Showing posts with label Lists. Show all posts
Showing posts with label Lists. Show all posts

Monday, 5 January 2015

CSM in 7th and Obliterators

It's all requests Tuesday, and as I can't be arsed to go to bed due to the 48 hours of pain I have lined up over the next few days here's a blog post.

I've spent the last month or so coming out of my cocoon of 6th edition and out into the big bright world of 7th, and a lot has changed. As such, I've been trying out a variety of Chaos lists from variations on the goofy curveball raider list that did so well for me in 6th, to ripping off a gentleman from Belarus. In the end, I think I've settled on stealing from the Belarussians with a few tweaks, which I cannot go into detail of right now for a number of reasons.

Instead, I'd quite like to talk about Obliterators, and how they fit in the modern game of 40k. If you disagree with any of the points made here, I'm more than happy to discuss them in the comments section, and if you just think that I'm a flat out dipshit with less game knowledge than a 12 year old in a hobby store, I'm more than happy to compare our credentials (/snobbery).

I have always been an advocate of one particular style of play since getting into Chaos Marines, and that is board control. If I am able to dictate where you are on the board throughout the game through my threat ranges then I can essentially dictate which objectives you can get to, and if I can dictate which objectives you can get to I can take necessary steps to prevent you from claiming them and take the ones out of your reach to close out the game. With my old Land Raider list it was essentially possible to win a game without either player losing a single model. Very few want to get near to them, and if you only have 4 Lascannons et al I'm just going to dance around the board's terrain and laugh, pushing you into a corner all the while, because my threat range is as long as my arm. Of course there are match ups which completely shut this down, but that is the case with most things.

In 7th I believe this theory of board control to be even more important, and this is simply due to the fact that it is much harder to contest objectives now. With only Eldar and Necrons able to do it to a consistent 'turn 5 jumping' level. But lets break this down to a very core level. 5/6 missions are based around capturing objectives, so lets use this as a base win conditions. So the 2 ways to win a game of 40k are to 1) hold more objectives than your opponent, or 2) wipe them from the table (a very crude breakdown but lets roll with it for a second).

Of course, you can kick the crap out of your opponent in order to claim more objectives, it's a perfectly viable strategy because you're obtaining board control via removing your opponent from the table, but the point remains that you can essentially substitute 'hold more objectives' with 'have better board control'. This is precisely why objectives need to be 12" apart, these missions are literally designed to test board control. Even if you are jumping the objectives with jetbikes turn 5, and the game ends for you to win after hiding in the corner for 4 turns, the point still stands. Your opponent was not able to bubblewrap the objectives properly, and you were able to capitalise on it, in short, you were able to control the board better because you were able to exploit the parts of it that you needed to.

So lets come back to our win conditions, 1) Control the board better than your opponent 2) Wipe them from the table. Now how do Obliterators fare in terms of helping you fulfill those win conditions?

Obliterators have always been a solid individual unit within the Chaos Codex. They're versatile, they're pretty tanky, and generally produce something that the Codex lacks in terms of a viable shooting unit. If you're looking for a rundown of Obliterators at the start of 6th edition, by a 19 year old that was still getting embarrassed at small events and Throne of Skulls, you can find it here (http://wargamingrampage.blogspot.co.uk/2012/11/chaos-marine-analysis-obliterators.html) I sucked. However, 2 years down the line with a crap load more experience at a top level and a few things in my trophy cabinet, do I still think that there is a place for them in competitive lists with reasonable expectations of winning games? I'm going to jump the gun here and say no, and here's why:

(Wednesday) Lets start from the ground up here. I spent last night drafting out a list centred purely around Obliterators, and making them as efficient as possible. I'm not going to go into full detail with it because I need to be at work in 45 minutes. Essentially you're going to start with 3 units of 3 Obliterators with Mark of Nurgle, taken in a primary detachment of Crimson Slaughter for the Divination psykers and whatnot. So 2 Sorcerers on bikes, then in 2 units of Spawn to provide peel for the Obliterators, you don't really want them getting charged because - although proficient in close combat - they are still not fabulous especially with the lack of Fearless, and every turn you spend in assault is a turn you're not shooting.

Then you probably want to take a brick of Tzeentch Heralds. They can go in a Horror unit they're fine you don't really need them in anything faster so you'll save points on discs and an extra squad there. Then just use the remaining points on a few mandatory scoring pieces, some more peel or more flashy upgrades. Then sit as a brick, daemons in the centre, then Oblits, then Spawn. Cast up Cursed Earth every turn to give the Obliterators a 4++ save and then spend the rest of your dice spawning. Then move up into the centre of the board and take it. You can then spread if you need to but essentially you have a 24" threat range from the edge of your circle, so approximately a threat 60" in diameter.

So lets go back to our win conditions, and to be realistic, Chaos Marines should not be wiping people from the board very often. In terms of damage output we're pretty weak. Obliterators are our only ok shooting unit (they're pretty expensive for their output per turn really when compared to other factions, a perfectly reasonable comparison because that is what you are going to be attempting to outshoot), and once you've fully loaded yourself on those there's nothing else to add. Shooty CSM does not really work. Assault wise, possibly, but if you are smashing someone based on assault they have not taken the tools to protect their big hitters which will help to clear you or kite you around the board, and they should revise their list. At the top tables, you are not going to be able to table someone via assault either.

So then you come back to board control. Taking the example list above, you are having an effect over a large section of the board, but how great is the effect? Spawn are exceptionally good at tying things up and wiping squishier units but it's not a unit that makes you crap yourself in terror. Obliterators are a similar story. Sure if you have all 9 pump their fire into something then you will probably kill it, but damn that's a lot of commitment. As I mentioned earlier, the damage output per Obliterator per turn is not that great.

Now you can head down to your local gaming club, play a guy with a nicely painted Space Marine army, beat him by taking the middle and claim that it works. But that isn't evidence for working in tournament play. So lets compare it against the last 9 lists that I played against in tournament play (the last 2 events) and see how it would do:

1) FMC daemons. Come down, spawn tie up 2 DPs, the rest charge the Obliterators and kill them. They don't care about your threat, you don't have enough protection and your Oblits are unlikely to kill a flying DP in a turn even with Prescience.

2) Centurion Marines. You might do ok here. Really depends on the first turn.

3) Shunt Grey Knights. Again, can just jump forward, they had enough force weapons to deal with the spawn followed by the 3 Dreadknights eating the Obliterators. You might kill 1 before it gets in but if he commits fully you are in trouble.

4) Wraithwing. The real problem here is that he doesn't care about your spawn.

5) (at work on my phone) Dark Eldar. He didn't really spam lances or poisoned so really the list would be fine here.

6) Wave Serpents and Lance. He doesn't really care about your damage or your potential to tie him up so he can dictate the board much better. Until he catches up with and kills you.

7) Wave Serpents and Wraithknights. Slightly bette as you can now try and tie him down. But then he'll probably spend the first couple of turns clearing a few spawn before going for it an doing exactly the same thing.

8) horde nids. You can't tie everything down so he'll lock down your spawn with his bigger stuff, the oblits with gaunts and then have free reign of the board with the rest of his stuff.

9) weird ass summony ork/chaos list. Similar problem except he is more able to kick your teeth in with his DP.

So how's the list performing? Not particularly well. The main problem really here is that you don't have enough clear and your strength of board presence in terms of your threat because of this just isn't enough to deal with most. In short, an obliteration centric CSM list does not work.

So would they work as a support stor file role? I think the question you always have to ask yourself when building a list is 'why?' Why am I taking this unit? What does it bring to my army that nothing else does as well. I've use mutilators at tournaments in the past, not because I wanted to be that guy that used weird ass models, but because they were better suited to a role than anything else. Therefore, it doesn't matter if a unit is considered universally solid, if it doesn't fit the role you're looking for taking it is like pouring points down the drain.

If your list structure is 'I have some choppy units, now I need some snooty units' then to be honest you may struggle. When building your list ask how you are going to win games. Thus, you can generate an overall play style, and if a unit doesn't fit with that, leave it out.

10pm Christmas Eve. Still at work. On the toilet. The problem then is, even if you have a list maxed out on Obliterators. They don't provide any threat over the boar due to their relatively lacklustre point for point damage output, and despite the fact that they're tanky they don't have the speed to really tie anything up unless your opponent is exceptionally careless. Meaning that for their points cost they neither threaten a large enough area of the board efficiently enough for what they do (spawn do it better) and are not really able to clear most units well. 

Tl;dr. Obliterators are an expensive unit that provide very little in terms of achieving the win conditions of 40k.

Sunday, 4 January 2015

Army List Advice on Forums - How good is it?

Seeing as I love to write scathing and sarcastic rants regarding things I hate (University Accommodation Internet Connection. Maybe I'll post it sometime), I decided to nostalgically delve deep into the sarcastic 40k underbelly that are online forums. Recently I've been pretty patronising of forums and users in a few of my posts, and I'd just like to clear the air.

Firstly, just don't post your list for advice on a forum if it's fluffy. Because any advice anyone gives can easily be dismissed 'because it's for background'. If it's for background, nice, just don't come into a setting purely there to give competitive advice when that's not what you're looking for. That said, I wouldn't necessarily recommend it if you are looking for competitive advice either, and here's why:

First of all, you have to think about what forums do, they essentially provide a platform for individuals to communicate and discuss a certain shared interest, right. And one of the appeals of this is that everyone is on a level playing field in terms of how your opinion is viewed and perceived. As a personal example; you could be the best Chaos Space Marine player in the United Kingdom or a guy with 300 points of Chaos Marines who names every model in his army and your opinions will carry the same weighting unless the poster has some knowledge of who you are, which is exceptionally unlikely as if they were looking for a particular opinion they would come straight to that individual rather than posting on a public forum hoping to snipe an individual.

Sure, you can make the argument that they are looking for someone with more experience with the faction, but it comes back to the point again, it's a complete lottery, and frankly, the vast majority of opinions I have seen given in the last week of nostalgically browsing DakkaDakka.com could practically be written by a bot because it all follows the same formula.

1. Check list for units commonly perceived as bad.

2. If units are found, remove from list.

3. If units are removed from list, replace with unit of same slot commonly perceived as good.

4. Check unit gear for perceived sub optimal loadouts.

5. If loadouts found, remove from list.

6. If loadouts are removed, replace with publicly perceived optimal loadout.

7. Once the above steps are complete, attempt to insult or patronise anyone who does not follow this formula.

From someone who has built weird and whacky lists from scratch and done well with them in top level tournaments, this is not how to write a good list. The only list I can think of that was ever any good that effectively used this formula was Wraithwing, and even then it just so happened that they worked well together (D-Lords, Wraiths and Night Scythes with barebones Warriors). Besides, that book is now the oldest in the game, and that list was first created in 5th edition.

As mentioned in the previous post regarding Obliterators. The key to a strong list is one where all its components are working together towards the same win condition, not just blindly picking units that seem good at certain roles. The days of well-rounded 40k lists covering all bases with each unit are over. If you have an 1,850pt army, whose win condition is to smash your opponent so that they cannot physically control enough objectives or flat out tables them, then having 600 points put into Plague Marines is not going to help you achieve that, so you effectively have 1,250 of a tabling army. You have an inefficiency, because quite frankly you don't need a beefy ass unit holding your backline if the enemy has nothing to clear it with, which quite frankly, is EXACTLY what your list is trying to do.

Forget the plague marines, take the dirt cheap option and pour all of those points into something that will actually help you win the game.

EDIT: This is not to say that if you reply to posts on forums you don't know what you're talking about, it's very kind to offer assistance with other peoples lists and you have my respect for it. However I would highly recommend that you try to think a little bit more about the box in terms of helping the playstyle that the original poster is going for. 

Monday, 7 October 2013

UK 40k GT Heat 2 - Report: Game 1

I've been looking forward to the GT Heats for a while, but also felt a little nervous. I really felt that that I should qualify for the finale. I had decided what to take a few weeks ago, but I didn't really want to divulge anything such was my desperation.

My list was:

Sunday, 16 June 2013

Cry of the Wind Tournament Report - Game 1

There may have been a lack of posting over the last couple of days. The reason for this is that I attended a tournament yesterday, and went with a friend, so I spent the previous evening prepping and making sure everything was ready to go. Plus I was at the club getting some last minute practice in.

The tournament in question was the Cry of the Wind event at the Outpost in Sheffield, a gaming store with a good gaming space upstairs where they hold tournaments. Kind of like a mini-Maelstrom. The tournament itself was a 20 player event, at 1,750pts with pre-determined missions. Unfortunately for me, I couldn't get onto their website the evening before so had no real idea what I was doing. I was taking a variation of my GT list, I was a little more fluffy the last time I went which cost me when I actually discovered what everyone else was running so this time I went for hardcore. The list was as follows:

Tuesday, 11 June 2013

Space Wolves vs Chaos Marines Video Battle Report Part 4

The final part of the game. This part encompasses more than one game turn.

Space Wolves vs Chaos Marines Video Battle Report Part 3

Getting into the meat of this game now.

Space Wolves vs Chaos Marines Video Battle Report Part 2

Here is part 2 of the battle report. I did make a bit of a mistake with how many Guardsmen died in the combat but that is highlighted.

Space Wolves vs Chaos Marines Video Battle Report Part 1

On the left of this page you may see a little icon which links to a YouTube channel entitled, 'DarkListGaming'. This is a channel dedicated to Chaos Space Marines run by my friend John. The last time I played him was at the Steel City Wargaming tournament back in August, where I won to secure a top 5 finish.

However, with the new Chaos Marines Codex out, and with us both back in Sheffield temporarily over Easter, we decided to organise a rematch, and this time it wasn't interrupted by snow. The stakes were still high however, as the game would be forever immortalised on the internet - although these may have been a little higher for John as if he lost he would be forced to watch it during production.

The battle report itself is split into 4 parts, and as for some reason the videos don't show up on a search to embed them into the post, they'll have to go in one by one. The parts are: Deployment and Turn 1, Turn 2, Turn 3, and Endgame. Here is the first part. (I am running the Space Wolves with Imperial Guard allies).

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.

Thursday, 11 April 2013

Orkrons Development

We will drive the machine of war with the sword and the spear and the Iron Fist of the Orc”

Saruman

In a few weeks time I will be attending another tournament, and yet this time I am hit with a slightly different dilemma. What to take? I could take my Space Wolves, but they've moved up to occupy the 1,750pts+ spot (this event is 1,650). I could take my Chaos Marines, but they suffer from a similar problem, and I'll have to scavenge a load of models plus I've not actually used the list before, could be a laugh though. Instead I've decided that I'm probably going to go old school with what I take.

Monday, 25 March 2013

UK 40k GT Army List

It has struck me that I haven't actually posted up the list that I used, so here it is:

Monday, 11 March 2013

Chaos Daemons - First Contact

Today, something a little different.I'm a little disillusioned with the Dark Angels to be perfectlyhonest and I will get round to finishing the series in the next fewdays. However, in today's post I'm going to be taking a look atDaemons, and how they have changed, as I played against them at the Oxford GamingClub tonight. Hopefully this should be a weekly thing where every Monday night is OGC night.

Oh, and by the way, if you want to heremore about Battlefield Birmingham, or me getting absolutely destroyedby a Dark Eldar army, then check out the 40kuk podcast, the episodein question being number 64.

Friday, 8 February 2013

Battlefield Birmingham Army List

Something a little different today, I'm thinking that maybe posting something other than a Dark Angels analysis will break the sloppiness of my writing, I keep missing little bits. The latest mistake post wasn't quite as bad as the previous one, GW releasing a £30 book full of typos didn't help, but that's not an excuse.

With Battlefield Birmingham coming up in 2 weeks time I've finally decided to lock down my list, so that I get familiar with it and how it works together, I already know what everything does but I don't like last minute changes. So, in this post I'm going to be going through what I'm taking and why.

1,750pts: Space Wolves and Imperial Guard

Monday, 7 January 2013

Throne of Skulls Prep 2

I've had various ideas for posts that I'd like to get in before Saturday, when another new Codex hits and I start to break down another load of units, but before I do I feel as though I should at least get in 1 piece of tournament preparation. I know that Throne of Skulls isn't the most competitive tournament in the UK, but for me it's a good marker to see how much I've improved, and where I should be.

For example; so long as I don't get my ass royally kicked (like last time, where I had only played a handful of games with my Wolves after picking up the army a few weeks before), I will be comfortable in extending into the independant tournaments, where no doubt, I will get my ass kicked again, and learn a lot more.

I've got several advantages 6 months after my first attendance though. The first of these is that I will actually get some sleep. With 12 days to go, I have 3 Wolf Guard Terminators, a Primaris Psyker and a Mortar team left to paint, so I shouldn't be up most of the night painting.

The second advantage is obviously that I've been playing my Wolves for a while, and although I haven't been able to play the 2 games a week that I was in Oxford (I've played 1 game in almost 4 weeks), I have plenty of time to catch that up, as I have a load of games lined up in the next 2 weeks.

As well as a game against my club's strongest tournament player on Friday, I also have a 3 game tournament on the Saturday against some strong opponents, and then a video battle report in which I am participating (and trying not to embarrase myself) the following Friday, to advertise the club.

Lists were due in for this tournament over the weekend, and this is what I'm running. I don't mind plastering my list all over the internet because if you're tailoring for it then I'm vastly overated.

Tuesday, 4 December 2012

Sneak Throne of Skulls Update

Yes, I'm struggling to keep up the tempo with the Chaos Marine Analysis, so I'm just going to throw something a little different in to freshen things up around here. In short, I'm changing my 1,500pt list. Again. Since a game yesterday against a strong opponent, I've learnt a few things about my army. Firstly, Lone Wolves are brutal. The game in question was at 1,850, and I was trying out a pair of Lone Wolves, so I'm going to put one of them into my 1,500pt list. So here it is.

HQ:
 
Rune Priest (Warlord)
-Tempest's Wrath
-Living Lightning

Rune Priest
-Chooser of the Slain
-Jaws of the World Wolf
-Living Lightning

Elites:

Wolf Guard Pack (3)
-Terminator Armour, Power Sword, Storm Bolter

Lone Wolf
-Terminator
-Thunder Hammer
-Storm Shield

Troops:

Grey Hunter Pack (6)
-Wolf Standard
-Meltagun

Grey Hunter Pack (6)
-Wolf Standard
-Meltagun

Grey Hunter Pack (5)

Heavy Support:

Long Fang Pack (5)
-4 Missile Launchers

Long Fang Pack (5)
-4 Missile Launchers

Long Fang Pack (5)
-2 Missile Launchers
-2 Lascannons

Allies:

HQ:

Primaris Psyker

Troops:

Veteran Squad
-Mortar Team

Fast Attack:

Vendetta
-Heavy Bolters

Heavy Support:

Manticore
-Heavy Flamer

I'm a bit worried about the size of the troops choices but I'm hoping that with all of the other threats my troops won't make target priority, especially with there being 4 of them making it difficult for my opponent to kill them all. The Wolf Guard split up and go into each of the Grey Hunter squads to eat wounds, and the Warlord swaps his powers out for Divination, hiding at the back to avoid giving away the Slay The Warlord point and using his powers to improve a pack of Long Fangs each turn.

If the Manticore is threatened by outflankers, etc, I'll bubble wrap it with the Veterans whilst they use their Mortar, otherwise I'll put them in the Vendetta to drop them in my opponent's deployment zone for Linebreaker.

Sorry there's not much today. But there'll be a Chaos post up tomorrow on Ahriman and his Thousand Sons.

Thursday, 27 September 2012

Preperation

With not much happening in terms of new rules this month, and with all of the happenings in my own life, I recognise that maybe this month hasn't been the most productive of all time in terms of how much content I've been able to churn out. That said, I'm going to try and squeeze some blood from the stone here and get something out at least.

I have a couple of small things to talk about today, as I say nothing too in depth but if you start to get board just skip the paragraph that you're on and go to the next one.

First things first, a few months back I did a semi-spontaneous series which was generally called Throne of Skulls Prep, although it did tend to lose the 'prep' title after a while, and today's post's title is a kind of kickback to that. The reason being, in January I am going back to Throne of Skulls. Last time I went, I did so to learn my new army, get some experience with it and see what ToS was like. Now that I've done that, the plan is to go back and hopefully do a little bit better, so anything more than 1 win and 1 draw will suit me down to the ground, just to see how much 6 months extra practice with an army helps you, obviously it matters to have experience with an army but how much will it matter here.

Speaking of practice, I am getting a lot more games in now, I've played 4 games in the last 10 days or so and all of them have been against top people. One of which was against a top tournament player too, although I'm not going to namedrop. So, I'm going to try and compete this time around.

The list that I currently plan on taking, which involves me picking up a couple more models, can be seen below. It might change a little depending on whether I manage to aquire certain models but this is a good template which I probably won't deviate too far from.

HQ:
Rune Priest:
-Chooser of the Slain
-Tempest's Wrath
-Living Lightning

Rune Priest:
-Jaws of the World Wolf
-Living Lightning

Elites:

3 Wolf Guard:
-Terminator Armour
-Power Weapon
-Storm Bolter

Troops:

8 Grey Hunters:
-Meltagun
-Wolf Standard

7 Grey Hunters:
-Meltagun
-Wolf Standard

7 Grey Hunters:
-Meltagun
-Wolf Standard

Heavy Support:

5 Long Fangs:
-4 Missile Launchers

5 Long Fangs:
-4 Missile Launcher

5 Long Fangs:
-2 Missile Launchers
-2 Lascannons

Allied Contingent:

HQ:

Primaris Psyker:

Troops:

Veteran Squad:
-Grenade Launcher
-Mortar

Fast Attack:

Vendetta:

Heavy Support:

Manticore:
-Heavy Flamer

And there we have it. Yes, it's beardy, and yes, I'm a bit of a douche for using it, but I like to be able to take a list everywhere, and keep it relatively similar once I've found something that I like, so if I decide to start going to other more competitive tournaments, this list is still something that will be able to compete.

On a side note, if anyone else is considering going to Throne of Skulls this January just drop a comment below and I'll see you there. 

Right, now onto the next order of business, fun with fluff. With the Chaos Codex fast approaching I've decided to get some painting done, so as not to look like a bandwagon jumper when it hits. Bearing in mind that this is a fluffy army, and I don't care if I'm using a unit that is quite frankly, terrible (not unlike my Eldar army), I got back into painting my Hellbrute, and considering that this isn't an army which is first and formost for gaming, I wanted to do a good job of it, that is why a) I haven't finished, and b) I haven't put a post up in a while, as I was waiting to finish the thing so that I could show it done, but I really needed to post some content so here is what I've done so far. 


And there we have it, after finishing the Hellbrute I plan on moving onto one of the 2 squads of Cultists. I'm going to try and do this with a different method though, with the other 2 fully painted armies that I have (Orks and Space Wolves) I was motivated to paint them as quickly as I could to get them ready for an event, and thus used the production line method, as well as rushing them resulting in them not looking as good as they could have. This time, I'm going to be painting each model individually, so we'll see how that turns out. That's me done for today though. Back again soon. Hopefully.

Wednesday, 19 September 2012

Return of the Internet - List Building

I do have a valid excuse for why I haven't been posting recently. I have had no internet. The only way that I would have been able to access such a phenomenon would have been to type up a post on my iPad, and then get on a bus, using the terrible internet connection which I would find there to upload a post, meaning that I'd be sitting there for the best part of an hour as it takes ages to upload. I didn't try, this is an estimated guess after going in search of internet 2 days ago.

However, after sitting through an extremely long induction to my course the University has finally allowed me to use their internet. Hoorah! It wasn't like it was needed in the first few days in which I'm studying here to, you know, learn about the city and the University. As such, I ended up having to undertake the 45 minute walk to my gaming club with my dual sized aluminium case full of all of my hobby related items that I have brought with my to University, and then walk back late at night in constant fear of being mugged (nice place, I just don't know it very well). In addition, I have been missing out on a weeks worth of the goodness that is the Dakka Dakka worldwide campaign, which, being a regular poster over there, I am naturally a part of, or at least I hope I am, I may have been locked out on account of my sudden disappearance, I'll have to check once I'm finished over here. You might be able to tell that I'm quite bitter about this.

I could write about the large number of games that I have played in this time, but I'm not going to. Instead, I am going to just summarise them according to result very quickly. I lost the first, second, third and fourth game in this hiatus, a highlight being when I was playing against a horde Ork army with Imperial Guard allies, my Manticore managed to fire all 4 of its missiles and only managed to kill 2 Ork boyz and 10 Guardsmen in a 7 turn game. The best bit being that the boyz were both killed by the missiles, and the Guardsmen were all killed by the Heavy Flamer on the front of the Manticore (my opponent marched them forwards). Quality.

I'm also going to quickly slot in some Word Bearers progress. I have purchased the Limited edition Dark Vengeance, if your store has sold out then you may be in luck of getting your hands on that Interrogator Chaplain if you are willing to come to Oxford, where the GW there still has a few on the shelves (by that I mean at least 7). I've also assembled the models, based them all and sprayed them all black. I've also started painting the Hellbrute, so that I can quickly glance across the room to remind me of what the colour scheme it (in exact terms) without having to walk over, pick up a cultist and study its paint coverage.

But anyway, here's something I haven't done for a while. I have spent a lot of this time on Battlescribe, mucking about and creating a few lists, just experimenting really. So, cutting to the chase, the lists are for Chaos Daemons, Eldar and Tyranids, and I'll go through them in that order explaining them. All of these lists are 1,500pts.

Chaos Daemons:

HQ:

Fateweaver, Oracle of Tzeentch

Elites:

6 Flamers of Tzeentch

Troops:

20 Pink Horrors of Tzeentch
-The Changeling

20 Pink Horrors of Tzeentch

20 Pink Horrors of Tzeentch

And that's it. The idea behind the Daemon list was that I wanted it to be a mono-God build, so, everything in there is Tzeentch, I could have gone with an Epidemius kind of thing but since everyone is doing that I went for something different.

So, I went for a kill point denial idea when going for this build, but am also aware that there is a 1/6 chance of getting kill points in a game, that is why the Horror blocks are there. They are excellent at denying Kill Points, 20 model 4+ invuln models can be a bugger to shift, especially that Changeling unit where there is the possibility that you could shoot yourself. So you can dump them on objectives and just let them hold them, and with Fateweaver backing up the squads that need it the most, they aren't going to die very easily.

Sure you can charge them, but even then you'll have to be close enough to the Horrors to do that, meaning that it is likely that they'll have shot your unit up at some point, but then you're going to have to pile through 60 S4 overwatch shots, still be in range to charge, and then try and get through 20 fearless wounds which all have 4+ invulnerables, and those saves are also likely to be re-rollable.

Additionally, the likelihood is that you'll only need to hold as many objectives as your opponent's holding, due to the roll of the Flamers. They should really be coming in with your first wave, this is so that they can prey on one of your opponent's weaker squads and just destroy them in a single turn of shooting, getting you that First Blood point. Even in the unlikely event that they don't kill the punier unit which you marked for death, they should still eat a large amount of fire before succumbing, and if you try and charge these, then you'll have 6D3 armour save ignoring hits to get through.

So, make of that what you will. Next list.

Eldar:

HQ:

Farseer
-Runes of Warding
-Spirit Stones
-Guide
-Fortune

Jain Zar

Elites:

5 Fire Dragons
-Exarch
-Wave Serpent with Scatter Lasers and Shurikan Cannon

10 Howling Banshees
-Exarch with Executioner
-Wave Serpent with Scatter Lasers and Shurikan Cannon

Troops:

5 Rangers

5 Rangers

5 Rangers

Heavy Support:

3 War Walkers
-2 Shurikan Cannons each.

3 War Walkers
-2 Shurikan Cannons each.

3 War Walkers
-2 Shurikan Cannons each.

I would say that this is by far the weakest of the 3 lists.

I didn't want to take Eldrad, this was for 2 reasons, the first being that I was stretched for points, the main one however was that I really wanted to include a Phoenix Lord in here, being a lover of all things fail in the Eldar Codex (I regularly run various Phoenix Lords and Swooping Hawk squads in my Eldar armies, I have the models, why leave them on the shelf collecting dust when you could be playing with them, it's one of the reasons why I like Apocalypse, as it lets me field my Pheonix Court of Khaine), and I didn't want to take 2 named characters.

So, out of all 6 of the Pheonix Lords why pick Jain Zar? Well, I'll quickly run through the other Pheonix Lords to get to my point.

Baharroth is crap, he is argueably worse for points efficiency than the aspect that he is the leader of (i.e. the Swooping Hawks). To sum him up, he is a Swooping Hawk Exarch (already a bad start) with a Pheonix Lord statline and a 200pt price tag. Next.

Asurmen isn't great either, he is the most expensive of the Pheonix Lords at a whooping 240pts, but he does also come with an invulnerable save, but then he doesn't really put out enough damage to justify his points cost. Bad. On we go.

Karandras is quite fun, he's a monster in combat but with 40k much more of a shooting game now he's going to have to take at least 1 turn of shooting before he can charge anything, and he's expensive.

Fuegan is ok too, if there is a vehicle that you want dead, he will kill it. He will kill it so much that it's soul will cease to exist. He's decent in combat too and does come with Feel No Pain. That said, very expensive, and what you would take him for (smacking vehicles) Fire Dragons will be able to do too, for less points.

So that leaves us with Maugan Ra, and Jain Zar. Maugan Ra is often seen as the best Pheonix Lord to take, and leaves Jain Zar overlooked. He is very good all round, he shoots well, a 4 shot S6 assault, rending and pinning weapon with both fast and crack shot being fired at a BS of 7 is sweet, and also comes with Jain Zar's assault weapon strapped to the end of it. So why take Jain Zar over him?

Well, she is 40pts cheaper than Maugan Ra, and you can put her in a squad of Howling Banshees, Maugan can only go in Dark Reapers, meaning that he isn't going to get much combat action, or in a generic non-aspect squad, which isn't really going to be complementing him full either as they are likely to be either shooting based or combat based, only taking advantage of his combat or his shooting, he might still get to shoot in a combat unit or fight in close combat in a shooty unit if they're charged but you're not taking advantage of his full range of abilities.

Jain Zar is very much all combat, although she does come with a S5 AP2 assault 3 triskele which is nice for breaking down those Terminators, before charging in at S7 and I10.

So basically, she's cool, she hits hard, you don't see her too often, and if you want a Pheonix Lord for under 200pts then there you go.

Right, on with the rest of the list, quickly as this is getting damn lengthy. The War Walkers, I always liked to include a good fire base in 5th edition, simply so that I would have a presence across the board, so I wouldn't have to try and chase things down with my close combat units. This was why my 30 Nob list was so terrible against Dark Eldar, I couldn't catch them, so dropping 10 of them and picking up a load of Lootas seemed a good idea, this is essentially what these are here for. Plus, 54 S6 shots is pretty terrifying. I didn't go for Scatter Lasers for the simple reason of not having enough points left.

Rangers. Very nice for squatting on objectives. On a general principle I like to take a troops choice for every 500pt block. And the Fire Dragons are to take out heavy armour and another Wave Serpent to provide some target saturation to take some pressure away from the Banshees.

To sum this one up though, I wouldn't take it to a large tournament.

Right, I'm tired and I want to go to bed, so let's get this one done.

Tyranids:

HQ:

Tervigon
-Catalyst
-Scything Talons

Tervigon
-Catalyst
-Scything Talons

Elites:

3 Hive Guard

3 Hive Guard

3 Hive Guard

Troops:

10 Termagants

10 Termagants

10 Termagants

Tervigon
-Catalyst
-Scything Talons

Tervigon
-Catalyst
-Scything Talons

Tervigon
-Catalyst
-Scything Talons

Probably the most competitive out of these lists really. Initially, it was an experiment to see how many Tervigons I could cram into a 1500pt list, then I started mucking around with a Hive Tyrant and Ymgarl Genestealers to get them bursting out of cover everywhere and eating things, then I remembered that there wasn't any shooting in the list whatsoever, so I drop the Ymgarls and replaced them with Hive Guard, which came out over the points limit, so I dropped the now void Hive Tyrant and had exactly enough points for a 5th Tervigon.

So, the answer to how many Tervigons can you get into a 1500pt list is, as many as the force organisation chart allows. 5.

With this list, on average you should be spawning 52-53 Termagants in the first turn assuming that your opponent hasn't killed any if they went first, although that should decrease as the game goes on as your Tervigons stop spawning.

I'm getting into some proper rambling right now so I'm going to try and mitigate the damage by stopping this post here. Hopefully I should be back to the usual gaps between posts now. As always, have any suggests or anything at all to say relating to this post, including possible improvements to the lists, please feel free to drop comments down in the comments box.