Monday 23 December 2013

Merry Christmas!

Not quite feeling the Christmas spirit?

Don't worry, Father Farsight and his helper Rune Priests are here to spread some holiday cheer!

And we all know the true meaning of holiday cheer is death and destruction.
This list is not exactly clever or subtle. It is in fact going to come crashing straight down your chimney in a cloud of soot and jet fumes.

4 Mall Santas: 4 Jaws, and a selection box of you favourite festive powers.
3 Turkey Guards: combi-candy-canes.
3*5 Gift Hunters: 3 Drop pods dropping, 2 Meltaguns, and a Flamer for turn 2 or 3.

Father Farsight.
7 Reindeer suits: Missiles, Fusions, Plasmas, and target locks for distributed gift delivery.
14 Gun Elves.
10 Grinch.
Skyray Sleigh.


That amount of joy should get everyone in a festive mood!
And don't worry if you've been naughty, you won't get coal in your stocking. You'll get a small red laser dot that seems to follow you around the room....


Merry Christmas everyone!

Friday 13 December 2013

Centurions take up power-walking

Time for white scars!

The drawback of Centurions was their slow speed and short range, and getting them into a good position early on was difficult.
This can be solved with a healthy application of Scout.

This starts off with White Scars being the primary army, as we need Khan to be the warlord. He will of course be rocking his pimped out bicycle.
This unlocks two things: First is 5-man bike squads are troops, always a good choice. But more importantly, he gives Scout to models on bikes, which includes Khan himself.

Next are some actual bikes, as we want to build an army true to the fluff...
5 Squads of 5 bikes should, do all with 2 grav guns and a combi-grav. After careful consideration, there are only a few cases where plasma is better than grav, all other times it's best just to stack more ap2 shots.

To round it off, a Storm Talon.

Next come the allies. Which will be more Space Marines, Ultramarines.
The grand toolbox himself makes an appearance, Tiggy. He can still be a bit of a double-edged crutch, but we have a few other tricks now just in case he screws up and brings the Ikea coffee table assembly instructions instead of the correct divination scrolls to battle again.

For troops, 5 Scouts make a brave appearance, sporting a single melta bomb.

Another Storm Talon, which make use of Tiggy's reserves reroll, giving us some light anti-air, and general supporting fire.

And now the actual important part, 6 Centurions.


The trick is to join Tiggy and Khan onto the Centurions during deployment, so now the entire unit can scout thanks to Khan's bicycle.
This is enough to get them onto the half way line in turn 1, and now they can start shooting away at things all game.
As they are still Ultramarines, they still get all the nice combat doctrine bonuses, in addition to scout.
All the other Scouting bikes and grav make for a nice first turn strike against an unprepared army, and having so much mobility around a central firebase is quite advantageous.

The white scars Storm Talon escort the scouts in reserve, so now both planes get to make use of Tiggy's rerolls.

So, the list looks like this:

Khan: Moonbicycle
5 Bikes: 2 Grav Guns, Combi-Grav
5 Bikes: 2 Grav Guns, Combi-Grav
5 Bikes: 2 Grav Guns, Combi-Grav
5 Bikes: 2 Grav Guns, Combi-Grav
5 Bikes: 2 Grav Guns, Combi-Grav
Storm Talon: Skyhammer Missiles

Tiggy
5 Scouts: Melta Bomb
Storm Talon: Skyhammer Missiles
6 Centurions: Grav-Cannons, Omni Scope


That looks to be an adequate amount of magic gravity bullets.
The one major downside to the list is that there aren't actually many troops, and the bikes can be surprisingly squishy. Keeping them safe in reserve means less firepower, although so many outflanking units does have it's benefits.
The main thing is that everything is much more mobile than the previous iteration.

Thursday 5 December 2013

Fluffy is the real way to play

And now back to our regular schedule...

I went off to Gaelcon with my fluffy and friendly army, packed to the brim wih narrative.
Somehow, despite only being able to play four of the five rounds, I managed to sneak into 2nd place.

First thing I noticed about this army as a whole is that it lends itself very well to the corner-hammer style of play, almost too well.
Bunkering up in fortified terrain and picking off anything that came to close proved to be fairly effective, to the point where I ended up staying in cover when there really was no need to.
Being able to vaporize any unit that ventured within 24" allowed me to create great board control. The main downside was that as soon as a few of the opposing forces had been taken off the table, opponents quickly backed off and started taking pot shots from outside the death zone. A general lack of mobility meant that there was little I could about this, other than stay put and point some guns at objectives.


Let's start the quarterly performance evaluation, starting form the top:



Tiggy. So this guy, whilst sometimes being a liability, was generally pretty awesome. I got the exact powers I needed every round, which was a huge help in some of the more worrying match-ups. Everyone knows Divination is a pretty good discipline, but a few of the powers become game-breakers in a low unit count army like this. The real winner was Scryer's Gaze; with so few scoring units, having absolute control on when they arrived from reserve was crucial for late game objective grabbing.
So overall this guy was pretty good. My main concern is that he starts to become a huge crutch for the army, to the point where getting the wrong powers can cripple the list before the game starts. A list should still be able to make use of his abilities without solely reliant on him.

Chapter Master... what exactly is it that you do? From a really critical perspective, not much. His main use was to blow something up on turn 1, then sit in front of the Centurions until he eventually dies. Now this sounds unkind, keeping the cents alive for a few extra turns was a very important task, but it just didn't feel like it was worth the points. He was an investment as a safety net for certain situations, but never really got used.

Scouts. These guys generally did their job. In fact, all the troops choices were surprisingly good, considering I had so little faith in them. Outflanking, combined with both Tiggy and Scryers Gaze, meant that they were always exactly where I wanted them. Not necessarily amazing, but grabbing and clearing objectives is all they needed to do to win games.

Kroot, again similar role and performance to the scouts. A handy combo was to rapidfire a squishy unit down to size with these guys, so the scouts could charge in to combat and safely mop them up.

Tactical Marines. These actually lived up to their name for once, and were very tactical. Their killing power isn't great, particularly as I hadn't actually given any useful guns, but they could take a little bit more punishment than the other troops.
The great trick these guys performed was to combat squad, but still stay inside the one Rhino. They could stay off the board (thanks Tiggy) until turn 4, then flat out in between two objectives. Next turn, 5 guys would get out one side and run to an objective, and the other 5 would wonder off in a different direction to the next nearest objective. This allowed the single rhino to cover a huge area in terms of objective grabbing, and proved to be very handy in almost every game.

The Thunderfire cannon. Or should I say, blunderfire cannon. This guy was not consistent. He did manage to do a lot of damage, and was great at blowing away enemy troops on the far side of the table, but it wasn't always that particular unit that I was aiming at. Overall he did pull his weight in terms of dealing damage, but it would have been nice to have a bit of control over what he decided to shoot at each turn.
The fortified terrain was a great bonus, especially when the riptide starting taking several lascannons to the face and had to hide behind a small reinforced bush.

Centurions, the heavy hitters. Ok, so there is good and bad news about these guys. Good news is they were generally pretty awesome, did a lots of damage, shrugged off most incoming fire, and gave great board control. Just about worth the points invested, and kept the army chugging along.
The bad news, they were not mobile enough to do the real damage that they should have been able to. No more than three of hem got to shoot at a time. Now just three was enough to kill whatever they were shooting at, but it did mean there was a lot of points invested in ablative wounds. Getting these guys up the board where they can do more damage and pose a bigger threat is the next big challenge.


And now onto the real heroes, the Tau.

Commander Helpful. Such a hero. Due to Tiggy getting good powers most of the time, Helpful usually got to go off on some adventures with the riptide. Highly mobile, effective tank killing, and being able to stamp on troops on objectives made this pair great fun to use.

The Riptide. So these things are pretty good. Someone should try using thee of them sometime just to see what they are like in large numbers. Yeah, no one has thought of that before...

And finally the Skyray. This was a great addition. Didn't deal huge amounts of damage, but was great at adding in extra bits of firepower and markerlight support, in addition to blowing up the odd flyer.

The Tau actually did most of the damage each game, the longer range allowed me to get at all the enemy units running away from the Centurions, and the faster riptide was good at jumping onto objectives late game. I can see why so many people like using them...


So that's the list. Very quirky, with little room for error, but has all the tools for the job.
The games themselves were a lot of fun, and required some tactical thinking to get the most out of the list, as opposed to the good old fashioned NextVenomSameTarget. The real challenge each game was making the most of my long rage firepower, which usually boiled down to what is the best way to keep the Riptide alive.


Next up, we take a look at how to get the grav-weaponry a little bit more mobile: White Scars!

Saturday 23 November 2013

Suddenly, priests

Do you have a moment to talk about our lord and saviour, the God Emperor of Mankind?

In keeping with my tradition of writing entertaining but ultimately terrible lists, I decided to have a look at the new Adepta Sororitas codex just to see what nonsense was available. And there certainly is some busted units in there, but only one of them is a sister...

In addition to the usual smattering of sisters units in each force org slot, all of which function roughly similar to how they did before, there are a few key points that immediately jumped out. The first was the points of the Immolators and Exorcist tanks, which have both gone down in cost to quite the bargain. Though unfortunately these are both vehicles, and you all know how terrible I am with them...

Next up are the two special characters, Celestine and Jacobus. Jacobus has had a bit of a change, and is not quite as scary when combined with death cult assassins. However, he does give a very nice large fearless and counter-attack bubble, in addition to being a priest, which we'll get to in a bit.
Celestine isn't quite as infuriating to deal with anymore, she's gone up in points (but is still a cheap date), and can't get up as often as she used to, but can give Hit & Run to a unit she joins, which in itself is very useful.

So now we get to the really fun part, the priests:
These guys are fairly unassuming at first look, coming in at the price of a power fist with the stats of a guardsman sergeant. But then the list of special rules kicks in. First up, you can take 5 of these guys, and they don't take up a force org slot. They come with a rosarius, which starts making them fairly good value. Next, they all have zealot: giving a unit fearless and hatred is now very much worth the points cost.
But why do you need 5 sets of fearless in one unit? Hymns, that's why. Let them sing you the song of their people.

There are 3 Hymns to pick from each assault phase, requiring a leadership test to activate. The first allows the entire unit to reroll armour and invulnerable saves, the second allows rerolls to wound, and the final one gives the priest smash. All of those are pretty tasty, and scale out of control with bigger units. And the 'free' smash attacks mean that some points can be trimmed by not needing to buy power weapons.

Let's see what kind of death blob we can make:


Celestine: Warlord
Jacobus
5 Priests: 1 Litanies of Faith, 5 Condemnor Boltguns
3* 5 Battle Sisters: Condemnor Boltgun

Company Command Squad: Vox Caster
Platoon Command:
5* Infantry Squads: 5 Autocannons, Vox Caster
Platoon Command:
5* Infantry Squads: 5 Autocannons, Vox Caster
2 Vendettas

Ordo Xenos Inquisitor: Rad Greandes, Psycho Greandes, 3 Servo Skulls, Hammerhand
Ordo Hereticus Inquisitor: Psyocculum, Liber Heresius, Hammerhand

Aegis Defense Line


So, everyone joins a 50 man guard blob, bringing their toys to the party. A quick count gives the unit:

  • Fearless
  • Counter-Attack
  • Hit & Run
  • Psycho Grenades
  • Rad Grenades
  • Psych-out Grenades
  • +2 strength with Hammerhands
  • A potential scout move at the start of the game
  • BS10 against psykers
  • Reroll saves in combat
  • Reroll hits in the first round of combat
  • Reroll wounds in combat
  • Four characters with smash attacks, in addition to Celestine's high number of attacks
  • Adamantium Will.
  • Oh, and imperial guard orders.
  • And an ADL to hide behind.


Yeah, that will do.

And if something goes wrong, there is a spare blob tagging along behind just in case.

To explain some of the choices a bit:
The Condemnor Boltguns are combi-weapons that cause a perils on any psyker hit. There is a bit of a grey area with regards to what happens when a psyker is part of a normal unit, but the wording suggest that they would take a perils, as it refers to any unit hit, not model. Traditional scary things such as Fateweaver, Nurgle Daemon Princes, Mephiston, Jetlock Councils and even Screamer Councils suddenly evaporate.
The Litanies of Faith allow the Priests to automatically pass the test to activate the hymns, which makes them much better than the inquisiton equivalent, as normally they only have ld7.
And the vendettas are there because PQ keeps complaining that I never bring any anti-air...

Building a list around a single expensive unit, what could possibly go wrong?

Monday 18 November 2013

Magic Gravity Bullets

Ah yes, this still exists. I suppose I had better do something with it...

So after a brief hiatus (ie: a year) to test lots of silly ETC lists, I'm back to playing something more my style. And luckily, after a very long time, I think I've found an army that suits my playstyle. The brand spanking shiny new Space Marines.

After a quick look at the book, chapter tactics, and special characters, the immediate conclusion is that Ultramarines and White Scars are fairly awesome. As I don't own anywhere near enough bikes, fluffy smurfs are the choice for the moment. They offer a great special character in the form of TIggy, and the doctrines provide very good on-demand flexibility.

Now we get to the real treat in the new book: The Magic Gravity Bullets.
More specifically, grav cannons wielded by centurions. These guys come in at a fairly high cost, but are very tough, and have a horrific amount of firepower that can deal with any target. With the Ultramarine Devastator doctrine, they have plenty of shots to take down flyers. Tanks and heavy infantry just evaporate. Even hordes suffer due to the grav-amps and hurricane bolters.

My original plan was to just spam these guys as much as possible (yes, you can get 18 into 1850pts), but assembling so many of these not so giant robots proved too time consuming, and the deadline for the next tournament was fast approaching.

The final thing these guys need is a bit of a general boost in terms of survivability and dealing with cover saves. That's where Tiggy and Commander Helpful come in. Between them, they give the Centurions ignore cover, twin linked shots, hit and run, and the potential for a 4+ invulnerable save.

Here's the list I ended up using at Gaelcon on 26th Oct. The fluffy highlander Ultramarine and Tau battle buddies:

Tiggy: Warlord
Chapter Master: Power Fist, The Shield Eternal, Bike, Artificer Armour

9 Scouts
10 Tactical Marines
Rhino

6 Devastator Centurions: Grav Cannon & Grav Amps, Omni Scope
Thunderfire Cannon

Commander Helpful: Command & Control Node, Multi-spectrum Sensor Suite, Iridium Armour, Vectored Retro Thrusters, Puretide Engram Chip

Riptide: Ion Accelerator, Twin Fusion Blaster, Intercept, Skyfire

10 Kroot

Skyray: BS filter, Disruption Pod.



See, fluffy.

So my thinking was that whilst centurions are amazing, they are a bit short ranged, so finding ways to get more reach into the army was essential, especially given the shooty nature of recent armies, and the anticipated lack of cover.

The Chapter Master has a very handy Orbital Bombardment, which can try to take out something nasty in turn 1. Combined with Commander Helpful and the Riptide, a lot of tank-hunting ordinance can be thrown out.
He is also pretty good in combat, and makes for a very good tanking unit to sit in front the of the centurions

Tiggy is of course very good, and is almost guaranteed to get 3 good powers on Divination. THe main ones I was looking for were Forewarning, and Perfect Timing. This gives the centurions a change against all the s10 ap2 wondering around, and allows Commander Helpful to go off with other units if needs be. Scryers Gaze is also amazing with Tiggy, the chance of reserves coming on at an inconvenient time is next to zero.

Commander Helpful is obviously very handy, but the two main reasons for his inclusion were a guaranteed ignore cover ability, and Hit & Run if the Cents ever got caught in assault.

Riptide and Skyray were the anti-air contingent, which when combined with the volume of shots the Cents can put out, should be just about enough to deal with most air threats. The Riptide, in conjunction with the Chapter Master, is also good for squishing things like flesh hounds in assault.

The Thunderfire Cannon was a bit of an afterthought. I wanted to try it out just to see how useful it was, and the long range was obviously a good addition to balance out all the short range firepower. And if all else failed, having a fortified piece of terrain to hide in seemed like a safe plan.

So that's my first Tournament Space Marines list. Tune in next time to see how it faired on the battlefield, and what the next iteration will be.