WarPaint: Painting, Tactica, and More for Warhammer and 40k
Currently focusing on Renegades and Heretics, Chaos Space Marines, and Imperial Armour 13: Warmachine of the Lost and the Damned Game on!
Monday, August 10, 2015
The Long War...an analogy on life. (Strap in ladies and gents, this post is going D-str deep)
What's Changed?
Nothing...and everything. In many ways, 40k still has the same mechanics. Reserves, move, psychic phase, shoot/run, assault. Right?
But the advent of the formation was merely the tip of the iceberg and decurion-style formations are prevalent throughout all the recently updated codices. Space Marines, Dark Angels, at the forefront of this madness. It is likely come the Fall, we as a community will see the Tau and others get the same treatment (for better or worse remains to be seen?).
Traitor's evolve
Why the outdated picture of a loyalist knight I converted into a chaos knight nearly a year ago? I'm sure everyone reading has seen forgeworlds experimental rules for chaos knights, and that new beautiful chaos knight sculpt they debuted. What does this mean for IA:13 Heretics and Renegades? It means that we will have the melee capability we needed to really take it to the enemy, more flexibility is always good. In my humble opinion, I think the khorne knight will be the most prevalent chaos knight variant we will see. Again, only time will tell, but clearly it was only a matter of time for chaos to get "all the loyalist goodies" as my friend (an avid imperial fist player) has always lamented.
What can you expect from me in the coming months?
On my hiatus, I've moved to a new place, and new job. All of which took time from the hobby. I promise you at least weekly updates on the hobby I love and enjoy.
Look for simple and straight forward painting tutorials with pictures and project updates.
Due to my location it's incredibly difficult to get games in, but I will see what I can do. In the meantime, game on!
Thursday, May 14, 2015
General Discussion about ITC Format
Well, it feels great to back and among the hobby after a long hiatus. School is finally over, a new job is on the horizon, and life couldn't be better.
I love playing at the tournament level and wish I could participate more, which I plan to in the near future. I recently attended the Storm of Silence GT in Spokane, WA at the Gamer's Haven. If you haven't been I highly recommend. At the tournament were great players, the French Overlord was in attendance and took Best General. Tasty Taste was there rocking the only Dark Angel army, and it was nasty good.
I had an awesome time with a great group of guys, so why do I need to write this article about ITC? Because nothing is perfect, and I'd like to add my voice to the crescendo of the evolving tournament scene.
Do you remember when maelstrom missions first arrived? It seemed most people in my area hated the randomness of them; if you couldn't buy the cards (or find them) you had to roll on a overly large table of random objectives that could swing the game completely in your opponents favor. I was having flashbacks to the Daemon boon tables. Je*us Chr*st, not again!? The ITC tried to tone down the randomness of this by making it one portion of the overall game, and even create a table of various tactical objectives.
Undoubtedly, this reduced the time and arbitrariness of the whole system. Before, if I picked a tacitcal objective that required me to cast psychic powers to get a point, and I had no psykers I was: literally, screwed. Those were done away with in the ITC format of maelstrom missions, bravo! Love it; however, how it still doesn't address the main issue. Randomness.
For example, if you are Player A and your opponent is Player B, Player A having objectives 1+2 in their deployment zone and Player B with objectives 3+4 in theirs, what happens when Player B rolls to hold objectives 3+4 in their zone, and you roll the same? You have to cross the length or width (depending on deployment) to have a chance, while they have to do nothing. See what I'm getting at? It's a rudimentary example, but it illustrates the point.
We all want a fair game, and this takes care of, in my opinion a huge flaw in competitve 40k. Maelstrom missions, even under the ITC format are still too random. Some might argue that this type of randomness would favor diverse allies with abundant flexilibility, but you and I both know that quite a few armies lack that capacity; while others have it in abundance. It is merely, an opinion, but the fact that the 40k community can have these discussions without being butt hurt is great!
Recommendation, have the objectives already deployed on the table. Have the tactical objectives balanced, so that if Player A has to capture objective 3 in the enemies deployment zone, Player B has to capture objective 2 in Player As. Simple, fair, balanced...
Monday, December 22, 2014
Imperial Armour 13: Renegades and Heretics- Review Part XV (Fast Attack)
Happy Holidays to all!!!
Now let's get to some heretical business! I've been extremely busy with traveling for the holiday and family stuff.
I will be reviewing the dedicated transport and fast attack options of the Heretics and Renegades from Imperial Armour 13; however, unlike other reviews where I list out the relative specs of each entry, these are roughlyt guard equivalents and I will only emphasize how they differ in comparison to the Imperial Guard/Astra Militarum codex. I'll finish by saying what I think works, according to my experience thus far.
Now let's get to some heretical business! I've been extremely busy with traveling for the holiday and family stuff.
I will be reviewing the dedicated transport and fast attack options of the Heretics and Renegades from Imperial Armour 13; however, unlike other reviews where I list out the relative specs of each entry, these are roughlyt guard equivalents and I will only emphasize how they differ in comparison to the Imperial Guard/Astra Militarum codex. I'll finish by saying what I think works, according to my experience thus far.
Dedicated Transport
Renegade Chimera -55pts
This is 10pts cheaper than the guard equivalent, and comes with the same options, except you only have BS2...which is a constant theme throughout the army unless you want to pay 10pts for Militia Training (+1BS).
Fast Attack
Renegade Hellhound Squadron - Hellhound 115, Devil Dog 125, Bane Wolf 120
Exactly the same as the AM codex, except you can squadron them up to 4 vehicles.
Renegade Sentinel Squadron- 60pts
*Note: not entirely sure I am reading this correctly, but for 60pts you get 3 renegade sentinels with a mutilaser and search light (obviously bs2); here's the kicker, you can add up to 3 additional sentinels at 20pts each. I gave my AM codex to my buddy for Christmas since he is starting it up, so I don't have it with me, but that is incredibly cheap, comes with move through cover and can upgrade to heavy armor (front armor 12, at the loss of move through cover, and a steep cost 80pts for the entire squadron). Take an autocannon for 5pts each or a las for 10pts.
Renegade Salamander Squadron- 45pts
Here you can take between 1-3 in a squadron, it comes with a heavy flamer, heavy bolter, searchlight, and smoke launchers. Fast, open-topped, front armor 12, side 10, rear 10...but wait, BS3! I think it was supposed to only be BS2, because the milita training upgrade states "increase BS to 3"...pg 169. Way to go, Forgeworld!
Renegade Arvus Lighter Squadron -55pts
I've seen this model, but was surprised when I initially saw it in the list of potential fast attack choices. It can come in a squadron 1-3, bs 2, armor 10 all around, 3 hp, and can carry up to 12 models.
Special rules- improsived weapon mounts (snap fire always), deep strike, orbital workhorse (while selected as a squadron for FOC purposes, each arvus acts independently, and may deploy separately).
All the weapons options/wargear are sadly not in the book, but noted to be in Imperial ARmour: Aeronautica :/ lame
Renegade Valkyrie Squadron- 115pts
Same as the AM codex, but BS2.
Concluding Thoughts
First off, I would almost never take a heavy bolter on any vehicle now that they are stock BS2. Give me a heavy flamer on my vehicle any day for those auto hits. I'm always afraid of someone deepstriking close to me to blow up my vehicles with space marine meltaguns, or other crazy stuff. This is a deterent, plain and simple, and it's free so why the heck not take a heavy flamer instead of a heavy bolter on your vehicles.
Chimera are at a decent point cost now, honestly I could never understand why they were 65pts in the AM codex, and not reduced, except GW wanted to sell that Taurox kit. At 55pts, I can live with that for protecting my arch-demagogue and get him from point a to b.
I think the hellhound squadron options are not worth it, except in fun games, they just don't do enough damage for the point cost in my opinion. I want a return on my investment of every point, and they seem to lack the capacity to show me the return I want. Great model, and the 10 point reduction is nice because BS2 means nothing for a flamer tank, give it a heavy flamer...Test it out, but I think you'll come to the same conclusion as I do.
Sentinel Squadrons look pretty cool, considering you can take 6 for the cost of single bane wolf. give them autocannons for 5pts each and that is 12 autocannon shots, 1/3 will hit and hopefully do something, but the fact that you can take so many is really nice. I love the sheer volume of bodies heretics and renegades can throw at an opponent and I think used correctly, it could be quite competitive. I will have to try out a full squad of 6 with autocannons.
I seriously don't see the point of Salamander squadrons. I don't see what niche it fills within the army, besides someone at FW saying, " hey throw this in so people can buy them"...well if that was the case, why not give them some cool rule...Like I don't know scout, or stealth. Something, anything. I think this unit is dead on arrival sadly.
Arvus squadron versus Valkyrie squadron...there is little to no comparison, if you are going to take one, take the cheaper more versatile option. You can buy two arvus lighters for the cost of one valkyrie, and you can deploy them separately. They carry the same amount of models (12). Stick some cheap troops in them, and SHAZAM, cheap objective holders. This is a no brainer, and I'd really like to test them out.
Until next time!
-Argentius
Saturday, December 20, 2014
Tactica Update- Renegade/Heretics v. Grey Knights/Ravenguard (The Good, the Bad, the Ugly)
The Lists:
Renegades And Heretics (Renegades and Heretics) 1,705 points (note I couldn't find the Hell Blade entry on the app I use, so I really had 1820, in my list).
HQ 280 points (16%)
4 Renegade Command Squad
(85)
• Arch-demagogue WS4·BS4·S3·T3·W3·I3·A3·Ld*·Sv5+
Chimera (55) BS2·F12·S10·R10·HP3
4 Rogue Psykers Coven (140) WS2·BS2·S3·T3·W2·I3·A1·Ld8·Sv–
Troops 295 points (17%)
10 Renegade Infantry Platoon
(50)
• Demagogue WS3·BS3·S3·T3·W1·I3·A3·Ld*·Sv–
10 Renegade Infantry Squad
(45)
10 Renegade Infantry Squad
(50)
20 Plague Zombie Horde (60) WS2·BS2·S3·T3·W1·I2·A1·Ld–·Sv–
30 Renegade Mutant Rabble
(90)
Fast Attack 230 points (13%)
Renegade Hellhound Squad
Renegade Hellhound (115) BS2·F12·S12·R10·HP3
Renegade Hellhound (115) BS2·F12·S12·R10·HP3
Heavy Support 520 points (30%)
Renegade Tank Squadron
Leman Russ Eradicator (145) BS2·F14·S13·R10·HP3
Leman Russ Eradicator (145) BS2·F14·S13·R10·HP3
WS3·BS4·S3·T3·W1·I3·A1·Ld*·Sv5+
close combat weapon; 4× autogun; frag grenades; flak armour
autopistol; close combat weapon; flak armour; Heretek Magus; covenant of nurgle
multi-laser; heavy bolter
close combat weapon
WS2·BS2·S3·T3·W1·I3·A1·Ld*·Sv–
close combat weapon; 10× lasgun; sub-flak armour; feel no pain (6+)
autopistol; close combat weapon; frag grenades
WS2·BS2·S3·T3·W1·I3·A1·Ld*·Sv–
close combat weapon; 10× lasgun; sub-flak armour; feel no pain (6+)
WS2·BS2·S3·T3·W1·I3·A1·Ld*·Sv–
close combat weapon; 10× lasgun; feel no pain (6+); Flak armour
close combat weapon
WS2·BS2·S3·T3·W1·I3·A1·Ld*·Sv–
close combat weapon; 30× laspistol; frag grenades
Inferno cannon
Inferno cannon
lascannon; sponson multi-meltas; dozer blade; searchlight ; smoke launchers; eradicator
nova cannon
lascannon; sponson multi-meltas; dozer blade; searchlight ; smoke launchers; eradicator
nova cannon
Renegade Strike Battery
Renegade Wyvern (55) BS2·F12·S10·R10·HP3
Renegade Wyvern (55) BS2·F12·S10·R10·HP3
Renegade Griffon (35) BS2·F12·S10·R10·HP3
heavy mortar
heavy mortar
heavy mortar
3 Renegade Rapier Laser
Destroyer Battery (85)
Detachment: Csm (Chaos Space Marines)
HQ 110 points (29%)
Warpsmith (110) WS4·BS5·S4·T4·W2·I4·A2·Ld10·Sv2+
WS–·BS–·S–·T7·W2·I–·A–·Ld–·Sv3+
3× laser destroyer array; 3× renegade crew (autogun; close combat weapon; frag grenades);
militia training ; sub-flak armour; feel no pain (6+)
fleshmetal; frag grenades; krak grenades; mechatendrils
Infantry (Character); Champion of Chaos; Independent Character; Master of Mechanisms;
Shatter Defenses
Troops 100 points (26%)
10 Chaos Cultists (50) WS3·BS3·S3·T3·W1·I3·A1·Ld7·Sv6+
• Cultist Champion WS3·BS3·S3·T3·W1·I3·A2·Ld8·Sv6+
10 Chaos Cultists (50) WS3·BS3·S3·T3·W1·I3·A1·Ld7·Sv6+
improvised armour; 10× autopistol; 10× close combat weapons
Infantry
Infantry (Character); Champion of Chaos
improvised armour; 10× autopistol; 10× close combat weapons
Infantry
Infantry (Character); Champion of Chaos
• Cultist Champion WS3·BS3·S3·T3·W1·I3·A2·Ld8·Sv6+
Fast Attack 170 points (45%)
Heldrake (170) BS3·FA12·SA12·RA10·HP3
hades autocannon; Daemonic possession
Vehicle (Flyer, Hover); Daemon; Daemonforge; It Will Not Die; Meteoric Descent
Knights Templar (1850pts)
Grey Knights: Codex (2014) (Nemesis Strike Force) (1035pts)
HQ (150pts)
Librarian (150pts)
Combi-melta (10pts), Domina Liber Daemonica (25pts), Frag, Krak and Psyk-out grenades, Melta bombs (5pts), Psychic Hood, Psyker [ML 2], Terminator Armour, Two Nemesis falchionsAnd They Shall Know No Fear, Bulky, Daemonbane, Daemonology (Sanctic), Deep Strike, Divination, Independent Character, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, Pyromancy, Relentless, Telekinesis, Telepathy, Terminator Armour, The AegisWarlord
WarlordWarlord Traits: Grey Knight
Warlord Trait 1: Daemon-slayer, Warlord Trait 2: Hammer of Righteousness, Warlord Trait 3: Unyielding Anvil, Warlord Trait 4: First to the Fray, Warlord Trait 5: Perfect Timing, Warlord Trait 6: Lore Master
Name Unit Type WS BS S T W I A Ld Save Ref Librarian Infantry (Character) 5 4 4 4 2 4 2 10 2+/5++ Codex: Grey Knights p64 Name Description Domina Liber Daemonica The bearer knows an additional Psychic power from the Daemonology (Sanctic) discipline. In addition, the bearer and friendly units from the Grey Knights-Faction within 6" re-roll 1's when taking psychic tests when attempting to manifest powers from the Daemonology discipline. Frag grenade (melee) Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules Psyk-out grenade (melee) Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots. Codex: Grey Knights p91 Warlord Trait: Daemon-slayer Warlord gains Hatred: Daemons and succesfully harnesses Warp Charges on a 2+ when trying to manifest 'Banishment'. Codex: Grey Knights p86 Warlord Trait: First to the Fray If placed in Deep Strike Reserve, the Warlord and his unit automatically arrive in your first turn and can re-roll the scatter dice. Codex: Grey Knights p86 Warlord Trait: Hammer of Righteousness Warlord and his unit have Hammer of Wrath Codex: Grey Knights p86 Warlord Trait: Lore Master The Warlord knows one more Psychic power from Daemonology (Sanctic) Codex: Grey Knights p86 Warlord Trait: Perfect Timing The Warlord and his unit have Counter-attack. Codex: Grey Knights p86 Warlord Trait: Unyielding Anvil The Warlord an all friendly Grey Knight-units within 12" have Stubborn. Codex: Grey Knights p86 Name Range Strength AP Type Ref Boltgun 24" 4 5 Rapid Fire Wh40k: The Rules p176 Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules Krak grenade (melee) - 6 4 - Wh40k: The Rules Melta Bomb - 8 1 Armourbane, Unwieldy Meltagun 12" 8 1 Assault 1, Melta Wh40k: The Rules p177 Nemesis falchion - User 3 Melee, Force, Daemonbane, Specialist Weapon Codex: Grey Knights p87 Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock Codex: Grey Knights p91
Troops (140pts)
Strike Squad (140pts)
Brotherhood of Psykers [ML 1], Frag, Krak and Psyk-out grenadesAnd They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, The AegisGrey Knight (hammer) (30pts)
Nemesis Daemon hammer (10pts), Storm bolterDaemonbaneGrey Knight (psycannon) (35pts)
Psycannon (15pts)2x Grey Knight (sword) (40pts)
2x Nemesis force sword, 2x Storm bolterDaemonbaneJusticar (35pts)
Melta bombs (5pts), Nemesis force sword, Storm bolterDaemonbane
Name Unit Type WS BS S T W I A Ld Save Ref Grey Knight Infantry 4 4 4 4 1 4 1 8 3+ Codex: Grey Knights p66 Justicar Infantry (Character) 4 4 4 4 1 4 2 9 3+ Codex: Grey Knights p66 Name Description Ref Frag grenade (melee) Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules Psyk-out grenade (melee) Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots. Codex: Grey Knights p91 Name Range Strength AP Type Ref Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules Krak grenade (melee) - 6 4 - Wh40k: The Rules Melta Bomb - 8 1 Armourbane, Unwieldy Nemesis Daemon hammer - x2 2 Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist Weapon Codex: Grey Knights p87 Nemesis force sword - User 3 Melee, Force, Daemonbane Codex: Grey Knights p87 Psycannon 24" 7 4 Salvo 2/4, Rending Codex: Grey Knights p89 Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock Codex: Grey Knights p91 Storm bolter 24" 4 5 Assault 2 Wh40k: The Rules p176
Fast Attack (320pts)
Interceptor Squad (160pts)
Brotherhood of Psykers [ML 1], Frag, Krak and Psyk-out grenades, Personal teleportersAnd They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, The AegisInterceptor (hammer) (34pts)
Nemesis Daemon hammer (10pts), Storm bolterDaemonbaneInterceptor (psycannon) (39pts)
Psycannon (15pts)2x Interceptor (sword) (48pts)
2x Nemesis force sword, 2x Storm bolterDaemonbaneInterceptor Justicar (39pts)
Melta bombs (5pts), Nemesis force sword, Storm bolterDaemonbane
Name Unit Type WS BS S T W I A Ld Save Ref Interceptor Jump Infantry 4 4 4 4 1 4 1 8 3+ Codex: Grey Knights p73 Interceptor Justicar Jump Infantry (Character) 4 4 4 4 1 4 2 9 3+ Codex: Grey Knights p73 Name Description Ref Frag grenade (melee) Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules Psyk-out grenade (melee) Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots. Codex: Grey Knights p91 Name Range Strength AP Type Ref Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules Krak grenade (melee) - 6 4 - Wh40k: The Rules Melta Bomb - 8 1 Armourbane, Unwieldy Nemesis Daemon hammer - x2 2 Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist Weapon Codex: Grey Knights p87 Nemesis force sword - User 3 Melee, Force, Daemonbane Codex: Grey Knights p87 Psycannon 24" 7 4 Salvo 2/4, Rending Codex: Grey Knights p89 Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock Codex: Grey Knights p91 Storm bolter 24" 4 5 Assault 2 Wh40k: The Rules p176 Interceptor Squad (160pts)
Brotherhood of Psykers [ML 1], Frag, Krak and Psyk-out grenades, Personal teleportersAnd They Shall Know No Fear, Banishment, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, The AegisInterceptor (hammer) (34pts)
Nemesis Daemon hammer (10pts), Storm bolterDaemonbaneInterceptor (psycannon) (39pts)
Psycannon (15pts)2x Interceptor (sword) (48pts)
2x Nemesis force sword, 2x Storm bolterDaemonbaneInterceptor Justicar (39pts)
Melta bombs (5pts), Nemesis force sword, Storm bolterDaemonbane
Name Unit Type WS BS S T W I A Ld Save Ref Interceptor Jump Infantry 4 4 4 4 1 4 1 8 3+ Codex: Grey Knights p73 Interceptor Justicar Jump Infantry (Character) 4 4 4 4 1 4 2 9 3+ Codex: Grey Knights p73 Name Description Ref Frag grenade (melee) Fight at normal Initiative, despite charging through difficult terrain. Wh40k: The Rules Psyk-out grenade (melee) Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots. Codex: Grey Knights p91 Name Range Strength AP Type Ref Frag grenade 8" 3 - Assault 1, Blast Wh40k: The Rules Krak grenade 8" 6 4 Assault 1 Wh40k: The Rules Krak grenade (melee) - 6 4 - Wh40k: The Rules Melta Bomb - 8 1 Armourbane, Unwieldy Nemesis Daemon hammer - x2 2 Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist Weapon Codex: Grey Knights p87 Nemesis force sword - User 3 Melee, Force, Daemonbane Codex: Grey Knights p87 Psycannon 24" 7 4 Salvo 2/4, Rending Codex: Grey Knights p89 Psyk-out grenade 8" 2 - Assault 1, Blast, Psi-shock Codex: Grey Knights p91 Storm bolter 24" 4 5 Assault 2 Wh40k: The Rules p176
Heavy Support (425pts)
Nemesis Dreadknight (215pts)
2x Power fist, Heavy Incinerator (20pts), Heavy Psycannon (35pts), Personal teleporter (30pts), Psyker [ML 1]And They Shall Know No Fear, Banishment, Deep Strike, Force Shielding, Preferred Enemy (Daemons), Purity of Spirit, Sanctuary, The AegisName Unit Type WS BS S T W I A Ld Save Ref Nemesis Dreadknight (Personal teleporter) Jump Monstrous Creature (Character) 5 4 6 6 4 4 3 10 2+/5++ Codex: Grey Knights p77 Name Range Strength AP Type Ref Heavy incinerator Template 6 4 Heavy 1, Soul Blaze, Torrent Codex: Grey Knights p89 Heavy psycannon (area) 24" 7 4 Heavy 1, Large Blast, Rending Codex: Grey Knights p89 Heavy psycannon (focussed) 24" 7 4 Salvo 3/6, Rending Codex: Grey Knights p176 Power fist - x2 2 Melee, Unwieldy, Specialist Weapon Wh40k: The Rules p179 Nemesis Dreadknight (210pts)
2x Power fist, Gatling Psilencer (30pts), Heavy Incinerator (20pts), Personal teleporter (30pts), Psyker [ML 1]And They Shall Know No Fear, Banishment, Deep Strike, Force Shielding, Preferred Enemy (Daemons), Purity of Spirit, Sanctuary, The AegisName Unit Type WS BS S T W I A Ld Save Ref Nemesis Dreadknight (Personal teleporter) Jump Monstrous Creature (Character) 5 4 6 6 4 4 3 10 2+/5++ Codex: Grey Knights p77 Name Range Strength AP Type Ref Gatling psilencer 24" 4 - Heavy 12, Force Codex: Grey Knights p89 Heavy incinerator Template 6 4 Heavy 1, Soul Blaze, Torrent Codex: Grey Knights p89 Power fist - x2 2 Melee, Unwieldy, Specialist Weapon Wh40k: The Rules p179
Space Marines: Codex (2013) (Combined Arms Detachment) (745pts)
HQ (75pts)
Librarian (75pts)
Auspex (5pts), Melta Bombs (5pts)And They Shall Know no Fear, Chapter Tactics, Independent Character, PsykerPower Armour
Force Maul
Name Unit Type WS BS S T W I A Ld Save Space Marine Librarian Infantry 5 4 4 4 2 4 2 10 3+ Name Description Ref Auspex Forego shooting to make an enemy unit within 12" reduce it's cover save by 1, untill the end of the phase Codex: Dark Angels 6th p63 Name Range Strength AP Type Ref Force Maul - +2 4 Melee, Concussive, Force BRB p61 Melta Bombs - 8 1 Armourbane, Unwieldly, Against Vehicles and MCs only BRB p62
Troops (510pts)
Tactical Squad (170pts)
Meltagun (10pts), 4x Space Marine (56pts)And They Shall Know no Fear, Chapter Tactics, Combat SquadsInfernum Pattern Razorback * (65pts)
Multi-meltaSpace Marine Sergeant (39pts)
Bolt pistol, Combi-weapon (10pts), Melta Bombs (5pts), Teleport Homer (10pts)
Name Unit Type WS BS S T W I A Ld Save Space Marine Infantry 4 4 4 4 1 4 1 8 3+ Space Marine Sgt. Infantry (Character) 4 4 4 4 1 4 1 8 3+ Name BS Front Side Rear HP Type Infernum Pattern Razorback * 4 11 11 10 3 Vehicle (Tank, Tranport) Name Range Strength AP Type Ref Bolt Pistol 12" 4 5 Pistol BRB p56 Melta Bombs - 8 1 Armourbane, Unwieldly, Against Vehicles and MCs only BRB p62 Meltagun 12" 8 1 Assault 1, Melta BRB p57 Multi Melta 24" 8 1 Heavy 1, Melta BRB p57 Tactical Squad (170pts)
Meltagun (10pts), 4x Space Marine (56pts)And They Shall Know no Fear, Chapter Tactics, Combat SquadsInfernum Pattern Razorback * (65pts)
Multi-meltaSpace Marine Sergeant (39pts)
Bolt pistol, Combi-weapon (10pts), Melta Bombs (5pts), Teleport Homer (10pts)
Name Unit Type WS BS S T W I A Ld Save Space Marine Infantry 4 4 4 4 1 4 1 8 3+ Space Marine Sgt. Infantry (Character) 4 4 4 4 1 4 1 8 3+ Name BS Front Side Rear HP Type Infernum Pattern Razorback * 4 11 11 10 3 Vehicle (Tank, Tranport) Name Range Strength AP Type Ref Bolt Pistol 12" 4 5 Pistol BRB p56 Melta Bombs - 8 1 Armourbane, Unwieldly, Against Vehicles and MCs only BRB p62 Meltagun 12" 8 1 Assault 1, Melta BRB p57 Multi Melta 24" 8 1 Heavy 1, Melta BRB p57 Tactical Squad (170pts)
Meltagun (10pts), 4x Space Marine (56pts)And They Shall Know no Fear, Chapter Tactics, Combat SquadsInfernum Pattern Razorback * (65pts)
Multi-meltaSpace Marine Sergeant (39pts)
Bolt pistol, Combi-weapon (10pts), Melta Bombs (5pts), Teleport Homer (10pts)
Name Unit Type WS BS S T W I A Ld Save Space Marine Infantry 4 4 4 4 1 4 1 8 3+ Space Marine Sgt. Infantry (Character) 4 4 4 4 1 4 1 8 3+ Name BS Front Side Rear HP Type Infernum Pattern Razorback * 4 11 11 10 3 Vehicle (Tank, Tranport) Name Range Strength AP Type Ref Bolt Pistol 12" 4 5 Pistol BRB p56 Melta Bombs - 8 1 Armourbane, Unwieldly, Against Vehicles and MCs only BRB p62 Meltagun 12" 8 1 Assault 1, Melta BRB p57 Multi Melta 24" 8 1 Heavy 1, Melta BRB p57
Heavy Support (160pts)
Relic Sicaran Battle Tank * (160pts)
Armoured Ceramite (20pts), Dozer Blade (5pts), Hull-mounted Heavy Bolter, Turret-mounted Twin-linked Accelerator AutocannonRelic of the ArmouryName BS Front Side Rear HP Type Relic Sicaran Battle Tank 4 13 12 12 3 Vehicle (Tank, Fast) Name Range Strength AP Type Accelerator Autocannon 48" 7 4 Heavy 6, Rending, Rapid Tracking
(No Category)
Chapter Tactics
Raven Guard
Fortifications and Stronghold Assault (2013) (Fortification Detachment) (70pts)
Fortification (70pts)
Aegis Defense Line (70pts)
Comms Relay (20pts)Name Description Ref Aegis Defence Line A model in cover behind a defence line has a 4+ cover save. If a unit Goes to Ground, then models from the unit gain +2 to the cover save from the defence line rather than +1. Models that are in base contact with a defence line are treated as being in base contact with any enemy models who are directly opposite them and in base contact with the other side of that defence line. Units charging an enemy that is behind a defence line count as charging through difficult terrain. Warhammer 40k rulebook Comms Relay Any player with an unengaged model within 2" of a comms relay can re-roll Reserves rolls. A model in cover behind a comms relay has a 5+ cover save. Warhammer 40k rulebook - Sadly, I didn't have the opportunity to take pictures, the game took us nearly 4 hours to write our lists, setup, and actually play the game (he had a ton of psychic powers and I have several psykers myself).
- To explain the jist of what happened, and then to break it down to the good, the bad, and the ugly of the IA:13.
- Good:
- Renegade Strike Battery- I took two wyvern and one griffon, you can take FIVE total in this unit. DO IT! My friend/opponent agreed that he should have targeted these and not the rapiers during the game. They can take out light armor and infantry by piling on the wounds. These are an absolute MUST.
- Renegade Command Squad- The idea here was to keep it as cheap as possible to unlock the plague zombies; and that's exactly what it did. Stayed alive till turn 7 by keeping him in the backfield in a chimera. This should really be in the category of not good, not bad, just right.
- Rogue Psyker Coven- I really wanted to test this out. Two of my pskers had unholy vigour which gave my troops fleet and crusader, one had warp flux (which is really nifty for hitting vehicles with it's haywire ability), and one had Creeping terror which was completely useless against fearless space marines. I kept them at psyker level 1 to keep them cheap, I think they did what they were meant to do, pose a possible threat and throw buffs on the units when they could. Having fleet on foot-slogging infantry was really nice!
- Plague Zombies- They killed a few grey knights in combat, resurrected 3 additional zombies, and tied up a dreadknight for several turns. What's not to like?!
- Heldrakes and Hell Blades- I'm lumping these two bad boys together, they are cool and fun to play with. They killed some grey knights, popped a rhino, and the heldrake went into hover and held an objective for two turns. I think the Hell blade is a must take because of how cheap it is, and the heldrake is reasonably priced and versatile.
- Bad:
- Mutant Rabble- they just couldn't withstand anything, and don't have the option to get a FNP 6+ through the Heretek Magus. Perhaps I didn't play them correctly, but they were purely meant to protect the tanks and they couldn't even do that.
- Renegade Hellhound Squad- I was under the mistaken impression that these had a str 6 ap 3 flamer...it is ap 4. They didn't do enough damage for their point cost, plain and simple.
- Ugly:
- Rapier Laser Batteries- I gave them militia training and FNP 6+, and put them in ruins. My opponent targeted them early. Maybe if they had stayed alive longer they would have more of an impact, but as it stood in this game they didn't. Note: I will have to test this again.
- Leman Russes- I wanted to test the cheapest variant, the eradicator with a str 6 ap 4. Again they got targeted early, and I will have to test them again.
Tactica notes:
Always upgrade a guy in your infantry squad to demagogue so that you can unlock the fanatic rule and roll an additional dice for Uncertain Worth. This just increases your chances of getting a decent leadership.
Rogue Psykers are nice because when someone goes to target your unit, you only need 5s to dispel.
Utilize the versatility of the artillery in IA:13, especially since Renegades and Heretics can cram so much into their lists.
My friend was using mine, but seriously consider an aegis defense line to help protect artillery and other supporting units.
Don't be afraid to sacrifice a unit for a long-term win. I knew I couldn't handle his dreadknights, so I sent my zombies to deal with one. It worked and saved my artillery which I used to pick off his infantry and rhinos.
Labels:
40k,
Chaos,
Demagogue,
Heretics,
Imperial Armour 13,
Rapier Weapons Battery,
Renegades,
Tactica
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