So, Ard boyz will be here in a little over a month.
Some things I've noticed with people around the Webz that seems to be a trend is that they are planning on bringing a scaled up version of their normal list.
For some this COULD work, but for the majority of people, it simply will end in failure.
Why? well, there are a couple of reasons for my opinion of this:
1. Most people play at the 1500-1850 point level, adding to your army from that point will likely change the entire way that your army plays.
2. Survivability. At that above point level, a tactical squad will likely survive more than a single turn of fire. at 2500, simply put, it won't.
3. Mechanized forces - This one is a bit more in depth, but to put is in a simple fasion, 6 land raiders is a viable list at 2500 points. Does your scaled up army have the ability to both destroy the land raiders and deal with the 3 squads of terminators inside? Most armies can not.
4. Fire Output. Look at the army that won last year, Alpha Strike from hell, and while he got lucky in the fact that he got to go first for all 3 of his final games, the list itself is really quite a bitch to deal with if you're un-prepared.
So, how is this meant to help you? well, I'm going to TRY to go into some things that I THINK may help you get to where you want to be....
First up is the Points difference and the fact that most armies do not scale properly.
I would recommend that you start your list from scratch. If you plan on going, know that you WILL face some of the cheesiest lists out there. That is what this tournament is for. Bring the most broken combos you can and smash face.
You will likely see:
Pedro/Lysander and 9 Scoring units.
Doom of Malantai and 6 Squads of Aura of Despair Genestealers (protected by a bunch of Zoanthropes and perhaps a Venomthrope for good measure)
The Leafblower Alpha Strike
9 Vendettas with all sorts of nasty
5-6 Land Raider Spam
The List goes on and on, Can you be prepared?
So, Build your list from scratch.
Start with your focus. Say you want to try that "Subpar Internet Codex" (Tau) which in truth is one of the nastiest out there when built properly.
Take 9 Broadsides all with Team Leaders w/ Knife, DC (2 Gun Drones), all with ASS.
Throw in 5 Squads of 10 Kroot with 5 Kroot Hounds (the most deadliest of Tau CC Counter attack available)
2 Squads of 2 Piranha (simply put the best movement blockers in the game.)
10 Crisis Suits with Missiles and Plasma with Multi-Trackers.
Take 3 Squads of Nob Bikers, 2 Full Squads of Lootas, 3 Squads of 2 Deffkoptas (TL ML and 1 Buzzsaw) and 3 Battlewagons full of 20 Boyz (yes you need the Deffrolla)
Up next we have survivability
With the points level pushing the limits of Apoc, you Know you will be facing a LOT of serious fire power. So, how will you survive it? First off you need to know that you will lose a lot of things over the course of each game. nothing in the game is invincible, and any unit can die. so plan for that and make yourself the least vulnerable as possible. For all armies (save NIDS) that means buying transports. Take razorbacks, Rhinos, Chimeras, Land Raiders, Raiders, Whatever you think will serve your needs best, but just take them.
You will thank me when it takes your opponent's 3 turns to kill a squad instead of 1 turn.
Also, remember to read and re-read the cover rules. Cover will come into play a lot in this tournament as with the sheer number of models on the board you will NEED to have things in cover at all times.
Several armies can affect cover like the Ork's Big Mek KFF, or the Tau Disruption Pods. use that to your advantage. Other armies can ignore cover like a Heavy Flamer heavy Vulkan Hestan list. Know that it will come up.
Mech is still king and with all the hoopla about the "Deffrolla kills mech" comments circling the web, don't get confused. you shoot that things av12 side and immobilize it and it cant kill mech. period.
Templating Death will be another thing to look out for. people will bring lists such as the AD MECH list I posted up quite a while ago. That thing pumps out 40+ templates per turn. 16 of which are PLASMA (S7 AP2) that will kill a lot of what you have in very short order. Be Prepared.
Speaking of fire output, can you keep up with the Imperial Guard? I'm guessing no. But you can do your best. Dark eldar can bring more bright lances than anyone wants to see in a 2500 point list. Off hand calculation on this is 24 Dark Lances, plus another 9+ Blasters, oh, and it is all in fast skimmers. Yeah, that is a real pain to deal with. 3 ork loota squads can put out anywhere from 45-135 S7 AP4 shots per turn.
You need to be able to put out a lot of firepower each turn, sorry, 3 Railgun shots is simply not enough (looking at you 3 hammerhead players)
Get melta, get las cannons, get whatever you need. Just make sure that you get it.
All of the Ard Boyz games I've played have been modified missions. bear that in mind. You need to read the missions thouroughly. Kill Points AND objectives come into play in almost all of the games. Know what you have and read your opponent's list VERY CAREFULLY.
Ok so I could not find a PG13 picture that would accurately represent my feelings on this particular Topic.
So, if you don't know of the Rivalry between BoLS and YTTH, crawl out from under your hole.
These two sites have both bashed and ignored each other for years,
Last year though things reached a fever pitch when the BoLS Lounge started going after Stelek Personally (Read Not for his blog but his personal life) Which completely invalidates any and all credibility that JWolf, Mkerr, et. all. ever had. Personally i still peruse BoLS, but with both their complete lack of credibility and their completely worthless articles that have come up, I've given up.
Now, Mkerr has challenged Stelek to a battle. no real information has been given except that Mkerr has had "Pledges" of free flight and $850 to the winner of the battle.
Ok, Seriously? are you people that stupid? You need to have a winner in this pissing match?
a couple of points that are fact:
1. Stelek's abrupt nature can be grating on your sensibilities.
2. Antagonization is for the weak minded.
3. NEVER EVER start a fight you can't finish.
So, Mkerr, will you make the trip? or are you going to throw crap at utah from austin texas?
Stelek, Are you willing to accept the challenge? even if it is just to see who wins?
People of the world, are you that deluded that you need a winner?
So, somebody wins, does that help anything?
Not that I can see. perhaps it is my own misguided sense of stupidity that this whole situation seems.... Juvenile.
Are you all adults? If so why, oh why, is it so hard to act like it?
IT IS A TABLE TOP WAR GAME!
The only way this ends well is if it does not happen and people learn to mind their own freaking business.
So, armed with my new dice, and a Hankering for some gaming, I will be attending a tournament this weekend. The drop dread army will be making another appearance after their fantastic dice failures last tourney, I'm hoping for a better result.
I will also be bringing another party to this tournament (he came last time, but it was his first tournament and he played tau, and while this is not a bad thing, for an initial tournament tau are not the best to go with IMO)
So I've built him the following list of Space marines to play.
So, in my efforts to help out a player in my area learn the game more, the topic of deployment came up. I was asked if it was better to go first or second. My initial reply was to always try to go second as the way that I play the game is built on that, but It got me thinking on this.
So I tried to figure out why it was I would go first, and a few situations came to mind:
1. I Have an Alpha Strike List
2. I am playing Orks.
So.... let's cover those 2:
Alpha Strike Lists are an interesting concept that is..... not the best of Ideas (at least IMO) because they rely on you going first. If you go second you're a lot worse off as the enemy has had a whole turn to disable your alpha strike to the best of their ability.
A STRONG alpha strike army build would be something very similar to the following: Thank you to the YnQuisition for this. it helps.
Now, this gives you a very ugly alpha strike in the form of:
9 one-shot Hunter-Killer Krak Missiles
9 Twin Linked Plasmaguns
21 Missile Launchers (firing from 12 units)
Everything here has a range of 24" or more.
Though to be honest you'll be relying more on the 48"+ Range weapons for your "Alpha Strike"
So basically you have:
21 Missile Launchers
9 Las Cannons
9 HK Missiles
Think it's not an alpha strike.
So, nothing moves, and you can pretty much shake/stun/destroy every vehicle an enemy has.
This is quite important as the primary focus of 5th edition seems to be mech.
So, the question remains: how do you deploy for an alpha strike?
Step 1: Look at the board VERY Carefully.
You're looking for firing lanes, rough distances, where to place your longer range weapons and when you need to put your shorter range weapons in.
Try and force your enemies deployment by how you deploy.
If you put 6 las cannons facing that one open area that your opponent could drop a land raider and do the super drive assault on his first turn, he'll definitely re-think that idea. It's just the basics.
Also, try and figure out where your enemy will likely try and "Trick" you with his deployment.
Find that area that he can put 1 fire prism in cover but still see and have line of sight to another fire prism completely out of line of sight. Now change your view point to see if you can find an area to pack in fire power so that no matter what (dice gods willing) the one he wants to put there will be fried.
There are a lot more ways to deploy for going first, and I'm certain that others will have more and even better ideas than me.
Keep playing, theoryhammer is no replacement for experience.
And if you're playing orks, hope you get in the first turn so you can move your trucks up before they get shot down by snotlings pissing in the wind.
So, I've been perusing the Privateer press site for a LONG time now (several years) and never quite understood how this game works. I love the sculpts on the models, and am aware of a Reboot of the rules system in the works, but.... other than that I am oblivious.
I've long thought that the Circle of Orborros model line was the coolest. I will NEVER play Warmachine. can't stand the idea of steam punk....
So, do any of you play this game? is it worth getting into?
So i was asked what was going on with the Wookie Picture in my Profile....
I am an Advertising Graphic Artist by trade.
I work for Lee Enterprises, the US's 4th largest publishing company, at a local newspaper.
In a strange way, the artists are like a family and we mock and harrass each other just like family.
So when one of my co-worker's birthday came up, I put his face on pee-wee herman riding a bike for a "Happy Birthday" ad. He was not so amused, and when my birthday came up 2 weeks later, I looked in the paper and what did I see?
The wookie picture. Though to his consternation, I've used it a lot as a picture of myself a LOT since. I think it is funny as hell and will likely use it for a long time.
Yes, it's my hair. and for the most part, My beard.
A recent development in the Tyranids armory is the HEAVY Venom Cannon. rules changes and all that has brought about the need for a Heavy version.
36" Range S9 AP4 Assault 1, Blast *-1 to VDT against non-open topped vehicles
So, A nice high strength weapon that can and will kill quite a few things.
We can mount it on
Harpies in a TL version
So, what is our best option?
Without a doubt it is the harpy, You get it Twin Linked (never underestimate that re-rolled scatter dice)
On a "Fast" platform for 170 Points. And it's platform is T5 and W4.
A tyrant costs 195 for just this upgrade and nothing else, and it's not twin linked.
If you want it on the fast platform, you're paying out the nose for it at 255 points
A carnifex rings in at 185 points for a non-twin linked version it's on a Durable platform at T6 W6, but again, slow and more expensive.
To me, it's a no brainer way to get some nice high Strength weaponry without paying through the nose too much for it.
The Stranglethorn Cannon
Another recent development in the Tyranids armory is the Stranglethorn Cannon. rules changes and all that has brought about the need for a Heavy version of the barbed strangler..
36" Range S6 AP5 Assault 1, Large Blast Pinning
So, A decent strength weapon that can pin and can wound more with it's single shot
We can mount it on
Harpies in a TL version
Seeing a pattern?
Again the harpy is your best choice. both points wise at 160 and effectiveness for the above reasons.
People just don't seem to get how good the harpy really can be.
Honestly, it will take more wounds.
At a point of T lower than other MC's in the army, you're going to take DOUBLE the wounds from small arms fire. BUT, with a twin linked wepon with an effective range of ... 48" WHY are you in small arms fire range?
You have a 12" movement and 36" range to shoot from out of their range. USE IT.
Another reason I love the harpy.
Would I take a HVC on a Hive Tyrant? perhaps, but to be honest the Bone Sword/Lash Whip/ Scything Tallons combo is your best bet. Just get him into CC and watch stuff die quickly.
You may have heard before the 40k is a completely different game at different point levels, I have no choice but to agree with this statement as I've been playing for a LONG time now.
You may say: "But you're just getting more options with the bigger points games"
While in theory this is true, in truth it is not. You still have all the same options, but you just need to plan better.
This is part of what I call the Metagame.
Some people will tell you that there is no Meta-Game, but i have to disagree with this. Meta-Game is not a reaction to what is going on around you, but a reaction to the twists and turns of the game itself.
Why is the game different?
Well, let's take armies of 1500 points:
You still need to fufill the FOC requirements so 2 troops and 1 HQ are required.
You fill those and you're looking at 1,000 points (roughly) of points to spend on the rest of your army.
2 Land Raiders? there goes half of the rest of your army. Now the termies to go in them, and you're left with all of 200 points to spend on everything else.
Not much right.
So, you drop the 2x termie/LR squads and start again.
This is what I mean by Metagame.
at 2,000 and 2,500 points you have a lot more leeway with what you can and can not put in your army and still make it cohesive.
So how do Tyranids work at 1500 points?
Well, first off to get the most bang for your buck, the Hive Tyrant goes away as an option.
Why? well, let's see....
170 gives you the base tyrant, Tac on another 120 for his extra wounds (2 Tyrant Guard) and make him more useful than just get shot to death as I run across the board for another 25 Points (Heavy Venom Cannon)
and you're up to 315 Points. Before you go to your 2 required troops choices. that is more than 1/5 of your army for your single required HQ choice.
This leaves you with only a few options for an HQ choice.
Tervigon (very useful as a troop, and also very useful as an HQ choice at 1500 point games. Take him with Catalyst for 175 points and you've got yourself a very resilient and potent HQ choice.)
Parasite of Mortrex (fun, but only useful in certain army builds)
Alpha Warrior (Nice Cheap choice, but if you're not wanting to run a Warrior Squad then he's out.)
So there you go. Take a Tervigon and you're good to go. less than 1/3 of the cost of the Hive Tyrant and at this point level, I think It's more powerful.
So I have an HQ.
Now on to Elites, Here it is a tossup between Hive Guard and Zoanthropes.
I chose zoans every time. Personal Choice, but you can take either. I'll take 3 squads of 2.
Need more Tervigons. I love monsterous creatures. So I add their 50 point tax and take 2.
4 Troops taken
Now, Personally I am very less than impressed by the Tyranid Heavy Support choices, don't get me wrong, there are some monsters there, but I'd rather take the Fast Attack MC's before the HS choices.
So I'll take 3 Harpies, with Heavy Venom cannons. (see I get better HVCs from the FA slot than the HQ slot)
This gives me an army resting at 1495 points.
For good measure I'll add 1 Termagaunt and fill out my 1500 point army.
The Brain Alien.
It comes with a choice of heads and a random body (i really wish you could chose your body style, but meh, they're both nice.)
You can have it cast in either metal or resin.
I chose resin as I prefer light-weight to heavy and I live in a climate where it will NEVER melt.
I'll try and cover a decent review.
Cost: $15 USD
Shipping: $4 USD
Total $19 USD
My resin version was extremely well cast, I've been casting in resin for about 3 years now for pieces, I can not produce something with so little flash, Very high quality casting
The resin itself is very lightweight and extremely hard. A bonus when a lot of the resin pieces available on the Net are softer than they ever should be.
The Alien Brain is similar in size to the Tyranid Zoanthrope, though it is smaller. by enough that I noticed right away. The Zoey is about half again as wide with it's back spines, and about 3/4 of an inch taller. This is somewhat alleviated by the fact that the Alien Brain comes with a clear plastic "Floating" I refuse to call it flying Base. With a bit of effort they CAN be the same height, but not the same width without adding quite a bit to it.
Here is a picture of it next to a standard current edition Zoanthrope:
As you can see, the sizes are similar, but still not quite perfect, which to me is just fine as it should not be a replica of the Zoey.
This model really is beautiful. While I would personally never use the Tentacled Head, The bladed head is beautiful. The details are superbly defined. and extremely well sculpted.
I war really hoping to use this guy as a Doom of Malan'Tai model, but because of the size, never will.
I will however be purchasing 2 more of them and fielding them as a squad of Zoanthropes.
Overall, I'm quite Impressed by the sculpt, quality and especially the Price. A resin model of this quality is unheard of for $15.
The Wookie Reccomends. This is not a sanctioned review and all images are either my own or from the Troll Forged website.
Don't Forget to leave a comment on THIS post to sign up to win a Limited Edition Model!
Ah, the old standby of the Flyrant. An amazing little bugger, only costs 230 points for a base flyrant...... ouch.
So, if you want to run a flyrant, what to do to make sure that 230 points does not die in relatively quick order?
Well you've really only 3 options:
1. Harpies - Target Saturation
2. Shrikes - Target Saturation and A bit of Synergy
3. Gargoyles - Pure Synergy.
These are your other option for Winged Monsterous Creatures. They come in at T5 and have 4 Wounds. Not a bad little package for 185 points with the TL HVC and Regenerate. (Always go for the Cluster Spines 'cause with bs of 3 you are hitting 2x with the stinger salvo. hit 3-7 with the Cluster spines.... Yes? Yes.
These are great for a more tempered player as you get a VERY NICE set of CCW options and a decent ammount of power in a small package. Beware the ML armed marines and any full tac squad in rapid fire range.
Wow, here is where the synergy becomes really apparent.
Give your Tyrant the Old Advarsary upgrade and Paroxysm and run him close behind/next to the gargoyle unit of 20 Give the Gargoyles all of their options (Sacs and Glands) ringing this unit of 20 in at 240 Points.
Why you ask? well, lets see.....
The gargoyles get 40 attacks on the charge (we'll say vs Terminators :D)
Hit the Termies with Paroxysm (auto Hit and they become WS1)
Charge the Termies with the Gargoyles and now were off into mathhammer land:
6.6 Auto Wounds
13 Re-Rolls give you:
2.16 Auto Wounds
For a total of
8.76 Auto Wounds and 26.5 Hits
Now you take those 26 (we'll drop the .5) hits and roll to wound:
S4 VS T4 with a re-roll to wound (Thank you Glands and Poison)
9.5 Rolled Wounds Plus
8.76 Auto Wounds
Gives that terminator TH/SS Squad (Usually 5 but up to 7 as the most I've Seen)
18 Base saves to roll. So out of those 18 they should fail 3. Leaving 2 terminators to strike back at WS1:
4 attacks hitting on a 4 = 2 dead Gaunts.....
You see how this picture continues to progress.... not good for the SMs.
We all love gaming. If we didn't, why would we play this game?
However, for some of us, there is a distinct lack of the ability to play. For me it is because the closest gaming group is 100+ Miles away. It sucks, but it is what I have to deal with, so I content myself with the online aspect of the game, painting, converting and planning, so that when I do make that drive, I am prepared to have the MOST FUN possible with the least ammount of BS while gaming.
Now, some of you may be able to play with a few friends, and this Article is directed at you specifically.
How do you build your gaming group? Well first and foremost is your Play Venue. For those of you who have a FLGS (Friendly Local Games Store) you have a place with both interested people and visibility. You should do two things to get more people into the game.
First: Play there. Have fun, laugh. Support your FLGS, and they will support you. It's how it works.
Second: PAINT YOUR ARMIES. you may not think that this is important, but think about it like this:
If you were to have no knowledge of the game, and wandered into a Games Store and saw people playing 40k with beautifully painted miniatures on a dynamic and Cinematic playing surface, would you stop to see what they were doing? I would.
Now, look at it the other way, If you were to walk in and see a couple of guys playing with bare plastic miniatures rolling dice on a piece of Plywood with chunks of felt on it, would it catch your attention and hold it the same as it would in the above painted example? It wouldn't for me. and it Didn't for me. That is why when I was getting into this game it took about 4 times seeing it played on plywood that I ignored before seeing it played on a nice terrain filled table with painted armies that my interest was piqued.
A lot of games stores don't require you to paint your minis, but when you do, I think that you'll find (As I did) that they become more YOURS and less PIECES to play the game with.
I suck at painting. I admit it. I'm color blind and my brush skills are terrible, but I love the feel I get when I field a completely painted army that is wholly my own.
Odds are that you will too.
If you already have an Established gaming group, don't get complacent. People move, people drop the game and before you know it you could be the only one left playing. Don't let this happen. If you have an established gaming group, take 1 or 2 days a month and hold "Teaching Night" Help those that may be interested in the game how to play. Get them to love the same game that we all do.
The rewards are worth it.
Don't forget to enter my giveaway. Post a comment in THIS POST to enter. You only have 1 week left to sign up!
So on a few other blogs there has been a lot of talk about cover saves and how they only apply to shooting attacks.
Thought I'd put up a quick post about how I see this situation.
There are several things that apply:
Covers saves may be taken (usually when they are lower than an armor save)
Not so Commonly Known:
Cover Saves may be taken during ANY PHASE (though may be dis-allowed by certain wounds) (BRB pg 20)
- Close Combat wounds are the most common as the Assault Section of the BRB specifically states that cover saves may not be taken against wounds caused in close combat. (Page 39)
So, in summary, you may take cover saves against a lot more things than say... a Las-Cannon shot.
Your vehicle explodes and you have a 5+ cover save (Via Big Mek Kustom Force Field) you get your save.
Spirit Leech comes in from the doom of Malantai? You get your cover save.
People know that cover is important, but it is far more important than some people give them credit for.