Allies have been on my mind a lot, mostly becuase, like most experienced 40k players I have more than one army (Tau, GK, and a dash of silver marines for the old daemonhunters ally rules, FYI) and there are obvious advantages to it.  It’s one of my favorite things about 6th ed, btw, as it breaths new life into old armies, and it gives people like me that have mostly complete armies an excuse to buy “just a few” of some new army….which will probably segue into an entire army at some point.  (which of course is GW’s plan, but I forgive them their mercantile intent driving rules this time; it’s just too fun)

This has been mostly a GK blog so far, but truth be told most of my time has been spent thinking about Tau….they have new viability with the change to rapid fire more general vehicle changes (massed str 5 is a vehicle killer now).  However, unlike GK, which are pretty well self contained, Tau almost need allies because their weaknesses are so profound (assault and anti-psychic, lack of flyers).

I think we can assume for the sake of argument that ALL armies have something that potential partners will want; even Black Templars have cheap 5 man las/plas squads, terminators with tank hunting cyclone launchers (and a double dose too), and 20 point cheaper typhoon land speeders.

But there’s a cost here: obviously we have to buy 1 HQ and 1 Troop, and just obviously, not all HQs are created equal.  HQs are usually not nearly as “points efficient” as regular troops — one of the main mistakes new players tend to make is over-tooled-up, bloated HQs– but most provide a decent “punch” that let you enforce local dominance in a small section of the field.  Troops can vary everywhere from fastastic, as capable as the elites of other armies, to near wastes of points that people have always felt forced to take.  We’re going to call these mandatory HQs and troops the “Tax”, which will be low when things are either cheap or super effective, or high when they’re useless.

There’s a second, more subtle factor going on that is probably under appreciated, though.  Internal synergies and force multipliers, ways in which the army is meant to support itself.  A good example would be Tau markerlights.  These are pure force multipliers, and they obviously work better if you have a certain mass of Tau to utilize them properly.  So, you’re unlikely to get much use out of markerlights in a small ally force, and conversely, by adding allies into a Tau army you’re creating some portion of your force that can’t use them.  Less obvious internal synergies include things such as SW Wolf Guard and BA priests (both of which require an Elites slot) and Necron courts (which are a free slot, but still need units to put them in).

These are just things to keep in mind when adding allies into your list…..it’s fun and exciting but you are usually paying a premium to do so.  It’s good to understand what that cost is and make sure it’s worth it.

Continue reading »

 

“ZOMG, Halberds are so awesome!” The Internet raves.  ”It should be like, all Halberds, all the time!”   Hokay, now, calm down.  Yes, NFW Halberds are good.  Going at Initiative 6 puts you before the whole wide world of MEQs (like 60% of 4ok, at least), even before those with furious charge.  Since they’re power weapons, that are often at a boosted strength, you are really fairly likely kill a lot of the enemy before they get a chance to swing. But, of course, not everything is a MEQ (just as not every vehicle is a rhino), and even against a MEQ (Marine EQuivalent) there are times when the the +2 initiative isn’t going to be helpful. Perhaps, more importantly, all the other Nemesis Force Weapons can be pretty awesome, though costs and cost effectiveness for all of them vary widely by unit.   So let’s talk about when to use NFW halberds, and what the real cost/benefit of them is.  First, let’s get two things out of the way.

  1. Yes, you are pretty much alway going to get them on Purifier Squads.  2 pts (!!!) is stupid cheap, and it’s not just that low cost alone, it’s that it’s augmenting 2 attacks, so you’re really only paying 1pt per attack to make it Init 6.
  2. No, you should pretty much never get them on Strike Squads.  5pts isn’t so cheap, especially for a unit that only has 1 attack, and wants to fighting in CC as a distant second to using it’s ranged firepower.
So with it being a pretty much auto-include on Purifiers, and a never-include on strike squads, and therefore interceptor squads, as well, (can we all admit that people don’t really use purgation squads?) what we’re really talking about is when to take them on Terminators squads (including paladin’s) and how much.  And that’s what has really been making me pull my hair out, people saying termies should have all halberds, all the time.  Well, no, they shouldn’t, and I’ll tell you why. Continue reading »
 

So, I guess my first post became at least partly a rant about my painting score, not really what I meant it to be, so let’s move on to what I really care about:  Tactics. For reference, my full list that I brought can be found here:  Draigo and Stormraven List.   First, some general thoughts:

  • People targeted the Land Raider Redeemer much more aggressively than I was expecting.  I thought they would be going after Stormraven first in all cases, since it was faster, more fragile, and had a much more nasty payload.  Maybe people didn’t realize just how nasty that payload (Draigo, Paladins w/ psycannons and a BroBanner, and a dreadnought) really was?  Didn’t seem like it, though.
  • The converse of this has to be that I was using the Stormraven too conservatively.  I was always turbo boosting it, but often up the side.  I probably should have sent it right up the middle, since I had designed the paladins and dread to be able to fight well if it crashed and left them center of board.  In the end, I probably just need more practice with this list.
  • Draigo and the Paladins, were the absolute MVPs, they performed fantastically.  Of course, they have to be, they cost like 625 combined.  Still, they were just awesome to behold, and were durable as all hell.  I think I lost a paladins twice to Str 8 Instant Death, but by and large Draigo did manage to keep them safe.  Even though they often had a lot of ground to cover, they made it across open terrain, and just bashed the enemies face in.  Game 1, all else was lost, they straight up ekked out a win for me.  Game 2, I lost, but Draigo, by himself, came so close to making it a tie.  Game 4, Draigo happily fought basically her entire demon army.  Nearly died, and all the paladins did, but he pulled through.  Very thematically appropriate.  I didn’t actually get to use their psycannons as much as I hoped, I wonder if I should re-balance things between them and the terminators, weapon load-out wise.
  • GKT underperformed, a little, mostly because they got their Redeemer shot out from under them.  But, that meant their lack of a psycannon was painful.  I had meant the paladins to get shot down far from the battle line, not them.
  • Yeah, kinda like I thought, I really wish the psycannon dread in the Stormraven was a venerable dreadnought.  He performed OK, he was in a lot tough situations, often contributed, but the durability would have been super, super useful.  He almost always did die, eventually, at least twice got knocked on his butt almost immediately.  I would say from experience a venerable dread is something like twice as durable, and BS 5 never hurts.  Problem is, I just cannot see how to fit the extra 50 (it’s 60, but I’d ditch the heavy flamer, too) in this list.
  • My Grey Knight Strike Squad was kinda “meh.”  I suppose that was to be expected, they were the average guys in an other wise all-star list.
  • Psyfleman worked great, did what I wanted, though I guess he was never really needed; the first time I fought rhinos, he got knocked on his ass before he had a chance to fire, the second time, his fire output was just gravy on an otherwise slaughter fest.
  • I had some heavy metal in there–an LR, SR, rhino, 2 dreads, and all those termie models, but apparently target priority was too clear for my enemy.  I could use with more, or harder, targets.  Which leaves us right back the dual LR list, unfortunately, because I don’t know how to fit more metal into this current list.
Review of the list by item: Continue reading »
 

 

 

This is it, this is The List.  The List with which I hope to win fame and fortune at the Boston Brawlcon.

I’m very thrilled with it, actually, it has all the things I want; It can hit like a mobile flying truck, has sufficient anti-tank, and great scoring potential.  It only has 9 Kill points, total, which is also pretty sweet.  I was going to do 4 of these posts, with 4 different lists, running through the options, starting with that 3 LR list I posted last week, but nah, this is it, I’m done.

It’s like falling in love, sometimes you just know, y’know?

It doesn’t hurt that I did really pretty well against exactly the guy and exactly the list I most feared:  Frank, with his really heavy Dark Lance Dark Eldar over at the ‘Arvard ‘Ard Boyz in cambridge (they play out of the Pandemonium book store in Central Square).  Expect a mini Battle Report on that in the next few days, but the bottom line is I had a little bit, but not a huge amount of dice luck, and I nearly tabled him, so I’m pretty happy with it.  I still hope Frank, who is going to Brawlcon, stays the hell away from me, I don’t want to fight him if I can help it, but it was still a good sign.

Continue reading »

 

Yeah, this one is mine.  So I tend to be of the belief that real combat is a lot of quiet, subtle maneuvering, and then sudden, over-whelming violence.  If you can do your maneuvering more quietly, and your violence more sudden, things will go well.

On the table-top war-gaming front, I feel it’s usually more useful to think in terms of “pressure”.  I should really do a post on that concept alone, but the basic idea is that if your opponent only have to worry about one thing in a turn, even if there will be another one next turn, if he has a clear target-priority and threat minimization strategy, then that’s good for him and bad for you.

So if you give him multiple threats, all credible, and make them more than he can deal with, meaning that he has to make at least one decision by ignoring one, then that’s good for you and bad for him.

It’s not everything you need to know about tactics, but it’s a hell of a good start.

In short, you’re trying to overwhelm your opponent.  People are trying to do this when they have 9-11 razorback lists, or all terminators, or hundreds of gaunts.  You can also do this with Land Raiders.

 

I play dual Land Raider lists all the time, and it works quite well.  Two of them are pretty essential, as you need at least the two threats in order to give them multiple bad options.  It’s all pretty likely that you will have a LR go down sometimes, they’re not invulnerable.  Now, I’ve gotten into a lot of arguments on Kirby’s blog, people telling me that it doesn’t work because people can block your charges, and because of things like Dark Lances and such.  Well, I play these things in tournaments, I do pretty OK with them, this is not just a rumor.  I’ll write up a whole LR tactica later, but let’s leave at now that a big part of the trick is knowing when not to charge, which is a lot of the time, and using even the “assault LRs” such as crusdaers.

Now, Land Raiders are expensive, loading up on them can definitely leave your army thin in other areas.  It also does put a lot of eggs in one basket.  They’re tough, but that classic “6 and then a 6″ roll we all know and fear, 1/36 chance, well it’s rare, but it sure will wreck your day.

Conversely, though, they’re tough, and if you’re going to try to overwhelm your opponent in this way, you really want to push that to the limit.  In short, Go Heavy or Go Home.

Now, three Land Raiders would be considered by most a little crazy, and I certainly had trouble making a list that had other essential elements such as sufficient scorers that I needed.  However, I do own three, and I felt a terrible urge to use them.  Grey Knight Land Raiders are certainly helped out lot by the Fortitude rule.

 

The missions I’m designing these lists for can be found here. Continue reading »

 

So this may be the shortest blog post ever, but there’s something I wanted to share with you.

We know servo-skulls are good, right?  Stupid cheap, cheapest if you can get them on a techmarine or inquisitor, and they let you play all sorts of board control games:

  • They deny infiltrators within 12″
  • They stop scout moves by the enemy within 12″
  • They reduce scatter for Deep Striking within 12″
  • The reduce scatter for blast templates similarly

I mean, we all know this stuff, and it’s been my policy to take 2 or 3 of them since the codex came out.  But I was stricken, in a game today, by just how awesome they can be.  It was GK on GK, and we were playing a practice game for the Boston Brawlcon that’s coming up, mission 4. It was spearhead deployment, and he had an infiltrating vindicare that I was quite scared of taking out my Land Raiders.  I was able to, using my 3 servo-skulls and careful deployment, keep that vindicare more than 36″ from any of my  units.

Turn 2 I take him out with a couple autocannon shots, easy.  145 pts down.

Continue reading »

 

Let me ask you something: When trolling the internets for the forum monkeys best army lists, and someone brings up techmarines, how many times have you seen this?

Techmarine, Conversion beamer

Techmarine, Conversion beamer

Techmarine, Conversion beamer

?????

Betcha when you saw that, the forum poster proudly declared something along the lines of “Regardless of your build, you don’t want your Techmarine in close combat.” (Nikephoros, Bringer of Victory)

 

O rly?

 

First of all, I don’t really want to dis the conversion beamer…….OK, yeah I do.  It’s 20 pts, right?  Except you have to give up the servo harness for it, something which a vanilla techmarine pays 25 pts for.  So really, it’s costing you 45 pts.  That’s a fair bit.

I actually have a fair bit of experience with conversion beamers, having been fond of heavy dreadnought lists in the past.  You know what a conversion beamer usually is? 90% of the time it’s a Str 8 Ap4 small blast.  That btw, is when I had the master of the forge mounted on a bike, which gives you relentless.  You’re talking about mounting on a single wound model that cannot move with it.  42″ is long a way, folks.  Even if by some miracle your preferred target is that far away (because you can’t move) in 5th ed I virtually guarantee they get cover saves.

 

What I’m saying is that you’re paying 110 pts for what is for most purposes a plasma cannon.  Usually worse, actually, except against vehicles.  Does that sound worth it to you?

Continue reading »

 

A very good friend and I have decided to attend our first, big 2 day Grand tournament July 2nd, and 3rd.  It’s in Hudson, MA, at the Elks lodge.  It’s a $35 total entry fee (I guess $20 for entry to con and $15 for the tournament?) and it’s officially part of some big circuit, with prize support from GW.  I beleive 1st prize is airfare to next year’s adepticon, plus a full 2000 pt army (list chosen by the winner, no forge world), as well as, of course, a ticket to next year’s Boston Brawlcon.

The folks running this GT, Battle Road Games, have a post on their forums that should be considered the main source of info, here.

I will rule Boston Brawlcon, with an admantium, shiny Grey fist!

Well, that bravado helps me get my game face on…..truth is this is my first “Grand Tournament” and I while I think I’m smart, think I’m all tactical and stuff, for all I know, I’ll get eaten like, like a guppy in very large pond.

Or, I’m a shark.  I feel like a shark, anyway.

I’ve attached the mission packet here, with the Tournament Organizer’s permission, and for my own planning purposes, I thought it would helpful to figure what battle points are available where and for what objectives.  This is sort of my founding post for a few posts to follow, my “road to Boston Brawlcon”.  I figure totaling things up like this will help me decide how many troops I need, how to optimize my Kill Points, etc.
  1. Objectives: 35 pts (one objective has secondary to control your objectives, tertiary to control theirs)
  2. Kill pts: 34 (sometimes with special conditions, kill at least half your opponents kill pts, beat kill pts by 3 or more or draw)
  3. Victory pts: 20 pts ( > 186 victory pts.  Less is a draw)
  4. Table Quarters: 6 pts (always tertiary)
  5. Preserve Troops: 5pts.  Just a secondary in one mission.  If you eliminate their troops, but still have some, you win.  Both have some, draw, neither have any, dual loss.

 

Here’s the painting scale, pretty standard around these parts.  I like this system, actually.  I need to ask the organizer, with two judges, is that 20 pts total for painting, or 40?  20pts would be equal to one game, which seems about right, 40 pts would make painting rather….dominant.  EDIT, 6/14/11  Spoke to Alex, over at Battle Road Games.  Apparently yes, two painting judges scores are averaged, with a total possible score of 20 (23 for the very best guy), so about equal to one game.  Good balance, I think. Continue reading »

 

This gets mentioned a lot:  Draigo is expenisve.  Actually, the internets put it more along the lines of “OMG, he is soooooo expensive, why would you ever take such a beast?”  or “GK are so expensive, you have to save points and get the cheapest HQ possible.”  A sort of typical quote is Zjoekov on Kirby’s 3++, ”My gawd, 275 points for a model with a 12″ threat range unless you take a 200+ transport for him?”

People also seem think it’s all about the paladins with Draigo, just as you get Crowe specifically for purifiers.  But that isn’t really fair of course, Crowe himself is nearly useless, and while purifiers are pretty easy to find (multiple) uses for, paladins seem hard to find applications that will justify their cost.

But while Draigo makes fun little things like dropping down a 55 pt scorer possible, it doesn’t seem to me that’s necessarily why you might get him.  Because it seems to me that he does everything a regular Grand Master does, but better.

 

Let’s compare the options.  What do we get with a regular GM?

  • He’s got the same stat-line as regular SM captain in terminator armor (a rare choice, to be sure).
  • You could basically have this stat-line with a GK brother captain. (1 point of BS aside) for 150 pts, so we know we’re paying about the same as we would with the SM captain.  Actually, when you count in the Aegis, psy-out grenades, psychic powers, and the Nemesis Force Weapon, you actually have to figure we’re getting a pretty big discount.  Makes me laugh, since people complain about how expensive GK HQs are.
  • We pay 25 pts more for the Grand Master, the only real difference being that he gets Grand Strategy. Which is fine, that’s totally worth it, so much so almost no one would buy a plain Brother Captain.
  • Just like the SM captain, he ain’t exactly a combat monster for his points, which is why so many people take a look at Librarians. But, GMs have Grand Strategy, which really does affect the entire army in positive ways.

That’s what we get for 175 pts. There’s a few options that most people agree are must haves:

  • There’s the three big “I win” grenades: Blind, rad, and pyschotroke.  These grenades have a huge multiplicative effect on the effectiveness of the unit the GM is with, making it unlikely for whatever hard-ass unit you’re fighting to be able to fight back effectively.
  • Digital weapons.  Cheap, you’re probably going to fail to wound, you’re going to get use out of this.
  • Mastercrafted weapon.  Really the same deal, you’re going to miss, it’s another bite at the apple.

But, look, now the GM costs 220 pts.  Yes, you get a lot for that.  But it’s also really expensive.

 

Soooo……..what do we get with Draigo? Continue reading »

 

Let me take a second to introduce myself. I am MadPersian, a friend of Prometheus, who has recently come back to playing 40K. I haven’t played much since 3rd edition, and am just beginning to learn how to put together a proper list for competitive 40K gaming. My army of choice for 5th edition is the Imperial Guard and I plan to assemble and paint my army throughout the summer.

As you already know, Prometheus isn’t a fan of the prevalent theories on proper list building espoused by the more popular 40K blogs (3++, Bringer of Victory, etc.). I just got back into the game, so I haven’t had the time to draw any conclusions of my own. However, I believe that when learning something new, you should learn the rules first, then try to break the rules and come up with rules of your own.

There are some basic list building guidelines I have read that I tried to follow:

  • Able to threaten any unit;
  • Mobile scoring units;
  • Saturation;
  • Redundancy; and
  • Duality.

This is my raw attempt at a list I am hoping to refine into a fearsome tournament list.

HQ
Company Command Squad, Company Commander, 3 x Veteran with Meltagun, 1
x Astropath
+ Chimera Transport, Multi-laser, Heavy flamer  -> 55 Pts.
- – - > 165 Points
Troop
Veteran Squad, Demolitions, 3 x Veteran with Meltagun, Veteran Sergeant
+ Chimera Transport, Multi-laser, Heavy flamer  -> 55 Pts.
- – - > 185 Points

Continue reading »

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