Tuesday, June 28, 2011

Delays

I would like to apologize for the time off, school got busy and there was no time for 40k so there were no new lessons to be learned. Now that summer's here hopefully I can get more 40k in and there will be more to share.

Saturday, April 23, 2011

The Winner is ....

A Mechanised Dark Eldar army, my original 40k Army. The good news is I am guaranteed to do as good as last year or better (I took last place at my local regional event :( [But I cost the third place guy Second place])

My list will end up varying slightly due to a big expenditure potentially coming up, thus cash needs to be conserved.

Duke Sliscus-150
Lady Malys-130
2X 9 Bloodbrides-3 Hydra Guantlets, Syren Agoniser-242*2=484
Raider-Aethersails
2X 10 Wyches-2 Shardnets, Hekartix, Agoniser-210*2=420
Raider
2X 10 Warriors-Dark Lance-380
Raider-Night Shields, Grisly Trophies
2X Ravagers-Flicker Fields ,Night Shields-125*2=250
Void Raven-FF, Night Shields,2 Necrotoxin Missiles, 2 Implosion Missiles-245
6 Trueborn-2 Splinter Cannons, 4 Shardcarbines-182
Raider-Night Shields
9 Reavers-3 Caltrops-258

Now I just have to hope my lances are suffiecient,(they will be if I roll average, and and smart with my target priority) and get a favorable match up (Either Daemons, or a slow Tyranids)

Please comment below.

Thursday, April 14, 2011

Dark Eldar Special Character Tactics: Duke Sliscus

The biggest problem people have during wargames is planning fo every scenario. That is why I take the Duke, not only does he give me alot of flexibility, but he stretches the flexibility of my opposition by giving me the ability to counter his strengths and exploit his weaknesses. Not only does the ability to deepstrike ALL vehicles help it also allows disembarking to allow shooting against vulnerable targets.

More importantly the Duke gives 2d6 on the Roll to determine Drug Effects. This critical to any drug-based army because it mitigats that bad result that could cost you the game.

He also comes with a 3+ poison to any Warrior or Trueborn unit he is deployed with(note he does NOT have to stay with said unit). How do we take advantage of this? Either a large Warrior Squad with Splinter Cannons, or more preferably a unit of Trueborn with 2 Cannons and remaining Shardcarbinse. I personally run about 5-6 Trueborn 2 Cannons and 3-4 Carbines in a Raider with room to deploy.

However, that wastes his 2+ poison,5+ ignore armour so I take Lady Malys. Lady Malys lets you redeploy Duke into another more agressive squad such as Bloodbrides.

Any comments will be appreciated.

Tuesday, April 12, 2011

Mech Dark Eldar 2500pts

Since there seems to be some support for a Mechanised Dark Eldar list I am here to share.

Duke Sliscus-150
Lady Malys-130
2X 9 Bloodbrides-3 Hydra Gauntlets, Syren, Agoniser-177*2=354
Raider-Aethersails-65*2=130
2X 10 Wyches-2 Shardnets, Hekartix Agoniser-150*2=300
Raider-Aethersails-65*2=130
2X 10 Warriors-Dark Lance-115*2=230
Raider-Flickerfields-70*2=140
6 Trueborn-2 Splinter Cannons, 4 Shardcarbines-112
Raider-Flickerfields, Grisly Trophies-75
3 Void Ravens-Flickerfields, Night Shields, 4 Necrotoxin Missiles-205*3=615
5 Scourges-2 Heat Lances-134

First I will address the two biggest criticisms I forsee of the list. The largest one, "Why Spend so Much on the Void Ravens". The Void Ravens can now effectively multi-task. At 'ard Boyz there is a certain tendency to go to extremes, either a full blown horde, or a wall of steel. The Str 9 of the lances provide that necessary punch to get through Armour, while the 12 large blasts can deal with the hordes and prive the ability to neutralize units through forcing two leadership tests(pinning and 25% casualties), if the opponent rolls enough saves/tests, he will eventually fail some.

Second, only four troops at 2500pts. While there is certainly room to trim points to allow for an extra 5-man Warrior Squad in a Venom with a Blaster, I did not feel it was necessary to provide yet two more easy Kill Points to my opponent.

Then general strategy is to Nuke Enemy Lynchpins(either Death Star units, Synapse Creatures or units with Area of Effect Buffs such as Venomthropes), and the Duke will Deploy with the Trueborn for the 3+ poison and be redeployed into a Bloodbride unit with Lady Malys' assistance. I will hope for a Pain Token with the Combat Drugs, followed by Rerolling Wounds, and +1 Attack.

The Lance Count is Low due to only one Blast Pistol and no Blasters but I am Confident I will stick to the lessons I have learned of making sure important targets die before moving on.

As always please check my math and post criticisms/comments in the comments section.

Monday, April 11, 2011

More Votes!!!!

I need more votes on What Army to take for 'ard boyz, to help make my decision. If anybody has a Idea that is cheap ($400 or less from www.WaylandGames.co.uk)and packs enough antitank (I'm talking the ability to engage at least 2 Land Raiders and 3-4 Razorbacks a turn) post it in the comments and I will add it to the poll and consider purchasing and playing with it.

Sunday, April 3, 2011

New Poll Up!

I am placing which list style I will focus on first in the hand of the voters.

A little Description of each. ( This may seem like a giant advertisment for Wayland Games, it is, but they are my prefered Retailer due to cost, they ship quick, and they offer me a very small percantage of any sales purchased after directly going from this site to their's through one of the links/banners, so please if you purchase from Wayland Games - Discount Wargames use this website and I can stay in business)

Pure Ravenwing:Pretty much Maxed out Ravenwing Attack Squads with Meltas, Options come down to Speeder or Jetbike for Sammael. Will require large purchase from Wayland Games - Discount Wargames

Pure Deathwing: 6 Terminator Squads and 2 Normal Land Raiders, 1 Land Raider Crusader for Belial and I-Chaplain, Choice HF instead of Assault Cannon, the points saved will buy Terminator Armour for the Chaplain, as stands 3 Assault Cannon Squads, 3 Cyclone Squads. Least amount of Purchasing Required from Wayland Games - Discount Wargames

Doublewing: 3 Cyclone Terminator Squads, 3 Full Ravenwing Attack Squads, and 2 Typhoons, and a Single Land Speeder. Options come down to Speeder or Jetbike for Sammael and MM or HB on the Land Speeder and Typhoons. Will require a good sized purchase from Wayland Games - Discount Wargames

Knigts of Blood: See http://skimmerspam.blogspot.com/2011/03/blood-angels-knights-of-blood-2000.html This is probably the least familar list to anybody (including myself)so perhaps it has a shock value. Will require a big purchase from Wayland Games - Discount Wargames

Mech DE: Pretty much alot of Raiders+Combat Drugs+Duke Sliscus(tactics coming soon) Will Require some purchasing from Wayland Games - Discount Wargames

9 Broadsides: Pretty much just setting up and saying "That tank Dies, That Tank Dies" while having Layer after Layer of Kroot and Kroot Hounds in between the Broadsides and the horde of dismounted infantry. Will Require large purchase from Wayland Games - Discount Wargames

Please vote and post any comments requesting clarifications of lists and I will respond.

'Ard Boyz 2011 List Building Strategies

Even though 'Ard Boyz is in August it is never too early to start preparing. The first step is Deciding Which Army to Use. This is somewhat important because certain builds are favored by Certain Armies. For instance if I were to run with 6 units of 10 Marines in a Rhino, I would Not nessecessarily use Dark Angels, Either Codex Marines which is slightly cheaper or Wolves with the extra Attacks in CC but lose out on a Heavy weapon, or the Speedy Rhino Abilities of Blood Angels Tactical Squads, etc.

Each Codex has certain Unique qualites that Must be played to in order to be competitive. Blood Angels have Speed, Templares have Prefered Enemy and Veteran Skills, Dark Angels have Sacred Standards, Wolves have more Attacks, Codex Marines have many abilities granted by Combat/Chapter Tactics.

The next step is Testing this is important especially if you need to purchase more models to complete your list. Test Multiple lists varying slightly and figure out what you are more comfortable with.

Finally it is time to pull the trigger order your models have them painted and put them on the table.

Wednesday, March 30, 2011

Blood Angels-Knights of Blood 2000 point list

Yes I have jumped on the Blood Angels Bandwagon. The one thing that I tell myself is I am doing it as a "fluffy" build, and I jumped a long time after instead of joining the MEQ Flaver of the Month Club.

Dante-225
Honor Guard-Jump Packs, 3 Meltas, Flamer, 2 Storm Shields-240
10 Death Company-5 Power Weapons, 2 Pfists, Bolter, 2 Normal, Lemartes-625
2X Death Company Dreads- Talons-250
2X 5 Assault Marines-Jump Packs, Power Weapon-230
2X Storm Ravens-Xtra armour, Multimelta, Assault Cannon-430

It puts a lot of eggs into very few baskets, but I like the hitting power. Instead of a Dual Deathstar build it more of a Death Star II and Dual Eclipse Star Destroyer build (and yes I know I eclipsed the usual level of nerddom with Star Wars and 40k in the same post.[Yes the pun was intended])

Anyways the Storm Ravens will NEVER start on the board and Dante, the Honor Guard and the Death Company it really depends on the circumstances. Ideally Dante deploys with the Death Company, as the best CC punch in my local area needs to be able to hit the area it will do the most damage. One of the "less than ideal" circumstances is any parking lot with AP 3 or better Blast templates. (Leman Russes, Devil Dogs, and Vindicators) When Dante goes with the Honor Guard for the Rear Armour Melta to "guarantee" a safe drop for the Death Company.

Storm Ravens come on try to eliminate any threats to the Death Company,(much like C-130 gunships cleared Landing Zones in Vietnam for the Choppers) The Honor Guard can handle almost any situation that they need shooting wise and will go where they will do the most harm to my opponent.

As usual post your comments/criticisms below.

Tuesday, March 29, 2011

1850 Deathwing List

Okay I know this is not the 2000pt Deathwing I promised but I have a couple 1850 point games coming up so why not share that list instead.

One Game could be against an Imperial Guard Player with an unknown Armystyle, one game could be against either DoA Blood Angels or Speed Freak Orks, the final possibility is unknown but my hunch is either Dark Eldar or a mounted Space Wolves.

My list is
Belial-130
5 Scouts-4 Sniper Rifles, 1 Missile Launcher-120
3 Ravenwing Bikers-2 Meltaguns-140
Deathwing Squad-Assault Cannon(Hereafter Asscann) Powerfist(PF), Storm Bolter(SB) Chainfist(CF), Two Lightning Claws(LC),Thunder Hammer Storm Shield(THSS), and Storm Bolter Powerfist-250
Deathwing Squad-Asscann PF,SB CF,Power Weapon(PW)SB,LC,THSS-250
Deathwing Squad-Asscann CF,2 SB PF,LC,THSS-250
Deathwing Squad-THSS Cyclone,SB PW,SB CF,THSS,LC-240
Deathwing Squad-THSS Cyclone,SB PW,SB PF,THSS,LC-235
Deathwing Squad-LC Cyclone,2 THSS,2 SB PF-235

I chose to spread the THSS around instead of concentrating them into one unit because any AP 2 would be focused AWAY from that unit and my more fragile units would end up being slaughtered. This way the AP 2 is spread around more. No Apothecary or Banner because they only benefit one squad and are not worth the points, because if it ignores my 2+ it ignores FNP, and if I fail my 2+ I do not like my chance of making my FNP. The Banner? either I already win Combat with out the Banner or I will lose even with the Banner so it is not worth it.

The Scout squad is an extra Missile Launcher shot and the Sniper Rifles while expensive at 5pts each when compared to other codexes (Wolves it is 3pts, and Codex Marines and Blood Angels it is free) fit better with the Missile Launcher and can also threaten Side Armour of Chimeras or Rhinos/Razorbacks.

The Bikes are the only Melta in the list (Gasp!) because I only have 3 bikes and I felt I needed a Teleport Homer to assist with my Deep Striking. Also If I do not get first turn They can Scout move Behind Cover or Outflank.

A question to the Community. Which Squad should I attach Belial to? Leave your responce in the Comments and feel free to offer any advice or criticisms.

Sunday, March 27, 2011

Blood Angel Death Company Tactics

There are three reasons to take Death Company

1.They are a choice based on fluff/looks
2.They are needed to take Death Company Dreadnoughts
3.A player wants an unstoppable close combat squad

If the only reason to use Death Company is because of the Dreadnoughts the you must look at how your Dreadnought is entering play. The Death Company should match the method as your Dreadnought, I.E. If you are podding in he Dreadnought pod your Death Company, if you are using a Storm Raven load them both in it. Rhinos should rarely be used for Death Company due to not being assault vehicles and once the Rhino dies (and it will)you have 5 marines hoofing it all the way across the board.

The way I prefer to run them is Jump Packs, Lemartes and armed to the teeth with power weapons. The jump Packs are important because of DoA and the 12" move. When you are forced to move towards the enemy you might as well get there sooner. This also prevents being led around by a Rhino for the entire game, because in 1 turn you catch it and destroy it.

When running a Death Company to be an effective assault unit you need rerolls and the charge. Luckily we have 3 ways to get rerolls
1.Generic Chaplain/Recluisiarch
2.Astorath
3.Lemartes
The generic Chaplain is the defacto choice when running nonjump pack Death Company, Why pay for a Jump Pack and not use it? When Running Jump Packs I use Lemartes. Why? He is only 25pts more tha a Jump Pack Chaplain, can turn in to a 1 man wrecking crew, comes with FNP and FC base so no Priest necessary, and finally He is a Squad Upgrade Character, so he is hidden so he cannot be singled out, and he is not a seperate KP.

One last thing I am currently experimenting with is attaching Dante to my Death Company Hit and Run combined with 6 power weapons with FC and rerolling hits and wounds is too good to pass up, plus it prevents tarpitting.

Become a follower and post a comment if you like this post. More will follow including my newest 2000pt Army lists for all 4 of my armies.

Sunday, March 20, 2011

Blood Angels Tournament Report

It was a Team Tournamnet so I went with Warboss John, and we figured what the heck and took 2000pts of Blood Angels.

Our lists?

John's
Dante-225
Honor Guard-2 Meltaguns, Blood Champ, Chapter Banner, Lightning Claw, 2 Storm Shields-290
10 Assault Marines-2 Meltaguns, Power Weapon-225
6 Vanguard Veterans-Jumpacks, Power Fist, Stormshield, Meltabomb, 2 Power Weapon (1 on Sergeant)=265

Mine
Astrorath-220
Honor Guard-Jumpacks-4 meltas-205
9 Death Company-Jump Packs-2 Power Weapon Bolt Pistol, 2 Power Weapon Chainsword, Powerfist Chainsword, Powerfist Bolt Pistol, Bolter, 2 Normal, Lemartes-575

Because this was a test For Adepticon all of their rues are in effect so we took advantage of the Brothers in Arms rule, which allowed us to mix and match ICs(I.E. Dante could join the Meltaguard or Death Compaany)

Game 1
Opponents were Elfzilla (3 Wraithlords, Avatar, Eldrad, 30ish Guardians, 2 Wave serpents with Dire Avengers with the works, and a unit of Wraithguard)
Deployment DoW

They recieved First Turn from us, We deployed only the Death Company, They repositioned the Avatar and 1 Unit of Guardians to be really close (closer than they should have been) to the Death Company, The other unit of guardians goes back in the corner), I proceed to seize the initiave and the Avatar and Guardians are wiped out.

Biggest Mistake- Assuming the the VVs could handle a Wraithlord with no FC and only 1 power fist.

Game 2 was versus other Blood Angels, 1 Was all meched B&C's OwlandMoonguy, and the other was a hybrid force with some Jumpers

I thought we did okay but the only issue was primary was Allied Table Quarters so we were playing for the draw from the beginning, which we achieved due to the Death Company wiping 3 of the 4 combined scoring units they had.

Game 3 was against Mech IG, with modified Kill Points.
We had a nice pocket to drop in and Dante Precison Struck with the Meltaguard right next to the Leman Russ Demolishers Rear Armour did not kill it for a while.

Biggest dissapointment: VVs Heroiclly Intervening and whiffing on a Manticore getting Tank Shocked and falling back all the way off the board during the rest of the game.

We took 7th out of 20 with Battle Points

Sunday, February 20, 2011

Court of the Archon Tactics

Many people are still using a 2nd edition(and 3rd, and 4th and most of 5th to this point) mindset using Incubi as bodyguard for their Archon. This is suboptimal for a couple reasons.
First, It ties up an extra Elite slot that could be spent on Trueborn(2 Lances, Raider with Lance and FF), which in turn, could free up Heavy Support slots for Talos or the new Flyers instead of running Triple Lance Ravagers.

Second, assaulting with Incubi and your Archon are overkill against most medium infantry, and heavy infantry should be the target of Wyches/Bloodbrides because Incubi are like a sharp knife, good for quick thrusts into soft tissue, but will break when trying to cut through a rock.

So what will fill the Bodyguard role? The Archon's Court. My Build is 5 Ur-Ghuls, 2 Sslyth and a Medusae, and Lhamaen in a Raider, of course. This gives a Plethora of Attacks that will wound easily, which makes this perhaps the 2nd best anti-horde unit in the Codex, and comes from a "free" FOC slot.

The wounds should be taken first on the Sslyth but be fore you lose a Ssylth, then, Lhaemean, Medusae and then The Ur-ghuls, the Sslyth should be the Last to Die do to its inherent flexibility.

Leave your Comments below.

Sunday, February 13, 2011

Team Tournament Report



So yesterday I was part of a team tournament using Adepticon rules and scenarios with the exception of 2 people teams instead of four people. I will preface the by saying I had very few expectations heading into this because my partner and I have never played together before (or against), and we only had 1 week to pull our lists together.

Speaking of
Mine
Belial-2 LC
5 TH/SS Terminators-Cyclone,Apothecary
2 LC, 2 TH/SS, Heavy Flamer Chainfist Terminators
2 LC, 2 TH/SS, Cyclone, Chainfist Terminators
3 Bikes-2 Melta

My partner's (from memory so I will only have the important parts)
CCS-OOF, Lascannon
Chimera
2 Vet Squads- couple meltas and Lascannon, Chimera
PCS-Autocannon
2 Infantry Squads-Comissar, 2 Autocannons
Deathstrike (Hell yeah!)
Armoured Sentinel-Autocannon

The only General Strategies were to take it one step at a time, and He was the Brains and the Guns, and I was the CC muscle.

First Game was Orks + Tau, pithed battle deployment VPs were the primary(you need 50% from EACH opponent, possible for both sides to score it )
6 Fire Warriors in a fish, 2 Broadsides, Elite Crisis team and HQ Crisis Team, 10 Kroot, Orks had Wagon, Gazzy Thraka, KFF Big Mek, and 3 Large boyz mobs with Klaw

Deciding Factor was their deployment. They won the roll but gave us first turn. I don't remember our deployment except for my squads stayed in reserve except for they bikes, and the Deathstrike was in the corner.

The Tau reserved almost everything except for Broadsides and FW fish. The Orks deployed splitting 2 Boyz squads in 1 corner with the Tau stuff and a Boyz squad with the Ork Characters and the Battle Wagon in the other.

For the most part it was sit back and shoot the Orks were 2 slow to reach the Guard after the Deathwing first immoblised the Battle Wagon with Krak missiles to side Armour, then exploded it.

Deathstrike fired with out a hitch aside from the smallest radius being rolled for the blast.

We took maximum points with exception of 2 command counters which were unplayed by our opponents

Game 2 is a little more fuzzy (okay a lot more) it was against Wolves and Blood Angels, the Blood Angels was mostly Drop Pods with Dreads inside. Wolves were a fire support with 2 Rhinos with Grey Hunters and Rune Priests, a Dakkapread and 2 MM/HF Speeders

We castled up and Seized on them wrecking both rhinos turn 1, after that it was pretty much moving for table quarters and Terminators Chainfisting Pods for Kill Points

We took primary and Secondary they took Tertiary (Most Costly Unit)

Okay 2-0 the best start Ive had at a tournament. We go into game 3 thinking we were on the second table turns out it was the top 1. The team we were playing against were running their Adepticon lists that they had been practicing with for 5 months (that was the number they gave us) So time put in Us 1 week Them 22ish weeks.

Mission was Dawn of War with 2 Objectives in each Deployment zone, Opponents Objectives worth 8 your own worth 3. (Command Counters made the objective held by that unit Uncontestable mine went to TH/SS termies with FNP)

Everything was plugging along fine Guard were getting hammered, of, course since DoW screwed our planned defense (the 1 mission we didn't want Daemons we got 'em) My Termies deep struck near their objectives. The mixed Termy squad would be Lashed away from the objective during the Top of the the Turn and then in the Bottom I would move and Run them back.

Turn 4 once the Fiends of Slaanesh fail the reserve roll due to the Officer of the Fleet, I whisper to my partner we have the game if it ends Turn 5, becase once my Termies made it to the objective (the ones that make it uncontestable)they would be hidden from the Oblits and the Fiends would not be able to survive. So we get to Turn 5 we have both of their objectives and the bonous for an HQ within 3" of one of their objectives.... but it goes to Turn 6, Mixed unit gets Lashed and Plasma Cannoned, and Charged by Prince for good measure, (and I was Stranded in the open So no killing the Prince before it attacked) the full fiend unit charges the Termies plus a Zerker unit I hold for the first round of Combat with Belial and 1 Termie which turned into seperate combats. The Fiend do 9 wounds with no rends, and since the apothecary had to die to ensure a Termie in scoring range no FNP :( , I make 7 saves and the Termies Die and Belial eats a Zerker Power Fist.

We get a whole 0 pts in Game 3 yet we still take the Best General award.

Sunday, January 9, 2011

Tournament Lessons

Yesterday I went to a 1850 tournament with a List based for a Turn 1 Alpha-strike. It worked okay until a Couple things happened.

First, After a stellar opening against Mech Marines (exploded Vindicator, shook and stunned 2 Razorbacks, stunned another Vindicator, and Immobilised a Land Raider)Turn 1 my Antivehicle capabilities under preformed(only killed one rhino, and kept the Twinlinked Lascannon from firing for whole game)

Other Highlights, Vect and 9 Bloodbrides(3 Hydra Guantlets) took out 5 Assault Terminators, Vulkan, And a Combat Squad getting their points backwith 8 consecutive invulnerable saves made by the Bloodbrides.

Lesson Learned: Vect is worth his weight in gold if he is in CC, Flickerfields should be used only on the flyers and Ravagers, to expensive on Raiders even if they are staying still with Dark Lance warriors inside, and it is better to kill one vehicle than shake/stun 3

Next Game, Tau He had first turn, I redeployed my beasts in response to his Kroot infiltrators, and seized the initaive on him. Blew up his Broadsides and stripped a couple drones off his bodyguad units. Broadsides Ran off the board. Beasts lost combat to his Kroot and were wiped out, everything spiraled downwards. After a poor fleet roll Vect and Co. were kept out of assaulting his Fire Warriors.

Lesson Learned: Going to ground with a unit that will die other wise is okay; execpt when it keeps your fearless IC from charging into Fire Warriors forcing him to eat another round of shooting. Also Dark Eldar warriors are not good in assault, even against Fire Warriors, (especially going through cover when the Tau have Defensive Grenades)

Final Game: Tyranids, the matchup I was praying for!!! but it was DoW and against the ringer so even with my best possible matchup I was the underdog even if it was not DoW, but it was.

Lesson Learned: DoW sucks for Alpha-strikes and GW thinks that the Imperial Fists CAPTAIN( not even Chapter Master) and EVERY Daemon deserves Eternal Warrior but not Vect a 1000 year old Eldar having survived Thousands upon thousands of attempts on his life, and who is the most Cunning Being in the 40k Universe does not.