Tomorrow at 12:00, like promised, I am starting a terrain piece as promised. It is completely custom built, no templates no nothing.
The generic plan is to build a ruined corner of a building and jut a wall out of it. If time permits, Ill ruin a door on one of the edges.
Like I said, I'm using standard materials, so no greenstuff or plaster. Just plain materials
Saturday, November 20, 2010
Terrain in a week, using stuff you already have (and looks okay)
I see a lot of custom game-boards in the warhammer world. The problem is that it can't be customized, so we find the best spots for snipers and its individual flaws.
So what do we do? We make our own terrain that we can take to our events. There isn't too much to work with courtesy of Games workshop, so we make our own. When its all said and done, we either quit of we dont know where to start.
We start at the beginning, and We will attempt to create an entire piece of terrain in a week. I have a really busy week so I will need some dedication to pull it all off.
Not only will it take a week, I will only use stuff we got from our kits and models. i.e. paints, cardboard, unused sprues etc.
If you want to you are more than welcome to join me. in fact I invite you to join me! The challenge begins tomorrow at 12:00
So what do we do? We make our own terrain that we can take to our events. There isn't too much to work with courtesy of Games workshop, so we make our own. When its all said and done, we either quit of we dont know where to start.
We start at the beginning, and We will attempt to create an entire piece of terrain in a week. I have a really busy week so I will need some dedication to pull it all off.
Not only will it take a week, I will only use stuff we got from our kits and models. i.e. paints, cardboard, unused sprues etc.
If you want to you are more than welcome to join me. in fact I invite you to join me! The challenge begins tomorrow at 12:00
Wednesday, November 17, 2010
A beginners guide to gameplay part A /1/ q/ who's counting
If by some freak circumstance you stumbled this blog. Get out. I enjoy guests, but I like people who actually care about the game.
The Warhammer 40k world has a variety of races to be played, and half the battle is finding which works for you.
I recommend choosing a race that looks good for you.
There are 2 different off the table types of armies. The kind that are cheap to buy, but don't have a lot of units on the table
And the kind that are more costly, and have a lot more units on the table.
When I say units, I mean wads of people / monsters.
There are 9 general races that can be played, Space Marines, Chaos Space Marines, Tau, Eldar, Orks, Dark Eldar, Tyranids, Imperial Guard, and Daemons.
Space Marines
Space Marines are the most popular choice when buying because they have a lot of cool looking stuff. they are always painted to have a lot of overpowered people. The reality when choosing this army is that there are few units and they take a lot of work to perfect. Overall, they are overpowered humans.
Chaos Space Marines
They are the evil versions of Space Marines. They are less popular. They also have access to a lot of the Daemons and enjoy their benefits.
The Warhammer 40k world has a variety of races to be played, and half the battle is finding which works for you.
I recommend choosing a race that looks good for you.
There are 2 different off the table types of armies. The kind that are cheap to buy, but don't have a lot of units on the table
And the kind that are more costly, and have a lot more units on the table.
When I say units, I mean wads of people / monsters.
There are 9 general races that can be played, Space Marines, Chaos Space Marines, Tau, Eldar, Orks, Dark Eldar, Tyranids, Imperial Guard, and Daemons.
Space Marines
Space Marines are the most popular choice when buying because they have a lot of cool looking stuff. they are always painted to have a lot of overpowered people. The reality when choosing this army is that there are few units and they take a lot of work to perfect. Overall, they are overpowered humans.
Chaos Space Marines
They are the evil versions of Space Marines. They are less popular. They also have access to a lot of the Daemons and enjoy their benefits.
Monday, November 15, 2010
Rangers, The distraction you never had.
I love my rangers. I never back down on that. I just built a list that rangers have a hilariously funny role in.
My friend tells me I can reach any objective before anybody else I play against. He IS right.
I have 2 teams of rangers. 2 five man squads of pathfinders.
I Infiltrate them in to cover, where they take a shooting position for specific targets. Its a pretty normal role for rangers.
What if I play where its a desert or there is no cover?
Distractions.
Wait, what?
This is a really simple, but hilariously entertaining concept.
We always remove what is the biggest availaable priority. For me, its devastators, then terminators. For my enemies it will be my rangers. My rangers are a very big threat considering 1 squad dropped a devastator squad.
So what are we going to do? Shoot them down!! Bwahahaaa!!! Heres the sneaky part. The rangers go to ground. and looky there A. 4+ save! Some people have a hard time dying. Rangers included. They are going to waster their time taking them down while the rest of the board goes to crap.
But what about the terminators? The terminators are bound to deepstrike after me. That fine and dandy, and moreover the POINT. Everybody else can hop around and away from the terminators. Its a sad unfluffy win, but the moral here is that if you cant destroy it, you just ignore it or avoid it. Terminators aren't a threat if they cant do their job.
Just so this is public. terminators are a ELITE choice, not troop
Got a objective to hold? Nightpinner stall and drop the rangers on it.
Any other fun on rangers? Leave me a post if you actually read this
My friend tells me I can reach any objective before anybody else I play against. He IS right.
I have 2 teams of rangers. 2 five man squads of pathfinders.
I Infiltrate them in to cover, where they take a shooting position for specific targets. Its a pretty normal role for rangers.
What if I play where its a desert or there is no cover?
Distractions.
Wait, what?
This is a really simple, but hilariously entertaining concept.
We always remove what is the biggest availaable priority. For me, its devastators, then terminators. For my enemies it will be my rangers. My rangers are a very big threat considering 1 squad dropped a devastator squad.
So what are we going to do? Shoot them down!! Bwahahaaa!!! Heres the sneaky part. The rangers go to ground. and looky there A. 4+ save! Some people have a hard time dying. Rangers included. They are going to waster their time taking them down while the rest of the board goes to crap.
But what about the terminators? The terminators are bound to deepstrike after me. That fine and dandy, and moreover the POINT. Everybody else can hop around and away from the terminators. Its a sad unfluffy win, but the moral here is that if you cant destroy it, you just ignore it or avoid it. Terminators aren't a threat if they cant do their job.
Just so this is public. terminators are a ELITE choice, not troop
Got a objective to hold? Nightpinner stall and drop the rangers on it.
Any other fun on rangers? Leave me a post if you actually read this
Sunday, November 14, 2010
I'm Back!!! Finally
I closed the boxes on the Eldar owrld for a while, but I'm finally back. I'm going to see if I can rename the blog since I want to have a Space Marine player in here too. (I see a lot of re:'s coming, and everyone's welcome to comment) Random things show up a lot in my posts. I.e. Rants
Anyways heres to another 6 months of possible success!!!
Anyways heres to another 6 months of possible success!!!
Sunday, July 18, 2010
really? 500pt HQ
MY Imperial Guard friend has a 1000 pt. army. His HQ is storng meaty, impressive, blah blah blah. But when you destroy it, his army is screwed. After many long chats, I discover he's but in like 500 pts for his HQ, and he wonders why his army falters so.
My HQ? anything from 75-115 pts. I just dont see why i need that insane an HQ.
Eldar need supportive roles, and that is where the farseer helps a lot. Guide is always an obvious choice. The farseer can chill in back with static support or run around with a tankbuster and let their shots actually hit. (a recurring problem).
The thing with guard is that yes, the HQ is really awesome, but there are tons of other things that work that much better elsewhere, like a lot of tanks or big platoons. Its absolutely ridiculous!!
Simple Hq's that are easy to manage make a whole lot more sense
My HQ? anything from 75-115 pts. I just dont see why i need that insane an HQ.
Eldar need supportive roles, and that is where the farseer helps a lot. Guide is always an obvious choice. The farseer can chill in back with static support or run around with a tankbuster and let their shots actually hit. (a recurring problem).
The thing with guard is that yes, the HQ is really awesome, but there are tons of other things that work that much better elsewhere, like a lot of tanks or big platoons. Its absolutely ridiculous!!
Simple Hq's that are easy to manage make a whole lot more sense
Sunday, July 11, 2010
Making Eldar work
Over time I have found a large number of things that my army needs, and cover has never been an exception. With more of my fights going against the Imperium, i find myself trying desparately for cover saves all across the board. The rulebook has given me enough sneaky tricks worth abusing to make my army more killy.
The hard part about making cover is one thing. Who is the meat shield. Often, i split my army into a couple smaller groups to spread around responsibilty. MY army list is basics is a follows:
10 guardians
11 storm guardians w/ cover warlock
Guide farseer
3 Jetbikes
Falcon
Nightspinner
2 Vypers in separate units
2 War walkers
Wave Serpent
I usually put the Vehicles into 3 groups. The outflankers (war walkers) Highspeed (12"+ and still shoot, Vypers, Wave Serpents), and Slow-speed (6"-and shoot all, aka Falcon, and Nightspinner)
If you dont pick up on it yet, i enjoy the buddy system as well.
The War Walkers outflank, and while yes that is a Wildcard, are often effective regardless of which side htey deployed on.
The Wave Serpent often carries the Storm Guardians to a more up front position so they can do their job. The Vypers are loaded with Support fire to keepother vehicles off the Wave Serpent. In turn, the Wave Serpent provides cover for the Vypers, making them almost untargetable at the right angle, or at least giving them a nice 4+ save.
The Falcon is a tank-buster and will often get the attention of the occasional terminator who doesn't enjoy its company. The Nightspinner is there to tar pit and kill terminators before they do any damage. Until then, it fires long-range pain to anyone else on the board that moves.
The Eldar are about making parts of the army work together, and while something doesnt look good on paper, you just need to figure out a way to make it work. When you try pairs of units together then that is when things will start clicking for you.
The hard part about making cover is one thing. Who is the meat shield. Often, i split my army into a couple smaller groups to spread around responsibilty. MY army list is basics is a follows:
10 guardians
11 storm guardians w/ cover warlock
Guide farseer
3 Jetbikes
Falcon
Nightspinner
2 Vypers in separate units
2 War walkers
Wave Serpent
I usually put the Vehicles into 3 groups. The outflankers (war walkers) Highspeed (12"+ and still shoot, Vypers, Wave Serpents), and Slow-speed (6"-and shoot all, aka Falcon, and Nightspinner)
If you dont pick up on it yet, i enjoy the buddy system as well.
The War Walkers outflank, and while yes that is a Wildcard, are often effective regardless of which side htey deployed on.
The Wave Serpent often carries the Storm Guardians to a more up front position so they can do their job. The Vypers are loaded with Support fire to keepother vehicles off the Wave Serpent. In turn, the Wave Serpent provides cover for the Vypers, making them almost untargetable at the right angle, or at least giving them a nice 4+ save.
The Falcon is a tank-buster and will often get the attention of the occasional terminator who doesn't enjoy its company. The Nightspinner is there to tar pit and kill terminators before they do any damage. Until then, it fires long-range pain to anyone else on the board that moves.
The Eldar are about making parts of the army work together, and while something doesnt look good on paper, you just need to figure out a way to make it work. When you try pairs of units together then that is when things will start clicking for you.
Saturday, June 26, 2010
3 - Dimensional gaming, taking the game to several new levels
This is a great concept to try ou in casual games. When I battled at a friends house we had a few things for terrain, as bastion and two port-holes We decided that the two port-holes had a tunnel running underneath the board and only normal sized infnatry could enter, meaning no terminators, dreadnoughts, war walkers, ogryns, jetbikes, etc, as they couldnt fit inside.
We also had the almighty bastion. We decided it could have a maximum capacity of 20, save for when there is an inside assault. After several minutes of examining the figure we decided this was about the right Statline
Imperial Bastion
AV Front Side Back
15 15 15
Capacity: 20
Fire Points: 2 at base level
Weapons: 4 heavy bolters, second level
60" range Lascannon top level turret
3 Levels
Crossing between levels takes a full turn
Units may be spread across several levels, but you may only shoot on the same level you are on. Assaults may be spread across neighboring levels.
this was a popular stronghold throughout the battle, being held for 9 of the 10 turns, and held under seige for most of that.
the tunnel was likewise popular, more so than expected in fact
This new dimension opened up new doors for the game and made it much more enjoyable, complex, and unpredictable
We also had the almighty bastion. We decided it could have a maximum capacity of 20, save for when there is an inside assault. After several minutes of examining the figure we decided this was about the right Statline
Imperial Bastion
AV Front Side Back
15 15 15
Capacity: 20
Fire Points: 2 at base level
Weapons: 4 heavy bolters, second level
60" range Lascannon top level turret
3 Levels
Crossing between levels takes a full turn
Units may be spread across several levels, but you may only shoot on the same level you are on. Assaults may be spread across neighboring levels.
this was a popular stronghold throughout the battle, being held for 9 of the 10 turns, and held under seige for most of that.
the tunnel was likewise popular, more so than expected in fact
This new dimension opened up new doors for the game and made it much more enjoyable, complex, and unpredictable
Friday, June 25, 2010
Cost - Effectiveness
Today while i was talking around with my friends I come across this strange thought.
One of my friends asked us nicely not to annhilate his terminators first turn as he put 400 pts. into this squad. I'm naturally a nice guy and thought eh, like I can! (no seriously) I told him that yes, terminators do have a special place in my heart. They also have a special place in my army list as well! And i left his terminators alone. I cannot say did the same for me though as they proceed to rip up my falcon. Awfully nice of him, no? And to think there was a perfectly good Leman Russ not even 5 inches from where they landed... Shucks...
Eventually his Dreadnought deepstruck into where we were staging a tunnel (multi-dimensional games ftw). Since it didnt start in the tunnel, it was considered a mishap, which he rolls a one for! After a long rant, we discover that the dreadnought had a big part to do with his plan, which never panned out in all honesty.
After a while i thought about this, and i was reminded of the concept of cost-effectiveness. I never even think about this in all honesty, but then again, i rarely think about economics in strategy games
People talk all the time about whether or not their unit "made up its points" or not in a battle. While yes that is a way of putting it, thats not really what I'm after.
Take for example, my NightSpinner. Over the course of one game it kills off the better half of 3 squads of imperial guardsmen and wounds a decent pile of other things all totaling up to easily more than the 115 points it cost.
However in the same battle a single vyper kept a Leman Russ busy for a long enough time to deny its pain elsewhere. 60 points tying down 200+ is being effective.
Did that flamer make up its points in the bastion? yes. Did it make the capture of the bastion possible? also yes.
Did i end up losing that bastion? yes, but it took an imperial command squad.
Did the 8 guardians hold the tunnel for 3 rounds of assault yes. Did that make up its points? no. But it did stall the overtaking of the bastion possible.
Did my Jetbikes kill anything? no, but they did harass the remains of the other armies.
The morale of they story is this: when you make an army list you get what you get, and while yes, you may have a role for that squad picked out. They might pull off even better roles elsewhere.
One of my friends asked us nicely not to annhilate his terminators first turn as he put 400 pts. into this squad. I'm naturally a nice guy and thought eh, like I can! (no seriously) I told him that yes, terminators do have a special place in my heart. They also have a special place in my army list as well! And i left his terminators alone. I cannot say did the same for me though as they proceed to rip up my falcon. Awfully nice of him, no? And to think there was a perfectly good Leman Russ not even 5 inches from where they landed... Shucks...
Eventually his Dreadnought deepstruck into where we were staging a tunnel (multi-dimensional games ftw). Since it didnt start in the tunnel, it was considered a mishap, which he rolls a one for! After a long rant, we discover that the dreadnought had a big part to do with his plan, which never panned out in all honesty.
After a while i thought about this, and i was reminded of the concept of cost-effectiveness. I never even think about this in all honesty, but then again, i rarely think about economics in strategy games
People talk all the time about whether or not their unit "made up its points" or not in a battle. While yes that is a way of putting it, thats not really what I'm after.
Take for example, my NightSpinner. Over the course of one game it kills off the better half of 3 squads of imperial guardsmen and wounds a decent pile of other things all totaling up to easily more than the 115 points it cost.
However in the same battle a single vyper kept a Leman Russ busy for a long enough time to deny its pain elsewhere. 60 points tying down 200+ is being effective.
Did that flamer make up its points in the bastion? yes. Did it make the capture of the bastion possible? also yes.
Did i end up losing that bastion? yes, but it took an imperial command squad.
Did the 8 guardians hold the tunnel for 3 rounds of assault yes. Did that make up its points? no. But it did stall the overtaking of the bastion possible.
Did my Jetbikes kill anything? no, but they did harass the remains of the other armies.
The morale of they story is this: when you make an army list you get what you get, and while yes, you may have a role for that squad picked out. They might pull off even better roles elsewhere.
Tuesday, June 22, 2010
10 minutes of hearing people rant and 3 hours of contemplating #1
Space Marine Drop Pods
10 tons of steel hurtling down from an imperial gunship blasting through the atmosphere at a billion miles an hour and yet it halts its aerial rampage for but a single ravager. Heck it even EXPLODES!!!
This idea has annoyed some people at my local gaming club and one of my personal friends in the concept of "how does this even work?"
Its not actually a concept of how does it work in real life as it is making the game balanced. Let me turn this concept around for you.
A lone squad of devastators staring down the faces of 6 tanks, the rest of their army waiting for the command. from the fiery heavens comes a drop pod, right on top of and killing the devastators. Not a moment later the drop pods colors changed from blue to red and tge drop pod is crushed and replaced by a new drop pod. Also the tanks are likewise smashed by drop pods.
What we get is even more people than already playing Space marines because i win by landing on top of you.
Balanced game, thats it
10 tons of steel hurtling down from an imperial gunship blasting through the atmosphere at a billion miles an hour and yet it halts its aerial rampage for but a single ravager. Heck it even EXPLODES!!!
This idea has annoyed some people at my local gaming club and one of my personal friends in the concept of "how does this even work?"
Its not actually a concept of how does it work in real life as it is making the game balanced. Let me turn this concept around for you.
A lone squad of devastators staring down the faces of 6 tanks, the rest of their army waiting for the command. from the fiery heavens comes a drop pod, right on top of and killing the devastators. Not a moment later the drop pods colors changed from blue to red and tge drop pod is crushed and replaced by a new drop pod. Also the tanks are likewise smashed by drop pods.
What we get is even more people than already playing Space marines because i win by landing on top of you.
Balanced game, thats it
OMG Nightspinner
Nightspinners.
I got me one of these bad boys and they work out for me better than i would have guessed.
Automatically forcing diffiuclt and dangerous tests on anything that moves is great!
Even though it kills more by its side effects I still love it.
Game Testing:
I have only played it once, out of the one games since I bought it. So far the paint is a slapjob, but that is going to be fixed soon.
In results it killed about 5 things in a rather young tyranid list of about 250 odd points. Not much in effect, but i probably would have found more meat had i chosen to fire at the imperial guard player, with 1000 points firing potshots at the same characters.
Modeling:
Overall, it was a big deal to me, and I feel that it fills out the Eldar architecture and feel better than the wave serpent or previous fire prism.
I got me one of these bad boys and they work out for me better than i would have guessed.
Automatically forcing diffiuclt and dangerous tests on anything that moves is great!
Even though it kills more by its side effects I still love it.
Game Testing:
I have only played it once, out of the one games since I bought it. So far the paint is a slapjob, but that is going to be fixed soon.
In results it killed about 5 things in a rather young tyranid list of about 250 odd points. Not much in effect, but i probably would have found more meat had i chosen to fire at the imperial guard player, with 1000 points firing potshots at the same characters.
Modeling:
Overall, it was a big deal to me, and I feel that it fills out the Eldar architecture and feel better than the wave serpent or previous fire prism.
Friday, May 7, 2010
Craftworld in review: Biel-Tan
Biel Tan is probably one of the easiest armies to build. The only downside to them is they they cost a ton of points each. However you still gfet bang for your buck, it's just expensive, and often slow. Most things only get that 6 inch move. With the average aspect warrior costing 16 points a piece you will find it extremely difficult to pull up a safe meat shield you wont regret losing.
Dire avengers are the cheapest and might be the best meat shield of the aspect warriors, save for the 12 points problem. Most aspect warriors max out at 10 each so, there really isn't much help from that area either.
Playing them is rather difficult because each warrior only has one specific role to fill, does okay at anything else in that area, such as assault. Other than that, save for Swooping Hawks which do okay at everything, they will fail.
The easiest way to counter this play-style is to keep the warriors form doing their specific roles.
Keep out of LoS of Dark Reapers, assault, cover etc.
Put a ton of low saves against banshees.
High save, i.e. Terminators, against Scorpions.
Assasult whats supposed to shoot.
Shooting Whats supposed to assault.
Likewise, force your opponents reactions to sneak in your own problem makers, such as infiltrating your scorpions and abusing the threat bubble against his las-cannons. Keep him cooped up with Dark Reapers, and run your Howling Banshees in tanks, since you get to move 21 inches minumum to lock them into assault.
Eventually, when I get the hang of this army, I'll throw in extra tips and tricks.
Til' then, comments are awesome!!
Dire avengers are the cheapest and might be the best meat shield of the aspect warriors, save for the 12 points problem. Most aspect warriors max out at 10 each so, there really isn't much help from that area either.
Playing them is rather difficult because each warrior only has one specific role to fill, does okay at anything else in that area, such as assault. Other than that, save for Swooping Hawks which do okay at everything, they will fail.
The easiest way to counter this play-style is to keep the warriors form doing their specific roles.
Keep out of LoS of Dark Reapers, assault, cover etc.
Put a ton of low saves against banshees.
High save, i.e. Terminators, against Scorpions.
Assasult whats supposed to shoot.
Shooting Whats supposed to assault.
Likewise, force your opponents reactions to sneak in your own problem makers, such as infiltrating your scorpions and abusing the threat bubble against his las-cannons. Keep him cooped up with Dark Reapers, and run your Howling Banshees in tanks, since you get to move 21 inches minumum to lock them into assault.
Eventually, when I get the hang of this army, I'll throw in extra tips and tricks.
Til' then, comments are awesome!!
Monday, April 26, 2010
Screwed Up findings: 1
Once again I bother to, quite foolishly, but none-the-less bother to read the history of the Eldar. Some of you no doubt haven't read it all. After a bunch of fluff-reading, what i find is this: Battles are just another ceremony in the craftworld. Autarchs spend hours just planning how the battle will work, and even if they win! REality lan has me making stuff on the fly for the most part, and even then, looking back, i notice i really did have a battle-script set up in the back of my head.
"Rangers infiltrate, drop devastators, terminators deep-strike to retaliate, Starcannon War Walker outflanks to drop the terminators, Swooping hawks deppstrike between the commander and the dreadnought nad prepare to take down whichever is closer after scatter... etc."
That actually is how a battle went down.
still kind of creepy. its a lot like hte mythic cycles based around hte gods. With a War God (Kaela Mensha Khaine, rest in peace, friend) it actually makes sense in concept, but it still kinda ticks me off that it happens
"Rangers infiltrate, drop devastators, terminators deep-strike to retaliate, Starcannon War Walker outflanks to drop the terminators, Swooping hawks deppstrike between the commander and the dreadnought nad prepare to take down whichever is closer after scatter... etc."
That actually is how a battle went down.
still kind of creepy. its a lot like hte mythic cycles based around hte gods. With a War God (Kaela Mensha Khaine, rest in peace, friend) it actually makes sense in concept, but it still kinda ticks me off that it happens
Sunday, April 18, 2010
Ping Pong ball Assault
This is another one of my fun toys that I use or at least dream of using. For the most part its pretty straight up ridiculous, but with the right upgrades, my dedicated transport can move 36 inches and hte stuff inside can still hop out and assault.
Heres how i get my 36 inches: Wave Serpents are fast skimmers, giving them up to 24" move and a 4+ cover save when shot at. If i give my wave serpent a set of star engines, I get another 12" in hte shooting phase. Now granted that the chance of me getting torn apart if i do this is greatly increased, but thats the whole idea of hte tactic.
A weaponless serpent flies into battle with not but the best fleeting assaulting unit I have, (banshees, or harlequins) and rams the first vehicle at Strength 10 (11, 8 from 24 in., 2 from armor 12, and 1 from being a tank. Then, should i be penetrated, Strentgh 8 minimum from moving so fast, there is a 2 in 3 chance of my assaulting unit hopping out to bring greetings to all of the local enemies, assuming they pass pinning. If they glance, there is a 1 in 3 chance of the other result.
Then if the is still alive, failure to penetrate, failure to get wreck, etc., we ram it again, this time for only strength 6, but still enough to cause mayhem if i for some reason (*cough*) rammed a leman russ in hte face, or any side of land raider.
All in all i lose a killpoint, but the other team just lost at least 2, the first vehicle i rammed, and the unit that was inside it. I find this tactic quite strange, yet equally hilarious. For 110 points, its not exactly a land raider, but it can do just as well for the same points.
Heres how i get my 36 inches: Wave Serpents are fast skimmers, giving them up to 24" move and a 4+ cover save when shot at. If i give my wave serpent a set of star engines, I get another 12" in hte shooting phase. Now granted that the chance of me getting torn apart if i do this is greatly increased, but thats the whole idea of hte tactic.
A weaponless serpent flies into battle with not but the best fleeting assaulting unit I have, (banshees, or harlequins) and rams the first vehicle at Strength 10 (11, 8 from 24 in., 2 from armor 12, and 1 from being a tank. Then, should i be penetrated, Strentgh 8 minimum from moving so fast, there is a 2 in 3 chance of my assaulting unit hopping out to bring greetings to all of the local enemies, assuming they pass pinning. If they glance, there is a 1 in 3 chance of the other result.
Then if the is still alive, failure to penetrate, failure to get wreck, etc., we ram it again, this time for only strength 6, but still enough to cause mayhem if i for some reason (*cough*) rammed a leman russ in hte face, or any side of land raider.
All in all i lose a killpoint, but the other team just lost at least 2, the first vehicle i rammed, and the unit that was inside it. I find this tactic quite strange, yet equally hilarious. For 110 points, its not exactly a land raider, but it can do just as well for the same points.
Thursday, April 8, 2010
Assault = Mobility??
There are a boatload of quotes I see flying around in real life and in blogs, and from this game here are a few:
Power percieved is power achieved
Power in numbers
The best offence is the best defence
Every action has an equal (or not) and opposite reaction
Now this is where I'm taking this next. Your fighting on a jam packed table with easily hundreds of models on the table, stuffing deployment zones full. Now while yes I am a Eldar player, I use what I consider scary (power percieved is power achieved), Terminators. Those buggers deepstrike, outflank, whatever, and assault the first thing in sight.
All of the sudden, the other guy lost a chunk of his army fast. As a Reaction (Every action has an equal/unequal reaction, he throws even more things into the assault planning for the terminators to slowly die off (power in numbers).
Lather, rinse and repeat, his entire army is busy being ripped to shreds while your army slides to take objectives / bases / killpoints.
Unfortunately with the new twist 5th edition has taken on, we are now faced with how to deal with tanks. and while No, he wont always take the bait, and in mobile armies. He just slides away from terinators. Slower armies will take hte bait, hopefully obscuring his tanks.
Either which way, you just shut down most of his army. Especially if you just got in his deployment zone by some miracle.
The mobility:
What I try to shoot for, is fighting armies that A) i only kill it off completely if I roll 6's, or B) wont annhilate me next turn. I commonly refer to it as a 2 phase assault. With terminators, this becomes extremely hard, 4+ to hit, 3+ to wound, and NO armour saves allowed. And at 3 attacks on the charge, we just became chopped up elf meat. (not delicious). Either which way, you now get a d6 conolidation and another 6 in. (plus another D6 with fleet), and then 6 in if your in assault range. That could result in as much as 24 in. movement. That's mobility. The only other nonvehicle that can pull that off is bikes and jetbikes. And thats including Eldar jetbikes, as 6 in assault move counts as a voluntary action, not allowed if you turboboost.
So yea, 24 in just because you assaulted once, and did it again is probably he best toy in the fleet arsenal. But only if you do it right
Check you codexes, because I may be wrong, are there any assaulting units in your codex with fleet that pull that kind of attention?? Stories are good. Follow if you can!
Power percieved is power achieved
Power in numbers
The best offence is the best defence
Every action has an equal (or not) and opposite reaction
Now this is where I'm taking this next. Your fighting on a jam packed table with easily hundreds of models on the table, stuffing deployment zones full. Now while yes I am a Eldar player, I use what I consider scary (power percieved is power achieved), Terminators. Those buggers deepstrike, outflank, whatever, and assault the first thing in sight.
All of the sudden, the other guy lost a chunk of his army fast. As a Reaction (Every action has an equal/unequal reaction, he throws even more things into the assault planning for the terminators to slowly die off (power in numbers).
Lather, rinse and repeat, his entire army is busy being ripped to shreds while your army slides to take objectives / bases / killpoints.
Unfortunately with the new twist 5th edition has taken on, we are now faced with how to deal with tanks. and while No, he wont always take the bait, and in mobile armies. He just slides away from terinators. Slower armies will take hte bait, hopefully obscuring his tanks.
Either which way, you just shut down most of his army. Especially if you just got in his deployment zone by some miracle.
The mobility:
What I try to shoot for, is fighting armies that A) i only kill it off completely if I roll 6's, or B) wont annhilate me next turn. I commonly refer to it as a 2 phase assault. With terminators, this becomes extremely hard, 4+ to hit, 3+ to wound, and NO armour saves allowed. And at 3 attacks on the charge, we just became chopped up elf meat. (not delicious). Either which way, you now get a d6 conolidation and another 6 in. (plus another D6 with fleet), and then 6 in if your in assault range. That could result in as much as 24 in. movement. That's mobility. The only other nonvehicle that can pull that off is bikes and jetbikes. And thats including Eldar jetbikes, as 6 in assault move counts as a voluntary action, not allowed if you turboboost.
So yea, 24 in just because you assaulted once, and did it again is probably he best toy in the fleet arsenal. But only if you do it right
Check you codexes, because I may be wrong, are there any assaulting units in your codex with fleet that pull that kind of attention?? Stories are good. Follow if you can!
Friday, April 2, 2010
First Tournament
This is another one of my random posts, or so it will be I'm hoping when I finally get some more fans, or at least some. But I am so excited about this right now, it's hard to contain my excitement!
I'm playing at the weekly tournament most likely being annhilated more often than not, but thats what I should expect. Also as it turns out, it will ne the soonest oppurtunity to toy around with this new style of massacreing I showed yesterday. I have so far a 750, 400 combat patrol, and a 1000 army. But with no idea what is going to become of any of them, we will find out. More hopefully tomorrow!
If you guys who find this have any friends in the Warhammer 40k area, please send them my way, I am in desparate need of advice, comments, e-mails, etc.
I'm playing at the weekly tournament most likely being annhilated more often than not, but thats what I should expect. Also as it turns out, it will ne the soonest oppurtunity to toy around with this new style of massacreing I showed yesterday. I have so far a 750, 400 combat patrol, and a 1000 army. But with no idea what is going to become of any of them, we will find out. More hopefully tomorrow!
If you guys who find this have any friends in the Warhammer 40k area, please send them my way, I am in desparate need of advice, comments, e-mails, etc.
Thursday, April 1, 2010
Null Deployment Model
This is a concept that I throw out a little early on as it's where my army is currently headed. I would like to thank Fritz/ Way of Saim-Hann (working on links too).
So far I find this a great toy agaisnt some of my crazy friends who I think may have beaten me to this concept. It plays on about 5 key things 1) your ability to get in on time 2) outflank and deepstrike 3) Assault, lots of scary assault 4) infiltrators 5) a menacing distraction.
Essentially what ends up happening is something like this. Now using Tau as a good example but this concept works well against other armies.
Tau: Okay i've got my stuff hidden behind terrain (ready to peep out of nowhere to blow up your wimpy little vehicles)
Me:Okay sounds good, you have any infiltrators?
Tau: you still have to deploy
Me: I did
Tau: Bwuh!?!?
Me: i reserve everything. So you have any infiltrators?
Tau: Yea, (mental What is going on)
(Tau infiltrates)
Me: MY turn...
(Me Infiltrates)
(Roll off etc.)
What i just did was throw my opponent the biggest possible curveball i possibly could. HE expects to jump out from behind his walls throw missile pods at me while i run up the board to gain a vantage point. What I did was give him nothing but a single squad chilling in some cover to pretend to hurt.
After about 2 rounds of shooting or so, my stuff flies in teleports in, etc., from just about every table edge i want to. The tau player who i know personally very well says the deep striking is hands down the scariest thing to happen to him. Especially since the tau are good at anything but assault. (moving and shooting) As a bonus point the army just moved in all together which never fails to scare someone, especially when its right next to your, well, your LASCANNONS, that thing your brought in to tear me down real fast, yea, well, its dead. Especially since 1: technically i got the first round of effectiveness later in the game. meaning at worst like 5 rounds of being shot at for us expensive-modeled players to deal with.
Heres as example list of what i get to play with for about 750 points using hte above model.
HQ: Autarch w/ Warp jump Generator, Fusion Gun, Scorpion Chainsword, 110pts.
Elite: 5 Fire Dragons 80pts
Elite: 5 Striking Scorpions, Ex w/ ShadowStrike, and Biting Blade, 117
Elite: Wave Serpent (most likely wiht the scorpions), TL Shuriken Cannon, Star Engines. (115)
Troop: 5 Dire Avengers, 60
Troop: 5 Rangers, 95 pts.
Fast Attack: 5 Swooping Hawks (105)
Heavy Support: Falcon w/ Scatter Laser, Shuriken Cannon, 140pts.
Heavy Support: War Walker w/ 2 Shuriken Cannons, 40 pts.
Now if you havent picked up on it, I'm starting to take the advice of a Tyranid player (probably dumb, but oh well), and trying my hand at an assaulting army, plus it helps with things like the assault, lots of scary assault covered above. But im going to go through each of hte above things one at a time as to why i got that stuff
Autarch: Mostly what he's there for is that +1 to my reserves roles. This is my easy way into making sure everything gets on the table as close to the same time as possible. His Fusion gun is there for that little extra boost of antitank support and the sword for tearing apart whatever was inside and for some reason survived, while the dragons sneak on to a transport for the next tank.
Fire Dragons: Antitank, Since they are slow it never hurts to put them in a transport especially when you have someone like another one of my crazy friends who finds it oh so hilarious to outflank his chimera right next to your important squads, the farseer guiding hte weapon platforms, etc. Plus they are assault weapons, so everybody wins.
Striking Scorpions: These guys add a serious anti anything punch to whatever they are attacking, S4 on everyone and up ot S8 on the Exarch, put them in a transport, and blam you have a serious killing machine for the Scoprions to chill in while all hel breaks loose oustide. Heres a funny concept i found out earlier today when i was trying this army out...
Wave Serpent with the Scorions JUST outflanked in their Wave Serpent with the Star Engines, ram Walker A, wrecking it, Star Engine ram Walker B, stunning it. Death or glory with a missile launcher passes, (oh crap), and explodes the Serpent!!! Needless to say the Scorpions had to come out, pass pinning and pulling through unscathed, only to run and assault a farseer who had charged my Hawks.
Dire Avengers, these are there mostly to harass the infiltrators who came on my end, assault them etc.
Rangers: Distraction/Attraction. They come with infiltrate, and they get a bonus +1 to their cover save. Put them in a forest and we got 3+ cover saves.
Swooping Hawks: These guys are Okay at assault but i rather throw hten at a tank and shove some haywire grenades into its armor. Deepstrike them in to harass a big squad with hte grenade pack, and we have a seriously screwed opponent who just happens to hate your guts!
Falcon: Create a little chaos wherever i please. =D
War Walker, To be honest, i was running low on points, and not seing anywhere else to put points, i decided to throw in someting that on average, NOONE could possibly destroy it unless they had a powerfist lying around in their back pocket, especialy against guard, it held an entire IG veteran squad for about 20 turns. (we just decided i won after about 5) Scout mve grants outflank, and the Canonons toss in a little extra support if theirs nothing for me to assault at the moment.
So, how do you new or experienced readers feel about this concept, work/fail? how would you guys run around your army, change things around
So far I find this a great toy agaisnt some of my crazy friends who I think may have beaten me to this concept. It plays on about 5 key things 1) your ability to get in on time 2) outflank and deepstrike 3) Assault, lots of scary assault 4) infiltrators 5) a menacing distraction.
Essentially what ends up happening is something like this. Now using Tau as a good example but this concept works well against other armies.
Tau: Okay i've got my stuff hidden behind terrain (ready to peep out of nowhere to blow up your wimpy little vehicles)
Me:Okay sounds good, you have any infiltrators?
Tau: you still have to deploy
Me: I did
Tau: Bwuh!?!?
Me: i reserve everything. So you have any infiltrators?
Tau: Yea, (mental What is going on)
(Tau infiltrates)
Me: MY turn...
(Me Infiltrates)
(Roll off etc.)
What i just did was throw my opponent the biggest possible curveball i possibly could. HE expects to jump out from behind his walls throw missile pods at me while i run up the board to gain a vantage point. What I did was give him nothing but a single squad chilling in some cover to pretend to hurt.
After about 2 rounds of shooting or so, my stuff flies in teleports in, etc., from just about every table edge i want to. The tau player who i know personally very well says the deep striking is hands down the scariest thing to happen to him. Especially since the tau are good at anything but assault. (moving and shooting) As a bonus point the army just moved in all together which never fails to scare someone, especially when its right next to your, well, your LASCANNONS, that thing your brought in to tear me down real fast, yea, well, its dead. Especially since 1: technically i got the first round of effectiveness later in the game. meaning at worst like 5 rounds of being shot at for us expensive-modeled players to deal with.
Heres as example list of what i get to play with for about 750 points using hte above model.
HQ: Autarch w/ Warp jump Generator, Fusion Gun, Scorpion Chainsword, 110pts.
Elite: 5 Fire Dragons 80pts
Elite: 5 Striking Scorpions, Ex w/ ShadowStrike, and Biting Blade, 117
Elite: Wave Serpent (most likely wiht the scorpions), TL Shuriken Cannon, Star Engines. (115)
Troop: 5 Dire Avengers, 60
Troop: 5 Rangers, 95 pts.
Fast Attack: 5 Swooping Hawks (105)
Heavy Support: Falcon w/ Scatter Laser, Shuriken Cannon, 140pts.
Heavy Support: War Walker w/ 2 Shuriken Cannons, 40 pts.
Now if you havent picked up on it, I'm starting to take the advice of a Tyranid player (probably dumb, but oh well), and trying my hand at an assaulting army, plus it helps with things like the assault, lots of scary assault covered above. But im going to go through each of hte above things one at a time as to why i got that stuff
Autarch: Mostly what he's there for is that +1 to my reserves roles. This is my easy way into making sure everything gets on the table as close to the same time as possible. His Fusion gun is there for that little extra boost of antitank support and the sword for tearing apart whatever was inside and for some reason survived, while the dragons sneak on to a transport for the next tank.
Fire Dragons: Antitank, Since they are slow it never hurts to put them in a transport especially when you have someone like another one of my crazy friends who finds it oh so hilarious to outflank his chimera right next to your important squads, the farseer guiding hte weapon platforms, etc. Plus they are assault weapons, so everybody wins.
Striking Scorpions: These guys add a serious anti anything punch to whatever they are attacking, S4 on everyone and up ot S8 on the Exarch, put them in a transport, and blam you have a serious killing machine for the Scoprions to chill in while all hel breaks loose oustide. Heres a funny concept i found out earlier today when i was trying this army out...
Wave Serpent with the Scorions JUST outflanked in their Wave Serpent with the Star Engines, ram Walker A, wrecking it, Star Engine ram Walker B, stunning it. Death or glory with a missile launcher passes, (oh crap), and explodes the Serpent!!! Needless to say the Scorpions had to come out, pass pinning and pulling through unscathed, only to run and assault a farseer who had charged my Hawks.
Dire Avengers, these are there mostly to harass the infiltrators who came on my end, assault them etc.
Rangers: Distraction/Attraction. They come with infiltrate, and they get a bonus +1 to their cover save. Put them in a forest and we got 3+ cover saves.
Swooping Hawks: These guys are Okay at assault but i rather throw hten at a tank and shove some haywire grenades into its armor. Deepstrike them in to harass a big squad with hte grenade pack, and we have a seriously screwed opponent who just happens to hate your guts!
Falcon: Create a little chaos wherever i please. =D
War Walker, To be honest, i was running low on points, and not seing anywhere else to put points, i decided to throw in someting that on average, NOONE could possibly destroy it unless they had a powerfist lying around in their back pocket, especialy against guard, it held an entire IG veteran squad for about 20 turns. (we just decided i won after about 5) Scout mve grants outflank, and the Canonons toss in a little extra support if theirs nothing for me to assault at the moment.
So, how do you new or experienced readers feel about this concept, work/fail? how would you guys run around your army, change things around
Here We Go
Hey Readers who randomly find this!
This is a blog for my perspective of the Warhammer 40k game.
As you may notice, this is via an Eldar player. I play around with tactics i find lying around at other places and give my view on hte same concept. For Instance, the Null Deployment model from Way of Saim-Hann. I also toyed around with some of hte jetbike tactica, but more on that later.
Also if i have the time i might throw in a battle report or 2, just for kicks and to show how some of hte plans pan out. As i catch on to how to use this i will also try my hand at throwing in some pictures of my army. Toss in some guides on how to, etc...
But also some of the weaknesses of both your and my army and if i'm lucky how to run around htem. Throw some comments at me and i will see what happens...
This is a blog for my perspective of the Warhammer 40k game.
As you may notice, this is via an Eldar player. I play around with tactics i find lying around at other places and give my view on hte same concept. For Instance, the Null Deployment model from Way of Saim-Hann. I also toyed around with some of hte jetbike tactica, but more on that later.
Also if i have the time i might throw in a battle report or 2, just for kicks and to show how some of hte plans pan out. As i catch on to how to use this i will also try my hand at throwing in some pictures of my army. Toss in some guides on how to, etc...
But also some of the weaknesses of both your and my army and if i'm lucky how to run around htem. Throw some comments at me and i will see what happens...
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