Tuesday 21 January 2014

Greydar - Spring Collection

A common trait of space elves is the ability to determine how absolutely fabulous they look.
However, this article will not be about their impeccable taste in clothing.

This is a mixed Dark Eldar and Craftword Eldar list intended with as a break from the normal shite I come up with.
It's a bit more balanced well-rounded, not so much spam and very utility driven.

First up is of course the baron.
I've always been a big fan of this guy, despite his tendency to flee the battlefield at the first sign of someone wearing socks with sandals. To make the most of him, he really needs to be in some big unit. Normally this would be hellions, but they are not quite as good as they were in 5th, especially now with all the ignore cover floating around. Much of the Hellions utility was in assault, with backup shooting. A dedicated shooting unit would be preferable.

The big unit for the baron to hide in will in fact be 20 Warriors with 2 splinter cannons.
It's cheaper than hellions, has comparable firepower, but can operate at a longer range.
The alternative is a unit of 20 Guardians for almost the same cost. However, they are very short ranged, and cannot make use of their crucial battle focus ability when the baron is attached. The warriors can hit things on turn 1, and still get the full benefit of pain tokens.

To round out the troops, two sets of 5 warriors in Venoms.
Not exactly the traditional venom spam, but they are just so flimsy in 6th that spamming them really doesn't help. Keeping the number of things which explode violently near your troops to a minimum is generally good for moral.

The last of the DE is 3 Ravagers with dark lances.
Strength 8 weapons seem to have been forgotten in favour of lots of s6 and s7. This has lead to multi-wound T4 creatures and 2+ saves slowly creeping back onto the table, particularly with the latest Tyranid release. A bit of fast, long range S8 Ap2 can make a nasty dent in crucial parts of the enemy army, and is fairly cheap too.
Disintegrators are a very good option for ravagers, but there is already plenty of anti-infantry shooting, and I don't want to get caught without enough anti-tank fire when someone brings along 3 land raiders...


Now that the Hollister collection is finished with, we'll move onto American Apparel...


First is a Farseer on a jetbike, with a singing spear and Shard of Anaris.
This guy joins the warrior blob along with the baron, making them fearless and handing out tasty psychic goodness all around. There are very few powers in Divination that the army cannot make use of, there are effectively no bad rolls for this guy.

For troops, 2 Dire Avenger squads in Wave Serpents.
Serpents are a great way to support venoms, and vice versa. They can both handle light and medium infantry, and the wave serpents help out with medium armour. The venoms are fantastic for knocking FMC out of the sky, so they can be riddled by scatter lasers and such.
More importantly, they get rid of the spammy element of their single-army counterparts. A very slight diversification in roles and target priority really helps reduce the immediate weaknesses each version has.
I'm starting to prefer Dire Avengers over guardians purely for the longer range. They can stay out of harms way and still shoot, whereas the guardians need to get slightly too close for comfort, even with battle focus.

Next on the catwalk are 7 Warp Spiders.
There guys are always good, adding some mobile medium strength firepower. Again, they are great at dealing with stuff that Venoms cannot.

Finally, a Wraithknight.
This adds another 2 high strength low ap shots, making the anti-tank / heavy infantry component quite good.
He is also very handy for getting the rest of the army out of trouble, as things which like munching on Wave Serpents and large warrior squads generally don't want to get stomped on by a Wwraithknight. Likewise, things which kill wraithknights often vanish rather quickly when pelted with various flavours of poison and dark-light weaponry. He also provides some aggressive assault, being able to rush at enemy lines if they are trying to hold up against the skimmer fire.

And finally, no list of mine is complete without something to put in the corner for everyone to hide behind.
A Skyshield Landing Pad can just about fit all 7 skimmers, or some infantry if the skimmers are willing to move out a bit.
The Wave Serpents can obviously hide behind the legs to get a 2+ cover with holofields, but the biggest benefit is to the DE side.
Giving Venoms and Ravegers a 3+ cover or 4+ invulnerable vastly increases their chances of surviving, and protects against the defining feature of DE skimmers: being rather laughably easy to blow up. This is a huge bonus, keeping these alive long enough to do some serious damage can swing the game greatly in your favour.


So the army ends up looking like this:

Baron

5 Warriors:
5 Warriors:
Venom: 2 splinter cannons
Venom: 2 splinter cannons
20 Warriors: 2 Splinter Cannons

Ravager: 3 Dark Lances
Ravager: 3 Dark Lances
Ravager: 3 Dark Lances

Farseer: Jetbike, Shard of Anaris, Singing Spear

5 Dire Avengers
5 Dire Avengers
Wave Serpent: Scatter Laser, Holofields
Wave Serpent: Scatter Laser, Holofields
7 Warp Spiders
Wraithknight

Skyshield Landing Pad

Total: 1848


Perhaps not the most competitive, but it has plenty of shooting, and is very mobile. Most of all, it gives a DE primary army a bit of resiliency, which is very rare for the delicate fashionistas








Monday 13 January 2014

Those are some pretty bad bugs

Everyone's favourite omnivores have just had an update, and after an initial look the general consensus is that the bugs are not adapting well to their new dietary requirements.
At least according to the internet, and the internet is always right.

There are very few major changes, just lots of little ones that push the book in a perhaps the wrong direction.
A few units got updated for the better, a few got a little bit worse, some got a lot better, and one crucial bug forgot it was lactose intolerant and has swelled in points to the point of blowing up parts of your army.
This is the much beloved Tervigon.

These had several very important roles in the previous book, which it now can't fulfill,
leaving a rather horrible gap in the army.
They had the combined roles of providing synapse, being a tough scoring unit,
making more troops, and generating lots of psychic powers.

On the psychic powers front, they are still mastery level 1, but can now only generate a single
power (instead of two or three), leaving them with much less choice.
On becoming a scoring unit, they now require three times as many termagants to be unlocked,
pushing the points investment up even further.

The next big hit is how they interact with termagants. They can still spawn more as before, but the new unit can't move or assault this turn, making the whole section of the army much slower.
The termagants no longer gain the benefit of biomorph upgrades from the mummy tervigon, so all the neat tricks of termagants bringing down wraithknights and so on are gone.
Perhaps worst of all, the detonation radius when the tervigon dies has been doubled!
In order to keep the gaunts safe, they now have to stay outside of basic synapse range, which defeats the whole point of having a tervigon in the first place.

This is a pretty big punch to the nether-regions. The poor bugs are going to have to use other
gribblies as troops, which are far less reliable and need to be babysat by yet another unit.
One option is warriors, but they are still very pricey and as vulnerable as ever to high strength attacks.

It's not all doom and gloom though, there are some new and improved units to sugarcoat it all.
Flyrants got a bit better, with a price drop and an improvement to BS, they are now a very solid HQ choice with good anti-air, and a boost to psychic powers.

The new Crone FMC is a nifty choice, again with good anti-air and a very powerful vector strike. They are a little bit flimsy, and won't stand up to much shooting, but they are the
second cheapest FMC in the game after the Harpy.

The Exocrine has a pretty good shooting attack, being able to plasma pie plate marines and terminators, and add a bit of additional anti-air spammed firepower. A bit on the pricey side, but still a good choice.

Mawlocs, so these guys got a bit of a nerf in disguise. The unburrow attack is now pretty nasty, and will clear out most infantry where it arrives. The downside is that it can only be once per game. Burrowing puts the mawloc into ongoing reserves, so when it arrives it will just stroll on from the board edge, and not burrow-strike again.


After a bit of thinking and complaining about how things have changed, I came with a list that should just about be able to hold it's own.

2* Flyrants: 2 Devourers each, 1 hive commander, 1 old adversary.
2*2 Zoanthropes
2 Venomthropes

3* 15 Termagants
20 Hormagaunts

2* Crones

3 Biovores
2 Exocrines


Total: 1840


The Flyrants rather obviously do what flyrants do, but better now.
Due to loosing mycetic spores and such, troops are a bit less mobile now,so a hive commander
is essential for getting a unit in position. Old adversary no longer buffs other units, and only works in combat, so the points may be better spent elsewhere.
What they don't have are the new nifty flamer thorax weapons, which can do a variety of anti-infantry and anti-tank duties, and are worth a look.

The zoanthropes provide the essential synapse coverage, and can buff units or add a little bit of extra shooting.
They are still a little bit vulnarable to sustained firepower, but considering the points cost they are a better investment than warriors or tervigons.

Venomthropes I'm still not sure on. They give shrouded to nearby units, which helps keep the squishier bugs alive, but they really need some LOS blocking terrain to hide behind, or else they will blow up pretty quickly. Also, with the advent of Ignore Cover, the shrouded bonus might just not work anyway.

Two Crones make the rest of the air force. Due to being flimsy, I didn't want to go all out on them. The vector striking ability is great, and the additional haywire and flamer shooting is ok, but they are not as tough of powerful as say a helldrake.

2 Exocrines are the next bit of shooty goodness. AP2 is always good, and is something nids have not really had direct access to before. The two firing modes also gives them a lot of options in terms of how to prioritize targets. A bit short ranged, but lately a lot of new weapons in the 6th ed books have had shorter ranges, so it's not too bad.

Now the quirky bit, 3 Biovores. Great at blowing up light to medium infantry, and very cheap. But that's not what I want them for.
The new spore mine rules open up a lot of silly tactics. If the biovores miss (totally by accident of course), a sizable group of spore mines get's placed down. They can be placed anywhere under the large blast template, so can cover quite a bit of ground.
This is where the fun begins.
You can lay down minefields on top of objectives. You can block off movement paths just by landing in front of the enemy. And most importantly, the mines can force the enemy to dedicate a bit of shooting to them, taking heat off the rest of your army.
And if they aren't dealt with, they will eventually reach a critical number where they can do some serious damage to enemy troops

Finally, the contentious bit of the list, the Troops.
These guys are pretty much just going to hide in reserve and hope not to die horribly.
The hormagants were chosen as they are a bit faster when it comes to running for objectives.
A mere 65 troops models with no protection other than LOS blocking terrain the venomthropes is still pretty flimsy.
The old nid tactics of victory through attrition may have to be ditched, in favour of hiding troops and hoping they don't get spotted.
The only way these guys will survive is if the enemy is too distracted getting beaten up by all the other MC's, assuming of course the MC's have survived.
These guys don't have any upgrades, as they are a bit expensive and might not be used very often, considering that they will be hiding rather than fighting. The Devourer upgrade for the Termagants got a bit cheaper, so a squad of them is an option.

The more astute amongst you will have noticed that the army is mainly about shooting,
which is traditionally not Nids' greatest strength.
Getting into combat with medium toughness and medium save infantry is pretty hard. You could try and rush the enemy down with Raveners and such, but that's not a guaranteed tactic and relies on there being plenty of LOS blocking terrain.
There are still 6 MC if things really require a bit of combat punch, and 4 FMC's can get in assault positions quickly.

What I haven't covered are the psychic powers, partly because I haven't seen them in action yet.
Most bug lovers are mourning the loss of Biomancy, but the new table has some decent defensive and offensive powers, which can become very nasty when combined with Shadow in the Warp and such.