Sunday, May 29, 2011

A short IG post about DE


I was browsing through whineseer looking for some good threads to read while I was in the shitter and I found a thread about IG vs. DE.  Yes, IG can be one of the most powerful armies in the game, and yes, they absolutely roll most balanced armies.  However, there are a lot of tactical decisions that DE players can make to help alleviate the faceroll.

This includes but is not limited to..
  • Use terrain to your absolute advantage.  I can't stress this enough.  Check this link.
  • Turbo-boosting Trueborn units in his face and out of LoS of Hydras
  • Shoot the Hydras and Vendettas first.
  • Outrange his vehicles with Night Shields and go for side armor.
  • Take Haywire Grenades against vehicles.
  • Take Vect so you have that 4+ seize threat even if you lose first turn.
  • Deploy in mass so IG can't kill you in piecemeal.

It is a very tough fight for DE, but it isn't completely futile as some people suggest.

I think Vaktathi says it best in that thread.

IG are actually probably the worst thing DE have to face. Against massed AV 12, dark lances aren't exactly amazing. Multilasers glance and pen on the same values against their AV10 vehicles as the DE's lances do against the IG's AV12 tanks, but have three times the numbers of shots and inflict greater damage due to DE's vehicles generally being open topped. Other anti-infantry weapons can also be put to good use against DE vehicles, such as Heavy Bolters.

If you work out the math, chimeras versus even a Ravager aren't too far from an even match in a shooting war. Given that IG can get two Chimeras for one Ravager, it makes it very uneven.

Also, Multilasers and autocannons, two weapons very popular in IG armies, not only are exceedingly effective against DE vehicles but also inflict ID on DE characters, ignore FNP on most of their units and wound just about everything on a 2+, usually ignoring saves. Then of course there are dirt cheap Hydras which not only have very effective anti-light infantry/anti-skimmer guns but also ignore one of the DE's most powerful defensive actions, which is moving flat out with skimmers.

Additionally, DE splinter weapons wounding on a 4+ isn't very impressive against T3 infantry, they're basically AP5 lasguns at that point.

DE are very, very good at destroying small numbers of very powerful things, they make mockeries of terminator armies and stuff like Land Raiders and Monstrous Creatures. They get butchered when they have to face large quantities of mediocre things.

Saturday, May 28, 2011

More Tyranid stuff


In my first article, I touched upon some rather unexplored options in the Tyranid bestiary in hopes to expanding your Hive Mind.  A lot of the units I mentioned are often overlooked, but I assure you, they kick ass when giving a specific purpose.  The more I play with Tyranids, the more I realize that army design is very important.  Each and every unit has to play a specific role and they have to work in conjunction with the rest of your list.  I'll provide some lists in my following article so I can show you guys what I mean.

So far, we have explored the following units:
Swarmlord
Deathleaper
Venomthropes
Dakkafexes
Genestealers

Now, we will talk about:
Tyranid Warriors, Shrikes
Gargoyles, Harpies, Winged Tyrants
Zoanthropes
Ymgarl Genestealers

Thursday, May 26, 2011

Some Tyranid tactics


The purpose of this article is to touch upon some of the units that people might not use, but they're actually really good in their own right.  I advise everyone to think outside the box every now and then.

Have any of you guys try the Swarmlord yet?  I have and I think he's amazing.  For 280 points, I think that's perfectly acceptable for a T6 5W 3+ and 4++ in close combat.  When the close combat invul combine with the WS9, the Swarmlord becomes an absolute menace in close combat.  Throw on the fact that he's I6 with 4 Bonesabres that cause Instant Death, I think we got ourselves a real winner.

My favorite thing about the Swarmlord is his 18" synapse and the ability to give a unit Furious Charge or Preferred Enemy.  This happens every turn and there's nothing your opponent can do about it.  Throw in the fact that he can make units WS/BS1 for 1 entire turn with Paroxysm, I see no reason not to take him when the Hive Tyrant I want is about the same amount of points.

If I was to take a Hive Tyrant, he would have..
Hive Tyrant, Stranglethorn Cannon, Hive Commander, Old Adversary = 240

So for 40 points more, I get a 2 psychic powers a turn, WS9, 4++ in CC, awesome special rules and a cooler looking model.  I think there's just no comparison imo.

Let's say I didn't want to take a Hive Tyrant at all, to save points I'd probably just take a Tyranid Prime w/ Toxin Sacs and Lash Whip/Bonesword.  He's 120 points and is perfect for taking Warriors w/ the same load out.  He's perfect for allocating S8 missile shots (especially with cover) and he's just a very solid buffer.  I don't know about you guys, but 5x Warriors with BS/LW makes every assault unit in the game think twice about assaulting your lines.  No one, not even assault-heavy armies wants a piece of WS5/6 Warriors that strike first with power weapons that always wounds on 4s and re-rolls vs. T4 and under.

When does it become spam?


This happens a lot more in 40K than it does in Fantasy, but when does army composition become spam?  If you have 3 10-man Grey Hunter units in a Rhino, is that considered spam?  What about 3x Baal Preds in your army?  What about taking 3x 10-man units of Assault Space Marines geared out in the same way?

What exactly qualifies as spam?
At what number does it qualify as spammy?
Do they have to be the same loadout?

Is 40K a repetitive game with redundant units?  Without redundancy, it appears that lists are less effective because there's a higher chance they won't impact the game if they're destroyed.  The argument for most people when they ask the old-aged question of:  How many Land Raiders should you take?  Most people reply with 2.  Why 2?  Because if one goes down, you have another.  At the same time, these players are also the same players that bitch about 3-4 Razorbacks with TLLC sitting across the field from them.

Personally, I don't think spam is necessarily a bad thing in a game like 40K.  In fact, I don't think the game is designed to promote different units on the battlefield.  Is this a problem with internal book balance (useless units vs. non), or is this just player mentality?  Something to think about.

Tyranids, the new pro?


The more I look at the Tyranid book, the more I think it's one of the most difficult armies to play.  It's been a long time since Tyranids joined the 5th Edition party and I think it's time to revisit them as an army.  Let's talk about some of the flaws of the Tyranid book really quickly:

  • A lot of stuff doesn't make sense:  Why aren't there frag nade equivs on a lot of the assault units?  Why can't the Carnifex take 2+ armor?  Why the hell is it priced so high?  Why can't Lictors pop out and charge?  There is a LOT of these questions vs. the last army book.
  • The FOC is all messed up:  The elite slot has like 3 pages worth of units.  Really?  All this for 3 unit slots?  Why couldn't some of these been placed in the heavy slot.  In fact, why's there so many units all over the place?
  • Why is everything so expensive?  Compared to the 3rd Ed. army book, almost everything went up in cost.. by a lot.  This leaves lists with very "limited" options for the most part.  I put limited in quotes because what I'm going to say next is going to make you think Trygons over Carnifex isn't as clear cut any more.

Now that that stuff is out of the way (and if you disagree, please let me know), let's talk about the good stuff:

  • Everyone knows that compared to Cruddace's other book, the IG codex, the Tyranids book looks like a rush job, sloppy piece of shit that's horribly imbalanced both internally and externally.  Then we look at how the book plays and it is nothing like last edition.  Then we slam our faces against a wall for over a year, bitch and moan all over whinseer and fakka and then play with every single unit in the book trying to "crack" the winning build.  Just when all hope is lost, I'm here to tell you that Tyranids is actually a "master-class" army.
  • What?!  You can't be serious?!  Well, I kind of am.  I think Tyranids are one of those armies who's synergy and list composition has to be so tight that there's virtually no room for error.  Everything in the army has to make sense and every unit you take has to do its job according to your army's design.
  • But, what do you mean?  I mean the general has to be superb, the list has to be a well-oiled machine and that he must play his heart out against the horrors of the current meta.  Like Dark Eldar, the only other army I would put into the mythical "master-class" category, there needs to be a battleplan in your head before your deployment against every army.  This isn't a I'm-going-to-shoot-this army like Vendetta/Chimeras, Razorspam or Psyfleman where the only true skill of the army lies in target priority, but an army that can be destined to fail from deployment to movement, to shooting to assault.
  • Lastly, I want to say that no matter what, by book flaws alone, that they'll struggle to place at the top tables.  It doesn't help that Venom spam ruins the shit out of the army and that seems like the new WAAC DE thing.

I will elaborate more as the week goes on.  I want to hear what you guys think first.

Monday, May 23, 2011

Space Marine Psykers


This is a follow-up to my Librarians, why not? article.  Each Librarian will list the powers I find most attractive and why.  Most libbies can only choose 2 powers, but the GK one can buy as many as he wants.

Space Marine Librarian
Null Zone, Avenger, Gate of Infinity

My builds:
Libby, TDA w/ SS (Null Zone, Gate of Infinity) leading 5x TH/SS Termies in a LRC
Libby, (Avenger, Gate of Infinity), Drop Pod, 10x Sternguard w/ Combi-weapons

The weakest Librarian out of the bunch, the standard SM Librarian gets access to quite a few unique powers.  Null Zone really screws anything with invul saves; ranging from TH/SS Terminators, Wyches in CC or 2++ Shadow Fields.  Avenger is one of the best templates in the game as S5 AP3 cuts through MEQ like butter.  GoI is a little tricky but can play a big part in your army as you can take your TH/SS Termies from one location to another or carry a large bunch of Sternguard into your enemies' face.

Blood Angels Librarian
Unleash Rage, Sanguine Sword, Shield of Sanguinius, Blood Lance

My builds:
Libby, TDA w/ SS (Unleash Rage, Sanguine Sword) leading 5x Assault Termies in a LRC
Libby, JP (Unleash Rage, Shield of Sanguinius) leading 10x ASM w/ PF, 2x Meltaguns

The Blood Angels Librarian holds many destructive abilities that compliment the offensive nature of the BA army.  Unleash Rage is one of the reasons the Reclusiarch is a subpar choice.  Preferred Enemy for multiple rounds of combat is much stronger than one round of re-roll hits.  Sanguine Sword allows the Librarian to take on anything in the game because S10 can touch anything on 2s while punching through the strongest armor.  Shield allows BA to spam mech like no other while advancing towards the enemy.  Then, there's the Blood Lance.  It's not as strong as JotWW in terms of what it can target, but it can threaten any vehicle with its S8 AP1 Lance.  Versus enemy tank lines, if you can line up a good shot, you might be able to take out quite a few targets per turn.  The best thing about these abilities is that both the offensive assault ones I noted (UR and SS) can be used in either player's turn.  Shield is a defensive ability that fires during your enemy's shooting phase and Blood Lance is in your shooting phase.  This healthy mix of choices allows the BA Librarian to get off psychic powers in either player's turn.

Grey Knights Librarian
Shrouding, Sanctuary, Might of Titans, Warp Rift

My builds:
Libby, (Shrouding, Sanctuary, Might), 3x Servo-skulls, MC Halberd leading..
6x Paladins (Apoth, MC DH, 2x MC Psycannons, BBanner, MC, all Halberds)
10x GKT (MC DH, DH, rest Halberds, 2x Psycannons, BBanner, Psybolts)

Some say the GK Libby isn't needed, but I think he's one of the best buys in the book.  For 150 points, you get a Epistolary that's in Terminator Armor, can have a 4++ in close combat because of his Force Sword, has access to I6 Halberds or MC weapons, and is equipped with Frag and Krak grenades.  On top of this, he has 4 amazing psychic powers that compliments the GK army perfectly.  Shrouding keeps your units safe in cover with a whopping 3++ save, Sanctuary provides assault protection that covers a large area, and Might of Titans allows your units to punch through tanks with +1S and 2d6 armor pen.  This can be used in conjunction with Hammerhand for S6 vs. T4 MEQ or Hive Tyrant strength vs. armor.  Lastly, we have Warp Rift.  I like this ability because it's essentially a template-sized JotWW.  Sure, it doesn't target models, but against slow, expensive units who are bunched up (think Nids and Orks), this ability is invaluable.  Just like the BA Librarian, the GK Libby can get off multiple abilities per turn since Shrouding is cast in the enemies' shooting phase, Sanctuary in his assault, Might in your assault, Hammerhand whenever and Warp in your shooting.  An unupgraded GK Libby can cast 2 abilities per player turn, and up to 4 per game turn.  With Ld.10, he is my go-to guy to get off Hammerhand when my Paladins use their psychic ability to activate their Force Weapons via Brotherhood Banner.  Instant win.  Oh, and he has access to Servo-skulls, which is pretty much a must-have if you intend on taking Deep Strikers.

Space Wolves Rune Priest
Murderous Hurricane, Living Lightning, Jaws of the World Wolf

My builds:
Rune Priest (Chooser, Murderous Hurricane, LL) leading..

8x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW)

Last, but certainly not least, is the SW Rune Priest.  The best thing about the Rune Priest is that his runic weapon nullifies enemy psychic abilities on a 4+.  No need to roll off like the other libbies, a 4+ within 24" is all you need to shut down enemy powers.  In addition, he can take quite a few pieces of wargear to make him stand out more so than the other librarians.  First, he can take Wolftooth Necklace that makes him hit anything with a WS at 3+, no matter what.  It doesn't matter if he's fighting a Gaunt or a Bloodthirster, if you roll a 3+, you hit.  See a trend here?  Second, is his ability to take Runic Armor, which is the SM-equiv to Artificer Armor w/ a built-in psychic protection.  Third, is his ability to take Sagas that improves his killing potential ontop of his natural Counter-attack.  He has so many different wargear options that he makes other librarians look broke ass poor, save maybe the GK one.  I guess since the Chooser of the Slain is pretty much an auto-include for me, he should get a mention.  18" perched on top of a high point gives the RP +1BS with Living Lightning and pushes back all infiltrated units.  Viewed as the best HQ choice in the game by many players, I take him in every game with Space Wolves.

As for powers, I find Murderous Hurricane, Living Lightning and Jaws to be the best choices.  Murderous Hurricane allows you to slow down and destroy enemy infantry, Living Lightning allows you to punch through armor from infinite range, and Jaws is just... jaws.  No other psychic ability in the game caused as much ruckus as Jaws did when it first came out and it's still being talked about today.  It has a 24" line that can snipe any model it touches and if they fail a I test, they're removed from play.  Laff.

Bringing back vehicle death


Goatboy recently wrote a article on BoLS that touched upon a very sensitive issue.  By sensitive, I mean mech players are going to cry buckets of tears all over the place.  Seriously though?  I don't give a shit.  I'm sick of seeing Razorspam and Chimerawalls to a point every list on every site looks the same.  Let's be honest, 5th Edition was good, but not nearly good enough.

This is fine if you think about it.  5th Ed. was GW's first attempt at getting True Line of Sight right.  They did good for the most part; it sped up the game and made things visually impressive.  However, they failed on two major accounts:  The general cover system and the Vehicle Damage Chart.  Everything right now, is too forgivable.  A 4+ cover on everything means half of your shots are negated and the glancing modifier means you can never destroy a vehicle with a glance under normal circumstances.  This is ass.

Here is what I want in 6th Ed., more so than any other change GW can think of:
  • Increase vehicle lethality by bringing back ways to kill vehicles with glancing shots.  A simple -1 modifier for glancing instead of -2 will do the trick.  This will result in a lot of vehicle death everywhere once you throw enough heavy weapons into the fray.
  • Decrease the general cover bonus for all units by 1.  This means everything will get 5+ cover for the most part, which is perfectly fine for me.  Skimmers, Jetbikes and anything capable of turbo-boosting should get a 4+ cover at best.

Who is willing to test some of these rules out and see how it will effect the current armies out there?  I have a bunch of 40K armies that would like to experiment.