Thursday, June 15, 2017

Warhammer 40K 8e Army List Builder


8th is here! As with any new edition, it starts with a lot of math. This edition, GW is pushing the power points, which are a rough and easy way to build a quick army and get it on the table.

Personally, I think if they had reduced the options at a squad level they could have made this real option for competitive play. As it is, the units can actually vary wildly in power depending on armament, which is unfortunate. They have done a good job of streamlining most other elements of the game.

So for competitive play, they gave us points. Which is fine. But the base model doesn't include weapons, so you end having to find the core unit and core gear just to get to the base costs of troopers. Then you add it all up. It's not a bad way to go about it, although from a game design perspective you end up with weird pricing when you have armies with varying BS or WS. In general, it looks like they used the core to hit roll of the armies to calculate the costs. So you see deals for things like WS 3+ Scions in a guard force with plasma guns.

Anyway, all this math and tallying is made considerably easier with this army list builder, which is free and has most everything already loaded into it.

40K Army List Builder

Build your legion now!

40K Tau Thoughts


Greetings nerds…
Elrodogg here to bring some special guest author thoughts on the new edition and everyone’s favorite galactic buddies, the Tau Empire.  A bit about me, I’ve played GW games since 2nd edition of 40k and 5th edition fantasy.  Starting out as a primarily 40k player I slowly became a mostly fantasy player, then at the drop of AoS, I dropped GW completely and switched to Malifaux (a great game everyone should check out but I digress).  
Like many others, I was turned off on the direction that 40k was going with detachments having crazy rules, the super best friends armies, unkillable deathstars and so forth.  I age myself, but I greatly enjoyed playing 40k in the 3rd and 4th edition days of a single force organization chart without all the “crazy”.  
The 8th edition rules summaries lent credence to the idea that GW was trying to tone back all those rules in favor of a simpler more straightforward game.  Specifically, it was the changes to vehicles and the change to modified armor saves that really won me over (that and the elimination of the above problems). Finally, the rules were available and just a couple of days I was able to get in a game.   
So without further delay, here is the first article in a series I am planning on writing on The Tau Empire.  This time we are going to focus on weapons and doing damage.  Later articles will cover the different units, survivability, army composition, etc.  Let me just start it off by saying that overall, I think Tau are in a good place this edition.    

Tau are known for their guns.  Without a doubt, they have such a great variety of guns that you really have to pick what approach you’ll be going for.  I think a lot of the early going of the edition will be spent figuring out the best way to deal with both hordes of bodies and with tough models.  You’ll want some weapons that do d6 wounds (or at least several that can do d3) to take out chunks of tough tanks/demon princes/tyranid monsters but those shots are wasted when you’re staring at 130 orks.  I will be reviewing some select weapons based on what I think can work.  
Tau have a great weapon that’s essentially a jack of all trades in the missile pod.  2 shots at s7 ap-1 d3 wounds means that you can do some real hurt to medium multi-wound models and have some level of fire volume to take out things like orks and infantry.   That said you pay for it… 24points isn’t cheap.  I think you’ll see these on Commander models that hit on a 2+.  You get the “Max Value” for the weapon if you get it to work.  Oh and it has a 36” range… not too shabby.  

Railguns are the weapon of choice in taking out heavy tanks.. shocker.  With the addition of command points giving you rerolls, I think you’ll be seeing a couple of railguns in people’s lists but these will receive a disproportionate number of rerolls.   Say you hit and wound with a high priced railgun, but you only roll 1 or 2 wounds… prime target for using a command point reroll.  I can totally see taking a single broadside suit, giving it a heavy rail rifle, plasma guns (cheaper than a SMS system and better at doing a couple of wounds to a tank).  The mortal wound on a to roll hit of 6+ is just icing on the cake as it means you can actually one-shot a rhino (yeah it would take two successive 6+’s to happen but its possible).  

The next thing to discuss are pulse rifles.  I think that Strike Team fire warriors are really legit now.  Take 12 of them, add in a markerlight and at 99pts you have a unit that can start affecting the game in the first shooting phase.  One thing to consider with them is that they have a 4+ armor save, so if they are in cover and haven’t moved they are on a 2+ save.  That’s huge for early game survivability.  A lot of small arms fire has only a small armor save modifier, so you’re saving on 2’s and 3’s mainly.  In terms of damage output, they really shine with a fireblade nearby.  Rapid fire means that at half range (15” is a good bit of distance still) they are taking two shots, and the fireblade bumps their damage output to 3 shots.  Now add in a single markerlight hit and you’re rerolling 1’s.  Assuming you have all 12 alive, at half range you’re taking 36 shots, approximately 6 will be 1s, rerolling those to hit on a 4+ means 3 extra hits.  Also consider that it helps prevent that really bad volley of hits.  If you roll a disproportionate number of 1s, then rerolling those helps to mitigate the bad rolls.  
Last but not least are markerlights, which are interesting.  It is very easy to get a single markerlight hit on a target, as a Cadre Fireblade can do that on a single roll to hit of 2+ (prime candidate for a command point reroll if you miss).  The single markerlight hit is key as it gives you rerolls of 1s.  Then, if you really want something dead, shoot your unit of pathfinders at the target.  At 80points, a unit of 10 of these guys are a steal.  10 shots, hitting on 4s would normally mean you’re getting 5 hits, which is good but you really need to guarantee that 5 result to get the +1 to hit on from the marker chart.  So… add in that you already have 1 from the fireblade, 10 shots hitting on a 4+ while rerolling 1s means you would be hard pressed not to score 4 additional hits.  Remember that the chart is cumulative, so now whatever you’re shooting at will be at +1 to hit, rerolling 1’s, so that Tau basic to hit roll of 4+ is looking a whole lot better.  Units like stealthsuits that can pump out a really high volume of fire absolutely love all of this.  



Important Note… I will not be discussing the Vespid Neutron Blaster because the models are ugly.  
Actual Vespids sighted at Elrodogg's boat house last summer... I wouldn't say anything bad about them either!

My first impressions in terms of units and what are winners are:
  • Fireblade
  • Commanders
  • Strike Teams
  • Broadside (singular)
  • Pathfinders
  • Crisis Suits
  • Stealth Suits


I want to wrap each article up with an army list based on my experience thus far.  Taking an army based purely on the winners I mentioned above (and a Stormsurge which while I haven’t tried out yet but the model is amazing).  Unless my math is wrong, that’s 1998 points and has 7 command points.  

Battalion Detachment:
  • Cadre Fireblade w/ markerlight
  • Cadre Fireblade w/ markerlight
  • 12 Strike Team Fire Warriors w/ markerlight
  • 12 Strike Team Fire Warriors w/ markerlight
  • 10 Strike Team Fire Warriors w/ markerlights
  • 3 Crisis Suits w/ 2x missile pods, shield generator
  • 6 Stealth Suits w/ burst cannons
  • 10 pathfinders w/ markerlights
  • Broadside Suit w/ heavy rail rifle, double plasma rifle, shield generator

Supreme Command Detachment:
  • Commander w/ 3x missile pods, advanced targeting system
  • Commander w/ 3x missile pods, advanced targeting system
  • Commander w/ 3x missile pods, advanced targeting system
  • Stormsurge w/ all the usual trimmings, a pulse blastcannon, shield generator, early warning override and advanced targeting system



Now go forth and pew pew pew for the greater good!

Monday, May 29, 2017

Zone Mortalis Terrain & Shadow War Armageddon STEP 1: Inspiration



With 8th edition coming out this July, I have largely taken a break from writing tactics articles for 30k. But have no fear! I will jump back on the bandwagon as the rules are released and probably expand into 40K tactics as well.

In meantime, I have been focussing heavily on rebooting my home gaming space and trying out some new games!!! So get ready for some articles on Shadow War Armageddon (SWA) and Frost Grave!!!

More importantly, I have decided to take build a zone mortalis board, with matching buildings and catwalk infrastructure for sci fi skirmish games like Infinity and SWA.

As much as I like the Forgeworld zone mortalis sets, that fact that the walls are attached to the boards kinda bums me out. So instead I tried to find something more modular. In the end I decided to go with an MDF solution from Wargame Model Mods called Maze of Death!


The Maze of Death System is pretty awesome. The walls some in 1, 2, 3 and 4 length sections and corners.


The board itself is pretty awesome. It's modular, so you can do different sized boards. It's magnetized so walls don't shift around and it has awesome lighting effects!

All that said, I decided to start with just walls. For one I really love playing on gaming mats flooring tiles take up space. That said... I have an inkling I will buy the floor tiles eventually as well.

THE MATS

Personally, I think the biggest upgrade in the last couple years to tabletop wargaming is the mouse pad gaming mats. I always preferred cloth over hard table tops that make dice bounce and model get scratched... But the new mats are just soe awesome. The designs are beautiful, durable and wonderful to use.

I picked up the following 2 fat mats from Frontline games. I highly recommend them.




THE WALLS

The walls come in a lot of different patterns and have quite a lot of detail on them. but it's nice that they are pretty much flat. It will be easy to airbrush everything!!! Some of the walls also have holes in them if you want to add LED effects, which is kind of a fun option.





THE TERRAIN

I ended up going down the path of buying Necron-esque Terrain. Not because I necessarily love Necron, but more because it can be cross game system for anything futuristic and can blend well with GW's gothic feel if I don't go too "clean" with the paint scheme.


THE DILEMMA

Choosing a paint scheme is hard enough for an army but for home terrain board it's even harder! It has to look good with all my armies! Ugh...

I also like to learn a new color or technique with every project I take on. In this project I will be working with MDF for the first time and I have decided to try painting orange as a main color scheme.

I was largely influenced by a paint scheme I saw at warsen.al with a nice orange scheme. What's nice about orange is that it mixes well with dirt and rusty terrain schemes. So you can use the pieces with either a dirt or metal looking mat, which is great with something like zone mortalis terrain with is largely indoor environments and buildings that I might want to use outdoors with my istavann bases on my IG and Raven Guard.

Some terrain pieces that are inspiring the direction I'm heading.



 

The warsen.al guys were nice enough to post their formula here:

https://warsen.al/blogs/product-updates

Personally, I'm a fan of vallejo paint, especially vallejo Air, so these are the colors I'm largely working with.

White

Vallejo Bone White
Vallejo Ivory
White

Orange

Vallejo air orange fire
Vallejo Orange Brown
Vallejo Cavalry Brown (shadow)
Vallejo Scrofulous Brown (dry brushed or lined highlight)

Dark Metal

Vallejo Dark Grey
Black (any brand)
Vallejo Light Grey (as a Highlight, sparingly- then as line highlight)

OTHER INSPIRATION








I will be posting updates as I start test painting everything!

8th ed Warhammer 40,000 - Initial Thoughts & Tactics



I for one, am super excited about 8th edition 40K. 7th edition was a fun ride, which quickly went down an ugly road of GW sprinkling rules for armies across multiple codexes. By the end, you need a mule to carry all the books required to play a competitive army. I also thought 7th ed core rules were a nice refinement of 6th ed rules, I also felt the core rules had become far more complicated than they needed to be. 

Enter 8th edition. Let me start by saying I like about 80% of what they have done and hate about 20% of the changes. I love the simplifications and clean up they have done, but they really dropped the ball on a couple key changes that bog down the game or water down certain important tactical elements of the game. 

CORE RULES: 

May I be the first to say, thank fucking god they got rid of game words game turn and player turn and now use battle round and player turn. No longer do we need to argue of the meaning of "TURN". In additions coherency stayed 2" but extended to 6" vertical, which is actually important as pile ins are only 3" in hth. 

  • Units that are split up must re-establish unit coherency in the movement phase.
  • It should also be noted their is no stat caps. So id you are a S6 dread with a dread close combat weapon... you are now S12. 



Movement Phase:

  • Models have individual movement stats
  • Cannot move through other models or terrain features (like walls)
  • Must stay 1" away in the movement phase
  • Fly ignores all riders
  • Falling back, lets you leave combat. Interestingly you can move in any direction, you just cant advance or charge or shoot. (Flying models can shoot). 
  • Fallback is also interesting for hth. If you end up out of coherency, you HAVE to re-establish in the movement phase. So you might be able to force a unit to fallback instead of fighting if they were sloppy in the way they pulled their models.
  • It should also be noted, falling back still can't move through models. So you can encircle units to keep them from falling back...
  • Advance is the new run. Move +d6 and you can't shoot of charge after. 
  • NOTE: There are no rules for difficult terrain. So much like AoS, I expect you can move full speed through terrain features but walls you have climb over the top.



PSYCHIC PHASE:

  • 2d6 equal or greater of the target number to cast
  • SMITE: All psykers get smite. Target 5. 18" D3 mortal wounds. If the result was more than 10, D6 mortal wounds. 
  • PERILS: double 1 or 6 and the psyker takes d3 mortal wounds. OUCH. Expect a lot of psykers to be eating it. 
  • Deny the witch. Another psyker with 24" can deny the witch on a 2d6 if you role higher than the casting psyker. 
  • So expect a lot of armies to have 1 psyker for psychic defense, as a single psycher in the middle of board will deny about half the attempts to cast a power.



SHOOTING PHASE
  • First off you can split your fire, so bolters at infantry and lascannons at tanks.
  • After you pick a unit to shoot with, you have to declare what they are shooting. This means declare you what weapons are shooting where before you roll to hit!
  • Characters can only be chosen as targets if they are the closest target. 



  • New wounding table shakes up the game A LOT. Now everything can be wounded in a 6. 
  • No obliteration rules means you can't just eliminate multi wound models with big guns anymore.
  • Wound allocation is now done by the models owner. So a major tactic of this edition is where you pull models from your unit. Unit leaders can now lead from the front. Special weapons and the like will be the last to die, etc. Although wounded models must be allocated wounds first, so no [reading out wounds across multi wound units. 
  • Saving throws. GW FUCKED UP... So basically you have roll wounds one at a time, which could slow down the game a lot. That said, in units of similar guys or 1 wounds, you can do it in batch and allocate after. 
  • Excess damage does not transfers from model to model. This is important on multiple fronts. A single melta gun can't kill 6 guys, but also weapons with multiple shots and D3 or D6 wounds can do a HUGE amount of damage in a single shot. 
  • Terrain only gives you a bonus if your UNIT is ENTIRELY. So one model not in the terrain features and NO ONE get's the bonus. 
  • Mortal wounds, auto wound AND you get no save. Not even invulnerable save. This is basically the death of death stars and super tough units. I expect a lot of list will be focusing on maxing mortal wound output. 



CHARGING

  • 2d6 charge range, but you don't have to make it to base, only within 1". 
  • You can charge as many units as you want to target, but they can all over watch. This is important though, because you can eliminate a lot of squads at once with a big unit. 
  • The only restrictions to charge movement is unit coherency and the first model you move must be with 1" or the charge fails. It doesn't even have to be the closest. So feel free to scatter in all directions and pick with models you want to be in base with. Just remember you can' go through any models including your own. 
  • Heroic intervention moves a character 3" towards THE CLOSEST enemy model after all charges are complete. I'm assuming this means, it can bring them in HTH, but it doesn't actually say that... 
FIGHT PHASE
  • 3" Pile in happens first. Even if you just charged! The only caveat is that you must end up closer to an enemy. It's an interesting rule because you can count on some jiggering movement after your charge to get more guys in fighting range. So consider wrapping guys around the edges edges before you lock yourself into base to base. This is especially important with Characters, as they will be charging second and have to be in 1" themselves. 
  • Only models with 1" of another unit or 1" of a model in the same unit that is within 1" of an enemy can attack. 
  • Wounds and everything are done as shooting. So wounds can actually be pulled from anywhere in the unit. It doesn't have to be in base on anything. 


TRANSPORTS
  • So transports can hold multiple units now. So expect lots of small units cramming into tanks
  • All models in a unit need to be with 3" to embark, which is actually pretty tight for a 10 man unit. 
  • Disembark is 3" as well, which you can basically add to you movement. So expect a lot of rhinos setting up on table edges, to get the 3" + M + d6 for run or 2D6 for charge. 
  • When a transport is destroyed, remove it from the table. So no more husks of vehicles to hide behind! This is actually pretty significant. In addition, roll a d6 for each model, on a 1 you kill a guy. This is pretty significant for expensive units and great for crap units. Weird change, but a big change. 
MORALE
  • Moral happens at the end of each player turn. 
  • D6 + number of models in the unit lost. Lose a model for every point above the leadership score. 
  • While it sounds like an utter disaster for horde armies, it turns out most of the chaff armies have morale protections. Orks have the mob rule, nids have synapse, genestealers have patriarchs, etc. That said, its a pretty brutal rule, however in hth it's by unit not by total combat. This also favors mutli wound models, vehicles, characters, etc. 



WEAPON TYPES:

In general these are significantly different than we have today. They are also universal rules, which I thought they got rid of... Well, I think getting rid of universal rules is one of their stupidest changes, so I'm glad they did this.
  • Assault weapons can fire, even if you ran... (I mean advanced) in the movement phase. Which is enormous for armies like orks and tyranids that historically have tons of assault weapons and and need to run across the board. 
  • Heavy weapons can move and fire with a -1 to hit. So expect to see things like moving tac squads and the like. I really like this rule. Anything to increase mobility of units is a good thing in my book.
  • Ok... so grenades are thrown. THANK GOD! Honestly, grenades have been an issue for a long time. The 1 point frag grenade has complete made the game unfair for most assault armies. So finally, they simply got rid of initiative and now we throw grenades. That said... I am interested in the fate of might melta bomb.
  • Pistols are in a weird gray area. While, it's awesome you can fire them in hth... You are shooting a weapon in hth! So do they get cover saves for shooting weapons? RAW, I say yes, which would make them less valuable than I initial thought. 


BABY ARMY MAKING 

So formations are basically force org charts, similar to the CAD in 7th. It's actually pretty similar to 30K and how they approach army building, although it looks like you will be able to take multiple formations and multiple allies. 


COMMAND POINTS
  • You start with 3 and add more from formations. 
  • Enter resource management in 40K. Honestly, these are pretty cool. It's a pretty elegant way to add game manipulation. It will be interesting to see where stratagems go. It would be pretty cool if HQs or factions had unique stratagems. As it is, command re roll is ENORMOUS. Especially with weapons doing d6 damage. 
  • You also have some choice to take 3 to 5 HQ, Super heavies or fliers. So get ready for armies of 5 blood thirsters, knight wings and armies of storm talons... It will be interesting to see how people feel about this. 



DETACHMENTS

  • Ok, so the battalion detachment is what they are pushing to be your core detachment. So basically 1 HQ and 3 troops.
  • You have options for 1 HQ and 3 fast, elite or heavy, with the tax of 2 command points. This is a very BIG change. You can basically run some pretty crazy lists. We have also seen some mission and it looks like every unit scores, so any unit is viable. 
  • You have detachments for fortifications and super heavies. I think this edition, you will see a more of these units in standard list. 
  • Auxiliary support detachments actually subtract command point to take a single option of a HQ, fast, elite, troops, etc. It will be interesting to see how this plays out. It basically lets you cherry pick units. So how knows... maybe everyone will be running around with 1 rune priest :p 




CONCLUSION & OTHER THOUGHTS

Overall, It's a pretty easy rule set to consume. The only major outstanding questions I have are around pistols shooting in HTH and some of the odd scenerios with fallback. Like do I get to ignore the 1" move when falling back as long as I don't end in 1" of an enemy.

There are also still a lot of missing pieces like rules for flyers, terrain, missions, etc. but in general the changes made make the game better for the most part.

As a general observation, GW removed all the scenerios where you don't get to "play" the game. So everything from re rollable 2++ saves, to hiding in combats with fearless guys, to null deployment, to late reserves, to deathstars have largely been removed from the game or an element has been added to diminish their relevance.

That said, there are a couple rule choices that I absolutely hate.

  1. Removing universal rules... Universal rules are great because you know them and they work the same for everyone. Now you will have 50 slightly versions of rules like infiltrate. It slows down the game and bloats the rules and the reading. I have zero confidence in GW maintaining identical rules across similar units and if you want to change the rule, now you have to change all the individual units...
  2. Armor facing. Yes. I applaud GW moving towards all vehicles are basically gargantuan creature transports. BUT. It eliminates side and rear armor. Flank and rear shots are huge part of warfare and one of the more interesting elements of 40K from a tactical perspective. If I was the game designer, I would have had one Toughness values, but made side arc -1T and rear -2T. Simplification is great, but not at the expense of rewarding tactics. It literally would have taken a single sentence to add. 
  3. Random damage. I'm fine with random shoots. I don't love it, but it works well for replacing templates and the like. Random damage on the other hand kinda makes the game a beer and pretzel game because your unit output is based more on random chance than your tactical play. For example, let's say I get 6 melta guns in a great spot and hit with 4 of them... I can do anywhere from 4 to 20 damage on a unit. That's an insane spread. So a single guy in a IG squad could do more damage with a melta shot that a 5 man squad of fire dragons that hit with 5 fusion guns. That's just bad game design. It's just not fun... 
  4. U go. I go. I think this edition should have mixed up the U go, I go turn sequence. Either as a 5 command point expenditure or made it U go, I go every phase. A rule set, akin to Epic would have been nice. 
  5. Reserves. So the uncertainty of reserves has always been a weird balancing element. Now, you can basically bring them in whenever and they can immediately charge. Sure, it's clean and easy but their was something nice about managing your list if you reserves didn't come in. We will see how it goes, but I fee like you will have a lot of flyer lists all trying to go second. 
  6. Fallback. Other than the rule being written a little foggy. I actually like that everyone has a poor man's hit and run, but I kind think they should have had a flea rule instead of overwatch. It would add a lot of cat and mouse tactics to the hth part of the game. 
  7. Deny the witch. 24" range is too big. So now you can take a single psyker and shut down 50% of attempted psychic power attempts. 24" radius is a 48" diameter! That's the whole board. Seems like a lot of upside for that 40 pts primaris psyker... It would have been a lot more interesting as a 9" radius IMO.  
  8. Missions. Again, GW decided to have a set of missions that are score and the end and a set that are tactical card based. As with 7th, you will simply see people pick one set or the other and be done with it. Missions that have a mix of secondary objectives, kill points per unit killed, objectives scored as you go and final state objectives rewards and penalizes all the different categories of armies and balances match play. I even would have applauded a pool of random objectives paired with chosen objectives or even something like Epic where you have to complete a couple of several objectives to win. Instead we relive the rock, paper, scissors format of 7th edition, where winning is largely based on army vs random mission selection. 


Tuesday, April 11, 2017

Talons of the Emperor - Sisters of Silence 30K TACTICS - Know your enemy


Sisters of Silence. We've gone from Nuns with Guns to Nuns without Tongues!

I've always loved the Sisters of Battle in the 40K fluff where the Ecclesiarchy was allowed no man with a gun so they armed their Nuns! In 30K, the fluff is a little more serious and the Sisters of Silence are psychic nulls and trained to defend against the warp and to abhor the witch.

With the Talon of the Emperor codex we have a joined codex of Legio Custodes and Sisters of Silence.

For this article, I will be focusing largely on running a pure Sisters of Silence list.

CORE SISTERS OF SILENCE RULES: 

The core rules for sisters are obviously very anti psyker. To be fair, Sisters of Silence can basically banish Magnus the Red off into purgatory with perils of the warp. That said, if you are playing agianst a non psychic army, you still get solid rules. Everyone is fearless and you get a good swath of rules to choose from due to company cadres.
  • Psychic Anathema:
    • Immune to all psychic powers
    • -1 LD to all models within 12". -2 if psyker. 
    • Units within 12" re-roll failed deny the witch 
    • Daemons with 12" -1 toughness or +1 on vehicle damage table
    • -1 to psyker rolls within 12" and -2 if in base to base. 
  • Ex Oblivio:
    • models with 6" do not generate additional warp dice
    • psykers in base must make a leadership test before casting powers. If failed perils at -1.
  • Fanatic Discipline:
    • Fearless + hatred (psykers)
BUILDING A LIST: 

Company Cadres turn out to actually be more annoying than I first thought. You quickly end up in a world where 1 HQ and 3 troops is barely enough and 2 HQs and 6 troops is way too many. So the structure starts feeling like an HQ tax. That said, the SoS HQs are pretty cheap and hitty for the points.

Company Cadres:
  • 1 HQ unlocks 3 non HQ with the Company Cadre rule set
  • Cadre tactics: All units in the cadre follow the same tactic. Choose from:
    • Infiltrate
    • Crusader
    • Stealth
    • Owerawe (+1 combat res)


HQ:

Jeantie Krole:
  • She so good, it's hard not to take her every game... 
  • Stats wise she's a T3 S3 Praetor with a 2+/4++ and the sword of oblivion, which makes her S5, AP2, two handed, insta death of a 5 or 6 to hit and +1 Initiative in a challenge. Can you say IC murder? 
  • She can also upgrade a unit of Oblivion knights to Ws5, which actually priced in viable fashion
  • Warlord Trait: This is the tits. She gives you a seize the initiative re roll and scouts D3 infantry units. (For the emperor! Where are the rending flamer units in this army!)
Oblivion Knight - Centura:
  • This is your standard HQ choice. She lands right in between a centurion and praetor in price, power and wargear. She comes with a 2+/4++ with a 3++ against template weapons and has beefy stats like WS5, 3W, I5 and 3A base. While she comes with an execution blade, the real upgrade is the paragon blade, which makes her a totally viable cheap character killer.
Excruciatus Cadre: 
  • These girls are an odd unit. They come with assault needlers, which are basicaly 18" assault 2, poisoned rending gun. While this a great gun, it's not 20 pts per model great... even with their precision shot rule.
  • They also have some odd rules like -1 BS to shoot them and a rule called Instruments of death which make all their hth weapons insta death if they catch a character out a of a squad. Strong rules but crazy situational. 
  • Can only take these guys as compulsory HQ in a game of 500 or less.
  • Finally, they have a lot of weapon choice. So you can run them with all power weapons, charnabal sabres, stake crossbows, snare guns (forces a bunch of strength checks) or compression flamers (one use S6). The hth options might actually be useful as they do have 2 attacks each and extra ccws. The snare guns might be good at ganking artillery weapons as they are Strength 0. 
  • The judge (squad leader), has a lot of weapon options as well, like the neuro-lash but the interesting weapon is the adrathic destructor that is a 12" S5, AP2, Instant death, armourbane, gets hot gun. 


ELITES:

Oblivion Knights: 
  • So these girls are your shock troops. 2 attack + extra ccws, 3+6++ (4++ against templates & blasts), precision strike ladies with execution blades. These gals will carve you up! On a charge, a full 10 lady squad (which is only 150 pts) is hitting with 4.5 AP2 wounds and 2.5 AP3 wounds. Ouch. And they have precision strike, so they are dropping AP2 on the good stuff. 
  • Of note, they can also drop in some power axes for cheap, which is probably a good idea for a a couple of them to up their AP2 swings. 


TROOPS:

Prosecutor Squads:
  • Basic, 10 pts bolter babes, with the option to swap their bolter for 2 pistols. Yup... they are as boring as they sound... (But the dual pistol models will look cool!) 
  • These are you 65 pts min troop choice is this codex. So... boring... (and over priced)
  • The most interesting part of this squad is that you can take a nuncio vox for deep striking custodes. Oh a breacher charge. Yay?
Vigilator Cadre:
  • Basic babe with execution blades? For only 12 pts? What?!? Yeah... You get S4, AP3 that go to AP2 on a 5 or 6 to hit. Sure they are 2 handed weapons and you only have one attack, but that's good enough to beat most infantry unit in hth, plus they come with preferred enemy. 
  • Also, consider the fact you you have a fast assault transport... These girls are the real deal. 
DEDICATED TRANSPORT:

Kharon Pattern Acquisitor: 
  • Holy Fuck! AV 12/11/10 4HP fast, skimming assault vehicle for 125 points has got to be one of the best transports stat lines every released. 
  • Battle auspex, gives night fight and -1 to cover saves. 
  • Spectra-distort gives the stealth rule and shooting attacks -1 BS from more than 12" away. YEAH... Hello 3+ jink.
  • Capture Grid: D6 S5 hammer of wrath attacks on a tank shock. (cute... but meh)
  • Comes standard with a Hellion Pattern Heavy Cannon array that is a 24" S7 Ap4 Heavy 4, twin linked pinning. A nice little multi purpose gun that you can swap for multi melta for free. You can also give this bad boy ceramite armor and extra armor. 
  • BEST FUCKING TRANSPORT EVER. 


FAST ATTACK:

Pursuer Cadre: 
  • What a crap squad. Weeeee. Move through cover and fleet! But you basically can only take crappy beasts (which aren't even beasts, they are infantry). 
  • Cyber jackals have rage, so 4 S4 attack on the charge (Sucks). q in 3 jackals can take melta guns. Oh can we? Is this tank hunting unit? FOR A @) POINT UPGRADE. (SUCK)
  • Stealton Wing have 3, S3 blind attacks and 3 T2 wounds.... (Suck)
  • I guess you can take more pursuers that have some hth choices. 
  • This unit could have been cool, but man did they make like 20 bad choices with these guys. 
Palas Grav - Attack Squadron: 
  • Yeah, yeah, yeah. No it's not a SoS unit, but you better treat it as one, because this is your fire support unit...
  • BS 5 AV12,11,10 fast skimmer with a choice of one of two weapons:
    • Twin-linked Arachnus Blaze Cannon (48" S8, AP1, exoshock (4+ for a second pen) or 36" S6 Ap5 heavy 3)
    • Twin-Linked Adarthic Devastator (18" S6, ap2, heavy 2, armorbane, instant death, gets hot)
HEAVY SUPPORT: 

Caladius Grav-Tank: 
  • Welcome to your heavy support choice. No it's not a SoS units, but paint it pink if want to keep the golden boys out ;)
  • BS 5 Av 13/12/11, 3HP fast skimmer
  • Lastrum Bolt Cannon - 36" S6, AP3, Heliothermic (T test or instant death or +1 vehicle table)
  • Choice of:
    • Twin-linked iliastus accelerator cannon -60" S7 AP2, hvy 3, rending, no jink, helio thermic
    • Twin-linked Arachnus Heavy Blaze Cannon (72" S10, AP1, exoshock OR 48" S8, AP3 Heavy 4)
  • These are your tank hunters. 


CONCLUSION: 

Sisters get the shaft again... It really seems like all the sister units were an after thought to the codex. That said, there are a couple solid choice. 

I think every list will start with 3 Caladius Grav-Tanks. You pretty much have too, as there is no other way to get any real tank hunting into the list if you don't want to go custodes infantry. 

As for HQ, it's hard not to just auto take Jeantie Krole. She's as close as you get to a ROW and scoutign D3 units and re-roll to sieze the initiative is pretty useful. She's also a BOSS in HTH and that where this army likes to be. 

For troops, I think you have to take vigilators. Prosecutors just seem like dead weight in this army, not to mention that you have access to a KICK FAST SKIMMING ASSAULT TRANSPORT!!!! 

Beyond that, all your points go into palas grav squadrons or oblivion knights. Here are a couple lists.

These lists would actually be pretty fun to play. Remember that you have infiltrate so you put the Acquisitors down after you opponent deploys ;)

1500 points

95  Centura w. Paragon Blade

125 10 x Vigilators
125 Kharon Pattern Acquisitor

125 10 x Vigilators
125 Kharon Pattern Acquisitor

125 10 x Vigilators
125 Kharon Pattern Acquisitor

210 Caladius w. Arachnus heavy blaze cannon

210 Caladius w. Arachnus heavy blaze cannon

210 Caladius w. Arachnus heavy blaze cannon


2000 points 

150 Jeantie Krole

95  Centura w. Paragon Blade

175 10 x Oblivion Knights, WS 5
125 Kharon Pattern Acquisitor

125 10 x Vigilators
125 Kharon Pattern Acquisitor

125 10 x Vigilators
125 Kharon Pattern Acquisitor

115 9 x Vigilators
125 Kharon Pattern Acquisitor

85   Palas w. Twin-linked Arachnus Blaze Cannon

210 Caladius w. Arachnus heavy blaze cannon

210 Caladius w. Arachnus heavy blaze cannon

210 Caladius w. Arachnus heavy blaze cannon


2240 points

95  Centura w. Paragon Blade

125 10 x Vigilators
125 Kharon Pattern Acquisitor

125 10 x Vigilators
125 Kharon Pattern Acquisitor

115 9 x Vigilators
125 Kharon Pattern Acquisitor

255   3 X Palas w. Twin-linked Arachnus Blaze Cannon

255   3 X Palas w. Twin-linked Arachnus Blaze Cannon

255   3 X Palas w. Twin-linked Arachnus Blaze Cannon

210 Caladius w. Arachnus heavy blaze cannon

210 Caladius w. Arachnus heavy blaze cannon

210 Caladius w. Arachnus heavy blaze cannon


2495 pts 

150 Jeantie Krole

95  Centura w. Paragon Blade

175 10 x Oblivion Knights, WS 5
125 Kharon Pattern Acquisitor

115 9 x Vigilators
125 Kharon Pattern Acquisitor

125 10 x Vigilators
125 Kharon Pattern Acquisitor

115 9 x Vigilators
125 Kharon Pattern Acquisitor

125 10 x Vigilators
125 Kharon Pattern Acquisitor

125 10 x Vigilators
125 Kharon Pattern Acquisitor

85   Palas w. Twin-linked Arachnus Blaze Cannon

210 Caladius w. Arachnus heavy blaze cannon

210 Caladius w. Arachnus heavy blaze cannon

210 Caladius w. Arachnus heavy blaze cannon


Monday, March 27, 2017

Raven Guard 30K - The Falcons - Part 5


After the devastation of the Dropsite Massacre, Corax reorganized his fighting force of ~4000 into 3 divisions based on combat specialization.


  • The Talons: Tactical Companies
  • The Hawks: Light Vehicles & Air Support
  • The Falcons: Assault Companies 


For the Adepticon 2017, I built the The Falcons.

Part 1Part 2Part 3, Part 4

Here is some of their glory!