Friday, 31 December 2010

1750 Mechanised Blood Angels.

Righty... This is the updated Blood Angel list for Centurion. I have to say, I do like it. (: Immo spam eat your heart out :D

HQ
Librarian
Shield of Sanguinius
The Blood Lance
100

Troops
5 Assault Marines
Melta Gun
Infernus Pistol
Melta Bombs
Razorback
Twin Linked Heavy Flamers
Hunter Killer Missile
160

5 Assault Marines
Melta Gun
Infernus Pistol
Razorback
Twin Linked Heavy Flamers
Hunter Killer Missile
155

5 Assault Marines
Melta Gun
Infernus Pistol
Razorback
Twin Linked Heavy Flamers
Hunter Killer Missile
155

5 Assault Marines
Melta Gun
Infernus Pistol
Razorback
Twin Linked Heavy Flamers
Hunter Killer Missile
155

5 Assault Marines
Melta Gun
Infernus Pistol
Razorback
Twin Linked Heavy Flamers
Hunter Killer Missile
155

5 Assault Marines
Melta Gun
Infernus Pistol
Razorback
Twin Linked Heavy Flamers
Hunter Killer Missile
155

Fast Attack
Baal Predator
Twin Linked Assault Cannons
Hunter Killer Missile
125

Baal Predator
Twin Linked Assault Cannons
115

Baal Predator
Twin Linked Assault Cannons
115

Heavy Support
Dreadnought
2 Twin Linked Autocannons
120

Dreadnought
2 Twin Linked Autocannons
120

Dreadnought
2 Twin Linked Autocannons
120

1750


Ok, so a pretty chassis heavy list. Got a lot of good range suppression fire (Baal's have a 36" threat range, Dreads have a 54"), as well as a pretty intimidating assault force. Each unit has 2 melta guns and a twin linked heavy flamer in support. My thoughts however, are that it may be worth throwing in a Flamestorm Cannon on one of the Baals, to remove stuff that falls out of transports. Because frankly while my heavy flamers are nice, I see them struggling against marines.

Alternatively, because I see this list needing to disembark to pop transports, I can actually see the merit of a Sangpriest. That's an option I will probably need to test though. However, I can say I absolutely love having the dreads on board. I think they're a good add. Reason I like them over the autolas preds is they're much easier to get full LoS with.

Also, fuck the Baal Predator kit. It expects you to put a shitty stormbolter on your vehicle. I had to hack the 3 "turret" bits to pieces to make mine work (HKM on top, and have it so that the turret can turn 360 without hitting something).

So what do you guys make of the list?
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Thursday, 30 December 2010

El Motherlando Del Forro!

Ok then folks. Another post about Khador. This time we'll be looking at some lists I'm thinking about running.



Ok, so I have 4 lists at the moment I'm looking at, with a pIrusk one and an eIrusk one I'm still to make, because I feel I could definitely improve on the previous ones. So, first up we have a list for Kommander Sorscha Kratikoff! The Ice Queen. Quite the assassination caster, having played 3 games with her now she can get up to some serious bullshit if you don't know what you're up against. With a 27" threat range on her feat, she's not to be messed with. Here's the list:


pSorscha
Behemoth
10 Winter Guard w/UA + 2 Rockets
The Great Bears of Gallowswood
Kovnik Joe
Widowmaker Marksman
War Dog
Aiyanna and Holdt
eEiryss
35pts

I wouldn't mind a Koldun Lord in there. No, really. Because he can use Power Boost on the Behemoth in a turn when Sorscha uses Wind Rush, Feat, Tempest. It's really not uncommon.  No idea where I'd put it though. This is an assassination list that can also compete in objectives (as it can stop people moving on to them). Pretty simple list all said. Sorscha makes the enemy warcaster stationary, knocks down anything blocking LoS to it if it's necessary, then the caster takes an Eiryss shot, removing focus and upkeeps (not much I can do about fury camping hordes though), then the caster takes 2 bombards and as many other things that're in range as I can afford to fire at it. Simple, effective.

Ok next up we have The Old Witch of Khador. She's someone that I've yet to use so this is all theorymachine. From what I can gather she likes objectives (duh) and also ranged stuff. She doesn't seem like she supports anything up close and personal except crazy assassination runs with the Scrapjack. So, let's have a look see.

Old Witch of Khador
Behemoth
Devastator
10 Winter Guard w/UA + 1 Rocket
Kovnik Joe
Gorman de Wulfe
eEiryss
35

Ok, this one is interesting I think. It's pretty Jack Heavy for Khador, but let me explain. Devastators will not move. They have Bulldoze. That makes them rock solid in objectives. Also, units have to cluster up to claim an objective. That means you can bulldoze your way in and turn that cluster into a clusterfuck. You can also bulldoze stuff out of objectives. Very good unit. The Behemoth is in because frankly he adds that ranged threat I discussed in my previous article. The Winter Guard are a good toolbox made better by Iron Flesh, eEiryss is a staple and Gorman really helps out with this list. It's much less assassination focussed than the previous list and works more on the grind and control aspects. However, this is a list very much for objective play.


Ok, so that ends our little looky for today. What do we think of the lists folks?

Hope you guys enjoyed the article.
 
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Tuesday, 28 December 2010

FOR THE MOTHERLAND!

FOR THE MOTHERLAND!
Today folks, we're going to be talking about Khador. Well, more than that. My history in Warmahordes is the main subject, with my thoughts on a new army at the end! (:


So folks, Khador. Well, let's start with a little (almost completely off topic) intro. I started Warmachine when the MKII "free" beta was released for Warmachine. To a wise reclusive social retard internet user tpye person such as myself this meant a free wargame I could try! And considering I was going through a "not so interested" phase in GW games, it seemed perfect. So I picked Cryx. At the time I fell in love with eGaspy and eSkarre, however a lack of players in my local area meant that my 50pts of cryx went unused and is actually still in my garage to this day.

However, recently TheLieutenant, Clayman and myself were in a local gaming store, and Clayman's eye was caught be the Warmachine section I was looking at with melancholy. He had a look at Cryx, had a look at Gaspy (Asphyxious), and one "That guy kind of looks like Rasputin, from Anastasia" later and we were hooked. Myself with my Cygnar starter box, and Clayman with a cryx one. Since then we've both started different armies (he's rocking Skorne and I'm on Circle and thinking about Khador) but both like the game.

Now I have prior experience with it and he's an almost total novice (but has an amazing knack for games, he'll beat you at most things if you're both new and it's the first time you've both played it, he just grasps them) but learning quickly. A few things we've both come away with (again for me) is that Warmachine/Hordes is very fun, there's a lot of planning involved, and being able to guess minute distances is very very important. It's also a completely different beast to any GW product (it's like Blood Bowl, Chess and 40k, kind of) and totally worth giving a try if you haven't already! The starter boxes are dirt cheap and Warmavassal (I want to coin this) is free.

Hi, I'm eKrueger. I win scenarios through sheer BS.
So then, all this out the way, my recent ventures with Warmahordes. I re-started with Cygnar, and went straight to eHaley. I like that list, it's definitely solid. However, I played around looking for a Hordes army, and started with Legion, moved to Trolls, had a thing for Skorne for a while (eMakeda + 4 WBs), but never really got round to circle. Tried it, wasn't too impressed. Tried eKrueger, loved it. With my current eKrueger list I've yet to lose a 2011 objective mission, he's like eHaley2.0x3. He rocks. However, after playing this army I got bored of prancey hitty runny winny by(ey) objectivey. I wanted an army that could fight! And beat people up! Up close and personal! Sweat, Blood, Tears and FISTS! Yeah! That's what us penis owners like! You like fists, blood, tears, being up close and personal whilst sweating? Yeah! Lets get some of that stuff going! In the words of Brian Hugh Warner- "FIGHT! FIGHT!" FIGHT! FIGHT!".
Yes yes, the point, I'm getting there. So I tried Menoth, didn't fit, I'm too aggressive.

See? We're here eventually. This led me to Khador! Ok, so, the reason I told you all that is so you know what my background is with Warmahordes. Basically, I'm new, but I don't suck at the game. I'm not the best, but I'd say I'm "good". Ish. Maybe.

So my thoughts on the mighty Khador. Well, my two favourite casters are the Irusks. In my opinion an army with either Irusk should run like a well oiled machine. In my opinion, eIrusk is the better warcaster. In Warmahordes, as a good guy I know once told me "Whoever moves more stuff wins, and Circle moves the most stuff." So we can take this and apply it to Khador, right? So, eIrusk's movement shenanigans, well, he has Energizer. That's good, actually. But the main pair is Artifice of Deviation (huge) and a feat that reduces speed (omfgwtfbbqaweome huge). Actually, his feat's main use that I can find is the -2SPD. The others are very much "may come in handy" effects.

Ok, so, I've tested Irusks, pButcher, eSorscha, Strakhov and pVlad. What I've noticed is KHADOR NEED SHOOTING. No, really. Barring Strakhov and a Jack Heavy pVlad, you need it. Why? Khador has shitty threat ranges. With shooting, they don't. It's that simple. If I played against my pButcher list with my Circle I know I'd demolish it. Why? My threat ranged were small and I could just dance at the edge of them and fling the Khardic furniture about like a removal man who's completely stopped giving a shit. If I was to make a second pButcher list now I'm a bit more experienced with the faction, I'd add shooting.

So this leads me to my eIrusk list.

eIrusk +5
Spriggan -10
10 Iron Fang Pikemen w/UA -10
6 Iron Fang Pikemen -5
Great Bears -5
Widowmakers -4
Winter Guard Mortar -3
Winter Guard Mortar -3

Now, that second "detachment" of 6 IFP I am very unsure on, and may well swap out for some mercs. However, the rest of the list is solid as far as I'm concerned. The pair of mortars is a considerable ranged threat able to mince infantry and jacks alike, especially with FFE being used on both of them. So why's this good? Well those mortars mean I have range on almost everything in the game. They also absolutely shred infantry, which is why the rest of my selections (barring widows, who're just amazing) are pretty anti-jack focussed. The Sprig is in there for the stealth hate, and he's a good jack (just in general). Even this small amount (25% of my points) of ranged firepower gives the Khador list some reach and means that it's very dangerous for the enemy to sit back and chill outsite of my threat ranges. This is a list my circle wouldn't enjoy facing, because I wouldn't be able to get close without having my druids, blackclad and woldwarden blown to shit by mortars. Of course, it could still win most objectives through virtue of sheer bullshit that they're capable of.

Hope you guys enjoyed the article.
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Saturday, 25 December 2010

Merry Christmas.

Just a post to say Merry Christmas folks (if you're celebrating it). Read more!

Wednesday, 22 December 2010

Clan Skryre invents a Time Machine.

More quick news. In the run up to Centurion (see fester40k)this blog will be taking a turn through the 41st millenium. This unfortunately means WHFB will be on the back burner for a bit. On the plus side, you may see some Warmachine and Hordes articles in the future.

Now to get to 88mph. Read more!

Thursday, 16 December 2010

So much WORK...

Hey guys, quick update. Just saying I'm working a lot this week, and am absolutely swamped. Should hopefully be getting back into this next week (with any luck. Sorry about the delay, and any inconvenience caused. I don't have a day to myself until.... Saturday? And I'll want to go out Saturday. >:

Not cool :( Read more!

Thursday, 9 December 2010

Daemons: Redux

Ok folks, so taking some of the feedback on board I wanna have another wee chat with you all about Daemons.


So, where this breaks down is that Life is a good lore for daemons. Check. Bloodletters are probably the mainstay unit in this list that defines whether it wins or loses. Check. Horrors are a nice anvil, but wont kill very much. Check. Horrors are the only unit in the army vulnerable to Dwellers. Check. Bolt of Change is really nice but it takes away from my ability to cast life magic. So basically guys, what do?


Things I'd like in the army:

  • A good magic phase.
  • 2 Fiends in the rare slot for killing weak crappy units.
  • 2 Combat blocks that can handle themselves.
  • 2 Units of Flamers.
Now I don't think that's unreasonable. What it pretty much comes down to is I'm not happy with the horrors. While the +3 is nice, and Bolt of Change is also nice, I don't know if they mesh in well enough with the list. The only problem is I have no alternative if I want magic. I need to run horrors, as they're the only viable wizards available (if I want a HoTz I need to run the horrors to give him somewhere to sit).  I mean, I could just run 10-15 and call it a day, but I dunno.

The other thing is life magic (as pointed out) is really good with daemons. Only problem is in my meta EVERYONE is bringing a level 4. So I don't know if me casting anything is really likely at all. Sure I get more dice but I'm not too likely to cast something if I roll up to about 2 dice more. And the only "really" vaulable spell is Flesh to Stone. Casting Dwellers is unlikely and I doubt anyone will let Throne through. Ugh, Daemons didn't get their killing power neutered, it was really just their magic. If I ever play 2.5k I'll be running either Kairos or a level 4 Greater Daemon. Lol.

So anyway, what do you guys think I should do with the list? My current thoughts are:

Drop Horrors to 15. Buy 2 Fiends, soup up Bloodletters a bit. Maybe even run them in Horde formation (they can actually get away with it in this list). I'm tempted to turn the list into being totally bloodletter-centric, but they're not "all that". Especially when the magic supporting them is only coming from a level 2. Alternatively I could just keep things as they were originally.

Dunno guys, what do we think? 
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Wednesday, 8 December 2010

2000 Daemons - They're still competitive!

So here's a bit of chatter over my "maybe" next army. A 2000 point Daemons of Chaos list. What do we think folks?





Heroes
Skulltaker
150

Herald of Khorne
Firestorm Blade
Armour of Khorne
140

Herald of Tzeentch
Master of Sorcery
Battle Standard Bearer
165

Core
30 Bloodletters
Full Command
Icon of Endless War
415

30 Horrors
Full Command
390

Special
5 Flesh Hounds
175

5 Flesh Hounds
175

Rare
6 Flamers
210

5 Flamers
175

Looks alright to me. Two big hard blocks, two pretty harsh flanking units, and two shooty skirmisher units. Redundancy!

Oh and some magic. >_> But we shall skip over that. Magic is (imo) the weak point. I might put the BSB on the HoK, so he doesn't die to Dwellers.

>_< Hope you guys enjoyed the article.
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Monday, 6 December 2010

Magic - The Root of All Evil?

Just a brief note on magic, before (hopefully later this week) I start on my magic er... articles. Not at all a huge rant. >_>

Basically today I'm looking at what I feel is the biggest problem in WHFB, magic. Particularly the big hitters. We'll also look at how to protect oneself from them.



Why is it the biggest problem? Because it's so damn alpha-strikey. If you can imagine two balanced armies ( and not that competitive, lets say Empire and High Elves). They each have a level 4 with the lore of life. They each have Dwellers, and the Empire player has a Power Scroll, while the High Elf is packing the Book of Hoeth (rather than bringing Teclis). Now, as far as the magic game goes, here's how this breaks down.

Option One:
High Elves go first (more likely, Skeinsliver and less units generally). The Archmage moves within 24" of the Empire level 4 and uses 6 dice on Dwellers Below. The Empire Wizard Lord fails his strength test, and the high elf player has magical dominance for the whole game.

Option two:
High Elves go first again, and move up and cast Dwellers. The Empire General passes his strength test. Then, in the Empire players turn, he uses his Power Scroll to cast Dwellers on the Archmage, who fails his strength test, and then the Empire player has magical superiority all game.

Option three:
Empire go first, and move up and Dwellers the Archmage. He fails his strength test, and the Empire have magical dominance for the entire game.

Option four:
Empire go first, move up, Dwellers, the Archmage passes. The Archmage then uses Dwellers on the Wizard Lord, who fails. Advantage, High Elves.

Option five:
Both Wizards pass their strength tests. Deuce. This isn't likely (you're more likely to have one fail), but if this happens the assassinations continue from the HE player (book of hoeth) but the Empire's ability to do so is diminished because they're using a Power Scroll.


So, you guys must surely see the problem here? This applies in a lot of games in WHFB. Prophetess trying to Dwellers a Spellweaver but the Spellweaver also trying to Dwellers her. A Dark Elf using Pit of Shades/Purple Sun on a Slann while the Slann tries to get it Dwellers'd. Teclis using Dwellers on a Grey Seer while the seer tries to 13th him. It's madness. In my opinion, you should get Look Out Sir! from these spells. Or a Ward Save, or something. It's absolutely ridiculous that they are so Alpha Strikey. I was watching a game between WoC and Daemons of Chaos (using MoS for Beasts) the other day, and it was great. No stupid alpha strikey assassination spells. The Daemons guy had the whole lore of Beasts, and the Chaos guy had the lore of fire.

However, as crappy as it may be, it's the way the game is now. So, let's have a look at these deadly as hell spells and see what we can do to protect ourselves from them.

The spells are:
The Dwellers Below
Purple Sun of Xereus
Pit of Shades
Curse of the Horned Rat
The Final Transmutation (sort of, it's probably the worst, but most reliable)

Ok, so, lets go through these in order.

THE DWELLERS BELOW
Everyone knows this one. Strength test or die, 24" range. So, ways to protect yourself. Some armies have natural protection from this (Vampires, Daemons of Chaos' Greater Daemons) while some are pretty weak to it (Teclis, Slann, any elf wizard except Malekith, any human wizard). So, ways to buff yourself up. Well, one of them is getting a mount! Some mounts (for example, the screaming bell, or a daemonic steed, or a cold one, yes a cold one) have higher strength, which will better protect you from this spell, if it's a particularly bad weakness. Personally this is the reason I've started taking the bell. If your opponent has this, try and set up pretty far from him if he's going first (with your wizard, not your whole army, also warmachines, as this instakills them).

PURPLE SUN OF XEREUS
Overrated imo. It's not all that great, because you can't rely on it the same way you can rely on the other spells. Unless your target is literally RIGHT in front of you. It's an init test, and most wizards have I3, but quite a few of the "top tier" armies have higher, with Skaven, Elves, Warriors and (some) daemons having pretty good initiative. However, this spell does run roughshod all over armies (even I4 can expect substantial casualties). It's a particularly good spell to give to Teclis if you're running the "sit in the 2nd rank phoenix guard" (the guys in front are immune cause of the banner of the world dragon). So, how to protect yourself from this.... If you're not blessed with high initiative, you're kinda screwed. Very few armies get mounts that increase initiative (Empire get Pegasi!). However, what you can do is position yourself so that your enemy has his own men between himself and you. And stay far away. It's unlikely to go over 18".

PIT OF SHADES
Are you a Treeman, Slann, Fateweaver or a Dwarf? Well, this is your maker. It's ridiculously accurate, and will kill most of the above at least 2/3rds of the time (bit less for the important Dwarfs). Not much you can do about this bad boy. At all. It's possibly the best "assassination" spell (easier to cast than Dwellers), but it's also very very specific. Only good vs low initiative.

CURSE OF THE HORNED RAT
Honestly, this one is probably the easiest one to avoid. Plop yourself in a unit of 20 models, you're done. Or, sit in anything but an infantry unit (for example, cavalry, buy a horse!). Be wary of this spell turn two though, as Skaven Shooting can wear you down turn one for a 13th turn two. I'd always keep my wizard in the biggest unit available to me, or on a horse. Really easy to avoid.

THE FINAL TRANSMUTATION
Hardest one to avoid fully, also the least specific. This one doesn't care who you are, everyone dies the same to it. Problem is, the rate they die at you'd be as well bringing something like Pit of Shades/Purple Sun. Chances are they die the same to that, and some people are more susceptible to it. Also, half the spells in metal are pretty poor. >:


Well, hope that helps folks. Now to end with a problem.

Say you have a Slann. You want to take the potion of strength to make you less vulnerable to Dwellers. Ok, great. If this works, so would taking a Sword of Might, no? Or a Halberd.

What do you think of that? O.o

Hope you guys enjoyed the article.

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2000 Skaven. Leaning more towards combat.

Sorry the blog is pretty much on life support at the moment guys, but I am quite busy. Wait till new year after the christmas period (:. Hell even the christmas period, I'll be on holiday. Anyway, just a brief update after I found something very interesting in regards to the bell's rules.


If a cannon hits a Bell it only hits the seer on a 6. It still randomizes, because the Bell is a unique unit, which doesn't follow the rules for shooting allocation like a normal thing. I didn't know this. Makes it definitely worth taking now, as the seer's T4 with what is effectively a 2+ Look out Sir, a 6+ armour and a 4++ ward. Fantastic, means my general is much harder to kill with shooting and magic. Not much I can do about combat, but you can't win em all!

So, here's the latest list:

Lord
Grey Seer
Screaming Bell
Power Scroll
Ironcurse Icon
480

I'm not sold on the scroll, just cause it could be disastrous. But at the same time, it could be fantastic, and indeed, IF'd 13ths are something to be feared. I think it'll be something I will use in the later game, now my general is safe(r) up there. Perhaps after I've shot down half a unit of Temple Guard/White Lions...

Heroes
Chieftan
Battle Standard
Banner of Discipline
85

Banner of Discipline so I can give it to the bell. He does not go in the bell unit if I'm up against someone with Dwellers though (I'd rather drop a LD step than give a really obvious target).

Warlock Engineer
Doomrocket
45

T minus....

Core
35 Clanrats
Shields
Full Command
Warpfire Thrower
247.5

Bell unit with WFT. Not much to dislike really.

57 Skavenslaves
Musician
116

57 Skavenslaves
Musician
116

Woah there! Much much much bigger anvils. Mostly cause this list is bringing Hellpits, which means I'll be able to fight some more in CC and don't need as many anvils. It also means they can pin things the hellpits can't deal with in place for pretty much the game.

10 Stormvermin
Standard
Warpfire Thrower
150

10 Stormvermin
Warpfire Thrower
Storm Banner
200

Useful, shooting into combat is ace. And they're good for harrying skirmishers and the like.

Special
5 Gutter Runners
Slings
Poison
90

Sadly I can only afford one unit. This irritates me, but I can't find anywhere I can drop another 90pts. Any help?

Rare
Hellpit Abomination
235

Hellpit Abomination
235

Ra ra ra ra! Grrrr! And stuff. These give the list a much more short ranged and combatty focus, as well as adding target saturation to any "big thing hunters" I might come across. Next up, using walls and solid obstacles to stop cannons....

So that's the newest 2k. What do we think folks? I've not gone over 200 models in a while. Whew. This is at 182.

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