Showing posts with label strategery. Show all posts
Showing posts with label strategery. Show all posts

HoP Idol Round 4: Termicide

Next up we have HotPanda's entry.



Termicide - The act of causing ones own death. Termicide is indirect, when one does not desire it as an end or a means.  When one nevertheless commits an act which courts death in the attempt to hand out death to ones foes, knowing that you yourself may well succumb to the same illness.





To be assigned to a Chaos Space Marine (CSM) Termicide Squad is to live as one would die, to die as one has lived. With the unique ability to field small unit with minimal war gear these Termicide Squads can change the course of a battle through their actions.  These acts however are daring ones that laugh in the face of death in an attempt to take as many lives down with them as possible before succumbing to their own wounds. Failure is not an option only death is.



The key to achieving an effective Termicide Squad is keeping the points down while balancing their ability to handle tasks involving shooting and close combat against various targets.  Keeping in mind that a Termicide Squad is going to be Deep Striking in as their method of entry as this grants them the element of surprise.  A Termicide Squad is always 3 in size since anything more start to increase the cost of the squad to a point where they are not longer points effective.  CSM Terminators are able to achieve this balance between effectiveness and cost thanks to each Terminator's ability to field a combi weapon and a specialized close combat weapon.  On top of this each squad, regardless of how big it is, can take one heavy weapon. The question is what do you take though?  With the fact that they will not be able to assault the turn they arrive they need to be able to do some serious damage via shooting as soon as they arrive against various targets.  Combi Meltas, Combi Flamers and the HeavyFlamers are the most effective and cheapest shooting based war gear at their disposal.  These three weapon will allow them to pop a tank/walker and or trim the fat off of any horde.  If the squad survives the onslaught of fire power thrown their way they are more than likely going to get assaulted or be assaulting the next chance they get.  This is where their specialized Close Combat weapons come into play.  Standard war gear gives them each a power sword which is great for killing as it negates armour saves.  However it cannot handle vehicles/walkers in close combat.  To help with this one Chainfist (preferred) or Powerfist can make the world of difference.  If you know your army has a weakness one can always focus the squads war gear around that.  For example, if your problem is that your army is lacking anti tank then a Termicide Squad can be use to plug that hole with a 3 man squad all equipped with Combi Meltas and one member with a Chainfist.  There are several different variants of the Termicide Squad but the principles remain the same; as cheap as possible, yet as effective as possible.

Below are several Termicide Squad load outs directed towards filling a specific goal:



All Comers

120 = CSM Terminators x 3: Combi Melta x2, Heavy Flamer and Chainfist x 1

* A wide variety of weapons for maximum target flexibility



Anti Tank

120 = CSM Terminators x 3: Combi Melta x 3 and Chainfist x 1

*All weapons are geared at popping vehicles/walkers



Anti Horde

105 = CSM Terminators x 3: Combi Flamer x 2, Heavy Flamer

*Lots of flamers to help trim the fat off of any horde



As you can clearly see you each of these three Termicide squads cost no more than 120 points but remember they are specifically designed to cost very little as they are in all likely hood going to die on the battlefield.  If you feel confident that your Termicide Squad will survive first contact and that assault is where they will meet death then the Icon of Khorne is an option as it will grant them +1 attack each while giving them an Icon to call down additional units.   If you have some points to spare but not enough for an Icon of Khorne then you can always make any of them a Champion as this will also give them a +1 to their attacks.  Tread carefully though as these upgrades walk the line in terms of cost effectiveness and should only be used if you have the points left over.

In the end death is the only outcome that a Termicide Squad is looking to achieve.  If they cannot achieve that then their only answer is death itself.

Hop Idol Round 4: Two Strikes and Out!

First up in the round we have The Other Guy's entry.


Two strikes and out!

Hello, greetings and other British versions of “Hi”. I’m The Other Guy, and today we are talking tactics. I’ve been very much enjoying the new Ogre Kingdoms army book, and will be journeying with you into my views on this book. Because I am rubbish at choosing internet photos to go with articles, you will be getting some of my personal (Work in Progress) Ogres to distract you from the text.




Prelude –

Firstly, I know Warhammer Fantasy has been getting a bit of a bad rep since 8th edition came out, and people seem unhappy with the amount of armies and publicity they are giving it over 40K. However I do believe it is a very enjoyable game, and is worth your time getting back into. I also firmly believe Games Workshop isn’t going to stop plugging it mercilessly until sales improve, regardless of Internet chatter. To promote 40K, we must buy Fantasy!

Secondly – I believe most armies have at least one standard way of them being played, as designed by the game makers. That is not to say other builds are not possible, but that some builds are naturally encouraged.

Nexus 



I want to show you my view on the Ogre Kingdom’s main army build design. This tactic will hopefully be pretty obvious to you already, but I hope something helps you in your next game. I call it “Two Strikes and Out”.

The army mainly has 3 speeds. Fast, Orge, and Gnoblar.

Fast move above 6”
Ogres move 6”
Gnoblars move less than 6”

It is a very simple army design, because ogres are a simple race, and a simple army. There is no need for Goblin sneakiness, or Wood-Elf tree-hugging.

Hit them with the “fast” things, taking out small prey, distracting and taking bigger units out of coherency/revealing a flank. Ogres then catch up, hitting the disorganised army. Mainly leave the Gnoblars alone. Simples ;D

What Do I define as “Fast”?
Characters using the Magic Carpet
Characters with Longstrider big-name
Hunters riding Stonehorns
Sabretusks
Yhetees
Mournfang Cavalry
Maneaters with Scout special rule
Ironblaster’s shooting
Scraplauncher’s shooting
Thundertusk’s shooting
Stonehorns
Units using the banner of +1 movement speediness thing

Fast Tactics – Run the fighters towards the enemy, with a slight focus on one flank, but still paying attention to both. The fast attack section should be around one third of your points. Your fast forces should be viewed as expendable – that is to say, you don’t expect them to survive the battle. You are not throwing them away pointlessly, but any that do survive are a bonus, not an achievement.
Try to protect and distract the opponent from your “Ogre” force, while disorientating his army. Aim for Battle Standard Bearers if you feel the need to hunt for characters.
Any shooting should be aimed first of all at war-machines that cannot easily be engaged. Then at large “anchor” units in his force. Then targeting units that may attempt to outflank you.
Mournfangs with Iron Fists are great for locking units into battle. Yhettees are good due to aura-of-frost if not being shot at too much. Read up online for “the magical three single sabertusk” tactics.
Maneaters with Scout and Stubborn are pretty hard for your opponent to ignore.

Sidepoint – nasty, silly and risky trick.
Slaughtermaster with Death Magic (other laws of magic available), Magic Carpet and Hellheart. – Fly your Slaughtermaster into the middle of his army (trying to avoid being in a charge arch, but not strictly necessary). Make sure you land close as you can to his magicians / where his magicians will be after his movement turn. Let loose as much aggressive magic you want. Use the Hellheart in his next magic turn. You can thank me later.



What Do I Define as “Ogres”?
Named Characters (with the exception of Greasus)
Tyrants, Foot Hunters, Bruisers
Slaughtermasters, Butchers and Firebellies
Ogres
Ironguts
Leadbelchers
Maneaters without Scout
Gorgers (see Sidepoint)
Giants
Thundertusks
Scraplaunchers and Ironblasters as combat support.



“Ogre” Tactics
These guys pack a huge wallop, but are vulnerable from magic and shooting if not protected by expensive items/ strong magic. These guys are your second strike in combat, and should be designed to do as much combat damage as possible. The main exception being the Leadbelchers, who are good for blasting away whole units, then getting involved in combat.
Larger the better when looking at these unit sizes, and hordes are especially fun.
This should be the bulk of your force, no less then half, preferably two thirds. Magic users should be using buffs to support your forces, especially to help them reach combat. Battle Standard Bearers should be here, supporting the main troops.

Sidepoint – Gorgers are classed as Ogres because they are;
1 – more likely to hit the opponent at the same time as your Ogre units.
2 – unable to distract until they arrive on board.

These guys are the team that takes down the opponent because the fast team has weakened them. They should power through units with minimum casualties. Primary targets are units with exposed flanks, damaged units and key control units.

Sidepoint  - Gnoblars (And Greasus Goldtooth) are unable to keep up with this tactic. I would not encourage them to be used in this force, unless you expect to need to occupy a building with Gnoblars (and their trapper friends), want a horde unit to hold a flank for a turn or two, or really like painting Gnoblars. I have yet to find an excuse for Greasus.


Finale  -

This is not the only ogre build, but it is the main one I have been using, and the tactics behind it. Remember, it is only ogres. They get confused at fancy tricks.



First “Fast team” strikes hard. Then Ogres stampede through the remaining units. Two strikes and your opponent is out. Good Guys win, Bad Guys lose, and as always, England Prevails!

SinSynn's WAAC Tactics for the Fluffy Gamer

Hey folks, SinSynn here.

I have recently come to the conclusion that I'm basically a Fluffbunny.
I have absolutely no problem with this realization, but there it is.

*It's not so bad...I just really fear hawks now*


On the flipside, I have no problems whatsoever with 'competitive types.'
This is their hobby, too, so...whatevs, amirite?
I'll gladly exchange jokes and jabs with the likes of GMort (our own 'power-gamer extraordinaire' here at HoP, and author of GMort's Chaotica) , and I've had many interesting back 'n' forths with Stelek, over at YtTH, regarding the Tau.

These guys BLEED competitive, and I embrace them as brothers.
It is what it is...different strokes, different folks and whatnot.

We all play 40k, right? So we can meet in the middle and chat about it, regardless of our...is 'differences' the word I'm looking for?
Id' like to think it ISN'T.
I'd like to think our similarities should bind us together as hobbyists.
*shrug*
Just throwin' that out there, folks...see if it sticks.
:)

It's pretty clear to me that I fall on the 'Fluffy' side now, however, and I can pretty much lay the blame at the feet of one awesome Xenos chick....

*I heart Shadowsun*


Yep...My favorite Xenos female.
Oh, man...I would lay some SERIOUS tentacle on her.
And yeah, she's most likely melta my face...but it would so be worth it.
Yes I know she isn't real, and maybe doesn't technically have 'feet,' either, but....

DON'T YOU JUDGE ME!
...this is MY Xenos fantasy...go find yer own...nyah.

So let me say this plainly, and proudly:

I will NEVER, EVER run a Tau list without her in it.
That's my 'grrrrrrrl' right there...she's a badass.
Don't bother trying to explain why she isn't an 'optimal' HQ choice- I ain't tryin' to hear it.
Oh, and don't you DARE say something like, 'Shadowsun is fail,' cuz I'll fucking Disintegrate you.

*Just ask this guy...oh, wait- you can't. Mwahahahaha!*


So since I'm the kinda guy that'll make excuses to run models he likes, instead of 'min/max-ing,' that makes me 'Fluffy,' right?
Meh, whatevs...
Here's my true feelings on this issue-

1) The models are more than 'wound markers' for me. It was the models that bought me here in the first place.
I know perfectly well how bad Lictors are, for example. I still love them, cuz they're fucking cool....so, nyah.
:P

2) I do this 'hobby thing' to chill, in all honesty. If I'm all 'stressed out' over a Tabletop game that's supposed to be FUN, then something has gone terribly, terribly awry.

3) Being 'awesome at 40k' isn't like, a priority in my life.
Don't get it twisted- I in no way want to diminish anyone's...thing, or whatever.
But as for me, if it comes down to sleeping in on a Saturday or attending a Tournament, well...

*Lemme know how it went, I guess....*


I'm sorry...It's just that I work for a livin,' and I wanna sleep past like, 7 AM on my days off.

I'm primarily a nocturnal Xenos, and my idea of a great time gaming is an evening spent in The Ultimate Rival's garage, when it's after midnight and we're still cursing at each other and rolling dice.

Hmph...I let a joke pass...Hold on a sec.
...*ahem*...
I said, 'The Ultimate Rival'.....

*Yeah, that's him*


Whew, thought I was losin' my touch.
:D

One thing is VERY important to me, gaming-wise, however....

The Ultimate Rival MUST BE DEFEATED, at all costs!

I take that VERY seriously, folks...I am totally 'WAAC' when it comes to..him...
-_-

However, I am...unwilling to budge on the Shadowsun issue.
Heh.

With that in mind, I have developed a set of DEVIOUS XENOS TACTICS to assist in this honorable goal.
The world MUST be rid of his kind of evil...
Y'know, the kind that builds efficient army lists, rolls dice that are completely un-cursed and makes logical strategic decisions.
Fuck those guys, I say.
Nyah.

My fluffy brethren! Are you tired of getting ROFL-stomped by the 'competitive types'?
Well...I honestly can't help you there...I suck at this game...
But I can make it more fun for you (and maybe them, too)!
These tricks won't really help you 'win,' but...whatevs.
I'm here for the LOLZ....aren't you?
:)

*Xenos trickery!*


1) SLOWPLAY, but not the 'douchebag' kind.
Think 'casual game' slowplay, and yer on the right track.

True 'competitive types' will not tolerate deliberate slowplay, and will shout out people who do it.
The trick is to NOT be 'competitive' with your slowplay.
You're there for fun, remember?
Mr. Competitive across the table there could use a lil' fun, I think.
Don't you?

Crack jokes, tell that story 'bout yer mother-in-law that's so funny, enact violent death scenes for your models, do a 'dice sacrifice ritual,' whatever.
Be creative and keep it varied.

You'd be surprised at how time flies if you and your opponent are sharing a laugh and exchanging stories....isn't that better than having someone friggin' loathe you?
DON'T use things like 'rules arguments' and the like.

If you're a dick, that's not cool....but if yer desperate, do something like...drop a few dice.
Your opponent will probably help you look for them, especially if they're on his side of the table.
Whoops...there goes a few minutes...Hey, thanks for the help...sorry, I'm a klutz. Ok, now...where was I? Oh, darn it all, I forgot....Hafta start over...
...
See how that works?

Just don't use arguments and hassles, and keep it light hearted and fun.
A little joking goes much further than a lotta hassle, trust me.

If they're laughing and having a good time because you're doing an impression of a rutting Ork, well then, you've already won a moral victory, and they'll never know what hit 'em.

2) BE INNOCENT AND KINDA STUPID
Competitive types are at their most predatory when confronted by a noob.
It's your job to turn that against them!

*Heed the Kitteh...the Kitteh is wise*


Show up at the game table, wide eyed like a deer. Start doing noob stuffs.
Say stuffs like, 'This is my first Tournament,' or 'Man, I haven't played in so long,' or whatever it takes.
AGAIN- don't be a jerk!
Be ingratiating, be sorry for your noobishness, be desperate for help, for knowledge...seek your opponent's assistance in learning how to play...you're a lamb....
Yes, you will likely get slaughtered.

However, even the most jaded 'competitive type' was a noob once, and will likely be softened up a bit by this approach.
They might not beat you so bad, they might feel a little fluffy sunlight filter into their blackened, competitive souls, and who knows?
They might leave an opening somewhere for you to exploit.
Turnabout is fair play, after all....
*Evil Xenos cackle*

3) BE DISTRACTED
Again- don't use 'dick moves' like ringing cellphones, having conversations with people at other tables, etc
No, the trick with this one is involving your opponent to the fullest.
Engage the person across the table in some basic 'introductory' conversation.

Are they married?
Well, then...you've got 'Terran Female' issues.

Are they younger cats that live at home?
Ugh, yer parents are SUCH a pain in the ass.

See where I'm going with this?
Lay it on thick. Have a sob story.
You can't even focus on the game, such is your drama...drag yer opponent down into yer hell.
Before you know it, they're all sympathetic ears, and you've made an ally.
See if you can translate that empathy into victory!
You can be there to console your defeated opponent...after the game.
;)

And finally, SinSynn's 'DESPERATE TIMES, DESPERATE MEASURES' ULTIMATE TRICK!

4) BE A CLUMSY DUMBASS

*Maybe it is, buddeh...maybe it is...*

It's a pretty well established fact 'round these parts that I'm...well, not right in the head.
DON'T YOU JUDGE ME!
...cuz I swear it's not my fault...

But at this point I've garnered a reputation for doing things like-

Rolling dice into my opponent's models and breaking them.
Placing my own models in precarious positions, where they fall...onto other people's stuffs.
Tripping on anything and everything in the immediate area, with disastrous results.
Spilling stuffs...again with disastrous results.

If I don't manage any of that, I've been known to..break random stuffs nearby, like an unfortunate lamp in The Ultimate Rival's Gaming Garage.
Although he'll NEVER let me hear the end of it, I DID win our game that night....
Just sayin,' folks...
:D

Take these 'tactics' and run with them, my fluffy brothers and sisters!
And before you 'competitive types' start complaining about 'gypsy tricks', remember that you guys write posts about 'getting inside your opponent's head,' and whatnot.
Pfft!
Here's what's in MINE:



*You happy now?*


Until next time, folks- HAVE A VERY XENOS DAY!

-SinSynn

User Content Wednesday: Ogryn - Not Terrible

Sorry for the late post today, but its finals.  And even though I'm not a student, it still effects me.  Stupid higher education.  With your dumb smart crap.  Moving on...

Today's reblogging comes by way of Sons of Taurus who points out that Ogryns can be pretty fun. Really, who doesn't secretly want those goofy bastards to be better?  Hell, even Stelek has got a soft spot for 'em.  This post may not address the rules issues, but at least it gives you some uses for those $22 lumps of metal you've never used.  My sincere hope is that someone out there will get those goofy bastards out and on the table.  Especially you, Dethtron! 

Hardly a ringing endorsement, I know.

Ogryn aren't the most competitive option in the Imperial Guard codex. If you're going to a tournament, you're probably better off with VAVOOM - Vendettas and Veterans with Ouchie Ouchie Meltaguns.  They're not "optimal" in the mech&melta world, but they sure are fun.

Who are the Ogryn? 
Ogryn are abhumans; an offshoot of normal humanity.  The Imperial Guard uses them for their brute strength and durability, and you can too!

Modeling GW makes official Ogryn models, and IMO they're fine.  The only issue is that being large metal GW models, they're pretty expensive.  If the cost doesn't scare you off or you can find a deal, go for it.  With a little work, these can be converted too, like those at Heresy Workshop that were converted to fit in with the wonderful Forge World Renegade Ogryn.

For those looking for plastic figs and a somewhat lower cost, many turn to WHFB Ogres.  One box of Bulls and one of Ironguts or Leadbelchers and you've got ten Ogre bodies and various bits and bobs to work with.  Add bits and greenstuff work as desired.  Some examples:

-Great tutorial by Kris Aubin

-A squad of Praetorian Ogryn built by Col. Gravis

-Some wicked dudes from The Brush Squig

-A mean mutha from Santa Cruz (Warhammer)

-My own Scythiak Ogryn.  Part One and Part Two

Gaming
Ah, here's the tough part.  I'm going to approach this from the standpoint that you've already decided that you're going to run Ogryn, so discussion about if they're worth it or better choices are moot.  The big guys are going to hit the table, so how should we use them?

The Basics - The big claim to fame for the Ogryn is their durability, Toughness 5 and 3 wounds, though they still have a regular guardsman's 5+ save.  Five and three are popular numbers for Ogryn, with S5, 3A, and a S5 3shot gun too.  Shoot as well as a regular guardsman, fight as well as an Ork or Marine.  They also have Furious Charge and are Stubborn.

What they're good at - You want these guys stuck in - shooting their Ripper Guns and bashing heads in with Assaults.  Neither their guns nor their CC attacks ignore armor, so the weaker the target, the more they can bully them.

Their problems - Sometimes the enemy doesn't come to you, so you have to go across the table to them.  Squads of six or less can take a Chimera, though you'll want to be sure to time disembarking right since you can't assault out if the tank has already moved.  Ogryn are also unfortunately forbidden from being carried by Valkyries or Vendettas, so that's not an option.  Walking is the other choice.  T5 will protect them to a degree, but try to get cover as much as you can, either from terrain or by spreading out tanks or infantry in front of them as you approach.  Leadership is also "low" (with Bone 'ead it's the same as regular guard without sgts), but is Stubborn.  Attached characters, standards, and generally trying to avoid having to take tests in the first place help minimize Ld problems.

Potential Uses -

--Counterattack - Support for a gunline, probably a smaller unit (3-6) to keep costs down.  Either kept nearby your shooting squads or kept in Reserve to come on when the enemy has gotten closer or hopefully react to enemy Deep Strikers/Outflankers.  Even if they don't halt the threat completely, hopefully they slow it down enough to give the firebase another round of shooting.

--Attack Support - 5-6 in a Chimera, supporting other Chimera units moving up.  Five can shoot out of the Chimera hatch (15 S5 shots are nothing to sneeze at) and when the time is right come out and play.

--The Main Event - A big squad, ten if you can get 'em.  Intended to be run up into the enemy's business.  It's a big investment, so you'll probably want to spend a little more to protect them, so a screening squad is a good idea.

Combos - If you're using Ogryn for either of the first two uses, they probably don't need any extra special support.  With a "The Main Event" type of squad though you'll want to be sure to protect your investment and get the most out of them you can.

Company Command Squad:  A regimental standard nearby will help the Ogryn stick around, with morale re-rolls.  They can also issue Orders to the Ogryn, which can be handy sometimes.  Bring it Down making those Assault 3 Strength 5 Ripper Guns twin-linked can make a nearby Monstrous Creature or weak AV nervous.  Fire on my Target makes the Ripper Guns even more dangerous against lightly-armored targets in cover, and Get Back in the Fight is handy to rally the Ogryn after a bad morale check.  In certain circumstances, a Company (or Platoon) Command Squad could also issue Incoming! to an Ogryn squad in cover, making them stupidly hard to take out with shooting.

Lord Commissar:  Keep him nearby to give them Ld 10, and it's unlikely that the Ogryn will bail on you.

Primaris Psyker: Attach for a Ld boost, and his Nightshroud power can reduce some of the incoming shooting.

Creed:  His special order can give them Fearless for a turn, and he can also give them Scouts - either letting you scoot a little closer to the enemy or letting them Outflank.

Straken: Can give them Counterattack, which should help if the enemy gets the first assault in.

Yarrick: Tough enough to hang with the Ogryn in a CC, can make them Fearless and let them reroll misses when they charge, plus his power fist is handy to have around.  With Eternal Warrior, he could also be a good place to drop the stray S10 shot that would otherwise instant kill an Ogryn.

Al'rahem: The timing and positioning could be tricky, but in the right circumstances Like the Wind! would let the Ogryn shoot AND move a d6" and still be able to assault.  Could be very handy if need to be sure you can get to that unit in cover or hit someone normally out of charge range.  Not something to count on, but if you're taking Al'rahem anyways something to keep in mind.

Other tricks -

While most would consider them an anti-infantry unit, they can do a number on vehicles in the right situations.  A bucket of S5 shots vs. AV 10 or even 11 isn't bad, and an even bigger bucket of S6 attacks on the charge can do a number on weak rear armor.  If you can get an Ogryn squad up to a parking lot, they'll do some serious damage.

Make use of their durability.  While frequently you'll want to try to screen them, sometimes it will be more useful for them to return the favor.  Let them screen the more fragile scoring Troops on an objective, or provide cover for a tank.  Don't be afraid to fire blasts/ordnance near them as long as it isn't S10 - scatters may cause some wounds, but without instant death the risk shouldn't be too bad, just be careful of pinning.

Some scenarios -

Ten Ogryn charging 30 Slugga boyz with powerklaw nob:  30 Ripper Gun shots - hit 15, wound with about 10, assuming a KFF save, 7 die from shooting, 23 Orks left.  Ogryn strike first due to Furious Charge with 41 attacks, hit with about 20, at S6 say 16 wound, 14 more Orks die.  Eight remaining sluggas and PK nob swing back, 24 regular attacks, 12 hit, 2 wound, maybe one save so 1-2 wounds on an Ogryn.  Nob swings three times, hits once or twice, wounds once or twice, does another 1-2 wounds.  End result Ogryn win combat by about ten and the remaining Orks are almost certain to break, loss of one Ogryn.

Ten Ogryn charging 50-man Guard blob, 5 sgts with power weapons, Commissar with power weapon:  Again 30 Ripper Gun shots, 15 hit, about 12 wound, 8 die, 43 victims left.  Ogryn and guard strike at same time.  Ogryn hit on 3+, so hit about 28 times, wound about 23, about 15 guard die (28 left).  Meanwhile 37 guard attacks and 18 PW attacks, netting about one dead Ogryn.  Guard lose big, but with Commissar likely hold firm.  Next round guard strike first, do 2-3 wounds after everything, let's say three, removing another Ogryn.  Eight remaining Ogryn hit back with 25 attacks, 17 hits, 14 wounds, 9 more dead guard, 19 left.  Soon the hits will have to start being allocated to the sgts, and once they start failing saves it goes downhill even faster for the guard blob.

So - I'm not endorsing that you use them in "competitive" events or anything, but if you do decide to use them, hopefully you can make the most of them!

edit: Also check out these from Olleys Armies for that old-school vibe.
edit: Another Ogryn ripper gun tutorial from Miniature Wargame Conversions

User Content Friday - The Unknown/Uncommon Army Factor

Hey keeds! Its time for a Friday Re-blog! 

A little while ago I was sifting through 40k misinformation and came across a comment from a Necron player.  Basically, he was of the opinion that his army had an advantage because it was fairly rare.  And even though Necrons kinda blow, he was of the opinion that he was 'going against the meta' and that this afforded him some form of advantage.  Now I'm not gonna get into the debate about whether or not there's an actual metagame for 40k, but I do want to address the idea that simply being different is a path to success.  Actually, Kirby will be addressing this:

So I mentioned in my previous article I’ll be discussing Footdar in a vague sense. This article stems from a comment Fritz made on his blog or BoLS (can’t recall) about bringing an army or tactic to the table (specifically a tournament) people are unused to. Fritz points out everyone has seen Mech Eldar and should have a vague idea on how to handle it but a lot less people see a footdar/Elfzilla list and thus may be confused about it. I agree and disagree with this. Whilst I am of the opinion that footdar/Elfzilla lists aren’t competitive due to a general lack of mobility, survivability, anti-mech and general firepower, Fritz (and Brent) are clear to make the point they are experienced with that type of list and it works for them. Unlike others they haven’t gone around totting footdar as the best thing since I started this blog (or sliced bread if you want a cliché) or others I’ll fail to mention atm (remembering this isn’t about Footdar). Summary: this is not an attack on Fritz, footdar or BoLS. Now that we’ve got that out of the way...let’s look at Fritz’s point.


Early in 5th edition I’m sure many of you will remember the “dominance” of Daemons/Orks/Chaos and the rather long time it took for everyone to adapt to the mechanised edition we currently live in (and now can’t understand how certain foot/hybrid builds are good). These three books were the newest on the block and coupled with a new edition, people were having trouble on the table against them. Call it army of the month syndrome which includes a lot of raging against the newest army for its toys. This is where I agree with Fritz, when something is new and unseen, not everyone is going to be able to cope as well against something they know even if they know the rules/how it plays, etc. Actual experience outweighs armchair wargaming by far.

The problem I have with this, particularly in relation to established books, is aspiring 40k generals shouldn’t be so thrown off by seeing something new (i.e. new codex) that they are unable to cope. This harks back to some recent articles on this blog about playing what’s on the table and Puppy’s competitive article. Whilst not everyone may spend as much time as we bloggers on the internet in understanding 40k, it’s not exactly a complex system. All the information you could ever want on your opponent’s armies are right there, easily accessible and it should be assumed you’d aim for some games against the new army (head down to your local club, new armies get played a lot generally). No magic card tricks or aces in the hole, quite simply the game is very transparent and taking a list to a tournament with a premise of it being unusual or uncommon helping you win games is not a good idea.

Unfortunately, you’re going to come across quite a few new or inexperienced players (or simply non-competitive) at tournaments so it may seem like this works. Hell, even experienced gamers might find themselves befuddled against new armies or an unusual list (either through complacency or not understanding) but in the perfect theoretical world of everyone running a good list and being a good general...well this concept just falls through.

Onto my point about an established book. With newer books/rule sets people have an excuse of the shiny new stuff but older books have been rehashed, looked at, reviewed, come into favour and out of favour, etc. so often, there shouldn’t be any surprises for an experienced gamer which is what you would expect to see at a tournament. Again, I have nothing against Fritz’s use of footdar or how he portrays it but I feel the unusual or uncommon factor of an armylist and an individual being well-rehearsed in using it doesn’t mean it will have an advantage at a tournament (although actually being able to use your army might be an advantage from what I’ve seen).

So do we agree with me, Fritz or both (woo internet clash!)? Do you find some players take a while to adapt to the new or unexpected and are these often newer players and do you find the more experienced gamers just get on with it?

A New Perspective on Mechanized Tyranid Forces

Wait a second, mechanized Tyranid forces don't exist, do they?  Well I guess that just depends on your perspective. 

We all know that mechanized forces supposedly rule the current 5th edition 40k landscape.  The inability of Tyranids to field a mechanized army has often been cited as a reason they are not competitive.  Why more people don't recognized other non-mechanized armies like BA jumpers, bike armies, foot IG, whatever the hell it is Tau do these days, foot BT, etc etc as being viable alternatives to mech I'll never understand, but that is a whole different argument for a different day.  I'd like to briefly raise a point today, instead, about the Tyranids' true answer to the mechanized force- the Tervigon.


Think I'm smoking crack?  The Tervigon isn't a vehicle or a transport, you say?  Let's jump in the deep end and see what we can hash out. 

The closest thing Tyranids have ever had to a true transport (ignoring Genestealer cult armies, of course) to date has been the Mycetic Spore.  Being basically, a living drop pod and, therefore, subject to all of the drawbacks of a pod, I wouldn't consider it a transport in the traditional sense.  The loss of the ability to move after deployment, removes any mobility advantage of the typical transport and once it lands, you can't get back in to gain sweet gooey shelter from bullets.  So, for the sake of argument, I won't be considering this a transport option for nids.

Instead, think of the Tervigon in terms of a transport- it essentially carries scoring dudes around inside of it and only offers a minimal offensive capabilities of its own.  It has a cargo of troops within it that it is protecting.  Sounds a lot like a transport to me.  Moreover, this unit is a lot more survivable than most transports are.  Does it take 6 successful missile hits to kill your Rhino?  Yeah, I didn't think so.  Now I'll admit that it is more vulnerable to small arms fire than your average vehicle, but seriously, when was the last time you wounded a T6 3+ save Monstrous Creature with lasguns or bolters anyway?  Really this should only be a minor issue, as you should have a wall of other T6 beasties backing you up, drawing fire away from your Tervigons.

Before I open this thought up to the group, here are a few things to consider:

Movement- Transports will, on average, be able to move slightly faster than a Tervigon (9.5" average move on the run), but don't forget that this guy (or is it a lady or even an it?) is capable of crapping out troops up to 6" away, still able to move, as opposed to 2" and static after a cruising speed move for normal transports.  If we consider the threat range of a transport, then, as 14", by the same token troops disembarking from a Tervigon can reach out and touch somebody 6" spawning distance + 6" Termagant move + 3.5" run move, or a total of 15.5" up to 18" away (though as little as 13" on a bad day). Shit, you can even assault if you need to, giving you a 6" spawn + 6" move + 6" charge, for 18" of total fun, making these guys the John Holmes of Tyranid troops (yes, so maybe that would only be 14", but the important thing is that it's bigger than you).

Better still, your Tervigon can move through cover without losing much speed and without having to worry about getting immobilized. You don't even need to buy him a dozer blade, but that would be pretty kick ass.  Long story short, a Tervigon has similar to better movement capabilities compared to a transport.

Points Cost-  The cost of a base Tervigon is 160 points.  Tooled up with catalyst, adrenal glands, and toxin sacs, it will run you 195 points.  Don't forget that for this cost, you are also getting "free" termagants.  You should generally spawn 10.5 of them per turn and I believe that statistically, each Tervigon will generally spawn 2 broods before experiencing the miracle of menopause and ceasing to bear young.  That means you're getting 21 troops, a 105 point value, absolutely free.  I know it's a bit of an apples and oranges comparison, but consider that a squad of 10 IG vets with 3 meltas will run you 155 points in a Chimera. The Tervigon transport stacks up pretty favorably from a points perspective.

Psychic Powers-  Does your transport have these?  Well of course not, BA have one of the only Pysker vehicles in the game.  The ability to buff your troops psychically isn't offered by any other transport.  Not to mention that this acts as a key synapse creature and can even fuck up enemy psychic powers.  Let's see your wave serpent pull that off. 

Shooting-  Here the Tervigon is a little lackluster, but a S5 large blast or 4 shot weapon is still a nice anti-infantry option that can even be deployed against light armor in a pinch. 

Durability- As I mentioned earlier, here is where the Tervigon really shines.  It should prove to be more durable than most AV11/12 vehicles, ensuring that it will make it to the enemy lines to disgorge it's cargo.  Don't forget that rather than spamming tank hulls to screw with your opponents target priority, there's a pretty good chance you're spamming T6 bodies. 

Assault-  Sure you can't expect to do much more than tarpit an enemy unit with a Tervigon, but regular transports sure as shit can't assault.  Side note- how cool would a walker transport be.... Don't forget that as a MC, tank punching becomes really scary from these guys, netting results similar to 3 melta shots- melta vets take note.

Scoring- The Tervigon can be, and your transport only is if it's got troops inside it.  Consider that you're spawning 2 or more broods (or 1 if your luck sucks), and you're getting a minimum of 2 scoring units for the price of 1.  Blue light special on scoring units in aisle 5.

Tank Shock-  Tervigon can't do it, but neither can a lot of other transports.  It would be nice to be able to do this, but the disadvantage is somewhat mitigated by the ability of the Tervigon to assault.

So what do you guys say to my crazy theory?  Can we consider the Tervigon a transport, thus giving us viable mechanized Tyranid option? 

User Content Friday - Using Unused Units!

Sometimes getting people to volunteer content for Friday is a lot like playing Marco Polo with deaf people.  Sometimes its significantly easier than that.  Nick from IDICBeer hit us up for some pimpin' the other day and we were happy to oblige.  As a kind of twofer, check out Nick's work around for the missing spore pods before jumping in with the food for thought below.

Nick speaking,

So I have previously talked about how playing different scenarios and missions can really change your army, and how Cities of Death really helped my Wulvenkind perform on the table, even with my old Codex. But the best thing about playing something different, is that it can unlock those units that you don't usually play with! And that is what I love about playing Cities of Death...

I have found that it also makes a big difference to my Eldar army as well, allowing me to take advantage of the buildings and scenarios, and getting a different type of list on the table is what it's all about. Here is a peak at my standard 1500 point list for Cities of Death.

HQ
1x Avatar
1x Eldrad

TROOPS
5 x Pathfinder Rangers
3 x Guardian Jetbikes/Shuriken Cannon
10 x Guardians/Scatter Laser

ELITES
10 x Harlequins/Kiss/Fusion Pistols/Troupe Master/Death Jester/Shadowseer
10 x Striking Scorpions/Exarch/Scorpion’s Claw/Stalker/Shadowstrike

HEAVY SUPPORT
1 x Wraithlord/Flamers/Bright Lance/Missile Launcher
3 x War Walkers/Scatter Laser

Normally four of these units would never make it into my standard 40k list, but the Avatar, Scorpions, Warwalkers and Guardians are all perfect for Cities, and it's only because I also have an Eldar Harlequin army, that the number of units I would not normally use isn't eight, with Jetbikes being the only unit I use in my Eldar Mech and Saim Hann lists.


So with the ability to have some fun with units I love but don't usually take, how does the list work?

Well first up the Avatar advances forward to cause trouble, whilst the Wraithlord, Guardians and War Walkers all sit at the back giving out some firepower, with quantity of shots over quality being key in Cities because of all the cover saves. Eldrad hides out of site or joins the Guardians to do what he does best with his Jedi tricks, and to help with wraithsight. Harlequins sit nearby ignoring terrain ready for the counter assault, or to quickly move out depending on the mission.

Striking Scorpions infiltrate in a position to help the Avatar out midfield, or to get into the enemies back ranks taking advantage of move through cover. The Pathfinders infiltrate into a high advantage point to shoot, distract and hold any buildings. A small unit of jetbikes are ideal for reserving, it is small enough to avoid landing on terrain, and can either contest or pop out from behind terrain, shoot the Cannon and then hiding again in the assault phase.

Playing something extra like Cities of Death and the different missions, really does add a different dimension to your army and how it work, and gives you something different to work with...

Do you have any units you never use in normal 40k, but work really well in different scenarios?



User Content Friday - Advanced Blocking Tatics

If you don't know who Kirby and if you don't know what 3++ is the New Black is, then you've really been missing out.  The short of it is this:  Kirby knows his shit and wants you to know yours.  He and his crack team of authors produce scads of good stuff everyday aimed at helping EVERYONE.  Its like a pie factory for whales.. or something.  This article on blocking is full of solid advice on advanced play and just tickles us pink.


Blocking is a quintessential skill in 40k (and Fantasy but we'll focus on 40k here) and we've discussed it's most basic of uses before. By using vehicle hulls and infantry models (i.e. bubble-wrap) combined with the 1" rule in 40k, you can impact significantly on your opponent's ability to control the battlefield through movement. The most direct forms of this tactic are delaying opponent's reaching your lines (especially assault based armies or units like Blood Angels and Terminators) and forcing an assault on a particular unit, etc. Whilst it can basically be summed up as "throw unit forward to block other unit's forward movement as much as possible to defend against scenario x" there is a lot more thought required to go into that. This article doesn't look at that :P (Ha! I had you all fooled) as it was covered to an extent in the previously linked article. I also assume you can extrapolate when it's a good idea to blindly rush forward and block a Land Raider and when it's not a good idea to blindly rush forward and block a Rhino...

So what does this article look at? The above type of blocking is very much 'offensive' in nature. Yes it's primary purpose is defense for the rest of your army in controlling your opponent's movement but the blocking unit often goes out there and stops an enemy from getting close to you (I am not including bubble-wrap here). There's nothing wrong with this and some armies and units use it extensively (i.e. Tau with Piranhas). However, there is more to blocking than just this! What I'm about to explain is called defensive blocking and rather than having the blocking units move out to disrupt your opponent, blocking units directly allow other units to be more effective. For example, in this picture here from my Round 4 game at Lords of Terra, the Raveners (who cannot assault having just deep struck) have moved within 1" of the ASM. This means all of the ASM cannot pile into the Gants when they assaulted. Whilst this isn't a great example as the ASM are all clumped up, doing this on a spread out unit or against particularly large units can extend combat (which is often very useful) or stop a unit from being wiped out.


The Raveners claw at the air...
This is great and all but we can go further with tanks and stopping assaults cold. What this is based around is often called the tri-rhino (seen below) and aims to protect a unit but still allowing it to shoot. What this does is completely stop assaults on the unit unless a tank is exploded as the hulls of vehicles do not leave a gap big enough for a model to pass through but thanks to the design of tanks, allow the unit to shoot out freely. With some precision movement this can be done so one Rhino moves >6" (and is the lead tank to accept charges) and unloads its cargo whilst the other two move <6" so they can fire from the top hatch. This can also be used with units like Razorbacks and is particularly effective with Blood Angels RBacks and Immolators as they can move 12" and still fire their weapon. Bust a tank with melta and stick some templates on them. Fun times.


Let us hide with our awesome 3+ armor!
Now the great thing about this is your unit can basically fire on a tank with impunity and is only vulnerable to return shooting yet still gets a cover save whilst generally not providing one your opponent (assuming you deploy the 'mouth' of the Rhinos correctly. See the picture below for a clear 100% LoS view of an opposing Predator.

Head shot.
So the unit is protected from assaults, gets cover from shooting and has clear LoS if you aim the 'mouth' correctly and you can get within melta range for meltaguns. What's not to love about this setup? Well it's difficult to employ. Maneuvering three Rhinos and unloading a single squad is difficult at best and is a steep investment for protecting a single squad and leaving the Rhinos generally in the open. With faster armies like BA or units like Immolators which can move 12" and fire it's a lot easier to pull off as you can maximise your firepower whilst moving up to 12". However, this doesn't mean it's useless and can be very effective against horde assault armies as you can protect your units and tank shock out of assaults (using flamers instead of meltaguns obviously).

There are also more feasible applications by using less chassis and just creating a V (see pictures below). This obviously leaves the unit open to assaults from behind or units wrapping around the tanks and engaging the infantry unit but is a lot easier to pull off and more feasible. You can also deploy backfield tanks in a similar manner to protect long-ranged infantry against assaults or to provide cover, etc.


I don't have a stupid witty comment for this one.
Whilst not exactly ground breaking, this is a different from of blocking. Rather than having designated units slowing your opponent down, you are protecting units from assaults directly and allowing units to disembark. You'll often hear me say you should rarely jump out of your transport and this is true, you've paid for the protection, why sacrifice it? However, when you jump out correctly into a protected space (i.e. the examples above) you gain mobility in terms of being able to move 12" and fire what you'd normally fire from the top-hatch and are therefore putting pressure on your opponents. This can also be done with other armies in different ways such as Eldar/DE/Tau with skimmers and shooting under them but their transports are often significantly more expensive. Furthermore (and this is huge), this also allows you to see your pretty models rather than the boxes they travel in ^^.

There are more applications of this type of movement blocking such as assaulting a unit and protecting it with a metal bawks (similar to the Ravener example above), shuffling units in particular directions, etc. and I can do further posts on them if desired.