Thursday, April 11, 2013

Daemons and bullets don't mix

I've played against daemons a few times since they came out. I have to admit I am really impressed with the book. The units all do interesting things, you can field a boat load of models and you can make use of that microsoft exel  course your job made you take!

I think people are still sorting out how to play daemons effectively; but, so far from what I have seen it has been mad rushes straight into the teeth of my guns. I think that people are over estimating how survivable 20 T3 5++ models are.

I've really only seen two list iterations so far. The first is the pink horror list. 2-4 units of 20 horrors with heralds, a few chariots and some counter-assault unit. Pink horrors are a pretty damned good unit. the XD6 (X being what ever number between 2 and 4)  shots really add up. teamed with prescience and the ignores cover rule you really have a wall of bullets. That is until you actually face something really scary. Like a librarian. A single librarian simply close enough to the targeted unit can nullify the power entirely on a 5 up. teamed up with a Codex marine set of power like null zone and gate and you will remove models by the handful! Pink Horrors need supporting units. Something that can add to their fire reliably and diversify their damage out put.

The next list is the Slaanesh Blitz list. This list is a boat load of daemoettes, seekers andKhorne hounds. They fly up the board in a hopes to catch and kill you before you even leave your deployment zone. I've only played this list a couple times but both times I was unimpressed. It could be the fact I am playing power armoured armies; but, whenever i play this list they get to my lines and are driven back with bolter fire.

I think massive numbers is the way for daemons to go, but i think you need to diversify you're lists. Slanneesh daemons with Tzeentch support gives you a lot of flex-ability. High rates of fire and movement. Add in some Chaos marine allies and you have some durable units to throw into the mix.

What do you think?

Thursday, February 28, 2013

rules problems

There is always a lot of debate about rules in Warhammer. Some of it is justified; it's hard to make up a rule system that will work across thousands of gaming tables. The rules governing wargames as opposed to a computer game have to be much more flexible to account for the creativity of players. My friends and I often play custom games of 40k.

But the main rule set is designed to allow players to meet total strangers and have a common understanding of the game. This is where rules problems come into effect; A miss understanding or different interpretation of the rules can not only bog down a game but ruin players fun.

The common way to resolve rules problems is the "Rules as Written" method. RaW seems like it should be the be all and end all of rules settlements but there is a massive problem with it; The players themselves. Being a competitive game players are always looking for advantages. The worst players are the ones who use the rules as a weapon. They often will quote little loop-holes and weird order of operations arguments to explain why you can't or they can do an action. Things like

"We are playing a 750 point game and I brought my Black Templar but I didn't want to use the lame Emperor's Champion model so I only brought 749 points. My codex trumps the rule book and it says ARMY"

Now whats wrong with that argument? The logic is fairly sound.
All Black Templar Armies that are 750 points and higher are armies that must take an Emperors Champion
All black Templar armies that are my army are Not Black templar armies that are 750 points and higher
All armies that are my army are armies that do not need to take the emperors champion

While the logic is sound the wheels fall of this particular argument have nothing to do ether premise or the conclusion. It's the Ethical implications within the argument.  What the argument is really saying is;
 "I want to use an option that is superior to the Emperors Champion; I am going to fudge my numbers so the Emperors Champion isn't required by the rules as is exactly written."

Another why to say this is "I am going to do what I want to win and fuck you."

The simple truth is that Wargames are supposed to challenge players on the table top. Players are supposed outwit each other using the models on the table. You're supposed to take an army and maneuver it to victory above the table play is reprehensible. When players start looking for exploits and work arounds to stack the odds in their favour they are actively ruining the game. If you are playing the game in a way where a lot of people argue with you; chances are what you’re doing is wrong. It may not be wrong by some stretch of logic. But it could me wrong a morale level.

A personnel example I have of this type of behavior is a player trying to keep Abaddon from joining a unit of Plague marines. The argument being that while having the mark of chaos ascendant Abaddon had all the Marks of chaos. But the rules say a model may join a unit with a different mark. There was an argument for both sides (since remedied by way of FAQ) but he wanted to win so he argued until he was blue in the face that Abaddon had to be “on his own”.

Keep the battle on the table. Resist the urge to try and use the rules as the decisive weapon in your list. 

Wednesday, January 2, 2013

Templar and Night lords!

Black Templars were my first 40k army. I loved that they were Marine who just wanted the best things in life. A nice ship to fly around in, awesome bros to pal around, and to crush the enemies of the Emperor and saw off limbs with swords. Right after 5th edition dropped I went to codex Marines. I like to have lots of guns a trait the Black Templars didn't seem to share. But the Templars always were something I wanted to get back to. I think I can make a pretty effective and neat list using them as allies for codex Marines.

Keeping with my current love for Drop-pods I kind of am looking into a list that couples the awesome small arms of the Sternguard and the raw power of the Black Templar Terminator. Templar Terminators can take drop pods, the Current FAQ makes the Templar Drop Pod Assault the Turn 1 deep strike found in newer books. The Terminator/Sternguard attack opens up a lot of interesting options. On turn 1 I have 5 melta shots and 4 tank hunter missiles I can fire into armour or infantry. The missiles give me enough reach to counter fast vehicles.

Further I'm just about set to get in my first real game with my Chaos Marines. My list is going to be pretty simple. A good mix of Armour and dismounted infantry. It'll look something like this:


Level 3 Slaanesh Sorcerer 

10 Noise marines 8 sonic blasters, 1 Blastmaster, doom siren, Power Weapon

10 CSM, CC Weapons, x2 Melta power sword MoS

10 CSM bolters, Auto cannon, plasma gun MoS

20 CCW cultists with 2 flamers

5 Havocs, 4 Auto Cannons

1 Defiler

1 Heldrake

1 Vindicator

1 bastion with quad gun

As a first step I feel pretty confident with this list. Most of the units can fill multiple rolls on the table top. I'm going to try for two games this weekend and will be sure to post up some thoughts on the list next week!

I hope your holidays were fantastic!