Monday, 5 October 2009

Emailage...

EMAIL from Hod:

This is the list I am running and its to the theme of Saim-Han. I am using an army of what I got painted up and ready to play but would like to know what your plans for expansion would be. I am making a bike council but trying to make warlock bikers is difficult. I am still in the process of making my mech eldar but the army I built and painted was towards the end of 4th. I can handle most other lists but my problem stems from fighting Nidzilla as I lack any real killing power outside of the prisms.

2000 Pts

HQ: Farseer (1#, 205 Pts)
1 Farseer @ 205 Pts
Unit Type: Jetbike Infantry; Psyker; Doom ; Fortune ; Guide ; Turbo-boosters; Ghost Helm (GH); Rune Armour (RAmr); Runes of Warding (RofWard); Runes of Witnessing (RofWit); Spirit Stones (P:SpStn); Eldar Jetbike (EJB); Shuriken Pistol (Sp); Witchblade (WB); TL Shuriken Catapult (TL-Scat) (x1)

HQ: Farseer (1#, 205 Pts)
1 Farseer @ 205 Pts
Unit Type: Jetbike Infantry; Psyker; Doom ; Fortune ; Guide ; Turbo-boosters; Ghost Helm (GH); Rune Armour (RAmr); Runes of Warding (RofWard); Runes of Witnessing (RofWit); Spirit Stones (P:SpStn); Eldar Jetbike (EJB); Shuriken Pistol (Sp); Witchblade (WB); TL Shuriken Catapult (TL-Scat) (x1)

Troops: Guardian Jetbike Squadron (6#, 152 Pts)
6 Guardian Jetbike Squadron @ 152 Pts
Unit Type: Jetbike Infantry; Turbo-boosters; Eldar Jetbike (EJB); Shuriken Cannon (SCan) (x2); TL Shuriken Catapult (TL-Scat) (x4)

Troops: Guardian Jetbike Squadron (6#, 152 Pts)
6 Guardian Jetbike Squadron @ 152 Pts
Unit Type: Jetbike Infantry; Turbo-boosters; Eldar Jetbike (EJB); Shuriken Cannon (SCan) (x2); TL Shuriken Catapult (TL-Scat) (x4)

Troops: Guardian Jetbike Squadron (7#, 205 Pts)
6 Guardian Jetbike Squadron @ 205 Pts
Unit Type: Jetbike Infantry; Turbo-boosters; Eldar Jetbike (EJB); Shuriken Cannon (SCan) (x2); TL Shuriken Catapult (TL-Scat) (x4)
1 Warlock @ [53] Pts
Unit Type: Jetbike Infantry; Psyker; Embolden ; Turbo-boosters; Rune Armour (RAmr); Eldar Jetbike (EJB); Shuriken Pistol (Sp); Singing Spear (SSpr); TL Shuriken Catapult (TL-Scat) (x1)

Troops: Guardian Jetbike Squadron (3#, 76 Pts)
3 Guardian Jetbike Squadron @ 76 Pts
Unit Type: Jetbike Infantry; Turbo-boosters; Eldar Jetbike (EJB); Shuriken Cannon (SCan) (x1); TL Shuriken Catapult (TL-Scat) (x2)

Troops: Guardian Jetbike Squadron (3#, 76 Pts)
3 Guardian Jetbike Squadron @ 76 Pts
Unit Type: Jetbike Infantry; Turbo-boosters; Eldar Jetbike (EJB); Shuriken Cannon (SCan) (x1); TL Shuriken Catapult (TL-Scat) (x2)

Fast Attack: Vyper Squadron (2#, 195 Pts)
1 Vyper Squadron @ 195 Pts
1 Vyper @ [80] Pts
Spirit Stone (V:SpStn); Scatter Laser (SctL); Shuriken Cannon (SCan)
1 Vyper @ [115] Pts
Holo-Field (Vehicle) (H-F); Spirit Stone (V:SpStn); Scatter Laser (SctL); Shuriken Cannon (SCan)

Fast Attack: Vyper Squadron (2#, 205 Pts)
1 Vyper Squadron @ 205 Pts
1 Vyper @ [85] Pts
Spirit Stone (V:SpStn); Missile Launcher (ML); Shuriken Cannon (SCan)
1 Vyper @ [120] Pts
Holo-Field (Vehicle) (H-F); Spirit Stone (V:SpStn); Missile Launcher (ML); Shuriken Cannon (SCan)

Heavy Support: Fire Prism (1#, 175 Pts)
1 Fire Prism @ 175 Pts
Holo-Field (Vehicle) (H-F); Spirit Stone (V:SpStn); Star Engines (SE); TL Shuriken Catapult (TL-Scat); Prism Cannon (PC)

Heavy Support: Fire Prism (1#, 175 Pts)
1 Fire Prism @ 175 Pts
Holo-Field (Vehicle) (H-F); Spirit Stone (V:SpStn); Star Engines (SE); TL Shuriken Catapult (TL-Scat); Prism Cannon (PC)

Heavy Support: Fire Prism (1#, 175 Pts)
1 Fire Prism @ 175 Pts
Holo-Field (Vehicle) (H-F); Spirit Stone (V:SpStn); Star Engines (SE); TL Shuriken Catapult (TL-Scat); Prism Cannon (PC)

MY REPLY:

First thing's first - Holo Fields on Vypers. Have to confess, this is a pet hate of mine, for two main reasons:
1) Cost. It's only 15 points less than a new Vyper. If it increased survivability more than another Vyper, it'd perhaps be worth the expense, but when you're paying that 70 points on them you could just get a 3rd Squadron, which presents more threats to the foe. Of course, I'm not a huge fan of Vypers at all, but let's work with what you have for now.
2) Survivability. A Vyper has paper-thin armour, suffers from the Squadron rule, and is Open-topped. These factgors combined make your Vypers no more survivable than the proverbial snowball when the opponent turns his fire to them - while H-Fs mitigate a serious amount of this hate, there's a 0.11111 chance of them downing a Falcon with H-Fs, compared to a .54762 chance of a Vyper being obliterated. Remember, that's WITH the bloody upgrade. lol

Next: Spirit Stones on same. In a squadron, these have no effect. If one gets shot down, odds are the other isn't far enough behind to warrant the expense.

Holo-Fields on Fire Prisms. I've done my math for the day (;)) but these are unnecessary, overall. Slightly increased chance of Weapon Destroyed is bad, especially when you have no underslug Cannon as back-up to the primary weapon. Star Engines are also bad, because if you can't fire you are either a guided missile or dead, and you cannot Ram with Star Engine moves. As fond of them as Fritz is, preventing Turn 5 contesting isn't rocket science.

Small Jetbike Squads are flexible, allow multiple Objective Grabs and contests, and are incredibly vulnerable to enemy fire. As you've no doubt surmised, I favour consolidating into two ten-man units with EmboldenLocks, with the other units kept around 6 where possible to act as harrying units.

Farseers, you can get away with dropping the second RoWard. Not ideal, perhaps, but oft necessary to scrounge points.

Sp far, just dropping the superfluous upgrades nets us 270 points. We will also swap the Spirit Stones on the Fire Prisms for Cannons, for that back-up punch, and for anti-Horde, light vehicle and MC duty. Benefits all round. Note that you are happy not to use them in 75%+ of games, as being unshot is better than being in range to administer a full barrage. So, with the points banked, we look at what we are lacking in the list...

No CC element:

Given the mobility and multiple Scorinbg Units, this may be something that does not require attention. Gloss over this falw for now, to look at later.


Non-Optimal Survivability in Jetbike Squadrons:

Addressed above. Will be corrected in suggested list below.


No serious anti-tank threat:

This is a serious issue. While those 60" S10 AP1 hits from a Fire Prism are delightful, you can only have one such shot per

i
turn...this makes killing massed armour a serious problem for the list. The Witchblades/Singing Spear are very good at it, but too few in number and short of range to really be adequate for this role alone (Prisms not withstanding) - while the mass of S6 from the Bikes also contributes to Light and Meduim Armour's death, it is inadequate against AV13+, and too sparse to mean that you won't be shooting the same target with multiple units of your own. The best solution is, as always, Fire Dragons. Seer Councils are adequate for the job, but far from ideal, to my mind, given the disparity in cost between these options. Unfortunately, only one unit of Draogns would be easily neutralised by the foe, forcing us to 'double-up' on them in order to maintain and indeed enhance effectiveness. The bare minimum for this unit is 180 points, so 2 of them is 360...a mite over our budget. Hmmmm. Perhaps there's a way around this issue? Especially given that adding 2 Wave Serpents, while a positive step, only takes the total Grav Tanks to 5, which is not nearly enough to present the wall of armour that is so appealing. With only two different things for the foe to shoot, it would also pose less of a Target Priority headache for the foe - though we will assume a competent player who makes his primary judgement on what is likely to lead to a better excecutin of his battle plan, instead of someone driven purely by vendettas over prior games, or somesuch.
Anyway, in order to overcome this issue, we have to take a step back, and look for other ways to introduce Trnsport Capacity to the list. The easiest/best way to wangle this is simply to replace the Prisms. Since we need to moount-up two units, 2 Falcons are subbed in for Prisms. A Falcon with Scatter Laser and Shuriken Cannon is neatly cheap...but if being used to deliver Dragons the Holo-Fields are once again necessary...taking cost to 165 points. Being 40 points mopre than the Prisms at this juncture means we are left on 80 less than original budget, down from 260 to...180. Awesome. More than enough to add the Dragons to ride inside.


SO, the list we have at the minute looks like this;

Farseer;
Doom, Fortune, Guide, Jetbike, RoWard, RoWit, Spirit Stones. - 205

Farseer;
Doom, Fortune, Guide, Jetbike, RoWit, Sirit Stones. - 190

GJB Squadron;
10 Guardian Jetbikes; 3 Shuriken Cannons, Warlock:Embolden, Singing Spear. - 303

GJB Squadron;
10 Guardian Jetbikes; 3 Shuriken Cannons, Warlock:Embolden, Singing Spear. - 303

Fire Prism;
Prism Cannon, Shuriken Cannon. - 125

Falcon;
Shuriken Cannon, Scatter Laser, Pulse Laser, Holo-Fields, Spirit Stones. - 185

Falcon;
Shuriken Cannon, Scatter Laser, Pulse Laser, Holo-Fields, Spirit Stones. - 185

Fire Dragons Squad;
5 Fire Dragons: Fusion Guns, Melta Bombs. - 80

Fire Dragons Squad;
5 Fire Dragons: Fusion Guns, Melta Bombs. - 80


So far, 1496, and not a terrible 1500 point list. However, we have an additional 500 points to fill, and no CC element, as well as the GJB squads we want to put back in.

6 Guardian Jetbikes;
2 Shuriken Cannons. - 152

6 Guardian Jetbikes;
2 Shuriken Cannons. - 152

That's 1798, and leaves us room for 8 Harlequins, Troupe Master (with Power Weapon), Shadowseer, and 6 Harlequins' Kisses - exactly 200 points.
Only deploying 8 threats isn't ideal, but is fine, despite the fact you ahd ten before, becasue now we have the additional threats in the Dragons, and the much more potent GJB Squads. The Harlequins also add a different dimension to the play that you could have struggled with before. Despite their Rending attacks and Hit and Run, their main use will be to target larger units (Ork Boyz etc) that they can overwhelm with their great number of attacks, instead of relying upon the Armour Ignoring properties they possess.

Spellcheck refuses to work I'm afraid. Friend's computer, blame him. lol

WolFaq

Wolves FAQ

FIRST, READ DISCLAIMER IN PREVIOUS POST!!!! lol
Essentially, this is an uncut, Designers Notes-style post from me. Apologies for the mess...I WILL tidy it up eventually.

KPs and Wolf Guard -

The models physically leave the unit, becoming members of the unit they join - the WG models are still Elites if the rest of the squad is killed, however. They count as a KP when they + unit die, not ever otherwise. Only one KP for all of them. Examples:

3WG, one doesn't join a squad, 1 joins BCs, one into GH. Ghs+WG=1KP. BCs+WG = 1KP. Lonely WG = 1KP.

With Logan, they MUST be Troops, so ALWAYS Score, if the last model in the unit. If the unit survives (eg, One Stormclaw + Wolf Guard at end of game) they don't score, as Stormclaw is FA. If SC dies, WG Scores. See KP above.

Fleeing SW units become Fearless thanks to Logan? No, ICs can never join a Fleeing Unit.

Ulrik's Mentor ability: Yes, Dreadnoughts. Any model with a WS characterisitic, but is not Unique. In the army =/= Space wolf, mr GKT, or SoB.

Chooser of the Slain: Smaller than the Rune Priest = lesser height, and no larger base.

Psychic Shooting Attacks count.

Daemon models = Models chosen from Codex:Daemons with the Daemon Rule, excluding Soulgrinders. Also includes Possessed, Chaos Spawn, CSM Daemons (both), Avatars, adn anything elsel labelled a Daemon in a unit description.

Thunderclap = not over models, but centred on open ground = ok.
Living Lightning = roll after pshychic Test.
Storm Caller = Until the beginning of the Space Wolves' next turn.
If he dies, the power doesn't cease to have any effect.
Tempest's Wrath: See Storm Caller.
Fury otWS: Either. Both = 1 Morale Check.
Jaws: Yarrick, WBB? No. Don't be stupid. Model = model, not unit. No Allocation step, literally allows sniping. Walkers and Artillery are indeed immune.

Acute Sense, Counter-Attack: See the USRs of the same name.

ERRATA: Page 24, last sentence of ATSKNF, replace Space Marine with Space Wolf.

CLARIFICATION: Charge = Assault.

Headstrong: Measure at the start of the Shooting Phase. Note this means you may not declare a Shooting or Run action to attempt to bypass the rule. Chasing Cars is a good song, but not a good idea. Bad Dog. Bear in mind LOS is NOT required. Acute Senses etc.

Behind Enemy Lines: Player's Left/Right - this refers to the table as looked at from behind your deployment zone, facing the opponent. You may not walk around the table, or turn around, in order to gain from this rule. You dick.

Long Fangs: No, you can't shoot a Transport's Cargo with half the squad. Learn to Read Rules.

Pack of One: This rule should read: Other Space Wolves recognise the right of their brothers to seek a glorious end ot their saga upon the battlefield. Each lone Wolf is a lone-man unit that can never be joined by an Independant Character. Note, as they are not Independant Characters either, they may not join units.

Fang of Morkai: This refers to any unit joined by the Wolf Priest.
Oath of War: The unit types are as follows; Infantry, Jump Infantry, Jet Infantry, Artillery, Monstrous Creature, Vehicle, (note that only vehicles with a WS are affected), Beasts, Cavalry, Bike, Jetbike.

ServoArms do not benefit from Counter-Attack, or Assaulting, or anything else. Similarly, they are never affected by Defensive Grenades, or Defend.

Living Relic: This may take the total number of Objectives to 6 or more. "In contact" means touching.

Anvil Shield: No, not only when you charge. Any assault.

The Last Laugh: Not optional.

Pelt of the Doppegangrel: Either; Play him as an IC in CC only, or, this rule has no effect until his squad dies.

Runic Terminator Armour: He only gets the 4++ when equipped with this item.

Howling Cyclone: Fearless Units are immune. As are Vehicles.

Living Hurricane: Only Infantry, not Bikes, Jump Infantry etc. Also, this refers to 'Game Turn' therefore only applies if Space Wolves go first.
Driving Gale: Again, no effect if Wolves go second. Kinda like it forces you to take Bjorn as well. Teh Suckz.

Lord of the Wolfkin: Not unmodified. Ie, if they lose CC, they're still going to run.

War Howl: This must be declared before checking to see if the enemy is within Assault Range, Impetuous or not. Also, don't forget COunter Attack does not trigger Furious Charge.
Insane Bravado: Counter-Attack =/= Launching an Assault.

The High King: As it says, activate at the start of GAME TURN, then it ends at the end of PLAYER TURN. So, as with Njal, you have to go first.

Wolf Claws: Since there is no Close Combat Phase, declare which option at the beginning of the Assault phase instead.

Thunderwolf Mount: Note, you cannot use Rending in conjunction with a Power Fist etc. but as yuor normal attacks gain this Special Rule, they can be used instead.

Wolftooth Necklace: As it does not affect the opponent's WS, their 'To Hit' roll is worked out normally.

Mark of the Wulfen: Looks like your normal Attacks are GONE, replaced by the Rending ones. If so, that means you can't use Wargear to make other attacks, so don't waste the points...

Saga of The Iron Wolf: The additional d3" is counted for purposes of determining how many weapons may be shot by the vehicle this turn etc. It may not be used to move 0"+D3, or if the vehicle is unable to move for any reason.

Saga of the Hunter: As only the Character gains the 'ability to outflank' any squad he is attached to does not gain said ability, or any non-Dedicated Transport he is in. Since none of the HQs can HAVE a Dedicated Transport...Note though that I consider the Stealth USR transferable - if one member of a Squad has it, they all do until that guy dies. See CSM Icons for precedent. This means, for example, a unit of Wolf Scouts, and accompanying WGBL with SotH, will usually have a 3+ Cover Save, and can use either their Infiltrate or Scouts USRs to Outflank. This can be done even though those USRs are usually lost when joined by an IC without them, as they 'sacrifice' that ability for the opportunity to Outflank.

ERRATA: Page 96, Flamestorm should read Flamestorm Cannon.

Saga of the Bear's Oath: Obvioulsy a fluff question rather than rules, but I assume it means a Special charcater or model with the IC rule. If no such enemy exists (eg Nids) then a Monstrous Creature would surely do.

The Leader of the Pack (Do you want to be in my gang, my gang, my gang...): Sigh. A lot of misinterpretation of this one already, primarily (In My Experience) by morons on BoLS. Let's read the sentence that matters, together. "To represent this, no two characters may bear the same saga" Okay, so far so good - no two characters may have the same Saga...unless they're SCs, which is made clear on page 64, instead of 81 that I'm quoting now. Clever, that Phil Kelly bloke, repeating one of Pete Haines' biggest mistakes. Anyway, to resume..."nor may they bear the same psychic powers or wargear combination." Right. That's really clear to me, but let's break it down.

'Or' is the same as '/' and so can be represented as such. So, we paraphrase - "the same psychic powers/wargear combination"...from this phrasing it is clear that the word combination refers to both subjects of the sentence fragment - psychic powers AND wargear. You cannot, therefore, have the same combination of either of these things. Two Rune Priests with Living lightning and Jaws? No. Some people who are stupid enough/ignorant enough/haven't put any serious thought into it claim the following sentence "Space Wolves are far too individual and proud for such unimaginative tactics!" overrides my argument, which is based on logic, facts and a basic understanding of the English Language. For them, fluff decides rules, when there is a contradiction Fluff always wins, even if that directly contravenes RaW, or the writer's actual Intent. *Gasp* Yes, I went there. I'm not going to bother getting into a debate about how you have no possible way of knowing ther Writer's Intent better than I, and therfore if I believe it is this way my claim that's what 'Common Sense' dictates, or 'Fluff proves' you cannot say I am wrong, merely that you disagree. Opinions based on neither evidence nor lack of evidence aren't ever wrong - perhaps 'morally wrong' but this changes from country to country and even person to person. Sociopaths rarely think what they did is wrong. Just because a majority does doesn't necessarily make them right. You can't claim your interpetation of fluff any more valid than mine, ever, because GW actively encourage us to make up our own - even if it contradicts 'official' material. A certain (much derided) chapter of Female Space Marines comes to mind...

Anyway, in this ONE case at least, we can PROVE the intent of the author. Look, if you please, at Njal Stormcaller. This beefy chap has all of the Wolf Powers. ALL OF THEM. Are you genuinely claiming Phil Kelly wanted it to be the case that if he were selected NO OTHER RUNE PRIESTS COULD BE PLAYED??!!!!!?

Hopefully when the obligatory BatRep where Wolves win in White Dwarf will feature Njal and another Priest, just to show you. Games Workshop have gotten over the ridiculous idea of limiting Special Characters - they want the models to sell, so they want them to be used a lot. Who wants to use one that, great as he is, is inferior to 2 other priests that you cannot use with him in the list??


Axe Morkai: If at least one of his Attacks is made as a Frost Blade, they all strike at I5. No, I'm kidding. It's really simple. Note that you can, as an IC, split attacks between unit, so can split them along any lines required, as long as you do not exceed the maximum number you have available.



BITS I ripped from BoLS version...

Q4: If I have multiple Runic Weapons can I make multiple checks to nullify a psychic power?
A4a: No, you may only make a single Runis Weapon attempt to nullify a psychic power.
A4b: It doesn't say you cannot, as it does for Librarians' Psychic Hoods.


Wolves were able to successfully invade Prospero. Defeating Magnus' Legion of Srcerors = Shutting Psykers down totally. GW will, however, certainly rule against my interpretation.

Q5: Can Njal Stormcaller's Staff of the Stormcaller and a Rune Priest's Runic Weapon both be used to attempt to negate a psychic power? Can I choose to use a Psychic Hood (from an allied Inquisitor or Grey Knight) and a Runic Weapon (or Staff of the Stormcaller) to get multiple attempts to negate a psychic power.
A5: No and no. You can only attempt to negate a psychic power once.

While consistent with above, I disagree, for above reason. I say a categorical 'yes'.



Q9: Does a vehicle count as a "friendly squad" for Storm Caller? Does a single model unit (e.g., a Lone Wolf or Independent Character) count as a "friendly squad"?
A9: Units are defined clearly in the rules. Squad is used in place of 'unit' as are' mob', 'brood' and other analogous terms many times. It's very clear.

Q10: Does a unit that deployed via Deep Strike in a previous turn (but is not a skimmer, jetbike or jump infantry) continue to treat terrain covered by Tempest's Wrath as difficult and dangerous in subsequent turns?
A10: No. Tempest's Wrath only hinders units deployed via Deep Strike on the turn (or turns) they arrive from Deep Strike. Read the rule.

Q11: Does a unit that has taken a casualty from Fury of the Wolf Spirits have to take an immediate Morale check? Or is this Morale check taken at the end of the phase (i.e., a test caused by casualties or one caused by tank shock)?
A11: The Morale check caused by Fury of the Wolf Spirits is taken at the end of the phase in the same manner as one caused by normal shooting casualties. If the target unit also took 25% or more casualties, it only takes a single Morale check. -- clarified (thanks kenoh) - Not so. No basis in the rules for this call - units can frequently be called upon to take multiple morale-based checks in one phase. As a result, ofc they take two. Who cares, if you're on foot you're either LD9+, Fearless, or Fail.

Q12: Does Murderous Hurricane require the power to hit or wound its target to "affect" them? A12: No, a targeted unit is affected by Murderous Hurricane even if the power fails to hit or wound. Again, just read the rule.

Q14: Does Jaws of the World Wolf require line of sight? Does it ignore terrain that blocks line of sight (i.e., impassible terrain)?
A14: Yes. As a psychic shooting power, Jaws of the World Wolf requires line of sight. The Rune Priest must have line of sight to every model affected by the power. But terrain is completely ignored for purposes of determining line of sight for the power (even impassible terrain). Bollocks.

Q16: Can Fenrisian Wolves bought as wargear (i.e., using the Loyal Companions rule) ride in a Drop Pod with their owner?
A16: How? When bought, they form a unit with the character, preventing them from using their IC status to join a squad. They can't buy their own pod, so...

Q17: Does Bjorn's Ancient Tactician rule require for both dice to be re-rolled to determine who picks their deployment zone first? Or does the Space Wolves player re-roll his die? Or can the Space Wolves player choose which die is re-rolled?
A17: The rule says "dice", BUT Games Workshop frequently use this to refer to a single die - so common sense dictates that only the Bjorn player re-rolls. That, and the fact that no tangible advantage is gained from the corollary...

Q18: Arjac Rockfist is an upgrade character (i.e., does not have the Independent Character rule), so does he confer the Stubborn ability to his unit?
A18: Yes, the squad benefits from Arjac's Stubborn rule. Only if you interpret Telion as conveying the 'Stealth' rule to his unit.

Q19: Since Lukas the Trickster is an upgrade character (i.e., does not have the Independent Character rule) enemy attacks cannot be directly allocated against him. How does Pelt of the Doppelgangrel work?
A19: The rule is very explicit that Lukas must be directly targeted. So the Pelt of the Dopplegangrel isn't going to come into play until Lukas can be targeted directly (e.g., the only model left in the squad or he's a single model attached to one or more Independent Characters).

Q20: If Lukas the Trickster is in base contact with an embarked transport when he would be removed from play (and wins the roll-off) what happens to the embarked unit when the transport is removed from play?
A20: There's no way to disembark from a model that's been removed from play, so the occupants share the fate of the transport and are removed from play.

Q21: Does Ragnar Blackmane's Insane Bravado work if his unit Counter-attacks?
A21: No, Insane Bravo only works when Ragnar assaults.

Note: This was another issue that went 'round-and-'round. The final decision was that restricting Insane Bravado to the actual assault was more consistent with rules like Furious Charge and Berserk Charge. - Unneccessary. The Counter-Attack USR specifically prevents this with no need for clarification.

Q23: Does a model with a Wolftooth Necklace always hit vehicle without a WS on a 3+?
A23: No, the bearer must against a model with a WS benefit from the Wolftooth Necklace. - Again, explicit.


Q26: Can Wolf Guard units in an army led by Logan Grimnar fill both Elite and Troops slots?
A26: Yes. An army led by Logan Grimnar can take Wolf Guard units as either Elite or Troops choices. - Bullshit, as with the Wolves question that was too dumb for words.

Surfing the Inter(mittent)net...

Well, my home Internet is down and out atm, completely kaput. Until I get a new Router, hopefully before next Monday, I'll be largely unable to post to all, sadly.

Sadly, this means I'm not going to post up part two of the previous 'Etiquette' post until I've got the ability to give regular feedback - sorry, you just have to wait. In the meantime, an army review I've been sitting on for about two/three weeks, but kept getting distracted from posting...

That and my version of the Wolf FAQ. Bear in mind, it's rough and ready, because I didn't bother to change the answers that first came to mind - don't be offended, even if you are one of the people that read/played it wrong/differently etc. It's not an official document, it's my opinion. That said, a lot of it is obvious (to me) and I have frequently said so in the answer...no intent to be elitist is there...but most of us are in this game, to some extent, and me more than probably most. I don't really care, lol.

Wednesday, 30 September 2009

While we're here...Etiquette question.

While we’re here…

Let’s talk about new opponents. What do you do if an opponent you’ve never played cheats?

Examples -

Moving before making a MTC roll. Cheating.
Making a Scout move AFTER we seize the Initiative. Cheating.
Not declaring Reserves. Cheating.
Not declaring methods of Insertion for above. Cheating.
Putting Terminators in a Drop Pod. Facepalm.
Using the Quickening in my turn. Cheating.
Applying above’s effects in my turn after using in yours. Cheating.
Not allocating wounds BEFORE rolls. Cheating.
Assaulting though bases. Cheating.
Moving a Running model before rolling the dice. Cheating.
Sliding a Vindicator 1” across to claim cover when not looking? Mega Cheating.

What are all your opinions of these, and how best to deal with them? After I hear from, I don't know 8 or so of you, then I will tell you what I did.

TKE’s What You’re Doing Wrong There


Being a Rant of Sorts, and a Treatise on how you
can improve your game, in several easy steps.


Dark Eldar Players:

‘Uber’ - Retinues. Drazhar costs like 3 Incubi. He has 3 Attacks. THREE, For Fuck’s Sake.
‘Ablative Wound’ Warriors. 8 ponits. No fucking way that is not shit. Shitty stats, shitty gun, inability to do anything in CC…yeah, shit. Srsly, L2P. If a unit costs 300+ points - It better be fucking AwesomeSauce. Archon + Filler is NOT that good.

Night Shields - You are made of PAPER. Most common Anti-Tank in 4th? Assault Cannon/Plasma Gun/Lascannon. You negate two of these at 18” away. 18 measly inches away, and you’re safe. In 5th - Meltagun/Multi-Melta/Autocannon. Again you neuter two of these options. HOW CAN YOU NOT LEARN?!!!!!

Raider Squads - OMFG, put them in their fucking Raider, you spas.


SM Players:

Yes, Devastators will kill most things they shoot. However, MOST enemy armies will be able to SHOOT BACK. T4, 3+ Save =/= Invincible, or even tough. Paying 200+ points for a one-shot weapon with ZERo mobility, unable to Score, taking a Dakka Pred/Vindicator/LRC slot? Not good.

Bike Captains in Bike Squads. Bike Squads are stand-off units, using a combination of mobility (to avoid retribution) and T5 (to shrug off Lasguns etc) - flying into the teeth of the enemy army when one, ONE model can stand up in CC = Stoopid.

Drop Podding SAM Terminators. Really? Lern2Readz.

Committing a squad alone - YES, you are genetically engineered Super-soldiers. BUT, as anyone with any Tactical nous, a basic understanding of mathematics, or any experience with Halo on Legendary difficulty, will tell you, 1unit, however good =/= enemy army. You need back-up in a straight-out fight, simple as that. This is ESPECIALLY true of Assault Squads.

Don’t Outflank with a Storm. Srsly. L2P.

Space Wolf Players:

Lone Wolves aren’t invincible, idiot. Don’t be so goddamn cocky.

Rune Priest + no Invul Save + no unit to take wounds + enemy Vindicator = idiotic move. Being better than the opponent is no excuse for failing at Model Placement re Threat Observation 101.

Necron Players:

Buy more Immortals. Deploy in staggered Rows. Don’t forget Phase Out total. That’s all. You have it hard enough. ;)


Eldar Players:

DON’T ALWAYS BE AGGRESSIVE!! If you outrange the foe, then move back. If you can’t go back, go sideways. If you can get cover, go that way. Just because you CAN move and shoot doesn’t mean a thing. If you can’t get to the target, go around. Don’t fly into his face when you haven’t enough left when it all goes tits up. If you can’t get the kill, then don’t try - do something else. NEVER go Flat Out, ‘just because’.

Nid Players:

If Gaunts have WoN, they can be bunched up safely. It’ll save you time next Dex, when you’re paying 40 points for ten of them…at least until you get those 120 of your 10 point WoN Hormagaunts painted.

IG Players:

Haven’t seen enough of you being stoopid to really criticise like SM, DE etc. That said, Don’t use Missile Launchers! Don’t use Ogyrns! Don’t use Rough Riders! Vendettas ARE your best anti-Tank! Sentinels aren’t even close to worth it!


SM Players 2:

Sniper Scouts are SHIT. Really, really, awful. Take Telion, or don’t bother. Fluff is never an excuse, and, anyway - he goes out on loan every Xmas, like some sort of 41st Millennium David Beckham. Anyway, you think NO OTHER CHAPTER has an EXPERIENCED Scout Sergeant? You thin they’re all chumps? Lern2Imagination.

Okay, I feel better now.


FYI, so you don’t think I’m being unfairly critical here - the arrogant Wolf Lord? That one was me. Even if 5 Devastators actually killing a Lone Wolf before he gets to strike is unlucky enough to Double Facepalm.

Tuesday, 29 September 2009

Stoopid Intarwebz! aka Despite being incommunicado for a day, I'm not actually dead.

So, this post is kinda just filler to prove I'm not dead. Well, that and to draw the attention to Gwar! of DakkaDakka's Forums, who has produced a very comprehensive FAQ for the Space Wolf Codex. Now, this isn't to say that mine won't still be forthcoming - I've invested far too much into the project to drop it like a stone just because someone else did one I'm largely happier with than I no doubt will be with the GW one when released.

Also, there's nothing to say I don't disagree with one or two of his answers, but, since I'm partially accredited with the project, having contributed to his FAQ, you can rest assured that the majority of it is in line with my interpretations.

Without further ado, the FAQ:
http://www.dakkadakka.com/dakkaforum/posts/downloadAttach/27702.page - Download link.


Full disclaimer, and thread discussing some people's issues with it, can be found HERE. Note, Afrikan Blonde is a worthless sack of shit, and a dumbass troll. ;)

You are more than welcome to present your views of the article here, and I will pass them on to the principal author, unless they're stoopid. :p

Friday, 25 September 2009

Sample War Walker list...

Just reading Spite For the Dice Gods, one of my favourite 40k haunts, and this article on the utility of the War Walker caught my eye especially. Like most of Raptor1313's articles it is well thought out, and written.

It got me thinking, as I read, that it's been a while since I wrote an article or any sort of list including the ubiquitous War Walker myself. I'm usually quite eager to downplay its usefulness in competitive play, simply speaking Falcons and Fire Prisms are just better.

That said, the comment by Dverning asking Raptor not to ignore the possibility of Outflanking with them. I don't think it's anything like as strong as a list that doesn't rely on a gimmick such as this, but here it is, a list based on that principle... :

HQ:

Autarch;
Power Weapon, Fusion Gun, Mandiblasters, EJB. - 130

Autarch;
Power Weapon, Fusion Gun, Mandiblasters, EJB. - 130


TROOPS:

6 Jetbikes;
2 Shuriken Cannons. - 152

6 Jetbikes;
2 Shuriken Cannons. - 152

6 Jetbikes;
2 Shuriken Cannons. - 152


HEAVY SUPPORT:

3 War Walkers;
2 Shuriken Cannons (each) - 120

3 War Walkers;
2 Shuriken Cannons (each) - 120

3 War Walkers;
2 Shuriken Cannons (each) - 120

That's the base for the army, 1076 points. At this point it's fairly strong, and keeping Full-Reserve is obviously what you need to do. With 3 Troops taken, all the HQ and HS slots gone., we move to Fast Attack and Elites.


Scorpions support the theme, and provide a CC Element to support the Walkers, but distract from the fact they are meant to be throwaway units, harassing the foe in an Alpha Strike capacity. Scorps cannot do this, as they can't assault out of a Serpent. So they are disregarded. Harlies slow the list down too mush. Banshees suffer the same Fail as Scorps, only worse as they cannot Outflank - Dragons for the latter reason, even though they could get out to do serious hurt. Wraithguard are terrible. So...

Shining Spears add a serious CC punch to what is essentially an all Jetbike list with no Seers - but are also a horrible points sink. 'Maybe' pile for you. Hawks are the worst unit in the Dex... :( The chances of them taking out the few things the massed S6 can't deal with are too slim to consider, and the anti-horde too expensive for S3. Vypers add some much needed range, and more formidable anti-tank, but at too great a cost in points. 'Maybe' pile again. Warp Spiders are great fun to use, and support the theme well by dropping in behind the foe. Cost is an issue, as is the inability to deal with AV13+ rears. 'Maybe' once more.

Troops then...Foot Guardian? Too expensive. Stormies? Enough S6 that the Flamers are kinda redundant...and BS3 Fusion Guns x2 for 96 points + Serpent? Maybe. Dire Avengers can't do their job well enough. Plus, they add exactly ZERO anti-tank, which is what we need most at this juncture. Rangers? No, more than enough S6 to deal with MCs. More GJBs? Hmmm. Maybe this is the right tack. Some quick sums...

Add 2 more, ten man, units, with 3 Cannons apiece = 500 points. Leaves us on 1576 (for 1500, at this point, drop Power Weapons, Mandiblasters and a single Jetbike from each ten. - Rely on AVOIDING melee all game. Tough, but possible.) Since I'm writing for 1750, my usual level, I have a little under 200 points to spend.

Warlock + Spear + Enhance (for Walkers) = 63 apiece...add three of these to the 6-man units, and we have1898 points to add to 1576 = 1765. Damn. Just over. Okay, principle is sound, just a tweak.

Drop a 6-man unit, to go down to 4 Troops. Now we're spending 1550. Add Warlocks with Embolden to ten-man units. 1650. Finally, add two 50-point Vypers. Admittedly, they're not in any way tough enough to do their job particularly well, but they add two things - one, if you fail the Reserve rolls for them, you should still be rolling enough to get a lot of things on the board, at 2+ from Turn 2. (ProTip - roll the first dice with no modifier. If you get fluky and get nothing on Turn 2 you deny the enemy even more shooting phases, making your job easier.)

This list has a lot, and I mean a LOT of 24" Firepower, but little beyond that. Well...none. It's as Glass Hammer as you will see, ever. Looks like a lot of fun to play though. I don't own anywhere near enough Jetbikes to work this, if anyone tests it, please let me know. lol

Further reading on this topic:
http://saimhann.blogspot.com/ - generally very good on Jetbike related matters.
http://40kmaunderings.blogspot.com/ - Dverning's own blog. A good quality site.
http://www.yesthetruthhurts.com/ - Stelek's Eldar advice isn't frequent, but it's usually very good indeed.

*If you have an article that should be here, please let me know. I plan to edit link to YTTH later to find one of Stelek's Eldar articles.*

Too passive aggressive?

New Disclaimer at the bottom, and a nice quote I found for the subtitle. Opinions?

Monday, 21 September 2009

Conversion Idea...

An army of Nids, built to look like the Necromorphs from Dead Space. I'm sure it's been done, if anyone has pics to share.

If you haven't played Dead Space, they look like these:

Hormagaunts

Carnifex? Warriors maybe?

Regular Gaunts perhaps...



And similar. Funsies. :)

Hive Tyrants as the Unkillable Hunters...

(All images from Google imageSearch. Property of whoever they belong to.)

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