Showing posts with label Deep Thought. Show all posts
Showing posts with label Deep Thought. Show all posts

Monday, 5 November 2012

The Week That Was ...

I'm in a glass case of emotion!


26th October – 1st November

Chaos Win

Looks like I may have done well to avoid playing Mick’s Chaos list last week because I was roundly spanked by Gav’s Chaos Marines/Daemons list this Thursday. In fairness the list is something we’re working on together for the Battle Brothers tournament in January so Gav cannot be held wholly responsible for the giant slice of gorgonzola that he served up to me and, but for some poor dice and poor decision-making, I could have done a lot better. Before I spout off about the game here’s an overview of the lists:

1500pts - Purge the Alien/Vanguard

Marines/Daemons:
Huron
Great Unclean One of Nurgle
Flamers of Tzeentch (5)
2x Chaos Space Marine Squad (14) 2x Plasma, 1 Sgt w. Lightning Claw
Pink Horrors (5) w. The Changeling
Helldrake w. Baelflamer
Screamers of Tzeentch (5)
Obliterators (2) MoN

Tyranids
Prime w. 2x Boneswords & Deathspitter
2x Hive Guard (3)
2x Termagant (10)
2x Tervigon Crushing Claws, Cluster Spines, Adrenal Glands, Toxin Sacs, three 6th ed Powers
Raveners (5) Rending Claws
Carnifex Brood (2) 2x TL Devourers each

I went second but due to Huron’s Trait I was basically deploying blind as Gav rolled a 3 for his number of units able to infiltrate. I set up a fairly balanced front but with the ‘fex/Prime unit  on my left flank in cover but within reach of his Oblits, and the Raveners dead centre. I also held both units of Termagants in reserve. Gav infiltrated his two large Marine Squads in cover to my right with Huron’s unit more towards the centre.

The first turn began with Gav getting his preferred wave so down came the Screamers, right in front of my Raveners, and the Flamers, right between my Carnifexes and a unit of Hive Guard. The Screamers turbo-boosted over my Raveners causing about 3 wounds and the Flamers took two wounds off the Prime and one off a Carnifex. Could have been worse! In my first turn I poured the Carnifexes into the flamers reducing them to two models and the two Cluster Spines and Hive Guard into the Screamers, reducing them to two models as well.

Poor decision #1 I did not spawn any ‘gants because this is a VP scenario and I did not want to contribute more VPs to the pool. However if I’d had the units available I’d have been able to mop up the remaining models in each unit giving me 2 VPs for the kills and an extra one for first blood. The ‘gants would have been in a relatively safe position and able to react to the next wave of Daemons to drop.

Poor decision #2 I charged the remaining Flamers with my ‘fex/Prime unit. The overwatch fire caused 3 wounds killing off the wounded Carnifex and the resulting combat only succeeded in killing 2 of the remaining 3 Flamers. This was largely caused by my decision not to shoot the remaining Flamers with the nearest unit of Hive Guard though as they could probably have finished them off!

Poor decision #3 Charging Huron’s unit with my Raveners, through cover, at a distance of 9”. Obviously this was unsuccessful and the overwatch fire took the unit down to 3 models. Not good!

Sure enough Gav got the Great Unclean One and the Horrors next, blocking the progress of my ‘fex/Prime unit with the big fella and putting the Horrors in my backfield to give me another reason to think twice before advancing on his juicy units of Marines. His shooting was effective, finishing off the Raveners in the middle and taking a wound off the Tervigon on the extreme right flank. My shooting phase, however, was much more productive ... for Gav! I chose to spawn two units of ‘gants this time and one of the units in reserve came on, from here on in I think the rest of the turn can be summed up as follows:

Poor decision #4 I chose to shoot at the Pink Horrors! Sure enough the unit of Termagants failed their leadership and shot at the recently spawned unit of ‘gants killing a couple of models. Then (less stupidly – but no less unsuccessfully) my Tervigon failed his leadership test and plonked his pie-plate on top of the depleted ‘gant unit finishing them off.

Poor decision #5 After charging the Great Unclean One (who was Enfeebled I might add) with a bunch of poisoned ‘gants I also piled in my Carnifex and Prime. If I’d rolled better this would have been fine but as it was I got stuck in combat for another 2 player turns eventually losing the Prime to a challenge and everything else along the way. Only taking the Great Unclean One with me thanks to a Warp Speed buffed Tervigon charging in a turn later.

The rest of the game was rather academic since I lost all three secondary conditions and was behind on VPs even without those. I definitely could have played it better but at least I’m seeing what I’ve done wrong and hopefully I can correct this in the future.

I’m not putting it all down to my mistakes either, Gav played a blinder (clearly still sore about Space Hulk the previous week), but I think that if I’d kept my wits about be and not been quite such a knuckle-head I could have given him a bit more of a game!

If I could do it all again I would have spawned ‘gants in turn 1 and not allowed the Daemons in my back-field slow my advance. Also I should have just tar-pitted the Great Unclean One with poisoned ‘gants, they would have killed him eventually and I think my Monstrous Creatures would have had a good chance at wiping the Marine squads if they’d been able to get there!

I think that playing Tyranids, more than any army I’ve used before, requires you to have a rock solid plan going into a game and a number of factors (some of which may be out of your control) can quickly wreck that plan making recovering anything from the game very hard work. Not to mention that if you plan poorly or make silly mistakes during the game, any chance of being competitive can very quickly go out of the window. This is undoubtedly a lesson that applies to all armies and it’s a testament to my lack of success at tournaments that I have not been able to learn this lesson to date. Perhaps my experiences with Tyranids will make a better player out of me!

And in other news

Overpowered units. When 6th was brand spanking new, everyone was asking, “How are you going to deal with Flyers?”. I think that in most situations (even though this question still pops up more often than not) my answer is, “I’m just going to ignore them”. Admittedly it’s going to be very hard to ignore multiple Vendettas when playing a Monstrous Creature-heavy list, but in that case I will try to force them to Hover to make the most out of their Lascannons and at that point I need to be in position to jump on them with something killy! Perhaps this is a naive position but I’m going to drop shooting capability from my next test list and see how it goes.

Now the overpowered unit label seems to have been applied to those troublesome Screamers and Flamers from the Chaos Daemons Codex and I have to say that they certainly do worry me, particularly as I’m probably not going to be carrying any significant shooting in the next few test lists. However if you play a list with a suitable amount of shooting in it, and as this is 6th ed you really ought to be able to shoot, I can’t see these units being unmanageable. If you put fire-power into them they will crumble and then what has the list got? Probably some very poor scoring units with low survivability and a Monstrous Creature or two, this should be manageable. If a game is balanced you should not be able to win easily, it should be tough, it should be a challenge. And I really don’t qualify 27 Screamers and 27 Flamers as an “I Win Button”.

Let’s hear your thoughts, I’m sure you all have some!

Saturday, 20 October 2012

The week that was ...

You stay classy, The Internet!


12-18th October 2012

You all know what happens to “regularly scheduled” blog posts in these parts. Typically they start with good intentions but fall quickly by the wayside as real life and other inconveniences get in the way. So it is with much trepidation that I offer to you a new, regularly scheduled series of posts on the week that was the week before ... if you get me. This entirely (un)original concept is brought to you by me and hopefully will gather contributions from others in the “staff” if it gains any momentum.

With that said, here we go!

Open War 18.

Last Friday I was feverishly throwing Army Painter Medium Shade over poorly painted Tyranid models in a desperate attempt to finish my army for Open War 18. As you can read here my efforts on the painting front were successful enough for me to be able to attend the tournament, sadly however, my gaming skills were not up to the task and I finished a somewhat disappointing 14th out of 18 competitors. Still, lessons were learned and I’ll be back for Blog Wars 4 with renewed fervour!

Club Night.

Thursday night is our regular club night at Warhammer World in Nottingham. Up to now I’ve been neck deep in the Perpetual Blood Bowl league, amassing four extremely middle-of-the-road teams in just over a year. For the latest team intake, however, I have decided to take a break and recharge my scrimmaging batteries. The previous week saw me, instead, throwing some 40K-related shapes in an Open War practice game against the midget-loving Grazer (who owes us a Battle Report, gloriously detailing how I won on a technicality).

This week heralded the very welcome return of Gav (our very own Mr Claws and Fists) to the gaming table who ably demonstrated his rustiness by loosing consecutive games of Space Hulk to me. Beating Gav at anything is a rare enough occurrence that I have to twist the knife at every opportunity but both games were pretty close, with the kind of great action and tension that makes Space Hulk as memorable as it always has been.

Looking forward.

I spent a couple of hours last night mulling over Daemons/Chaos Marines lists that Gav and I could take to Battle Brothers in January and I came to the conclusion that squeezing allies into 1500 points is at best difficult and at worst detrimental to the list no matter how powerful screamers and Flamers are ;) Bring on 1500pts of Tyranids I say!

And Finally.

I was listening to the latest episode of World's End Radio this week and they did a short segment on playing under pressure which I felt fit in rather nicely with my recent dusting off of Space Hulk. Being a little out of practice I’d forgotten how little time that egg timer gives you as the Marine player. You are forced to think fast and you get a real sense of pressure in a game where the odds are somewhat stacked against you anyway! I love the mechanic here though, because it really adds atmosphere to the game, drawing you into the situation. If you’re in a bit of a jam, the time you spend thinking yourself out of it often leaves you with a frantic rush to get everything done as the last few grains of sand spill out of the timer. Inaction is the quickest killer in Space Hulk.

Please check back next week for more of the same (hopefully!)

Friday, 30 March 2012

Deep Thought - A Sense Of Dread






In the song Hey Ya by Outkast, Andre 3000 asks the question, "What's cooler than being cool?" To which the answer is, "Ice cold" Well, what's cooler than 8 foot tall genetically enginered super men? Well, 8 foot tall genetically enginered super men on giant wolves obviously. But what's nearly as cool as that? Genetically enginered super men who kick so much arse when they're alive that when they get badly injured they get put into a metalic shell so that they can keep killing in the name of the Emperor, that's what!

Deep Thought is our ironically titled series of "Wouldn't it be cool" army lists (although, I'm not sure if it's a series yet, since there has only been one previously) Anyway, today we are going to look at a list mainly made up of Dreadnoughts. Now, there are a couple of codexes that you can do this from. The Space Marine 'dex and the Grey Knight one both allow you to take up to 6 of the things. the Space Wolf codex lets you take one as HQ but you can only take 4 maximum. However, there is a codex that lets you take Dreadnoughts in the Elites, Troops and Heavy Support sections of the Force Org Chart - the Blood Angels...

The only thing  you have to do is take 5 Death Company before you can take any Death Company Dreads. Now, I reckon that you could fit in about 8 Dreads at 1750 but you'd probably have no scoring units. However, you'd have 8 Dreads! This leaves a questions about what types of Dreadnought to take, shooty? Assaulty? Physchic? As much as I love dual Autocannon Dreadnoughts, I love the idea of 8 Dreads running amok and smashing stuff up even more. With that in mind, we need a way for the Dreads to get into postition so I've gone for Drop Pods...

Heavy Support

Dreadnought, Multimelta, Blood Fist, Drop Pod
Dreadnought, Multimelta, Blood Fist, Drop Pod
Dreadnought, Multimelta, Blood Fist, Drop Pod

These are the heavy lifters, drop in, blow up something and then wade into combat if you survive the retaliation.

Elites

Furioso Dreadnought, Blood Talons, Drop Pod 
Furioso Dreadnought, Blood Talons, Drop Pod
Furioso Dreadnought, Blood Talons, Drop Pod

Jazz hand Dreads. The enemy need to take care of these guys before they get into combat or they can be leathal.

Troops

5 Death Company, Infernus Pistol, Drop Pod
5 Death Company Infernus Pistol, Drop Pod
Death Company Dreadnought, Blood Talons, Drop Pod
Death Company Dreadnought, Blood Talons, Drop Pod

These guys would be part of the second wave. Ideally, you'll have killed all of the enemy vehicles so that these guys can drop down and not be led around, raging, after vehicles that they can never quite catch. Not 100% sure of whether the DCDs would be better keeping their Blood Fists or not...

That leaves 225 points left and we still need a HQ. A Librarian is cheap and can add to our anti-vehicle with Blood Lance and can give some of our Dreads 5+ saves with Shield of Sanguinious. Then 125 points is just enough to get us an Assault Squad in another Drop Pod, which is ideal as it gives us an odd number of Pods. So the list in full...

HQ
Librarian, Blood Lance, Shield of Sanguinious

Elites

Furioso Dreadnought, Blood Talons, Drop Pod 
Furioso Dreadnought, Blood Talons, Drop Pod
Furioso Dreadnought, Blood Talons, Drop Pod

Troops
5 Death Company, Infernus Pistol, Drop Pod
5 Death Company Infernus Pistol, Drop Pod
Death Company Dreadnought, Blood Talons, Drop Pod
Death Company Dreadnought, Blood Talons, Drop Pod
5 Assault Marines, Meltagun, Infernus Pistol, Drop Pod

Heavy Support
Dreadnought, Multimelta, Blood Fist, Drop Pod
Dreadnought, Multimelta, Blood Fist, Drop Pod
Dreadnought, Multimelta, Blood Fist, Drop Pod


Optimised? No. Rock/Scissors/Paper list? Yes. Fun? It's 8 giant robots of death falling from the sky to destroy everything in their path, of course it's fun!

What do you think? Is it viable at all or do you think that there are too many Meltaguns out there for this kind of list? I know that John has been keen to try some different ideas in these final days of 5th edition but would you try the Dread Drop List of Doom?

Monday, 27 February 2012

If it looks broke, maybe it 'aint.

There’s a lot of moaning about underpowered codices at the moment and, to be honest, for as long as I can remember there always has been. A couple of blogs have been posting articles recently on fixing certain armies, but I’ve just got to pipe-up and say “Stop it!”.

You’re not a game designer despite what-ever delusions of grandeur you may be under and, even if you decide to post your own “improved codex”, no-one is going to use it. In fact, while giving everyone a level playing field may sound like a good idea, I don’t really think that it is.

I’m going to use my recent experience of Blood Bowl as an example here (and before you all mumble “here he goes again”, bear with me, this is going somewhere). In Blood Bowl there are clearly established tiers of teams; Wood Elves, Norse, Undead and Chaos are among the top tier, meaning that they are easier to play with and have reliable strategies for scoring points and winning games. There is a mid-tier consisting of teams like Khemri and Nurgle, these are teams who have defined strategies for winning but they are difficult to implement and tend to require much more careful play. Then there are the bottom tier teams such as Goblins, Halflings and Ogres who really only have one way to win games and are very difficult to play by all but the most experienced coaches. As this is a dice game, luck is also a factor and the tiers reflect how much the luck of the dice comes into play. With top tier teams being able to cope best with poor dice while the bottom tier teams are very reliant on good dice.

I expect that by now you can see where I’m going with this!

In 40K we seem to have a similar system of tiers in the various armies with Grey Knights, Space Wolves, Dark Eldar and Imperial Guard occupying the top slots and Nids, Vanilla Marines and Sisters pretty well entrenched on the bottom rung. Now I do appreciate the fact that the cost of entry to 40K is significantly steeper than that of Blood Bowl (probably in the region of 10x more). So if you happen to play Nids, for example, and GW updates your codex which drops you down a tier or two it’s not necessarily practical to go out any buy a new army. But this is a commodity hobby, you didn’t need those toys in the first place, suck it up and find a way to enjoy your chosen army. Or, go out and start to collect a new army, you managed to do it once, if you love it enough you’ll do it again!

Rather than railing against this “tier” arrangement why not embrace it? It’s very easy for a top level player to spray some marines grey/blue and go off to a tournament and do very well with them.

Big whoop! Hey! Everyone’s very impressed.

Instead, why not say, “Hey, I’m pretty good at this game, let’s try taking a more challenging army to the next tournament and see how I do!”? Being successful with a lower tier army has got to be more satisfying to the player and will surely garner more kudos from the community, if that’s what matters to you.

Given the level of competitiveness in the tournament scene at the moment I don’t really expect to see many people do this but I do not think that equalising all of the codices is the answer. Surely there are top players out there who want a challenge and I think the game would become rather stagnant and boring if everything became equal.

A couple of cases in point for your consideration, I believe that Nic Nanavati is having some success with Nids in the States and over here Gaz Jones has always been a proponent of Xenos codices which have not fared too well (power level-wise) under 5th edition. Also in the UK, James Ramsey was (when last I heard) defending the honour of the Sisters of Battle.

So, what do you all think? Does the variety in the power level of the codices need fixing or is it there to provide a variety of game-play experience? Or am I just talking bollocks because I’ve been playing too much Blood Bowl? I’ll turn it over to you.

Friday, 28 October 2011

Deep Thought - There are no Wolves on Fenris

It's no Jayce and the Wheeled Warriors

One of the best things about 40K is, that if you can think it, then you can do it. And that's really the idea behind Deep Thought. These are going to be those "wouldn't it be cool if" army ideas that are probably more useful in the bar over a pint than on the table. Now, this series was inspired by the Blood Angel codex letting you take lots of Dreadnoughts and Alex & Darren's "No Guns" Tau idea. We'll be seeing those in future weeks but because we're primarily a Space Wolf blog, we're going to start with something "Wolfy"

Canis Wolfborn allows you to take Fenrisian Wolves as Troops, however, they can never claim Objectives. Wouldn't it be cool if we ignored that drawback and had an army purely made up of Wolves and guys riding Wolves? Yes, it would...

HQ
Canis Wolfborn
Wolf Lord, Thunderwolf Mount, Storm Shield, Wolf Claw, Saga of the Warrior Born

Elites
Iron Priest, Thunderwolf Mount, 4 Cyberwolves

Troops
13 Fenrisian Wolves, Cyberwolf
13 Fenrisian Wolves, Cyberwolf
13 Fenrisian Wolves, Cyberwolf
13 Fenrisian Wolves, Cyberwolf
13 Fenrisian Wolves, Cyberwolf

Fast Attack
5 Thunderwolf Cavelry, Power Fist, Storm Shield, Melta Bombs, Bolter
5 Thunderwolf Cavelry, Power Fist, Storm Shield, Melta Bombs, Bolter


So, you have the Fenrisian Wolves out in front giving cover to the 3 units behind. Once you get into charge range, you can either split Canis and the Wolf Lord off or keep them with their TWC unit as needed. You'll be able to get a 2nd turn charge at worst and once those TWolves hit, they're going to do a lot of damage. . Don't get me wrong, you'll struggle in Objective missions and there are some lists you haven't got a chance of dealing with (3 Land Raiders?!) but I still think it would be a fun list to run.

Oh man, we love our army lists here at C&F! So, what do you think? Got any ker-azy ideas you'd like to see given the Deep Thought treatment?

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