A little something from the World of Warhammer 40K - a Simple Painting Log, ideas, tactics, whatever...
Monday, December 30, 2013
Dataslates, Formations, and the day 40K died..to the competitive set....
Tuesday, October 15, 2013
Meta in Peril.... Grey Knights again???!!!
Hey guys, today I finished listening to the latest episode of the 11th company and made the mistake of heading out to everyones`s favorite color commentary and 40k expert Stelek and oh my gosh I got the feeling that they think that the Meta is in peril due to 2 books that were released this year - Tau and Eldar. Stelek of course chose the little kid route and took his toys and went home and judging by his last posts over the last 3 months decided that 40k as it stands is unplayable. I applaud TO's who have taken the steps of leveling out the playing field by adding more terrain or more line of sight blocking terrain pieces so that armies with the ability to ignore cover wont auto win if they get the first turn. In fact, per the rules of the game, the game is designed to have some line of sight blocking terrain so games are not just shooting galleries. I will give Stelek credit with his USG game rules for competitive 40K rules, rules to streamline the game for tournament play, I have read some of it and wish him luck with it but to be honest, dont see it going anywhere. The 11th company in their latest podcast cast what I say a dark shadow on what they call a meta where only if you take eldar or tau will you have a shot at winning any tournament. I might agree with this to a point but come on.. How do you explain Ben Molie getting to the final tables with a necron/Ork list? Or the guy from the FTN podcast who took a blood angel list and did very well with it? Is it harder for players not using Tau or Eldar? Sure but I still believe that its the player not the list that makes the winner. Am I blind in my assumptions? Are we in the era of the Grey Knight, eh Tau/Eldar. Is that all we we see in every tournament top table or final 5? Where are daemons in the middle of this? To many of the 40k experts, this codex is part of the problem as well with its unkillable screamer star build. No matter what, top tournament players are going to take what they perceive as a good or powerful army as they want to win and find that using lists like this will help them achieve that. If the internet says that Tau are over powered, or Eldar wave serpent spam is the only way to win tournaments, guess what, that is all you are going to see.
I heard a very interesting rumor/gossip on another podcast in regards to the speed that GW is doing releases. The host stated that during his conversation with this insider person, one of the reasons that releases were coming out so quick was that GW wanted people to stick to their armies, buy some allies and units to update their armies and to create all comers armies with their armies. The speed of the releases would make it that the meta would be constantly changing and so people wouldn't be able to keep up with the changes. This sounds all fine and dandy but in the end, GW knows that the faster it can release product, the more money it can generate. These top tournament players will and have been buying and playing what is perceived to be the top armies. What my hope is that with new releases, new codexs become the top dog. So what could be done in the meantime? Bring back comp? Nah, but when even Goatboy from bols is sad and angry about the current state of the game and proposing that comp gets implemented into major Tournaments is the current state of the game that horrible? Will maybe its the fact that 40k isnt a tourney friendly game? GW has always maintained that 40k is more a beer and pretzels game which in the end could be the issue after all...
With the new Horus Hersey book out now, I have been in full Nightlord mode and have been working on adding more models to my biker squads, rhinos, and some basic CSMs. Pics are of my converted dark vengeance DA bikers to Nightlord bikers. Let me know what you think.
Sunday, June 23, 2013
Thousand Sons in 6th edition
Here I go again with 40K ADD, in my last post I spoke about putting together a Khrone list that centered on presenting as many fast killy units to an opponent at one time and basically win games on overwhelming pressure. Now I'm going to talk about a list that is centered on winning the psychic phase, basically putting out both maledictions and buffs to overwhelm the opponent by buffing or weakening key units. I`m a huge Thousand Sons fan and own a big Thousand Sons army that I wanted to dust off and start using again. The problem of course is to make the army viable in todays meta at least to make it a little competitive and not just a fluff bunny list that loses to everything under the sun. How do we solve this? Well, lets look at the unit itself -
The Thousand Sons squad.
The squad brings with it fearless, a 4 up invul save, power armor, and ap3 bolters. Not bad so far and on its own something to consider however lets look at its not so good features. The squad is slow and purposeful which in 5th edition might have been a boon by allowing you to move and shoot but with the changes to rapid fire weapons in 6th, its a big hindrance. The squad cant run which means you have to invest in rhinos to get them across the battlefield which adds to their points cost and the biggest issue about it, you cant overwatch when assaulted. This is huge and due to their ap3 bolters, might have actually deterred enemies from assaulting (+3 or higher armor saves). The next issue is the squad having to take an expensive character with limited options. The aspiring sorcerer clocks in at almost 65 points which is as much or more than an actual sorcerer. If I am going to pay the same price, please give me the same options, +1 wound, WS 5 and the option to buy another psychic level. At least make it that the guy could pick from any psychic tree. Dont think this what be over powering and the cost itself would be a very good limiter. The last of course is the cost of the unit. 9 guys with a Rhino clocks in around 277 points. For that price the unit should at least come with grenades or a way to increase the strength of their bolters so at least they could go after light vehicles. How about changing their guns to assault 2 so at least they can be the shooty unit that they are meant to be.
OK,ok so enough with the complaining, now how do we play them in 6th? I take a squad that maximizes their shooting ability but still keep their sacred number, so 9 in a squad. To improve the units mobility, I take a Rhino. To give the unit some anti tank ability, I give the champ melta bombs. This clocks in at 282 points, pretty expensive but OK for my purposes. I usually take 2 squads like this unless it's a big game where I take 3 squads. The strength of the army is not in these squads but the resilience that the squad provides the attached sorcerer lord. It grants him fearless, and a squad with a built in sigil invulnerable save. In this army I take 2 sorcerer lords to maximize my attempts at getting the best powers out of telepathy. And that my friends is the crux of the army, basically taking dual sorcerers to try to get hallucination and invisibility and casting it on as many units as possible so that the thousand sons can pick them apart through bolter fire or in close combat. If the aspiring champ or the tzeentch sorcerer picks up doombolt than that adds to the squads battle effectiveness. We could take the squad in small 5 man squads but i feel that other CSM units do this better namely chosen or plague marines. With my troop choices done, I also take the required heldrake and a squad of oblits. I have been finding that a lascannon predator also solves my problem of long range firepower as well and for a cheap price. Now the question remains what to take for a counter attack unit to aid the thousand sons? I know here i will get laughed at as I usually take possessed. Here me out though, the squad is fearless, has high strength and the random abilities are actually quite good now. Now couple that that with lets say a grimore wielding herald of tzeentch getting them to a 2+ invul. Yeah I know too gimmicky but scary. Adding daemon allies just opens up more options and more importantly options that would make the list even more effective. The same trick could be done with terminators and without a doubt the unit would be more effective but I just love how possessed look and the fact that termies are not fearless really bugs me. Below is a list that I plan on trying. I already played the list once against a daemon army but would like to try it against several builds before i deem it a success or failure. This would be my "base" list, one that I would add on too.
+++ Thousand Sons New Base List (1748pts) +++
+++ 1750pt Codex: Chaos Daemons 2013, Chaos Space Marines 6th Ed (2012) by SN Roster (Allied Detachment, Primary Detachment)) +++
+ HQ + (125pts)
* Daemonic Heralds (125pts)
* Herald of Tzeentch (125pts)
(Change Discipline, Daemonic Instability, Deep Strike, Independent Character)
D6 Exalted Daemonic Reward (30pts) (Exalted Rewards, Hellforged Artefacts), Psyker Level 3 (50pts)
* Daemon of Tzeentch
(Hatred (Daemon of Nurgle), Re-roll all Saving throws results of 1, Tzeentch Psyker Powers)
Daemon (5+ Invulnerable Save, Fear)
+ Troops + (95pts)
* Pink Horrors of Tzeentch (95pts)
(Blue Horrors, Brotherhood of Sorcerers, Change Discipline, Daemonic Instability, Deep Strike, Magic Made Manifest)
Iridescent Horror (5pts), 10x Pink Horrors (90pts)
* Daemon of Tzeentch
(Hatred (Daemon of Nurgle), Re-roll all Saving throws results of 1, Tzeentch Psyker Powers)
Daemon (5+ Invulnerable Save, Fear)
Chaos Space Marines 6th Ed (2012) by SN (Primary Detachment) Selections:
+ HQ + (315pts)
* Sorcerer (165pts)
(Champion of Chaos, Independent Character, Psyker)
2x Additional Mastery Level (50pts), Mark of Tzeentch (15pts), Sigil of corruption (25pts), Spell familiar (15pts)
* Power Armour
Bolt Pistol, Force Weapon
* Sorcerer (150pts)
(Champion of Chaos, Independent Character, Psyker)
2x Additional Mastery Level (50pts), Sigil of corruption (25pts), Spell familiar (15pts)
* Power Armour
Bolt Pistol, Force Weapon
+ Elites + (334pts)
* Possessed (334pts)
(Daemon, Fearless, Fleet, Vessels of Chaos)
* Chaos Rhino (35pts)
(Repair)
Combi-bolter, Searchlight, Smoke launchers
* 9x Possessed (279pts)
9x Mark of Tzeentch (45pts)
* Possessed Champion (20pts)
(Champion of Chaos)
2x Gift of mutation (20pts)
+ Troops + (564pts)
* Thousand Sons (Troops) (282pts)
(Fearless, Mark of Tzeentch, Slow and Purposeful, Veterans of the Long War)
8x Thousand Son (184pts)
* Aspiring Sorcerer (63pts)
Melta Bombs (5pts)
* Chaos Rhino (35pts)
(Repair)
Combi-bolter, Searchlight, Smoke launchers
* Thousand Sons (Troops) (282pts)
(Fearless, Mark of Tzeentch, Slow and Purposeful, Veterans of the Long War)
8x Thousand Son (184pts)
* Aspiring Sorcerer (63pts)
Melta Bombs (5pts)
* Chaos Rhino (35pts)
(Repair)
Combi-bolter, Searchlight, Smoke launchers
+ Fast Attack + (170pts)
* Heldrake (170pts)
(Daemon, Daemonforge, It Will Not Die, Meteroric Descent)
Baleflamer
+ Heavy Support + (145pts)
* Chaos Predator (145pts)
Lascannons (40pts), Twin-Linked Lascannon (25pts), Warpflame gargoyles (5pts)
I plan this use this list or something similar in my next games. Let me know what you think, great list or fluff bunny list that is incredibly worthless.. Pics are from another Thousand Sons player and Ahriman from the GW site
Thursday, June 6, 2013
Concept list #1 - Khorne's Wrath
Hey guys.. so I am thinking for a concept of a list that presents so many important targets that it would overwhelm opponents with what to kill first. I tried to think of a list using the Chaos Space marine codex but found that I needed more. I especially needed fast units, units that can threaten an opponent by turn 2. The Maulerfiend came to mind but since its a vehicle, and armor 12, it could be 1-shotted fairly easily. With the daemon codex, we finally get a lot of fast choices that are either super cheap or pretty resilient and the fact that they are battle brothers with CSM, compliment each other quite nicely. The idea that I have was to run 2 chaos lords of khrone on juggernauts, 1 or 2 Maulerfiends, 2 full squads of spawn, a heldrake, and 2 or 3 full squads of cultists. As for the daemons side, herald of khorne on juggernaut or bloodthirster, squad of bloodletters, a squad of bloodcrushers, and a full squad of khorne flesh hounds. As for heavy support, i would take a khorne damon prince. The idea is simple, build an allied chaos list that would present my opponent's with so much hard hitting units, that they would be overwhelmed with what to target first. In todays shoot-centric world of 40k, an army that can close the gaps could be a winning formula.
I see the writing on the wall, armies that are getting updated are becoming more and more shooty. The heldrakes reign as well as any flyer is about to come to an end. With the Tau update, the amount of skyfire the army can bring is astonishing. The amount of firepower they bring against anything is just as ridiculous and so my belief of a fast army that can setup multiple assaults at the same time might be the answer. If an army can hit lets say a tau lines at the same time that would decrease the amount of damage as they would need to concentrate their fire on the first unit hitting their lines. Once you get stuck in, we know what happens to Tau.
Below is a sample list of what I`m thinking about, it presents a lot of fast moving units that if not dealt with with prove to be quite nasty for an opponent.
+++ New Khrone Wraths fast army (2000pts) +++
Selections:
Codex: Chaos Daemons 2013 (Allied Detachment) Selections:
+ (No Category) +
* Warp Storm Table
(Warp Storm table)
+ HQ + (130pts)
* Daemonic Heralds (130pts)
* Herald of Khorne (130pts)
(Daemonic Instability, Deep Strike, Independent Character)
D6 Daemonic Reward (10pts) (Lesser Rewards, Magic Weapons), Greater Locus of Fury (20pts) (Greater Locus of Fury), Juggernaut (45pts)
* Daemon of Khorne
(Furious Charge, Hatred (Daemon of Slaanesh))
Daemon (5+ Invulnerable Save, Fear)
+ Elites + (250pts)
* Bloodcrushers of Khorne (250pts)
(Daemonic Instability, Deep Strike)
5x Bloodcrushers (225pts)
* Bloodhunter (25pts)
D6 Daemonic Reward (20pts) (Greater Magic Weapons, Greater Rewards)
* Daemon of Khorne
(Furious Charge, Hatred (Daemon of Slaanesh))
Daemon (5+ Invulnerable Save, Fear)
+ Troops + (100pts)
* Bloodletters of Khorne (100pts)
(Daemonic Instability, Deep Strike)
10x Bloodletters (100pts)
* Daemon of Khorne
(Furious Charge, Hatred (Daemon of Slaanesh))
Daemon (5+ Invulnerable Save, Fear)
+ Fast Attack + (320pts)
* Flesh Hounds of Khorne (320pts)
(Daemonic Instability, Deep Strike, Scout)
20x Flesh Hounds (320pts)
* Daemon of Khorne
(Furious Charge, Hatred (Daemon of Slaanesh))
Daemon (5+ Invulnerable Save, Fear)
Chaos Space Marines 6th Ed (2012) by SN (Primary Detachment) Selections:
+ HQ + (345pts)
* Chaos Lord (170pts)
(Champion of Chaos, Fearless, Independent Character)
Juggernaut of Khorne (35pts), Mark of Khorne (10pts), Sigil of corruption (25pts)
* Power Armour (35pts)
Axe of Blind Fury (35pts), Bolt Pistol
* Chaos Lord (175pts)
(Champion of Chaos, Fearless, Independent Character)
Juggernaut of Khorne (35pts), Mark of Khorne (10pts), Sigil of corruption (25pts)
* Power Armour (40pts)
Lightning Claws (15pts), Power Fist (25pts)
+ Troops + (180pts)
* Chaos Cultists (90pts)
(Champion of Chaos)
Champion's upgrade (10pts), 20x Squad models (champion included) (80pts)
* Chaos Cultists (90pts)
(Champion of Chaos)
Champion's upgrade (10pts), 20x Squad models (champion included) (80pts)
+ Fast Attack + (300pts)
* Chaos Spawn (150pts)
(Fear, Fearless, Mutated Beyond Reason, Rage, Random Attacks, Very Bulky)
5x Spawn (150pts)
* Chaos Spawn (150pts)
(Fear, Fearless, Mutated Beyond Reason, Rage, Random Attacks, Very Bulky)
5x Spawn (150pts)
+ Heavy Support + (375pts)
* Maulerfiend (125pts)
(Daemon, Daemonforge, Fleet, It Will Not Die, Move Through Cover, Siege Crawler)
Magma cutters
* Maulerfiend (125pts)
(Daemon, Daemonforge, Fleet, It Will Not Die, Move Through Cover, Siege Crawler)
Magma cutters
* Maulerfiend (125pts)
(Daemon, Daemonforge, Fleet, It Will Not Die, Move Through Cover, Siege Crawler)
Magma cutters
Monday, October 8, 2012
First 6th ed Tournament
Hey guys, sorry that I havent posted in a while, life and work as really been taking its toll on me. I'm still painting figs and in fact got into warmachine a little more over the course of the last 2 months and actually painted up my first battlegroup. Pics I will save for another post as this is all about my experiences at my first 6th edition 40K tournament. I was eager to try my hand at a tourney, starting out at a lower point costed one to test my knowledge of the game but to my surprise, my first experience was at 2000 pts. In addition to the 2000pts, the tournament also required that your army take an ally. So in deciding to do this tournament, I opted to do a last hoorah for the chaos codex. I wanted to go with an army that was completely painted even though it wasnt necessary. My Thousand Sons army is fully painted however I wanted to go with an army that was entirely out of the box and one I never used before. Once I heard that they were giving out an award for best painted, I decided to go with a fluffy Khrone based army based around large squads of marines with a couple of havoc squads for support. For my allies in keeping with the Khrone theme, I decided to take a hard hitting Herald of Khorne on a juggernaut with a bloodcrusher retinue and some bloodletters to make the allies legal. Not just any Herald but the almighty Skulltaker which I had finished converting for an escalation league I had a couple of months ago. The army came in at 1990 so i took melta bombs for the 2 lords to get me to 2000 pts. Below is the list in detail. As you can see, the army contains no vehicles. I usually take at least 2 rhinos in all of my lists, in 6th however i have found that rhinos give up easy first blood points and so i decided to go with none.
HQ: Chaos Lord = (base cost 90 + Juggernaut of Khorne 30 + Melta Bombs 5 + Mark of Khorne 10 + Daemon Weapon 40)
HQ: Chaos Lord = (base cost 90 + Juggernaut of Khorne 30 + Melta Bombs 5 + Mark of Khorne 10 + Daemon Weapon 40)
Troops: Khorne Berzerkers 9 Khorne Berzerkers = 9 * 21 (base cost 21) + Plasma Pistol x2 30 1 Skull Champion , 51 pts = (base cost 36 + Power Axe 15)
Troops: Chaos Space Marines = 11 * 15 (base cost 15) + Icon of Khorne 30 + Meltagun x1 10 + Plasma gun x1 15 1 Aspiring Champion , 45 pts = (base cost 30 + Power Sword 15)
Troops: Chaos Space Marines = 11 * 15 (base cost 15) + Icon of Khorne 30 + Meltagun x1 10 + Plasma gun x1 15 1 Aspiring Champion , 45 pts = (base cost 30 + Power Axe 15)
Heavy Support: Chaos Havocs = 5 * 15 (base cost 15) + Missile Launcher x3 60
Heavy Support: Chaos Havocs = 5 * 15 (base cost 15) + Lascannon x3 105
HQ: Skulltaker 140 + DS: Juggernaut of Khorne 35
Elite: Bloodcrushers of Khorne = 5 * 40
Troops: Bloodletters of Khorne = 10 * 16
The army would definitely suffer in open ground which is what I expected which is why i took large squads of troops to mitigate this a little. I knew that I would facing my share of Guard and indeed there were a lot of Guard players. Necrons were also heavily represented including several with multiple fliers. To say that the my list did well is an understatement, I actually went undefeated in my 3 games, tying the first game and winning my last 2 games. Unfortunately with it being a battle points tournament, I ended up in the middle of the pack as I didn't blow out my opponents. The overall winner tabled 2 of his opponents with a Necron Flyer list so there was no way I could place. I did accomplish my goal however by winning best painted, surprised as there were several different armies that we painted very well but hell, I will take it... lol. Pics are of the army itself, I went with a dark grey with dark blue details similar to the pre-heresy world eaters colors. I hate painting white so that was definitely out of the question so I went with a light grey shaded with a black wash. Let me know what you guys think.