Wednesday, September 14, 2011

Hey, guys. So I, Grandpa Rhino, am gonna continue something that Jaybie abandoned a long time ago called the weekly three. Basically every wednesday I'm gonna have the top three of whatever I pick, cool models, cool armies, guys with the biggest guns, etc. If you guys want you can leave comments in the current one, on what you want me to do it about next week. This week I'm doing the top 3 coolest looking 40k models. Lets get started!


And the third place prize goes to...

   
The Eldar Harlequin Death Jester!

This guy is one of my all time favorite models. I just love the jacket, bones, and ridiculously enormous gun. I also like him more in this paint scheme. You know a guy is scary when all the armor he needs is his grandpa's skull.

And the second place prize goes to...

Dark Angel's Ezekiel, Chief Libarian.
I think this model really shows alot of the awesomeness of space marines. He's too cool for a helmet, has the book and robes to tell you he's smart too, and he has a freaking huge sword. Whats not to like?

And the first place prize goes to....

Space Marine's "That Captian who really deserves a name"
I am a big fan of this model, he isn't quite up to full glory in this picture, but it's the best I could get. Anyway, this guy really does deserve a name. He shall be henceforth known as Scarface. But instead of saying "Say hello to my little friend." He says "Say hello to my little friends. Their names are pointy, and pointier."


Thats it for this week. What do you wanna see a top 3 of next week?



Tuesday, September 13, 2011

A Quick Update

Hey folks, Kasrkar here with a quick update.
I sincerely apologize for my absense in the blog lately, but I'm finally escaping from the laziness that prevented my posting for about 3 months or so. Before I get back to posting my regular things, I figure I should sum up a few of the important events that have happened 40k-wise.


First, right off the bat, you may have noticed the picture above displaying chaos daemons. That is because I have acquired a small army (roughly 1000 points) of daemons. I may or may not have mentioned this, but I made a promise to Jaybie and my brother that I would use my tournament winnings on creating a new army, instead of feeding the hellish cheese-storm that is my imperial guard. I've attended about 5 tourneys since I last posted (yeah...sorry about that), placing in 3 of them, and getting 4th in the other two. This allowed me to feed the daemons pretty quickly.
All I can say about daemons right now is that playing them is kind of frightening, and their success is probably more reliant on dice than any other army.


Next, while hanging out at my local 40k store the last few times, I've heard from a couple of people that I've basically become one of the best players in the state. I'm kind of skeptical, since I play IG, and there isn't exactly a high talent requirement for that army, but this is still pretty cool to hear.
I'm being compared mostly to a space wolf player named John. I've played against John several times, and he could certainly classify as a power gamer. He is, however, a super nice guy once you get past the first few games. He is so far the only player who has managed to beat my IG in a solo tournament. He kicked my ass in our first two games, but in our most recent game, I gave him a thorough stomping (near tabling) in a mission that was obviously and heavily in his favor.

Another name that's come up a lot lately is Alan, AKA Blackmoor. He plays grey knights, and if you're reading this, It's a fair bet that you know who he is, as he has a very nice blog, himself. In my first ever tournament, I got a tiebreaker victory against him with my IG, getting me 2nd place and him 3rd place. He's also, however, the only player to ever defeat my 'Simple Lasagna' style of footdar. Alan actually took 1st place home at a local GT just the other day.
Anyway, I'll leave that at that. I don't mean to stroke my ego with this, but I have to admit it is kind of a neat thing to hear.


For the final part of this update, I would like to welcome GrandpaRhino to the blog. He's been a good buddy of mine for a long time, and he recently moved across the country. His arrival to the blog has been pretty responsible for me and Mr. Jaybie getting back on track with posting, as well, which I appreciate.

Anyway, I'll look into posting some things about the daemons soon. I will be out of town until Friday, but I can write something up soon.
Cheers,
Kasrkar

Monday, September 12, 2011

Anti-Netlist tactics: Lysander Hammertime

Hello, all, and I know I haven't been posting for a while, but MBME will be back with a vengeance after a not-so-short summer vacation. We might even have some painting/conversion articles, I know the three of us have been painting like devils (Well, at least the other two...)

But anyway, today I will start a series of tactics exploring different netlists, and how best to defeat them. The first one, as the title explains, is the most feared Lysander list.

List Overview:
The list is based around Captain Darnath Lysander, as the name suggests. In addition to this rock-hard hero, usually is added a Librarian with stormshield, 2 squads of hammernators with Land Raiders, and finally some tactical marines in transports, or scouts. All in all a very difficult list to beat.

The counter:
There are several different ways to beat this type of list. The most effective way, in the words of Advice Guardsman, is:


I have seen Lysander and his squad butcher their way through 6 nob bikers, and 2 warbosses. Then 30 boyz come along. Dead Lysander.

The other option is more widely usable by many different types of power-armored armies. Send up sever expendable melta squads, blow the raiders sky-high, then blow them away with frag missiles, lascannons, whatever is necessary.

The best counter-army:
The best counter army is without a doubt Venomspam Dark Eldar. Lances can blow up the raiders by turn 1-2, and then your 100-odd splinter shots can do the rest. Since the two land raider termie squads are going to suck up a lot of points, a Lysander army will have very little to threaten your Ravagers at range, since the easiest way to counter Venomspam is to take down the Ravagers (Venomspam! 9 lances to 0 lances in 3 shots!).

Anyway, that's it for this week's Netlist beating tactics. So, feedback? Am I the next Tony Kopach, or am I just an idiot spitting out more junk with which to pollute the internet.


Black Templars. Why they're the bomb.




As you may have guessed from the name, this is a post about black templars. What to do and what not to do, how to maximise your army's capability, and some simple speculation on how beautiful they are.

OK. So, to fill you in on what you probably know, Black Templars are a 4th edition codex. This has ups and downs wich I'll explain later. Also, in my opinion, black templars are the coolest looking space marines out there, with dark angels as a close second.

Lets start with what makes them good, and what makes them less good. Less good first. Sorry tournament goers, this is 4th edition, your Rhinos are 50 points, your Heavy Bolter Razors are 70, your Lascannon Razors are 90, and your only other transport option is a Land Raider, but have no fear, we make up for it. In the book, a lot of wargear is different, but this is fixed by FAQ. Generally everything is now what it would be in a 5th ed codex, but at fourth edition prices. Except storm shields, witch are now always 15 points from the armory, and a 10 point upgrade instead of 3 on assault marines.

Now we've moved into the good, I'll do that. The first thing I should explain is righteous zeal. What it is is a rule representing your guys getting really pissed when their buddy dies. Basically you have to take a leadership test for any casualties at all, not a quarter dead, however, if you pass this test, you consolidate up to d6 inches towards your opponent. It says up to so that your enemy can't kill one guy and make you run shouting off an objective in the last turn. Crusader Seals let you opt to reroll the d6, wich is nice. This move isn't affected by terrain, and it counts as the unit hasn't moved for purposes of heavy/rapid fire weapons.

#2 The Emporer's Champion, my favorite, and one of the best HQs in 40k. Is it cause he's a hulking wolf man with an axe? Is it because he's a scary man with stats way too high for a psyker? Or is it simply because his name is Lysander? No, no, and no. This guy isnt a close combat beast. Though he isnt shabby with 4 s6 i5 power weapon attakcs on the charge. What makes this guy great is vows. You pick one of these babies as part of your Champion's unit entry.

The first one is "Uphold the honor of the emporer" I've used this before in small games and had fun, but I wouldn't use it in bigger ones. It's the cheapest at 10 points, totaling your Champ at 100. What it does is gives all your infantry on the field a 6+ Invul save. "Why wouldn't you use that Grandpa Rhino? Thats Awesome!" Patience child. It also makes it so no one, including vehicles can benefit from cover. And since cover makes the world go round in 5th, this is huge. Another bonus effect is that nobody can ever be pinned. Believe me its fun in a tiny game to have that dreadnought arm bounce off a space marine. But not worth it if you have a single tank in your list.

The second is "Abhor the Witch, destroy the witch." This one is more interesting. If the enemy has a psyker in his list, all your guys, including vehicles, make a d6 inch righteous zeal move before the game starts, after scouts. Also it gives everybody on the table a 5+ save against psykic powers targeting them. You can use and abuse this if you want. It's probably the second most popular of the vows. By the way I'm listing these in order of points costs, and this one is 20.

The third is "Suffer not the Unclean to Live." Which in my opinion, isnt really worth taking, but let me explain. What it does is it gives all your guys +1 Strength, but they strike at -1 intitiative. It affects dreadnoughts, not neophytes, and is not cumulative with furious charge. It dosen't say which is cancelled, but I assume its the furious charge. Thats pretty much it for this one. I don't recomend it. S5 all the time is nice, but you'll usually like that I4 more. And ruins your wonderful furious charge guys. 35 for this one.

The fourth and finally is "Accept Any Challenge, No Matter the Odds." I always take this baby. It's increadible. It gives every guy in your army who attacks in close combat prefered enemy. Which is huge. You can no longer wiff an important assault, your guys do way more damage than average marines, and the only downside is you have to charge whenever you get the option, wich believe me, ends up being alot like the movie Yes Man. 50 points but definately worth it in my opinion.



#3 Crusader Squads, these are your one and only troops choice. But they can do any job. Trust me. The really cool thing about these guys is the number of guys limit is 5-10 Initiates (Space marines) AND 0-10 Neophytes (Scouts) you can't take more neophytes than initiates. Now, this means three things. One, you can have a freaking 20 man squad! The second, you can have scouts as 10 point just as good as initiates in close combat filler. The problem with these guys is 4+ armor and 3 Ws/Bs, but hey, one dies and your d6 inches closer to assault range! The third is that you have no sergeant, so your power fist only has one attack without charging. Oh well. The other good thing is the weapon selection is one 4th Ed priced heavy weapon or 1 4th Ed priced close combat weapon, and one special weapon, no required number of guys. Also, everybody can have close combat weapon/bolt pistol. So I usually use 5 initiates, 4 neophytes, 1 power fist, one melta, in a rhino w/ smoke launchers. This comes in at 195 points. A ten man rhino squad of grey hunters is 215. Mine win in combat pretty much every time. Believe me, when your talking about troops, that 20 points goes a long way. In fifth edition you need to have around 4 usually. Thats 100 points saved. That could buy you quite a bit.




#4 Veteran Skills, all of the elites in your army can either purchase, or have veteran skills. This leads to some awesome stuff. Sword Brethren can suddenly have Infiltrate, Counter Attack, or Furious Charge. Wich btw, don't look at Sword Brethren as expensive. The extra three points is for the special rule, and they can also take some really cool weaponry. Your Dreadnought can have tank hunter or furious charge. This means either a I5 Dread assaulting, or a tank crusher with a twin linked s10 lascannon, and a s9 krak missle. However, you have to make them venerable to get this option, a twenty point upgrade. I honestly don't take dreads too often. As they dont quite suit my play-style. But I have used both the options above and they've performed fine. Shooty termies can have furious charge or tank hunters. Also they can take two big guns. This usually means 4 s9 tank killing shots. And sometimes means 8 s7 rending anti-tank shots, and 8 s6 rending ap4 anti infantry shots. I like the second more. 8+7+Rending=more than 4+9. And where it really gets insane is your assault termies. With lightning claws, these bad boys have 4 I5 S5 reroll to hit reroll to wound power weapon attacks on the charge each. This will demolish anything. Also storm shield guys are good for taking those ap hits and killing big stuff. Remember that these thunder hammers reroll to hit. They have less attacks but will destroy anything they decide is too cocky. I take six, three with each equipment option, and one with crusader seals, so that can't wiff either.




Thats about it for the really insane stuff. Other little things are vindys are 125, but predator anhialators are 145, and typhoons are 70. Also vindys can get power of the machine spirit for 30 points. which is awesome. Basically means demonic possesion and blood angel speed combined. Without the 18 inch option. Oh, Chaplains are cool again, I5, and can take cool wargear. Marshalls are also very cool. When you take one your entire army uses his leadership. Cool wargear, one downside is he dosent come with an iron halo, and they are pricey to buy. When I use a marshall I use him with terminator honours (+1 attack) and thunder hammer and storm shield. This guy is 160 points, when you have him with a command squad they can all take veteran skills. Witch can mean 5 s9 reroll to hit attacks on the charge. Pretty dang cool if you ask me. You can also buy something to make him eternal warrior.

So in conclusion, Templars are awesome, can be great at anything, but they blow you away as a close combat army. Also, pretty dang spiffy lookin'. You just have to be careful cause they're an out-dated book. So bikes, assault marines, all those perfectly good space marines, are way overpriced. But once you get the hang of it, an absolutely amazing army. Goodbye, from Grandpa Rhino

Sunday, September 11, 2011

Battle Report! Black Templars Vrs. Orks (Pictures)

Hey there readers, this is Grandpa Rhino giving you my first battle report. I found a Games Workshop to play at, and went over today to find a game. I got there kinda early so there weren't many people around, but after a while I found someone to play with. His name was Brian and he had orks with him. So we decided to play a 1000 point game. Here are the lists we used




Black Templars
HQ: Emporer's Champion, Accept any challenge, no matter the odds.----------------------140

Elite: 6 Sword Brethren Assault Terminators, 3 w/Thunder Hammer-Storm Shield, all with FC vet' skill, 1 with crusader seals-------------------------------------------------------------------------260

Troop: 5 Initiates, 4 Neophytes, 1 Power fist, 1 melta gun, Rhino w/Smoke Launchers--198
5 Initiates, 4 Neophytes, 1 Power fist, 1 melta gun, Rhino w/Smoke Launchers-----------198

Fast Attack: Land Speeder Typhoon--------------------------------------------------------------70

Heavy Support: Vindicator w/ Smoke Launchers, and a dozer blade------------------------133




Orks (I don't know the ork codex too well so a I dont know the point costs and a thing or two might be a little off, but I think this is what he had.)
HQ: Warboss w/ Twin Linked Shoota, Attack Squig, Boss Pole, and Heavy Armor

Elite: 5 Lootas w/ a Kombi-Melta

Troop: 9 Nobs w/ Heavy Armor, 8 Big Choppas, 9 Stikkbombs, one with Boss Pole, kombi-Skorcha and Power Claw
-30 Ork Boys w/ 3 big shootas and a Nob w/ Power Claw and Boss Pole
-10 Ork boys

Fast Attack: 5 Deffkoptas w/ Twin Linked Rokkits


OK. So, the mission was Dawn of war, Base Objectives. The tables at this place are pretty awesome. He won the roll off and took first turn. His Objective is in the tan building under the green template on the right, and mine is just to the right of the measuring tape on the left.


He deployed all his boys in the building with his objective, and the nob squad in the reddish brick building on the left. Based off his list, and deployment, it was time to guess. How was this guy gonna play this game. As he started his first turn it became obvious he expected his nob squad to be invincible. See how they're all in the open in the picture above. Also this picture dosent show it too well but he brought his lootas and koptas on this turn. The lootas are in his building and his koptas are on the left flank. I expected him to rush with everything but the lootas and 10 ork boys. I was really concerned about the potential firepower of the koptas.

On my turn one all my stuff came on. I realized we had both made a mistake. Me, in my guess of his plan, him, in his plan. He was moving up with the 10 man instead of the 30. I was overjoyed. Anyway, on with the report. I was really afraid of the damage those koptas could do to my boxes, and I didn't want to use my smoke yet. So I tried to spook em by killing one or two with the land speeder, and getting them to get closer and shoot at that. Sadly, the 41st millenium space marines decided night vision goggles are for dandys. Things went much better on my left though. I figured I should show him just how puny his nobs are. My vindicator got a direct hit and killed seven! Boom goes the mushroom.

Top o' turn two he forgot to fall for my tricks, and wrecked my championless rhino. Those dang green space plants.

The remainder of the Ork's infantry were almost to the Black Templar Line!  It was time to act. The rhino and vindicator moved aside to target the two nobs and let the Sword Brethren through. And on the left flank there was a Crusader squad that had a rhino driver to avenge.


The vindicator finished blowing up nobs, and I won both assaults. Two of my termies died though. That Warboss packs a punch!

Now I needed to counter attack. I didn't just destroy 70 percent of his army for a tie. I started moving up the termies behind the Champ rhino but then realised the enemy has no ap2. Yay!


Now its time some glory! I need to get in to that objective. My vindy and typhoon kill about ten ork boys. I knew that rhino wouldnt last long and I needed the troops inside. So my two lone termies, charged into 20 ork boys. Accept Any Challenge, No Matter the Odds. They killed about seven. And guess what... They lived! the picture above is actually my enemy's turn after I assaulted. The lootas had 3 targets. smoked rhino, unpenabble vindy, or worthless speeder. Me: "I dare you to shoot the speeder." Him: "You know what? I'm gonna fucking get a kill." and does it. The speeder got imobilized and shaken. In the assault, I killed 3 orks and a nob. But both termies died like heroes.

The Emporer's Champion and his squad assault the remaining 10 orks. And wiped them out. The lootas shot but were unable to do anything. With avenging some termies in mind, the Emporer's Champ detatched and bolt pistoled one loota, then assaulted and killed the remaining four. A tableing victory!

All in all this was a fun game for me. Not so much for my opponent, who later I found out was new to playing orks. I think in his place I would have put the nob in the ten man, and the warboss in the 30, and gone to work. Also I wouldnt have been such a dumbdonkey with the nobs. I gave him some tips, and hopefully next time he'll be the one dishing out the punishment. Basically what happened was my plan from the start was based on knowing that the defender has the advantage. He was going to rush with everything, and if I sat back I had the jump on his offensive force. then I could counter attack to his objective. I didnt try to seize because I needed to make sure I had the charge. Or things would have gone bad. I expected him to move up as far as possible first turn, maybe even in range for me charge on mine, it wasnt quite so but you get the idea. Also for objectives its always great to have that final push. Especially in dawn of war where first turn killing is limited. I assaulted the 20 man with my two termies cause I needed to tie em up so my troops could get to the objective before the game ended (Cutting through 20 orks would have slowed them down) and to minimal resistance. Anyway, It was a fun, cinematic game, and my opponent was a cool guy. When it comes down to it, isn't that what matters?

Saturday, September 10, 2011

Introduction

Hey everybody, my name is Granda Rhino, and I just became a new author to the blog. Jaybie Kasrkar and I have been playing 40k for a year or two now. However, all good things must come to an end. I just moved across country. So now I'll be the East Coast wing. Hopefully soon I'll find a place to play and get some battle reports to ya. Little about myself: I play black templars, I've completed the Kasrkar 40k prodogy school, and Im alergic to Wolf Scouts.

Tuesday, May 31, 2011

Doubles Tourney Report!

Hey, folks, Kasrkar here, coming to you with a full tourney report. This one is on the doubles tournament that Jaybie and I attended on Sunday.

Now, before we get into it, I need to sum up the things I should've covered already. As for the 1500 tourney that I mentioned in my last post: I got stomped first game by a space wolf power gamer who I found out cheated several times, I then stomped a different mean wolf list. I ended with about 7/14.
As for the 1250 that Jaybie covered: I ate up a dark eldar player, tied a 'nilla marine player, and barely beat a tyranid player. I got 2nd out of 14.

Since that's out of the way now, on to the doubles list! We were going IG x CSM, 500 points per player, a shared force org chart of 0-1 HQ, 0-1 Elites, 0-2 Troops, 0-1 Fast Attack and 0-1 Heavy Support.

HQ:
-Daemon Prince, wings, mark of Slaanesh, lash of submission

Elites:
-4 Chaos Terminators w/ power weapons and twin-linked bolters

Troops:
-Platoon Command Squad, 1 autocannon, 1 grenade launcher
-Chimera, Multilaser/heavy bolter
-Infantry Squad, 1 autocannon
-Infantry Squad, 1 autocannon
-7 Khorne Berzerkers, 1 champion w/ a power fist
-Chaos Rhino

Fast Attack:
-Vendetta Gunship, 3 twin-linked lascannons

Heavy Support:
-Leman Russ Battle Tank, battle cannon and heavy bolter

Going in, we had never attended a doubles tournament before, and didn't get any practice in with our list.

Game 1: Our opponents had space wolves and blood angels. The angel army contained 2 10 man assault squads with a power weapon in each, 3 plasma pistols in 1 and 3 infernus pistols in the other. The wolf army had a land raider redeemer with extra armor and a multimelta and a 10 man squad of wolf guard w/ a thunder hammer and 2 power weapons. Jaybie and I groaned when the land raider was unveiled, it was the one thing we hadn't prepared for.
The mission was killpoints, and the deployment was pitched battle. They win the roll-off and place their land raider in the center of the board, the assault squads were deep-striking. Jaybie siezes the initiative after we deploy in the right corner. The rest of the game was slow and unfortunately underwhelming from our perspective. The vendetta failed to harm the land raider beyond blowing off its multimelta, Jaybies guys got locked in the assault for a long time, the enemy gets a lot of lucky shots off at our guys, and we eventually realize that the enemy only has 4 killpoints in their army. At the end of the game, we Looked down at the casualties. The vendetta was shot down by a hunter-killer missle, the leman russ died to plasma pistols, Jaybie's berzerker rhino was blown up by an assault cannon, and his daemon prince was smacked around by a thunder hammer dude. We had killed both assault squads, 6/10 of the wolf guard, and immobilized the land raider, giving us a loss and 750 victory points.

Game 2: We faced off against the store owner, Jimmy, and a younger player named Chris. They were playing 'nilla marines and space wolves. The marine army contained 10 combat squaded terminators with 2 cyclones, and the wolf army contained a wolf lord w/ a thunderwolf, thunder hammer, storm shield, wolftooth necklace, some anti-psyker thingie, artificer armor, and saga of the bear. It also had 6 long fangs with 2 missle launchers, 2 lascannons and a plasma cannon. The mission was sieze ground, and the enemy had not troops...
This was a really fun game, especially since they only had 17 models. Inevitably, the thunderlord would be chopped up by berzerkers, the long fangs pulped by a battle cannon, 5 terminators would die to a mishap, and 5 more terminators would die to epileptic seizures from my lasguns. Among our casualties, a chimera was wrecked, 2 guardsmen died due to an incompetent and/or spiteful leman russ gunner, and the daemon prince was smacked around by a thunder hammer (again...). We won with a massacre.

Game 3: We somehow ended up against the same wolf and angel players we'd faced in game 1. The mission was capture and control, pitched battle deployment. This time Jaybie and I needed revenge. We lost the die roll, and were forced to go first. Jaybie thrust his prince up as far as he could and lashed the single assault squad that was holding their objective into a nice little circle. I shot my battle cannon and missed completely. Other shooting killed 2 assault marines. Said assault marines assaulted and killed the prince, but were reduced to 4 men in the process. The battle cannon kills the remaining 4 marines, the land raider is shaken by my essentially useless vendetta. In their turn, the other assault squad advances next to the land raider. I coax Jaybie to both suicide-rush his berzerkers into the assault squad AND use his terminators as bait for the land raider by plopping them behind enemy lines. While the berzerkers mop up the last of the 2nd assault squad, the land raider turns around and kills a chaos terminator. Seeing that the landraider is facing the wrong way, I try and take advantage of the fact that I could immobilize it without being shot. My stupid vendetta fails to do anything again, but luckily, my more reliable russ immobilizes it on a glance. The berzerkers kill of the last of the assault squad, but are only 2 men strong now. Wolf guard pour out of the land raider and shoot at the berzerkers, killing 1/2. I convince Jaybie to kill off his farther dude so that he can still be assaulted and he can bring the wolf guard into the open. Jaybie listens, and his berzerkers are assaulted and killed, the wolf guard consolidate into the open, 9/10 are instantly vapourized by a single battle cannon shell, the last man being pegged by an autocannon. So, the enemy forces are limited to a single immobilized land raider that's facing the wrong way. We spend the remaining turns shooting the raider with the vendetta, until the leman russ finally delivers the deathglance. Another massacre for us, and more importantly, sweet revenge!

So, we ended the tournament with a loss and 2 wins, and 2,750 out of 3,000 VPS. Unfortunately for us, 3 players went undefeated, so we ranked 4th out of 19 teams. The really nice tyranid player that I beat in my last game of the 1250 ended up winning the whole thing after his partner left. Of all the teams, we got the most victory points. It was a great event, and we look forward to future ones. If I learned anything from it, I learned that getting your teammate's army annihilated to bait the enemy is okay sometimes. Hope you enjoyed...I'll be attending a 1k w/ 3 mandatory elites on Saturday, so I'll report that as well, with pictures hopefully. It will be my eldar's 1st tourney.

Hope you enjoyed, folks.

Sunday, May 22, 2011

Tournament report: Jaybie style

Hello, all, and time for a tournament report, also known as the beginning of Jaybie's comeback. It was a tournament held by the same store as the 1000 pointer a month or so ago, but this time it was 1250 points, and required 3 heavy support. My list that I took was:

Kharn
7 naked berzerkers in a rhino
7 thousand sons in a rhino
7 plague marines with a powerfist and 2 meltas and rhino
2 oblits
2 oblits
1 oblit

There were a very good spread of armies this time, with 2 each of IG, Wolves, Tyranids, and Chaos Marines, and then a Vanilla Marine player, a dark eldar player, some Blood Angels, an Ork army, and a Demon army which took 1st overall, and finally some Grey knights.

So, first round is announced, and I find myself against Kasrkar's brother. Great. His Blood Angels army is:

Meph
furioso with blood talons
10 assault marines with a powerfist and 2 meltas
5 assault marines with TL las razorback
2 preds, both with autocannon and lascannon sponsons
Stormraven with TL las and TL multi-melta

The mission is DoW annihilation, and Kasrkar's bro gets the first turn. He rushes up with the Raven full of meph and the dread, hold everything else back. Basically, nothing in my army does anything except kill the raven, and meph and the dread kill my entire army, with his fire support taking out all my rhinos. So, full VPs to Kasrkar's bro, who got 4th overall, and 200 VPs and a loss to me.

Next round I draw a Guard player who has a rather unusual list. It is, from memory:

CCS w/ lascannon team, chimaera
10 vets w/ 2 meltas, plasma, lascannon team, chimaera
10 vets w/ 2 meltas, plasma, lascannon team, chimaera
Valkyrie w/ multi-laser
Leman Russ Vanquisher w/ Lascannon, Knight Commander Pask
Leman russ punisher w/ heavy bolter sponsons
Manticore

This guy had just finished being beaten up by some Demons, so he wasn't in the best mood. Especially when i steal the initiative. The mission is 5 objectives, pitched battle. First turn my oblits take out the valkyrie, and he retaliates by killing most of my thousand sons and their transport. In the next couple of turns, Kharn murders the Punisher with 6 penetrating hits, the lonely oblit deepstrikes and kills a vet transport, and the 2 remaining berzerkers take down the occupants. The obliterators caused a lot of havoc this battle, and drew a lot of fire, and only in the last two turns did my opponent remember that this was an objective mission, and to target my scoring units, but it was too little, too late. 2-1 victory goes to the Chaos Marines.

Final round is announced, I draw an ork player, and thinking back, this is undoubtedly the best game of 40k I have ever played. The ork list was:

Warboss w/ cybork body, power klaw
Big Mek w/ kustom force field
5 Meganobz w/ 2 combi-skorchas, combi-rokkit
20 boyz w/ nob w/ power klaw
20 boyz w/ nob w/power klaw
12 boyz w/ nob w/ power klaw, trukk
3 Battlewagons, all with armor plates, boarding planks, deff rollaz

This mission was spearhead 2 objectives. This game was unbearably close, coming down to a final tank shock from a battlewagon to the plague marines, i death or gloried it with a melta, and then the PMs held in combat. It was too little too late, however, as the meganobz caused too much damage, and it was a 1-0 win to the Orks.

So, with a 1-2 record, I figured I probably got 11th or 12th out of 14. So I was absolutely shocked when I found out I had gotten 8th, which was a lot better than I had expected.

Next weekend, Kasrkar and I are heading to a doubles tournament, and we have something special in mind...

Tuesday, May 3, 2011

Successes in Wargaming (And lack thereof)

Hello, all, it's Jaybie here again, to talk about my recent lack of gaming success, and how I aim to rectify it.

Okay, so, at the dawn of 5th edition, when I fist started playing warhammer 40k, I got a bunch of friends to start it too, and we were off. For the first year or so, I don't want to say my Chaos was undefeatable, but it was pretty close. Victory followed victory, and I was feeling pretty good about myself. (Yes, this is all going somewhere)

Then the great advent happened, that is, Kasrkar and, later, his brother joining our little group of gamers. The first two games I played against Kasrkar I, believe it or not, won. The fist time was his first real game ever, and I mercilessly crushed his 4th edition guard, and the second was with him using Black Templars, and I had exactly 5 models still standing, but I managed to hold onto my objective, and contest his.

Then Kasrkar got ahold of the 5th edition IG codex, and I haven't beat him since. I realized then that what my army needed was something better, something more. And that's when I discovered the Internet. Sure, I dabbled with a lash/plague/oblit spam army, but I eventually decided to do what I should have done from the beginning: Test. Test units in games, try using them differently, learn their limitations, etc. And even though I still wasn't beating Kasrkar, I was having success against less competitive players.

So the testing continued, and I think that for about 10 games in a row I didn't use the same army twice. Units came and went, and some didn't make the cut, notably Thousand Sons, Raptors, and Vindicators. But a lot did, and they are now my most dependable units, that perform well in every game, the best example being Khorne Berzerkers.

But then, just recently, I've started losing a lot more than I win. Why is this? Well, 2 reasons:
1) Playing against really good players (Kasrkar, his brother, Grandpa Rhino, etc.)
2) Overconfidence.

The 2nd one is perhaps hurting me a little more than the first. For instance, about a month ago I played a good friend of mine's Blood Angels, and he's just recently returned to the hobby, so I was thinking "Yeah, I can beat him." Well, bottom of turn 5, all my models were dead, and I hadn't killed that much of his army. What really hammered it home was my slightly sad performance at my first tournament a few weeks ago.

Which I guess narrows it all down to, similarly, 2 solutions:
1) Respect your opponent
2) Kill things!

The second one might seem a little obvious, but it bears repeating. Over the course of the tournament I racked up an astounding victory point total of just over 700, while Kasrkar, who got 2nd, got near 2500.

So, that's it for today, any questions or comments are much appreciated!

Saturday, April 30, 2011

Jaybie's tournament report

Hello, all, it's Jaybie coming at you again with the report on the same 1000 point tournament as Kasrkar. As you can tell by the picture above, I performed less than optimally. Not surprising, seeing as the list I took was:

Chaos Sorcerer w/ Lash of submissision, mark of slaanesh
9 Khorne berzerkers w/ rhino, Skull Champion w/ powerfist
10 Chaos Marines w/ lascannon, plasma gun, icon of slaanesh, aspiring champion w/ combi-melta, rhino
4 Terminators w/ Combi-meltas, chainfists (Okay, yeah, the 50 point terminators hurt, but I didn't have time to convert them into obliterators)
vindicator w/ Demonic Possession

No pictures of the army, because it was barely painted, but I will get around to painting them soon, I promise!

So, on a warm Saturday morning, we stepped into the store, hoping for victory! In our little group of tournamenteers was Kasrkar, Kasrkar's bro, Grandpa Rhino, and myself. As people began to filter in for the tourney, I felt a litte confident; There were a lot of marine armies, just who I was hoping to play!

As first round was announced, I was not pleased when I heard that I was playing Kasrkar. I was of course beaten soundly, and thrown down to table 7 out of 8 for round 2. In other games, Grandpa Rhino ended up facing a guy who brought Blood Angels, and tabled him utterly, While Kasrkar's brother faced another blood angels army, and drew.

So, round 2, I get paired up with a guy named James, and when I ask him what he's running, he replies, "Guard." Great, just great, I think. I make an army to face marines, and what do I get? His list was, as far as I can remember:

CCS w/ 4 meltas, astropath (Not really sure why he included the Astropath, seeing as he didn't hold anything in reserve)
Veteran Squad w/ Camo cloaks, 3 meltas
Veteran Squad w/ camo cloaks, 3 meltas
3 Valkyries with Multiple rocket Pods, multi-lasers, heavy bolters
Manticore

The mission is Capture and control with pitched battle deployment, and he gets the first turn. He deploys his valks over to the left flank, with his CCS in one and a vet squad in another. He places his objective behind some ruins to his right flank, and sets some vets to watch over it, as well as his manticore. I deploy my objective opposite his, and put my CSMs to guard over it, and then I place the vindicator and the sorcerer/zerks opposite his objective as well, with the termies in reserve. I try to seize, I fail. Turn one his manticore opens up, immobilizing my zerk's rhino and the vindicator. My berzerkers decide to take the hit, and leg it across the board, and my termies come down turn 2, and blow his manticore sky-high. His valks open up on my berzerkers, forcing 21 saves. I roll. 2 1s, the rest 3 and above. This is about when my opponent started to get sour. my berzerkers and the last terminator slaughter the vets defending his objective.

This is when he does something which I still can't explain; he turbo-boosts his valkries a good 12" away from my objective, and then grav-chutes his vets and CCS out in front of my immobilized vehicles, meltas at them, and does nothing. I decide to capitalize on this, and run my csms away from the objective, and fire into the vets, causing 11 wounds, which should wipe them out. Then my opponent claims that he gets cover, because I'm firing over ground-level quicksand. I have to show him the section on cover in the rulebook, and so he finally gives in. with both of his troops dead, there's not much he can do, so we end game there, with a 1-0 victory to me!

In other games, Kasrkar pulled out a victory against some marines, Grandpa rhino lost to some Grey Knights on table 1, and Kasrkar's Brother put the hurt on some Salamanders.

Round 3, I was feeling confident, since I had been pushed up to table 5 with my victory. I was playing against some Space Wolves, and let me just say that this was probably one of the best games I have ever played. My opponent was a great sport, even though the dice completely deserted him (Seeing him roll 4 1s for his long fangs, and then laughing about it convinced me of this). This game was very tactical, and had I not made several tactical blunders, I could have killed off the last of his grey hunters and won the game, instead I lost, but I didn't mind.

So, after 3 great games of warhammer 40k, what was my final result? 15th!....Out of 16 people. But still, I had fulfilled my three goals going into it, which were: a) Win 1 game, b) don't get last, and 3) Never get tabled. The same store is having a 1250 tournament in a couple of weeks, and I intend to show the great guys there that the scions of chaos are never truly defeated...

Friday, April 29, 2011

Upcoming 1500 Tournament List and Thoughts

The 4th edition codex looked so much cooler...



Hey, folks, Kasrkar here, bringing you a quick post about an upcoming tourney.

My Imperial Guard will be attending May 7th, and hopefully doing as well as they did about a week ago.

Now, I haven't ever been to a 1500 point tourney, (or any other than 1000 points) so I figured that I would share my list with you folks. I have 8 days before it starts, so I'm open to suggestions. After the success of my 1000 point list, I tried to model this one after it a bit. Without further ado, here's the list I'm taking...


HQ:

-Company Command Squad, 4 meltaguns (90)


Elites:

-Psyker Battle Squadron, 8 dudes and an overseer (100)

-Chimera, multilaser/heavy bolter (55)


Troops:

-Platoon Command Squad, 1 autocannon, 1 grenade launcher (45)

-Infantry Squad Alpha, commissar, autocannon (95)

-Infantry Squad Bravo, autocannon (60)

-Infantry Squad Charlie, autocannon (60)

-Veteran Squad Alpha, 3 meltaguns (100)

-Veteran Squad Bravo, 3 meltaguns, 1 autocannon (110)

-Chimera, multilaser/heavy bolter (55)


Fast Attack:

-Vendetta, 3 TL lascannons, carrying CCS (130)

-Vendetta, 3 TL lascannons, carrying vet squad alpha (130)


Heavy Support:

-Leman Russ Battle Tank, hull heavy bolter (150)

-Manticore, hull heavy bolter (160)

-Manticore, hull heavy flamer (160)


It adds up to exactly, 1500, naturally, and I'm pretty happy with it. Has a decent model count, good foundation, etc.

From my experience at the last tourney, I learned to always take a very balanced list. It seems that 1 player is always the offensive player, and the other is the defensive player. In the resulting war of attrition, it comes down to staying power and versatility of units. In the 1000 pointer, I was arbitrarily positioned to be the offensive player in 2/3 games, so from that point on, I've tried to include atleast SOME offensive units in my lists. This is seen here in the fast-moving melta and overall relatively mechanized force. With that, the blob is the core of my defensive deployment, and crucial for objective games.

Hoping that little tip will be useful, as I lucked out by taking a versatile list to that 1000 point tournament.

That sums up the article...tell me what you think, and don't forget to sub! Hopefully I can get Jaybie to post some stuff soon, as you're all probably getting tired of my cheesy guard.

Cheers,

Kasrkar













Saturday, April 23, 2011

Small, Nameless Tourney Results!








Hey, folks, Kasrkar here!


Just finished a little local tourney a few hours ago, and unfortunately, I completely forgot to take pictures. Either way, I thought I'd share the experience with you with some wordy summaries of the games.


Pictured above is a really terrible picture of the army I took. It was 1,000 points, and the force org was 0-1 HQ, 0-1 Elites, 0-2 Troops, 0-1 Fast Attack, and 0-1 Heavy Support. With that I'll give you my list, and then head straight into the first game.


HQ:



  • Company Command Squad, 4 meltaguns

Elites:



  • Psyker Battle Squadron, 7 psykers, 1 overseer

  • Chimera, multilaser/heavy bolter

Troops:



  • Platoon Command Squad, 1 autocannon, 2 grenade launchers

  • Chimera, multilaser/heavy bolter

  • Infantry Squad Alpha, autocannon, commissar

  • Infantry Squad Bravo, autocannon

  • Infantry Squad Charlie, autocannon

  • Veteran Squad, 3 meltaguns, 1 autocannon team

  • Chimera, multilaser/heavy bolter

Fast Attack:



  • Vendetta Gunship, 3 TL lascannons

Heavy Support:



  • Leman Russ Battle Tank, battle cannon/HB


Round 1:


So, my first opponent actually turned out to be Jaybie and his chaos marines. This was a pretty quick and forward game. Deployment/mission was DoW annihilation. Basically, on my first turn, the vendetta blew up his vindicator, and various other shots wrecked one of his rhinos, pinning the guys inside, and did every possible non-destroyed result on the other rhino. His berzerkers and sorcerer managed 3 kill points, but by turn 5 he only had 1 unit, I had 6 KPs, and his only unit was choosing to hide. 1 victory goes to the guard


Round 2:


I'll start out by saying that my enemy this round was a huge sourpuss. He took one look at my list and decided to not even try, but to simply bunker up in a reinforced, LoS blocking building with his whole army. The mission was capture and control, and the deployment was pitched battle. His list consisted of Pedro, 2 tac squads in rhinos with fists, missle launchers and flamers, 2 multimelta attack bikes, a sternguard squad with 2 lascannons, and a thunderfire cannon. Basically, my infantry squads blobbed together and took my objective which was behind LoS, and the rest of my army (barring the vets in a vendetta) went on the offensive. As the turns went by, Pedro took 2 wounds, all of the sternguard died, the techmarine died, and the attack bikes died. On turn 3, my vendetta outflanked and zipped to the middle, failing to be harmed by the krak missle flying at it. On turn 4, things went pretty crazy, and I managed to wreck one of his rhinos, kill 8 of the marines inside, and cause them to flee, in addition to melting Pedro. On turn 5, my vendetta flew over some ruins to contest his objective. The game ended. I can't help but thing that the guy deserved to lose, since he wasn't even trying to win, and all he did during the game was frown at his dudes. For the record, he got 55/1,000 of my victory points. 2 wins for the guard...


Round 3:


Final game was against a really cool grey knights player named Allan, who certainly knew how to bring the hurt. Mission was sieze ground, with spearhead deployment. His list had 6 purifiers w/ a bunch of crazy junk, 5 terminators w/ 2 psycannons, a psyfleman, a beefed out librarian, 6 grey knights w/ a psycannon, and 2 psybolt heavy bolter razorbacks. To be frank, he was completely owning me for the first 5 turns. I was rolling pretty badly, and he was making every save. He also had 3 objectives to my 0 for 5 turns. I went into the game knowing that he could easily assault any unit off of his objective, so I decided to try to shoot him out of the objective-heavy center. This plan would have worked quite well, but Allan made pretty much every single cover/armor save he had to make at the start, and his firepower was not to be underestimated. Luckily, on turn 5, his high-rolling actually hurt him, as he rolled double 6s on the terminator leadership test, I had an immobilized chimera within 6" of them as well. We were told that due to time restrictions, turn 6 would be the last. After moving my psykers further out of pschic hood range, I managed to kill all but 1 of the grey knight strike squad members, and made my psychic test for weaken resolve. He rolls a 7 on his leadership, and they run off of the objectives, leaving us both with nothing...the game ends in a draw. After calculating victory points, I discovered that I had actually given him quite a thrashing, getting around 800 VPs to his 375. This also got me an unofficial tie-breaker victory. Allan was a fantastic player, and I'm very appreciative that I had the chance to play against him. He ended up coming in 3rd place overall, and had I not tied him, he would have gotten 1st. The tourney ended with me having 2 victories and one draw/tie-breaker victory.


Summary:


I got 2nd place overall. I had a really good list, but there was a dark eldar player that actually scored 3 more victory points than I did...oh well! I got to play a familiar person, a cranky person that tried to disqualify me and cheat me of VPs, and a really cool, decent player. Was a wonderful experience, and I'll naturally be trying to cover more local tourneys in the future. Ideally they will have pictures...


Hope you enjoyed!

Tuesday, April 5, 2011

IG Elites Breakdown 1/2

IG Elites...the worst of the best. They are all so much better than regular guardsmen, but you actually have to pay a non-cheesy amount of points per squad for them...pft.


Hey, folks, Kasrkar here, with another breakdown of sorts. Forgot the topic that I wanted to do, so I figured I'd look into IG elites a little more in this post. Again, it's been a little while, so forgive me. The Elites section has always interested me in that it sort of isn't amazing, unlike almost the entirety of the rest of the book. Anyway, let's start this little breakdown with the gentleman pictured above!


-Marbo- Summary: Where to begin...this guy is basically Rambo with a letter in his name swapped for another. He comes with a plethora of sneaky rules, including stealth, fleet, move through cover, fearless, and a mandatory lictor-like infiltrate deployment. He cannot join a squad, and has a fairly nice statline of WS5, BS5, S3, T3, W2, I5, A4. Also has a few little special wargear pieces, including a pretty useless yet awesome sniper pistol, a 2+ poisoned close combat weapon and a demo charge.


-Verdict: I've used him several times, and in each game he has really added a lot of fun and flair. While he isn't super potent/survivable and tends to actually blow himself up a lot, He can be a handy little distraction for 65 points. IG players, take him, atleast in fun games. You'll be surprised by how much he adds. I think that we IG players have had our fun annihilating people, and that most of us need to add a few more dinky units like Marbo into our lists.


-Ogryns- Summary: 40 points per model gets you WS4, BS3, S5, T5, W3, I2, A3. Yeah...wow. Each guy also comes with furious charge and a ripper gun, which is S5, AP- assault 3 12". I would honestly like to see ogryns on the table more, but I don't expect that since a single ogryn is 20 frakking dollars. Really, GW, is that really very necessary? Not cool at all, if you want a squad of 10 of these guys, good for you, but your wallet gets my sympathy.


-Verdict: I've only seen ogryns in action a few times, and whenever I do see them, they don't tend to do a lot. The most I've really seen 3 ogryns do is mow down 80 points of fire dragons, which isn't too difficult. I still think there's a lot of fun to be had with these guys, and 5 ogryns and Yarrick in a chimera sounds uber tempting. I really wouldn't advise taking these guys. Marbo is one thing because he's easy and fun to convert, but a $100 squad of 5 is too rediculous. Still, if you're feeling ogryn fever, just throw some ogre leadbelchers from fantasy on some round bases. They're actually half the price of ogryns, and don't look any more strange in an IG army than the ogryn models.


-Storm Troopers- Summary: So, basically a regular guardsmen with BS4, a 4+ save, an extra close combat weapon attack, krak grenades, and an 18" AP3 lasgun. That sounds like quite a bit more than it is, since these dudes each cost as much as a space marine. They come with deepstrike for free, and also have an interesting little rule called 'Special Operations'. This allows them to get one of the following: Scouts and move through cover, the ability to re-roll the scatter die when deep-striking, or infiltrate and having their weapons count as pinning the first time they fire. I will admit that they are bit overcosted, but I know a lot of players (myself included) that have kicked some ass with them.


-Verdict: First of all, the models are pretty darn cool, and not as expensive as some of the other elites. I have scouted these guys, deep struck them, outflanked them, and thrown them in a valkyrie. I can say with ease that the valkyrie option is the most effective. I've learned that these guys really aren't that bad for their points. Taking a bare 10 man squad with no upgrades has served me well, and they often can make up their points without much trouble. Proxy some of these guys. I've enjoyed using them a lot, and they actually have quite a bit of kill potential. With that, I add one more thing...how can a gun be S3 and AP3? It punches right through power armor, but it has trouble with skin.




Well, that wraps up this post. I discovered that covering all of the elites choices would reek of TLDRness. At some point soon I will be covering the psyker battle squadron and ratlings. I will try to post more regularly, and get some slightly more interesting content going. The breakdowns come easily to me, and with this I would like to try and get more IG players using storm troopers and such. Comment if you'd like, tell me if you want me to cover a certain army, or rant more on the mechanics themselves over armies. I intend to try and paint up my IG and get some decent battle reports coming in as well.


Goodnight folks, and have a nice week.

Friday, March 4, 2011

Dark Eldar alpha-strike army

Hello, all! Sorry for not posting lately, I've been on vacation for quite a while, but now I'm back, and another army list which people have talked about but not dared to make: The Dark Eldar Alpha-strike. So, let's look at what will go in it...

HQ
Well, there's only one elf for this job: Asdrubael Vect! In the Dais of Destruction, he comes in at a hefty 440 points, and that's before his retinue (stripped-down wyches). Still, however, there's one more piece of the puzzle left, and that's why I'll also add the Baron. Why the baron? Because he's incredible, that's why. 105 points, but mostly, re-roll to see who goes first, which is imperative for an Alpha-strike army. Coupled with Vect's ability to seize the initiative on a 4+, that means you have an 87.5% chance of getting the first turn, pretty good odds in my opinion. So, for HQ, we have a total of 545 points. Hefty, but necessary.

Troops
So for troops, what will we take? Well, the answer is of course, lotsa darklight weapons! One unit of 9 wyches with Hydra gauntlets will accompany Vect, as his mandatory retinue. Then 2 further units of Warriors with a dark lance, both in Raiders with darklances, gives you 4 more strength 8 lance shots. Why no blaster? Well, in a perfect world, you'll want to be going first, with your army all deployed, ready to kill, and seeing as in a standard mission no-man's land is 24", that 18" range suddenly doesn't look so scary. Finally, the mandatory unit of Hellions to go with the Baron. 1 unit of 15 (Ala GoatBoy) should be sufficient for our purposes, aka, killing things in Close Combat.

Fast Attack
2 units of 6 Reavers with 2 blasters apiece. Why? Well, for extra lance shots, of course, but also for their speed. Finally, 1 unit of 5 with one blaster.

Heavy Support
Finally, 3 Ravagers. Not much to say about these, but 9 more dark lance shots is invaluable. also, coupled with an affordable 315 for the lot, it's pretty nice.

So, the final list looks like:

Asdrubael Vect w/ Dais of Destruction, 9 Wyches w/ Hydra Gauntlets

The Baron

x2 10 warriors w/ Darklance, Raider

15 Hellions

2x 6 reavers w/ 2 blasters

5 reavers w/ blaster

3 Ravagers

total: 1,999 points.

I wouldn't take this list to a tournament, certainly, but with 21 Lance shots hitting the enemy turn 1, It's certainly not weak, either. Leave any comments or additional tactics, they will be appreciated!

Sunday, February 13, 2011

IG Artillery Countdown!


So, hey folks, Kasrkar here.
I was running through my IG list recently, when I started wondering about replacing my colossus with something else. I then noticed how many artillery tanks that the guard have, and figured I'd make a post on it. Most of the variants are good, and it seems like a new person could easily make list mistakes because of how they can be compared.
I liked the format of my post on russ variants, so I figure I'll make it into a countdown similar to that. So let's begin!
#6=The Deathstrike
So, I've never personally used the deathstrike, but its stats say enough. S10 AP1 D3+3 blast doesn't sound too shabby, right? Well, it isn't but this guy only gets one shot per game, and takes up one of IG's precious heavy support slots. Also, the turn that it shoots is random, and there's a possibility that it will not ever get to launch the missle. Frankly, any smart enemy will just blow it up before it can fire. Its price tag of 160 points also makes it a harsh investment for something that likely won't get to do anything. I want to say it's good, but it simply isn't reliable enough to be better than any other heavy support the IG has. It also cannot be put in a squadron.
Tactics: Just be sure to protect it, and hopefully it will get to fire and make some stuff go boom.
#5=The Basilisk
Oh, how the mighty has fallen. I remember when every single IG player considered one of these boys a mandatory investment. So what happened? The basilisk now costs 25 points more, and has a crazy minimum range of 36". It also just doesn't quite stand up to the other artillery pieces anymore. I must say, it's been quite a while since I've seen one of these on the table. The basilisk may be put in a squadron, however.
Tactics: I'd say definately throw it in a corner to try and kill as much as you can before the enemy gets within 36".
#4=The Griffon
Honestly, this is actually a very good tank. Same AV as any other artillery piece or chimera, and with a twin-linked S6 AP4 large blast barrage. Here's the kicker, it's 75 points! If you want a lot of large blasts, get 9 of these little guys. In truth, though, I'm fairly sure that 3 manticores will do better most of the time. The primary reasons that I gave this tank #4 is the fact that it's an easy kill point, it won't reliably kill much other than light infantry, and there's no GW model for it. Unless you know a guy, or you're decent at converting, it may be difficult/expensive to get your hands on one of these.
Tactics: Get a lot of these, bubble wrap them with other tanks and infantry, and blast away!
#3=The Medusa
I used to take one of these, and it would typically not do very well. Honestly, it is a great tank. A 36" demolisher cannon is very scary. So scary, in fact, that most people target it first. It doesn't have the survivability of a vindicator, but at 135 points, it's a good enough investment. You can squadron it, however, so it doesn't take away as much from your force org chart as other tanks may. The medusa can also take special shells, that make it more of a tank hunter. They reduce the shot to small blast, but make it AP1 and roll 2d6 to pen. I've playtested these, and they work well enough. Frankly, I find the rounds somewhat redundant, as you already have a S10 ordnance shot, but oh well.
Tactics: Yay, no minimum range! Bubblewrap it and shoot anything with decent armor (vehicles or infantry) before it explodes.
#2=The Colossus
I use one of these in my current list. I take it for a reason, and fear is that reason. If you plop this guy out of LoS, you can just sit tight and watch as the enemy rips their hair out over it. It is S6 AP3 large blast, making it a dedicated marine killer. The nice thing is that it ignores cover, and always fires indirectly. The unfortunate thing is, it has a minimum range of 24", and it always uses the full 2D6 for scatter unless you get a hit.
Tactics: This one may not seem very good, but it can be quite crucial to winning objective games. The reason I take it (other than for dealing with long fangs...) is to deal with that last pesky unit sitting in cover on an objective. One lucky hit from the colossus, and that unit is gone. It is also nice for dealing with units out of reach of your heavies. It misses a lot, and a determined enemy will almost always kill it, but it is very good at scaring the enemy into making mistakes with their units. These mistakes can be the difference between a loss and a win.
#1=The Manticore
Woh! Big shocker there, right? Honestly, what else could've been #1? These things are amazing, they get D3 S10 AP4 pie plates. Again, minimum range of 24", but it's artillery for crying out loud. Or atleast I consider it artillery, it has the same purpose. Getting back on track, this will annihilate any tank, and any infantry squad with a 4+ save or worse. Also, don't be shocked if it kills more than one thing per turn, it will do that pretty often, really. Same as the medusa or colossus, though, it's scary, so it will get shot. It's a wee bit expensive at 160 points, and it cannot be put in a squadron, but it's worth it in my opinion. One more thing, it only gets 4 shots per game, but to be completely frank, it probably won't live past 4 turns. Mine dies pretty much every game, but only after it blows up about half of the enemy's army.
Tactics: Well, bubblewrap it, as always. Fire it at tanks, or giant packed in squads. Chances are, you won't be unhappy with the results.

Wednesday, January 26, 2011

Battle Report! Chaos vs. Wolves

Kasrkar here, coming to you with yet another battle report!
Now, I completely forgot to post this about a month ago, so my memory of the game is a little bit rough. I myself was not in this game, it was between The Verderer's chaos and a friend of ours that will be referred to as Grandpa Rhino. Grandpa Rhino doesn't has only very recently thought of a paint scheme, and so his proxy-heavy space wolves appear as rainbow marines.

So, the game was annihilation 1500 points. Pitched battle was the deployment. Grandpa Rhino won the roll to go first, and took the first turn.
As much far as I can remember, the lists were...
Chaos:
-Sorcer w/ mark of slaanesh and lash
-10 berzerkers, 1 champion w/ power fist
-10 berzerkers, 1 plasma pistol
-10 Plague Marines, 2 meltaguns
-3 Rhinos with daemonic possession
-Vindicator
-2 obliterators
-2 obliterators

Wolves:
-Rune Priest, random funky stuff, jaws, termy armor
-5 grey hunters, melta, mark of the wulfin
-5 grey hunters, melta, mark of the wulfin
-5 grey hunters, melta, mark of the wulfin
-Razorback, lascannon/TL plasma
-Razorback, lascannon/TL plasma
-Razorback, lascannon/TL plasma
-5 wolf guard w/ terminator armor, 1 cyclone
-5 wolf scouts, meltabombs
-5 wolf scouts, 2 meltaguns
-Land Speeder typhoon
-Land Speeder typhoon
-Vindicator
-Vindicator
The Verderer reserves everything, Grandpa Rhino spreads out slightly.




Top of Turn 1: Rainbow marines advance! Land speeders rush to the left side to try and box the Verderer in.

Bottom of Turn 1: Nada.

Top of Turn 2: Advanced even more, and popping smoke with vehicles in preparation for The Verderer's army to show up.

Bottom of Turn 2: A unit of obliterators deep strikes in, both rhinos with berzerkers and a sorcerer come in. Obliterators whiff, and fail to hurt the vindicator they teleported next to (see top picture). This would be the first of 3 snake eye rolls The Verderer would roll to penetrate with meltas that day.



Top of 3: Neither wolf scout units come in. Grandpa Rhino pegs one of the obliterators with a meltagun, but misses with his vindicator. Random shooting shakes/stuns both of the Verderer's rhinos and blows the bolter off of the one with the sorcerer.

Bottom of 3: The rest of The Verderer's army comes in. The lonely obliterator takes the weapon off of Grandpa Rhino's vindicator, some stuff misses, and the other obliterators take down a land speeder after coming from the flank.

Top of 4: Wolf scouts come in, the meltagun ones epic fail and miss, the meltabomb ones manage to destroy a weapon on the vindicator and immobilize it. Grey hunters melt the remaining obliterator. Razorbacks wreck the plague marine rhino and the one without the sorcerer. The sorcerer's rhino is immobilized.

Bottom of 4: Both squads of wolf scouts die to counter charges, yet another land speeder crashes to the obliterators.

Top of 5: Grandpa Rhino's shooting is ineffective, not much happens. Plague marines just barely dodge a demolisher shell.

Bottom of 5: Shooting is ineffective.

Game ends.

Score is Grandpa Rhino: 3, The Verderer: 4. Victory for chaos!

Very close game, and if the game had gone on, it could have gone badly. Talking to Grandpa Rhino about the game, he says this: "Never ever take wolf scouts ever."

Hope you enjoyed!

Tuesday, January 25, 2011

Chaos is for fighting...?


Hello, everyone, The Verderer here with some interesting tactics that you may have thought of...But probably not. It all comes down to this: Chaos is considered to be a "fighty" army. Khorne Berzerkers, Demon Princes, Chaos Terminators, etc. are all very fighty, and are therefore seen on a lot of gaming tables. But does it have to be that way?

The current metagame calls for lots of high-strength, low AP shots, and plenty of vehicles. As you can guess, this is not Chaos Space Marines' strength, which leads to many people assuming that they are useless, and either selling their models or proxying them as Wolves or Blood Angels. However, I believe that Chaos can keep up with the metagame. Not with Lash, not with Berzerkers, but with shooting power.

So, in a list like this, you will, of course, look straight at Obliterators. They are an obvious choice for shooty lists, seeing as they have lascannons, and, more importantly, the ever-feared plasma cannon. Two units of these are invaluable in a list like this. Why only two? You shall see...

Next up is troops. You're going to want troops who can shovel out an incredible amount of shots, at pretty long range. Solution? Noise Marines with Sonic Blasters. A unit of 7 can send out an impressive 21 shots when standing still, or 14 shots while on the move, both at 24" range. That's not even mentioning the Blastmaster, which can pin enemy units, giving you another round of firing. Very good in my book, we will want to load up on these.

Next up is HQ. Who to lead a shooty army? A Tzeentch demon prince immediately springs to mind, but the enemy is probably going to reach your line at some point, let's face it. Therefore, you will need something to counter attack with. My solution to that is simple: Chaos Lord with a Demon Weapon, perhaps with some terminators or Berzerkers for a counter attack. Cheap and effective, just the way I like it.

Now, with some points left, lets look back at the Heavy Support section. With one slot left, I see one last obvious choice: A Defiler. This beast will be able to take out entire marine units with one shot, and handle itself well in combat. And, if the battlecannon should be destroyed, you can use its secondary weapons, or use it as a wall to block enemy units.

So, piecing it all together, the list would look something like this:

Chaos lord w/ Demon Weapon, Terminator Armor

5 Terminators w/ Icon of Slaanesh, Reaper Autocannon, chainfist

8 Noise Marines w/ 7 Sonic blasters, blastmaster

8 Noise Marines w/ 7 Sonic blasters, blastmaster

8 Noise Marines w/ 7 Sonic blasters, blastmaster

8 Noise Marines w/ 7 Sonic blasters, blastmaster

Defiler w/ Havoc Launcher

2 obliterators

2 obliterators

total: 1,750 points

Pretty much, castle up! The noise marines should be in front, then the terminators behind them, and then finally the defiler and oblits. In the case of objectives, advance slowly, and keep firing, and/or Deepstrike oblits.

Well, that's all for today. Leave any questions or such as comments!

Thursday, January 6, 2011

Luck in Wargaming

So, today, I'm going to talk about a subject that's very close to my heart, and I'm sure it's very close to many of yours. That subject is: Luck.

Luck is 50% of wargaming. That is what must be excepted right off the bat. You can make up the best tactics, the cheesiest army list, or exploit as many loopholes as you want, but if the dice aren't with you, then there's nothing you can do about it.

There are two schools of thought on this subject: The first one is the logical, sane one. First off in this is that the dice, despite what the demotivational poster above might say, do not hate you. They are simply little cubes with small dots indented in them. They might roll a 5, they might roll a 2, it's completely down to chance.

As it happens, this theory is not very fun, which leads to the second theory, which involves contact between wargamers and fate. Every wargamer I know has some sort of superstition . Kasrkar, for instance, thinks that putting his super ugly pink dice around a unit in the movement phase will make them roll well in the shooting phase. I, on the other hand, regularly sacrifice spare HQ models to the dice gods, in the hopes that they will take pity upon me, and bless my dice with 6's galore.

Another belief that those in our gaming club hold is that some gamers are predestined from birth to either roll badly, or well. There are two branches of this, as well. The first branch deals with the extremes of dice rolling. One person I know, Sam, is the only person I have ever met who can roll 18 dice, and have 14 of those come up as 1s. Carter, on the other hand, can roll 5s and 6s like you wouldn't believe. On the downside, however, if he loses a combat, his unit almost always fails the subsequent Morale check!

The other branch is more exact, that players roll better or worse for different dice rolls. For instance: I will seize the initiative from you. Every time. There is nothing you can do about it. I also cannot make Power Armor saves to save my life. My poor chaos marines have a bad habit of dying to lasgun fire, because I can't roll above a 2. Xander, on the other hand, makes 3++s like nobody you will ever see. He believes that this stems from his yelling of "Bob Marley!" before making an important dice roll.

Well, that's all for today. What kind of rolls do you make well?

Saturday, January 1, 2011

Dark Eldar: Obscure characters.


Happy new year, everyone! For my first post of the year, I would like to look at some of the Dark Eldar characters who are getting overlooked with all the scary stuff like Haemonculi and Lelith.

Lady Aurelia Malys:

At first glance, she looks decent, with an Archon's statline and a less dangerous Djinn blade. But it's when you compare her to a basic Archon that you see the magic. Firstly, she and her unit are immune to psychic powers. Personally, I would take her for just that. With all of the scary Lash of Submission and, even worse, Murderous Hurricane psychic powers that are floating around out there, she can lead her unit through all of those purple glowing whips and tropical storms. The regular Archon doesn't even have an option like that.

Then you come to the 4++ invulnerable save. Quite honestly, I almost like this more than the Shadow Field, seeing as I always fail that 2++ as soon as I possibly can. Add this to the fact that you can redeploy up to three units before the game, even putting them in reserve, you can really bait an enemy and leave them stranded.

So to compare her to an archon:

Archon w/ Djinn blade, Ghostplate armor - 90 points

Yeah, for 40 points more you can get the Lady? I'm going for that.

Baron Sathonyx:

A little less impressive than the Lady, still very good for only costing just over 100 points. He even has a shadowfield! The way I see it, he's sort of like Belial, in the fact that he, in himself, isn't terribly amazing, but for his points he's great, and he makes already good units troops, that being Hellions in the case of the Baron.

So, what does he have? Well, he gives his unit at least a 6++ cover save at all times, though for the baron himself, he has his shadowfield. On the charge, he will also have 4 strength 6 attacks, not including combat drugs, so he will be rather effective against vehicles as well as light infantry.

Also, a note on the Bones of the Seer: Choosing deployment zones isn't great, but it can help, if you want your wolfpack of fast vehicles some extra cover.

Finally, we come to Kheradruakh the Decapitator. At ten more points than Lady Malys, he isn't as good of a choice, not in the same way, at least. He is meant to be a character hunter, and no mistake, but he may actually be better used to destroy MSU armies, with a power weapon and Strength 5. Another thing that helps him is that he has the Baleblast and starts out with a pain token, so that's 2 strength 4 shots per turn already.

A word on deployment: Kheradruakh must always be kept in reserve. However, he can deploy anywhere on the battlefield, at least one inch away from an enemy model. I would personally put him in cover, and then fleet out and kill an unwary small unit, before shrinking back into cover again. This is especially good if you want to take down that Manticore in the enemy's backfield, or the long fangs, and so on.

So, that's all for today! What do you think?