Thursday, June 2, 2011

How do you fight against I6 Halberds?


Email in: How do you fight against I6 Halberds?

If they're on Purifiers, the answer should be quite simple:  Shoot them to shit.  Forcing enough wounds is enough to kill Purifiers so I suggest focus firing on them as much as possible.  Everything that kills normal marines kills Purifiers just fine.  You do not want to get into combat with these guys with normal marines, no way.  Even BA elites lose when charging into Purifiers with Halberds because everyone's swinging before you and killing marines with each wound.  That's after you take your Cleansing Flame wounds.

So what do I shoot them with?  Marines hate plasma, in every sense of the word.  S7 AP2 wounds and kills every type of marine on 2s and the options to get them can be plentiful.  Walkers can take a Plasma Cannon, Dev Squads or Long Fangs can take Plasma Cannons, Honor Guard can take 4x Plasmsa Guns, Wolf Guard can take combi-plasmas up the ying-yang and Sternguard can take both.

What if he takes Terminators with Halberds?  GKT can have up to 3 attacks each with the BBanner and 2+ armor makes them pretty resilient against wound saturation from normal means.  However, 2+ armor is still prone on getting its ass beat by plasma shots.  Normal shots also work, but you have to shoot the living crap out of them (most likely with your entire army) in order to force enough failed armor saves.

But, but, Paladins don't die from anything!  This is true, to an extent.  If the Paladin squad has as Apothecary, they're not going to take damage from anything save for plasma shots and meltagun shots.  Forcing wounds with S8 can be a lot harder than you think considering the amount of anti-tank firepower coming from a balanced list.  The only way to reliably kill Paladins is by a huge number of meltagun or lascannon shots.  If they're in cover with Shrouding up, good luck with that.  At that point, it's better to take the fight to them in the most extreme of ways, the nitty gritty of close combat.

GK Paladins can be absolutely horrendous to deal with in close combat.  If the squad has a Grand Master, you're going to be in for one hell of a fight.  Rad Grenades makes you T3, Hammerhand makes him S5 and you do the math.  Psychotroke can be hit or miss, but its effects always happen so you know for sure you're in a world of suck.  Blind Grenades also reduce the number of attacks you're going to get so be prepared to suck it up and attack with EVERYTHING you've got.  The best way to deal with Paladins is by massive combined arms.  That means your entire army moves, shoots and assaults the same target (the Paladin unit). If you absolutely have to kill the unit, here's what you do:

Step #1 - Bait them out of cover.  Run away, flee, hide, tank shock, do something that forces them to leave the sanctuary of cover and you will have a better chance at killing him.  The reason for this is that you need to shoot them with as many high-power, low-ap weapons as you can without him taking any cover saves.

Step #2 - You need to shoot him with everything.  Every bit of anti-armor firepower and every bolter should be aimed at the Paladins that are out of cover.

Step #3 - You need to assault him with everything at the same time.  Get as many models into the fight as possible and deliver as many fists as possible.  The more Fists you can deliver into the fight, the higher your chances at winning.  Get as many models in base to base with Paladins as possible so you force him to swing at different squads.  If you throw in one unit at a time, you are simply wasting points as the Paladins will probably slaughter you to the man.

What kind of changes have I made to my lists?  My WGT now take a crap ton of combi-plasmas and I've replced my Long Fangs with AC/LC Predators.  My BA already shoots a crap ton more than my SW, so I've made no changes to my 3/3 Baal-AC/LC Pred config.  With 9 Meltashots and Mephiston, I should be able to tear some shit up without dying too horribly.  And my DE, well, they've always been as good as they're going to get when it comes to destroying smaller elite armies.

Wednesday, June 1, 2011

Long Fangs vs. Predators


Believe it or not, I play Space Wolves.  They're actually my first Space Marine army after Grey Knights and the first army I blogged about.  I think it's time to pump out a few articles on them this week.  To start things off, let's talk about a rarely discussed topic.

We all know Long Fangs rock and for good reason.  They are cheap, effective and put out diverse and powerful long-range firepower.  As you can see from this article I wrote a while back about Long Fang loadouts, I do like myself some missiles.  However, with the recent shift in the meta, I'm wondering if there are other options out there for Space Wolves.  Let's take a moment and look shall we?

First, let's look at the humble Predator.
Not just any Predator, but the AC/LC Predator that comes in at 120 points.

What's the difference between the Pred and the standard loadout of ML Long Fangs?  Well for one, it's cheaper, by 20 points.  It's AV13 and it's a vehicle and thus is immune to DE Venoms, S6 shots from Mechdar and better protection vs. S8 shots since it needs a 5 to glance.  With 2 BS4 Lascannon shots at S9 and 2 BS4 S7 Autocannon shots, it's an incredible fire platform vs. vehicles and MCs but lacks severely when it comes to hordes.  Just like Long Fangs, once deployed, there's very little opportunity to move these things around unless you want to sac a round of shooting.  The only difference is that if Long Fangs want to move, they'll take a Razorback (more points) whereas the Predator will move 12" and smoke.

Long Fangs can also Split Fire, but most ML loadouts opt to shoot all their missiles at one target to force results.  Flexibility is there, definitely, but for all intensive purposes, the Predator and the Long Fangs share similar target priority vs. vehicles.  The biggest drawback of the Predator is the dreaded VDC.  If you're glanced, you're spending 120 points to sit there for a turn.  If one of your Long Fangs die, you pull the Leader and continue shooting 5 missiles back at your opponent.  Of course, we can also say if the Pred got stunned or shaken, it doesn't lose any damage potential next round whereas you might lose out on missile fire if Long Fangs start dying.  There are pros and cons from both, but for the points mentioned, both are solid choices imo.

I think this is where the metagame comes in.  Looking around my area, I see a shit ton of different Space Marines, BA, SW, Grey Knights, Mech IG, Tyranids and Dark Eldar.  Orks are a rarity but I think I'll mention them anyway so players get a better picture.  I only have one friend who plays Eldar and he's got a good amount of diversity as well.  I think it's safe to say that against mech-focused armies, the AC/LC Predator serves a better role.  Unless, of course, you're siting cross table from Long Fangs who can outspam you in terms of raw shots.  When fighting Grey Knights, AC/LC Preds are better imo.  S9 AP2 gives you a solid answer to Paladins and Terminators and Lascannons are better for punching through Psyfledreads.  Lastly, it goes without saying that Predators are much better vs. Dark Eldar.  You ignore Splinter Cannon fire from his Venoms and destroy vehicles with each breath you take.  Against the likes of Tyranids and Orks however, when the ever-shifting need of anti-horde and anti-crappy armor arises, the Long Fangs are clearly superior.

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.