Monday, September 29, 2014
7th and I: A Gamer's Lament
I remember starting this hobby, in the glorious heyday of 4th, many years ago. As a 23 year old, I can say this was more then half my life ago, when I was too young to truly care about rules, and rulebooks were the neatest things I'd ever seen, and I cared so deeply about the stories, the thoughts and feelings reading about my favourite army (the Greenskins - man was that book fun!) evoked. I didn't look at what build was the most powerful and decide to collect, I saw something really neat, I related, I felt that they best reflected my vision for the army I wanted to wield as a hammer to crush my foes on the far flung galactic battlefields. The rules were neat, I honestly couldn't even tell you about balance or proper book design because I just don't remember, but I will never forget how much fun I had flinging my models at the enemy with heartfelt shouts of Waaaaaagh! that almost never failed to shock my friend's mother into checking on us in the basement. That, to me, was the perfect game, because it was fun, we always had fun, and the little plastic soldiers we treasured so deeply did nothing but enrich our young lives.
Now, I can understand that in large part, that was our youthful acceptance of things simply being as they were. We didn't know any different, so how could we judge the validity of unit statistics and game design? The mentality was simply "let's play a game and enjoy it." That said, I think that what made the game so much more appealing then was that game designers were fans of the universe, and wanted to put things out to evoke emotions and passion.
My next foray came years later, after I fell out of the game by life moving forwards, discovering the oys of girlfriends, partying, and the less enjoyable but fulfilling adventure of employment. I was in my twenties, and I did research into the game. Endless youtube videos of battle reports (a massive shout out to MiniWarGaming and the Beat Matt batreps, if it weren't for you guys I may well have never gotten back to something I love. Thank you guys for your massive efforts and incredible contribution to the community) and blogs and newsfeeds, and a great deal of scouring the used market for cheap, shoddy models later, and I was the proud Norn Queen of a splinterfeet. It was nice to be back, and I loved my army.
All this research and time spent analysing the numbers led to a phenomenal streak of 13 straight wins as I swarmed over the battlefield, and I was hooked. I was in a position of consistent, if unimpressive income, little in the way of expenses, and plenty of spare time, and I could devote much of both to the hobby we know and love. I began to focus more on winning then ever before, in part because of my state of ambition and desire to prove myself in all aspects of life as great and successful, and while it worked, it cost me many opportunities for developing healthy, fun, mutually beneficial gaming relationships. I don't regret it, exactly, but I wish I'd had the clarity of hindsight. I still have not painted a full model, despite several hundred dollars in paints and supplies, and becoming the owner of a compressor and airbrush. This was a very different state of gaming, and I believe this mentality is the source of a great many of the problems faced by the gaming community at large, not just this one lonesome soul. I played many more games, started a Dark Eldar Kabal, won a lot, bought more, and amassed an ever greater collection of models based on stats and performance.
Then came the new Tyranid Codex. This, to me, was the beginning of my shift away from the hobby. I didn't overly like the new book. I found the focus on objectives and playing against the game rather then fighting a battle much like the difference between games like golf and games like tennis. I wanted more focus on the assault phase and wiping out tactically selected units, not more focus on the movement phase and careful deployment of my weaker, unimpressive troops. I loved my Monsters being the focus because of their fearsome ability to destroy my foes, the ability to count on my damage dealers to win games. Alas, this focus on rules and game strategy disheartened me, and with school and work and life all taking up more and more of my time, my lacklustre inclination to game led to making less time for the hobby, and the actual hobbying falling from minimal to nil. The cuts of units from the game, and the clear balancing factor in the design of the new units drove me further into the mentality that was tearing my interest away. Gone, in my mind, was the passion that drove codex writers and the community that read and talked about their work, replaced by cold analysis of numbers and research.
The nail in the coffin was 7th. I have the book, I have the codices, but I have yet to play a game. I don't think it is bad, I don't hate my armies, I simply don't have the passion required to force time into my schedule for games. This is my Lament. I miss the days of simple, unfiltered joy in the game. I miss the casual attitude towards rules, and the focus of game designers and players on balance and a properly competitive environment. The wargaming world has plenty of arenas filled with proper balance and meticulously designed armies focussing on an even footing. I choose warhammer because I own some 80 black library books, and my plastic soldiers have more heart and soul then any other game on the market. I have written thousands of pages of role playing for Dark Heresy, Ascension, Deathwatch and Rogue Trader, even some Black Crusade. I've written background for my Kabal in huge amounts. I didn't need GW to force a narrative, because I forged one for myself far from the gaming table, and I lost the will (or maybe ability? I'm not sure) to bring that narrative to what I see as a colder, detached battlefield. I'm selling off much of my army, and I don't see too much trouble with this, as I'm keeping a great deal, but I do see the lack of will to find time for games as the terminal symptom of the disease of apathy plaguing our community. We deserve the experience I had as a kid. We deserve, as fun, imaginative people, the joy and fulfilment that comes when both players smile, shake hands, and mean it when they say the words "Good game."
On that note, I'll wrap it up. This is no great rallying call, nor is it a condemnation of anyone for participating in the hobby in their chosen way, from game designers to marketing executives, all the way down to the glorious few who own no more then a single tactical squad lovingly assembled and painted. This is simply my experience, and my hope that I can recover from the spiral towards exiting the hobby and recover my joy.
BangBangTequila signing off, with the promise that I will be posting some fluff based articles within the week. May you find your next Good Game soon!
Tuesday, February 4, 2014
Tyranid Review: Troops
Termagants
These are the bread and butter of a good swarm. I recall once upon a time, the MC spam lists tried to avoid having great piles of these guys, but it is by far the most efficient expenditure of points you can have. You need target saturation, and even if it isn't much, a 20 gant squad for 80 points is something that needs to be dealt with and if left alone, can either swamp units or simply exist to score. They are very flimsy, dying in droves with no save to damn near anything, even getting mowed down by guardsmen flashlights with nothing but a 6+ to save them.
Be very careful with charges. Over watch can wreck these critters, and losing 2-3 to rapid fire is often enough to shore up the required charge roll and make success less likely. Once in combat, they can do some damage on the charge but flail ineffectually in following rounds of combat, so don't rely on them winning much unless they face terrible opponents (like fire warriors).
Hormogaunts
I love these, based on fluff, and crunch. The skittering tide bounding across the field is fearsome indeed, and on the board it will be something to be reckoned with. At one point more then a Termagant, or two termagants if you give them Toxin Sacs, the Hormogaunt is a cheap and versatile assault unit. They boast modest combat ability bare, able to reliably put a hurt on any basic troops choice and threaten low model count/low attack level specialists such as Crisis Teams, Marine HQs that don't have a high-powered combat escort, Tac squads, Dire Avengers, etc. With 3 attacks on the charge, and Bounding Leap, they absolutely force a threat starting turn 2. Bounding Leap is the main beauty here, as they retain fleet, but also gain a permanent +3" to every Run move. That makes the average, with Fleet re-roll, 7.5" or there around, giving these guys turn 1-2 movement close to that of Jump infantry. Combined with Toxin Sacs, these guys put a huge threat out there to anything not bearing a coveted 2+, and can be counted on to tear down anything they get into combat with so long as they hold some numbers. Alternatively, Adrenal Glands can make them a massive threat to any vehicles, with a long charge range and a mass of attacks, a unit of Hormogaunts can reliably glance any rear AV10 vehicle into scrap in a single charge . The problem, of course, is very low survivability, and expense. They remain pricey for what you get, at 100 for 20, or 160 for 20 poisoned, that can be easily wiped off the board by massed bolter fire. I personally recommend they be taken as a single unit of 20, bare, to be used as a front line screen that, using the huge first turn move+run, forces the opponent to use up valuable early game firepower on one of your cheap, disposable threats instead of your tyrants and carnifexes.
Gargoyles
I know, these are fast attack, but they fall under the Gaunt heading in the Codex, and I include them for that reason. Please keep in mind this is NOT a scoring unit.
These guys took a big hit in the form of Blinding Venom. Instead of automatic wounds on every 6 to hit, they now may opt to swap out all their attacks for a 6+ poisoned blind attack at strength 3. That is a massive nerf, and the increased cost of biomorph upgrades means they are now best run as a fast, cheap, and ultimately disposable screen unit. They are fully capable of damaging units, but they are no longer the rampage they were, so do not count on them to destroy the enemy front line. Use them as a replacement for Hormogaunts, or a cheap distraction unit to deep strike in turn 2 or 3 and disrupt the enemy units.
If you want a fast reaction unit, they are very survivable in your backfield, able to move quickly into cover and out of line of sight, and they can use their fast movement to form a powerful quick-response fire fighting unit, or late game denial.
Thursday, January 23, 2014
Tyranids Mk VI: Overview
1> First thoughts.
This book is beautiful. I bought the enhanced iPad version, and I'm wildly impressed. The artwork, the interface, and the way you can have long, independently scrolling windows of sub-text is just great. The way rules can be brought up and inspected with a tap is wonderful, and means I never have to pick up my BRB unless a game rule is in question. Very sleek, and the Force Requisition program is a phenomenal start up as an army building app. There is a great deal of recycled fluff and artwork, particularly at the beginning, but I can deal with that. After all you have to respect your beginnings before you can add meaningful background to a race, unless you do a full retcon a la Wardian writings, which I would not enjoy at all. I was only initially disappointed by the artwork because they kept the same tired colour schemes. I wanted Gorgon! Or Eurimedes!
2> Big Changes
At first, I got the impression of laziness. Things weren't balanced... In a vacuum. Things seemed nerfed, or discounted, or actually cost more. No biomancy. Instinctive behaviour became less of a mild inconvenience and more of a cripplingly dangerous situation. Some of our best stuff, such as scything talons and instant death, ap 2 boneswords got turned into jokes. Then, I read a little deeper. Lash whips and our two assault grenade equivalents are exactly what we needed, if not in the best spots. Venomthropes became incredible. Biovors got cheaper and better. Carnifex became just, mind blowing. Tyrannofex got an enormous discount, making them damn near a must-have. The powers became almost universally force-multiplying. The Horror may not be too devastating on the surface, but it could easily become the difference between a key turn of shooting or overwatch from an enemy unit. Fire Warriors become Ld 6! Crisis Suits getting pinned down when they were expecting to jump back, or a bunch of Eldar trickey bastards getting pinned in the open. Catalyst is amazing, Dominion became one of the staples to consistent success by extending your synapse web. Venom Cannons became way less terrible, and most of our guns became a little cheaper. Mostly, most of the codex became drastically cheaper. You get 10-25% more units in the same list as before, and the fundamental way in which you have to play the game has changed. We don't have the same sort of "build-and-win" lists we used to, but played well with a little luck and good use of target prioritization and threat-saturation you can do very, very well.
3>New Guys
You can play this well, and have fun. Haruspex, which comes from the ancient term referring to a type of oracle that reads the future from the entrails of the dead, is a fantastic unit. It is damn near guaranteed to kill whatever it fights, being able to fully mow down infantry and heal itself of those pesky powerfist wounds that come creeping up on it. The Exocrine is a game changer for sure, able to lay down unit-shattering firepower. Blasts will demolish high end infantry, and the 6 shots means things like broadsides and crisis suits have very good reason to fear closing in. The Crone is... disappointing. It is certainly neat, and is a huge threat but it is very vulnerable, and pretty much has to vector strike to be useful. While a nice gimmick, it isn't reliable enough to be viable at the points cost. It has a purpose, but the drool cannon lacking torrent really hobbles this unit as the staple we were hoping for. Vector Dancer, and torrent on the drool cannon and she'd be a hero. As is, a C at best.
So, in conclusion, I'm happy. I loved the monster mash before, and lovely balanced gribbly-swarms with a smattering of monsters. Like a chocolate chip cookie, it will be balanced and glorious. Enjoy, and as well like and follow me! Stay Hungry!
Tuesday, January 7, 2014
The Swarm Feeds: 1500 point Battle Report vs Eldar
Tyranids:
HQ
Hive Tyrant, wings, dual Devourers, rolled Iron Arm, Warp Speed
Elites
3 x Hive Guard
Troops:
2 x 15 Termagants
2 x Tervigon, Toxin Sacs, Adrenal Glands, Extra Power (rolled endurance and lifeleech, Life Leech and Enfeeble)
Fast Attack:
2 x 10 Gargoyles, Toxin Sacs and Adrenal Glands
Heavy Support:
2 x Biovores
Trygon, Regeneration
Eldar:
HQ
Farseer, witchblade
Elites:
Fire Dragons x5, Waveserpent w/ scatter laser
Troops:
2 x 10 Guardians, with Bright Lance, Wave Serpent
5 Rangers
Fast Attack:
5 x Warp spiders w/ Exarch and fast shot
Heavy Support:
Wraithknight, bare
2 x 2 Warwalkers, scatter laser and bright lance
Turn One:
Eldar
He lead off with turn one, being very slow, only his 3 serpents and rangers on the board. They killed ~10 termagants, and shuffled a bit.
Tyranids
I got my flyrant stoked with iron arm and endurance before flying him over to the rangers. He could not Vector, unfortunately, but it still put him in range of the waveserpent bearing the warlord. Combined fire from the biovores and the flyrant got the rangers for First Blood. One hull point done with the Hive Guard. My first Tervigon spawns 8 and plugs, the second spawns 8 and continues for next turn.
Turn Two:
Eldar
Deep striking Wraithknight rolled a mishap, and I got to place. I put him in the middle of 2 units of spawned gaunts, and laughed as my gribblies closed in. His outflanking warwalkers came in in his deployment zone and hammered shots at my flyrant, but feel no pain and the need to snap shot saved him, along with all the other wave serpent shooting.
Tyranids
My Tyrant rolled up S and T 9, putting me in a position to vector strike the HQ serpent to death, which I failed miserably, rolling 1 to pen. A unit of gargoyles charged, inflicting 2 hull points. My Hive Guard wrecked a serpent bearing guardians, and the Biovores whiffed. Ended free up the Farseer unit for next time. Trygon continues moving virtually unopposed up the board in the centre, but he's well out of range to charge or shoot. My Tervigon spawns 7 and plugs. My gaunts charge the wraithknight and deal a singular wound.
Turn Three
I'm getting a little hazy on turns now so I'm just describing things in vague order
Here was a big turn, as my Tyrant shrugs off the majority of fire. That failure to kill him really spelled the future doom, as my gargoyles ravage his warp spiders and my biovores demolish guardians left and right. He did kill one with the surprise of the spiders. My Trygon and Tyrant kill off the fire dragon serpent, and tey in turn help to bring my tyrant down to 1 wound, before he starts healing from it will not die. My tervgon dies to his wraithknight after 2 turns of assault, but brought it down to 1 wound where he eventually falls to the poisoned Gaunts on the final turn. My Hive Guard destroy both units of war walkers in turns 4 and 5, and my tyrant and trygon kill the last 2 infantry units on the board for a clean table.
Thoughts:
Reserves really hurt armies opposing a wide spread tyranid list, as denying the board is easy and sweeping up can only really be stopped by mass anti-infantry fire. I'm happy with the way my list performed, though I may consolidate the 2 gargoyle squads to make them better at standing up to combat strength. Likewise, I may cut some costs and make my Trygon a Prime for added range and another tough synapse point.
As always, please subscribe at the side of the page, followers keep me posting new stuff!
Saturday, January 4, 2014
Adventures in Air: My new Airbrush!
I am very impressed with the way a local hobby center handled my inquiries and questions, they were incredibly helpful and informative. Anyone living in the Ottawa area should check out The Hobby Centre, near the costco on merivale road. Excellent guys there.
I'm going to be playing around with my brush all day, I'll post photos and first thoughts after I prime some models!
Tuesday, November 26, 2013
Awakening The Swarm: 1500 Point Tyranids
HQ
230 - Hive Tyrant - Wings, 2 x Scything Talons
Elites
150 - Hive Guard x 3
120 - Zoanthrope x 2
Troops
180 - Tervigon - Toxin Sacs, Adrenal Glands, Cluster Spines
180 - Tervigon - Toxin Sacs, Adrenal Glands, Cluster Spines
140 - Termagants x 10, Devourers, Mycetic Spore
100 - Termagants x 20
Fast Attack
160 - Gargoyle x 20, Toxin Sacs, Adrenal Glands
Heavy Support
240 - Trygon Prime
Total - 1500
Here's the plan:
I have a large mass of heavy duty models that can take a pounding while they storm across the table. With 3 dangerous monstrous creatures on foot (the tervigons make up for a lack of combat prowess with the added threat of spawning - I'd rate them very similarly to Trygons for target priority at the start of the game) to soak fire, my relatively few infantry models will be spared most of the heavy weapons fire. Turn 1 I'd likely deploy my Gargoyles and Flyrant behind the three big walking monsters, with a 2-man line of Gaunts in front to provide cover. Turn 2, My whole line will have run forward the previous turn, so this movement phase involves clearing my screen from in front of the Tervigons, so they can spawn 6", move those gaunst up 6", and go for the assault. Average threat range is 19", which combined with the average 9.5" move + Run from the previous turn should get some gaunts into combat. Combined with this are the Flyrant and Gargoyles, who are what I like to call my Hammer units. They are highly mobile units that get into combat, and whatever they assault first dies, either by mass attacks or by few, powerful attacks. These two Hammer units will have used the previous turn to use their extensive movement to position themselves to back the less manoeuvrable gaunts by picking out the enemy's counter assault units or heavy firepower and either killing them or weakening them so severely that even my weaker units (tervigons, gaunts) will have nothing to fear.
Of course I also have two scary and resilient elite choices that provide some ranged support and help to diffuse oncoming fire while restricting highly mobile enemies (skimmers, jetbikes, etc) from outflanking and moving into my army's blind spots.
Now, from you guys, I want some feedback. I'd like to see how you'd play against it, what you think would be hard counters, and what you'd change.
And as always, please Subscribe! Having some followers is the biggest reward for my efforts, and keeps me motivated. Thanks!
Saturday, November 9, 2013
Tyranids: Moved To December, and why I am excited!
What I'm most Excited for:
1) Assault Bugs. I LOVE Hormogaunts. They're among my favourite units in the game, along side the humble Slugga-boyz. They are just the embodiment of the swarm, a ravenous tide of unrelenting fury that is damn near the perfect predator. Right now, they don't see as much use as they could, failing behind the Termagants due to, in my opinion, the "free" upgrades you get and free models when you bring a Tervigon. Seeing the book shift away from Termagant spam would really perk me up.
2) Tyranid Psychic Powers. I hated that ours were so good until we lost run + assault, and then generally better to swap for biomancy. Seeing an Eldar-style boon/curse would be neat, and giving us some cool mind-melting offence would just be gravy. Shadow In The Warp needs to be made better as well.
3) FULL PLASTIC KIT LINE UP! This is actually #1. Having every model available, viable or not, floats my boat. Having them all plastic just makes me rip my shirt off and howl at the heavens with joy. I really just cannot wait, even if the models don't change, I'll be putting some 300$+ into new kits on release day.
4) More viable units. Right now, I'm a little fed up with monobuild critters. I'm not saying there aren't list options, I just want to see new combos. Mycetic spore-pyrovore spam? Cool. Biovore barrage backed by elite Stranglethorn Cannon-MCs with spike rifle termagants "manning the line" would be so cool! A fast attack "swooping" army filled with Harpies and Gargoyles and such just because we can! Not only that, but we can have new biomorphs and new cool combos of them, rather then the same 2 cut and pasted under every entry, with Regeneration thrown in if you're really ambitious.
5) Finally, I want to see a big army wide change in rules in the form of a single, neat, unique concept. I want a "battle-focus" or "supporting fire" or "chapter tactics" that people talk about. I want a ravenous advance, where we may run and still charge with any creature that has the feed behaviour. Something that fundamentally changes OUR games, the way those rules do theirs.
Those are my thoughts, what are yours? Comment below, and as always please subscribe to keepthese coming!
Sunday, November 3, 2013
Inquisition Codex: Warlord Table!
My Predictions:
Ok, my predictions:
1. Warlord and unit scoring. Maybe Warlord and RETINUE to reflect how cool as shit this codex is going to be.
2. Redeploy D3 units, I'd imagine
3. Warlord and Unit gain Furious Charge or Crusader or Zealot.
4. Preferred Enemy: Anything Not Human
5. No idea. Super psyched to see it.
6. Hatred. Maybe Zealot, if it turns out to be super mc-awesome.
By far the most exciting part of this is the fact this is ORDO XENOS! Which means 3 warlord tables?
What do you think?
Thursday, October 31, 2013
Forgeworld Becomes Legal: What it means
via an anonymous source on Faeit 212
immediately afterward (codex Inquisition) we'll be seeing the Forgeworld forces of the space marines and inquisition to update all those rules as well.
Also, while written to be polite, the sentence that says "while this should be considered official, check with your opponent" in the Forgeworld books is being changed.
In the new forces of the SM and Inquisiton it says "these are official, but make sure your opponent knows the rules of any models chosen from this book." (quoting from memory so syntax may be slightly different)
So... Let's all welcome Forgeworld to the table.
This fundamentally changes the game. The fact that not just GW will be writing rules and army lists, even books, is a monumental shift in the landscape of 40k. Tournaments have often been the line in the sand, where Forgeworld was not allowed, and that may remain the case, but the argument of "this isn't optional, it is a part of the game now" will hold a lot of weight.
I'm not opposed to the change, because I believe more is better. We don't need Forgeworld to find dominant, broken combos, they exist in farseer jetbikes and missile/riptide spam. Hell, they exist in the Dark Eldar Venom Spam, especially deadly with a skyshield landing pad, where all that fire is protected by a 4++. Forgeworld will simply broaden the horizons of the game, and give us an opportunity to run units and models that we spent sometimes hundreds of GB Pounds on and hours painting and then had to proxy as something else, as the intended model. Provided they are more dilligent then GW in redoing their FAQ pages, I couldn't be happier.
What do you think? Are you anti-forgeworld or pro-
Sunday, October 27, 2013
For The Emperor!
To further complicate my good-evil conundrum, I''m going with a loosely nazi-germany paint scheme. Horrible people, fantastic uniforms, and in the grimdark future the ominous and dark black storm-coat and grey fatiques look will really lend itself well to the gas-masked aesthetic. After all, it was the Commissar that drew me in in the first place, and with the arrival of my first Steel Commissar at my local store, I look forward to painting him up!
So there's my issue and thoughts, what about yours? Why do you play the good, the bad, the ambivalently ravenous? Tell me about your army!
And as always, please like and subscribe! My two followers are the main reason I keep posting!
Thursday, October 3, 2013
Imperial Guard: Another FNG
We'll start with the why. Why was I attracted to the Imperial Guard, a relatively average army among my list of Xenos and snowflake armies? In a word: Tanks. I love tanks. Artillery tanks, IFV "tanks", battle tanks, I love them all. I love the lumbering behemoth, scattering foes before its mighty gun! The very presence of a Battle Tank causes widespread changes on the battlefield, from deployment to shooting to assault, on a fundamental level. The concept of the Main Battle Tank is iconic and ingrained from the first time you hear the words world war 2. Battle tanks lead Germany to nearly conquer Europe, and then allowed the Americans to lead the charge back with the Sherman. Tanks are everywhere, the rulers of the modern battlefield, and I think no other models (besides a power armoured space marine) better captures 40k. It's almost a wonder I didn't start earlier.
One big downside (and this is the thing holding me back before now) is the cost. Not points wise, but currency wise. People tend not to sell large Guard lots used (which I view as an example that they stood the test of time!) especially not the coolest models (like elysian drop troops or steel legion!), and the idea of ordering several boxes, even at the relatively cheap costs offered by online 3rd party retailers, is daunting to say the least. Not to mention the assembling and painting (horde armies are terrifying, as my still unpainted Tyranids show). All in all, it is expensive and labour intensive, which I suppose explains the lack of large used lots on the cheap.
The plus sides outweigh the negatives, in my mind. They are versatile, playing as hordes, elite mechanized troopers, tank spearheads, gunlines, whatever you need to get your jollies, they have it. They have psykers, they have old school cavalry, they've got hovering fire-platforms, they have mortar teams that make hordes cry. They have some of the best vehicle choices in the game which, while expensive, perform roles that consistently match up with beating down the infantry-reliant meta. Not only does the versatility allow you to beat most, if not all army types when played carefully and when built with TAC in mind, but they give you a great many options when deciding how you want to play the game. Variety is, of course, the spice of life.
Monday, July 22, 2013
Rolling Dice: If This Is Your Plan, Stop!
- Use of Cover vs Retaining Mobility
- Maintaining Force Coherency (not stretching too thin)
- Comparison of Weights of Fire (ensuring my forces will apply more pressure then theirs)
- Use or Denial of Objectives (don't just focus on one or two,have a plan for all of them!)
- Controlling Assault (using mobility and planning to decide when and where assaults occur)
Saturday, July 20, 2013
Terrain Density and You
Friday, July 19, 2013
Target Saturation: How to do it, how to beat it
So we'll start with the simple question that needs to be answered for this to be a comprehensive post: what is target saturation? Target Saturation is the idea of having so many high priority targets that your opponent is unable to properly address all of them, leading (often) to panic and confusion, and an inconsistent goal. An example would be a Tyranid list featuring three Tervigons, a flyrant, and a smattering of trygons. The opponent must choose between shooting the resilient and very important baby-makers to prevent the board from flooding with troops, taking out the devastating and fast flyrant, and the combat monster trygons that will devastate his lines. Few armies have the sort of firepower or close combat punch to reliably take all of these things out before they wreak havoc, which puts whoever is facing them in a position of trying to do too many things at once, and leaving only a slew of bad options.
So, the first segment: How to do it?
It largely depends on the army, but the basic principles apply to every single one. For starters, you must have that ever important basis of boots on the ground. Most games involve scoring, or at least getting linebreaker, and for that you need some infantry to get you the points for winning. My general policy is to dedicate 1/3 of my points in smaller games or 1/4 in large games to putting raw, basic troops with no upgrades on the table. So, in a 1500 point game, I would take 325 points and cover the basics, bringing 25 Necron Warriors or 20 Immortals. The beauty of this system is the simplicity: Having covered troops, I now have a dedicated points allotment of 1175 to simply bring as many deadly units as I can. In Necrons, I may bring 2 Annihilation Barges for anti infantry and flyers, a Monolith to provide a tough, dangerous centrepiece, two squads of six wraiths for a fast moving multi-threat squad that is very difficult to wipe of the board for 800 points. Now imagine trying to determine what you're shooting at with that list, with 5 separate targets that are all too dangerous to ignore. Complement this by spending the remaining 375 to fluff out your core, put in a Destroyer Lord for counter-assaulting, add some extra troops to a squad and maybe a resurrection orb for stiffening gives your backfield a sturdier foundation and some much needed counter-assault from the fast movers, and perhaps some scarabs for the ever valuable invisible assault.
The second key component to using this kind of list is playing it well. All of these powerful options present huge threats that must be dealt with, but how do you stop them from being dealt with? The key here is to push equally hard with all your options. Don't rush forward with your wraiths, putting them and them alone in the dangerous focus of enemy heavy fire. Rather, advance them a turn or two behind your monolith, or use the serious speed of them plus the frightening rush of scarabs to outflank, forcing your opponent to shuffle and lose firepower instead of focusing and eliminating one target at a time.
Now how to beat it?
The first step is to ensure you are building the right lists. If your army is one that focuses on long range death-dealers like tau, ensure you have enough units capable of dealing damage. Now that doesn't mean weapons, because we all know how well a crisis or broadside team can deal with almost anything. This means you must have enough separate units capable of dealing severe enough damage to be registered as a threat to split your opponent's attention, and to dish it out to multiple enemy units each turn. This means not investing too many points into any single unit, which prevents you from properly distributing potential across your whole army. Tempting as a 250 or 300 point riptide or crisis team can be, the difference in effectiveness between a 300 point riptide and a 200 point riptide is nowhere near as big as it needs to be to justify the extra cost. A good rule of thumb is 200 points per unit capable of destroying or crippling one vehicle or infantry squad per turn. Yes, this is almost identical to the above segment, because good list building is important no matter what.
Now, the play. Against powerful assault lists, unless you're tau with supporting fire, DO NOT CASTLE. Castling (a static, overlapping deployment causing attackers to have to go through layer after layer of troops before reaching the juicy center). Castling causes meat grinders like Daemons and Tyranids to drool as they surround your small army and simply feed your poor soldiers into sausage. Against assault lists, it is important to control how they move, draw the strongest and fastest enemies into overlapping fields of fire and perform a fighting retreat - deploy along your front edge, then move back with all your infantry and vehicles while maintaining a fusillade of fire to keep the opposing front rank declining. This constant mobility, even at a mere 6" a turn, can deny the first assault by 1 or two turns, and since your strength is their weakness this is key!
Against shooting armies, you actually want the opposite. You want to cluster as much of your firepower into as small a part of their line as you can, ideally on a flank, while presenting a strong enough appearance on the weak flank to draw the enemy into defending it. By dividing your opponent's forces, you allow the statistics behind your superior force to deal enough damage to their weakened counterpart to give you the advantage when the rest of the armies wheel and reform. This is easier for highly mobile armies, like Dark Eldar, who can re-position and change the match ups with frightening efficiency.
Finally, fighting what I call spoiler armies. These are ones like the Dark Eldar, who simply can't be caught in conventional traps by virtue of their unique builds - in this example the insane mobility of a purely fast skimmer army. These you must play on a case-by-case. Dark Eldar fear Castles, because they need to pick off flanks, and with only one knot of resistance they're forced into a straight up fight - their worst nightmare on the field. The Necron Air Force is another, they are simply too much of a niche for many armies to face. The over-saturation of flyers and the inability to account for so much unique threat leaves armies with little to no skyfire out in the cold.
Hopefully this was helpful, please leave some comments below!
Monday, July 15, 2013
BangBang's Batreps: Episode 1: Necrons vs Iyanden
Here's the first of three I have filmed, the other two require editing and I'm still playing with conversion software to prevent the lagging and the poor quality. My new software I'm doing Episode 2 with will hopefully fix these issues!
Please do enjoy, and feel free to leave comments below!
Friday, May 3, 2013
My Dirty Secret: Tyranids
<p><p>I have a mildly guilty confession: I'm really a bug-lover at heart. They were my first, real army when I got back into warhammer after a long, long hiatus, and I just fell head over heels. The fluff, the models, the variance in gameplay from never ending swarm to elite, precision strikes and units that put full, specialist squads to shame. That, and damn near everything is plastic, and cheaply bought used. These things dragged me in, but the hassle of stripping and repainting a horde bugged me, so I decided to get out of them. Just as I sell them, a new codex gets announced and I get a smoking deal on three tervigons, two trygons, six hive guard, several boxes of gants, and a flying tyrant all in box. So I am back, and slowly building and painting the swarm a squad at a time, and starting to think tactics using what I have learned running the doomtrain with the screaming claws. Here are what I've started coming up with.</p>
<p>1) Board Control.<br>
The dark kin do it well with mobility and firepower. Tyranids have the wonderful capability of pouring models into every nook and cranny, and neatly snipping off my opponents options with a knife of expendable units. Tervigons will serve a pivotal role in this regard by reinforcing my extended lines, replenishing the troops, and providing a hardy synaptic node to keep the line from folding without a significant push. In games with short edge deployments, I can make a concerted effort to cover the whole four foot battleline, and literally sweep the opposition.</p>
<p>2) Objective Control<br>
The screaming claws are wonderful, but they win by killing. Holding anything isn't viable, the low toughness and lack of armour makes them too susceptible to low grade fire to be viable control units. Tyranids suffer the same weakness in gants, but counter it by halving the squad costs, replenishing troop counts with tervigons, and making everything fearless. I can actively play a game of out-controlling my opponent, by putting mcs, mass termagants, and warriors on any objective I want.</p>
<p>3) Assault Swarms<br>
The screaming claws put more pressure on more flexible targets then any army I have seen, including a circus. What they lack however, is a viable assault line. Wyches are good, but expensive for their fragility. The army lacks tyranids ability to simply use numbers as a means of victory. Fearless hordes of poisonous strength four attacks make tyranids unbelievable at close range. Add in the number of psykers with buffs and the options for truly elite units like the swarmlord or bonesword lashwhip warriors/prime, and you have in my opinion a top tier assault army. Adepticon featuring two nid lists in the top sixteen supports my opinion.
Saturday, April 13, 2013
Archon Khasirdeth Dryear'Khyuath, Lord of the Screaming Claws
So, having touched on the basic fabric of the Dark Eldar, and what I view to be one of the best troop choices in the game, I now bring us to another perfect example of the Glass Cannon: the Archon.
I named mine using an Eldar lexicon and some creative license, but it translates to The Herald of Eternal Dusk, with his House name being the Champions of the Crimson Lance. I plan on modeling him using the old pewter Archon with a flayed face pinned over his own and the great claw on his right hand, however I'll be snipping off the pistol arm and replacing it with the first really cool lance I find, possibly one of the plastic ones from the Venom or Raider kits with an assortment of bits and chains.
Enough about mine, let's talk about yours. The archon is one of the few hq choices in the game that is this versatile. He can become an incredible tarpit with an electro corrosive whip and some shardnet bloodbrides, and a clone field, or he can run the train of doom over almost anything with a huskblade and soultrap. He can run blasters, agonizers, he can take a 2+ invulnerable, he is just a fierce beast on all fronts. The real thing to remember is that he can do many things, but you should only concern him with one.
I run Khasirdeth with a huskblade, shadowfield, phantasm grenade launcher, soul trap, and incubi. Sometimes drugs if I have the leftover points. This build compliments the incubi ability to run terminator units into the dust quite well by taking characters down with ease. Ideally, use him to kill a sanguinary priest, or wolf guard, or a member of the necron royal court to give him strength six and allow him to become the bane of any multiwound models your opponent has left. The downside to this unit is that hordes, by which I mean any unit that puts more then five or ten wounds on the board, will slaughter them. For example, a unit of twenty termagants. The four incubi would account for likely five or six, the archon another two, and then they would take three or four casualties, by statistics. With this in mind, running him with wyches may be the best course. A clonefield archon with drugs (which almost all help greatly) is resilient, virtually immune to sergeants and power weapons, only at risk from select special characters, is a massive asset, and a bargain at 125 points.
Friday, April 5, 2013
Kabalites: The Bread and Butter for successful raids
Now, aside from the aesthetic value, these guys form the core of your army in two ways: they give you a cheap, accessible scoring unit that can, for a measly 540 points, put six ten man scoring units on the board. That said, this is foolish, because it ignores the damage dealing potential and strengths of these models. They have a phenomenal statline for their points, with 4 WS and BS, I5, and the potential for feel no pain. Toughness 3 causes problems, and the weak armour saves mean bolters rob you of it. They wield splinter rifles, wounding on 4's always due to poison, with 24" and rapid fire, and 1 out of every ten may take a dark lance or splinter cannon, which gives off heavy 6 or assault 4 also poisoned shots, and allow you to take a blaster or shredder. This poison gives you a huge advantage, because it will cause approximately the save number of wounds on ANY target, and in your tactical thinking it makes it easy to simply allocate wounds in your head without worrying that toughness will change results - for instance out of every 15 shots, 5 should miss, and 5 should fail to wound, so you can simply allocate each shot as 1/3 of a wound when determining where to lay down your fire.
So, we know they are cheap, fragile space marines, with bolters that are worse against low toughness but better against high toughness. Now my three breakdowns of use - subjectively - are maximized splinter shots, infantry swarms, and the Mr Clean (all purpose). These are not mutually exclusive, for example an infantry horde lends itself well too massed splinter fire and if you're putting so many points into one unit then you're best served by making that unit able to deal with many different situations. My personal use is the massed splinter fire most often, as I find that a 10 man squad in a raider with a splinter cannon, sitting at 170 points with nightshields on the raider, is a force to be reckoned with. A dark lance gives you rhino popping power or an instant death weapon on lonely characters and the fact it is on your transport means you can pick one target then allow the troops within to target a group of infantry. Being both Fast and open topped, this allows your troops to all fire, fire powerfully, and make maximum use of the speed and jink save to give your paper plane some survivability.
Firestorms are great, with 20 kabalites able to put out a massive 30 shots per turn at 24" or an insane 48 at 12" or in overwatch. Throw in a Haemonculus and put them in cover and you have a 250 point unit with dual saves and huge firepower. This is a good squad to put the Duke in. This squad is a good reserve choice, since it is most lethal at short range and despite some survivability it can be whittled down quickly and while not expensive, they aren't cheap. They also don't have the Dark Kin mobility I wax eloquent about. Just follow that golden army rule about synergy and this can be a devastating tool.
Finally, the all purpose. This is, in my opinion, best used in small games where you cannot afford to put enough specialist squads on the board. By all purpose, I mean they can pose a viable threat to anything on the board, at least in enough quantity that your opponent must take them into account when planning. Commonly this is a squad of ten with cannon or lance and blaster, with a sybarite wielding a power weapon or agonizer for close combat stiffening or else an independent character, mounted in a raider. These squads are expensive, but the versatility allows them to very quickly tally up their points in kills. These guys are the doom of mechanized lists, and they can function well against heavy points cost units like terminators and warlords with entourage, the forced saves and the removal of good saves (2+) allowing them to give that edge to another unit. I tend to run these squads in mid-field, using mobility and firepower to finish the jobs my heavier offensive units start. They mop up small units of elites very well, and are great at taking the last hull point or wound off a tank or monstrous creature.
Sunday, March 31, 2013
Dark Eldar: The One-Shot Cannon
1) Mobility
The Dark Eldar have two main assets in this regard: The Venom and the Raider. Both are fast open-topped skimmers with a powerful weapon. The raider boasts 10 man transport capacity and a Dark Lance, capable of cracking transports with ease and giving you a 50-50 at taking a point off a tank. The Venom carries only 5 men, but brings 2 splinter cannons - or 12 poisoned shots at BS 4 - to bear on anything within 36" even after it moves 12. My favourite part, however, is that unlike rhinos and razorbacks, these transports don't render your powerful shooting units (a kabalite squad with splinter cannon lays down 15 BS 4 Poisoned shots at 24") useless while inside. You can bring squads right where you want them, focusing the power of your full force against a fraction of the enemy's without sacrificing turns to pure movement. That ability to stack the odds to ensure your force is always overpowering compared to the forces that may be arrayed against them is one of the things that makes the Dark Eldar so tough to face.
2) Firepower
At 170 points, a Kabalite squad of 10 with a splinter cannon and a raider can fire a dark lance at one target (a transport, in the case of a mechanized list, or a tank if there are exposed infantry) in order to free up a target that the 15 poisoned shots coming to follow can ravage. Math wise, they put out 5 wounds to be saved, regardless of toughness, or 8 if in rapid fire range, which is damned impressive for the cost. Add that they have a 30" potential movement if their transport flat outs, are scoring, and gain feel no pain if they kill anything, and you have my MVP.
For less points, you can drop four Trueborn with Blasters in a venom for a similar cost, which while more fragile (once the transport is gone these are just waiting for any kind of attention before falling over) allows you to put out a similar number of poisoned shots (12 at 36") but gives you more tank stopping power with 4 dark light weapons. I use them as tank hunters, targeting the venom at either the occupants of the transport my dark light took or an infantry target of opportunity. Regardless, open topped vehicles loaded with hungry warriors lays down a huge curtain of fire for cheap.
Our heavy support, which I only bother counting as Ravagers, Razorwings, and Voidravens, put down huge swathes of hits and wounds, the specifics of which I'll leave to the big guns tactica upcoming. All of our army shares the same trait with few exceptions: they lay down huge amounts of fire on the move.
3) Initiative
This is what I call the ability to control the battlefield and proactively direct the flow of battle. That is to say, you can decide when and where combat, predominantly assaults but you may also control how and when shooting happens. This is done through the combination of the two above traits, but I feel it is important enough to count on its own. Ensuring your mobile fire platforms are positioned for an aggressive move towards a portion of the opponents field, or defensively to make sure that if they have first turn you can minimize their potential damage and maximize your maneuverability in the following turn, if the key to keeping the initiative in the battle. This is especially effective against static armies, like gun lines, and against medium speed assault armies, like infantry blobs (tyranids come to mind). Both allow you to move around the battlefield and focus your forces in such a way as to give your army the advantage in any combat that unfolds.
