Monday, November 24, 2008

Escalation League Round 3: Week 3 (oops)

When I posted earlier about week 3, I really meant week 2. I played 3 more games of AIIG goodness.

Game 1 was a rematch against the 8-0 Scrapmeister. Luckily, this time I got a loot counter spearhead. I was lucky to go first.
I proceeded just as I had in our previous match, except this time I was able to kill about 15 orks in my first turn. His run rolls were pretty good (like 5,6) so he did not have to call his waagh for a turn 2 assault. The game was me losing close combats like crazy and firing upon the survivors. Some highlights include my standard bearer with 3 attacks wounding his warboss twice in close combat and killing him. At the end of turn 5, I had one objective and my opponent had none. Out of the 121 orks I faced, 4 survived to turn 5. I had roughly 25 guardsmen left.
Some observations; In this particular sense, I think whoever goes first wins. (that is currently the standing between us) It all comes down to whether or not I get that extra turn of shooting before close combat begins. This is definitely a tough list to beat at 1000 points.

Game 2 was against a young man who was on the top of the pairings, so a match needed to be held. He brought 3 dreadnoughts, 10 space marines, tigurius, a 5-man sniper scout squad with telion, and a thunderfire cannon. The mission was annihilation. Needless to say, my opponent was severly outgunned. He had no real close combat units to speak of, and is relatively new at the game. His list was more designed to face power armor, I think. Thus it mattered not that he had lascannons and multi-meltas for I also had no vehicles. An easy win, but a bit regrettable due to the differences in our forces.

Game 3 was against Drop podding Space Wolves (using the new marine codex rules) Dawn of war capture and control. (thanks dice...) Well, I knew this would be an uphill battle because I would waste at least one turn of shooting. The downsides came when he detactched 2 independent characters from the blood claw squads and sent them towards my lines while the bloodclaws were able to capture objectives out of LoS (behind terrain and/or drop pods) Despite my entire force firing at the IC's, I only killed one. (I thought I had them both, but realized that the wolf lord carried the new and improved storm shield to thwart like 3 Krak Missiles. needless to say he wiped out some scoring units. The flamers in the BC squads did not help either... I lost 1-0 on turn 7. (Had the game ended turn 5, we might have drawn) the new BS4 storm bolters on drop pods is rough as well against guard. I was utterly eaten in close combat as wellas shooting but I did inflict severe casualties on my opponent. A loss for the AIIG.

-Mike

Monday, November 17, 2008

Escalation Round 3: Week 3

So, I broke out the AIIG for another couple games of the escalation league. I played 3 games.

The first game was a loot counters mission, against one of the odd ork build lists. My opponent had a warboss and a unit of nobs in a looted wagon, 10 ork bikes and Wazzdakka Gutsmek. There were 3 objectives on the table. This battle was difficult due to the high toughness of the bikers and the 2-wound FNP nobs. This boiled down to a huge battle of attrition near the objective on my side of the board, at the end of the game, I had 2 scoring units on the objectives in the middle of the board. When the game ended, the looted wagon was contesting the 3rd objective. A win for the guard.

Next up was an Annihilation mission against a khornate-lash list. My opponent had a daemon prince with Lash, Kharn, 2 units of 8 berzerkers in Rhinos, and a Vindicator. 7 Kill points starting. I was not going to win a battle of attrition, i needed to wipe him out. I cornered myself on the right-ish side of my tabke edge, my opponent deployed across from me. His first turn he rushed everything forward 12 inches and popped smoke on all of his vehicles. I was able to destroy 1 rhino and wound the daemon prince once (he also wounded himself on a perils of the warp). The next turn saw me destroy the other rhino, and despite the many wounds I did with the rest of my army, I could not make the marines fall in any great way. The daemon prince charged my command squad, whiffed, lost a wound and failed his save for being fearless. Kharn, his squad, and the other berzerker squad plowed into my lines. I pulled the classic, feed a unit, let them die, shoot the survivors and managed to kill everything save Kharn and the Vindicator. My opponent, who was now up on kill points, hid Kharn and his Vindicator out of LoS, thus the game was lost for the guard, despite having a 25:1 model ratio on the board. The mandatory junior officer/4 guardsman 2 kp units are a killer for us.

The next game, I played another Annihilation mission against a horde ork player. He had 4 squads of 30 orks, a warboss, and 4 kannons (in squads of 2)

I let him go first so that I could infiltrate. (I messed this rule up, and I think it was a major factor in the game. I was under the impression that for infiltrators to use their rule I had to set up last , this is actually an Apocalypse rule)
Well, in his first turn he wasted no time, running all units towards my lines. The cannons, in a rare display of scatter-accuracy, caused 12 hits on my mortar teams, killing 5. A big part of my anti-horde went out the window. I pulled my classic get assaulted, counter fire... But to no avail. My 10 man guardsmen squads could usually only manage 1-2 casualties per firing attempt. I was overrun and called the game on the top of turn 5. ( I had killed close to 70-80 of the orks)

So the AIIG are undefeated in objective missions (draws are not losses), but remain horrible in kill point missions...
1-2-0 for the weekend.

-Mike

Friday, November 7, 2008

Thoughts in AIIG (All Infantry Imperial Guard)

I played 2 games with my AIIG at 1000 points last weekend. This army presents some unique challenges in 5th edition. I would like to outline them for my loyal reader.

The AIIG is an odd army that uses a TON of cheap troops. The benefit to this is to have a lot of scoring units, the downside is that AIIG hemorrhages kill points. In my standard 55 point junior officer command squad, i give 2 kill points for its destruction. That is 5 T3 5+ Sv models for 2 kill points...wowch. (wow + ouch =wowch, tell your friends.)
In missions that are objective based, the guard does pretty well, solely by having so many scoring units. (in 1000 points I have 8 scoring units) In the kill point mission, I give up 16 kill points. So, in a kill point missions, it is unlikely that I will ever be able to amass more kill points than my opponent. (unless I am playing against an AIIG list) Ergo, my goal in a kill point mission is to wipe my opponent off of the table (which will be difficult).

Now for some pointers when making an AIIG list.
-In Infantry squads, take either a special weapon or a heavy weapon, never both. Doing this clearly defines the squads role on the battlefield. Heavy weapon squads sit back on objectives, special weapon squads move forward to claim them. Leave the tactical flexibility to the Space Marines.
-The Missile Launcher is the Heavy Weapon of choice, for several reasons. It is incredibly versatile, able to hurt/kill anything in the 40k universe. It is either more effective or cheaper than heavy wepaons that perform a similar role.
-Avoid the heavy use of doctrines. Sharpshooters, Carapace Armor, Cameloline, etc... are a colossal waste. Iron discipline, close-order drill, and drop troops are low cost and effective. Light Infantry is a good doctrine because it allows units to use the outflank rule (through infiltration)
-Chimeras are overpriced and should never be used, for any reason, no matter how good you think that they are.
-With the popularity of the Powerfist armed Space Marine Sergeant, Ogryns are still a bad choice because they are instant-killed so easily.
-Commissars and Priests are still a bit costly.

Now for some sweet, sweet tactics.
-This is a game of attrition and mathhammer. 5th edition gives cover saves to pretty much everyone. this increases our "armor save" by 16.67% and gives us a save of 50% against small arms fire that usually ignores our armor save. A prolonged fire fight almost favors guard (provided you bring enough firepower) Letting loose with 3 frag missiles from an anti-tank squad is awesome and can cause a lot of wounds. (I wounded 8 Space Marines once) There is almost no reason to fire krak missiles at enemy infantry.
-Unless there is a Tau fire warrior within 6 inches, you should NEVER charge. Trust me.

So, as I take this list forwards I will post more glorious stuff.

-Mike

Thursday, November 6, 2008

A great Apocalypse Rule

I recently played in an Apoc game that had a rule change to how the game was "won".
As we know, Apocalypse relies on 6 (sometimes more) objective markers and that the team controlling the most wins.

The change is that holding objectives now gives youpoints, worked out at the end of each player turn.
The team with the most points at the end wins.

The breakdown is as follows.
You get 1 point/turn for objectives in your deployment zone.
You get 2 points/turn for objectives in no-mans land.
You get 3 points/turn for objectives in your opponents deployment zone.

This change to the game focuses on getting to objectives and holding on to your own objectives. The group I played with found this both challenging and fun. Lone reader, if you like Apoc, give this a try.

-Mike

Tuesday, November 4, 2008

Escalation League Round 3: Week1

Our escalation league went to 1000 points.
I opted to forgo my Eldar for the escalation league (they are and were always meant for Apocalypse, I have no need to purchase units I never intend to use)
With that being said, I resurrected my long dormant AIIG (All Infantry Imperial Guard)

1000 points.
HQ
senior officer, medic, standard.
3 missile launchers
3 missile launchers
3 mortars
3 mortars

Infantry platoon
Junior officer with boltgun, 2 plasmas, light infantry
10 guard with plasma, light infantry
10 guard with plasma, light infantry
5 remnants with Flamer, light infantry

Infantry platoon
junior officer with mortar
10 guard with plasma
10 guard with missile launcher
10 guard with missile launcher

Boom 1000 points.
8 scoring units. (yikes)
16 kill points (yikes)

The first battle was an Apocalypse game. Someone on our team brought a warhound. Someone else brought a malcador and a baneblade variant. The other team was simply outmatched. I will not go into the specifics, but it was called after turn 3. (One great thing that came from the Apoc game was a rule invented by our league organizer about objectives, I will get to this later)

For the second game, I played a Dark Angels (using the SM codex) player. The mission was capture the flag, or as we call it, "capture the draw" as it almost always ends in a draw.

So, he had a lot of space marine infantry, so I let him set up first (im very clever). I knew he would spread out too much over the board, as a result of my refused flank, 2 plasma cannons did not fire until turn 4.
*Mathhammer takes over
So the game went with us blasting each other with blast weapons. I was using frag missiles and mortars, he was using frag missiles and plasma cannons. Luckily for me the "most inaccurate blast weapon in the game" proved to be just that, the plasma cannons did little damage to me. (He had 3 that could fire from turn 1)

Some awesome highlights were his librarian using the gate of infinity to roll closer to my objective. When he got close, he charged, and was beaten down by a squad of Infantry Guard (Go close order drill !!!1!!one) The game ended unexpectedly on turn 5 with him having ONE scoring model on the board, that model happened to be on the objective. A draw for the guard.

The second game saw me face a horde of 70 orks. 60 boys, 10 nobs, a warboss and a battlewagon. Damn. Lucky for me, I had 94 guardsmen, and the emperor on my side.

The mission was loot counters, 3 of them. I started with 2, he started with 1. He began by rolling his battlewagon right towards my lines. Like the Veteran I am, I ignore it and focus on frag blasting scoring units. Frag missiles and Mortars absolutely PUMMEL hordes of orks (when they are not in cover) so, I had that going for me. I was able to fire my lasguns/frags first to thin the hordes down and then the mortars so my opponent got to take pinning tests for his mobs. All of his mobs failed at least one pinning test. This however, allowed the battlewagon to get dangerously close and assault my lines with 10 nobs and a warboss; everything they charged got shredded. Between close combats I was able to whittle down the 4+ save, Feel no Pain unit of nobs. (krak missiles helped) eventually, the mob dwindled to 5 models, and they failed their break test. The only thing left when we called it was my opponents immobilized battlewagon (which I had little chance of destroying)

So, I am liking the AIIG army.

-Mike

Monday, October 20, 2008

Escalation League Round 2, week 2.

We met at Dreamwizards in rockville for some escalation league goodness.
First, I played a 2000 point game with my iyanden versus another Eldar army.
The game was a "capture the flag type", we traded a lot of fire for 6 turns. Both of our flags were held down by some serious units. I pulled out a win when my lone (invincible) falcon flew forward to contest his flag at the end.

Now to the escalation league. the league has a bonus for painted armies, 10% of points cost. I was the only participant without a fully painted list. (hello handicap...)

So, I faced an ork player, with 80 orks. Really? I have 17 models.
We played the counters mission, 4 counters were deployed. 3 on his side, 1 on mine.
I put my rangers on my lone objective.
he got first turn and came with a fury, firing his big shootas at my wraithguard, he killed 1. Turn 2 saw he run forward, fire and assault a 20 member ork squad. My shooting and CC was great, I managed to kill them all. In his turn, my opponent "waaghed" and assulted with a 20 member ork unit and a 20 member 'ard boys unit with warboss. Yriel stepped up to the plate, used the eye of wrath and killed 12 orks. I lost yriel in the combat (5 powerfist hits to yriel, instant killed) but won by 13 ish wounds, this decimated the warboss and most of the 'ard boys unit and 20-man unit broke and ran. The other ork unit ran off the board and the 'ard boys were finally cut down. The final turns saw my opponent move towards an objective, I moved the wraithguard unit towards another. At the end My opponent controlled 1 objective, I controlled 2.

next up was another doubles match, with reserves. Long story short, i had 90 points on the board until turn 3, my bug unit showed up, but by that time, everything else had been annihilated. My wraithguard unit was charged by a daemon prince, kharn, terminators, a Dark angel chaplain. When the game ended, I had one wraithguard left. The mission in question was pretty one-sided, the objective was a piece of terrain 24 inches from our table edge, we only started with troops and heavies. The attacker walked everything on the board first turn and had the objective turn 2. The huge division of our forces meant that we never really had a chance. (I think I may skip any more doubles matches in the future...)

-Mike

Monday, October 13, 2008

Escalation League Round 2: Doubles

Last weekend I engaged in the next round of our escalation league. The points were upped to 750.
I took the following.
HQ
Farseer w/Singing Spear, Runes of Warding, Fortune
Prince Yriel, Autarch of Iyanden
TR
10 Wraithguard w/Spiritseer with Enhance
5 Rangers

We had a doubles game, where we paired up with a friend to do a mission. The mission placed the attackers on opposite short board edges, their objective was to meet with each other. The defenders job was to stop them. Me and another Eldar player faced off against a Chaos army and a Dark Eldar army. The turn started with a thunderous multi unit assault with my wraithguard unit, a squad of berzerkers, Kahrn, a Daemon Prince, Dark Eldar warriors, and Dark eldar witches. After the first round, the wraithguard won, but at a heavy price. The battle was basically a tarpit with my one huge unit, allowing my ally to focus his fire whereever it was needed. This was a major victory for the Combined Eldar Alliance.

Now to the Fun stuff, MORE IYANDEN!!

I faced off against a friend who was in town, I loaned him my Blood Angels army. The odds were not in his favor though as he was new to the list, and I knew it inside and out. It was a crushing victory, but there are two important highlights. My wraithlord charged a 5 man, space marine squad, killed one, took two wounds from a powerfist (that only had 2 attacks) and failed his no retreat save, so he died. Oops. Yriel and his friends (The Wraithguard) were charged by 20 Space marines (4 combat squads of 5), upon Yriels first turn at Initiative 8, he unleashed the eye of Wrath, killing 13 Space Marines and 1 Wraithguard. Yriel is awesome. Needless to say, I won that combat.

More to come!!!

-Mike

Monday, September 29, 2008

This weekend in 40k

So, this weekend, rocked some 40k action.
First the escalation league.
I played a new space marine list with 10 marines, a chaplain, 5 scouts, and a vindicator.
(Nothing in my list can hurt a vindicator)
The mission was annihilation. It basically consisted of my 2 main units killing the 10 man squad and chaplain while weathering vindicator/rocket-sniper scout shots. In the end, I had 3 avengers left... but I managed to kill the chaplain and 10 marines. 2-2 draw.

Next game I returned against a Dark Angles opponent. Capture the flag mission. He had 2 5-man squads, 5 terminators and a chaplain. I seized the initiative and immediately advanced 10 Dire Avengers and Asurmen towards a 5-man squad holding down my opponents flag. The ensuing shuriken fire kills all 5. From here, he ran his termies forward with his chaplain while moving his other scoring unit towards his flag. I kept a unit in back the entire game to cover my own ass. After some terrible armor saves, asurmen and the unit of avengers was killed. At the end, we each controlled our own flag. Another draw.

Next I played A chaos player in an annihilation. He had a Lash Daemon prince, 2 squads of berzerkers and 8 summoned daemons. mathmatically this game was tough, my opponent is crafty. I did nothing for the first 2 turns, until my opponent used his first lash. If he passed, bad times. If he failed, He would get bladestormed to Death. He passed his psychic tests and the rout was on. I lost.

Now to the good stuff. IYANDEN!!
HQ
Yriel
Farseer w/runes of warding, fortune.
Troops
10 wraithguard, warlock with enchance
2 x 5 pathfinders
10 dire avengers in a wave serpent
Elites
5 wraithguard, warlock in a wave serpent
Heavy
5 Dark reapers, all the goods.
wraithlord with scatter laser, missile launcher
Falcon with shuriken cannon, holo-field


I played 2 2000 point games with my Iyanden. In the first I played against guard, I felt that I dominated the game, obliterating most of his units whilst losing none of my own. I got a bit ahead of myself and forgot to fire at his only scoring unit, d'oh. The game ended on turn 5 due to an unlucky random game length roll. Draw! (although I feel one more turn would have seen me victorious)

Now to the match of the day (in my opinion)
I played against A dual lash list (the player that had justy beaten me senseless at 500 points)
The game is Dawn of war Annihilation.

Here are, in my opinion, some of the best moments. First let me preface by saying that my 10 man wraithguard/yriel/farseer unit never fired a shot. second turn the daemon prince lashes my big unit (so he can chrager the farseer and not be attacked by Yriel) and the daemon prince, 9 daemons and 8 berzerkers charge. I won't get into the details (they're messy) but the combat lasted 3 pahses and saw 1 wraithguard and ALL of his units die. This happened again 3 turnsd later when a sorcerer, 5 terminators and 9 berzerkers charged. In the end, the sorcerer and 3 terminators were left. The unit combination yielded 0 kill points, but claimed 4. My falcon was de-gunned so I decided to ram a defiler, he chose to death or glory and destroyed my falcon. His vindicator moved on top of my destroyed falcon (to "teabag" it) *writers note: for those of you unfamiliar with teabagging, visit urbandictionary.com and read up. Obviously miffed to my falcon being teabagged, I rammed the vindicator with a wave serpent (with star engines) at 32 inches away. Needless to say, we both were destoryed, my falcons honor restored. In the end I had lost only 3 units (3 kill points) whilst my opponent had lost 7.
IYANDEN FTW!!

I was impressed by my huge wraithguard unit.

-Mike

Tuesday, September 23, 2008

Iyanden Project Update

Well, I am glad to say that I have made most of the purchases for my Iyanden Apocalypse Army.
I have all 3 Nightwings.
I have the entire Aspect Warrior Assault Wave
I have the entire Cloudstrike Squadron
I have all of the Wraithguard and 1 wave serpent for the first Ghost warrior force. I need 3 more serpents and 3 warlocks.(I have Yriel and a Farseer attached)
I have 1 wraithlord for the second Ghost warrior force. I need 2 more wraithlords and 5 Warlocks.
I have 2 of the Phoenix Lords (Asurman and Karandras) for the Phoenix Court. I still need a forgeworld Avatar and the other 4 Phoenix lords (Baharroth, Maugan Ra, Feugan, and Jian Zar)
I am still up in the air as to whether or not I will be purchasing 2 Eldar Titans.

I am working on an Army list that will be published here as soon as I get it done.
I may also publish a short tactica, or how I envision using the army.

The astute reader will notice that I make use of every named character in the Eldar codexs except for Eldrad Ulthran. The reason for this is simply because I do not play Ulthwe.

-Mike

Monday, September 22, 2008

Escalation League Week 3

Due to a "vacation" I was unable to participate in week 2 of our escalation league. In week 3, I played a few games. My list remained unchanged (mostly because it is a league rule to keep the same list, I was unaware of the change of this rule, but apparently it was changed)

First game against tyranids; there were 4 monstrous creatures in this list. I lost, badly. There was nothing tactically I could have done different.
Second game was also against tyranids, but with only 1 Monstrous creature. Due to a failed chrage by Asurman(less than an inch), I got shot and pummeled.

Until this point, I had not caused a single CASUALTY in two games. Damn monstrous creatures!!

My third game I played against another eldar player. He had a farseer, 2 squads of 5 pathfinders, a squad of 5 bikes, and 3 war walkers, each with 2 Shuriken Cannons. This game was pretty brutal. (it was the capture the flag mission) Asurman was busy locked in combat with 3 war-walkers and the farseer, eventually killing all but 1 war-walker. The 2 rangers squads held his objective. I had one Avenger squad holding my objective, the bikes came up to contest, but I bladestormed and killed them all. The game ended in a draw.

I played a fourth game for fun against a lad that challenged me. He brought a nurgle daemon prince, 5 thousand sons, and 5 berzerkers. I began by bladestorming the two small squads. I kille 3 models. 69 shots, 3 casualties, fail. He charges with the daemon prince and berzerkers. The daemon prince killed the entire avenger squad, by smashing and chasing me down. Asurman defeated the charging berzerkers. Asurman charges the daemon prince, and causes zero wounds. the avengers run from the thousand sons, since they cant shoot anyway. The thousand sons fire at the other avenger squad and kill the exarch and 2 other Avengers. Asurman does a wound to the daemon prince and he fails his Ld test, and dies. During my turn, Asurman and the remaining avengers charge and wipe out the thousand sons.

So, in this week 3 I went 1-1-2. This is one of the worst weeks I have ever had. I need to do better next time. In retrospect, not using the combat patrol-esque rules in a 500 point game allows for some pretty abusive lists to be built.

-Mike

Tuesday, September 9, 2008

Escalation League, Week 1

I got together with the boys and played 5 games for our escalation league. (Only the first three count)
I took the following 500 point list (actually 550, since we get a bonus for having them painted)
Asurman
10 Dire Avengers (Bladestorm, Defend)
10 Dire Avengers (Defend) (roll with Asurman)

The first game involved a fight against Dark Angels.
My opponent had a Chaplain, 2 5-man squads, and a Deathwing terminator squad with assault cannon.
The game involved me blasting his 2 5-man squads so that they could not capture objectives while being blasted by the deathwing squad. The game ended with Asurman in Combat with the Deathwing Terminators and Chaplain. My lone Dire Avenger captured the only objective in the Game.

My second game was against a Tzeentch Daemon army.
My opponent had a herald, 2 squads of Horrors and 3 squads of 3 flamers. We played Annihilation. His flamers were horribly effective when they landed close enough to flame me. They fell easily to massed shuriken catapult fire and close combat. This was a bad mission for my opponent due to his numerous small units that yielded a lot of kill points.

Currently, I am 2-0

The third of my games that counted put me against Space Wolves. My opponent had a Venerable Dreadnought with Assault Cannon/Heavy Flamer, a squad of 10 Grey Hunters, and a squad of 10 blood claws. The mission is kill points. He surges forward with everything while we each trade fire. By the time he assaults, I have killed 8 blood claws. He assaults with 2 blood claws and the dreadnought, Asurman quickly dispatched the Blood Claws and the dreadnought caused no wounds. I won the combat, but in 5th edition, dreadnoughts no longer take damage for losing combat. With ZERO weapons that can hurt the dreadnought, the game tarpitted into the dread taking his time tearing me apart. Zero chance of victory.

For the first 3 rounds, I went 2-1-0.

I played 2 more games that day.

Game 4 was against Chaos Space Marines. My opponent had a Winged, Lash Daemon prince, 2 squads of 5 Berzerkers and a squad of summoned Daemons. On his turn 1, my opponent lashed Asurman and his squad into close combat. He strategically placed Asurman more than 6 inches away so he received no attacks first round. I lost combat and took some wounds. During my turn, I fired and killed some berzerkers. In close combat Asurman wounded the Daemon Prince 3 times. The prince failed all 3 saves and then bricked a Ld test to get killed by the Sword of Asur. My opponent missed his daemon rolls, charged with the zerkers and they died to asurman. My opponent conceded. Asurman FTW.

Game 5 was against Tyranids. Mission is kill points. My opponent had a Flyrant with Twin-Devourers, 3 gaunt squads (various) and 6 Genestealers with infiltrate. My opponent went first, the tyrant mowed down 6 Dire Avengers. On my turn, I killed an entire gaunt squad. On my opponents turn, the Flyrant killed some more avengers from a different squad. The genestealers walked on, ran, and charged Asurmans squad. 6 Genestealers. Asurman goes first and kills 4 (WTF?) the remaining 2 kill 1 Avenger, they die in the subsequent morale phase. I move in to Bladestorm the tyrant. I cause one wound and assault. I cause another wound to the tyrant. My opponent brings in his other 2 gaunt squads. In a monstrous tarpit, Asurman kills the Hive tyrant and then runs down the other 2 gaunt squads that aren't fearless. Asurman wiped the board of 10+ models in 1 turn.

Currently Co5 and the escalation league put me at 9-3-2 in 5th edition.

-Mike

Monday, September 8, 2008

Counter Offensive 5

Counter Offensive 5.

One small weekend in August I returned to Dreamwizards in Rockville for our annual Meet & Beat called Counter Offensive V.

I was lucky enough to play 5 games; I will tell you, lucky reader, the stories.

Game One.

I played against Bryan Layton, “The Lawman” and his Chaos Space Marines.

He brought a Death Guard Army. I seem to recall 3 squads of plague marines, 2 defilers, a daemon prince, and some terminators. I brought my eldar.

The mission? Dawn of war annihilation.

Bryan Deployed first and went first.

Turn 1:

Bryan: Does nothing.

Me: De-guns a Rhino. (Take that!!)

Turn 2:

Bryan: Terminators come in with a heavy flamer and roast the rangers out of existence. (ballsy) 2 defilers also lumber on the board.

Mike: I get my fire dragons, both dire avenger squads, my autarch, and my farseer.

A shuriken Cannon pops one of the rhinos. No plague marine casualties. The fire dragons roll in and only manage to kill 4 terminators, 4 down 1 to go…

Turn 3:

Bryan: His other rhino does not arrive. He beings by immobilizing one of my wave serpents. Meltaguns kill my other wave serpent, 3 dire avengers die in the crash. The lone terminator walks over, heavy flamers 5 dragons to death, then assaults the remaining 5 AND an autarch. Despite going last, the terminator survived all of my attacks. On his swing, he beat down 2 Fire Dragons, I then proceeded to brick my morale test and ran like a little girl.

Mike: I began my turn watching my fire dragons and autarch run off of the board. My farseer “dooms” a big plague marine squad. My dire avenger squads combine fire and only manage to kill 3 plague marines. That’s right, 50 shots, re rolling to wound, 3 casualties.

Turn 4:

Bryan: His final rhino arrives. A wave serpent gets de-gunned. The winged daemon prince charges; I go first, but I fail to wound. The daemon prince kills 2 avengers, they pass their morale test.

Mike: I doom a squad of plague marines, my avenger squad bladestorms and kills Zero plague marines. In combat, the daemon prince kills 3, I kill zero, I break. At this point I think it prudent to concede a devastating loss.

Game 2:

My opponent is Jen Burdoo, she brings her Fighting Tigers of Veda.

The mission was another Dawn of war annihilation.

Jen sets up first, but being a crafty veteran, I steal the initiative.

Turn 1:

Mike: I open by killing 2 space marines. Lucky for me they fail their morale test.

Jen: Jens lascannon kills one chaos marine, her plasma cannon overheats.

Turn 2:

Me: 2 10-man chaos squads and nurgle terminators arrive.. My sorcerer lashes a 4-man squad, pinning them. They also lose two of their number to shooting.

Jen: A land speeder, a 9-man tac squad, and 2 6-man tac squads arrive. Jen runs the 2 6-man squads forward. The heavy bolter kills 0, and the twin-lascannon fails to wound.

Turn 3:

Me: My Slaanesh Terminators arrive and kill 2 from a 6-man squad. I stun and immobilize the land speeder.

Jen: Her assault squad, devastators, Scouts, and a Multi-melta speeder arrive.

Her army combines fire to kill 4 Noise Marines.

Turn 4:

Me: My last obliterator arrives. My sorcerer lashes a 6-man squad into range of the Doom Siren, killing all of them. The terminators kill a land speeder, an obliterator shakes a rhino.

Jen: Jirbu Gosh and her Vindicator arrive. Krak missiles kill 2 noise marines, the vindicator kills a terminator.

Turn 5:

Me: I valiantly destroy a rhino, and nothing else…

Jen: Jen wipes out the noise marine squad. The vindicator kills another slaanesh terminator. The terminators splatter Jirbu Gosh, the assault squad combat ends in a draw.

Turn 6:

Me: An obliterator lascannon stuns the vindicator. In close combat, the squads draw.

Jen: Close combat ends with me killing 3 and losing 1.

The game ends with me having 7 kill points to Jens 3.

Game 3:

Josh brings his Black Templars, I bring the Blood Angels.

The mission is the one with the 5 loot counters.

Josh gets first turn…

Turn 1:

Josh: Josh begins by moving all of his units forward. He kills 1 model with bikes.

Me: I manage to kill one bike, I also destroy both rhinos. My grey squad runs forward.

Turn 2:

Josh: Josh kills one of my attack bikes (Attack Bikes are awesome) He also uses bolt pistols to kill 3 marines. (WTF?)

Me: Combined fire manages to kill all of the command squad. I manage to immobilize and shake the predator. I shoot 5 assault marines to death. My Death Company charge and roll like champs killing all of the bikes except the attack bike. (Attack Bikes are awesome)

Turn 3:

Josh: The assault squad kills 1, one of his squads breaks off of the board. He kills 3 out of the HB devastator squad. The DC finally kill the attack bike.

Mike: I have some terrible shooting. The death company kill 1, lose 3 of their number and lose another on the subsequent combat resolution. The assault squad loses 1 and falls back.

Turn 4:

Josh: Boltguns kill both Heavy Bolters. The death company and the Templar squad draw with 2 kills each.

Me: Combined fire kills 8 templars. The death company kill 1, no other casualties.

Turn 5:

Josh: He kills a multi-melta and a boltgun guy. The DC kill 1 and get wiped out.

The emperors champion and 2 other guys kill 3, and lose 1 of their number. I pass my break test.

Me: I kill the lone guy, wipe a tactical squad. I take the autocannon off of the predator.

Turn 6:

Josh: The predator kills an Attack Bike. (I love Attack Bikes)

Me: I kill the emperors champion. I pile in a rhino and roll out to the objective. I also have the other one.

Me:2

Josh:0

Writers note: Black Templars re-rolling misses is re-god-damn-diculous. I got PUMMELED in close combat.

Game 4:

I play against long time friend and jungle creator, Kenton Kilgore. He brings the Fighting Tigers of Veda. (www.fightingtigersofveda.com) I bring the Eldar.

Again, I am stuck with Dawn of War annihilation. (Rolling too many sixes)

I roll for myself and Kenton, he gets first turn.

Turn 1:

Kenton: Kenton walks some kids forward.

Me: I don’t manage to do much of anything with my sniper rifles.

Turn 2:

Kenton: His whirlwind and vets arrive. The vets slide in from the side. He rocks some fire from a 6-an squad and kills a ranger.

Me: A falcon and some dire avengers (in a serpent)

The avengers bladestorm and kill all of the infiltrating veterans.

Turn 3:

Kenton: Kentons Attack Bikes arrive (Game Over) they turbo boost.

One unit of scouts outflanks and comes in behind the bikes. The dreadnought also arrives, fires and misses. Another unit of scouts outflanks to where the avengers are. The scouts shoot and kill 6 avengers (bolt pistols FTW). The avengers break like girls, get assaulted, rally, get beat up in combat and run off of the board.

Mike: My other Falcon and some fire dragons and Autarch in a serpent arrive.

The dragons torch the scouts with a heavy flamer and some meltaguns. A falcon kills a marine in the building. My other falcon fires at the attack bikes and whiffs.

Turn 4:

Kenton: Kentons attack bikes destroy my falcon, god they’re awesome.

The dreadnought fires and destroys an empty wave serpent.

The Whirlwind kills a pathfinder who passes his pinning test.

Mike: The fire dragons jump into their serpent, they ride towards the dreadnought.

Dire Avengers walk on from the board edge with the farseer.

The falcon kills a marine in the building with a plasma missile.

The avengers shoot and cause 9 wounds the bikes save 6 of them, they pass their Ld test.

Turn 5:

Kenton: The whirlwind fires and kills 6 dire avengers.

The scouts fire a missile killing zero, but a rogue boltgun kills the exarch.

The attack bikes destroy another falcon (that’s 2 falcons, throw your speeders away.)

Another squad fires at a wave serpent, but doesn’t penetrate it.

The dreadnought fires at the serpent carrying the fire dragons, I save it away.

Mike: I disembark the fire dragons near the dreadnought.

The farseer dooms the attack bikes, him and the avengers move and fleet towards them.

The fire dragons destroy the dreadnought. Their wave serpent fires at the wave serpent.

*writers note: my loyal scribe wrote on the report that I admit to being “possibly retarded”, no offense to anyone.

The other serpent kills 2 marines out of the building.

The avengers/farseer combo does a wound to the attack bikes, they pass their break test.

I roll the die of destiny, turn 6 arrives.

Turn 6:

Kenton: Kenton rolls a poor difficult terrain test, his marines in the building fail to get down. The whirlwind kills 5 fire dragons. The marine squad takes the shuriken cannon off of the serpent. The dragons pass their Ld test. The close combat between the attack bikes and the farseer/dire avenger combo ends with 0 wounds on each side.

Mike: The farseer dooms the attack bike squadron. The fire dragons move up and kill the marines in the ruins. Rangers kill a marine in the building, they pass their pinning test. The wave serpent rams the whirlwind they each lose a weapon. The farseer+friends and the attack BIKE cause no wounds to one another.

I roll the die of destiny again, turn 7 it is. I have to stop rolling sixes, its like an addiction.

Turn 7:

Kenton: The whirlwind rams the other wave serpent, it immobilizes itself. The command squad repels down the building and assaults the other wave serpent. The powerfist immobilizes and destroys the wave serpent. I close combat the avengers kill the attack bike.

Mike: The wave serpent tank shocks the command squad, they pass. The other serpent Rams and shakes the rhino. The rangers fire and kill one marine. The avengers fire and kill 5 scouts on the right side of the board.

At the end of a long and rough fight, I prevail 6 to 5.

I want to point out that a squad of 3 attack bikes accounted for 40% of Kentons kill points.

Game 5:

I face Beth, Daughter of Kenton. She brings sisters of battle. I bring my chaos.

The mission is the “capture the flag” mission, where we each have one objective in our deployment zone.

I win the roll-off and decide to go first.

Turn 1:

Mike: I deploy one of my units on my objective, in the hopes that they will never have to leave. The rest of my force moves forward, behind the terminators. I attempt to use Lash of Submission, the Sisters squad ignores it. (shield of faith) I also shake an Immolator.

Beth: Her exorcist kills two terminators.

Turn 2:

Mike: I move forward, my Nurgle terminators immobilize an immolator.

I use the Lash of Submission on a sisters squad moving them 8 inches towards me, they fail their pinning test. The terminators kill one sister.

Beth: Beth moves some units around, the exorcist kills an obliterator.

Turn 3:

Mike: The Noise Marines kill 2 sisters out of the dominion squad. The nurgle terminators kill 2 dominion sisters. The other terminators kill 2 sisters, the other chaos space marine squad kills 4 sisters. My lascannon bounces.

Beth: Beth moves up her 2 rhinos, the dominion squad kills one nurgle terminator.

Turn 4:

Mike: I try to use the Lash of Submission, but peril and lose a wound. My terminators kill one sister.

Beth: Rolls her 2 rhinos out and disembarks, through acts of faith the following die. 3 Noise marines, 3 of the terminators, and 2 undivided space marines. The exorcist kills the last terminator and the sorcerer.

Turn 5:

Mike: The noise marines roll forward and use the doom siren to kill 5 sisters. The noise marines assault and kill 2 sisters, they pass their leadership test. The undivided marines move into assault, killing all but one sister, she flees and is cut down.

Beth: Beth embarks a scoring unit into a rhino and parks it on her objective. She moves the seraphim up to assault. The canoness kills 2 noise marines, My marines kill 2 sisters. There is a drawn combat.

After measurement, it seems that my noise marines are not in range to contest the objective.

This game ends in a draw.

Game 6:

I play Bryan “Lawman” Layton again, this time he brings his orks, I bring the Blood Angels.

The game is seize ground with a pitched battle deployment. (d3+2 objectives)

Bryan wins the go first die roll.

Turn 1:

Bryan: moves his trucks and mobs forward. The lootas shoot and immobilize a razorback. Another wound is caused by big shootas, but my medic saves it away.

Mike: I multi-melta a truck but it makes it cover save. The trucks also save away a lascannon. I manage to immobilize one. I destroy another truck . I kill 2 lootas.

Turn 2:

Bryan: Bryan moves everything forward again. The battlewagon wounds an attack bike. The truck kills a multi-melta attack bike. A heavy bolter attack bike also dies. (whats with the hate on attack bikes)

Mike: Heavy bolters kill 3 lootas, they break and roll-out. I destroy another truck and immobilize the battle wagon. A frag missile kills 5 orks. The death company charge a truck squad and kill 7, lose 1 of their number, the orks break and are cut down.

Turn 3:

Bryan: Bryan again moves the majority of his army forward. The riggers fail to fix the immobilized truck. The boomgun kills a missile launcher marine. A shoota kills one marine from the blue squad. Rokkits kill a heavy bolter attack bike. Another truck mob charges the death company, each lose 2 models.

Mike: I kill 8 orks from one of the huge squads. 2 tactical squads and corbulo charge the truck mob and wipe it out.

Turn 4:

Bryan: The battlewagon kills a marine. A huge ork squad shoots and kills 3 from the blue squad, in combat, another marine dies. Warboss whiffs, powerfist kills the bigmek, nob kills 2 marines, huge combat turn.

Mike: Attack bike multi-meltas the battlewagon, bryan fails 10 out of 10 cover saves from shooting, after that, the orks no longer got cover saves. Fire brutalizes the other big ork mob, after break tests, bryan has no scoring units left.

Bryan concedes.

So, at CO5, I went 4-1-1. I traded victories with Brian, drew with Beth and defeated Kenton, Josh, and Jen…

Great times, but I declare that my eldar vehicles kind of suck.



-Mike

Monday, August 25, 2008

News Update

I just wanted to drop in to let my loyal reader know what I am up to.

-Writing my report on Counter Offensive V
-Painting my Eldar for the upcoming Escalation League.
-A lot of D&D based things...
-Putting the finishing touches on my 10k point Apocalypse Blood Angels force.

More to come.

-Mike

Monday, August 4, 2008

List for Counter Offensive (3 of 3)

The Final Counter offensive list is my oldest and most noteworthy Army; Blood Angels.

Sanguinary High Priest Corbulo

10 Space Marines w/Lascannon, Meltagun, Powerweapon
Razorback
10 Space Marines w/Lascannon, Flamer, Powerfist
Razorback

5 Death Company

2 Attack Bikes w/Heavy Bolter
2 Attack Bikes w/Multi-melta
1 Attack Bike w/ Heavy Bolter

10 Devastators w/2 Missile Launchers, 2 Heavy Bolters
10 Devastators w/2 Missile Launchers, 2 Multi-meltas

A few things.
1) I love Attack Bikes, period.
2) I used to have 4 Plasma Cannons mixed in the Devastator Squads, I have since removed the "most inaccurate blast weapon in the game" from my Blood Angels.
3)I have a lack of close combat ability, I know, usually this is not a problem.
4)I left the Baals at home, I have never been a fan of high point vehicles.
5)2 Multi-meltas in Devastator Squads?!?! I know, we will see how this pans out.

-Mike

List for Counter Offensive (2 of 3)

For the second list...Chaos Space Marines!

Sorcerer w/Terminator Upgrade, Mark of Slaanesh, Lash of Submission

10 Chaos Space Marines w/2 Meltaguns, Aspiring Champion, Powerfist
10 Chaos Space Marines w/2 Meltaguns, Aspiring Champion, Powerfist
10 Chaos Space Marines w/Plasma Gun, Lascannon, Aspiring Champion
9 Noise Marines w/Aspiring Champion, Power Weapon, Doom Siren

5 Terminators w/Icon of Slannesh
4 Terminators w/Icon of Nurgle, Autocannon, Chainfist, Combi-Melta

Obliterator
Obliterator

~1500

The first thing you notice is lack of vehicles and Heavy Weapons. I just hope I do not face any mechanized lists. The Lash of Submission is much better in 5th due to the increased line of sight rules. I have not used this list in 5th yet. I am hoping that my 4 scoring units will suffice in taking objectives.

List for Counter Offensive (1 of 3)

Saturday and Sunday I will be going to Dreamwizards in Rockville, MD.
I will be bringing three 1500 point lists. Variety is good for me and my opponents.

Mech Eldar

Farseer w/Runes of Warding, Doom, Mind War, Singing Spear
Autarch w/Fusion Gun, Mandiblasters, Scorpion Chainsword

10 Dire Avengers w/Exarch, Extra Catapult, Bladestorm
Wave Serpent w/Shuriken Cannons, Spirit Stones

10 Dire Avengers w/Exarch, Extra Catapult, Bladestorm
Wave Serpent w/Shuriken Cannons, Spirit Stones

5 Pathfinders

10 Fire Dragons w/Exarch, Dragons Breath Flamer, Crack Shot
Wave Serpent w/Shuriken Cannons, Spirit Stones

Falcon w/Holo-Fields, Shuriken Cannon, Shuriken Cannon, Spirit Stones

Falcon w/Holo-Fields, Shuriken Cannon, Shuriken Cannon, Spirit Stones

1494

This list only boasts 3 scoring units. Unfortunately, I am not sure how the Grav Tanks will fare under the new "True line of sight" rules. The new wound allocation system will be a double-edged sword as my Exarchs are more vulnerable, but on the other hand, this list is designed to cause a lot of wounds, so special models will be more vulnerable.

-Mike

Thursday, July 24, 2008

The Iyanden Project

Back in the day (2nd and 3rd edition) I used to play Eldar.
I began by playing Ulthwe, as their Black and Bone color scheme appealed to a young, teenage boy.
After Codex:Craftworld Eldar was released, I saw a string of overwhelming victories. I sold my Eldar to pick up a new army.

Now, many years later, with the advent of Codex: Apocalypse, I was temped once again to build an Eldar Army. This time, I have chosen Iyanden. (I already have armies in the colors of the other Eldar Craftworlds) Plus, the Yriel model looked kind of cool.

This army will be solely for Apocalypse and will be built on the idea of the kind of tactics that I think the Eldar would use.

To that end, I envision the army looking as follows.

-An Aspect Warrior Assault Wave (2 Dire Avengers, 1 Fire Dragon Squad)
-An Iyanden Ghost Warrior force, I will use all Wraithguard, all in Wave Serpents.
-A Cloudstrike Squadron
-A Squadron of 3 Nightwings.
*I have no idea how many points this will cost.


When I play this list, I will ALWAYS bid 30 minutes. But will deploy nothing on the table.
Nothing will come in until turn 3, after my opponent has already brought in all of their reserves.
Then, I will initiate a series of surgical Strikes.

Some fun things about this list are the interworkings of the different apocalypse formations.

The Aspect Warrior assault wave causes pinning in a radius around the lead serpent. The Ghost warrior squadron confers fearlessness on friendly models nearby. With these two units, I can disembark and let loose the pinning wave, while not being affected by it.

I have bought a good bit of the Army so far, but still have a few more purchases to make.
I will get some pictures up once I really get started.

-Mike

P.S. Nightwings look awesome.

Monday, July 14, 2008

Game Summary (5th Edition)

I took the list below to my Local Gaming Store on Saturday.
I was able to play 2 games.

My first game was against Michael (a member of my gaming club) and his Tyranids.
He had a large 20+ Hormagaunt squad and 3 smaller Termagant squads, 3 Fexes, 2 Hive tyrants, 3 winged warriors, 3 Lictors and 3 Zoanthropes.

The mission was the one where we needed to occupy 3 objective counters.

I got first turn, he failed to seize the initiative.
I split every tactical squad into combat squads, putting 4 lascannons in a central building that had great line of sight to all parts of the board. They, coupled with the multi-meltas were able to ransack the TMC's. My obscene amount of anti-horde firepower killed every non-montrous unit, save for a squad of 8 termagants. Terrain was not on his side, at the end of four turns, we called the game because he had one unit of 8 termagants, and I controlled the other 2 objectives.

The second game was against George (another member of my gaming club) and his Black Templars.
He brought with him 2 20-man (10 marine, 10 scout) squads, 10 assault marines, 8 assault termminators, the Emperors champion, a marshall, and 4 tactical squads between 5 and 8 men, with a heavy weapon. The game was an Annihilation, based on Kill Points. I split only 2 tacticals into combat squads to minimize giving up points. The run option really favored his army, allowing him to get assaults with the terminators and letting his assault squad and 20 man crusade squads run up the field. There was more close combat than my liking. Due to the new preferred enemy rule, the Emperors Champion and other squads were absolutely terrifying in close combat, one phase saw 6 lightning claw terminators (with furious charge) wipe out a 10 member tactical, before re-rolling to wound. The emperors champion consistently killed 3 things every single close combat round. Causing a unit or 2 to flee off the board. Luckily, my vehicles were safer from harm, making some key cover saves. There was only so much I could do to protect Rhinos and Razors... When all was settled, I had killed everything but 3 units with heavy weapons, I had left, 2 full tacticals, corbulo, both Rhinos, a razor and A ball pred. Easily more victory points, BUT I only had 7 kill points, to my opponents 8.

More fifth edition action to come!
This puts me at 1/1/1 on the W/L/D, which now resets for fifth.

-Mike

Wednesday, July 9, 2008

2000 points for Fifth

On Saturday, I plan on playing 2-3 games at 2000 points using 5th edition.

Here is what I have decided to bring. (notice the 4 troop choices)

HQ
Corbulo
Blood Angels Librarian (For the Psychic Hood and to add to Powerfist attacks)

Troops
10 Space Marines w/Lascannon, Flamer, Powerfist
Rhino: Pintle Storm Bolter
10 Space Marines w/Lascannon, Melta, Powerweapon
Rhino: Pintle Storm Bolter
10 Space Marines w/Lascannon, Flamer, Powerfist
Razorback
10 Space Marines w/Lascannon, Melta, Powerweapon
Razorback

Elites
6 Death Company w/Jump Packs

Fast
2 Attack Bikes w/Heavy Bolters
2 Attack Bikes w/Heavy Bolters
2 Attack Bikes w/Multi-Meltas

Heavy
Baal Predator w/Heavy Bolter Sponsons
Baal Predator w/Heavy Bolter Sponsons

Exactly 2000

This list has up to 8 scoring units and a lot of mobility. There is also a lot of high rate firepower. Most of everything is mobile and can unleash concentrated firepower. The consummate reader will notice the multitude of Heavy Bolters (10, in fact). I use so many because I was always a huge fan of the "Torrent of Fire" rule in 4th edition. In fifth, the more wounds you cause, the better. For this reason, I also included Corbulo; his ability to save key models (fists or special weapons) is paramount. Also, he gives furious charge away like a drunk sorority girl gives away ++[DELETED BY THE INQUISITION]++. That being said, I included the Librarian to offset some monstrous psychic powers (most Eldar powers, and of course Lash) The idea is to split the tactical squads into combat squads in order to have more objective-capturing freedom (as missions can include up to 5 objectives). Everyone who knows me is aware of my love affair with Attack Bikes, they are awesome. I will post the results as I get them.

-Mike

Tuesday, July 8, 2008

Blood Angels in 40k 5.0

After my perusal of fifth edition and the mission parameters, I wondered how I would adapt my Blood Angels list to accommodate fifth edition.

1. Need Troops: For BA, I have only 2 Troop Choices, Tactical Squads and Assault Squads. I will be moving away from taking assault squads solely because of the role that they play. In fifth edition, there is no need to wipe your opponent off of the board, the missions mainly focus on grabbing objectives with Troops choices. Assault squads are meant to destroy the enemy, not hang back and guard 2 objectives. Granted they are fast and can take objectives in my opponents deployment zone, but they are a bit costly and my mounted Tactical Squads are just as fast (Faster if I use overcharged engines). My Troops choices in fifth edition will be 10-man Tactical Squads with a Transport. I hope to take between 3 and 4 of these and split them into combat squads during missions where getting an objective becomes a priority.

2. The HQ's: Before I ran either Corbulo, Lemartes, or Mephiston; Rarely I would run a non-unique version of one of them, be it a Captain, Chaplain, or Librarian. In Fifth, Mephiston is a bit of a liability, he can be picked out by shooting if not attached to a squad, and the nerfing of Feel no Pain means he will be taking a LOT more wounds than normal, plus he is a but pricey. I am going to go with a cheaper HQ, either Corbulo or Lemartes will be leading my force. Lemartes is a bargain character and Corbulo is great at controlling the Death Company and using his medic ability from inside of a vehicle. Dante is nice, but he is a character for more of a "beat down" list, not this one. Tycho just sucks.

3. The Fast Attack: The main choice for me is Speeders or Attack Bikes? Attack Bikes win, hands down. It is easier for them to get cover saves, and they are cheaper than speeders. With the recent vehicular nerfs, speeders die faster than they ever have. Easy choice for me, 6 attack bikes in every Army list.

4. Heavy Support: The Baal Predator still rules this category with an Iron Fist. Being the only remaining Space Marine Tank to move 12 and fire all of its guns. The improved rules for taking saves vs. firing are beneficial to the Baal, as it may kill more unique squad models. For 125-140 points, it is a bargain. (A bargain of Slaughter)

5. Elites: Do not expect to see any of these pop up in my lists.

The ability of Space Marines (Soon to be all of them when the new Codex arrives) makes them very versatile and valuable on the battlefield. They can split into combat squads if the mission suits them, or stay as a 10 man unit when necessary.

As a whole, I think you will see some of the "power" lists go away because only Troop choices count as scoring now. Nidzilla usually has less than 20 models from the Troops category, and Rippers do not even count as scoring units. Mech Eldar will see a decrease due to only having about 2 units capable of holding objectives; not to mention the decrease in survivability of their Wave Serpents.

-Mike

Monday, July 7, 2008

Escalation League

My gaming club is doing an Escalation League.
Basically, we start at 500 points, play a bunch of games and then increase the point totals by either 250 or 500 as we see fit.

The games will be played using 5th edition. Knowing that, I thought about what race I would like to play. At 500 points, things are quite different because few armies will be able to field anything except the compulsory 1 HQ and 2 Troops. Knowing this, I looked for an army that could include a good bit for under 500. My only real choices were Sisters and Guard. I was a bit cautious about playing my guard because I have so many of them and the league also judges on painting. (there was no way I could Paint all 160+ figures of my guard) With that, I chose the Sisters of Battle.

Now to look at the 500 point list.

I need an HQ, easy, Canoness with Eviscerator and Book of St. Lucius, that way it is unlikely I will break.

For my two compulsory Troops, I have a choice between Sisters and Stormtroopers. Stormtroopers, while 1 point cheaper, are nothing compared to a Battle Sister. Usually, I take a flamer and a heavy flamer and mount the ladies up in a transport. I certainly do not have the points for that, and with the advent of the "Run" rule, I do not need to mount them to make them swift-moving. I opted for 2 10-man (well, woman) Sisters squads with a Veteran and 2 Stormbolters each, for that mobile firepower if I need it.

This left me with a few points left over. I decided that I needed some mobile, heavy hitting power. I opted to flesh the list out with 5 dominions with 2 flamers in a Rhino.

With this, I can move up semi-fast and will have at least a little firepower as I move forward (towards objectives). There is, however, a lack of heavy weapons and Close Combat ability, but that is to be expected of everyone in a 500 point list.

More to come.

-Mike

Thursday, July 3, 2008

Some musings on 5th Edition

After a light review of the 5th Edition 40k rulebook, I offer how every army is affected by the rules changes.

First some general things.
Vehicles - Vehicles ability to move and fire their weapons has been drastically reduced. The other side of this is the new rules with line of sight and the near-impossibility to hide units. With the new scatter rules, Ordnance becomes less useful, especially when your opponent will likely be receiving a 4+ cover save.
Walkers (Specifically Dreadnoughts) - They can still be only hit in the front armor in combat, grenades hit on a 6+ only. No longer can they take glancing hits in close combat, ouch.
Skimmers - Lose the always hit on a 6+ in Close Combat. If you don't move a skimmer, it is auto-hit. Moving 6" or less means you are hit on a 4+ and no auto-glance. Look out.

Now the Armies themselves.

Grey Knights - Still suck. They gain some survivability in the Land Raider, but are still on the low end of causing a lot of damage. They are still good mobile firepower units, but will take more fire from heavy weapons.

Sisters of Battle - The run option is nice, but since they will likely be coming in typical Rhino Rush fashion, that ability is a little moot. Their Retributors get a little boost because of increased line of sight. Their acts of faith however, lose a little due to increased cover saves. The run option is nice for the Repentia and Arco-Flagellants because it lets them get into combat faster. I think they also got the low end of the stick in this regard.

Space Marines (All types and Chapters) - Devastators get a boost as well just like Retributors. Although the new rules for the Plasma Cannon are straight crap. Roll a d6 to see if you overheat, then scatter 2d6-BS; garbage. Run, as always, rewards poor players for not thinking ahead. Scouts get the ability to come in from short table edges, which will probably not be that good. Sniper Rifles get a little better. Land Speeders get a bit worse, losing their auto-glance and having to reduce speed to fire all their weapons. Since their basic Troops are good, they should do well in objective based games. They have a new codex coming out, expect it to be heavily tailored to the rules of 5th.


Chaos Space Marines - Very similar to Space Marines. Lash gets even better because it is MUCH harder to hide from it, expect to see a lot of Dual-Lash lists. As a chaos player, you will need it.

Chaos Daemons - This list gets a little worse because it is harder to Deep Strike out of line-of-sight and very close to your opponent. Run lets them redeploy on a bad scatter (As you can Run after Deepstrike)

Necrons - This army actually gets a bit better. The increased Line-of-sight is good because Necrons usually do not rely on low AP weapons, so the cover aspect is not an issue. Run lets them close faster to get the bulk of their 24 inch weapons into range. The only downside is the Monolith, which is now easier to hit in combat, but harder to destroy in the shooting phase.

Imperial Guard - We get quite the double edged sword with the Guard. Their ordnance heavy tanks get the super-scatter nerf. Increased LOS means that you can bring more of your heavy weapon to bear, but the multitude of models on your side may cause LOS problems. (Giving everyone a cover save) Basilisk and Mortar scatter is just stupid inaccurate (2d6 added together) In 3rd and 4th editions, I loved Mortars; Now, why bother? Guard gain a little in terms of close combat, as now monstrous creatures and extreme close combat units can no longer consolidate into a new unit after close combat, so this should alleviate large scale army slaughter from one or two units.

Tau - Tau get roughly the same benefits/disadvantages as the Guard, except that they won't have such a problem with deployment zone crowding. On the other hand, Crisis Suits jumping back behind terrain after shooting will be less easier due to "True LOS" Their Skimmers will be better because of one of their vehicle upgrades will give them a 4+ cover save all the time. Fish of Fury gets a bit of a kick in the balls because due to the "True LOS rule" models that disembark must see "through the eyes of the model to their target" because of the models themselves, they may be able to be fired at, but not fire themselves. LAME.

Eldar - Kiss Mech Eldar goodbye. Eldar skimmers now have to choose between firing and getting a cover save for moving fast. They also suffer from the same nut-kick as Fish of Fury. On the plus side, Pathfinders will be all but invincible in any kind of cover. Having the Avatar Run is nice, as it lets him keep up with his faster kin. Harlequins still rock thought, even with the toning down of Rending.

Dark Eldar - I suddenly feel horrible for every single Dark Eldar player. You are screwed. You will find it almost impossible to hide your Raiders from incoming fire. If you do not get first turn, you are DEAD. Dark Eldar need a new codex, badly.

The aforementioned armies change a little (Except Dark Eldar) and will not require major overhauls as most of the disadvantages are complemented by benefits. The following 2 lists, however, change extremely.

Orks - The Green Tide becomes amazing and virtually unstoppable. Run lets them close even faster than before. Expect to see first turn runs and second turn fleet/assaults. Close combat becomes even more vicious as the counter attack move gets more Orks into the fight. Coupled with the fearlessness, and GW giving away cover saves like candy, Orks will be a force to be reckoned with.

Tyranids - Tyranids get AWESOME. Their troops will have no problems holding objectives (4+ cover, +go to ground, +lurk = 2+ Cover saves for basic troops.) Nidzilla becomes furiously awesome. The ability to run lets the big guns (Devourers) get into range quicker, the 4+ cover saves everywhere keep the bugs around longer. Lictors allow any other nid within 3 inches to re-roll misses in close combat. Holy crap Tyranids are going to be good.

-Mike

Monday, June 23, 2008

Start of Blog.

Today, I being the Journey into Blogdom.
Lets Rock.

-Mike