tag:blogger.com,1999:blog-46560925369177257952024-02-06T18:22:18.204-08:00Amethyst XenosUnknownnoreply@blogger.comBlogger26125tag:blogger.com,1999:blog-4656092536917725795.post-43290149846220597372017-05-30T02:05:00.000-07:002017-05-30T02:19:35.401-07:00Tau in 8th: Initial Thoughts<div dir="ltr" style="text-align: left;" trbidi="on">
After a long period of inactivity, I would like to share with you my initial thoughts on things that I find notable about the new codex. Bear in mind that not even a day has passed since the first picture-leak of the codex, hence my opinion might not hold up as we receive more information about the rules and delve more into the general gist of the 8th edition. So without further delay, here are some ideas/predictions that I find intresting in regard to their tabletop applications.<br />
<br />
<br />
-Tau Commander<br />
He grants you access to arguably the most impactful abillity in the current codex, namely Kauyon and Mont'ka. Frankly, there are no other ways at the moment to get re-rolls on hits in shooting (beside rerolling 1s that can be achieved through numerous ways, such as Storm of Fire and Markerlights) aswell as advance and shoot for multiple units. The fact that both these effects are communal combined with his abillity to arrive precisely (both in terms of timing and placement) via Manta Strike enhaces your overall burst damage and can provide some crucial tempo swings. When it comes to his equipment, I find 3 Cyclic Ion Blasters plus a Multi-Tracker to be the most compelling choice, if you intend to Manta Strike. Although Fusion Blasters are also very effective, the >9" restriction of Manta Strike doesn't allow you to get the most out of them when it matters the most. On the other hand, 3 Cyclic Ion Blasters grant you either 9 S7 shots or 3xD3 S7 shots that inflict D3 wounds each, while hitting on 2+ rerollable prevents you from taking any mortal wounds.<br />
<br />
-Stormsurge<br />
When it comes to the Stormsurge, I think that the buffs it was gifted with are quite obvious just by glimpsing at it. 20 wounds and toughness 7 are nothing to laugh at, although keep in mind that S4 weaponry wounds it on a 5+ now. It now possesses more weapon systems and is able to leave combat without any drawbacks whatsoever. Support systems also do wonders for this guy, due to its vast range of weapons. Advanced Targeting System makes all of its weapons significantly stronger, Early Warning Override syrnergizes with its large footprint and Shield Generator thrives on its large number of wounds. Counterfire Defence System could also be a contender in a more cc-oriented meta.That being said, it is also a tad cheaper compared to 7th edition. It can also trigger its Destroyer Missiles with ease, as it takes only 2 markerlights for them to be fired at the model's BS. The most impressive feature though, has to be its new Pulse Blastcannon. The latter has a tremendous damage output within 10" that can be employed in very sneaky ways, such as by combining Ethereal's Zephyr Grace with Mont'ka in order to close the gap between a potential target. One could argue that its Stabilising Anchors got worse compared to 7th edition, but you also have take into account the general power creep decline that all armies have been subjected to.<br />
<br />
-Fire Warriors<br />
While there are definately more striking options in the Tau arsenal, Fire Warriors still remain the backbone of the typical Tau army and I think that they finally got some room to shine. This has also a lot to do with the general points increase in the more appealing (in terms of damage output) options (Βroadsides, Riptides etc) along with the belief that troop choices will reclaim their fundamental role in the force organization chart. That being the case, Fire Warriors bring a lot to the table, due to a variety of armywide cumulative synergies, such as Ethereal's Storm of Fire, Pulse Accelerator Drones and Cadre Fireblade's Volley Fire, which now works as a 6" aura. The latter could be capitalized on by bringing multiple units of Fire Warriors to the table that can dish out a potent amount of fire. Furthermore, their weapon options allow them to be suited to different army settings, such as gunline or mechanized or to more supplementary roles. They are also 1 point cheaper than they used to be (40 points for a 5man strike team) and their new photon grenades make them a great utility option aswell.<br />
<br />
<br />
That's all for today!<br />
<br /></div>
Just_a_Justicarhttp://www.blogger.com/profile/13004640181153202812noreply@blogger.com3tag:blogger.com,1999:blog-4656092536917725795.post-69016745313917185782014-03-27T07:31:00.002-07:002014-03-27T07:32:44.093-07:00Hive Fleet Daedalus Vol.1<div dir="ltr" style="text-align: left;" trbidi="on">
Greetings fellow wargamers,<br />
<br />
Long time, no see. I find it amazing that this blog continues to have a steady flow of view each day, even though I haven't posted anything since November.. I feel humbled that there is an audience for this blog and I should feel bad I don't commit more for this page.<br />
<br />
Anyway, today I want to share with you some photos of my completed tyranid models from Hive Fleet Daedalus<br />
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Unknownnoreply@blogger.com4tag:blogger.com,1999:blog-4656092536917725795.post-32480247417250095912013-11-21T09:35:00.001-08:002013-11-21T10:02:14.407-08:00Five direct ways to beat the Screamerstar<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
Today we are going to discuss about different ways to deal with the famous "Screamerstar", that we so often see getting fielded nowadays. This usually consists of 1-4 Heralds of Tzeentch with Grimoire(depending on the list and the player's commitment to the unit) attached to 9 Screamers of Tzeentch alongside with Kairos to get the precious reroll on the Grimoire. Νοte that we are not going to debate on different methods to bait,delay or minimize the unit's damage or to disrupt its Grimoire roll by killing the Fateweaver and thus getting an advantage, but rather on direct ways to crack through the unit's tough shell, making it an easy prey for your army.<br />
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1)Go First!<br />
One of the most obvious ones. While it's not always worth taking the first turn and allowing your opponent to deploy reactively and also to have the last word on the mission, you should really consider it against the Screamerstar. Going first means that you 'll get a whole turn of shooting before he gets his psychic powers off and thus making the Screamers invulnerable. Just make sure that you are going to get clear paths of fire to the unit, because LOS block via terrain is going to ruin your plans.<br />
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2) Precision Shots</div>
Νοt so much a rule you can rely on, cause let's face it, there aren't many units out there that can lay down a significant amount of precision shots in order to overcome the look out sir rolls and the Herald's save to eventually kill him, but it is definately a rule you must not forget about when facing the Screamerstar. Special characters, sniper weapons or specific rules that state so, can override the standard wound allocation system and allow you to get your hands on the juicy targets. Specific units who come to mind, that can effectively break through the Screamerstar, are the Tau Sniper Drones(especially with the Ethereal buff) or the Vindicare Assasin(remember this guy?), but I am sure there are more out there.<br />
<br />
3) Barrage weapons<br />
An other straight-forward way to manipulate the standard wound allocation system. Just rain down those blasts on the head of the Grimoire Herald hoping he misses his look out sir roll. Often it might be a good idea to focus other elements on the daemon army with this kind of weaponry, but depending on the circumstances, for example if there aren't any other notable threats or if you have a plethora of barrage shots(Thunderfire Cannon or Manticore), going for the Herald might prove itself really rewarding.<br />
<br />
4) Positioning<br />
Obviously the angle you are going to fire the Screamerstar from plays an important role on which models are going to get hit. In most cases you will see the Screamers to be up in front of the unit in order to soak up wounds, while the Herald who holds the Grimoire will hide in the back in order to survive as long as possible. Naturally, as the game progresses the models are going to get repositioned, with the protection of the Herald being the pivotal aspect of their formation. However, especially after the Screamers will start approaching your units, they will be unable to provide a 360° arc of protection to the Herald. This will leave direct fire paths to the Herald open, that you can exploit by getting in the right position. Fast units or unit that arrive from reserves are especially good at archieving this as they have enough mobillity to flank the enemy's formation.<br />
<br />
5)Focus Fire<br />
The most tricky one, but also one you should always pay your attention on. Often the Screamerstar in its attempt to spread out in order for example to avoid blast weapons or to present a bigger threat, finds itself being protected by different values of cover(not that they matter anyway). You can even affect the unit's cover by moving up models of yours in such a way that they intervene between the Screamerstar and your firing units, and thus providing cover to a certain part of the Screamers. The thing is, that by using Focus Fire you can isolate certain models of a unit(depending on the unit's cover saves) and focus them down while ignoring the rest of the unit towards wound allocation. This can sometimes prove itself a really worthy move, especially against units like the Screamerstar, as you will be able (providing that the circumstances allow it) to snipe off the weaker parts of the unit aka the Heralds and thus crippling the whole unit's durability.<br />
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Thank you,<br />
Just_a_Justicar<br />
<br /></div>
Just_a_Justicarhttp://www.blogger.com/profile/13004640181153202812noreply@blogger.com3tag:blogger.com,1999:blog-4656092536917725795.post-20631031622577677192013-11-05T10:42:00.002-08:002013-11-06T02:59:05.633-08:00Competitive Chaos Space Marines in 6th Ed. Part1: An Ode to the Ruinous Powers<div dir="ltr" style="text-align: left;" trbidi="on">
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<span lang="EN-US">Greetings
fellow wargamers,<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> Today’s post is dedicated to the beloved Sons
of the Warp, the Chaos Space Marines and their position in the “ food chain” of
the current meta.<o:p></o:p></span></div>
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<span lang="EN-US">Being the
first “pure” 6<sup>th</sup> ed. Codex, Chaos boys heralded the start of a new codex format which was supposed to
be balanced and make every unit in the book viable. Kind of…<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> It is an undeniable fact that 80% of the units
that are included in the Chaos Space Marines codex should be avoided in any competitive army list. Having said that, let’s take a
look at those few units that are decent enough to be taken into consideration.<o:p></o:p></span></div>
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<span lang="EN-US"><b><span style="font-size: large;"><u> HQ</u></span></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<a href="http://i283.photobucket.com/albums/kk318/ivancorea/ChaosLogo.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="196" src="http://i283.photobucket.com/albums/kk318/ivancorea/ChaosLogo.png" width="200" /></a><span lang="EN-US">A rather
uninteresting section of the book, most Chaos players should prefer the
cheapest possible solution to fill that compulsory HQ slot. A naked Lord or
Sorcerer ,hidden in a blob of Cultists is the standard option for most chaos
lists. <o:p></o:p></span></div>
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<span lang="EN-US">Alternatively,
it is possible to upgrade said Lord/Sorcerer with all sorts of weapons and
equipment , then attach them in units of
Chaos Bikers or Terminators ( see below) . It all
depends on the army list and the purpose of the HQ.<o:p></o:p></span></div>
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<span lang="EN-US">As far as
Special Characters are concerned, I would suggest to avoid them completely, as almost all of them offer little to compensate
for their immense points cost and they give few or none army- wide buffs. Even if some of them make horrifying
beatsticks, they are simply not worth it,
as a nicely armed plain Lord can perform as well for half the price.<o:p></o:p></span></div>
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<br /></div>
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<span lang="EN-US"></span></div>
<div style="text-align: center;">
<b style="font-size: x-large;"><u>ELITES</u></b></div>
<o:p></o:p><br />
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The only unit
that is worth considering from the Elite slot is the Chaos Terminator squad. Compared
to their loyal counterparts, the Chaos termies are both cheaper and more
versatile. In the past, these guys were used
as suicide units armed with combi- weapons. They can still perform this
roll nicely and this is actually remains the most common way in which they are
used. I would suggest taking a small
squad of terminators as distraction unit if there are leftover points that can be
invested.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> On the other hand, as I mentioned above, the
Terminator unit can be further empowered with the addition of an HQ character ( mostly Sorcerer) in terminator
armor for some decent shooting support with combi-weapons etc.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN-US"><span style="font-size: large;"><b><u>TROOPS</u></b></span><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><span style="font-size: large;"><b><u><br /></u></b></span></span></div>
<div class="MsoNormal">
<a href="http://images4.wikia.nocookie.net/__cb20130109054243/warhammer40k/images/1/18/Plague_Marine.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="http://images4.wikia.nocookie.net/__cb20130109054243/warhammer40k/images/1/18/Plague_Marine.jpg" width="233" /></a><span lang="EN-US">The Chaos
army has access to some rather nice troop options that offer both flexibility
and adequate damage output.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>Cultists</b>: by far the most common troop choice these
days, cultists are dirt cheap and can fill the compulsory troop options for a
mere 100 points. They have almost 0 damage output, 0 survivability outside of
cover, but are otherwise decent for their cost. Their sole purpose is to claim
objectives and thankfully they can do that very well.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">For the
most part, cultists are more than enough to cover the needs for Troop
units. Regular Chaos Space marines are
certainly to be avoided simply because they are outclassed by those humble
cultists.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> On the other hand, the codex provides access
to another 4 units of troops: Khorne Berzekers, Thousand Sons, Noise Mariners,
Plaguemarines. Although these guys are normally an Elite option, it is
non-negotiable that they should never be taken as Elites. The only way that
these guys become viable is via marked HQ’s ( with the appropriate deity’s
symbol), as a Troop choice instead. This is why I am mentioning them in the Troops
section.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Khorne Berzekers and Thousand Sons are
definitely bad options and have no place in competitive environment. On the
other hand, Plaguemarines and Noise
marines, although they are both considered “ outsiders”, can perform well in
most lists.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b> Plaguemarines</b> are rather expensive, starting
at 24pts each, but their cost is arguably justified by their T5, FNP, Fearless
and defensive grenades, all of which make those sick bastards quite obnoxious
for the opponent. Still, they are armed with bolters, for what that’s worth,
but can take up to two special weapons per 5 guys, which is OK. Taking into consideration the fact that the
amount of weapons that ignore cover is
on the rise, perhaps Chaos players should rethink their lists and make some
space for a few Plaguemarine squads.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>Noise
marines</b> were considered to be garbage, until the FAQ gave them 2 Blastmasters
per 10 models. Now, for 240 points you
can get 10 marines with 2 str8 ap3 Blast weapons with the Ignores Cover special
rule, and although the point cost is definitely non-negligible, Noise marines can perform well as objective
holders while dishing out some serious damage from a safe distance. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN-US"><span style="font-size: large;"><b><u>FAST ATTACK</u></b></span><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><span style="font-size: large;"><b><u><br /></u></b></span></span></div>
<div class="MsoNormal">
<span lang="EN-US">When people
talk about the Chaos Space Marine codex, the main subject of discussion is
almost always the same: <b>Helldrake</b>.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6BbvU_RrZFl8aSVcTvHagIMM2zMx6hh1bMWKcpdkJrR5MlyuXV3UjF21XvwN8TiEAvcLH60KrpH_hmgAah787-b7jaHpei32aMPF2Ykt-IE5RzaGseIJsPCMFv3hzMjfNYwwwiNJPIDE/s1600/Heldrake02.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6BbvU_RrZFl8aSVcTvHagIMM2zMx6hh1bMWKcpdkJrR5MlyuXV3UjF21XvwN8TiEAvcLH60KrpH_hmgAah787-b7jaHpei32aMPF2Ykt-IE5RzaGseIJsPCMFv3hzMjfNYwwwiNJPIDE/s320/Heldrake02.png" width="320" /></a><span lang="EN-US">I believe there is no need to explain why the
Helldrake is considered the best flyer
ever made, and possibly one of the best units to hit the tables. This
mighty mechanical dragon would certainly bring tears of joy in the eyes of the
Chaos gods themselves, and for the opponents of the Ruinous powers there is without
a doubt, no other instrument that can
convey the sheer terror and butthurt
that is synonymous with the Denizens of the Warp..<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US">Having said that, it is an undeniable fact that
those 3 Elite slots , more often than not, are dedicated exclusively for the accommodation
of Helldrakes. For all and any
competitive purposes , any Chaos list
should begin with the addition of at least 2 of these wicked monstrosities.
From that point on, the list can be tailored to match the desires and needs of
the player.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US">Despite the fact that the Helldrake is the sole
unit that still keeps the Chaos engine
alive, his effectiveness has diminished over time. Certainly, it will still
perform excellent and all that, but the metagame is ever changing, and with all
this bombardment of new releases that we experienced this year, the Helldrake
has indeed lost some of his glory.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"> For
example, against the most recent threats, like Tau, who has a bunch of
Interceptor weapons, and plenty of bodies with 2+ save, or Eldar, who spam AV12
vehicles and T8 MCs, Helldrakes are not
as effective as they used to be previously, when everybody used Aegis Defence
lines and blobs of Troops. Furthermore, people realized that the paranoia that
followed the release of the Helldrake was nothing more than a hype, and that
the damage caused by the dragon can be easily reduced simply by spreading out
your troops, keeping a safe distance from the opponent’s table edge or simply
making changes in their army lists and try to play around it.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<br /></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US">So, where were we? Oh, yes, FA slots! Except
the dragon, there are other interesting options that I should mention.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"> Chaos
Bikers and Chaos Spawns are the alternative units that can be taken, if the
Helldrake is not your thing. I am making a single paragraph about both units,
because they are both used in the same manner: fast, durable melee specialists.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US">Bikers and Spawns need Lords on bikes ( or
Juggernauts ) to accompany them. Probably the best option is to use a Nurgle
lord on Bike, with a chaotic artefact of your choice,
alongside a large squad of bikers/ spawns with the same mark. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> I believe that bikers are somewhat better that
spawns, because they don’t rely as much on the joined HQ. Spawns have no armour
save and they need a sponge-character to absorb incoming damage. In melee they
are quite decent though and their 3
wounds can make them rather resilient against anything but massed shooting.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Bikers, on the other hand have the
characteristic reliability of the Space marine, some shooting potential, access
to special and melee weapons etc etc. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">In the
end, both units are perfectly viable,
although personally I would choose the Chaos Spawns, simply because they make
better use of the attached character, and their Fleet special rule, which can
make all the difference in certain situations.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="text-align: center;">
<span lang="EN-US"><span style="font-size: large;"><b><u>Heavy support</u></b></span><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b> Obliterators:</b> The second-best
unit in the book, Oblis have been a common sight in Chaos Space marine armies
for a long time and despite the changes in the metagame and a small hit from
the nerfbat, they retain their potential as flexible shooting platforms. They
should be included in most chaos lists as they are probably the best heavy
support option available in the codex. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>Forgefiend</b>: This is a personal favorite of mine, a unit that I suggest
every time I happen to chat about Chaos army lists. I believe that Forgefiends
are one of the most underestimated units, and here’s why:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Sure, they are expensive to field. 175 points for an AV12 Walker
certainly seems like a bad deal and it only gets worse when you notice that
BS3, but he has 8 str8 ap4 shots at 48”, 5++
and the Daemonforge rule.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> It seems that Forgefiends are
ideal candidates for prescience...and it just so happens that Chaos Space
Marines can ally with Daemons and get access to Heralds of Tzeench. That’s all
I am suggesting, perhaps I am wrong and that combo simply isn’t worth it. I still need to test it out, but I think it
can make a decent option.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>Maulerfiend</b>: The melee-oriented cousin of the Forgefiend is quite
cheaper and has 12” movement, which make it a great option for dedicated
assault Chaos lists. It’s not great, but can perform well in lists that are
built around it.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Conclusion:<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">The Codex: Chaos Space Marine still makes viable and competitive army
lists, despite the fact that it had the misfortune of being the 1<sup>st</sup>
6<sup>th</sup> ed Codex, in an
ever-changing environment where new
threats are presented with each new release , can still perform very well. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> In this article I only wrote
about those units of the codex that I consider the best, but that does not
necessarily mean that the rest of the Codex is terrible. In any case, I hope
you enjoyed this 1<sup>st</sup> part of the Chaos Space Marine tactica. More to
follow…<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<br />
<div class="MsoNormal">
<span lang="EN-US"> Stefanos Kapetanakis, out.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://static.giantbomb.com/uploads/original/0/5891/422697-fullview_emperor_horus.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="465" src="http://static.giantbomb.com/uploads/original/0/5891/422697-fullview_emperor_horus.jpg" width="640" /></a></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-4768175013196723602013-09-01T06:39:00.001-07:002013-11-05T10:44:12.413-08:00Competitive Blood Angels Part 5: Wall of Raiders<div dir="ltr" style="text-align: left;" trbidi="on">
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> Hello fellow wargamers<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Today we
will analyze a BA Land Raider- heavy list.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> To begin with, why using Land Raiders?<o:p></o:p></span><br />
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The answer is very simple: <span style="color: cyan;">Resilience</span> and
<span style="color: cyan;">Counter-meta</span>.<o:p></o:p></span><br />
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">In the 3<sup>rd</sup>
part of these series, I mentioned the reasons why Land Raiders remain a great
option. In fact, currently LR are becoming such a good option amongst Space
Marine players, that they are starting to form a brand new archetype of their
own.<o:p></o:p></span><br />
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Every SM
codex has access to them and most chapters can make an efficient LR heavy list.
However, BA are quite unique solely because they get LR as dedicated
transports, leaving space for HS goodness.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Thus,
without further delay, allow me to present you a typical BA LR list:<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>HQ</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Librarian-125<o:p></o:p></span></div>
<div class="MsoNormal" style="text-align: left;">
</div>
<ul style="text-align: left;">
<li>Terminator
Armor</li>
<li>Power Axe</li>
<li>Blood Lance</li>
<li>Shield of
Sanguinius</li>
</ul>
<br />
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>ELITES</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Corbulo-100<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Assault
Terminator Squad-225</span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li>5x THSS</li>
</ul>
<br />
<div class="MsoNormal">
<span lang="EN-US">DT: LR
Crusader-260<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li>Extra
Multi-melta</li>
</ul>
<br />
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>TROOPS</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">5xAssault
Squad- 100<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">DT: Land
Raider- 225<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li>Extra
Multi-melta</li>
</ul>
<br />
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">5x Assault
Squad-100<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">DT: Land
Raider-225<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li>Extra
Multi-melta</li>
</ul>
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>HEAVY
SUPPORT</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Vindicator-145<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Vindicator-145<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Stormraven
Gunship-200<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li>Twin-Linked
Multi-Melta</li>
<li>Twin-Linked
Lascannon</li>
</ul>
<br />
<div class="MsoNormal">
<span lang="EN-US"><b><u>TOTAL: 1850</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">This is
quite a balanced LR- heavy list. It has enough firepower to deal with most
enemies, it contains some vital units ( vindicators, Stormraven) and has a decent, reliable, melee unit.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The philosophy of the list is quite plain:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Libby,
Corbulo, terminators in LRC, 5man marines in LR. It behaves like a moving wall
(good old 5<sup>th</sup> ed. Bag of tricks),
making excellent use of the high AV of the list. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The
terminator unit should be nearly unstoppable with Corbulo and his incredible
3+, 2+ FNP guarantee that they will survive long enough to completely wipe out
the opponent.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<a href="http://images.wikia.com/warhammer40k/images/b/b1/Cruor_Angelus_by_MajesticChicken.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="400" src="http://images.wikia.com/warhammer40k/images/b/b1/Cruor_Angelus_by_MajesticChicken.jpg" width="277" /></a><span lang="EN-US">And while
most LR lists have little to no way of dealing with enemy flyers, the presence
of one Stormraven should be enough to take care of any airborne threat.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> I believe that lists like this are probably
the best our codex can offer. At the
moment, I dare to say that they are counter-meta against Tau and Eldar, simply
because their shooting units are unable to harm high AV targets. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Against a
list</span> like this, most Tau players will only get to do some damage with their
Riptides, while your AV Wall with proceed with deadly efficiency, completely
abusing the lack of melta weaponry that characterize today’s meta.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">This list
is also very, very effective against Necrons, who also rely on str7 shots and
can only pierce LR if they get in melee. Our buffed terminators should be
enough to deal with as many as 12 wraiths without any problem at all.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> The biggest problem of the list is, of course,
the lack of troop units. Having only 2
units of Assault marines means that the opponent can eradicate them fast,
denying you any means of claiming objectives. The trick here is to keep them in
their safe zones ( LR) until late game, making sure not to miss their timing to
go and get those obj, while using the bulk of the LR to keep them hidden from
any harm.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> If played correctly, this is a list that can almost guarantee a draw, get a minor victory easily, and lose fairly hard. In team tournaments, I would certainly insist that a similar list should be included in the team. It is just that good.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Thank you<o:p></o:p></span></div>
<br />
<div class="MsoNormal">
<span lang="EN-US">Stefanos
Kapetanakis.<o:p></o:p></span><br />
<span lang="EN-US"><br /></span>
<span lang="EN-US"><br /></span></div>
</div>
Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-4656092536917725795.post-42914930405501025392013-08-29T01:47:00.002-07:002013-11-05T10:43:56.351-08:00Competitive Blood Angels Part 4: Time to Strike<div dir="ltr" style="text-align: left;" trbidi="on">
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> </span> In the previous parts of this tactica series we
have discussed some of the best units and elements of the Codex. Now it’s time
put theory into practice and make some army lists. I will begin with a list
focused on assault</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b> HQ</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Librarian- 125<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li><i>Jump Pack</i></li>
<li><i>Force Axe</i></li>
</ul>
<br />
<div class="MsoNormal">
<b>Elites</b></div>
<div class="MsoNormal">
Sanguinary
Priest -75</div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li><i>Jump Pack</i></li>
</ul>
<br />
<div class="MsoNormal">
Furioso
Dreadnought- 175</div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l2 level1 lfo1; text-indent: -18.0pt;">
</div>
<ul style="text-align: left;">
<li><span lang="EN-US" style="font-family: Symbol; text-indent: -18pt;"><span style="font-family: 'Times New Roman'; font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;"><i>Frag
Cannon</i></span></li>
<li><i><span lang="EN-US" style="font-family: Symbol; text-indent: -18pt;"><span style="font-family: 'Times New Roman'; font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">DCCW
wt HF</span></i></li>
<li><span style="text-indent: -18pt;"><i> Drop
Pod</i></span></li>
</ul>
<!--[if !supportLists]--><br />
<div class="MsoNormal">
<span lang="EN-US">Furioso Dreadnought- 175<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpFirst" style="text-indent: -18pt;">
</div>
<ul style="text-align: left;">
<li><span lang="EN-US" style="font-family: Symbol; text-indent: -18pt;"><span style="font-family: 'Times New Roman'; font-size: 7pt;"> <i> </i></span></span><span lang="EN-US" style="text-indent: -18pt;"><i>Frag Cannon</i></span></li>
<li><i><span lang="EN-US" style="font-family: Symbol; text-indent: -18pt;"><span style="font-family: 'Times New Roman'; font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">DCCW wt HF</span></i></li>
<li><span style="text-indent: -18pt;"><i> Drop Pod</i></span></li>
</ul>
<br />
<div class="MsoListParagraphCxSpMiddle" style="text-indent: -18pt;">
<span style="text-indent: -18pt;"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>Troops</b><o:p></o:p></span></div>
<div class="MsoNormal">
10x JP Assault Squad- 225</div>
<ul style="text-align: left;">
<li><i>Power Axe</i></li>
<li><i>Meltagun x2</i></li>
</ul>
<div>
<div class="MsoNormal">
<span lang="EN-US">10x JP Assault Squad- 225<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul>
<li><i>Power Axe</i></li>
<li><i>Meltagun x2</i></li>
</ul>
</div>
<div class="MsoNormal">
<span lang="EN-US">10x JP Assault Squad- 225<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
<span lang="EN-US"></span></div>
<ul style="text-align: left;">
<li><i>Power Axe</i></li>
<li><i>Meltagun x2</i></li>
</ul>
<div>
<div class="MsoNormal">
<span lang="EN-US">5x Assault
Squad- 125<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li><i>Flamer</i></li>
<li><i>Sergeant wt 2 Hand Flamers</i></li>
<li><i>Drop Pod</i></li>
</ul>
</div>
<div>
<b><br /></b></div>
<div>
<b>Heavy
Support</b></div>
<div class="MsoNormal">
1x
Stormraven Gunship- 200</div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li><i>TL
multi-melta</i></li>
<li><i>TL
Lascannon</i></li>
</ul>
<br />
<div class="MsoNormal">
<span lang="EN-US">1x
Vindicator- 150<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li><i>Siege
shield</i></li>
</ul>
<br />
<div class="MsoNormal">
<span lang="EN-US">1x
Vindicator-150<o:p></o:p></span></div>
<div class="MsoNormal">
</div>
<ul style="text-align: left;">
<li><i>Siege
shield</i></li>
</ul>
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> This is obviously an assault oriented list.
Featuring 30 assault marines, boosted with a librarian and a priest as well as
lots and lots of support for these units.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The basic idea of the list:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">-Deploy 30
marines+ characters as close to the enemy as possible, taking into
consideration the safety of the units ( aka do not deploy on open ground)<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">- 1<sup>st</sup>
turn, 2 furiosos arrive from reserves. Each one has 3 template weapons. Abusing
the accuracy of a drop pod deep strike, place the dreadnoughts into the best position
possible in order to achieve maximum template coverage. The key here is to go
for a quick 1<sup>st</sup> Blood, while throwing 2 bulky, 13AV dreads right
into the heart of the enemy. Your opponent will most likely turn his attention
to the furiosos, allowing the rest of the army to advance safely.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">-
Vindicators are here to soften up targets so that the assault squads can finish them with minimum
casualties. Furthermore, it can cripple most assault units in a single shot.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">- The Stormraven
is there as a cute anti-flyer option and provides some additional firepower.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">- The 3<sup>rd</sup>
drop pod and its contents are fit to claim isolated objectives. They also have
1 flamer and 2 hand flamers to clear enemy units from cover. The option of 2
hand flamers is personal preference, and you can easily exchange them and the
flamer for a meltagun and a power weapon, or something like that.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<br />
<div class="MsoNormal">
<span lang="EN-US">All things
considered, I believe that as far assault BA go, this is probably one of the
best builds possible. It makes a balanced, consistent force that maximizes
synergy between units to get the most out of the force. Still, it is a list
that relies heavily on the element of surprise and a suspicious opponent could
possibly workaround it.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
Next part will feature a Land Raider heavy BA list. Thank you</div>
<div class="MsoNormal">
Stefanos Kapetanakis, out</div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://images4.wikia.nocookie.net/__cb20120518041255/warhammer40k/images/7/74/Gathering_of_Angels.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="419" src="http://images4.wikia.nocookie.net/__cb20120518041255/warhammer40k/images/7/74/Gathering_of_Angels.jpg" width="640" /></a></div>
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<br /></div>
</div>
Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-4656092536917725795.post-11957942855027189012013-08-23T07:42:00.003-07:002013-08-23T07:47:16.793-07:00Late summer post: 6th edition gets better!<div dir="ltr" style="text-align: left;" trbidi="on">
<div class="MsoNormal">
<span lang="EN-US">Hello
fellow wargamers,<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Last year,
when 6th ed was introduced, most people embraced it with joy, pointing out the
spectacular new elements that were added to the game, bold changes that would
allow for a broader spectrum of tactics, lists and strategies and so on.
Everybody was loving the new edition and there was little to no whimpering,
compared to previous editions or releases.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> During that time, my local community saw a
bloom in the number of players, with many people getting introduced into the
hobby, returning 40k veterans or people switching from Fantasy to 40k. It seemed that 6th was going to be the best
edition we have ever experienced.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Nonetheless,
as time passed and players begun to attend tournaments, as more and more people
started to dig into the rules and the metagame slowly took shape, it became
blatantly obvious that there was no balance in the game. Necrons and IG were
incredibly overpowered compared with the rest of the codices. In many cases, it
was almost impossible to win with certain armies against those two monsters.
And when people noticed that, they realised that there was something wrong with
the game. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> Even after the release of the Daemon codex,
there was still little competition for the aforementioned armies. Around that
time, I saw many people quit the game, searching for alternatives…..in fact, it
was a time when 40k was in a “ limbo” state.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> However….after all these months and after 5 6<sup>th</sup>
ed. Codices, things have changed. All these
new releases shed some light on some of the more underplayed armies and gave
them new toys which changed the meta completely. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> I believe that the game is reaching its peak,
as more and more codices will get an upgrade and a new balance will be
instilled. With the current rate at which codices are released, I am confident
that soon every army will be able to perform equally well.
Even now things are much better, and we already see some more variety in
the armies and lists fielded.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">That’s all
I had to say. Enjoy the rest of your
summer.<o:p></o:p></span></div>
<br />
<div class="MsoNormal">
<span lang="EN-US">Stefanos
Kapetanakis.<o:p></o:p></span></div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-76244207870621463062013-07-30T00:40:00.001-07:002013-11-05T10:44:24.810-08:00Competitive Blood Angels in 6th Edition: part 3 - Mech Angels<div dir="ltr" style="text-align: left;" trbidi="on">
<div class="MsoNormal">
<span lang="EN-US">Greetings,
fellow wargamers<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">First of
all, I must say I am impressed that this blog continues to have a steady rate
of visitors every day, although I have been inactive for more than four months,
and even more, that there are actually people who still care for this 3<sup>rd</sup>
part of the BA tactica. Thank you very much for your interest guys. I
appreciate it.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Today we will discuss the mech
aspect of the BA codex. The first part will be about the rhino-chassis vehicles
of the Angels, while the second will be dedicated to the heavyweight ceramite
monstrosity that is the Land Raider and it’s variants.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><span style="font-size: large;">MECH ANGELS
IN 6<sup>TH</sup> EDITION. </span></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Mechanized
BA lists had always been popular with the latest codex, and rightfully so,
because they were using to a huge extent some of the most powerful mechanism of
the 5<sup>th</sup> edition: the reliability of the AV combined with unique
mobility.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> As a matter of fact, the Mech lists quickly
became an archetype for the BA force, and a force to be reckoned with.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Sadly, mech
BA have taken repetitive hits from the following GW releases: first came the GK
codex, and the psyker vehicles who were superior to the BA ones simply because
they (effectively) ignored Crew stunned and Crew shaken results. And then came
the 6<sup>th</sup> ed...<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">The subject
of mech BA in 6<sup>th</sup> edition is usually a “ taboo” amongst BA players…. And it is not hard to
see why. Most people own several rhino-chassis models, and many claim that they
had success using them with the current ruleset.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">But, what
is actually true about the mech BA nowadays? How has it been blessed by the
current rules and what hits has it taken by the nerfbat?<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Changes
that have hindered the effectiveness of the BA mech:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpFirst" style="margin-left: 54.0pt; mso-add-space: auto;">
</div>
<ol style="text-align: left;">
<li>First Blood. Simply
put, AV 11 vehicles are perfect candidates for this victory point. Although it
is possible to avoid giving away 1 easy victory point, and an experienced
player will possibly attempt to get an advantage from this weak spot in the
army list, the truth is that, more often than not, having a bunch of low AV in
the list can cause troubles and headache, trying to protect them during the
first turns of the game</li>
<li><span style="text-indent: -18pt;">Hull
points system. Very important change, and one of the main reasons razorspam has
fallen from grace. Simply put, AV walls were depending on their survivability,
and the ability to shrug off low arms fire and completely ignore glancing hits.
Now that glancing has the potential to destroy the vehicle, the AV wall has
lost a great deal of its durability. Not only are str5 weapons a threat now,
but also most anti-vehicle weapons are better under the current ruleset. AP1
and AP2 weapons hurt a lot, and ordnance blast are more common than ever
before. Furthermore, airborne gunships like the Vendetta and the Night Scythe
can easily devastate any AV11 target. In such a hostile environment, razorbacks
and rhinos have a very hard time staying on the table for more than 2-3
turns...</span></li>
<li><span lang="EN-US" style="text-indent: -18pt;"><span style="font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">Transport
vehicles have been nerfed significantly. First of all, no assault after
disembarking…very, very nasty, especially for the BA chapter. No more claiming
objectives from inside the vehicle, which means that our 5man MEQ’s will be
torn into pieces in no time once they abandon the relative safety of their
metal box.</span></li>
<li><span style="text-indent: -18pt;">Furthermore, the 6” move of the vehicle is not
good, because it hinders the ability for good positioning. Players need to
sacrifice disembarkation if they want to move vehicles up ahead.</span></li>
<li><span lang="EN-US" style="text-indent: -18pt;"><span style="font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">On
top of that, small changes like “ crew stun applies to embarked units” , and
the fact that even after emergency disembarkation, the transported unit still
can’t launch an assault, all are important factors that ultimately support the
idea that in 6<sup>th</sup> edition, mech lists have lost not only their
durability, but their flexibility too.</span></li>
<li><span style="text-indent: -18pt;">Fast
vehicles are not as versatile as they used to be. It is not a bad thing that
our vehicles are fast, but the extra cost is no longer justifiable. Compared to
the DA mech counterparts, in most cases it is better to have slower vehicle for
a 20-25 points discount.</span></li>
</ol>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> In a nutshell, mech lists have taken a direct
hit from the current edition rules, making them very unlikely to stand up to
the new threats of the meta, let alone becoming a competitive option. It would
be unfair to say that razorspam has been rendered “ unplayable”, but
nonetheless it has lost sheer amounts of it’s power.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> What about Predators and Baal Predators?<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">First of
all, these tanks will probably never form the core of a mech list. However,
they are present in most such lists, and thus form an important part of the
mech philosophy.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfjhJZStq49WWsDT9j15TCYv9upxD1RF20B5RkyNrTmxotCyfpiUzXqzx1DV6FIgA1ylb0QeVUZrQuUIHKgREFMA7Pa07UKB2wbwRKUaoHy-kpLOl3X8jTY5lXfMmnB2rVeimMHGpZz3M/s1600/037armor.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="158" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfjhJZStq49WWsDT9j15TCYv9upxD1RF20B5RkyNrTmxotCyfpiUzXqzx1DV6FIgA1ylb0QeVUZrQuUIHKgREFMA7Pa07UKB2wbwRKUaoHy-kpLOl3X8jTY5lXfMmnB2rVeimMHGpZz3M/s320/037armor.jpg" width="320" /></a><span lang="EN-US">Compared to rhinos and razorbacks, predators
seem to have changed little in the edition swift. 13AV means that a predator
will almost never be a priority target, so no threat of giving away a “first
blood” from these guys. Furthermore, the hull points mechanism is probably
beneficial for the predator, whose biggest problem was that it was getting
stunned and shaken all the time. Now, it
may not be as resilient as it used to be, but it will probably maintain full
functionality unit it gets destroyed.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> However, predators are no longer a competitive
option, especially for spamming purposes. The main reason is that the metagame
swift has limited their effectiveness.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">The good
old “ auto-lass” predator is not as useful as a tank hunter anymore, simply
because there are not as many tanks in the current meta as there used to be.
So, after a couple turns, the only thing that the predator is gonna hit will be
infantry models or…flyers..meh..<o:p></o:p></span></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="MsoNormal">
<span lang="EN-US">The baal
predator, on the other hand, is probably a superior option, because of its
lethal anti-infantry weapons. The problem is, that with so many players
deploying Aegis Defense lines like madmen, that most targets will be protected
by 2+ cover save...<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Furthermore, baal’s short range means that it must
approach the enemy in close distance, which in turn increases the risk of
getting caught in an assault. Boom. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">This is why
the “ template loadout” on a baal pred should only be used as a
suicide-distraction unit, entering using the Outflank rule.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">All things
considered, I believe that predators have lost quite a lot of their
effectiveness, utility and survivability in the current edition. My advice
would be to avoid these units, even when making a mech heavy list.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Vindicators
<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">When
compared to the rest of the BA arsenal of vehicles, the mighty Vindicator
stands out as a unique case. The 6<sup>th</sup> rules, as well as the meta that
formed later, have been rather kind to our fast bringer of str10 plates. First
of all, it is probably the only vehicle which actually depends on the “ fast”
characteristic, to compensate for its short ranged weapon. Furthermore, the
“Random Weapon Destroyed “ rule was an important buff which gave to the unit a
significant boost in resilience. These changes, along with the Hull point
system have made the BA vindicator, one of the best Space Marine vehicles, and
a useful addition to any BA list.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Whirlwinds <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Have you
even seen a red whirlwind? I can’t say that I have. Stay away from this unit.
The only way that a whirlwind can be effectively added to a BA list, is by
bring one along with DA allies.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">LAND RAIDER
IN 6<sup>TH</sup> EDITION<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Land
raiders have always been a popular choice. And it’s easy to see why. They
resilience is unsurpassed, and so is their weapon loadout. Regardless of the
variant ( Godhammer, Crusader, Redeemer), land raiders combine some of the best
elements of the mechanized aspect of the game. In fact, it is hard to see any
flaws with the land raiders, beside their cost, which in most cases means that
you should build your list around it.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> In 6<sup>th</sup> edition, Land Raiders remain
a commonly used unit, especially amongst BA players.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> As a matter of fact, in the 6<sup>th</sup>
edition meta, Land Raiders ( and the rest of the 14AV vehicles) have become a whole new type of
threat, and many opponents can find it hard to deal with them.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> First of all, as the game progresses, the
mech-spam fad is brutally left behind in favor of mass troops, flyers and the
occasional vehicle heavy hitter. Therefore, the need for anti- av weapons has
become less dire, and is actually covered by the presence of mass
plasma/tesla/deffguns etc weapons. As a result, many lists have no access to
meltaguns or other similar anti-tank goodness, and thus have absolutely no way
of dealing against Land Raiders. People have simply forgotten the threat of the
LR, and most of them have no way of dealing with them in the lists they are
currently using.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Secondly,
the Land Raider remains one of the best transport options in the game.
Especially in 6<sup>th</sup>, since most transport vehicles have been rendered
useless (poor Dark Eldar…), the mighty Land Raider is still and excellent
option to transfer your elite units into the thick of battle, without worries.
It has both the speed and resilience to get your units into combat by turn 2.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Variants</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The only factors that decide which LR variant should be used, are:</div>
<div class="MsoNormal">
- What size is the unit you wish to transport?</div>
<div class="MsoNormal">
- What kind of weapons does your list need the most?</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
All 3 variants are perfectly usable and have very solid weapon loadouts. </div>
<div class="MsoNormal">
<br /></div>
<br />
<div class="MsoNormal">
<span lang="EN-US">The only
true downside of the Land Raider is its cost, and most people find it
disheartening to invest 250+ points in a metal box, when there are other
interesting options. And it’s a fact that, when deciding to add a LR in a list,
the best thing to do is bend and shape the whole list around the LR. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://fc07.deviantart.net/fs71/i/2012/021/e/0/land_raider_redeemer_of_the_angels_4_by_stefoserpent-d4n3qlu.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="480" src="http://fc07.deviantart.net/fs71/i/2012/021/e/0/land_raider_redeemer_of_the_angels_4_by_stefoserpent-d4n3qlu.jpg" width="640" /></a></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
</div>
Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-4656092536917725795.post-67318168536408243542013-03-08T01:05:00.002-08:002013-11-05T10:44:34.481-08:00Competitive Blood Angels in 6th Edition: part 2<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Today we will discuss the Troop options of the BA codex<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Assault
Marine Squads</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The basic
unit that shapes the bac</span>kbone of almost every BA list, Assault Squads are units
that can be designed to fulfill a multitude of roles, and can be armed to be
effective against almost everything. Personally, I think that AMS are one of
the best troop choices available at any Space Marine codex, because of their
relatively low cost, mobility and flexibility.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> An Assault squad can be built in so many ways
that would require an article of its own, to describe in full detail. They most
common forms encountered are:</span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>Jump Pack
Assault Squads</b>. Probably the most
straightforward approach, this unit is almost always composed of 9 marines with 2 special weapons and a
Sergeant . Their basic role is that of an all-around effective melee unit ,
that can pose a threat to any target. Although this unit seems to have lost a
lot of its usefulness, they can still perform excellently when properly supported. Divination and
Priest bubble is the obvious choice, that takes this unit a level above all
other MEQ’s. You should opt to throw
these guys into combat as soon as possible, but they will not respond well to a
reckless player, which means that, in order to get the most out of these 10
guys, the player must have a clear
picture of just how durable this unit is, and how much damage it can cause. They are still marines, which means that they
will succumb to melee specialists and/ or die quickly by the enemy’s firepower.
<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span>
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="MsoNormal">
<div class="separator" style="clear: both; text-align: center;">
<a href="http://fc05.deviantart.net/fs46/i/2009/255/e/8/Assault_Squad_Semiazas_1_by_Stefoserpent.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://fc05.deviantart.net/fs46/i/2009/255/e/8/Assault_Squad_Semiazas_1_by_Stefoserpent.jpg" width="640" /></a></div>
<br />
<span lang="EN-US"><br /></span>
<span lang="EN-US"> Their true power lies in their resilience and
mobility, rather than raw power. Use that to avoid enemy assaults and reduce as
much as possible all forms of incoming fire.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The reason
why JAS have seen a decline in the frequency of their use, is because people
believe that they will get shot to death before they get into combat, then
receive more casualties from overwatch before assaulting, and on top of that,
they would not be as effective in taking out units in melee as th</span>ey used to.</div>
<div class="MsoNormal">
<span lang="EN-US">Let’s see
what JAS have actually lost , and what they have gained in the edition swift:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
</div>
<ul style="text-align: left;">
<li><span lang="EN-US" style="text-indent: -18pt;"><span style="font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">Furious
Charge, is probably the biggest nerf that BA received, and this affects JAS
more than any other unit in the book. Against MEQ, it just increases the amount
of damage that RAS are gonna take.</span></li>
<li><span lang="EN-US" style="text-indent: -18pt;"><span style="font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">Random
Charge Lengh. Another addition that makes it a harder to get into combat. RCL
is not outright bad ( after all, the average 2d6 roll is approx. 7 ), and while
Jump packs allow some more control over this, it is a rare occation indeed when
JP move is gonna get held back in favor of the assault move.</span></li>
<li><span lang="EN-US" style="text-indent: -18pt;"><span style="font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">FNP.
Most people believe that FNP has been nerfed in 6<sup>th</sup> edition, but I
disagree with this claim. FNP no longer
occurs on 4+, but instead on 5+, which means that its change of happening has
dropped from 50% down to 33%. On the other hand, FNP has now become almost
universal, protecting all units from low ap , power weapons and the like. For a
melee oriented unit, this is of huge importance. </span><span style="text-indent: -18pt;">What
do most people use nowadays? Plasma guns, aka ap2 rapid fire weapons. And when
a unit, let’s say, a tactical squad is firing at a JAS, the plasma is the
weapon that is expected to cause casualties. Bolter shots are classified as “
massed firepower”, and although your assault squad will succumb to the volume
of shots, they are cheap enough to make
this event look negligible. What I am trying to say here is that, FNP is no
longer a barrier that halves incoming damage from massed firepower, but instead
a universal safeguard that offers a more complete protection. Not to mention
how handy it is against power and rending weapons in CC.</span></li>
<li><span style="text-indent: -18pt;"> Hammer of Wrath. Another new addition, although not of great
importance, as it is a rare occasion
indeed, when Jump Packs are not gonna be used for rapid movement, but it is good
to have the option to do some additional damage anyway.</span></li>
<li><span lang="EN-US" style="text-indent: -18pt;"> <span style="font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">Prescience.
Perhaps the ultimate form of supportive buff, this power allows constant
rerolls to hit, in both shooting and melee phases. JAS get an incredible boost
from this power, as they get more lethal not only in melee , but also in the
shooting phase while under it's influence. This effect goes on for the entire game turn, thus allowing
many, many dice to be re-rolled! Furthermore, when assaulting fearless hordes,
prescience can make the difference and turn the tide of the combat in your
favor. </span></li>
</ul>
<div class="MsoNormal">
<span lang="EN-US">Considering
all of the above, do you still think that 6<sup>th</sup> has been so hostile to
our basic troop unit? They will still
get to charge very fast, they will probably receive shooting damage for only a
couple of turns before they start their own good work. Overwatch, although somewhat
important, will almost never do enough damage to a JAS ( 3+ save is very reliable ),
and even with In4, what is the worst that can happen? Are you that much afraid
of enemy marines with bolters? Even a GK Strike Squad is not to be feared when
you are the one making the charge. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://fc07.deviantart.net/fs41/i/2009/032/6/c/Assault_Sergeant_2_second_pic_by_Stefoserpent.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="240" src="http://fc07.deviantart.net/fs41/i/2009/032/6/c/Assault_Sergeant_2_second_pic_by_Stefoserpent.jpg" width="320" /></a></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US">When it comes to weapon loadouts for a JAS, they should always carry 2 special weapons (
Flamers or meltaguns ), and the Sergeant
should be armed with a power weapon , usually Axe. Many people will say that further points investment makes this squad more effective,
by giving power fists, lightning claws
and/or stormshields to the sergeants , but I would advise you to be somewhat
conservative in this matter. It is better to keep their points cost at a
minimum, and invest those points
elsewhere, in other units that will support your squad, instead of spending
those points on the squad herself.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Aside from
their combat prowess, JAS make very
mobile objective holders. When played successfully, a squad with jump packs
should be thrown into battle early, dish out as much damage as possible to the
enemy, and finally, run to objectives during the final turns of the game.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>Razorback
Assault Squad</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> This unit exchanges most of its
cc potential for a razorback with a heavy weapon on discount. A RAS is almost always composed of 5 guys
with their transport, and the occasional special weapon. They will spend the
majority of the game inside the razorback, in safety, and they don’t need
any support at this role. Their low cost
and high durability make them great overall, but the changes brought by 6<sup>th</sup>
edition have made them rather lose potential.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Perhaps, the most important hit came from the
new vehicle rules, which mean that mech lists are much less durable. Now that
glancing hits can wreck vehicles and getting a penetrating hit means that your
weapon will almost always be useless ( 50% chance of being useless for 1 turn
and another 35% of being totally gone ),
reduce dramatically the overall performance of the Razorback. Worse yet, 5 marines were never posing a threat to anyone,
but now that they can no longer charge after disembarking from their transport,
while needing to be outside of it for objective claiming, makes them easy prey
for the enemy.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> However, although the days of Razorspam are
probably over, when used with moderation, and not as a core of a list, RAS can
still perform well even in competitive levels.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Land raider and drop pod squads will be discussed in the Tactics section of this guide.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Tactical
Squads</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The second best troop unit of the BA codex,
tactical squads have seen a rise in popularity in the current metagame. The new
transport rules favor them, rapid fire weapons are much more useful now, and
shooting has become the prevalent source of damage. Their uses and weapon loadouts are indeed
many and varied, and depend on what role is assigned to each squad. Their
points cost is also not that bad, and they get cheap heavy and special weapons.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">However, my
personal opinion is that, BA tacticals are outclassed by the majority of the
rest of tactical marines available to other Marine codices. For this reason, I would advise anyone who
design lists with tactical marines, to go for allied units of tacticals. DA
Tacticals, for example are better in every way, and cheaper too, SW Grey
hunters are awesome value for their points, and since you can have access to
them without any drawbacks ( aside from the necessary HQ choice ), why not do
just that?<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Of course,
at the end of the day it all comes down to the kind of list you are trying to
build, and If you can spare the points for 3-4 troop units.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Death
Company</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Ah….the DC…isn’t it amazing, what can a new
edition do for a unit? I think that, among the units that got boosted by the
new USR, Death company can probably
claim the 1<sup>st</sup> place. Their most hindering flaw turned into an
incredible boost, and the DC has become a superb lethal weapon ,
completely under the control of the player. What can I say about them? They are
blessed with FNP, FC and relentless, have WS of 5 and can do as many as 5
attacks when charging…most HQ choices don’t get that many attacks you know. And
all that power comes from a model of 20 points. A true bargain indeed.<o:p></o:p></span></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidO0gyWLjZn7N5b6a0JdzaoNYMCpfMhD_8l2mUjnnz90RDT-MqWkhqAfKrkb7L6mut6W2jspoWoQcIjPFGZE2GoEwRM0H7-uLLTQLHrR9HZeMi6uuYEOnOyXpjnPFch9Ri4kgbmugmxm0/s1600/Death_Company_by_Scebiqu.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidO0gyWLjZn7N5b6a0JdzaoNYMCpfMhD_8l2mUjnnz90RDT-MqWkhqAfKrkb7L6mut6W2jspoWoQcIjPFGZE2GoEwRM0H7-uLLTQLHrR9HZeMi6uuYEOnOyXpjnPFch9Ri4kgbmugmxm0/s400/Death_Company_by_Scebiqu.jpg" width="237" /></a><span lang="EN-US"> Still, it saddens me to see that DC have not
taken the BA listbuilding by storm. The reason is quite obvious though, and it
derives from their rather restricted mobility. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Of course,
you can give them Jump packs, but if you were really considering this option,
you wouldn’t be reading an article about “ competitive” gameplay, right? 15
points per JP is insane, and should be avoided at all times ( best reserved for
games of 2.500 points or more ). <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> As a result, in order to get the most out of the
DC, another transport options should be considered. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Land
raiders are perhaps the best solution, offering several other advantages (
which will be discussed later ), aside from transferring a lethal unit to its
destination. The cost of a land raider, although high, is very much justified
by the rewards given by the DC. So, if you can spare 250+ points , I would really
advise you to go for a Land raider.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Drop Pods.
A more revolutionary approach, the drop pod provides good positioning at
dirt cheap cost. A DC that comes into
play from a DP, will need to survive an enemy turn in order to start dealing
serious damage, which means that they need support ( which can be provided
rather easily by the BA force ), or else they won’t survive long.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>DC
Dreadnoughts</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Although
completely outclassed by Furiozos in every way,
DC dreads are not that bad. They are cheap and can still hurt horde
armies. Can be put into drop pods and sent to the enemy ( but only as parts of
the second wave, they have become too fragile to withstand the enemy’s full
force reaction ), and help pick up any remains of the enemy, or can be embarked
in Stormravens and being kept in there until late game. Not very much of an awesome unit, but the fact
that they are troops ( aka don’t occupy precious Elites or HS slots ) gives
them some sort of utility.<o:p></o:p></span><br />
<span lang="EN-US"><br /></span>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://fc09.deviantart.net/fs71/i/2010/290/e/5/death_company_dread_mardus_by_stefoserpent-d30yhll.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://fc09.deviantart.net/fs71/i/2010/290/e/5/death_company_dread_mardus_by_stefoserpent-d30yhll.jpg" width="400" /></a></div>
<span lang="EN-US"><br /></span>
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Scouts</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> There is not much to be said about scouts.
Their main purpose is objective holding, and they are good at it. Should be
usually considered after you have built the bulk of your list and you have some
leftover points. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">I was
planning to add the Mech BA section to this part of the article, but this whole
guide is getting lengthier than I expected.
As a result, Mech BA will be discussed in part 3.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">That’s all for
today, thank you for your time.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Stefanos Kapetanakis, out.</span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
</div>
Unknownnoreply@blogger.com16tag:blogger.com,1999:blog-4656092536917725795.post-3163481866161589732013-03-05T16:00:00.000-08:002013-11-05T10:44:44.931-08:00Competitive Blood Angels in 6th Edition, Part 1<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
</div>
<div class="MsoNormal">
<span lang="EN-US"> Greetings fellow gamer</span>s!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">February
had been a very busy month for me, with all the mid-term exams and whatnot, and
once again a lot of time has passed without any new posts… I should be ashamed
of myself.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Anyways,
today’s topic is dedicated to Blood Angels, and their competitive value in the
dreadful 6<sup>th</sup> edition.<o:p></o:p></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcS28oIcOZtPKwuNvUdj0e6Nk7nS3RH0fLpme13VlLEqyuKawSAInQ" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcS28oIcOZtPKwuNvUdj0e6Nk7nS3RH0fLpme13VlLEqyuKawSAInQ" width="150" /></a></div>
<div class="MsoNormal">
<span lang="EN-US"> It’s been already about 7-8 months since the
dawn of the 6<sup>th</sup>, and as of today, I haven’t been able to find a single satisfying guide, analysis or tactica about the BA
codex. What’s more,
there is no solid presence of BA in any grand tournament, nor any
indication to encourage the claim that this army can perform adequately at
competitive level. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> As a result, my only source of information
derive from various posts on forums,
vague articles on blogs, and of course from the view of the majority of
players.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Thus, using
these rather “crude” materials and
without any solid facts to rely upon, I will attempt to write this article and
share with you the results of my research, as well as the impression that I have obtained from the Blood Angels
Codex.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> To begin with, I will attempt to analyze some
of the most popular BA units that are used nowadays:<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Mephiston:</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The first
unit I would like to talk about Is Mephy, aka the mini Carnifex. I see this guy being used all the time,
being included in almost 60% of all BA lists I come across, as the sole HQ
choice. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Personally,
I am not a fan of Mephiston. I believe that in 6th edition he has lost a lot of
his shine.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Specifically:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
</div>
<ul style="text-align: left;">
<li><span lang="EN-US" style="text-indent: -18pt;"><span style="font-family: Symbol;"> </span>Plasma
has become the most common special weapon, and while it is a little harder for them to wound Mephiston ( when compared to meltaguns ), the increased amount of shots that come from rapid fire mean that Mephy goes down
faster. A lot faster. At least FNP can compensate somehow, but yet, once he comes into contact with the enemy, he
won’t survive very long.</span></li>
<li><span lang="EN-US" style="text-indent: -18pt;"><br /></span></li>
<li><span lang="EN-US" style="font-family: Symbol; text-indent: -18pt;"><span style="font-family: 'Times New Roman';"> </span><span style="font-family: 'Times New Roman'; font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">AP3
weapon. This is where 6<sup>th</sup> has truly hurt Mephiston. He is supposed to be the unstoppable killing
machine of the Imperium, yet his weapon cannot harm a mere Terminator. As a result, the effectiveness of Mephy has gone
down significantly. He no longer is an unstoppable train of brute force , but
instead has become an overpriced light infantry killer. To add insult to
injury, he no longer stands a chance in melee against most decent CC HQ
characters, as it has become very easy for
the enemy to lock him into combat with a cheap character with 2+ save, who not only
is almost impervious to any damage dealt from Mephiston, but some of them (
like Inquisitor Corteaz , or a humble Destroyer lord with SMW and MSS ) can
best him in a single turn of assault!</span></li>
</ul>
<br />
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
</div>
<ul style="text-align: left;">
<li><span lang="EN-US" style="text-indent: -18pt;"><br /></span></li>
<li><span lang="EN-US" style="font-family: Symbol; text-indent: -18pt;"><span style="font-family: 'Times New Roman'; font-size: 7pt;"> </span></span><span lang="EN-US" style="text-indent: -18pt;">Lack
of Independent Character and Fearless.
Yeah, I am not reinventing the wheel here, we all know how bad it hurts that Mephy
cannot join squads. In 6<sup>th</sup>
edition, this flaw of him has become rather more gaping, making Mephiston unable to
withstand any focused firepower. He is as easy as ever to be picked out and
swiped by any semi-decent shooting unit, and far easier to get locked in combat
against enemy units who are Fearless.</span></li>
</ul>
<br />
<div class="MsoListParagraphCxSpMiddle">
<span lang="EN-US">Thus, the enemy now easily drown Mephiston into a sea of bodies
or simply focus-kill him in a turn of shooting. What’s more, with every new
codex, we see more artifacts, abilities
or upgrades that affect models or units.
For Mephiston, the worst of them is certainly the Mindshackle Scarabs(MSS )upgrade,
who has a profound impact on him.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast">
<br /></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<a href="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRBrrk81qNQvnSrwj1hNaUJvg4dRiRGy4XeWBH9zrb6oSC0tTXLdw" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="312" src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRBrrk81qNQvnSrwj1hNaUJvg4dRiRGy4XeWBH9zrb6oSC0tTXLdw" width="320" /></a><span lang="EN-US">All things considered, Mephiston apparently has a harder time on the table
than he</span><span style="text-indent: 36pt;"> used to. However, most people would state that all of his shortcomings
could be diminished when supported by the rest of the army. </span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US">It is always
possible to keep Mephiston hidden, inside transports , or under constant support
from Sanguinary Priests, and at the same time, use his mobility to avoid infantry
units with 2+ save. In my opinion, this is just ineffective, to design a list that will support a unit whose points cost
is supposed to guarantee that Mephiston can operate on his own and be
all-around lethal.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US">His performance in my playtests was rather
disappointing. Against an IG player, who runs a list full on plasma veterans
and the now- ubiquitous vendettas, I was hiding Mephiston behind 2 land
raiders. When the Vendettas came in, they shot down my land raider, and then
his deep striking stormtroopers shot him to death with melta and plasma
weapons. Similarly, against a Necron player, he did not manage to deal any
damage at all, since he slaughtered himself after the MSS taunt. Not to mention
how hindered he gets when confronted by
chaos Obliterator spam or killy Chaos Lords who carry black maces.<o:p></o:p></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span lang="EN-US">All things considered, my personal opinion is
that Mephiston is not the beast he used
to be, and although he can still wreak havoc against certain lists, he can be
easily get outplayed by those players who know how to deal with him ( which is
easier that ever ). I believe that he falls into the category of " putting
all your eggs in one basket", and I would refrain from using him in my
lists at any given moment.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Stormraven</u></b>:
<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Another
very popular choice, Stormraven is considered by many to be one of the best
flyers of the current metagame, combining durability with decent damage output.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> It is true, that SR is a very good flyer
indeed, and perhaps the one who excels the most at taking down enemy flyers or
other vehicles. A twin-linked
multi-melta with the skyfire rule is indeed a powerful tool, and the rest of
the SR loadout has the potential to fulfill a multitude or roles, making the SR
a true Jack of all Trades,<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">…and a
master of none. While it is a force to
be reckoned with, the Stormraven requires a sum of points that most lists can
ill-afford to pay. Don’t get me wrong here, 200 points is not much for a model
that has the potential to change the course of the game, and I always reserve a spot for one
in my builds,but the problem is, that sometimes one is just not enough.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> It is an undeniable fact, that flyers
are , perhaps the most important element of the current metagame.
Almost all IG players use 3 Vendettas, Orks max out their FA slots with Dakkajets , Chaos Space Marines can also field 3
Heldrakes and Necrons can be expected to have 3-9 flyers in their list at any
given moment. In those situations, a sole
Stormraven is certainly gonna lose the aerial superiority, thus creating problems for the rest of the
list.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The only answer could be, a devastator
Squad with Prescience ( rather “meh”
IMHO), a quad gun and/ or another Stormraven
or other allied Flyer. However, for me ,
the question remains, whether Stormravens should be taken in pairs, solo or not
at all.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Sanguinary
Priests:</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> When I started reading post and topics about
BA in 6th, I was surprised to see that most people are reluctant to include
Sanguinary priests in their lists. Of course, I can see the obvious reasons,
with both FC and FNP getting nerfed, and characters being easier to get singled
out in close combat, or even getting sniped ( in extreme situations )<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Even though
the changes to the USR were not kind to our priests, it is my personal belief that they are still
necessary for the BA. With the exception
of heavy mech lists and/or razorspam ( which are not very common in 6<sup>th</sup>
), a single sanguinary priest can make a
great difference in the game. In fact, the SP is the only thing that actually
make BA units a bit better that the majority of other MEQ’s. Yes, even with FC,
the enemy marines still get to fight at the
same initiative, and our assault squads are having a harder time to deal with
cc oriented units, but still, I believe that this +1str bonus is always
desirable, and combined with Prescience bonus, can change the course of an
assault dramatically. FNP still offers an important boost to the survivability of
our units, providing a somewhat decent defense against plasma weapons. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> When all is said and done, sanguinary priests
are there for one reason only: supporting other units. And for 50 points, I don’t think that takes a great
sacrifice to have one of them in the list.</span><span lang="EN-US" style="font-family: "Arial Black","sans-serif"; mso-ansi-language: EN-US;"><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Corbulo</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u><br /></u></b></span></div>
<div class="MsoNormal">
<span lang="EN-US">Speaking of
priests, this article would not be complete without a reference to this guy. . I had never
considered using Corbulo in my lists
before, unti the moment I realized how amazing he is. Not only he fulfill the role of
buffer, but his FNP (2+) on himself means
that he can become a unique guardian for the squad he is attached to, shrugging
of amazing loads of damage and increasing the potential of his squad tenfold.
Furthermore, he grants a dice reroll per game, which allows for a plethora of
applications which can save your day. In fact, the only disadvantage of Corbulo
is his limited mobility, which means that most of the time he must be
accompanied with transports. Othen than that, I believe that Corbulo belongs to
the group of models that got a tremendous advantage in the 6<sup>th</sup> ed.<o:p></o:p></span><br />
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><u><b>Furioso
(FRAGiozo!) Dreadnought</b></u><o:p></o:p></span><br />
<span lang="EN-US"><u><b><br /></b></u></span></div>
<div class="MsoNormal">
<div class="separator" style="clear: both; text-align: center;">
<a href="http://images2.wikia.nocookie.net/__cb20121010183021/warhammer40k/images/e/ed/FuriosoDreadnought01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="277" src="http://images2.wikia.nocookie.net/__cb20121010183021/warhammer40k/images/e/ed/FuriosoDreadnought01.jpg" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<span lang="EN-US">While it
has become common ground that Walkers are much less desirable currently, the
mighty Furioso stands out as a significant exception. What if the Blood talons
are ap3? What if Dreadnoughts are struggling to be effective in short range? The
furiosos have found a way to use the edition
swift in the favor and remain useful and competitive. The answer, of course
came from the Frag cannon, a weapon that
appears to be perfectly suited for the blobs of infantry that people use
nowadays. Just use a drop pod to throw
it right in the heart of the enemy units and then proceed to incinerate everything
in its path. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> I
cannot stress enough the importance of Fragiosos for the Blood Angel army. They have become
one of the best units in the book, but we will talk more about their strategies and uses later on.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">This
concludes the 1<sup>st</sup> part of the BA tactica. Stay tuned for part 2, coming soon!<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Thank you for your time,</span></div>
<div class="MsoNormal">
<span lang="EN-US">Stefanos Kapetanakis, out.</span></div>
<br /></div>
Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-4656092536917725795.post-69934076817936641762013-01-29T18:58:00.000-08:002013-01-30T01:37:54.979-08:00An interesting notice on USR<div dir="ltr" style="text-align: left;" trbidi="on">
Hello everyone<br />
<br />
Recently, I acquired a copy of the small BRB of the Dark Vengeance set, which, combined with the boredom of the exam season, gave me a good excuse to read again the new rules, more carefully this time.<br />
<br />
My first notice is about the Universal Special rules.<br />
<br />
In the Independent Character section, it says that " When an independent character joins a unit it might have different special rules from that unit" and those rules can be conferred to that unit ( and vice-versa ) only when specified by the special rules entry.<br />
<br />
At first, I was not impressed by this fact. My impression was that, more or less, only Fearless, Preferred enemy and the likes could be transferred to (and from) characters who join units. However, upon closer inspection, I realized that things are a bit different.<br />
<br />
So, here is a list of the <strike>21</strike>(!) rules that follow the aforementioned fashion:<br />
<br />
1. Adamantuim Will<br />
2. Acute Senses<br />
3. And They Shall Know no Fear<br />
<strike>4. Counter Attack</strike><br />
5.Crusader<br />
6. Fearless<br />
7. Hit & Run<br />
8. Infiltrate<br />
9 Monster Hunter<br />
10. Move through Cover<br />
11.Night Vision<br />
12.Outflank<br />
13. Scout<br />
14.Shrouded<br />
15.Stealth<br />
16. Skilled Rider<br />
17. Slow and Purposeful<br />
18. Split Fire<br />
19. Stubborn<br />
20. Tank Hunters<br />
21. Zealot<br />
<br />
I think it is interesting how many rules share this flexibility. That's all for today, thank you for your time.<br />
<br />
<br />
Stefanos Kapetanakis, out.</div>
Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-4656092536917725795.post-62832100078241694322013-01-25T12:45:00.006-08:002013-01-25T15:21:59.635-08:00Tyranids in 6th Edition: the Swarm Ascendant!<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
This is the 3rd and final part of the Tyranid Tactica Guide. Enjoy:</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<b><u><span lang="EN-US">H</span><span lang="EN-US">ormagants</span></u></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Now that
genestealers have lost their glamour, and getting into combat has become much,
much harder and much less rewarding, hormagants have stepped up their
performance as affordable , expendable melee units.</div>
<div class="MsoNormal">
<span lang="EN-US"> They only cost 6 points per model and deliver
3 attacks when charging. Having tervigons buffing them with FNP and fearless,
and now you have a swarm that can prove itself a real frustration for your
opponent.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The real downside is that they are no longer
getting any true bonus from their fleet rule, meaning that they are extremely
slow and will probably take several turns of shooting before reaching the
enemy. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Termagants</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u><br /></u></b></span></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg45NuAKjVMVMMZZ8k4TMWWQyN2fNBrnfLnRLdY7IPhB5KQKxPCnAOy_3py6A9zN8pjd0NrF-_CCm6D8SDnFkLRVM6RxUDjCrDyCa2OZELkNfxGRaB6tvDzsSY6gMd_IYTahO5MG7rknGXv/s1600/termagant.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg45NuAKjVMVMMZZ8k4TMWWQyN2fNBrnfLnRLdY7IPhB5KQKxPCnAOy_3py6A9zN8pjd0NrF-_CCm6D8SDnFkLRVM6RxUDjCrDyCa2OZELkNfxGRaB6tvDzsSY6gMd_IYTahO5MG7rknGXv/s320/termagant.jpg" width="300" /></a><span lang="EN-US"> Termagants have always been popular, and an
almost mandatory option for the Tyranids.
If not for anything else , a unit of those guys would be included, to
accompany a troop Tervigon. And while they are rather weak, and can do little
damage without the assistance of larger beasts, they are not to be
underestimated.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">First of
all, when compared to hormagants, termagants are overall a better option, for the following reasons:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Termagants
are cheaper, and move at the same speed as hormagants.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">They
have a shooting weapon ( very important )<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;"> </span></span><span lang="EN-US">They
can be upgraded to carry better weapons and fill more roles .<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle">
<span lang="EN-US">In fact, while most players include termagants armed with fleshborers, a
new, popular option is to arm 20 gants with devourers and put them in a spore. <o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle">
<span lang="EN-US"> This combo provides 60 str4 shots
at point blank. However, I am not too fond of this tactic , because of its
tremendous cost. 10 points for a termagant is insane , especially considering
how fast they die. For 10 points you could take 2 gants instead, and while the
amount of firepower is still reduced, you double your models count. I can’t tell for sure which option is the
most successful , but I when it comes to tyranids I would always choose quantity over quality.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle">
<b><u>Raveners</u></b></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM1K_spycrQkRshAvGYvof99mRzTsgsKlVC2RClVoPAymVReWXmmSer81Ephy19nnPr1X5t22RS1YKIXuhrounfZfcHIRWmF41YNhBEW9nqdTxU6IOdMmoaksWAEDYpZdPO_rMvXtFRiI/s1600/ravener_of_hive_fleet_daedalus_by_stefoserpent-d3iz2xi.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM1K_spycrQkRshAvGYvof99mRzTsgsKlVC2RClVoPAymVReWXmmSer81Ephy19nnPr1X5t22RS1YKIXuhrounfZfcHIRWmF41YNhBEW9nqdTxU6IOdMmoaksWAEDYpZdPO_rMvXtFRiI/s1600/ravener_of_hive_fleet_daedalus_by_stefoserpent-d3iz2xi.jpg" /></a></div>
<div class="MsoListParagraphCxSpMiddle">
<span lang="EN-US">By far my favorite tyranid unit , and perhaps one of my favorite creatures
, period. Raveners were always considered to be “ target practice units” for IG
artillery and GK Psyflemen alike…and although this very painfully true, I was always getting the impression that
raveners performed very well for
me. So ,let’s see their best characteristics, under the scope of 6<sup>th</sup>
edition:<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;"> -</span></span><!--[endif]--><span lang="EN-US">They
cost only 35 points without any upgrades.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;"> </span></span><span lang="EN-US"> -3 wounds and 5 attacks on the charge, get to
re-roll to hit rolls of 1’s.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;"> -</span></span><!--[endif]--><span lang="EN-US"> Beasts , which means that they move 12” and
get to reroll their assault move roll, which in essence means that they get a
charge move of 8-10 inches , statistically.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">This makes
their role quite obvious: they are the hunters of the swarm. Their role is to
reach the enemy as fast as possible , becoming the center of attention and
providing adequate time for the rest of the swarm to move up. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Nowadays it is easier than ever to deal with
raveners, thus making them a choice that you should rarely consider , but one
that should definitely be in the back of your mind.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Gargoyles</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> These guys perform in a similar way to
Hormagants, although they seem to be better suited for the role of expendable assault
unit.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> First of all , they are definitely faster than
Hormagants. They also carry fleshborers,
which is an important detail, and finally they can use the Hammer of Wrath
rule, and all that for the same point cost as a Hormagant.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> In fact, the only case where Hormas should be
chosen instead of Gargoyles, is when you need more troops, which is rarely a
problem for Tyranids anyway.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Gargoyles can perform well in close combat.
However, as is the case with all of our smaller creatures, they die very, very easily,
thus making them unreliable , at best.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Biovores</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="http://wh40k.lexicanum.com/mediawiki/images/thumb/6/67/Biovore_art.jpg/180px-Biovore_art.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://wh40k.lexicanum.com/mediawiki/images/thumb/6/67/Biovore_art.jpg/180px-Biovore_art.jpg" /></a><span lang="EN-US">These ugly
creatures have become very popular recently. I see them in most tournament
lists, and while I was puzzled at first, I finally understood why they are so attractive.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> First of all , they are very cheap. For 45
points you get a guy with a large blast weapon that will do some damage against
light infantry. And they reside in the Heavy Support section, so they get to
compete with some “ titans “ of the 40k metagame, such as the Mawloc, the
depressed Carnifex and the almost suicidal Tyranofex. Yeap, actually Biovores
are somewhat useful after all.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> They come in a nice brood of 3, have a 48”
assault , barrage, large blast weapon with a str and ap of 4… not bad for 45
points. And if they miss they target, their shot is not lost, but a unit of 3
spore mines appears…hopefully they enemy won’t escape their damage anyway.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Considering
how many players choose to spam troops nowadays, biovores will probably do
enough work to justify their points cost almost every time.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Trygons</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwZ6a_h_hiWp__uB_NY4v3tGqvwFFBxWMmEZdrYsmo7IbkGKkOz91rR1zKaNpFpO4OL9mc_i2mwruSs4-ca3pNReqjQz1NJvceVkPT4iiISQsuvBnTG2-xWRwqWprfsSkh9TMVW6jl3L0/s1600/second_trygon_of_daedalus_by_stefoserpent-d3ixkcj.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwZ6a_h_hiWp__uB_NY4v3tGqvwFFBxWMmEZdrYsmo7IbkGKkOz91rR1zKaNpFpO4OL9mc_i2mwruSs4-ca3pNReqjQz1NJvceVkPT4iiISQsuvBnTG2-xWRwqWprfsSkh9TMVW6jl3L0/s400/second_trygon_of_daedalus_by_stefoserpent-d3ixkcj.jpg" width="281" /></a></div>
<div class="MsoNormal">
<span lang="EN-US"> The last unit of this list , and probably one
of the least effective anyway. Trygons are durable, leathal, fast moving units
that could be easily be one of the best units of our codex. However, as they stand now, they are still burdened by
the same weaknesses they had since their release. They have to deploy right in the face of the
enemy, only to die fast to their low- ap weapons. Plasmas , meltas and
lascannons cut through their flesh like a hot knife through butter, and even
their 6 wounds and toughness can’t prolong their existence enough to allow them
to reach the enemy and do their job. Unlike other suicide units , like
genestealers, raveners or Ymgarls , the
Trygon is too expensive to fulfill that role. Besides, Trygons are of no use
against flyers and he Overwatch rule is more painful to them that it is for
most other units. A great shame,
because its rules, concept and miniature
model are all beautiful. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> That concludes my list of the best Tyranid
units in 6<sup>th</sup> edition. However, no guide is complete without an explanation of how the
various units of our codex work. The
rest of this article will be a short tactica of an exemplary list.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> To begin with , let’s see how a Tyranid
tournament list looks like:<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>HQ</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Hive Tyrant
with Wings, 2 sets of Twin-linked Devourers ( BW), Leech Essence, Paroxysm ,
Old Adversary- 285pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Hive Tyrant
with Wings, 2 sets of Twin-linked Devourers ( BW), Leech Essence, Paroxysm,-
260pts<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>ELITES</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Hive Guards
x 2- 100pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Hive Guards
x 2-100pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Zoanthropes
x 3-180 pts<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>TROOPS</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Tervigon
with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Tervigon
with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Tervigon
with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Termagants
x 10- 50pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Termagants
x 10- 50pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Termagants
x 10-50pts<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>Heavy
Support</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Biovores x
2 – 90pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>TOTAL :
1750pts</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">This is a
list composed exclusively of the best Tyranid units only. It is obviously meant
for a more defensive type of play. It is
a solid list that is built with an emphasis on the shooting aspect of the game , and resilience.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> First of all, it has 2 Flyrants , which should
be enough to wreak havoc to the enemy lines, draw the majority of the enemy’s
firepower on them, and generally attempt to kill as many enemy units as
possible before dying. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> I have included 4 hive guards in 2 separate
units. Their role is to focus on the
enemy transports and light vehicles first,
then move onto flyers and possibly heavy infantry ,susceptible to
Instant Death.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> 3 Tervigons are more than enough to survive
the game. In fact, if you lose all 3 of
them in a game, it probably means that you should reconsider your tactics and
army list altogether. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Also, 3
Tervigons will provide a mass of extra troops, so make sure to have a stock of
about 75 termagants ( from my experience, I ‘ve found out that there should be
about 25 spare gants in your army case for each Tervigon on the table )<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Biovores are there to deal with those pesky
players who gather their troops behind Aegis defence lines</span></div>
<div class="MsoNormal">
<span lang="EN-US">.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Although each separate unit in the list is
quite decent on its own , the true power of this list is that it can spam troop
units that can flood the gaming board, claim objectives, and finally, attempt
to deal as much damage as possible to the enemy units. The 3 tervigons alongside the termagants and
the elite shooting arsenal make a good core for your force that can prove
itself very resilient. Do not play aggressively with this list. Instead, try to
use the Mission rules to your advantage. This list excels in missions where
several objectives are included, and can
easily give you more victory points by claiming the First Blood and
Linebreaker. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> In addition to the aforementioned advantages of this list, we should include the amount of troop units that can be spawned from such a list. When played correctly, this list should make it throughout the game, with a rather small amount of casualties. Make sure to spawn often, but not too often. Units spawned from Tervigons are really worth it when they will deploy near the enemy, then shoot and assault in the same turn. Avoid spawning from the 1st turn. It's a needless risk. </span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Instead, in your first couple turns of the game you should focus on killing the most dangerous enemy units, isolated small units and possibly those annoying Quad guns and Icarus lascannons. If possible , try to take down those emplaced weapons in the 1st turn , so that the enemy will have little chance to hurt the Flyrants.</span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<a href="http://media.moddb.com/images/groups/1/9/8153/Kraken_Tyranid_Warrior.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="322" src="http://media.moddb.com/images/groups/1/9/8153/Kraken_Tyranid_Warrior.jpg" width="400" /></a><span lang="EN-US"> Then, make sure to move in close to the enemy with the whole army, if you see that your enemy outshoots you too much.</span></div>
<div class="MsoNormal">
<span lang="EN-US"> In most cases, however, a more defensive approach should be better, until of course your Flyrants start diving into combat. In other words, supposing that the Tyrants will start assaulting units at the 3rd turn and after, you should calculate your movement phases so that your tervigons will be in a possition to provide termagants that will support the Flyrants, backing them up with numbers so that they wont be all by their own.</span></div>
<div class="MsoNormal">
<br />
Finally , lets not forget about the presence of Psykers in this army list. 8 Psykers are included, giving you access to an incredible amount of bonuses that are much needed by your units. In most cases, you should choose to take psychic powers from the main rulebook, especially for the Flyrants. For Tervigons , it is not necessary to risk, simply because Catalyst is still an awesome power. For Zoanthropes, the choice depends on your enemy list.</div>
<div class="MsoNormal">
<br />
<br /></div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
<br /></div>
And so, after about 12 Word pages and 5.000 words on Tyranids, their codex, their pros and cons etc, I think that there is not much left to say about Tyranids. I hope that you found this guide informative, understandable and enjoyable to read, and perhaps you found some ideas for your own lists.<br />
<div class="MsoNormal">
All things considered, Tyranids are not a bad army on its own. Surprisingly, they perform much better than many other codices, which is impressive, taking into consideration the fact that we lack so many things compared to other armies. Tyranids are a mid- tier army, that can still be used in tournament play, albeit with lots of luck and good match- ups </div>
<div class="MsoNormal">
I would love to read your opinion about our codex, your ideas and tactics. Any comment and criticism about this guide is both desired and appreciated. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Thank you,</div>
<div class="MsoNormal">
Stefanos Kapetanakis, out.</div>
</div>
Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-4656092536917725795.post-36845634300889764952013-01-24T21:10:00.000-08:002013-01-24T22:20:24.085-08:00Tyranids in 6th Edition: Rebirth of the Swarm?<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
Hello
ladies and gentlemen,</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Yesterday’s
post about the Tyranids and their performance in 6<sup>th</sup> edition was not perceived well by many people who
claimed that I was either too pessimistic , absolute or just wrong about my
view of the tyranid codex.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Admittedly, the first part of this article was
a bit harsh, so , this second part will
be dedicated to the strong elements that the Tyranids still maintain. After all
, our codex may be far from overpowered , but it has some units and tactics
that can fare decently in the new metagame. In this article , the most useful
and effective tyranid units will be explained.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Flying
Tyrant</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u><br /></u></b></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u><br /></u></b></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.deviantart.com/download/106788710/Hive_Tyrant_by_Zen_Master.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="http://www.deviantart.com/download/106788710/Hive_Tyrant_by_Zen_Master.jpg" width="222" /></a></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u><br /></u></b></span></div>
<div class="MsoNormal">
<span lang="EN-US"> One of the best units ( if not the best ) in
the Tyranid codex. A Tyrant with the Wings
biomorph counts as a Flying Monstrous Creature , which gives it a host of new
rules and bonuses.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Increased
movement speed. When in “ swooping mode”
it can move as far as 24” and still fire Its weapons<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Increased
durability. The enemy units can only hit him on rolls of 6, reducing dramatically the amount of incoming
damage and causing frustration to your opponent<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">However ,
FMC’s have their weaknesses. Their
tendency to fall to the ground every time the enemy manages a hit is a glaring flaw and automatically makes FMC
less effective than Flyers. Whereas a
Flyer can take multiple hits and still cause headache , a FMC would
simply fall to the ground and then become easy prey for the rest of the enemy
units. Addind insult to injury, the greatest threat of a Flyrant is not the rather small number of enemy anti-vehicle firepower, but rather the massed shots that come from infatry units. Thus, the best way to bring down a FMC is to simply shoot it with bolter/lasgun/ whatever shots from several squads unit it falls to the ground. From that point on it lies naked in front of your heavy weapons and is left to your mercy.</span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">On the
other hard , if the Flyrant manages to stay in the air / survive the enemy turn
, and get to the right position , then the following carnage will be a most
satisfying one.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Finally, he
is a psyker that can take 2 powers not only from the Tyranid book, but also
from the new rulebook powers. Biomancy
is the obvious choice, with Iron Arm being perhaps the best result a Flyrant can get.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">All in all,
the Flyrant provides and all-around effective option, with solid shooting and
melee capabilities and 2 psychic powers that could potentially maximize his
potential as a “sweeper”.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Nonetheless
, I would not place all my trust on a
Flyrant alone, as it is almost certain that he will succumb after getting
focused by the enemy shooting. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Tervigon</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitCpxGwVbKGQUT1c3vQEM-7TMXGIzFBR0IjJQJp6Pe3stBxM5Gf4ypOZA2faT6_m6XU5PRSDSl8zKe96oEghD2zsORxJl1I39nN5e6ettGbHQZ8SRFOJjJ8PAcquRMZZThrUWMx1MbFek/s1600/tervigon_artwork.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitCpxGwVbKGQUT1c3vQEM-7TMXGIzFBR0IjJQJp6Pe3stBxM5Gf4ypOZA2faT6_m6XU5PRSDSl8zKe96oEghD2zsORxJl1I39nN5e6ettGbHQZ8SRFOJjJ8PAcquRMZZThrUWMx1MbFek/s1600/tervigon_artwork.jpg" /></a><span lang="EN-US">The
classic, powerful , resilient and reliable brood mother of the hive, tervigons
seem to have been affected very lightly by the new rules. They still perform as
excellent as always and can provide more bodies to the table, support all
existing units and dish out some decent damage at the same time. Their only new tool of the trade is the new
Psychic powers, which mean that their supportive talents have new been updated
with new possible bonuses. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Needless to say that Tervigons should always shape the backbone of any Tyranid list. Take as many as you can, filling all
the troop choices if possible. Their
build has not chanced much either since the last edition. Always take a second
psychic power, as well as both the Adrenal Gland and Toxin Sac biomorphs. For a
mere 195 points , the mighty Tervigon still remains a bargain.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Hive Guards</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">The
ultimate in Tyranid ranged warfare, hive
guards are still an awesome option, and
still the only solid anti-vehicle option of our codex. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Perhaps a lot of people could claim that hive guards are no longer
necessary in a tyranid army list, since the number of vehicles that hit the
table has been reduced significantly (
no more chimera or razorspam for loyalists ) and at the same time, vehicles
have become very sensitive to melee
hits. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">However,
the solid package that a hive guard provides , exceeds the role of a simple,
anti- vehicle unit. First of all, with
some FAQ clarifications, hive guards ignore the night fight rules completely,
and since night fighting is now a common thing , their utility has increased
considerably. Also, they are still a beefy unit that can take some serious
punishment before it succumbs to its wounds, and are also dirt cheap. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Furthermore, they are not so bad at taking out
flyers. A unit of 3 guards will probably score a penetrating hit at an 11AV
vehicle, and they also ignore any Jink
cover saves.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">In
conclusion, Hive guards can provide a decent amount of firepower that’s is very
likely to withstand the course of the game.
Thus, they are almost guaranteed to do enough work to justify your point
investment.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Zoanthropes</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">These guys
have always been the cause of a great debate, and for a good reason. Until the
release of the 6<sup>th</sup> Zoanthropes had to compete with hive guards for
the title of the “ best tyranid anti-tanki unit”. And although they had
gotten the short end of the stick, the
new edition brought a new wind of change for these floating central nervous systems.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Nowadays, they can serve 2 possible roles:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;"> -</span></span><!--[endif]--><span lang="EN-US">Their
classic role as an excellent killing machine<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;"> -</span></span><!--[endif]--><span lang="EN-US">The
role of a buffer/caster<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">In other
words , zoanthropes can now fill a multitude of roles , in a way that few
others can. Judging from your opponent’s list , you can now choose either to
keep their old warp lance/blast , or take 2 of the new powers. This option
alone makes zoanthropes a juicy choice
for most lists. However, always keep in mind that they still remain inferior to
hive guards when it comes to anti-vehicle.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Doom of
Malantai</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://wh40k.lexicanum.com/mediawiki/images/thumb/9/9b/Doom_of_Malan'tai_(Artwork).jpg/150px-Doom_of_Malan'tai_(Artwork).jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://wh40k.lexicanum.com/mediawiki/images/thumb/9/9b/Doom_of_Malan'tai_(Artwork).jpg/150px-Doom_of_Malan'tai_(Artwork).jpg" /></a></div>
<div class="MsoNormal">
<span lang="EN-US">Yet another
unit that has seen both a rapid increase
and decrease in it’s popularity, the DoM once was a standard unit in every
tyranid list, but after the release of the FAQ’s ( and the fact that it could
no longer affect units embarked in transports ) meant that the uber- thrope was
not build to last. Literally. A mind-blowing killing machine that epitomizes
the “ glass cannon” philosophy, a single lucky lascannon shot could silence it
forever.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> I noticed that most people who go to tournaments
with tyranid lists tend to bring the might of the DoM to the table. Perhaps it
is because most players don’t use many transports anymore. Maybe It’s
because that, for 90 points it’s worth to try taking a risk and throw a DoM
right in the opponents face </span></div>
<div class="MsoNormal">
<span lang="EN-US">.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The truth is that , nothing really changed
towards the best for the Doom, except the army lists of players. It is
still risky to deploy the DoM, but now it is a risk worth taking. I would
certainly recommend using it, if you don’t mind sparing an Elite slot for it. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Ymgarl
Genestealers</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u><br /></u></b></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZKPWXqh9PWOVUuKiByTGJM1wPWwQveK9aRZYNflq8odE45uC8ROozg-txfAVchXKaeTPBefEPAqpz-1ZNMOL868tv0b3t2P2jAvEvNRLS81VRjPWHC0K9e6nZKVV_6TdV6y9R8P4KiFU/s1600/490px-t5eymgarlgenestealers.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZKPWXqh9PWOVUuKiByTGJM1wPWwQveK9aRZYNflq8odE45uC8ROozg-txfAVchXKaeTPBefEPAqpz-1ZNMOL868tv0b3t2P2jAvEvNRLS81VRjPWHC0K9e6nZKVV_6TdV6y9R8P4KiFU/s320/490px-t5eymgarlgenestealers.jpg" width="217" /></a></div>
<div class="MsoNormal">
<span lang="EN-US">Ah, the
elite genestealers. And with the new
rule changes, one of the precious few units that can charge right out of
reserves ( the other two units being Vanguard Veterans, and Zagstruk Stormboys,
if I am not mistaken ). Under the
current rules, Ymgarls have become the only kind of genestealer that is worth
using, and probably the only kind of ‘stealer that will manage to get in melee.
<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Their
ability to deploy in a piece of terrain and then charge in the same turn is
invaluable, as it not only offers the ability to reach those units that do most
damage in the early stages of the game, but they can also act as suicide units,
giving you the change to move closer to the enemy with the rest of the swarm
and minimize the number of casualties.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Of course,
not all is good for Ymgals. Their point cost is still very steep and will
probably be ill-affordable in most lists. Furthermore, they take up Elite
slots, which means they have to compete with other, more appealing choices. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> My advice is that Ymgarls should be considered
as an option after you include most of the important stuff in your army. For
example , if you find out that you have 150 points left, Ymgarls could be just
what your list needs.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> That concludes the second part of this guide. Part 3 coming very soon.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Stefanos Kapetanakis, out.</div>
</div>
Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-4656092536917725795.post-72068712386871010282013-01-20T07:34:00.002-08:002013-01-24T22:19:29.839-08:00Mewtwo Pattern Zoanthropes<div dir="ltr" style="text-align: left;" trbidi="on">
Hello ladies and gentlemen,<br />
<br />
The number of posts containing pictures of models are too damn few! Unacceptable! Its time to post some Xenos.<br />
<br />
<br />
So, in this post you can see 2 converted zoanthropes. I was not too fond of the metallic ones because of their tendency to nose dive during the game, resulting in constant damage of the paintjob and in my frustration. Thus, a couple days , a few mg of green stuff and some cutting and gluing later , I came up with these 2 guys:<br />
<br />
<b> WIP</b><br />
<br />
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<b>And some pictures of the finished models:</b></div>
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That's all for now. Thank you for your time, and you like these models please leave a comment. Any C&C are welcome.</div>
<br /></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-25284456792261804292013-01-20T03:51:00.006-08:002013-01-24T22:20:24.084-08:00Tyranids in 6th Edition: The death of the Hive mind part 1<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Greetings ,
ladies and gentlemen.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Since I don’t
seem to
be in the mood for studying pathology, I guess it’s time to write a few
words about the Tyranids and their presence in the 6<sup>th</sup>.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Every time I go to a tournament and I chat
with my fellow players and team members , I am always asked the same question: “
how do you see Tyranids in the new edition? “<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">To begin
with, I will make it clear that Tyranids nowadays are not a good army. I am
very sorry to say that about my beloved swarm , but since the new rules came out,
our codex has been struck hard by the nerf bat. Specifically:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraph">
<span lang="EN-US"><b>COVER
SAVE AND FNP</b><o:p></o:p></span></div>
<div class="MsoListParagraph">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal" style="margin-left: 28.4pt;">
<span lang="EN-US">With the new edition , cover saves and FNP are
now rolled on a 5+. Cover save is now
easier to get but offers less protection overall, which puts a great dent in the
survivability of our units. When it comes to FNP the new rules bring up a
rather hot debate about whether or not FNP has improved or not, but I think that while Tyranids are concerned the new change is not beneficial to them.. With the old rules , the entire swarm had a
nice , 4+ cover save and a 4+ FNP, essentially reducing all incoming ranged
damage by 75%. Nowadays, not only has the Cover save become 5+, but also the
FNP roll is worse for us. <o:p></o:p></span></div>
<div class="MsoNormal" style="margin-left: 28.4pt;">
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.mbaintheusa.com/wp-content/uploads/2008/08/roll-the-dice.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="120" src="http://www.mbaintheusa.com/wp-content/uploads/2008/08/roll-the-dice.jpg" width="200" /></a></div>
<div class="MsoNormal">
<span lang="EN-US">Comparing
the 4+/4+ roll with the 5+/5+ roll we
get the following chart:<o:p></o:p></span></div>
<div class="MsoListParagraph" style="margin-left: 46.4pt; mso-add-space: auto;">
<span lang="EN-US">Out of 100 wounds dealt , we get:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><u>5<sup>th</sup>
edition ( 4+ cover save , 4+ FNP </u>)<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">100 wounds ->
50 ( 4+= 50% ) -> 25 ( 4+ = 50%) Casualties<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><u>6<sup>th</sup>
edition (5+ cover save, 5+ FNP)</u><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">100 wounds ->
66 (5+= 33% ) -> 45 (5+ = 33% ) Casualties<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Result:
with the new rules, Tyranids suffer approximately 20% more casualties<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Still, most
people will argue that FNP , with the new rules , protects our Monstrous
Creatures from low AP weaponry such as Lascannons and Multi-meltas. This is
true indeed, but when you look at the army as a whole, there is done more harm than good . <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Also , don’t
forget that FNP is still nullified when the enemy shot deals Instant Death, which means that T3 models ( termagants and
hormagants ) which make up the majority of the Tyranid force still lose their
roll when hit by those weapons that would do most damage to them anyway (
namely battle cannons and other ordnance
goodness ).<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> So, when it comes to shooting , from a termagants perspective, FNP is
outright worse than it was in the previous edition. The only true benefit that Termagants got
from the new rule is that they are little bit better in melee fighting against power weapons and
the like.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>RESERVES</b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Another big
change and one that affected the
tyranids dramatically. With the new reserve rules , units that come from
outflank or infiltrate cannot assault in the turn they enter the table.
Infiltrators cannot assault in the 1<sup>st</sup> turn…. Well, allow me to say
that I am very disappointed that GW chose to take this path with the new
edition, because ,in my opinion, the new reserve rules took away a very and
interesting part of the game. The old
reserve rule were making a game which had a surprise factor , and were interesting
in so many levels.. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> As a tyranid player , you could choose whether
to outflank with your genestealers or
deploy them via infiltrate. The was a little “ mind game “ with your opponent
where you tried to outplay him by applying pressure before the game had even
begun. The opponent had to deploy in a
way that would prevent you from infiltrating too close to assault and also make
sure that we would keep a safe distance from outflanking units, and so on.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> For me, this was my favorite part of the game,
and was one of the most important rules that our codex was built upon.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> However , in the 6<sup>th</sup> edition all of
this fun is lost. GW considered that their players should not be concerned with
clever deployments but should rather spent 20 euros for a stupid wall with a
gun and hide their models behind it. Our genestealers are now dead , as there
is simply no effective way to use them. They will probably get shot to pieces
and their remaining roles are performed better by Hormagaunts anyway.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>FLYERS</b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">This is
another field where our codex has little presence. As I have already said in previous posts ,
flyers are the “ new shit “ of 6<sup>th</sup>
edition. Every player should gear his
list to be effective against them , and every player should some of them. The
best 6<sup>th</sup> edition lists include flyer spam ( Necron flying breakfast
anyone? ) and those armies who cant counter them effectively are automatically
banished to the “ low tier” armies list.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Unfortunately, Tyranids have a big issue with
flyers. First of all, we don’t have any “
flyers” of our own. Our only option of aerial combat are Flying Tyranids , and
the Harpies..<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i324.photobucket.com/albums/k345/reaper2257/Tyranids/Godzilla_Army_Flying_Tyrant_7.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="http://i324.photobucket.com/albums/k345/reaper2257/Tyranids/Godzilla_Army_Flying_Tyrant_7.jpg" width="320" /></a></div>
<div class="MsoNormal">
<span lang="EN-US"> The Flyrants are not bad. They are very costly
though, but can bring some decent fire power ( with quad-devourers) and still
be effective in close combat. Still, they lack powerful anti-flyer weaponry and
it is much easier for your opponent to kill them. All in all , you should
always spend those 260 points on a Flyrant, but there can be no comparison between
those 260 points that an IG player plays for 2 Vendettas.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Harpies ,
on the other hand are a joke. They are
expensive , weak and can only do some mediocre damage against infantry. Forget their name and invest in Flyrants.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">So….. yes ,
Flyers… how do we deal with them as Tyranid players?</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Answer- We don’t. Tyranids don’t have access to Flyers. We don’t
have access to Quad- Guns and Icarus Lascannons. We don’t get many
twin-linked rolls ( and if we do, we have to play many, many points for them
). We don’t get divination ( nope , even
less chances against flyers ) and we don’t get allies… So , our best bet are lucky shots from the Hive
Guards or hoping that a Flyrant may save the day.</div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>ASSAULT MOVES</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">This is a
part where Tyranids actually got some sort of bonus. Random charge length is not bad for Tyranids
since most of our units have the Fleet rule. Rolling 2 dice , keeping the
satisfying one and re-rolling the other? Nice! In essence , we got better in
our assault moves. A minor improvement
when compared to the previous edition , but an improvement nonetheless.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>FEARLESS</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><br /></b></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><br /></b></span></div>
<div class="MsoNormal">
<span lang="EN-US">There you
have it. GW new gift to the Tyranid race, fearless is the best thing that ever
happened to tyranids since we got the Tyrannofex model. There is not much to say here , fearless
makes gaunts somewhat decent in close combat, but not in a way that can turn
the battle in our favor. Instead , combined with the rest of our nerfed special
rules , fearless makes sure that if we lose a melee battle , it will slow down
the enemy enough for a possible next wave of
termagaunts to finish them. It is a good rule but not a lifesaver.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">When all is
said and done , Tyranids have become weaker.
As described above , the new rules are not in our favor and the new,
shifting metagame makes a hostile environment in which our little beasts can
hardly adapt. However , in my personal
opinion , Tyranids have become ineffective for a much more simple reason:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Tyranids
have lost their synergy.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">I have
explained it in an <a href="http://amethystxenos.blogspot.gr/2012/03/greetings-of-all-i-apologize-for-taking.html">older post</a> that our current codex is based on the synergy between its many units. None of our units is an insane killing machine
, none of our units has incredible survivability , but instead, the codex
suggest a force in which every unit is supported by another unit ,and in turn
supports a third. For example, a
tervigon supports a unit of termagants
which in turn provide support for raveners or genestealers , and all 3 units
together become effective. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> Unfortunately, this method of playing in our
current codex was so hardwired to the 5<sup>th</sup> edition mechanics that can do very little now. The new rules
simply cannot support our codex and this is why I believe that the Tyranids
need a whole new codex.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> If you are a new Tyranid player , I do not wish to disappoint you, but you must know that you picked an army that is really hard to play, and even harder to be played in a way that will satisfy you. As is the case with Space Marine and Dark Eldar players , our codices are outmatched by others. I certainly hope that GW will do something to balance everything and give a chance to Tyranid players to make a powerful comeback.</span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Stefanos Kapetanakis, out.</span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://images3.wikia.nocookie.net/__cb20111004162032/warhammer40k/images/6/6f/Hive_Tyrant_-_Hive_Fleet_Behemoth.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="640" src="http://images3.wikia.nocookie.net/__cb20111004162032/warhammer40k/images/6/6f/Hive_Tyrant_-_Hive_Fleet_Behemoth.jpg" width="465" /></a></div>
<div class="MsoNormal">
<br /></div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-31763895044796187582012-10-03T11:29:00.004-07:002013-01-24T22:38:52.968-08:00The Impact of Randomness<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
<span lang="EN-US">Hello
people,<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Today I am
posting an article , somewhat different from what has been posted until
now. The difference comes from the
credibility and/or objectivity of the following statement:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<b><span style="color: #3d85c6;"><span lang="EN-US">The new
edition is degrading the competitive sid</span>e of 40k by introducing progressively
the prevalence of randomness.</span></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Of course ,
this is just a hypothesis , and many people can easily say that a good player
should rely little on the tides of luck. However, after playing a couple of
games , I think that most people will realize that now, there are more random things than what we were
used to.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">First of
all, we now have the random psychic powers (henceforth p.p.) from the main rulebook. These new powers are,
for the most part, better that their older Codex counterparts. For example ,
Tyranids have the Catalyst p.p. that bestows the FNP rule upon a unit. The BRB
has the Endurance p.p. which gives FNP+ Relentless+ IWND. The BRB p.p. is
obviously much, much better but you have to risk the chance of getting it or not, or bring many
psykers to the table.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Furthermore,
the introduction of random charge distance had a tremendous impact on most
melee units and armies. It does not only make it harder for a unit to
get stuck into combat ( which gets even worse when you take into account the
enemy Overwatch ) , but it is also
rendering obsolete the most fundamental idea of c.c. armies : “ <u>my force will suffer casualties for the
first 2 or 3 turns but then they will certainly pay off by engaging in combat</u><o:p></o:p></span><br />
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<a href="http://www.jelldragon.com/images/bone_dice.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="192" src="http://www.jelldragon.com/images/bone_dice.jpg" width="320" /></a><span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">In the new
metagame, a close combat unit relies on its mobility, or Fleet in order to take
minimum risk when charging. In case a unit misses its charge it will probably
get shot to death, or the enemy will retreat and run. So , that change is
making the assault phase the one most dependent on chance.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
In addition
to this, more random elements have made their appearance into our game.
Mysterious Objectives , Mysterious Terrains , Random Artifacts , Warlord Traits….
they all seem to serve as a simple, fluffy addition to the main rules that can
result in a more pleasant game with little surprises that may come along. On
the contrary, when viewed through the spectrum of competitive gaming , these
impish new features can cause headache and confusion. I think there is no need to analyse that
further because I already see that most
people don’t use any of these rules in their games anyway, and I strongly
believe that in the near future it will become commonplace to ignore these rules completely.</div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">In case you
don’t find this article convincing , I
will explain further why the new “random rules “ should raise a few eyebrows
among the gaming community.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> Personally, I play 40k since the era of 4<sup>th
</sup>edition. Back then , the game used to be much more rigid and objective (
or at least , that is the way I remember it ). There were very little parts of
the game that had to do with luck ( except for the regular dice rolls ).There
was no “ What you see is what you get” because buildings and terrains had the “
level “ system that used to be a definite answer whether you can see a model or
not. <o:p></o:p></span><br />
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivW9n96lwaqCJGHKOOGYDaI0dXVGbbXN92e_20VKRwHS9TPsLZPWSPJ-eED_Wj3BLHvKqeTPW2Uw9Ryw8X_SDKIf-H7Ma_yeNOCyfpqnLN11mBp-jwsoBepoE3mLOctWnv7JMANtz1Td0/s1600/PB194501.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivW9n96lwaqCJGHKOOGYDaI0dXVGbbXN92e_20VKRwHS9TPsLZPWSPJ-eED_Wj3BLHvKqeTPW2Uw9Ryw8X_SDKIf-H7Ma_yeNOCyfpqnLN11mBp-jwsoBepoE3mLOctWnv7JMANtz1Td0/s400/PB194501.JPG" width="400" /></a><span lang="EN-US"> In 5<sup>th</sup> edition , WYSIWYG made quite a good impression at first
(because people thought that it would make the game more realistic). But after
a while, some smart-ass guys appeared , with models assembled and converted in
a way that would give them a gaming advantage and even later , when people
really got the hang of it, there were other people who would spend 15 minutes
to deploy their Psyfleman dreadnought in a way that would provide the walker with
cover, but not its target.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> However, people got used to it, after a while.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Today , in
the early days of 6<sup>th</sup> edition, there is a wide array of new
additions that come with the idea that “ it will make the game more realistic”.
This time it is not a matter of “ model view” but is an attempt to actually
give a new aspect to the game.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">And thus we
reach the quintessence of this whole argument: <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span style="color: #3d85c6;">Should the
game become more realistic by adding elements that depend on chance?</span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">The idea
that a realistic game should be more fun is something that the gaming community
always wanted. Most players would say that they would like to play a tabletop
game that is a most precise simulation of what a large scale sci-fi battle
would look like. This idea ,combined with the enthusiasm that accompanies films
or videogames , is creating the impression that a tabletop game should be as
detailed and complex as possible.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">However ,
the main disadvantage of such ideas is obvious. The game is becoming more and
more complex , time consuming and harder to learn and getting accustomed to it.</span></div>
<div class="MsoNormal">
<span lang="EN-US">For young
players, this means that they it will probably be easier for them to get introduced
to a tabletop game full of fun elements , but actually it will be harder for
them to stay in the hobby.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">For more
experienced players who only play for their enjoyment, this means that they
will probably spend their afternoon playing a fun game that resembles real life,
but will also take more time to get done with.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">And
finally, for the experienced players , complex rules also result in a game that
takes more time to play, but also in a metagame that requires more effort for a
good player to remain competitive. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"> My personal belief is that a good player
should have a specific view of the battlefield and a specific way to respond to
any situation that may occur. This profile is the direct result of not only accumulated
experience, but also of a deeper understanding
of the game itself. Much like professional chess players see their game as a
finite result of moves and tactics, a competitive 40k player sees his game as a
finite complex of movement distances , proper deployment and prediction.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<a href="http://chessonline.eu/wp-content/uploads/2011/12/chess.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="240" src="http://chessonline.eu/wp-content/uploads/2011/12/chess.jpg" width="320" /></a><span lang="EN-US">However ,
when the game becomes more complex, and there are more things determined from a
dice roll, then it gets progressively harder for a player to calculate all the
possible scenarios. Of course a good player should rarely take luck into
consideration, but he should definitely be fully aware of it.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><u>And to
finally put an end to my seemingly pointless ranting:</u><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">All things
considered, anyone can say that despite the new random rules, most of them can
either be ignored completely, or do not affect the game in such a great degree
as this article would suggest. I am fully aware of it. Nonetheless, I can’t
help it but point out that this could be just the tip of the iceberg. I am afraid
that GW is making their rules more and
more based on randomness. And even if you now think that all this article is
about a harmless new feature of the game, what would you say if I told that GW
actually wants to undermine the prevalence of the competitive aspect of our
game, in favor of a more plain and
accessible way of gaming? <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Stefanos Kapetanakis, out.</span></div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-26793466498856448762012-09-27T15:50:00.001-07:002013-01-24T22:39:21.892-08:00First official taste of 6th Edition metagame<div dir="ltr" style="text-align: left;" trbidi="on">
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/dAMZPK1uZO0?feature=player_embedded' frameborder='0'></iframe></div>
<br />
Greetings gentlemen,<br />
<br />
<br />
<div class="MsoNormal">
<span lang="EN-US">my posting
rate on this blog is as slow as ever and my response similarly delayed. But I
assure you, I do this in order to make sure that the content you read
maintaints some quality. Recently, I participated in the 1st greek tournament
after the release of 6th edition, and I believe I got quite a good taste of how
the new metagame looks like. Of course I would like to share this with you.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">So, the
tournament was titled “Anvil of Heroes” , it took place in a fairly new gaming
club called “<a href="http://www.wargamer.gr/">Legion Wargaming Club</a>”. 24 Players attended the tournament, with some of the “well
known” players of our community being there.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">This post
will not be about me or my performance in this tournament, but just for
those who are interested, I will include
my list at the end of the post.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">To begin
with, compared to 5<sup>th</sup> edition
era, there were few GK players…actually, only 1, which used henchmen instead of
regular GK marines…ouch..<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Actually, there were people representating
most armies ( I saw a tyranid player, SoB , SM all kinds of stuff ) which was very
interesting. However, most people used Necrons and IG..which of course, was to
be expected , and for a good reason.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> I will be very straightforward:
at this moment ,the current 40k metagame insists that the only true winning
armies/lists come from those two codexes. Each of them has its own flavor that
makes it good and unique and is also set apart from the rest because of that.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">I will
start from the Necrons. My 1<sup>st</sup> match was against the Necron player
who later won the tournament. He used a very flyer-heavy necron list, with 5
Nightscythes and two Doomscythes ,as well as some very cheap Ork allies ( a
bare big mek and 20 gretchins )<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-wo4cUKPYqautRnsVDT4p4weEO76fAGFufoZxG3eSRTF0ZhutoxNcG0vkVnC9TefxPYHkN7xPSi9qqOp3bTHppPQO0HjqkxF1kuKAUNxbzWu9p0CfXfqdqP9vu1W2igg8xtHp0jIUCLg/s1600/NightScythe_side.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-wo4cUKPYqautRnsVDT4p4weEO76fAGFufoZxG3eSRTF0ZhutoxNcG0vkVnC9TefxPYHkN7xPSi9qqOp3bTHppPQO0HjqkxF1kuKAUNxbzWu9p0CfXfqdqP9vu1W2igg8xtHp0jIUCLg/s400/NightScythe_side.JPG" width="400" /></a></div>
<div class="MsoNormal">
<span lang="EN-US">This list
proved to be very, very effective under the current conditions. I got tabled by
turn 4, got a bit mad during the game and even made some grave mistakes.
Overall the list is very well balanced although it is extreme by nature. What I
mean by that is , this list , although being flyer-heavy has enough ground
force to secure objectives, as well as prohibiting the enemy from killing all ground stuff
before the croissants pour in.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">However,
the true power if this list lies in its flyers. The Doom Scythe , and most
importantly , the Night Scythe. Let’s examine this unit and compare it to the
rest of the flyers out there.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">First of
all , it is a dedicated transport, meaning that you can spam it alongside other
usefull troops and , for a mere 100 points it is a truly imbalanced bargain.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">It is an AV
11 all-around vehicle with 3 hull points that ignores Crew Stun& Shaken
rather easily ( on a 2+ and 4+ roll respectively , due to its Living Metal
rule)<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">It has a
str7 heavy 4 weapon , twin-linked with the tesla rule. The only weapon in the
game that rolls 4 dices and can pass 6 wounds. It is great against everything and you can also use it in
great numbers! <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The whole thing gets even more
ridiculous when you compare the Night Scythe with the rest of the flyers in the
game. I wont bother you with the details , but the Night Scythe stands as the
best 100 points you can spend for a model.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Oh the
other hand, GW seems to be really fond of the necron codex , and specifically,
with the Deathmark Unit.. this is why this unit gets boosts after boosts with
every single FAQ. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Yes, it was
rapid fire weapons with both the rending and Precision shot rules. Yes it chooses
a unit when it deploys and wounds it on a 2+, , …. And yes, this ability is
shared with any IC that enters the unit… even cryptecs… I close my care here
and leave the rest up to you.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">If you don’t
play Necrons , perhaps you should consider to do so, and if you don’t want to
you should tune you list and make it able to be a little more efficient against
them.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">And now , I
will move on to IG. Well , I believe that there is no reason to explain why the
Guard has always been a blessed race… I struggle to remember a day when a
played could say the following “ My IG suck hard! I will sell them and buy Tau
istead!”. And this is of course , because they have always been a top-tier army
, and they remain to be in the dark days of 6<sup>th</sup> edition.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.dakkadakka.com/s/i/at/2009/8/28/c556f55be6bd6c1c1498829c27b10606_3309.jpg__thumb" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="http://www.dakkadakka.com/s/i/at/2009/8/28/c556f55be6bd6c1c1498829c27b10606_3309.jpg__thumb" width="320" /></a></div>
<div class="MsoNormal">
<span lang="EN-US">Not only
they have the second best flyer available , but they are very versatile when it
comes to allies! They happen to be , the only army who can abuse Prescience
with a bulk of firepower. This well known big, 50 man-strong platoon with the
15 autocannons hidden in it now can make it’s weapons twin-linked against
everything! They can reroll their close combat attacks ( although I don’t know
if even this can make them tough enough to survive an impact from a melee
specialist). Just add in a cheap BA or SW librarian and enjoy the incredible
number of dice you get to roll. <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Furthermore,
things get even better for IG because of the new barrage weapon mechanics.
Another good reason to remove the dust from the old Basilisk and perhaps invest
in a Mandicore or a Medusa. Because now , Barrage are almost 100% better against
armor and a fair deal more accurate when they fire.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Finally, Vendettas
are excellent flyers ,and real cheap too. 12 armor is very tough for flyers,
and its 3 twin-linked lascannons can almost guarantee a vehicle wreck every
turn.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">All in all,
the IG remain as dangerous as always. They are now , the epitome of balance,
quantity and quality. You can get their best when you pack some allies with
them, but even alone are more than sufficient against any enemy. A remarkable
codex that should become the principal for all future codexes.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">All things
considered, it is definitely not my intention to suggest that IG and Necrons
are undefeatable. However, it is an undeniable fact that, during the first
months of 40k tournaments they will be just a cut above the rest. I don’t worry too much though. Both the Necrons and IG will lose some of
their light soon. Whether it comes from new codexes, codex updates or FAQ’s I
am sure that they will follow the path already tread by 5<sup>th</sup> Edition
razorspam or even Nob biker lists. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">** Finally
, as promised, he is my BA list for the 1<sup>st</sup> Anvil of Heroes
Tournament:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>HQ</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Librarian-125pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Jump pack,
Power Sword<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>ELITES</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Sanguinary
Guard- 230pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Power Axes<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Chapter
Banner<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Sanguinary
Priest- 75pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Jump Pack<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>Troops</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Assault Marines- 215<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">10 models<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Sergeant
with Power Axe<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">2 Meltaguns<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Assault Marines- 215<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">10 models<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Sergeant
with Power Axe<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">2 Meltaguns<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>FAST ATTACK</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">3 Attack
Bikes-150 pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Multi-melta<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u>HEAVY
SUPPORT</u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Vindicator-145<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Vindicator-145<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Stormraven
Gunship- 200pts<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">-Twin-Linked
Multi-melta<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">-Twin-Linked
Lascannon<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">I hope you enjoyed this article, all C&C are welcome.</span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Stefanos Kapetanakis, out.</span></div>
</div>
Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-4656092536917725795.post-89333492043332203682012-09-03T13:29:00.000-07:002013-01-24T22:39:21.895-08:00First Thoughts on 6th Edition Part 2<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Hello
people,<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Some weeks
ago I begun to write an article about 6<sup>th</sup>
edition. When I was writing the first part I was explaining my point of view on
the new rules. However, the more I read about 6<sup>th</sup> edition, the more
I scout for other people’s lists and the more I play, the way I perceive the
new rules is constantly changing.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> Thus, I am writing this second part of my
article with a bit of hesitation as to
whether or not my arguments stand correct. After all it has been a mere couple
of months since the release of the edition and we are all trying our best to
decide what makes a good and competitive list for the 6<sup>th</sup>.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> So, without further delay allow me to present
you my little piece of knowledge , from my rather limited playtesting and
reading:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">FLYERS<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> First of all , I think that after all the fuss
about the new rules , the only massive change ( and the most troublemaking )
are the Flyers. As you all know flyers have gotten a great boost and have
become a pain in the back for specific armies and lists. To this present day ,
only 7 out of 16 codexes have flyers:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1620073a_99120101088_Stormraven03_445x319.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="229" src="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1620073a_99120101088_Stormraven03_445x319.jpg" width="320" /></a></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Blood
Angels -> Stormraven<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Grey
Knights-> Stormraven<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Dark
Angels -> Razorwing , VoidRaven<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Imperial
Guard -> Vendetta, Valkyrie<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Orks
-> Dakkajet, Burna-bomber, Blitza- bomber<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Necrons
-> Night Scythe, Doom Scythe<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;">
</span></span><!--[endif]--><span lang="EN-US">Space
Marines – Stormtalon<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span lang="EN-US">Which
leaves the rest 8 armies without a flyer option ( of course there are still
allies , but we will get to that later ) and Tyranids which currently get
neither Flyers nor Allies<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">But what
makes Flyers so good? <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">First of
all, it is hard to destroy them. You must shape your list to provide enough
units to deal with them<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">Secondly,
they carry dangerous weapons which can be either anti-vehicle, anti-infantry or
both<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">There are 3
ways to deal with flyers:<o:p></o:p></span><br />
<span lang="EN-US"><br /></span></div>
<div class="MsoNormal">
<span style="text-indent: -18pt;">1. Include in your lists units that
provide high rate of fire. Massed
firepower is always the answer for everything and flyers are not an exception
to this. A list that can shoot dozens of high-strength shots will keep the
flyer problem to a minimum. Ideal unit for this purpose is the GK Autocannon
Dread.</span><br />
<span style="text-indent: -18pt;">2. Include in the list a flyer of your
own. Pretty self-explanatory, flyers can kill flyers and that should be your
first target when you deploy flyers</span><br />
<span style="text-indent: -18pt;">3. Include dedicated anti-aircraft
units. Skyfire shooters are currently undeveloped , with the only options being
the Fortification weapons , Hydras or the occational boost from a Mysterious
Objective</span></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle">
<span lang="EN-US">The thing is , not all armies can provide adequate anti-flyer units,
although I am sure that in the near
future gamers will find effective ways to eliminate the flyer threat. However
, unit then every player must construct their
list with flyers in mind.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle">
<span lang="EN-US">ALLIES<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle">
<span lang="EN-US">This is the other major change and the one that probably cause more
headache ( although not in the way flyers do). With the new allies mechanics we
have to deal with a new , bewildering
variety of lists that will expand the
metagame in both competitive and fluffy ways.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle">
<span lang="EN-US">How should allies be used?<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> Well , personally I think that
when a player considers to add an allied
detachment to his army, he should take under consideration the following 2
parameters:<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;"> <span style="color: cyan;">
</span></span></span><!--[endif]--><span lang="EN-US"><u><span style="color: cyan;">Will
the ally compensate for the weaknesses of my army? Will it provide something
useful to my list? </span></u><o:p></o:p></span></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US">For example, an Ork
player considers to take an allied detachment. He has some very good option for
allies , such as IG, Necrons, Tau and even Daemons. However , Daemons don’t have
much to add to an ork list because both Orks and Daemons are melee based
armies. On the other hand, IG could make better candidates because they have
shooting, while orks are infamous shooters.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<!--[if !supportLists]--><span lang="EN-US">-<span style="font-size: 7pt;"> <u><span style="color: cyan;">
</span></u></span></span><!--[endif]--><span lang="EN-US"><u><span style="color: cyan;">Will
the allied detachment be worth its points? Will I make good use of all the
allied units? </span></u><o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l1 level1 lfo1; text-indent: -18.0pt;">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US">The hardest part of
building an allied detachment is choosing which units will fill your limited
available slots. You have to take 1 HQ and 1 Troop choice, and then you get the
good stuff. The bottom line here is: </span></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US"><b>Don’t
take an allied force if you only want 1 unit. Only take allies if all the
allied units can be of some use to your list. <o:p></o:p></b></span></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US"><b><br /></b></span></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US">For example, it is not worth it to take IG allies because you want to include a Valkyrie or two in your list. You will need
to include some guardsmen that will not be of any use. <o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US"> </span>However, if you want to
take GK allies , it is a nice option to have Draigo and a troop Paladins squad.
This detachment makes the best use out of the points you spend on it.</div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US">Apart from that , it is
your own decision how you will use the allies.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="margin-left: 72.0pt; mso-add-space: auto;">
<br /></div>
<div class="MsoListParagraphCxSpLast" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US">From this point on things get quite
complicated and it is really hard for me to give any solid advice on how to
make a list. It seems that there is definitely more in 6<sup>th</sup> that what
meets the eye and we have only scratched the surface of the new metagame form. The
only sure thing is that more playtesting is necessary , more bold lists must
take the stage and all players should
let go of the 5<sup>th</sup> ed. inertial and try their best to cope with the
new changes.<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpLast" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpLast" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US"><br /></span></div>
<div class="MsoListParagraphCxSpLast" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US">Thank you</span></div>
<div class="MsoListParagraphCxSpLast" style="margin-left: 72.0pt; mso-add-space: auto;">
<span lang="EN-US">Stefanos Kapetanakis, Out</span></div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-37518139873216630202012-08-02T15:52:00.004-07:002013-01-24T22:38:52.970-08:00The Truth about the Thunderfire Vigor<div dir="ltr" style="text-align: left;" trbidi="on">
Greetings gentlemen,<br />
<br />
Our todays topic will be non other than the most efficient, powerful,
devastating and at the same time highly underrated unit of the game. I' m
talking of course about the Thunderfire Cannon the most fearsome weapon
platform GW has ever released throughout the ages of Warhammer 40k and
Wargaming in general. The historical background of the Thunderfire
Cannon begins in 1482 at the Renaissance. It was first designed by
Leonardo Da Vinci as a concievment for the perfect artillery, a schema of
the most destructive weaponry ever known to man. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_BXZ9NKsX2JPtJxvcWxXGFoSB6ChDPaziKf9xCpT52LRYXrcUD2SHhLCkCJmxd-BF6hq3Ts4U4oqSeiZAVy0dUwEkc_EH_yY9M09T-CQ9v0rMszGpOGmu9xQkoo37cVML8Gq-aK5Dr7s/s1600/leonardo-da-vinci-machine-gun.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_BXZ9NKsX2JPtJxvcWxXGFoSB6ChDPaziKf9xCpT52LRYXrcUD2SHhLCkCJmxd-BF6hq3Ts4U4oqSeiZAVy0dUwEkc_EH_yY9M09T-CQ9v0rMszGpOGmu9xQkoo37cVML8Gq-aK5Dr7s/s1600/leonardo-da-vinci-machine-gun.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_BXZ9NKsX2JPtJxvcWxXGFoSB6ChDPaziKf9xCpT52LRYXrcUD2SHhLCkCJmxd-BF6hq3Ts4U4oqSeiZAVy0dUwEkc_EH_yY9M09T-CQ9v0rMszGpOGmu9xQkoo37cVML8Gq-aK5Dr7s/s320/leonardo-da-vinci-machine-gun.jpg" width="214" /></a></div>
<div style="text-align: left;">
<br /></div>
Until our days this schema stands as an archetype of ideal warfare and as the goal of every weapon system that has been created in the history of mankind.<br />
<br />
GW was inspired by this unwordly futuristic conception and decided to add it to its gaming system. Τhe first effort was made back in the early days of the 2nd edition, as the Thunderfire Cannon was meant to be released as a plastic kit in the Warhammer 40k game. As expected many conflicts broke out inside the GW company about its charachteristics in the game and its release was cancelled in the last minute, due to the unimaginable power with which it would provide every Vanilla Marines player. It is said that most of the plastic kits that were created back then (a very restricted amount) are now under the control of an uknown wing of the masonic order, while others are in the possesion of Jervis. To the vast majority of the wargaming community those events remained uknown, due to the resurgence of debates and questionings about the profile of the GW company, that they would cause. <br />
<br />
Υears have passed since then and GW unexpectedly decided to officialy
release the Thunderfire Cannon in the beggining of the 5th edition with
the new Space Marines Codex. The company of course took drastic
measures in order to ensure that the metagame will not collapse and that
other armies will also have a word in the 5th edition. The model was
released in a heavy, insufficient, ugly, overcosted metal kit (vastly
different from the conception of Leonardo Da Vinci) in order to keep
away customers from buying it. They also attached a Techmarine to it,
disgracing the models legendary individuality and autonomy, feeding the
community with the wrong impressions. Additionaly the company launched a
massive propaganda via the internet (blogs, news, articles, spam hatemail) against the
model to manipulate the view of the players towards the Thunderfire
Cannon, so that the model would never be fielded on a gaming table.
Testimonials claim that few players who dared to bring this model on the
table were kidnaped by GW agents the same night and that nοne heard of
them again. Their entry on the national database was automatically
deleted so that even their existance could be doubted. Every game it was
fielded ended as a massacre in favour of the Thunderfire Cannon, there
wasn't a single army in the game that could withstand its power.
Therefore, GW wanted the Thunderfire Cannon to simply stand as an
honourary entry in the Codex, but at the same time they didnt have the
courage to apply any nerfs on this godlike artillery piece. It isnt also
a coicidence that the Marines Codeces that were released after the
Vanilla Marines were overall much more powerful, but still failed to
harm the Thunderfire Cannon.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFlMCWq9dlrkTJUF5oQyDGk_sxYDx7kSEt0hq-VwZmV6DSERGYHmpb7gxnY_n-bnq5ho7TbcdvMFibkFOywv3HUAwRF1neVJi7WQBbIG5nV6r0wP_VnZiNP72RM1vIF6pHbp5vry98oWI/s1600/thunderfire%2520cann.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFlMCWq9dlrkTJUF5oQyDGk_sxYDx7kSEt0hq-VwZmV6DSERGYHmpb7gxnY_n-bnq5ho7TbcdvMFibkFOywv3HUAwRF1neVJi7WQBbIG5nV6r0wP_VnZiNP72RM1vIF6pHbp5vry98oWI/s320/thunderfire%2520cann.jpg" width="320" /></a></div>
<br />
<br />
Now in the 6th edition, GW went too far by giving many armies the access
to the Thunderfire Cannon via the new allies system. Rumors also tell
that a possesed Thunderfire Cannon is supposed to be released soon ,so
that even Chaos will be able to enjoy its benefits too. Fellow bloggers,
I think we have finally come to the breakdown of our favourite game. Our
games will develοp to rock-paper-scissors logic matches, because the
player who gets first turn will destroy guaranteed his opponents army
first with his Thunderfire Cannon on Turn 1. Thank god that the seizing the
initiative rules didnt change in the 6th edition, so that the player who plays
second has a small chance to turn the game around, providing the game
with a little more strategic interest.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<br />
<br />
<br />
<br />
<br />
<br /></div>
Just_a_Justicarhttp://www.blogger.com/profile/13004640181153202812noreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-9906298583533920072012-07-24T17:05:00.001-07:002013-01-24T22:39:21.896-08:00First Thoughts on 6th Edition part1<div dir="ltr" style="text-align: left;" trbidi="on">
<span style="background-color: black;">Hello
ladies and gentlemen</span><span style="background-color: white;">.</span><br />
<br />
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="http://images.wikia.com/pokemon/images/9/9b/Slowpoke.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="184" src="http://images.wikia.com/pokemon/images/9/9b/Slowpoke.png" width="200" /></a><span lang="EN-US"> It's been a long time since my last post, as a
result of both my busy schedule and the "dead period " that followed
the recent release of the long-awaited 6th edition. I have already indulged
into the new book and I had the chance to play a few games and experience the
new rules in action. Thus , having read some articles online, I would like to
give my personal opinion about the 6th edition. It is important to make clear
that by I am just sharing my first thoughts about the rules and I have, by no
means, mastered the new rules , I am just trying to acclimatize myself to the
new changes ,much like the whole 40k community does.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">To begin
with , it is important to mention that the 6th edition, unlike any other
previous BRB have made quite a strange impact on the gaming community. I had
the chance to speak with a couple of store managers which pointed out that no
one was nagging about the new rules, or flaming GW etc. On the contrary , it
seems that we all have embraced the new ruleset with a rather warm welcome,
which is a nice on itself. Perhaps it is
too early to judge, but this absence of misery allows everyone to be more open
minded towards 6th ed.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"> So, we have a new book which appears to be
more balanced than anything we have seen in the past. It packs some major
changes that will definitely affect the metagame , but it seems that all new
changes follow two major guidelines:<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">- Smoothing
the gap between codexes<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">- Making
people buy more stuff.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Which is
not all that bad , when you think about it. In the new book, we have a host of
changes that eventually lead to a much more balanced game, based on strategy,
rather than rules abusing and spamming. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://s1.ipicture.ru/uploads/20120705/J4PDcRhT.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="http://s1.ipicture.ru/uploads/20120705/J4PDcRhT.jpg" width="237" /></a></div>
<div class="MsoNormal">
<span lang="EN-US">My personal
opinion is that GW has done a great job tuning the old rules and adding some
new rules ,but nothing is " broken".
Take the vehicles, for example. Now , they follow the hull point system.
That means that it is quite a bit easier to break a tank , but now all tanks
remail fully functional until they get wrecked. No more stun & shaking from
glancing hits ruling your armoured fist Guard.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> In a similar fashion , Flyers have become
much more survivable, but their transport capacity has been hindered and their
movement is more "rigid" <o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">All in all
, to me it seems that GW wanted to make changes that would not affect
dramatically their codex range and/or that would not cause confusion to the
gaming community. So, limited changes to the new rules and the introduction of
lots and lots of new stuff<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><br /></span>
<span lang="EN-US"><br /></span>
<span lang="EN-US"><br /></span>
<span lang="EN-US">Before
commenting on the new rules , it is important to note the most important
changes that came with 6th ed:<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b>- The
introduction of Allies & Fortifications<o:p></o:p></b></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>- Flyers
getting boosted<o:p></o:p></b></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>- Cover
Save nerf<o:p></o:p></b></span></div>
<div class="MsoNormal">
<span lang="EN-US"><b>- Transport
Vehicles nerf<o:p></o:p></b></span></div>
<div class="MsoNormal">
<b>- Snap Fire & Overwatch<span lang="EN-US"><o:p></o:p></span></b></div>
<div class="MsoNormal">
<span lang="EN-US"><b>- New
missions set</b><o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US">( Again ,
it is possible that I am forgetting some important changes , but anyway… )<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Each and
every one of these changes has its own impact on our gaming habits. First of
all , the<b> new <span style="color: cyan;">Allies</span> mechanings</b>….now every army <span style="color: white;">( <span style="background-color: black;">well, almost every army , ‘cause
apparently Tyranids want to be VS the World , for some reason..</span>)</span> has the
opportunity to get an allied detachment.
This is a wonderful change which has only positive effects on the
game: under-powered /old codexes can
now be used in combination with some
more power-gaming codexes , make
beautiful , fluffy lists or ever terrifying combos. In any case , allies have all the potential to dramatically
increase the number of lists people use and shed light to some forgotten units
and armies of the game. It remains to be seen if allies will be used to a great
extent , but it is a smart move from GW
from both gaming and marketing spectrum.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> About <b><span style="color: cyan;">Fortifications</span></b>….when I first saw that
people could actually buy GW terrain and use it in their lists I first thought
that it was just a vulgar display of greed coming from the manufacturer , and
I still believe that Fortifications made their way into standard
gaming so that our beloved Citadel could just sell more… but from a gaming point of view they are
rather interesting. You can get one for
cheap ( 50 points is not bad ) , it gives 4+ cover AND it was the option
to fill it with anti- aircraft and anti-infantry weapons. It is also treated as
an immobile vehicle and can house troops
inside… All in all a nice package that you can place in strategic positions and
guarantee a successful defensive gameplay. They will be certainly used by
specific armies/ generals but for the most part I believe that they wont
affect the standard gameplay so much.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US"><b><u><span style="color: cyan;">Flyers! </span></u></b><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Well, all I
have to say is that it was about time to give flyers a boost. In 5<sup>th</sup> edition
, it was just ridiculously easy to face
Stormravens , Vendettas , not to mention the Necron croissantes…. Luckily
, now Flyers have become the new sh*t ,
taking the place of the ubiquitous Land Raider as a transport and gun platform
, and even outdating some of the older mainstream vehicles. They have gotten
over 200% faster , are almost impervious
to damage from non-skyfire units and they can fire more weapons than ever
before , not to mention the Evade rules and the new transport drop
mechanics. Yeap , it seems that flyers
will become a common sight for sure , and we will get the chance to do some
air-modelling with sci-fi crafts.<o:p></o:p></span></div>
<div class="MsoNormal">
<a href="http://buypainted.com/wp-content/uploads/2011/12/valkyrie1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="235" src="http://buypainted.com/wp-content/uploads/2011/12/valkyrie1.jpg" width="400" /></a><span lang="EN-US"> Actually , flyers have become so powerful now
, that any 6<sup>th</sup> edition list should cover two aspects: Ground forces and Air Forces. As peculiar as
that may sound , every list we make from now on should be able to attempt
domination in two levels. And still
maintain a balance between the amount of points you spend on each type of
force.<o:p></o:p></span></div>
<div class="MsoNormal">
<span lang="EN-US"> The only few drawbacks that flyers have is
their low armour , compared to non-flyer vehicles , and the fact that when the
enemy takes one down , it gets more painful for the units it carries and for
anything that is near. Also , while flyers can move fast , their manoeuvrability is rather limited, so this part requires some care.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">This concludes
part1 of this early commentary about the 6<sup>th</sup> edition. I hope you
found it interesting. Part 2 will come fast. Feel free to comment and thank you for your time.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US">Stefanos
Kapetanakis<o:p></o:p></span></div>
</div>
Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-4656092536917725795.post-21507654634494056712012-03-27T13:00:00.008-07:002013-01-24T22:38:52.967-08:00Gaming Behavior, Sportmanship and 40k raging.<div dir="ltr" style="text-align: left;" trbidi="on"><br />
<div class="MsoNormal"><span lang="EN-US">Greetings gentlemen,<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US"> today I would like to discuss a part of the game that plays a major role in the way people enjoy their gaming experience. And that is the attitude , sportmanship and behavior during a game , regardless if it is a tabletop game or an online one.<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><div class="separator" style="clear: both; text-align: center;"><a href="http://www.threatormenace.com/wp-content/uploads/2012/02/Rage1-291x300.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://www.threatormenace.com/wp-content/uploads/2012/02/Rage1-291x300.png" width="194" /></a></div><span lang="EN-US"> First of all , perhaps I may not be the most suited person to talk about sportmanship.... because it is true that I often hear from people complaints about the way I behave during games. Some people say that I am over-competitive , quarrelsome or even obnoxious during the game. Even a friend of mine got offended recently after we had a game during a local tournament..<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US"> Regardless of my behavior , I will state the obvious: that when you are playing a game , you ought to respect your opponent and make sure he enjoys the game as much as you do. When someone plays in a friendly environment , he will rarely come across someone who will play in an improper manner. However , when you step forward into more competitive gaming events and tournaments , it is almost certain that you will encounter someone who will cause frustration. In such occasions , many people want to give their best to show their skill and claim a top place ( and prize ) that they will usually forget the whole "game " idea. It is not something nice or acceptable to do , but a tournament is a place where you could expect people to demand strict precision during model movements and application of rules.<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="separator" style="clear: both; text-align: center;"></div><div class="MsoNormal"><span lang="EN-US"> Furthermore , there is another category of " frustrating " people , those who are not only rule-nazis , but those who will shout and argue furiously during the game when a assault move can't be made or when a dice roll goes very bad.. <o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><div class="separator" style="clear: both; text-align: center;"><a href="http://mobilecasino.ie/wp-content/uploads/2011/12/snake_eyes_dice.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="http://mobilecasino.ie/wp-content/uploads/2011/12/snake_eyes_dice.jpg" width="320" /></a></div><span lang="EN-US"> </span> To begin with , not all people can be calm , and well , some of them are a little too excitable and perhaps more likely to shout or argue. Personally , I find it hard to restrain myself when a very bad dice roll occurs ( rolling 1,1 and 2 for a Ravener's assault move is not pretty when you have those str8 GK autocannons in your face ) and I believe that others share this weakness. Other people can be irritated when confronted by the rule-nazis mentioned above or when they realize that the opponent may cheat or otherwise attemt to "bend" the game rules.<br />
<br />
</div><div class="MsoNormal"><span lang="EN-US"> Also , several people get carried away when playing a game. 40k is a game who has many thousand fans , most of which find the game not only attractive , but they have fervor and passion too! And if you consider that the game board is the place where 40k comes to life , I guess it makes sense to hear people shouting " For the Emperor!" or "Waaaagh! " when they play , or doing other silly things...<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"></div><div class="MsoNormal"><div class="separator" style="clear: both; text-align: center;"><a href="http://famousartpaintings.mktos.info/images/paint-brushes-1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="212" src="http://famousartpaintings.mktos.info/images/paint-brushes-1.jpg" width="320" /></a></div><span lang="EN-US"> Furthermore , many people spend several hours , weeks or even years to fully assemble and paint their army to the maximum quality they can achieve. When you spend so much of your time preparing your army with love and care for each model , this procedure creates some sort of bonding. For the artist , his works are much more than just a manifestation of painting skills , patient and talent. It is an exquisite expression of one's soul and feelings. Of course , the downside about being connected with the models is that you may get a grumpy face when that beautiful Voidraven that you converted and painted with full detail explodes before even touching the table!<o:p></o:p></span><br />
<span lang="EN-US"><br />
</span></div><div class="MsoNormal"><span lang="EN-US"> Also , the age of gamers does play an important role. In fact , it is more likely to encounter young frustrating players than old. I am not really sure how adolescence plays a role here , but I assume that all this accumulation of hormones do play their part. Furthermore , young players are usually more ambitious and energetic while lacking the patience of older players and are not familiar with the concept of "losing a game ". These hothead individuals will react intensely to a situation that will </span>perhaps , annoy them.<br />
<span lang="EN-US"><br />
</span><br />
<span lang="EN-US"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"></div><div class="MsoNormal"><span lang="EN-US"> And finally , there comes the part of personal rivalries and the social part of the game. It is true that most gaming communities number a rather small number of people , who are likely to know each other , more or less. It is also common to have a friend or acquaintance with whom they play regularly and thus it is acceptable to develop some sort of rivalry ( for the fun of it , of course! ) to add a little flavor to these games. Other people may not find certain players to be endearing , for whatever reason they do. Playing a game against a player that you don't like can cause some sparkle and even cause troubles for both players and those around them.<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US"> When playing an online game, things become even more severe. The lack of personal contact allows people to express their anger or frustration in the most insulting and raw form , through the game chat or even pm’s and mails. Although this has little to do with 40k , it is an example of the way a game can affect people’s behavior. Thankfully , when insulting someone from the internet , it has little or no effect to their personal life.<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><div class="separator" style="clear: both; text-align: center;"><a href="http://i2.photobucket.com/albums/y29/B2D/random%20crap/fuuuuface.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="233" src="http://i2.photobucket.com/albums/y29/B2D/random%20crap/fuuuuface.jpg" width="320" /></a></div><span lang="EN-US">All things considered , 40k is a game meant to be played purely for our personal enjoyment , and to have some fun with friends when playing or painting. The competitive part of the game sometimes scares me , because a player can easily forget the way the game is meant to be played , when he is struggling for victory. Regardless of the level of competition , our game is played by people , and people have their weaknesses. Some people may be mad about something irrelevant to the game that happened to them , others might get upset when their dice rolls dont match the statistics and some people might get upset just because they care about ranking and a gaming “status”. Regardless of the way each and every one of us plays this game , we should make sure to make it a pleasant experience for both players , and to suppress those innate feelings of wrath that we might feel. After playing competitively for a long time , after experiencing ETC , I can tell you for sure that I miss those old days when I would arrange a game with a friend from the school and we would bring some fun , mediocre lists made by models and equipment we found cool. No spamming , no rage. Those games where true , distilled fun! Trying to outclass everyone else in a tabletop game is meaningless and tiring for those who attempt to do it. So please , play this game in the way you enjoy the most. Perhaps the “ Most Important Rule “ that many of us forget so often , is indeed the most important….<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"><br />
</span></div><div class="MsoNormal"><span lang="EN-US">Thank you for your time. I know that some people will definitely be surprised to see an article for behavior written by me , but be assured , I also categorize myself in the examples mentioned above. Please let me know what you think. Until next time , Guzzler , out.</span></div></div>Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-4656092536917725795.post-31405558079959574672012-03-15T11:06:00.009-07:002013-01-24T22:39:21.894-08:00Vanilla Marines in the current Space Marines metagame<div dir="ltr" style="text-align: left;" trbidi="on"> Since the release of the Vanilla Marines codex back in the beginning of the 5th edition, we have seen some huge updates according the Space Marines in general. At first, there was the release of the new Space Wolves codex, which rapidly developed to one of the most competitive codices in the 40k scene, due the large amount of quality choices it contains. Then we had the release of the Blood Angels codex. The philosophy of this codex defers to the typical marine play-style. Here we see some really fast and mobile units supported by a very decent assault punch. Then we also made the first acquaintances with the FAQ concerning the Black Templars and the Dark Angels codices, which brought them dynamically, back in the competition. At last, we had the Grey Knights Codex, which develops a unique and more “elitist” play-style, which finds itself in favorable position against the other Space Marines armies. Suddenly the Vanilla Marines codex seems weakened and pretty much out of date after the releases of the other Space Marines codices, not only because of all the options of the new codices, but also because its tactics are by now “well-known” to each player. The critical question therefore is: “Are the Vanilla Marines able to compete in such a hard Space Marines metagame?”<br />
<div class="MsoNormal" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: left;"><span lang="EN-US"><br />
</span><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://img.webme.com/pic/d/darkangelss/vulkan.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="http://img.webme.com/pic/d/darkangelss/vulkan.jpg" width="201" /></a></div><span lang="EN-US">First of all, I would like to point out the main difference between the Vanilla Codex and the other Space Marines codices is the fact, that the HQ choice in the Vanilla Codex plays a huge rule according </span><span lang="EN-US">the muster of your entire army. Thing is, that the special characters of the codex in most cases come along with a “combat tactics” rule that influences your whole gameplay and consequently the decisions you will make for your army list. For example, if you choose Pedro Kantor as an HQ then you will most likely play around Sternguards, in order to enhance them with his “combat tactics” ability. Same goes also with Vulkan, Khorsarro Khan and Kayvaan Shrike. However, maximizing certain units, in order to get full benefit of your HQ’s ability, leads in my opinion to focused, but also very inflexible and fragile army lists. Additionally, those play-styles are pretty straight forward with no surprise elements to count on. As a result of this, the list you will create will be very "HQ-oriented" and also very one-sided, because it will be built around a single ability. This means that you will only have good matchups against certain lists that are not tooled out to face your specific play-style. However, you will have to make ends meet against each other possible matchup, because you will not have enough variety of units, who can distinguish in different roles, others than the one they are destined for.</span><br />
<span lang="EN-US"><br />
</span><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://i268.photobucket.com/albums/jj6/mdt666/predator-wallpaper-1024.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="http://i268.photobucket.com/albums/jj6/mdt666/predator-wallpaper-1024.jpg" width="320" /></a></div><span lang="EN-US">If you don’t choose a special character like those </span>stated above, you will probably create a balanced army list, but also a mediocre one. Fact is that the choices of the Vanilla Space Marine codex have nothing special from their own. They are just balanced units, that don’t have notable highlights in order to make your army list competitive enough for the current metagame. By adapting to this balanced play-style, you are adapting to the typical Vanilla philosophy. You will not have large weaknesses against each possible opponent, but at the same time you will not have a certain special element to rely on. Many units, that in the Vanilla Codex count as “solid” are inferior to the same units of the other Space Marines codices regarding both their points cost and their performance on the table. For example the Rifleman Dreadnought is inferior to the Psyfleman Dreadnought of the Grey Knights, the Typhoon Speeders are inferior to the Typhoon Speeders of the Black Templars, the Devastators are inferior to the Long Fangs of the Space Wolves, The Predators and the Vindicators are inferior to the Predators and the Vindicators of the Blood Angels and finally the Tactical Marines are inferior to all the respective Marines of the other codices. Therefore the latter play-style is very disputable, due to the lack of efficiency in your units.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://www.irondogstudios.com/images/crimsonfists/RTcover_bg.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="230" src="http://www.irondogstudios.com/images/crimsonfists/RTcover_bg.jpg" width="320" /></a></div>Finally, I believe that the solution for a decent army list lies somewhere in the middle between the above stated play-styles. One the one hand, you will need a special character, who can improve your units in order to make them more capable and give them certain advantages, in which only the Vanilla Marines codex has access. On the other hand, you must also look after variety in your units in order to be flexible and don’t lack in any aspect whatsoever. The current Space Marines metagame is undoubtedly really tough for the Vanilla Marines, but having a balanced army combined with specific elements as well as a good grasp of its capabilities, can still ensure you notable efforts in the competitive environment.<br />
<span lang="EN-US"><br />
</span><br />
<span lang="EN-US">Thanks for reading</span><br />
<span lang="EN-US">Just-a-Justicar</span><br />
<span lang="EN-US"><br />
</span><br />
<div class="separator" style="clear: both; text-align: center;"></div><span lang="EN-US"><br />
</span></div><br />
<br />
</div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-79431645636621646762012-03-11T13:33:00.001-07:002013-01-24T22:20:24.088-08:00A few words about the Tyranid Codex. Part2<div dir="ltr" style="text-align: left;" trbidi="on"><br />
<div class="MsoNormal"><span lang="EN-US">Greetings,<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US"> First of all , I apologize for taking so long to write this. I experienced certain “ technical malfunctions “ that caused the loss of many hours of writing work. From now on , I will use Word to write my text….. <o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="separator" style="clear: both; text-align: center;"></div><div class="MsoNormal"><span lang="EN-US">Anyway , in this second part of the Tyranid tactica , I will attempt to give an analysis of the –not so many – ways that the tyranid units can be used to make a competitive list. I wanted to give a detailed analysis of each and every unit in our codex , but this is a task that has already been achieved with great success by many people before me. So , I will just recommend everyone to take a look at <b><a href="http://thetyranidhive.proboards.com/index.cgi?board=Tactics&action=display&thread=27197">Loate’s Unit Tactica</a></b> which helped me a lot when I started playing tyranids. So , if you haven’t read it yet , I would advice you to take a look before continuing with this article.<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US"><b><span style="font-size: large;">TYRANID TACTICA</span></b><o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjglOkzK_fCvFemW2vFsVEawGrkpGUAyVxKC3WphJblUMpQQuL2BL2QcUPHJjxoLHy0EbqiKOXEsDJIyHNK5nypBOHU3ryEiHtCEQ-3ZGHNeuXABGVHSdnQADxXxQcAeG0TPO5UrFEzflU/s1600/The_Great_Maw_Opens_Wide_by_MajesticChicken.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjglOkzK_fCvFemW2vFsVEawGrkpGUAyVxKC3WphJblUMpQQuL2BL2QcUPHJjxoLHy0EbqiKOXEsDJIyHNK5nypBOHU3ryEiHtCEQ-3ZGHNeuXABGVHSdnQADxXxQcAeG0TPO5UrFEzflU/s320/The_Great_Maw_Opens_Wide_by_MajesticChicken.jpg" width="213" /></a></div><div class="MsoNormal"><span lang="EN-US">First of all , I need to point out the fact that the Tyranid codex can’t really produce many competitive lists. Most of the units are useless or overpriced and yet, other units seem to be a bit “ broken “ for the gaming standards. In fact , when I go to tournaments , I rarely encounter other tyranid generals , but when I do , most of them ( if not all ) use a list that is inspired by the list deployed by the player of Team Poland during the tournament of ETC 2011. The use of this list is pretty straightforward , and utilizes the Genestealer spam , with the FNP buff to overwhelm your enemy with some good quality close combat goodness. A very good list with great potential and one that certainly contains the best elements of the tyranid codex.<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US"> However, I have to admit that my experience with this list is quite limited and thus , I am not the most suitable person to write a tactica about that. In this article , I intend to focus on the tactics that I use and my personal philosophy around it , if you will.<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US"><b><u><span style="color: cyan;">The “Cell Structure “ List</span></u></b><o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US">It is said by many people that the tyranid codex makes a “Synergic “ army. Such a force includes units that can’t perform well on their own, but they rely on the mutual support of your other units to achieve their maximum efficiency. <o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"> The tyranid army is composed by 3 distinct classes of units:<o:p></o:p></span></div><div class="MsoListParagraphCxSpFirst" style="text-indent: -18pt;"><span lang="EN-US">-<span style="font-size: 7pt;"> -</span></span><span lang="EN-US">The small size class , which includes all the little critters such as hormagants and termagants<o:p></o:p></span></div><div class="MsoListParagraphCxSpMiddle" style="text-indent: -18pt;"><span lang="EN-US">-<span style="font-size: 7pt;"> -</span></span><span lang="EN-US">The middle size class which includes units such as warriors and hive guards </span></div><div class="MsoListParagraphCxSpMiddle" style="text-indent: -18pt;"><span style="text-indent: -18pt;"> - The monstrous size class which of course is composed by the big beasts: Tyrants ,Trygons and the like.</span></div><div class="MsoListParagraphCxSpMiddle" style="text-indent: -18pt;"><span lang="EN-US"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://wakeup-world.com/wp-content/uploads/2011/11/cells.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="240" src="http://wakeup-world.com/wp-content/uploads/2011/11/cells.jpg" width="320" /></a></div><div class="MsoListParagraphCxSpLast" style="text-indent: -18pt;"><span lang="EN-US">-<span style="font-size: 7pt;"> </span></span></div><div class="MsoNormal"><span lang="EN-US">A tyranid general tactics should include all 3 types of models , in a way that each one supports the other. Furthermore , each unit has its own , specific characteristics and excels at a specific role. The swarm is performing well when it is used as a single “ organism “ , that uses its physical bulk and force of numbers to overwhelm it’s enemy.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"> Thus , the Cell Structure idea , as I like to call it , describes an army that functions like a a living cell.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"> Each cell contains a number of tiny organs that all contribute to its survival and defensive properties. A cell is also protected by a membrane , that prevents all hostile factors from causing any harm to it’s more vulnerable content.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US">This is how I thought that a tyranid army should work. Thus , my list is based on this specific picture and tries to fuction much like a white cell that exercises “ phagocytosis “ to consume germs and debris alike.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US">In my list , the role of the “ membrane “ is performed by Gargoyles. I use two units of gargoyles to provide cover for the rest of my swarm. Since gargoyles are pretty cheap , they become a rather charming meatshield. I also equip them with Adrenal Glands and Toxin Sacs and for a rather small point investment , I allow them to have satisfying lethality.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"><br />
</span></div><div class="MsoNormal"><span lang="EN-US">From this point , I fill the “ balloon “ created by the gargoyle curtain , with units that play the role of the cell “ organisms”.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"><br />
</span></div><div class="MsoListParagraphCxSpFirst" style="text-indent: -18pt;"><span lang="EN-US">-<span style="font-size: 7pt;"> </span></span><span lang="EN-US">Hive Guards and Zoanthropes for anti-tank.<o:p></o:p></span></div><div class="MsoListParagraphCxSpMiddle" style="text-indent: -18pt;"><span lang="EN-US">-<span style="font-size: 7pt;"> </span></span><span lang="EN-US">Tervigons for their FNP buff and a steady production of termagants<o:p></o:p></span></div><div class="MsoListParagraphCxSpMiddle" style="text-indent: -18pt;"><span lang="EN-US">-<span style="font-size: 7pt;"> </span></span><span lang="EN-US">Flyrant for offensive support and Pref. Enemy buff.<o:p></o:p></span></div><div class="MsoListParagraphCxSpLast" style="text-indent: -18pt;"><span lang="EN-US">-<span style="font-size: 7pt;"> </span></span><span lang="EN-US">Raveners for an extra forward push<o:p></o:p></span></div><div class="MsoListParagraphCxSpLast" style="text-indent: -18pt;"><span lang="EN-US"><br />
</span></div><div class="MsoNormal"><span lang="EN-US">I also use genestealers , but their function is never specific , but is rather based on the way the enemy deploys , the needs of the mission and the terrain arrangement.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US">Furthermore , I always make sure that every wave of my units moved at - about- the same speed. For example , the tyrant follows the gargoyles for a fast moving offensive wave , while the raveners are held back to take care of anything that resists the assault.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"><br />
</span></div><div class="MsoNormal"><span lang="EN-US">The hive guards are the major anti-vehicle power here , while the zoanthropes primary role is to destroy Land Raiders and other high- AV vehicles.<o:p></o:p></span></div><div class="MsoNormal"><span lang="EN-US"><br />
</span></div><div class="MsoNormal"><span lang="EN-US">Tervigons are used in a much more defensive manner . In the beginning of every game , their sole role is bestowing FNP to certain units. At this point , I prefer not to risk spawning termagants. This is a strategy kept for late game, when the swarm numbers are thinned down , and a fresh wave of termagants , with the Tervigon buffs will achieve to overtake any pockets of resistance that the opponent may still have.<o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span lang="EN-US">And that is , more or less, how I use Tyranids. I hope that my guide was comprehensive and helpful. Please feel free to comment and offer your criticism in the comments below. May the Hive mind watches over us all.<o:p></o:p></span></div></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-4656092536917725795.post-67819469955943089792012-02-07T08:22:00.000-08:002013-01-24T22:20:24.087-08:00A few words about the Tyranid Codex. Part1<div dir="ltr" style="text-align: left;" trbidi="on">Today I would like to share with you my thoughts regarding the Tyranid Codex in the dusk of the 5th edition. To begin with , I am playing Tyranids and Blood Angels for several years. However , I had abandoned the xenos race for quite some time, and decided to give them a try around a year ago. I was participating in the first ETC Greek team back then , and, having the Blood Angels place already occupied , that left me with the sole option of restarting my old army.<br />
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<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgc4LJjlAxD41m5riuNPmmYm_oEP2V1N2_wjn02t8c49vTb6UlZ9lFrfcc8n6nkBgfau4QJJnheJuvGcUAnQR7gMJr_XrQOPWSnySx2ysUB9ioJyfTbnqmTIXmaoYgAwE2gxv8mwEkx7cU/s1600/P9252316.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgc4LJjlAxD41m5riuNPmmYm_oEP2V1N2_wjn02t8c49vTb6UlZ9lFrfcc8n6nkBgfau4QJJnheJuvGcUAnQR7gMJr_XrQOPWSnySx2ysUB9ioJyfTbnqmTIXmaoYgAwE2gxv8mwEkx7cU/s320/P9252316.JPG" width="320" /></a></div> I can't say that I am not happy/content with the new codex. I find it to work perfectly well and I believe that to this day it still is very competitive. My personal game record has many victories with tyranids , greatly outnumbering my lost games. So, for me , tyranids are a winning army.<br />
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That said , I had a conversation with some tyranid players from other countries at the ETC tournament. I had the pleasure to chat with the Team Wales Tyranid player , Filippo (who managed to get 1st tyranid player place in the tournament ). He told me from the beginning that " <span style="color: lime;">our codex is s**t!</span>". After the FAQ came out, the Tyranid codex got nerfed....badly...and that left us tyranid players with a rather mediocre codex to do our best. We also discussed about all the units included in the codex and we agreed that , of course , most of them are utterly useless in competitive gaming. As Filippo said " the only useful units in the codex are the Tervigons , genestealers and Hive guards. Everything else seems to fail become worth its points. "<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguEp3R9JI4aVzl_85zIOjGHRqXXGPvx9xPLV-hnIHfifuLJcl-gMxd4xpI4LOBqVlq_1IqBSYumSJ9aC9YvwraAJzKzihcLSmtOsoHpOhNkfyebUXfTRnYo5OMaJZuzIvYuDPplMCpd7Y/s1600/1315577290146.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguEp3R9JI4aVzl_85zIOjGHRqXXGPvx9xPLV-hnIHfifuLJcl-gMxd4xpI4LOBqVlq_1IqBSYumSJ9aC9YvwraAJzKzihcLSmtOsoHpOhNkfyebUXfTRnYo5OMaJZuzIvYuDPplMCpd7Y/s400/1315577290146.jpg" width="293" /></a></div>I believe that the words of Filippo would raise a few eyebrows among the tyranid generals of the ETC. In fact , most of the lists that were deployed in the tournament were copies of the Polish tyranid general list that he used in 2010 ( 3 Tervigons , 60 Genestealers and as many Hive guards and Hormagants possible ). The results of course seem to be disappointing for the future of the tyranid presence in the ETC...Filippo gathered 72 out of 120 points ( I gathered 65 ) and thus , that makes me believe firmly that we wont see many tyranid generals in this year ETC.<br />
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I am mentioning the ETC simply as an example of what people of the competitive gaming scene think about our codex. I am sure that many of you are against the ETC tournament , for your own reasons , but I am only trying to share my personal experience with you. I am afraid that it is a fact that our codex is considered by top players/ teams to be obsolete.<br />
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Now , if you allow me , I will present you my personal opinion about tyranids , as I have experienced them for quite some time now.<br />
I personally do not agree with the opinion of Filippo....or atleast , I do not agree completely. As I mentioned earlier, I believe that the Tyranids are a game-winning army. However it is true that when Cruddace wrote the codex , he opted to make a book based on the Tyranid middle-class creatures: Warriors.<br />
<div class="separator" style="clear: both; text-align: center;"></div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWijLDF9fwy0q8Qp_QyImyoIg2rgilZtqG5jxc43mqQrjtb-lUAFww6IrMsomh_HQaiy96a_FEilvrEdXRCGlkaLWnKjmcqNTClDWQD72-xg6MFQq6d7bJ69ao86iKBe9qk_x6R6TFtww/s1600/trygonAVATAR.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWijLDF9fwy0q8Qp_QyImyoIg2rgilZtqG5jxc43mqQrjtb-lUAFww6IrMsomh_HQaiy96a_FEilvrEdXRCGlkaLWnKjmcqNTClDWQD72-xg6MFQq6d7bJ69ao86iKBe9qk_x6R6TFtww/s320/trygonAVATAR.jpg" width="179" /></a> And so , with the new book , we have Tyranid Warriors as troops. They were buffed with an extra wound and a 5 point discount each. They were also given access to a bewildering variety of equipment , a brand new transport and an HQ Tyranid Prime that was making the whole Warrior ussue breaking the " Over-powered meter ". For a mere 360 points you could buy 5 warriors + prime with power-weapons and a host of bonuses , as well as deep strike. Thus , tyranid generals were making a core of 2 warrior units with their primes , and the list was filled out with supplementary units , like tervigons and hive guards.<br />
Of course , you could still spam little critters with fleshborers and still have room for monstrous trygons. As a result of this amasing of power given to Warriors , GW decided to " break " the Prime+Warriors + Mycetic Spore combo by prohibing the deployment of an IC with a unit in the spore. Automatically , warriors became one of the worst options in the Tyranid codex. They were now more susceptible to Instant Death , and without their Prime bestowing WS 6 upon them they were not so fancy in CC either. They simply became a non-appealing choice.<br />
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That's all for today. Thank you very much for taking the time to read this. I would really like to know what is your opinion about our codex. In the upcoming part 2 I will give a detailed tactica about tyranids as well as sharing some thoughts about tyranids in 6th edition.</div>Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-4656092536917725795.post-42837160643120734442012-01-21T03:37:00.000-08:002013-01-24T22:19:29.837-08:00Progress of the Blood Angels<div dir="ltr" style="text-align: left;" trbidi="on">Today I am posting some pictures of the Blood Angels that I still have in progress. Hope you enjoy:<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://fc07.deviantart.net/fs71/i/2012/021/e/0/land_raider_redeemer_of_the_angels_4_by_stefoserpent-d4n3qlu.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://fc07.deviantart.net/fs71/i/2012/021/e/0/land_raider_redeemer_of_the_angels_4_by_stefoserpent-d4n3qlu.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="http://th01.deviantart.net/fs70/PRE/i/2012/021/e/9/land_raider_redeemer_of_the_angels_3_by_stefoserpent-d4n3qjl.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://th01.deviantart.net/fs70/PRE/i/2012/021/e/9/land_raider_redeemer_of_the_angels_3_by_stefoserpent-d4n3qjl.jpg" width="240" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="http://fc01.deviantart.net/fs70/i/2012/021/c/2/land_raider_redeemer_of_the_angels_2_by_stefoserpent-d4n3qgt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://fc01.deviantart.net/fs70/i/2012/021/c/2/land_raider_redeemer_of_the_angels_2_by_stefoserpent-d4n3qgt.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="http://fc05.deviantart.net/fs71/i/2012/021/a/f/land_raider_redeemer_of_the_angels_by_stefoserpent-d4n3qf1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://fc05.deviantart.net/fs71/i/2012/021/a/f/land_raider_redeemer_of_the_angels_by_stefoserpent-d4n3qf1.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;">More pictures of the Blood Angels can be found in my Deviantart gallery: <a href="http://stefoserpent.deviantart.com/" style="text-align: left;">http://stefoserpent.deviantart.com/</a></div><div class="separator" style="clear: both; text-align: center;"><br />
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</div>Unknownnoreply@blogger.com1