So I haven't posted about it, but I've got a tournament this weekend! It consists of three missions: spearhead with four objectives, pitched battle with capture and control, and dawn of war with victory points. Pretty sure its that combination, if not its some other combination of those three. Oh, and its 5th edition rules (on account of it being 2012). So, now I've got a choice: Play Tau (my first plastic love), or Blood Angels (my second plastic love). On one hand, I like Tau, and I play them most. They're a challenge, and every fight has cinematic potential. On the other hand, my Angels are itching to go, and having a chance to devastate my opponent in the assault phase has me kind of excited. So which did I choose?
A blog regarding 40k, occasional PC gaming, philosophy, and perhaps the Ultimate Question.
Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts
Friday, February 24, 2012
Monday, January 2, 2012
1500 Tau list, now with different Plasma !
New lists! So i've been playing around with my default Tau army list, and poking around the internet. At 1500 points, I want something which can pound the other army into dust, and advance rather than walking back. Its an unusual concept, and will surely throw off any player who plays Tau which run away and hug the edge of the map.
Crisis suits of the Fireknife variety are incredibly expensive, clocking in at 62 points. Especially at lower points, those are points that are easily needed elsewhere. However, as the only source of ap2 non-railgun weaponry usually there is no other choice. But what if there was? And what if it was cheaper? Additionally, what if you could virtually guarantee that every crisis suit wounds what it shoots at? I am suggesting, of course, deathrain suits, paying the points to tack plasma rifles onto broadsides, and running 3x2 of said weapon-bearers-of-doom.
Crisis suits of the Fireknife variety are incredibly expensive, clocking in at 62 points. Especially at lower points, those are points that are easily needed elsewhere. However, as the only source of ap2 non-railgun weaponry usually there is no other choice. But what if there was? And what if it was cheaper? Additionally, what if you could virtually guarantee that every crisis suit wounds what it shoots at? I am suggesting, of course, deathrain suits, paying the points to tack plasma rifles onto broadsides, and running 3x2 of said weapon-bearers-of-doom.
Sunday, December 18, 2011
This Week: 1500 Tourament!
So apparently the 3rd weekend of the month is tournament weekend at Comic Asylum. I went, I conquered somewhat, it was fun. As far as armies, there were Blood Angels, Grey Knights, Space Wolves, Chaos Marines, Chaos Demons, Necrons, Vanilla Marines, and Eldar that I remember. The missions weren't published initally, so I wasn't sure what I was getting into, but I figured i'd bring my Blood Angels! They haven't seen a lot of use, due to the awkward nature of my model collection and my desire to only play with painted armies. By awkward I mean that my collection comprises most of the support/ fast attack/elite choices i'd want to play with, but i need another squad or two of assault marines. So, here is the list I went with:
1850 Tournament!
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| Love this pic. |
While previously I have mentioned that the traditional monobuild of Tau is the only way to go, I've been playing around with a different setup. Basically, two-man Crisis squads and two 5-man Fire Warriors in Devilfishes. The reason for the Crisis squad setup is their abysmal leadership and the expense of squad upgrades. Crisis suits are jump infantry with poor leadership, and should they break less than 50% then they can never rally. Also, if vehicles are the target often one of the suits is wasting its shots. And lastly, 3 suits are tough to hid behind cover or vehicles, as one of them is bound to have something hanging out. So, i've been playing two-man squads. They may break, but they will never run off the map unable to rally due to squad size. Also, they're easier to hide. So, I used this strategy in my 1850 list. Heres the list, in case you are wondering:
Saturday, October 8, 2011
Tau @ 1.5k: not like I usually play
First off, a huge thank you for putting up with my touting my models I was selling here. I had my eye on three Furiosos, and the necessary bits to make 2 of them Death Company Furiosos, and one of them able to alternate between vanilla and Librarian Furioso. With some bitz-sells as well, I also picked up the bitz to finish my converted Vanguard Veterans. I'll do some posting about those when I'm done. However, thats all beside the point. For now, there shouldn't be any shameless commercial plugs. Now, on to other stuff.
Wednesday, September 7, 2011
An Update.
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| Fire Warriors Look Awesome |
I proposed an article to The Escapist Magazine, a worthy website which you should frequent almost as much as my humble blog. However, it was turned down. I was interested in writing about the link between modern DRM, digital distribution, reduction of single-player content, and the loss of the classic PC game. By classic I mean a game whos quality is so exceptional that 18 years after its release you load it up and play it again. There may be emulators, or system tweaks, but it is still doable. Always-on connections and server-side authentication will end such things, and the consumer will be so much the poorer. Perhaps I will post it here. You never know.
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| Awesometown |
x1 librarian: bolt/sword
2x5 termies: cms
3x1 sang priests: x2 infernus pistols
2x10 tac squad: ml, melta, combi-melta
x6 devs: x4 ml
2x1 dreads: hflamer, assault cannon
x1 librarian: bolt/sword powers, combi-melta
2x5 termies: cms
3x1 san priests: x2 infernus pistols
2x10 tac squad: ml, melta, combi-melta
3x5 devs: x4 ml apiece
They both come to about 1500 points. The idea is to build a BA army that uses Blood Chalices to protect them while they stride slowly across the battlefield. One version, the devs provide a firebase set off at an angle from the rest of the force. In the other version, the Dreads go with the rest of the army, providing alternate threats as well as cover for the infantry. My goal was to use shooty terminators in the 1.5k range. I think these lists are about as good as it gets without introducing units that will fast outpace the termies.
And in other news... I will soon be finished with Mass Effect! Living under a rock and all, I am a bit behind the PC Gaming times. But I must say this game does live up to its hype. I hope to begin reindulging in Starcraft soon after this.
"prosper, as Tau shall"
Shas'El Mike
Saturday, August 20, 2011
Chaos Space Marine Lists
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| Filefront |
Every army is better at some things than others. Tau are mobile and shooty, Dark Eldar are mobile and assaulty. Blood Angels are good at everything, and so on. As far as shooting goes, there are three ranges: short, mid, and long. So, Chaos SM is adequate at mobile: their vehicles are more expensive than vanilla marines, yet cheaper than Blood Angel vehicles. But they aren't fast and are missing important vehicles like LR variations, speeders, and Razorbacks. As far as shooting: solid shooting at close range: melta is plentiful as are bolters. Mid-range shooting is adequate: auto-cannons are available on a couple different platforms. Long-range: terrible availability. Other than Heavy Support, there are no options unless you are playing gun-line. And should you do that, IG will blow you away. Looking at the available upgrades for vehicles and units, it appears that short-mid is where C:CSM wants you to be. And as for close combat... dangerously close to pants-on-head-bad. It costs an arm and a leg to get the champion upgrade for any unit, and in most cases they are the only ones who can sport power weapons, claws or fists. Which are crazy expensive. Unless you are getting Terminators, which are more expensive than their loyalist counterparts and still somehow aren't as good.
So, on to the list churning. I stayed away from certain units due to their lack of performance versus cost. Here is one basic fundamental I based my lists around: Not all marks or specialty troops are created equal. For example, Khorne is dumb.
so below is List One. I built it to get close, shoot a bunch, then kill everything left in CC. This list has a lot of melta, lots of combi weapons, and terminators to tie stuff up in CC while raptors kick at the victim when its safe to do so. A couple chaos marine squads can hang around the backfield or wherever they want, and hold objectives or use their meltagun to kill stuff while the other two advance. the two rhinos, preds, and LR's all move foward, with the raptors behind them. The speed depends on how much shooting you need to do. When you get close, you kill stuff. Here is the list, coming to 1995 pts:
chaos lord: slanesh, combi, dual lclaws
2x5 termies: slanesh, x4 combies, x1 hflamer:
2x1 LR:
4x5 chaos marines: x1 melta:
2x1 rhino
2x5 raptors: slanesh, x2 melta, champion/powerfist, x1 flamer
3x1 pred: ac/las
The only problem with this list is that terminators and Land Raiders, while awesome as loyalists, under-perform for their point costs as renegades. Chosen seem to be a better way to go. Cheaper per model, and you can dump 5 special weapons on a squad. I built a list using them as 4 melta gun platforms, which was cool. But, that means being within 12 inches of the enemy to use them. And since Chaos doesn't have any good CC outside of HQ and Elite slots, that can be a problem. Unless you want to play like a chaos-tau hybrid, move close, hide behind rhinos and dish out tons of melta fire. But that's silly. So, I built a second list for your consideration.
With this list, chosen can either shoot stuff or attack it. By removing Land Raiders, I'm free to move rhinos all 12 inches and pop smoke or shoot with occupants if I so desire. Again, the raptors jump behind the rhinos to keep them safe. And, I can either have the preds hang back and shoot lascannons all day, or have them trundle behind for a turn or two, reducing their shooting. This way, the army gets close, shoots a ton of melta, and next turn jumps out and assaults stuff. And between the Chaos Lord, the Chosen, and the Raptors, not much will be left. So here it is for your convenience. And it comes out to 1999 points:
chaos lord: slanesh, dual lclaws
3x6 chosen: slanesh, x3 pw, x2 melta, champion/pfist
3x1 rhino: combi-weapon
4x5 chaos marines: x1 melta
2x1 rhino:combi-weapon
2x5 raptors: slanesh, x2 melta, champion/powerfist (one squad w/ flamer)
3x1 pred: aclc:
so, questions, comments. Let me know what you think!
Sunday, August 14, 2011
'Ard Boyz List
First off, 'Ard Boyz is stupid. For two reasons. Firstly, there is no need for craftsmanship. Customization beyond GW-parts is verboten, and painting is an unnecessary effort. Which means if you want to use models that GW hasn't provided you with a model for, you're out of luck. Secondly, the points are too high. At 2500 points, you can take anything your heart desires. There is no need to decide between taking unit A or B, or maximizing the effect of a particular FoC slot at the expense of the others. With most armies, your only remaining limitation is the number of slots. Problems aside, it does allow for something that "real" 40k battles don't: total firepower optimization. By bringing everything you could ever want, and equipping it the way you want, you can either (a) wipe your enemy out in a truly brutal manner, or (b) rent the earth in twain.
Tau aren't quite on the level of Imperial Guard at high point levels. With Tau, 1750 is the sweet spot. At this point, by maxing out your Elite and Heavy Support slots you bring enough firepower for a 2k game to a smaller one. By having the bigger stick, you stand a much greater chance of thrashing your opponent. At 2k points, you expand by adding in some diversionary units. Your firepower does not increase significantly, but your survivability and ability to bubble-wrap is much greater. At some point even this increase ends, namely at the 2k point range. At the 2.5k range, the law of diminishing returns strikes with a vengeance. At this point, you are out of Elite, Fast Attack, and Heavy slots. Troop slots do not increase anything beyond the ability to make sure your objectives stay claimed. So that only leaves HQ slots to increase offensive potential.
I propose that the HQ slots be entirely filled by deathrain suits. The first reason I would propose such a thing is the likelihood of enemy mechanization. Most enemy armies will have extreme armor saturation at 2.5k points, whether it be rhino/razor-spam, or tons of squadrons IG-style. Or, in the case of Tyranids, lots of t6 baddies. Against all the above scenarios, loads and loads of s7 missiles are a good idea. The second reason is points allocation. Assuming you add an extra warfish and minimum-sized Fire Warrior squad for scoring redudancy, you can either take two commanders and two bodyguards as fireknives, or you can take two commanders and four bodyguards as deathrains. While the extra points from the fireknife setup could allow your piranhas to live longer and add a couple shield drones here and there, it doesnt significantly increase your offensive punch. The list is as follows:
shas'el: x2 mp, tl, bonding knife: 78
x2 bodyguards: x2mp, ta, bsf: 122
shas'el: x2 mp, tl, bonding knife: 78
x2 bodyguards: x2mp, ta, bsf: 122
x3 crisis: mp, pr, mt: 186
x3 crisis: mp, pr, mt: 186
x3 crisis: mp, pr, mt: 186
x6 fire warriors: 60
devilfish: mt, ta, sms, dp: 120
x6 fire warriors: 60
x10 kroot carnivores / x7 kroot hounds: 112
x10 kroot carnivores / x7 kroot hounds: 112
x2 Piranhas: fb, ta, dp: 150
x2 Piranhas: fb, ta, dp: 150
x9 Pathfinders: leader: bonding knife: 118
Devilfish: mt, ta, sms, dp: 120
Hammerhead: railgun, sms, mt, dp: 175
Hammerhead: railgun, sms, mt, dp: 175
x3 Broadsides: x3ass, leader: target lock, bonding knife, shield drone: 190
Tau aren't quite on the level of Imperial Guard at high point levels. With Tau, 1750 is the sweet spot. At this point, by maxing out your Elite and Heavy Support slots you bring enough firepower for a 2k game to a smaller one. By having the bigger stick, you stand a much greater chance of thrashing your opponent. At 2k points, you expand by adding in some diversionary units. Your firepower does not increase significantly, but your survivability and ability to bubble-wrap is much greater. At some point even this increase ends, namely at the 2k point range. At the 2.5k range, the law of diminishing returns strikes with a vengeance. At this point, you are out of Elite, Fast Attack, and Heavy slots. Troop slots do not increase anything beyond the ability to make sure your objectives stay claimed. So that only leaves HQ slots to increase offensive potential.
I propose that the HQ slots be entirely filled by deathrain suits. The first reason I would propose such a thing is the likelihood of enemy mechanization. Most enemy armies will have extreme armor saturation at 2.5k points, whether it be rhino/razor-spam, or tons of squadrons IG-style. Or, in the case of Tyranids, lots of t6 baddies. Against all the above scenarios, loads and loads of s7 missiles are a good idea. The second reason is points allocation. Assuming you add an extra warfish and minimum-sized Fire Warrior squad for scoring redudancy, you can either take two commanders and two bodyguards as fireknives, or you can take two commanders and four bodyguards as deathrains. While the extra points from the fireknife setup could allow your piranhas to live longer and add a couple shield drones here and there, it doesnt significantly increase your offensive punch. The list is as follows:
shas'el: x2 mp, tl, bonding knife: 78
x2 bodyguards: x2mp, ta, bsf: 122
shas'el: x2 mp, tl, bonding knife: 78
x2 bodyguards: x2mp, ta, bsf: 122
x3 crisis: mp, pr, mt: 186
x3 crisis: mp, pr, mt: 186
x3 crisis: mp, pr, mt: 186
x6 fire warriors: 60
devilfish: mt, ta, sms, dp: 120
x6 fire warriors: 60
x10 kroot carnivores / x7 kroot hounds: 112
x10 kroot carnivores / x7 kroot hounds: 112
x2 Piranhas: fb, ta, dp: 150
x2 Piranhas: fb, ta, dp: 150
x9 Pathfinders: leader: bonding knife: 118
Devilfish: mt, ta, sms, dp: 120
Hammerhead: railgun, sms, mt, dp: 175
Hammerhead: railgun, sms, mt, dp: 175
x3 Broadsides: x3ass, leader: target lock, bonding knife, shield drone: 190
Sunday, July 24, 2011
Feast of Blades!
So it turns out I dont have the pictures for my last batrep. Suffice to say, it was close. Basically an ironclad dread got lucky and unpinned my right-flank, rolling my army up in a way that would have awed Stonewall Jackson. Lately i've had a difficult time getting games arranged IRL. In vassal-speak, that's "in real life." So, I've been playing there. I got a game in with Blood Angels, running a dual-land raider list backed up by a rhino packing librarians versus a Green Tide list. The satisfaction in killing every single ork before the end of turn 4 is indescribable.
And, i've been getting a couple Tau games in. Today I was at turn 4, the game in the balance playing against Tyranids when my phone killed my connection. When I got back on, either he'd lost connection too (which had happened during deployment) or he'd moved on. Basically, i could potentially had a win against an aggressive army. Possibly. Now I'll never know. I was running the following list. i'm mosty happy with it, as long as the dice are at least ambivalent to me. i'm toying with running a second FW squad, since I'm already paying for the Devilfish. Also, toying with taking a second batch of Broadsides in leiu of a Hammerhead. Will let you know on how that musings go.
Shas'el: x2mp, tl, ta
x3 Crisis Suits: mp, pr, mt
x3 Crisis Suits: mp, pr, mt
x3 Crisis Suits: mp, pr, mt
x6 FW: rifles
x10 kroot / x7 hounds
x10 kroot/ x8 hounds
x6 Pathfinders
x6 Pathfinders
Devilfish: sms, mt, ta, dp
Devilfish: sms, mt, ta, dp
x2 Piranha: fb, ta, dp
Hammerhead: railgun, sms, mt, dp
Hammerhead: railgun, sms, mt, dp
x2 Broadside: ass, team leader: tl, hwdc, x1 SD
Why all this 40k flurry? Because its almost time to play for Feast of Blades! My qualifier is on the 30th, and i really want to head out west come November. So look out here I come!
And, i've been getting a couple Tau games in. Today I was at turn 4, the game in the balance playing against Tyranids when my phone killed my connection. When I got back on, either he'd lost connection too (which had happened during deployment) or he'd moved on. Basically, i could potentially had a win against an aggressive army. Possibly. Now I'll never know. I was running the following list. i'm mosty happy with it, as long as the dice are at least ambivalent to me. i'm toying with running a second FW squad, since I'm already paying for the Devilfish. Also, toying with taking a second batch of Broadsides in leiu of a Hammerhead. Will let you know on how that musings go.
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| Basically Awesome |
Shas'el: x2mp, tl, ta
x3 Crisis Suits: mp, pr, mt
x3 Crisis Suits: mp, pr, mt
x3 Crisis Suits: mp, pr, mt
x6 FW: rifles
x10 kroot / x7 hounds
x10 kroot/ x8 hounds
x6 Pathfinders
x6 Pathfinders
Devilfish: sms, mt, ta, dp
Devilfish: sms, mt, ta, dp
x2 Piranha: fb, ta, dp
Hammerhead: railgun, sms, mt, dp
Hammerhead: railgun, sms, mt, dp
x2 Broadside: ass, team leader: tl, hwdc, x1 SD
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| My Firewarriors want to be this awesome |
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