Friday, June 10, 2011

Can you build competitive and fluffy?


Before we go too deep into the lines of soul-searching, let's lay down some definitions first.  For me, the word competitive means to play your best.  This means improving on your generalship, optimizing your army list and designing an well-tuned army. I tagged an assload of articles I wrote previously and labeled them as "recommended".  These articles speak of list synergy, threat application and cost effectiveness.  This is the type of knowledge that I apply when playing competitively.

Now what about fluffy?  Or better yet, my definition of fluff:  You build your army how the army was designed to be played.  Space Wolves should be seeking a glorious death in combat and Blood Angels should be charging into the fray.  This is the element of fluff that I'm talking about and this is what I design most of my army lists around.  My recent article on BoLS called "Remembering Who We Are" covers my thoughts on this much more vividly.

As you guys have noticed, my blog's pretty much a competitive blog with a thematic twist.  You'll never see any Razorfang or RB spam lists here; instead you'll see well-tuned army lists trying to make my creations work.  I see army list construction a game in itself, and I take great pride in kicking ass with an army spewed from my own creativity.

Thursday, June 9, 2011

My CSM predictions for the next book


I have an entire Forgeworld Death Guard army sitting at home doing nothing this edition.  Part of me wants to go out there and play them and the other part of me actually wants to win a game.  Keep in mind that I'm not saying it's impossible for CSM to win a game, but I don't think they can win in the manner that people want them to.  Why?  Because just like the Tyranid codex in 5th, the CSM codex was the worst codex to be released in 4th.

It's bad in a way that confuses players in terms of unit choices and leaves them with limited no-brainer options.  This severely limits a player's ability to make war with the units that he wants.  It's either because the units pale in comparison to others so much that it's stupid not to take them or they just plain out suck.  To me, there's nothing more frustrating than playing with an army book with a limited unit selection.  I want to be able to take whatever I want and make things work.  Just look at Space Wolves, you can take almost anything in the codex and make it work.  That's what I want for my Chaos Space Marines.

So what am I looking for next edition?
  • Marks over Icons.  You gotta be kidding me with Chaos Icons.  I mean, shit, there's no way in hell that Chaos Marines who share an allegiance with their godly patron suddenly lose their blessing for losing a god damn standard.  Ridiculous.
  • Overall stat boosts across all Chaos HQs.  This means WS7 Chaos Lords with at least 4 attacks.  He may either get some kind of 4++ equiv or be able to take Terminator armor.
  • Chaos Markings will be pretty similar methinks.  This means Khorne gets +1A, Nurgle gets +1T, Tz gets +1 sv. to their Invul and Slaanesh with +1I.  I don't mind this at all, and I think it works quite nice with 40K.  Who knows, if we're lucky, we'll see a lot of minor upgrades unique to the gods in the same manner as the Space Wolf trinkets.
  • Some form of psychic protection, definitely.  I'm confident we'll see the Sorcerer take some kind of protection that'll cause the enemy psyker to take perils.  It's fluffy and it makes sense in that respect.  Chaos needs some kind of psychic protection and it will be offensive in nature.
  • This also means that Chaos Sorcerers will also gain access to a good amount of psychic powers.  SM had an good amount, SW too, BA had even more and GK lol.  I'm expecting to see all kinds of psychic powers in there for Tz, Nurgle and Slaanesh.  Keep in mind that I'm expecting 1 page dedicated to powers from all the gods.  I highly doubt they'll break them up like they did in Fantasy.
  • Chaos Space Marines will probably be the most "cost effective" unit choice in the book.  If I was the next designer, I would bring back Veteran Skills.  Why?  The answer is simple and effective:  Because no one will take CSM over Plague Marines unless they do something unique.  Maybe they won't bring back Veteran Skills, but you bet your ass that the basic CSM trooper will be worth taking in their own rights.  Whether its by price, or the fact they can carry 2 specials or 2 heavies or 1 of each, or something else, they're going to be worth it.
  • You will still be able to take iconic units like Plague Marines, Rubric Marines, Khorne Berserkers and Noise Marines.  Don't worry, I don't think these guys will get moved to elite or anything.  If they do, they'll risk removing a huge chunk of the army and suffer the same catastrophic FOC problem that Tyranids do.
  • By the latest trend in book design, I don't think the next CSM book will see the return of Legions.  I think it will be focused on the four main god-legions:  World Eaters (Khorne), Thousand Sons (Tzeentch), Emperor's Children (Slaanesh) and Death Guard (Nurgle).
  • This also means that Abaddon is going to be a complete beast, Typhus, Kharn and Lucius will be pretty good, and fill in the rest here.  There's always one badass SC in every new codex we see, so I'm definitely betting on Abaddon being that.
  • Overall, I foresee a huge points drop for everything and many things getting boosted.  I can see Obliterators get their stats boosted (T5 maybe? or 3W?), CSM being able to take LRCs and possessed vehicle upgrades as plentiful/cheap as Extra Armor.  Havocs will probably see better days as well.  Depending on what happens to the Chaos Terminators, we might see the return of Chosen Terminators (or Chosen with the option to take TDA like Wolf Guard).
  • Lastly, I predict that the book will be written by Mat Ward.  He seems to have an affinity to all Space Marines.  Him or Phil Kelly, but I think Kelly's doing SoB.

Wednesday, June 8, 2011

Space Marine Mixed Armor Tactica


This is the long awaited vehicle tactica that deals with different armor groups, notably the AV13 toys that Space Marines have to play with.  One of the biggest follies in the 40K gaming community is that Predators and Vindicators suck because of their static nature and fixed firing ports.  A lot of people see this as a weakness because these two tanks, as dominate as they are in the front arc with their AV13 hulls, have AV11 side armor.  This means that every time they pivot and shoot, they're as durable as Rhino.

That must suck right?  Wrong.  This guide will show you the folly in your ways with some tested battle formations.  I took all these pics using my iPhone since my attempts at MS Paint sucked harder than it should have.  Keep in mind that this tactica is designed for a mechanized army.  Some elements in this guide may or may not work depending on what you field.

Short BR, SW vs. GK



This will be a tactics overview because the game was pretty much a slaughter in my favor.
Mission was Kill Points and deployment was Dawn of War.  Darian got 1 KP from a Rhino at the end of the game to my 8 (leaving on the Dread alive).

The list I ran was the following:

1980
13 kp

HQ:
Wolf Lord (TH/SS, RA, WTN, WTT, Bear) = 230
Rune Priest (Chooser, WTN) = 120

TROOP:
9x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 243
9x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 243
8x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 228

ELITE:
7x WGT (6x PW/CbP, 1x CF/CbP) = 281
in LRC (EA, MM) = 275

HEAVY:
Predator (AC/LC) = 120
Predator (AC/LC) = 120
Predator (AC/LC) = 120

++++++++++++++++++++++++++

Darian ran..
2x 7x Grey Knight Terminators
Librarian
2x Stormravens
Psyfleman Dread
10x Purifiers in a Rhino
Dreadknight w/ Heavy Psycannon and Incinerator


I have inserted 3 screenshots to help explain.

Saturday, June 4, 2011

Wolf Lords, their word is law


The only time I find myself taking Wolf Lords is in games of 2K points.  At 1750 points, I find that the humble Rune Priest is all I need in the HQ slot.  Sometimes, I even take 2 Rune Priests as their psychic powers and psychic protection is too good to pass up on.  So why Wolf Lords?  Well, for one, I think they're one of the most iconic pieces in an old-school Space Wolf army.  Space Wolves, by design and fluff, are Vikings in Space who rely on honor and courage to carry them through the day.  That's why most of my army lists for Space Wolves have little in terms of campy shooting.

Now that I've thrown down that my Space Wolves enjoys the nitty gritty, let's examine my favorite Wolf Lord builds.  He is my physical manifestation on the battlefield:

Wolf Lord
Runic Armor
Frost Blade (or Thunder Hammer), Storm Shield
Wolf Tooth Necklace
Wolf Tail Talisman
Saga of the Warrior Born (or Saga of the Bear)
225 points (or 230 with Thunder Hammer), Thunderwolf Mount for 45 more.


Let's take a look at this build and examine what I like about it.  He has 4 attacks, has 2+ armor and 3++ invul saves, always hits on 3+ vs. anything with a WS with a S5 power weapon and goes ape shit after killing things in melee.  He averages 2 MEQ kills in the first round of combat and that bumps his attacks up to 6 in the next round of combat since he gets +attacks for each model killed in the previous combat.  The Warrior Born Saga is more for fun really, since it allows him to chew through enemies so you can tally up the totals.  Wolf Tail Talisman is one of those neat little gizmos that lets you take a 5+ save against anything that's targeting you or your squad with a psychic power.  If you roll a 5+, you negate the psychic ability outright.  If I could be anyone in 40K, it would probably be this guy.

Why no Terminator Armor?  Because if you want a Storm Shield, you're going to have to pay 15 points more on top of the 40.  Runic Armor is 20, Storm Shield is 30, so for 5 less points, you have the same 2+/3++, can be put in a Rhino, takes up less room in a LR, has the benefits of Runic Armor (5+ invul vs. all wounds caused by psychic attacks) and you keep your frag and krak grenades.  It's a no brainer at this point.  Saga of the Bear makes your Lord immune to instant death because of Eternal Warrior and the Thunder Hammer allows him to deliver crushing force against anything in the game.

What it really comes down to is whether or not you want to put the Lord on a Thunderwolf mount or not.  Personally, Thunderwolves don't make sense to me because marines are riding them.  It's 40K years into the future and as if things couldn't be more ridiculous, marines are now riding ancient battle beasts.  Aside from how ludicrous this may seem, we can't overlook the benefits of a Lord on the Thunderwolf.  True T5 makes him immune to Fists (although not Force Weapons), the extra attack and strength makes him a beast in combat.  The higher strength makes all the weapon options good to have:  The Wolf Claw is cheap and S5 re-roll hits or wounds is fantastic at killing MEQ, S6 Frost Blades are more dangerous to vehicles and S10 Thunder Hammers just rock anything in the game.  With 6 attacks on the charge, the Lord is absolutely fantastic at putting down anything in combat.

Unless you're taking a Wolf Lord on a Thunderwolf, the WL can be put anywhere you want.  I personally like to put him a LRC with a WGT retinune, but I feel very comfortable putting him in a squad of Grey Hunters.  The great thing about Runic Armor is that it allows the Wolf Lord to travel freely.  If he wants to be in a Rhino, he can, if he doesn't feel like being bogged down by Terminators, he can leave and join something else.  Best of all, the Wolf Lord can run things down once he beats their ass in combat.  For that reason, I like to keep my Wolf Lord as violent as possible.  He is my personal avatar on the field and there's nothing better than seeing him rampage through mutants and aliens in the name of the Allfather.

If you like taking a Wolf Lord too, let me know what config you like traveling with.

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.