they may be armless and unpainted but their certainly not out of the fight.
as iv been playing more and more fantasy i thought id talk about when i tried out my cold one knights. for 27pts you get ws5 str4 i6 and a 1+ armour save which isnt bad at all they can buy a 50pts standard so you either take ASF for re-rolls as hatred only goes so far!! or you take banner of murder for armour peircing so on the charge u get -4 armour saves which will hammer the hardest of cavelry even the might crushers of khorn will be at a 4+save.
the only addtion i will make is adding malus dark blade constant re-rolls and ignores armour is awesome hes hitting on 3's and wounding on 3's on average or 4's if their bit bigger lol
Friday, 15 February 2013
Sunday, 10 February 2013
rumours
something slightly different today and as the title suggests rumours!! firstly chaos deamons plenty of chatter about wat coming no rules rumours as yet. the preorders will be up end of this month with the codex as its an overhaul of points rules etc. i think the new boy has been given the codex to play with but well see
Wave 1 alongside the codex
Wave 2 penciled in for June
on to tau their hasbeen plenty of rumours about tau being re done and here are some tit bits
not sure about kroot they only got saves in jungles n their not great but well see wat gets changed
so their you have it deamons on the way backed up with plenty of tau goodies
Wave 1 alongside the codex
BloodThirster/Skarbrand (plastic)
Great Unclean One (plastic)
Chariot of Khorne/Herald of Khorne/Khorne Cannonade (anyone remember the old epic Doom Blaster)
Plague Flies of Nurgle
Palanquin of Nurgle/KuGath upgrade/Herald of Nurgle
Fiend of Slaanesh
There is also word of a named Daemon Prince and several smaller finecast models as well.
Wave 2 penciled in for June
Keeper of Secrets/(Named GD of Slaanesh)
Lord of Change/Fateweaver
Furies/(Chaos ground daemons...I've heard this alternate kit unit has an "unstable" rules granting them an extra save, a 12" teleport, and a chance to lose models (determined randomly).
Hounds of Khorne
An all new Tzeentch Flyer... (NOT the Heldrake)
Chariot of Tzeentch/ Flame cannon alt kit)
now looking at both waves wave 2 wont be with us till summer they cover all the models so far so theyll be a model for everything finally and in plastic or finecast. its looking gd for deamons jus need to seewat will happen to the new screamers and flamers ill be annoyed if they go back down to 1 wound or we lose eternal warrior.
on to tau their hasbeen plenty of rumours about tau being re done and here are some tit bits
Psychic Defense
Tau having little presence in the warp, get a re-roll for Deny the Witch.
Tau in Suits get a 5+ Deny the Witch re-rolls with a 5+ is quite gd
Kroot Monster
Expensive and short lived, as its a CC beast the size of a Maulerfiend
Monstrous Creature with Trample Attack: 3d6 causes 2d6 S6 AP6 wounds trample sounds like a warmachine thing with a mix of fantasy thunderstomp!
Uber Suit
Playtest statlines WS3 BS5 S5 T7 W3 I3 A2 L8
Plasma weapon with ignore cover
It's a mobile weapon platform, with rail guns as it's main weapon system, - which can be upgraded to a plasma weapon system or ion cannons. Classified as monstrous creature. 2+/4++ save. It can forgo shooting and movement to gain 2++ save. The Uber can move as jump infantry if it does not shoot it's main weapons. this big guy has been floating round for a few months and after reading these rules he needs an impressive points cost to match these rules
Fire Warriors
BS3 but can be upgraded to BS4 with a 50pt squad leader 50pts for bs4 is great
Ethereals
Grant various army wide special rules, similar to Dark Angel banners thats better than having 2 sacrifice them for prefered enemy
Kroot
Scout, Furious Charge, Move through Cover
Kroot Hounds and Kroot Hawks
Shaper unlocks additional upgrades
Sneaky Kroot (obviously not the name)
An elite type unit that can hide in terrain like Ymgarl Genestealers
not sure about kroot they only got saves in jungles n their not great but well see wat gets changed
Vespid
The maligned bug men are redeemed! Big improvements, weapon range increase, point reduction, hit and run.
vespids were the same pretty much useless but with the new 6th ed rules with the above rules their are plenty of uses for this unit
Fortifications
Deep striking turrets as fortification options. Burst cannons or missile pods options. very good for laying down suppression fire on 1 flank
Stealth Suits
Models unchanged. Have stealth, plus optional drone granting shrouding. stealth and shrouded the ultimate in mobile harrasment lol
Sky Ray
Flakk missiles, plus has orbital bombardment (much like SM version, but with a lingering effect).
orbital blast ability. sky ray has to forgo his full turn
strength X AP 3 (wound on 2+,plasma corrosion, blast) plasma corrosion - any enemy model hit under the blast rolls a d6 every turn for the remainder of the game on a roll of 1-3 the unit or model suffers d6 strength 4 AP5 hits. On a roll of 4-5 the unit suffers 2d6 strength 5 AP 4 hits. On a roll of a 6 the unit is hit with 2d6 strength 6 AP 2 hits with the blind special rule. (these are test rules and subject to change)
flakk missiles is fine each new 6th ed codex has a flakk missile variant both chaos and DA are 175pts ish for 4 missiles with flakk but this other effect seems over the top u only need 2 take 2 of these to cause havoc
Equipment
Drones: Any drone can be used for Look Out Sir rolls for any model in the unit they are attached to.
Markerlights
A single hit increases BS of all other units targeting the victim by +1. Multiple markerlights have no additional effects. OUCH - look out for possible BS:5, Fire Warrior volleys now! Markerlights improve snapfire against marked flyers to 5+ instead of 6, but must first hit the flyer with a 6 themselves.
i was thinking BS 5 fire warriors and here they are not only that im not sure how having no effect from mulitples wil work as it wasa great combo uppin bs reducing cover etc but well see
Networked Markerlights
A longer range twin linked version. Vehicles only. this is an interesting addition andmakes them viable for taking on flyers :)
so their you have it deamons on the way backed up with plenty of tau goodies
Friday, 8 February 2013
2nd challenge results + summary
again for those who arent keeping track of whats happening with this is that im deciding wat makes a top tier list so gd is it simpley the list or is it the player? so far iv played 7 games now and here is a run down of games 6 and 7 i will also add the results of games 8 9 10 to this as well so at the moment its only half finished
Game 6 VS marines
these marines were quite balanced big deathstar unit that was termies with a minotaur special character asault marine with minotaur special character then troops and a contemptor and a stormeagle it was a nice list. we played vanguard strike and kill points at turn 5 the special character was standing and that was it.
game 7 vs dark angels pure death wing army
this was my first game vs the new death wing and it was a gd game. they have some great little tricks +1T for deathwing knights this army i think faired better after id got him 2 spread out n go for my screamers as we were playing the scouring i did damage and took damage but again i manage to survive the attrition.
game 8 vs dark eldar (first round of an 1800pt tourny)
this wasnt easy their was lots of shooting and as iv found out lots of shooting means you give away plenty of points!! the only real bonus is screamers can chew up vehicles with their d3 attack. play agressive shut down the venoms quickly and cut off the support isolate each unit with multiples of ur own and with some luck ull win.
game 9 vs marines (second round of the 1800pt tourny)
this was VS a huge marine army i got them 2 go first and set up first luckily for me he spread his entire army across the board 2 catpure 2 objectives that he placed at either end. i place mine on the left flank(his right) then DS my army into this side and worked on that flank before moving over. i had a few mishaps gave first blood aways with a scatter and had a deamon prince shot down but like with the dark eldar match u flood one flank with multi wound models and most enemies cant respond. it took a few turns but by the end his flank collapsed and i worked my way across to the other.
game 10 vs Blood angels (final of the 1800pt tourny)
this was gunna be hard from the out set he got the re-roll saves hex and 4+ inv for his guys. the mission was annilation with vanguard strike. i played agreessive and dropped down the lord of change 2 flamers 2 screamers and a unit of troops the flamers and screamers were placed near his units 1 unit of screamers were infront of his scouts that were on his far righ flank. he wiped out my flamers and got firstblood with a unit of assault troops with captian and apothecary the terminators tried to assault some flamers as well and the took 4 casualties and failed the charge. i isolated libby and killed him off. he had bad reserve rolls and lost all units before it could come on the board.
Summary
iv lost 1 game and won 9. deamons arent an auto win if they have 2 go first bad scatter and u isolate the most threatening units first you can win. the problem is deamons come packed with multiple units that can fill the most basic roles kill troops kill tanks and with units that can do both equally well it makes 90% of games alot easier also goin for the weakest flank and immidiate threats its not hard to see why deamons are dominating so much right now.
i still need to play eldar and nids as i think these armies have a gd chance of winning
Game 6 VS marines
these marines were quite balanced big deathstar unit that was termies with a minotaur special character asault marine with minotaur special character then troops and a contemptor and a stormeagle it was a nice list. we played vanguard strike and kill points at turn 5 the special character was standing and that was it.
game 7 vs dark angels pure death wing army
this was my first game vs the new death wing and it was a gd game. they have some great little tricks +1T for deathwing knights this army i think faired better after id got him 2 spread out n go for my screamers as we were playing the scouring i did damage and took damage but again i manage to survive the attrition.
game 8 vs dark eldar (first round of an 1800pt tourny)
this wasnt easy their was lots of shooting and as iv found out lots of shooting means you give away plenty of points!! the only real bonus is screamers can chew up vehicles with their d3 attack. play agressive shut down the venoms quickly and cut off the support isolate each unit with multiples of ur own and with some luck ull win.
game 9 vs marines (second round of the 1800pt tourny)
this was VS a huge marine army i got them 2 go first and set up first luckily for me he spread his entire army across the board 2 catpure 2 objectives that he placed at either end. i place mine on the left flank(his right) then DS my army into this side and worked on that flank before moving over. i had a few mishaps gave first blood aways with a scatter and had a deamon prince shot down but like with the dark eldar match u flood one flank with multi wound models and most enemies cant respond. it took a few turns but by the end his flank collapsed and i worked my way across to the other.
game 10 vs Blood angels (final of the 1800pt tourny)
this was gunna be hard from the out set he got the re-roll saves hex and 4+ inv for his guys. the mission was annilation with vanguard strike. i played agreessive and dropped down the lord of change 2 flamers 2 screamers and a unit of troops the flamers and screamers were placed near his units 1 unit of screamers were infront of his scouts that were on his far righ flank. he wiped out my flamers and got firstblood with a unit of assault troops with captian and apothecary the terminators tried to assault some flamers as well and the took 4 casualties and failed the charge. i isolated libby and killed him off. he had bad reserve rolls and lost all units before it could come on the board.
Summary
iv lost 1 game and won 9. deamons arent an auto win if they have 2 go first bad scatter and u isolate the most threatening units first you can win. the problem is deamons come packed with multiple units that can fill the most basic roles kill troops kill tanks and with units that can do both equally well it makes 90% of games alot easier also goin for the weakest flank and immidiate threats its not hard to see why deamons are dominating so much right now.
i still need to play eldar and nids as i think these armies have a gd chance of winning
Tuesday, 5 February 2013
first challenge results !!
now from the previous post i was and still am determined to find out wat makes top tier lists so gd is it because the lists are so unstoppable that no normal list can beat them or is it a combination of player skill as well as superior lists that makes an unbeatable combo!! for those who have randomly clicked and not read the previous posts i have started playing the top tier deamons list with an added blood thirster for extra anti flyer to find out why their so gd. at the moment tho iv been using the baby list for the first 5 games due to the tournament restrictions but for the next one its 1500points full FOC so ill be unleashing chaos!! lol
so iv played 5 games with this list so far and here is the break down
1st game Vs gk
it was a coteaz list and it was taken to turn 7 where the speed of the screamers helped me win being able to move a maximum of 36" a turn is only a smal part of their awesome ness needless to say their was not enough fire power to take down the multi wounded deamons
2nd game VS guard
this was a really nice list he even knew abit about deamons so set up spread across the back of his baord (we played relic and hammer and anvil) he had 3 tanks on the board 1 chimeara 1 punisher leman russ and manticore. i took out the chimeara turn 1 and shot up the unit inside with flamers turn 2 the manticore died so did the unit the punisher killed a unit of flamers but the second unit killed the punisher and finished off hte troops the LOC killed off his vendettas and that was game ended turn 4-5.
3rd game Vs the same army as game 1 (first game was a practice for the tournament i entered sunday and that game 1 is the 2nd game i played)
this time it went very differently it still went to turn 6 but i learnt how gd screamers are at destroying fortifications !! i still took heavy casualties losing 2 full flamer units the screamers are still worth their weight in gold! this game went 2 turn 6 he had 4 guys left in the corner and a fleeing death cult that was it.
4th game VS necrons
this was another gd game 30 immortals 2 characters and a flyer the flyer gave me alot of hassle my LOC refused 2 shoot it and took 6 turns to blow it up wat id learnt by the end is how resilient the deamons really are 30 immortals is impressive shooting power but i decided his right slank was where i would start the attack and focussed on collapsing it before moving on to the middle and by this time i had all units on the board so i cud close on both sides to many targets and then grinded them down untill their was nothing left.
5th game VS necrons
this was a filth filthy list 2 flyers basic troops zandrek and a scarab farm i ended up with -1 t oreserve rolls and lost my LOC on turn 2 it was so bad i cudnt shift the scarabs at all sadface :( lol so at turn 6 it ended with me not being tabled but id lost.
conclussions
so 4 wins 1 loss not a bad start at all 80% win rate. at smaller points i think its the durability of deamons and that each unit can take on multiple roles all the screamers can take on tanks and troops and all the flamers can do the same. this will work out really well as the next tournament is 1500pts so my opponents will have more shooting but il have more units as well well see wat happens game 6-8 then the next month 9-11 is 1750 so it scales really well.
so iv played 5 games with this list so far and here is the break down
1st game Vs gk
it was a coteaz list and it was taken to turn 7 where the speed of the screamers helped me win being able to move a maximum of 36" a turn is only a smal part of their awesome ness needless to say their was not enough fire power to take down the multi wounded deamons
2nd game VS guard
this was a really nice list he even knew abit about deamons so set up spread across the back of his baord (we played relic and hammer and anvil) he had 3 tanks on the board 1 chimeara 1 punisher leman russ and manticore. i took out the chimeara turn 1 and shot up the unit inside with flamers turn 2 the manticore died so did the unit the punisher killed a unit of flamers but the second unit killed the punisher and finished off hte troops the LOC killed off his vendettas and that was game ended turn 4-5.
3rd game Vs the same army as game 1 (first game was a practice for the tournament i entered sunday and that game 1 is the 2nd game i played)
this time it went very differently it still went to turn 6 but i learnt how gd screamers are at destroying fortifications !! i still took heavy casualties losing 2 full flamer units the screamers are still worth their weight in gold! this game went 2 turn 6 he had 4 guys left in the corner and a fleeing death cult that was it.
4th game VS necrons
this was another gd game 30 immortals 2 characters and a flyer the flyer gave me alot of hassle my LOC refused 2 shoot it and took 6 turns to blow it up wat id learnt by the end is how resilient the deamons really are 30 immortals is impressive shooting power but i decided his right slank was where i would start the attack and focussed on collapsing it before moving on to the middle and by this time i had all units on the board so i cud close on both sides to many targets and then grinded them down untill their was nothing left.
5th game VS necrons
this was a filth filthy list 2 flyers basic troops zandrek and a scarab farm i ended up with -1 t oreserve rolls and lost my LOC on turn 2 it was so bad i cudnt shift the scarabs at all sadface :( lol so at turn 6 it ended with me not being tabled but id lost.
conclussions
so 4 wins 1 loss not a bad start at all 80% win rate. at smaller points i think its the durability of deamons and that each unit can take on multiple roles all the screamers can take on tanks and troops and all the flamers can do the same. this will work out really well as the next tournament is 1500pts so my opponents will have more shooting but il have more units as well well see wat happens game 6-8 then the next month 9-11 is 1750 so it scales really well.
Saturday, 2 February 2013
painting - screamers
so iv allways enjoyed painting and playing deamons theie jus such a kool looking army so with that in mind i decided to try blending on my screamers so here is blending by a begginer for begginers!!!
firstly heres wat ill be using
regal blue and liche purple
blue and purple wash
ultra marine blue (highlight)
first i decided how i wanted the end model to look which is blue in the middle hten goin to purple at the end an bottom of the fins with that in mind i did this
for blending ull need a wet pallette or equivelent as ill be adding purpl to the blue to the point where it becomes purple in this next picture iv added a slight amount of purple to the blue so that u can see the purple comming out of the blue
dont forget to do the same underneath!!!! u may need to use a few layers to build up the colours orless if u want 2 create a patchy pulsing look to the colour. after this i added more purple
now u can see the blue has gone completely and u can see the steps blue bluey/purple finally purple. finally wash the middle blue section with blue then the other sections with purple this will help tie all the colours to gether and u end up with something like this
the transition is not a smooth as it probably should be but this is my 2nd attempt but u can still see colours and im still happy with it
firstly heres wat ill be using
regal blue and liche purple
blue and purple wash
ultra marine blue (highlight)
first i decided how i wanted the end model to look which is blue in the middle hten goin to purple at the end an bottom of the fins with that in mind i did this
for blending ull need a wet pallette or equivelent as ill be adding purpl to the blue to the point where it becomes purple in this next picture iv added a slight amount of purple to the blue so that u can see the purple comming out of the blue
dont forget to do the same underneath!!!! u may need to use a few layers to build up the colours orless if u want 2 create a patchy pulsing look to the colour. after this i added more purple
now u can see the blue has gone completely and u can see the steps blue bluey/purple finally purple. finally wash the middle blue section with blue then the other sections with purple this will help tie all the colours to gether and u end up with something like this
the transition is not a smooth as it probably should be but this is my 2nd attempt but u can still see colours and im still happy with it
Friday, 1 February 2013
new deamons list thoughts etc etc
now as a general 40k player i try to stay away from the instant choices in each codex and put together a viable list with out the key units the internet says will work.
and iv managed that with most of my lists some times raw killing power is lost due to awesome models etc etc but generally i do ok. with rumours off a new deamons codex shortly on the horizon i decided to set my self a challenge and here it is
HQ
lord of change
bloodthirster
might
blessing
Elites
flamers x6
flamers x6
flamers x6
Troops
plague bearers x10
plague bearers x5
plague bearers x5
FA
screamers x8
screamers x8
screamers x8
now those who read net lists rumours tactics articles will see this is pretty much a net a list and their right it is. so people may be wondering where the challenge is in playing a net list. well here it is i was speaking to a freind of mine about top tier lists and what makes them so powerfull is it the skill of the player OR the list or a mixture of both. now the answer is to try 1 and find out as currently i do well with a chaos marine list in small tournaments 20 people 5-10 roughly so if i take deamons and i start winning regularly then it maybe the list that has made me better although i fel im in no way a bad player to begin with.
first thoughts i have a baby version of this for a 1k tournament and here is what iv found ill talk thru each unit and break down wat theyll do or did lol
HQ
lord of change is mainly flying harrassess flyers with vector strike and bolt can also go for quad guns etc
blood thirster will do the same but much more reliably with str8 thats only 4's to glance much better than 6's lol he can also tie up the death stars and jump around being a distraction so my other untis can harrass without being tied up
elites
flamers becarefull with these i found out last nite 2 wounds if gd but a 5+ save isnt lol stay away from things like coteaz go for a weak flank and work ur way down their also gd as blockers for the troops if u can wring a troop unit from a slow moving unit then can wall of death if their stupid enough to charge. also putting flamers near tanks is quite gd as most tanks so u hide behind the wreckages!
Troops
are crap lets face it their terrible BUT if u take strategic traits stealth ruins makes them alot better +3 cover with 5+fnp is awesome also u have 2 small 5 man units to stay on ur side of the board then the 10 man to try and get an opponent objective
FA
screamers are the icing on this evil cake these guys are amazing use them to harras big units or vehicles either way their awesome heres how i used htem last nite
VS troops turbo boost over a squad u will be charging to do d3 hits per screamer at str4 that shoud significantly reduce the units strength if their stronger use another unnits and slash them agen
turbo boosting is really important 1 u can move 36" a turn 2 u can attack 3 u get a 3+ inv save
then charge also if u can charge with 2 units i would suggest doing that as well as you get hammer of wrath attack before the combat starts so if we take hte big unit above 8d3 before combat then up2 8str5 hits before combat starts
against vehicles str5 armour bane and ap2 means that with 2 dice u can easily glance av12 but the number of attacks means u can risk going for higher av with certainty ul do some damage
final thing as these are the CC monsters remember allways turbo boost 3+ inv with 2 wounds makes them very hard 2 shift especially in big units
final thing deamonscause fear !!!!
and iv managed that with most of my lists some times raw killing power is lost due to awesome models etc etc but generally i do ok. with rumours off a new deamons codex shortly on the horizon i decided to set my self a challenge and here it is
HQ
lord of change
bloodthirster
might
blessing
Elites
flamers x6
flamers x6
flamers x6
Troops
plague bearers x10
plague bearers x5
plague bearers x5
FA
screamers x8
screamers x8
screamers x8
now those who read net lists rumours tactics articles will see this is pretty much a net a list and their right it is. so people may be wondering where the challenge is in playing a net list. well here it is i was speaking to a freind of mine about top tier lists and what makes them so powerfull is it the skill of the player OR the list or a mixture of both. now the answer is to try 1 and find out as currently i do well with a chaos marine list in small tournaments 20 people 5-10 roughly so if i take deamons and i start winning regularly then it maybe the list that has made me better although i fel im in no way a bad player to begin with.
first thoughts i have a baby version of this for a 1k tournament and here is what iv found ill talk thru each unit and break down wat theyll do or did lol
HQ
lord of change is mainly flying harrassess flyers with vector strike and bolt can also go for quad guns etc
blood thirster will do the same but much more reliably with str8 thats only 4's to glance much better than 6's lol he can also tie up the death stars and jump around being a distraction so my other untis can harrass without being tied up
elites
flamers becarefull with these i found out last nite 2 wounds if gd but a 5+ save isnt lol stay away from things like coteaz go for a weak flank and work ur way down their also gd as blockers for the troops if u can wring a troop unit from a slow moving unit then can wall of death if their stupid enough to charge. also putting flamers near tanks is quite gd as most tanks so u hide behind the wreckages!
Troops
are crap lets face it their terrible BUT if u take strategic traits stealth ruins makes them alot better +3 cover with 5+fnp is awesome also u have 2 small 5 man units to stay on ur side of the board then the 10 man to try and get an opponent objective
FA
screamers are the icing on this evil cake these guys are amazing use them to harras big units or vehicles either way their awesome heres how i used htem last nite
VS troops turbo boost over a squad u will be charging to do d3 hits per screamer at str4 that shoud significantly reduce the units strength if their stronger use another unnits and slash them agen
turbo boosting is really important 1 u can move 36" a turn 2 u can attack 3 u get a 3+ inv save
then charge also if u can charge with 2 units i would suggest doing that as well as you get hammer of wrath attack before the combat starts so if we take hte big unit above 8d3 before combat then up2 8str5 hits before combat starts
against vehicles str5 armour bane and ap2 means that with 2 dice u can easily glance av12 but the number of attacks means u can risk going for higher av with certainty ul do some damage
final thing as these are the CC monsters remember allways turbo boost 3+ inv with 2 wounds makes them very hard 2 shift especially in big units
final thing deamonscause fear !!!!
Subscribe to:
Posts (Atom)