Thursday, May 1, 2014

Warhammer 40K Tactics 101

If you have ideas you'd like me to add to this I will treat it as a living document that you can refer back to when you need it.  Valuable ideas can be added!  We are the Unorthodoxy Empire.   We learn and by learning we conquer.

6th Edition has taught us a lot of new ways to LOOK at the battlefield, not just at units and lists.

Discussion on this would be great.  I have compiled some tactical notes here over time that I have found to be fundamentals.  Perhaps they will help newer plays look through the Unorthodoxy lens at things.  Some of these are not so strange, but I am sure some will generate some controversy.  Newer players will get more from it...  So share this with newer players or send them the link!

We take the turn in step:

Before the Game Starts:

A number of things happen here that have dramatic impacts on the game itself.  One can easily argue that what you do before the game, and how you deploy, have an enormous bearing on your chances of winning.  Sun Tzu put great importance on the way that one APPEARS to have deployed and what one APPEARS to be planning.  Despite what negative Nellies claim (that it's a "Dice game played with Beer and Pretzels"), it is those very pints of beer that may be blinding them to how seriously the game can be played if one is applying oneself.  Having a good time can be accomplished at the same time as calculation towards a good win.

Choose Your Army:  

A lot of time is spent on this subject, here and elsewhere, to help you build your force.  My overriding advice here is this:  Do not overlook the movement phase when looking at army builds as a way to win.  Almost all the missions involve objectives and nearly every major tournament scores them as (generally) more important than raw kills, for a number of wise reasons.  From the standpoint of a General, those reasons are irrelevant but the simple truth of it should suffice for our discussion.  The ability to kill things, while rightly prized and often the subject of mathematical debates, isn't the be all end all of 40K.  It is just facts for when such math is allowed to happen by the opponent.

You must make sure you have the following pieces in the force to be successful.  If you do not, you will find certain match ups quite difficult.  Only shining brilliance as a General will help you overcome deficiencies in the roles of your army components.  You will also find that covering all these bases consciously and intentionally will never penalize you unduly.  Do not shy away from units that are designed for a specific purpose as being too specialized.  They are part of the greater whole and necessary for overall tournament play, even if in any one game they may be LESS fruitful.  It is the rare unit that is fruitless, a point that is wasted on lesser commanders.

One unit at least should be included as part of your core, to accomplish each of these missions before you move on in army building:

1.  Anti-Air.
At minimum, you need one unit that has the ability to handle aircraft convincingly.  Storm Ravens, Vendettas, Crimson Hunters or Heldrakes are all examples of the kind of aircraft you will face.  Monstrous Creatures have grown to be the largest consideration, actually.  When you see one at all, you're probably going to see more than one, in competitive environments.  If your anti-air measure comes in the form of a vehicle or monstrous creature (MC) and does not have intercept ability, consider reserving it to preserve it for its role.  Enemies will target such anti-aircraft threats early if they can, to protect their own fliers.  Reserving the anti-air measures helps keep the enemy from doing it.  Hydras, for example, can sometimes be placed in reserve if they are too easily gotten to.  Beginners might question the wisdom of "not getting to use the anti air earlier" but what good does the anti-air do you at ALL if it's dead?  One shot the entire game as compared to the two or three they might get if they are reserved?  Worth considering.

Incredibly hearty or multi-purpose anti-aircraft elements like a Stormsurge Battlesuit or Space Marine Devastator Squad with Sky Fire missiles can be placed on the board earlier and with more confidence, secure that it can withstand the battering long enough to carry out its anti-air mission when the time comes. while contributing mightily in the meantime.  Devastators can use the Devastator doctrine to stay in reserve and come on later without losing shots in a way, so even this unit may be reserved if the enemy aircraft are numerous.  The point here is that anti-air elements may need to be reserved and when that is the case, don't be afraid to do so.  Also:  Make sure you give a nod to this function in the list even if it is as little as a Scout with a skyfire missile.

2. Anti-AV14
Land Raiders, Leman Russ and Monoliths will be the most common versions of this, but fortifications and other things have it as well.  You must have a convincing enough amount of firepower to kill such things and they must, through range or mobility, be assured of reaching the target.  No army can be considered complete without this element.  Bring enough to cause 4 Hull Points in a turn, even if they do glancing hits.  Make sure that this firepower is available turn 1, as nearly all such AV14 units will be in the open and available as targets from the word go.  Even on the rare occasion that they aren't, you've lost nothing by having this part of your force happily firing on other targets.  Many of your units have crossover ability to impact such tanks, but you have to consider the math of making sure its enough.

What is enough, and what is over committing?  Great question.  Every shot inside 1/2 melta range has a 36% chance of doing nothing, 54% of penetrating.  In comparison, when a Lascannon hits, it has a  67% chance of doing nothing, 17% chance of penetration when it hits.  Yet Meltas can't kill an AV 14 vehicle at all without glancing it to death at more than half range.  Your reach with meltas is therefore a consideeration.

Clearly the Meltagun actually has more chance of killing AV14 at close range, but keep in mind that meltaguns have to get there first.  "Melta caddies" as I affectionately call units whose whole goal in life is to carry the gun that matters, aren't inexpensive with a couple notable exceptions.  Even if you can afford the number of melta caddies you need for absolute assurance, lets look at this objectively:  Each Melta shot at BS 4 has about 15% chance of actually killing an AV 14 vehicle when in optimal range.  That includes having to hit, penetrate and roll a 4 on the damage table.  Might not want to leave it up to just one meltagun eh?  Truth is, you need at least 3 rolls on the penetration chart to give yourself a near assured statistical chance at a kill; and that means you need at least 9 meltaguns you can reliably bring to bear at close range!  There's a reason people like Land Raiders.  Bad luck happens (of course) but a Meltagun only penetrates 54% of the time when it hits, and it still has to roll a 4 afterwards! The failure of a caddy usually signals the caddies death if it is a min/max'd unit and sometimes even if it does succeed.  Depends what the cargo was.

Lances are hybrids.  Excellent range and better than Lascannons at the job, not better than meltas in any sense that matters against AV 14, given one shot.  The range on lances does however grant them more TRIES than Meltas are ever likely to get, and the law of larger numbers kicks in here.  The sheer number of times it can fire skews the odds in its favor somewhat.  Assuming 9 Lances, that's really 18 shots because they will not be threatened as early and can fire at least twice before any threat is upon them compared to Meltas.  So when looked at through that scope,  the Lances actually land a killing blow and perhaps in slightly lower numbers (you need about 8 for an assured kill).  So though one cannot argue that any ONE lance shot is better, one can EASILY argue that it takes less lances to do the job and their overall killing power over the course of the game could be more impressive.  It also means the Lance unit is less prone to unit "exchanges" (example:  Letting the Fire Dragons die in order to kill the AV 14 monstrosity, which is quite typical Eldar tactica).

So in short, 8 lances, or 9 meltas are highly advised in the list, preferably in a mobile platform fast enough to get the jump on the enemy.  Though you will OFTEN not actually require that much just because, again, it's a dice game, it isn't wise to leave it to chance any more than necessary.

Another possibility are haywire grenades and the like.  Typically these are carried on a model, though there actually are some weapons that fire them at range (the Black Legion's Eye of Night and Dark Eldar Scourge Haywire Blasters are examples).  If one has a good assault vehicle, one can pack the grenadiers in, fly to the enemy and let the transport absorb as much as its able.  Assault vehicles do allow you to assault from their wreckage.  So all in all, if you can outflank Tau Pathfinders or jump Swooping hawks up into position they are plenty deadly enough to both end the big AV 14 juggernauts as well as be a nuisance on their own against other things when no AV 14 is around (Note:  this has changed since the new GW FAQ came out in 2017, making it so that only one grenade can be used in close combat).

Regardless of your decision, take enough in your force to kill 4 AV 14 Hull points reliably at one go.

Moving on!

3.  Fire Hoses:
At least two units of these will dramatically help you against the hordes of the world.  Fire hoses are high volume shot output type units (think Tau Stealthsuits, Ork Lootas or Grav Cannons), which can also come in the form of Templates, Blasts or Large Blasts. Anything that can fire 3 or more shots in a round is a fire hose, and the bigger the concentration of them, the better.  Massed cheap troopers that hit reasonably well can fill the role as well.  Barrage weapons are one of the most tactically important systems you can include in your force.  Fire Hoses don't rely on AP as much to do their work, so a great deal many of these exist in most armies and are worthwhile. Eldar Heavy Weapons Platforms, Tyranid Biovores (and the spore mines), Blood Angel Whirlwinds, Tau Airburst Fragmentation Launchers, and Imperial Guard Wyverns or Manticores are all possessed of these abilities.  You can use the Barrages to cause separation in Tau ranks, parting them enough to eliminate supporting fire.  Also, they can be used to assassinate independent characters or just knocking out influential weapons systems like Flakk Missile carriers.  Another point is that Ordinance Barrage weapons ALWAYS pin (no longer true in 7E), no matter how weak they look, and as I will say in many many places in this blog, enemy morale is one of the most important targets there is.  Attacking that can single handedly win you the game at crucial times when sheer ferocity or firepower cannot.  Scarabs and other Swarms are very susceptible to blasts as well.  I can go on and on, but as Fire hoses go, Barrage weapons may be underrated because the enemy can spread out to mitigate this somewhat.  It's clearly not a focus in most lists.  Nonetheless, consider Barrages to be in the fire hose category and its ability to get around cover is as important for the "bullet hoes" as it is for meltas and the like.  They can, coupled with the "Focused Fire" rule, be extremely effective on bunched infantry who've recently exited their vehicle.  This will be often if you've followed my advice in #2 above.


4.  Anti-MEQ (Space Marine Equivalent)
"Space Marine Equivalent" is a model with Tough 4+, and 3+ armor for simplicity sake.  A single unit dedicated to reliably whittling such a unit is necessary because a break through by such units usually doesn't end well, and getting rid of them can take longer than you have.  Your answer can be a shooting unit as much as it can be a melee unit.  You will want your answer to MEQ to be stationed behind your main line or perhaps outflanking to surprise and cut down such enemies as they approach, diverting them when possible.  IG Plasma Veterans, Vespid Stingwings, Devastator units, Tau Pathfinders with Rail Rifles, Heldrakes, Battle Conclaves, Gey Knight Purifiers with force weapons and other units that can jump an enemy MEQ unit and end them unexpectedly or at least diminish them to the point of combat ineffectiveness is a good thing.  The reason you don't NECESSARILY need two dedicated units to handle that is because normal shooting still works on MEQ at a decent enough rate.  But at a critical time in the fight, you will need an absolute assured kill on a unit like them and lacking it will cost you the game.  Don't go crazy and buy every Battle Conclave model you can find.  But a single unit of that sort, that convincingly can demolish a MEQ unit with no trouble should be a must.

5.  Anti-TEQ (Terminator Equivalent)
TEQ (Terminator Equivalent with 2+ saves and a Space Marine Stat line) units are expensive and you won't see a ton of them in enemy armies at a time.  When there are, such as Dark Angel Death Wing Armies, or Sanguinary Guard forces, their limited number means you wont have to kill as many, so ultimately a singular dedicated unit with weaponry to handle this is probably enough.  It may be by happenstance that there is lap over between roles with Anti-MEQ and anti TEQ units.  Try not to waste points making every unit do everything.  SternGuard Vets, Broadside Battlesuits, Imperial Guard Lascannon teams, Eldar War Walkers or Chaos Obliterators are all good choices for Anti-TEQ duty, Many melee units will work as well.  If you have a unit that can reliably kill most of 5 Terminators on the drop, you've probably got the right unit.  It's a dice game so nothing works all the time but you want a unit that has a pretty good chance of de-fanging a single important TEQ unit.

6.  Mobility
I said it before:  you absolutely positively MUST make sure your army has a way to get scoring units to the objectives.  Outflanking, Scouting, Infiltrating, Jetbike quickness and even Fast vehicles are all possibilities here, but do not fail to choose a unit just because it doesn't kill a lot.  Those units may have mobility options that make them valuable in a different way.  Do not forsake movement.  In the way that I fight, my opponents would tell you that my mobility is a weapon unto itself.  I believe in that.  Don't underestimate it.
1 Scout,1-2 infiltrators, and 1 Deep Striker are never bad assets to include.  The various missions have objectives scattered everywhere and sometimes getting across no mans land is just not going to happen in a vehicle.  Grey Knights can form a wall of fire so ferocious that only the fool hardy would try early on.  As the game gets older, the equipment and supplies start to wane...  Having other options can really be the saving grace of an army.  Learning to use such units well is the sign of a more accomplished General as such mobile units don't always tend to be optimized as much but they provide you a critical advantage and at worst equalize a critical disadvantage.

7.  Objective Secured Scoring
4 is the minimum number of scoring units I would use in a game in most armies, Among them, make sure at least half are mobile and able to cross 48" of terrain and gunfire.  Tourney players are very aware when you have but two troops.  They know that in most missions, they need kill ONLY the troops and play keep away to win.  Consider it.  If they can get First Blood, slay two troops and an HQ, then stall you until the games end and push a stray unit into your deployment zone, they auto win almost every mission!  The HQ and two starting troops become the only objective.  They could lose nearly their entire army and it wouldn't matter.  Just kill the two troops choices and the leader at all cost.  When you have three troops this is harder to do and when you have four, it no longer is a viable primary strategy for the enemy for while they might try, they probably won't succeed.  They can afford to be reckless though when you only have Objective Secured choices, no matter how tough you think they are.  The right army can perhaps gank 3 completely with some time and effort.  Take away this "seek and destroy" stratagem from the opponent by having enough Objective Secured units.

Roll for the Mission, and Roll for Sides

The list is done.  Time to get down to it.

The terrain in a Narrative game is set before you get to the table and informs your choice as to where you want to deploy.  I assume for this article that this is what you are doing, in the spirit of fairness before you roll for mission and sides.  Regardless, there will always be more than 24" between the two forces generally and that's a number you need to remember when you're planning to deploy because if you keep count in your head each round (and by pre-measuring), you can count what round is optimal to move and calculate what your chances are of crossing the gulf with a given units speed.

Fortifications deploy before armies do.  Make sure the enemy does this.  Whether you go first or you don't, the placement of the Fortification gives you a very clear indicator as you grow more experienced, as to how he plans to deploy even should you go first.  Don't let an opponent "accidentally" forget to put it down, just because you're deploying first.  I am sure it's accidental when it happens.  Probably.  Nonetheless, you can be a good opponent by reminding him to do so, so that he doesn't have to feel bad about forgetting. (Note:  This too has changed, as in 7E the Fortifications are placed along with your army)

The various missions you might roll will very directly effect how useful your army is.  As all but one mission (essentially) has objectives, and it is just a matter of how many and what units are allowed to claim them, the main things you want to think about once the mission is chosen is whether or not you are going to reserve units for this fight.  You're not required to, but Reserves are an enormous reason for my personal success.  I have learned that time is ticking away and the enemy cannot forever stand in optimal position and expect to win.  They must COME for the objectives and do so at the right time, into sometimes open terrain, into sometimes narrow paths.  So must you.  Why expose the units who can score for you as targets until the count in your head that I mentioned earlier tells you to do so?  This is the part of  the Art of 40K.  Going for the objective too soon is a rookie mistake that is as common as the sun rising.

Consider though that if an objective is in the middle, a scouting Transport can help with it later.  If its on the sides, an outflanker.  If in your deployment zone, a Troops choice coming on from normal reserve; if in the enemy deployment zone, you may wish to simply focus on closer ones when you can or feint as if interested to draw him off the real prize.  In all these scenarios you have time.  Use it.  Reserves is something you must be thinking about as soon as that mission is revealed.  When executing these maneuvers, sometimes the best strategy is to simply time things, and then create walls of units that the enemy must churn through while your troops escape with the real prize.

Why do people NOT use reserves?  Well the newer players find it counter intuitive to reserve because doing damage seems like the obvious thing to do.  How can one benefit from all the points spent on weaponry or inflict damage on an enemy when they aren't even on the board, right?  Many veteran players will even espouse this opinion.  They will use words like "unreliable" or "too random" to describe their fears over using such tactics.  Don't fall in love with negative advice.  Get good at USING a tool instead of focusing on the things it can't do and then you will know what a sharpened version of that tool is capable of, at your command.  That expertise will serve you in the long run even when you don't choose or need to use that tool in a particular match up.

Once you know the Mission, roll to see who chooses their side.  Time to deploy.

Deployment

 The three deployment zones present different problems for different armies.  Armies that have Barrage capabilities are much advantaged in the Hammer and Anvil, albeit the long table edges are perilously close and out flankers can make them pay.  Vanguard is the best of both worlds in the sense that you have the same dimensions for reserve use as you do Dawn of War and you get depth for barrages but can still deploy far enough away for help to come.  Downside is that infiltrators love Vanguard deployment, as do drop armies in general.  So it is difficult to cover every aspect of how to look at the deployments.  However it is good to think about those things.

Most Generals understand that First Blood (a Secondary Objective in all 6E main rulebook missions) is important as a tie breaker.  It counter balances the advantage an enemy General gains over you by going second and knowing your deployment.  He who goes second is in superior position from the start to deploy intelligently, but the General going first gets the counterbalancing shot at First Blood.  Newer players may find going second to be counter intuitive because they obviously do not wish to surrender First Blood and they want to damage the enemy first.  But the endgame is THE game.  Going last means you have last shot at objectives worth three times what First Blood is worth.  It means having the best deployment.  It means having information.  And information is critical if you are to win a war.  The Relic may be the only mission worth going first in, as it complicates things quite a bit.

When deploying, make sure you ask these questions:


1.  Is it Night Fighting?  
Night fighting advantages certain armies a great deal more than others and it impacts what can hurt you; and that in turn informs a whole lot of other questions in deployment.  Make sure you calculate this, pre-measure liberally and turn Night Fighting to an advantage and not a disadvantage.  Going second means being able to DEFANG an enemy going first through skillful deployment.  If you can sucker them closer out of a frustration from this, you can claim victory for yourself.

2.  Do I know how far 2" really is and do I need it?
2" coherency is a lot farther than it looks visually.  SPREAD OUT if enemies have Blast weapons or flamers they can get to you with in turn 1.  when you spread out, do so in circles whenever possible.  this allows you to take up a lot of space and also allows you to make blast weapons CONSIDERABLY less effective against you.  Circle the wagons and everyone guarding them!  On the other hand...  Do not spread out at ALL when you deploy if they have no such weapons able to come into range.  You can use movement and running to spread out AFTER deploying.  This free movement can really be valuable later in a game.

3.  Are my characters protected?
If enemies can outflank or deep strike and there is a vulnerability to one side, center characters so they are not taken out from any angle.  Dead leaders lead no one, buff no one, care for no one.  Only commanders whose job is to take hits (like baron Sathonyx does in a Dark Eldar "BeastStar") should be placed in such vulnerable positions.

4.  Have I blocked off lines of sight and will my round 1 movement cause it? 
Already you have to be thinking ahead and asking this.  If you cannot avoid the effects of terrain or intervening models in any way, so be it.  Do what you can to get clear shots early because enemies have a large number of ways to increase cover saves.  The waters of war get much murkier with blood in rounds 2-4.  Get the clear shots while you can and are alive to do so.

5.  Does the enemy outflank or Deep Strike?
Much bigger topic.
If they do, you need to make sure you are prepared for their appearance on your flanks.  Measure in 19 inches from the sides of the board and deploy there in the case of your immobile units.  Don't get closer to the sides than that with them.  While enemies in 6E cannot charge in the round they appear, they can rapid fire or hit you with fairly significant fire power.  The enemy knows you'll scootch in and they may even be hoping you'll do it just based on the fear of Outflankers.  If you go second, they would have had to have declared their intention to outflank and could not force you into a bad deployment decision like this.  Mobile units can be within 13" of the board edge because they are free if need be to move to 19".  Examples are Eldar Dark Reapers or Space Marine Centurions.

The concept of "bubble wrapping" heavy support units to protect them against deep striking and also infiltrating enemies is important.  It's generally aimed at reducing the chance of Melta shots hitting at 2D6 armor penetration or giving Heavy support more time to crush the oncoming infiltration threat.  You can pre-measure "rings" of units to the exposed sides of your Heavy Supports or other important firing platform out to 6 inches, which means only a mishap would allow a deep striking unit to hit them at "juice" range (and infiltrators never could start that close).  Some units like Imperial Guard can make rings so large that even Multimelta weapons can't get close enough by going out 12".  Generally you want to ring them with disposable units like Conscripts, Gretchen, or any other trivial unimportant unit you can.  Deep strikers tend to be elite killers tasked with the job of dropping decisive amounts of firepower into high priority targets before they can answer.  So don't forget to deal with this possibility during deployment or you'll be a victim when they show up.  Keep in mind that units can be moved in turn 1 to BE in position to bubble wrap.  Why would I mention that?  Part of 40K is doing things so that the enemy sees one thing and may draw a wrong conclusion about what it will mean.  If you don't make it immediately obvious to an opponent that you will bubble wrap something on your movement phase, they may take actions in their first turn on a wrong assumption or even plan to deep strike units they shouldn't, feeling falsely sure there's enough room there for them to land.  Many canny Generals will anticipate this move but what if they don't?  If you think a round ahead and don't necessarily show your hand completely, even when going second, then you increased your chances of victory.  Do this enough times and even a canny general may make a wrong step at some juncture.  Don't underestimate what fatigue and impatience (or as Sun Tzu called it, temperament) can mean in a battle.  It can mean a lot.  Take advantage of the enemy's temperament and do not be a victim to your own.  Emotions and fatigue do cloud the sharpest minds.  Internet know it all's like to say idiot things like "Well a smart opponent wouldn't fall for that".  They fail to recognize that smart opponents are humans and their temperament can and does get the better of them at times.  That they might miss the ploy is good enough reason to attempt it, at no actual cost to you.  To win tournaments, you will have to beat all echelons of opponents, not just the supposedly invincible and mythical "smart opponent" who never falls for anything.

 6. Did I use terrain well?
Assault units should go from cover to cover.  Plan their path before you finalize their beginning position.  Shooting units should use terrain and vehicles/wreckage as reticle, taking down their targets while disallowing as much return fire on any ONE element at a time.  Deploying them to this very intentional end is important.  The idea of terrain and Vehicles/wreckage as reticles came to me while using Sisters of Battle but its applicable to any army.  It stands to reason that if four units attack one, the one will lose more often.  The enemy response to this, if not anticipated before the four go again, can end disastrously for you.  So try to deploy such that the movement in round 1 will leave you the opportunity or multiple opportunities for overkill through these terrain reticles while protecting the units against the counter battery fire or whatever may come back at them.
Terrain should also be used to slow an enemy assaulter.  If you suspect a vehicle WILL be killed in the next round, intentionally place it, using terrain so that its wreckage will serve as a breakwater and reticle.  Do not bemoan future losses.  Make sure future losses serve your purpose and happen when and where you want them to, as defensive measures.

Okay you're ready.  Ready as any man about to die will ever be.  It's time to fight.

Strategy

Once the fight commences, there's a few ideas you can always keep in mind.  We've talked deployment, we've talked general list building, we've talked about the questions one must ask to be sure one isn't missing opportunities.

However strategy is the over arching plan, the story arc of the battle.  It is the modis operandi for the force.  What do you intend to do, in order to accomplish the mission?

Below are concepts I have learned and are basic enough to share with a beginner.  You may have to read this a few times to remind yourself of them and think on them.  I personally have read Sun Tzu, Patton, Rommel and a number of other Generals  batreps and methods in order to think more like a General and while some of it is simply unusable for 40K, a lot of it can be applied.  Like anything else, it takes practice and study to really take whats on the page and apply it a little bit at a time.  So take these entries in bite sized pieces and employ them as slowly as required to get good at it.

Without further ado, some strategic points of view you can keep in mind...

1.  Enemy pools.
In the deployment and later movement phase, you can divide the enemy into pieces that are more bite sized.  This is where outflankers and Deep Strikers pay big dividends.  Once separated, either in pursuit of you or objectives, the enemy is weaker and more susceptible.  Try to make this happen sooner by baiting the enemy, then attack at the weakest point.  One of the best quotes I ever took from Sun Tzu was Hold out bait for the enemy.  Feign disorder and then crush him.  By giving the enemy no choice but to pursue a high value target in the far flung corners and breaking up enemy cohesiveness, you give your reserves a clear target.  Sun Tzu also pointed out that You may advance and be absolutely irresistible, if you make for the enemy's weak points; you may retire and be safe from pursuit if your movements are more rapid than those of the enemy.

2.  That you CAN assault is not reason enough TO assault.  That you can shoot is not reason enough TO shoot. 
Consider the consequence of a sweeping advance victory.  Can you survive the aftermath?  Worse, will the enemy response get free movement out of you that can hurt you if you rush in now instead of a turn from now?  Patton once famously said If we have too many more victories like that, we'll lose this war.  Make sure the timing of assaults helps you NEXT turn.  Getting two rounds of usefulness out of a unit, regardless of their ultimate fate, is still better than one.  Sometimes falling back early and then firing is also advisable as other units fill that vacuum sacrificially.  Sometimes the best shot is the one you never took.

3.  Eye on the prize. 
Objectives.  Mere physical presence is enough to contest them.  Think about that because Ive seen a lot of games won simply by an army staying alive long enough.  Tyranids are played successfully this way by some very good Generals.  They have no intention or interest in blistering you with overly aggressive tidal waves of gaunts.  They just need the gaunts and FMC's to live long enough to physically exist at games end where you don't want them, like Cockroaches.  This can work to your advantage too.  Don't be in a hurry to get to objectives if your force allows you the patience and don't forget they ARE the endgame.

 4.  Don't exchange units when the enemy has 50% more to give than you do.
Fire Dragons and other units are designed to show up, kill something and die.  That's fine as far as it goes but those losses are more easily accepted by the larger force and the enemy may bait you into this kind of exchange.  It will feel great to you at the time because you're army is absolutely doing what its designed to do, and killing effectively.  But then in the end, whose smiling if he's got First blood and more units firing down at your remnants at games end?  Don't engage in this kind of warfare unless you have many more units than they do.

5.  Not charging can buy valuable time. 
Sometimes I will move and run a unit AROUND the enemy so he loses movement the next round and has to assault ME.  I probably lose the fight in some cases and yes I gave up my charge attacks and granted him his.  But he's stuck pretty much where he started if he beats me up...  in front of a lot of guns if he manages my death.  I don't lose the unit on my turn, so he HAS to use his turn to kill them which is resources spent he wouldn't have had to use.  Consider that if he then shoots me on his turn and I fall back from casualties before he charges I might not lose the unit at all because my fall back is likely to be farther than his charge, being as we had to start the fall back an inch away..  The odds are slightly in our favor.  Ironic isn't it?  You win either way and that's the best part about this tactic.  The wounds you don't take if he doesn't shoot you first are wounds you effectively got to keep in melee in some ways and equate to more attacks against the enemy.  See rule 2 for more details but time is a commodity you can take away from enemy units in this way.  As long as this is done strategically and does not turn into a constant exchange philosophy it is very useful to think about

6.  Let the enemy see the hand...Not the Knife. 
As has been mentioned, if you present a threat and the enemy cannot afford to allow it to keep being a threat, you have dictated his actions to him.  If you have no such threat, you cannot dictate where he goes.

Shooty armies have more options in their targets but not necessarily a greater ability to take them out.  After all, imagine the work it is to fire down on and break a fearless 50 man squad.  yet this can be done in one phase of close combat if the right guys die or dice like you better.  I'll give you an example of how this works.  A guy deploys a Broadside in each corner of the table, one in the center.  Nothing else.  Now if the enemy allows those broadsides to live, they will claim MORE than their fair share and far too expensive a share at that.  Option one, shoot them.  But they are separated so much that no massed firepower is possible.  Therefore assaulting them WHILE shooting them seems a wiser thing to do, to ensure the death of them should shooting fail.  given their shield drones and cover saves, 2+ saves...  You have successfully dictated the enemies course because his only alternative is to stand still and take it, maybe kill one, leaving the other two too far out of range for effective firing.  Yeah the enemy needs to get over there and not rely on the shooting entirely.  So three units are mobilized to each target for assault and three for shooting.  There are no other targets.  There are now six pools of enemies.  Three approaching to the sides one to the middle with support fire behind them in each respective place.  I think one can easily see that no one part of that force is now entirely able to support the other.  The Tau now have their choice of targets and like wolves, they emerge from outflanking and deep striking to hunt the individual pieces one by one.  Sun Tzu advised that by discovering the enemy's dispositions, and remaining invisible ourselves, we can keep our forces concentrated, while the enemy's must be divided.

The enemy saw the hand but not the knife. and because of objectives they were going to have to split up their forces anyways.  it was just a matter of time...and not a lot of time either.  So for multiple reasons the enemy thought it was making as wise a choice as the situation allowed. He could mass up.  But that just means more losses to the broadsides.  and while the broadsides MIGHT not do damage was that really a chance a general could take?  Sure.  But then the tau forces from reserve would not need to fight directly and could throw screens up late game to accomplish the mission.  This particular TYPE of tactic is why barrage weapons are so effective also.  they force an enemy to try and silence it but can they?  And if they do, will their fragmented force be able to stop the rest that masses in their now piecemeal form?  Its the same problem many armies can force on their enemies.

7.  Dice happen.
When they do, you must not lose your temperament nor remember the sting of losing to a bad roll.  Do what you can not to have to roll the dice in order to win in fact.  I have often said that a good General is one who makes the dice less relevant.  As has been said, the movement phase is a super legit way to win 40K.  But so is letting the enemy make mistakes.  And if you grow too angered during your game, you are going to slip up.  Make the dice less relevant.  think actively on how to do what you want with less rolls.

8.  Don't make any one unit more important than others.  Some units are indeed more powerful than others and they are priced thusly in points.  But tactically, if you rely on any one unit to do a lot of your work, it's dangerous.  Morale can break unexpectedly and so it behooves you to try and remember that if anyone unit becomes especially important or mission critical, view it as a liability to the strategy you're employing.  Don't be too proud to admit that mistake earlier than later and try to correct for it.  Certain match ups are going to look dire and the worst mistake is to look to your only AP 2 guns in order to find victory over the Deathwings.  already you know what they will throw their initial efforts on.  use the knowledge of that to your advantage, use its position to more effect and try to make the other units matter more in order to make the AP 2 weapons impactful for you but costly for the enemy to pursue.   I know this is a nebulous comment and one that will be hard to employ.  But as the battle unfolds, read this to yourself and think "okay...  Have I made a single unit too valuable to the enemy...  How can I use that vulnerability?"

9.  Have two plans. 
Plan B should be as well thought out as plan A invariably is.  No army list that ever won anything lacked a Plan A.  But you can see it in the eyes of a guy who just lost Mephiston turn 1 to a D-Cannon with a distortion roll for Instant Death that his plan A has been destroyed and he has no other ideas.  A lynch pin exists in a lot of plans, but strategically, you must have a plan B that you can easily fall into and more importantly you really need to set yourself up in round 1 to execute EITHER plan.  This OFTEN means running armies that are not as maximized because you need points for a plan B.  Weakening plan A to make plan B better might sound like a little bit of a bad idea but trust me, in the trenches when its all gone to hell, you wont miss the little extra shenanigan you had to give up to make a second plan work.

For example:  I use an Eldar Air force list and the essential idea behind the list is to use Psyker powers to defeat the enemy.  as such, a great deal many points were spent to make it happen.  But I am aware that psykers are far more common now and Deny the Witch is a 5+ or even 4+ for some units.  That is a far cry from a guaranteed strategy A.  So I have provided the army with enough SOUNDNESS outside the Psyker phase at YES the cost of the Psyker phase so that if trouble comes early and I rapidly lose my ability to affect the enemies with my Psyker onslaught, I still have an answer and enough mobility to vie for the all important objectives and still deal damage.  I go into every game knowing that I have to bail on the initial strategy as soon as X or Y occur.  In my armies case, if the Hemlock Fighters both go down, our ability to affect enemy morale drops and we now must fight a different way.  We must move to  a defensive posture that is aimed at taking the enemy off their objectives because we have too much speed for them to stop the contesting from happening.  We're prepared to win by movement when firepower and attacking Psychically cant work.  Against a Daemon Army, our plan A ceases to function, yet the army is strong enough to cope against even our worst case scenario and we have anticipated that Daemons will happen.

I know that this little document cannot hope to aspire to the heights of recognition other more practiced works do.  There is a lot I cut out here for brevity and as you see I've gone on long enough.  So I will sign off and wish you all good gaming and many victories using these and many more concepts.


Saturday, April 12, 2014

Astra Militarum HQ's

Well you knew it wouldn't take long I imagine!

Some readers may know that I play 8 different armies well.  One of them has been Imperial Guard, although I had only recently taken them off the shelves after quite a hiatus.  Then I learn it was for nought.  A new book was scheduled!  Imagine my surprise...then trepidation...and finally giddiness at the ideas of digging my claws into a new puzzle.  These codex's are just that:  Puzzles.

So I took a look at the army.  There are some very interesting things you notice right away:

1.  HQ's?  Anyone seen the HQ's around here?

They slimmed HQ's way down.  This is not tragic and is certainly addition by subtraction.  Most of the IG characters were simply not worthwhile.  They saved their breathe in this book and just said "okay fine, bad idea, and they're gone".  They kept the ones they should have as well.  So all in all a success, even though there probably IS someone out there willing to admire a win or two using the wonky extrasGW had thrown in previously.

Amongst those they left there are some serious winners.

Commissars giving orders?  That's big.  MANY players saw how good Creed was, or even just his lesser Company command version.  It was hard not to take one of the two when you could combine them with psykers like Coteaz (and you still can do so).  Commissar Yarrick now can give orders using the Voice of Command rule.  Now that the man himself, Commissar Yarrick can do it, it really changes his value upward and makes it far less black and white who to take as the commander.  Further pushing this to be true, Creed no longer automatically outflanks people nor can he give Furious Charge and fearless with his "For the Honor of Cadia" rule.  I was bummed by that but it gives Yarrick yet more chance to shine.  Creed does however have a good shot at the Warlord traits he wants because he gets to re-roll or even use two different charts.  But some of the old abilities he had are there on the chart and then some.  Yarrick can gain them too, just not as assuredly.  I find the battle for supremacy between their two methods of fighting interesting.

They also made Creed a character, which he wasn't before.  Mostly this helps.  He's been stripped down to three orders a turn which is unfortunate, but in practical terms he wasn't needing four orders a round as a matter of course anyways.  His trusty buddies Nork Deddog and also Jarran Kell can take the hits for him in combat and in shooting if needed, as always.  It's an interesting dynamic to see him as a character.  I had run into this non-character oddity a few times recently and am glad they resolved that.

Iron Hand Straken is still the ultimate ass beater he was before.  He can now smash attack and is one rough hombre.  The thing that stands out to me about him is that he is now essentially your "For the Honor of Cadia" piece.  He's a walking talking order, basically with a 6" bubble instead.  So having him is important if you want the army to be charging.  A fearless blob of infantry that furious charges is really and truly a fearsome sight to behold.  Iron Hand Straken gives you that ability.  He makes having two command squads look pretty wise.

Then the bizarre happens.  They include an actual Tank as a HQ.  How many IG players have been waiting for THAT?  Commander Pask is close to what he was before but only 30 points.  He gives your tank a super cool second firing profile it can use for the tank which has some nice synergies right before a charge is imminent.  The extra weapon profile among other things inflicts Blindness!  He's got a few rules to know and you gotta like having a whole squadron of tanks in order to take him (Must have at least 1-2 more tanks in his squadron to field him), but his ability is very cool.

A shocker to me was the Ministorum Priests being ported from the Adepta Sororitas codex.  They apparently are available and they are as awesome for guard as they are for Sisters (Zealots, anyone?).  They don't take up force org slots and so they are pretty low risk high return if you're going to get into a scrap with someone

Primaris Psykers are okay.  They are like before in most ways but lost the specialized powers they used to come with.  Still, big deal.  He went down 20 points if you take him base and he's really only involved to give you Prescience with a higher LD than WyrcVane Psykers can, so  hey, works out well if you had been using him in the past.

So right now my mind is thinking that Straken...for a ton of reasons...and then Creed would be my command choices.

So here's where I'm at personally with my list thus far:

170  Manticore
70  Hydra
70  Hydra

70 PCS (4 Meltas)
70 PCS (4 Meltas)
310 30 Man Blob (3 LasCannons, 3 Greenade Launchers, 3 Poweraxe+Pistol, Commissar w Power Axe+Pistol)
345 40 Man Blob (4 LasCannons, 4 Greenade Launchers, 3 Poweraxe+Pistol)

100  Inquisitor Coteaz
140  Creed Command Squad
65  Chimera
195  Straken Command Squad
170  Vendetta
170  Vendetta

I had Battle PsykerSquads with the rest of those points before but now that they are merely prescience generators for lack of a better way to say it (and I havent had time to explore the alternatives yet), we're kind of free to change that portion of the list up.  Attacking morale was a strong play for the Imperial Guard and now the Astra Militarium must do it through the old fashioned way:  unrelenting force.

Option 1 is to say screw it and take a unit of Wyrdvane Psykers as they are now called anyways.  They're adaptable for a lot of tasks using Pyromancy, Divination, Biomancy and Telekinesis.  Being only Level 1, they are not allowed some of the juicer selections.  But the chance for more prescience in the force isn't a wasted idea.  Keeps allies away from the list as well and that may be its highest and most redeeming quality.

60  5 WyrdVane Psykers

..and voila!  Two units that can twin link my other units who need it (when you count Coteaz).  The synergies possible with IG orders and Psykers are pretty good.

Now this just confirms that I CAN rebuild my current list using the models I already have (save the Hydras, which I planned on getting anyways) and feel competitive.

But should I field it the same way?

Though I feel I would be happy with this mix of units, there could definitely be additional opportunities we are missing.

I will start a second blog to explore more here, especially the new IG toys.  But the lesson here I think is that people can pretty easily still use the accepted IG formula and toys they own almost.  It's still working.  


Sunday, March 23, 2014

Night Lords update

After many tries and failures, starts and stops, I have become pretty adept with the Night Lords.

All my initial thoughts on them were correct.

1.  They can play and beat powerful armies like Tau and Eldar
2.  They can compete with high levels of success against melee oriented foes.
3.  They can annihilate conventional troop OR armor based forces.

Now as Night Lords I first tried adopting a policy of balls to the walls deep striking, fearlessly landing for maximum damage potential and minimum amount of time for enemies to do anything about it.  When you say that out loud it sounds like a very good plan, doesn't it?

As often happens the battlefield reality of this plan was that the Raptors were in the middle of the enemies well of shooting and through massive force could be killed and only reliable simultaneous drops could this approach actually work.  BUT it DID work many times.  Not reliably enough.

So then I took to limiting deep strikes to JUST one Raptor unit and forging forth with the others and that worked, to my surprise a bit better.  I was able to ensure the support was there for the Raptor squad coming in but large raptor squads are large and the mishaps were just too damaging.  I came back from some of those and won, but having to climb up a 45 degree hill is exactly as fun as it sounds.

So then I decided to move things around and JUST deep strike the Mutilators and Obliterators and this worked REMARKABLY well.  Just as Raptors were arriving, so were the support of the mini-units.  I feel that with an Aegis Defense line (something I did not use) this would be brutally effective and indeed even without the Aegis I came to believe I was on to something here.

And so now after much work to correct and plan and re-plan i think I have now developed a very competitive Night Lords army that can take on the worst of the 40K universe.  It is certainly different from its beginnings.

First I've included the Black Legion as allies.  I became acutely aware that the need for a Wraith Knight/Beasty killer was very important to avoid just flat out losing whole Raptor squads.  I also learned that with such limited shooting in a Night lords force, I needed reliability in getting first Blood, which is very key in some games.  I also needed a way to crack the Eldar shells early to reduce the fusillade they emit.  A Black Legion Chaos Lord is the answer to all those problems.  He is still just a Chaos Lord, but the Eye of Night and the Hand of Darkness coupled with his Nurgle blessings make him very dangerous.

I also came to appreciate more and more how the Obliterators, even single ones, were of incredible value added to the Mutilators.  Such threats, while certainly needing to be dealt with, distracted the enemy from my main wave at little or no cost to me.  Sometimes 300 points worth of enemy units would try and kill the little buggers (I call them my Nurgle Droppings).  It can take 2-3 enemy units to kill just one and the cost of failing to do so was usually an enemy tank worth far more than I paid to kill it.  The soak as well as the damage potential proved invaluable.

Over time I have taken to marching the obliterators forward, realizing that the distraction they are is present whether I drop them in or I don't!  Given that, it is actually to me advantage depending on the mission to just put damage out there and use them to protect the Raptors in round 1.  The Mutilators are almost always better in Deep Strike but if the enemy is drop podding, then I even start with them on the board so I can wipe the Drop unit after it does its damage to me.  Against enemies that aren't as agile, I deep strike.

The Sorcerer is good for psychic defense of his chosen unit and so can start in a raptor unit to defend it and then split off to its bodyguard.  The ridiculous range of the Nurgle malediction he can cast (48") is pretty awesome and has turned a number of melee's in my favor.  he is often nowhere near the fighting at first but is effective nonetheless.

I tried the Skyshield Fortification.  It was a massive disappointment in terms of what it could do for my army.  Although it wasn't 100% useless, It is hard to argue that it served more than to dictate target priority between Raptor squads.  whatever one wasn't on the shield got shot.  nothing exciting about that.  I abandoned it in the final list but would say this about it:  if you took a Black Legion obliterator or squad of them, it does give all those obliterators a good platform to fire down on the enemy from.  so it has its value that way.  It just didn't fit with the tactica of forward movement to force the enemy into hard decisions.

The Dirge Casters proved very important.  a number of Psychic powers, unit abilities and other attributes (some as simple as a brutal rate of fire) allow for fairly effective over watch.  I took the Rhinos to simply provide mobile Dirge Casters.  I rarely put anyone in them to start the game and they are the First blood target of choice to any enemy, but their value beyond that as targets is highly debatable when you consider what else is coming at you.  So the Dirge Casters as much as the opponent hated it, often were able to do their jobs.  the percentage of the time I got Dirge Casters into position is easily 75% of the time and it wasn't as if i always NEEDED to do so.  It was a luxury in some cases, vital in others but the net result is that they were worth the points and really made Eldar and Tau match ups more bearable.

The one thing I never tested were Bikes.  10 of them are roughly the same cost as 14 Nurgle Raptors, they are tougher (though less numerous) faster and have far better saves.  In other words, better in every way save their numbers.  there is a pretty good debate to be made for their inclusion.  i think it would depend a great deal on match ups.  Raptors tend to be more universally useful while the Bikers tend to be less so because of the number of things that eliminate cover and are STR 8 or higher (which wounds a Nurgle Biker on 2+).  I don't know if there IS a right answer there.  Bikers would not bring as many attacks, but would take less damage in melee.  their shooting is better, clearly, however and that counts for something.  I think it is most definitely worth exploring their use in a Night Lord list.

The Heldrake is a very rapacious thing and the enemy will usually kill it within two rounds.  Its damage output in two rounds is gratifying though and though I have thought often of getting rid of it due to Interceptor guns, its effectiveness is without question and certain enemies are poorly equipped to handle it

The list is now strong.  I have made the Chaos lord a 285 point beast that can deal with any role, and certainly strong enough to take out the truly important targets.  He does everything BUT fly basically!

I hope others will follow this and try their own Night Lord units.






Monday, March 3, 2014

Warhammer 40K Codex: Imperial Knights

I have noticed an interesting twist in the war between those like me who want to play JUST the main rule book and my codex..  and those who want to play everything there is to play to so called "forge a narrative".

Don't you love marketing?

The twist is this:  they are reversing gears and actually issuing what we would have called a supplement before as a CODEX!  So for those like me who said "Hey, it aint in a codex or Iyanden/Farsight/Black Legion type codex supplement I'm not playing it" GW intelligently responded by calling the Imperial Knights CODEX:  Imperial Knights.

Didn't see that coming.  But I should have.  I will accept games against it now since it is a Codex, but the fact that it has a D weapon and that they actually broke the invisible line that always existed between (for example) the 4E rulebook and the trial assault rules of Chapter Approved (remember how fun those were?) is now fact.  Now the line is gone forever and with it also the veil between D weapons and the normal 40K games.  And with that broken, the justification of other things is provided.

Remember that moment right before you decided to dance with the devil for the first time?  Placed your first bet, drank your first draught?  Weren't sure if you should, knew things would never be the same afterwards?  Yeah, well.  Here we are.

I'm curious to hear what people think about this.  Because Codex:  Fill in the Blanks is coming and they will be different moving forward.  Mark my words, the Imperial Guard codex may well contain Void Shielded fortifications as core (and don't fortifications just make sense in an IG narrative?).  Might even...yes...see the iconic Baneblade in there so GW can make its point.

Thoughts?

Monday, February 10, 2014

Codex: Black Legion

I like to be surprised.  Now I don't really like the fact that the Black Legion Codex was so expensive. But that's a whole other blog and what's the point of beating that dead horse?

For other Chaos blog entries, try these:

Chaos!
Abaddon of Codex: Chaos Space Marines
Chaos Undivided

I found myself actually enjoying the reading of the Black legion fluff.  To be honest, outside of Night Lords, I have rarely cared about Chaos fluff.  So MUCH of it made so little sense and sounded SO much like justifications rather than actual story that I kind of got used to skipping past that and getting to the meaty innards.

However the Black Legion, probably because of the infinitely awesome name and the portent that name kind of hangs in the air with, had my attention.  The picture on the front, like most books, sold me.  I had to own something that awesome looking.  

The book is endless stories.  By endless I mean the missions form a part of the story that can never truly end!  Storied of dread and terrible people doing dread and unspeakably horrifying things to their fellow man and xenos for power and favor.  Nothing exciting there.  But the story of Abaddon the Despoiler it spins is SO much more interesting than the "long walk" of Draigo.  While some of it is well known and pretty vanilla horror stories, like forcing a world to heel and then having the population immolate itself instead..of...fighting to a much more pleasant death?  Well maybe the horror of life under that rule was a distant second to immolation or something.  The depth it gave the character and also his forces was pretty entertaining though. I liked seeing the REASON behind having a fleet based army.  I liked that they explained it, liked the lead up, liked the logic.  I also liked the story of Horus's body and it being taken.  The enormous edifice to the great leader reminded me that these were, in the end, still the reverent Space Marines.  Though damned and fallen FAR from any graces reach, their basic instinct to serve a cause bigger than any one Marine is really illustrated well.  It's ingrained in every one of their Gene Seeds.  You think to yourself "Why the F would Chaos Space Marines ever unite, or be able to hold anything approximating a 'realm' with the name 'Chaos' attached?";  but  that underlying theme, never totally blatantly stated, is elegantly shown in their history, reminding you of the quintessential quality of a Space Marine.  That piece will ALWAYS belong to a Space Marine.  Noble in its willingness to sacrifice, even when it is an avaricious, power mad megalomaniac in Power Armour.  No one's perfect.

And then you actually get to the meat.  The Codex has a few features that are attractive.  It uses the Chaos Space marine Coddex as its basis, so you DO need that codex to play with this one.

Allies

First, it can ally with Codex:  Chaos Space Marines.  this elevates the threat profile substantially of a Chaos force.  Having access to four fast attack choices allows you to play exactly like the old Night Lords did or really any of the forces that could have 4 of a certain choice.  This hails back to the 3rd Edition codex people loved a lot.  Codex:  Black Legion eliminates the need for Dual Force Organization Charts (DFO) to form the armies you might wish to.  I hate DFO games, so this is a plus for me.

First Among Traitors

Chosen are Troops choices!  That is awesome.  An Abaddon the Despoiler led force with the punch and kick of these impressive special weapons monsters is a threat to tremble before.  As a reminder, Chosen are like Sternguard, allowing the unit to carry six special weapons of one sort or another in the unit.  Being able to transport your troops to objectives and actually mow enemies down with your scoring units is pretty awesome.  4 attacks on the charge makes them uber without a mark of Khorne, but with the mark, you're getting five attacks on the charge.  I know of no one who likes the sound of that.
A Warpsnith or Abaddon the Despoiler himself can lead a unit of Chosen, soak the incoming fire and absolutely rage in on them the next round.  Powerful in melee, powerful in shooting and a scoring unit?  Yes please.

Ten Millennia of Hate

There's a downside (that comes with an upside).  Units in this force that are allowed, must be a little over expensive as they are forced to take the Veterans of the Long War ability.  Now honestly, this is Not such a bad tax because your Leadership is the EASIEST way to attack most armies.  An army capable of running around with LD 10 Troops is a big advantage against not just morale tests and pinning, but against Psychic assaults and other means of manipulating this important stat.  The +1 LD you get from it might be enough but then you couple that with the Hatred (Space marines) which is a very large cross section of your enemies, you're doing pretty well as point expenditures go.

The Bringers of Despair

How many times have you said "I just wish Terminators were better", speaking generally of the lack of Storm Shields for Chaos Marines nor even Storm Bolters.  All the reasons you don't like taking Tactical Terminators exist here in the Chaos Codex except you have no choice:  there are no assault terminators unless you want to call Possessed of Tzeentch as a pseudo-Assault Terminators.

Through history Abaddon has had a nasty group of terminators he hangs out with and they rarely miss.  The group which is known  as the Bringers of Despair, his bodyguard and heralds of his cause, get a +1 BS and WS.  They can bring a fearsome lot of deadly weaponry into combat.  They are easily the equal of many units.  Imagine a Terminator squad that is decked out with bristling combi-weapons like a Sternguard squad does, plus Reaper Autocannons and all hitting on 2's.  When they crash against their foes, only the absolute greatest among their number can rival the WS 5.  Is it worth the +6 points per model?  I think you could spend 6 points on a whole lot worse.  Those Terminators are death, deadly accurate and bashing face against anyone who wants a piece of them.

Terminators aren't the whole story though.  The show stoppers are next.

The Black Legion Relics

So you want to live forever eh?  You will need a lot of help from these to go for it.  Abaddons got quite a collection of things from those who tried for immortality.  The Black Legion has quested for mellenia to find these things, and bring them to the Long War and it is these relics that likely will tilt the odds against the Imperium.  Every Black Crusade is a mere feint in the effort to divide the Imperium, sow doubt and most importantly, hide Abaddons never ending thirst for the ultimate advantages found in such reliquaries as the Eye of Terror may yield to his tender mercies.  Planets have burned and entire populations been sacrificed in the name of getting him what he wants from these mysterious vaults.

The first thing to know about the Relics is that to use them is to preclude using those in the normal Codex:  Chaos Space Marines.  The second thing is that using them may cost you your life.  Literally.

There are six of these monstrous artifacts:  The Spine Shiver Blade, the Crucible of Lies, Last Memory of Yuranthos, The Eye of Night, The Skull of Ker'Ngar and The Hand of Darkness.

Each one seems tailor made for a certain approach to the game, or to solve a certain weakness that the Chaos Space Marines may have.

The Spine Shiver Blade is 5 points less expensive than the Murder sword, and unlike the Murder Sword, is a Daemon Weapon (and therefore OH so many attacks).  It gives the bearer a +1 to initiative which is simply huge because INIT 5 which a Chaos Lord has is slower than even an Exarch with a Scorpion claw!  In fact a great many bad things in the universe might pop a Chaos Lord before he swings.  Further, it is cheaper than the Axe of Blind Fury(also a Daemon Weapon) by 5 points also, and though the Spine Shiver Blade doesn't doesn't get the axes +2 STR and is only AP 3, in the hands of a Daemon Prince, the Daemon Weapon feature makes the Daemon Prince a blender and makes it AP 2.  So if you're tight on points, a Daemon Prince is a decent place to put a Daemon Weapon.  Though the Initiative bonus means little to a Daemon Prince, an extra D6 attacks means a lot!  Not only that but it can make a BOATLOAD of smash attacks with the sword and so you can pay more for the Axe if you REALLY think you'll need it buuuut...

The Crucible of Lies is odd.  It took me some time to ponder when and then if you'd ever want to use it.  On one hand it allows re-rolls of 1 on the Invul save.  The Nurgle Daemon Prince would then be granted a 5+ cover save (and 3+ Jink save if flying) plus re-rolling 1's on invul saves.  If you do this, you will need to take a shot at Biomancy Powers to compensate for the loss of Toughness because a Tough 4 Daemon Prince could rapidly get instant-killed.by a stinking Missile Launcher, Crimson Hunter or even a Hive Crone Vector Strike!  Nonetheless, if you DO go with Biomancy, you might well be rewarded for this relatively valuable item.  If you play a Sorcerer of Tzeentch, he can benefit as well in the same way, but a T3 Sorcerer had DEFINITELY better get a good Boon of Mutation or a Biomancy power.  The Skull of Ker'ngar is a very good companion item for this.

Last Memory of Yuranthos is incredible and odd.  It grants you a Mastery Level, though it doesn't come with a spell.  This is great if you are a mastery Level 3 and want to match Eldrads 4 when Denying the Witch rolls are going off!  So it has a nice defensive element to it.  You may find it easier to use 2 Warp Charge spells as well.
At its core what it is is the Sunburst Psyker NOVA blast, in all direction D6" for EACH Warp Charge you spend (maximum of 3)  You can literally hit everything within about a 36" line if you want to .  Each Target takes the 2D6 STR 4 AP 5 Blinding Ignores Cover hits!  Imagine this going off against an army that has 12 units deployed within 18 inches to either side of the Psyker!  All enemies have to take an initiative test or be blinded plus the damage.Pretty awe inspiring.  And if they don't kill its source...  He'll do it again. A Tau army hit with this could be in serious doo doo.

Naturally if you FAIL your Psyker test, you are simply removed from play.  D'oh.  The price of power is indeed great.  Careful who you put this on and include the Spell Familiar in your plans!  Needs to be at least a level 2 Psyker to maximize its ridiculum.

The Eye of Night is truly a tool of war and its simple.  It costs 10 more points than just the Chaos Lord who holds it.  It is 5 points more expensive than even the dreaded Dark Angel Banner of Devastation.  Unlike the banner, this is a one shot only weapon that fires a Haywire Maelstrom at the enemy.  Only STR 4, AP 5 Large Blast Ignores Cover.  That sounds okay but way too spendy for a one use item that can scatter.  But wait.  there's more to this Eye of Night, for it does D3 automatic Penetrating Hits on any armored target it touches.  It can kill tanks with a lucky roll and it cuts right through all the cover shenanigans, so Mechdar will be in no hurry to cluster their tanks.  This is the great equalizer against armored forces and the Black Legion have a long history of evening the odds at whatever cost.
It's highly recommended that a HIGH BS character fire it.  So a Daemon Prince or a Chaos Lord are best.  With this item, many weaknesses for a melee oriented army are resolved by being able to reliably threaten the shell within which lies the tasty morsels inside.

The Skull of Ker'Ngar is very cool.  It is a good companion to the Crucible of Lies.  The lowered toughness by 1 caused by the Crucible ceases to matter when this Skull is around to give you Eternal Warrior.  Not only that but because it is likely that a Tzeentch Daemon prince is where these artefacts would go together, he now would enjoy a whopping 3+ save against Psykler powers (5 for being a Sorcerer, +1 for the Skull and +1 for having more Mastery Levels).  Now this makes for a fairly tough to kill Daemon who can swoop in to take any foe out without the usual fears involved.
Chaos Lords would do equally well with the two but brings those gifts to bear a bit slowly compared to Winged Daemons.

The Hand of Darkness is awesome.  No Murder Sword ever thought about being this cool.  It takes all your attacks and makes them into one single AP 1 Powerfist strike.  Since its armourbane and fleshbane, as well as instant Death, well...  The enemy that gets hit with that has a very poor chance indeed. It goes at normal initiative order too.  Not awesome for its prey.  The Hand of Darkness is actually the perfect weapon for a lesser Lord to carry.  The Dark Apostle becomes an absolute terror, with his Zealot re-rolls with such a powerful weapon.  His two attacks, normally not something to write home about, cease to matter.  A WarpSmith might catch an enemy napping too.  Imagine the surprise when a Sorcerer takes the Hand of Darkness, and casts WarpSpeed, which can add D3 initiative.  The sorcerer could conceivably kill Mephiston with his last breathe!  A Chaos Daemon Prince with this weapon would end him with no delay.

The Relics are very good reasons to try out a Black Legion army as is the fact that Chosen are now your TROOPS and you can take a unit of beat stick Terminators who don't miss.

There is another issue.

The Missions.  The Codex:  Black Legion book forces a roll off when using it.  If the Black Legion player wins, he gets to use the Alter of War Missions in the Black Legion Book instead of the Eternal War missions!

The missions themselves are quite fun.  There are regular missions that any force can play against the Black Legion and then there are themed Echoes of War missions which are army specific ones recreating battles the Black legion has really fought in books and lore.  The rules do not force you to roll off for the Echoes of War missions, only the Alter of War ones.

Mission Breakdown:

Speartip Strike
This is a Dawn of War Deployment mission.  Kill Points are the Victory Condition, however Elites/HQ's are worth TWO victory points and the Slay the Warlord secondary Objective is worth 5 points.  The enemy of the Black Legion player makes the unit that his Warlord is in a Zealot unit.  The Black Legion units can Deep Strike on turn 1 or 2 without having to roll (though they must write this down secretly before the game)

In this mission it's as if your Deep Strikers are getting the Dark Angel Deathwing Assault rule more or less.  It is mildly helpful, albeit it doesn't help you scatter any better =).

We played this mission and it was fun.  The game was in doubt to the end because the Warlord alone was worth 7 points (2 as HQ, 5 for Slay the Warlord Secondaries), so if either one went down, it was game changing.  Fans of Warmachine will recognize the bloody game this becomes and it's really quite cool to see armies adapt to this.

Kill Them All
Enemies Deploy within 12" of the center.  In this mission, those enemies in the center are doomed.  Black Legion forces are allowed to start the game at least 24" from the board center, which really gives the enemy a lot of problems as the Black Legion can come from both sides!
To help emulate the enemies resolve all enemy forces are Stubborn in this mission.  Hooray!
Black Legion reserves come on from ANY table edge and flee towards the NEAREST one though so be careful!   Enemies fall back to the center of the board to hold the line.
Without Number: Black legion units that are destroyed can come back at the start of their next turn from ongoing reserve (though may not CHOOSE to remove units, as was/is the case in some missions and in the IG book for example).  The Black Legion must table the opponent or lose!  If even one model is alive, the Black legion has failed.

Now this mission seemed like fun after the mini-Campaign called Conquest of Kaiserslautern VI.  The idea of endless Chaos coming at you until you succumbed and the objective in that campaign was to see how LONG you could last, not IF you would last.  Chaos effectively had to end you in 4 turns to avoid a loss, though that is not a rule in this mission.  Still, tabling an army is no joke. Enemy Deep Striking and Outflanking will be interesting to watch on a mission like this one.

Capture the Artefact
Another Dawn of War deployment zone.
The enemy places an objective somewhere in his deployment zone, worth 3 points.
All non-vehicle units get the Zealot rule.
This is the only mission amongst the three that DOES use mysterious objectives, albeit there is only one Primary objective so mostly, the defender is advantaged!

Wrapping it all up

With the great missions to play, the awesome artifacts to play with, the signature units and the Chosen as troops, it all makes for a different feel to an old idea and I like it.  I foresee some success with the Black Legionnaires!


Friday, February 7, 2014

Battle Report: Mechdar vs. Night Lords

I changed my list and have done more work to try and get this Night Lords list in shape.  There were bumps along the way, as I learned that Mechdar are an issue and their cover saves a pain in my rear.  Without an answer to that problem, I knew a melee oriented list would always be somewhat of a mismatch that only superior Generalship could overcome.  Having to bring an absolute "A game" every game isn't easy though and so I looked to improve the list over and over again.  Small things at first and then big things.

Chaos doesn't have Tyrant Guard that are dirt cheap and that can just rip through those shields and Holo-Fields.  Chaos doesn't have much in the way of answers to the Eldar shielding at all and the more of it there is, the less we like it.  So round after painful round they tear into you, as many as 14 Twin linked shots per round at STR 6 and 7 for a very economical cost.  It's unholy how much three of those things can project, let alone 4-5 and their ability to keep doing it is remarkable.  You just gotta' silence them, no matter the cost. Plus anything that can silence THEM will also prove useful against all armored opponents.  So really, looking to the Black Legion Dex (which I will blog on very shortly) makes sense for the Night Lords.

Without further ado since this is long already, I will present you with a battle report here which shows you where I am with the list.  keep in mind that this list has morphed a fair amount and has not won every game during the process.  However, it has won more and more as time has gone on (which is what you want to see if you're a mad scientist sort like me) and my comfort level with a heavily melee army in 6E grows.

Mission was Speartip Strike from the Black Legion Codex  (Kill Points, Dawn of War Deployment.  2 points per HQ/Elite.  Slay Warlord = 5 points!  Units protecting Warlord get the Zealot Rule)

My list, roughly:

Defiler
Obliterator
Obliterator
4 x 5 Chaos Marines
Mutilator
Mutilator
Chaos Lord (Gift of Mutation was +1 Str)
Chaos Sorcerer (Biomancy:  Endurance, Gift of Mutation:  Feel no Pain, Warlord Trait: Hatred SM)
14 Nurgle Raptors (Champion got +1 STR to his shooting weapon.  whoopee)
14 Nurgle Raptors (Champion was unworthy to receive his Gift of Mutation)
Heldrake

His list, roughly:

Crimson Hunter
2 x Prisms
10 Dire Avengers
10 Guardians
5 Jetbikes
Eldrad the Awesome
Karandras...the atomic bomb
3 x Wave Serpents
10? Warp Spiders
10 Striking Scorpions


Initial thoughts going in:

Mechdar is feared for a reason.  Night Fight was only going to benefit him, since he has massive bonus's for cover saves and my initial long range stuff would have its AP nullified in importance.  I also knew he could redeploy at will and so spending a lot of time on that issue, for me, would be wasted time.  i had to put everything in the middle, as far forward as it would go and cut off damaging output from his soon to be infiltrating Scorpions and the beast that is Karandras.  I decided to leave my right flank open to cut off the left flank from giving his infiltrators an easy path.  By doing so, I had plenty of room on the right to head towards once his infiltrate was done.  I knew his Warp Spiders would try to take me on the right, but I felt that was to my advantage if I used my Deep Strikers correctly.  So I decided I would deep strike all four Nurgle Droppings (Mutilators and Obliterators), and the Raptors (always scary).  I ensconced my HQ's in Rhinos to protect them, hoping Night Fight would keep me alive just long enough.

Nathan shad hoped to be able to try and charge me in the first round if he went second and in any event to close to danger close position in round 1.  His plan, since the Warlord was worth so many points, was to use his endless stream of Twin-linked, STR 6 and 7 shots to kill my Rhino wall and expose the HQ's to Karandras (or just MORE STR 6 and 7 tank shots for that matter).  With the volume of shots his tanks can produce and the power of Eldrad the awesome, he would simply roll dice into my face, strand me and pick me off at leisure, comfortable in the knowledge that his Warp Spiders could whallop any of my tiny units, my Rhinos and really, anything whatsoever in the force.  Once the HQ's were in the open, his Crimson Hunter and his Warp Spiders were sure to kill them no matter where they went (except maybe the AV 13 building in the middle).  He deployed his Prisms on top of a three story Ruin which put them far out of reach of being hurt by a lions share of my stuff since mine is a melee force.  It would be a long hike up and then if they got there, he'd just alight them to the ground for yet another round of safety.  Smart.

And so we began.

Turn 1

I seized the initiative.  Whut!  The Chaos Lord unleashed the Eye of Night, killing an as yet unmoved Wave Serpent (out poured the Dire Avengers) and also stunned the Guardian Wave Serpent(2hull points).
Defiler killed just one infiltrating scorpion on my left.  Awesome start for my 200+ point giant.
Rhinos ran to center.  Sorceror was in one, Chaos Lord in another.  Two empty.  A bunker in the middle, AV 13, awaited us next round.

The Mechdar fired a torrent as usual, but Night Fight and having one Wave Serpent stunned allowed the rhinos to cling to life.  One Wave Serpent in reserve.  No serious damage in the end to either side and his dire avengers went to a ruin in a corner to protect Eldrad where he had redeployed at start of game so that his powers could be shared with his allies.  Saving the Warlords is all important in this mission, so the Dire Avengers became Zealots as per the mission rules.

So Turn One ended with a single dead wave Serpent and a bunch of scorpions on the chaos Marines left doorstep, protected by Karandras the awesome.  The Rhinos were pretty beat up and feeling their 10,000 year service time.

Turn 2

Mishaps for both Obliterators.  D'oh.  Bad luck.  Back to the warp they went.  Raptors alight in far left corner to hunt Eldrad and scatter but not disastrously, but they flubbed their shooting, almost nothing to show for it.  Three chaos marine units come in on my left board edge to harass the Scorpions, opening fire and killing 5 Squishyscorps dead (math).  I think Karandras took a wound.  Defiler tried to kill scorpions but was unmotivated apparently and killed one.  Again.  Effectively we ended no threats whatsoever.  Turn two was pretty ineffective.  Chaos lord hid in rhino and sorcerer shot his combi-melta from the building in the board center.  I think he hit a serpent but it survived.  Chaos Mutilators were Deep Struck in.  One was to my right to ready for Warp Spiders coming in and the other was there to push towards the enemy tanks from behind a convenient wall in their usual creepy way.

Eldar Crimson Hunter came in with the WarpSpiders and his extra Wave Serpent.  After what amounted to two pretty preliminary turns for me with still only one kill, the first real bloodshed began.  Scorpions wiped a marine squad, Spiders and Crimson Hunter blew up a Rhino and the Defiler (sigh, it's a Crimson Hunter, what can ya' do?) respectively.  Ruh roh.  Eldrad and Dire avengers shot EIGHT Nurgle raptors dead.  Ouch.  Eldritch storm for the win.  Bad round for Chaos!  Eldrad charged and killed the  Raptor champion.  Avengers killed another.  Raptors lost combat but stood, much weakened and really having been able to do nothing but absorb fire (though in this capacity, they do excel).

I needed to rally from the fusillade.

Turn 3 

More Chaos Raptors drop into Eldrads building to say hello and they drop way below the sight horizon of the Prisms above them.  Mutilators close in, one from behind its wall and the other from the right side building, now that the Warp Spiders decided to go for other targets.  Obliterator lands and glances a serpent.  The rhino on my left closes in on Eldrads position to play its Dirge Casters  next round.  The Chaos Lord and Chaos Sorcerer continue to hide out while chaos marines in my left corner shot scorpions but AGAIN fail to kill them even with a nice volume of shots.  Two of the three units charged and got swept and the 4th chaos marine that walked on to help now faced an angry looking phoenix lord.  Hmm...  that did not go well.  More good news.  Worse was that the darn Exarch was with him still too and Scorpion Claws are too awesome for words too....  The combat in the far left ruin went on and eldrad cut up another raptor.  Tie combat.  Down to 5 RAPTORS!  Grinding and milling them down, but they again stood their ground, unable to break free and wreak havoc on the Prisms above them.

Eldar guardians got out and shot the first Obliterator to pieces, Karandras slew another marine squad.  Nom nom nom, that was four KP's just from him alone pretty much.  Eldar were now coming into full effect.  The Crimson Hunter fired on the building the Sorcerer was in and wounded him but he had the It Will Not Die and also the Feel no Pain rules on it so he was hanging in there.  Jetbikes appeared from the board edge to help drop the Obliterator but were now exposed.  Warp Spiders killed the Chaos Lords Rhino, forcing him to hide in a building with Karandras closing in...  The Chaos Lord and Chaos Sorcerer were dearly trying to avoid getting into Karandras and his fellow Exarchs claws.

Turn 4

A Chaos Rhino tank shocked the Eldar Jetbikes off of the board.  A Mutilators reached it's target and tore the nearest Wave Serpoent to pieces while the other tried to jump up and get to the Fire Prisms perched way up on the ruins.
The Obliterator, lost in the warp, found his bearing and landed in time to TL Flamer 9 of the 10 Guardians that killed its brother, but the lone survivor shrugged his shoulders and stood firm.
Meanwhile the Raptors that Deep Struck in the turn before joined the fray finally and tore apart the Dire Avengers, killing five just with the Hammer of Wrath and then swept Eldrad away.  they consolidated away from the far corner they had been in along with the two surviving Raptors from the first unit that had been blasted by eldrad.  They headed for the doors in preparation perhaps to head upstairs if necessary to kill the two Fire Prisms alighting up on the upper floor that were battering at the AV 13 building my Sorcerer was hiding in.  Really shoulda given him a bodyguard to take the wounds!

The Chaos Heldrake also came in this turn (sigh, sometimes he comes in when ya want and sometimes...) and vector struck the Warp Spiders killing two and then burninated three of them with its DaemonForge ability.  With nothing else to do, the Chaos Lord finished the last Warp Spider dead with a bolter.

At this stage I had already gotten First Blood, Slay the Warlord, and killed 1 HQ, 2 troops, an elite, a Fast Attack, 2 Serpents, Linebreaker = 16.
He had killed the Defiler, 4 troops, 2 Rhino, an Obliterator and had Line Breaker also = 9.

So we aren't so far apart but he needs to kill my leader and he's running out of time.  Killing my leader was a 7 point swing possibility and would free him up to kill other things as well.  Still in the game!

So on his turn the Crimson Hunter damaged the building the Sorcerer is in and wounds him (but It Will Not Die and Feel No Pain make the Sorcerer a tough nut).  The two Prisms, Karandras, A Guardian and the Crimson Hunter were now the bulk of what he had left.  Karandras chased after the Chaos Lord and fired on him, wounding him, since Karandras's claws had sawed through all the twisted Chaos Marines he could find.  The last Wave Serpent took and shot the Obliterator and caused a wound.  A lone Guardian fired two shots and killed the Obliterator!  His revenge complete, he sang the song of his people.  Guardians had killed both Obliterators!
A prism immobilized itself trying to get off the top of the building while the other alighted down to put distance between itself and the Mutilator that was trying to climb up to kill it.

Turn 5

A Chaos Rhino Tank Shocked the Guardian off the board.  The Mutilator destroyed the Scorpions Wave Serpent.  No more Wave Serpents.
The Heldrake Vector Striked the immobilized Prism up top of the ruin and killed it as it flew off the board.
The two Raptors remaining (one with a meltagun) from Eldrads beatdown plus two Mutilator( who gave up any stair climbing mission) couldn't combine to kill the other Prism that had alighted on the charge!  Embarrassing.  REAL bad rolls again, but thoughout the game the dice hadn't been great for me in totality.
The Fresh Raptor unit jumped out front of the Prism and ganked karandras with Bolt pistols to take his last wound and kill his Exarch buddy.  4 points!  Never got to charge him.
The Two Chaos Champions basically just stayed away from Karandras and the Crimson Hunter as best they could.  They knew the Crimson Hunter was a problem so the Chaos Lord let loose his Combimelta but failed to kill it.

On the Eldar turn, the Crimson Hunter did more damage to the Chaos Sorcerers "bastion", but it didn't kill him.
The prism went down to ongoing combat.  That left the Eldar with their Crimson Hunter in the sky and burning wreckage everywhere.  Bravely he fought on, trying to kill my Warlord and very nearly succeeded AGAIN.  The Psyker power from Biomancy played huge in this game for me.  I may seriously have to reconsider how often I choose Biomancy.  There really is a lot you can do with it even though it's not a "damage dealing" kind of Discipline.

Turn 6

The Crimson Hunter was torn from the skies by the claws of a Heldrake coming in from ongoing reserve.  It wasn't much risk to have put him there in turn 5 because of the score.  Completing the tabling was the Heldrakes honour.

Big points in the game:


Seizing allowed me, even with Night Fight, to draw First Blood.  There wasn't much High priority stuff to strand in my force but had he gone first, he would have gotten first blood from me instead.  As it was the Rhinos got beat up even with Night Fight and one more Wave Serpent would have at least finished one of the Rhinos.  Seizing forced him to plan B.  Obviously that's true for anyone that gets it seized, but it was noteworthy.  Characters like Coteaz and especially Asdrubiel Vect do it to people all the time, but not often Night Lords.

Another big thing was the Deep Strikes.  I made some pretty dangerous ones, scattered in almost ALL cases, courting disaster.  But like a boss the more important ones didn't mishap (for once), though I did mishap both Obliterators.  Had that not happened to my li'l Nurgle droppings, I'd have had a really good shot at killing his Wave Serpents sooner.  The Deep Strikes when they went awry didn't get me killed so I can't actually complain.

The army was able to fully express its potential in this game and it was maybe the second game I can really say that it really did.  It has suffered terribly from mishaps.  As I play more, I am growing more and more confident in calculating when I really NEED to take those high risk jumps with this force.  I will admit that I have a very cavalier attitude when it comes to risk.  I enjoy the game a lot more when super cool things happen than when there is no moment of drama.  I take unnecessary risks and if there is one thing that has always marked my style, it's my extreme risk tolerance.  I want to win worse than I care about losing.

The third biggee was Tank shocks.   Last two games have featured prominent displays of what grinding people under treads does to enemy morale.  And as I always tell people (who will listen), morale is the best stat in the game to attack.  i took out two Eldar units with one Chaos Rhino.

Saturating the enemy and forcing them to box from a corner is very effective and this army really benefits from compacting the enemy position.

Other Eldar Blog posts:
Outflanking fun with Eldar

Illic

Eldar Flyers

Asurman

Prince Yriel

Muh Warp Spiders

Wednesday, January 29, 2014

Eldar Outflanking maniacs

Okay, so I was flipping through pages, remembering my original post on Illic Nightspear.  Obviously people tried him out and you haven't seen much of him since.  I made a case for him in my post below:

Illic Nightspear!

Now I was not focusing on Illic as an ally at the time, but I have had some time to think about that and about lists that don't center specifically on Illic.

Illic is a ridiculous ally actually.  His battle brothers can use him to grant outflanking to a unit!  There are a large number of units that would not just benefit from the melee and shooting presence he adds, but also the mobility.

So I went and made a quick rundown on some of the fantastic options I found for this.

The first was pointed out to me by a friend of mine.  The ability to outflank Wraithguard or Wraithblades was tremendously scary.  No chance whatsoever to knock them out of their Wave Serpent.  They could travel in a FULL strength unit as compared to the smaller half unit they normally must come in if they want mobility (and they do).  This alone would make me a LOT more excited about Illic if I were one looking for the chance to use the model.  Its a fantastically scary proposition.

Here's another thought for you Generals of the Unorthodoxy Empire:  Karandras the Shadow Hunter no longer has the restriction of having to join an Aspect Warrior group.  Whuuuuuu?  True words.  Those who use Wraith armies could in theory use both Karandras the Shadow Hunter as well as Illic Nightspear to give their TWO Wraithguard/Wraithblade units outflank.  Can you imagine the havoc of having melee capable characters added to those units, let alone the sudden appearance of and destruction by said units?  Locking them up would be no picnic with Karandras and he'd get THEIR majority toughness, making him VERY hard to kill and an excellent sponge if the situation called for it.

This also means that the Dark Eldar can outflank their Beast Masters, or worse, use Illic to infiltrate them easily within striking distance in round 1.  Going second?  No problem!  Enemy has to kill them all or risk the charge and Beasts don't miss that often.  Frightening.  In fact Dark Eldar could bring a unit of fast striking Hellions or scourges on to make contesting easy ( in the case of Hellions) or tank hunting safer (in the case of the otherwise potentially deep striking Scourges).  And oh the beauty of bringing my Grotesques entirely across the board.  THAT would be awesome.

On the Tau front, you also have options.  The Tau codex already fields one of the most deployment tool rich codex's there is and it has always been that way.  But imagine what the addition of Karandras would do for an outflanking or infiltrating unit of Kroot.  Karandras and his 2+ save and stealth will protect them in any terrain for quite a while and will make going second from infiltrate position a much safer and more sure prospect.  While the Tau codex certainly benefits less from the synergies, it's still pretty awesome to contemplate.

Monday, January 27, 2014

Melee Oriented 40K Armies

You might have noticed that I've been focusing a lot of attention on the issue of melee oriented armies.  One of the most popular blogs I ever did was covering how to make Blood Angels work in 6E and it continues to see hits long after I posted it:

Blood Angels...Git 'em

People really enjoy the type of game that melee oriented armies provide.  It is really and truly a different feel.  The visceral fun that it is to heft your opponents head up on a pike is kinda... awesome.

As we know, there really IS no such thing as an entirely melee oriented army and in the 41st Millennium, why should there be to be honest.  It's absurd.  Japan was the last significant nation to try focusing on the warrior and not the gun.  I promise you, that was a long time before the 41st millennium!

So what's all this focus on melee oriented armies for?  I mean every codex, EVEN the Tyranids, allows you to bring massive bombardments down on the enemy in large numbers.  A Tyranid army can effectively drop 12 large blasts in rapid succession and it costs them a very affordable 450 points or so.  Yeah it's probably a bit of a shock the first time it happens.

The reason to focus a little on it is simple:  read the Blog introduction man!  If I wanted to tackle issues that an infant could tackle, I'd name the blog "40KObvious.blogspot.com".

So for those who really enjoy a good solid beat down once in a while and just have had no luck...  you might want to scope out these entries we did over the last year or two.  Just kind of a fun rundown of our top "melee oriented" stuff.

Friday, January 24, 2014

Codex: Tyranids army

A friend and I pored over the contents of the codex tonight as he is a veteran of many Tyrannic campaigns.
We dissected the units for about three hours before committing anything to paper. Here were our thoughts after that:

220 Flying Tyrant (Hive Commander)

285 Swarm lord

196 30 Termagaunts (19 x Devourers)

210 Tervigon (Cluster spines, Electroshock Grubs)

162 9 Skyslashers

90 2 VenomThropes

150 3 Zoanthropes

130 5 GeneStealers+ Broodlord

130 5 GeneStealers+ Broodlord

165 3 x HiveGuard

120 3 x Biovores


140 Mawloc
1998pts

Took a while to work this out. We moved units in and out of the matrix to see which ones would do the thing we most wanted them to do and when we would want it. Pretty torn over the Hive Tyrant vs. Hive Crone but we finally decided on the Hive Tyrant. That was an area we talked about a LONG time. The Psyker powers of the Hive Tyrant were a big selling point though. Tyranid Psyker powers are pretty awesome and the more chances you get to give out FnP or to pin the enemy, the better. Its marginal performance against multiple flyers will have to be offset by what it contributes in defense.

Effectively the way it works is that the Broodlords will infiltrate and pin units down (using The Horror). The Zoanthropes roll for a second power may also yield The Horror, though many of the powers would be very good, as they will be helping to provide Synapse and they can do a lot to protect the various broods around them if need be.

We wanted something to counter the Eldar shenanigans with their Serpent hulls, so we included a unit of Hive Guard to help us bring down one or two of those. The fact is, Hive Guard can really take on a LOT of things and provide first blood pretty well if given a chance.  BS 3 isn't awesome but...

The Biovores are just a FANTASTIC tool. It's really amazingly worthwhile to take them. For one, it's a barrage, so yet another chance to pin the enemy (seeing a theme?). For two, for those who've read the rules, it can pump out an incredibly awesome and almost guaranteed blast of great power if it fails initially to do its duty. Talk about a fun unit. AP 4 is awesome against so many armies as well. Interesting tactics came to light while we discussed what a MISS would allows us to do and it was pretty fun to think about. You don't HAVE to ram the spores into anything. They can just form a fence when needed. They can also be used to slow enemy movement, cut off flyer movement and so on. It just has a lot of uses.

The Mawlocs function is fairly obvious: try to intentionally force the mishap so your weapon can go off twice, potentially killing any singular target you want. The important one preferably. Things like Riptides will care LESS, but they won't NOT care entirely! Against Markerlights, and other high value targets it will be immeasurably useful and if the enemy does not kill it, it gets to do it all again. If its not killed, it provides cover and forces the enemy to fire on it. If pinned the enemy may find that more difficult.
Venomthropes are there to protect the brood with Stealth. Der. not much else to say honestly. In a fight with hordes if they survive, they do do a fair amount of potential damage although... That's probably hoping for a lot.
Skyslashers are the spearhead. They can be empowered by the Broodlord and are a serious amount of wounds to get through. High powered weaponry will be forced onto them rather than higher toughness targets for a round, to try and double them out, which is a boon to the army. Optionally the enemy might fire behind them to hit Termagaunts BUT if they do, its 3+ saves at worst for intervening models and the Venomthropes, plus of course the Skyslashers are still there and threatening. Also, that leaves less shots to go into my Synapse.  Gargoyles are the other option but we are going to test the Skyslashers first.

The Hive Tyrant makes the Tervigon outflank, and in effect, allows its babies to have done the same. Great for objective stealing and surprising the enemy flank as well as affecting their deployment. All kinds of plus's. The Swarmlord ensures its timely deployment and the mawloc come on in turn 2 (we hope) and keeps on coming. This effectively gives the army 5+ troops choices. the Swarmlord has an immense radius of Synapse, which will help in the round after reserves arrive since Synapse is not checked on units newly arriving from reserve.

All in all I was pretty pleased with the concept. Anti-horde control for zombi armies is well under control. MEQ armies will find the army more than a match in melee and the availability of dual chargers and fleet units will mitigate the effects of overwatch. The lack of AP 3 is a bit of a blind spot and MEQ will not wilt easily under the shooting, but of course they are Tyranids...

One thing we didn't explore as much yet because we want to see what happens, is whether it makes sense to do two units of Sky slashers instead of one. Not too sure about that part. I think testing will give us a good guess. he plans to give it a whirl tomorrow.

Friday, January 17, 2014

Warp Talons

I was asked to comment on how to include Warp Talons into a Night Lords force as was described earlier at the link below:


Far be it from me to be short winded!  As for Warp Talons:  Not seen a lot, but let's look at how to use them.

The Trade Off For Ones Soul

First the bitter truth:  infested by Daemons, they gain the 5+ invulnerable save that marks the evil within.  Warp Talons stand up better to Eldar/Rending shooting than other units because they are Daemons.  They fare no better against shooting in general.  So the points can be difficult to swallow.

Oh Favored Son, Receive thy Reward

People underestimate the idea of two Gifts of Mutation.  That can be really big also.  Warp Talon champions can get that to start the game.  It can make a champion quite good, and as the killing begins, they can become special characters unto themselves.  They are likely to do some killing.  Nearly all of the Gifts of Mutation Boons are pretty awesome and rarely not useful.

Warpflame Strike

If you Deep Strike, this ability happens.  Let's face it, the reason to take them is their ability to BLIND everything within 6", forcing Initiative tests on them or be boned in the shooting phase (reduced to BS 1).  This is a very good answer to some important armies.  Necrons, some Tau and all Orks dislike this feature greatly and they are susceptible to it.  Other armies are no more fond of it, though they may weather it better.  It will hit a pretty darn fair number of units if they have clustered away from you.  Enemies that like to shoot often will, which is the purpose of this unit.  Consider the effective radius:  6 inches from the base.  2 bases wide center.  All directions.  It's cool.

BUT...  you must deep strike with balls of steel to make it a worthwhile effort.  If you possess such testicles, you may find that it is a VERY effective way to hammer the Tau Marker lights and, by extension, the entire army for a round.  Intercept, as well as all other shooting to the end of their NEXT round is affected so it can also help protect Heldrakes.

There are a number of challenges to be overcome.


1.  Talons are 13 points per model more expensive.  You can get basically 43% more Raptors.  That's not a small issue.  The Marks are even more expensive to get, for no apparent reason.  You really have to decide first and foremost whether more Raptors might not be the better answer.  However, if you want to make them work, read on.

2.  Not every enemy unit requires power weapons to kill and at AP 3 it's kind of not even useful against the ones who need heavier duty weapons like Terminators.  Having said that, I promise that a 4 attack Raptor charge will net you some results, Lightning claws or no Lightning Claws.  Winning and sweeping the enemy is usually the goal, not unnecessary creating an unnecessary pile of wounds though.

3.  ...and when its not the goal to cause crazy numbers of wounds, charging and staying in combat is a goal, which Lightning claws wont help you do.

Let's take a unit of 6 Nurgle Warp Talons and make them work for you.  About 214 points (plus any Gifts of Mutation) but let's see if we can make it happen.


"You ask for miracles?  I give you Warp Talons"

You may wish to deploy all your units on the table to start the game and maybe not play the reserve game with the rest of the Raptors.  You'll need the backup when the Talons show up in round 2 or possibly 3 but not before then.  Large units are a lot harder to fit in on Deep Strikes and mishaps as I have proven can be exceedingly costly to your chances so safe landing zones are a good idea.  Above all, you'll need the sphincter necessary, because you REALLY gotta land that unit CLOSE to enemies in order to make this count.  No fear. 

There are things you can do to help with that.  This may be one of the more interesting stratagems I have worked on in a while and you have to rely on a bit of luck to make this work as well as it CAN work.  But if it works…  It will be glorious tribute and many skulls for the skull throne.  How?

The Dimensional Key (read up on it so this will make sense), which would be the perfect tool for using Talons, makes all deep strikes flawless.  Once activated, the character with it need survive no longer for it to continue.  .  Unfortunately, it has two drawbacks:  You have to charge ASAP to ensure it works on time and you must try to hold reserves one more round if it goes to turn 2 before he kills someone.  That's a lot of list tailoring.  To do this you must:

1.  Infiltrate the leader.  That means taking Huron Blackheart into the list because his Warlord Trait guarantees at minimum that your Chaos Lord carrying the Dimensional Key can leach the life blood from a victim in time.  If fortunate, he will be able to take a bodyguard  unit with him, but we must assume the worst if we want a good enough plan.
2.  You need to go first.  No one can charge in the first turn, normally.  Therefore, going first is kind of important.
3.  You'll need a Palanquin to keep him from dying, hiding as close to the enemy as possible and ready to charge round 2.
4.  If the leader fails to charge, a Comms Relay almost becomes mandatory.  Assuming the worst, take the Comms Relay to ensure you can modify when things come in.

So let's see what that does to the list:

 Huron BlackHeart

Chaos Lord (Dimensional Key, Burning Brand of Skalathrax, Mark of Nurgle, Palanquin of Nurgle, Power Fist)

5 Chaos Marines (Flamer)
5 Chaos Marines (Flamer)
5 Chaos Marines
5 Chaos Marines

Rhino (Dirge Caster)
Rhino (Dirge Caster)
Rhino (Dirge Caster)
14 Nurgle Raptors (2 Meltaguns, Gift of Mutation+Sword+Meltabomb on Champion)
14 Nurgle Raptors (2 Meltaguns, Gift of Mutation+Sword+Meltabomb on Champion)
6 Nurgle Talons
70 Aegis Defense Line (Comms Relay)
Land Raider (Dozer Blade, Dirge Caster)
  

The List, Explained Further

We know what our objective is.  We know we have to start as close as possible.

The Land Raider will allow us a second way to get up on the enemy if they seem likely to advance and also a way to protect troops, bringing a Dirge Caster forward reliably in any event and providing cover to the rhinos which can hide in its shadow pretty easily.  Huron will be inside of course.  A  a Chariot befitting a Warlord and bringing him up will only encourage the enemy to either fire at it or face his wrath…  Unfortunately for the enemy, a similar choice as the Chaos Lord presents.  It has all kinds of value.

The Aegis should be placed midfield (writers note: no longer allowed in 7E).  It will provide the Rhinos excellent cover on the approach and let's call the kettle black:  you'll be at midfield or forward of it most of the game with most of the army.  There is no reason to slow your own army down by placing the Aegis farther back.

Keep in mind that the Warp Talons are there for causing a problem for armies that don’t advance (meaning gun line type forces).  Against any other, we need not worry nearly as much.  Warp Talons are an excellent X Factor against run of the mill assault units and if they choose to come at you, all the better.  Shooting armies are the primary concern for the Warp Talons.  The less shooty the enemy, the less pressing getting this strategy off will be.  So keep in mind that we are WAY ahead of the curve when using Warp Talons when we aren't facing such forces.  We prepare for the worst but hope for the best.

The Chaos Lord has the Brand.  It has the Torrent rule.  Use it to kill the second closest squad to the leader when he moves forward, not the closest (reasoning:  he will gladly accept the assault of a closer unit that much sooner to activate the Key).  In the case of Tau, that will ensure that defensive fire is minimized.  The Chaos Lord has a lot of wounds and is tough 5, but he's not immortal (yet).  So we must needs take care not to see him ended before his bloody business is through.

Having so little in the way of down the field fire is going to be the primary weakness of this list, and so stealth, use of terrain and the Land Raider to cover the approach and the Rhinos is key.

With this list, you will have to select the Land Raiders/Hurons target with care.  Anything with STR 10 weaponry is the target (T5 models with multiple wounds dislike STR 10).  If nothing falls under that category, you should be able to pull this off.

Once the dimensional Key goes off from the Chaos Lord killing a victim, any bleeding victim, He makes movement difficult for the enemy, and makes your deep strikes Pinpoint accurate.  Then who can stop you?


The Warp Talon drops in flawlessly (or the Comms Relay tries to hold them one round longer and then drops them in flawlessly!) and forces the Blinding check.  Those who fail lose their WS and BS (to a 1), and must face the onslaught of a melee oriented army with that both when charged… and their next turn thanks to Warpflame Strike.  Bon apatite

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Monday, January 13, 2014

Dizzying turn of events.

40K went from a Codex every 4-6 months, allowing people to catch on to its nuances, buying the model stock they printed and getting most of those who were bandwagoneers to finish their buying cycles and 4-6 months later:  a new codex!

This pace was much maligned and ironically, someone shook the executives awake at GW and said:  "If you dummies would read the forums once in a while you'd know how pissed the gamers are about the slow releases and the lame FAQ rollouts; and the inconclusive and glaringly obvious conflicting answers people would get from the "boyz" when you called in for rules questions."

And someone heard, listened and said "Lets kick this bi**h into gear boyz!  They want more, we'll give 'em more.  Privateer is doing massive releases all at once, our competitors are stealing market share all over the place with X-Wing, WarMachine, Flames of War and a host of other games..."

And so it was that the wheels turned and they decided on an aggressive schedule of not only a new edition, but also a massive...MASSIVE...increase in codex production, product releases. FAQ's and essentially supplements to update EVERY aspect of the game, plus tie it all to the fluff just in case "narrative" sorts wanted to recreate the books in some cases.

And the vitriol and controversy was inevitable.

The irony shouldn't be lost on any veterans.  You know who you are.  YOU there in the back.  Yeah you.  It was you that grumbled and complained and always used those other companies as examples of "progressive and better" than GW because they "got" that everything should be released more or less en masse so it all flows".

And now let's count em, shall we?

SPECIAL Editions of every codex from Tau to Ultramarines.  Just the cover is different, and for $40 it can be yours!
Escalation
Stronghold
Black legion
Farsight Enclave
Codex: Iyanden
Wall of martyrs
Armies of Renoun
Apocalypse (take II)
Death From the Skies
Warzone:  Armaggedon,
Warzone:  Damnos
Warzone: Pandorax

Then we have the Dataslates and other things recently:
Codex:  Inquisition
Codex: Tyranids and soon to be released "Dataslates"
Adeptas Astartes Storm Wing
Tau Fireblade Support Cadre
Be'lakor, The Dark Master
Sintinels of Terra (effectively like Farsight Enclave only for 3rd Company.  Still requires the SM Codex to use)
Clan Raukann (Like sintinels of Terra, only for Iron Hands)

And the list goes on.  I bet half the people reading this don't even recognize some of those titles, because it belched out like a cloud of smoke from the Willy Wonka factory.

Now if you want to keep up with what's going on in 40K, you have your work cut out for you.  To be an expert on the capabilities of all these things and the viability of them, the usefulness of them or the application of them, I'd say you could be overwhelmed relatively soon if you're a newer player and if you're not new.

That is really what ALL games must cater to:  the newest player.  new blood.  TSR was one of the foremost gaming companies of its time in the 80's with an indomitable market position:  books for miles and supplements constantly churning.  They learned that the newest players had slowed to a trickle and their entire company was going to collapse under all the expense they accrued to maintain such a library without the new players to keep it funded.  The same number of players could not.  And we saw the sale of that iconic company at a time when it had NO real competitors!  Even a company like that was forced to admit it had grown but not grown its player base.  This crucial error is seemingly being repeated.

Warhammer has a safety valve like D&D did:  new editions.  when 3.X came out, it was hailed and loved.  Still is in fact.  And at first it was a totally manageable flow of materials they put out.  As time went on they realized they had to release new product or face the same problem and the pace near the end became so great and the product so poor, that they were FORCED to go to 4E...  and that edition was villified and hated such that their problems are worse than before, or very nearly approaching it, giving birth, literally, to Pathfinder and seeing 4E market share drop precipitously.  What 4th Edition did right is focused ENTIRELY on growing the newer player base and tapping into the now fully matured wargaming scene that has boomed.  That foresight, while unfortunately accompanied by 4th Edition D&D rules(Yuck) put them in a better position for the FUTURE as they prepare 5th Edition for launch (and its well underway, I've play tested it quite a bit).

The parallels here are pretty obvious.  Games Workshops quality has gone up, their responsiveness has gone up, but their roll out schedule is oppressive and the spaghetti approach of throwing whatever they can out there and working their writers to death to create barely readable stuff like the history of young commander O'Shovah (which really is boring and amateurishly written) is going to weigh them down.  It may be less weighty than other companies because of their clever utilization of the Ipad phenomenon but still...  the patience of the players shrinks the base, the cost of the hobby shrinks the new players who can join and they are set up BADLY for the future even while profits stream in.

I think you will see that as 6th Edition rules age, and all that comes with it, the damage will become more apparent.  ANY significant misstep when that 7th Edition comes out could be as cataclysmic as Warhammer Fantasy:  8th was.

Time will tell if I'm right.

Monday, January 6, 2014

"Night Lords...ATTACK!"



This is a Battle Report you can enjoy.  As some have asked for a very long time for me to do these in a more  visual way, I did this because there's a lot of hoopla on the interwebz as to whether you can really play a melee oriented army.  As you know I have long posited that you can indeed do so.  I know that one battle report won't convince everyone, and it was a friendly game between friends, the battle report an after thought.  But it at least illustrates some potential strategies.

Be warned, I am not a veteran video battle reporter and there are a couple things that I messed up on during the course of filming it.  Nonetheless it WAS fun and instructional.

Below is the list I used.  For Boons, I rolled and got nothing for one of the Raptor Champions and Instant Death for the other at the start of the game.  For Warlord Traits, I was allowed to re-roll Boons.  I ended up, after re-roll, with +1 Initiative for the Sorcerer which turned out quite nicely.  For his Powers he got Doom Bolt, Psychic Shriek and Breathe of Chaos.

Hammer and Anvil was the Mission with three objectives, appropriately Night Fighting.  He got first turn.

2000 Pts - Night Lords

Total Roster Cost: 1998

Heavy Support: Havocs (5#, 165 pts)
   4 Havocs, + Missile Launcher x2 + Flakk Missiles (for Missile Launcher) x2  + Lascannon x2
      1 Aspiring Champion,

Troops: Chaos Space Marines (6#, 150 pts)
   4 Chaos Space Marines,
      1 Aspiring Champion, (Melta Bombs 5 + Power Sword x1)
      1 Chaos Rhino, (Destroyer Blades + Dirge Caster)

Troops: Chaos Space Marines (6#, 150 pts)
   4 Chaos Space Marines,
      1 Aspiring Champion, (Melta Bombs 5 + Power Sword x1)
      1 Chaos Rhino, (Destroyer Blades + Dirge Caster)

Troops: Chaos Space Marines (6#, 150 pts)
   4 Chaos Space Marines,
      1 Aspiring Champion, (Melta Bombs 5 + Power Sword x1)
      1 Chaos Rhino, (Destroyer Blades + Dirge Caster)

Troops: Chaos Space Marines (5#, 95 pts)
   4 Chaos Space Marines
      1 Aspiring Champion(Melta Bombs 5 + Power Sword x1)

Elite: Mutilator (1#, 61 pts)
   1 Mutilator (Mark of Nurgle)

Elite: Mutilator (1#, 61 pts)
   1 Mutilator (Mark of Nurgle)

Elite: Mutilator (1#, 61 pts)
   1 Mutilator (Mark of Nurgle)

Fast Attack: Raptors (15#, 360 pts)
   14 Raptors(Mark of Khorne + Icon of Wrath + Meltagun x2
      1 Raptor Champion, (Gift of Mutation + Melta Bombs + Mark of Khorne + Power Weapon x1)

Fast Attack: Raptors (15#, 360 pts)
   14 Raptors(Mark of Khorne + Icon of Wrath + Meltagun x2
      1 Raptor Champion, (Gift of Mutation + Melta Bombs + Mark of Khorne + Power Weapon x1)

HQ: Sorcerer (1#, 150 pts)
   1 Sorcerer (Mark of Tzeentch + Mastery Level 3 + Boon+ Jump Pack)

Heavy Support: Chaos Land Raider (1#, 235 pts)
   1 Chaos Land Raider (Dirge Caster)

My opponent played Imperial Fists with a pretty good counter considering my own list and a LOT od deployment options.  His list was almost as free to deploy as mine was with infiltrator/outflankers, Deep Strikers and harder hitting Assault troops.  His had super heavy hitters in melee like Lysander and his ironclad.  LOTS of shooting and indirect fire as well.  Very balanced.

Whirlwind
Manticore
Vindetta
Veterans with Camo cloaks.
Primaris Psyker (Telepathy Primaris Power)
10 Tactical marines in a Pod
Ironclad Dreadnought in a pod
10 Assault marines in a pod (I dont think they actually had jump packs even though thats the models he used)
Captain Lysander
Pedro Kantor
Sternguard with Grav Gun shenanigans.  etc...  those hurt and are troops choices)
Scouts

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