Codex Creep... Does it exist and does it really affect the game? My answer to both is yes and yes... however that second yes is not really a bad thing. Now as an avid 40k player, I wish GW would just renew all of the codex's and then we could have complete equality. But as we all know that day will be a cold day for Khorne... let's just go with what we have now.
My example of the bad part would be the obvious Daemonhunters. In second and heck even third they were a devastating army. Now, they are worthless as an Army unless used perfectly, or as allies. I love their models and their fluff is great. But as the points are so high, you can't really compete with the newer armies that have had their points stream lined and new units thrown every which way at them. All be it, the old Nemesis Force Weapon getting around E.W. is still amazing, but the stat line for a grand master is quite funny. WS BS 5... used to be great, but now they are being hit on 3's by marine captains... that isn't right by any stretch of the imagination.
Now for the... well not good, but less bad side. Dark Eldar...me of all people feel the pain as I love them to death, but I just do not like their models and I'm not a huge fan of their current (and pretty much only list) the "Raider Rush" tactic. It really doesn't matter what's in them or how they are used, their armies are always full of raiders. But remember, outside of annihilation, that is amazing. Fast, open topped transports and dark lances everywhere. Look at an 1850 list of DE and be amazed at the amount of stuff they field. With the exception of the Reaver bikes, their units are incredibly cheap for what they are. On top of this, the sheer number of lances they field makes mech quiver in their little treds. This army still has a lot of win potential, as old as it is. One just has to stomach their terrible models (Save Drazhar who is just cool).
All in all, I must say the idea of codex creep is an interesting one. I can't really say any armies are crippled by this. If played correctly, any army can over come it's age and can even win tournaments. So How do players with old codex's with limited armories keep up with the new armies? Simple; the same way the new codex's deal with old ones. Pay no attention to the age, and just find a list that runs well in the codex. Every army has at least one good list (even you Daemonhunter players) for just about every points game out there. So whether your a geezer or a baby, get out there and kill some little plastic space men!
Tune in next time when I talk about Money Hammer....
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Friday, February 26, 2010
Monday, February 15, 2010
To Defender's React or to Sweeping Advance?
Hey guys, Loki here with a discussion of army feels. I was looking back on some comments made, and one that stood out to me was one basically saying a player should have more offense to make their opponent react more. But one has to step back and look at the finer details of this. Every army has a way to play defensive, and offensive... yes even the Necrons can move their easily painted selves across the field in a relatively fast manner if they use the Monolith Drop in tactic.
Looking at it tactically, there are a few ways I play that make my opponents think a little before playing. I have generally stuck with a balance of offense and defense simultaneously as I play a balance Marine list and I feel that works for them. But there are more ways to play than just going to your opponent. Many Tau and IG players could attest to this. Again, not saying that they couldn't; however they, as an army, are geared for long range fire. But is this a bad thing?
Lets consider someone is playing a horde list, like the new Tyranids against the Imperial Guard. The guard player is playing a tactic that I call "Responsive Defense." This means they shoot and shoot until the enemy is at their doorstep, then take measure to close them in or seclude a portion of the nids. This is simple in all it requires is one or two transports and the ability to know when leaving instead of shooting is the best idea, while giving your opponent a unit to eat that you don't care much about (an infantry unit is great for this).
Now for a less obvious example, a Marine list (even static based) will want to move forward or into cover when looking at a lot of artillery. This in it self may help the defender as it may make the offensive player alter his/her regular more comfortable style of play.
The point is, a defensive player can still be just as effective as Offensive. Remember to use the "home field advantage" Look to your own terrain, check for what could possibly be fire lanes, ambush locations, and over all good places to hammer the enemy as they come to you. I think hammering a huge chunk of the opposition before they hit the lines is a good way to make them react when all you do is sit on your edge of the board.
Looking at it tactically, there are a few ways I play that make my opponents think a little before playing. I have generally stuck with a balance of offense and defense simultaneously as I play a balance Marine list and I feel that works for them. But there are more ways to play than just going to your opponent. Many Tau and IG players could attest to this. Again, not saying that they couldn't; however they, as an army, are geared for long range fire. But is this a bad thing?
Lets consider someone is playing a horde list, like the new Tyranids against the Imperial Guard. The guard player is playing a tactic that I call "Responsive Defense." This means they shoot and shoot until the enemy is at their doorstep, then take measure to close them in or seclude a portion of the nids. This is simple in all it requires is one or two transports and the ability to know when leaving instead of shooting is the best idea, while giving your opponent a unit to eat that you don't care much about (an infantry unit is great for this).
Now for a less obvious example, a Marine list (even static based) will want to move forward or into cover when looking at a lot of artillery. This in it self may help the defender as it may make the offensive player alter his/her regular more comfortable style of play.
The point is, a defensive player can still be just as effective as Offensive. Remember to use the "home field advantage" Look to your own terrain, check for what could possibly be fire lanes, ambush locations, and over all good places to hammer the enemy as they come to you. I think hammering a huge chunk of the opposition before they hit the lines is a good way to make them react when all you do is sit on your edge of the board.
Tuesday, February 9, 2010
Battle Report I: Loki v. Heretic
Near the city of Vargus lies the Planetary Defense Platform "Leopold", a fusion cannon capable of destroying ships in deep orbit around the planet, lies in waiting. The Tau scouting forces, using their superior technology, slipped past the defense scanners of the Crimson Fists, and were tasked with the Silencing of Leopold to create a hole in the planet's defensive grid. In order to do this they would have to secure the surrounding area to complete their mission.
Scouts of the space marine chapter reported Xenos reaching the surface, and approaching Vargus from the south. Figuring Leopold to be the true target of the Tau, Reltih mobilized as quickly as he could, risking the second company's only two Land Raiders in order to get to the cannon before the Tau in order to establish a defensive perimeter.
Now the two forces clash for supremacy of the area around the Platform. If the cannon falls, it is likely the Tau Empire will be able to slip more forces onto the planet. Will the Tau be able to achieve there mission and secure the drop zone? Or can the Crimson Fists hold the line and the defenses of the proud chapter's home world?
Crimson Fists
HQ
Pedro Kantor
Jurgen Reltih (Lysander "counts as")
ELITES
Assault Terminators
Sternguard Veterans
TROOPS
Tactical Squad
Tactical Squad
HEAVY SUPPORT
Land Raider Crusader
Land Raider Crusader
Tau Empire
HQ
Shas'O
ELITES
Crisis Suit "Fire Knife" Team
Crisis Suit "Fire Knife" Team
Crisis Suit "Sunforge" Team
TROOPS
Fire Warriors
Fire Warriors
Kroot Mercenaries
FAST ATTACK
Path Finder Team
Path Finder Team
HEAVY SUPPORT
Hammer Head "Rail-Head"
Hammer Head "Rail-Head"
Both lists were created for experimenting new Army feels.
This is our first Battle report so please pardon the crudeness. You may need to turn up the volume on this one. Cheers!
Sunday, February 7, 2010
For the love of the game
Sorry it's been over a week since we posted everything, but it's been a week where we've had some interesting developments and had some time for thinking about, if not playing, 40k.
I'm a competetive person at heart and that can come back to bite me in this game. I always try to punch in and bring the best list and plan I can to the table. I see it as a matter of respect between players. I bring the best I can because I believe you will as well. Let us remember that, though we never intend to, we can royally screw up and destroy our own game plan with simple mistakes. Realizing when you make a mistake and being able to accept when you do is a major part of playing 40k.
Just yesterday I played a game against a long time friend of mine and relative newcomer to 40k. I prepared my list, deployed and took second turn, fully expecting to clober him. Hubris, as the Greeks would say, got the best of me. I started to lose my temper when my friend's tankbustas paid for themselves in phenomenal fashion destroying a hammerhead and devilfish on the first two turns of the game, putting a severe crimp in my game plan. To further compound my problems, my positional relay (allows one unit to arrive from reserves on a 2+) failed for the first two turns it could work for the second game in a row. At this point I had half a mind to concede the game and sacrifice my pride. It was around that time I remembered that I had set up first, was taking the bottom of the turn and had attempted to seize the initiative, not realizing that I was entitled to the top of the turn order and had been playing the entire game wrong.
I finally composed myself, if about four turns too late, and decided to give my friend the best possible game I could with what I had. I managed to use my crisis suits' mobility to nip away at his footslogging waaagh! and fight my way into contest points at the end of the game. The first part went well, but I lost both of the combats I needed to win but that is no surprise for a Tau player.
The reason I tell you this story is hopefully you can gain something from my poor sportsmanship and not be like me. Remember that it is just a game of plastic spacemen and not a way to measure your worth as a human being. Have a few drinks (if of legal age), relax and spend some time with your friends. Rules aren't incredibly important, if they do make for decent conversation pieces if you keep it civil and mistakes happen. Barring blatant cheating, relax talk to each other about what you think the other did wrong and why, but play friendly games. There aren't that many spacemen players in the world, so don't make enemies when you could make friends.
But in a tournament game, punch in, raise the black flag and kick ass!
I'm a competetive person at heart and that can come back to bite me in this game. I always try to punch in and bring the best list and plan I can to the table. I see it as a matter of respect between players. I bring the best I can because I believe you will as well. Let us remember that, though we never intend to, we can royally screw up and destroy our own game plan with simple mistakes. Realizing when you make a mistake and being able to accept when you do is a major part of playing 40k.
Just yesterday I played a game against a long time friend of mine and relative newcomer to 40k. I prepared my list, deployed and took second turn, fully expecting to clober him. Hubris, as the Greeks would say, got the best of me. I started to lose my temper when my friend's tankbustas paid for themselves in phenomenal fashion destroying a hammerhead and devilfish on the first two turns of the game, putting a severe crimp in my game plan. To further compound my problems, my positional relay (allows one unit to arrive from reserves on a 2+) failed for the first two turns it could work for the second game in a row. At this point I had half a mind to concede the game and sacrifice my pride. It was around that time I remembered that I had set up first, was taking the bottom of the turn and had attempted to seize the initiative, not realizing that I was entitled to the top of the turn order and had been playing the entire game wrong.
I finally composed myself, if about four turns too late, and decided to give my friend the best possible game I could with what I had. I managed to use my crisis suits' mobility to nip away at his footslogging waaagh! and fight my way into contest points at the end of the game. The first part went well, but I lost both of the combats I needed to win but that is no surprise for a Tau player.
The reason I tell you this story is hopefully you can gain something from my poor sportsmanship and not be like me. Remember that it is just a game of plastic spacemen and not a way to measure your worth as a human being. Have a few drinks (if of legal age), relax and spend some time with your friends. Rules aren't incredibly important, if they do make for decent conversation pieces if you keep it civil and mistakes happen. Barring blatant cheating, relax talk to each other about what you think the other did wrong and why, but play friendly games. There aren't that many spacemen players in the world, so don't make enemies when you could make friends.
But in a tournament game, punch in, raise the black flag and kick ass!