Monday, February 25, 2013

Demonic Brainstorm

There be demons..

First, if I go Demons, should I do fantasy square bases or 40K bases?  I think I want to play the army in 40K more simply because I like their mechanics a little more.  The idea of demons marching across the field in organized ranks always bothered me.. but them appearing out of nowhere via DS is awesome!  I also like look of the round bases a lot more.  Hmm... I think I just answered my own question.. but I want your guys input as well.

Alright guys, what do you think of this brainstorm without seeing any of the new rules?
Without seeing any of the points yet, this is what I want to construct:

The army will be led by a Keeper of Secrets.
The army will also have a Lord of Change if I like the rules, or just two smaller heralds.
The army will have several units of Daemonettes - I was thinking maybe 12 in each squad; 6x2.
The army will also have 12 Seekers.  Love the models, the style, looks good man.
The army will have 9 Flamers of Tzeentch.  Love the models, the rules look good too.
The army will have 6 Fiends of Slaanesh.  The models are great, the rules are great, they definitely scream Slaanesh like crazy.
The army will have 3 Burning Chariots of Tzeentch.  Why?  Because I am in LOVE with the models.  Plus I hear they're the best anti-tank in the army.

What do I do about anti-air?  Maybe the Lord of Change will help since it flies.  Other than that, I have no clue.  Even though Soul Grinders get Skyfire in the new rules, I don't like the mechanical hybrid looking thing of it all.  It's just not very.. demon-ish to me.  Of course, there's always the idea of allying in CSM with a Lv.3 Sorc for cheap buffs, a big unit of CSM with ADL to hold a point, and a Helldrake because they're incredible.  Sadly, I'm not a fan of the model as it falls into the same category as the Soul Grinder aesthetically.

I've decided to go with a Slaanesh and Tzeentch theme.  They hate Khorne and Nurgle and thus, I will not going that way.  Besides, I think I've had enough of Khorne and Nurgle.  Slaanesh and Tz will give me a lot of Rending, flamer templates, powerful high S low AP attacks, and the best of all, speed.

I haven't been this excited for a release since.. I can't even remember.  And to think High Elves and Eldar are later this year.. shit's gonna get expensive!  Thankfully I've sold my Death Guard, Blood Angels and Cygnar to fuel all this.

Friday, February 22, 2013

Kelly and Ward writing the new Daemons

Looks like it's a write-off guys!

You guys probably know that I like Phil Kelly's writing and design philosophies, but I have really mixed feelings about Mat Ward writing WHFB Daemons of Chaos (again).

Let's look at their track record off the top of my head:

Phil Kelly:
3rd Ed. Eldar - Strong when they first came out, but other armies caught on quick.
4th Ed. Orks - Fairly balanced book, some questionable stuff here and there, but tame.
7th Ed. Warriors of Chaos - Balanced book that got better in 8th.
5th Ed. Space Wolves - His most "powerful" book.
5th Ed. Dark Eldar - Good balanced book.
8th Ed. Vampire Counts - Good balanced book.
6th Ed. Chaos Space Marines - Good balanced book.
6th Ed. Chaos Daemons - ???

Mat Ward:
7th Ed. Daemons of Chaos - The most ridiculous, overpowered book ever created in the 12 or so years I've been playing.
5th Ed. Space Marines - Fairly generic, tame book.
5th Ed. Blood Angels - Nice balanced book, some oddities, but his best work imo.
5th Ed. Grey Knights - Over the top. Just no reason why they're this strong.
5-6th Ed. Necrons - A good book, well-designed, but again, too strong compared to everyone else.
8th Ed. Daemons of Chaos - ???

Remember that article I wrote about the hallmarks to good book design?  Let's go ahead and give out some ratings.  Keep in mind that the entire design studio has a say, but the writer of the book at the end of the day, guides the direction of the project.

Overall Design
Kelly - A, Ward - B+

When I did this quick author review, I did it in the order of External Balance, Internal Balance, and finally Overall Design.  Overall, I think Kelly captures the transition between fluff to army the best.  Each of his books play the way you envision them to play in the fluff, and I think that's where Mat falls a little short.  Although I feel that his Daemons of Chaos book is brilliantly designed, the rest of his work always drew some eyebrows.  The biggest offender is Grey Knights.  Being my first army, I understood that army inside and out, fluff and gameplay.  When they turned into Grey Knights, he completely took out all the flavor that was Daemonhunters and gave them random grenades instead (in short).  It also made no sense how Grey Knights, the Chamber Militant of the Ordo Malleus, has a harder time killing Khorne Daemons than fellow marines.  Space Marines was just bland, but he more than made up for it by giving Necrons a guiding light.

Internal Balance
Kelly - B+, Ward - A

Ward actually does really good work when it comes internal balance.  Although the 7th Ed. DoC book was insane, all the options were equally insane.  That's when you can tell internal balance is good:  You can take many options, build any army to your hearts desire, and do well with it on the battlefield.  Phil Kelly's Space Wolves had the best internal balance of the lot, but when you look at Eldar, Orks and WoC (just burdened with too man units imo), one can argue that there are lots of bad units.  Every codex has "bad" units which are virtually unplayable unless you're a fluff bunny, but Ward's books have less of them.

External Balance
Kelly - A, Ward - C

I don't think Mat understands game balance as well as Kelly does.  It always seems to me that Mat's books tend to 1-up the previous book, and he doesn't rest unless he has the most powerful codex out there.  7th Ed. DoC was his biggest offender, a lot of people cried about Blood Angels too, but not nearly as much as Grey Knights and Necrons.  Kelly's books tend to be more tame, but a little power curvey as well.  I look at Kelly's books as the ones that are strong, but only because everyone else needs to catch up.  Space Wolves stand out the most when you talk about Kelly's "power" books, but in the end they were beaten down quite easily by Ward's books.  When it comes to busting people's balls and what generates the largest amount of complaints on the internet, it has to be this category of game balance.  People hate getting stomped, feeling helpless and generally don't know what to do vs. an army.  Most of those armies are the ones Mat wrote unfortunately.

Let me know what you guys think about this.  I really, really hope Ward redeems himself with these new Daemons.  It really was brilliantly written.. (both fluff and rules) it was just too powerful.

Tuesday, February 19, 2013

Holy cow Daemons!

What the hell is she doing?

Here are some pics that surfaced on the web today of the new Daemons of Chaos.
Supposed to come out Feb-March for both 40K and Fantasy.
I'm really excited about them.. to a point where I might do a Slaanesh army.

















Tuesday, February 5, 2013

DE: My current 1750

That Hansel.  He's so hot right now.

I've been having great success with this list over the last couple of months.  A lot of games over Vassal, a good deal of games at the stores, and some vs. friends at the Blizzard campus.  The list I'm about to show you guys is something pretty unique to me.  I'm a super lance heavy player as most of you guys know, and I show it off in my lists a good amount of time.  In the last 2 years, I've built one Venom.  Yes, I bought 3 boxes with DE came out, but I ended up building only one because of my playstyle [Kabal only, no weird ass Haemonculi shit].

If you guys remember my first list with 6th Ed., you'll notice that not much have changed.  By taking advantage of the benefits of 6th Ed. rules and hugging cover like a beast, I'm able to disassemble most of my opponents piece by piece.  There's just something incredibly satisfying about that.

Here's the list:
1746
18 KP

HQ:
Succubus (Agonizer/BP, Haywire) = 105

TROOP:
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
10x Warriors (Raider NS/SR, Blaster, SC) = 195
10x Warriors (Raider NS/SR, Blaster, SC) = 195
9x Wyches (Raider NS/AS, Hekatrix/VB/BP, Haywires) = 215
10x Wyches (Raider NS/AS, Hekatrix/VB/BP, Haywires) = 225

ELITE:
3x Trueborn (Venom NS/SC, 3x Blaster) = 156

HEAVY:
Ravager (NS) = 115
Ravager (NS) = 115
Razorwing (NS/FF) = 165

+++++

The most noticeable changes here are:
  • Dropped the extra HQ, no need.  Just need one cheap one who can sweep and provide a Strategic Warlord trait.
  • Dropped the Voidraven for a Razorwing just because of points effectiveness.  This one was a hard one because I've had good games with the VR, but also games where it was NOT worth the points at all.  That's why I settled with the Razorwing.  It's significantly cheaper and if I don't make all the points back from it, I'm not at a huge loss.
  • Added 3x Trueborn in a Venom for more Lances and some long-range Poison fire.
  • Oh, and added Aethersails on the Wych Raiders because there's been times I needed to rush/pressure some tanks, and giving myself +2D6" of extra movement is worth the 5 points spent.

I would say that this list excels at killing MEQ - which sadly, is about 70% of the meta.  It does well vs. elite armies, but struggle vs. loads of mediocre things like footguard.  Green tide and mass Tyranids can be a problem at first glance, but careful play with your poison gunboats and proper spacing using terrain as difficult terrain blockers wins you games.

Opening volley allows for 12 Lance shots.  Second round of mid-ranged shooting with Blasters on full allows for 21 Lances if the Razorwing hits the field.  Pretty deadly if I don't say myself!

If any of you haven't read the previous articles I linked above, I highly suggest them.  You'll find a lot of good stuff there that you can take to your games and start enslaving your friends.

Thursday, January 31, 2013

Flying Under the Radar: Dark Eldar in 6th Edition

Share the pain.
A guest article by jwhite1078 from The Flying Predator.

Welcome readers!

Frequent visitors who have seen my Dark Eldar Tacticas understand that I have tremendous confidence in the army and I truly believe that they are a competitive force in today's 6th Edition environment. In fact, I have had enormous success against a wide array of opponents, but I seem to still get strange looks when I line my fleet up on the table. My love of the game means I often frequent forums, watch battle reports, and otherwise scour the internet to see how the game, and how my preferred army, are changing. Too often, however, I find that feelings about Dark Eldar in 6th edition are ambivalent, at best. At worst, the army is a useless waste of time, effort, and plastic. All too many times I have read stories of complete and utter defeat, rampant frustration, and an overall feeling of disadvantage when compared to other 6th edition powerhouses (looking at you, Necrons). While many of these feelings are warranted, I argue that Dark Eldar are one of the most underrated armies in Warhammer 40k.

Playstyle
If there's one point of consensus about this army, it's that Dark Eldar epitomize what it means to be a glass cannon. Dark Eldar are not a forgiving army; their fragility does not lend itself to mistakes like a 3+ armor save might, and the army requires an incredible amount of finesse to play. In my humble opinion, many armies out there seem to play themselves. Dark Eldar, on the other hand, require players to make extremely effective use of cover, understand and utilize speed, and be able to take advantage of targets of opportunity. Now to be clear, I'm not claiming that all other armies in 40k don't require similar tactics, but I am arguing that Dark Eldar will punish you for mistakes to a much higher degree than many other armies, and this can be very frustrating, especially for players new to the army. If you can take advantage of these tactics to keep your units safe, Dark Eldar can put out incredible amounts of damage. Warriors in raiders can pump out shots and their speed means they will always be in position. Similarly, wyches can get into the face of your opponent quickly and efficiently, and can then serve as a jack of all trades, excelling at not only killing infantry but also taking out armor with haywire grenades. Listbuilding is also very important, as you can supplement weakness with the pain tokens provided by Haemonculi and take plenty of S8 AP2 lance weaponry to eliminate vehicles. While your transports may not be sturdy by any stretch of the imagination, using cover, speed, and night shields can add so much to their survivability, and thus their effectiveness. What many players dislike about Dark Eldar, as I have discovered, is that they are so unforgiving that many players don't give them more than one chance to discover the nuances and details necessary when playing with the army.

The 6th Edition Environment
While 6th edition is no longer new, there is still much to be said about the advantages and disadvantages that Dark Eldar have gained. The first, and biggest rule that this army takes tremendous advantage of over any other army is Night Fighting. Although this rule is random, you can augment your chances with the Warlord trait table, and it provides such a huge boost to Dark Eldar on the first turn, it is almost unfair. With jink saves on all of our vehicles, getting that first turn is more important than ever now, as you want to be able to move vehicles to get a cover save, take advantage of night fighting, and grab that ever important first blood. Night fighting can basically give you a free turn, which great Dark Eldar players will take advantage of to do some damage and get into position.

Flyers are another huge factor in the 6th Edition environment, and some armies have a clear advantage over others in the air (once again, looking at you Necrons). Night Scythes and Dakka Jets can definitely ruin our AV10 parties, and I have seen the tears flow all over the internet among Dark Eldar players, claiming that there is just nothing that they can do. While I do concede that flyers pose a unique problem to our army, we have many tools to (literally) get around them. The first of these, is our speed and maneuverability  While you likely cannot avoid all the damage from the skies, the biggest weakness of fliers is their lack of agility. Our vehicles, on the other hand, can maneuver into blind spots in order to avoid fire altogether. Many Dark Eldar players, however, often do not have the patience to make mistakes and learn from them in order to figure out the best way to take advantage of the weaknesses of enemy units. In fact, isn't that what Dark Eldar is all about, exploitation? In addition to speed, Dark Eldar also have access to (in my opinion) one of the best flyers  in the game: the voidraven bomber. While not as cheap or accessible as the Night Scythe may be, it is a versatile, offensive powerhouse with access to many defensive upgrades as well. Two S9 AP2 void lances can do a real number on enemy flyers, and it has some incredible anti-infantry missile options as well. The final option is always to use an Aegis defense line, which can end up being quite effective with some creative list building. While air superiority is a big factor in the 6th Edition environment, we have plenty of answers and are not at as big of a disadvantage as many would believe.

Overwatch is another point of contention among players, and many argue that those pesky fleshbags that shoot you while charging have "completely ruined" all Dark Eldar assault units due to their low toughness and lack of significant saves. While I definitely agree that overwatch fire hurts the Dark Eldar assault, I also argue that Dark Eldar have many ways to mitigate that damage, and we have even reaped several benefits from the rule as well. First of all, changes to defensive grenades means that when charging, Phantasam Grenade launchers will often give us stealth, meaning that in combination with fleet, Dark Eldar can safely charge through cover and actually benefit from the increased save. Secondly, assaulting with Dark Eldar is all about opportunity. With the changes to Haywire Grenades, wyches have become premier vehicle hunters, and increased their assault versatility exponentially. Overwatch, on the other hand,  provides a huge advantage to Kabalite Warriors. Many opponents like to assault our vehicles since they only need 3's to hit, but our Warriors can do a significant amount of overwatch damage from out of the open-topped vehicles in combination with splinter racks. This can be an absolute riot, as your opponent charges your gunboat, breaking down in tears as he loses 2 terminators in the process.

The biggest advantage Dark Eldar have in the 6th edition environment is their unexpectedness. Everyone and their mother gameplans for Necrons, Dark Angels, Grey Knights and the like. However, Dark Eldar can capitalize on the blindness of your opponents and exploit their lack of answers to many Dark Eldar staples. I can't tell you how many times I've faced opponents who never expected the speed and offensive capability of Dark Eldar, and lost because of their lack of knowledge and preparedness.

List Building
Finally, I want to make just one small note about a trend I've seen all across the web. Players have become slaves to the "latest and greatest" lists, and much of the creativity has been sapped from the game. I have read countless comments about how people refuse to use units because the almighty internet claims that they are bad. While some units are just god-awful (what's up mandrakes?), I encourage everyone to figure out what works and what doesn't for themselves. First of all, it is my philosophy that your tactics on the table make a much bigger impact on the outcome of a battle than the list you bring. That is not to say that the list doesn't matter, but I think that a great player can make many "bad" units work very effectively. I encourage all players to experiment, try things out, and don't be afraid to fall flat on your face. While you will often find units that are worthless, you may discover new ways to use some units that turn out to be fantastic. My current project involves a list with an Archon that travels with a Grotesque bodyguard. It could end up being terrible (the internet consensus is generally that Grotesques suck big time) but I have an interesting and creative theory that I personally feel will make them awesome. Another list I'm working out uses twenty footslogging warriors with an Aegis defense line (What!?). The great thing about the Dark Eldar book is that we have so many hidden gems and great units just waiting to be used in the perfect, unstoppable combination, including our craftworld allies. So go out and try it! And if you've always wanted to play a Dark Eldar army but have been turned off by the haters, I say go for it. I'm always here for advice if you need it, and once you learn the army, you won't be disappointed.

Thanks for reading!


+++++
A note from HERO:
This is my first guest article and for good reason.  Not only is it written in a clear, concise and inteligible way, Justin is also a frequent visitor to my blog.  He wrote this 7 months ago as a comment to one of my Dark Eldar gaming articles:

jwhite • 7 months ago −
You have BY FAR the best insight on DE list building and play styles on the web. I just want you to know that I definitely appreciate all the hard work you put into your articles and you have improved my playing tenfold. I absolutely stomp everyone at my local game store (including my friends) because of your advice, so keep doing what you do!

Now that he himself has become a formidable Archon, it is intensely satisfying to see how much good advice pays off.  Good work Justin, kick some more ass for the Dark Kin.

Wednesday, January 30, 2013

Tyranids, BFG and Overtime

Working, working, working..
Sorry for the lack of updates guys, but you know, Heart of the Swarm is coming out soon and we're crunching pretty hard for it!

Anyways, you might remember in my earlier posts that I acquired a fairly large Tyranid army.  This is true.  Now.. how am I going to run them?  Well, my Swarmlord will be leading the way, just like it did in 5th Ed.  Fortunately, we now get to roll some badass spells via Biomancy and its going to be pretty exciting to play with the new and improved Nids.  If Tyranids had a superhero, it would be Bioman the Fearless.

Check out the list:
1751

HQ:
Swarmlord (Bio) = 280
+Tyrant Guard (LW) = 65

TROOP:
10x Termagaunts = 50
Trevigon (Claws, Cluster, Adrenal, Toxin, Catalyst, Onslaught) = 235
10x Termagaunts = 50
Trevigon (Claws, Cluster, Adrenal, Toxin, Catalyst, Onslaught) = 235
19x Genestealers = 266

ELITE:
Doom (Pod) = 130
2x Hive Guard = 100
2x Hive Guard = 100

HEAVY:
Trygon (Prime) = 240

It's one point over, but hey, if anyone really complains, I'll just drop another Genestealer and add more Termagaunts.  The idea here is pretty simple:  Cascading cover as much as you can while giving yourself the option to reserve hard or pressure harder.  Infiltrating Genestealers away from your enemy while your Trygon Prime and all your MCs run towards his lines will certainly make him sweat.  Target saturation is the name of the game and as long as you a lot of that, you're playing Nids correctly.  The last thing you want to do is get yourself into a situation where your opponent can focus on one thing at a time.  Spread your threats out and Tyranids will do just fine.

Doom comes in in the Pod on T2 on a 2+ because of Swarmlord and even though the Outflanking changes made Genestealers less stellar, it's still problematic for anyone who's bundled up.  No one wants Genestealers on their flanks in a reliable manner, and that's exactly what Swarmlord does with his Alien Cunning special rule.  As you can see, I don't have anti-air.  You know what?  I don't really care!  Air units in this game have to climb all over my little gaunts while I go ahead and score in the backfield.  Of course, should the need calls for it, I can always mod up an AA Flyrant with dual devos and call it a day.

At 1850, I add an additional Hive Guard in each unit and voila!

+++++BFG+++++

As for BFG, well, I honestly love the game.  I don't really play it for the rules because there can be some wonky imbalance, but I do love myself some space battles.  As some of you know, I play Eldar in BFG.  I used to own an epic asston of Corsair Eldar, but that was so long ago that I no longer own the army.  Looking through the current factions, I want to get CW Eldar, but I don't think I''m going to invest any more money in a game that's no longer updated/supported.

The current system of BFG is that you either play FAQ2010 or play with the older 2007 official rules, or play with BFG:R.  I hate it when games have to be "modded" in order for things to be fun.  As much as I love the mechanics of BFG (orders, weapon types, lore/fluff), I hate the fact that there are several different versions of the game.  The most popular version of the game now is FAQ2010, but it's not an official GW product.  Sure, it might have been made by some of the designers, but GW never signed off on it.  2007 is the official rules, but there's a lot of questionable stuff in there that's a little hazy.  BFG:R is completely fan-made and unofficial, so as good as it might be, it's not the real game.  In fact, it's pretty far from it.

Then, there's the price.  I looked at the GW website the other day because I was thinking about ordering a fleet, and holy shit did the prices change.  Given, it's been forever since I've played the game, but I didn't expect the prices to be this!  For crying outloud, most of the capital ships are 35 bucks a piece!  For solid metal, meant to be played in a dead/unsupported game.  You've got to be kidding me.  Who knows?  I might even alter/re-design some of the BFG rules to allow for Initiative/alternating player phases to playtest.

With that in mind, I decided not to jump into BFG with the actual product line, but I have a bunch of Aquan Prime sitting around doing nothing that I feel comfortable with proxying.  I asked around and it seems like no one really cares, since realistically, all you need are flight stands.  Oh, and I never understood why Eldar ships needed Solar Sails to get around the galaxy.  You're masters of the universe; more advanced than all save the Necrons, stealing suns, building cities inside different dimensions, and here you are cruising around in a fucking boat.  I never understood that nor cared for it, so I'm happy to use my AP models for some BFG.  Oh, and most likely we're going to be playing with the 2010 rules.

+++++Random+++++

Did you guys hear that there's a new flyers supplement that's coming out for 40K?  I don't know if these are going to be new rules, new models, or errataing/FAQ'ing the existing models, but I'm really looking forward to this release.  Do not confuse this with high hopes though.  I have no idea what kind of supplement this is going to be, but I'm hoping for better flyer rules, maybe a points hike on some underpriced pieces of shit like the Vendetta/Valkyrie, and add some god damn Vector Dancer to my Eldar aircraft.

Lastly,
The buyer that wanted my BAs canceled on me last minute so the army is available again for sale.
Asking for 350 for the lot.  I will only sell it as a whole.

Blood Angels
PICS:
http://lkhero.blogspot.com/2010/04/blood-angels-released.html
30x ASM with BA Icons, kit-bashed with Death Company stuff
2x Infernus pistols as meltas in every squad, each squad has a Champ with Fist
3x kit-bashed Sanguinary Priests, 2 with JP, 1 on foot
1x kit-bashed Libby with JP
5x Sanguinary Guard, Fist, Banner
3x Baal Predators (new plastics)
Metal Tycho
Metal Mephiston
Metal Dante
An epic ass ton of BA sprues

Wednesday, January 23, 2013

This completely breaks my immersion

Yeah, I have a problem.

My Fast Skimmer with Aethersails moving 42" gets hit by a Guardman's rifle butt on a 3+.

Remember that talk we had a few days ago about good game design?  About immersion and how things make sense?  Yeah, the above absolutely kills all forms of imagination.

What about you folks?  What breaks your immersion in your gaming?

PS - I'm getting into BFG again.  My gaming group here's jumping in pretty hard.  Gonna play Craftworld Eldar, using the FAQ2010 rules.

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