Wednesday, July 28, 2010

Ard Boyz Final Missions. Praise Be The Emperor

Something I always look forward to is what missions are played at ard boyz. I always need more missions that I get a hold of to add to my list of ard boyz missions. I find that bringing these to the table, and randomly playing them, is much better than anything in the mission book or simply rolling under standard missions. So here is what I've gotten so far. As of yet, I have not been able to get ahold of last years 2009 finals. Does anyone have them?  If people are interested, I will post the 15 or so ard boyz missions I have. It definetly makes play alot more fun. Leave a comment if you want me to start posting them.

2010 Ard Boyz Missions.............

When Diplomacy Fails
Deployment Zones are pitched battle, but you use modified DOW-no night fight, and no additional units other than the Observers and Staff may be placed.
There is a marker in the exact center of the board where the "Peace talks" will take place.

Observers:Two units of troops and one HQ. These may not include vehicles, transports, or MC. (An army with only MC HQ's had to put one out)

Staff:One Non-vehicle, non MC unit chosen from elites, troops, FA, or heavy.
You Dice off and the highest roll goes first or second. They must deploy their observers in theire DZ (this is where pitched battle came in) at least 18" from the center point. Then Player 2 does the same.

Then Player 2 places his staff unit within 3" of the center, and then player 1 does as well.
Everything else is left off table and comes on per DOW deployment


Before the first turn, something goes wrong in "negotiations" and the staffsquads attack each other, you dice off and whoever wins moves their staff unit into the other players unit. They both count as charging, and unless a unit is wiped out, it is counted as a drawn combat, which continues as normal the first turn.

Scoring:
If one player can hold the center point, it counts as 500 VP's.
Massacre, 1500 more VP
Major, 1000-1499 more
minor 500-999
draw 499 or less

+1bp for killing an enemy HQ
+1 for have your staff unit alive
+1for destroying enemies staff unit
+1for having all you HQ alive

Scorched Earth
Seize ground with 5 objectives.
All pieces of area terrain must be rolled for before deployment. On a 1-3 its on fire and counts as dangerous terrain, on a 4-6 its smoking and a unit with models inside may add +1 to their cover save.
Spearhead deployment
The player scoring the most KP's may count one objective as vital and then it counts for 2 obj. points.

Scoring:
4-6 more obj=massacre
2-3=major
1 more or if a tie whomever has more KP=minor
same number of obj and same KP=draw

+1for having an HQ in their DZ
+1 for destroying all enemies heavies
+1 for destorying all troops
+1 for holding and obj in a piece of terrain

Hold the Line
3 Objectives. One in the center of the board, and 2 18" away along the center board line. At the beginning of turn 4, roll a d6 and one of the objectives is now worth 3 obj. Points.

The player with the most KP's may make 1 obj. worth 1 more Obj. Point.
*this made it so 1 obj. could be worth 4 points.
Deployment:Pitched

Scoring:
Massacre:5-6 more obj. points
major:3-4 more
minor:1-2 more or more kp if its a tie
Draw:Same obj, and same KP

+1 no enemies in your half of board
+1more units in your opponents DZ than they have in yours
+1 for primary obj
+1for killing highest enemy unit

Friday, July 23, 2010

This was sent to me. It appears powered armor might really be in the works. Here is the article.



July 16, 2010

Orlando Sentinel

Lockheed Martin Corp.'s Orlando Missiles & Fire Control operation has thrown its high-tech hat into the race to build the military's first "Iron Man" robotic battlefield uniform. That effort received a big boost this week when an Army research unit awarded Lockheed Missiles a contract for $1.1 million to develop, test and evaluate next-generation "wearable robotics" for Soldiers.

While it is a long way from the futuristic Iron Man character of Marvel comics and film, Lockheed's early version of the technology has clearly caught the Army's attention.

Using mechanical hydraulics, computer electronics and other systems, the battery-powered "exoskeleton" is designed to help Soldiers carry potentially hundreds of pounds of weapons, equipment and other gear in combat as if it were just a fraction of its actual weight. In addition to added strength, the system could also reduce the fatigue of the battlefield and increase a Soldier's survivability, Army officials said.

They hope the system could eventually aid Soldiers in the mountains of Afghanistan and other tough terrain, though it is unclear when it will be ready to deploy. A series of technical and performance field tests are scheduled as part of the program.

"The tests performed on Lockheed Martin's system will help us assess the current state of the technology," said David Audet, spokesman for the Army Natick Soldier Research, Development and Engineering Center. "Exoskeletons have the potential to reduce stress on the body from heavy loads."


Lockheed officials said its work on the wearable robotics is a long-term project that has been under way for nearly a decade.

"We recognize the importance of perfecting the exoskeleton technology to redefine what is possible for our Soldiers," Rich Russell, Lockheed Missiles' advanced programs director, said in a written statement.

Lockheed said it has developed the technology in collaboration with California-based Berkeley Bionics, which issued Lockheed a long-term licensing agreement for the core systems.

The Lockheed-Berkeley team is one of a number of rivals in the emerging robotics field.

The Raytheon Sarcos team -- a subsidiary of defense giant Raytheon Co. -- also has a contract with the Army to develop the exoskeleton system, Raytheon spokesman Mike Nason said Thursday.

"It is not uncommon that the government will ask a couple of companies to develop the same thing in hopes of getting the best system," Nason said.

When the first Iron Man film was released last year, Raytheon was besieged by media interest in the exoskeleton technology, he said.

"Overall, robotics is a huge technology of the future for the military," he said. "If you can save the life of a Soldier by using a robotic system instead, then of course we're all interested in that."

Wednesday, July 21, 2010

Knowing your opposition pt5. Eldar Wave Serpents and Falcons.

Eldar. All their weapons have different names, different stat lines, and different looks. If you've never really sat down with eldar, it can turn into confusion and complete fail on the tabletop, as you wonder what each unit can really do. Lets take a look at two of their vehicles, the wave serpent and the falcon. Not knowing the difference can really mess up your target priorities. Both are fast skimmers with a variety of upgrades. Lets look at their defenses first, because knowing which one to shoot with what is the first step to understanding these vehicles.

The Wave Serpent. This is a dedicated transport, and it comes standard with energy fields. Energy fields reduce all weaponry to str8, and all ranged attacks never roll more than 1d6 for armor penetration. This means that str 8 weapons like missile launchers and others like autocannons are an efficient weapon to shoot at these armor 12 vehicles. Also note that on assaulting, you get full strength, and dont have the problem that Holo-fields provide on the damage tables. However, these are skimmers, and probably moving very fast making them hard to hit in assault. (you need a 6 to hit most of the time if you can even reach them)

The Falcon. This is a heavy support choice, and you will often find these mixed in with a wave serpent list. They pretty much are the same hull, and armor 12, so it can get confusing out there on whats what on the table. While not a dedicated transport, it can transport up to 6 models. The Falcon most often gets upgraded with Holo-Fields. These make it so that anytime you roll on a damage table, you roll two dice and apply the lowest result. This is where you shoot your lascannons (since they are still str9), and where you send in your melta weapons, since they get the extra melta penetration dice at close range. Remember that assaulting these vehicles is hard, but if you do get to hit one, and damage it, you still have to roll two dice and pick the lowest for the damage result.

Now that you know how to efficiently shoot at these vehicles, the next step is to know whats in them. Seer councils, and firedragons might be your obvious first transport priorities. To break the wave serpent spam lists choose the right weapon for the right job. Then you can fall back on weapons that are less efficient.

While their weaponry can sport bright lances, pulse lasers, eldar missile launchers, I tend to ask what is on what. Remember that bright lances reduce all armor values above 12 to 12. Otherwise, I'm generally more concerned about whats in them, and what I have that can bring down that vehicle, rather than what they are equipped with. (that's the easy part of target prioritizing).

Last thing to remember. Eldar players tend to do a lot of tank shocking and ramming with these vehicles, as they are considered to be tanks. So expect tank shocking/ramming fast skimmers.

Tuesday, July 20, 2010

Faeit 212 "fiction" background.



Faeit 212.

Mankind is living in the End of Times. Doom is at hand. We are pushed towards this undeniable truth, and are besieged, soon to be cornered into a desperate battle we cannot hope to win. Fear not, for the Emperor's will is not idle. I, Lord Inquisitor Faeit will gather the forces of mankind and strike at the heart of our enemy.

I do not believe in coincidence. A great adversary exists. It is my crusade to take the greatest forces of mankind, unveil the great adversary, and with a pre-emptive strike, drive the blade of the Emperor through the Beast's heart.

Mankind has reached its boiling point. Faeit is at hand, and it is I who shall strike first.

For those that don't know, 212 Fahrenheit is the temperature that water boils. This is the background of my Faeit 212 army, and I've been considering posting or linking up the writing behind it. I will possibly start that later tonight if editing time permits.

The story starts here

Sunday, July 18, 2010

Chaos. Night Lords

With all the talk of chaos I've been reading about, probably due to the ETC prep going on, I thought I would post a response to the idea that all chaos armies (that are effective), look alike. Here is a list that I've been helping a friend with for some time. I hope he doesn't get a little ticked that I am posting it. It is not exact to what he is using, but close enough.

This list is modified from an old 3rd edition army of Night Lords that I used to field.
2500 Pts - Night Lords

1 Daemon Prince @ 155 pts ((C:CSM, pp. 32 & 92); Unit Type: Monstrous Creature; Unit Type: Jump Infantry; Wings; Mark of Slaanesh; Close Combat Weapon; Eternal Warrior; Fearless; Psyker; Lash of Submission x1)
1 Daemon Prince @ 155 pts ((C:CSM, pp. 32 & 92); Unit Type: Monstrous Creature; Unit Type: Jump Infantry; Wings; Mark of Slaanesh; Close Combat Weapon; Eternal Warrior; Fearless; Psyker; Lash of Submission x1)
1 Summoned Greater Daemon @ 100 pts ((C:CSM, pp. 62 & 102); Unit Type: Monstrous Creature; Close Combat Weapon; Fearless)

6 Chosen @ 226 pts ((C:CSM, pp. 27 & 94); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol x6; Bolter x2; Close Combat Weapon x6; Plasmagun x4; Infiltrate)
1 Aspiring Champion ((C:CSM, pp. 27 & 94); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x1; Close Combat Weapon x1; Autocannon; Infiltrate)
6 Chosen @ 226 pts ((C:CSM, pp. 27 & 94); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol x6; Bolter x2; Close Combat Weapon x6; Plasmagun x4; Infiltrate)
1 Aspiring Champion ((C:CSM, pp. 27 & 94); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x1; Close Combat Weapon x1; Autocannon; Infiltrate)
1 Chaos Terminators@ 410 pts ((C:CSM, pp. 28 & 94); Unit Type: Infantry; Terminator Armour; Chaos Glory; Terminator; Deep Strike)
10 Terminator ((C:CSM, pp. 28 & 94); Terminator Armour; Power Weapon x6; Twin Linked Bolter x6; Chain Fist x2; Reaper Autocannon x2; Lightning Claws (pair) x2)

9 Chaos Space Marines @ 185 pts ((C:CSM, pp. 26 & 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol x9; Bolter x8; Close Combat Weapon x9; Missile Launcher)
1 Aspiring Champion ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; Close Combat Weapon)
9 Chaos Space Marines @ 185 pts ((C:CSM, pp. 26 & 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol x9; Bolter x8; Close Combat Weapon x9; Missile Launcher)
1 Aspiring Champion ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; Close Combat Weapon)
9 Chaos Space Marines @ 230 pts ((C:CSM, pp. 26 & 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol x9; Bolter x7; Close Combat Weapon x9; Meltagun x2; Rhino)
1 Aspiring Champion ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; Close Combat Weapon)
1 Rhino ((C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Twin Linked Bolter; Repair)
9 Chaos Space Marines @ 230 pts ((C:CSM, pp. 26 & 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol x9; Bolter x7; Close Combat Weapon x9; Meltagun x2; Rhino)
1 Aspiring Champion ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; Close Combat Weapon)
1 Rhino ((C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Twin Linked Bolter; Repair)

7 Havocs @ 195 pts ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol x7; Bolter x3; Close Combat Weapon x7; Autocannon x4)
7 Havocs @ 195 pts ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol x7; Bolter x3; Close Combat Weapon x7; Autocannon x4)

The tactics are simple. Massed autocannons to blow up light armor efficiently. Chosen to infiltrate into key positions creating tough to break fire bases, and provide 5 str 7 shots at 24" to help in blowing up light armor, with rapid fire plasmas to keep surviving infantry away. Terminators provide tough field control, and its fun lashing infantry into their assault range or chosen rapid fire range. Note the demon princes are there to support, and not just charge out onto the field even though they can. Keep them back in this list, and use them for countering the enemy or just to keep them in lash range for where you need to them. The troops in Rhinos provide anti heavy armor with meltas that is mobile, while the other troops provide fire support, and objective grabbing.
The Greater Demon is the surprise here, use him to break key locations. Don't forget that every squad has chaos glory, so that you get your leadership with a re-roll. Making you steadfast and not likely to go anywhere. Model count is 83 chaos marines.

Let me know what you think.

Saturday, July 17, 2010

Lord Castellon Creed (Banewolf list)

After discussing how I would use the banewolf in the previous article, I took the next obvious step, and created a preliminary list with it. I always start with 2500 points. We discussed a using two Banewolves with Creed, giving them scout with Creed's, "tactical genius".

What I wanted was a list that used the Banewolf as a shoot me before I get you type of unit. Put the panic into the opponent and a little bit of pain if they fail to stop them. The rest of the army would consist of some units that I mostly just wanted to play with, mostly consisting of str10 ap2 large blasts around the board.

Ive also wanted to use another little trick I like with veterans, so I included them into the list to take full advantage of Creed's 4 orders at 24", and using Kell to make sure those orders are followed. So what we have is one veteran squad taking the "forward sentries doctrine" to gain stealth. One other veteran unit will take Gunnery Sergeant Harker so that we can get two units with stealth. Harkers unit will also use its infiltrate for tactical deployment. The trick is that the unit can go to ground, gaining a +1 to its cover save which is already a 3+ due to stealth giving it a 2+ when hitting the dirt. Then with Creed, we order the unit "get back in the fight" on Creed's leadership of 10 due to Kell, so they can stand back up and fire those weapons.

Two veteran squads will take "grenadiers", and "demolitions". This is mostly becuase I have the kasrkin models with carapace armor, and I have two customized sergeants Ive wanted to use. Best of all, I have all this, and just finishing the banewolves is all I have to do.

So here it is. Lord Castellon Creed 2500 pts
3 Company Command Squad @ 310 pts (Unit Type: Infantry; Flak Armour; Frag Grenades; Close Combat Weapon x3; Lasgun x3; Colour Sergeant Kell; Lord Castellan Creed; Master of Ordnance)
1 Colour Sergeant Kell (Carapace Armour; Frag Grenades; Laspistol; Power Fist; Power Weapon; Regimental Standard; Listen up Maggots!; Sworn Protector)
1 Lord Castellan Creed (Carapace Armour; Frag Grenades; Refractor Field; Hot-shot Laspistols x2; Supreme Commander; Tactical Genius)
1 Master of Ordnance (Flak Armour; Frag Grenades; Close Combat Weapon; Laspistol; Artillery Bombardment)
1 Chimera (Unit Type: Vehicle (Tank); Searchlight; Smoke Launchers; Turret Multi-Laser; Heavy Flamer; Amphibious; Mobile Command Vehicle)

9 Veteran Grenadiers @ 260 pts (Unit Type: Infantry; Carapace Armour; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon x9; Lasgun x6; Demolition Charge; Melta Bombs; Plasmagun x3; Demolitions; Grenadiers)
1 Veteran Sergeant (Frag Grenades; Krak Grenades; Carapace Armour; Melta Bombs; Power Fist; Power Fist)
1 Chimera (Unit Type: Vehicle (Tank); Heavy Bolter; Searchlight; Smoke Launchers; Turret Multi-Laser; Amphibious; Mobile Command Vehicle)

9 Veteran Grenadiers @ 260 pts (Unit Type: Infantry; Carapace Armour; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon x9; Lasgun x6; Demolition Charge; Melta Bombs; Plasmagun x3; Demolitions; Grenadiers)
1 Veteran Sergeant (Frag Grenades; Krak Grenades; Carapace Armour; Melta Bombs; Power Fist; Power Fist)
1 Chimera (Unit Type: Vehicle (Tank); Heavy Bolter; Searchlight; Smoke Launchers; Turret Multi-Laser; Amphibious; Mobile Command Vehicle)

9 Veteran Melta Squad @ 155 pts (Unit Type: Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon x9; Lasgun x6; Meltagun x3)
1 Veteran Sergeant (Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon)
1 Chimera (Unit Type: Vehicle (Tank); Heavy Bolter; Searchlight; Smoke Launchers; Turret Multi-Laser; Amphibious; Mobile Command Vehicle)

9 Veteran Melta Squad @ 155 pts (Unit Type: Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon x9; Lasgun x6; Meltagun x3)
1 Veteran Sergeant (Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Close Combat Weapon)
1 Chimera (Unit Type: Vehicle (Tank); Heavy Bolter; Searchlight; Smoke Launchers; Turret Multi-Laser; Amphibious; Mobile Command Vehicle)

7 Veteran Forward Sentries @ 170 pts (Unit Type: Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon x7; Lasgun x4; Camo Cloak; Snare Mines; Plasmagun x3; Veteran Weapons Team; Forward Sentries)
1 Veteran Weapons Team (Lascannon x1; Frag Grenades; Close Combat Weapon x1; Flak Armour; Lasgun x1; Camo Cloak; Snare Mines; Krak Grenades)
1 Veteran Sergeant (Flak Armour; Frag Grenades; Krak Grenades; Laspistol; Camo Cloak; Close Combat Weapon; Snare Mines)

7 Catachan Devils @ 175 pts (Unit Type: Infantry; Flak Armour; Frag Grenades; Krak Grenades; Close Combat Weapon x7; Lasgun x4; Plasmagun x3; Veteran Weapons Team; Gunnery Sergeant Harker)
1 Veteran Weapons Team (Autocannon x1; Frag Grenades; Close Combat Weapon x1; Flak Armour; Lasgun x1; Krak Grenades)
1 Gunnery Sergeant Harker ('Payback' (Heavy Bolter); Close Combat Weapon; Flak Armour; Frag Grenades; Krak Grenades; Catachan Devils; Feel No Pain; Relentless)

1 Banewolf Squadron @ 290 pts
1 Bane Wolf (Unit Type: Vehicle (Tank, Fast); Chem Cannon; Heavy Bolter; Smoke Launchers; Pintle Heavy Stubber)
1 Bane Wolf (Unit Type: Vehicle (Tank, Fast); Chem Cannon; Heavy Bolter; Smoke Launchers; Pintle Heavy Stubber)

1 Medusa Battery @ 270 pts
1 Medusa (Unit Type: Vehicle (Tank, Open-topped); Medusa Siege Cannon; Heavy Bolter; Searchlight; Smoke Launchers)
1 Medusa (Unit Type: Vehicle (Tank, Open-topped); Medusa Siege Cannon; Heavy Bolter; Searchlight; Smoke Launchers)

1 Leman Russ Demolisher @ 220 pts
1 Leman Russ Demolisher (Unit Type: Vehicle (Tank); Demolisher Siege Cannon; Searchlight; Smoke Launchers; Lascannon; Plasma Cannon Sponsons x2; Lumbering Behemoth)

1 Leman Russ Demolisher @ 220 pts
1 Leman Russ Demolisher (Unit Type: Vehicle (Tank); Demolisher Siege Cannon; Searchlight; Smoke Launchers; Lascannon; Plasma Cannon Sponsons x2; Lumbering Behemoth)

The Banewolf

"Bane Wolves are used when the complete eradication of the enemy is warranted. They smother their targets in broiling clouds of noxious gas that dissolves organic material in moments. Victims blood boils in their own veins and their flesh sloughs from bone as the mixture of toxins do their horrific work" Right out of the Imperial Guard codex. How can you not use this vehicle at some point after reading a description like that. The question then comes down to how are we going to use it.

Ive seen people set this tank up with the heavy flamer or the multi-melta in the hull. I've tried both of these with some success, however I think you find this set up much more effective.

We set up two of these into a squadron and give them both smoke launchers. Why? For the simple reason that you charge forward, pop smoke with one while the other flames away. This obscures the unit since 50% of the squadron is obscured, and then the following round you do the same thing. You don't need extra armor, due to the squadron rules.

Next we give them both the heavy bolter in the hull, and give them a pintle mounted heavy stubber. Since the Chem Cannon is a str 1 weapon, it is considered a defensive weapon, as is the heavy stubber. So we can move 12" with the Devil Dog and fire every weapon on it.

Now the finishing touches....... Take Lord Castellon Creed for his Tactical Genius ability, and give the Devil Dog unit Scouts USR. Now we get a pre-game move of up to 18", and can pop smoke (open for debate) with one during its pre-game scout movement. Now that's what I call the start of a fun list. It comes down at 145pts per Banewolf for a total of 290. Stats. Armor 12/12/10, fast vehicle. Chem Cannon str1 ap3 flame template and always wounds on a 2+. Heavy Stubber 36" str4 ap6, and Heavy Bolter 36" str5 ap4.

When players fail moral checks.

Playing a tough looking list, a list that brings a little discomfort into your opponent, can often win you the game long before you ever deploy. At this point, you've got your opponent playing your game at the table, as he adjusts everything to face you. The worst I've played, my opponent took a 45 minute deployment, as he adjusted and re-adjusted his models. About half way through I decided its time to take a bathroom break, and best to just let him do his thing.

Each army has its own fear factor, and honing your army for this is nothing something you should set out to do. Its more of a side thought, a final touch, that takes your army over the top. The end result is an army that your opponent has no idea, or no real idea on how to beat it. Sometimes it's the shock factor, or the massive number of tanks. What it has to say before the game even starts is, this is going to hurt.

There are two basic ways to demolorize your opponent, one is pre-game with your list or set up, and the second is hitting someone hard enough to break his train of thought. The end result is the same, getting your opponent to play your game, and not his. Having them react to you, instead of you to them.

A great list can do this. Whether its large amounts of heavy weapons for an alpha strike, too many large blast templates, a hard hitting drop pod assault, heavy armor, or just massed armor or hordes. A list takes time to develop. It takes a strong concept, test playing, and fine tuning. If you want your list to dominate, its got to be good. Dont be afraid to ask your opponent lots of questions after the game.

Beyond your list, and deployment, there are other ways to demorolize your opponent during the game. One of my favorites, is being able to take down a transport, and then wiping out the entire unit that was inside with the next shot. Example... Hydra squadron blows up the rhino, Basilisk or artillery battery kills everything that came out. Another example might be, Assault terminators assaulting multiple units or tanks and destroying or breaking it all. Having a hammer in your list, really can bring home the victory in one fell swoop.

Coming up with your hammer is part of what makes list building fun. Seeing it in action is part of what makes playing fun.

Thursday, July 15, 2010

Knowing your opposition Pt 4. Scout Armies.

Not understanding what an army can do the first time you face can be frustrating and devastating. Afterwards its always the "I should of done this, or I should of done that". Knowing your opposition articles are just that, to help stop the surprise and to help you (and me) to be prepared for what is about to happen on the tabletop.

An scout army is quite rare, however there are a lot of players lists that have some form of a scout move in them. For now we are going to save the outflanking for another article, and just briefly talk about what a scout move can do, and what you can do to stop it.

Imagine this. You set up your dual Land Raiders with your termies ready to go on the front line. Your opponent is a guard player with some veteran units, a couple vendettas or Valkyries, and a bunch of back line tanks. Before the game even starts, he moves his vendettas forward during his scout move. They move 24" putting themselves just outside of 12 inches from your Land Raiders. 12.1"'s to be exact. With his scout move done, and you failing to seize the initiative, its now his first turn. He starts off by deploying out of the vendetta, a unit of 10 veteran guardsmen with the demolitions doctrine. They deploy 2" move 6". Then his assault turn comes, and he assaults another 6" assaulting both Land Raiders with a total of 10 melta bombs. Worse he just did that with a single 100pt unit.

Scout moves are a pregame move, that you must stay outside of 12" from your opponent. They are very very useful for delivering crippling strikes to the enemy round one. Vendettas, Baal Predators (with flamestorm cannons), scout bikers, and many other units can do this effectively.

So how do you stop this from occurring. There are many ways, first is to just screen those land raiders or other units. Simply putting the terminators that are inside the Land Raider in front of it, will stop the assault in the above example. Putting your tanks or units slightly back, or screening them with units not really effected by the scout units. Also making it difficult for the scout units to move in is a great way to hamper their movement. This can be done with infiltrators, or other units that will limit how close the scout units can get close to their optimum target.

The primary thing is to not let the game basically be over before it really begins when your opponent has a scout unit. The above example with the vendetta, is one of the tools in my arsenal for my imperial guard (Faeit 212) army, and although Ive not yet been able to assault two land raiders at once, I have gotten a Land Raider and a vindicator on the first turn of the game.

Wednesday, July 14, 2010

RIP duty. Massed infantry assault


It was during one of Dan Abnett's last books, Armour of Contempt, that we read of a massed assault upon a demon world. In it, characters were assigned RIP (retraining etc, I dont recall what the initials stood for). What it did for us readers was send the characters into some of the worst massed infantry assault horrors that we could imagine. Just expendable manpower thrown at the fortress gates without any thought of the men being lost. Dan Abnett did a wonderful job at putting us onto the ground during that battle, that mass wave of flesh that could not be stopped. Waves of infantry being gunned down in the front, the wave would halt temperarily, and then thrust forward. No one within that wave had any control of over it, it just pushed you forward til you were cut down in the front, or shot in the back by the commissars at the rear of the tide. Spoiler alert....... The waves of men, did eventually push through the blown gates of the fortress. I cannot capture that battle here in any real way, I suggest reading the book. Not to mention the titans that came through during the battle.

Talking about the book is not why Im posting. With the new guard codex though, we can make an army like this, and one that will be effective. So I set myself to the task of creating this massed infantry army, set at 2500 points. Here it goes, (note that I did not kill my model count by giving them "send in the next wave", I wanted as many men on the field as possible at the get go.)

2500 Pts - 5th Edition Roster - Infantry Platoons
Total model count 353.

1 Lord Commissar @ 80 pts (Unit Type: Infantry; Flak Armour; Frag Grenades; Refractor Field; Bolt Pistol; Power Weapon; Aura of Discipline; Independent Character; Summary Execution; Stubborn)

4 Infantry Platoons @ 605x4 pts
4 Platoon Command Squad (Unit Type: Infantry; Flak Armour; Frag Grenades; Close Combat Weapon x4; Lasgun x4)
1 Platoon Commander (Flak Armour; Frag Grenades; Laspistol; Close Combat Weapon; Junior Officer)

9 Infantry Squad (Frag Grenades; Close Combat Weapon x9; Flak Armour; Lasgun x8; Krak Grenades; Meltagun x1; Commissar; Combined Squad)
1 Commissar (Flak Armour; Frag Grenades; Bolt Pistol; Krak Grenades; Power Weapon; Summary Execution; Stubborn)
1 Sergeant (Flak Armour; Frag Grenades; Laspistol; Krak Grenades; Power Weapon)

9 Infantry Squad (Frag Grenades; Close Combat Weapon x9; Flak Armour; Lasgun x8; Krak Grenades; Meltagun x1; Commissar; Combined Squad)
1 Commissar (Flak Armour; Frag Grenades; Bolt Pistol; Krak Grenades; Power Weapon; Summary Execution; Stubborn)
1 Sergeant (Flak Armour; Frag Grenades; Laspistol; Krak Grenades; Power Weapon)

9 Infantry Squad (Frag Grenades; Close Combat Weapon x9; Flak Armour; Lasgun x8; Krak Grenades; Meltagun x1; Commissar; Combined Squad)
1 Commissar (Flak Armour; Frag Grenades; Bolt Pistol; Krak Grenades; Power Weapon; Summary Execution; Stubborn)
1 Sergeant (Flak Armour; Frag Grenades; Laspistol; Krak Grenades; Power Weapon)

50 Conscripts Squad (Close Combat Weapon x50; Flak Armour; Lasgun x50)
 
Basically, we have soo many troops, objectives should not be a problem. All the infantry squads have commissars and should be put together so that they are 4x33 men with 6 power weapons, 3 commissars, 33 krak grenades and 3 melta guns. The Commissar Lord should be placed to support and help the 200 conscripts with leadership. Platoon commands are there simply to give orders... move move move, 1st rank 2nd rank. /

Plasma Cannons, Plasma Guns

Plasma is as temperamental as are the arguments on their value and whether or not they should be put into your army lists. Some people love them, and some people just cant stand the thought of losing a 16 point or more marine plus the cost of the gun, when it overheats.

Plasma Guns. When it comes down to their use, you'll have to count me along the fan base. Losing a couple guardsmen really isn't that much of a deal to me, if the enemy is close enough for me to use them. I will probably be losing those guardsmen anyways, so they need to kill something reliably. I often use them in veteran guardsmen units, so 3 plasma guns is getting me rapid fire shots. How can you not love the damage that is about to rip into the enemy. In a tight spot, they can even destroy a vehicle. Now a marine with a 3+ save, is even less likely to die due to melt down, so its not so much of a big deal to them. As for their damage, models die in waves to my plasma guns on the table, since I tend to field more than one unit of them.

Imperial Guard. Groups of 3 are quite easy to get in veterans. Stick them into a chimera, and they are quick and flexible on the battlefield. Into company command squads, 3 or 4 of them can be used. A medic will give them feel no pain, however, I'm still going to use 4 in the squad personally. Nothing like 8 str7 ap2 shots at BS4 to slow down the enemy. Can you say dead monstrous creature. Don't forget to take leadership tests though if you lose 25% of your own unit. I tend to field 2 veteran units in chimeras with plasma guns, and 2 with melta guns. Other plasma guns are found in command squads, and guardsmen retinues with inquisitors. My Faeit 212 army list fields 11 or 12 plasma guns to punish an enemy that gets in close to my chimeras.

Blood Angels. First thing I saw, Honor Guard can take 4 plasma guns. They radiate their feel no pain and furious charge up to 6" so I didn't want to send them into the fray, but instead weaken up the enemy as my fast moving assault troops moved past them into the assault. Just throw them into a transport to have them keep up.

Plasma Cannons. This is where I hesitate. I'm not a fan of a small blast template. I mean really... Unless they just got out of their transport because you blew it up, or your playing a noob, you are only going to maybe kill one model. Good and smart players know to spread out in front of blast templates, and a small blast only gets 1 model, unless you scatter perfect. Now, because you are scattering, unlike a plasma gun, if you roll a 1 you simply miss (if you are not a vehicle) and overheat. Where a rapid fire plasma gun, still fires it other shot, a plasma cannon roll of a 1 simply overheats and you miss. For me plasma is a do or die weapon, having two shots makes all the difference in the world. Since Plasma Cannons are a small blast, and well, small blasts are going to kill hardly nothing (1 guy), I'll pass on these, as I tend to kill more with plasma guns. As far as putting them on armor goes, well, this is where some people like them, I'm somewhat inclined not to use them, but it's still a small blast template to me.




Tuesday, July 13, 2010

Knowing your Opposition pt.3 Mech

Its one of those things, knowing what you are facing, and failing horribly the first time you face it. (or at least struggling). Today's army type, mechanized forces.

Whether its the Imperial Guard, a Razorback spam, or the old school rhino rush, mechanized forces are here to stay in 5th edition. The question becomes how do we deal with it, not from the side of your own army, but when its sitting across the table looking at you square in the face. There are really a couple of things to look at when confronting a list like this. Are you facing heavy or light armor, squadrons, tanks sitting in the backfield or are they coming your way. Here are some of the basics......

Light Armor: Rhinos, Razorbacks, Chimeras. The real best way to blow these up, or stop them, is from a distance. Autocannons, misslelaunchers etc...... Remember you need an average of 3 penetrating hits to blow up a vehicle on average, so make it so. Take the high percentage shots, and stop these early game, and your opponent will have his mobility cut down. Meltas really are over-kill here, not to mention you have to come in close to use them, putting you in range of whatever it is that may be coming out of their transports.

Heavy armor: Landraiders, Predators, vindicators, Leman Russ's, Here is where your meltas come in handy. The best way to really get these monsters, is either with multiple close range meltas (a single shot kill is a lucky kill), or with melee weapons (power fists, chainfists, thunderhammers).

Squadrons. Land Speeders, Imperial Guard squadrons, vipers. The best way to really deal with these is a torrent of fire from a single unit at the squadron. You need multiple shots, devastators, predators, etc. This way shots carry through the squadron, hopefully disabling the entire thing in one hail of shots.

The purpose here is to be efficient with your weapons, and know your target priority. Knowing what you should be use against each mech type, and only go against the grain when necessary.

Thursday, July 8, 2010

The Evolution of Tank Battles. Hydra Flak vs the Leman Russ

About a year ago, I gave up on my Leman Russ Battle Tank configurations. It was in the 2009 semi-finals when some lucky dice knocked me out of my finals. What had occured, was that the Leman Russ just wasnt pulling it's weight. Here is why.

Against the average or below player, I find Leman Russ tanks very useful. When you come across the good player, he is often meched up. A Leman Russ (BattleCannon Variant) gets a single large template shot in which to rely upon, and a lascannon. The Lascannon on average will hit 3 times in a 6 round game, and get 2 penetrating hits. Not bad, but its not even a statistical Rhino kill. However, the Leman Russ also has a Battlecannon. It will hit on average 2, maybe 3 times a game. Assuming your firing at armor, with an ordinance hit, you are looking at 2-3pens. All together your battlecannon isnt the tank to break armor. The points... anywhere from 170-240 (demolisher). Tactically, light armor needs to be dealt with early game, removing the leman russ as a light armor breaker.

Now against troops.... cover saves are everywhere. What failed during my finals, was a single tactical marine squad that took so much firepower to kill it cost me the game. First off, final seargant did take a battlecannon hit, and two earthshaker rounds to the head and live. One 4+ cover save, followed by two successfully saved 6+'s. However, what I figured out was, a good player spaces out his units to avoid being hit by templates. A small template can only hit 1, maybe 2 if lucky, while a large template hits only 3. Since the leman russ cant reliably open transports, and cant kill enough of the troops, I removed them from my lists. The only time you really get a unit bunched up for a good template hit, is right after they just lost their transport.

Now Hydras at 225 points for a squadron of 3. These should be behind your chimera wall, to obscure the squadron if possible. Now shooting....... 12 shots twin linked, 72 inches. 12 shots =9 hits. That ends up being 4.5 glancing and penetrating hits. You need 3 pens on average to blow up a transport, and the Hydra gives you just that. Take the squadron down to 2 tanks, and you remove that every round statistical kill. Nothing worse that firing at the same unit for multiple rounds in a game. Give yourself three, and call it good. You should be popping those transports right and left. Back them up with a squadrom of basilisks and what gets popped with flak, also gets earthshakers shells dropped down upon them.

Ive typically went with two squadrons of three Hydras, and squadron of Basilisks in my backfield. Followed up by chimeras for mobility, and a chimera wall. You can almost see your opponents cry when they not only lose their rhino transport, but also the entire unit that it was transporting in a one-two combo.

Sunday, July 4, 2010

Finding that Hidden Gem. Combinations.

It often takes awhile with a codex to find that hidden gem that makes your smile. A gem is a combination, or special wargear or character that just pulls everything together. For example.....

When imperial guard first came out, I like the idea of Psyker Battle Squads. My first thought was wow, a Strength 9 template with random ap. I looked around at all the large templates, and was immediately looking at how many I could throw in. It was much later that I read much closer, and really discovered weaken resolve, its strength, and how to combine it with things such as Divine Pronouncement, and lots of shooting. Same thing with Hydras, and basilisk. Hydras pop the transport, basilisks kill what comes out of it. This is how I made my Faeit 212 army list.

These were not my first impressions of the codex, but were the hidden gems, combos, that I discovered later on, that were highly effective.

Im not through re-reading and re-reading the Blood Angels yet, but a little gem I discovered recently was The Sanguinor. My first thoughts were wow, too expensive to even consider. Mephiston was a better powerhouse on the field. However, the Sanguinor, basically turns one of your seargants into a character. Gives him +1 Init, WS, Att, and Wound. When the Sanguinor is deployed, is when he chooses (random) which seargant, meaning you would have to build a list with this in mind. I'm not a fan of random selections (thanks GW), but imagine this..... An assault terminator sergeant with an extra wound +1 init, etc... 275 pts, gets you basically two characters, and if the Sanguinor is within 6" gives that unit an extra attack. Basically our terminator with lightning claws would get 6 attacks on the charge. With a chaplain, he hits on a 3+, re-rolls misses, re-rolls failed wounds, which can wound on a 3+ if a priest is near or has the red thirst, all at init 6. You could get all this.... and wait... you also get The Sanguinor.

Finding the gems that you like within each codex takes a little patience and re-reading. I think though that each codex has its opportunities and its just a matter of you reading them to figure out what it is that you like about the army.

Roles within our Force Organization Chart (FOC)

Every unit has a role within the army lists that we create. Back in 3rd it was a much different game, that you could rely upon your troop units to be the efficient killers in the game, and I for one (right or wrong) professed it. I claimed back then, that the strength of the army was found in your troop choices, and that the other selections were simply in support of them. I was fond of 6 troop selections in every army I made, minimized with a heavy and transport if possible.

How things have changed for the better. Lets look at 5th edition only, ignoring 4th edition codex's.

Troops: Are the backbone of your 5th edition army. You need them to score, be durable and flexible. Speed is important, but not everything, as you need them to claim objectives in 2/3 of the games you games you play. I prefer to make them efficient, flexible, and not high priority targets on the field. If they are targets, they had better be protected in armor, or you must have lots of them. Holding objectives is the most important job of your troops.

Elites: These are the specialized killers in your army. They should strike fear into your opponent, and should be capable doing some serious damage. Tactically, these units should be able to go forth, kill and maim, and contest opponents objectives.

Fast Attack: Here is the speed and flanking aspect of your FOC. With these units, you should be able to surprise the enemy, flank with blinding speed. They often have special rules that allow scout, outflank, deepstrike. I find that these are often your wildcard in your army lists. Fast flexible units, that can reach out and touch someone, but are often quick to perish if not handled properly.

Heavy Support: The big guns. Heavy fire support is often vital to soften up targets, blow up their transports, and basically keep the opponent in cover. Doing this allows your elites and fast attack choices to do their job efficiently. Your heavy choices should be effecting your opponents movement, as he checks your heavies line of sight every time he moves, and should cringe when its their turn to fire.

HQ: This is a control or army changing choice. In general, they are able to give bonus's to other units, making them stronger, more durable, fire more, etc. In this role, its often vital to keep them alive. Often though, some selections are monsters in their own right. Mephiston for instance. Know the role of your hq, what you choose here in 5th edition often effects how your army plays, and sometimes its very subtle.

Saturday, July 3, 2010

More Dark Eldar Rumors...........


Here are a few things from over at BOLS and Big Red. Great new rumors as we start off July. Its time to dust off the Mandrakes, break out the Grotesques, and start customizing those warriors.

Internet chatter says the real hallmarks of the army as a whole won't be its overall speed (but tons of fast skimmers isn't exactly a surprise) but the prevalence of poison weapons and this "pain track" thingy that has popped up over the last few months.

It is described as being vaguely similar to the Epidemius powerup chart, but is tracked on a per squad basis based in some way on the killing of the enemy. So the more a unit kills, the more special abilities it gets. ~That description would seem to suggest a little bit of on-table record keeping, but we already use tokens for things such as markerlights, so its not exactly a foreign concept for 40k.

Mandrakes are also said to be in and have a robust set of sneaky/stealthy USRs, and decent invulnerable saves.

from: 'The Hawk' at Librarium-Online

For all fo you Wych Cult fans out there, you would be delighted to here that Lelith is in, an is getting totally redone. Whatever is not being dropped is being tweaked. Hopefully we will finally see a 4+ invulnerable save in close combat like NORMAL Wyches this time.

I don't want to dampen anyone's day with this next one, but there is rumors that there is going to be a Khemri release out soon. This means to coincide with Warhammer Fantasy release, that the anticipated Tomb Kings will be set. I am so hoping that this happens AFTER our release, and that for the... (counts fingers) 23rd time we are not postponed!

Grey Knights are all but confirmed for a January release which leaves plenty of room open for us to breathe. Necrons may be due in March/April next year as well. But you know GW. The DE could be replaced with the Necrons. 99% chance of not happening, but there is still room open for us to have all of our air sucked clean from us.

And in great tradition to keep up with what the DE are all about, Grotesques are in, depsite popular belief, and there rules are suppossed to be so that even Marneus Calgar will go home crying to mommy. Hopefully we get to see a LD check and modifier that ignores Fearless and Stubborn, and actually works!

Some great new Special Characters are making appearences as well. And the existing ones are either getting entirely new models ( sucks to be those that own Vect ), or being removed utterly. If trends are to kee continuing, we should be seeing 2-3 of our existing ones kept, with maybe 4-5 new ones being added.

And thank Slaanesh, it seems that Kruellagh is being removed!
Nothing game shattering here, except if we see some high profile SCs being included.