Mostly X-Wing... Some real life/job stuff here and there... Oh, and motorcycles too!
Monday, November 11, 2013
"Pride of the Legion" for this week...
Friday, November 8, 2013
Plasma Everywhere? And the 30K/40K interactions...
So, after playing a fair number of games with the Heresy era Legion... The one thing I am looking at changing is to bring a Tactical Support Squad loaded out with Plasma guns. Yes, a 15 point upgrade per Trooper, but... It is a Plasma Gun, so Str 7, AP 2 and likely 2 shots each at 12" range? Yes, I will take some casualties from my own weapons, but the Medic (Apothecary) for the FnP roll should help... And provide another 2+ save body to help for the inevitable HtH...
Thus far, I have been running EVERY SGT... OK, EVERY body I can get into Artificer Armor in that armor. The big squads with 2-4 of them in the Squad make for an annoyingly difficult thing to take off the table. Power Weapons where I can as well. Finding that there is a LOT more HtH when everyone is fielding Marines and thus not a lot of weapons that efficiently deal with 3+ armor. Challenges, massed attacks, etc. are all pretty important, but the simple ability to deny an Armor save is the thing that is winning more combats for my lads in the 6th...
Which leads to another sort of observation... The Legions are REALLY well focused on dealing with Xenos. Well, 5+ armor and to a great extent 4+ and worse really... Things like the Volkite weapons are BRUTAL against IG, Tyranid or Eldar swarm type armies, but mostly an afterthought against 3+ bodies. Yes, eventually they cause a few casualties, but so often I have a 10 man Tactical Support Squad (TSS) open up on a group of Marines in the open and... Do effectively nothing, maybe get 1-3 casualties out of the massed Volkite fire. One reason I am looking at swapping for Plasma. At least with the Plasma I get some casualties and take out a big chunk of most squads that are trying to assault my position. And I can overload with things like the Havoc Launchers for a lot of Str 5 AP 5 blast markers... Yes, I intend to build a few to put on my Rhino Hulls (magnetized)... Something about having 30+ Rhino Hulls, repainting a bunch of them in the old Wolves Legion colors is not going to have ANY impact on my other Marine armies. But again, AP 5, so unlikely to actually DO much against my primary Heresy Era enemies...
Think that is probably the biggest issue I have with the Legion lists. Everything is so focused, nothing is really a generalist or "Swiss Army Knife". Tactical Squads are just Bolters, no Heavy/Special weapons at all. The Heavy and Support Squads are all armed with the same weapons, so all Volkite Calvers, Plasma Guns, Missile Launchers or whatever... On one level, that makes it simple and if you KNOW what you are facing, you can build a specific counter. But I MUCH prefer a more generalist approach. My Grey Hunter squads in 40K have a little of everything. Rifle, Pistol, Sword, a Flamer or Melta in the Squad, likely a Power Weapon and/or a hidden Werewolf to multiply their HtH presence and riding in a Razorback for Heavy Weapon support. So, the small squad has the ability to move independently, support others like themselves and actually DO a fair amount of damage on the field... Yes, far less resilient than the giant 20 man squads, but standing off and firing the Las Cannon/Plasma into them, the new Wolves will cause a few casualties without any possibility of taking any until the Legion gets into Assault range or has something else deal with the Razorback. Having said all of that, I still believe that the 40K Tactical Squad is mostly useless except for it's ability to camp Objectives, and armies with other Scoring options are almost always doing better overall without the "tax" required to actually try to win some games based on the Missions themselves. One reason I bring Scouts in my Crimson Fist lists, frankly they are simply cheaper scoring bodies that I can try to flank or otherwise hide to keep alive. 3+ armor is simply NOT enough these days to try and stay alive when other armies like the Eldar and Tau have so many weapons on their basic, common units that simply ignore your Armor and in a lot of cases any potential Cover saves you might have had....
And so, back to Rock-Paper-Scissors I guess... Marines (40K) deal well enough with the 4 Tau Riptide if they build specifically for it, as do the Eldar with the same caveat. Tau/Eldar are pretty much dominating the competitive scene otherwise... And ironically, the 30K Heresy era things seem fairly well balanced against all of the above... For the moment, with the breakneck speed of releases in 6th Edition these days, who knows what will happen when the Tyranids hit the field with a new book or the IG, or... :-) Whatever comes next frankly...
Tuesday, November 5, 2013
30K and 40K so far...
So... Got in a fair number of 30k games now, and I have to say it is a refreshing change. Balanced, fun and so far nothing too over the top. Well, there are a few things that are close :-) .... Spartan decked out is close, but mid 300 point range? Neat, but almost never gets back its points on its own.... Transporting a giant unit of whatever across the table.... THAT wins games.
Major downside of the 30k stuff I have seen is that everyone is a Marine. So 3+ saves all over the place. Things that ignore 3+ armor are rare and expensive. Weight of fire works, but you have to be aware that sometimes you get 20 wounds on a squad and they do not lose a single model... FnP all over the place, Artificer Armor for the 2+ in almost every squad for the SGTs...
Biggest down side to 40k locally at least is the broken FOC that the supplements and allies get you. Playing one Army is actually a DISADVANTAGE now that it is legal to field armies allied with themselves for the extra slots... 4 Riptides or 4 Heldrakes is just silly. Legal, and playable of course but... So, I have to have my Centurion Devastator squads ready as the hard counter I think... For the Riptides or Eldar Wraith Knights... Just not liking the extreme"rock - paper - scissors" feel the game has devolved into. I have a good Marine army, just gets kind of boring playing that way. Fielding my VI Legion Wolves, and having fun... NOT winning all the time, but I think both players enjoy the game this way.
Not sure how I feel about the "rumored" expansions coming... Building rules and the ability to field "Lords of War" in 40k games. So, more expensive books to a) fix rules that they failed to do right in the base game and b) giant, expensive kits that were never intended for this scale of the game... If the fortification rules are free downloads publicly available that is one thing, but given who we are talking about? Not holding my breath. Right now, the Skyshield if played as written is stupidly broken, making the Eldar a no brainer to win most tournaments... So, it is killing the game from a competitive standpoint... And that in turn seems to be driving sales lower and attendance at our local store... I am having a harder time getting the motivation to play in a tournament, or even keep playing 40k frankly. REALLY like the Forge World models, just wish the Gopher carried them :-) Picked up a few Cataphractii Terminator suits, amazing models. Spartan is on the list for eventually pick up, even more if the bigger things hit the table in general. Slowly getting more, but... Just hoping the game itself continues...
Monday, November 4, 2013
2000 point Heresy game this week...
2000 Legion 12000 Pts - ~ Horus Heresy (THH1) Army
1 Legion Praetor (HQ) @ 155 Pts
Independent Character; Legiones Astartes; Master of the Legion; #Artificer
Armour; #Frag Grenades; #Krak Grenades; Refractor Field; Rite of War:
Pride of the Legion; Archaeotech Pistol; Paragon Blade; Warlord
1 Forge Lord (Legion Centurion) (HQ) @ 130 Pts
Independent Character; Legiones Astartes; Consul; Battlesmith; #Frag
Grenades; #Krak Grenades; #Artificer Armour; Rad Grenades; Refractor
Field; Bolt Pistol (x1); Charnabal Sabre; Servo-arm; Graviton Gun
19 Legion Breacher Siege Squad (Troops) @ 395 Pts
Legiones Astartes; Hardened Armour; #Boarding Shield; Power Armour; Bolt
Pistol (x19); Bolter (x15); Flamer (x2); Graviton Gun (x2); Frag Grenades;
Krak Grenades
1 Legion Sergeant @ [155] Pts
(character); #Boarding Shield; Artificer Armour; Bolter; Power Weapon
(x1)
9 Legion Veteran Tactical Squad (Troops) @ 275 Pts
Legiones Astartes; Veteran Tactics; Power Armour; Chainsword (x8); Bolt
Pistol (x9); Bolter (x7); Heavy Bolter w/Suspensor Web (x1); Missile
Launcher w/Susp. Web (x1); Power Weapon (x1); Frag Grenades; Krak Grenades
1 Legion Veteran Sergeant @ [85] Pts
(character); Artificer Armour; Bolt Pistol; Power Weapon (x1); Bolter
1 Legion Apothecary (Elites) @ 210 Pts
(character); Legiones Astartes; #Narthecium; Augury Scanner; Artificer
Armour; Bolt Pistol; Power Sword; Frag Grenades; Krak Grenades
1 Legion Apothecary #1 @ [70] Pts
(character); Legiones Astartes; #Narthecium; Augury Scanner;
Artificer Armour; Bolt Pistol; Power Sword; Frag Grenades; Krak
Grenades
1 Legion Apothecary #2 @ [70] Pts
(character); Legiones Astartes; #Narthecium; Augury Scanner;
Artificer Armour; Bolt Pistol; Power Sword; Frag Grenades; Krak
Grenades
4 Legion Terminator Squad (Troops) @ 460 Pts
Legiones Astartes; Implacable Advance; Prototype Weaponry; #Cataphractii
TDA; Power Weapon (x4); Combi-Bolter (x3); Reaper Autocannon (x1)
1 Legion Terminator Sergeant @ [55] Pts
#Cataphractii TDA; Combi-Bolter; Power Weapon (x1)
1 Legion Phobos @ [270] Pts
Vehicle (Tank); Capacity: 10; Access Points: 3; Assault Vehicle;
#Searchlight; #Smoke Launchers; #Machine Spirit; Armoured Ceremite;
TL Lascannon Sponsons (x2)
9 Legion Tactical Support Squad (Troops) @ 235 Pts
Legiones Astartes; Support Squad; Power Armour; Bolt Pistol (x9); Volkite
Caliver; Frag Grenades; Krak Grenades
1 Legion Sergeant @ [55] Pts
(character); Artificer Armour; Augury Scanner; Bolt Pistol;
Chainsword
1 Legion Artillery Tank Squadron (Legion Basilisk) (Heavy Support) @ 140 Pts
Vehicle (Tank); #Searchlight; #Smoke Launchers; Earthshaker Cannon; Hull
Heavy Bolter
Models in Army: 52
Total Army Cost: 2000
So, NOT bringing my Spartan of Doom... That seems like a simple enough choice, and I know damn good and well that it works. Let's see what the lads can do like this. The Siege Squad joined by the Tech and Praetor seems like a pretty tough nut to crack, especially if I plant them in some sort of cover. Have to admit the Conversion Beam on the Tech is VERY tempting in this setup, and could be easy enough to get if I feel it will work... Seems one of the good ways to put down a Str 10 AP 1 blast to help deal with the Land Raiders being immune to Melta, or the big MCs...
The Basilisk is there to root out things hiding, and with it being a Str 9 AP 3 large blast Ord weapon... Well, barring area terrain, I am hoping to see some large squads of Infantry in the open, or bomb them out of cover... In a pinch I think it also has a decent chance against most Vehicles, even Land Raiders I guess... Thinking it will be able to drop the template on the folks piling out of a Rhino the Volkites destroy... You know, if things go the way I'd like them to... We'll see I guess. Not 100% sure it will be worth the 140 points for a BS 4 Basilisk, but...
Vets will either be Snipers of Flankers, depending on the setup... Both Heavy Weapons have suspensors allowing them to fire on the move, and Sniper for the Unit is just brutal...
So, 4 "Troops" choices, 1 Heavy and 2 HQ elements... A lot of Infantry, hoping that this does not bite me in the ass... But a LOT of FnP for the lads... We'll see if that works at all. Since I know I will not face a Heldrake, I am less concerned... Thinking that a Bastion and/or Mortis DN will become a standard piece of equipment for me going forward...
Friday, November 1, 2013
VI Legion, Wolves
Tuesday, October 29, 2013
Legion review and comparing it to 40K...
Kind of brings up the point of irritation for me... NOT with his specific army at all. James' force was a fairly "friendly" force based around Ultramarines using mostly Tactical and Devastator Squads with Salamander Allies. So, essentially, lots of 3+ save bodies. Dies horribly to Heldrake spam, but not really an issue locally at least. More the broader picture. The fact that Allies allow you to take a modified and likely superior FOC. And being able to ally with yourself to gain the extra slots just seems inherently unbalanced. Yes, everyone CAN take Allies. Just annoying that I feel penalized by taking a basic, traditional force. This modified FOC I think is a major unbalancing factor in the Tournament scene. Seeing a lot of the armies bringing 3-4 of the big MC things to win. Given the limited environment and time constraints, those armies will do well if their Troops are fairly resilient or say, their Transports are. Some of the armies that the big MC types would I think have a harder time taking down are things like the massed Infantry/Hordes... Not viable to play those armies in a timed event though.
I don't know. Looking ahead I have to admit to thinking that I won't bother trying to get a team together to go to Adepticon. A lot will depend on the FAQ that the TOs there provide. But right now, the Eldar Wave Serpents spam on the Skyshield seems to be something nigh unbeatable. Put enough up there and you are unassailable in Assault, have a 3+ cover save that goes to 2+ with the Holo Fields and against the few things that may remove the Cover save? Oh, yeah a 4++... Still looking at the RAW, and the rules for no cover save weapons specify "wounds", so strictly speaking it does NOT apply to Vehicles...
So, got the Cataphracts assembled and starting to test out a paint scheme. Going with the Pre-Heresy Wolves... Will have to post a pic when I remember to take my phone downstairs... Have to say I like the way they are coming together...
Wednesday, October 23, 2013
Next Week's Legion list
1850 Pts - ~ Horus Heresy (THH1) Army 1850 Legion 2
Unit Name ## WS BS St To Wo In At Ld Save Cost
Legion Praetor (HQ) 1 6 5 4/5 4 3 5 4 10 2+/5++ 135
Independent Character; Legiones Astartes; Master
of the Legion; #Artificer Armour; #Frag Grenades;
#Krak Grenades; Refractor Field; Rite of War:
Armoured Spearhead; Bolt Pistol (x1); Paragon
Blade; Warlord
Forge Lord (Legion Centurion) 1 5 5 4/8 4 2 5/1 3/4 9 2+ 105
Independent Character; Legiones Astartes; Consul;
Battlesmith; #Frag Grenades; #Krak Grenades;
#Artificer Armour; Rad Grenades; Bolt Pistol
(x1); Charnabal Sabre; Servo-arm
Legion Breacher Siege Squad (T 19 4 4 4 4 1 4 1 8 3+/6++ 395
Legiones Astartes; Hardened Armour; #Boarding
Shield; Power Armour; Bolt Pistol (x19); Bolter
(x15); Flamer (x3); Graviton Gun (x1); Frag
Grenades; Krak Grenades
Legion Sergeant 1 4 4 4 4 1 4 2 9 2+/6++ [160]
(character); #Boarding Shield; Artificer Armour;
Bolter; Lightning Claw
Legion Tactical Squad (Troops) 9 4 4 4 4 1 4 1/2 8 3+ 390
Legiones Astartes; Fury of the Legion; Power
Armour; Chainsword; Bolt Pistol (x9); Bolter
(x9); Frag Grenades; Krak Grenades
Legion Tactical Sergeant 1 4 4 4 4 1 4 2/3 9 2+ [82]
(character); Artificer Armour; Chainsword; Power
Weapon (x1); Bolt Pistol
Legion Proteus 1 BS: 4 Front: 14 Side: 14 Rear: 14 HP: 4 [200]
Vehicle (Tank); Capacity: 10; Access Points: 2;
#Searchlight; #Smoke Launchers; #Machine Spirit;
TL Lascannon Sponsons (x2)
Legion Apothecary (Elites) 1 4 4 4 4 1 4 1/2 8 2+ 70
(character); Legiones Astartes; #Narthecium;
Augury Scanner; Artificer Armour; Bolt Pistol;
Power Sword; Frag Grenades; Krak Grenades
Legion Spartan Assault Tank (H 1 BS: 4 Front: 14 Side: 14 Rear: 14 HP: 5 315
Vehicle (Tank); Capacity: 25; Access Points: 3;
Assault Vehicle; #Machine Spirit; #Extra Armour;
#Searchlight; #Smoke Launchers; Armoured
Ceremite; TL Heavy Bolters; Quad Lascannon
Sponsons (x2)
Legion Terminator Squad (Elite 4 4 4 4 4 1 4 2 8 2+/4++ 440
Legiones Astartes; Implacable Advance; Prototype
Weaponry; #Cataphractii TDA; Power Weapon (x4);
Combi-Bolter (x3); Reaper Autocannon (x1)
Legion Terminator Sergeant 1 4 4 4 4 1 4 2 9 2+/4++ [55]
#Cataphractii TDA; Combi-Bolter; Power Weapon
(x1)
Legion Phobos 1 BS: 4 Front: 14 Side: 14 Rear: 14 HP: 4 [250]
Vehicle (Tank); Capacity: 10; Access Points: 3;
Assault Vehicle; #Searchlight; #Smoke Launchers;
#Machine Spirit; TL Lascannon Sponsons (x2)
Models in Army: 41
So, a much smaller force... One ancient Land Raider for the Tac Squad to go forth and camp. Did find out that the Proteus Class LR lacks the Assault Vehicle rule, so the lads woll not get out and charge into Assault... But, not really the plan for them. The whole army is Scoring, at least all 3 Squads... And The big Siege Breacher Squad with FnP, Flamers, Defensive Grenades, Invulnerable Saves, Rad Grenades and 2 decent HtH monsters hidden in there? Should be a PITA to remove from the field once they get out of the Spartan.
So, nothing subtle, just the Spartan flanked by the other 2 Land Raiders rolling up the field. 8 TL Las Cannon shots, each Vehicle with Machine Spirit so the shots can be spread out a bit... Less concerned about Fliers or big MCs... Think they will have a hard time removing the Spartan with the Tech riding in it repairing as needed...
Tuesday, October 22, 2013
First game in with Legion vs Chaos @ 1850
Vigilator
Siege Breaker
3 Apothocaries (Artificer, PW)
Breacher Squad (20, 3 Grav 1 flamer)
Tactical Squad (20)
Tactical Support (10, Volkite Calviers)
Mortis DN
Thudd Gun
Spartan (dozer, Ceremite)
Joe brought a Chaos/Black Legion force based on a Rhino Rush strategy:
Chaos Lord (jump pack, Axe of rage, burning blade?, Khorne mark)
Raptors (10, 2 melta, few other upgrades)
3 Rhinos with a Squad each (Melta/Flamer in each Squad, PF/PW champ)
Hel Drake
Chaos Chaplain equivalent (BL)
Chosen Squad (loads of upgrades, in Rhino)
He went first, loaded up his Left flank with 3 Rhinos full and the Jump Squad, leaving a single Rhino on the Right for himself. I set up in a few ruins, one had the Quad Mortar one the Support Squad and one the Tac Squad from my Left to Center. I left my Right empty, keeping the Spartan in Reserve with the Breacher Squad in as bait for the Objective there. Siege Breaker with the Support Squad (my Warlord) and the Vigilator with the Tac Squad to give them better cover and use his Sniper abilities. This I think is where I made my major mistake. Had I simply fielded the Spartan ON the Objective and dared them to come and get me I would have been in a far better position late game. As it was, nothing game breaking, we ended up with a draw as we both killed a lot of the other side and had units locked in Assault when time expired... I got First Blood from a Rhino kill, he got Line Breaker by being in my DZ for the bulk of the game :-)... We both found that the big 20 man Squads with FnP and 2-3 2+ Armor guys in them were annoyingly difficult to kill off. I did not actually lose any of my Squads entirely by the game end, but I also failed to kill off enough of his to keep an Objective clear....
So, what I learned:
- Big Squads are good, especially the Breacher Squad. The Blast/Template re-rolls and FnP meant that bunching up coming out of the Spartan wasn't a big deal. Also, ALL of them having a 5++ and FnP in Assault was huge. This will I think become a standard setup piece for my lists. Some of the lads are inbound now, guessing I'll be sculpting/casting shields to mod more of my ancient earlier MK armors to be a full Squad...
- While it was GREAT having Apothecaries in each Squad, I need to tool out the SGT and likely have a more HtH focused IC in each big Squad to actually be a credible threat and actually keep my lads alive when they get hit.
- Tac Support Squad with the Volkite thing... It was "eh"... A minor threat to the Rhinos. But really? I think Flamers in a Rhino will be more the norm. Keep it in Reserve maybe and roll on to flambe a Unit that is threatening my backfield... Plasma or Melta are options, but 30/Marine is a lot of points... Not seeing enough Deep Strikers to say that a unit of all Plasma and Intercept would be worth the points. Might run the Volkite thing one more time, but 3+, even in cover is just not that great anymore...
- The Siege Breaker and Vigilator were both pretty "eh" at best. What I REALLY needed was more HtH power, the Sniper stuff just wasn't worth the points, nor was the Tank Hunter ability really. SB needs to be in a list with more actual Artillery and more folks with the Comm Units to abuse LoS. Camo cloak and Specialist Ammo was completely worthless in this case.
- I brought a few "let's try this" sort of things... A single Artillery piece that was no real threat to Marines, the single AA DN, etc... The DN might stay, but even so, that was 135 points wasted I felt. The Artillery I have to either commit to bringing a LOT in the form of actual Arty or even 3 Mortars or not at all. Basilisk is an option, and 2 of them with the LoS abuse possible would be brutal. So more focused list building needed.
- ATSKNF... Not having it SUCKS. I got way too spoiled playing modern Marine armies for so long that I did not realize how often it might well be REALLY important to have.
So, more focused lists... That was the big thing I learned. Thinking the Praetor with the Armored Spearhead will be the next list. Though I AM looking forward to fielding some Cataphractii Terminators... Just that they do not normally HAVE the Deep Strike option and so need the 250 point Land Raider bringing the 5 man Squad cost to 440. The Centurion upgrades I brought were also a "that looks neat" thing, but I think they really brought nothing useful to my list as unfocused as it was. The Praetor will be different I think. Fewer bodies, but more focus on doing what I think must be done.
All in all though, I think it was a good, fun game... Looking forward to seeing what else I can bring to the table...
Sunday, October 20, 2013
Generic Legion @ 1850 for this week...
Vigilator (Artificer Armor, Refractor Field) 115
Siege Breaker 95
Legion Breacher Siege Squad (20, 3 Graviton guns and Flamer, Artificer on SGT) 400
Legion Tactical Squad (20, Artificer and Combi Melta on SGT) 310
Legion Tactical Support Squad (10, Volkite Calviers, Artificer on SGT) 230
Legion Apothecaries (3, Artificer Armor, 1 w/ Augury Scanner) 180
Legion Spartan Assault Tank (Ceremite, Dozer) 320
Mortis DN (TL AC) 135
Rapier Weapon BTTY (Quad Mortar/Thudd Gun) 60
So, basically, the Breacher Squad loads up in the Spartan and rolls forward if needed. Quad Mortar, Tac Squad and Support Squad castle up with the Vigilator leading out the Tacs for Sniper support. Siege Breaker leads out the Support Squad to give them Tank Hunter. Loads of Str 6 shooting, with Interceptor against Deep Strikers... A bit light on AA, just the Mortis really being dedicated AAA. I am also a bit concerned about the lack of real Heavy Weapons...
The other option is a Praetor leading out a few Squads of 10 in Proteus Class Land Raiders. Breachers and Praetor ride in the Spartan. Smaller numbers, but all in AV 14, loads of TL LC to shoot down something similar...
Thursday, October 17, 2013
New Legion rules and potential lists...
Wednesday, October 16, 2013
Ancient Comm Mini
So, not bad and as I eventually choose my 30K Legion, something for me to paint up in the correct colors, but still have to say the FW minis they are coming out with are amazing... :-) Will probably have to sell off a rifle or three to start buying more of the resin...
Tuesday, October 15, 2013
Legion Lists for next week
So far, up in the air with respect to who I will have lead out the army... Librarians getting to simply choose a discipline? So Divination perhaps? The Praetor is awesome as well though... And Siege Breaker for Tank Hunter? Just so many things I could go with... Librarian is a safe choice, and probably where I'll start. I need to learn how to use them in any case.
Looking at the number of Land Raiders I can field as Transports... Kind of imposing really. Especially as I can pay the extra points to make them immune to Melta fire... The Spartan with the transport capacity of 25 means I can carry either a full Terminator Squad or a stupid large 20 man Tactical Squad or Breacher Squad with attached Medics (Apothecary) and say, a Librarian or the like... In an Assault Vehicle with a stupid number of Marines rolling out with FnP, shooting attacks, etc... Yes, REALLY high point cost for the Deathstar, but Scoring, hard to kill and should do a lot of damage...
Thinking that a 3 Land Raider spearhead will be extremely difficult for a lot of folks to deal with locally at least... Not entirely convinced that I could easily take on a Screamer Star or an overload of MC's, but... Lots of Twin Linked Las Cannon around, and my Terminators will have their 4++, and the lads will go down fighting so it will I think at the least be fun to play out...
Monday, October 14, 2013
30K Marne Legion armies viable in a modern high powered environment?
Looking at the Legion, I have options for things like a Tactical Support Squad with up to 10 guys, 9 armed with Meltas, Plasmas, or Rotor Cannons or a Volkite Calvier. The Calvier is a 30" range Str 6 Heavy 2 with the potential for extra Wounds... But basically, 30" range Str 6 shooting :-)... Troops, and the Augury Scanner is cheap... Allows the use of Rapid Fire or Heavy Weapons as Interceptors against Deep Strikers... So, that could be brutal.
Almost every SGT can be upgraded to Artificer Armor, and most line squads can be up to 20 members... Things like the BA Medics are standard things. So 20 FnP Marines should be able to hold out a while... NOT cheap, but again, something that you can see in a more limited and limiting fashion in modern (ish) codices... And the Spartan Class Raider can carry 25 models, so the FULL Squad along with ICs...
I guess THAT is the frustrating thing about the 30K vs 40K comparisons... Using just the basic Legion list as a basis for a list as I want to field it, I can actually make just about ANY of the modern Marine based armies. And better I think. Honestly, I think I can field a Legion list that can go toe to toe against the Tau/Eldar silliness that is currently dominating the Internet/Tournament scene... Scoring Terminators, cheaper Land Raiders, which CAN be immune to Melta and can be Dedicated Transports... So, no new stuff, and perhaps having a difficult time with an overload of Fliers. OTOH, the Fliers will likely have a hard time dealing with the Land Raiders.
:-) Guess I'll break out the 3 ancient Land Raiders and see what the Legion can do this week... Glad the old Army Builder program had the Heresy stuff in it these days...
Thursday, October 10, 2013
Considering a 30K Army... Dammit :-)
So, I guess I start trading for and picking up some of the more interesting "ancient" Armors... I have a set of "Breacher Siege Squad" lads coming to become a Command Squad with Storm Shields in 40K, but guessing that they will just be the first group... Breachers are Troops in the 30K lists, but unit starts at 10 men... Assault Squads are also Troops... Seems weird to me that Forgeworld can write such amazingly balanced and frankly good Army Books and GW comes out with silliness and stupidity in the form of the $50 DA book that was DoA due to the Heldrakes and massed fliers initially seen in 6th edition... Damn shame, and I have to admit that this causes me a fair bit of concern for the long term viability of the game.
Wednesday, October 9, 2013
Crimson Fists vs IG
He fielded:
Lord Commissar (2 Plasma Pistols)
Vendetta (3 TL LC, 2 HB)
Vulture (I think, FW flier, TL Punisher Gatling Cannon, HB)
2 Leman Russ w/ Punisher, MM sponsons and LC hull mount
Leman Russ Exterminator (Las Cannon)
Vet Squad (Plasmas, Carapice, in a Chimera)
Vet Squad (Meltas, Plasma? Rode in Vendetta w/ Commissar)
Bane Wolf (MM, Chem flamer)
Line PLT, 3 squads, Commissar
I fielded:
CPT on bike w/Primarch's bolter
Command Squad on bikes w/melta, 3 Grav guns and a Medic
Bike Squad w/MM, 2 Grav guns full squad
2 Scout Squads, cloaks, bolters, snipers, etc... 2 Speeder Storms, 1 MM, 1 HF
Centurion Devastator Squad w/2 Grav Cannon, missiles and split fire
Hunter
Legion of the Damned
Storm Raven
Rifleman DN
Everything that could combat squad, did. DN rode in the Raven, Bolter Scouts in Storms flanked
So, he got first turn... Set up his 2 Punisher tanks on his left flank, Executioner on far right. Line PLT in the center in a building. I sent my Centurions to my left opposite his Exterminator. Scouts set up in same building and the far Right flank. Had to start the Bike Squads behind cover as well. Reserved the Command Squad and Hunter along with the Legion, Raven and Storms. First turn was my Scouts weathering a LOT of punisher shooting along the way... My turn was the Devastators moving up and wrecking the Chimeras (well, one Chimera and the Bane Wolf) for First Blood.
His Warlord Trait was -1 to my Reserve rolls... So while his fliers came in and helped him collapse my Right flank by killing off the few remaining Scouts there and the bulk of my Centurions, I only had my Hunter come in. My Bike Squads survived by making lots of cover/Armor saves, but are cut down to only a few members each. I charge one Bike Squad into his Vets and hope for the best... The other lasts until next turn, but... So, lots of things die on both side, but I have more reserves so while the board looks sparse for me... I have to get my lads to the field and let them go...
Turn 3, I have 2 Sniper Scouts alive hiding in a Ruin. I think mostly because we both forgot about them. This turn I get the bulk of my Reserves, all but one Scout Speeder (MM one) arrive and it starts to look good for the Marines. The Storm Raven drops the Rifleman off on the way in, then proceeds to fire at the Punisher Tanks... Killed one Tank and damages the other. The Rifleman opens up on the last Chimera and kills it. LoD and Scout Speeder damage the Executioner. Last Biker kills off his Vets and then retreats... To die next turn, but...
Turn 4, his damaged Vendetta drops out the Commissar's squad... The kill off a the few remaining Bikers hanging around and I think somewhere along the line my Centurions die to the massed fire... The Storm Raven and Scout Speeders I think off his now hovering Fliers... To be fair, I think it would not have really mattered had they been Hovering or Flying as the Raven can target 2 with it's array of Vehicle killing weapons and almost guarantee splashing one and potentially both. Coming in late left his Fliers exposed to a Riposte from the Claymore that is a Storm Raven. Was good that his lads deployed from the Transport else when I splash the Vendetta, most of them die. Pretty sure my LoD and remaining bikes in his DZ are killed, but my Scouts and a few other things shoot in and kill off his PCS.
Turn 5 is mostly cleanup, he moves to cover the objective, I shoot him off of it and consolidate. He still has a fair number of lads in his Platoon, but Las Guns are not going to slow down my Command Squad set to crash in and deal with them in HtH... After unloading the rest of my army into them. I do not control the Objective at my Scouts are either in his DZ or have been forgotten and are camping out with a nice lunch started in the original Ruin. Raven kills off his last Tank that has just vaporized my Rifleman... Now, the Raven is completely out of real targets as MM/LC are overkill against IG Grunts, but had we continued, so be it... Over the course of 2 more turns I COULD have gotten the Objective as the one Combat Squad with a Storm woula have been able to Turbo Boost over there and deploy onto it the next turn. Would have been easier to just kill off the remainder of the Platoon though I think...
So, the stars for his side? Vulture with the huge number of shots on Strafing... His Punishers were also quite good, but honestly easier for me to take down. Their weapons have too short a range to NOT play aggressively and so they tend to move beyond their own Support elements and die. His PCS was also quite good, though I think 2 more Flamers might have been good there. They played "Linebacker" and dealt with Deep Strikers coming in. Heavy Weapons in the Line Platoon would have been huge, as it was I could safely ignore that element and deal with the rest. But they did last the game...
Stars for me? Bikes are actually quite deadly now... Making them Troops and Combat Squads means I can saturate the field in Scoring units... They did well. The Raven was amazing. The Rifleman, not so much, but... LoD was "Eh" at best I think. Scouts on LS Storms were really quite good. Flanking and rolling in with a bunch of Bolters and a Heavy Bolter re-rolling 1's to hit is nice... And... Well, the CPT did well, and the Grav weapons on bikes were nice, but highly situational I think. Hunter paid for itself bringing down the then Skimming Flier, and bringing it in from Reserve will I think be SOP henceforth... Overall the Army did well, would have been better as a White Scar force, but...
Thursday, October 3, 2013
Is Forgeworld the equalizer?
Wednesday, October 2, 2013
Pics of works in progress and a bit more...
- Still stripping and repainting my Praetorian IG, but that is a LONG term project with several hundred models. And riding the motorcycle, not a practical army to be transporting. Rumor has them getting a new Codex early next year. I think they are still way too good in this edition, though I know I do not be any means have an “optimized” force playing mine as a Light Rifles Company. Still, while they are NOT unbeaten while I play them, I think I have only lost to gimmick setups for a LONG time. By Gimmick I mean the Scenario allowed say, an Assault based horde army to set up at the mid-point, something like 12” away from my line as I was packed into a corner. If I had more than a single turn to actually fire before getting overrun… But that was 5th edition. In 6th I think they still do an amazingly powerful gun line. Only real struggles are keeping something like Daemons at bay. But I have Aegis lines, Hydras, Vendettas, etc… Sadly, running them with Wolves as allies for Psychic Defenses and effectively unbreakable blobs is not a bad thing. Silly tricks like DA or GK allied in give things like 4++ Fearless blobs or other things really outside of balance… NOT really suitable for fast paced Tournament games, so unlikely to see them there… And frankly, the modern gun lines like Eldar Serpent Spam can throw out a LOT of firepower. More below…
- DA… Yes, I have a BUNCH of them still in various stages of painting. Picked up one of the new Terminator Squad boxes… And repainting/finishing up a bunch of my old models. I CAN play a pretty good Dual Wing or Deathwing force… Just such a low model count for overpriced things and the new gun lines put out SO MUCH fire that I’ll roll enough 1’s to just die. Oh, and the bikes just evaporate to the Heldrakes. No saves, wound on a 2 or 3 depending if it is the fly-by or flamer… No defenses possible, unless you somehow get them Invulnerable saves… Possible, but NOT cheap and that bunches you or slows you down so much… And overall, the DA book still leaves a bitter taste as it had SUCH potential but ended up just being really bad all around. Niche allies at best, sadly…
- Eldar… Yes, I stopped painting and playing them for pretty much the opposite reason. They are just way too good. The Wave Serpent is insane, and since GW is “somewhat lax” doing things like writing, clarifying or providing FAQs for their rules you get some insane but completely legal combos. Skyshield with Wave Serpents being the one that comes to mind here. 2+ cover save for a bunch of Vehicles that depending on how the TO rules might be immune to “ignores cover”. And good luck getting up there to deal with them in HtH. MOST tournaments do not have giant pieces of blocking terrain at the center of every table, and those are the only ones that I am seeing things like Chaos/Tyranids coming out on top with. Alpha Strike or no, SO much shooting that it gets silly and they are immune to so much counter fire. Kind of irking, I was really enjoying playing them in a non “optimized” fashion with Spiritseer and Wraiths as Troops, etc… There are just SO many good things in the book, and it was interesting to play until this. I felt it was overpowered before this and I felt pretty bad bringing them to play against folks bringing “fluffy” Chaos Marines, GK or the like, but this just put it way over the top. Point and click for the win at the events, boring to play and boring to play against.
- And finally the Crimson Fists I am working on now... So far they are pretty good. I am enjoying playing the Army and they are doing fairly well... OK, strike that, they are kicking much ass. But I have yet to face one of the forces I think will be a hard counter to them. And unfortunately there are some armies that are simply hard counters to EVERYTHING. Based on some very poorly written rules and their interaction with some very unclear things, it has led to a situation where I fear the game itself is just broken. The problem is that until some of the stupidity is sorted out, not sure ANY Army will work. Frankly, at this point barring local house rulings or a LOT of the major TOs getting together and making an effectively universal ruling it is simply not worth playing in Tournaments I think... Locally I think we'll avoid this, but...
Friday, September 27, 2013
Next Week, something completely different and the current meta?
Tuesday, September 24, 2013
Battle Rep, Crimson Fists vs Chaos at 1850
Warp Smith with harness of doom, 5+ Inv
Land Raider
Squad of Marines with Melta and Flamer
Hell Brute w/Power Scourge
Hell Brute w/Plasma
3 Squads of Marines with Melta, Flamer in Rhinos w/Havoc Launchers
Obliterators
Vindicator
2 Heldrakes
I fielded my Crimson Fists:
Pedro Kantor
Honor Guard in Rhino
Tech Marine
Sternguard (10, 1 HF, 7 Combi Melta, 2 Combi Plasma, LC on SGT) in Drop Pod w/beacon
Scout Squad (10, cloaks, 4 Snipers, HB, Bolters on rest) in Land Speeder Storm w/HF
Scout Squad (10, Cloaks, 4 Snipers, ML, Bolters on rest) in Land Speeder Storm w/MM
Legion of the Damned (5, Melta, Plasma Cannon)
Hunter
Rifleman DN (2x TL AC)
Storm Talon (TL LC)
Thunderfire Cannon
Centurion Devastators (3, 2 Grav Cannon, 1 TL LC, Missiles all around, SGT w/scope)
Everything that could Combat Squad did. Bolter Scouts flanked in the LSSs.
We played Hammer and Anvil (Long table) with Emperor's Will (2 Objectives). He got first turn on a table with something like 14 pieces of terrain, so loads of ruins. I upgraded 2 in my DZ and he vetoed one, so only the one om my left was 3+. I deployed my Rifleman Honor Guard w/ Pedro in Rhino and the Thunderfire in that one along with the ML armed Combat Squad of Scouts. Ruin on my right with the 4+ cover had the Centurions, Hunter and the HB armed Sniper Scouts... Joe's Iron Warriors lined up with his Land Raider taking his far Left, flanked by 2 Rhinos and the DNs. Oblits to his Center and the Vindicator flanked by a Rhino to his Right.
Night Fighting on turn one so there was a limited amount of damage done by the Iron Warriors... Mostly they drove forward, popped smoke and bunched up as they rolled toward me the bulk on his Left towards my objective (guarded by the Centurions). On my turn, the Sternguard dropped in near the center, scattering to my Left and the Vindicator. It was a rough turn for Chaos. The Heavy Flamer hit one of the DNs and the Vindicator that it was covering the Rear Arc of... Rolled a 6 followed by another o destroy it for First Blood. The Combi Meltas slagged the DN. Pedro dropped his Orbital Bombardment into the mess on the Right... Hit the Land Raider and a Rhino. Stripped a hull point from a Rhino and the Raider passed it's cover save... Then the Centurions opened up... The Raider died after failing 4 cover saves. To be fair, Night Vision made them hard saves, but 4 dice, nothing higher than a 2 doomed it. So, did a lot of damage, but the Heldrakes haven't shown up.
Turn 2, his Drakes came in. Flew over and flamed one Sternguard Combat Squad, wiping it out. The second offed the bulk of a Sniper Scout squad. His Warlord and squad hoofed it toward my Objective and took a bunch of wild shots into my Centurions Oblits Plasma and Power Fists killed off the second Sternguard Squad combined with other fire from random Marines... So, not a good day to be a Sternguard, but they did what they had to. On my turn, the MM armed Speeder and the Legion arrived. They wound up killing the second DN, an Oblit and put some damage into some of the trailing elements... Keeping him from fully engaging my DZ... The Centurions erased the bulk of the Warlord's squad and split fire into a Rhino with the Las Cannon. The Hunter hit a Drake, but the 5++ saved it. Moved Pedro and Co up to block and bait them a bit... Mostly worked, should have gotten them out as the Rhino lacking the Assault Vehicle rule hurts a unit that WANTS to Assault.
Turn 3, his Drakes continued their rampage... Finished my Scouts and... Well, the Thunderfire saved and that was about it... Rolled the Hunter back to keep it out of Melta range from his Marines, so it took a Glance being outside of 6"... He destroyed Pedro's Rhino, and the lads hunkered down to wait... The Oblits shot then charged Legionnaires... And we bounced...Not a lot of damage to either side. On my turn, the Hunter MISSED, but put a marker onto a Drake. The DN actually put a hull point onto the other... Centurions erased another squad, and... Well, things were winding down as we killed each other off...
Turn 4, one Drake left the second finished off a squad of Scouts that had a survivor or two around, the Centurions ignored it. He chased the Hunter and immobilized it, but it lived being more than 6" again... On my turn I killed his Warlord, the missile hit the Drake and the Hunter fired again to finish it off... The last Rhino of his finally died and my Honor Guard charged in and killed off a squad of Chaos Marines. I think my Legion finally died, but they kept his Oblits out of action for most of the game. I made a major error and hopped out and claimed his objective. So, on turn 5 his Drake came back and killed them all. ALMOST cost me the game, I should have kept them in the Vehicle knowing I had the final turn. But at this point (Turn 5) I had the ONLY troops left in the 5 Bolter Scouts in the second Vehicle... Well, with First Blood, Warlord I wrapped it up...
Legion did well. Died slowly, but I think the Multi Melta will be their weapon of choice. No Cover saves and AP1? Yes Please. Centurions were probably way too good. Sternguard? Good, but I doubt they got back their points directly. For the first time though, I was not overly concerned about the Heldrakes. They killed a LOT, but a lot of that was my fault for deploying overly aggressively and stupidly in the case of the Scouts. In the end, "It Will Not Die" and the 5++ saved them. I splashed one, almost the second one and by the 5th turn I had all of my AAA ready to go and was left mostly with things not concerned with AP 3... So, the lessons learned were that I need to play less aggressively with the Scouts... Might be time to bring a Rhino or two with Tactical Marines...