Wednesday, August 24, 2011

Army Builder Custom Output

   I like Army Builder, I really do - but I quite often find myself either not needing all of the output it can provide, or wanting to paste an army list up on a forum for comments.  Take tournaments for instance.  Most tournament players will know that garden variety Space Marines have And They Shall Know No Fear, Combat Squads and wear Power Armor.  Army Builder provides excellent output detailing every little fact about each unit in my army - the problem I have with that is redundancy and the fact I have to carefully read each entry (especially in the case of squad leaders) to see their wargear.  Nothing against reading, mind you.  Pictures are worth a thousand words, so take this basic Army Builder output:


And compare that picture with this one:


Both are for the same units - two assault squads (one in a Rhino) and one Stormraven.  I've omitted the point costs because I don't want to get sued.  In my output I get the unit stats, and stuff I bought for the unit.  Note that looking at the bottom picture I know right off the bat that both Sergeants have Power Fists.  I can learn that same information looking at the top picture, but it will take a little longer.

    I also brought up posting army lists to forums for comments.  Forums are places where unit point costs should not be posted.  They also support BBCode.  That being the case, I created another custom output that displays units and their upgrades without point costs in BBCode.  Here are the same three units from before:

[b] Troops: Assault Squad (10) [/b]
Chainsword x 7, Bolt Pistol x 7
Meltagun
Chainsword, Meltagun
Meltagun
Chainsword, Meltagun
Sergeant
Bolt Pistol, Power Fist x 1
Rhino
Dozer Blade, Storm Bolter

[b] Troops: Assault Squad (10) [/b]
Bolt Pistol x 7, Chainsword x 7
Meltagun
Chainsword, Meltagun
Meltagun
Chainsword, Meltagun
Sergeant
Bolt Pistol, Power Fist x 1

[b] Heavy Support: Stormraven Gunship [/b]
Searchlight, 4x Bloodstrike Missiles, Twin-Linked Multi-melta, Twin-Linked Lascannon

Granted, it's not as nice looking as the pictures but you can post it on a forum pretty easily and have your squads appear in bold font.  BBCode does not preserve white space (i.e. spaces and tabs in front of text) so my nice indents are gone.  I'm still working on this custom output, I just wanted to provide an example of what is possible. 

   The built-in help inside Army Builder provides excellent information on creating custom output.  I'm more than willing to provide my custom outputs to anyone who may be interested. 

Monday, August 15, 2011

2011 'Ard Boyz List

Here's my 'Ard Boyz list. More later..

HQ: Mephiston, Lord of Death

HQ: Librarian in Terminator Armour
    + Storm Shield

Elite: Terminator Assault Squad (7)

      2 Terminator with Lightning Claws

      3 Terminator with Thunder Hammer & Storm Shield

      1 Sergeant + Thunder Hammer & Storm Shield

      1 Land Raider Crusader + Extra Armor + Multi-melta + Searchlight



Elite: Furioso Dreadnought
    + 2 Blood Talons

Elite: Sanguinary Priest (2)

      2 Sanguinary Priest in Power Armour + 2 Power Swords



Troops: Assault Squad (10)

   7 Assault Squad

      1 Assault Marine with Meltagun

      1 Assault Marine with Meltagun

      1 Sergeant + Power Fist

      1 Rhino + Dozer Blade + Searchlight



Troops: Assault Squad (9)

   7 Assault Squad

      1 Assault Marine with Meltagun

      1 Sergeant + Power Fist

      1 Rhino + Dozer Blade + Searchlight



Troops: Assault Squad (9)

   7 Assault Squad

      1 Assault Marine with Meltagun

      1 Sergeant + Thunder Hammer

      1 Rhino + Dozer Blade + Searchlight



Troops: Assault Squad (10)

   7 Assault Squad

      1 Assault Marine with Meltagun

      1 Assault Marine with Meltagun

      1 Sergeant + Power Fist x1


Heavy Support: Stormraven Gunship (1)


Heavy Support: Devastator Squad (7)

   Missile Launcher x4

Friday, July 1, 2011

Blue Lysander comes out to play

I was finally able to play a game last Saturday and try out my Stubborn Master Plan. I wound up playing a doubles game, me and Sean (Grey Knights) versus Todd(Tau) and Bret (Chaos Space Marines). We had 2000 points per player, and yes it took forever. Here's my list:

HQ: Captain Darnath Lysander


Troops: Tactical Squad (10 models, 240 pts)
+ Meltagun
+ Multi-Melta
+ Power Fist
Rhino
+ Dozer Blade


Troops: Tactical Squad (10 models, 240 pts)
+ Meltagun
+ Multi-Melta
+ Power Fist
Rhino
+ Dozer Blade


Troops: Tactical Squad (10 models, 255 pts)
+ Meltagun
+ Multi-Melta
+ Power Fist
+ teleport homer
Rhino
+ Dozer Blade


Troops: Tactical Squad (10 models, 250 pts)
+ Flamer
+ Missile Launcher
+ Power Fist
+ teleport homer
Rhino
+ Dozer Blade


Troops: Scout Squad (10 models, 190 pts)

+ BP/CCW for all scouts
+ power fist
+ combi-melta
+ teleport homer


Elite: Terminator Assault Squad (8 units, 320 pts)

+ 5 Thunder Hammer/SS
+ 3 Lightning Claws


Fast Attack: Land Speeder Squadron (90 pts)
+ Typhoon Missile Launcher

Fast Attack: Land Speeder Squadron (90 pts)
+ Typhoon Missile Launcher

Elite: Dreadnought (125 pts)
+ 2 x Twin Linked Autocannon


HQ: 1
Elite: 2
Troops: 5
Fast: 2
Heavy: 0

Yup, that's a big blob of Scouts with a powerfist toting sergeant. I had 10 extra points, so I gave him a combi-melta.

We played Nova (objectives - kill points - table quarters were the goals, in order), Pitched Battle deployment. Scouts were kept in reserve, and would enter battle by outflanking. Our opponents had the first turn, and promptly blew up one of my Rhinos, both of Sean's, and pinned one of each of our squads. He wasn't encouraged. Our turn one, the rest of my Rhinos rolled up the left flank and popped smoke, the Grey Knights pushed forward. Todd and Bret seemed content to shoot us to pieces then charge us with angry Chaos dudes once we got close enough.

Turn 2, more shooting. A Chaos Rhino filled with Berserkers pushed towards my Rhinos on the left. Tau suits hopping out and then back into cover. Broadsides, well, being Broadsides and Obliterators shooting stuff up. I did really well on cover saves, no Rhinos lost - I think I had a weapon destroyed but no big deal.

Our turn 2, scouts come in. Thank God they came in on my left, there was nothing but trouble on the right - Chaos Terminators and maybe a squad of Fire Warriors if I was lucky. The scouts wanted to get into CC with a Broadside, but there was no way I could guarantee getting a charge off there so they snuggled up next to the Berserker's Rhino that had moved at the top of turn 2. The scout's big brother's pulled up in their Rhino next to the Bererker's ride, and hopped out. Another tactical squad disembarked another Rhino before it moved, and advanced on a cowering squad of Fire Warriors - the now empty Rhino pulled back to pick up the squad that was pinned in turn 1. The first tactical squad popped the Berserker's Rhino with their meltagun (this was a tactical error, I should have let the scout sergeant try first and then have the Tac squad rapid fire the survivors). The scouts shot up the survivors, then charged the rest. I finally got to put my Stubborn Master Plan to the test! If I could tie up the Berserkers, the tac squads could quite possibly get into the the Tau backline and cause trouble. Khorne Berserkers weren't the optimal units to charge with Scouts, but I had no illusions of them winning the combat outright, just tie them up long enough for the rest of my army to take advantage of it. The scouts wound up losing everybody but the sergeant, and the only Berserker left was the Aspiring Champion so they did pretty well. Had it not been for a very errant Plasma Cannon shot on the next turn, they probably would have killed each other. As it was, the Scout sergeant failed his cover save and died to the plasma cannon, thus allowing the Champion to charge the nearby Tactical Squad and take out 3 guys before being taken down himself.

Sean and I wound up pulling it out after getting a solid grip on 3/5 objectives. Remaining highlights of the game (for me, anyway) included Blue Lysander and his terminator cronies teleporting in for a great landing (thanks to the homers) and cleaning up 3 Oblits, a Fire Warrior squad and 3 Crisis Suits; a big slap fight between a Tactical Squad and some Vespids; and a Tactical Squad ambushing some Noise Marines, then rolling lots of 1's and 2's to hit with their bolters.

What did I learn?

  • Don't push up with a scoring unit when my teammate has an objective well in
    hand. Don't know what I was thinking.
  • When two squads can shoot at a loaded transport, let the "best" shooters go last if the other squad can possibly pop the vehicle. Maybe they will have infantry to shoot at instead of light armor.
  • Lysander smash!

As for the list - I was pretty pleased with it. There isn't a whole lot of long range shooting but that's not something Space Marines excel at anyway. The scout squad was expensive - Scout Snipers are also a possibility as they could get a 2+ cover save with Lysander's Bolster Defenses skill, but I kind of like the potential for them to get in close and allow my Terminators a safe landing right up in the enemy's grill.

Friday, June 24, 2011

Stubborn Lists

So my articles on using Stubborn effectively weren't groundbreaking. What did I find out? Play lots of tactical squads, basically - stuff I was going to do anyway when playing Space Marines. The good news is I don't feel like I'm missing out on much by replacing Combat Tactics with Stubborn, I just have to take advantage of enemy units stuck in combat. With that in mind here are a few army lists featuring Pedro and Lysander (the dudes who make Space Marines Stubborn):

Blue Lysander and some Bikes (2000)

HQ: Captain Darnath Lysander (1#, 200 pts)

   1 Captain Darnath Lysander, 200 pts


HQ: Space Marine Captain (1#, 165 pts)

   1 Space Marine Captain, 0 pts

      1 ...in Power Armour, 165 pts = (base cost 100) + Space Marine Bike 35 + Relic Blade x1 30



Elite: Sternguard Veteran Squad (11#, 295 pts)

   9 Sternguard Veteran Squad, 235 pts = 9 * 25 (base cost 25) + Combi-Meltagun x2 10

      1 Sergeant, 25 pts

      1 Drop Pod, 35 pts



Troops: Space Marine Bike Squad (6#, 225 pts)

   4 Space Marine Bike Squad, 120 pts = 4 * 25 (base cost 25) + Meltagun x2 20

      1 Attack Bike, 50 pts = (base cost 40) + Multi-Melta 10

      1 Sergeant, 55 pts = (base cost 40) + Power Weapon 15



Troops: Space Marine Bike Squad (6#, 235 pts)

   4 Space Marine Bike Squad, 120 pts = 4 * 25 (base cost 25) + Meltagun x2 20

      1 Attack Bike, 50 pts = (base cost 40) + Multi-Melta 10

      1 Sergeant, 65 pts = (base cost 40) + Power Fist 25



Troops: Tactical Squad (11#, 240 pts)

   9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 51

      1 Sergeant, 48 pts = (base cost 23) + Power Fist x1 25

      1 Rhino, 40 pts = (base cost 35 + Dozer Blade 5)



Troops: Tactical Squad (11#, 235 pts)

   9 Tactical Squad, 147 pts = 9 * 16 (base cost 16) + Sergeant 51

      1 Sergeant, 48 pts = (base cost 23) + Power Fist x1 25

      1 Rhino, 40 pts = (base cost 35 + Dozer Blade 5)



Troops: Tactical Squad (11#, 225 pts)

   9 Tactical Squad, 147 pts = 9 * 16 (base cost 16) + Sergeant 41

      1 Sergeant, 38 pts = (base cost 23) + Power Weapon x1 15

      1 Rhino, 40 pts = (base cost 35 + Dozer Blade 5)



Fast Attack: Land Speeder Squadron (1#, 90 pts)

   1 Land Speeder Squadron, 90 pts = (base cost 50) + Typhoon Missile Launcher x1 40



Fast Attack: Land Speeder Squadron (1#, 90 pts)

   1 Land Speeder Squadron, 90 pts = (base cost 50) + Typhoon Missile Launcher x1 40




Composition Report:

HQ: 2 (1 - 2)

Elite: 1 (0 - 3)

Troops: 5 (2 - 6)

Fast: 2 (0 - 3)

Heavy: 0 (0 - 3)


That's 60 models, not a bad haul. I normally don't like taking multiple HQ's. The Bike Captain gives me another type of Troop choice, which I like. I'm not overly fond of Lysander and the Sterngard dropping in on the first turn. It will probably work out if I go second or my opponent deploys a juicy target. I'm also apprehensive about their lack of melta weapons. Not sure if 2 combi meltas will cut it. Another option is dropping the Sterngard and a Tactical Squad, then adding a Land Raider and Assault Terminators. That puts a big hit on my model count, though.

Here's a list featuring Both Pedro and Lysander:

Total Roster Cost: 2000



HQ: Chapter Master Pedro Kantor (1#, 175 pts)

   1 Chapter Master Pedro Kantor, 175 pts



HQ: Captain Darnath Lysander (1#, 200 pts)

   1 Captain Darnath Lysander, 200 pts



Elite: Sternguard Veteran Squad (11#, 330 pts)

   9 Sternguard Veteran Squad, 240 pts = 9 * 25 (base cost 25) + Combi-Meltagun x3 15

      1 Sergeant, 55 pts = (base cost 25) + Combi-Meltagun x1 5 + Power Fist x1 25

      1 Drop Pod, 35 pts



Elite: Sternguard Veteran Squad (11#, 340 pts)

   9 Sternguard Veteran Squad, 245 pts = 9 * 25 (base cost 25) + Combi-Meltagun x2 10 + Heavy Flamer x1 10

      1 Sergeant, 55 pts = (base cost 25) + Combi-Meltagun x1 5 + Power Fist x1 25

      1 Rhino, 40 pts = (base cost 35 + Dozer Blade 5)



Elite: Sternguard Veteran Squad (10#, 280 pts)

   8 Sternguard Veteran Squad, 210 pts = 8 * 25 (base cost 25) + Combi-Meltagun x2 10

      1 Sergeant, 30 pts = (base cost 25) + Combi-Meltagun x1 5

      1 Rhino, 40 pts = (base cost 35 + Dozer Blade 5)



Troops: Tactical Squad (11#, 235 pts)

   9 Tactical Squad, 147 pts = 9 * 16 (base cost 16) + Sergeant 51

      1 Sergeant, 48 pts = (base cost 23) + Power Fist x1 25

      1 Rhino, 40 pts = (base cost 35 + Dozer Blade 5)



Troops: Tactical Squad (11#, 210 pts)

   9 Tactical Squad, 147 pts = 9 * 16 (base cost 16) + Sergeant 26

      1 Sergeant, 23 pts

      1 Rhino, 40 pts = (base cost 35 + Dozer Blade 5)



Fast Attack: Land Speeder Squadron (1#, 90 pts)

   1 Land Speeder Squadron, 90 pts = (base cost 50) + Typhoon Missile Launcher x1 40



Fast Attack: Land Speeder Squadron (1#, 90 pts)

   1 Land Speeder Squadron, 90 pts = (base cost 50) + Typhoon Missile Launcher x1 40



Fast Attack: Attack Bike Squad (1#, 50 pts)

   1 Attack Bike Squad, 50 pts = (base cost 40) + Multi-Melta x1 10




Composition Report:

HQ: 2 (1 - 2)

Elite: 3 (0 - 3)

Troops: 2 (2 - 6)

Fast: 3 (0 - 3)

Heavy: 0 (0 - 3)


I like the second list pretty well. It's got the same potential downside as the first, a Turn 1 Drop Pod. Pedro rides in the Rhino with the third Sterngard Squad. The lack of invulnerable saves worries me - Lysander and Pedro each have one, but that's it. In the first list the bikers can at least get a 3+ cover save by turbo boosting. Obviously, I like Land Speeder Typhoons, they're in both lists. I felt I needed some decent long range threats against light armor and infantry.

Apologies for the army list format, I copied it straight from Army Builder. It's a great program, I just don't like the default custom outputs. That being the case, I'm making my own - but that's another post.

That's it for now. I may try that second list out this weekend, I've been itching to run Pedro again.

Thursday, June 16, 2011

Finding a use for Stubborn - Part 2

In my last post I got inspired by a recent article and starting thinking about how vanilla Space Marines can take advantage of the Stubborn USR. I covered what I feel are the keys are to using Stubborn effectively in my last post: Redundancy, Killing Power, Target selection and wound allocation. In this post I will try to pick out units in the codex that can accomplish all of these keys to the maximum extent possible, thus enabling Blue Lysander to see the light of day. Or the light of the local game store, either way.

Redundancy is the first key. If I want to maximize the benefit of Stubborn, my models need some staying power. Space Marines aren't IG, so I can't run a 40 man unit and eventually whittle down an opponent in close combat. Furthermore, if one of my units gets stuck in I can't let that wreck the rest of my plans. I need redundancy both in terms of staying power and tactical flexibility. Space Marines can't achieve staying power through numbers, but they're fairly durable in terms of armor saves and toughness. I believe those characteristics in a 10 man squad gives me some decent staying power. As for tactical flexibility, the more squads I have the better. I'll still be able to accomplish a goal if I have a squad stuck in, and it may buy my other squads time to exploit emergent situations.

Killing Power is up next. Yeah, Stubborn will allow my units to stick around in combat for a while and allow me to tie up an opponent's unit, too. But I don't want to sit there the whole time getting my ass kicked. I need to eventually kill off his unit or at least greatly diminish its combat effectiveness. Space Marines are absolutely not as good in close combat as other armies, so how can Space Marines kill stuff with a reasonable degree of certainty in close combat? The short answer is power fists, STR 8 power weapons that hit at initiative 1. Put one on a Space Marine sergeant and he's got good chance of causing at least one wound with no armor save allowed every time he's in hand-to-hand. Is it as good as some other armies can pull off? Hell no. But the goal here is to buy time for my non-engaged units and gradually whittle down the opposing unit. Normal Power weapons also prevent armor saves and they're 10 points cheaper than a fist. In short, they can give your sergeant more opportunities to cause wounds by virtue of more chances to hit, but fists have a better chance to wound when they hit.

So far it looks like 10 man squads are best at meeting the Redundancy key, and slapping power fists or power weapons on models can provide some decent Killing Power. Looking at the codex, I see that any unit except a Command Squad can go up to 10 members; and any unit at least has the option of obtaining some flexibility but using transports, infiltrating, outflanking, etc. That's good, but it doesn't help me pick units that can best take advantage of Stubborn. Ditto for Killing Power - any sergeant can take power weapons or fists, and both Honor Guard and Vanguard Vets can spam the crap out of them. Time to move on to the last two keys, maybe that will help me narrow down my choice.

Target Selection is third. Some enemy units will always be better to tar pit than others. "Pick your battle" so to say. For Space Marines satisfying the Target Selection key is a two-fold process. As the mighty general, roller of dice and mover of little men I have to 1) pick a good enemy unit to tar pit and 2) be able to get that unit into the tar pit. The best unit type to tar pit will change based on opponent and game type, so the tactical flexibility I should have by meeting the Redundancy key should help here. Actually picking out the tar pit target? That's largely dependent on experience.

Last up is Wound Allocation. I think this one is pretty straightforward: try to keep the guy with the highest Leadership value around. For Space Marines, this is typically a sergeant which has the added bonus of keeping some Killing Power in my squad. With a leadership of 9, I have a 75% chance of staying in a combat so I can tar pit my opponent longer.

So far the keys I've outlined largely align with basic Space Marine characteristics: durability, flexibility, and decent killing power. Good Target Selection is comprised of experience (which isn't dependent on unit characteristics) and flexibility. Stubborn certainly isn't one of those USR's a player is going to go out of their way to use, like Furious Charge. Its job is to mire units in close combat, period. Stubborn will not win a battle or even a close combat by itself, and choosing an HQ based solely on the fact they make an army Stubborn isn't a good plan. Is it always advantageous to have a unit stuck in close combat? No, not at all - but remember, it's not always advantageous to the opponent, either. As a matter of fact, it can be a downright disadvantage with good Target Selection. The thing Stubborn Space Marines should probably try to avoid in most cases is being multi-charged. One enemy unit charges my two Tactical Squads, for example. That could be bad as sticking two Stubborn units in close combat will almost certainly hamper my flexibility, as they may both be there for a while.


I'm still not any closer to identifying the *perfect* unit to take in a Stubborn army and quite frankly I'm not sure there is supposed to be one. Sure, I can take 30 Assault Terminators and they would have both staying and killing power, but they aren't the most flexible of units in terms of moving around. Plus 30 terminators doesn't leave much points for anything else. Wish me luck trying to capture an objective, too. The ubiquitous Tactical Squad is another choice and seems like a pretty good one in this case. They're Troop choices, and I can give them wheels for flexibility and a hidden power fist/weapon. Bikes are another possibility, though I'll need a Captain on a bike to get the most out of them. Toughness 5 Troop choices that can move 24" in a turn, and bring along 3 melta weapons and a power fist? Seems good. They will be pricy, but not outrageous; and their flexibility isn't going to be hampered by losing their transport. They also provide more Target Selection flexibility thanks to their mobility.

Next post will have some army lists that feature Pedro Kantor and (Blue) Lysander.

Finding a use for Stubborn


A great local 40k player posted an interesting article on his blog regarding the Stubborn Universal Special Rule (USR) last week. After reading it, I felt challenged to find something - anything! - useful about Stubborn for units in the Space Marine codex. After all, I can't let my fancy blue Lysander go to waste, right? First off, how do Space Marines get access to the Stubborn USR? Both Lysander and Pedro Kantor replace Chapter Tactics with Stubborn. The fluff behind these two characters is that their primarch, Rogal Dorn, was a defensive genius. The Stubborn USR pretty much goes hand in hand with defensive oriented tactics. It allows a unit that loses a close combat to use their base leadership value for their morale test. So for example if I lost combat by 4 wounds, I will take my morale test at 9 instead of 5 (I'm assuming my sergeant is still alive). The problem with defensive tactics is that more often than not the best defense is (of course) a good offense.

Here's a little background on the characters who make Space Marines Stubborn: Captain Darnath Lysander leads the 1st Company of the Imperial Fists chapter, and is the only other Space Marine character aside from Marneus Calgar who has the Eternal Warrior USR. A model with Eternal Warrior is not affected by Instant Death, so that's good. He has 4 wounds, same as Mr. Calgar; wears terminator armor and is equipped with a STR 10 thunder hammer and a storm shield. Lysander has some other spiffy abilities as well. Pedro Kantor is the master of the unfortunate Crimson Fists chapter. In addition to granting an army Stubborn, he makes Sterngard Veterans scoring units and is armed with a Power Fist and suped-up Storm Bolter.

The main disadvantage of Stubborn is that units can stay in combat for a very long time when you may not want them to. The plus side is that any unit engaged in close combat with a Stubborn unit could also be in combat for a very long time. If the humble Astartes wish to take advantage of Stubborn, we must identify both the keys to maximizing its potential and the units that can do so to best effect. What are the keys to taking advantage of Stubborn? First is redundancy. Horde-type armies can take advantage of Stubborn through sheer weight of numbers. They can tar pit a unit and eventually kill it even after losing a lot of their own. I think the second key is sheer killing power. Horde armies also achieve this through weight of numbers. Quantity has a quality all its own. Target selection is the third key. If I can identify the optimal enemy unit to tar pit, that helps me win in the end because I've maximized the potential of one of my units while decreasing that of my opponent's unit. The last key is wound allocation. Keeping a squad leader with a good Leadership value around for as long as possible is important - not only for purposes of not failing a morale test, but because more often than not this is the guy we can pimp out with special weapons that can help us eventually win the combat.

In my next post I'll talk about what units I think can best take advantage of the Stubborn USR using the keys I listed. Are these keys set in stone? No. Are they even the right keys? I don't know for sure. I make no claim of being the world's best Space Marine player, not by far! Got ideas, post 'em up. Help me use Blue Lysander as something other than a paperweight!

Thursday, March 31, 2011

My first Blood Angels game

Technically, they're Flesh Tearers colors but I unwisely didn't get any of the shoulder pads from GW. And my freehand leaves much to be desired, so for now some have plain black shoulder pads, and others have Death Company shoulder pads. Anyway, I showed up hoping to play 1750 or 2000 points, but my opponent could only muster 1500. He was trying out the new Grey Knights codex, and ran 3 strike squads, one 5-man purifier squad, one interceptor squad and a couple of HQ's (a regular librarian and a Grand Master if I recall correctly - whoever he was, he had a power that allowed D3 of his units to be scoring units, which was amazing).

My List was:

Reclusiarch
meltabombs

2 Sanguinary Priests

Tactical Squad
Missile Launcher
Flamer
power fist
Razorback

Assault Squad
meltagun
meltagun
power fist
Rhino

Assault Squad
meltagun
meltagun
2 Lightning Claws
Rhino

Death Company (10)
power fist
power fist

Storm Raven
TLAC
TL Mutli-Melta
Extra Armor

Land Speeder
Heavy Flamer

**

I had some model limitations - I was playing WYSIWYG. I really, really should have been running some power weapons they really would have paid off. So on to the fight!

We rolled Pitched Battle / Capture and Control, I went first. I deployed everything but my StormRaven and Landspeeder. This turned out to be a really dumb idea - the only thing my opponent had that could take out a Raven were his Purifiers who I could have avoided with a simple middle-table deployment, and turn 1 turbo boost. I am terrible at deployment! I combat squadded my Tactical squad, putting the sergeant, flamer 3 other dudes and a Priest in the Razor back near my objective and the Missile Launcher squad also near the objective. Both of these squads wound up shooting at the same Strike squad the whole game. My assault squads were in their Rhinos behind cover. First turn, I moved the Rhinos toward the middle of the board. A whole 12 inches. Yes, I forgot they can go fast and I'm used to Space Marines. My second lesson learned: know your army. And here's a third: put your priest somewhere he can do some good. I had it in my head that the priest needed to be in a vehicle, so he wound up riding with the Death Company and doing nothing but soaking up a wound. I should have stuck him in a Rhino with a 9-man assault squad, but I was far too excited about getting to run a troop choice with 2 meltaguns. In my defense, the 1750 and 2000 point lists each had a Land Raider Redeemer instead of a second Rhino, and the plan was for a priest to ride in that with a 10-man assault squad. Next lesson learned: If you have to make a new list, don't just chop things out of an existing list - put some thought into it!

He wound up winning by capturing my point. My Death Company and Land Speeder made sure he didn't hold his point.

So first impressions of Blood Angels? Overall, very good. I need to be more careful with how I use my priests, and I need to learn how to decide to deploy or reserve a Storm Raven. I hadn't planned on running any Death Company, but I was pretty awed once they rolled up a Strike Squad, Purifier Squad and part of an Interceptor Squad. Furious Charge from the priests is nice. Feel No Pain was great when they shot at me, but didn't help in close combat as all GK have power weapons. Yes, ALL of them.

First impressions of Grey Knights? They're really good. Everybody has Strength 5 Storm Bolters and a power weapon (aside from the Purifiers who can see through friggin walls and shoot S7 Heavy/Assault weapons with Rending instead). The storm bolters will glance the crap out of a Rhino, no problem. One of the HQ's has a power that grants both he and the unit he's with Initiative 10, and the Strike Squads can give themselves S5 which was a potent combo. You really need to take them out on the charge or at least put the hurt on 'em as they can slowly whittle you down when stuck in.

All in all, I had fun and learned a lot about both armies. I'm looking forward to my next matchup with this yet-to-be-named Blood Angels successor chapter of mine.

Friday, March 4, 2011

A sad day

I just found out last night that my friendly local game store, The Inquisitive, will be going out of business soon. I will always remember the good times I've had there, and Tim's awesome frozen Caramel Macchiatos. I have many fond memories of hauling my Space Marines into the shop to die gloriously for the Emperor, safely nestled in their egg cartons (yeah I used egg cartons to carry my minis, I've since upgraded) - at least until the bullets started flying.

So now I've got to find a new haunt. The only viable options at this time are either Active Imagination or Ares Wargames, both across town. Compounded with the facts that a) they only play on Sundays at both shops and b) I have a 18 month old at home I think my 40k time is about to plummet. Monday was the "40k day" at the Inquisitive, so I need to figure something out here.

Such is life, I guess.

Monday, February 14, 2011

Like a red-headed stepchild

That's how I got beat in a 1750 point tournament this last weekend. My first game (Capture & Control, DoW deployment) was against Blood Angels running two Storm Ravens, one of which was simply a Mephiston Delivery System. With Twin-linked Assault Cannons and Multi-Meltas. The other raven was an Assault Terminator + priest Delivery System, armed identically to the first. Long story short on that game, I got tabled quickly. My second game - Blood Angels, again (Kill Points, Spearhead). This one was Razorback spam. 4 TLLC Razors, 1 TLAC Razor and one TLHB Razor. All of the Razors except the TLHB carried Assault Squads, three of which had priests attached. The TLHB Razor carried my new favorite special character, Mephiston. He managed to seize the initiative and I damn near got tabled this game, too. Game 3, Tyranids (Seize Ground w/ 5 objectives, pitched battle). What, no Mephiston? Anyway, this one was a wash too. My opponent was a very nice guy I'd played at a tourney last year who played very well today. His Tervigons pooped out so many 'gaunts (the ones that shoot, whichever those are) that he ran out of models and had to start using some Necron warriors he brought along. By the time he finally rolled doubles on one of his Tervigons, it was too late for me to recover. I should have deployed better here.. The deployment phase is by far the worst for me, and I feel that it's one area where I really need to improve. My main lessons learned were a) make sure to find out if my opponent has infiltrators (genestealers destroyed a Vindicator before it could do anything on Turn 1) and b) protect important units during deployment, either by reserving them or covering them with other units.

My list:

Librarian
Terminator Armor - Storm Shield
Null Zone, Gate of Infinity

Tactical Squad (10)
meltagun
Missile Launcher
sgt power fist
Rhino

Tactical Squad (10)
meltagun
Plasma Cannon
sgt power fist
Rhino

Tactical Squad (10)
plasma gun
Multi-Melta
sgt power fist
Rhino


Assault Terminators
Land Raider Redeemer
Multi-Melta
Extra Armor

Land Speeder Typhoon

Land Speeder Typhoon

Vindicator w/ Siege Shield

Vindicator w/ Siege Shield

My intent was to pop open transports and shoot at the occupants with templates, or hit them with the terminators. This list is pretty "slow and plodding." My Vindicators had a very tough day - now that I think about it, all of my units had a bad day.

I'm having a really hard time grasping Space Marines, and I feel like an idiot saying that as they're pretty simple to play: their stats are simple, they don't have a lot of obscure rules and they're resilient. I suppose the "complex" part is using the units at the right time, and for the right purpose? Anyway. I'm damn close to shelving the Ultrasmurfs altogether. Just frustrated, I guess.

Tuesday, January 25, 2011

40k league battle report - January 24, 2010 - Space Marines vs Dark Eldar

My opponent and I agreed on 2000 points.  I went with what may become my stock list for this league:


Librarian
Terminator Armor - Storm Shield

Tactical Squad (10)
meltagun
Multi-Melta
sgt power fist
Rhino

Tactical Squad (10)
meltagun
Missile Launcher
sgt power fist
Rhino

Tactical Squad (10)
plasma gun
Multi-Melta
Rhino

Scout Squad
5 camo cloaks
sniper rifles
Missile Launcher

Assault Terminators
Land Raider Redeemer
Multi-Melta



Land Speeder Typhoon
Land Speeder Typhoon

Land Speeder Multi-Melta & Heavy Flamer
Dreadnought
TL Autocannon
TL Autocannon

Vindicator
Vindicator


This was my first time facing Dark Eldar.  This list was not built specifically with DE in mind, but it went well!  The Space Marines carried the day and hurtled the masochistic xenos back into the warp to fume in their Dark City.

The mission was Seize Ground with 3 objectives, Dawn of War deployment.  I managed to seize the initiative, which at first seemed a really, really dumb move since we were playing objectives.  But as it turned out, it all worked out in the end.

The DE deployed two Kabalite Warrior squads, one on an objective in his Deployment Zone (DZ) and another as far forward as possible, facing a second objective that was about 7-8" my right of mid-table between a couple of hills.  I deployed my Scout snipers on an objective I'd placed on top of a 3-story ruin, and a Missile Launcher (ML) equipped combat squad facing the back wall of the same ruin on the bottom floor.  The ML toting marine had a clear field of fire to his right, while his squadmates could also see that direction between the rubble.

Somewhat chagrined by even rolling to seize the initiative during an objective mission, I started rolling stuff on.  My Land Raider and Rhinos all rolled forward the full 12", positioned to the right of the ruin.  The Vindicators parked behind the Rhinos (I usually put them up front, but I wanted to give them a good chance to do some damage - it paid off!).  The Typhoon squadron moved forward 6" on my extreme right, and the Rifleman Dread moved up between the ruin and the armor.

First round of shooting, night fighting rules were in effect.  Nobody was in range except..  The Typhoons, who wound up being my MVP.  They wiped out the second squad of warriors to a man!

DE's first turn, 3 Ravagers come on the board along with 3 Raiders: 2 with Witches, the third with Incubi and an Archon.  More Kabalite Warriors walk on the board, as well as a squad of 8 Reavers.  His first round of shooting destroys my Land Raider (explodes), knocks the Storm Bolter off one Rhino and stuns another.  The DE's acute senses are working well for my opponent.

My turn #2.  Having nothing better to do, the stunned Rhino pops smoke (better late than never).  The Storm Bolter-less Rhino (carrying a combat squad) moves the full 12" towards the mid-table objective and pops smoke.  The Libby and the Terminators move in behind it, hoping to shield themselves from the Dark Lances.  One Vindicator parks in the crater that was once a Land Raider, the second moves in right next to it.  The Typhoons move forward, seeking fresh targets.

Shooting..  Between the Typhoons, the Missile Launcher combat squad and the Dread, two Ravagers go down.  My scouts, being scouts..  Don't get cause any wounds.  The Vindicators are sadly out of range.

DE turn #2.  Considerably less Dark Lance shots this time.  The Stom Bolter-less Rhino gets shaken, I make cover saves on a Vindicator.  The Reaver bike squad turbo boosts a full 36" over my scouts, causing a TON of wounds.  One measly scout survives the onslaught because he was busy tying his shoe when the bikes zoomed overhead and decapitated the rest of the squad.  Those things are cool!  The Raiders moved forward, but he isn't close enough to assault yet.

My turn #3.  The Attack Bikes and Multi-Melta / Heavy Flamer (MM/HF) Land speeder come in from reserve.  The Reavers' turbo-boost put them conveniently next to my board edge.  The MM/HF speeder is craving barbeque!  It makes a 12" move (a squad of Witches and the Incubi are nearby in Raiders, I want the speeder to be hard to hit in assault) and turns its heavy flamer on the Reavers - 4 go down, and the rest break!  Shooting from the Dread, Typhoons, Missile Launcher squad and Attack Bikes destroy or wreck the last Ravager and the 3 Raiders.  Those things really are made of paper mache coated in gasoline aren't they?  The Vindicators, having moved forward just enough, go to work.  One witch squad, freshly evicted from its Raider, takes a direct hit and promptly decide enough is enough - they fail their morale test, and head for the hills.

It's pretty much over at this point.  The remaining highlights include a brief assault phase with the Archon, who killed a terminator before going down; one Vindicator exploding to a Dark Lance wielding Kabalite Warrior; the MM/HF speeder escorting the Reavers and Witches off the board, and BBQ's some Warriors along the way; and a couple of rounds of combat between the last Witch squad and the terminators.

Lessons Learned:

1. Popping smoke might be better than shooting if you go first in a Dawn of War scenario.  Especially against races that have acute senses!
2.  I like Typhoons.  A lot.
3. I need to learn to prioritize who shoots first, especially when I've got a librarian with Null Zone.

Finally - hats off to my opponent, who played a great game and was very sporting.  Had his dice not betrayed him with bad morale test and shooting roles, the outcome would have been different.  I know he's only going to get better at DE, and that quite frankly frightens me!

Thursday, January 20, 2011

Blue Thumb Gets Red

Scab red, more appropriately.  I'm in the process of assembling and painting some Flesh Tearers.  Here are some initial pictures:

Group photo:

I have an AOBR Tactical Squad that's not pictured.  I filed off the AOBR sergeant's "up arrow" on his right shoulder as I'm going to make him into a member of an assault squad.  I just don't ever run tactical squad sergeants with a bolt pistol and chainsword, so it would be a waste of a model otherwise.  Here's a close-up of some Death Company models that will be used as veterans or plain old assault troops, they'll be painted in my normal army colors.  I plan to make some actual Death Company painted in black later on. 

The guy front and center (in the Wolverine pose) will be either a sergeant, a captain or some other heroic figure.  I used a Lightning Claw from an Assault Terminator for the right arm, and the Lightning Claw bit from the Space Marine Commander box for the left arm - everything else (aside from the right shoulder pad) is from the Death Company box.  Exciting, no?

Last picture, I promise - just an overhead shot of the veterans.  And my kitchen table:


All of the models are now primed, and I'm slowly going through and basecoating them in Mechrite Red and following up with Scab Red and finally a touch of Blood Red for the highlights.

Wednesday, January 19, 2011

Custom Scout Sergeant

Here's a Space Marine scout sergeant I've been working on:


He's equipped with a combi-melta and a power fist.  The combi-melta was made using a bolter bit from the Land Speeder Storm kit and some plastic tubing from Gale Force Nine while the fist is an old, old power fist bit I got with my first box of Space Marines (the mid-90's).  I still have some touch-ups to do but he's mostly done.  My plan is to stick him in a Land Speeder Storm with some buddies, and try to cause some trouble in the early turns of the game.

Tuesday, January 18, 2011

Combat Tactics is.. Good?

Someone, please convince me.  I've played Space Marines (and 40k) for almost a year now, so I freely admit being new to things.  I'm just not seeing the benefit of Combat Tactics.  Yes, I understand that choosing to fail a morale test can possibly allow me to put some distance between myself and my opponent..  But it's that "possibly" part that nags me.  For instance, if I get shot at and am lucky (?) enough to lose 3 marines out of a 10 man tactical squad, I can choose to fail and put 2 D6 inches between me an my opponent.  Combat tactics seems primarily designed to keep Marines out of combat when they don't want to be in hand-to-hand.  I get it.  BUT...  If a savvy player wants to assault my marines, they're probably not going to risk shooting at them to let them try to get away.  So there's one big minus to Combat Tactics - if you want to use it after being shot at, you are obviously depending on your opponent to shoot at you.  That's just one more bit of control over your army's ability that's in the hands of your opponent.  Which brings us to our next opportunity to take a morale test - taking more wounds than your opponent in the Assault Phase.  Again, we've got to lose models to even use the ability.  And once we do use it - well, we could fail our initiative test and not get away or not get far enough away even if we do pass the initiative test.  Our opponent can simply consolidate towards us, get within 6" and slowly escort us off the board.

I guess I'd rather have an ability that's not dependent on losing models to use, or was at least more consistent.  I don't think Marines should get a "get out of combat free" card or anything, not by any means.  Maybe one day I'll learn how to use Space Marines correctly.  Right now, they're seeming kind of unforgiving though.

Tuesday, January 11, 2011

Lysander the bystander

I decided to try out Lysander again last night.  His job was to give my Sterngard re-rolls to hit with their spiffy special-issue ammo bolters, plus discourage anyone from getting into close combat.  I started with a 2000 point list, but had to go down to 1850 due to time constraints:



Daranth Lysander

Captain
Relic Blade
Bike

Assault Terminators (6)


Sterngard (10)
Combi-melta (5)
power fist
Drop Pod
Locator Beacon

Tactical Squad (10)
meltagun
Multi-Melta
sgt power fist
Drop Pod
Locator Beacon

Tactical Squad (10)
meltagun
Multi-Melta
sgt power fist
Drop Pod

Bike Squad
2 bikers
2 meltaguns
sgt power fist

Command Squad on bikes
Company Champion
Lightning Claw 

Well, I wanted to have it all I guess.  There were several dumb things I did, though I think I only made one major tactical mistake (which of course is usually all it takes).  Starting off, and in no particular order: the list.  Terminators and a biker command squad?  Meh.  I should have taken one or the other.  Transports?  I took three drop pods.  The good part was that 2 pods could come down on my turn one - the bad part is that I had very sh*tty reserve roles.  Cases in point: the last drop pod and the terminators didn't come down until turn 4.  By that time, the other two pods - the ones with the locator beacons - had been destroyed.  My lesson learned: unit point cost should be proportional to deployment control.  The more a unit costs, the more I need to be able to control the time and place of their use.  I'll give that a shot for the next few games, I think.

The basic premise of the list was to use the bikers as a Quick Reaction Force.  If one of my stubborn units (Lysander makes all units stubborn, so that was everybody) got into combat, the QRF would swoop in and bail them out; hopefully opening the door to counter-attack the next turn with shooting help from the now freed unit.  I didn't have any particular plans for the terminators.  I just wanted them to do what they normally do - smash face as much as possible.  Deep striking them makes that somewhat feasible, more so if those whose faces require smashing are close to a beacon or teleport homer.  Still, they spend the turn they come in running, not assaulting and probably getting shot at with nasty things (a vindicator, 2 multi-meltas, a couple of combi-plasmas and about 8 bolters in my case) before finally being able to assault on my following turn.  My feelings on deep-striking assault terminators are rather mixed.  As of now, I don't like it a lot.

I'll give a Lysander list another try, but it won't be this list.  The mission last night came from the Special Missions book.  As we both had MEQ armies(my opponent was playing Space Wolves), we randomly selected a Space Marine mission and wound up with what I call "King of the Hill:" put an objective in the middle, the defender (which was me) could deploy within 12" of it.  Each player deploys one unit at a time, the defender can only put Fast Attack and units that can Deep Strike in reserve.  My bikes deployed in the center of the table as the captain's mounted assault rule made them count as troops, not Fast Attack.  The command squad was technically an HQ unit, and also wound up in the table center.  It wasn't quite the optimal mission for my list.  Add to that my craptacular reserve rolls and some less-than-good leadership tests (Lysander ran away, but took the remnants of a Grey Hunter squad with him) I considered myself fortunate to come out of it with a draw.  And I only got that because we didn't go to turn 6.  I'll post up a revised list sometime later.

Wednesday, January 5, 2011

Erosion of Choice

So I saw a commercial today for Dish Network.  You can now watch shows you've recorded "anywhere" - they mentioned mobile devices, and computers specifically.  This got me thinking, what happens to people who don't have to choose any more?  What happens when you can have your cake and eat it too?  Does the cake still taste as good?  I can eat lunch in a restaurant, and watch American Pickers or ride a train and watch Hoarders.  I can drive a car and watch The Big Bang Theory, but I won't be driving for long.  I don't have to wait for anything.  If I had an X-Box, I can also play X-Box Live on a mobile device.  The world can be my oyster if I want - if constant occupation is my mollusk of choice and idle reflection or conversation are not.  I suppose it all depends on how or by what one wants their mind occupied. 

Not having to choose can make us forget how to do it - and in the end, can cause us to make no choices or worse, bad choices.