27/11/2009

Army Lists: Imperial Guard "Steel "Flaming" Lions" - 2,000 points

My Imperial guard mechanised list ;)


HQ


Company Command Squad w/ Chimera 3 x flamers & 1 x heavy flamer - chimera w/ heavy flamer

Troops

Veterans 3 x meltaguns

Veterans 3 x meltaguns

Veterans w/ Chimera 3 x meltaguns

Veterans w/ Chimera 3 x flamers & 7 shotguns

Veterans w/ Chimera 3 x flamers & 7 shotguns

Veterans w/ Chimera 2 x plasma guns

Fast Attack

2 x Hellhounds 2 x multi meltas

1 x Vendetta

1 x Vendetta

Heavy Support

1 x Leman Russ Demolisher heavy flamer

1 x Leman Russ Demolisher heavy flamer

Leman Russ Executioner heavy flamer

 
Plan is the CCS is supported by one flamer unit, they go around burning stuff simple as.
 
Two units of melta veterans go in the Vendettas, hopefully I get first turbo and use the scout move to turbo boost forward. Then on my actual first turn move into melta range, or the meltas bail out and cause some damage. Vendettas can go tank hunting and pickup the squad again if needed.
 
Melta unit in a Chimera supports the plasma gun unit, these two go after tough infantry monstrous creatures etc.
 
The two Hellhounds are in a squad, I know not the best idea but let me try it out :P . Hellhounds follow the Vendettas, melta squad pops a transport then the two Hellhounds unleash the pain. Both have multi meltas for tank busting if needed.
 
Demolishers put the serious pain on pretty much anything. Can wreck light infantry, tough infantry, hordes, monstrous creatures and armour. A real good unit.
 
Executioner is supported by the other flamer Veteran unit in the Chimera. These two together go after infantry, the Exeuctioner can pop light armour if needed and the Veterans BBQ whats inside.
 
I haven't played with this list yet, so might be a few changes. But I've used majority of it before and it works well :) . I have also done a army profile for this list which can be found here: 801st Steel "Flaming" Lions army profile
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Army Profile: 801st Steel “Flaming” Lions


I’m making a start on my Imperial Guard army, so I’d thought I’d get some nice background up for the army :)

801st Steel “Flaming” Lions

The 801st Lions were born, raised and stationed on Grimdall V. Commanded by Commander Levski, the Lions first saw action when their home world was invaded by Chaos Space Marines, Alpha Legion. Alpha Legion had actual in fact had based themselves in small numbers on the planet some years earlier, and over time corrupted over half of the planet’s PDF troopers and two third’s of the Imperial Guard forces in the name of Chaos.

The 801st were part of a large skirmish on a assault on the Alpha Legion position deep within a lush jungle forest. The 801st along with two other regiments, the 702nd and 151st discovered a large keep from a ancient civilisation which the Alpha Legion now claimed as their own, this fortress was named “The Lost”. After a successful, but brutal attack on the The Lost fortress the 801st proved pivotal in the reclaim of the fortress and was the first regiment to capture one of the fortresses bastions. The 801st had suffered a large amount of causalities and over half the regiment had been lost. The fortress was now in the Imperial Guards hands, though enemy reinforcements were on route and in a scorched earth tactic the 801st set ablaze the fortress and surrounding forest area, destroying the keep rendering it unless to anyone and the covering forest area was lost.

The 801st survives fought a guerrilla warfare battle against traitors of their own blood during the last year of the war on their own planet in ruined cities. At the command of Levski entire city blocks were levelled to deny the enemy any cover or ground, city sectors were ablaze and washed the sky in a orange glow. The 801st regiment was nick named the “flaming” Lions after Levski’s orders to destroy enemy strongholds and position with purity of fire.

Soon after the war on Grimdall V the surviving 801st were given veteran status and upgraded to armour company, now named the Steel “Flaming” Lions. The regiment was shipped off Grimdall V and a replaced 801st was risen on the planet. To keep his name sake Commander Levski ordered all Chimeras under his command to have hull mounted heavy flamers fitted in replacement of heavy bolters.

Commander Levski almost met his end against a large Ork Nob on the Forge World Vultim, Levski battled the massive Ork Nob hand to hand, in which Levski was serious mauled and had his left arm ripped out of its socket. Levski returned the gesture by shooting the Nob in the eye at point blank range with a laspistol. As a reward for their defence, the Adeptus Mechanicus rewarded Levski with two Hellhound flamer tanks, something which would appeal to his pyromanaic nature. Levski led a attack on a Ork held small city, within two days the city was totally on fire and all Orks dead or dying in the extreme heat or black smoke as Levski’s two new Hellhound tanks burnt down the city.

Levski has now led his armoured company for twenty years and being involved in many campaigns and battles. Levski also has been endorsed with air support when requested. Due to his nature of leaving no enemy stronghold in tact, and implying a scorched earth tactic by setting on fire, Levski has been nicknamed Commander “Pyro” Levski, but this is never said to his face.

801st Steel “Flaming” Lions battalion

Commander “Pyro” Levski with Hellfire Command Squad & B25 “Scorcher” Chimera.

Commander “Pyro” Levski issues commands at the front of the battle riding in his might personal Chimera, the Scorcher. The most gifted, and perhaps one with the most obsession with fire along with Levski himself is Private Jullius who has the honour of wielding the squads heavy flamer. Jullius himself beliefs that no enemy strong hold should remain intact, like Levski and that fire will purify and burn the heretics and enemies of the immortal Emperor.

Veteran Squad “Tank Maulers”

The Tank Maulers primary role is to seek and destroy enemy armour, like other units within the battalion. The unit prefers to travel in a Vendetta Gunship and drop via grav chute to utilize their meltguns to the most damaging affect. To date the Tank Maulers have destroyed 37 enemy tanks, including three tank formations and uncountable Ork vehicles.

Veteran Squad “Can Wreckers”

The Can Wreckers are a recent formed squad, though kept the name of the original squad. Supporting the Tank Maulers, the Can Wreckers are novices when it comes to destroying enemy armour and follow in the Tank Maulers footsteps.

Veteran Squad “Monster Hunters” & Chimera “Melt-Her”

The Monster Hunters have a fearsome reputation of killing massive enemy creatures from giant Ork Warbosses, to Tyranid Carnifexes and wrecking Chaos Defilers and Dreadnoughts. Anything which is larger or as big as a tank and breathes the Monster Hunters are game for it.

Veteran Squad “The Heat” & Chimera “Immortalis”

The Heat are a mostly young of age squad, which has a comical and relaxed attitude. Though when it comes to battle all members battle like men possessed with smiting the foes of the Emperor with flamers and shotguns.

Veteran Squad “The Charring” & Chimera “Holocaust”

Led by the fearsome Sgt Houling, The Charring act as a support unit for Command Levski.
The Charring given name themselves to their Chimera after they brought a holocaust to a Ork camp and left no survivors and only black fried bodies.

Veteran Squad “Cruor” & Chimera “Brawn”

A recent addition to 801st regiment after a group of survivors of a regiment 781st on the planet of Clemo were rescued from a Chaos Marine prison camp. The surviving members of the 781st were drafted into the 801st Steel “Flaming” Lions and took up arms with plasma guns, to render those who tortured and enslave them and their fallen comrades.

The Chimera Brawn has been known to flatten enemy units and plough into enemy tanks.

Hellhound flame tank “Fire Breath”

Seen minimum action under command of Levski, Fire Breath along with Hellhound Flame Tongue were responsible mainly for the mass city fire when clearing a Ork horde.

Hellhound flamer tank “Flame Tongue”

Seen minimum action under command of Levski, Flame Tongue along with Hellhound Fire Breath were responsible mainly for the mass city fire when clearing a Ork horde.

Vendetta Gunship “Sky Streamer”

Classified information under the Imperial Navy.

Vendetta Gunship “Hawk”

Classified information under the Imperial Navy.

Leman Russ Demolisher “Decimate”

Responsible for the destruction of Chaos Lander “Cleaver”.

Leman Russ DemolisherPunish”

The Punish destroyed the fortifications of renegade Commander Hisenoff during the War of Guns on Vultim. It was revealed the PDF Commander Hisenoff and done nothing to stop the Ork invasion, when questioned HIsenoff personally killed senior officers and took up arms against Vultim’s forces. The Punish has been attached to the 801st since that day, after the 801st broke into the fort of Hisenoff, Commander Levski executed Hisenoff for his sins against the Emperor.

Leman Russ Executioner “Plassein”

Classified information under the Adeptus Mechanicus.

Here is a link to the actual army list: Imperial Guard "Steel "Flaming" Lions" 2,000 points list
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26/11/2009

Last nights goings on

Sorry for poor pictures in advance, will get some decent ones up over the weekend when I've got natural light.

Repainted and washed looted land raider which counts as a battlewagon, and also washed the deffkopters along with some lootas. Seems I was on a mad on I built the last valkyrie too!















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25/11/2009

New Tyranid rumours




I sourced this from http://www.belloflostsouls.net/

Latest Tyranid scrapings from Warseer's TheDude and StickMonkey:







2nd Trygon Variant: Mawloc


"The Mawloc is a Trygon variant with a distending mouth (like the Red Terror) and lots of funny spines all over it."






Hive Guard


"... the Hive Guard look awesome, surely a model everyone will want to have, but imo is also going to be a new "Zoa" in terms of its tippy-ness. It's a tall bit of metal. Those others who have seen can confirm.For me, i'm thinking weighted bases may be in my future."






Carnifex Stats


To support more Fex' in the army an overall reduction in stats should take place, however, increases elsewhere compensate (not sure if they mean in weapons or in the statline)






Biomorphs and Weapons


Crushing Claws are huge "can openers"...+1A, double s (10Max), ignore as, add d6 pen, d3 "wounds"/"vehicle hits" (too good to be true, IMO). The rumors around CC are running rampant. There is no doubt their effectiveness will be improved in the new codex. Models equipped will get a strength boon and the additional glance or wound on hit, so you can say these will be can-openers. I also heard the rumor that the nid ability that has been mentioned prior with CC is they can latch onto vehicles and prevent movement away from combat at the expense of their bonus attacks.






Talons +1A, "pinning"?






Envenomed claws, upgrade to CC symbiotes, wound on 3+






Rending Claws, autowound on 6 on hit, more expensive






Spinefists, fire and run (is this the rumor "subconcious weapon" we heard before?)






Barbed Strangler, large blast, entangle...unit next move as difficult terrain (Again, I thought this was a rumor elsewhere, too)






Bone sword, pretty much the same






Lashwhip, remove X attacks from attacking unit (allocate as wounds), can target individual, but then only affects single model. no min 1A. no longer base contact constrained. (a lot here and it seems complex, so I highly doubt all (or any) this is true, but I have no way to separate wheat from chaff)






Surprise Assault. (I'm not sure where this fits, if its an ability, a psychic thing, a army rule, a deployment rule, etc. If I were guessing I'd think it's lictor or Scuttlers related.) Unit enters play from reserve anywhere on table. must be 12" from enemy. Cannot assault the turn it enters play. Allowed normal DS "run"






Models


Ravenors (plastic) are 3 models per sprue. @ $29


Gargoyles (plastic) are 10 per box, and armed with fleshborers as the only weapons. @$44


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Few of cool pics of the day

I haven't done cool pic of the day for ages, thought I found plenty on http://www.coolminiornot.com/








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Waaaaagh! last models painted

I had recently made a few changes to my ork 2,000 list, I added three deffkopters, more lootas and changed wargear around on a few models. So after doing a trade for some deffkopters and orky bitz I have my entire ork army as WYIWUG now.

I have painted the deffkopters very basic last night. Just boltgun metal with odd patches off brazen brass and snot green cabling. I did my lootas my usual ork colour scheme too.

Tonight I'm going to wash them, along with my re-painted looted land raider which counts as a battle wagon. Pictures will be coming soon!

Then it will be time for the imperial guard!
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Space Marines: Crimson Fists Scenario: Page 2 | Games Workshop

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24/11/2009

Imperial Fists – finished!

Based the Imperial Fists last night. I've selected some random few and going to put a little bit of green flock on the brown sand bases too. Will be all finished tonight.

I got a army shot, sorry its poor but the lighting in my room isn't good so I have to wait until natural day light, which is weekends only.

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23/11/2009

40k-athon weekend

This weekend I’ve been really busy with 40,000. Saturday we went out early and was back at 1p. So after lunch and a chill my 40k day began at 2p. I stopped for pizza at 6:30 and recommenced at 7:30, trooping through!

In the afternoon I managed to give my looted Land Raider which counts as a Battlewagon two coats of mechrite red. My plan was to give it a coat of blood red once done and add a few blood angel decals, though after two coats of mechrite ready followed by another drybrush coat I think I’m going to leave it as that colour looks more “orky”. I also added some extra ork bitz as before it didn’t look too looted. I should finish this tonight, providing I get the Imperial Fists based.

Carrying on with the Orks I undercoated three Deffkopters and four Lootas black ready for painting during this week. I also gave the arm swaps on the Nobz undercoats in black and finished them off fully painted and washed, bonus!

So the Orks are coming on well. Shouldn’t spend too much time on them this week as I want to get onto Imperial Guard a.s.a.p.

Speaking of Imperial Guard I did manage to build one of my two Valkyries which arrived next week. A easy to put together kit, only took me about 45 minutes as well. I’m also really impressed with how sturdy the flying base is. Though I guess if it wasn’t plenty of Valkyries would be falling over and G.W besieged with complaints. If only the other flying bases could be this strong.

Last but not least I painted the edges of all the Imperial Fists bases brown, to match the basing once done. I didn’t have time to put sand on the bases, so I’ll do that tonight.

Oh, here’s pictures of a finished Dreadnought. Its got a custom heavy flamer conversion on it, which I will do a guide for. Its not my best though, the white undercoat was shite :(

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Battle Report: Iron Warriors vs Imperial Guard 1,000 points

Had two games of 40k this weekend, both on Sunday and against the same opponent.

First game was planetstrike, which I got totally mauled. A very hard setup on the board was downfall along with rolling several 1’s for the deep strike mishap table. I think out of the units which did deep strike I had actually three which landed on the table out of a possible six, so lost half my numbers. The other four units, which were two defilers and two chaos dreadnoughts were stuck among difficult and dangerous terrain – the only way for them to make it onto the board :( . Turn 3 the slaughter was put to a end with my opponent controlling on objective and me none.

Seems we had rapidly gone through the previous game we decided to have a second small point game. Would I even the odds and get vengeance?

btw – both lists are just over 1,000 points as mine came to 1015 and my opponent made his to match mine.

I played Iron Warriors in both games ;)

Iron Warriors

HQ

1 x Daemon Prince – wings, mark of nurgle & warptime

1 x Daemon Prince – wings, mark of nurgle & warptime

Troops

10 x Chaos Marines w/ Rhino – 2 x meltaguns – champ w/ power fist

10 x Chaos Marines w/ Rhino – 2 x meltaguns

10 x Chaos Marines w/ Rhino – 2 x plasma guns

 

Imperial Guard

HQ

1 x Company Command Squad – 4 x plasma guns

1 x Company Command Squad – 4 x plasma guns

Troops

10 x Veterans w/ Chimera – 3 x plasma guns

10 x Veterans w/ Chimera – 3 x plasma guns

10 x Veterans w/ Chimera – 3 x plasma guns

All Chimeras have hull mounted heavy flamers

Fast Attack

1 x Vendetta

Heavy Support

1 x Leman Russ Battle Tank

 

Game

Dawn of War & seize objectives – 5 objectives in total

 

Turn 1

Iron Warriors rolled to go first and deployed one Daemon Prince and a unit of chaos marines with meltaguns inside a rhino. The D.P was positioned out of LOS behind a ruin and close to a objective, the rhino was deployed within a ruin between the bunker objective and the objective near the D.P.

Guard deployed one CCS in a ruin close to the centre objective, one unit of Veterans was deployed in a Chimera.

Daemon Prince flies to the centre of the board, rhino becomes immobilised in terrain! Iron Warriors bail out and support the prince.

 

The Veterans’ Chimera moves 12” and spins around to the rear hatch can target the D.P. Vets gun down the Prince with plasma guns, but it survives with one wound!

Turn 2

Everything else now enters the board.

Two Rhinos enter, one moves towards the bunker objective and pops smoke. The other Rhino moves towards the plasma gun vets and pops smoke too. The other Daemon Prince hides behind a ruin out of sight close to the Rhino heading towards the plasma vets. The battered Prince also casts warptime psychic power. The Chaos Marines on foot move through cover towards the centre “tower” objective.

In the shooting phase the I.W’s on foot fire two meltas into the plasma vets chimera, scoring a immobilised result. The immobilised Rhino fires one shot from the twin-linked bolter at the CCS in the ruin but doesn’t score a kill.

In assault the D.P which cast warptime, and which got shot up by plasma assaults the plasma vets, kills four and destroys them in sweeping advance after they fail morale :)

 

In the Guard movement phase the Vendetta moves 6” and draws LOS to the battered Daemon Prince. Leman Russ targets the Chaos Marines on foot, the other two Chimeras come on, one moves forward 6”. The CCS in the ruin hold position.

In the shooting phase the immobilised Chimera fires at the prince, but does no damage. The Vendetta fires at the battered Prince but misses. The plasma Veterans in the Chimera which moves 6” bail out and fire plasma at the Prince killing it off. The Leman Russ fires and kills four Iron Warriors in the centre objective.

 

Turn 3

Surviving Daemon Prince moves forward and casts warp time. Squad in the Rhino supporting the Prince move 12”. The other Rhino by the bunker objective moves onto the bunker, but is immobilised in the process. The unit which got shot up by the Leman Russ moves through cover and claims the objective at the top of the tower, so far two objectives belong to the Iron Warriors!

In the shooting phase the Iron Warrior squad claiming the centre objective fire into the ruin opposite at the CCS, and score one kill.

In assault the Daemon Prince assaults the immobilised Chimera from the previous round and pops it.

 

The CCS in the ruin opposite the Iron Warriors hold position ready to return fire. The Leman Russ moves 6” forward. The Vendetta moves 6” and drops off the other CCS by a lower ground objective. The plasma veterans in the Chimera at the back of the board hold position, while the other unit bails out ready to fry another Daemon Prince.

CCS in the ruin fire back at the I.W’s on the objective along with the Leman Russ, between them score three kills. The Vendetta fires at the Rhino supporting the Daemon Princes and scores crew shaken and stunned results. The plasma veteran unit bails out and unleashes plasma on the Daemon Prince, though one rolls a one for gets hot and fails its armour save. The Prince survives the barrage of plasma with two wounds remaining.

 

Turn 4

I.W’s on the centre ruin move around a bit and ready to aim at the Leman Russ. Squad in the crew shaken Rhino bail out and move through terrain towards the rear of the plasma Veterans Chimera, the Daemon Prince moves through terrain and flows them, and also casts warptime.

In the shooting phase the plasma guns from the Iron Warriors on the bunker objective fire at the side armour of the Leman Russ but score no damage. Iron Warriors on the centre objective fire at the Chimera the plasma vets bailed out, they can see the side armour and pop it, three guardsmen are killed in the blast. Iron Warriors in terrain fire at other CCS on the lower objective through a large hole in the ruin, three members of the CCS unit can be seen so no cover saves. The entire squad, except the Commander is gunned down with rapid fire. The CCS passes morale after losing a lot more than 25% of the unit.

In assault the Daemon Prince charges the plasma veterans, kills three and destroys them in sweeping advance.

 

The last Guard Chimera moves in 6”. The CCS move through terrain to the lower level and the Leman Russ moves forward more into the main action. The other CCS holds position and targets the Daemon Prince through a opening in the ruin. The Vendetta also holds position.

The Leman Russ fires at the Iron Warriors in cover, but it scatters and misses. Everything what can fires at the Daemon Prince, but it survives with one wound remaining.

 

Turn 5

Daemon Prince takes dangerous terrain test as moving through cover, passes ok and heads towards the Vendetta, also casts warptime ok. Iron Warriors in terrain hold position and are ready to gun down the CCS in the ruin opposite the objective ruin, where the other I.W squad is. 

Plasma Chaos Marines aim for side armour of Leman Russ again but only roll two threes for armour penetration, so no good. Iron Warriors in terrain fire across to the CCS along with the meltagun Iron Warriors on the centre objective and kill the all.

Daemon Prince attacks the Vendetta but just scores crew shaken, crew stunned and immobilised.

 

The last Commander hold position on the lower objective, contesting it as the Iron Warriors in terrain are within 3”. The last Chimera moves forward 6” towards the Iron Warriors on the centre objective.

In the shooting phase the Daemon Prince is killed, I cannot remember what killed it. Leman Russ fires at the Iron Warriors on the objective along with the plasma Veterans in the Chimera, the Chimera also unleashes its heavy flamer. The three Chaos Marines still survive.

Iron Warriors win claiming two objectives and contesting one.

 

If the game would have gone on another turn I probably would have gunned down that Commander and claimed the other objective, popped the last Chimera with my meltas and the plasma Iron Warriors hopefully would at least killed two with long range shots. Shame the Prince got killed, I really wanted to knock out the Vendetta :(

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Eldar test colour scheme

Well I decided to do two eldar test models, my first paint job was of ulthwe'. It looked pretty good, but the black looked flat and grey highlights I perhaps could have used, but I didn't want to :P
So I re-painted them my original colour scheme I had in mind: liche purple, shining golden, bleach bone, mithril silver & chaos black.
What do you think?

   

 

 

 

 

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20/11/2009

Two simple rule questions

Simple question one: Can Ghazgkull outflank with a unit of kommandos with Snitrot?


I say no. Reason is the Kommandos have infiltrate as standard rules. Snitrot is a upgrade character, which allows when outflanking to come any table edge. The unit can only outflank because they have infiltrate. Special rules like infiltrate aren't passed onto the I.C.

All Snitrots special rule allows the unit, when outflanking, to come on a table edge of the controlling players choice. So infiltrate is still being used to outflank.

Simple question two: Does a painboy give feel no pain to a I.C when attached to the unit the painboy is in?

I say yes. Reason is the painboy is a upgrade character for the unit and gives the unit feel no pain. The unit does not have feel no pain to start off with. As the I.C is part of that unit, then the I.C would get feel no pain too.

Am I correct or wrong?



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How I play Warhammer 40,000

Before any one says about this possible tactica, this is just how I play. I am not suggesting you play like this or it is the best way. Though I’m sure some will come in handy.

I will also say I am not the greatest bested player in the world and not a tournament attendee – though I am hoping this will possibly change in the future ;)

How I play 40k:

List Building

When making a army I go through the codex several times looking at the strongest units on paper and their abilities. I do a lot of research online on various forums and blogs to find out the strongest units and read peoples feedbacks. I tend to go with what the majority says.

This maybe just me but I don’t really understand why you’d want to take a poor unit into a game i.e chaos spawn or ogryns. Every one likes to win, whether it be tournament and friendly play. The codex is much like a tool box, and you big the strongest and best tools for the job. So units which aren’t too hot, why take them? I understand that some people might like the model, but personally I’d rather lump it. If that cool model keeps getting shot up and doesn’t help you win much games or spend a great deal of time on the table when it dies then what is the point?

Once I’ve got a fairly good list I test in in several in-house games and see how it plays out, pick out the weak units and changes I can make. Example is my eldar list, I found that without shuriken cannons on the wave serpents (replacing shuriken catapult) I couldn’t do much against mass infantry as I took brightlances. Also if the brightlance got destroyed I couldn’t pop vehicles. Sure the shuriken cannon isn’t a vehicle wrecker, but it can do damage against the right target and armour side ;) .

Once I’m fairly happy with the list I take it and play against real opponents. I now can see how it performs in a real game and can see more indepth how a unit perform, how long it can last and if its any benefit too me. Example being I didn’t take bosspoles on a unit of 20 orks, I thought they would last. I was very wrong indeed lol, so these were added in placement of boarding planks which I never used.

So units more refined in wargear and better choices, and units replaced with more better units I find I have a more solid list which I can use better and possibly win some games, or have a lot more fun at least.

When building a list I like to take units in pairs. This is for several reasons.

First reason is multiple targets, if you only have one chaos space marine vindicator which fires a nasty blast template guess what is going to feel the pain? The vindicator. A vindicator is a very useful tank to have, and if you have one and it gets popped and you still need it then tough luck – your tactics go out the window. But if you take two you now have dual targets, so which one gets shot and also fire power is drawn between the two. Also if one gets popped, never mind you have another :)

Second reason is for support. A single space marine assault squad leaping across the field will get blown up pretty quickly. Take two assault squads and again you have dual targets, one might feel the pain and take a beating, but the other will be ok. Or they both feel the pain but the damage is minimal as you have two targets. Never have a single unit without support, you always need something which at the very least moves just as quick and can do the same job.

So try and stay away from those fancy cool looking units, because they actually suck and your nice painted model on the table top might not last that long and spend more time in the box :( .

Take two, or some support and you’ll find things last longer and you have a over all stronger list.

Wargear

Although part of list building, wargear is a little more indepth. Any one can cobble a list together using their noggin. What you need to do is give the units the right tools for the job. I personally find this is a “buy and try” test and see how it works, or go off experience, but this also leads onto the next section, tactica.

When doing wargear you want to give your unit a particular role such as tank hunting, anti infantry or just a general unit. If your taking imperial guard veterans taking plasma guns and flamers might not be the best idea. Why? Well you’ve got plasma for light vehicle and heavy infantry, but a flamer is more anti horde and low strength models. One weapon won’t do anything, or the other weapon is over kill. If you take the correct weapon load out then you’ll find weapons being used more often instead of wasting points and not getting them to fire.

Online Tactica

It always best to read online tactica from various sources. You can find out how good the unit actually is against particular targets and how it can be used in combinations. There are some very good ideas out there.

I don’t always look at tactica too much as I like it to be all in one place. Its not often you see complied tactica and looking through pages and pages of a thread can be annoying, but you do find some gems, if you look in the right places ;)

I mainly use online tactica to find weakness about a army, or particular list I haven’t played against before. Always go into a game with knowledge on the army your facing, the units the list might possibly have and have some tactic on how you’re going to play the game. If your unsure the stats for every army is at the back of the main rule book. Never go in blind, as chances are you don’t know what units to target or know their abilities. Learn from my mistakes!

In the past I played against eldar for the first time – I got my ass kicked as I didn’t know what units did which and their weakness. When I played eldar a second time I took a beating after targeting wrong units i.e warp spiders. This was the last time I went into a game blind. I had a game later against dark eldar, I read up a little bit and found out a few things against certain units. I won the game with a massive 19 kill points to a very low number. Same goes for when I had a game against a nidzilla list, I didn’t research, the game had to ended but I have no doubts I would have lost. Next game against nidzilla I did some research and faired much better and scored a draw :)

Lesson of the day is, research! Learn from my mistakes ;)

Deployment

Getting first or second turn can be a advantage depending on what army your playing with and against. I play orks, and I want first turn because they’re a assault army and I want to get into the fight first thing. It would be very silly to let my opponent get first turn and shoot the crap out my transports so I am no foot slogging :( .

You also may want first turn if you have units with the scout rule. Two examples of models I have with the scout rule is ork deffkopter and imperial guard valkyrie. The tactic works the same for both btw.

If you get first turn, you can scout move. Now I know you can scout move anyway if you get second turn but here is the score. You do your scout move, turbo boost so 18” for the deffkopter and 24” for the valkyrie as its a fast skimmer. Then on actual first turn both of these can still move 12” and fire. If you think about it you can start up to 12” from the table edge, move 24” and then move 12” again – that's a whopping 48” move. If you have troops in the valkyrie add 2” onto that for deployment :) . So the deffkopters at least could get a first turn charge, or as mine are using twin-linked rokkits which have a 18” range can do some early damage.

If you win the roll off and playing against a assault army you’ll probably want to go first, you get to shoot before they move and possibly take out any transports or units. A assault unit which cannot move into the fight quickly becomes a dead unit and a redundant unit as its not doing its job.

Taking the second turn also has its advantages. While you have to grin and bear it being shot at you do have the advantage if deploying your units against particular targets. This is particularly useful as you can take out units easier as your setup ready to target them.

Planning

When your playing your game get your thinking hat on. Don’t stand there like a water melon and let things come to you and do them on the fly when its your turn.

When ever I play a game I always ask what is in what transport (if applicable) and what weapons they have and what stats. There is no problem at all doing this, and if you do your doing yourself a massive favour. Because now you know which chimera those melta veterans are in, you know where those eldar fire dragons are in which wave serpent etc. Just ask your opponent, and you can target the right unit instead of letting them put the pain on you.

The above paragraph leads me onto target priority. When playing a game and I watch my opponent put down their models I weigh up which needs destroying first. When playing with my orks against imperial guard I go for the leman russ demolishers and hellhounds first. There is nothing else in that army which really threatens my armour, well besides meltas but I will move onto them in a minute. The russes can pop my tanks and the hellhounds have a massive template range and eat orks for breakfast. So if I pop the tank, then I have nothing to threaten my armour, which means my orks are safe and cannot get burnt. About the meltas, I’m not worried about these so much because they will wreck ork vehicles easily as ork transports aren’t the strongest and are open topped so thats a healthy +2 on the vehicle damage chart – my ork transports won’t stand up to melta. Once the transport has been popped, my orks will just assault the unit which wrecked their vehicle anyway.

So when your playing your game have a little thought, just stop for a minute and think ohhh that unit does some damage I should go for that first.

 

I hope this is some interest and if you have any thoughts or comments please let me know :)

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