tag:blogger.com,1999:blog-37029777355101937552024-03-14T05:08:47.643+00:00StranglewebRandom musings on the world of Warhammer 40,000Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.comBlogger15125tag:blogger.com,1999:blog-3702977735510193755.post-36745999949745331522010-09-13T12:55:00.002+01:002010-09-13T12:59:53.562+01:00Age of the Emperor ArmiesThis weekend was the event entitled "Age of the Emperor: The Great Scouring" run by the <a href="http://www.tempusfugitives.co.uk/">Tempus Fugitives</a>. Here's a selection of photos from the event for you viewing pleasure!<br />
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<object height="300" width="400"> <param name="flashvars" value="offsite=true&lang=en-us&page_show_url=%2Fphotos%2Fjonograham%2Fsets%2F72157624821197345%2Fshow%2F&page_show_back_url=%2Fphotos%2Fjonograham%2Fsets%2F72157624821197345%2F&set_id=72157624821197345&jump_to="></param><param name="movie" value="http://www.flickr.com/apps/slideshow/show.swf?v=71649"></param><param name="allowFullScreen" value="true"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/slideshow/show.swf?v=71649" allowFullScreen="true" flashvars="offsite=true&lang=en-us&page_show_url=%2Fphotos%2Fjonograham%2Fsets%2F72157624821197345%2Fshow%2F&page_show_back_url=%2Fphotos%2Fjonograham%2Fsets%2F72157624821197345%2F&set_id=72157624821197345&jump_to=" width="500" height="375"></embed></object>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-39105196665869202632010-07-02T15:57:00.000+01:002010-07-02T15:57:30.275+01:00The Project ListCurrently the list of projects is:<br />
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<ol><li>Forlong the Fat - Golden Demon Entry</li>
<li>Ogre Maneater - Golden Demon Entry</li>
<li>Finish Brass Scorpion and Blood Slaughterers</li>
<li>New Army - Possibly some WFB Tzeentch Warriors of Chaos?</li>
</ol>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-37402630559051894232010-06-21T14:51:00.000+01:002010-06-21T14:51:19.801+01:0040K Doubles - Prospero Burns<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_tm4GpN6sSfQ/TB9rGv-9iDI/AAAAAAAAAvA/aJeCKjlf5pQ/s1600/prospero_burns.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_tm4GpN6sSfQ/TB9rGv-9iDI/AAAAAAAAAvA/aJeCKjlf5pQ/s320/prospero_burns.jpg" /></a></div>All being well, Games Workshop will be holding their annual 40K Doubles tournament in January. There's no confirmation yet, but after a great response in 2010, I am sure they'll be going for it. The rules are normally thus: Two players, each with 750pts. Each must have 1HQ and 1Troops. The remainder of the combined army then has to conform to the standard FOC, but you must take one Elite, one Fast Attack and one Heavy Support before you can take a second selection from any of them. You may of course include more Troops without restriction.<br />
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<a name='more'></a>My friend Matt and I are planning to attend with a Pre-Heresy force based on the attack on Prospero. Ironic really, since Matt's favourite army is the Thousand Sons. I'll be taking pre-heresy Space Wolves, while Matt will bring along his Custodian Guard (using the Grey Knights rules).<br />
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My current thought for a list is:<br />
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<b>HQ</b> - Othere Wyrdmake - Rune Priest with Chosen of the Slain<br />
<b>Troops</b> - 5 Grey Hunters with Meltagun in a Razorback with Twin Heavy Bolters (Counts as Saemunder Rhino)<br />
<b>Elite</b> - 5 Wolf Guard in Terminator Armour, 2 Combi-Meltas, 1 Cyclone Missile Launcher<br />
<b>Fast Attack</b> - Land Speeder<br />
<b>Heavy Support</b> - Land Raider Phobos, Extra Armour<br />
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From chatting to Matt, I think he's thinking of something like:<br />
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<b>HQ</b> - Brother Captain (Valdor)<br />
<b>Troops - </b>7 Grey Knights<div><b>Troops - </b>7 Grey Knights</div><div><b>Heavy </b>- Land Raider Crusader</div><div><br />
</div><div>It's never going to win many games, but it'll be a good fun list to play with. Mind you, with two Land Raiders on the board, both with good assault troops in them, it'll give people something to think about!!</div><div><br />
</div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-29057909854444557192010-06-18T10:10:00.004+01:002010-06-18T10:24:37.373+01:0040K: Radical Daemonhunters<div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://3.bp.blogspot.com/_tm4GpN6sSfQ/TBndNVI2xXI/AAAAAAAAAus/E17jp32AVHM/s1600/DSC00791.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://3.bp.blogspot.com/_tm4GpN6sSfQ/TBndNVI2xXI/AAAAAAAAAus/E17jp32AVHM/s200/DSC00791.JPG" width="178" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">With GW releasing the Daemonhunters and Witchhunters codices on their website in the near future, there's a bit of renewed interest in the forces of the inquisition. Now the rumored Grey Knights codex is said to be on its way in early 2011, but we honestly aren't sure what it may include!</div><a name='more'></a><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">I've been using my radical inquisitor, Lord Cyrus for a good few years now. The army was originally built to go up against the forces of Chaos in the 13th Black Crusade campaign weekend, and the lure of using Chaos's own power against it was far too strong! This left me with a big challenge though, how to build a half decent list, that's fun to play with and against, using an old codex and without half of the options (since I wouldn't be using Grey Knights). I'm not going to go through the whole army today, but just highlight three key units and their uses on the battlefield. Now, bear in mind, daemonhunters are a sub-par army, and rely on inducted units to really compete, but, of all the armies I own, I always seem to have the most fun with them!</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://2.bp.blogspot.com/_tm4GpN6sSfQ/TBncSRu9vPI/AAAAAAAAAuU/3aHIiD_V_9E/s1600/DSC00790.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="http://2.bp.blogspot.com/_tm4GpN6sSfQ/TBncSRu9vPI/AAAAAAAAAuU/3aHIiD_V_9E/s400/DSC00790.JPG" width="400" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">First is Lord Cyrus himself, my radical inquisitor lord. Despite having some fancy wargear, daemonhunter inquisitors are not that great in combat. I outfitted Cyrus as the 'traditional' shooty inquisitor. This means he brings along a Psycannon, and is accompanied by 3 gun servitors, 2 mystics and 2 sages. I sometimes include two acolytes with artificer armour (his cybernetic bodyguards), who can soak up small arms fire directed at the squad. This is similar to the inquisitor units you see floating around as allies in so many tournament forces, with the all important mystics offering protection from deep striking forces. I've always included a plasma cannon servitor to combat deep striking terminators and obliterators, however, with the increase in deep striking vehicles, a multi melta might be a better option nowadays! This unit pumps out a good amount of shooting, certainly enough to make most people not want to go up against it.</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://1.bp.blogspot.com/_tm4GpN6sSfQ/TBncYlfTUYI/AAAAAAAAAuc/q8-yhc31894/s1600/DSC00793.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="233" src="http://1.bp.blogspot.com/_tm4GpN6sSfQ/TBncYlfTUYI/AAAAAAAAAuc/q8-yhc31894/s400/DSC00793.JPG" width="400" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Next, the thing that makes the force a radical one, daemonhosts. One of the most random units in the game, they can either annihilate the enemy, or fall flat on their face. Because of their unpredictability, I always take 2. Now, at a hefty 85pts, these are sooooooo over priced it's not funny, but as an integral part of my theme, I can never justify leaving them behind. You generally spend most of your time waiting for a timeshift or teleport power to come up, both of which allow this close combat specialist to get close to the enemy. I generally have two types of target with my 'hosts. Firstly, their prime targets are vehicles with rear armour 10 (or 11 at a push), so generally anything but land raiders and walkers. Teleport is especially good against artillery or other long range vehicles. Their second targets are squads without S8 attacks (which can instant kill the daemonhost), who they can then proceed to tar-pit. With T4, a 4++ save and 4 wounds, they can usually last a couple of rounds, and hopefully roll a timely reknit or even bloodboil. I've managed to hold up a thousand sons squad for 3 complete game turns before, effectively taking them out of the game. They can even go up against Daemon Princes and the like, due to their invulnerable save.</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://2.bp.blogspot.com/_tm4GpN6sSfQ/TBncdsRQnoI/AAAAAAAAAuk/TJ6R2xYOEp0/s1600/DSC00795.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_tm4GpN6sSfQ/TBncdsRQnoI/AAAAAAAAAuk/TJ6R2xYOEp0/s320/DSC00795.JPG" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">My favourite part of the army is the callidus assassin. She's the best of the four assassins in my opinion, mainly for 'a word in your ear' which is a fantastic ability. "Oh, you've deployed your basilisk behind that building? Oh look - it's out in the open now!", "I see your Devestators have a commanding view of the battlefield! Not any more they don't!", "that assault squad behind the wood, well, now they're in the wood, and cue dangerous terrain tests when they jump out!". She can do other funky stuff as well, but purely for upsetting you opponents plans, she is the nuts.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The reason I have highlighted these three units, is that they all have one thing in common, they mess with your opponent's head. The inquisitor and retinue can act as area denial, making your opponent deep strike further away than hebmight otherwise. The daemon hosts are that unpredictable, that no general can really tell what they are going to do next! The callidus makes you opponent do something they don't want to do, and for added effect you can always go round to their edge and move their unit for them. The callidus and the daemonhosts could literally so ring up anywhere, and can both easily take out an unsuspecting unit. The inquisitors retinue can pump out a devestating amount of firepower, at every unit that deep strikes withing 4d6".</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">If you haven't used daemonhunters before, when the PDF codices come out, why not give them a try. You can easily add them into an existing imperial army. Just go beyond the 'routine' inquisitor and mystics that almost everyone has. They may not be the most reliable troops, but they are certainly fun to use!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Mkerr is a lover of the daemonhunters like myself, so head over to <a href="http://chain%20fist.com/"><u>Chainfist</u></a>, and look for his more in depth tactica for assassins, inquisitors and daemonhosts. Meanwhile, if you have any comments or feedback, it's always appreciated, so <a href="mailto:strangleweb@googlemail.com"><u>email me</u></a> or feel free to <a href="http://twitter.com/strangleweb"><u>follow me on Twitter</u></a>.</div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-49589502902650973362010-04-16T14:19:00.003+01:002010-04-16T14:23:29.535+01:0040K: Pre Heresy World Eaters using Codex BA<div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S8SvzuvXVWI/AAAAAAAAApU/LX_KeSNdVcY/s1600/DSC00399+(Large).JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S8SvzuvXVWI/AAAAAAAAApU/LX_KeSNdVcY/s320/DSC00399+(Large).JPG" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Everyone is going Blood Angel mad around here. There’s Storm Raven conversions going on, debates about special characters and why the Blood Angels would bother fitting Lucifer pattern engines into a Whirlwind! I couldn’t resist having a go with them, and I just happen to have a suitable army sitting around at home, my pre-heresy World Eaters.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
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</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Last week, in a post about building a World Eaters army, I mentioned my already completed pre-heresy force. This, like its traitor counterpart, is built for a campaign weekend being run by a UK club called the Tempus Fugitives. These weekends, like BOLS’s Warhammer 30,000 rules, uses variations on the Space Marine codex to represent the various legions. However, now I’ve started with my post-heresy force, I have a roughly 2500pt army sat there, gathering dust, and the newly released BA codex gives me an opportunity to use them in ‘normal’ 40K games. However, they were never built with this in mind, so we’ll just have to see how it all fits in!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Here’s the army and some pictures of what’s in it. Unfortunately, as always seems to happen, I had to rush to finish the army before the event, so the painting ended up being hurried and poor. I keep meaning to go back and work on them, but like most of us, newer, more exciting projects take over!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Kharn, complete with his command squad. Apothecary, Champion, 2 with PF/SS and one with 2LCs. Mounted in a Rhino</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">2 Assault Squads in Rhinos, both with flamers. One sergeant has a power fist, the other a power sword</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">1 Assault Squad with jump packs. The sergeant has a thunder hammer.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">1 Tactical Squad with missile launcher, meltagun and a sergeant with a power axe.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Terminator assault squad, all with 2LCs, mounted in a Land Raider.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Dreadnought, with 2 DCCWs in a Drop Pod</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Fellblade.</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S8SwbYLoe9I/AAAAAAAAApc/gK2-imPEx-8/s1600/DSC00400+(Large).JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S8SwbYLoe9I/AAAAAAAAApc/gK2-imPEx-8/s320/DSC00400+(Large).JPG" /></a></div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><br />
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</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">With that in mind, and with a 1500pt game looming at the weekend, here’s the list I am planning on taking. It will be my first outing with Codex BA.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">HQ: Captain with Power Weapon and Plasma Pistol (Kharn) – 130pts</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Elite: Furioso Dread, 2 Blood Fists (1 HF, 1 Melta), Extra Armour, Drop Pod – 185pts</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Troops: Assault Squad, Power Fist, Flamer, Rhino – 240pts</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Troops: 9-Man Assault Squad, Power Weapon, Flamer, Rhino – 212pts</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Troops: Tactical Squad, Power Weapon, Missile Launcher, Meltagun, Rhino – 240pts</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Elite: Terminator Assault Squad, Land Raider, Extra Armour – 465pts</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Total: 1472pts</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Totals just under 1500pts, so I will put a few meltabombs in to give me some anti-tank! I'll let you know how it goes!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">When I get time, I really want to neaten up and add to this army. Gabriel Seth could easily substitute for a World Eater character, with that massive chainsword of his! I might change one of the assault squads into Berzerkers, using the Death Company rules, and the Dreadnought into a Berzerker (Death Company) Dreadnought to go with them.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><i><span class="Apple-style-span" style="color: #990000;">I am hoping to get some photos of UK Golden Demon winner Matt Hooton’s Thousand Sons force over the weekend, as well as some of his thoughts for using Magnus’s legion in 40K. Until then, if you have any comments, or you have a fantastic idea for an article, please drop me an email at <a href="mailto:strangleweb@googlemail.com">strangleweb@googlemail.com</a></span></i></div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-4914187830374722972010-03-26T10:41:00.004+00:002010-03-26T10:42:57.650+00:0040K Tactics: Imperial Guard Basilisks<div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://3.bp.blogspot.com/_tm4GpN6sSfQ/S6nqF8RMrrI/AAAAAAAAAoI/2yZsc4aiYME/s1600/basilisk-new.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_tm4GpN6sSfQ/S6nqF8RMrrI/AAAAAAAAAoI/2yZsc4aiYME/s320/basilisk-new.jpg" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
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</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The release of the latest Imperial Guard codex opened up a wealth of heavy armour possibilities for all you ‘Treadheads’ out there. The Leman Russ variants took centre stage, but for me, it’s the artillery that really shine. Only one of these is available 'off-the-shelf' for now (although this may change), and it has recently received a minor revamp and reboxing, of course, this is the Basilisk.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
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</div><h3>A Note on Vehicle Squadrons</h3><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">One of the key things about the codex is the ability to take 1-3 tanks as a squadron, taking up only one of those valuable heavy support slots. In general, the advantages of being a squadron are overshadowed by the disadvantages, and in no place is this better shown than in the case of the ordnance battery. Let’s look at a couple of reasons why I think you should think twice about using these big guns in a squadron:</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><ol><li>Damage results. Your immobilised results getting upgraded to wrecked – that is a massive blow. This means that S6 weaponry such as Assault Cannons, Scatter Lasers and Grenade Launchers can wreck your artillery even with an armoured crew compartment. On the flip side, you downgrade stunned results. In a fast squadron, like Hellhounds, the ability to downgrade stunned results to shaken is quite handy, allowing all the tanks to keep up (and saves on buying Extra Armour!). Your Basilisks shouldn’t be moving much, so this advantage is generally useless.</li>
<li>Targeting the same enemy. Your Earthshaker can often kill a whole squad, or at least the majority of it, in one shot. Why waste a second (or even third) shot on them when you could be shooting something else (This seems a good place to remind you that the squadron will follow the multiple barrage rules, meaning your second and third shots would not scatter normally). Also, with the ordnance barrages having a minimum range, you will have overlapping ‘blind spots’ that you can’t cover with another tank.</li>
<li>Hiding them. Let’s face it, these artillery pieces are designed to be hidden. Hiding one tank in 5th edition is hard enough, with true line of sight. But hiding two together is almost impossible, unless you have a huge piece of scenery.</li>
</ol><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">So, I personally avoid the vehicle squadrons for artillery.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><h3>Minimum Range Issues</h3><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The mainstay of Imperial Guard artillery has an amazing range that is more at home on an Apocalypse battlefield than a ‘normal’ 40K game. However, its immediate disadvantage is its minimum range when firing indirectly. If you are planning on hiding your Basilisk, you have a huge ‘blind spot’ that a good opponent will capitalise on. The immediate way to minimise this is to deploy in the corner of the board. Look at the diagram below:</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S6nn9E1UagI/AAAAAAAAAoA/l6n7tTXTEv4/s1600/basilisk.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S6nn9E1UagI/AAAAAAAAAoA/l6n7tTXTEv4/s320/basilisk.PNG" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
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</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Assuming you have only 1 basilisk (number 1), the area in yellow is totally unavailable for an indirect shot. That‘s approximately one third of a 6’x4’ battlefield. If you were to deploy in the middle of your deployment zone, this blind spot would almost cover the whole board.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">In order to combat this, you have two general approaches. First, is obvious from the diagram, use two basilisks. This allows each basilisk to cover the other. There is still a wedge of a blind spot, but this is on part of the battlefield that most opponents would struggle to exploit. There are other downsides too, this method does prevent you concentrating your fire, and an enemy with a smaller force can just attack down one flank, causing one of the basilisks to have little to fire at.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The other thing to do is to forget indirect fire altogether and shoot directly. While this role is more suited to a Leman Russ, it does allow you to do something with an otherwise useless Basilisk, like shooting inside the minimum range, and modify the scatter with your BS3. The only advantage an Earthshaker has over a battle cannon is S9, and unless you are shooting vehicles, this rarely makes any difference. So, don’t plan to use your basilisk like this, for 25pts more you get a Leman Russ which is better in almost all cases, but it is an option if there’s nothing else better to do.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><h3>Target Selection</h3><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Firstly, all of this will seem really obvious to Imperial Guard veteran players (but then lobbing artillery shells into the opposing ranks is rarely subtle anyway), just see these as reminders of what you probably already know!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">First, remember the Earthshaker is only AP3. I can think of a number of occasions when an opponent shot my Terminators with an Earthshaker or Battle cannon, wounded them all on 2s only for me to make all my saves. Don’t even try and shoot 2+ save troops unless there is nothing else available.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Unlike the Colossus mortar, the Earthshaker doesn’t ignore cover, so try and stick to units in the open.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">At Strength 9, it stands a good chance of popping a vehicle. Remember that you get 2D6 and pick the highest when rolling for armour penetration. This means you have a 56% (5/9) chance of glancing or penetrating a Land Raider with a direct hit, compared to a 33% (2/6) chance with a Lascannon.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Don’t expect too much. You will miss a couple of times in every game, so either aim for a large concentration of enemy forces, or just accept the fact that the shot stands a good chance of missing. Because of this, I would recommend that you fire your Basilisk first, before you decide what to shoot with more reliable weapons.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Remember that ordnance barrages are the best pinning weapons in the game. Especially in 1500pt games or smaller, pinning one key unit can be a game winner.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><h3>Keeping it Alive</h3><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">This is easier said than done!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Because the best place for your Basilisk is in one of the corners, you are vulnerable to outflanking forces. There isn’t a great deal you can do about this, unless you want to keep a unit back to guard your artillery. There is only one situation that I have done this, and that is in Capture and Control games where I have an objective deep in my deployment to defend. When I’ve run two Basilisks in opposite corners, I’ve never had both survive, but I’ve never had both destroyed except when I played a White Scars Khan army.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Hiding your artillery behind a big building or terrain piece keeps you out of sight, but forces you into indirect fire. This is my preferred option though, so long as there is a suitable building near a corner of the board.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><h3>Alternatives</h3><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The Basilisk is the most common, mainly as it is the only one available off the shelf at GW, but there are other variants of course.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The <b>Medusa</b> is to the Basilisk, what the Demolisher is to the Leman Russ. It has a shorter range but hits harder. I generally prefer the Demolisher on all counts at short ranges, except the AP1 Bastion Breacher shells, which are great against Mech forces. It does cover the 36” blind spot of the Basilisk well though, so one of each can be very effective.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The <b>Colossus</b> sacrifices strength and direct firing for the ability to ignore cover saves. The obvious use of this is MEQ killing, knocking off vanilla marines on a 2+. The more subtle use is against skimmers and bikes, as the ignorance of their cover save really leaves them vulnerable. It also looks awesome!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The <b>Griffon</b> is usually overlooked, since it is only 50pts more for a Basilisk. However, for 10pts less than a Space Marine Whirlwind, you get something that is better on most counts. If you have 75pts spare, they are a worthy investment. They tear through Eldar, Tau and other Guard infantry, and their improved accuracy is very useful.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The <b>Manticore</b> is a separate entry, but competes for the same battlefield role. Their best role from my experience is as a vehicle killer against Mechanised forces. I had one fielded against my World Eaters. It immobilised a Land Raider and wrecked a Rhino in turn 1, and immobilised two rhinos in turn 2! However, in turns 3 and 4, it killed 2 Berzerkers.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><i><span class="Apple-style-span" style="color: #990000;">There is so much to cover, I have only scratched the surface. Feel free to comment on your experiences and tips for Basilisks, and the other IG artillery options. For direct questions and feedback, drop me an email at <a href="mailto:strangleweb@googlemail.com">strangleweb@googlemail.com</a></span></i></div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-33076218200555434842010-03-08T13:59:00.002+00:002010-06-18T10:36:00.284+01:0040K Tactics and Thoughts: Chaos Bikes, Table or Shelf?An email from Rhinocaps to BOLS sparked a thought in my mind. I'm building up a World Eaters army at the moment, but never once did I even consider using bikes. Am I right in my ignorance, or am I missing a trick?<br />
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When you compare CSM bikes to those of other races, they certainly seem to get a raw deal. One of the key things with 5th Edition are troops choices. Eldar jetbikes are cheap and extremely fast troops choices. With the addition of a character, Space Marine bikes (including Ravenwing) and Ork bikes can be taken as troops too.<br />
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On top of this, at 33pts each, compared to 25pts for their loyalist counterparts, surely they can't be worth it? Can they? They still have a number of advantages though, and I just can't seem to write them off completely. I thought the best thing to do would be to weigh up both sides of the debate. So, should they be on the gaming table, or should they be retired to the shelf?<br />
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<b><span class="Apple-style-span" style="color: #38761d; text-decoration: underline;">Case for the table!</span></b><br />
<ul><li>They have BP/CCW, so gain +1A</li>
<li>They can take Icons which are great, if quite expensive. The pick of the bunch is an Icon of Nurgle, giving your bikes Toughness 4/6, but at a hefty 50pts. All this counts for nothing against Krak Missiles though! Khorne icons are better value, but give your powerfist champion a vital extra attack. Remember that the icon can be used to get some support from some Lesser Daemons, which can be great to add some punch to your bikes' flank attacks.</li>
<li>A key advantage is that they are the fastest unit Chaos have! With no Land Speeders or Attack Bikes, CSM bikes are the only option for a 24" move in the whole chaos army. Also a great way to deliver a summoned greater daemon right into the heart of the enemy lines.</li>
<li>They have two special weapons. Two meltaguns have a 42% chance of destroying an AV14 vehicle at short range, so not too bad. Two flamers can be a big boon against units like genestealers.</li>
<li>Finally, damn, they look good! Take a look at HU 2000's Black Legion Biker Lord above. Bikers just look awesome on the tabletop. That's a big reason to take things in my eyes!</li>
</ul><br />
<b><span class="Apple-style-span" style="color: #cc0000; text-decoration: underline;">Case for the shelf!</span></b><br />
<ul><li>No Combi-Weapons or attack bikes. Do you like melta weapons? Loyalist bikes can get a third meltagun on the veteran sergeant and a multi-melta attack bike. Unfortunately, CSM bikes can do neither.</li>
<li>A major blow is that there is no way of taking them as troops. No 24" turbo-boosting scoring units for Chaos :(</li>
<li>They're not fearless, and without the benefit of ATSKNF, small CSM bikes squads are prone to failing a morale check and never rallying due to being under 50%. </li>
<li>Tye weigh in at +8pts compared to a loyalist bike for +1A (BP/CCW), +1Ld, but the loss of ATSKNF. Not a good deal in my eyes at all. I personally think this is a result of codex creep, and CSM bikes should be around 25-28pts.</li>
</ul><br />
<hr /><br />
The result of this, is that I think they are overpriced, but certainly fill a big gap in the CSM army due to their pure speed. Personally, I would leave them on the shelf for most games.<br />
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If you do bring them out to play, a few thoughts on tactics:<br />
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<ul><li>CSM bikes are more naturally suited to close combat than shooting. Give the champion a power fist and take advantage of that extra attack each. Icons of Khorne, Slaanesh and Nurgle all help in combat. Beware though, icons on bikes are very expensive! However, I have seen a khorne bike unit take out a Trygon in one turn with a combination of shooting, combat and no-retreat.</li>
<li>Remember they are relentless, so can fire their rapid-fire weapons and still charge. Don't discount plasmaguns if your opponent has little in the way of tanks. </li>
<li>You can easily use bikes to deliver daemons to the frontline, or drop a unit of lesser daemons on a far-flung objective and then ride away.</li>
<li>Harass the flanks of the enemy, where they will struggle to bring much firepower to counter your bikes.</li>
<li>Unless you have something good to shoot at, turbo-boost. The cover save is a big bonus. Be very wary of AP3 weapons that ignore cover saves though (Flamestorm Cannons, Wind/Breath of Chaos and Collosus Mortars spring to mind!).</li>
<li>You can always keep them in reserve, in fact I would normally recommend it unless you have a specific target you want to strike early in the game.</li>
</ul><br />
<hr /><br />
<span class="Apple-style-span" style="color: #cc0000;"><i>What's your vote - table or shelf, and why? </i></span><br />
<div><br />
</div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-89413240298358457482010-03-02T11:46:00.004+00:002010-03-02T22:23:56.761+00:0040K Tactics: Doubling Up - Part 2<div style="margin: 0px;"><br />
</div><div class="separator" style="clear: both; margin: 0px; text-align: center;"><a href="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S4z5S9byl2I/AAAAAAAAAnM/KlGta1twP6Q/s1600-h/scully_mulder.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S4z5S9byl2I/AAAAAAAAAnM/KlGta1twP6Q/s200/scully_mulder.jpg" width="200" /></a></div><div style="margin: 0px;">Back in <a href="http://www.belloflostsouls.net/2010/02/40k-tactics-doubling-up-part-1.html">part 1</a>, we briefly looked at preparing for a doubles game. Now, it's time to discuss playing the game!</div><div style="margin: 0px;"></div><div style="margin: 0px;"></div><a name='more'></a>Flicking through a few of the comments from the last article, it is quite clear that a lot of us are converts to doubles games, but it allows you to 'bend' the rules slightly. I'm not going to go into the problems behind playing doubles in a 'tournament' environment, as every tournament organiser tackles it slightly differently. For now, let's assume we're playing with friends or good-natured opponents, albeit ones who deserve a good drumming on the gaming table!<br />
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</div><div style="margin: 0px;"><b>Overview</b></div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;">What is important in 'normal' 40K games, is just as important in doubles, but you need to ensure both of you are working towards the same goal. Always be clear on what is needed to win the game. Objectives, kill-points, whatever. Be precise and concise with your plan, and discuss the changing battlefield regularly. While your opponents are moving, take a few steps back and discuss things where your opponents can't hear. Be clear if, and how, you are splitting your forces, and who is responsible for what.</div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;">Foster a good relationship with your partner, buy them a drink, congratulate them on things well done. If they make a mistake, be supportive and explain why you think it's a mistake. If their forces get a beating and your troops are unscathed, consider handing control of a unit of two to them. Once you trust each other, allow your partner to move or shoot your units to speed up the turns. Ensure that they know the rules for your units though, especially if they are complex. If there is a crucial dice roll, such as a character's invulnerable save against an instant death attack, I always find it is better to let the owning player take it though.</div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;"><b>Playing the game</b></div><div style="margin: 0px;">I have found there are a number of ways to sort yourselves out when playing a doubles game, but they generally fit into four general camps. For each of the following I've given a brief description and two marks out of ten.</div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;">The first is complexity, which describes just how difficult it is to integrate your forces and get them working as one. This also gives a measure of how likely you and your partner are to argue! By increasing the complexity of your battle plan and the integration of your forces, the more you will get in each other way and be prone to animosity in the ranks! If you are with someone you know well, you can get away with a larger score here, but with a stranger, a low score here would be advantageous.</div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;">The second mark is for effectiveness, which simply gauges how this combined force is actually likely to do! This is hard to quantify, but from experience I have found certain configurations better than others.</div><div style="margin: 0px;"><br />
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</div><div style="margin: 0px;"><b>1) "You take the left, I'll go up the right!"</b> - 2 Balanced Forces</div><div style="margin: 0px;">This is quite simple. You take one side of the table, your partner takes the other. You avoid most of the animosity as you each have your own bit of the table. However, good opponents will easily concentrate fire to defeat you, as you are likely to have quite a spread front. Also, if one player takes the brint of the enemy attack, they usually get disheartened and don't enjoy the game.</div><div style="margin: 0px;"><i>Complexity: 2/10</i></div><div style="margin: 0px;"><i>Effectiveness: 5/10</i></div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;"><b>2) "Cover me, I'm going in!"</b> - 1 Assault army, 1 Shooting army</div><div style="margin: 0px;">This is the best option when you have an assault army and a shooting army. One player is in charge of rushing the enemy lines while the other supports. The beauty of this plan is that it allows two unfamiliar players to use a combined force quite effectively. However, it does require specialist armies from the start.</div><div style="margin: 0px;"><i>Complexity: 4/10</i></div><div style="margin: 0px;"><i>Effectiveness: 7/10</i></div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;"><b>3) "Let's combine forces"</b> - Any armies</div><div style="margin: 0px;">If you are quite familiar with your partner, then you can combine the two methods above. Deploy your combined force, intermixing each other's unit's as required. Once the game gets underway, each of you control half of the force (split it left/right or front/back as you want), regardless of whose troops they actually are. This is the easiest way to try some of those combinations of units that doubles games allow.</div><div style="margin: 0px;"><i>Complexity: 6/10</i></div><div style="margin: 0px;"><i>Effectiveness: 8/10</i></div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;"><b>4) "One vision, one purpose!"</b> - Any armies</div><div style="margin: 0px;">This is it, the "Pièce de résistance" of doubles play. Effectively, you play as one force, with neither of you controlling one bit or the other. You just work as one player, with two minds. Either of you move whatever, shoot whatever. This is how my partner and I ended up playing at the 40K doubles tournaments. It's tough, particularly when his dice rolls result in your troops dying, but it ensures that the combined force does the best it can. It makes it easier to sacrifice one player's troops for the greater good. You no longer see your troops and your partner's troops, you see your combined force.</div><div style="margin: 0px;"><i>Complexity: 7/10</i></div><div style="margin: 0px;"><i>Effectiveness: 9/10</i></div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;">Give is a go, try a few doubles games and get to know your gaming group a little better!</div><div style="margin: 0px;"><br />
</div><div style="margin: 0px;">To finish, here's a few things to try in doubles games (obviously tournament-rules dependant):</div><div style="margin: 0px;"></div><ul><li>Psyker Battle Squads - These units are a game-breaker in doubles. Their Weaken Resolve power combines with so many other abilities to cause major trouble. Combine them with Callidus Assassin's neural shredder (Instant death to Ld4), Mind War farseers, the Changling, Doom of Malan'Tai etc etc etc... Deathleaper can have similar effects!</li>
<li>Imperial Guard Command Squads - Altering reserve rolls is always handy. Imagine combining them with outflanking White Scars or Chaos Daemons.</li>
<li>Kustom Force Fields - Ork's KFF is one of the best upgrades in the game. It's good at protecting cheap Orks, but imagine it protecting much more valuable allies.</li>
</ul><div><div style="margin: 0px;"><span class="Apple-style-span" style="color: #cc0000;"><i>Give is a go, try a few doubles games and get to know your gaming group a little better! Let me know how you get on!</i></span></div><div><span class="Apple-style-span" style="color: #cc0000;"><i><br />
</i></span></div></div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-91609341435227309792010-02-25T10:34:00.003+00:002010-02-25T10:38:58.763+00:0040K Codex - Release Order<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_tm4GpN6sSfQ/S4ZSkWutkmI/AAAAAAAAAnA/TDMK0HTawkc/s1600-h/codexdaemonhunters4thfc.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://3.bp.blogspot.com/_tm4GpN6sSfQ/S4ZSkWutkmI/AAAAAAAAAnA/TDMK0HTawkc/s200/codexdaemonhunters4thfc.jpg" width="146" /></a></div>Blimey, how much is this being debated...!<br />
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The latest info I have is this:<br />
<ol><li>Blood Angels</li>
<li>Dark Eldar (70% sure)</li>
<li>Inquisition!! (30% sure)</li>
</ol><br />
<a name='more'></a>Not sure how accurate that is, everyone at GWHQ is being <i><b>very</b></i> well behaved, damn them!<br />
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I am really hoping for good things from that Inquistion codex if it materialises. There is a lot of debate about whether the Chambers Militant (Grey Knights, Sisters and Deathwatch) will be included or not, I'm honestly unsure. Things I personally would hope to see included:<br />
<ul><li>No losses from the current army lists, or at least no major ones</li>
<li>Assassins</li>
<li>Both GKs and Sisters remaining</li>
<li>Deathwatch kill teams and some other Deathwatch units</li>
<li>Update to Stormtroopers, maybe with a few more weapon options</li>
<li>Valkyries!</li>
<li>Decent options for radical inquisitors</li>
</ul>Model wise, maybe the following:<br />
<ul><li>Plastic Grey Knights</li>
<li>Plastic Sisters</li>
<li>Plastic Stormtroopers</li>
<li>Inquisition vehicle door set perhaps?</li>
<li>A few fancy inquisitor sculpts (the current ones are quite good, especially considering they are fairly old)</li>
<li>A wider range of henchmen</li>
</ul>We'll just have to wait and see, it might be a pipe dream!Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-48647178881650331972010-02-18T11:27:00.008+00:002010-02-18T11:52:18.627+00:0040K Rant: I hate Kill Points!<div class="separator" style="clear: both; text-align: center;"><img border="0" src="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S30pJODMjTI/AAAAAAAAAlk/5xdvAOKEL0I/s320/angry_wet_cat+(Custom).jpg" alt="Pissed off Cat" title="Pissed off Cat" style="float: left;" /></div>Of all the changes that came into 5th edition, the one of the most sweeping ones was the new mission structure. With the Battle Missions book on the horizon, my biggest hope is that there aren't many kill-point missions in it!!<br />
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This has been debated from the outset, but here's the simple reason why it still continues to bug me; it just doesn't make sense! I just don't get how finishing off an immobilised drop pod is worth as much as a popping a land raider or killing off the Swarmlord! <br />
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Other reasons I hate it:<br />
<ul><li><b style="color: #f4c225;">It favours new armies:</b> Imperial Guard, Tyranids, and Orks (and Telion for SM too) can all take upgrade or special characters as upgrades to squads. This means they are only worth 1 kill point for the whole squad and the character. Case in point, Broodlord in genestealers is worth 1KP, <br />
where as Inquistors and retinues are worth 2KPs.</li>
<li><b style="color: #f4c225;">It encourages particular styles of army:</b> Why should a force made of lots of small units be at an immediate disadvantage when facing an army made of fewer, larger units? One of the beauties of 40K is the freedom of army selection, Annihilation missions restrict this freedom if you want to remain competative</li>
<li><b style="color: #f4c225;">It is harsh on Mechanised forces:</b> Mech forces jave lots of 'easy' KPs to give away. I remember winning a tournament game I should have lost just by killing off my opponent's drop pods. Ok, so Mech have got to have some disadvantages, but you shouldn't be able to win a mission just by popping off some APCs and not the people inside them!</li>
<li><b style="color: #f4c225;">It is counter-intuative to standard reasoning:</b> It encourages easy kills instead of sensible kills. Imagine you have a choice between shooting at 10 assault marines bearing down on you, or the drop pod they just got out of. Why would any "real-life" general attack the drop pod over the marines? Kill points - that's why!?!? </li>
</ul>Just as an example: I've been running my <a href="http://strangleweb.blogspot.com/2010/02/daemonhunters-campaign-force.html">Daemonhunters list</a> for a few weeks now, but it has a rather large number of kill points, 14 to be exact (dropped the razorback for the last game). In two games now (one singles, one doubles), I have virtually wiped out my opponents. However, because their forces are small and compact, I have drawn one game, and lost the other. In one game against Daemons, all he had left was an immobilised Soul Grinder and a unit of Horrors. I had fully half of my army left. But getting 7/9 KPs from him, is the same as him getting 7/14 from me. I just don't want to be forced down the route of having to get rid of some of the character of the army, just to save on kill points.<br />
<br />
<h2>Possible fixes</h2><ul><li><b style="color: #f4c225;">Go back to Victory Points:</b> Simple!</li>
<li><b style="color: #f4c225;">Go to percentages:</b> Ok, so you'll have to get your mathematical head on, but how about determining victory as a percentage of the orignal army. For instance, you kill 8/12 of your opponent's units, so you score 67%. Your opponent kills 9/15 of your units, he scores 60% and hence loses, despite having more KPs.</li>
<li><b style="color: #f4c225;">Lose them altogether</b> Just have objective type missions (maybe not!).</li>
</ul><div></rant></div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-74709225187931175392010-02-16T15:18:00.025+00:002010-02-25T09:46:42.166+00:0040K Tactics: Doubling Up - Part 1<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S3q3CxuUAcI/AAAAAAAAAk8/mmFDeo46Yyk/s1600-h/lod.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="175" src="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S3q3CxuUAcI/AAAAAAAAAk8/mmFDeo46Yyk/s200/lod.jpg" width="200" /></a></div><br />
Games of 40K with more than two players, particularly doubles, have seen a surge in popularity in recent months in our local gaming scene. These 2v2 games require you to rethink your normal gaming procedures, before and during the game. If you aren't used to playing doubles, they can create a few situations to test your nerve!<br />
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I've been playing 40K for far too many years now, but recently I seem to be playing more and more doubles games. In fact, they probably make up over a third of my recent games, some with close friends, others with total strangers. I'm really enjoying the new tactical challenges that it throws up, making you consider your game all the more. It all led to the recent 40K Doubles tournament at Warhammer World, where my partner and I got a repectable four wins, a draw and only one loss (to the eventual winners). We took a themed force, which still could handle most things.<br />
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Let's look at how to get ready for a doubles game, and then in the next article we'll look at actually playing the game. I'm not going to delve too deeply into army selection, at least not for now, as we would be here for weeks. Just a few general thoughts and ideas.<br />
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<h3>Friend or Stranger?</h3>How well you and your partner integrate your forces can depend on the campaign or tournament you are playing in. You might be thrust together at the last minute, or you might get some time to plan your forces days before. You may also be with a close friend or a total stranger. This dictates how you go about your list-building. <br />
<br />
<h3>Thrown Together</h3>If you are thrown together there's not a great deal you can do, it's usually best to treat this as just any other game of 40K. Pick a force you know can do well on it's own, so you can perform regardless of your partner. I would usually suggest bringing a balanced force that can deal with almost anything. Don't be tempted to over-specialise, hoping your partner will "plug the holes". In this situation, <a href="http://en.wikipedia.org/wiki/Murphy's_law">Murphy's Law</a> will certainly come into effect, and you'll end up with something daft!<br />
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<h3>Preplanned Alliance</h3>There are a lot of tournaments where you will know your partner in advance. In this situation you can knit your forces together into an <span class="Apple-style-span" style="color: red;">Almighty Alliance of Doom</span><sup>© </sup>or just enjoy planning some lists together! You again have a few options to consider, the main ones being whether you have an optimised pair of lists, or you go for a themed alliance. This may depend on the rules of the particular tournament, which may force or prohibit certain alliances.<br />
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If you don't mind throwing the 'fluff' out of the window, you can come up with some particularly nasty combinations. What about the Doom of Malan'tai combined with a Culexus Assassin, Necron Pariahs or a Psyker Battle Squad? How about sending in your Khorne Berzerkers on the back of a Dark Eldar Raider? The list is endless. You now don't need a balanced list as you can quite easily put a shooting army (Guard, Tau etc) with a Close Combat Army (Orks, Nids etc), instantly covering your army's weakness with your partner's strengths. Having these two diametrically opposed armies can also help during the game, as I will discuss next time.<br />
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It <i>may</i> (depending on the tournament and on how evil you are!) also allows you double up on those 0-1 selections. What's better than a Callidus Assassin, two Callidus Assassins (two "Word in your Ear" moves anyone?). Imagine two Vindicare Assassins and two Sergeant Telions in one force (bye-bye hidden power fists). I'd hate to be on the receiving end of two Eldrads (redeploying most of their army)!<br />
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Your tournament may force you down certain alliances though, or you may want to make your alliance seem plausible in the 40K universe. This is by far my prefered option, just because that's how I roll. My last two alliances were Daemonhunters and Witchhunters (painted in the same scheme, totally unintentionally!), and World Eaters and Thousand Sons. Both were 'fluffy' forces, and both performed more than well enough. This is the ideal time to recreate some of those famous alliances from the Black Library books or 40k history. It is still worth considering plugging the gaps in your partners force though, and ensuring you have something between you that can handle anything thrown your way. <br />
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Here is our list from the aforementioned 40k doubles weekend (750pts each, 1HQ, 1Troops compulsary per person, whole force must be within standard FOC):<br />
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<b><u>My World Eaters</u></b><br />
<b>HQ</b> - Daemon Prince, Mark of Khorne, Wings<br />
<b>Troops</b> - 7 Berzerkers, Skull Champion Upgrade, Power Weapon<br />
<b>Troops</b> - 7 Berzerkers, Skull Champion Upgrade, Power Weapon, Rhino<br />
<b>Heavy Support</b> - Land Raider<br />
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<b><u>My Partner's Thousand Sons</u></b><br />
<b>HQ</b> - Daemon Prince, Mark of Tzeentch, Wings, Warptime<br />
<b>Troops</b> - 7 Thousand Sons, Sorcerer, Wind of Chaos, Meltabombs, Rhino<br />
<b>Troops</b> - 7 Thousand Sons, Sorcerer, Bolt of Change, Rhino<br />
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As I said, nothing too spectacular, but solid enough, and with a strong theme running through it. It also allowed us to have a 'head count' to see whether Khorne or Tzeentch's children could perform better! (For interest, the general pattern was that my forces caused by far the most damage, but rarely survived the game, where as my partner's held the objectives at the end - seems to fit the character of the two forces really!)<br />
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Next time I'll look at how you actually go about playing your doubles game. It's not simple when orc-style animosity can creep into an alliance!<br />
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<i><span class="Apple-style-span" style="color: #990000;">In the meantime, please share your experiences of doubles, and any nasty combinations you've come up against.</span></i>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-28366430741582579492010-02-10T09:28:00.007+00:002010-02-18T11:38:56.218+00:00Daemonhunters Campaign Force<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S3q41GeTdOI/AAAAAAAAAlE/0Vgm5ZpP8N0/s1600-h/InquisitionIconcolour+(Custom).jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S3q41GeTdOI/AAAAAAAAAlE/0Vgm5ZpP8N0/s320/InquisitionIconcolour+(Custom).jpg" /></a></div>I'm currently taking part in a 40K campaign at Warhammer World. For almost every game in recent months I've been using my World Eaters, so I fancied revisiting one of my older armies. So, cue the resurection of my Radical Daemonhunters. <br />
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<a name='more'></a>These were originally done for the 13th Black Crusade event at Warhammer World in 2008, where they took on the hordes of Abaddon and did very well indeed. Unfortunately, I only have approximately 1000pts worth, with the remainder being made up of inducted allies. Traditionally I have used Imperial Guard, but I fancied cracking out the Raven Guard too, so this time I'm going to induct them instead.<br />
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Here's the list I've been running with:<br />
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<b>HQ: Inquisitor Lord</b> <i><span class="Apple-style-span" style="color: #666666;">-</span></i><i><span class="Apple-style-span" style="color: #666666;"> Psycannon, Psychic Hood, 2 Sages, 2 Mystics, 3 Gun-Servitors (2 Heavy Bolters, 1 Plasma Cannon) <span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: red;">[</span><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: red;">222pts]</span></span></span></span></i><br />
<b>Elite: Callidus Assassin </b><span class="Apple-style-span" style="color: red;">[120pts]</span><br />
<b>Elite: 2 Daemonhosts </b><span class="Apple-style-span" style="color: red;">[170pts]</span><br />
<b>Elite: Inquisitor</b><span class="Apple-style-span" style="color: #666666;"> </span><i><span class="Apple-style-span" style="color: #666666;">- Incinerator <span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: red;">[40pts]</span></span></span></i><br />
<b>Troops: 6 Stormtroopers</b> <i><span class="Apple-style-span" style="color: #666666;">- 2 Meltaguns, Rhino with extra armour<span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: red;"> [135pts]</span></span></span></i><br />
<b>Troops: 6 Stormtroopers</b> <i><span class="Apple-style-span" style="color: #666666;">- 2 Flamers, Rhino with extra armour <span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: red;">[125pts]</span></span></span></i><br />
<b>Troops: 5 Stormtroopers</b> <span class="Apple-style-span" style="color: #666666;"><i>- 2 Plasmaguns </i><span class="Apple-style-span" style="color: red;">[70pts]</span></span><br />
<b>Troops: Inducted Tactical Squad</b> <i><span class="Apple-style-span" style="color: #666666;">- 5 Extra Marines, Meltagun, Multimelta, Razorback <span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: red;">[215pts]</span></span></span></i><br />
<b>Troops: Inducted Tactical Squad</b><i><span class="Apple-style-span" style="color: #666666;"> - 5 Extra Marines, Flamer, Heavy Bolter <span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: red;">[170pts]</span></span></span></i><br />
<b>Heavy Support: Inducted Devestator Squad</b> <span class="Apple-style-span" style="color: #666666;"><i>- 5 Extra Marines, 4 Missile Launchers </i><span class="Apple-style-span" style="color: red;">[230pts]</span></span><br />
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Up to yet, I have two draws. The first was against a Terminator Armour, Space Wolf list. The game was Seize Ground with 5 objectives, we ended up with 1 each, and 1 contested. The second was against Daemons, an annihilation mission. Unfortunately, the large number of kill points in my force worked against me. All he had left at the end was one squad of horrors, and an immobilised Soul Grinder. However, I had only lost half my force, but that was 7 KPs each.<br />
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So essentially, the list is there for fun, and if I can get some results with it, then all the better. I can't see me doing very well against a lot of things though.Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-72444396789325720342010-02-08T11:14:00.018+00:002010-02-25T10:05:50.421+00:00Beating the Doom of Malan'Tai<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S2_5lQQ5j-I/AAAAAAAAAjg/YGkG7VgvaYc/s1600-h/doom.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_tm4GpN6sSfQ/S2_5lQQ5j-I/AAAAAAAAAjg/YGkG7VgvaYc/s200/doom.png" width="200" /></a></div>One unit has stolen all the headlines in the last couple of weeks, the Doom of Malan'tai. Ok, so it's big and scary, and I know it steals all your souls and can get itself up to 10 wounds, but love it or hate it, it's here to stay. You may as well get used to it, and learn to deal with it! Ok, so once the FAQ is out, we'll have some answers to the questions on embarked units and cover saves, but until then, let's see if we can cope him!<br />
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There are generally 3 ways to deal with this beastie:<br />
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<br />
<ol><li>Kill it! Two words, instant death. That's the main way of dealing with monster, since it will probably have so many wounds that you don't really stand a chance with small arms fire. So, grab those S8+ weapons, shoot it lots, and hope it fails that 3+ invulnerable save. If not, get in combat with a S8+ walker, which is immune to Spirit Leech and only needs one save to be failed to kill him. The last option is to try and beat him in combat and run him down, it's tough to get enough wounds through that invulnerable save though.</li>
<li>Avoid it! It can only move 6", and then its spirit leech happens before it runs. If you have a mech army, run away from it. It's almost certainly going to arrive on the battlefield in a spore, so it'll get leech off once, but if you keep out of 12" of him, he can't get you. However, assuming he is deploying in a spore, he'll always get a round of leech in regardless. Also, keep your force spread out, so he cannot Leech lots of units at once.</li>
<li>Neutralise it! Spirit leech doesn't effect vehicles, to you can always tie up the Doom with a walker. Be careful if his strength is quite high, but if you can get him to S4 or lower, even a Sentinal (or better, an armoured Sentinal!) or a War Walker can keep him pinned in place. If you've finished dropping your troops off with their transports, you can use the empty vehicles to cage him in, so he has to move where you want him to.</li>
</ol><br />
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With those thoughts in mind, let's look at each of the armies, and some of my ideas on how to combat the Doom. Some may seem very obvious, but are included for completeness.<br />
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In alphabetical order:<br />
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<span class="Apple-style-span" style="font-weight: bold;">Chaos Daemons</span><br />
From range, Tzeentch daemons are your best bet with Bolts of Tzeentch. In combat, a Bloodthirster with Unholy Might or a Soul Grinder, with the latter being the best choice since it can't get 'Leeched' in the process.<br />
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<span class="Apple-style-span" style="font-weight: bold;">Chaos Space Marines</span><br />
From range, missile launcher armed Havocs are very effective, as are the ubiquitous Obliterators. Defilers and Dreadnoughts can hold him up nicely, and put on some S10 combat attacks, the defiler being the more reliable choice. In combat, the pick of the bunch in my opinion is a Slaanesh lord, on Daemonic steed, with Blissgiver - you can avoid Leech range, charge and you just need to get him to fail one save with your D6+5 attacks on the charge, just don't roll a 1!<br />
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<span class="Apple-style-span" style="font-weight: bold;">Daemonhunters</span><br />
The Ordo Malleus are lacking in S8+ weaponry, other than vehicle mounted ones. Grey Knight dreadnoughts are the best option. Psycannons wound on a 2+ with no saves, but since the doom will probably be high on wounds, you might not finish him off. Grand Masters are the best in combat, with their S6 force weapons tearing through all Tyranids, including the Doom, as long as you can keep passing your psychic test with Shadow in the Warp in effect. A Callidus assassin might be just the ticket to take the final couple of wounds off the Doom.<br />
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<span class="Apple-style-span" style="font-weight: bold;">Dark Eldar</span><br />
Spam Dark Lances and Blasters. Simple as that really. Use your speed to keep clear of the Doom and just shoot him as you see fit. There aren't really any reliable close combat solutions, but with many DE armies having 20+ dark lances in them, there should be no problem getting one past his invulnerable.<br />
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<span class="Apple-style-span" style="font-weight: bold;">Eldar</span><br />
If you want to shoot him, then I think Fire Dragons are the most likely to finish him off. Alternatively, a Falcon with either a missile launcher or a bright lance, combined with its pulse laser, stands a good chance. If you must go into combat, my choice would be Karandras with his 7 S8 attacks on the charge and ability to stay out of leech range, fleet in and charge. Like the Dark Eldar, use your speed to steer clear of the Doom where possible.<br />
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<span class="Apple-style-span" style="font-weight: bold;">Imperial Guard</span><br />
You basically got to shoot this guy to pieces. Missile launcher or lascannon heavy weapons squads, Vendettas, meltagun armed veteran or special weapon squads are your key units here. Vehicle wise, almost all the S8+ weapons are big blasts, which aren't ideal since they would be better targetting squads of warriors. If you need to keep him busy, armoured sentinals are great, since he will need at least 6 wounds before he can hurt them.<br />
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<span class="Apple-style-span" style="font-weight: bold;">Necrons</span><br />
I think you have three options here, all of which are rare in most 'normal' Necron armies. Firstly, shoot him with Heavy Destroyers and hope for that failed save, second get stuck in with Pariahs and a Lord with Warsythe or third, if you must, take a C'Tan that kill him with one wound (and no save). If you do need to hold him up, then Wraiths are probably your best shot, their invulnerable save, Ld10 and S6 will actually give them a good chance against Doom in combat.<br />
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<span class="Apple-style-span" style="font-weight: bold;">Orks</span><br />
Combat wise, you'll already have a lot of power klaw Nobz around. If not, Tankbustas can get plenty of S8 shots going his way, and with no vehicles in the Tyranid army, they'll actually do as their told. But above all else, Deff Dreads and Killa Kans are great units to engage Doom due to their S10 and immunity to Leech. Kannon batteries are good potentials, especially being BS3.<br />
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<span class="Apple-style-span" style="font-weight: bold;">Space Marines</span><br />
Missile launcher devestator squads, land speeder typhoons (especially with Multimeltas too) and combi-melta sternguard are your main shooting options. In combat, it's all about Thunder Hammer terminators and Dreads. Dreadnoughts (especially Ironclads) are fantastic units to kill Doom, or at least keep him tied up in the interim. Cato Sicarus and Dark Angel Masters will give your army Ld10, effectively reducing your wounds from Leech by 1 each time. A Librarian with Null Zone will ruin Doom's day. Don't forget Legion of the Damned with their invulnerable save and double melta option.<br />
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<span class="Apple-style-span" style="font-weight: bold;">Tau Empire</span><br />
There's only really two ways to reliably kill Doom with Tau, railguns (especially the TL ones on broadsides) and seeker missiles. Use your markerlights to make sure things hit, and just hope he fails that save!<br />
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<span class="Apple-style-span" style="font-weight: bold;">Tyranids</span><br />
If you have a Nids v Nids game, then you've only got a few real options in my opinion. Carnifexes are too risky with Ld7. If you must go into combat, the Swarmlord is a much better option, but even with Ld10, could die to a bad roll for Leech, if he gets in though, you'll have one dead Doom. The best way to deal with them is Hive Guard. That 24" S8 Assault 2 gun that doesn't need line of sight - that's an ideal Doom killer!<br />
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<span class="Apple-style-span" style="font-weight: bold;">Witch Hunters</span><br />
In combat, by far the best option is Penitent engines, for the same reasons as Space Marine Dreadnoughts. Exorcists, Multimelta armed retributors and inducted missile launcher teams are the best shooting options. If you have to, Meltagun armed Dominions are an option, but they involve getting close. To protect against Leech, use your acts of faith to gain an invulnerable save on your sisters.<br />
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<i><span class="Apple-style-span" style="color: #cc0000;">So there you go, a few ideas on how to combat the Doom of Malan'Tai in your games. Do you agree, or do you have some other tricks up your sleeves?</span></i>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-15654394565631793282010-02-04T16:06:00.003+00:002010-02-18T11:35:16.503+00:00Hobby Thoughts: The Balancing Act<div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://1.bp.blogspot.com/_4nzgPbHlNo4/S2T9UuFMuKI/AAAAAAAAHB4/C_Yq7Y7jzwg/s1600-h/balancing-act.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" kt="true" src="http://1.bp.blogspot.com/_4nzgPbHlNo4/S2T9UuFMuKI/AAAAAAAAHB4/C_Yq7Y7jzwg/s320/balancing-act.jpg" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">This hobby of ours is a bit of a balancing act on so many levels. Ambition v Time. Cost v Funds. This time I would like to talk about an old favourite, Painting v Gaming.</div><a name='more'></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; clear: both;">Like a lot of you, I have been following <a href="http://www.belloflostsouls.net/2009/10/40k-project-log-leviathan.html">Bulwark's</a> <a href="http://www.belloflostsouls.net/2009/11/40k-project-log-leviathan-part-2.html">Leviathan</a> <a href="http://www.belloflostsouls.net/2010/01/40k-project-log-leviathan-part-3.html">Log</a> with great interest. I was reading his latest post, and the though hit me - "That must have taken a while." All this effort is going into an amazing model, but he will probably only use this a handful of times on the battlefield. This in turn got me thinking about how much time we pour into this hobby outside of our games, whether that be a lot or a little.</div><div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://1.bp.blogspot.com/_JsKZ1YCU6Z4/S0FDmKWNFrI/AAAAAAAABRU/63x75w3zyT0/s1600/Leviathan%2B015.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_JsKZ1YCU6Z4/S0FDmKWNFrI/AAAAAAAABRU/63x75w3zyT0/s320/Leviathan%2B015.jpg" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div></div><div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">A member of our local club has recently converted three Tervigons for his Tyranids. I'll be brutally honest, he hasn't put a great deal of effort into them, and they just look like Carnifex's with a back problem. He doesn't mind though, as all he cares about is getting those three monsterous creature troops choices on the board for his next game. He builds armies to play and win games, and the modelling and painting side of it comes a very distant second.</div></div><div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div></div><div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Another friend of mine is the opposite. He is an exceptional painter (he has 2 golden demons and a string of best army awards), and mostly builds highly elite armies that require as few models as possible, so he can pour his time and effort into as few models as possible. He has spent untold hours on single models, but the results are spectacular. Having said that, he only builds a new 1500pt army maybe once every 2 years.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">I would say I'm in-between. I like to spend the time making my armies respectable enough that I can put them on the field of battle and be proud. Having said that, I rarely spend more than a few hours on a single model, preferring to have a good sized army with plenty of choice for army selection. I often have a deadline to work to, like a tournament, so sometimes I have to sacrifice modelling and painting results in order to get finished in time. In the last few years I've done pre-heresy world eaters, radical daemonhunters, a full battle company in drop pods, fallen Dark Angels etc etc... All of them were a last minute rush! (I'll show you some photos of these in upcoming weeks as I talk about the various tactics I've been trying.)</div></div><div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><span class="Apple-style-span" style="color: #990000;"><i>I guess most of us are like me, somewhere in the middle. But, who are those on the extremes? Is that you? What amazing painting or modelling project have you got going on, or what new force are you rapidly painting in just enough colours to get on the tabletop? Let's hear your stories!</i></span></div><div><span class="Apple-style-span" style="color: #990000;"><i><br />
</i></span></div></div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0tag:blogger.com,1999:blog-3702977735510193755.post-51381090009292982932010-01-27T14:25:00.003+00:002010-02-18T11:34:56.827+00:0040K Tactics: Land Speeders 101<div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Land speeders are one of the units in the marine list that have fallen in and out of favour more times than I care to remember. Like <a href="http://www.belloflostsouls.net/2009/11/40k-tactics-vyperology-101.html">Eldar Vypers</a>, they are made out of wafer thin armour, and fairly expensive to upgrade, but they combine a level of firepower and mobility that is almost unrivalled in the marine list (only the attack bike comes close, if you want to compare the two, look at <a href="http://www.belloflostsouls.net/2009/10/40k-tactics-attack-bikes-vs-speeders.html">Jawaball's article</a> on the subject). Having said all this, they are one of my favourite units, so I thought I'd spend a few minutes sharing my opinions on them.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
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</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b>Land Speeder Basics</b></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">First, the bad news! Almost every unit in the game has a way of taking out a Land Speeder. It's fragile AV10 all round means it can be hurt by bolters, pulse rifles, shuriken catapults, sniper rifles and so on. So, there only real protection is their agility.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The key to keeping the Speeders alive is the use of cover saves. The ability to move 12" and still fire your main weapon means you should be able to keep cover between you and the bulk of the enemy, just leaving a corridor to fire your chosen weapon. Alternatively, you have option to move flat out and gain a cover save that way, but this will prevent you shooting. With the amount of firepower on a Land Speeder, plus the cost of any upgrades to justify, this is rarely a good idea.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Let's look at the options available to us. The base speeder comes with a heavy bolter which can be exchanged for either a heavy flamer, or for a small points increase, a multimelta. You then have the option to add an assault cannon, heavy bolter, multimelta, heavy flamer or typhoon launcher. The typhoon launcher is simply a missile launcher that is Heavy 2. So, there is a good mix of anti-tank and anti-infantry in there, but no defensive weapons other than frag missiles, so you need to slow down to 6" in order to maintain full firepower. On this note, you should <b><i>always</i></b> move if possible, so your opponent doesn't automatically hit in combat. Also, I would always recommend getting a second weapon, as for 10pts, it may make your speeder survive one more shot, and effectiveley doubles you firepower!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Land Speeders can be employed in one of three ways. Firstly as a sacrificial unit, killing what it can before being shot down, almost like a kamikaze pilot. If it can take out a land raider, monsterous creature or that last scoring unit, it's probably been a worthwhile investment. Secondly as a late-game objective grabber, contesting that vital objective to force the win/draw. Third, that of the gunship, either with a specific task or as an all rounder. Let's look at the loadouts I would recommend for various situations.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b><i>1a) Sacrificial Anti-Tank Unit - 2x Multimeltas - 80pts</i></b></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">If your opponent likes Land Raiders or Leman Russ, that this is the loadout for you. This unit has an effective anti-tank bubble of 24", increasing to super-anti-tank within 18". Essentially, your aim is to get to within 12" of your target to get the 2D6 Melta bonus. Hide behind the best cover available, and jump over it, fire and hope! If you can get to within 18", so you only have to move 6" to fire, then you get twice the chance of doing the deed. An alternative is to deep strike the land speeder, but this is always very risky as you may find yourself scattering out of range, or worse, destroyed before you fire a shot. The big problem with this unit is that once your target has been hit, your land speeder is probably going to die. Your best bet is to position your target between your speeder and the remainder of the opponent's force, so if it gets wrecked you will have some cover. If you blow it up though, you're a sitting duck!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b><i>1b) Sacrificial Anti-Infantry Unit - 2x Heavy Flamers – 60pts</i></b></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Are genestealers your worst nightmare? Infiltrating Camo-Cloak Space Marine scouts? Kroot in cover? This loadout can cause a lot of damage in one turn, but is a waste against power armour, so it not a good one to use against other Space Marines or Chaos. This is the shortest range of any land speeder, and it <i>will</i> only get one shot at this, so choose your target well.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b><i>2) Late Objective Grabber – 2x Heavy Bolters – 60pts</i></b></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">This loadout is interchangeable with #2, but this poses a threat at range. I often use this loadout on an inducted Land Speeder in my Daemonhunters army. I keep it back, use it to whittle down infantry squads early on, and then in turn 5, I will go flat out to contest an objective, and pray for the game to end. If it doesn’t, your cover save should help against shooting, and the need for 6s to hit should protect you in combat. The key to this, like any such gambit, is having the second turn, that’s where an Inqusitor’s Emperor’s Tarot comes in handy!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b><i>3a) Anti-Infantry/Transport Gunship – Assault Cannon, Heavy Bolter – 90pts</i></b></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">One of the two ‘standard’ tornado patterns is a good all rounder. Indeed, I have two of these in my Raven Guard army. The assault cannon glances AV11 on 5s, the heavy bolter on 6s, but with 7 shots, stands a good chance of getting a rhino a turn. The assault cannon penetrates AV11 and AV12 on a 6 due to Rending, and even stands a chance of penetrating a land raider. It's an expensive build though, and has to get within 24" to be effective, which leaves you open to small arms fire. This is also a poor build against power armour, since both weapons are AP4, and statistically you will only rend once or twice a battle.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b><i>3b) Anti-Character/Tank Gunship - Typhoon Launcher and Multimelta - 100pts</i></b></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The most expensive build here, but in my eyes is one of the most versitile. With three S8 weapons, this is the bane of Tau Crisis Suits, Ork Nobs, Marine characters, Attack bikes and other T4, multiwound models. It is also very good against monsterous creatures, particularly the new Tyranids who have little in the way of 2+ saves any more. It's downfall is its cost, and the short range of the multimelta. Here's this build in my pre-heresy world eaters, where it adds some seriously needed anti-tank to support my mechanised infantry (photo courtesy of <a href="http://eatersofworlds.blogspot.com/">Pacific</a>).</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div class="separator" style="clear: both; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; text-align: center;"><a href="http://3.bp.blogspot.com/_tm4GpN6sSfQ/S2BJuuoq_GI/AAAAAAAAAik/0AT2p3-OZpU/s1600-h/otherarmy1a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="192" src="http://3.bp.blogspot.com/_tm4GpN6sSfQ/S2BJuuoq_GI/AAAAAAAAAik/0AT2p3-OZpU/s320/otherarmy1a.jpg" width="320" /></a></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
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</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b><i>3c) All round Gunship - Typhoon Launcher and Heavy Bolter/Flamer - 90pts</i></b></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">If you don't know what you're up against, this is a great build. Facing a horde? You can then pepper them with frag missiles from afar. Facing a mechanised army? Two krak missiles should get a rhino per turn. Facing a huge swarm, then use the heavy flamer option, use the speeder like example 1b, but moving 12" and firing both the heavy flamer and two frag missiles. This is also a good build against other skimmers, with the long range krak missiles being ideal against Vypers, Pirahnas, Raiders and other land speeders!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
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</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">So there you go. You may ask "Where's the other classic tornado pattern?", the one with Multimelta and Heavy Flamer. While both these weapons have shorter ranges, they are diametrically opposed to one another when it comes to function. I find that this loadout rarely does very well, as you only use one weapon or the other. Decide on a role for your speeder and use builds 1a or 1b instead.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">To finish, here are a couple of little tricks you can play with your speeder, especially if it's weaponless:</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b>Dirty Trick #1</b> - If your speeder is weaponless, and you are playing a game where kill points or victory points are not being used, then don't forget about ramming with your speeder! It will probably destroy the speeder, but with a chance of getting a S8 hit, you might just take something with you! The ultimate Kamakaze!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b>Dirty Trick #2</b> - Afraid of your gunline being charged by an enemy just within charge reach next turn? Move your speeder in the way of the advancing unit. They can't go within 1" of it without assaulting it, so it might just mean they have to take a big enough detour to be out of reach for another turn. If it's a vehicle and it decides to ram, then you have a good shot of 'jinking' out of the way.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b>Dirty Trick #3</b> - Think you've got a good shot at destroying a falcon or devilfish with other parts of your army, use a flat out move to get the speeder to block the access point, forcing an emergency disembarkation.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><i><span style="color: #990000;">So guys, have you got any other uses for this great unit in the marine list? Anything unusual that I haven't considered? Consider the floor open!</span></i></div>Stranglewebhttp://www.blogger.com/profile/13580571058856885909noreply@blogger.com0