Monday, September 27, 2010

Dark Eldar rumors from GDUK

Good evening ladies and gents. After a long weekend of reading the rumor mill I've got a few nice tidbits for you to consider, not only for themselves, but for how they might change your game. Also, here's some photos in case you haven't had the chance to see them.
First up, the new wytches. Here you can see one of the new plastic models assembled with what is rumored to be called "hydra gauntlets." These are supposed to give the wytch model d6 attacks for having two close combat weapons instead of the regular one attack. Alternately, the wytches can have their standard weapons that deprive models in base to base of one of their attacks. With their 4++ save in close combat, these guys could be a counter to terminators or most any other close combat unit, especially if they have a few of these gauntlets around.

Another unit with an amazing new model, the Reaver, looks to bring a new level of mobility to your games of 40k. Rumored to be able to turboboost a stunning 36", these units can assault most any point on the board in two turns. The Reavers are still toughness four, but rumored to be only strength three and have a 5+ armor save. But I wouldn't expect that to come into play much unless you can deny a cover save, as these bikes don't need to be doing anything but turboboosting because they can still cause damage doing so. The rumor floating around is that when a bike flies over a non-vehicle unit each bike inflicts d3 strength three hits to the unit.

Finally, the old standby vehicle, the Raider has been given an amazing overhaul and has not been left out of the new codex goodness. While getting more expensive (sorry no specifics), they are getting upgrades for five or ten points that make it more mobile and more durable. The first upgrade is supposed to add 2d6" to the raiders movement, meaning it could move between 24" and 36" in a single turn. The other upgrade is supposed to grant the vehicle a 5++ invulnerable save. Not a cover save like the disruption pod, but an invulnerable save which can also be used in close combat.

What do you think, how will the new Dark Eldar change your game? Are you excited or shaking in fear of Commorragh?

Thursday, September 23, 2010

More on those Khadorans!

by Ishamael

Hey Readers, things've been rather busy since school started. Along with 15 credit hours I'm being trained as a paper reviewer for an undergrad philosophy journal (so basically +3 hours), tutoring for monies, and keeping up with the two fraternities I'm in, so gaming's being moved down the bench a little.

Won't stop me from spewing my nonsense!

So, by some strange happenstance, there's been a shortage of Berserker 'jacks from every supplier my FLGS has. He's surmised that PP is in an unexpected rise, so I've gone and taken advantage of a deal that was in the store on some cavalrymen, called the Iron Fang Uhlans. First off, these suckers are faster than anything else in my army...because everything in my army is slow. Maybe I'm not saying much on movement then. Now, given what appears to be a good combination of movement, statistics, and a cool weapon, I'm thinking that this addition to my army will do what I wanted to buy two Berserker models for: search and destroy. Except I will care if these guys die. Now, I've bought a maxed-out unit of these guys, so I'm blowing 11 points in my 50-point list on what will primarily be an anti-jack melee option. That last point is being used in the purchase of a WAR DOG! He's a caster attachment that makes it harder to hit the caster, he's pretty tough himself (he has HPs), and he does this cute little counter-charge when someone gets too close, then can make a full advance back to the caster...kinda like a pocket monster. My choices have also blown up any bonuses for using a Sorscha-themed list, so I've looked in some other places for models to use.

I've looked in the Mercenary's recent release, and have actually bought two mercs to play ball with: Kell Bailoch, and Eiryss. These two help my assassination elements (Widowmakers + Marksman). Kell can fire two sniper rounds a turn, and his magical sniper rifle gives me the option of firing at incorporeal things that might try to skirt around my flanks. Eiryss will mainly be used for putting out straight damage on jacks' boxes, and she'll be sapping away an enemy caster's Focus when either it is prudent, or just annoying. At this point, I'll toss out my 50 pt list:

Sorscha
Spriggan
5 Uhlans
4 Mechaniks
2x 10 Winterguard Rifle Corps
WAR DOG
2x Field Gun Crews
Unit of four Widowmakers
Widowmaker Marksman
Kell Bailoch
Eiryss

The two ranks of Rifle Corps screen the Field Guns, Sorshca/Growlithe, Spriggy, and the Widowmakers. Their Ranked Fire rule lets me ignore them for LOS purposes, so they get to be a meat shield. Spriggy lights up stealthed units (he's got 2x nade launchers, so he can launch two flares a turn. Odds are the Rifle Corps will generally be using their suppressive fire to keep enemy infantry weary of the 10 inches of table I can cover. On one flank go the Uhlans, with Kell and Eiryss following them for positioning. Kell will have to stay within Sorscha's control area though, since she'll be casting concealment on everybody, which consequently gives Kell Stealth. The Uhlans will be B2B to get +2 Arm, and running 16 inches a turn should get them in a prime flanking position. Depending on when everything starts clashing, should the situation arise where Sorscha's feat can hit the enemy caster, Eiryss, Kell, the Widowmakers, and my cavalry (what's left of them) will have an almost free turn of hitting the caster, and it might work.

Some more thoughts on what I'm doing with Warmachine. Unfortunately, I haven't been able to get down to the shop to play on Sundays due to other obligations, but I'll definitely be there this Sunday, with some more thoughts to come on how I plan to deploy this mess.

I should be writing a paper,
Ishamael

Wednesday, September 22, 2010

Oops!


Apologies from the staff here at Rite of Battle. There has been a large increase in the number of important nuisances popping up recently.

I will try to get a new post up soon. Once again, I apologize for the lack of activity.

Cheers!

Thursday, September 16, 2010

Tank killing in the 41st Millenium: Space Marines Rolling Thunder

Hope you all had a good week, but now it's time for some mental stretching. First off I need to say that this idea isn't entirely mine. I read an article on YTTH back during their Ard Boyz gear up bonanza and have considered the army style and how it works. While the base is Stelek's I've done some tweaking. So lets dive into how to solve our problems with the much derided Codex: Space Marines.

Our first, and possibly biggest, threat is the standard APC. Whether it comes in the form of a Rhino, a Chimera or a xenos skimmer, these vehicles get infantry where they want to go faster. Getting your infantry where you want them is conducive to your plan to win the game. Deductively reasoning, allowing your opponent to get where they want to go is detrimental to your winning the game. So we need to kill these transports as soon as possible.

We've got a few basic options on how to do this: short range fire or long range fire. With short range fire we have meltaguns and plasma guns. Loki recently discussed the advantages and disadvantages of meltaguns and plasma guns, so I won't here. As a Tau player, I've found that stopping your enemy in their deployment zone gives you time to choose how to fight them and that choice is always an advantage. To do this we need to have long range firepower.

Our first candidate for long range vehicle kill is the classic devastator squad. As pictured, it's a horrible unit with no focus on either vehicle or infantry killing and a mix or ranges. Mixing in multimeltas and plasma cannons, while they have the strength to kill, means you won't have the range for all of your guns to come to bear early. Let's keep the squad small and weapon dense, four missile launchers: 160 points. You can upgrade a ML to a lascannon, but it costs more than another missile launcher, so I say strength eight is fine. But there are better for fewer points.
I present the Mortis pattern dreadnought, more colloquially known as the "rifleman dread." Bringing two twin-linked autocannons to the table for a measly 125 points, this dread sacrifices its CCW for some of the the most efficient anti-tank in the codex point for point. Each dread has approximately a seventy percent chance of immobilizing a rhino and a forty percent chance of immobilizing a chimera. At forty-eight inches of range, these dreads can stay out of the range of most anti-tank return fire. I'd recommend three of these, so 375 points off the top.

Now to fix the other problem we have, the vehicles that the rifleman dread can't touch: AV 14. While I said melta wasn't the end all vehicle killer, it is the best way to kill AV 14 vehicles, except for the monolith. But how can we bring the best platforms for these melta weapons, and while we're at it let's bring some troops to the table.
Pictured above: the classic 5th edition melta box. A squad of either marines or IG veterans with as many melta weapons as they can bring. Every Imperial army can do this, and generally does. But by bringing the same tools as your opponent, who wins comes down to who uses them better and who rolls better. Instead, lets bring a better tool to the table, albeit sacrificing some protection for more destrcutive potential.

First, the disadvantages of the melta box and why we need a better unit from the codex. The only troops choice that can bring a transport is the tactical squad. They can pack a meltagun, a combi-melta and a multimelta. Because of the inability of the multimelta to fire if the unit moves, it cannot fire if the transport moves or if the unit disembarks, so it can generlly be discounted in a mobile fight. That leave the meltagun and the combi-melta. To have a chance at the 2D6, the unit has to start the tun within 12" of the target. Not an unreasonable distance, but one that can be avoided or maneuvered around. For 220 points, the melta box is an expensive unit for what it does.
Instead, let's go with the bike squad. Able to bring two meltaguns at any squad size, a squad of five models can be a troops choice with the right headquarters choice. We need five models and start with three, so let's bring one more and attach an attack bike for an additional wound and a multimelta. Remember how I discounted the multimelta in the melta box squad? Well the problem that handicapped it is resolved through mounting it on a bike. This is because bikes are by nature Relentless. Along with Relentless, the bike platform gives the squad an extra six inches of movement and therefore threat range. While they can be targeted directly, unlike the melta box squad, the bike squads gain an extra point of toughness and the ability to turbo-boost and gain a three plus cover save.

This squad clocks in at 185 points, a full thirty-five points less than the melta box squad. If you bring one of these squads the difference in points can buy your captain his bike to allow the squad to be troops.

Bringing four bike squads, a captain on bike and three riflemen dreads totals to twelve melta weapons, six twin-linked auto cannons and four scoring units for 1250 points. That leaves you with plenty of room to bring additional units if you want more of anything. I would suggest either some anti-horde units and / or a master of the forge and three more dreadnoughts in your heavy support slots.

Until next time, what do you think?

Monday, September 13, 2010

Tank killing in the 41st Millenium: Theory

Loki's recent post inspired me to give you all my take on the popularity of meltaguns in this edition of the game and their influence on anti-tank strategies. Now don't get me wrong, I love having those little devils on my side of the board, but are they the end all of tank killing? I say no. In fact I say that in some armies they have a minor role in the tank killing strategy of the army and need not proliferate like rabbits as they seem to have done.
First, why has the meltagun popped up so often? It's a strength 8 weapon with an armor penetration value of 1, not too bad at all. But what makes the melta gun so popular is the extra D6 to armor penetration when within half range. Relatively inexpensive for most armies and able to have at least one in most troops choices for Imperial armies and CSM I can see why it's so attractive, but it still has its warts. The only real problem I have with the gun is that it is such a short range weapon. It has a true range of 12", but is maximized within 6" and only then against vehicles.
There are two types of vehicles that matter in 40k and each should be dealt with differently. First, you have what I call gunboats. These are your vindicators, fire prisms and hammerheads: vehicles without transport capacity and generally only one high strength weapon. Gunboats generally either hang back and try to turn other vehicles and infantry into piles of debris and gore or push for contesting objectives late game. Because they don't try to move to midfield until late in the game, a meltagun will generally not be brought to bear against them until late game if at all. That being said a meltagun is better used against these than our next contestant.
The transport vehicle, most famously the rhino APC, wave serpent and devilfish, are the "standard" vehicle of 40k. Ranging from 35 to 145 points and able to be killed by a single shot from a five point meltagun, these are the standard target of anti-tank shots. This is where I say the meltagun may be overkill and unnecessary when there are better options. These vehicles have rear armor ten and front armor of either eleven or twelve, which means that even a strength six shot can glance a chimera or wave serpent and explode a rhino, in enough volume.

A meltagun at ballistic skill four within 6" has a 42% chance of immobilizing or destroying a rhino. Then the rhino, probably also packing its own melta-armed squad has the chance to bring all of its weapons to bear on the unit that fired the meltagun if they aren't in their own transport, and if they are the second squad can probably bring at least as much melta fire right back at the first's vehicle and so on until one of the vehicles goes belly up.
Consider instead a lowly autocannon. Becasue of its greater range, the autocannon can use the turn the meltagun spent sitting and racing forward to fire. On top of its longer range, it has a higher rate of fire, giving it more chances, albeit worse chances to destroy its target. A meltagun either has to have its target want to get close to it (good luck) or some type of transportation to get close fast, like a drop pod in the case of a dread, or even just a rhino for a tactical or an assault squad. For fewer points most Imperial armies can field autocannons of some kind.

There is a place for meltaguns, even in armies that despise getting close to their enemies, like Tau. Autocannons can't touch armor value fourteen vehicles, but they can at least glance anything else. That's where meltaguns come in. When they're within half their range melta weapons have a better than 50% chance to penetrate the vehicle's armor if they hit.


Up next time: how to kill tanks and not worry about your marines being too close.

Thursday, September 9, 2010

Another Force?



So looking around the table, It would seem the game of 40k hasn't really had any real new armies since it's creation. I am a huge fan of having as many options available to us the players. But since the creation of 40k in the late 80's we really haven't had many new additions to the standard set of army lists since the induction of the Tau over a decade ago.

Now with Dark Eldar getting their first real overhaul since 2nd, they will feel like a brand new army. The same would be true of Necrons is they ever receive a new codex allowing more than warrior spam :P.

But there hasn't really been a "new" army in a while. It is interesting to think that with all the expansive work put into the universe of the 40th millennium, we have a relatively small choice of the armies allotted to us. For instance I know there are several Marine Chapters, Chaos Forces, Imperial Guard Forces, and many many more that are not given anything from GW. But this isn't what I mean at all. I'm wandering about a brand spanking new army; another force to via for supremacy in the galaxy.

After reading many of the fluff bits found across the Interwebs (mostly on Lexicanum) there are a plethora of options that could be made available to us. Perhaps once all of the codexes are finally updated to a level playing field, a new army will emerge to give us another playable force from the darkest reaches of the galaxy.

My question to you is simple. If another army was released... what would you want it to be?