Saturday, September 29, 2012

Little bit of Painting!

Hello Ladies and Germs,

I have been attempting for a long time now to find a paint "style" that I really like. While painting my Night Spinner it hit me, cell-shading style. It is a little rough now but with practice I will get to where I want.






I like this style because it is only a couple of layers and vibrant colors. The cartoonish look to it will make it pop out more, and have a unique style. Simple NMM approach, and the shadows will be black with a dark grey mid tone. Look for more as I progress more in this adventure!



Tuesday, September 18, 2012

Building a Scalable List


How many times have you rolled into your LFG with a list that you have been dying to play only to find out that getting into a game requires you to shave of 250 or even 500 points off of it?  How about that RTT that is only 1750 after you have been playing 2000 point list for the past couple months and you know the ins and outs of.  How do you deal with this?  Cut a squad out, drop all your cool gadgets and war gear, or shave squads down to where they barley are able to function?




Here is a little trick I have found to make it work.  It follows a formula for getting the most out of your points and never having to cut out the stuff you don’t want to or need to.

1. Find a core function for the list.
2. Compliment the list with additions that support the core.
3. Don’t create lynch pins in your list; I explain this one later on.

Now let’s look at how to accomplish this.  Every army has a base that has to be fielded you can easily draw the parallels to whatever army you choose to play.  One HQ and Two troops… Easy enough though for most games at 1500pnts you should have three, approximately one troop for every 500 points you are building towards.    Most HQs at this level should be some type of force multiplier, They should buff a unit they are with or add something special to your whole army.  This allows you to capitalize on the basics that are associated with your core and buff them at the same time.  In turn this makes your list more effective in the long run.  Armies that have weak troops will need to compensate with more of them to overcome their weaknesses.
  


Sixth Edition leans very heavily towards objective based games and has moved away from the kill point denial lists associated with Fifth Edition.  So to cover the spread of having more Objective based missions its essential to put more boots on the ground.  A typical list of mine will be based around three troop type selections.  Recently I have shifted to large blocks of infantry models to help with the attrition battle associated with a lot of guns on the field.   At the same time troops should be able to deal with anything on the board and when I say anything I mean anything, from 30 Boyz to the AV 14 of a Landraider.  Why you might ask.  If you play competitively you never should never list tailor to a specific build, be this just my humble opinion, because that is going to be the time that you run into what we call meta breaker lists.



What is a Meta breaker list?  Most of the time these are the lists that you look at and say “Why did you bring that?”.  Another way to look at it is if you’re anticipating a lot of infantry you build your list around killing infantry, high volume shooting most of the time with low strengths.  And everyone assumes that at the next event there will be tons of infantry that they will have to deal with so they all build similar lists to what you have built.  Here is where the Meta Breaker comes into play.  To counter large blocks of infantry I decided to bring 2 God Hammers and 3 Crusader Landraiders… Your army has nothing that will pen AV 14 because you brought 20 heavy bolters… Who’s going to win this match up?  Now what are your chances that you will even face that list… 1 in about 1000, that’s why it is considered a meta-breaker.

Balance is the key to winning, more times than not.  Having the tools to do the job is what’s important.  Can you have specialized units? Yes of course you can but always have another tool in your belt just in case a vindicator decides to drop a large blast on their heads.



Complementing the core is much easier than you think.  These units usually add an extra amount of fire power or fill a gap that hasn’t been filled with redundant units inside your core list.  This is where you would take extra scoring units if you want, multiple heavy support units or a hit and run style element.  Your core should be right around 700 to 1000 points.  If you were looking at a 1500 point list you would have 800 to 500 points to place relevant support elements into it.  This is where you put in your fun stuff.  The 1500 point mark is something most people just build right past but none the less should not be ignored, if you play a lot of team games it makes for a manageable game when you have four 1500 points list instead of four 2000 points list on the table.

The next level should be 1750.  With an established 1500 point list this 250 points should consist of elements that bolster the main 1500 point list.  Adding an extra troop unit here is optional as for the most part at this level you will be seeing three to four troop units if not more.  If your troops have a higher durability than most then the addition of another troop unit might not be beneficial.  The big thing about this area is that a lot of RTTs get run at this level so it’s nice to know exactly what you need to add to your 1500 pnt list that doesn’t change how you play the original list.  Repeating the process for your 1850 and 2000 points lists.  Each one should just build onto your 1500 point list.  That way you always know how 1500 points of your army should work, and the “play stuff” can be expendable for the most part.




 Lynch pins, what are they? Ever have all your anti-tank weapons get killed off and your still looking at 6 tanks on the field? Or how about having 8 melta guns staring at 60 Boyz and not a flamer in sight. Yeah those become your lynch pins.  When only one unit has the proper tools to deal with one specific kind of threat, this will more than likely cause you to lose a game.  Should every unit be a Swiss Army knife? No it’s just not possible for every unit to be everything, if that was the case this would be a very boring game.  What I'm talking about here is making sure that you have multiple levels of overlapping units that can deal with all different types of problems.  Melta bombs on a Tactical squad gives it the ability to just destroy a dread that decided to wade in to tie them up. Flamer/ Melta combos are still some of the best over all performers out there. Melta can punch a vehicle, the unit that just got blown out now cant assault next turn bust them with a flamer or heavy flamer in the following round of shooting.  My suggestion here is just be smart about your special weapon and heavy weapon selections so that you’re not facing 10 tanks with 2 Las cannons.  

Like I said simple, build a core, compliment it and don't create lynch pins... Good lists make for great games and that is the way it should be.

Friday, September 14, 2012

Neophyte Cornor #2: Imperial Guard

Hello ladies and germs!

As some of you may know it is a goal of mine to make a good starting point for much of you out there.  So time for our next brief codex break down of the mighty Imperial Guard!
Let's talk about a book that can really do anything that you build it to do. Loads of cheap infantry, either all blobbed up into giant squads or giving each one of them a nice Chimera to ride around in.  There are plenty of options of Vehciles to take, you'll spend too much time deciding what your favorite vehicles are! You have your mighty Leman Russes, that will make the spearhead for all of your armored assaults. To the vast amount of artillery to weaken your opponent from the start of the game. Flying Valkyries or Vendettas zooming across the table, taking your storm troopers where ever they need to get, and supporting ground forces. The options are endless, but where to begin!?

2 Basic Infantry Squads
Hobby: There are so many of these guys, and so many other models out there that you can use to convert your very own Guard army.  The painting can be a simple camo design, to a color that matches your allied Space Marine chapter, or even Chaos! Painting lots of guys can seem daunting at first, but after you get the first couple of them down you will have no problem getting the rest of your ranks to match! Also having an army that has access to such good looking tanks will make painting so much more rewarding, and you can learn a large fundamental of basic painting from these guys. 

 Tactics: With the changes in sixth edition, gun line styled armies received a massive boost to the games entire aspect.  If Guard excels in anything it is shooting mass amounts of weapons at any opponent. You can run massive squads of men, supported by heavy weapon platforms, Officers barking orders to help you make that key tactical strike.With of course being supported by heavy armour, or even artillery the choice is really up to you.  Most people stay within shooting with these guys, but it is possible to make an assault army out of them, though not the best, still good for a nice afternoon drinking game. The choice is really up to you, they are a very strong army and will make for a more challenging time mastering their codex.

That's it for this weeks Neophyte's Corner, stay tuned for next weeks installment!

~Deryk

Tuesday, September 11, 2012

2000pt Sisters on Sisters Nova GT Pick-up



So Im going to try and recall as much as possible seeing as its been almost 2 weeks since this game happened.  Just to say I have been looking forward to this match up for the longest time frgsinwntr’s Sisters looked great as always and I knew I was going to have an uphill battle when I saw his list.
Frgsinwntr Please feel free to comment/Correct this at any point and time.

Uriah
Battle Conclave Crusader (x1) DCA(8) in a Rhino
St. Celestine
Seraphim(x10) Double Hand Flamers(x2) VSS(Eviscerator)
(4x)BSS(x10) Melta guns (x2)VSS W combi Flamer in Rhinos
Dominion(x5) Squad Melta gun(x2) Combi Melta Immolator w TWL MM
Exorcists(x3)

My list consisted of;

Uriah
Battle Conclave Crusader (x4) DCA(4) in a Rhino
Seraphim Squad(x5) Hand Flamers(x1)Inferno Pistols(x1)
(2x)Penitence Engines x3
Retributors(5) Heavy Bolters(x4) VSS w Stormbolter
(2)Repentia (x9)
ADL w Quad-gun
(3)BSS(x10) Mult Melta(x1)Stormbolter(x1) VSS Stormbolter In Rhinos(DB HK SBx2)

To preface this report I told Frgsinwntr exactly how the match was going to go and in what Turn I was going to lose. Without further a due

Mission – NOVA Open game 7 Objectives – Kill Pnts  - Table Quarters
Deployment  Vanguard



Frgsinwntr deployed in standard style to associated with Trip Exorcists, Seraphim forward with BC sitting beside the Doms to allow them to get out in front and behind cover with their scout move.
 

To counters this I placed My Rhinos behind LOS blocking terrain with the Repentia on the line with the gun and Rets back along the Line. I Place both PE Squadrons and 1 Repentia Squad in reserve to allow them a chance/ counter assault element.  The Seraphim were placed into deep-strike also.  I knew the HKs had range against his Exorcists and I wanted to force him to move towards me.



Turn 1 - wasn’t real effective for either side Frgsinwntr brought forward his Doms, BCC,and two BSS shifting them right and the Seraphim and St Celestine proceeded toward the Objective on the left lower sider of the board.  The Quad gun was able glance a couple times and I was able to stop one of the BSS Rhinos with a Hunter Killer.
 


Turn 2 - was a lot different Frgsinwntr as to take out my Quad gun and BCC hopped out behind a line of sight blocking piece of terrain with his rhino running straight toward my Retributors.  He was dead set on trying to tank shock them off the board.  The dominions were still hanging out behind a piece of LOS block terrain the Exorcist didn’t fire really well.  During my turn all the Reserves came in (which I didn’t want just for the fact the he still had 3 exorcists still fully functional.  I attempted to keep them out of LOS so I could try and get them into something.  The seraphim were able to make a No Guts No Glory strike and I was able to stun lock 1 of his Exorcist to not being able fire next turn the other.  The imminent tank shock was diffused by the Retributors.


Turn 3 - for Frgsinwntr was a matter of shooting over 600pnts worth of fire support into the seraphim to take them off the field flaming my 1 squad of Repentia and a BSS making a mad dash towards the battle.  He also started to pull his Left flank Exorcists back to try and avoid my Repentia from charring into them. The dominion squad pulls from behind the Building to light up my BCC and his moves out from around the side of the building. And his other BSS was able to move into position beside the objective. During my half of the turn I was able to crest a hill that gave me a clear LOS to the side arch of one of his Exorcists and the Hunter Killer paid off by penning and blowing it up. I attempted to blow the other rhino up but had to use the PEs to break the BSS squad out.  I was able to catch the BCC in the open and flat footed whittling them down to just 3 DCA and Uriah. My mobile BSS squad started making its way to the objective on the far side of the talbe that the Repentia had secured.Things weren’t looking too bad but I knew it was a matter of time before the PEs started to go down like bricks against the exorcists.


Turn 4 - With a couple SOF saves for the PEs I was able to weather the Missiles, 1 being destroyed and one immobilized.  Frgsinwntr then decided to test them in CC his BSS walked away with the VSS being the only thing alive.  He then attempted to box my 2nd Squad of PEs in with his rhino and Immolator and was able to kill of 1 of them with the TWL MM shot.  Uriah was gunned down by the Seraphim and the Dominions assaulted into the Retributors.

At this point in the game is when I began to make a multitude of tactical errors and at the time I didn’t see them but looking back I know what I would have done differently if I had the chance.  I took one of my BSS squads and tank shocked into the BSS… Death or Glory with a melta gun made quick work of it.  Pinning the girls as there were blown from there transport.  Bad position on my part hemmed in PEs and I wasn’t able to get around the vehicle road block to assist the BSS squad


 

Turn 5 – Frgsinwntr turned his guns on the PEs who once gain were able to make some crazies saves and he started shooting my Repentia on the left hand side.  He used the Seraphim to do a hit run move off of my Retributors positioning himself to contest my back field objective.  With concentrated fire he was able to really start putting a beating on these girls . With no center threat I knew that my objective was lost and the best I could do was contest as many as I could so at I heavy flamered his Rhino and Immolator… I thought I could destroy the Immolator and get the assault off of the Rhino… Well I managed to glance the rhino to death and left the immolator with 1 HP…. Really.  I started a tactical withdrawal back toward my closest objective hoping to get back to maybe salvage it.  My 1 squad of PE’s broke apart as I charge the Rhino onto of the hill in his deployment zone… Needless to say that didn’t stick around very long as it exploded and left me contesting that objective. And the Repentia finally came out of the ruins and started heading towards the exorcist.



Turn  - 6  – Frgsinwntr pulled his exorcist  forward to try and support the BSS on the right hand side of the table and immobilized the one at center board on a Dangerous terrain test.  This gave me a slight chance now to be able to do a last ditch charge if I could clear the wrecked rhino… well let’s just say I was able to roll two 1’s from my dangerous terrain tests from both my PE’s and they became immobilized on the Rhino wreck I was able to get off the assault on Exorcist that had pulled forward and the BSS after taking a beating from the PE Melta bombed her back into the stone age.  Meanwhile I lost a BSS to massive amounts of fire and the seraphim made short work of the other BSS.


 


The game ended at the bottom of 6 – Frgsinwntr 3 Me 1

Post game… Well I told Frgsinwntr that I would lose it in 5 or 6.  The ladies did great they were out gunned and the Str 8 ap1 stuff is more than they could handle.  I surprised that I had PE’s even left by the end of the game 3 immobilized ones but 3 none the less.  I knew for me to do anything I need to keep the Exorcist busy with threats or stun lock them till the Repentia could make it.  I just waited too long to start striking.  Highlight of the game for me was the BSS squad cresting the hill and tagging the Exorcist in the side.  Bad PE placement and Gun placement could have changed the game.  The dice gods didn’t shine on me this time but Im sure next year there will be a Re Match…  Frgsinwntr  It was a honor to play you and I look forward to doing it again sometime!



Monday, September 10, 2012

Tyranids in 6th part 5 of 7, Units




In this installment I am just going to list the units in order and my take how they perform in 6th.

HQ

Hive Tyrant
   Okay lots to say here, still a Close Combat beast and know if you spend the points on wings he just might get there.  No more debate on what “grounded” means.  Two psychic powers that are best used to roll on biomancy to make him more survivable.  Really only one downside to this beatstick, cost, well over 200 pts no matter if you give him wings or a tyrant guard.   If you haven’t tried one give it a go.  With wings one of the few sources of skyfire.   Close to 300 if you get really spendy and make him a torrent of fire machine with two twin linked devourers.  One note, if you buy the new plastic kit it’s great but doen’t include any devourers or deathspitters.  Vector strike is kinda meh with him.  Better to shoot 6 twin linked str6 shots from a Devourer.


Swarmlord
     Only level 2 psycher in the codex. Pricey since you’ll want to give him some tyrant guard for protection, his 3 up just isn’t going to cut it.   I haven’t played with him in 6th yet but I suspect it’s about the same as 5th. Nobody is going to get near this guy so he makes a bubble around himself few will dare to tread.  He is an ammo magnet and will attract a lot of low AP shooting.  Build a list around him if you plan on using him.  He is the only way to give raveners Furious Charge.

Tervigon
     These only got better.   If you purchase the extra psychic powers you’ll get 3 rolls on book powers.  Their codex powers aren’t shabby either.  In lower point games having one or two of these scoring is pretty great.  They can be a very resilient troop or with some biomancy  a terrifying one in close combat.  With only one of the book missions being kill points, go ahead and spawn away until you double out.  6th missions are heavily weighted toward scoring and no matter how you slice it tervigons help with that.


Tyranid Prime
    Still a very cost effective HQ  choice with some very serious Close Combat potential.   One of the only Independent characters in the codex so bury one in a unit of gants and go forward.   

The Parasite of Mortrex
      Nobody ran him in 5th and it has not changed in 6th.  If your looking for an independent character to escort some gargoyles, this is your unit.  Pretty much fluff only IMO. 




Elites

Hive Guard
     If the Vendetta is the NO1 most undercosted unit in the game then these guys should be the most appropriate. 50pts each is perfect.  They were great in last edition and nothing has changed.  Not needing LOS and granting cover very rarely a great stat line.  All tyranid lists should have some of these and a strong argument could be made for 9.


Lictor brood
     Bad then bad now, if they ever gain the ability to assault on arrival great, otherwise they cost way to much and compete for a slot with better choices.

 Deathleaper
     I have a love hate with this one, if somehow you think you have an elite slot to spare, you could do worse.  But mostly meh.    He has about 7 thousand special rules so be aware of that if you plan on using him.   If he was an HQ he might ……might see more use.   He’s a character now and at WS9 can put the pain down on other characters but only a save of 5up, but Initiative 6 and rending on 5 or 6…….still kinda Meh

Venomthrope
      With cover for MCs being easier to get, these just don’t cut it for the points or slot.

Zoanthropes
    Being able to roll for two powers for each one makes these guys very useful to groom you list with matchup.   He has heavy vehicles, keep codex powers, no vehicles roll for some book ones.  Roll for each Zoan individually in the brood.  No restrictions right now on a 3 Zoan brood having one take codex powers and the other two book powers.   One change in this edition is that you could walk them vice using a Mycetic Spore for them now.

The Doom of Manan'Tai
      For his points this guy is great, if you like reliability, he's not for you.  He either manhandles your opponent or dies to str8 shooting right away.  Requires a Mycetic Spore to get close enough to be effective. No change in this edition.
 
Pyrovore
     Nothing to see here
 

Ymgarl Genesteelers
     Pricey but with their ability to assault on arrival they can be pretty awesome.  I think you should choose your assaults carefully so overwatch doesn’t make them ineffective.   Great for assaulting vehicles who cannot overwatch.


Troops

Tyranid Warriors
   The instant death to doubling out mechanic didn’t change so these are still pretty bad.

Genesteelers
     Well if you like to use them to outflank, well quit, since they cannot assault out of outflank.  IMO they are a hard sell in this edition with cover reduced and overwatch.  I can see a case for smaller units with a Broodlord.  But at BS0 the broodlords potential is limited too.

Termagants
     This with Tervigons really is the most common troop since the new codex came out.  They are just good enough to get the job done for their points.   They aren’t great at anything on their own but at 5pts don’t expect much.  In numbers with a tervigon close.  They can wreck face.  It is really easy to be out of the tervigons buffing range in this edition so plan your charges appropriately.   You’ll often have to string them back and run vice shoot with tervigons to ensure they are getting buffs in assault.
20 Termagants with devourers in a Mycetic spore is one way to move a scoring unit into your opponents deployment zone.
 
Hormagaunt
    If there was a Horvigon option out there you’d probably use these.  There isn’t so you don’t.  It’s not that they are bad it just that they aren’t good enough.

Ripper swarm
   If you use them great.  IMO just about as useless as the Pyrovore
 

Fast
  Tyranid Shrikes
        Same instant death problems of their warrior brethren.  So just not worth it, can be a very pricey CC monstrosity.

Raveners
Beasts are great and truly fast, 6 of these guys with rending can kill quite a bit.  If they get there.  Suffer from the same Instant death problems as shrikes and warrior.  But by being much faster you might be able to hide them until they can charge.

Sky slasher
      Flying ripper swarm, no thank you.

Gargoyles
   Great for their points with all or no improvements.   If you expect them to handle vehicles at all they need Adrenal Glands.   They will need a synapse escort if not they can quickly get out of synapse and become a lot less useful.



 Harpy
     Great if you need hard to hit anti infantry, but you shouldn’t your tyranids.  Just costs to much and little to no anti flyer ability.

Spore mine cluster
     Not a horrible way to spend a few points but a lot less useful than just getting more gants instead IMO.



Heavy 

Carnifex brood
     Some people love them, I am not one of them.   For every argument on what they bring with torrent or some resilience in number I just cannot justify the cost of them.   Way overpriced.  With the new Smash USR their str9 isn’t so great either.

Old One Eye
    Fun game sure, otherwise never.

Biovore
    With the ability to snipe with barrage and 3 for 135 points I can see some utility from these guys.  Tyranids don’t need more anti infantry but 48” range anti infantry, yes that we can use.

Trygon (prime)
    I haven’t used them much and the prime is a character now, I don’t think these guys changed much in this edition, they wrecked stuff before even better now.  Still lots of points.

Mawloc
   No change really, wasn’t great then isn’t now.  To many points.

Tyrannofex
     Lots of points for vendetta bait.   Still gonna give them a go soon in an RTT.  With some Preferred enemy from a Hive Tyrant perhaps.   Hard to justify the points.

So that’s my take, opinions vary feel free to share yours with comments  below.

 
 
 

Hammer Strikes!