Friday, December 31, 2010
For the first post of the year, I will bring up a question that has plagued gamers since the beginning of 5th edition. To mech or not to mech? That is the question.
With the start of 5th edition, there was one major change that stood out more than any other. That change was the increased survivability of vehicles. No longer could a standard vehicle be destroyed by a glancing hit, and on a penetrating hit, the chance of destruction was brought from 50% down to 33%. Games Workshop didn't stop there. In addition to tanks being more survivable, almost every standard transport was reduced in cost when their new codex dropped.
This got people thinking about how metal boxes would insure that their dudes wouldn't die so fast. It also helped assault armies get across the table more quickly. Eventually, pretty much every army, barring tyranids, grey knights, daemons and necrons, was zipping across the table in their own APC.
The metagame, however, would not allow this to continue forever. As more and more tanks came into play, more and more anti-tank weapons came into play. At a tournament scene, a player could expect to come up against mech, and would pack as many lascannons, meltas and missle launchers into their list. With this, mechanized armies died down slightly. While these lists are still quite popular, lists made up of entirely infantry (simple lasagna, man!) sprang up to contest all of these anti-tank lists. Now a line is drawn, and many people are stuck in the middle, unable to decide.
I will not say which is better, for I don't believe that either one is. It depends on your army, and/or the way you want to use that army. Mechanized and foot lists both have pros and cons, but most armies are geared to be able to competitively (for the most part) use either.
With that, I will go over both armies I own and sum up why I play them the way I do. Hopefully I can give a good example that way, without imperatively saying which is better.
My first army, and my most tested. I run them mechanized, very mechanized. I run them so mechanized that I normally don't put a single infantry model on the table. The reason I run them like this is first off, because they have great transports. 55 points is giving me a 12 10 10 transport with 2 heavy weapons. With that, I.G. also have amazing battle tanks that never make me sad. The reason I love tanks so much is that they protect my infantry and form walls. Imperial guard are good at shooting, not staying alive. Now, this will come up later, but I've noticed that the only armies that should take transports are the armies blessed with cost-efficient transports. I.G. is one of those armies. I have played with platoons a lot, especially back when I had a single chimera, and they definitely have their place in the game. I would never want to imply that infantry guard lists are bad in any way, but they didn't impress me half as much as fully mechanized. I have also toyed with hybrid lists, or a little bit of each. I found a good balance here, but found that I'd rather have small arms fire and anti-infantry guns patter off of my armored chimera hulls than kill my dudes. In my current 1,750 I.G. list, 1,005 points are spent on vehicles, and I have 75 models.
I run my eldar fully on foot. Not a single tank in my 1000 point list (unless you count war walkers). I once ran my eldar with 3 wave serpents and a fire prism, but my ways have changed to that of simple lasagna. Truth is, the cheapest I could possibly get a single wave serpent was 100 points. As far as firepower goes, the wave serpent has less than the 55 point chimera. As far as survivability goes, it is a 12 12 10 vehicle with resistance to S9+ and weapons that roll 2d6 to penetrate. As far as cost-efficiency goes, it is much worse than the chimera. A single krak missle has the same chance of destroying it as it does a chimera when going against front armor. Yes, the wave serpent is fast, but when it comes down to it, the metagame supports multiple cheap units to single large units. Eldar are not blessed with amazingly cost efficient transports, which is why I don't prefer them to full infantry. I would like to bring up that my eldar are doing as well as my guard on the tables, if not, better. This is partially due to the smart use of cover, and I doubt that someone would consider the armies to be on par with each other when it comes to scariness. In my 1,500 point eldar list, I spend 0 points on tanks, and have 90 models.
With this, I still don't believe it matters a lot. I know, not much of an ending, but I say play what you enjoy. If you like parking lots, play mech. If you like tons of little dudes, play infantry. If Games Workshop is doing anything right, it shouldn't matter in the tournament scene.
Hello, I am back from my holiday sidetrack, and with some goodies from Asdrubael Clause. That's right, I got a Dark Eldar army for christmas! 2 Raiders, a Ravager, some Warriors, some Wyches, and an Archon, making about 600-650 points. I have so far played four games with them, and I have come to a conclusion: They rock. I love the new combat drugs, new splinter weapons, and especially the super-fastness of the army. So far, I have 1 draw and 3 wins with them, And I think I'm getting the hang of it.
The draw, which was nearly a loss, was against an Ork army, and at the end of it I had one wych, a Raider, and an immobilized ravager left. Had the game gone on another turn, i most certainly would have been tabled.
The next game, against some Chaos Space Marines, was radically different. I completely tabled my opponent. The superstars of the game were the tanks, which took out all opposing vehicles, but most of all the Archon, who took out all enemy infantry, which was twelve Khorne Berzerkers, and a Chaos Sorcerer. The Soul Trap/huskblade/shadowfield combo is working out very well, seeing as after he killed the sorcerer he was wounding the berzerkers on twos. I was very disappointed by the Wyches in this game, they did absolutely nothing. I also learned a very important lesson: Don't charge warriors into combat. EVER. Unless it's against really weak combat units like Gretchin or Firewarriors.
The next game was a very close win against some Space Wolves. My Ravager proved very good at popping Razorbacks this game, and my Wyches redeemed themselves in my eyes, killing some Grey hunters and capturing an objective to win the game. Also, I learned that Flickerfields are invaluable. Against a rifleman dreadnought, the 5++ invulnerable save did wonders, keeping a Raider in the air long enough to drive my warriors over to an objective to contest it.
The last game I played was yesterday, and proved to me that Dark Eldar can hang in there and win it for you. I was playing against some Ultramarines, and he had made this list to kill specifically Dark Eldar. The game started out badly for me, with the Wyches' raider getting popped early, and then having a whirlwind barrage land on them didn't help, as it killed five of them. In turn two, my Ravager got killed as well, leaving me with not much to play with. The Warriors got out of their raider, and the Wyches and Archon got into it, and ran up to the area where the marines had castled. In turn two, their raider took out the whirlwind in a massive explosion which killed three marines, and shorted out the Archon's shadow field. The Archon and wyches then went on to kill most of the enemy army. But I would have lost had it not been for the Warrior with a splinter cannon who caused enough wounds on the Ultramarine captain's combat squad, and made them run off the table!
So thoughts? A very good army, a master's army, but good still. I'm very pleased with the results so far, as the speed and high amount of dark lances in this army more than make up for generally weak statlines. I plan on soon adding some more warriors, as they are undoubtedly the most useful unit to me so far.
Tuesday, December 21, 2010
I'd like to make this post about my favorite vehicle in warhammer 40k, the Leman Russ.
In this post, I will go over each Russ variant, and rate it. I actually have experience in this field, as at one time I ran 3 of these bad boys at a time. So let's do a countdown!
#7=The Vanquisher. This is as close to sucking as a leman russ can get. A single shot, S8, AP2, rolls 2d6 to pen vehicles. First of all, I'm going to note that it has a 50% chance of missing outright. Second, it is only AP2. Now, unless you intend on shooting at terminators with your 1 shot (don't), the upgrade from AP3 to AP2 is completely useless. It is also 5 points MORE than the standard russ.
#6=The Punisher. It was a very close call between this and #5, but frankly, I don't see much use in the Punisher. Sure, it has 20 shots, but half of those will miss. Some people will suggest upgrading it with pask, but he brings its already hefty points cost of 180 base up to 230. It is geared towards anti-infantry with its 20 S5 AP- shots, but if you do the math, it will kill 5-6 orks, 4-5 fire warriors, and about 2 marines. A template would do much better here. The extra rear armor is nice, but not nice enough to justify taking one of these competitively. I say it adds a lot of fun in a friendly game, though, so the Punisher will always have a place near my heart.
#5=The Eradicator. I actually think that this is a pretty underrated tank. At 160 points, you get the amazing durability of a leman russ, and a large blast template at S6 AP4 that ignores cover. Honestly, in almost any situation this tank will be more valuable than a Punisher, as it has a 36" range over the Punisher's 24". Frankly, I can't think of any other leman russ variant that would scare my eldar more than this one. That is why the seldom-used Eradicator placed at #5.
#4=The Executioner. At this point, we are getting into the worst of the best. The Executioner is no joke, with a gun equivilent to 3 plasma cannons, and an increased rear armor. The only thing stopping this tank from being used by every guard player in the competitive gaming field is its price of 190 points base. I'd say it may still be worth it, but the best IG players live by several rules. One of those rules is to always keep it cheap.
#3=The Exterminator. It was a very close call between this tank and the Executioner, and I'm still second-guessing myself, but I personally love the Exterminator. It costs 150 points, making it tied with the standard russ for being the cheapest russ variant around. The gun doesn't scream at you "USE THIS!" but 4 twin-linked autocannon shots are pretty darn good. Think of it as a rifleman dread with AV 14, 13, 10 and a heavy bolter/flamer.
#2=The Demolisher. Honestly, the demolisher is amazing. 165 points gives you a 14, 13, 11 tank with a freaking S10 AP2 pie plate and a heavy bolter/flamer. Not much else to say, use it if you have the points. I used to take one, and it never made me sad. It managed to kill about 500 points in a single turn at one point by knocking out a asscannon/heavy flamer dread, 5 furious charge terminators, and a venerable tank hunters dread with a lascannon/miss launcher.
#1=The Battle Tank. I think that this is easily the best tank in the game. Durable as hell, a 72" S8 AP3 large blast cannon, and at a dirt-cheap 150 points, I would never go to war without one of these fellows at my back. I actually added it up, and my 150 point russ killed 380 points in my last game, and it did no better than it normally does.
Hope you enjoyed this article, and if you play guard and don't have a russ, seriously, what's wrong with you?
Wednesday, November 24, 2010
Today, I bring you a semi-food related article to honor this fattening holiday. When I say "Simple Lasagna Plan", I speak not of meaty, cheesy, deliscious regular lasagna, but of my Eldar list/tactic that I call "The Simple Lasagna Plan". I know, you're probably like "Oh my god, what an awesome name!", but I actually got this name from misreading an article about a 'Simple Lasagna Pan' in Skymall. Now, onto the bulk of the article...
My Eldar have evolved quite a bit. I used to be a dedicated mechdar player, but now I am devoted to the simple lasagna. Before I go into the tactic, I will proudly state that my Eldar are undefeated. I have only had them for about a year, but that still counts for something.
Now, the simple lasagna plan has led to great success for me. It involves taking 3-6 10 man guardian squads for troops, fire dragons for elites, an avatar, and Eldrad.
Here's my 1500 point simple lasagna list:
-10 Fire Dragons (x2)
-10 Striking Scorpions, 1 exarch w/ scorpion's claw
-10 Guardians w/ a scatter laser (x5)
-3 War Walkers, scatter laser/shuricannons
TOTAL: 1497 points
Now, the key to simple lasagna is to split your army into two groups. Some of you are already thinking I'm a nut, but trust me. One of these groups will be offensive, and the other will be defensive. I've found that you need synergy between these two groups, or it may crumple.
I will now sum up the units in my army on how they use the simple lasagna plan to win.
-(Eldrad): I keep him with the scorpions. He is a part of the offensive group with them. His job is to advance about 4" behind the avatar, keeping the scorpions and avatar fortuned. Once he's slogged across the table with his retinue, they can pack a serious punch.
-(Avatar): I deploy him as far forward as I possibly can, as he is in the offensive group. If he's fortuned, he won't die. What's great is that the enemy will shoot at him over your squishy stuff, which is key to simple lasagnas. His primary job is to get shot at, and since he is so scary, he will do his job every time.
-(Fire Dragons): These guys will lurk around the flank through cover. They are in the offensive group, and their primary job is to suicide bomb hard targets. Always take your time and make sure these guys are behind the avatar, or they may take some fire. Don't be afraid to go to ground. These guys won't have much attention paid to them since the avatar is going maximum speed at the enemy, but they can pack a serious punch when they get there.
-(Striking Scorpions): These guys chill with Eldrad and advance with him. Keep them fortuned, keep them in cover. Once they get to the enemy line with Eldrad, they will chew through a lot of units.
-(Guardians): In the defensive group. If they can't really hurt anything, keep them out of line of sight. Their scatter lasers should bang up a lot, but always keep them in cover. If they take fire, always go to ground. These guys are the last thing the enemy should be shooting at if the offensive group is still alive, but they may get shot at occasionally. Their true purpose is to hold objectives and have an insane counter-attack. Not many infantry units can survive 20 S6 shots and 90 S4 shots.
-(War Walkers): Defensive. Keep them in cover, possibly behind some of the guardians. Their main job is to knock out transports for the offensive group and help protect the guardians.
Well, that's my simple lasagna plan. It has worked amazingly for me so far, since in all of my games using it, I have never lost more than 5 models. It has also won every game I've played with it. Remember, synergy is key, and never believe that mech is the only way to use Eldar!
Tuesday, November 9, 2010
Sort of like a poor man's assault marine, stormboyz strike hard, strike fast, and then die. At 12 points per model, they aren't cheap. They do have the potential for a first turn assault, but there is a 1/6 chance of that. You can still get the shock and awe effect from including boss Zagstruk, but that means that your rather expensive unit suddenly becomes a death unit, and Zagstruk himself is 85 points, which is way to expensive for my pocket!
On the tabletop: The most commonly used method I have seen for this unit is to include Zagstruk , and then suicide on top of a manticore, or some other scary anti-infantry tank, but that inevitably means that your 150+ point unit is being wasted on a tank that is not nearly that expensive.
No, what I see is, don't take Zagstruk, and just take a unit of 10 oth them nilla, and use the opportunistically. See that little devastator squad parked in the enemy's backfield? Use a well-timed Waagh!, a lucky roll for extra move, and you can kill that unit, and then, if you choose to include a nob with a powerklaw, you can take out that Manticore, and hopefully not die.
These guys are no less deadly than they ever have been, but, sadly, have been rendered superfluous due to the new Deffkoptas. Even so, there are some things that Warbuggies can do that Deffkoptas cannot. For one, they can be upgraded to Skorchas, which, as everyone knows, are good, because orks having to roll to hit= points not being earned back.
On the tabletop: You are going to want to upgrade them to Skorchas, no question. Not even the mighty Deffkopta can take the dreaded Skorcha. I would say, a unit of 3 Skorchas should be sufficient for burning non-marines out of cover.
Warbikers (giant pics, ftw)
One of the better options in the Ork codex. Though not as durable or hard-hitting as nob bikers, they are probably a better option for 1500 and under point games, as they are about half the price of a biker nob.
On the tabletop: A cheap, fast-moving, hard-hitting unit is always great, but with a 4+ cover save at all times? Invaluable. Use them as your spear point, to slam into the enemy line before all others. And, remember, you can have an army of them if you take Wazdakka!
Definitely on of the best units in the Ork codex, Deffkoptas bring the firepower where you need it most, quickly and efficiently. Being jetbikes, they can completely ignore terrain for purposes of movement. Add this to the fact that they come with twin-linked big shootas, and are only 35 points base, you can see why they are so popular.
On the Tabletop: Deffkoptas are the most mobile unit in the ork codex, and they are also very useful. If I were playing them, I would take a unit of 3 of them with twin-linked shootas and buzzsaws. That way, though they are very expensive, they can also take on tanks and armored infantry.
Friday, November 5, 2010
Undoubtedly one of the best troops choices in the game, ork boyz are the meat of any ork army. They come equipped with a Slugga and a Choppa, but I would definitely upgrade them with shootas, for free! Why shootas? Well, you're sacrificing one attack, for an 18" ranged assault 2 weapon which, in the proper quantities, can tear apart the enemy in a torrent of highly inaccurate fire.
On the Tabletop: The best configuration for Ork boy mobs is probably to get 15-20 of them with shootas, and 1-2 rokkit launchas, and stick them in a Battlewagon. They are your objective claimers, so you want to keep them alive for as long as possible. The answer to this is to not give them 'eavy armor, but to just keep them in their open-topped battlewagon, and use them as a mobile firebase.Gretchin:
Oh, how I loath these pests. They sit on a home base objective, and then you can ignore them for the rest of the game, and win. Having played against Gretchin many times, i can tell you, they might not be that good, but they are one of those units that you can rely on to sit on an objective, and get ignored for the entire game. And, with a Ballistic Skill of 3, they are also the most accurate unit in the Ork army!
On the Tabletop: Gretchin are good as a supporting unit, but Gork help them if they get into combat with even a partial squad of Space Marines, or even Guardsmen, because they will fold faster than a poker player with a bad hand in combat. With shooting, they may cause a couple of fluky casualties, but I wouldn't count on it. The best thing you can do is just keep them out of harms way, to annoy the enemy where possible.
Thursday, November 4, 2010
What could possibly be better than Terminators? The answer is: Orks in Terminator armor! Well technically, it's Mega armor, but that's pretty much terminator armor that comes with a twin-linked shoota, and a powerklaw. And no invulnerable save. but still, pretty cool. They're slow and purposeful, so put them in a Battlewagon or, if you're feeling particularly saucy, a trukk.
On the Tabletop: In small games, I have seen three of these guys slaughter 6 Lictors (It was a kill team mission). No joke. In larger games, however, these guys seem to take the short end of the stick, or, rather, the demolisher rounds. At 40 points a very killable pop, they are very pricey, and if their ride gets crippled early on, that's a big chunk of your points moving at the rate of about 4 inches per turn. If you must take them, get them a Battlewagon, to survive longer, or a trukk, which, if id doesn't die, will take them into easy turn 2 assault range.
Probably the most versatile unit in the Ork codex, armed with a flamer that doubles as a power weapon, they are a bargain at a mere 15 points per model. Taking unit of 12 Burnas in a trukk is a very good idea, and I have seen it win many a game.
On the Tabletop: At first glance, you may be tempted to throw this unit toward the nearest Tactical squad/Termagant brood and have at it, but, believe it or not, there is a more subtle way of using them. Hold them behind your battline and, when the inevitable 1s start falling, use them to fill in any gaps in the line, and watch as they either chop up those pesky Sanguinary Guard, or burn any little alien critters that try and have a go!Tankbustas:
Tankbustas are probably one of the most useful, and most overlooked, units in the Ork codex. Seeing as they come with rokkit launchas and dumbed-down meltabombs as standard, you would think that they got more of a look than they do. Alas, it is not to be. Though a standard Tankbusta is good, their upgrades are pretty good as well. Bomb squigs, as well as being amusing, are simply very good at what they do, which is being a suicide unit. Don't want to have to get into combat with that Dreadnought? A squig will be happy to blow it up for you.
On the tabletop: As with all orks, tankbustas have the quantity, and the quality, but not the accuracy. The best thing you can use Tankbustas for is to use their high strength, low AP weapons to bring down Monstrous Creatures, and transport vehicles. People tend to ignore Tankbustas for some reason, so you will almost certainly be able ot bag 2 or 3 targets before they get obliterated.
A truly wonderful unit, I have seen plenty of winning armies that include 45 lootas. They lend much needed long-ranged fire support to the rest of your army, which, being orks, will tend to be more close-ranged. In a unit of 15, ther D3 shots means that on average, you will be firing 180 shots per game! That's a lot of dead tanks.
On the Tabletop: The best thing you can do with lootas is to treat them like a Space Marine devastator squad; Find the highest point on the table, with the greatest fire lanes, and fire away! Be careful, however, that you target tanks as a priority, seeing as lootas are about the only unit in the ork codex that can reliably destroy armor 12 and under tanks.
The oddball unit of the Ork codex, Kommandos don't seem to have a point. They aren't particularly good at tank killing, they aren't particularly good at killing infantry, and they aren't troops. Sure, the fluff is cool, but they just don't seem to have a point.
On the Tabletop: If you must take them, the very least you must do is to giv ethem a Nob with a power klaw, a burna, and hold them in reserve to outflank. Then, you head straight for the most important unit in the backfield, say a Manticore that has been bugging you, and give it a ride to orky hell, courtesy of the power klaw.
With this epic statline, you're probably like "But Kasrkar, why aren't ALL Eldar players running these guys?!"
The sad, sad reason, is that most of them lack an invulnerable save. They are also about 200 points each. I've had some good fun with them, though, and I'm sure I'm not the only one.
Let's start with:
-Asurmen- Well known as the least versatile and probably worst Phoenix Lord alive, and the leader of the Dire Avengers. He has both defend (all enemy models fighting against his unit have -1 attack) and bladestorm (+1 shot on each gun in his unit, but they can't fire next turn). He also is the only Phoenix Lord with an invulnerable save (4+), which is pretty much his only perk against the other Lords. In close combat, he pretty much has a power sword that re-rolls misses and can inflict instant death. Doesn't seem too bad, right? Well...he's 230 points. Way too much in my book. Probably the 6th best of the 6 Phoenix Lords. -Baharroth- So basically, Baharroth is pretty bad. Maybe not as bad as Asurmen, but just maybe. He has all the wargear of a swooping hawk, (he's their leader) and he has a power weapon. That's about it. Other then giving his unit hit and run, he has a cool S5, 3 shot gun. Not much to say about him. He's fun, but not worth 200 points really. He DOES have a cool model, though. (shown below)
-Maugan Ra- The leader of the dark reapers, Ra is actually not that terrible. He has acute senses, and a really neat gun that can either have an extra shot, or re-roll to wound and ignore cover. His gun also has a S6 power weapon on it...so yeah. Now more about his gun, its S6, AP5, and has 4 shots. It is also rending, and pinning with a 36" range. He's also one of the only Phoenix Lords under 200 points at 195! I would actually consider taking him if you need some long range and you don't have your HQ picked out yet.
-Fuegan- Basically, he's a pretty awesome Fire Dragon exarch. He has a S9 AP1 meltagun with 18" range that ignores cover, too, so that's nice. He also has feel no pain, making him slightly more survivable against weapons that don't ignore his armor. He also has S5, and attacks as a monstrous creature. That means he's ignoring armor and rolling 2d6+5 for killing vehicles in close combat. He's good, but I wouldn't take him since he's 205 points and probably won't do a whole lot.
-Karandras- This guy is actually pretty good. He and his unit have infiltrate, move through cover, and stealth. He also has a whopping 7 S9 power weapon attacks on the charge. He and his unit of Striking Scorpions could probably do a lot of damage. At 215 points, I would actually consider using him if you have some striking scorpions, and like to sneak around.
-Jain Zar- She is the cheapest Phoenix Lord at 190 points, as well as the Howling Banshee leader. She is pretty amazing in close combat. I've actually taken her before, and she did a lot, including killing the Emperor's Champion before he could attack, as well as dicing up a handfull of marines. With furious charge, she gets 5 S7 power weapon attacks at I10. She also has a 3 shot throwing weapon with S5 AP2. Not too bad, I would actually consider using her again if I had 190 points laying around.
Well that concludes part 2, I hope I've informed you of the Phoenix Lords and their sad points cost. Part 3 will be coming soon.
Wednesday, November 3, 2010
Today, I bring you yet another Eldar post. This will be the first of the posts about HQ in the Eldar codex. I will not be covering the Phoenix Lords yet. They deserve a post of their own. So, let's begin with the most well known and popular HQ choice...
- The Farseer: (Shown above)
-The Avatar of Khaine: (Shown above)
So basically, this guy is awesome. First of all, he's a monstrous creature. If that doesn't say enough, he's Weapon Skill 10, S6, T6, has 4 wounds, a 3+ save, 4+ invuln, has a meltagun, I6, and oh yeah, he only makes every unit with a model within 6 inches fearless. Able to wipe out entire units of space marines and their transport without getting hurt in return, and basically making an entire army fearless, you'd think this guy would be super expensive, right? Nope, hes 155 points. The same price as Yriel. Easily one of the best options in the codex, I highly suggest taking this dude. There are 2 down sides. The first is that the model is pretty stupid, the second is that you can only take one. Probably a 5/5 on the usefulness scale due to his cheap cost. He will likely make his points up to you every game, in addition to saving your guys from running off of the table.
Hope you enjoyed this post. If I don't forget like I did with my last post series, the next Eldar HQ post should cover the phoenix lords.
Monday, November 1, 2010
The Warboss is probably one of the most versatile choices in the game. Not very often taken, they are still a little gem of an HQ. The most popular configuration for a Warboss, when taken, is generally in Mega armor, making him a lot harder to kill, and if you want to splurge, you could also get him a Cybork body, to save him from those nasty Sergeants with powerfists, or power weapons squads.
On the tabletop: Usually, they are used as close combat support, and with their ability to make a single Nobz or Meganobz squad troops, a popular tactic is to have a Warboss in mega armor with a unit of 5 or so Meganobz just slaughter their way to an enemy objective, and dare them to try and take it from them.
Probably the most commonly seen Ork HQ, these guys are very versatile as well. Their versatility, however, lies in their ability to be defensive, making them the polar opposite of the more offensive Warboss.
A popular configuration for the Big Mek is to give him an expensive Shokk Attack gun which, as well as being entertaining as heck, is also very effective at taking out large units, due to the 5" blast. This seems obvious, but it bears repeating, seeing as people now tend to focus on destroying vehicles. Another thing you can do is to give him a Kustom Force Field, and then put him in the middle of your Battlewagon wall, to help protect against all those melta/lance weapons that seem to be everywhere nowadays.
Not a very good choice, overall, simply for his unpredictability. Upgrading him to a Warphead lets you control him a little, but they are simply too unpredictable. They have some close combat ability, and they aren't super expensive, but still...
On the tabletop: Again, I personally wouldn't take one, but if you are willing to take a bit of a risk, then some of the powers he has access to are pretty useful. Nothing puts an enemy in his place like 30 shoota boyz teleporting behind their prize unit.
It seems lately that a lot of people have been having problems using commissars...
Commissars have one purpose in my eyes. That purpose is to keep your silly little guardsmen from running straight off the table if something scary is within a 50 foot radius of them. Commissars also ensure that your 50 man guardsman squad doesn't get cut down as they run away.
So, let's take a glance at the commissar rules, shall we?
Basically, leadership 9, 1 wound, 2 base attacks, 35 points. He also gives his squad stubborn. If you fail that stubborn leadership test, he shoots the model with the next highest leadership value, and you can re-roll the test. A lord commissar has the same stuff, but leadership 10, 3 wounds and 3 attacks. However, the lord commissar is also an independent character, where the regular commissar is an attachment to a squad...
Now, that is one of the main reasons to never ever take a lord commissar, they can get picked out of a unit. They are also 70 points base, with no upgrades.
Now, you can only take a commissar in a platoon command squad, or an infantry squad. Never take one in a PCS, because he will end up shooting your platoon commander, and not really doing anything. The key to regular commissars is putting them in a 30-50 man combined infantry squad. Here is an example:
-50 guardsmen, 5 autocannons, attached commissar
This unit comes in at about 335 points for 51 dudes. It will toss out LOTS of shots, and won't completely crumple in the assault. This is the only place to use a regular commissar, and probably a commissar in general.
The only place to use a lord commissar would be with ogryns probably, which we all know sorta' suck.
-Regular Commissars: Use them in giant infantry squads. Anywhere else they are just a waste of points.
-Lord Commissars: Don't even bother. All the enemy has to do is throw a single S6 attack at this guy and he dies. Then your entire squad of whatever he was with runs off the table, costing you 2 kill points.
Sunday, October 31, 2010
Ghazghkull is arguably one of the best HQ in the game. On the charge, he is nearly unstoppable, with 7 Strength 10 attacks. My brother regularly takes him, and he has never failed to impress. On the outside, he looks good, right?
Well, he has one special rule that makes him invaluable for Ork armies: Ghazghkull's Waaagh! This is a version of the normal Waaagh!, declared in the shooting phase, etc. What is different about it is that, instead of rolling for your fleet of foot, every unit with the Waaagh! special rule moves 6" automatically. As if that weren't enough already, Gazghkull's 2+ armor save becomes Invulnerable while on a Waaagh! making him truly unkillable. Add this to eternal warrior, furious charge, and a Big Shoota, and a points cost of only 225, he is truly a force to be reckoned with!
Using him on the table top: It has been found that the most effective way of deploying him is in a Battlewagon, to make up for his Slow and Purposeful, with a unit of Meganobz. Use this unit to utterly tear apart that pesky 500 point Deathstar unit, with your own, better Deathstar unit.
Mad Dok Grotsnik:
At first glance, the Mad Dok is a little hard to justify, being, basically, a painboy with an extra wound, an extra pip of toughness, another attack, WS 5, and a price tag of 160 points. He comes with the usual, slugga, 'urty srynge, dok's tools, and the rest, but when you look at his special rules, he is revealed.
He has a modified version of Rage, except for the fact that you can't control it by having him out of line of sight of the enemy. However, he can be joined to any unit, and for 5 points per model, he can give them Cybork bodies, which I would not recommend, as it is way too expensive.
Using him in a game: If I were to ever take Grotsnik, it would be with a 19 strong mob of Ork Boyz in a Battlewagon. Seeing as he is a little bit of a loose cannon, I would simply let him and his unit loose in the middle of the enemy's battle line, and watch as he runs over everyone, for 19 Ork Boyz with Feel No Pain is not to be scoffed at! However, with this in mind, I would probably not choose to take him, simply because there are better options out there.
Wazdakka Gutsmek, The Biker of the Aporkalypse, or in other words, complete awesome. Without doubt one of the best characters in the Ork army list, he is able to turbo-boost, and still fire 4 Strength 8 shots making him a rather amazing tank killer. Add this to the fact that he has toughness 6, is on a bike, and has a Powerklaw, he is amazing for only 180 points.
His main power, however, is to make all Warbiker Mobz troops. This means that you could potentially have an army of super fast troops, supported by a couple of looted wagons, some boyz in trukks, and warbuggies. This sort of an army would hit really, really hard, and be super mobile, just how Orks like it!
On the Tabletop: In a battle, though he has 4 attacks, and a Powerklaw, I would highly advise against throwing him in combat, simply because he is better just simply shooting things! Putting him with a small unit of 5 or so warbikers ensures that he will not be sniped by a railgun or some such thing.
Probably one of the most hilarious units in the Ork codex, Old Zogwort is a Psyker, rolling on the Ork Psychic powers chart, and he is a Warphead, meaning he can re-roll the result. He is also better in combat, getting an additional D6 attacks at Initiative 4, and all attacks are poisoned that wound on 2+.
You still might think, "Wait a moment now, this isn't good enough for 145 points! You're almost as stupid as your name, Verderer!", and you would be excused for saying that. What makes Zogwort all that is that the can turn enemy characters in to squigs, sort of like a weak version of Gift of Chaos. This may not be the best power ever, but is certainly good for a few laughs.
On the Tabletop: Despite all I have said about Zogwort, he is not the best option in the Ork codex, at a few too many points for what he does. If you were to use him, I would probably put him in a Battlewagon with 19 Shoota Boyz. As with all Ork psykers, he is way to unpredictable, and I like my troops to be very dependable, aka entire army fearless.
Saturday, October 30, 2010
Time for another post. So why not a big one? With pictures?
Anyway, this will be about aspect warriors. What they're good at, good formations of them, etc.
So let's start off with the bad boys pictured above.
-Dire Avengers: All in all, a good unit. At 12 points per model, with a few sexy upgrades and a moderate statline, I really can't complain. Dire Avengers are known for not sucking in close combat OR shooting. Frankly, they are better at shooting, but with the proper layout, they will do ok in the assault. They are, however, slightly killable at T3 with a 4+ save. A nice thing about them is, their guns can have 3 S4 shots each, meaning they are good for killing hordes, but not so much vehicles. They are also troops, which is nice. A good layout, coming it at 152pts, is 10 Dire Avengers, one is an exarch with 2 catapults, who also knows bladestorm. This means 22 shots per turn or 32 shots every 2 turns.
-Howling Banshees: A very specialized unit. You want these girls hacking away at stuff with a 4+ and better save. In case you aren't sure why, it's because every single one of these gals has a power weapon! Their free masks also make them initiative 10 in the first round of combat. They are, however, S3, so a full 10 or a support farseer casting doom is required for the enemy to feel the full fury of Banshees. At 16 points per gal, and only as survivable as Dire Avengers, I suggest a transport or heavy cover for them. Also, I've found that they make excellent retinues for a farseer. I suggest taking a bare 10 gal squad, with a possible upgrade or two if you have the points.
-Fire Dragons: A wonderful unit in my experience. 16 points per model, same statline as a banshee or avenger. These guys, however, are each carrying a fusion gun and meltabombs. This means that they can blow up tanks without even trying. I'll also note that a S8 AP1 gun will kill space marines and equally tough foes with ease. They will attract a lot of gunfire, so don't leave them exposed, and try not to get them into close combat with anything stronger than imperial guardsmen. As far as upgrades go, don't even bother. These little fellows are great no matter how little points you put into 'em. Also, one of the more versatile units in my opinion. You have to play them to realize this, though. I know that melta weapons don't seem too versatile at first glance...
-Striking Scorpions: I haven't looked into these guys too much, but they work alright. They are geared for close combat, and have the same statline/points cost as a howling banshee. However, they have a 3+ armor save over the banshee's 4+ and no power weapon. They do have free wargear that grants them both +1 attack and +1 strength, however. They can also get a few toys for close combat like a power fist, or even buy the ability to infiltrate. These guys excel at killing units with poor saves such as massed imperial guardsmen or orks. With a better armor save, these guys are actually quite tough, too. The higher strength also lets them glance vehicles possibly. These guys appear to be a more versatile version of howling banshees, but they have a smaller chance of killing a lot. They aren't that nail-biter unit that the enemy is afraid of. (That can be good or bad.)
-Dark Reapers: Again, not much experience with this unit. Oddly taking up a heavy support option, you'd expect these guys to be hard-hitters. Nah, not really. They look good, with a 2 shot, 48" range S5 AP3 weapon and a 3+ armor save. However, the points cost kills them. They are 35 points per model, more than double the cost of a scorpion, banshee or fire dragon. You can also only have up to 5 man squads. Overall, their guns won't hurt vehicles that much (if any), and they aren't even AP2. It's easy to tell that these guys were meant to kill space marines. However, a 5 man squad will kill 4 marines on average per turn. That's 64 points worth of kills, while the unit costs 175 points. A one-trick pony in my opinion, and not even slightly worth it unless you know you're going up against space marines. Even then, probably not worth it.
-Swooping Hawks: Pretty interesting unit, actually. Same statline as a dire avenger, but with a jump pack, and 21 points per model. The guns aren't very good, S3, AP5, assault 2, 24" range. I don't think GW made this unit with guns in mind though. They have haywire grenades, which are amazing at messing up vehicles at close range. They also deep strike, and can go back into reserve once in play. Whenever they deep strike, they place a large blast template with S4 AP5 anywhere on the table. This unit appears to be ideal for distraction and annoyance. However, this unit probably isn't worth it unless you base your army around helping their effectiveness. It is a very FUN unit, though, and I've enjoyed all of the games where I used them. This unit gets an A+ for bringing fun back to the game.
-Warp Spiders: 22 points per model may seem like a lot, but I absolutely love these guys. They are very fast, deadly to any kind of unit, tough, and they don't fold in the assault. Now, when I say fast, I mean that these guys can move 30" per turn possibly. There's a very slim chance that you will move 30, but the average movement is 22-23", which is still very fast. Now, their guns are downright great. Short range, but they are S6, AP-, assault 2. Yeah, they don't pen armor, but they are high strength and multiple shot. 10 of these guys could probably rip through any kind of unit, including vehicles. I've had 3 of these guys wreck a rhino before. You can also give their exarch a power weapon, that, thanks to a hole in the rules, gives him 5 attacks on the charge. This and a 3+ armor save makes them ok in the assault. Throw these guys against any reasonable situation short of a land raider, and they will rarely fail you.
-Shining Spears: These are hit or miss. They are Pretty darn tough, hit hard, and move fast, but they aren't cheap, and overall are easier to wipe out than a 10 man unit of spiders. They are T4 with a 3+ save, making them as durable as space marines. They also have a lance that counts as a S6 power weapon. Now, this is amazing, but you can only take squads of 5, and they are 35 points each without upgrades. While these guys hit hard, they fold to power weapons, just like marines. Truth is, I'm not spending 35 points on a guy that will crumple under a squad with a power fist. Maybe worth it, but probably not. If you do end up taking them, send them at squads with good armor saves. They will do a lot of damage until the enemy freaks out and shoots them.
Sunday, October 24, 2010
Sunday, October 17, 2010
Saturday, October 16, 2010
It's been a while since I posted anything, and I apologize for that.
Anyway, I figure I'll try to get back into posting more commonly with an extra-long article about the best of the worst. The Imperial Guard Veterans.
In the Imperial Guard 4th edition codex, when everything died a lot and sucked horribly, there was one unit that the guard player could always count on. That unit was the Hardened Veterans. This unit stood out in the terrible 4th edition codex because not only did the Hardened Veterans have a BS of 4, but they could have up to 3 special weapons, as well as a single heavy weapon. Now, unless you are pretty darn new to 40k, you should know that 3 special weapons is no joke. That can be a very excellent amount of firepower if used correctly. Now, I can honestly say that every single guard player I knew had a squad of these boys for the extra meltas, plasma guns or flamers. However, there were several drawbacks that prevented this unit from being completely amazing. The first, is that veterans were (understandably) in the elites section. The second, and most painful drawback, is that a player could only have a single squad of Hardened Veterans. With this, the Imperial Guard codex continued to be terrible for a long while.
In May of 2009, when the 5th edition codex came out, Imperial Guard players noticed that Veterans were now a troops choice, and there was no 0-1 limit. In addition to this, Games Workshop decided not to nerf the Veterans unit in any way, but reduce the cost of each model instead. With this, veterans basically took over the Troops portion of the Imperial Guard force organization slot. After over a year, people still mostly ignore platoons of infantry and penal legions.
Now, lets go into the unit and the upgrades it can take...
-They can all take shotguns (I wouldn't. First Rank, Fire! Second Rank, Fire! is too magical to waste.)
-One can have a vox for 5 pts (That would be a no as well. Vox casters used to be great. Now they suck. 'Nuff said.)
-Up to 3 can have special weapons (This means flamers, grenade launchers, snipers, meltaguns and plasma guns. Always spam out on special weapons. This is the most valuable part of the veteran squad.)
-Can have a heavy weapon team (Mortar, missle launcher, lascannon, heavy bolter or autocannon. Not as mandatory as the special weapons, but it can boost your firepower a bit.)
-Squad can have carapace armor for 30 pts (Too expensive. Maybe if you need to fill up points.)
-Squad can have camo-cloaks and snare mines for 30 pts (Again, too expensive. Your guardmen will die, and this won't help that much.)
-Squad can have meltabombs and a single demolition charge for 30 pts (Still expensive, but possibly worth it. If you have 30 extra points, get this.)
Now, for the final part of this article, I will go over my favorite layout for the Veteran Squad.
I always take mine like this, atleast 3 squads:
10 man Veteran Squad, 3 have meltaguns, 2 form an autocannon team. In a chimera transport with a multilaser and a heavy bolter- 165 pts
With this layout, you can sit back and blast the enemy with 8 medium strength shots per turn. Between the multilaser, the heavy bolter and the autocannon shooting from the hatch, you will be able to water down heavy infantry squads, decimate light infantry, and even destroy light transports. The best part, when the enemy begins to close in, you can roll up the chimera and blast them with your 3 meltaguns. Those 3 meltaguns will easily blow up any tank, and easily finish off a squad if it had already been weakened.
There you have it! A cheap, amazingly versatile gunboat basically.
Hope you enjoyed this article, I will be posting more from the IG and Eldar codex soon, hopefully.
Thursday, October 14, 2010
Typhus, Herald of Nurgle
Apart from having an amazing name, and a cool model, Typhus is rather awesome in game terms. He has the Manreaper, a weapon that is both a Nurgle Daemon weapon (Poisoned wounding on 4+) and a force Weapon, meaning that he will be able to kill most anything. He also has the psychic powers Nurgle's Rot and Wind of Chaos, one of which he can use, and then still use his force weapon in the Assault phase. He also does not have to take Psychic tests when using these two powers, making him even more worth his 225 points. So, how to use him. There are two things you can do with him: You can deepstrike him, with some other Chaos terminators with the Mark of Nurgle right next to a horde, and then use Nurgle's Rot to full effect. Then you have to tough out a round of shooting and assault, which shouldn't be hard, with 4 wounds, toughness 5 and feel no pain. The other way you can use him is to put him and 4 Nurgle terminators into a land raider, and then just run them towards the enemy as fast as possible. I know this sounds risky with all the meltaguns that are going around nowadays, but with a little luck, you can get into combat before the enemy has a chance to shoot.
Ahriman, Exile of the Thousand Sons
Possibly a little weaker in combat then Typhus, Ahriman is still a solid choice. The same statline as a Chaos Sorcerer, but with a bolt pistol that fires inferno bolts, and can use up to 3 psychic powers per turn. He also has all of the Chaos Psychic powers, except for Lash of Submission and Nurgle's Rot. This means that, in a game, he will be able to use 15-21 psychic powers. Of course, this means a lot of psychic tests. I have seen Ahriman's head explode countless times, and even more when facing Eldar with Runes of Warding. He's also 250 points, but arguably a little weaker than Typhus. I don't know if I would take him, although a gamer I know takes him regularly, so I guess it depends on the person.
Arguably the most popular of the three, Huron is also the most versatile. Although his main function is not that of a Psyker, he is technically one, because he has a familiar, who allows him to use the Warptime power. He has a chaos lord's statline, but a rather cool array of weapons, with a power weapon, and a power fist with a built-in Heavy Flamer, making him very nice against hordes. Add this to warptime, and you have a problem on your hands, especially as he is only 170 points.
Wednesday, October 13, 2010
A very nice unit, I usually lead my army with one. They are base 100 points, have a formidable statline, and have a good amount of Psychic powers to choose from. Some of the upgrades available are:
Terminator Armor: Pretty good option.
Daemonic mount: Only if you have a supporting unit with them.
Jump Pack: If you have raptors, why not?
Mark of Slaanesh: Definitely a good option, and only 5 points!
Mark of Tzeentch: Expensive, but gives him more protection, and doubles his psychic power output.
Mark of Nurgle: Very annoying to the enemy, also allows you to take Nurgle's rot, an extremely good power.
Plasma pistol: No way.
Meltabombs: If you have 5 points, why not?
Personal icon: Only if you have deepstrikers.
Familiar: Useful, and only 5 points.
I think that the best combo you can take is as follows:
Chaos sorcerer w/ Mark of Slaanesh, Lash of Submission, Meltabombs - 130 points.
Cheaper than most psykers, and with a Force Weapon and Initiative 6, I have used one of these to annihilate characters with impunity.
Arguably the best HQ choice in the Chaos codex, the Daemon Prince comes at 110 points base, with a completely beast statline, and the option to become a psyker. Some of the options:
Wings: Take these, you must have them.
Mark of Khorne: Extra attack, but keeps you from taking psychic powers
Mark of Slaanesh: Very cheap, and enhances the Prince very well. also can take Lash of Submission.
Mark of Nurgle: Slightly more expensive, but makes him all but immune to small-arms fire.
Mark of Tzeentch: About on par with the Mark of Nurgle, and also allows you to use and take two psychic powers per turn.
Here is the optimised Daemon Prince, as I see it.
Daemon prince with Wings, mark of Slaanesh, lash of submission: 155 points.
For the same points as an Eldar Avatar, you get a unit that can happily assault and enemy on turn one, by using Lash of Submission to pull them closer, and then using that 18" assault range to fly the rest of the way, and slaughter whatever is stupid enough to stand up to it. Known as the Lash Prince, an army list based around two of these monsters will go far in a tournament
Tuesday, October 12, 2010
Cheap, and usually effective, Doombolt is a good option for Tzeentchians who have need of a second power, or if you know you will be going up against marines. There are, however, better powers out there, which explains why Doombolt is so rarely taken.
An excellent power for a mere 20-25 points. It's an especially good power for Daemon Princes, but useful for everyone. It allows you to reroll all failed rolls to hit and wound for the entire turn. A very tasty power for CC oriented character.
Gift of Chaos:
The most hilarious psychic power in the game, it has a chance of turning your enemy's most powerful character into a Chaos Spawn. This will hardly ever work, but there are several approaches to using this power. the first one is to use it again and again against the enemy's most powerful character, until you succeed in killing him. Alternatively, you can cast this on a model in a low-toughness, cheap unit, such as imperial Guardsmen, or Gretchin, and the Spawn will most likely slaughter the entire unit, or at least hold it up for a turn or two. It is a bit pricey at 30 points, but worth every one.
Wind of Chaos:
Pretty much a powered-up flamer, the Wind of Chaos can be useful. With a taemplate range, always wounding on a 4+, and allowing no armor saves or cover saves, it is a great marine-killer. In fact, I have seen this power wipe out entire marine/terminator squads in one shot. The one thing which keeps it from being more popular is the hefty 30 point price tag.
Lash of Submission:
Lash is widely considered to be the best psychic power in the game. I, personally, will not go into battle without at least one lash-wielder. It allows you to move an enemy unit 2d6 inches in whatever direction you want, potentially shoving a dangerous unit away from your army, bringing a unit into assault range, or bringing them into a tight mass, ready to be obliterated by a Vindicator or, well, Obliterator plasma cannons. All this for a mere 20 points.
Another beautifully cheap and useful power, Nurgle's rot is the bane of all horde armies. Every model within 6" suffering a S3 hit? Can break the back of any horde with ease. For only 15 points, a total bargain.
Bolt of Change:
Last, but not least, comes the ever-popular Bolt of Change. Commonly seen on Thousand Son aspiring Sorcerers, this is a great transport killing power. With a moderately long range, high strength and AP 1, it will punch right thorough Rhinos, Chimeras, Trukks, you name it! A little on the high end of affordable for 25 points, still worth taking.
The next article will be on the Special Character psykers available to the forces of Chaos.
Sunday, October 10, 2010
So, for my first battle report, I will post a Chaos vs. Chaos battle that i fought against my friend Carter. I was going to take pictures, but about a turn in, the camera burned out, so I will have to simply describe it. So, the 1000 point army lists were:
The Host of the Eternal Rot (Carter)
Chaos Lord w/ Terminator armor, Mark of Nurgle, chainfist, combi-flamer
14 Plague Marines w/ Flamer, Meltagun, Aspiring champion w/ power weapon, plasma pistol
10 Chaos Space Marines w/ Icon of Khorne, Plasma pistol, flamer, Aspiring Champion w/ plasma pistol, power weapon. Rhino w/ Combi-flamer, daemonic possession.
Predator w/ Heavy Bolter sponsons, extra armor, combi-flamer.
The Warhost of Vashnaar the Tormentor (me)
Chaos Sorcerer w/ MoS, Lash
6 Khorne Berzerkers w/ Skull champion w/ Powerfist
6 Thousand sons and 1 Aspiring Sorcerer w/ Meltabombs, Gift of Chaos
7 Chaos Space Marines w/ Meltagun, Icon of Khorne
(x3) Rhino w/ Daemonic Possession
Vindicator w/ Daemonic possession
We were playing on a 4' by 4' table. in each table quarter area, there was a ruin, next to the ruin to my left was a forest, and to my right, in between two ruins, was a hill with 3 trees on it. There was also a moderately-sized ruin in the center.
Deployment type: Pitched Battle
Deployment: He deployed first, setting up his Plague Marines tightly packed behind the ruin to his left, his Predator in the center, and the Rhino full of Marines on his right. His Lord was held in reserve. My deployment was quick, seeing as I had a completely mech army. I deployed in an "L" formation between the forest and a ruin. The sorcerer deployed with the berzerkers in their rhino, in the center of the L. The CSM's rhino went to the left of the Berzerker's rhino, the Vindicator to the right, the Thousand Son's rhino behind the CSM's. I failed to seize the initiative.
In Carter's turn, the plague marines stayed where they were, the rhino advanced along the table edge to his right, while the Predator moved 12" to hide behind the center ruin. My movement was a little more aggressive, with all of the rhinos moving in a line toward his rhino, to my left, with the CSMs in front, the Thousand Sons in the middle, and the Khorne Berzerkers in the back. The Vindicator moved 6" to get a clear line of sight to the Predator. The shooting phase was slightly unsuccessful, with the Vindicator firing at the Predator, but missing widely.
In turn two, the Terminator Lord failed to show up. Carter's rhino moved up, and disgorged the CSMs inside behind the ruin to the left of my deployment zone. The Predator stayed right where it was, content to hide like the coward it was. In the shooting phase, the CSMs ran 6" behind the
ruin. In my turn, the Vindicator adjusted position slightly, and my CSMs disembarked from their rhino, their sights set firmly on the enemy Rhino. The other rhinos moved up. in the Shooting phase, the Vindicator took another shot at the Predator, which also scattered wildly. The CSM with the meltagun fired at Carter's rhino, immobilizing it.
Carter's Terminator lord showed up, teleporting in between the Khorne Berzerker's rhino and my Vindicator. His predator finally moved up, It's gun crew getting a lock on the CSM's rhino. The shots hit, one penetrated the Rhino's armor, and what did he roll for damage? A 1, which was ignored by the Daemonic possession. His Terminator lord ran 2" closer to my Vindicator. in my turn, the CSM's rhino ran away. The CSMs in question moved up to face down the Predator, and the Sorcerer and the Khorne Berzerkers disembarked from their rhino, heading towards the Terminator Lord. The Vindicator moved so that, tracing Line of Sight through several windows, it had a shot at the Plague Marines, who were still hiding behind the ruin. in the shooting phase, the Khorne Berzerkers and Sorcerer fired their pistols at the Terminator Lord, failing to harm the almighty champion of the Plague God. The Vindicator fired on the Plague Marines, getting a direct hit. The Plague marines threw themselves desperately to the ground. Even so, 2 of them were killed by the massive blast. The CSM with the meltagun missed the Predator horribly. In the Assault phase, the CSMs assaulted the Predator, and their determined grenade throwing resulted in the stunning of the crew. The Berzerkers assaulted the Terminator lord along with the Khorne Berzerkers. The Sorcerer was first to strike, failing to do anything at all, as did the rest of the Berzerkers. The Terminator lord responded by hacking apart the sorcerer with his chainfist. The Berzerker with the powerfist, known as The Butcher, avenged his master by tearing the head from the lord's shoulders.
No movement in Carters turn. All that happened was the Predator popped smoke. in my turn, the Thousand Son's rhino reversed around the forest. The Berzerkers did the same. The CSMs assaulting the Predator backed away one inch. In the shooting phase, the Vindicator fired again at the Plague marines. Another direct hit! 6 of the Plague Marines were blown apart by the massive shell. The CSM with the meltagun once again missed the Predator at point-blank range, and the Khorne Berzerkers ran 4". In the Assault Phase, the CSMs swarmed over the Predator with grenades, blowing the vehicle into its component particles.
Carter's CSMs finally move out from behind the ruins in my deployment zone, on a collision course with the Thousand Sons. The remaining 6 Plague Marines moved out from behind their ruin, spreading out in fear of the Vindicator's demolisher cannon. in the Shooting phase, his CSMs ran 6". In my turn, the Thousand Sons disembarked, and moved up to face off with the enemy CSMs. The Berzerkers moved up behind them. In the shooting phase, the Aspiring sorcerer in the Thousand Sons squad manipulated the warp, using Gift of Chaos to turn the CSM icon bearer into a spawn! The rest of the Thousand Sons fired into the CSMs, killing 4 more. The Vindicator fired yet another shot at the Plague Marines, which scattered wildly off the table. In fact, it scattered so far that it "hit" Kasrkar's brand new Warp Spiders. The Thousand sons assaulted the CSMs, but neither side killed anyone. The game ended there, a 2-1 victory to the Warhost of Vashnaar the Tormentor!
Final Thoughts: This was a very entertaining game. I was a little afraid when I saw that great big unit of Plague Marines, but i was confident my Vindicator could take care of it. Carter is not an opponent to underestimate, having placed second in a tournament while playing Tau Empire. All in all, a very entertaining game with a good friend. Cheers!