Thursday, September 25, 2014

VC: Playing as Undead Legion

I googled Blood Knights and I got boobs.  Was not disappointed.

Before you dig any deeper, please see the article I wrote about VC/TK interactions here.  I'll start off with my VC list because I have the most experience with them (I got into them when they got their new 7th Ed. book).  My playstyle has always been a killy armored Vampire Lord because that's how I envision myself if I was to personally take command of the army.  It just sings well with me.

For now, I'll skip the Special Characters and all the Nagash Vol. 2 units.  I want to concentrate on the original army books.

Vampire Counts Unit Bucket:
Vampire Lord, Master Necromancer, Necromancer, Vampire, Wight King, Tomb Banshee, Zombies, Skeleton Warriors, Crypt Ghouls, Dire Wolves, Grave Guard, Black Knights, Crypt Horrors, Vargheists, Fell Bats, Spirit Host, Bat Swarms, Hexwraiths, Terrorgheist, Mortis Engine

Tomb Kings Unit Bucket:
Tomb King, Liche High Priest, Tomb Prince, Liche Priest, Necrotect, Skeleton Archers, Skeleton Horsemen, Skeleton Horse Archers, Skeleton Chariots, Necropolis Knights, Ushabti, Khemrian Warsphinx, Sepulchral Stalkers, Hierotitan, Necrosphinx, Screaming Skull Catapult, Casket of Souls

Tuesday, September 23, 2014

WHFB: Army tiers and hypothesis

The lost art of dominating with an outdated book.

Now, I will talk about uncomped and very slight comp based off the WHFB 8th system (2400 and 2500 games).  I will rate the armies based on tiers from what I've experienced. Here is what I think of the tiers in respects to the armies under them.

Tiers Explained
  • Tier 1 - This tier represents the pinnacle of army power in the current metagame.  There are a lot of viable, competitive choices and they're all strong vs. netlists and cookie-cutters from other armies.  This level also indicates that regardless of build, the army is able to minimize on the number of bad matchups it will most likely encounter in a tournament setting.  Most of these armies have flexible magic, multiple viable builds, and strong options all over the book with some major power units that just soars above the rest.
  • Tier 2 - This tier demonstrates a solid book with many competitive choices. Whether it is due to good internal balance or a few stand-out units, the army preforms fluidly on the table.  While certain builds are strong vs. netlists and can compete on equal footing with other armies out there, there are not as many as Tier 1 armies.  There will be more bad matchups that exist in this army tier, but not much since the majority of the book has the answers it needs.
  • Tier 3 - This tier demonstrates workable unit choices with few competitive options. While some of these options are strong, the rest of the book suffers from not enough viable choices for a tournament setting. Whether it is due to subpar internal balance, or just that the units are not powerful enough compared to the other armies, there are noticeable weaknesses.  As a result, the number of bad matchups increases.

Monday, September 22, 2014

40K: Dark Eldar comes out soon

This book better not suck.

One part of me is excited that Dark Eldar will get a new book, the other part is apprehensive because they're a tricky army to get right.  They exemplify what it means to be a glass-cannon army, and that can be really difficult to design in an atmosphere like Warhammer 40K.  I really hope that the design team gets it right this time around.

As for things I would like to see, it has to be either damage increased across the army, or the army gets cheaper.  It's really that simple:  More points buys you more units, which in turn buys you more guns.  Or better quality guns buys you more hurt.  I would be fine with any of these.  I'm not going to talk any more on this matter because I don't want to set myself up for disappointment.  The latest string of 40K codexes have been pretty stale as the books seem to be streamlined at its core.  A lot of what was the previous Space Wolves and Grey Knights have been gutted for something much more simple.

I can only fear the worst for Dark Eldar, so I'm not going to make another comment until I get the book in my hands.  For better or for worse, I will be playing a few games with my favorite army of all time.  I pray that the Voidraven will be dropping large template bombs, because a small blast template as the "triumph of Dark Eldar weapons tehcnology" is a god damn joke.

Thursday, September 18, 2014

WHFB: A few places adopting ETC

There is something hilariously appropriate with this picture and this article.

Word on the street is that next year, Crossroads GT in NE USA will be using the latest ETC restrictions.  For those of you who don't know what ETC is, it's the European Team Championships, a format that players over in Europe have been using for some time to help steer the game into more balanced lineups.  However, they normally play in a team setting.

Let's be honest for a second here.  I dislike the idea of comp because at the end of the day, it's just dude's houserules.  I will say that some forms of comp help mitigate the enormous amount of crazy shit that can happen in a game, and that's always a good thing.  A lot of the time, it's a good thing that some light comp is imposed, but only when it's fairly light and doesn't change the game too much.  Unfortunately, when you have some kinds of light comp that affects certain armies and not other armies, you end up with the meta for that tournament just shifting what kinds of filth will be present at the event.  The latest Crossroads GT restrictions can be found here, and despite WoC being comped pretty hard, you saw light council Allerielle White Lion deathstars with full on shooting.  I think the winner was some dude running VC scream with congoline zombies.  Not to take away from the hard won victory, but this is literally just picking your poison when it comes what's being played under a comped tournament setting.

ETC borderlines what I feel comfortable with because I think there's a good amount of fundamental game changes.  While this version is a lot better than the previous editions of ETC (they got rid of the ridiculous channeling shit), there's still some things I have a bit of an issue with.  Magic changed from max of 6 dice to 5, that's a big change to how probabilities work for some armies.  For Death, 4 dice is the cap and for Mindrazor in particular, this is also restricted to 4 dice.  This makes the spell fail on just below average and this changes how the Shadow lore should be used entirely.

Then comes the army-specific restrictions.  I personally think my VC army at 2400 points ETC is very solid.  All I really do is drop the Necro, fix my core, drop a Spirit Host for some Fell Bats and I'm good to go.  The rest of the army is still intact and retains much of its existing power.  My High Elves on the other hand, is completely restricted under this comp.  My regular list right now runs with a Shadow Book of Hoeth Archmage, 2x Phoenixes and a BotWD on the White Lions unit.  Not only can I not take Shadow with the Book, but Phoenixes/BotWD/BoH are considered max 2, which means if I want to take my Phoenixes, I have to drop both the BoH and BotWD.  As for my Demons, I can't help but laugh to think I can take my standard competitive DoC list with very little changes.  Sure, I need above average dice to mass Caco Choir, but much of the potency remains the same (double Soul Grinders for example).

What do you guys think?  Do you guys like ETC?

Wednesday, September 10, 2014

VC: Adding the Casket of Souls

Releasing all dem souls!

In a previous article, I wrote about how to play with both VC and TK in the same army.  I mentioned in there that the Casket of Souls was practically a must take in all lists.  Why is that?  Well, here are some of my reasons:
  • It gives you +D3 PD to use per phase, and it doesn't have to be for the casket. No matter how you dice it, there's just not many things in the game that gives you this kind of advantage.  You want it to boost your normal casting? Go ahead. You want to use the Casket? Sure. You want to feed your Peripat? That's fine too.
  • It gives you a pseudo-shooting option that you will always have.
  • It allows you to remove a key pieces off the map if it goes off. I'm talking about serious key pieces here: The Skullcannon is Ld.7 with 4 wounds, Empire Cannons away from their general are also under threat, Ogre Ironblasters are Ld.7, although 5W will be harder to manage. Most of the other danger pieces only have 3 wounds. Elf RBTs only have 2W are are Ld.8; thus auto-dying on average rolls. Mournfangs in a flanking position are now suddenly threatened big time, so are most low Ld. chaff: Furies, Dogs, Sabertusks, the list goes on. And it has the potential to bounce.
  • Once your opponent have figured out that this is a dangerous piece on the battlefield, he will throw dice to dispel it. The fact that he has to throw DD at a FREE spell potentially (D3 averages 2 dice free), you will now be ahead in the magic phase. This increases the chances you will have VDM, Desert Wind, or anything else you want to conjur up with your opponents are on a 2-dice deficit. If he fails to dispel and loses concentration, while the probability is low, it's just a shutout.
  • This limits your opponent's movement, deployment and chaff potential. Will he risk bounces and lose large amounts of low. Ld chaff? He will need to deploy tight, or not be very careful of his movements or risk getting blasted off the board.  Forget about low Ld flankers, forget about warmachines trying to get flank shots, anything that can possibly threaten flanks is also threatened by the Casket if their leadership is low enough.
  • With Peripat and Casket, you're literally +2 PD/DD on your opponent from the beginning of the game. You get 2 from the casket, you decide to bank it, and thus you're up 2 while you negotiate your existing magic phase. This is free advantage on both offense and defense.
  • It works with a number of things that messes with your opponent's leadership.  Doom and Darkness makes it more effective, Golden Death Mask of Kharnut, Aura of Dark Majesty, anything that reduces or prevents superior leadership from being used.  While I'm not saying that this is the best use of points in the army, the synergy is there and cannot be overlooked.
  • It's relatively cheap, small and you can keep it out of LoS because it doesn't need it to do its stuff. The effect is Direct Damage. It's also T10, I've had people shoot it with a cannon and call it a waste on a 1,2,3.  Most people don't even bother with it, and if you tuck it away in a corner without LoS, no one really bothers.

Aside from the magic that Liche Priests can offer, I don't think there's too much from the book that VC can use to their advantage.  If only Tomb Kings can take their steeds, maybe I would be able to utilize that Golden Deathmask in more of my army lists.  Sadly, that is not to be.

What would I change in my existing VC army to incorporate the Casket and Liche Priest?  Cut the Vargheists and Necromancer for a Lv.1 Liche Priest, Lore of Nehekhara with a dispel scroll.  Unless you get something you really want, you'll almost always default of Invocation of the Desert Wind.  Otherwise, just place the Vargheists for the Casket and you're good to go.

Tuesday, September 9, 2014

VC: Analyzing my current 2500 list

Long reads require a beautiful vampire chick.

Before anything else, I'll throw up the army list so we can go over everything piece by piece.  My current rendition of VC is pretty much the same of what I ran in the past.  I still have an all-powerful Vampire Lord, but I've changed a couple of components around the rest of the army to fit a more aggressive playstyle.  Probably the biggest change here is the fact that I dropped a Terrorgheist for a greater selection of units and magic support.

2497
13 drops

LORDS:
Lv.4 Vampire Lord = 548
Lore of Vampires
Quickblood, Red Fury, Beguile
Dark Knight, Dragonhelm, Ogre Blade, 4+ Ward

HEROES:
Lv.1 Vampire BSB = 245
Lore of Vampires
Aura of Dark Majesty, Beguile
Dark Knight, Nightshroud, Gem

Lv.1 Necromancer = 100
Lore of Vampires
Cursed Book

CORE:
33x Skeleton Warriors, FC = 195
30x Ghouls, Ghast = 310
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
11x Black Knights, FC, BoSwiftness = 331
5x Hexwraiths = 150
3x Vargeists = 138
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Terrorgheist = 225

First, let's take a look at my Vampire Lord.  He runs Lore of Vampires obviously, and comes with the standard kit of Quickblood and Red Fury.  I always run my Vampire Lords with Beguile because the chance to make someone re-roll successful hits against you is just too good to pass up on.  This combined with your 1+ save, 2++ vs. fire and 4+ ward, you're extremely tanky while still capable of putting out ludicrous amounts of damage yourself,  With 13 deploys, you should be able to drop your characters last, placing your VL and supporting Vampire away from enemy characters so you're not forced to fight them.  If you do, I have strong faith in my lord's ability to take them down because of..

The Vampire.  I chose the Vampire over the Wight King BSB that I regularly take for 3 main reasons:  You can take another Invocation of Nehek that can be used close to your general, you are S5/S7 on the charge, and you can take vampiric powers.  The extra IoN gives me sustainability on my unit once I enter combat and allows me to heal up any characters that take damage.  S7 on the charge is just huge for me these days because there's a lot of T5 out there that I want to force damage through.  While the Wight King's main advantages over the Vampire is the extra wound and T5, he lacks the raw killing potential that the Vampire delivers.  Over a sustained fight, you need to be able to pile on those additional wounds, especially if the WK can't KB stuff like monstrous infantry.  In terms of durability, I'm already sporting the Nightshroud and 1+ AS, but the -1 Ld aura plus Beguile tests at -4 for both Lord and Vampire is remarkably good.  The Nightshroud's ability just can't be underestimated:  It is seriously one of the best defensive items in the game, rendering most magical weapons and GWs ineffective vs. your vampires in combat.  Not only that, but it strips away ASF and allows Quickblood to do its thing.

When you deploy these guys in a bus, you want to put them on the edges, away from any characters that you might face.  The first rank of 5 should look something like this:  VL V CH BK BK.  The VL on the edge means that hopefully, the least amount of attacks will be going towards your lord on a unit of similar size.  Since the last model swinging will also be in BtB with your Nightshroud, the Lord will reap all the advantages and additional protection that the NS will provide.  In addition, you will have 2 instances to apply your -4 Beguile, and hopefully that will be enough to push the damage through the unit instead of into characters.  Should you absolutely need to fight enemy characters (such as a challenge), the character fighting your VL will also be in BtB with the Nightshroud, and lose ASF in his fight as well.  Let's just say I got money on our guy.

Lastly, we have the humble Necromancer.  Sure, he gives me yet another IoN to cast around if he so desires, but he carries the awesome Cursed Book.  I don't know about you guys, but I think this is one of the best magic items in the game.  For an average of 2 dice, he can cast a lot of spells that a Lv.1 Necro would normally struggle with.  He has a 33% chance to cast a great spell on one dice, and I think that's a great price to pay for some of the best combat-swingy spells in the game.  All of them are hexes that can be cast in combat, and some of them are Remains in Play.  To make it even better, a lot of them have greater range than your other spells, allowing you to stay back a little further and still be a threat on the battlefield.  I absolutely love this item and I think it's a great way to improve your magic flexibility while keeping your LoV spam strong.  Good players can often play fine without a scroll in their army, so give this handy little thing a go for a couple of games and see where it gets you.  I promise you'll be pleasantly surprised.

Alright, now we enter the bulk of the army and you'll see some set staples here.  I always take some kind of chaff and that's why we'll see 3x Dire Wolves and 3x Spirit Hosts.  Personally, I think VC have some of the best drops in the game for cheap and effective chaff.  Spirit Hosts might be one of the most annoying things ever since they can kill other cheap chaff, work as redirectors, and offer static combat res if your opponent is already tied up.  They can tie naked knights up all day, and being Ethereal means they can get places other units cannot.  In short, they're probably one of the best units in the entire book and everyone should have 3x for chaffing purposes.  Later in the game once your forces hit combat, make sure to run them behind enemy units and rear charge them for a static +2 combat res.  If they can't reform and all their characters with magical weapons are already fighting in the front, then it sucks to be them.  The same would apply to your Hexwraiths.

Speaking of Hexwraiths, I always like running one unit whenever I play VC.  Their applications are truly outrageous and they can do so many things its unreal.  I only like taking one unit of them because if you take too many, you risk drawing a bad matchup in the form of heavy magic missiles, magic shooting, or something else that can just wipe them off the board.  They're relatively expensive, and you can only heal a single one per IoN, so you gotta be smart about how you use them.  For me, they're excellent chaff killers since they can pass through enemy (and friendly!) units and deal good damage.  They can kill chaff, hunt warmachines, threaten any unit that won't beat them in combat res naturally, provide Terror tests, strip Regen, and offer static combat res in later parts of the game.  You just need to make sure you keep these guys away from magic attacks and within range of your general.  Since I'm running a relatively fast army, I don't really have an issue with that.

My Skeleton Warriors are there to be a bunker of my Necromancer, and the Ghouls in 6x5 allow me to fight on a semi-decent level.  The 2 poison attacks each really help once I push these guys up and tie up something nasty.  I always like some Ghouls in my army because they threaten a lot of the big beasties out there with high T.  Apply enough wounds either through luck, or with Vanhels and Ghouls become really threatening to some armies.  My Black Knights form my VL's armored bunker and BoSwiftness helps me get to where I want to be.  The Vargheists are just there to keep pace with my army and hunt down anything that threatens to block me or can threaten my flanks.  Since they're not the toughest things in the world and they have Frenzy, then tend to fly out to kill chaff and enemy warmachines.  Their plentiful attacks at S5 can really make short work out of most light units, and the fact that they're vampires allow me to reach out to other areas of the map I wouldn't otherwise be able to.

Finally, we have the lone Terrorgheist.  I've ran two TGs for the longest time, but as new armies come out and high S, D6 wound shooting becomes more and more accessible, things can get really bad, really fast.  Multiple Terrorgheists, Ethereal units and scream-lists are purely a meta thing I feel because there are some armies that just don't care they're on the board.  When you're playing something like Wood Elves, or Daemons of Chaos, investing in multiple units of Hexwraiths is just a bad idea.  You're essentially giving them points because you WILL lose them.  If you don't lose them, you know you've probably played them too conservatively, and thus they're not making back their points.  The same philosophy holds true for Terrorgheists because while they're god damn amazing, cannons just erase them from the board.  Unlike the Hexwraith unit that costs 150 in your list, these things are 225 per pop and each one lost is a huge chunk of your points.  Hexwraiths are also easier to hide and keep out of range.  Terrors need to be within 8" of something to scream, and if they're not screaming, they're not making their points back.  For this reason, I've reduced the number down to 1 and used the points to buff up other areas of my army.  Losing one is bad enough in a poor matchup, but losing two before you can get any use out of them is disastrous.

That's it from me, good night folks.

Monday, September 8, 2014

WHFB: What 9th Ed. will hopefully bring

Bring on 9th Ed., but not yet.

There's a lot of talk on the streets right now about what will happen after this whole The End Times thing comes to an end.  Several rumor sources hint at 9th Ed. being less than a year away and that makes total sense to me.  I don't think GW will spring 9th Ed. WHFB on us mid-way through their end of the world campaign, but it will make perfect sense to whip it out right after.  That way, the players have time to digest what has happened and be ready to embrace a new edition.  With that said, I have high hopes for 9th.  What would make 9th great for me would only be a couple of minor changes, since I think 8th is pretty good except for some major issues.

Here is what I want to see in 9th:
  • Allies is definitely the most probable from what I see right now.  I'm not sure how the rules are going to be for WHFB, but you will definitely be able to take different components from other army books.  Whether or not this will resemble Undead Legions or not, I don't know.  All I know is that it's the most reliable change.
  • Simpler rules for movement, as seen in Kings of War.  You will still have the core fantasy mechanics, but more streamlined movement rules will reduce the amount of clutter you have for funky movement issues while preserving battlefield tactics and maneuver war.
  • Magic needs to be looked at to be not as killy.  There's just too many kill spells in the current edition of the game and it's not fun for anyone, in fact, it's quite frustrating.  I think spells like Dwellers, Mindrazor, Final Transmutation, and other spells of that sort will be reduced in power.
  • They might limit the amount of PD wizards can cast again; so instead of 6-dicing spells in hopes of getting IF, they might bring back the older system where wizards can only cast with max dice equal to their power level +1.
  • Perhaps a change to Steadfast, making it so more things are able to disrupt ranks from the flank or rear.  The current playstyle of Steadfast just makes the game turn into a grind fest instead of letting of letting you outplay your opponents via maneuver.
  • Cannons and Stonethrowers will also need to be reduced in effectiveness if larger, more expensive models are to be played.  I'm anticipating maybe a scatter or damage reduction for the cannons, but I can't be so sure.  All I know is that if these things don't change, all those centerpiece models GW is selling right now will be collecting dust real soon.

Overall, 8th Ed. is a pretty solid edition.  It just needs a few fixes here and there, much like what 7th Ed. is compared to 6th.  I'm pretty stoked.