Tuesday, May 30, 2017

Tau in 8th: Initial Thoughts

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.


-Tau Commander
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.

-Stormsurge
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.

-Fire Warriors
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.


That's all for today!

Thursday, March 27, 2014

Hive Fleet Daedalus Vol.1

Greetings fellow wargamers,

 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.

 Anyway, today I want to share with you some photos of my completed tyranid models from Hive Fleet Daedalus


















Thursday, November 21, 2013

Five direct ways to beat the Screamerstar


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.

1)Go First!
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.

2) Precision Shots
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.

3) Barrage weapons
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.

4) Positioning
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.

5)Focus Fire
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.

Thank you,
Just_a_Justicar

Tuesday, November 5, 2013

Competitive Chaos Space Marines in 6th Ed. Part1: An Ode to the Ruinous Powers

Greetings fellow wargamers,

 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.
Being the first “pure” 6th 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…

 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.

 HQ

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.
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.
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.

ELITES


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.
 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.


TROOPS

The Chaos army has access to some rather nice troop options that offer both flexibility and adequate damage output.

Cultists:  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.
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.

 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.

 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.

 Plaguemarines 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.

Noise marines 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.


FAST ATTACK

When people talk about the Chaos Space Marine codex, the main subject of discussion is almost always the same: Helldrake.

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..



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.

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.

 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.

So, where were we? Oh, yes, FA slots! Except the dragon, there are other interesting options that I should mention.
 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.
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. 
 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.
 Bikers, on the other hand have the characteristic reliability of the Space marine, some shooting potential, access to special and melee weapons etc etc. 

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.


Heavy support

 Obliterators: 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.

Forgefiend: 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:
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.
 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.

Maulerfiend: 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.


Conclusion:

The Codex: Chaos Space Marine still makes viable and competitive army lists, despite the fact that it had the misfortune of being the 1st 6th ed Codex,  in an ever-changing  environment where new threats are presented with each new release , can still perform very well.
 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 1st part of the Chaos Space Marine tactica. More to follow…


 Stefanos Kapetanakis, out.



Sunday, September 1, 2013

Competitive Blood Angels Part 5: Wall of Raiders



 Hello fellow wargamers

Today we will analyze a BA Land Raider- heavy list.

 To begin with, why using Land Raiders?

 The answer is very simple: Resilience and Counter-meta.

In the 3rd 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.

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.
Thus, without further delay, allow me to present you a typical BA LR list:

HQ

Librarian-125
  • Terminator Armor
  • Power Axe
  • Blood Lance
  • Shield of Sanguinius


ELITES

Corbulo-100

Assault Terminator Squad-225
  • 5x THSS

DT: LR Crusader-260
  • Extra Multi-melta


TROOPS

5xAssault Squad- 100
DT: Land Raider- 225
  • Extra Multi-melta


5x Assault Squad-100
DT: Land Raider-225
  • Extra Multi-melta


HEAVY SUPPORT

Vindicator-145

Vindicator-145

Stormraven Gunship-200
  • Twin-Linked Multi-Melta
  • Twin-Linked Lascannon

TOTAL: 1850

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.

 The philosophy of the list is quite plain:

Libby, Corbulo, terminators in LRC, 5man marines in LR. It behaves like a moving wall (good old 5th ed. Bag of tricks),  making excellent use of the high AV of the list.

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.

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.

 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.

Against a list 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.

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.

 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.

 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.

Thank you

Stefanos Kapetanakis.


Thursday, August 29, 2013

Competitive Blood Angels Part 4: Time to Strike


  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

 HQ

Librarian- 125
  • Jump Pack
  • Force Axe

Elites
Sanguinary Priest -75
  • Jump Pack

Furioso Dreadnought- 175
  •          Frag Cannon
  •          DCCW wt HF
  •       Drop Pod

Furioso Dreadnought- 175
  •          Frag Cannon
  •          DCCW wt HF
  •       Drop Pod


Troops
10x JP Assault  Squad- 225
  • Power Axe
  • Meltagun x2
10x JP Assault  Squad- 225
  • Power Axe
  • Meltagun x2
10x JP Assault  Squad- 225
  • Power Axe
  • Meltagun x2
5x Assault Squad- 125
  • Flamer
  • Sergeant wt 2 Hand Flamers
  • Drop Pod

Heavy Support
1x Stormraven Gunship- 200
  • TL multi-melta
  • TL Lascannon

1x Vindicator- 150
  • Siege shield

1x Vindicator-150
  • Siege shield


 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.

 The basic idea of the list:

-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)

- 1st 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 1st 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.

- 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.

- The Stormraven is there as a cute anti-flyer option and provides some additional firepower.

- The 3rd 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.


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.

Next part will  feature a Land Raider heavy BA list. Thank you
 Stefanos Kapetanakis, out


Friday, August 23, 2013

Late summer post: 6th edition gets better!

Hello fellow wargamers,

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.

 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.

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.

 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.

 However….after all these months and after 5 6th 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.
 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.

That’s all I had to say.  Enjoy the rest of your summer.

Stefanos Kapetanakis.

Tuesday, July 30, 2013

Competitive Blood Angels in 6th Edition: part 3 - Mech Angels

Greetings, fellow wargamers

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 3rd part of the BA tactica. Thank you very much for your interest guys. I appreciate it.

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.


MECH ANGELS IN 6TH EDITION.

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 5th edition: the reliability of the AV combined with unique mobility.
 As a matter of fact, the Mech lists quickly became an archetype for the BA force, and a force to be reckoned with.
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 6th ed...
The subject of mech BA in 6th 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.
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?
Changes that have hindered the effectiveness of the BA mech:

  1. 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
  2. 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...
  3.  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.
  4. 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.
  5.   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 6th edition, mech lists have lost not only their durability, but their flexibility too.
  6. 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.

 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.

 What about Predators and Baal Predators?

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.

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.
 However, predators are no longer a competitive option, especially for spamming purposes. The main reason is that the metagame swift has limited their effectiveness.
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..
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...
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.
This is why the “ template loadout” on a baal pred should only be used as a suicide-distraction unit, entering using the Outflank rule.
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.

Vindicators
When compared to the rest of the BA arsenal of vehicles, the mighty Vindicator stands out as a unique case. The 6th 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.
Whirlwinds
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.


LAND RAIDER IN 6TH EDITION
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.
 In 6th edition, Land Raiders remain a commonly used unit, especially amongst BA players.
 As a matter of fact, in the 6th 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.
 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.
Secondly, the Land Raider remains one of the best transport options in the game. Especially in 6th, 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.

 Variants

 The only factors that decide which LR variant should be used, are:
- What size is the unit you wish to transport?
- What kind of weapons does your list need the most?

 All 3 variants are perfectly usable and have very solid weapon loadouts. 


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. 


Friday, March 8, 2013

Competitive Blood Angels in 6th Edition: part 2




Today we will discuss the Troop options of the BA codex

Assault Marine Squads

The basic unit that shapes the backbone 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.

 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:

Jump Pack Assault Squads.  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.




 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.

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 they used to.
Let’s see what JAS have actually lost , and what they have gained in the edition swift:

  •           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.
  •           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.
  •           FNP. Most people believe that FNP has been nerfed in 6th 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. 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.
  •       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.
  •       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. 
Considering all of the above, do you still think that 6th 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.

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.

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.

Razorback Assault Squad
                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 6th edition have made them rather lose potential.

 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.

 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.

Land raider and drop pod squads will be discussed in the Tactics section of this guide.


Tactical Squads
 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.
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?
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.



Death Company
 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 1st 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.
 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.

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 ).

 As a result, in order to get the most out of the DC, another transport options should be considered.

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.

 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.

DC Dreadnoughts
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.





Scouts
 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.

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.

That’s all for today,  thank you for your time.

Stefanos Kapetanakis, out.




Tuesday, March 5, 2013

Competitive Blood Angels in 6th Edition, Part 1


 Greetings fellow gamers!

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.

Anyways, today’s topic is dedicated to Blood Angels, and their competitive value in the dreadful 6th edition.
  It’s been already about 7-8 months since the dawn of the 6th, 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.

  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.

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.

 To begin with, I will attempt to analyze some of the most popular BA units that are used nowadays:

Mephiston:

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.
Personally, I am not a fan of Mephiston. I believe that in 6th edition he has lost a lot of his shine.

Specifically:

  •        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.

  •         AP3 weapon. This is where 6th 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!


  •            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 6th 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.

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.

All things considered, Mephiston  apparently has a harder time on the table than he used to. However, most people would state that all of his shortcomings could be diminished when supported by the rest of the army. 

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.

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.

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.


Stormraven:

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.

 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,

…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.

      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.

 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.



Sanguinary Priests:

 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 )

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 6th ),  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.  

 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.

Corbulo

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 6th ed.


Furioso (FRAGiozo!) Dreadnought


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.
                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.


This concludes the 1st part of the BA tactica.  Stay tuned for part 2, coming soon!

 Thank you for your time,
Stefanos Kapetanakis, out.