Monday, December 13, 2010

The Importance of Building Lists


One thing we took away from Freebootaz (yes I'm still going on about it) was that no matter who we faced we were confident about our list. We knew exactly what each unit's role was and their strengths/weaknesses. That doesn't mean we never got it wrong but at least we had an idea in our heads. 

Essentially with a good list the hard work is all done for you. You've already stacked the odds in your favour and it's down to you to react to the changing conditions of the game. Ultimately a good list can be the difference between winning and losing. So what makes a good list then?  

1. Play to your armies strengths
We were using BA and Wolves. The Blood Angels are at their deadliest when in combat so we took their most deadly combat units. No we didn't bring Death Company but Rage makes them an awkward choice in objective games. The Space Wolves are a little more difficult to define. You may quickly dismiss them as another combat chapter but in actual fact they have some of the best shooters in the game in the form of the dependable Long Fangs. They also have arguably the most flexible basic troops in the game with the "swiss army knife" Grey Hunters. There's no point taking a devastator squad for the Blood Angels if it means sacrificing an assault unit but for the Space Wolves a mixture is what it's all about. You only have to look at our special characters to know this. Logan's High King ability gives Fearless, Tank Hunters, Relentless or Preferred Enemy. That says to me that you can stick him with shooters or fighters and he'll be happy. 

Everyone wants to have an army that's good at everything but that simply isn't the way GW designed them. As good as Long Fangs are they aren't better at hitting troops than Imperial Guard nor are they better at popping tanks than the Tau.  

2. For Every Unit A Plan (or Two)
If you're planning to do well in a tournament and not just playing a mate for fun then don't include anything in your army that you "just like the model". I do this all the time against Matt and it's probably why I lose so much. If you have a rough idea of what army you're going to face think about the units they're likely to bring and plan your army as the rock to their scissors. No one likes to see the perfect counter to their plans sitting opposite them on the table. 

Think about what every unit in your army is going to do. For example, if I put in a squad of terminators I know I'm going to pile them into a high value target as soon as I can either by Land Raider or Drop Pod and make the most of their large number of power weapon attacks. If there isn't a clear target for them then I'll think about having them on my objective and make them as hard to remove as possible. The key is to be flexible. If you bring a strong anti tank unit and your opponent fields his whole army on foot then think about what they will target instead. Instant Death is your friend and remember AP1 can be just as deadly to troops. 

3. Draw Their Attention
In every army have something that's going to take your opponents' eyes off the prize. We used Mephiston to this effect. Your opponent sees this deadly model and knows that he's a bitch to kill so he piles everything he has into bringing him down before combat. In practice he soaks up most of it and probably still gets in to do some damage. Even if he dies he's distracted your opponent long enough to get your transports to his lines unhindered. It may seem like your opponent will be smarter than this but we've all done it. You want to deny him the glory of getting that guy into combat or that anti-tank squad ever bagging your land raider, you turn your attention to destroying him/them above anything else and before you know it, the rest of the army that you weren't as worried about has bitten you in the ass. 

If your army is bland then your opponent will likely just shoot the closest thing. This can be used to your advantage also but it's nowhere near as effective. This doesn't mean that every opponent will fall for it but I guarantee you'll be surprised how many take the bait. 

4. Keep it Simple Stupid
If you don't know your army like the back of your hand you've already lost. Nothing makes this more difficult than an excessive number of upgrades for each squad that you simply forget you have! Likewise making each squad unique with different weapons etc means you're almost certain to end up with the wrong squad in the wrong place at the wrong time. 

Only add units/characters with special rules you're going to remember. We forgot to use Red Thirst half of the time and it could make the difference. Likewise I deliberately didn't take any Wolf Standards because I always forget to declare their use in the shooting phase and it isn't until I've rolled a few 1s that I remember!

If all else fails don't be afraid to scrawl the words "Red Thirst" down your arm in marker pen so that you don't take that risk. Part of me thinks we should've done it but don't forget to wash it off or your wife/friends/colleagues will wonder if you've lost the plot! 

5. Spent Those Points Wisely
Start off with vanilla units and build up from there. It's very tempting to give them all upgrades but it's easier to budget for those upgrades once you've fleshed your army out. There's going to be things you'll always take like meltaguns for your hunters but any other "luxuries" like MotW or Standards should be added on last.

For any upgrade you apply think about what else you could buy for the points. Power weapons, plasma pistols and MotW are all 15pts which is the same as another Grey Hunter. Will that upgrade perform better than another guy on the ground? Remember that points quickly add up. Wolftooth Necklaces may only be 10pts but give 3 characters one and thats two Grey Hunters.

Weigh up the benefit of the upgrade against it's points cost. For example a plasma pistol may seem like a good way to spend some leftover points but for the one time it's of some use in the game will it be worth it?

Do your best to spend every single damn point available. If you come out with a 1494pt list then find something to spend 5pts on! That or rearrange things so you've got 15pts to spend instead. 

6. Mathammer
Finally, ignore mathammer posts on your favourite 40K forum. There, I said it! They are universally calculating the odds for what is already a very specific situation. For example, the AC vs Lascannon debate. The assault cannon looks great after the mathammer hits as it seems to outperform our beloved lascannon against nearly all armour values. Not to mention it's more useful against troops should you have no vehicles to hit. Before you rush out to convert all your razorbacks though think about the reality. Are those razorbacks really going to be firing at much with 24" range? If they do how long will they survive with AV10-11 at that range? Does it save you any points to lose your S9? Whats that AC going to do when you require instant death on a target?  

Use your common sense. Mathammer has it's place for making you think outside the box and try things you might not have done before but don't assume because it's "statistically more efficient" that it's worth the work to convert your models. Most Mathammer is against MEQ too. Whilst there's a lot of it out there what are you going to do when there's a horde of tyranids heading towards you?

As someone with a scientific background I realise that any mathematical model makes certain assumptions. Things like the unit will be at full strength, they won't be in cover, they won't be affected by terrain, their target won't have any special rules etc etc. These ideal mathematical conditions don't exist in the heat of the battle unless you plan on taking everything into account and getting your calculator out before rolling every single dice! 

Conclusion
There's a lot to think about when writing a list then? Why not try some out that you find on other peoples' blogs or on forums but remember they'll suit their owner's style of play and not yours. The best way to pick a list is to play test it. Yes, you can tell how well unit A will perform against unit B on paper but until you're in the thick of the battle you'll never really be sure. I'm far from perfecting my 2K All-Comers list but I'm getting there slowly!

Sunday, December 12, 2010

Thoughts on Special Characters - Part 6: Canis Wolfborn

In this, the penultimate part of this series I'm going to talk about Canis Wolfborn. Along with Bjorn he's pretty unique. Unlike all the other characters he has no interest in shooting, in fact he's pretty awful at it! His goal is to get up close nice and quick and smash your teeth in.

His stats reflect this combat focus. He has WS of 5 but a lowly BS of 2, not that it matters since he doesn't carry a gun! Thanks to his wolf mount Fangir he was S5, T5, 5 attacks and a decent 3 wounds. Importantly he also has I5. His high toughness, couple with a power armour save, makes him pretty resilient. Terminator armour may have a better save but most weapons will have to roll high to wound him in the first place.

He gets the standard batch of skills: Acute Senses, ATSKNF & Counter Attack and also thanks to Fangir he has Rending. Not that is makes much difference since he has power weapons but it will give him a better chance of wrecking vehicles even being able to glance upto AV14. However, if you're putting him up against vehicles you're probably wasting his talents. His special rules mean that to make the most of him you need to have some fen wolves in your army as any within 12" can use Canis' leadership. It may only be 8 but that means the creatures will have the same Ld as a Space Marine making them harder to shift.

Wrath of the Savage is an interesting one, if you're in base contact with more than 5 models (i.e. his base attacks) then you can swap this characteristic for the number of models in base contact. GW does stipulate that you can't mount him on a bigger base but the one he comes with is a decent size. Not sure what the maximum is but I'm pretty convinced it wouldn't be much more than 8. Mind you that'll mean he has 10 attacks on the charge! To be honest this is only really going to be useful against Orks, Nids, etc. little else is likely to end up that densely packed around him.

This sort of highlights the problem with him. Against most opponents he's unlikely to wind up being any better than Logan or Ragnar. However, the obvious advantage though is that he only costs 185pts. I think that's actually a bargain for what you get. Equipment wise he comes with a Wolftooth necklace, Wolf tail talisman and a pair of wolf claws. Against most things then he'll be hitting and wounding on 3s (wounds on 2 against T3) and then he'll re-roll either set. Saga of the Wolfkin is also nice as it means any fen wolves have I5 and Ld 7 and the Wolf King ability makes them Troops (although remember they can't claim objectives). Speaking of which you can give him a pair of fen wolves as some handy ablative wounds. This can go some way to compensating for his lack of an invulnerable save.

So how should you use him? He could used solo with a pair of fen wolves. Launch him at a mob of orks or a suitably hefty target and let him cleave through them. Bear in mind thanks to him being cavalry he can charge a maximum of 24" (minimum 19") so you shouldn't struggle to get him in close. He's a pretty big model so he's sure to draw some attention. This might mean that your opponent unloads a lot of fire his way which can go some way to protecting your transports.

To me a better idea would be to have him in a squad of TWC. If you're short on points they could be just a couple but make sure one of them has a storm shield to give them an invuln save. This will make a very nasty proposition for any enemy to deal with. Give them a squad of fen wolves as a screening cover save and you're almost guaranteed to get them in. Any opponent is going to worry about that little lot coming towards his lines and distraction is always handy in 40K.

Writing this makes me want to use the model in my next battle. I've had the box for a while now but I've never found any motivation to build him up. This is partly because large metal models never seem to fit together right but also because I'm waiting until I've got some TWC to make the most of him. He certainly seems like fun though!

Right, one last post in this series to go and it's a double on with both Arjac and Lukas. Once they're done I'll summarise all this stuff so you can make your decision about with SC will accompany your army. We demonstrated at Freebootaz that SCs are underused and can be really powerful. Mind you I'll be surprised if many have the guts to use them instead of the bog standard Rune Priests. Hopefully I've inspired someone though....

Friday, December 10, 2010

Looking to the Future

Now that I'm well and truly hooked on Space Wolves (and with no Tau or Eldar 5th edition codex in sight) I'm making plans for the expansion of my range of models. I like to try out everything when I collect an army and as I've already listed the models I currently own you know by now I've got pretty much everything going in the codex! 

There are a few notable exceptions though. I don't own any fenrisian wolves, thunderwolves or an Iron Priest. Now I don't really see the point in Iron Priests. The main problem I have with them is that they don't compete well with the other options in the Elite slots. You're guaranteed to have some Wolf Guard (if not then you should!) which leaves two slots. You have to ask yourself, would you rather have an Iron Priest or scouts/dreadnought/lone wolf? The other issue I have with them is that you pretty much have to take servitors/fen wolves since they aren't independent characters. In order for him to be useful you've got to keep the machines he can repair in close proximity which means a firebase of tanks somewhere sitting back and shooting. Hardly the way Russ intended is it? Anyway, this isn't a discussion of the pros and cons of Iron Priests. 

So basically I want some wolves! I'm completely taken by the idea of them and I was really disappointed when I discovered GW don't make a model except Canis. They are what make the Space Wolves unique, they define the very origins of the chapter. In short, I need them in my life!

We played against some TWC in our opening game at Freebootaz and despite them losing out pretty badly to Mephiston I was still impressed. I'd already been thinking about them but now I really researched them. Happily the guys at C&F helped out with their post listing all the sources of TWC models out there. I really like the Mythicast models, an example of which is in the picture above, they look excellent when painted up and I think they're just the right size (I should point out the image is taken from Warseer and was painted by a guy called "Gorman"). I've got my eye on the full set of 5 thunderwolves and a set of 10 fen wolves. At current exchange rates this will work out at about £9 per thunderwolf and £2 per fen wolf. Not cheap but you know that if GW ever brought out a model for them they'd be twice the price!

Let's hope I've got some cash left after Christmas! I'll keep you posted on building and painting them once they arrive of course! I'll write up my ideal army list for them soon and then talk properly about the pros and cons of them. Anyone else got some nice TWC models they can recommend?

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