Sunday, December 19, 2010

Dark Eldar HQ Synergy

Many Armies have HQs that are force multipliers, but these are usually psykers and Dark Eldar don't have any. So how do I make my units more Capable without adding extra bodies and losing my transports?

First step is if you have more than 3 units with Combat Drugs, either a wych or hellion heavy army, Use Duke Sliscus for his drug rerolls. Howevr in order not to waste his 3+ poison effect take a 10 Trueborn with Shard Carbines and 2 Splinter Cannons. Now on the move that is 32 poisoned shot with a 24" effective range and hitting and wounding on 3's. This squad will have to be deployed on foot but you can detach the Duke have him jump into a 9-man Bloodbride squad and Trueborn head into their Raider.

Lady Malys is usefull with Vect, forcing your opponent into in to "damned if you do, damned if you don't" scenario regarding first turn. Lelith and other units with invulnerable saves will benefit greatly from Lady Malys, not her redeployment as much but her immunity from psykers.

Picture this, Lady Malys is leading a Bloodbride squad, they charge a TH/SS terminator squad in range of a Librain that sucessfully cast Null Zone. However now that Malys is immune to psykers you get your full 4++ save and reduce 25% of the unsaved wounding hits. (75% of wound unsaved due to rerolling sucessful invulnerable saves down to 50% of just normal invulnerable saves)

And of Course, Haemonculi plop into a squad give it a pain token, but try putting 2 Haemonculi with another unit AND an Archon stealing both tokens and gaining FNP and FC.

Tell me what you think and Leave your Comments below.

Saturday, December 11, 2010

Dark Eldar Incubi Tactics

How should Incubi be run? The first 2 options that come to mind are
1)Drazhar
2)Archon with Phantasm Launcher

Drazhar being the Big Daddy Incubi, makes sense fluffwise and tactics wise where he makes the Incubi fearless, and he comes with the Demiklaves and both Upgrade powers, saving 50 points on a Klavex. Downsides? Price which is Mitigated somewhat by the Savings on a Klavex, so not that bad. The real Downside is no grenades, while situational, most of the time you will be charging trough a crater or into squishy troops hiding in cover, and no grenades means the High Iniative is wasted.

This Leads us to option 2. The Archon while not having as much raw potential boosts the squad as a whole. The build I would run on the Archon is Husk Blade, Soul Trap, Combat Drugs, Shadowfield, an Phantasm Grenade Launcher. 170 points so not exactly cheap but can kill anything except a walker with either +1 str or reroll to wound drugs.

The way to maximise the hitting power is with Furious Charge from Pain Tokens. How do you get 2 Pain Tokens from the start? 2 Haemonculi. As long as you have Drazhar/Archon with the Incubi you can "Share" (steal) both Tokens.

My setup?
Archon-as above-170
5 Incubi- Klavex, Onslaught, Demiklaives-160
2X Haemonculus-Hexrifle-65*2
Raider-Aethersails-65
Total=525

With 6 attacks at Str 4+ that kill opposing models barring invulns 12 attacks at str 5 and 4 attacks at str 6 or 6 attacks at str 4 all power weapons should be able to take anything short of a C'tan

Any thoughts or different set ups leave them in the comments

Friday, December 10, 2010

Finally Fixed!!

Sorry about the lull, my computer had some issues which are now resolved so I should be posting my spammy lists soon.

Friday, November 5, 2010

DakkaNids 2000 pts

With all of the Transports that are gonna be on the table (Dark Eldar, Razorspam, Chimera Walls, etc) I think I found a way for 'Nids to deal with them with assaulting. I am Sure many old school players remember the old "DakkaFexes" and "DakkaTyrants" here is what I came up with.



Hive Tyrant- Hive Commander, Wings, 2 Twin-Linked Devourers-285

2X 30 Hormaguants-Toxin Sacs, Adrenal Glands-600

11 Termaguants-55

2X 2 Zoanthropes-340

Mycetic Spore-Twin-Linked Deathspitter

3X Carnifex-2 Twin-Linked Devourers-720

Mycetic Spore-Twin-Linked DeathSpitter

(Other options include dropping a fex, pod and Termaguants, Buy another Tyrant so the Second group of Hormies can out flank{I know that the +1 bonus does not stack})[Or drop a unit of Hormies for 2 units of 10 Genestealers and 4 more Termaguants]





Main Thoughts are Deepstrike the Dakka (including the Tyrant) and outflank one unit of Hormaguants, use the Termaguants to Screen the other Hormaguant unit or to sit on the back field objective and deploy the Hormaguant unit off in a corner out of LOS



Pretty straight foward big beasties pop transports on deepstrike and then let the little gribblies eat the insides.



Worst case Scenario the big things have to assualt the vehicles the next turn.



Any Thoughts?

Saturday, October 30, 2010

Grudge Match Deathwing 2000pts

Here is the 2000 point List I will use against the Necrons in a Rematch(In about 4-5 months probably after I get more models to go WYSIWYG and have them painted.

Belial-130
Deathwing-Heavy Flamer, Apothecary, Standard Bearer, TH/SS, LC-275
Deathwing-Heavy Flamer, TH/SS, Sergeant, LC-220
Deathwing-Heavy Flamer, TH/SS, Sergeant, LC-220
Land Raider Crusader-Pintle-Mounted Storm Bolter-255
Land Raider-250
Land Raider-250
Venerable Dreadnaught-Heavy Flamer, Multimelta, Drop Pod-200
Venerable Dreadnaught-Heavy Flamer, Multimelta, Drop Pod-200

I will try plaing reserve heavy so I can unload on the Deciever with shooting before assaulting it, then when he pops out of combat, I use it to slingshot myself fowards to his other units.

Deathwing VS Necrons 2000 ponits

Yesterday I played Against one of the Top Three Players at our LFGS (who won the semifinals in his region at 'Ard Boyz, and placed 7th in the finals[not sure if it was overall or just at the Chicago Battle Bunker])

So I knew it would be an uphill battle even if he only used 1500 pts AND Subtracted 1 from every d6 he rolled, but I loved playing against him and would like to do so again, because up untill my last Terminator died I felt like a had a chance.

Anyways, His List

Deciever
Destroyer Lord with Orb, Warscythe, and the 4+ invuln save (phase shifter?)
10? Scarabs with disruption fields
2X 5 Destroyer
3X 10 Warriors
Monolith
4 Pariahs

My List
Belial
Librarian
Comannd Squad-Apothecary, 2 Power weapons, Flamer
Razorback- Twinlinked Lascannon
2 Venerable Dreadnaughts-1 had Multimelta, 1 with Assault Cannon, both had extra armour
Deathwing squad- Assault Cannon, Seargent, Lightning Claws, Banner, Apothecary
2X Deathwing squad- Assault Cannon, Seargent, Lightning Claws
Deathwing Squad-TH/SS, Cyclone
Predator-Twinlinked Lascannon, Lascannon Sponsons


We drew Dawn of War, Capture and Control

He won the roll to go first placed Deciever Exact center of the Table, Destroyers and the Lord with Scarabs came on turn 1, Monolith went into deepstrike, and Warriors in to standard reserve.

I deployed nothing, Dreadnaughts, Predator and Belial's Squad walked on Turn 1, and The Assault Cannon squads Deathwing Assulted on his my left flank in his Deployment Area(mistake #1, as it turns out and talking to my oppenent after the game, should have deepstruck closer to his obective forcing him to pull the deciever away from my line and allowing me an Extra 4 Assault cannons and an Extra Lascannon Shot at it over the next couple of turns)

Predator Came on from corner behind abuilding blocking LoS to Deciever (mistake #2)The Dreadnaught with the Assault cann did a wound to the Deciever, I did not fire the Multimelta Dread (mistake #3)

Turn 2

None of his reserves come in

1 Unit of Destroyers got 2 Glance on my Assault Cannon Dreadnaught, double 5's for Damage I ask for the Venerable rerolls... Double 6's (mistake #4, and Terrible Luck)
Predator lost it's twinlinked Lascannon to the other Destroyer unit and could not shoot the rest of the game. (constantly Shaken)

This was perhaps the only real eventful turn, Whenever I assulted the Deciever hopped out of Combat only to assault on his turn. The Lord would always Die on his turn only to hide from my shooting and Make His WBB roll on his turn again.

My last Terminator could have contested the objective, (maybe claim it if he could have forced the warriors to fall back) He made 10 saves against a warrior unit shooting, and the a single shot from the last Pariah finished him off (bound to happen but disappointing nonetheless)

Oh well hindsight is 20/20 and I'll Have to learn from my mistakes and get more models to assemble a better list.

On the plus side, this shows I am not an expert like many other bloggers (Fritz and Jawaballs, to name the big ones), but it lends credence to the fact I spout random lists that nobody has tried using that may be "superlists"

Please leave your comments and Remember "The Arc was built by Amateurs, the Titanic by Professionals"

Friday, October 29, 2010

No list

Unfortunatly no time to post a list but I will have a small batrep posted in the morning. Where I lost due to me and my dice beating myself, (with some help from a Pesky Necron Lord that died at the most inconvenient times) and the Deciever did not help matters either.

But a good game, against a great opponent where I learned alot, and would like to have another game against once November Comes around when I am back to my element.

Thursday, October 28, 2010

2000 pt "DualWing" list

Continuing Dark Angels Week, I am a little disappointed with lack of comment, but I am happy people are reading these. Who knows somebody may actually try one or two some day.

Here is my "DualWing" List

Belial-130
Sammael-Jetbike-205
6 Bikers-2 meltaguns, , meltabombs, apothecary-295
Attack Bike-Multimelta
6 Bikers-2 meltaguns, meltabombs-285
Attack Bike-Multimelta
6 Bikers-2 meltaguns, meltabombs-285
Attack Bike-Multimelta
5 Deathwing-Assault Cannon Chainfist, Lightning Claws, Thunder Hammer Storm Shield, apothecary, Standard bearer, Sergeant -300
5 Deathwing-Assault Cannon, Lightning Claws, Seargent, Thunder Hammer Storm Shield-245
5 Deathwing-Assault Cannon, Lightning Claws, Seargent, Thunder Hammer Storm Shield-245

The bikes scout fowards and open up transports while Sammael's Plasma Cannon, and the Biker Combat Squads with out Special Weapons try to kill or tie up pesky units like Devastors (especially Plasma Cannon or the Missile Launcher type). Make use of the Death wing Assault dropping your two squads right next to the other guys lines so your Terminators can assault turn 2, with biker bolter support while the melta bikers try to continually demech the othe guy giving your terminators juicy targets

Hopefully I can get a game in tommorrow and have a bat rep for you guys.

Please, Please somebody leave feedback good or bad in the comments section below.

Wednesday, October 27, 2010

2000pt Ravenwing List

It has come to my attention that some people think that these lists are weak, of course they are, they are coming out of the third worst codex!!!

These lists are meant to be fluffy lists, that bring attention to the outdated codex and allow somebody to have more fun (the purpose of the game) than somebody that plays his Angels as Codex Marines (or worse Space Wolves). In general my lists are just "What If Lists", mostly something pops into my head I try to write a workable list based around whatever it is, hoping to stumble upon the next golden netlist.

Back to Dark Angels Week Ravenwing 2k

All blank Land Speeders are the Heavy Bolte Assault Cannon due to the lack of choice for Attack Squadrons

Sammael- Land Speeder-205
6 Bikes-Powerfist, 2 Plasmaguns, Apothecary, Standard Bearer-465
Attack Bike Multimelta
Landspeeder
6 Bikes-Powerfist, 2 Meltaguns, -415
Attack Bike Multimelta
Landspeeder
6 Bikes-Powerfist, 2 Meltaguns, -415
Attack Bike Multimelta
Landspeeder
6 Bikes-Power Weapon, Meltabombs, 2 Flamers-400
Attack Bike Multimelta
Landspeeder
Landspeeder- Multimelta, Assault Cannon-100

Potentially 16 scoring units, 6 Assault Cannons, 5 Multimeltas, 5 Heavy Bolters, plus the actual biker weapons should handle transports handily, but you bleed kill points

For the most part deploy all of the Speeders on one side, Bikes on the other but close enough to scout move over to the speeders to provide support an crush one enemy flank while keepinin the other at arms length. Ideally you have first turn allowing Assaults on shooty armies and to slow down assault style armies

Leave your comments Below.

Tuesday, October 26, 2010

2000 point Dark Angels with Allies List

2k Dark Angels with Allies List
Azrael-225
Interrogator-Chaplain- Combi-Melta, Meltabombs -130
Command Squad- Apothecary, Dark Angels Company Banner, 2 Power Weapons, Plasma Pistols-275
Razorback-Twinlinked Lascannon
Inquisitor-Holy Relic, Psychic Hood, Daemonhammer, Combi-Melta, Articifer Armour-130
10 Tactical Marines-Flamer, Missile Launcher, Powerfist-245
Rhino-Dozerblade
10 Tactical Marines-Flamer, Missile Launcher, Powerfist-245
Rhino-Dozerblade
10 Grey Knights-250
Land Raider-250
Land Raider-250

Razorback is just there to put out an extra Lascannon shot. Inquisitor and Chaplain ride with Azrael and his Command Squad in a Land Raider. This list is based around a Dual Deathstar combo, Grey Knights and Azrael. The Grey Knights are there to deal the bulk of the other guy's army, while Azrael deals with the enemy deathstar unit.

Nothing to special but remember the holy relic, when you charge with Azrael giving him 8 attacks on the charge rerolling hits at Str 6 with the rest of his squad backing him up. But it is only one use so dont waste it charging a Tac Squad or the like that you can easily take without it.

Please leave your Comments below.

2000pt Dark Angels list

Part 2 of my Dark Angels Week series, I think I will work my way through "Standard builds", before hitting the wings.


2k Dark Angels List
Company Master- Combi-Melta, Lightning Claws-140
Interrogator Chaplain- Combi-Melta-130
10 Company Veterans-all with Power Weapons-430
Razorback-twinlinked Lascannon
10 Tactical Marines- Flamer, Powerfist-275
Razorback-Twinlinked Lascannon
10 Tactical Marines- Flamer, Powerfist-275
Razorback-Twinlinked Lascannon
Land Raider-250
Land Raider-250
Land Raider Crusader-250

Depending on whether it is a KP mission or objectives decides whether or not to combatsquad the Tactical Marines. If it is a KP mission Leave all 10 in the normal Land Raiders, and the Company Vets in the Crusader with the HQ's.

Depending on what the other guy has for CC you can combat squad the Vets and place them into a LR. Then let the Combatsuad from a Tactical group piggyback into the Vet's Razorback so you will be fully mech'ed .

The Razorbacks are for more antitank to leave the nice juicy insides for the Company Veterans squad and to deal with the MCs and Walkers.

Now before people start crying about no extra armor Dark Angels have the old Macine Spirit allowing it to move 6" in a straight line, so I figured save the 45pts for the powerfists in the Tac squads.

Leave your comments below and stay tuned for more of Dark Angels Week.

Monday, October 25, 2010

Dark Angels Week/ 2k Foot Dark Angels list

In an attempt to revive probably the third worst codex out there I name this week Dark Angels Week!!!

This week I will post one Dark Angels list everyday (Monday through Saturday)that will go from Ravenwing to Deathwing, Dualwing, one with Daemonhunters as allies, Lists run like Codex Marines, RazorAngels, Deepstrike Angels (There Maybe a couple Days with double lists) At the end of the week their will be a poll as to which list you like the best or think can hold its own in the current metagame.

Without further delay my 2000pt Foot Dark Angels list

Company Master- Jump Pack, Pair of Lightning Claws, Combi-Melta, Meltabombs-165
Company Master- Jump Pack, Pair of Lightning Claws, Combi-Melta, Meltabombs-165
10 Assault Marines- 2 Plasma Pistols*, Powerfist-290
10 Assault Marines- 2 Plasma Pistols*, Powerfist-290 *on normal Assault Marines
10 Tactical Marines-Meltagun, Lascannon,Chainsword-195
10 Tactical Marines-Meltagun, Lascannon, Chainsword -195
10 Tactical Marines-Meltagun, Lascannon, Chainsword -195
10 Tactical Marines-Meltagun, Lascannon , Chainsword -195
10 Devastator Marines-4 Lascannons, Meltabombs, Chainsword-310

Tactical Squads are Combat-squaded with Meltagun and Sergeant in one Lascannon in the other. Assault Marines can be Combat-squadded depending on situations where the Company Master tags along with a Plasma pistol and the Sergeant takes the other squad. Dev squad is a typical Dev squad plop in cover and blast the biggest, baddest thing on the other side of the table.

A very Static list with only the Assault Marines being able to move 12" a turn, but wastes all antitank fire that opponents have for RazorWolves.

Tommorrow is a Double Day (One in the morning and one at night.)

Leave your comments and criticisms below.

Friday, October 8, 2010

Popcorn Sale ends on the 19th

As the title suggests I will nolonger be able to sell Popcorn after October 19th 2010 so If you want to support a nonprofit organization that helps people all around order some popcorn!

What happens' is you email me with your Interest and I email you back, you can then order online, pay with a Credit Card, and the Popcorn will be delivered to your door as would any Online Model Purchase (except GW does not covber their models with chocolate and carmel), and then you have a snack to enjoy at your next game with your friends.

Thursday, October 7, 2010

My Answer to Alpha-Strike Mech (Vulkan 2k)

I am sure the Second to Last thing people want is a return of the old Vulkan lists but Vulkan is crucial to eliminating the Razor Spam hitting the tables.

Vulkan-190

Master Of Forge- Thunder Hammer, Combi Melta-140

10 Man Sternguard- All Combi Meltas, 1 Powerfist-325
Drop Pod-35

10 Man Sternguard- All Combi Meltas, 1 Powerfist-325
Drop Pod-35

10 Man Tac Squad-Flamer, Power Weapon-185
Drop Pod-35

10 Man Tac Squad-Flamer, Power Weapon, Melta Bomb-190
Drop Pod-35

Dreadnought-Heavy Famer, Multi-Melta-115
Drop Pod- Locater Beacon-45

Dreadnought-Heavy Famer, Multi-Melta-115
Drop Pod- Locator Beacon-45

Total 2000

Essentially the Dreads Drop Down Turn 1 with a Sternguard squad they blow up High Prioity tanks. (Mystics, Death Star Transports, Pie Plates Dropping Tanks, Razor Backs,in that order). Essentially It is a Mop-up operation from Turn 2 onwards, once the bulk of the opponets guns are destroyed.

Leave your comments below? Did I find the Answer to knocking out Alpha Strike Mech? Do all of my lists involve finding 1 or 2 core units then Spamming them? Any opinions are welcome.

Thursday, September 30, 2010

Boy Scout Popcorn

If anybody is interested, get me your email address.

There is a new thing where if you order online it will be shipped to you, but It will still credit my troop for the sale if you use the email ill send,, I believe at no extra cost and 30ish percent will go to our troop

Friday, September 17, 2010

Chaos Space Marine List 2500

This list is a survival list, bit of a gimmick but hopefully a good one.
I will * the things to remove to drop down to 2000

2X Daemon Prince-Wings, Mark of Slaanesh, Warptime

4X 10 Plague Marines * One Plague Marine Squad and its Rhino
Rhinos-Combi-Melta

3 Terminators-All have Combi Meltas
*Land Raider-Daemonic Possesion, Havoc Launcher*

3 Land Raiders-Daemonic Possesion

This is a fairly simple list, a bit spammy but easy to use. Deploy the Rhinos infront of the Land Raiders to give the Land Raiders Cover, The Land Raiders Should be deployed very close together(whats worse than having to kill 10 Plague Marines off an Objective? Having to kill 40 all of which are in AV 14), but far enough apart to allow LOS from all Lascannons. Plauge Marines go in the HS Land Raiders and the last squad next to the Termie Land Raider. Termies Deep Strike as a suicide unit tha hopefully can bust open a tank and with their 2+ save assault something and be a pain in the ass. Against a Shooty Army place the Daemon Princes Behind the Rhinos against an Assaulty list Behind the Land Raiders.

Drive The Rhinos Foward and pop smoke, the goal is the other guy forgets abou the combi-melta and ignores them till they get close and use their Melta on his Tanks, or that they waste their Lascannons and Railguns on them (if they do hopefully the smoke protects them). The Land Raiders open up with long range weapons, or pop smoke if enemy is off the board with meltas (Drop Pods, Jump Infantry) Daemon Princes advance behind rhinos against Shooty armies, and hold position against assaulty armies.

In a competitive game where you need to hold more objectives Spread out the Land Raiders where Each one can make a move for the objectives but close enough the Daemon Princes can Each cove 2 Land Raiders.

The Bane of this List? Maxed out Plasma as long as they have something to open up the Land Raiders.

Leave your comments below and Hopefully I can post a Bat Rep soon.

Tuesday, September 14, 2010

Don't forget to vote

Today is election day so everybody make sure you vote. Not for political figures (well them too) but by clicking the MiniWargaming Widget to the left. The higher the score the more likely we are to be featured on that website which means more people coming to the website which means more commentators and more interesting debates that will crop up

Wednesday, September 8, 2010

Farsight List

Once again sorry for the delay. Most jetpack tactics are fairly similar and can be found by simply googling Tau Battlesuit tactics

This is a Farsight List for 2k the models I am basing this off of are ones I ACTUALLY have so some units may be upgraded for the sake of might as well have the 25pts worth of gear as opposed to playing under the pts level

Farsight
Shas'Vre-Plasma Rifle, Missile Pods, Targeting Array, Multi Tracker
Shas'Vre-Plasma Rifle, Missile Pods, Targeting Array, Multi Tracker, Bonding Knife
Shas'Vre-Plasma Rifle, Missile Pods, Targeting Array, Multi Tracker, Bonding Knife, 2Shield Drones
Shas'Vre-Plasma Rifle, Fusion Blaster, Targeting Array, Multi Tracker, Target Locks
Shas'Vre-Plasma Rifle, Fusion Blaster, Targeting Array, Multi Tracker. Bonding Knife, Target Lock
Shas'Vre-Plasma Rifle, Fusion Blaster, Targeting Array, Multi Tracker, Target Lock, Bonding Knife, 2 Shield Drones

Shas'el-Aibursting Fragmentation Projector, Burst Cannon, Positional Relay, Multi Tracker, 2 Shield Drones, Iridium Armour, Stimulant Injectors

Crisis Shas'ui-Twin Linked Fusion Blaster, Flamer

8 Man Pathfinders-Shas'ui, Bonding Knife, Target Lock
Devilfish-Disruption pods, 2 Seeker missiles

Hammerhead- Railgun, Burst Cannons, Target Lock, Disruption Pods, 2 Seeker Missiles

Sky Ray- Smart Missile System, Targeting Array, Disruption Pods

Broadside Team Leader -Targeting Array, Shield Drone

The Rest of the points go to a Devilfish(Same as Pathfinder's)and fire warriors with Shas'ui that have Target Locks, Bonding Knives and MutiTrackers, and Markerlights

The Broadside is place in cover with the Devilfishes nearby towards one side, the Hammerhead and Sky Ray on the other Side with The Farsight unit towards the Center. The Shas'el goes near the Broadside (you did not think I would only use 2 Devilfish, especially not ones with no SMS's to protect a Broadside did you?) The Pathfinders and Fire Warriors go in cove in places that give them a big area to markerlight up. In objectives probably reserve the Fire Warriors.(Unless youhave a very good place to put them.)

Go for a first turn Alpha Strike. Leave the Land Raiders with the Death Star alone. Why?? your opponent will be taken back by the fact you ignore seemingly ignore the unit that can wreck your entire army by itself, thinking there may be a trap he will play more conservative with it than he otherwise would. If he holds back, the Suicide Suit deep strikes Turn 2 behind the LR. Since you have the entire LR hull in between the Deathstar and the suit he must choose your 40ish point Battlesuit or your army. If he pushes it fowards do the same thing but don't give him the choice unload Plasma Rifle Hell on the Terminators/Nobs and then providing you are in range CHARGE!!!! With Str and I 5 Farsight's Dawn Blade will reek havoc on anything and any power weapon wounds can go on the drones. Unless there is a powerfist then take the wounds on the Suits and save the drones to eat the powerfists.

Leave your comments below and let me know if you you have tried any of my lists.

Wednesday, September 1, 2010

Sorry for the Delay

Due to some unforeseen demands on my time I am unable to post the Battlesuit stuff til the weekend

Destroyer Wing List

Here is my 2000pt Destroyer based list

Lord-Warscythe, Res Orb, Nightmare Shroud, Destroyer Body-210

Lord- Warsycte, Res Orb, Solar Pulse, Destroyer Body-200

5 Destroyers-250

5 Destroyers-250

3 Wraiths-123

2 Heavy Destroyers-130

2 Heavy Destroyers-130

13 Warriors-234

13 Warriors-234

13 Warriors-234


An alternate to this list involves dropping the Wraiths and Adding a Warrior for 4 10-man Squads and either 9 Scarabs or 2 Tomb Spyders.

With the posted list you want SECOND TURN, one squad of Warriors is placed on the board in cover near an objective. Depending on if the opponent is spread out or clustered together determines how your Destroyers are grouped. If clustered together seperate the Lord with Nightmare shroud with a Destroyer and Heavy Destroyer squad Place them on the side with the most NONFEARLESS infantry and the Wraiths, Pulse Lord, And Remaining Destroyers and Heavy Destroyers on the other side.

If the Opponent is spread out Place Every Destroyer, Heavy Destroyer, Wraith and Lord on one flank with the Lords attached to the Wraiths, Against an All Mechanised force place it on the Flank With the longest ranged weaponry. Heavy Destroyers should take out the High Armor Targets while the Standard Dstroyers prey on transports and just take a stroll through the opposing force.

If there is a Land Raider with TH/SS Terminators Line your Lords and Wraiths up to take it out. Since most people run an HQ in there Have your Wraiths single out the HQ while your Lords take out those Terminators. Nothing will cause an opponent to be defeated more than his 600+ pt Death Star unit destroyed in assault by Necrons of all things!

Tuesday, August 31, 2010

Necron Destroyer Tactics

Necrons are currently considered the worst codex aside from a pure GK army in all of Warhammer 40k. The Destroyer and Heavy Destroyer are among the units that keep their codex useable.

Now their Statlines are not all that impressive, the standard MEQ on a bike with I2, but they are "Necrons" so they get a WBB roll and count for Phase Out purposes which makes up for taking less Warriors.

And let's not forget about those guns the Destroyers have a 36" Str6 AP4 3 shots and the heavies get a 36" Str 9 ap 2 single shot. Both have the "Gauss" rule meaning a autowound on a 6 and and autoglance on a 6. This does not affect the Heavy Destroyer at all but it means the standard Destroyer can threaten anything placed on the board.

Destroyers are often used to demech the opponent resulting in more time for the warriors to shoot before being assaluted. While Str 6 is able to deal with the front armor on some transports the Destroyers excel in getting side armor on vehicles meaning that Chimera you could only glance can now be destroyed.

Tommorow I will post a Destroyer based list, and a Battlesuit based Tau list as well as Jetpack tactics.

Thursday, August 26, 2010

Land Speeder Storm Tactics

Sorry about the delay in posting Lots of Crap came up this summer.

While not considered a "competitive choice" by many it does have uses that can be relied on besides the ofchance deepstrike disruption it does have some reliable uses.

The reason it is not a competative choice is compare it to the standard Land Speeder same cost but the standard speeder has BS 4 and is closed topped, and not to better value when upgrading weapons.

The reasons for taking the Storm are, the transport capacity even if it is only scouts they still score, so it is possible for last turn CLAIMS not just contests, also it is an open topped transport allowing the scouts to shoot from the relative saftey of a transport, and it allows the Scouts to assault once they disembark.

That's all well and good but the most important reason is the Scouts USR that it has but how to take advantage of it?

First, give it a multimelta and scout move it right up against that Land Raider/Leman Russ/whatever needs busting open or just to get next 2. While most people don't want to trust a single BS3 multimelta to somethig that important then to get around it give the Scout Seargent a combimelta and powerfist. Once the Target is cracked open he joins the rest of the Scouts as they assault. Which thanks to the Cerebrus Launcher also means the unit charged by the scouts are at -2 to their leadership.

Also if you get unlucky and have first turn against a Deepstrike heavy army (Daemons, Drop Pod Marines, Deathwing, etc) you can use the Storms to deliver your Scouts ANYWHERE on the board you want them, or you could set up a nice little zone of jamming beacons making their deep strikes risky

A fun (and very situational) list

Librarian-nullzone, vortex of doom, epistoary-150

DH Inquisitor Lord- emperor's tarot,bolt pistol, nullrod, psychic hood-101
retinue- 2 mystics,familiar-18
Land Raider-extra armour smoke launchers-258

Inquisitor-power weapon, bolt pistol-36
retinue-2 mystics-12
Chimera-2 Heavy Bolters, smoke launchers-83

Dreadnought-105
Drop Pod-35

Dreadnought-105
Drop Pod-35

Scout Squad- Telion, 9 Sniper Rifles, Heavy Bolter, Camo Cloaks-227

Scout Squad- combi-melta, powerfist, 4 combat blades-110

Scout Squad- combi-melta, powerfist, 4 combat blades-110

Scout Squad- combi-melta, powerfist, 4 combat blades-110

Land Speeder Storm- multimelta-65

Land Speeder Storm- multimelta-65

Land Speeder Storm- multimelta-65

Devastaor Squad-4 plasma Cannons-190

Predator- Lascannon Sponsons-120

2000 on the money

Now the Librarian Deploys attached to the devastators. They deploy in cover in your deployment zone 12" away you have the LandDRaider with the Inquisitor Lord, the Chimera with Inquisitor goes within 12" of the Devs as well, Tellion goes into some cover as well, (If you combat squad his unit place Tellion and the Heavy Bolter together.) The Predator give it some good fire lanes and make sure it is supported by the rest of your army, and not off by itself. The Land Speeder Storms form a Ring/Line in front of your firebase, and will then scout to any place they are needed. In a KP mission where you are the only thing on the table scout them up so the 6" buble around them forces them to either risk the 4d6 scatter into something and mishap or they deepstike in to the mystic's bubble and you let loose with your plasma cannons and Vortex of Doom hopefully within the Nullzone bubble if they have Invulnerable Saves.

Now one thing you could do is place Tellion in cover with his Squad (combat or full not important) with the Predator and Drop Pod one Dreadnought over there with them and when (not if) the other person goes after them if the Tellion's group can not handle them by himself the drop your other Dread over there as well

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Thursday, June 24, 2010

Battle Report Dark Eldar VS Tyranids

At our FLGS we are having a tournament this Saturday, 1250 pts a wierd sort of team tournament but were teams go 1-on-1 versus another team and each team takes the highest scorethey would earn.

Anyways I wont be going to the tournament but I thought I would help others prepare.
Her list was a Lash Whip Bonesword Tyrant with regen, Heavy Venom Cannon and 2 guard, 4 Warriors with Deathspitters and Scything Talons, Trygon Prime with regen, and finally 2 squads of 7ish Genestealers plus Broodlords.

My list 4 10-man Raider squads Blaster and Dark Lance, maybe night sheilds I don't remember. 10-man wyche squad with 2 Blasters and Succubus with Agoniser in a raider, 2 Talos, and for my HQ a Reaver Haemonculus with Destructor,Scizzorhand, Combat Drugs, and Shadowfield.

We had Capture and Control, Spearhead (I know everybody's favorite), I won first turn and chose to deploy everything but my Raider squads. Haemonculus to the left flank the Talos up the center as close as possible to her deployment zone and wyches in the middle of my depoloyment zone. She Deployed Warriors in cover by her objective, Tyrant and guard lined up opposite of Talos, and the Trygon on the my right flank. She failed the Seize roll and it was my turn.

Turn 1 I move my wyche raider foward and wound the Trygon with my Dark Lance on the Raider, the talos place one wound on guard with the sting Haemonculus turbo boosted along left to try to get in position to go after the warriors. Her Turn she exploded the rader takning half of the wyches with it they were not pinned but ate the fire from the Trygon Prime, and the Tyrant and Guard moved foward.

Turn 2, 2 of my Raiders arrived from Reserve I placed one on each flank and placed another two wounds on the Trygon Prime, Talos landed a wound on the tyrant with the sting. Neither Genestealer Unit came on. Her turn she failed to do anything in shooting and then assaulted the closest talos with Tyrant killing it, and consolidating towards my other Talos. Talos are now 1-1 Vs the new Tyrants With Lash Whips 3-2-1 overall against Hive Tyrants.

Turn 3 Another Raider came on my Deployment Zone. Now I had 2 Raiders on that flank each with a Dark Lance in the Squad and on the Raider and a Blaster in the squad. Now that my blasters were in range of The Trygon Prime it fell form the mass of Str 8 AP 2 fire. My Talos Charged the Hive Tyrant killed of a guard and wounded the other and my haemonculus charged the Warriors. The warriors were unable to leave a wound because of the toughness 5 and 2+ Invulnerable Save and in return the Haemy did 5 wounds and 3 stuck after saves combined from the destructor wound and fearless wounds 1 warrior was dead and 1 had a single wound left while 2 remained unscathed.

Her Turn 3 The Genestealers came on assaluted and killed the Two raiders on my left flank I didnot mind cause I left them there stationary to try to kill the Monstrous Creatures. (and they lost more guys in the explosions than I did.) Talos killed the othe Tyrant guard, and the Haemy now going at even initive did a couple wounds and took one in retun losing the 2+ Invuln save still winning combat and forcing another fearless wound.

After this it gets a little fuzzy but I remember I won 2-0 My talos killed the Tyrand for a grand total of 4-2-1 against Hive Tyrants! All but a Genestealer and BroodLord was killed for her and I had moved flatout with one of my Raiders in to the terrain by her objective claiming it and passing the Dangerous Check and I had a Raider on my Objective as well we decided not to go past turn 5 since 2 infantry at least 24" away from both objectives could make a difference.

Saturday, May 22, 2010

'Ard Boyz

Well a couple of friends and I went to our local gaming store for the 40k 'Ard Boyz prelims figuring at worst we get in 3 games at best we sweep the top spots...

Who are we kidding, we were happy not to take the bottom places. My Dark Eldar which I have been playing less than a year took 15th out of 16 by scraping a draw in the opening round, major loss in the second, and massacred in the final game.

The draw I was able to pull off with a little craft world Eldar trickery I learned from Fritz at http://saimhann.blogspot.com/#/ .(note this is from his websites and youtube vids not from him in person)Which is this posts connection to skimmers,going flat out last turn to contest objectives is the best way to win objective missions. I had a raider of wyches coming on from reserve and a raider from a warrior squad left at the final turn for us which was 5. The wyches got 12" assault so they came on 12" from the board deployed 2" from the raider fleeted 5" and assaulted 12" to nearly wipe out a kroot squad holding an objective contesting it. The empty raider went flat out contesting the other held objective. Final result was a draw with him claiming all 4 bonus points and 2100ish VPs, me 780is VPs


Game 2 had me up against a foot chaos build with Kharn and a Lash Sorcerer and 20 lesser daemons and a greater daemon and normal marines and havocs. He ended up getting a major victory as I had to go to him instead of us meeting each other like we would with a mech build. This guy tied for second but could of had second by himself because he did not declare a chaos marine squad onto a contested quarter instead of a quarter he was controlling.

Game three had me against a Space Marine army that did not have Vulkan or Pedro. (yes those do actually exist and I was as surprised as you are) this just went downhill after he seized the initiative but on the upside he Imobilised his Land Raider driving through terrain

Saturday, May 8, 2010

Adding Skimmers to Your Army

Every Codex has access to at least one option for a skimmer-type unit. Marines have land speeders and Jump Packs, (yeah, I know jump packs are not skimmers but they have the same function of moving fast over terrain). Tau have jet packs and their vehicles,and Dark Eldar have Raider Transports and Jetbikes. There are many others these are just cover the main bases and the priciple is the same.

Now when adding units to your army start by slowly adding them. Like when switiching from foot to mech it is better to add a transport to unit A, play some games then add a transport to unit B, etc. That way your playsyle slowly adjusts instead of a complete 180 where you get massacred every time and then stop using your new units.

Now with non-transport units like ravagers, land speeders and hammerheads more is better once you learn to use them and their special rules. Like Fritz always says one can be avoided or killed easily but three is something that must be dealt with. Every shot spent killing your killy stuff is not going towards your troops which will win you the game come turn 5 and objectives are counted.

Jetbikes and jump infantry are something to be taken sparingly unless building your entire army around them. For the most part all they just have the ability to move faster than normal troops, but do not score, are more expensive, and are more likely to be shot at. How ever when taken en masse certain codexes can use them effectivly, namely normal Eldar since jetbikes are troops for them and have a 3+ save as opposed to a normal 5+ but they are quite a bit more expensive than and do not get the heavy weapons that normal guardians have.

Any comments can be posted below.

Asdrubael Vect

As opposed to most other blogs I will not waste a post on a welcome to my site, so I can get right to the Meat and potatoes of my blog.

When I first started Warhammer 40k I was flipping through my codex and when I got to the back I saw Asdrubael Vect looked at his stat line had know idea what the stats meant but I knew he was good because the numbers were high.

With WS6 BS6 Str4 AV 11 11 10 I7 A5 and AV 14 against shooting, a dark lance, two disentegrators, and three Splinter Pistols, all on a fast skimmer Chassis, Vect looks like a bargain at 277 points. However his stock goes down when you remember he is open topped and is squished by powerfists and mostrous creatures.

On the upside since he the pistols count as firing from a unit on a open-topped transport you may fire them seperately from the big guns. For example, a carnifex and a squad of gaunts are near by, instead of wasting the lance on the guants and tring to wound a carnifex with pistols you can fire the lance and disentegrators at the carnifex and blast the gaunts with the pistols.

Also since Vect counts as a Dreadnought in Close Combat grenades only hit him on a 6, so even marines with the entire unit coming stock with Krak grenades are only able to do minimal damage after 5 power weapon attacks go through, and eldar haywire grenades do not affect him unless he is immobilised

The possibilities for him are endless, need to stall a land raider for a turn, destroy a command squad in a chimera? the nearly autohit lance and dissentegrators open it up, then open with pistols ont the guys inside and charge. Other guy reserved? Just move Vect flat out, assuming no loaded dice it will be hard to take out an AV14 vehicle with a 4+ cover save.

Just leave your comments below, and if you have any topics you want covered let me know I will try to post battle reports soon.