2 Weeks ago this blog turned 2. Huzzah! 2 weeks ago it was also Blog Wars, which I didn't get an invite to again, which tells me something. This is still pokey little blog. But I don't mind that, less pressure. I'd hate to be stuck writing every day in fear of the demanding masses. Luckily, this seems extremely unlikely.
Showing posts with label 6th Edition. Show all posts
Showing posts with label 6th Edition. Show all posts
Sunday, 24 November 2013
Wednesday, 5 June 2013
Eldar Analysis - Eldrad
Yes! The analysis segment returns! The Eldar are upon us and I'm like a 14 year old boy who has just seen boobs - excitable. And where better to begin the return of the Codex Analysis than with the Grand-Daddy of Special Characters. Not just because he's the biggest, badest mo-fo to ever single handidly grace a Codex, holding it up in the competitive world of 40k single handedly, but also because he's 10,000 years old and a Blackstone Fortress. It's Eldrad.
Friday, 31 May 2013
4th Edition Eldar Swooping Hawks
First of all I feel that I should apologise for the lack of progress this month, and this has cost the blog a bit of growth. This has been down to a number of reasons. Firstly my exams at the start of the month, finishing off my first year at University. Secondly an increased workload. I have a lot of Chaos Marines to paint, and am falling behind on that, but I'm also writing for 2 entities other than this blog, 40kGlobal.com and the Steel City Wargaming Newsletter, for the latter I had to attempt to squeeze the entire Daemons Codex into 4 pages including pictures. In addition, in the next 24 hours I have 2 seperate recordings for 2 seperate podcasts. I'm being worked hard.
Wednesday, 16 January 2013
FAQ Rundown
I was going to do a post on Deathwing
Terminators today, but then GW messed with me by releasing FAQs which
made my post on Company Veterans void. I'll fix that as soon as
possible. So today, instead I will be doing a run down of the biggest
changes that this new batch of FAQs bring.
But quickly onto what I've done before
we get underway. I've finished painting my Thunderwolf Cavalry, but
as I'm participating in a video battle report on Friday I can't be
bothered to take photos of them, you can see them on that. I'll
probably post photos afterwards, I might even do it tomorrow if I'm
in the mood (still a little 40k fatigued). I'm also half way through
Ragnar, who I'm not enjoying painting. He's an old model and I can
sympathise with that but because of this he's flat and there's not
much detail. I've also started painting the Drop Pod.
Anyway. Onwards!
Sunday, 30 December 2012
Is Dual Force Org Bad? - A Response
I thought I'd do something a little
different for the last post of 2012. Therefore I'm going to be doing
a response to something that was posted earlier in the year.
The post that I'm going to be replying
to is from a very famous 40k blog. 'Yes the truth hurts' run by
Stelek, and although it is extremely unlikely that he reads this poky
little blog, I'd like to make my point anyway. I disagree with Stelek
99% of the time, but I've picked this post in relation to the fact
that at its core it regards the big 40k news for the year. I could
have gone with the whole, 'Forge World in tournaments' debate, but as
it stands I haven't attended a single Forge World allowing
tournament, and so have a lack of experience, although I do have 3 of
them lined up in the next 2 months.
I'm not going to link to the post in
question here, but if you go to Yes the Truth Hurts and enter '2 FOC
is bad' you'll get the post. It came out a week after 6th
edition, and so was probably a bit hasty and a bit full of nerd rage
but that's no excuse for a poorly thought out argument, especially
from such a well known blog and especially when you're going to use
demeaning and offensive language to describe anyone that doesn't
agree with your proposition.
Onto the subject of this post, as you
may have probably guessed, the proposition made by Stelek is that
dual force org is bad for the game. By this, we mean the rule that
states that once a game reaches 2,000pts or more, you double the
number of force organisation slots available to you. You now have
access to 4 HQ choices, 6 Elites, and so on.
He begins the article with the
following introduction,
'Here are some broken lists.
Are the Unbeatable at 2k?
Well, you tell me.'
He then ends the
post with,
'Seriously, you thought 40k5e was
boring?
Play against any of these armies and
your brain will shut right off'
During the article,
he then proceeds to create lists for 4 different army books, all of
which he deems broken by telling the reader what they will think when
they face them across the table. Those who agree with him, also post
more of these 'broken' lists, often using different Codecies, in the
comments section of the post. Now here's the hypocrisy.
Let's say that the
dual force org Space Wolves army that he has built plays against the
dual force org Ork army from the same article. This is a perfectly
legitimate situation, as in a dual force org 2,000pt game both armies
have access to the dual force org. Now, if these 2 lists come against
each other are they both still unbeatable?
Now let's assume
that all Codecies have the potential to make what Stelek defines has,
'unbeatable' combinations using the double force org, and let's say
that you're at an extremely competitive 2,000pt tournament that
allows double force organisation, or you're in the top bracket of a
GT in the U.S which is allowing double force org, and everyone has
brought one of these lists. Are they all still unbeatable? Does this
mean that no-one will win any games, and no-one will lose any games?
Does every game result in a draw?
Of course it
doesn't. I am always very hasty before labelling a unit, a Codex, or
a list as broken. This is because if everything in a room is broken,
then nothing is. If you have 2 armies that are broken fighting
against each other, are they still both broken within the context of
that game? No they are not, they cancel each other out. Sure, the
game may be a better match up for one army than the other, but lists
don't have to be broken for this to apply. You can turn up to a
fluffy tournament with your fluffy list and play against another
fluffy list, with your list essentially able to cope with your
opponents better than your opponent's is able to cope with yours, but
does that make your list any more broken? No, it means it's a good
match up.
In the same way, in
a room full of 'broken' lists, because dual force org has been
enabled, is your list still broken? Broken can generally be defined
(in my opinion, feel free to disagree with me) as so powerful that it
ruins the game for your opponent. If you have 2 of these lists
pitched against each other then they are evenly matched, and so are
not ruining the game for your opponent and so are not broken or
unbeatable.
If you have a dual
force org list playing against a list that is only allowed 1 force
organisation chart, sure the dual force org list has a huge
advantage. But at the end of the day, this is never going to be the
case. In the same way, if you wanted to play a triple force
organisation game, and both armies are subjected to this, go for it,
you're both subjected to the same restrictions, or lack thereof.
I realise that I'm
probably repeating myself here so I'm going to wrap this up.
My favourite quote
from the article is a comment that is left by Stelek himself, and it
reads,
'No, 2 FOC is just bad. Period.
There are no ifs.'
Making an absolute
statement that dual force org is bad for the game with no evidence to
support this claim other than posting a number of army lists that
would be evenly matched against each other is not a strong argument.
If everyone's army
list is 'unbeatable', nobody's is.
Monday, 27 August 2012
Throne of Skulls Stats and Ork Evolution
Ok, I said I was going to spend some time writing posts whilst I was on holiday. And I did, however, I'm not bringing one to you today for 2 reasons. The first is that it is not yet completed, it's pretty long but I'm still trying to say something sensible on Lone Wolves to close the post out. It's on the topic of whether Wolf Scouts are still worth taking. Secondly, I cannot get said article off my Ipad as I need a Wi-Fi connection to e-mail it to myself so that I can copy it across here, or just post it directly. I come to you today and most of the time from an area with a wired connection.
Before I get on and talk a bit about how 6th edition has effected my Orks, I'm just going to say a few things. Firstly, I'd like to thank GoatMajor for the game whilst the Throne of Skulls youngbloods was going on, it was very enjoyable and certainly beat sitting in the bar for the duration of the entire tournament. You can find his blog at Simon's painting blog and stuff on the right of this post, it's definately worth checking out (as are all of the Underlings blogs). I was lucky enough to see his Necron army first hand and it looked fantastic, made my half painted Eldar army (often painted in different colour schemes as I changed my mind with colour choices) look like I had kicked a shelf full of paint pots with their lids loosely on onto my army, and has encouraged me to start painting my Eldar again, this time I've gone for a Biel-Tan colour scheme, let's hope I stick with it. So yeah, thanks for the game and thanks for encouraging me to paint my Eldar, it was much needed. A thanks also goes out to my first round of Throne of Skulls, who also came out for a game, it was nice to see a Sisters of Battle army on the table.
Speaking of which actually, I'll quickly run through which armies were the most common at the July Throne of Skulls in case anyone wants to tactically choose which army to take.
The most common were Space Marines.
Followed by Necrons, then Grey Knights and then Imperial Guard.
After those came Chaos Space Marines with Space Wolves and Dark Eldar coming afterwards with the same number of players.
Then Orks, and similarly Blood Angels and Eldar were drawn on player numbers behind them (Orks won both the Throne of Skulls and the Youngbloods).
Dark Angels came next, with Tyranids and Tau drawing on player numbers behind them.
Following were Chaos Daemons and Sisters of Battle with 2 players each and then Black Templars who were represented by a single player.
Right, now, the changes to the Ork army that I use. There's not really much to say about it, but I'll just quickly run through it again before I get started. Essentially, it's Ghazzy and a Warboss to make 2, 10 Ork Nobz squads in Trukks Troops, I then use the freed up Elites slots to get 2 squads of 12 Lootas, and then take a squad of 30 Ork Boyz with Shootas, 3 Big Shootas and a Nob with a Power Klaw for some over the top deckchair goodness.
I'm just going to run through some of the improvements that I think that my army got in the rulebook transition.
Looking at my Boyz for just a start, they were a unit that you wouldn't really be able to shift via shooting (30 T4 fearless models going to ground are not easy to shift, especially when there are 2 squads of Nobz down your throat), and also something that you wouldn't want to get into combat with, lots of attacks, Power Klaw, that sort of stuff. Now it's a unit that you really don't want to get into combat with unless you're some sort of combat machine, or a Soul Grinder. The first reason of that is overwatch. At the end of the day, Orks are only really suffering a -1 to their BS when snap firing so how often we hit is only halved. But with this unit you are unleashing 53 S4 shots on overwatch and 9 S5 shots, so on average you're going to be hitting with 8.83 S4 shots and 1.5 S5 shots before combat even starts, not bad. Then you have the end of Fearless wounds, which is really helpful as essentially I would lose as many boyz as I lost the combat by before. Additionally, if the enemy unit doesn't manage to get the charge off on me, I can just let rip at normal ballistic skill after the unit has already been overwatched from the charge attempt and charge them myself. Admittedly the Power Klaw can now be challenged but overall I think that the improvements outweigh the downgrades. Remember that the Power Klaw can challenge too if you really need to.
Lootas, as a shooty unit, have also benefitted from Overwatch. However, I would also say that the inculsion of Hull Points has been another plus factor for them, as they are now feasibly able to destroy vehicles with an armour value of 13, with that many potential shots you are likely to do some damage. For example, lets say that you have 2 squads of 12 Lootas firing, on average they will get a total of 48 shots, so 16 hits, so on average you are going to be getting 2.5 glancing hits on a 13 armour vehicle, that's not bad. Basically, the range of targets that they can hurt has increased, and they're getting S7 snap shots when they are charged.
I think that one of the main drawbacks to the army now comes with the Nobz. Despite the fact that they can still pull wound allocation shenanigans and can do it more cheaply as you don't have to customise all of the Nobz. However, the problem comes with transportation.
Trukks are fragile, they are even more fragile with 6th edition. That was fine in 5th, as all you had to do was keep the Trukks alive long enough so that when they inevitably die they would do so in front of your opponents army and Nobz would run out of the wreckage and create havoc. Now, you need to keep the Trukks alive long enough to allow the Nobz to disembark. True, it is still an assault vehicle, but you still need to get it close to the enemy lines without dying. Additionally, if a Trukk blew up in your lines, it would be unhelpful, but a turn or so of walking and Ghazzy's Waaagh! would soon rectify that. Now, with the changes to fleet, that's not as effective as it once was. This is where I think I will change the list.
With my Space Wolves taking up the points level of about 1,500 - 1,750, my Orks have seen little to no action over the last few months, the changes to the list should rectify this, and so I'm planning to increase my Orks to fit the points bracket of 2,000+pts. Swapping the Trukks out for Battlewagons seems the best plan here, as although they lose some speed they remain open topped, are much more durable and can still do things after delivering their contents. I'm then just going to be filling up the additional points with Lootas.
So, those are my plans for my Orks, however when these plans will be implemented is anyone's guess, as next year I'll have University and everything that comes with it to pay for, but we'll see how that goes and how much money I can save on things like bus fares each week by walking everywhere.
Before I get on and talk a bit about how 6th edition has effected my Orks, I'm just going to say a few things. Firstly, I'd like to thank GoatMajor for the game whilst the Throne of Skulls youngbloods was going on, it was very enjoyable and certainly beat sitting in the bar for the duration of the entire tournament. You can find his blog at Simon's painting blog and stuff on the right of this post, it's definately worth checking out (as are all of the Underlings blogs). I was lucky enough to see his Necron army first hand and it looked fantastic, made my half painted Eldar army (often painted in different colour schemes as I changed my mind with colour choices) look like I had kicked a shelf full of paint pots with their lids loosely on onto my army, and has encouraged me to start painting my Eldar again, this time I've gone for a Biel-Tan colour scheme, let's hope I stick with it. So yeah, thanks for the game and thanks for encouraging me to paint my Eldar, it was much needed. A thanks also goes out to my first round of Throne of Skulls, who also came out for a game, it was nice to see a Sisters of Battle army on the table.
Speaking of which actually, I'll quickly run through which armies were the most common at the July Throne of Skulls in case anyone wants to tactically choose which army to take.
The most common were Space Marines.
Followed by Necrons, then Grey Knights and then Imperial Guard.
After those came Chaos Space Marines with Space Wolves and Dark Eldar coming afterwards with the same number of players.
Then Orks, and similarly Blood Angels and Eldar were drawn on player numbers behind them (Orks won both the Throne of Skulls and the Youngbloods).
Dark Angels came next, with Tyranids and Tau drawing on player numbers behind them.
Following were Chaos Daemons and Sisters of Battle with 2 players each and then Black Templars who were represented by a single player.
Right, now, the changes to the Ork army that I use. There's not really much to say about it, but I'll just quickly run through it again before I get started. Essentially, it's Ghazzy and a Warboss to make 2, 10 Ork Nobz squads in Trukks Troops, I then use the freed up Elites slots to get 2 squads of 12 Lootas, and then take a squad of 30 Ork Boyz with Shootas, 3 Big Shootas and a Nob with a Power Klaw for some over the top deckchair goodness.
I'm just going to run through some of the improvements that I think that my army got in the rulebook transition.
Looking at my Boyz for just a start, they were a unit that you wouldn't really be able to shift via shooting (30 T4 fearless models going to ground are not easy to shift, especially when there are 2 squads of Nobz down your throat), and also something that you wouldn't want to get into combat with, lots of attacks, Power Klaw, that sort of stuff. Now it's a unit that you really don't want to get into combat with unless you're some sort of combat machine, or a Soul Grinder. The first reason of that is overwatch. At the end of the day, Orks are only really suffering a -1 to their BS when snap firing so how often we hit is only halved. But with this unit you are unleashing 53 S4 shots on overwatch and 9 S5 shots, so on average you're going to be hitting with 8.83 S4 shots and 1.5 S5 shots before combat even starts, not bad. Then you have the end of Fearless wounds, which is really helpful as essentially I would lose as many boyz as I lost the combat by before. Additionally, if the enemy unit doesn't manage to get the charge off on me, I can just let rip at normal ballistic skill after the unit has already been overwatched from the charge attempt and charge them myself. Admittedly the Power Klaw can now be challenged but overall I think that the improvements outweigh the downgrades. Remember that the Power Klaw can challenge too if you really need to.
Lootas, as a shooty unit, have also benefitted from Overwatch. However, I would also say that the inculsion of Hull Points has been another plus factor for them, as they are now feasibly able to destroy vehicles with an armour value of 13, with that many potential shots you are likely to do some damage. For example, lets say that you have 2 squads of 12 Lootas firing, on average they will get a total of 48 shots, so 16 hits, so on average you are going to be getting 2.5 glancing hits on a 13 armour vehicle, that's not bad. Basically, the range of targets that they can hurt has increased, and they're getting S7 snap shots when they are charged.
I think that one of the main drawbacks to the army now comes with the Nobz. Despite the fact that they can still pull wound allocation shenanigans and can do it more cheaply as you don't have to customise all of the Nobz. However, the problem comes with transportation.
Trukks are fragile, they are even more fragile with 6th edition. That was fine in 5th, as all you had to do was keep the Trukks alive long enough so that when they inevitably die they would do so in front of your opponents army and Nobz would run out of the wreckage and create havoc. Now, you need to keep the Trukks alive long enough to allow the Nobz to disembark. True, it is still an assault vehicle, but you still need to get it close to the enemy lines without dying. Additionally, if a Trukk blew up in your lines, it would be unhelpful, but a turn or so of walking and Ghazzy's Waaagh! would soon rectify that. Now, with the changes to fleet, that's not as effective as it once was. This is where I think I will change the list.
With my Space Wolves taking up the points level of about 1,500 - 1,750, my Orks have seen little to no action over the last few months, the changes to the list should rectify this, and so I'm planning to increase my Orks to fit the points bracket of 2,000+pts. Swapping the Trukks out for Battlewagons seems the best plan here, as although they lose some speed they remain open topped, are much more durable and can still do things after delivering their contents. I'm then just going to be filling up the additional points with Lootas.
So, those are my plans for my Orks, however when these plans will be implemented is anyone's guess, as next year I'll have University and everything that comes with it to pay for, but we'll see how that goes and how much money I can save on things like bus fares each week by walking everywhere.
Wednesday, 11 July 2012
6th Analysis: Universal Special Rules - Part 2
So I'm back again. Sorry for the week long hiatus, but anyway, hopefully I'll get this segment on universal special rules over with this week. I'm only going to go over them briefly, as I want to talk about a small tournament that I was participating in over the weekend, but that can wait until the next post. Sorry that I'm still unreliable. But anyway. Off we go.
Furious Charge:
This has taken a bit of a hit, as now you only get a strength bonus when you're charging and not an initiative bonus. This may be the main part of this rule, but this could annoy armies like Orks, who enjoyed the initiative bonus. Now, they are going to be hitting last to all but Necrons, robbing you of a few of your attacks before you get to swing. Every Slugga Boy lost before you can strike costs you 4 attacks and they aren't that hard to kill.
EDIT: Ok, maybe my example of Slugga boyz was a bit crappy due to their base low initiative, but either way I feel I am qualified to moan about this as my list includes between 20 and 30 Nobz (excluding Nob squad leaders, any excuse to complain).
Gets Hot:
Simply, now vehicles can be effected, losing Hull Points for 50% of every gets hot roll. I haven't seen much Plasma recently but I'm looking forward to seeing a squadron of Leman Russ executioners in action during this edition.
Preferred Enemy:
Instead of just re-rolling failed rolls to hit, now you re-roll failed rolls to hit and to wound of 1 in both shooting and assault. I quite like this change, and it gives preferred enemy a little bit more use as well.
Sniper:
Snipers can now fire precision shots, meaning that they can pick a model out of a unit on a roll of a 6.
Split Fire:
The Long Fangs claim to fame (other than their sheer undercosted-ness) is now in the rulebook, meaning that I forsee other units getting something similar to their 'fire control' in the future.
Ok, I think that that's it for this part of the sixth edition breakdown segment. Sorry this pair has been a bit crappy. Still, hopefully I'll have some decent points to make next time rather than just scratching the surface of what everything actually is.
Furious Charge:
This has taken a bit of a hit, as now you only get a strength bonus when you're charging and not an initiative bonus. This may be the main part of this rule, but this could annoy armies like Orks, who enjoyed the initiative bonus. Now, they are going to be hitting last to all but Necrons, robbing you of a few of your attacks before you get to swing. Every Slugga Boy lost before you can strike costs you 4 attacks and they aren't that hard to kill.
EDIT: Ok, maybe my example of Slugga boyz was a bit crappy due to their base low initiative, but either way I feel I am qualified to moan about this as my list includes between 20 and 30 Nobz (excluding Nob squad leaders, any excuse to complain).
Gets Hot:
Simply, now vehicles can be effected, losing Hull Points for 50% of every gets hot roll. I haven't seen much Plasma recently but I'm looking forward to seeing a squadron of Leman Russ executioners in action during this edition.
Preferred Enemy:
Instead of just re-rolling failed rolls to hit, now you re-roll failed rolls to hit and to wound of 1 in both shooting and assault. I quite like this change, and it gives preferred enemy a little bit more use as well.
Sniper:
Snipers can now fire precision shots, meaning that they can pick a model out of a unit on a roll of a 6.
Split Fire:
The Long Fangs claim to fame (other than their sheer undercosted-ness) is now in the rulebook, meaning that I forsee other units getting something similar to their 'fire control' in the future.
Ok, I think that that's it for this part of the sixth edition breakdown segment. Sorry this pair has been a bit crappy. Still, hopefully I'll have some decent points to make next time rather than just scratching the surface of what everything actually is.
Wednesday, 4 July 2012
6th Analysis: Universal Special Rules - Part 1
Just before we get this post underway, I just want to quickly mention something. I am not going to be going over the new shiny special rules, I'm only going through how I think that the changes made to existing universal special rules will effect certain aspects of the game. The reason for this is simply because as far as I know there aren't any units to which they apply yet (I haven't read the FAQs yet - yes I know I'm a bad player - I'm trying to digest the main rulebook first), and so discussing them would be moot as they won't effect the game initally. So, starting from the top:
Acute Senses:
This has changed quite a bit from the last edition of the game. Rather than applying to night fighting, it now makes it more likely that a unit will arrive on the side of the board that you want when outflanking. Now the only codex that I know that comprehensively includes this rule pretty much across the board are Space Wolves, and the only unit (bar a lucky - or unlucky depending on the context - roll on the warlord powers chart) that you will find outflanking from the book are Wolf Scouts.
So, horrah! They are now more reliable, but GW took away my ability to slap Melta Bombs straight onto vehicles after doing so (if they hadn't Wolf Scouts would be even more terrifying), so yeah. Still, this gives me a little bit more justification about continuing to take Wolf Scouts over Lone Wolves, although I am planning on picking up some Space Wolf Terminators and trying them out.
Overall I think that this is good for Necrons, as now the only army that has any ability to see them through their shield of night are Dark Eldar (I'm not counting Tau as their units have to pay to see through darkness).
Fearless:
Nothing much has really changed here, but I think that I should just quickly mention one little thing. Fearless units are now the only ones that can be tied up with something that they cannot physically kill, as they cannot choose to fail a morale check for our weapons are useless and so must always stick in a combat until the end.
Feel No Pain:
There is a bit of discussion going on as to whether this has been nerfed or not. This is because, feel no pain has been dropped to a 5+ save, but, now the only way to cancel it out is to cause instant death to a model, so it is much harder to do so. Honestly, I don't think that this is going to make too much difference out of combat. Where you would most commonly see this used is on squads of multi-wound models like Paladins and Nobz, but what is going to be fired at them is likely to be 'doubling them out' anyway, so you wouldn't have got to use your save.
However, when it comes to clsoe combat, I think that it has improved. A Nob or Paladin squad would munch a Tactical Squad or similar anyway without the need for feel no pain, but when they come up against other units that can handle themselves in combat, then it gets useful. The problem was, such units usually sported a decent number of power weapons and similar, once again invalidating feel no pain. This is why I believe that it has improved in close combat, as it gives you a bit more of an edge against harder close combat units, as power weapons don't cancel it out anymore.
Having said that, I don't really think that it is worth spending all of those points on an Apothecary in a Paladin squad, for Nobz however, access to feel no pain is really cheap, so I'll continue to take that all day long.
Fleet:
Another short one, this rule has got a slight nerf, as you are no longer able to run and assault, you only get to re-roll your run dice or charge distance dice. Where before you were guarenteed a charge range including the run of 7" hitting a maximum of 12" now you simply get a re-roll, which can mean that you may not get into charge range at all (this happened to me with my Nobz mob on Saturday Waaaghing, first roll, 4", second roll 5", only needed 6 off 2D6).
Deep Strike:
Short again, all that's happened is that the deep strike mishap table has changed, reducing the odds of a unit being destroyed and increasing the chances of it being delayed. Making life a lot safer for armies like Chaos Daemons, which is even more important given that now if they finish a game turn without any models on the board they automatically lose the game as though they were tabled. Come on, they needed the rulebook not to hurt there power in some places.
Right, I think that I'll conclude this post here, otherwise it's going to get lengthy and I'll start slacking and talking rubbish as I'm tired. The second part of this post will be up tomorrow, and if we need a part 3 that will come on Friday. Ok, until then.
Acute Senses:
This has changed quite a bit from the last edition of the game. Rather than applying to night fighting, it now makes it more likely that a unit will arrive on the side of the board that you want when outflanking. Now the only codex that I know that comprehensively includes this rule pretty much across the board are Space Wolves, and the only unit (bar a lucky - or unlucky depending on the context - roll on the warlord powers chart) that you will find outflanking from the book are Wolf Scouts.
So, horrah! They are now more reliable, but GW took away my ability to slap Melta Bombs straight onto vehicles after doing so (if they hadn't Wolf Scouts would be even more terrifying), so yeah. Still, this gives me a little bit more justification about continuing to take Wolf Scouts over Lone Wolves, although I am planning on picking up some Space Wolf Terminators and trying them out.
Overall I think that this is good for Necrons, as now the only army that has any ability to see them through their shield of night are Dark Eldar (I'm not counting Tau as their units have to pay to see through darkness).
Fearless:
Nothing much has really changed here, but I think that I should just quickly mention one little thing. Fearless units are now the only ones that can be tied up with something that they cannot physically kill, as they cannot choose to fail a morale check for our weapons are useless and so must always stick in a combat until the end.
Feel No Pain:
There is a bit of discussion going on as to whether this has been nerfed or not. This is because, feel no pain has been dropped to a 5+ save, but, now the only way to cancel it out is to cause instant death to a model, so it is much harder to do so. Honestly, I don't think that this is going to make too much difference out of combat. Where you would most commonly see this used is on squads of multi-wound models like Paladins and Nobz, but what is going to be fired at them is likely to be 'doubling them out' anyway, so you wouldn't have got to use your save.
However, when it comes to clsoe combat, I think that it has improved. A Nob or Paladin squad would munch a Tactical Squad or similar anyway without the need for feel no pain, but when they come up against other units that can handle themselves in combat, then it gets useful. The problem was, such units usually sported a decent number of power weapons and similar, once again invalidating feel no pain. This is why I believe that it has improved in close combat, as it gives you a bit more of an edge against harder close combat units, as power weapons don't cancel it out anymore.
Having said that, I don't really think that it is worth spending all of those points on an Apothecary in a Paladin squad, for Nobz however, access to feel no pain is really cheap, so I'll continue to take that all day long.
Fleet:
Another short one, this rule has got a slight nerf, as you are no longer able to run and assault, you only get to re-roll your run dice or charge distance dice. Where before you were guarenteed a charge range including the run of 7" hitting a maximum of 12" now you simply get a re-roll, which can mean that you may not get into charge range at all (this happened to me with my Nobz mob on Saturday Waaaghing, first roll, 4", second roll 5", only needed 6 off 2D6).
Deep Strike:
Short again, all that's happened is that the deep strike mishap table has changed, reducing the odds of a unit being destroyed and increasing the chances of it being delayed. Making life a lot safer for armies like Chaos Daemons, which is even more important given that now if they finish a game turn without any models on the board they automatically lose the game as though they were tabled. Come on, they needed the rulebook not to hurt there power in some places.
Right, I think that I'll conclude this post here, otherwise it's going to get lengthy and I'll start slacking and talking rubbish as I'm tired. The second part of this post will be up tomorrow, and if we need a part 3 that will come on Friday. Ok, until then.
Monday, 2 July 2012
6th Analysis: Charging from Reserve
Many of the new rules in the new 6th edition of 40k have inspired a pretty large amount of nerd rage. Allies, purchasable terrain and possibly flyers (although not so much on the last one) have all done this. But one ruling that has done a similar thing that never seems to deserve its own thread on forums is the new rules for arriving from reserve. In a few words, you can essentially no longer charge the turn you come out of reserves. Now with deep striking you couldn't do this anyway unless a unit's entry specifically stated that you could, and with reserves arriving from your board edge you would rarely get to charge anyway. So, the one thing that this effects the most is outflanking units, and I believe that this is very important as a couple of lists which were arguably feasible in 5th edition have simply had their power reduced significantly.
Dark Eldar - Webway Portals:
5th edition has seen a couple of Dark Eldar lists based around the webway portal, although not as common as the standard VenomSpam lists (something which I shall come onto in a later post), they were still found knocking about in some areas. The inability to assault out of reserve has pretty much destroyed this build in my opinion, as well as poured cold water on any hopes of a 'Dark Footdar' build.
Simply because, Dark Eldar are flimsy, there's no 2 ways around it. So, you will deploy your webway, as you always have done, and your Wyches, Talos, etc are going to come piling out, and immediately get shot to pieces. The only way you can avoid this is to somehow make your units more durable.
Granted, Talos aren't bad for durability, but, despite their move through cover, they are not amazingly fast either, so I can just keep moving away from it snap firing while other, more heavy hitting shooty units finish the job. What I'm thinking more along the lines of is deploying it near terrain, so that squads can pile out of the webway portal and cower in terrain for a turn before bounding out and hitting units.
Large Wych squads for example could be good at this, they are after all a pretty fast infantry unit, and could reach enemy units. Although difficult terrain and the enemy units backing off could prevent the charge the new charging rules could allow them to reach the enemy unit. Mix a Farseer with Spirit Stones, Fortune and Doom into the mix and you have got a very nasty unit, which will get re-rollable saves (excellent for that turn in terrain) and give it a pretty nasty combat punch as well, although you'd probably want them to be stuck in combat, beating the opposing unit in your opponents turn, shielding them from shooting.
But there are so many variables to this, first off (in a very Dark Eldary way) you need a large amount of terrain, second, you actually need the carrier to make it to the terrain (in a 2 hull point open topped low armour vehicle, not easy) and you need to keep your units alive. I definately think that this build has to adapt if it is going to have any chance of surviving with the new rules set.
Tyranids - Genestealer Lists:
As lonely as it is to be a Tyranid these days, where you can't ally with anyone and your codex isn't great from a competitive standpoint, it gets worse when a new rulebook comes in and craps all over one of your builds making you essentially a mono-build codex.
Genestealer lists have taken an absolutely huge hit from this ruling. What you would do, is stick them in reserve, and run on the board hollowing and screaming, charging any units remotely close to you and eating them. You could also infiltrate them, getting them closer to your opponent in many occasions and setting you up for an early charge. Now, only the latter is available.
At the end of the day, Genestealers, like Dark Eldar, aren't exactly amazingly durable when out in the open, they're still only T4 with a 5+ save. Yes, you can outflank them into cover, but this just gives your opponent more time to move away from the board edge and is dependant upon something that is not in your control which is dangerous in tournament play.
So, you can infiltrate, fine. But what happens when you run into a Grey Knight list with servo skulls? What happens when you run into Space Wolves with Chooser of the Slain? You can't infiltrate where you would like, and so are kept at arms length while a rain of fire is poured down upon your Genestealers. Chooser is only a 10pt upgrade, and it gives anyone who takes it a huge advantage over you. These are in addition to bad match ups that you would already have as a Genestealer list such as Dark Eldar or Imperial Guard.
Again, this is a list that is going to have to adapt. If you're going to a tournament with lots of terrain, maybe outflanking is an option, it is still not as good as charging off the outflank would be if for some reason your opponent did deploy near the table edges, but you're mitigating the problem somewhat, especially if you manage to get Genestealers of both board widths, taking your opponent in a 2-pronged attack, although you're going to have to max out on Genestealers to make sure that at least some of them get to your opponent intact.
For infiltrating, you're going to need a bit of a distraction, something that you're opponent can't ignore and will have to shoot at. What I'm thinking at the minute is something like a big squad of Ymgarl Genestealers (fitting in with the theme) popping out of a building, or maybe something like the Doom of Malan'Tai in a Mysetic Spore, a possibly a bit more durable than the Ymgarls, cheaper and still pretty terrifying. The problem with these is that you will be taking away elites slots that you generally need for Hive Guard. Therefore, I'd go for either one big squad of Ymgarls or the Doom, so you're only taking up 1 slot, but you'll have to max out on Hive Guard in the remaining 2.
So, in short, there is a look through of how the new rules for reserves will effect some lists. Of course, there are probably more examples from other lists and even individual units such as a blob squad in an army with Creed or Space Marine scouts, but there are a couple of quick examples. Hopefully these will have given you some ideas and got you thinking about how this rules change will effect armies in your area.
Bye for now.
Dark Eldar - Webway Portals:
5th edition has seen a couple of Dark Eldar lists based around the webway portal, although not as common as the standard VenomSpam lists (something which I shall come onto in a later post), they were still found knocking about in some areas. The inability to assault out of reserve has pretty much destroyed this build in my opinion, as well as poured cold water on any hopes of a 'Dark Footdar' build.
Simply because, Dark Eldar are flimsy, there's no 2 ways around it. So, you will deploy your webway, as you always have done, and your Wyches, Talos, etc are going to come piling out, and immediately get shot to pieces. The only way you can avoid this is to somehow make your units more durable.
Granted, Talos aren't bad for durability, but, despite their move through cover, they are not amazingly fast either, so I can just keep moving away from it snap firing while other, more heavy hitting shooty units finish the job. What I'm thinking more along the lines of is deploying it near terrain, so that squads can pile out of the webway portal and cower in terrain for a turn before bounding out and hitting units.
Large Wych squads for example could be good at this, they are after all a pretty fast infantry unit, and could reach enemy units. Although difficult terrain and the enemy units backing off could prevent the charge the new charging rules could allow them to reach the enemy unit. Mix a Farseer with Spirit Stones, Fortune and Doom into the mix and you have got a very nasty unit, which will get re-rollable saves (excellent for that turn in terrain) and give it a pretty nasty combat punch as well, although you'd probably want them to be stuck in combat, beating the opposing unit in your opponents turn, shielding them from shooting.
But there are so many variables to this, first off (in a very Dark Eldary way) you need a large amount of terrain, second, you actually need the carrier to make it to the terrain (in a 2 hull point open topped low armour vehicle, not easy) and you need to keep your units alive. I definately think that this build has to adapt if it is going to have any chance of surviving with the new rules set.
Tyranids - Genestealer Lists:
As lonely as it is to be a Tyranid these days, where you can't ally with anyone and your codex isn't great from a competitive standpoint, it gets worse when a new rulebook comes in and craps all over one of your builds making you essentially a mono-build codex.
Genestealer lists have taken an absolutely huge hit from this ruling. What you would do, is stick them in reserve, and run on the board hollowing and screaming, charging any units remotely close to you and eating them. You could also infiltrate them, getting them closer to your opponent in many occasions and setting you up for an early charge. Now, only the latter is available.
At the end of the day, Genestealers, like Dark Eldar, aren't exactly amazingly durable when out in the open, they're still only T4 with a 5+ save. Yes, you can outflank them into cover, but this just gives your opponent more time to move away from the board edge and is dependant upon something that is not in your control which is dangerous in tournament play.
So, you can infiltrate, fine. But what happens when you run into a Grey Knight list with servo skulls? What happens when you run into Space Wolves with Chooser of the Slain? You can't infiltrate where you would like, and so are kept at arms length while a rain of fire is poured down upon your Genestealers. Chooser is only a 10pt upgrade, and it gives anyone who takes it a huge advantage over you. These are in addition to bad match ups that you would already have as a Genestealer list such as Dark Eldar or Imperial Guard.
Again, this is a list that is going to have to adapt. If you're going to a tournament with lots of terrain, maybe outflanking is an option, it is still not as good as charging off the outflank would be if for some reason your opponent did deploy near the table edges, but you're mitigating the problem somewhat, especially if you manage to get Genestealers of both board widths, taking your opponent in a 2-pronged attack, although you're going to have to max out on Genestealers to make sure that at least some of them get to your opponent intact.
For infiltrating, you're going to need a bit of a distraction, something that you're opponent can't ignore and will have to shoot at. What I'm thinking at the minute is something like a big squad of Ymgarl Genestealers (fitting in with the theme) popping out of a building, or maybe something like the Doom of Malan'Tai in a Mysetic Spore, a possibly a bit more durable than the Ymgarls, cheaper and still pretty terrifying. The problem with these is that you will be taking away elites slots that you generally need for Hive Guard. Therefore, I'd go for either one big squad of Ymgarls or the Doom, so you're only taking up 1 slot, but you'll have to max out on Hive Guard in the remaining 2.
So, in short, there is a look through of how the new rules for reserves will effect some lists. Of course, there are probably more examples from other lists and even individual units such as a blob squad in an army with Creed or Space Marine scouts, but there are a couple of quick examples. Hopefully these will have given you some ideas and got you thinking about how this rules change will effect armies in your area.
Bye for now.
Saturday, 30 June 2012
6th off the bat: Paladins
Phew, after having a quick look through the new rulebook I am relatively pleased that no-one has brought the nerf bat to my nice, shiny, new Space Wolves, especially on the same day that I complete the thing, that said, overall I really like the changes that 6th ed brings to the game. It looks like GW have made more of an effort to close off obscure rules loopholes from 5th and although I haven't got to the hobby, etc, seegments of the book yet I very much look forward to doing so, just after I have finished learning the rules in full.
But anyway, as I've just had a quick look through, I'm just going rattle off my immediate thoughts about 6th edition. Rather than talking about the rules themselves, and suggesting how they will effect different armies (it's difficult to tell until you have studied the entire rulebook and all of the new FAQs that were released this morning), I'm going to hunker down on a couple of units (or specific types of units) in this post before moving onto individual codecies and their most effective builds from 5th later. So, let's get started. First 5th ed powerhouse unit up.
Paladins
The undisputed kings of kill points. I see a lot of changes for these guys coming up with 6th edition. Lets start off with the good things. First off, Power Weapons are AP3, meaning that they will no longer pose any potential threat to Paladins, yes you could always just allocate to the warding stave, but now you don't have to, as all of your Paladins can take the hit, which is important given the new wound allocation rules, which brings me onto my second point.
Wound allocation, Paladins have now shed their ability to take different pieces of equipment on each model to make them more durable. I personally think that this is big, as it makes it much easier to bring down a single model from that squad than it was under 5th edition rules.
Speaking of durability, I think that the Apothecary isn't really worth taking in a Paladin squad anymore. Although it is harder to cancel out it (the only way of doing so now is through instant death), it is now only a 5+, so not exactly reliable, and with a unit that has decreased in durability anyway, I wouldn't say that it's worth 75pts, especially considering that what I'm going to be hitting you with are things like Lascannons, Meltaguns and potentially Power Fists (if they live that long) anyway.
Segwaying like a pro, onto instant death, and specifically, Force Weapons, these are now broken down into 3 types, Force swords, Force axes and Force staves. Force swords are essentially the same as they were, but only come with an AP3, making them less effective against other Paladins (as well as anything with a 2+ armour save for that matter, such as Terminators), Force axes are like Power Fists but instead of doubling strength they give +1, and Force staves add +2 to stength but come with A4, although they do reduce models which take an unsaved wound from it to I1 until the end of the next assault phase (a bit situational as this will only really be useful against models immune to instant death.
A bit of a crappy segway now onto what for me is the most important change in the entire book. The missions. The reasons I say this is because your army could be as enhanced as anything by the new rules but if you can't achieve the objectives you aren't going to win very often.
First of all, I wish to say that I think that Paladins will do ok at the secondary objectives for each game, in fact, I would say that they do well. However, most of the points from the primary objectives. Essentially, there is only 1 mission that is similar to kill points, although there is one where killing certain types of enemy unit is a factor to the primary objective, there is only a 1/6 chance in getting a mission that the mission that Paladins will absolutely thrive on, although a single squad of the things will be useful in any game, as they can achieve some of the secondary objectives pretty well and you can guarentee that they will take an objective for you (provided that you have Draigo).
Well. I planned to talk a little bit more on some other units, but I think that I'm done for today, although other similar posts shouldn't be too far behind. Sorry for the likely spelling mistakes, I'm trying it without my word processor for today. I'm not a Grey Knight player however, so if anyone disagrees with any of the above please leave a comment, I like to learn.
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