/40k-rumors-6th-edition-round-two.html

Looks like a good amount of changes to the following things:
  • Ballistic skill and hitting different targets moving at different speeds
  • Vehicles are easier to destroy from heavy weapons
  • Cover being a lot less forgiving
  • Independent Characters being a lot better
  • Torrent of fire is back! no more wound allocation

I haven't looked into this as hard as I should since these are just rumors, but I'm curious to think what you fellas think.  From first glance, this looks like that everything I hated about 5th Ed. will be addressed.

Thoughts?

Saturday, June 18, 2011

My ALEPH army lists


Let's go over 2 army lists really quick.  One of which is 200pts and the other one is 300pts.  I figured that's what the guys around here is playing since everyone's just starting out.  From looking around the forums, I'm seeing the 300pts is the standard for most lists.  That's cool, I'll probably start at 200pts for my first couple of games.  Hmm.. I wonder if I can take 2 Lieutenants in a single list if I have the option?  I can't seem to find anything in the main rulebook.  Getting pumped for this game.

Here's the short notation of my army lists:

200pts
8 orders
3.5 SWC

Asura LT w/ MULTI Rifle
Myrmidon w/ Spitfire
DEVA Hacker w/ Combi Rifle
2x Dakini w/ HMG
3x Netrod


300pts
10 orders
5.5 SWC

Achilles LT w/ Spitfire
Asura w/ MULTI Rifle
DEVA Hacker w/ Combi Rifle
2x Myridon w/ Spitfire
Dakini w/ HMG
Dakini w/ Combi Rifle
3x Netrod


Below, you'll see the full notation using the Devil Team army builder.

Have you guys tried this army builder?
http://www.infinitycreator.com/

It allows you to make lists like this:
http://www.infinitycreator.com/users/1226/army_lists/print?id=13607

Pretty neat.  Oh!  I'm going to China for 8 days.  I'll be reading this awesome version of the rulebook multiple times while on the plane.

 ALEPH
──────────────────────────────────────────────────────────────────────

 GROUP 1 (Regs: 8/Irrs: 0):

  ASURA Lieutenant MULTI Rifle, Nanopulser / Pistol, AP CCW (73)
    MOV:4-4  CC:16  BS:14  PH:14  WIP:15  ARM:5  BTS:-6  W:2
    Regular, Not Impetuous, Cube
    V: No Wound Incapacitation, Multispectral Visor L3, Lieutenant

  MYRMIDON Spitfire, Nanopulser, Smoke Grenades / Pistol, AP CCW (32 | 1)
    MOV:4-4  CC:17  BS:12  PH:13  WIP:13  ARM:2  BTS:0  W:1
    Regular, Frenzy, Cube
    Martial Arts L3, ODD: Optical Disruptor

  DEVA Hacker  Combi Rifle, Nanopulser / Pistol, Knife (35 | 0.5)
    MOV:4-4  CC:14  BS:12  PH:11  WIP:15  ARM:2  BTS:-3  W:1
    Regular, Not Impetuous, Cube
    V: No Wound Incapacitation, Hacking Device

  2x DAKINI Tacbot HMG / Electric Pulse (22 | 1)
    MOV:6-4  CC:8  BS:11  PH:8  WIP:13  ARM:0  BTS:-3  STR:1
    Regular, Not Impetuous, G: Remote Presence
    CH: Mimetism

  3x NETROD Electric Pulse (4)
    MOV:-  CC:-  BS:-  PH:12  WIP:-  ARM:0  BTS:-3  STR:1
    Regular, Not Impetuous
    AD: Combat Jump, AI Beacon


 196 Points | SWC: 3.5

ARMY CODE: eNozM1Q1UTNWM6yxUDMBksZqRkDSUM0QQZqpGaBTADjwC5o=
Army Infinity v.3.0. - http://www.devilteam.com



 ALEPH
──────────────────────────────────────────────────────────────────────

 GROUP 1 (Regs: 10/Irrs: 0):

  ACHILLES Lieutenant Spitfire, Nanopulser / Pistol, EXP CCW (81 | 2)
    MOV:6-4  CC:20  BS:15  PH:16  WIP:15  ARM:6  BTS:-6  W:3
    Regular, Frenzy, Cube
    Martial Arts L4, ODD: Optical Disruptor, Multiterrain, Lieutenant

  ASURA MULTI Rifle, Nanopulser / Pistol, AP CCW (73)
    MOV:4-4  CC:16  BS:14  PH:14  WIP:15  ARM:5  BTS:-6  W:2
    Regular, Not Impetuous, Cube
    V: No Wound Incapacitation, Multispectral Visor L3

  2x MYRMIDON Spitfire, Nanopulser, Smoke Grenades / Pistol, AP CCW (32 | 1)
    MOV:4-4  CC:17  BS:12  PH:13  WIP:13  ARM:2  BTS:0  W:1
    Regular, Frenzy, Cube
    Martial Arts L3, ODD: Optical Disruptor

  DEVA Hacker  Combi Rifle, Nanopulser / Pistol, Knife (35 | 0.5)
    MOV:4-4  CC:14  BS:12  PH:11  WIP:15  ARM:2  BTS:-3  W:1
    Regular, Not Impetuous, Cube
    V: No Wound Incapacitation, Hacking Device

  DAKINI Tacbot HMG / Electric Pulse (22 | 1)
    MOV:6-4  CC:8  BS:11  PH:8  WIP:13  ARM:0  BTS:-3  STR:1
    Regular, Not Impetuous, G: Remote Presence
    CH: Mimetism

  DAKINI Tacbot Combi Rifle / Electric Pulse (13)
    MOV:6-4  CC:8  BS:11  PH:8  WIP:13  ARM:0  BTS:-3  STR:1
    Regular, Not Impetuous, G: Remote Presence
    CH: Mimetism

  3x NETROD Electric Pulse (4)
    MOV:-  CC:-  BS:-  PH:12  WIP:-  ARM:0  BTS:-3  STR:1
    Regular, Not Impetuous
    AD: Combat Jump, AI Beacon


 300 Points | SWC: 5.5

ARMY CODE: eNozM1Q1MlQzVTOsMVEzAJIWaiZw0ljNCEgaqhmCSZCsoRkmBQDmRw6M
Army Infinity v.3.0. - http://www.devilteam.com

Thursday, June 16, 2011

To Infinity and beyond!


I've been doing some serious research into Infinity lately and I have to say that I'm really digging it.  Good thing my brother is in town and he's just as much of a geek as I am. I got really excited to play this game and I went home with a full batch of rules and proxy'd minis.  We had a good night of learning and playing as we watched Dark City and Waking Life. Shit got really really real.

I built a 200pt ALEPH list and a Yu Jing list with as much simplistic stuff as possible and gave the game a run through.

We used a roughly rectangular 3.5x2.5' table and loaded the board up with terrain. By terrain, I mean cups, LoS blockers, some DVDs cases to represent buildings, my wife's nail polish, my GW paintset (never seen so much dust in my life), and some other stuff. There were elevations and buildings to take advantage of climb and normal moves, open terrain, LoS blockers in the form of barrels, and ~6 or so models on each side.

We rolled off, tested WIP and I made him go first so I can counter deploy and set up firing lanes.

The first thing I noticed in this game is that I had to think hard, and I mean really hard about the way deployment was to pan out. We both took advantage of our heavy weapon allowment and we both had the ability to shoot across the table at any targets that presented itself. With lethality being the way it is in this game (and I'll get to that later), it literally became a cat and mouse game of wits. Just to make things fun, my brother's Yu Jing (thanks to the Wych model) also fielded a Oniwaban, which is a specialized CC assassin type ninja with Thermal Optical camo. You know that ninja thing bro from Metal Gear? That's basically what the Oniwaban is.

Another thing I want to note is the hugggggeeeeeeeee amount of weapon profiles, stats, special rules, and things you can do with each model. Each model is equipped with a set batch of gear and depending on what you take, the costs vary. Fair enough. In addition to this, every thing, and I do mean every thing has a profile that does something. Combi Rifles are different than HMGs, Multi Rifles have different types of ammo that can be toggled and the list goes on and on. I thought 40K was rough when I first started, but this game has probably the steepest learning curve I've ever seen.

So the ninja gets to deploy in the middle of the map because he has superior infiltration and start the game in camo TO. I set up my dudes so that I had firing lanes into my brother's units if he moves across terrain and if he moved across certain. I also had to make sure I could draw LoS on places that the ninja could run through or climb over so I can attempt to detect him using my Willpower. Lastly, I put my Multivisor Lv.3 Spitfire-totting Asura in a location where I can neutralize the ninja (multivisor sees through the ninja's bullshit) if he is to assassinate one of my dudes, or if he climbs on top of a building, or cross into my firing lanes.

I want to emphasis the importance of deployment, as shitty deployment and poor planning could lose the game for you right here. It felt instantly like an RTS (my forte) over a miniatures game. Positioning was key and a forced conflict when you're out of position could/is mean instant death.

My brother advanced his troops carefully, weaving through the barrels and paint cans using double move short-short sprints, or advancing with a long skill 4" move but using Cautious Movement so I wouldn't get an ARO (my reactive). In turn, his dude moves slower since he's not allowed to do his secondary move. I did manage to draw LoF on one of his dudes and I shot with my 1 shot into cover and with the cover giving me -3 to my ballistic skill and +3 to his arm, I didn't make too much success.

Now that the battle has engaged, it was my turn to be the aggressor. I used terrain to my advantage and moved into firing locations at his units with multiple orders and used my weapons high burst fire to beat down his ARO of 1 shot back. This showed off how high lethality is: 3 shots go through, he fires 1 back and hits (they cancel), so technically 2 shots go through. With most armor in the game on common infantry being 1 or 2, even with the +3 armor you get from cover, you have to roll a 10+ to survive a POW14 gun. Without cover, you just get shot in the face.

What I find interesting in this is that you can use all your orders to send one guy running up the field and unleashing hell at an overextended model out of cover, or you can move several dudes up the field and taking pot shots. With the limited amount of orders per turn, I felt another RTS element come up: managing resources, even more so than Fury or Focus, more so like Fury because losing dudes drops the amount of orders you can make in the next turn. Unit preservation is very important, and maximizing damage and opportunity is key when exploiting weaknesses in your opponent's movement. Since all of this happens so fast, map awareness is key in every decision you make. I can see how for some people, this might take a long time to make a decision..

The highlight of the game is probably when my bro blew all his orders to make a daring attack on one of my Mymridons in a forward position.
Order 1: He moved past a firing lane using his 4" move + cautious movement to sneak past my guns.
Order 2: He snuck around the DVD case with 2 short sprints.
Order 3: He moved again and attacked my Mymidon from behind.

I was like, yo bro, I have Martial Arts 3. And he goes, yo bro, I have Martial Arts 4, which cancels 3 and denies me any reactions. Normally I can react to someone STABBING ME IN THE NECK, but he's so stealthy and pro that he cuts right through my armor with his Monomolecular blade and caused instant death as he cuts me in half down the middle.

The ninja's victory is short lived as my Asura was in range to pick him off as soon as he killed the Mymridon. Now, I couldn't find through the cluster fuck of rules what happens when a ninja with camo TO kills a dude when there's people looking at him (he had no orders left).
A. Does he stay invisible, gets seen my by Asura immediately and I can take a ARO?
B. Does he decloak and I get to shoot him in the face as a ARO?
C. I don't get a ARO and the Ninja has to die on my next turn.
D. The Ninja decloaks but since he has no orders left, has to wait until next turn to recloak, in which I can shoot him to death anyway.
E. None of this shit matters because I just remembered that when the Ninja rounded the corner without cautious movement, my Asura could of ARO'd and shot him in the face anyway.

Like I said: There's a lot of shit in this game to remember.

I also want to touch upon 2 really cool things that I wish we explored:

  • Models can overwatch an area with Suppression Fire. If any model crosses this area, I get to react and shoot back with a full burst instead of just 1 shot. Very cool, very realistic and deadly. Needs a lot of pre-planning because it takes an entire order to activate overwatch.
  • Models that are being shot at can attempt to dodge the shot using his PHysical skill. He can use this in melee too if he can react to the target, which you normally can unless you're a fucking ninja. Being able to dodge things can move your model that's not into cover into cover on a successful dodge, or it can make you break melee! A lot of cool things here.

Just wanted to share my thoughts on a new gaming system, and although it's a complicated game, I can see this game as the most challenging miniatures game I've ever played thus far. It shares many of the same mechanics as StarCraft and for that reason alone, I'm getting it. I will say this though: It's not a game faint of heart. Things can go really poorly for you if you don't think ahead and look at the battle plan as an absolute whole. It's essentially StarCraft micro wars on a table-top, which is very appealing for me.

Wednesday, June 15, 2011

Sisters Rumors, part 2


Straight from BoK!

It is that time again, thanks for reading and posting your questions. Let me start by letting everyone know I have no idea (or will never know for sure) about new model releases. I don’t know if the new sisters release will be resin or plastic or the numbers in the boxes, but like I said before my bet is on Finecast re-release. Now with that out-of-the-way on to new rules…

What is not in the Codex

Repressors
Arbites

The Units (some more information than others)

Canoness: Here is my special shout out to the Canoness: you are terrible. I mean grossly underpowered. Now this is going to sound like a cop-op, but I am not going into details because my hope is that she will be changed before release. It just sounds and looks like she is an unfinished product. She gets her own retinue that cannot do anything; she starts out cheap, but her upgrades are expensive and lame when you compare to everything else. So here is hoping to GW getting her fixed.

Repentia: Forgot to mention they have fleet

Celastians: Cheaper than a Marine, but not really anything going for them (that I know of)… extra attack. Re-roll hits for act of faith

Sister Battle Squad: Can still get a Heavy Flamer

Shraphim: They are pretty amazing. Cheaper than a Space Marine you get a Jump Packing, Hit and Running, and an act of faith that has them re-rolling wounds. You can also upgrade them to run with double hand flamers and melta pistols. They act both as an extra close combat weapon and become assault 2 instead of being twin-linked. So that means Assault 2 melta weapons.

Dominion Squads: Still get 4 special weapons. Act of Faith twin-linked.

Retributor Squads: Pretty fantastic. CHEAP! Talking under Long Fang cheap to fully kit out. Expect the return of the Heavy Bolter with these. Act of Faith is Rending.

Penitent Engines: Again fantastic. Same statline (Walker). No Scout or Infiltrate. Cheaper and can be a squadron aka 9 Engines. They still get the 1D6 attacks, but any wounds generate additional attacks (don’t know if they work like Blood Talons). 6+ Invul (don’t know if they generate faith)

That is all I got guys, if I get more will let you know. As always you can get a new developments by following Blood of Kittens.

Best way: Register with Blood of Kittens and receive email warnings about impending rumors or news.

Become a Facebook Fan of Blood of Kittens

Or join Blood of Kittens on Twitter

As always for those that don’t want to sign up for anything, don’t worry you will get all the same information as everyone else just no advance warning.

Monday, June 13, 2011

Grey Knights FAQ!


The FAQs:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830600a_40k_Rulebook_version_1_3.pdf
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830601a_Grey_Knights_v1_0.pdf

Here are some things that stuck out:

Q: If a Grand Master gives a unit with personal
teleporters the Scouts special rule, can they use the
shunt move as a part of their Scouts move? (p22)
A: No.

No more first turn charges!

Q: Does a Dreadknight with a Nemesis doomfist strike
at Strength 6 or Strength 10 in close combat? (p34)
A: Strength 6, as it is not a walker.

Awkward wording on the NDF, but I guess that makes sense. Makes the Great Sword something to be desired now over what we thought was S10.

Q: For each Jokaero Weaponsmith in a henchman unit
after the first you add +1 to the Inconceivable
Customisation roll. Does this mean that if you have 6 or
more Jokaero in a unit that they will receive no
bonuses (as you cannot roll less than a 6 and duplicate
rolls are ignored)? (p50)
A: Yes.

So I guess take 5?

Q: Can models in Terminator armour embark onto an
Inquisitorial Chimera? (p51)
A: Yes.

And here's the final word.

Q: If a model with a Nemsesis force halberd has had his
Initiative reduced to a fixed number by an
ability/special rule, do they still get the +2 Initiative
from the Halberd? (p54)
A: No.

Lash Whips rejoice!

Q: How do you work out whether a psyker is affected
by the Psi-shock special rule on a mindstrike missile or
a psyk-out bomb? (57, 58)
A: Any psyker under the template will be effected by
Psi-shock.

Been playing it like this for a while, but I'm glad they made it clear.

Q: Do you take into account the strength increase from
the psybolt and psyflame ammunition vehicle upgrades
when working out if a weapon is a defensive weapon
or not? If a vehicle has either of these upgrades, must
you use them? (p62)
A: Yes to both questions.

S5 Hurricane Bolters do not count as defensive weapons! I hope everyone's been playing them right.

Q: Would an orbital strike relay targeted within 12" of
one or more servo-skulls have its scatter distance
reduced? (p62)
A: No, it always scatters the full 2D6".

Just icing on the cake.

Q: Are Wounds from Dangerous Terrain tests allocated
in the same way as shooting attacks? (p14)
A: No. Each model moving through dangerous terrain
must take a test. Each model that fails takes a Wound

A lot of people have been playing this as shooting for the purposes of allocation, but I'm glad that it's clear as day that each model has to take DTs.  This increases the chance your IC, Sanguinary Priest or Meltagun dudes fall on their face when jumping.

Q: Do the effects of the same psychic power cast
multiple times on the same unit stack? (p50)
A: Yes, unless specifically stated otherwise.

This is big, because this means that Hammerhand from a Librarian can stack with Hammerhand from a Paladin squad.  If you have a Grand Master in there, you can test for HH 3 times, so on and so forth.  Interesting...

Q: Can a psyker attempt to cast the same psychic
power more than once in a turn? (p50)
A: No, unless the psychic power itself specifically allows
it.

This means that you can't just bring a Libby and have him spam HH to buff your dudes.  In order for you to stack, you must cast from separate sources.

Sunday, June 12, 2011

First batch of SoB rumors from BoK

Click this for SoB confirmation!

Updated: 1:19pm PST, 6-12-11

Thanks BoK for the awesome rumors:


Sorry for the delay real life got in the way for once. Before we get started just want to drop two cents to some comments made in my last post: the only reason I could come off as gloating or soap boxing about rumor vindication is because the instant I post a group of rumors across the Internet on forums elsewhere they are quickly discounted (which is fine), but many times it pretty venomous and my attitude is just a little way of defending myself; by pointing out who was right and who was wrong. So sorry to everyone that just wants rumors and no ego every time I post something, it is only directed at the certain naysayers and shouldn’t be taken as me trying to tell you how awesome I am. I am not always right, but for the most part I am pretty damn close so let us leave it at that.

Ok, with that said let us get on with why you are really here some SoB rumors.

As always let us start with the easy ones that pretty much everyone figured was going to happen.

Allies gone
Inquisition gone
Faith streamlined
USRs updated to 5th
Cheaper Unit costs
Inquisition elements gone

So let start with the big one and perhaps most controversial change to Sisters of Battle: Faith

I am amazed reading around the Net how quite few people had great guesses on how the new faith works. One caveat about the faith rules: I only have most of the story so let us hope someone else can pluck the rest from the aether. The only thing that really stays the same is only faith producing units can use faith. Gone is the over and under rules based on model count and gone is faith powers that everyone can use. It is replaced with every unit has its own unit specific act of faith to call upon.

So for instance Repentia Act of Faith allows them to always land an attack even if they are killed before they can swing. They are little bonuses like re-rolling to wound and hit, no USRs. Now this if fine and dandy if you just pop a faith point and bam! power goes off, but not so fast. Acts of Faith require that you roll 5+ to activate . This makes faith much more unreliable… maybe. In addition every unit that can get faith generates 1d6 faith points per turn. This also means that a new faith pool is generated each turn with no storing of past faith. As well faith can be activated in multiple phases of the game, so for instance you can re-roll to hit in your shooting phase or in your assault phase. What is not clear is a few things. Like how many dice can you throw at a single act of faith? How many times can you attempt to activated a power? If you get an act of faith to go off in one phase does it carry over to the next phase? If you fail an act of faith does that mean you cannot try again in another phase? I don’t have the answers, but what do you think?

Random tidbits

All Faith generating units get +6 invul save
All units that can get transports get Immolators or Rhinos
Assassins gone (Death Cult still in)
Wargear with the same names as GK wargear stay and get changed over. (e.g. Psybolt Ammo)
Karamazov gone
Priests in, pretty much same as before.
No change to the general Bolter, Melta, Flame concept of the Sisters

Specifics

Sisters have about 5 HQ choices including Special Characters

St. Celestine: Same price as a Grand Master you get 2+/+4 saves, WS/BS 7 Jump Pack, Fleet, Power Weapons always wounds on 4+ Has the power to come back like GK Thawn if killed.

Confessor: Takes the slot of the old Inquisitors. Cheap HQ (Warboss). Can create a henchman band using most of the henchman found in the GK codex. What makes the Confessor extra deadly is the ability for it to re-roll hits and wounds for her and the squad. This is the translation of the rumor matrix. So think for one second about her and the Death Cult together?

Repentia: Cheaper close to SM cost. FNP, Rage, Fearless, 6+ invul, no transports

Battle Sister Squad: Cheaper 10-20 unit size (no combat squads), but has access to Immolators which begs the question… Immolators either get increased transport capacity or Sisters break the rules concerning model count and buying transports. Multiple acts of faith.

Exocists: Pretty much same as before.

This is it for now gents and dames. If you have any questions let me know I can see if can get them answered sometime this week with another post.

Friday, June 10, 2011

Can you build competitive and fluffy?


Before we go too deep into the lines of soul-searching, let's lay down some definitions first.  For me, the word competitive means to play your best.  This means improving on your generalship, optimizing your army list and designing an well-tuned army. I tagged an assload of articles I wrote previously and labeled them as "recommended".  These articles speak of list synergy, threat application and cost effectiveness.  This is the type of knowledge that I apply when playing competitively.

Now what about fluffy?  Or better yet, my definition of fluff:  You build your army how the army was designed to be played.  Space Wolves should be seeking a glorious death in combat and Blood Angels should be charging into the fray.  This is the element of fluff that I'm talking about and this is what I design most of my army lists around.  My recent article on BoLS called "Remembering Who We Are" covers my thoughts on this much more vividly.

As you guys have noticed, my blog's pretty much a competitive blog with a thematic twist.  You'll never see any Razorfang or RB spam lists here; instead you'll see well-tuned army lists trying to make my creations work.  I see army list construction a game in itself, and I take great pride in kicking ass with an army spewed from my own creativity.

My current army lists:

Space Wolves
Wolf Lord w/ TH/SS, Saga of the Bear
Rune Priest w/ Chooser and WTN
3x 9x Grey Hunters w/ WG in Rhinos
7x Wolf Guard Terminators in a LRC
3x Predator w/ AC/LC

The Wolf Lord Lagnar and his companion Rune Priest is leading the Space Wolves into battle.  Three Grey Hunter squads in Rhinos will insure mid-field security while the Predators draw the enemies up close .  Once that happens, Lagnar and his entire retinue of Wolf Guard Terminators will charge into the fray and slay any opposition.  This tactic is known as the Wolf's Jaws.

Blood Angels
Mephiston
3x 10x ASM jumpers w/ Fist and Meltas
2x Sanguinary Priests w/ Jump Packs
3x Baal Preds w/ HB sponsons
3x Preds w/ AC/LC

Chief Librarian Mephiston is leading an expedition force of Blood Angels.  At the front of the assault is a spearhead of Baal Predators followed by long-range supporting fire from AC/LC Preds.  Despite having full access to the Chapter's Rhinos and Razorbacks, Mephiston and his battle-brothers choose to take the fight to their enemies in the way the Blood Angels know best:  Death from above.

Grey Knights
Librarian
3x 10x GKSS in Rhinos w/ Psycannons and Psybolts
6x Paladins w/ Apothecary and 2x MC Psycannons
3x Rifleman Dreads w/ Psybolts

The Grey Knights strike at the heart of the enemy with devastating medium-range firepower while the Chapter's Dreadnoughts offer long-range support.  Having recently retro-fitted their armored brothers with Twin-linked Autocannons, Librarian Larrus is confident that the enemy will founder.  Should the battle go ill, Larrus and his retinue of Paladins will teleport to the battle directly and make swift work of any assailant.

Dark Eldar
Vect
2x Raiders w/ 5x Warriors
3x Raiders w/ 10x Wyches
3x Venoms w/ 3x Trueborn w/ Blasters
3x Ravagers w/ NS and FF

Asdrubael Vect has always been a warrior without peer.  His arrogance is so great, the mere thought of haemonculi "helping" his army disgusts him.  As Vect invades his target destination, he does it with the speed and precision that the Dark Kin is known for.  With a flash of utter darkness, nothing is left save for the burning wreckage of his foes.  As the darklights fade, so does the opponent's chances of victory.

Let's be fair now.  Do any of these lists looks WAAC and min-maxed for the Ard Boyz win?  They're fine-tuned, definitely, but aside from repetition that can be viewed as spam by some, I don't see any any uber powerful lists here.  My Space Wolves uphold their virtues in seeking a glorious death and my Blood Angels will charge head first into battle.  You might think that's a lot of AV13 armor, but shit, I pretty much coined the phrase 3/3 and I've been using variants of that list since day 1.

What do you guys think about my lists?  They're certainly not the lists you tend to see on other sites but you come here for tactical advice none the less.  I must be doing something right.

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