Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts

Wednesday, March 23, 2016

Sample Armies for Double Trouble and Contingency Plans

Being a doubles event, Double Trouble obviously needs a total number of players that's divisible by 4. Currently we've got 16 which is obviously fine. There'll still be plenty of variety amongst the teams and games. Having said that I'm hoping to sell more tickets so we can have a bigger prize pot and hence better raffle prizes, etc.

What happens if we get a drop out on the day though? Well the key thing is to avoid having anyone miss a game. There's nothing worse than being told you've received a bye when you were hoping to play three games of 40K for your money. Here's what I propose:
  • If we end up with a total number of players which is one less than a multiple of 4 (e.g. 27), I'll field a full 1,500pt army myself. It'll still consist of two randomly determined halves though from my collection and my opponents will roll for it each round! 
  • If we end up with a total number of players which is two less than a multiple of 4 (e.g. 18) then both Matt and I will field 1,500pt armies again being formed of two randomly determined 750pt forces. 
  • If we end up with a total number of players which is three less than a multiple of 4 (e.g. 21), I'll simply drop out bringing the number back to a multiple of 4.
I think it's important to have this contingency in place so that people feel reassured that the system will work and everyone will get their three games.

Sample Armies
Well, just in case any of the above happens I'll need to have several 750pt armies at my disposal. Here's what I'm thinking at the moment:

Dark Eldar (CAD) - 750pts
Archon w/ Armour of Misery, agoniser, shadow field in a Venom (two cannons)
Kabalite Warriors (5) in a Venom (two cannons)
Kabalite Warriors (5) in a Venom (two cannons)
Reavers (5) w/ cluster caltrops
Scourges (5) w/ four haywire blasters
Scourges (5) w/ four haywire blasters

Space Wolves (CAD) - 748pts
Rune Priest (ML2)
Grey Hunters (7) w/ flamer plus Wolf Guard (TDA CM/PF) in Drop Pod
Grey Hunters (8) w/ flamer plus Wolf Guard (TDA CM/PF) in Drop Pod
Stormwolf w/ multi-meltas

Orks (CAD) - 749pts
Weirdboy
Burna Boys (6) inc. 3 meks
Boyz (11) inc. PK nob in Trukk
Boyz (12) inc. PK nob in Trukk
Morkanaut w/ KFF

Tau (CAD) - 750pts
Ethereal
Riptide w/ ion accel., EWO and stim.
Strike Team (10) in Devilfish
Strike Team (10) in Devilfish
Pathfinder Team (5)
Piranha
Piranha

Dark Angels (Ravenwing Strike Force) - 750pts
Librarian (ML2) on bike
Ravenwing Command Squad (6) w/ RW banner, apothecary
Ravenwing Bike Squad (6) w/ two grav guns
Ravenwing Bike Squad (6) w/ two meltaguns

Hopefully this gives you some idea of the things you can do with the different factions. I've found it pretty fun to come up with small forces from each of my armies that try to convey the character of that faction and still bring something good to the table. I've avoided Formations because I'm really not a fan but still it wasn't hard to come up with these armies. Are they the most competitive armies I could create? No, definitely not but that's deliberate! I don't want to bring too many models and I want them to be simple to use.

If all is well and I end up playing with just a 750pt army and a random partner, I'd probably go for the Dark Eldar. For this reason I want to focus on trying to get them painted up for the event. That gives me about 11 weeks so should be doable. I'll post more about my plans in a separate post later in the week.

Finally, Deployment
I've been giving it some thought and I've decided that things will probably be complicated enough without adding anything extra. I therefore think it's sensible to just go with Dawn of War deployment in every round. What do people think?

Wednesday, March 18, 2015

7th Edition 40K - Using Harlequins in a Dark Eldar Army List

So, suffice to say I was pretty excited by the Harlequins codex. They're not all-conquering by any stretch of the imagination but there's some innovative stuff in the book that I'm looking forward to putting into play. Whilst I'd love to have a full Harlequins force at some point, I'm going to start off by simply allying them with my Dark Eldar. Of course, you could ally them with Craftworld Eldar (or the Imperium, Tau or even Orks for that matter) but since I no longer own any Eldar, I won't be discussing them here. Besides, I don't think Eldar need much help from Harlequins and they don't lend themselves as well to an alliance as they don't have a decent transport for the Harlies that won't hamper their assaults.

Dark Eldar on the other hand, there's a match made in heaven I reckon. If nothing else, there's the fact that their Raiders are open topped, and hence assault friendly. The other thing is that, with the new codex, Wyches are pretty much a total waste of time now. This is partly because you can cut them down with bolter fire (since they can't start with FNP) but also because they lost access to haywire grenades. Combine that with their relatively high cost and I doubt we'll be seeing them on a tabletop any time soon. This leaves a big hole in the Dark Eldar army for a decent assault unit. In come the Harlequins then.

For the purposes of this article I'll be assuming that you're only allowed two detachments and I'll be working with 1,750 points (as this is the norm at my FLGS). Of course, with more detachments available you could take multiple formations alongside your DE. As I discussed in the last post of the Harlequin codex review, the stand out favourites amongst the formations are the Cast and Revenge. Let's not forget the Masque detachment itself though which has its merits.

My aim here isn't to tell you what I think is the best possible combination of DE and Harlequins but rather explore some options to get your imagination going and inspire your own lists. Are these lists invincible? Far from it. In fact they're all going to be pretty flimsy especially if you don't go first but that's what DE players are used to right?

Dark Eldar plus Cast of Players
For those not familiar with it. The Cast of Players allows you to take a Shadowseer, Death Jester and Troupe although this is without the crucial Rising Crescendo rule. Here's how I'd run the Cast:

Death Jester (no upgrades)
Shadowseer (ML2, Mask)
Troupe (8 players with 3 kisses, Troupe Master with kiss)


That clocks in at 335pts which is pretty expensive for a squad of T3 models but with the Shadowseer they should be reasonably durable. You need them to hit hard though so having those Kiss of Death attacks will come in handy. The squad will have 37 S4 attacks on the charge, 4 S6 AP2 and 5 S6 from the Shadowseer. All of these attacks will be hitting at a minimum of I6 with WS5 too. That in itself gives them pretty good protection in combat with the Shadowseer providing the cover from shooting. Of course you can drop a model or two so they can fit in a Raider.

The Mask is in there to create a nice combo with the Death Jester for a -4 Ld penalty when using his Death Is Not Enough rule. We can make this even better with out DE allies by adding in an Archon. Giving the Archon the Armour of Misery, a webway, an agoniser and shadow field makes him pretty pricey but awesome. That does bring the whole squad total to 500+ pts though which is a big chunk of any army. That being said, when they do arrive from reserves you'll be getting a hit from Psychic Shriek at -4 Ld plus another unit shot with Death Is Not Enough at - 6 Ld. Best hope they arrive early on then!

This unit should be able to deal with most things pretty effectively in combat but we'll still need some firepower. Let's flesh out the rest of the army then. For the DE Troops I'd go for four units of Kabalites in venoms with a blaster each. I still think the blaster is worthwhile for extra anti-tank. Add in a couple of units of haywire Scourges and a couple of Ravagers for more anti-tank. That leaves a decent chunk of points spare still at 1,750pts. I think we need a distraction to keep everything alive long enough for the Harlequins to arrive. That comes in the form of a big Reaver unit which is a decent combat threat and packs heat lances to help with anti-tank.

Here's what I've got then:

Combined Arms Detachment (or Realspace Raiders Detachment)
Archon (agoniser, shadow field, webway, Armour of Misery)
5 Kabalite Warriors (blaster) in Venom
5 Kabalite Warriors (blaster) in Venom
5 Kabalite Warriors (blaster) in Venom
5 Kabalite Warriors (blaster) in Venom
5 Scourges (4 haywire)
5 Scourges (4 haywire)
10 Reavers (champ w/ agoniser, 3 heat lances, 3 caltrops)
Ravager (lances)
Ravager (lances)

Cast of Players Formation
Death Jester (no upgrades)
Shadowseer (ML2, Mask)
Troupe (8 players with 3 kisses, Troupe Master with kiss)

We can strip it down somewhat to go down the "more boys, less toys" but there isn't much else I'd want. Perhaps another Venom, Ravager or even a flyer but I think the list is decent on most counts. It can hammer high toughness models like Wraithknights, kill off infantry and still be able to break vehicles apart. It does struggle with flyers but that often won't be a problem. It's flimsy as hell of course but that's true of any DE list. My worry here is that the Harlequins are reduced to a gimmick. You're basically including them just to get the leadership modifiers. Don't get me wrong, that could be disgusting but you might wait until turn 4 to get them and there'll be little of the rest of your army left by that point.

Dark Eldar plus Faolchu's Blade
This time we won't be including any Players at all and instead we'll be throwing in some Harlequin vehicles. Let's take a look at my proposed list:

Combined Arms Detachment (or Realspace Raiders Detachment)
Archon (agoniser, shadow field, haywire grenades, webway, Armour of Misery)
Court of the Archon (2 Sslyth, 2 Medusae)
5 Kabalite Warriors (blaster) in Venom
5 Kabalite Warriors (blaster) in Venom
5 Kabalite Warriors (blaster) in Venom
5 Kabalite Warriors (blaster) in Venom
5 Scourges (4 haywire)
5 Scourges (4 haywire)
Razorwing Jetfighter

Faolchu's Blade Formation
3 Voidweavers (haywire)
3 Skyweavers (haywire)
3 Skyweavers (haywire)

As you can see, there's a huge amount of haywire firepower in this list. It's not out of the question to be able to take down multiple vehicles in a single turn. Alternatively you can combine a few units to bring down something like a holo-fields wave serpent or an Imperial Knight. In fact, it's quite likely you could down an Imperial Knight in one shooting phase given how mobile some of your firepower is. Don't forget the haywire cannons/blasters use a small blast so hitting two closely deployed vehicles is feasible. Not only that but your S4 blasts are decent for taking down troops too. Remember frag missiles on those long fangs back in 5th? It's actually better against S3 than your Venoms' splinter fire.

Aside from the haywire we've got 5 Venoms with their poisoned fire and blasters from the warriors plus more poisoned fire. The Archon's court is a bit of an experiment but having a deep striking venom with the Medusae's eye bursts could be nasty and the Sslyth help with survivability, especially once a Medusa dies and you're effectively T5.

As with any DE or Harlequin list the mobility is a key factor. This list can cover ground at a rapid pace which should serve you well in Maelstrom games.

Pure Harlequins
Let's take a look at what we can do with the Harlequins on their own. In this scenario I think the Revenge is the best choice as that re-roll of 1s on invulnerable saves will help matters.

Cegorach's Revenge Formation
Solitaire (Rose)
3 Deathjesters
3 Shadowseers (ML2 x3, Mask x1)
Troupe (10 players (2 kisses), Master (kiss))
Troupe (10 players (3 kisses), Master (kiss)) plus Starweaver
Troupe (10 players (3 kisses), Master (kiss)) plus Starweaver
2 Skyweavers (glaives)
2 Skyweavers (haywire)
2 Voidweavers (prism)

Doesn't look much for your 1,750 points does it? Well you're getting 4 AV10 vehicles, 4 bikes, 3 large squads plus a Solitaire running around. That's not a lot compared to the DE lists we've been looking at. You could consider using a Revenger and a Blade formation together to get in some more vehicles at the expense of smaller Troupes (which could then fit in the Starweavers). I'm not convinced this will work particularly well on its own. Of course you're getting those re-rolls from the formation but I can't see that helping when there's tons of firepower coming your way. It's such a shame you can't get a Solitaire into a DE list more easily as I really want to try one out. Obviously you can spend less points and use a Masque but you don't get much from the DE portion once you have. Let's have a quick look though.

Dark Eldar plus Masque
This is a bit of a tight squeeze at 1,750 but let's have a go anyway:

Realspace Raiders Detachment
Archon (agoniser, shadow field, webway, Armour of Misery)
5 Kabalite Warriors in Venom
5 Kabalite Warriors in Venom
Raider
Razorwing Jetfighter
Razorwing Jetfighter

Masque Detachment
Solitaire (Rose)
Death Jester
3 Shadowseers (ML2 x3, Mask x1)
Troupe (6 players (2 kisses), Master (kiss))
Troupe (4 players (1 kiss), Master (kiss))
Troupe (4 players (1 kiss), Master (kiss))
Starweaver
Starweaver
Voidweaver (haywire)

In this list two of the Troupes ride around in the Starweavers and the third gets the raider. As with the other lists I'm sure there are some optimisations to be made but it's a start to show you what can and can't be done. You can tone down the Archon quite a bit to get more stuff in, he's really only there for the webway so ditching the shadow field and agoniser is an option. Of course, with the raider you could ditch the webway altogether and hope you can survive to get close enough (Nightshields would help here). As a DE player it feels wrong to have so few Venoms and the list in general feels a bit Jack of all trades, master of none. You could always lose some of the upgrades and throw in some empty Venoms in Fast I suppose. As I said, it's a tight squeeze and I'm not sure it really works.

Conclusion
It's certainly possible to combine Dark Eldar with Harlequins. The Cast and Blade formations are obviously the easiest way. I'm not sure how good Harlequins are though without Rising Crescendo and decent numbers. You start to feel like you could get more for your points from Dark Eldar units. Either way, we're not talking about top tier tournament lists here as I'm not sure either codex is capable. Just like the Dark Eldar, Harlequins will take some finesse and skill to use in battle.

The unexpected standout list for me here is the DE plus Blade. The formation bonus for the Blade is a little wasted as if you're Jinking you're not firing Haywire but at times it might keep your units alive as they reposition. I really like the idea of having so much haywire against something like Necrons or Imperial Knights. Of course Necrons would make short work of the DE/Harlequin vehicles in response though.

A pure Harlequins force can work but I'm not sure how effective it would be. Let's not forget that if you go first you're likely to have Veil to protect your Troupes which could really help in getting them in combat safely. Although with just six plus D6 warp charge you might struggle to cast anything else.

I'm intending to play test the DE plus Cast and pure Harlequins lists. I'll be heavily proxying until I decide whether I like them or not. I've picked up a Troupe and Shadowseer and will probably grab another Troupe and a Death Jester at some point. I'll report back after my games in a couple of weeks. I hope this article has given you something to think about though. Sorry it's so long!

Saturday, November 23, 2013

A Change is as Good as a Rest

It isn't what you're thinking, I'm not quitting 40K. I may have been quite over recent weeks (and I still haven't finished writing Blog Wars stuff up) but that's largely down to trying to get everything ready for our new arrival rather than losing interest in the hobby. What I mean by the change is that I've been playing Tau rather a lot recently. I was simply having too much fun using an army I've loved for a long time and actually winning games. There's no doubt that the codex is incredibly powerful at the moment. In fact, unless another book comes out that can really deal with them, Tau will remain high up in the rankings for a good while I'd expect.

Trouble is, if you show up to an event with a Tau list you're generally met with groans and sighs. When I used to take them in 5th edition and early 6th they'd be met with a much more welcoming atmosphere. This was probably mostly due to people being pretty confident they could beat them which is rarely the case at the moment. Anyway, my last tournament of the year will be Kill It With Fire at the Outpost next weekend. Whilst I'm a big fan of tournaments that encourage fully painted armies, the tournaments at the Outpost don't require any paint at all.

This gives me an opportunity to take my Dark Eldar to a tournament. I've used them at a previous Blog Wars towards the end of 5th edition but that was a webway based list that simply isn't viable anymore. That meant I hadn't needed to paint all my vehicles up so they're mostly sprayed black. I'd love to say I'll get some more paint on them by next weekend but that simply won't happen. Anyway, here's what I'm going to take:

1,750pts of Dark Eldar
Duke Sliscus
9 Trueborn (5 shardcarbines, 2 blasters, 2 splinter cannons, haywires) in a Raider

4x 5 Kabalite Warriors (Blaster) in Venom (two cannons)
9 Wyches (Haywires) in a Raider

2x 6 Reavers

2 Ravagers (Flickerfields)
1 Voidraven Bomber (Flickerfield, 2 Necrotoxin Missiles)

Short but hopefully sweet. In these days of alpha strike I was tempted to run Baron Sathonyx just for the better chance of going first. However, by taking Dark Eldar I'm already not worrying about competing too much so I've gone for Duke because I find him more fun. The problem with Baron is you either need to take some Hellions (which are fairly crap unless you take hundreds) or some allied Eldar seer council kind of thing. Neither of which really appeals.

Essentially my opponent is presented with four venoms, two raiders and two ravagers. Now it's well known that AV10 open-topped vehicles are pretty much paper but hopefully I can keep them alive long enough to do some damage. Any Dark Eldar player knows it's difficult to take down vehicles but with the ravagers, multiple blasters and dark lances from the raiders I should be fine. Failing that I've got the haywires but they should be a last resort.

Duke is great when combined with wyches/reavers as he makes two rolls for combat drugs. This gives you a good chance of getting the appropriate drug for the job. It also helps avoid the useless 3D6 run which can't even be used by the reavers. He's also pretty fun when you combine him with the trueborn. Thanks to his Serpent's Venom rule his squad are wounding on 3s against everything. Combine this with the blasters and his blast pistol and they can soften up an MC before charging in. Sliscus can then either strike first or else hopefully survive with his shadowfield long enough to make the most of his 2+ poisoned blades. His squad have taken down dreadknights and the like in the past and they'll be awesome against riptides (assuming they survive long enough!

There's a lot of fire coming from the venoms and kabalites. Obviously it's tricky to keep the venoms alive but you can keep range from most things and if something comes in close you can get into rapid fire range and hopefully deal with it. The reavers are also anti-infantry but might be useful in objective games (not that there are many at this tournament) for that last minute contest.

My only nod to anti-air is the voidraven which can be nasty if you can use the void mine to full effect. I usually end up missing with the void lances but in theory they can be good for taking down enemy flyers. Of course it'll flop to interceptor fire but there's a chance the flickerfield will keep it alive long enough to at least get some shots off and it'll never need to evade.

Ultimately, you can't play Dark Eldar if you're worried about losing some vehicles. Hopefully I've got enough of them to keep most opponents busy but as ever it really depends on what I come up against. I'd love to play bikes or similar as their T5 is irrelevant.

If nothing else I'm lookign forward to taking something different. Perhaps I'll be inspired to finally get these guys painted up. I hope so anyway.

Friday, November 01, 2013

My Tau Army for Blog Wars 6

Unbelievably Blog Wars 6 is tomorrow and as I write this I've still not finished painting Shadowsun and her drones for my army. She's up to three colours but only just and I hope I have enough time to improve her before the big day. I'm starting to sound like a stuck record but at some point I intend to come back to my Tau army and add some highlights and washes to actually get them "finished". I use the inverted commas because I'm not sure it's a real thing! Anyway, here's my list:

1,850pts of Tau
Ethereal
Commander Shadowsun (two shield drones, comm-link drone)
2 XV8 Bodyguard (fusion, plasma)

11 Fire Warriors in Devilfish (disruption pod)
11 Fire Warriors in Devilfish
11 Fire Warriors in Devilfish
10 Kroot
10 Kroot

Riptide with ion accelerator, fusion, VT, EWO
Riptide with ion accelerator, fusion, VT, EWO
Crisis team (2 suits with 2xMP, flamer & shas'vre with 2xMP, PENchip)

6 pathfinders
6 pathfinders
6 pathfinders

On the face of it there isn't a huge difference between this list and the one I took to BW5. The major difference is that Shadowsun is now my SC and not Longstrike and she replaces my usual commander. The bomber is gone too and replaced by another unit of pathfinders. All of the fire warriors are now mounted up in devilfish making my army a lot more mobile.

I've spoken about Shadowsun at length when I was trying to decide between her and my regular commander. Ultimately the BW rules swayed my opinion as she allows me to take an Ethereal along whilst still bringing an SC.


The Fire Warriors are still the core of the army but instead of standing on the back line in cover they can be much more aggressive. The Ethereal helps them put out a decent volume of fire too. They're more durable in their transports and the Ethereal's 'fish is given a disruption pod to allow him a better chance of survival. These should hopefully be able to combine for some classic fish of fury action.


The kroot have lost their hounds as I simply couldn't find the points for them but 2 out of 3 times I'll get them on the side I want anyway. They proved to be vital and surprisingly deadly in my games at the tournament last Sunday so they're a must for me. Combined with the Fire Warriors I've still got 5 troop choices and they should be more durable than last time around.


This time there's a pair of Riptides. They're undoubtedly the powerhouses of this list. There's no denying that twin-riptides isn't a totally friendly build but the rest of the list isn't one of the typical competitive builds you see around. They're incredibly flexible with their Skyfire and Interceptor combined with their ability to throw down pie-plates.


The missile crisis team is my version of the HYMP broadsides effectively. They don't put out anywhere near as much firepower but they're more mobile and thanks to JSJ they're more likely to survive I reckon. Obviously they're vulvnerable to krak missiles and the like but hopefully they can bring down a couple of vehicles or an MC before they bite the dust.


Finally there's now three units of Pathfinders to provide markerlight support. I've toyed with all of the options for getting those vital marker hits but I always come back to Pathfinders. They're easily the least durable and least mobile of the marker platforms but they're easily the cheapest when it comes to points per marker hit.

So there you have it. I've still got work to do on Shadowsun but otherwise I'm pleased with how the army looks on the table and the switch to (mostly) mech doesn't have make deployment quicker and should hopefully make for quicker games which are vital when I'm trying to run the event at the same time!

I've had a couple of test games against Andy Lane from Claws and Fists (who sadly can't make it to Blog Wars) but I'll let you read about how they went over there. See you all tomorrow!

Friday, September 06, 2013

Army List Review - My Tau at Reanimation (1,750pts)

Before I plunge headlong into the new Space Marine codex (which I'll hopefully be getting at midnight) I'd like to talk through my Tau army list from last weekend's singles tournament at the Outpost in Sheffield. My Tau will be joined by some Eldar for the doubles at WHW tomorrow so keep an eye out for reports from that. For now here's a run-down of the list and what works and what doesn't. Warning: this will be pretty in-depth!

Ethereal and Fire Warriors
This list is the first time that I've given these guys an aegis defense line. It's not a new or unique tactic by any means but it's something I've tried to avoid before. These guys are pretty hit and miss to be honest. An army such as the one Matt fielded against me will always make the static firebase seem better. If your opponent has to come close to do damage then the sheer volume of firepower will make him wish he didn't need to be so close. I can't say I'm a huge fan of the playstyle that this combination forces me into. My favourite armies are always the ones that take the fight to the enemy. I'd rather be pro-active and reactive.

There's no denying they're a powerful combination but if you've got to go and take objectives then you're going to struggle to get the most out of them. This is why I take a Devilfish for one of the squads. In an otherwise foot list you might think it would be priority target but a lot of the time I find it gets ignored. In an objective game most opponents with sense would try and take it out ASAP but on the other hand the kind of firepower needed to shift an AV12 vehicle with a 4++ save is the same kind that is needed to bring down the riptides. Target priority becomes difficult and that's why it still works. Obviously the devilfish is great for getting Fire Warriors onto objectives late on but it's also good for protecting them from flamers such as those from heldrakes or dreadknights. Finally, there's still some merit in the "Fish of Fury" tactic whereby you deliver all that S5 goodness into an enemy unit that you otherwise couldn't reach.

It isn't all that difficult to counter the fire warrior blob. They die to the same kind of thing that guardsmen do. Obviously they're got a 4+ save (and 4++ from the aegis line) but they're still only T3. Assaulting them is difficult with the obscene amount of supporting fire but staying outside 15" is the best bet if possible. The Ethereal is obviously the lynch pin. Armies that have some way of sniping him out of the unit will find the blob quickly falls apart once he's gone and there's a bonus VP into the bargain. Losing Ld10 and being close to the board edge means the fire warriors can be cleared up pretty sharpish after he's gone.

Kroot
The main reason to include Kroot is pretty obvious. Paying 65 pts for a unit that can Outflank onto objectives (and get's a re-roll to see on which side it arrives) is a no-brainer. They're also useful for taking on fixed enemy units too. In one of my games they took out a pair of sabre defence platforms in combat after they'd killed a CCS in the previous turn.

Obviously they aren't the deadliest of units with S4 shots and S3 attacks but picking off weak objective holders like guard or cultists is easy for them. The main thing is, despite their low cost, they can't be ignored by your opponent. The key is to deploy your objectives with them in mind. Give them chance to Outflank straight onto it and preferably give them a forest to hide in and you're golden.

On occasion my kroot have even been known to down vehicles or even flyers by getting rear armour shots and rolling a few lucky 6s.

Commander and Bodyguard Team
Whilst a lot of people seem content to use their commander in what seems to be known as "Raven" configuration i.e. no weapons. I'm of the opinion that this is a waste of his statline. Obviously giving drones BS5 is nice but then you've got a very expensive model that's just buffing other units without any offensive power of its own. For this reason I prefer to be aggressive with my commander. He's loaded out with fusion, plasma, target lock, retro-thrusters and an iridium suit and joined by a bodyguard of two crisis suits with plasma and twin-linked fusion.

Of course, combined with the kroot, this is a reasonable chunk of your forces in reserve but deep striking is usually the best way to go with these guys. There's a 1 in 6 chance you'll the warlord trait that prevents scatter meaning deadly accurate placement for them to do the most damage. There are very few units that shouldn't fear them. The team has 9 relatively high strength and low AP shots. If you can get them markerlight support this can mean killing off a whole unit of terminators or downing something like a dreadknight without breaking a sweat. Kills like that are nearly always game changing and for that reason this is easily my favourite unit in my list. They're only just shy of 285pts and can easily make their cost back.

If you're facing a lot of armour then the commander can use his target lock and BS5 to deal with one vehicle on his own whilst his bodyguard take out another. AV13/14 is a problem for most Tau lists and this is my solution. Very few armies can do anything to stop them from taking out a crucial unit. Once they've done their damage they can use their thrust moves to get them out of harm's way. Should they get charged then you can tank the hits on the commander's 2+ save and they've got 10 S5 attacks back to boot. They've then got a 50:50 chance of Hit & Run for an opportunity to break off and gun down their assailants. Obviously power fists aren't their friends.

In terms of equipment you might consider a shield generator for the commander but personally I think Hit & Run is more useful. The bodyguards have twin-linked fusion rather than plasma because it's often vital that those melta shots hit. Against vehicles the plasma is significantly weaker so it's still better to boost the melta and it's also handy for overwatch. Don't forget the commander has precision shots so he can occasionally be lucky enough to snipe a character.

Speaking of which one of the warlord traits allows him to prevent Look Out Sir! rolls. This makes him extremely effective. In fact all of the warlord traits are good. You can also get re-rolls of 1s to hit for a phase, 3D6 thrust moves, skyfire for a turn or no scatter on deep strike which I've mentioned. The only one that isn't all that useful is the getting up from gone to ground but could still find use when your fire warrior blob is hiding behind the aegis line.

Missile Pod Team
This is my alternative to HYMP broadsides and frankly I think it's better. Obviously with a 2+ save the broadsides are more durable but having JSJ can make the crisis team as good, if not better. Not to mention they can often get into a better firing position to prevent cover saves etc. The broadside also have more firepower from the S5 SMS but I don't mind the sacrifice as the crisis team is cheaper.

There's 12 missile shots (4 of which are twin-linked) and the PENchip gives them Monster or Tank Hunter. They're excellent for dealing with wave serpents as they can often cause enough pens/glances for it not to matter if the Eldar player converts the pens to glances. S7 isn't amazing for anti-tank though and indeed my team struggled against AV13 in the Necron game. However, there was some astonishingly bad luck on my part to not roll more 6s. Against MCs they're great for forcing armour saves and Monster Hunter means they'll force a lot.

Like any unit in my list, if you can get them some marker hits then they can be lethal to whatever they target. Let's not pretend they're all that amazing though. They're vulnerable to a lot of things and anything that can kill 6 marines can take them out too.

Riptides
As I mentioned in the tournament report this pair are considered "cheesy". There's no doubt that they're somewhat overpowered. The main reason is, of course, that you can give them both Skyfire and Interceptor. Perhaps it should've been one or the other but they can have both so I'm certainly going to let them. Being able to deal with enemy flyers before they get to shoot is huge. Obviously quad guns have been able to do this for a while but the riptide has the potential for two twin-linked melta shots at a newly arrived flyer. It's staggering how many times people put their flyer within 9". They key is to bring the riptides forward so that they're covering a pretty big window. I nearly always Nova them for two melta shots in the turn before enemy flyers might arrive.

One thing that people forget though is that they can't actually fire both weapons in the enemy turn. Every rule that would allow it e.g. Monstrous Creature and Multi-tracker, specifically states Shooting Phase. This means you have to choose between main gun and melta. Not usually a difficult choice though as terminators want a pie-plate and flyers want melta. Against AV10/11 flyers you might consider the 3 S7 AP2 shots, especially if you failed to Nova for two melta shots. Although.... now I read it in the codex it does say "fire twice this turn" which means you can't actually fire twice when Intercepting.... oops! Mind you it does say the effects last until the next Movement Phase so its somewhat ambiguous.

Even so the riptides are formidable and often difficult to deal with. Their presence is enough to distract an opponent from their game plan. Deep striking out of sight, bringing a flyer in out of range or choosing not to reserve a unit can dramatically effect how an enemy army performs.

They aren't without their downsides though. I frequently fail their Nova rolls for a start and it's a brave (or desperate) man who uses the reactor with a single wound left. Being BS3 doesn't help matters either and without marker support they can struggle. They can be great in combat against some opponents thanks to T6 but most of the time they die before getting to strike even with a 3++ save.

Pathfinders
When I ran Tau back in 5th edition (and indeed early 6th) I nearly always ran 3 small pathfinder teams. With the new codex I was temporarily distracted by flyers and piranhas but I've now come back to my love of pathfinders. Of course their are more durable and more accurate platforms for markerlights but they're usually more expensive and often can't hit multiple targets. Having 3 lots of 6 pathfinders means I can have three targets getting an average of 3 markers each.

I always try to deploy them as far from each other as possible so that an opponent is unlikely to be able to deal with two at once. Against an opponent who's familiar with them they don't usually last long but with riptides and crisis teams as distraction it's amazing how many times they do survive.

My tips for using them are firstly to remember that they have Scouts. This is great for getting them into line of sight on something for their first turn or for getting them into cover that was just outside your deployment zone. Secondly, I sometimes use them for cheeky markerlight hits on flyers to allow a unit to hit on 5+ (a 6 man unit should get one hit on a flyer). If you've decided to do this you can use that turn as a good opportunity to reposition your pathfinders as they'll be firing snap shots anyway.

Conclusion
I've been playing this list (or a very similar list) for a little while now. Whilst I'm under no illusion that a lot of my success with them is because they're from arguably the best codex around at the moment, I do think I use them somewhat differently to a lot of people. However, whenever I use them I'm always frustrated about how static they are. It isn't much fun to play against and not is it much fun for me.

I'd therefore like to make my army a little more mechanised. It's not difficult to spot that I haven't used any heavy support slots. Having a crisis team in place of broadsides is the first step to a more mobile cadre. Skyrays have to be pretty static too so I'm not likely to use them. Hammerheads are a potential but my lists are usually pretty tight on points so 195 for Longstrike is a bit much and even a basic hammerhead is a big investment.

With an emphasis on infantry based lists in the current meta (except serpent spam Eldar), the majority of lists have gotten very good at dealing with infantry at the expensive of anti-vehicle fire. I'd therefore like to get some devilfish with d-pods into the list to try and make my fire warriors a lot more agressive. To afford this I'd need to ditch the Ethereal and one squad of fire warriors. This dramatically reduces my anti-infantry fire but I gain a lot more flexibility. My fire warriors can spend more time shooting once they've gotten into a forward position and having two extra devilfish and extra drones means several units which can fire at different targets.

This new approach may not be as deadly but the core of the army is still there and the big hitters are unchanged. It will mean better opportunity for scoring, more protection for the fire warriors and generally a list that's more fun.

Thursday, June 20, 2013

My Tau Army for Blog Wars 5

Well folks, we're only a few days away from the 5th installment of Blog Wars. I've been painting away since the new Tau codex came out and I've now got everything up to a decent table top standard. Everything is above the three colour minimum and is at a point where it looks decent from a distance but won't be difficult to improve. Basically all it will need are washes and highlights (sounds like nothing when you say it like that). Anyway, here it is.


First off, apologies for the very shadowy artificial light picture. I was hoping the sun would be out when I got home from work but sadly it's dark and miserable so I had to make do with spotlights. Still, you get the idea. As I say, it's only to a gaming standard but I like the overall effect. Looks like plenty of models too which always feels nice when you deploy! Since I've seen all your lists here's mine:


1,850pts of Tau Empire
Ethereal
Commander (fusion blaster, plasma rifle, target lock, vectored retro-thrusters, iridium battlesuit)

12 Fire Warriors
12 Fire Warriors
12 Fire Warriors w/ Devilfish (disruption pod)
11 Kroot + 1 Kroot Hound
11 Kroot + 1 Kroot Hound

3 Crisis Shas'la (twin-linked fusion blaster, plasma rifle)
2 Crisis Shas'la (missile pod, twin-linked missile pod), Crisis Shas'vre (2x missile pod, PENchip)
Riptide (fusion, ion, early warning override, velocity tracker)

7 Pathinders
7 Pathfinders
Sun Shark Bomber (twin-linked missile pod, decoy launchers)

Hammerhead Gunship (Longstrike, submunitions, SMS, sensor spines, disruption pod)

The core of the army is the three large squads of fire warriors. These will take advantage of the Ethereal's Storm of Fire power to put out a serious amount of S5 shots at 15". I wasn't sure about whether to include the devilfish or spend the points of upgrading some of the other units but it provides some much needed mobility in the closing stages and can protect a unit on my home objective if necessary. The kroot make for some cheap scoring which can outflank/infiltrate as required. This gives me 5 troop choices which is fairly good for 1,850pts. Granted none of them are particularly hardy.


The missile crisis team is geared up to fight either MCs or vehicles thanks to the PENchip which can make S7 a lot more potent against high armour values. Their range and mobility should keep them alive for a decent amount of time against most armies. The other crisis team joins the commander and is the anti-deathstar unit. There aren't many things that can stand up to their alpha strike, especially with some marker hits.


The marker hits come from the two squads of pathfinders which hopefully help me cause some pain in the first couple of turns. The reason for the squads of 7 is partly due to points restrictions but also because I think it offers just the right amount of hits. Ideally you want 3-4 to allow you to strip cover and fire at BS5. It also means that there aren't too many points sunk into a flimsy squad. The only other markerlight comes from the sun shark but that has the benefit of having Skyfire even if it is only BS3. I toyed with the idea of using a Sky Ray but I really like the bomber. In my practice games the drones have been great. The bomber doesn't last long but even if it blows up the drones can still provide some firepower.

Speaking of which, the special character in the list is Longstrike who pilots his tooled up hammerhead. With tank hunter he's almost guaranteed to take out a vehicle per turn but sadly in practice games he's rolled a disgusting number of 1s to hit! Regardless he's scoring and not all that easy to take out with AV13 and 4+ jink save. He's the obvious choice of special character for me as I was determined to still have at least one S10 AP1 shot!


Finally, we come to the Riptide. I've spoken recently about what he offers. Basically, between him, the missile suits and the Sun Shark I should be able to deal with most flyers. Some might think the velocity tracker is too much for something that's only BS3 but it's worth it if you ask me. Of course he's going to be fairly hit and miss. Most armies that really fear him will try and take him down quickly which isn't all that difficult. Everyone else will ignore him I expect, despite his size!


Barring any unexpected drama this will be my last post before Blog Wars 5. I'll be checking my emails regularly so if you've got any last minute rules queries feel free to get in touch. Otherwise I look forward to see you (and your armies) on the big day! Hopefully it's going to be even better than the first four events!

Monday, April 29, 2013

40K Battle Brothers - Tournament Aftermath

Once again, Matt and I were down at Warhammer World this weekend for the 40K Battle Brothers (which replaced GW's doubles events). After toying with taking a Tau/GK list, we tested it out against Graham and Andy from Claws and Fists and decided that it wasn't as good as we thought. Therefore, we returned to our old faithful Titanic Fenrisians (GK/SW) with the following list:

1500pts of Titanic Fenrisians
Coteaz
10-man Strike Squad (Psybolt, 2 Psycannons)
2 x 3 Warrior Acolytes
1 x 4 Warrior Acolyes
Nemesis Dreadknight (Teleporter, Heavy Incinerator, Greatsword)
Nemesis Dreadknight (Teleporter, Heavy Incinerator)

Wolf Priest (Saga of the Hunter, Plasma Pistol)
Rune Priest (Runic Armour, Jaws, Lightning)
10 Grey Hunters (Plasma, Melta, Wulfen, Standard)
9 Grey Hunters (Melta, Wulfen, Standard) in a drop pod

Not a huge difference from the previous incarnations of our doubles army. The thunderwolves are gone sadly but they're replaced by a Rune Priest and the Purifiers are swapped for a full strength Strike Squad.

As you can see, some lists would be no problem for us whilst others, particularly flyers, would be almost impossible for us to beat. Flyers don't bother us too much though as they're mostly geared up for killing either other flyers or else ground vehicles. The only exception being Heldrakes with baleflamers which would totally decimate our army if we met them in multiples.

After our previous issue with an army list error I made sure I checked this thoroughly. For those wondering, Space Wolves can still have two HQ when taken as allies (see FAQ). Pretty sure I haven't missed anything else.

Results
As you can see from yesterday's post we somehow managed to win the event! No-one was as shocked as I was though! We knew we'd done well of course but we've been in that situation before and come away with nothing thanks to the scoring system.

We'd been talking to some friends of ours (who we met/played at previous doubles) who'd been scoring similar numbers of points to us. Nick, one of the organisers said during the ceremony that it'd come down to favourite game votes. We knew we were 2 VPs behind at least one team who'd won all five games like us and had been told we'd received favourite game votes by one of our opponents. When they announced second place we were sure we'd missed out again but despite them spelling it wrong it was amazing to see Titanic Fenrisians appear on the screen as champions!

As you might recall from one of my other doubles events write ups I had a massive whine about the inclusion of favourite game votes into the overall tournament scores. In a previous event this had dropped us from 2nd to 4th as we hadn't had any votes. This time around we managed to achieve 5 out of 10 votes somehow despite winning our games. This gave us the win over second place who'd scored 3 votes. I have to say a huge thanks to our opponents who voted for us because quite literally we couldn't have done it without them.

Favourite Game Votes
So have I changed my opinion of fave game votes as they allowed us to win the tournament? Short answer, no.

I can understand that the atmosphere that GW want to create is one where people don't feel put off from coming because they're worried about power gamers. It therefore makes perfect sense from their perspective. However, I think there are other ways of minimising the competitive element. At the end of the day it's a tournament and we know from bitter experience what it's like to have a near certain podium finish taken away in that manner.

Battle Brothers uses VPs (6th style) as the scoring system. Some people don't like this as it can mean you annihilate all but one model but still lose the game. Personally I'd say that it's clear from the start how it'll be scored so people should play in a way that minimises the chance of that happening. The favourite game votes are worth 3 VPs each meaning there's a whopping 30pts available on top of the usual VPs. That's huge. In fact looking at the score sheet that's the difference between 1st and 25th!!

So they're worth too many points but the other issue is that it's almost totally out of your control. Sure you can try not to be too anal about rules but whether someone enjoys the game against you is totally random. If you have some jammy rolls that might piss them off. You could have a fantastic, close game that was a lot of fun for both sides but the guys you play give it to their first opponents because they bought them a beer. Not to mention not everyone votes! Granted this time it looks like the vast majority did but that doesn't mean to say people didn't vote for their mates etc.

It feels like no matter how well you play your games you're still at the mercy of an effecitvely random system. I suppose you could argue that's 40K in general though.

Conclusion
I know what some of you are thinking. Only I could win a tournament and still bitch about the scoring system! Fair enough but I think it'd be pretty hypocritical of me to whine about it when it works against us but sing its praises when it works for us.

In some ways I feel like justice has been done for the time when it went against us. We genuinely did our best to be friendly despite doing horrible things to our opponents' armies. All of the games had something cool happen which made them memorable but I'll be writing in more detail about that over the next couple of days.

For now, I just want to say another huge thanks to our opponents for giving us 5 memorable games but I'd also like to thank the staff (doubt they'll read this), since no matter what they do to try to make the event better people still bitch. It's a great event that I'm determined to attend as often as I can. We've got a title to defend after all....

Sunday, March 03, 2013

Latest 1,850pt Ravenwing Dark Angels List

I've been toying around with a few things since I first put a list together. What I have now is a streamlined and deadly list that should be pretty effective. I'm still not doing great with the painting but hopefully that'll pick up over the next couple of weeks. Here's what I'm playing with at the moment followed by some detailed analysis of the lot:

1,847pts of Dark Angels
Sammael
Librarian (bike, ML2)
RW Command Squad (Std of Dev, RWGL, Apothecary, Champion)

Tactical Squad (plasma gun, plasma cannon, veteran sergeant)
RW Attack Squadron (6 bikes, melta, plasma)
RW Attack Squadron (6 bikes, melta, plasma)
RW Attack Squadron (6 bikes, melta)

RW Black Knights (6 bikes, 2 RWGL)
RW Black Knights (6 bikes, 2 RWGL)
RW Darkshroud

Very similar to what I had before. The main difference here is the doubling up of the Black Knights. I'm still a massive fan of these guys as they're extremely versatile and can be deadly against the right opponents. Previously I had Sammael joining the RW command squad to keep them alive but I'm now playing it with Sammael and the Libby taking a pack of Knights each. This gives me two devastating units. Both having skilled rider is nice so that you can move them through terrain without worrying. There aren't many units that wouldn't worry about these guys. Both units are difficult to ignore and should hopefully distract attention away from the bulk of the army which is churning out salvo shots.

The librarian has ditched his over upgrades in favour of mastery level 2. This gives me access to the Telepathy powers which need 2 warp charge to activate. If I get a good roll they can get Hallucination or Invisibility, both of which are awesome. The primaris power, psychic shriek, isn't too bad either, if a little situational. Having him around for challenges is decent too if he can make use of his force weapon.

Both the command squad and the darkshroud are the obvious targets for my opponents but can be pretty tricky to kill. Getting first turn is pretty essential and its a shame there's no characters with roll manipulation (e.g. +1 or re-roll). Should I go first, the whole of my army can move. This gives my normal bikes a 3+/4++ whilst still firing off there ridiculous amounts of bolter shots. The black knights get 3+/3++ as they'll likely turbo-boost turn 1 to get into effective range nice and early.

The command squad can get 3+/2++ thanks to the Darkshroud. They get a 5++ jink which is made 4++ by turbo-boosting, 3++ from skilled rider and then Stealth makes it 2++. That's ignoring the FNP from the Apothecary too! This makes both units pretty tricky to take down and either my opponent will expend plenty of shots trying or else ignore them and shoot my bikes instead. Later on the command squad can be firing off the plasma and grenade launcher and still claiming 3+/3++.

The tactical squad might seem a bit useless but I'm working on the principle that they'll get ignored whilst they hug and objective and fire away with the plasma cannon. The same points could be spent on more bikes but frankly I don't have any and I'm loathe to buy any more. It becomes difficult to get them all in range of the shroud/banner too. I'm not going to pretend the tacticals are a great choice but as I say, if my opponent is shooting them then I'm pretty happy or I'm already screwed.

I had thought about making the attack squadrons with 2 meltas in one and 2 plasmas in the other. The problem I have with that is that if I meet high armour values e.g. land raiders then all my eggs are in one basket. The issue I have is in deciding when to fire the bolters and when to fire the special weapons when firing at infantry. It's pretty much always better to fire them over the melta but at half range the plasma gun is better against some targets. Essentially if the target is getting a 4+ or better cover/invuln save then the bolters are a better option than a 2 shot plasma. Most of the time I'll hopefully be at above 12" range so I'm going with bolters for the most part.

I find it tricky to deploy everything in a nice blob around the banner/shroud but it's easy to forget you can move the whole lot 12" pretty easily. Terrain is an issue most of the time but it can be avoided. If anything you want to pick the side of the board with little terrain to make your life easier!

Possible Changes
I'd considered taking out all of the special weapons as I'm mostly using the bolter banner but if I come up against mechanised armies then I'll struggle without them. I had thought about attack bikes instead but they feel like easy kills for my opponent and are one-shot wonders most of the time.

I've already mentioned that swapping out the tactical squad would be an option. It's a shame the flyer isn't better as I'd try to squeeze it in if it was even half decent.

There are probably too many points sunk into the command squad but for how crucial they are to the battle plan it seems daft not to give them the apothecary. Granted the champion isn't necessary but he isn't bad in combat thanks to WS5 it's just a shame his sword is unwieldy. Essentially those 5pts are so I can take a cool model!

Grenade launchers are a bit of an unknown at the moment. Part of me thinks it's best to have 2 per black knight squad so that you can keep at least one alive most of the time but I also think it might be better to have the plasma talons. I'd certainly want one launcher per unit but not really sure about the second. Being able to hit a unit with rad and stasis before charging in appeals though.

Generally, apart from swapping the tacticals for more bikers, I don't think there's much more optimising to be done with this list. As a side note, I do think the existence of the bolter banner is a bit of a shame. It makes what could be a fast and deadly bike army into a blob that just moves a little bit to keep it's cover save. Not much fun really.

Thursday, February 07, 2013

My Proposed Dark Angels List for Blog Wars 5

I've not had a great deal of opportunity to test out my Dark Angels but a combination of the couple of games I've had and general reading round on the internet has led me to think that I'm right in my wariness about fielding Deathwing. Don't get me wrong I love terminators but every time I try to write a list with some I picture myself rolling a pile of 1s! I may find a way of getting them into a list but at the moment I think I'm just too excited about the idea of tons of bikes zipping around. Here's my current effort:

1,847pts of Dark Angels
Sammael
Librarian on bike (Mastery 2)
RW command squad (apothecary, champion, Standard of Devastation w/ grenade launcher)

5 Deathwing Knights

10-man Tactical Squad w/ plasma cannon, plasma gun & vet sergeant w/ chainsword
3x 6 RW bikes w/ plasma, melta, chainsword (for modelling purposes)

6 RW Black Knights w/ 2 grenade launchers
Darkshroud

I've dropped the flyer from my previous list because it's well established to be more than a little shitty. I've ditched the 4-man RW bikes and the attack bikes too. The attack bikes are an easy First Blood for my opponents and aren't much of a threat except for a flukey vehicle kill. The most obvious difference is that it's no longer pure ravenwing. The tiny bit of "green" comes in the form of the tacticals. The tacticals just boost the number of bolters I've got for the banner and hopefully we be ignored because of all the bikes zipping around.

The deathwing knights are a new addition. Now I can't pretend they're in their for much more than the fact that I love the models but they could be great in the right situation and at worst they're at least a decent distraction away from my bikes! Haven't tried them yet though so they might end up getting dropped.

Sammael and the librarian can join either the black knights or the command squad depending on my opponent. The librarian has mastery 2 to help him get the more useful Divination powers. In a wierd way the darkshroud and bolter banner work well together. Both need to be priority targets for my opponents but by having both it goes some way to protecting the other. Frankly neither is likely to last long but hopefully after the first couple of turns it won't matter too much about either. There's nice synergy with the grenade launchers and the banner too. Imagine getting one or two rad grenades on a unit and then unleashing 24 twin-linked bolter shots from a single bike squad! If I get two grenades that's something like 18 wounds which cause instant death!!

In general this list seems pretty decent. There's 10 KPs in total which is pretty damn good at 1,850pts. It could be reduced but I don't think many of them are easy for my opponents to take except maybe the darkshroud. That's probably my only real risk of losing First Blood. In objective games I can have a potential 8 scoring units. A little less than my previous lists but still should be plenty.

The obvious weakness of this list is dealing with flyers. I've thought long and hard about this and realised that without allies (which I'd like to avoid for aesthetic reasons) there's very little I can do about them anyway. The Nephilim is likely to end up losing a duel with another flyer and the quad-gun/flakks aren't reliable enough against AV12. I'm just going to bury my head in the sand and pretend they don't exist, OK?

The biggest problem is that none of this is painted at the moment and some of it I don't even own yet, namely the black knights! There's something like 20 weeks til blog wars which is basically a unit a fortnight. I think it's do-able but I've said that before! The list will probably evolve over time but I think I'm pretty safe painting my bikes up for a start. Stay tuned for pictures if/when I get them done.

Tuesday, January 22, 2013

GW Battle Brothers Tournament Army List

Battle Brothers is the new name for GW's doubles events at Warhammer World in Nottingham. There used to be a couple of these a year but I think this year there'll be more like half a dozen of them!! I should point out that yet again Matt and I are on the cover of the bloody rules pack! Matt's the one in the red shirt on the front row looking like a special person.

Anyway, the old format was that you both took an even number of points each (e.g. 2x 750 or 875) to make one combined army. With the allies changes in 6th they've decided to do things a little differently. Rather than you both taking the same number of points they've now done it so you have 1500 pts and one FOC (+/- allies) between you to form an army. This leads to greater freedom in the lists you can take as you aren't worried about one army overspending if the other has underspent. However, for me it kind of defeats the point of it being a doubles tournament. Essentially, you can take a normal 1500pt tournament list and pretend it's a doubles list. You don't even have to take allies!

Regardless of my misgivings about the format we're actually taking something very similar to last time. The idea being to have fun playing our games rather than particularly worrying about winning! Here it is:

Titanic Fenrisians 1500pts
Grey Knights Primary Detachment
Coteaz

5 Purifiers (2 psycannon, 2 halberds)

3 x 3 Warrior Acolytes

Dreadknight (personal teleporter, heavy incinerator, greatsword)
Dreadknight (personal teleporter, heavy incinerator)

Space Wolf Allies
Wolf Priest (runic armour, Saga of the Hunter)

10 Grey Hunters (melta, plasma, standard, wulfen)
10 Grey Hunters (flamer, plasma, standard, wulfen), drop pod

3 Thunderwolves (storm shield, power fist)

It's a nice multiple deathstar list with no solid core and no hope of playing the mission! The acolytes will either hide behind scenery all game and get ignored or else die cheaply and quickly. Either way they're only there to give us a few troops without spending much so we can afford fun stuff! The most obvious weakness of this list is anti-air, in that we don't have any! Having said that, last year we took a very similar list and managed to kill 4 stormravens in a game!

Essentially by the end of turn 2 most of our army will be in their deployment zone. The dreadknights teleport forward and incinerate stuff, the drop pod slams in and tried to alpha something whilst the thunderwolves and purifiers leg it up the field quickly hoping our enemies are distracted enough. Meanwhile the sneaky little wolf priest outflanks his squad in the direction of an objective or else something juicy.

It's hardly foolproof but it will certainly be fun to play. It's full of hit and miss units but when they hit, they really hit hard. If we come up against a "rock" to our "scissors" then we're screwed but hopefully most of the time we'll meet "paper".

Anyway, hopefully I'll see a few of you guys there and meet some new people too. Despite me saying nearly every time that I'm not gonna go to one again these events are always fun and even though they're expensive I find myself buying tickets!

Friday, January 18, 2013

My First Attempts at Dark Angels Lists (1850 pts)

Since the codex came out I've been struggling to get to grips with it enough to create some lists. Whenever I start a new army I have what the Americans would call "kid in a candy store" problem. There's so many units that I want that I end up running out of points pretty quickly. The more I try to write lists the more I love this new book. Now this all might change when I actually put some stuff down on the table but for now I'm pretty excited! I'm currently working at 1,850 pts in the hopes that I can get the army ready for Blog Wars 5 (details soon!) but we all know how that'll go. Anyway, here's what I've managed to come up with so far:

LIST A - 1,850 Dark Angels - Pure Ravenwing
Sammael
Librarian on Bike - Auspex, Power Field Generator
Ravenwing Command Squad - Standard of Devastation, grenade launcher, Apothecary

Ravenwing Attack Squadron (6 bikes) - plasma, melta, chainsword, MM attack bike
Ravenwing Attack Squadron (6 bikes) - plasma, melta, chainsword, MM attack bike
Ravenwing Attack Squadron (6 bikes) - plasma, melta, chainsword
Ravenwing Attack Squadron (4 bikes) - plasma, melta, chainsword

Ravenwing Black Knights (6 bikes) - 2 grenade launchers
Ravenwing Darkshroud
Nephilim Jetfighter

Sammael will join the Black Knights and cruise around looking for targets. Their grenade launchers should help those corvus hammers insta-kill stuff if they hit with both rad and stasis. His plasma cannon will work nicely with the squads plasma talons.

The libby sticks with the command squad and uses Divination powers. The apothecary should hopefully keep the relatively small squad safe when combined with the 4++ save from the power field. This should help against those pesky Heldrakes. The auspex should help the command squad's plasma talons pick off some targets in close and won't hamper the librarian.

The attack squadrons will try to stick as close to the standard as possible to unleash some punishing volleys. In objective games (i.e. most of them) they can combat squad which, with the attack bikes, gives me a whopping 9 scoring units! Hopefully if they can stay within range of the standard (and it's bearer stays alive) it won't matter that they are only Ld 8. The attack bikes will zip around either trying to stay safe for late objective grabbing or picking off any heavy armour that might appear.

The darkshroud needs to stay with Sammael to give his squad 2++ turbo boost saves (stealth, skilled rider). This will hopefully deliver them into combat safely and after that the shroud will probably be blown up.

The Nephilim is probably going to be useless but I'm determined to work it into the list. In the event that it's as useless as we all suspect then it'll probably be replaced by more bikes.

There's a punishing about of firepower here if its directed properly. The fire from the wealth of melta and plasma plus the devastation bolters will be difficult for most armies to absorb. Overall I'm pretty pleased with how this list looks. I've been wanting to do a pure RW list ever since I bought Dark Vengeance so I'll be giving this a test once I've got my bikes built and sprayed. Sadly I need to pop out and buy Sammael and a Darkshroud first though!

The problem I can see with this list is that it relies on a couple of key units staying alive, which they won't for long. That and it needs to be a bit of a blob to work at it's most effective which will never work on the table. Have to wait and see I suppose.

LIST B - 1,850 Dark Chocolate Angels (Green and Blacks - get it?!?)
Sammael
Librarian on Bike - Level 2, Bike

Tactical Squad (10-man), plasma gun, plasma cannon, chainsword
Tactical Squad (10-man), plasma gun, plasma cannon, chainsword
Ravenwing Attack Squadron (6 bikes) - plasma, melta, chainsword
Ravenwing Attack Squadron (6 bikes) - vet sergeant, plasma, melta, chainsword
Ravenwing Attack Squadron (6 bikes) - vet sergeant, plasma, melta, chainsword

Ravenwing Black Knights (6 bikes) - 2 grenade launchers
Ravenwing Darkshroud
Nephilim Jetfighter

Aegis line with quad

Very similar to the other list but with a static element behind the Aegis line. This will provide a bit more anti-air and with the bikes zipping around hopefully the tac marines will get ignore or else act as bait for counter charges from the bikes. This time there's a possible 10 scoring units. The tac marines are equipped based on the fact that I'm using DV models for now. I might switch things around a bit at some point and try flamer and a flakk missile launcher in each (although I'm not sold on them at all - more later).

With no standard, two of the attack squadrons have vet sergeants to hopefully keep them from running. The other will be joined by the libby so won't need it. The libby is mastery 2 here because then he'll have a better shot at decent powers but if this proves worthless he can swap to auspex/power field for the same points. This list only relies on a single model staying alive, the darkshroud, but without the standard it has significantly less firepower.

Conclusion
Not sure which I prefer from these two. Both have a ludicrous number of scoring units, granted their small and easily dealt with on their own but I'm sure my enemies will end up wasting fire on small units and won't be able to bring them all down. The chocolate list will be a good test of the combination of two different wings, the "green" bit isn't much in this case but provides a bit of stability.

Hopefully I'll get to test these out soon but I've got A LOT of bikes to build before I can! I'll update you on how that's going soon!

Thursday, January 10, 2013

Space Wolves in 6th Edition

Firstly, as you may have noticed, the blog has a slightly different look to before. Most obvious is the new banner which I've been meaning to change for a while. It's certainly still a bit amateurish but I'm fairly happy with it and it least it points out that this blog isn't purely about Space Wolves anymore. The blog is also a bit wider to incorporate a second side bar. Anyway, despite literally just saying that this isn't a purely SW blog anymore I want to talk about them today.

In the comments section for my battle against Jamie, Sentinel asked for my thoughts on the state of the Space Wolves army in 6th edition so that's what I'll talk about here. Before I do though I'd like to mention that Sentinel has his own blog here (it's also in the Recommend Reading on the right) and also give a bit of a shout to Dominic and his Dark Angels blog (which will be my New Year New Army project - more to come).

State of Play at the End of 5th Edition
After a period of being one of the strongest books out there the Space Wolves started to see a bit of a decline in popularity towards the end of 5th edition. With new books from Dark Eldar, Necrons and Grey Knights they were no longer "flavour of the month". Whilst you could still produce a strong list with them they struggled against the likes of massed fire from Necrons or the initiative 6 attacks of the Grey Knights.

What remained constant, however, was that Grey Hunters were still arguably the best Troops choice in the game. The reasons are simple. For 15pts you get two CC weapons, a bolter, grenades, ATSKNF and Counter-Attack. Throw in some cheap upgrades like a Wolf Standard, a special weapon or two (also damn cheap) and attach a wolf guard and you've got a genuine Swiss army knife. Time and time again my Grey Hunters are the only thing left in my army yet they still achieve victory.

So let's look at 6th edition, the main things that've changed and how the Space Wolves army can deal with them. I'll also look at allies and what they can offer the wolf player.

Flyers
The first and most obvious problem for Space Wolves in 6th edition is trying to take down those pesky flyers. My first reaction was to just ignore them. At the start of 6th there were very few lists that had a ton of flyers and the odd one or two didn't really affect my plans that much. Most of them end up needing to hover at some point and that's when you start to take interest by either shooting them down or charging in for the kill. However, with the newer books arriving and ever increasing numbers of flyers appearing on the table at tournaments this approach won't cut it anymore.

There are a few options in the book for taking them down, some more effective than others. Rifleman dreads might get a 6 or two thanks to twin linkage but with S7 they'll struggle against the likes of Stormravens etc. Not to mention they'll be an early target and with AV12 and 3HP they aren't the toughest vehicle around. The go-to-guy for dealing with flyers for most armies is the Aegis line with quad gun. The trouble is that though they're better than a rifleman they still need someone to be static to man them which means something sitting there for the whole game trying to deal with flyers. Add in that you can only take one and it isn't difficult to take down and you can start to think of better ways to spend your points.

My current favourite plan for taking them down is with long fangs. Whilst ideally they'd get some flakks they can do some damage with their krak missiles. I like to throw in a Divination rune priest to give them Prescience. This means you should score at least one 6 with a standard squad. A 5-man unit with a priest is 215pts though which isn't cheap. However, you aren't throwing points into dedicated anti-flyer weaponry as they're just as effective at killing MCs, vehicles and hordes too. Not to mention having a 4+ psychic denial is always good. Still if your opponent has 3 or more flyers they still aren't an option.

This leaves a final solution that we haven't discussed - allies. They're the most effective way for a Space Wolves army to get anti-air support but of course it depends on how you feel about diluting your army.

Allies
Looking at the rulebook matrix our options are everything but CSM, Daemons and Nids. We'll also have to avoid Orks, Necrons and DE if we don't want to worry about One Eye Open. That leaves all the loyalist Space Marines, IG and Tau.

With DA about to get a new book with flyers and flakk missiles in they may be an option for us but fluff-wise it's a bit of a touchy subject. The question we need to ask ourselves is what do wolves lack that allies can provide? Anti-air is a good start but also massed, mobile firepower. The best options in my opinion are vanilla SM and Tau. SM for the stormtalon and Tau for broadsides and crisis suits. I've had a reasonable amount of success using wolves as allies for a Tau primary detachment with the wolves hammering the enemy lines in close whilst the Tau pound them from range and pick off flyers. This leaves the fire warriors free to swoop in and claim objectives from their currently tough as nails transports.

Vanilla marines are harder to work into the army as essentially you swap wolves HQ and Troops for their inferior counterparts. I suppose a scout squad could make a difficult to shift unit on a home objective and maybe there's some librarian power that could be useful. The problem is I don't really know enough about the army and essentially I just want a stormtalon!!

Units
To avoid rambling too much I'll have a quick rundown of the units in the codex and whether I think they're useful in 6th. Bear in mind this is only my opinion. I'd love to hear a counter argument to anything I've said. Quick assessments like this will always be generalisations and people will still find a use for most of these units.

HQ
Logan Grimnar - now that his weapons have been clarified he's still pretty brutal especially in a challenge. All of his old benefits are still decent and having 2+/4++ makes him even more survivable than before thanks to weapon changes. Points cost is the main issue here though so unless you're wanting terminator troops he probably isn't worth the cost.
Njal Stormcaller - despite having an incredible 3+ psychic cancel its still difficult to see why you'd spend so much when you can get two rune priests that do pretty much the same for cheaper.
Ragnar Blackmane - same as always really. With foot-wolves becoming more popular he could make a large pack pretty devastating but will struggle in challenges if he can't kill something with a power fist before it almost certainly kills him. Not decided on his effectiveness yet, need to try him out some more in 6th, but again pretty expensive.
Ulrik the Slayer - pretty cheap as SCs go. Making a unit fearless and able to deal with most MCs in combat is great but as with all chaplains it depends on your opinion of the power maul being AP4. Could make it difficult for him in challenges.
Canis Wolfborn - difficult to find a place for him as a thunderlord often does better and gets an invuln save.
Bjorn the Fell-Handed - suffers thanks to the Hull Points rules. Venerable doesn't really help him and it's a lot easier to get cover for vehicles now making his invulnerable save less valuable. AV13 is still nice with people taking less melta these days but he's still too expensive and restricted to footslogging.
Wolf Lord - most common use for these guys is still on the back of a thunderwolf. I'm still a fan of the claw/shield combo and even solo can be incredibly deadly. New cavalry rules have helped a lot (see TWC).
Rune Priest - still provides one of the best psychic defences in the game and with more psykers around this is still valuable. Divination powers give him some great utility thanks to how awesome Prescience is. Jaws is still effective and storm caller is more useful now especially if Night Fighting. Murderous Hurricane isn't as good though thanks to terrain rule changes.
Wolf Priest - Fearless is excellent now and Preferred Enemy helps shooting too so worth considering. There's also some nifty shenanigans with Saga of the Hunter (see below) but as ever it's the choice between wolf and rune priest that settles the matter.
Wolf Guard Battle Leader - never found a use for these guys in 5th and still struggle to see it. Main benefit is low cost if you're going to be using your Space Wolves as allies for another army and need a cheap HQ. Cheap way of getting Saga of the Hunter.

Elites
Wolf Guard - still good for accompanying grey hunters with a cheap power fist but can be challenged which can limit effectiveness. More likely to use them now they're foot-slogging and bringing a 2+ tank for your grey hunters helps. Terminators are obviously better thanks to AP3 power weapons but will likely lose out to rival terminators with power fists/hammers.
Arjac Rockfist - still my favourite special character in the book. Disgustingly cheap for how effective he can be and there's nothing cooler than throwing your hammer and blowing up a vehicle!
Dreadnought & Venerable Dreadnought - hull point changes mean they'll struggle whether footslogging or drop-podding. Venerable isn't as useful as it was too. As mentioned above, rifleman could be some use against flyers but still unlikely to see much action.
Iron Priest - never found a use for these guys either and with less mech around these days they're even less useful
Wolf Scouts - really suffered thanks to the rules forbidding assault from reserves. Still some use for delivering melta to a gun-line but ultimately will turn up and get heavy flamed or otherwise gunned down before assaulting.
Lone Wolf - as useful as they ever were and more survivable in terminator armour. Probably one of the first things to go to free up points for allies though.

Troops
Grey Hunters - as mentioned above, still probably the best troops in the game. Cheap and flexible. Think we'll see more full strength packs with plasma guns than we did before.
Blood Claws - always going to lose out to Grey Hunters but good fun to use when not worrying about competitiveness
Lukas the Trickster - with Blood Claws rarely seen Lukas isn't going to see much use but he's reasonable in a challenge thanks to his Pelt and wolf claw.

Fast Attack
Thunderwolf Cavalry - new cavalry rules mean these guys get to the enemy a lot quicker with 12" move and then run in turn one followed by Fleet charge in turn 2 they're more effective than ever. Still going to be hit and miss but also still a lot of fun to use.
Swiftclaw Bikers - mine are going to become ravenwing bikers but I'd still be interested to try them out. Obviously struggle thanks to BS/WS3 but anything that increases mobility could be interesting.
Skyclaws - put simply other assault marines do it better and they're only slightly more likely to be taken than fenrisian wolves.
Land Speeders - when taken alone they're going to be shot down pretty easily with bolter fire now. Difficult to persuade myself to take one anymore.
Fenrisian Wolves - gorgeous new models but their low points cost is about the only thing going for them.

Heavy Support
Long Fangs - still awesome and even more so when given Prescience by a nearby rune priest. Lack of flakk missiles mean they're not great against flyers though.
Predator, Whirlwind, Vindicator - grouped these all together because they have the same problems. Glancing hit changes can prevent them from being rendered useless quite so quickly but will die a lot quicker too thanks to HPs. Long fangs are more durable and reliable.
Land Raiders - a lot of points and with Necrons and the like being able to easily glance them to death it's tricky to justify the expense. Can't see me using them much.
Rhinos/Razorbacks - there's been a bit of a shift away from these but if people change their armies because they aren't expecting to face mech then mech-spamming could be the way to go for a surprise for them.
Drop Pods - still a fan of throwing one of these into a list to get some grey hunters/terminators into the thick of it but otherwise not much has changed. Taking an entire army of them is still difficult.

Interesting New Tactics - Foot Wolves
There's been a lot of talk about footslogging armies so I've been keen to try them out. I'm not totally convinced that abandoning vehicles completely is good for all armies but Space Wolves might be able to cope. I decided I wanted to stick to a pure wolves list for this so here's what I'm currently testing out:

1,850pts of Space Wolves
Rune Priest (Runic armour) - Jaws and LL but usually swap for Divination
Wolf Priest (Runic armour, plasma pistol, Saga of the Hunter)

3 Wolf Guard (CM/PF) - to go with Grey Hunters
5 Wolf Guard (Arjac, 4 terminators with claws & 2 combi-plas, 2 combi-melta) in Drop Pod

3 x 10 Grey Hunters (Standard, MotW, plasma, flamer)

4 TWC (Shield, fist)

2x 6 Long Fangs (5 MLs)

Pretty simple stuff really. The core of the army is two of the grey hunter packs with long fangs in support and TWC hitting one of the flanks. With 11 men in the hunter packs they're likely to make it across the field intact most of the time and their flexibility allows them to deal with a lot of different threats. The long fangs hammer targets as they always have done and help keep the grey hunters alive. The rune priest casts Prescience to give them a hope of taking down flyers and with 2+ runic armour gives them some protection. The TWC simply charge forward and smash into a valuable target. I've toyed with the idea of dropping one of them and throwing a cyclone wolf guard into the other long fang pack but we'll see how this list goes first. The long fangs are still needed to taking out whatever vehicles or MCs my opponent will bring.

The interesting parts of the army for me though are the drop pod full of terminators and the outflanking squad. With only a single model in the unit needing Outflank, Saga of the Hunter allows the wolf priest with an 11-man pack in tow to appear on an enemy flank. Acute Senses actually has some use here in allowing a re-roll to almost guarantee you getting them where you want them. The combination of Fearless and Preferred Enemy with a large unit like that means they're pretty lethal. Runic armour helps protect the priest in a challenge too. Arjac and his terminators will do what they always do and go looking for something to smash up.

The general idea here is that since the two core grey hunter packs will be slogging it they need some distraction from the TWC, drop pod and outflankers to keep them alive to claim objectives at the end. This list is a little light on troops for 6th edition but hopefully the strength of this list will destroy enemy troops so it won't be an issue.

Conclusion
I hope this article has made people think about their Space Wolves in 6th edtion so they'll still have a home in the game. I'd love to know what you think about what I've said here and I'm more than happy for you to disagree completely with what I'm saying.

I think, as with all of my armies, I'm finding myself revisiting the codex a lot to see if there's any tactics that weren't any good in 5th but now find more use in 6th so I might come up with more soon. Ultimately, the codex still offers 40K players a lot. There are very few armies that wouldn't benefit from a couple of allied grey hunter units and a rune priest. The strength of the codex though lies in it's flexibility. There's no need to field a mono-build for success. At the point in 6th edition things are changing all the time. I'm sure the DA codex will be a catalyst for further change to the meta. All armies have had to adapt to 6th edition in some way and its down to players to look again at units they'd previously dismissed.

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