Sunday, August 12, 2007

40k List Design: New Chaos

"Eldar fear the Heavy Bolter."
- Ancient Maxim

I've been looking through the new Chaos book, and here's my thoughts.

1) Heavy Bolters

There are none.

Imperials can take Heavy Bolters as follows
1) HQ: 2 in Command Squads
2) HQ and Elite: Inquisitors get them at 4+ save in their retinues, as well as Psycannons
3) Elite: Dreads
4) Elite: Termies get Assault Cannons
5) Elite: 5 man Veteran Squad, infiltrating, gets 1
6) Elite: Scout Squad, infiltrating, gets 1 + Sniper Rifles
7) Elite: Techmarines get them at 4+ save in their retinues
(so far every unit, altho the Command Squad is pushing it a little except in truly static forces)
8) Elite and Troop: Grey Knights get Psycannons
9) Troop: Combat Squads, 5 men can seperate with 1
10) Troop: Razorbacks (also applies to other units as well such as Techmarines or Devastators)
11) Fast Attack: Land Speeders, especially the Assault Cannon+Heavy Bolter combo
12) Fast Attack: Attack Bikes
13) Heavy Support: Devastator Squad
14) Heavy Support: Whirlwind is AP4
15) Heavy Support: Predator Sponsons and Baal
16) Heavy Support: Land Raider Crusader
17) Heavy Support/Transport: Land Raider has one on it
18) HQ Transport: The Land Raider Prometheus bears mention, I think it has something like 12 Heavy Bolters on it, as does one of the Warhound Variants.

That's alot of Heavy Bolters. This is what Chaos gets.

1) Chosen can take them, so ...
1) Elite: 5 man Chosen Squad, infiltrating, with 1 and also plasma gun/combi-bolters
2) Elite: Dreads
3) Elite: Termies can take Reaper Autocannon which is NOT a Heavy Bolter so
3) Troop: Chaos Space Marines can take 1 in a 10 man squad, which also doesn't count, so
3) Heavy Support: Havocs can take them, yay
4) Heavy Support: Obliterators can take them ... oh wait ... no that was the last codex ...
4) Heavy Support: Defilers can take them, but then they can't shoot their Battle Cannon/Fleet so ...
4) Heavy Support: Predator Sponsons
5) Heavy Support/Transport: Land Raider technically has one. Note that it can now only be a transport for 3-5 man squads of Terminators and nothing else.

So in short, Imperials have access to 15+ readily available Heavy Bolters, many of which come in multiples or are Twin Linked. This access spans the organizational chart, including Troop choices. Chaos gets 5, if you count the one on the Land Raider, which is a pretty pricey anti-infantry platform. What's more, given their scarcity, if you really want to have them the only way to really include them is in Havoc squads, other than the occasional Dread.

So if you ever wonder what Imperials 'get' as opposed to their Chaos cousins, now you know. Heavy Bolters.

So what does Chaos get? Chaos gets one thing that Imperials don't, and that's Plasma. And lots of it. Who needs AP4 when you get AP2 and even AP3 in spades? Here's the anti-MEQ stuff

2) Plasmaguns et al

1) HQ/Thousand Sun: The old Heavy Bolter Doombolt from the Tzeentch demons has been replaced with a spell that is S4 AP3. Not bad. The Tzeentch Chicken Head Demon Weapon does the same.
2) Elite: Chosen. Chosen can take 5, count em, 5 infiltrating plasma guns, or they can back 4 plasma guns up with a heavy weapon of their choice, including Heavy Bolters. Think of it as the Renegade Scout Squad.
3) Elite: Dreads again. Plasma Cannon, or ML/PC coming in at a cool ~100 points.
4) Elite: Terminators. Chaos Terminators are cheap and the whole squad can take a combi-plasma or combi-melta for 5 points each. Perfect if you like to deep strike.
5) Troop: Chaos Space Marines and Plague Marines can both take two Plasma or two Melta guns in the ~150 to 175 point range. Not bad for a Troop choice. Imperials get their Combat Squads but Chaos can take 2x Special.
6) Troop: Thousand Suns now get AP3 bolters. Bolters. Their bolters are AP3. And correct me if I'm wrong but with Slow and Purposeful they can shoot them while moving. Nasty. The Force Weapon isn't as much of a rip as you might think considering CSM pay 45 points for a power weapon and 55 points for a power fist anyway.
7) Fast Attack: Bikes can take two Plasma or two Melta guns just like Imperials can. Boo Imperials.
8) Heavy Support: Havocs get a wide assortment of AP2/AP3 goodness.
9) Heavy Support: Obliterators get Plasma Cannons amongst others.
10) Heavy Support: Predator and Land Raider, just like the Imperials.
11) Heavy Support: It bears mention, Chaos gets the Vindicator, just like the Imperials do
12) Heavy Support: Defiler has a Battle Cannon, yay Battle Cannon

So what Chaos is lacking in big guns, Havoc squads aside (which can also take special weapons), they make up for with 18" effective Special Weapons or 24" effective stand and shoot. This is opposed to the evil Imperials with their cheese fest 36" and longer weaponry. Chaos is saved by their Heavy Support and the occasional Dread or Flying Chicken Head of Doom to force morale checks at longer ranges.

3) Close Combat

With all this close range fighting, Chaos also gets an abundance of close combat. There's no need to go on about it, but one unit that caught my eye was the Berzerkers. At only 21 points a model a 6 man squad comes to 126 points, where a 10 man CSM squad with special weapons and an icon comes to ~175 points. Berzerkers are useful "right out of the box" so to speak. You just have to get them there. Did I mention they also have Furious Charge?

6 Possessed with their 5++ are 156 points, but the Berzerkers have 3 attacks each at WS5 opposed to S5. And the Berzerkers are Troop. While they've lost their movement rules, Berzerkers are a very solid close combat unit to back up your wargear toting CSM squads and possibly other more specialized squads like Plague Marines or Noise Marines. I'm personally not going to bother with either, but to each their own. Berzerkers lack the 18" (or longer) effectiveness of the other squads but they're brutal in combat, which is what they're for. I do like Bikes, just because I like them, but also for Summoning/Teleporting, and Chaos Termies are a great close combat squad. Mine are going to be Slaaneshi with I5 and power weapons. Yay me. And no, I'm not leaving the combi weapons behind ;)

Sunday, July 15, 2007

40k List: Iyanden III

"Their arrogance is matched only by their firepower."

I'm keeping all my Dark Reapers. What I have left comes in at a cool 4000 points. I don't think I would ever pick anything up again, other than Titans and a Mk II Scorpion. I don't like the chassis on the Cobra, I would pick up a Scorpion and then convert a second turret for it.

Avatar
Farseer w/ Runes of Warding, Spirit Stones, Doom, Fortune
Autarch w/ Power Weapon, Avenger Shuriken Catapult
Warlock Bodyguard (10 models)

Harlequin Troupe (10 models)
Striking Scorpions (10 models)

Dire Avengers (10 models)
3x Guardians (14 models)
Wraithguard (11 models)
Pathfinders (6 models)
Guardian Storm Squad (11 models)

Swooping Hawks (6 models)
2x Vyper

2x Wraithlord
2x Fire Prism
2x D-Cannon (2 guns)
2x Dark Reapers (5 models)

Nice army, 4000 might make for a good game of Apocolypse. The idea with the Reapers is that they are only pulled out when they need the really big guns.

I honestly don't know if it would be an effective army for Apocolypse. I think in Apocolypse you're going to see army lists changing because of all the guns on the board. Falcons will be even better because they can soak up so much firepower. There is only so much room on the table for manouvering infantry units, especially large ones so static long range supporting fire power becomes disproportionately more useful.

But then on the other hand, Apocolypse is really just about putting all your models on the table and having a good time. Why field 10 Leman Russ tanks when you can field 30? XD

Friday, July 13, 2007

40k List: Iyanden II

"Our home, our craftworld, our floating fortress amongst the stars, Craftworld Jailinth is beginning to reel from the numerous setbacks and defeats that stand alongside our daring victories and triumph. Our race is dwindling ever more with the ensuing rush of the centuries, new enemies and old nipping at the scattered remains of our past glory. Even the mighty Eldrad himself -- mightest amongst us -- fell in a recent campaign, pitted against the most powerful of all our enemies. Our enemies are many. Our numbers are few. We will stand forever."
- Battle-Seer Tilithas, Advisor to Autarchs, Master of the Art of War, Master of the Blade

I'm selling
- Full squad of Banshees
- Full squad of Fire Dragons
- Full squad of Warp Spiders
- Full squad of Dark Reapers including an EML conversion
- 14 Guardians with a Platform
- 1 D-Cannon/Vibro Cannon
- 1 metal Avatar War God of Shortness
- Two plastic Wave Serpent kits, including the extended rear end (sigh). Pity, because they look really nice. If and when I have money again I want to get the Forge World Falcon spoilers, or maybe I can convert something.

Who knows how much I'll get for it, I'm putting it up as one big lot. It's a sweet deal, nice selection perfect for someone starting out.

I still have a good 2000 to 3000 points.
- Forge World Avatar, when I get it
- 2 Farseers
- 14 Warlocks which I'm cutting into pieces and putting together again. Should be a nice centerpiece as a 10 man bodyguard. I'd like to convert some more but I need robes. I'm getting a 10 man box of Empire Flagellants maybe I can use something from there.

- 10 Wraithguard. May as well keep them. I can always 'pro-paint' them Iyanden and sell them. No I didn't pay full price for them.
- Guardians. I have tons of Guardians, mostly off of Ebay. I have one 20 man squad and two 14 man squads finished. I also have a 14 man Storm squad I may as well keep, I can always paint them and put them on Ebay or sell to a local player. After that the rest of them are getting hacked up as sacrifices to convert ...

- Harlequins and Dire Avengers. I have two old 2nd ed Harlequin leaders, one is going to be my Troupe Leader and one is going to be my Shadowseer. After that I'm going to convert Harlequins mostly using my 20 Dark Eldar from the 3rd ed box set, scraps of Guardians and an odd bit here and there. Not to mention "dynamic poses". As for Dire Avengers, they are going to be Guardians with Dark Eldar heads and a bit of green stuff. With a fancy banner. Hopefully I can get 20 Dire Avengers and 8 Harlequins out of the 20 Dark Eldar + infinite Guardians but I'm not holding my breath.

Support:
- I'm keeping my two Vypers. No serious Eldar player can be without Vypers. What are you going to do 1/6 games when you're playing Cleanse and you need to fly 24" to grab the objective?
- Two metal Wraithlords, the old standbys of reliability.
- My beloved D-Cannons. I have four remaining: one squad of three, or two squads of two.
- I'm keeping my two Falcons. I also have the Forge World Brightlance turret for Wave Serpents. I have it converted to represent Fire Prisms or I can use it in a pinch to make a ghetto Wave Serpent. So I can use them
-- Fire Prism x2
-- Falcon x2
-- Or I can put Wraithguard or Dire Avengers in Wave Serpents
- I have six old rangers. I can keep them. I can sell them. Maybe I can find a local player. 'meh'. I don't really care. They're skinny.

And lastly, Aspect Warriors:
- I'm still keeping my 10 man squad of Scorpions and my 6 man squad of Swooping Hawks. I think I have a couple more Swooping Hawks and a couple more Scorpions I can sell to a local player or make into an Autarch or something. I'm keeping a squad of Dark Reapers because they're cool. Yes, I have that many. They used to be Troop choices. Yes I used to be that guy. :)
- I like Hawks and Scorpions I feel they offer a certain traditional "combined arms" aproach. I've always loved the idea of Hawks, where they fly around but they don't belong in close combat they shoot their guns and have their grenades. Warlocks, Harlequins and Dire Avengers fill a role for elite infantry otherwise missing. Scorpions are a favoured aspect as far as the craftworld's fluff is concerned, even if they miss their haywire grenades and S9 powerfist. The feel of the army and the fluff of the craftworld will be somewhat of an Iyanden-esque 'do more with less' approach. The fluff will definately continue its emphasis on the idea that while the craftworld is a smaller one, and their seers are not necessarily the most powerful, they play a role leading the forces on the battlefield.

Sunday, July 08, 2007

40k List: Iyanden

Craftworld Jailinth has finally buckled under population pressure and is no more, their warriors cut down in battle and the last remnants of their lore scattered to the wind.

I'm selling most of my Eldar miniatures on ebay. They're ugly models anyway.

I'm selling the tanks. 10 man Aspect squad + Wave Serpent is too pricey and I find Falcons dull since the change to Spirit Stones. Besides, someone will buy them.

I'm selling all my Aspect Warriors. I'm not real big on them, after years of experience I find them gimicky. I'm tempted to keep the Reapers at least, but 'meh'. They may as well go too. I'm selling my Avatar I want to get the Forge World one.

I'm left with

Avatar
Farseer (Fortune and Doom)
Warlock Bodyguard w/ Enhance, Embolden, Conceal and Destructor x1 (6 models)

Wraithguard w/ Conceal and Singing Spear (6 models)
Wraithguard w/ Conceal and Singing Spear (6 models)

Guardians w/ Conceal and Scatterlaser (14 models)
Guardians w/ Conceal and Scatterlaser (14 models)
Guardians w/ Conceal and Scatterlaser (14 models)

D-Cannons (battery of 2 guns)
Wraithlord w/ Brightlance and Eldar Missle Launcher

Comes to 1663 points. Pricey. In 1500 I would probably drop a Wraithguard squad. To push to 2000 I would add more D-Cannons or another Wraithlord. I can also bring the Warlock squad up to 10 models. I'd really like to get a squad of Dire Avengers, but I probably won't. I'm tempted to include a squad of Harlequins, mostly for fluff reasons. If I find it's a losing list I may have to.

Orrrrrrr ... maybe I'll keep them. I'd really like to take them to a GT someday and test myself against the best.

Thursday, June 21, 2007

40k: Enough with the Rending, Already

"Chewbacca! What a wookie!"
- Supernova

.... this article will be updated as time goes on ....

40k. Is 40k. It's fun. Lately I've been playing Hordes.

There's a number of things about 40k that are just ... I don't want to say 'broken'. People love playing 40k, I love playing 40k, if people love it it must be a good game. And it is. A game. Like Sorry! or another game with dice, that's all it is really. OK. I'm lying. It's not just a game. It's the fucking ruined battlefields of the 41st millennium and THERE CAN BE ONLY WAR!!!!

Here's my 40k bitch-list.

1. Rending.

Enough with the fucking rending. It's gets to the point I hate the word. "Oh does that have 'rending'". "Yep." "Oh OK so everything dies."

You know what should have rending? Yep. Rending claws. You know, Tyranids? Bug-monsters from hell? Space Hulk? Ripping through panels on a space cruiser? Those guys. With the 'Rending' Claws. They're even called that. It's in the name. Deamonettes have rending. That's fine. I don't care if Deamonettes have rending. They're demon-bitches and they have those big fucking claws on them. That's fine.

You know what else should have rending? Nothing. Nope, not even that. Nothing. OK Shrike can still have it and MAYBE, ONE weird Chaos weapon/character of some kind. It doesn't even need to be a USR, just take it out of the rule book and put it in the army books. The only reason they even made USR was because Hit&Run was fucked up. And then they nerfed Raptors.

The problem with rending isn't infantry, it's vehicles. Besides rending claws here's the list.

1. Assault Cannon.

Does it need rending? No. It's a multi-shot S6 anti-infantry large caliber machine gun. It's a Heavy Bolter with a shorter range. It's a perfectly adequate weapon. If they want it to be better, give it more shots and give normal dreads the option of tank hunters, and give all tactical terminators the option of tank hunters (regardless of whether they are Blood Angels etc). They're terminators. They're dreadnoughts. They're bad-ass. They probably know their way around the battlefield better than their commander for all that Rites of Battle BS.

Should it have rending? No. It doesn't even make any sense. Have you ever heard the experiment where you can throw 1000 ping pong balls with one force unit at a window and not break it, but if you throw one rock of 1000 force units at a window it will break? That's what happens when you shoot a Land Raider with a large caliber machine gun. Nothing. Armour piercing weaponry is pretty advanced science. You can't just keep throwing rocks at a tank and think you're going to penetrate the hull.

2. What else has rending. Harlequins have it now but I'm saving it. Lightning claws. Lightning claws don't actually have rending. But it would be cool if they did. They had something similiar in 2nd ed. Space Hulk was Genestealers vs Terminators. Genestealers have rending. Terminators have Lightning Claws. If it has anything to do with Space Hulk, it must be good. Lightning Claws are cool. If not rending, give them 2d6 armour pen like Chain Fists. Does it need it? Sure. Should it have it? Why not?

3. Something else has rending. OK Harlequins. Harlequins get it now. Since I'm a weird nerdy Eldar player I know the Harlequin Kiss used to wound on a 2+ and did not ignore armour saves.

Does it need it? What's wrong with the wound on a 2+? It's a Witchblade without the armour piercing. OK so Harlies get Furious Charge, maybe it's not such a bad idea giving them rending over wound on 2+ (since they can take advantage of the S4 on the charge). I don't really know what they could have, to be honest. Maybe re-roll to-wound like Living Ammunition.

Should it have it? Again, vehicles. It's the Eldar equivalent of Living Ammunition -- it's a poison weapon basically. On a furious charge rending hit (1/3 of hits after the vehicle has been moving) it counts a S10 weapon, same as a blow from a Carnifex, Dreadnought or Wraithlord. It can destroy a Land Raider or demolish a small building. No it should not have rending.

4. Eldar Rangers count as AP1 on a to-hit roll of 5+/6+. That's a cool rule. Sisters of Battle get something similar. Not rending, but armour piercing. The AP1 Sniper Rifle can technically get a pen when the AP roll is a tie but that's cool cause it can pen AV 11 on a roll of 12 anyway. Since that's just how awesome they are. The Sisters of Battle rule gives them AP1 on a wound roll of 6+. Doesn't effect vehicles. Those are cool rules.

5. Shit, that's what it was. Death Company. They gave the Death Company rending. I guess they're just REALLY REALLY pissed the fuck off. "For Sanguinius!!! AHHHHHH! Fucking Mephisto that guy needs to learn to chill." No, and no. Enough with the fucking rending. Use some imagination.

2. Tau vs MEQ

Stand and shoot Tau vs assaulting MEQ is a cliche. Tau shoot, MEQ die, MEQ reach the lines, Tau die. See who wins. It really just comes down to rolling dice. Something's wrong with the game. I'm not saying it's not fun, it's just not fun when you've done it more than once or twice. You know how much that shit costs? You wonder why Ebay is full of Tau armies. Should you be able to fire stand-and-shoot weapons (heavy and rapid-fire) on the move? A sort of reverse twin-linking where you have to hit twice for it to count? Maybe scenarios can change, or deployment (more use of deep strike and better use of reserves). Fixed army lists? Or maybe things are fine and it's just a game meant to played for fun.

3. Imperial Psychic Powers

Librarians are WAY overpowered. Inquisitors (especially Inquisitor Lords) are underpowered. Fear of the Darkness is overpowered. So is the pinning one. I don't care. It is. It's my bitch-list. Witchhunter Inquisitor powers are OK. But they could be better. They kind of suck, actually. There's no reason why they can't be better. Ordos Malleus powers are all about fighting demons. And that's it, really. They could stand to have a couple more powers that effect the enemy's morale in some way, or even Eldar-esque helping powers. "For the Emperor!" Hopefully when Ordos Xenos is done all Inquisitors will get a bit of a boost. Cause they're cool.

4. Monstrous Creatures and Vehicles

Lots of people complain about this, it must be a valid point. I like the rules for vehicles, I don't think there's anything wrong with them. It's only a six turn game. You get smoke launchers to keep them alive. They can pop on one shot or they can last all game. If your plan revolves around them take two. People don't like vehicles because your opponent can score a moral victory by popping your favorite unit with one shot. That's why it's called Heavy Support. You get Troop choices for a reason. Now get out there and seize some objectives.

Monstrous Creatures tend to be more reliable, ESPECIALLY the ones with 4++ invulnerable saves. No invulnerable? Run them through a forest. And they don't suffer from Crew Shaken, either. I have to admit they could probably use a small nerf. Maybe give each existing Monstrous Creature an extra wound and then make certain weapons cause multiple wounds. Or how about this: the number of wounds caused is based on a difference between the strength of the weapon and the toughness of the MC. So if you hit a T6 MC with S7/S8 it causes 1 wound, and if you hit it with S9/S10 it causes 2. Certain weapons could have bonuses to this, and certain MC's could have rules mitigating it.


5. To come ....

Sunday, June 10, 2007

40k Eldar Strategy: In Defence of War Walkers

The Eldar Army list has the most varied, unique and (arguably) most powerful heavy support of any army save the Imperial Guard.

These are their choices.

Falcons (duh): The fastest, most reliable transport in the game, belonging to the army that has the best assault squads. And it has 3 big guns on it to boot.
Wraithlord: WS4 BS4 S10 T8 I4 W3 3+. Option to carry two Eldar heavy weapons. 'nuff said.
Fire Prism: Finally got their due in the new book. 115 point Predator, Eldar style (it flies). Provides S9 anti-tank, AP4 anti-infantry AND AP3/AP2 anti-MEQ.
D-Cannons/Support Weapons: They're freaking D-Cannons. Artillery rules keep them alive.

Following the big guns come Dark Reapers and War Walkers. Dark Reapers tend to get respect (cause they're kick ass) and War Walkers tend not to. There are reasons for this, the price ($$) per model being one of them. Much talk is had of guiding batteries of S6 shooting blah blah, I don't want to hear it. You shouldn't have to toss in a 100+ point HQ selection to make a unit viable.

I just want to mention: one mistake I had been making myself is that unlike the Wraithlord, if a War Walker carries two of the same weapon it does not count as twin-linked. It counts as having two weapons.

Imperial Guard Sentinels are the obvious comparison. They are both AV10 Walkers, they both get the Scouts rule and they are both BS3. Sentinels, unfortunately -- are a rip. Their only saving grace being the fact that they take up a Fast Attack selection in the Guard/LatD armies, with the bevy of strong Heavy Support choices available. War Walkers are no longer open topped, unlike Sentinels.

Sentinel w/ Armoured Crew Compartment and 1x Multilaser: 60 pts.
War Walker w/ 2x Scatter Laser: 60 pts.

'nuff said. War Walker: 1, Other Stuff: 0. Imperial Guard pay a premium for their Heavy Weapons, but the War Walker is still a great deal points wise. It even gets I4 and an extra attack. w00t.

Within the Eldar list, the closest comparisons are Dark Reapers, Vypers and Wraithlords. We can also include the Fire Prism, assuming it is shooting once. Hand-waving I'm going to consider the Fire Prism one shot at S9 to be equivalent.

Dark Reapers w/ Missile Launcher and Fast Shot (4 models): 182 pts. (2 shots @ BS5)
3x Vypers w/ Missile Launchers: 195 pts. (3 shots @ BS3)
Wraithlord w/ Missile Launcher and Bright Lance: 155 pts. (2 shots at BS4)
Fire Prism w/ Prism Cannon: 115 pts. (1 shot at BS4)
3x War Walkers w/ 2x Missile Launchers: 210 pts. (6 shots @ BS3)

Some simple math. Hits/point, normalized by x100:
Dark Reapers: 0.916
Vypers: 0.769
Wraithlord: 0.860
Fire Prism: 0.580 to 0.800 (hand-waving)
War Walkers: 1.429

War Walkers: 2, Other Stuff: 0.

Anti-infantry.
Dark Reapers (4 models): 140 pts. (8 S5 shots @ BS4)
2x Vypers w/ 2x Shuriken Cannons: 120 pts. (12 S6 shots @ BS3)
Fire Prism w/ Prism Cannon: 115 pts. (6 S5 shots at BS4) (pie plate == 6 models, hand-waving)
2x War Walkers w/ 2x Scatter Laser: 120 pts. (16 S6 shots @ BS3)

Math. Hits/point, normalized by x100. This counts S5 and S6 as equal:
Dark Reapers: 3.810 (AP3)
Vypers: 5.000 (AP5)
Fire Prism: 3.478 (AP4)
War Walkers: 6.667 (AP6)

Go War Walkers. Fire Prism does better if you can get more models under the template, and shines against 4+.

War Walkers: 3, Other Stuff: 0.

Anti-MEQ.
Dark Reapers (4 models): 140 pts. (8 S5 shots @ BS4)
2x Vypers w/ Star Cannon and Shuriken Cannon (counts as one additional shot): 160 pts. (6 S6 shots @ BS3)
Two Fire Prisms w/ Prism Cannon: 230 pts. (6 S6 shots at TL BS4) (pie plate == 6 models, hand-waving)
2x War Walkers w/ 2x Star Cannon: 160 pts. (8 S6 shots @ BS3)

Dark Reapers: 3.810 (S5)
Vypers: 1.875 (S6)
Fire Prism: 2.319 (S6)
War Walkers: 2.500 (S6)

Ouch. Reapers 4TW. Note that if you take into account cover saves you're better off or about the same with Scatter Lasers over Star Cannons, at least against 3+. Terminators are another story. Starcannons might be worth it against Terminators but I prefer to use our old friend the Shuriken Catapult. So as it stands call it

War Walkers: 3, Other Stuff: 1.

So War Walkers have their uses, and could be considered a valid use of a Heavy Support slot. Before I got carried away, all I really wanted to show was that the Eldar Missile Launcher is a great weapons choice. Cheaper than both the Starcannon and Bright Lance, it comes with a longer range of 48". Great for keeping the more fragile War Walkers and Vypers out of harm's way. So for 140 points you get 4 Missile Launcher shots at BS3 with 48" range. The War Walkers have Scouts and get 3d6 for their difficult terrain roll, allowing for a chance at key flanking deployment. While understandable, it's a shame they aren't a Fast Attack choice giving them a later deployment. Very important for a flanking unit. In addition, the blast on the EML is AP4, and even forces a pinning test. The Scatter Laser battery also makes a very viable choice, coming in at 120 or 180 points.

Personally, I'd probably just take Reapers and Fire Prisms. I have the models, for one. I think they're fun, for another. Dark Reapers really put the hurt on MEQ, and Fire Prisms have very unique versatility (at the cost of two Heavy Support selections). War Walkers are a good fit in a two Falcon Army, giving them some serious anti-armour fire support they could be missing.

And yes, you can even combine them with Guide. XD

40k Eldar List: Falcons? Falcons? We don't need no stinkin' Falcons!

"Where does he get those wonderful toys?"
- The Joker

My last list had a ~350 point unit: A Falcon with six Harlequins inside it. Gotta love it, right? With the change to Spirit Stones, Falcons have gone from 'nigh unkillable' to 'just plain unkillable'. I'm good enough at the game (measuring ranges, etc) that I rarely make mistakes and I can get away with having some fun in my list. So instead of a 350 point unit that is really nothing more than an assault squad, here is my new army for my next games.

While initially disapointed, I really do love the new Eldar book. Taking away the tank hunting from the Striking Scorpions was a shame, but you can't have everything. The Warlock Bodyguard, Harlequins and Wraithguard squads of less then 5 models more than make up for it.

Avatar

Striking Scorpions (infiltrating) (10 models)

Dire Avengers w/ all upgrades including Shimmershield (10 models)

Guardians w/ Scatterlaser and Conceal (14 models)
Guardians w/ Scatterlaser and Conceal (14 models)

Swooping Hawks (6 models)
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher

Comes to 1155 points. Which gives us lots of room in 2000.

We can then make additions. Variety is mostly dependant on Heavy Support.

Pretty balanced list.
Avatar
Autarch w/ Power Weapon and Shuriken Catapult (goes with Dire Avengers)

Striking Scorpions (infiltrating)
Wraithguard (3 models)

Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal

Swooping Hawks
Vyper w/ Eldar Missile Launcher x2
Warp Spiders (6 models)

D-Cannon (battery of two cannons)
D-Cannon (battery of two cannons)
Wraithlord w/ Wraithsword and Starcannon

Another Good List.
Avatar
Autarch w/ Power Weapon and Shuriken Catapult (goes with Dire Avengers)

Striking Scorpions (infiltrating)
Wraithguard (3 models)

Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal
Pathfinders (5 models)

Swooping Hawks
Vyper w/ Eldar Missile Launcher x2
Warp Spiders (6 models)

Fire Prism
Fire Prism
Dark Reapers w/ Missile Launcher and Fast Shot (4 models)

-----
The biggest change in these two lists from the original one is the removal of the Falcon and the addition of the Warp Spider unit. Freeing up a Heavy Support selection gives us some room to add the Dark Reapers or have some fun with two units of D-Cannons. The Falcon + Harlequin combo is something that you can't go wrong with when you're designing your list. But there's more than way to win, and mixing things up keeps an opponent on their toes.

This is the 'D-Cannon' List. You can guide D-Cannons, giving a re-roll on the scatter dice. Brutal. With the change from S10 AP2 to having the same rules as Wraithcannon, the D-Cannon can still pop vehicles without having to have the center of the blast template landing on the vehicle. Brutal. Note that while I've listed six D-Cannons just for the sake of things, I actually only own five models (thank you Mr. Ebay). This is more of a fire base type of army, with some assault units for counter charge rather than acting as shock troops.

Avatar
Eldrad ('Farseer Tilithas', Battle-Seer of Craftworld Jailinth)

Striking Scorpions (infiltrating)

Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal (20 models)

Swooping Hawks
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher

D-Cannons (battery of 3 guns)
D-Cannons (battery of 3 guns)
Wraithlord w/ Wraithsword and Starcannon

This list could probably use some tweaking. If we got rid of the Avatar, we have another 'core' army to build lists around.

Eldrad ('Farseer Tilithas', Battle-Seer of Craftworld Jailinth)

Dire Avengers w/ all upgrades including Shimmershield (10 models)
Guardians w/ Scatterlaser and Embolden (14 models)
Guardians w/ Scatterlaser and Embolden (14 models)
Guardians w/ Scatterlaser and Conceal (20 models)

Swooping Hawks (6 models)
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher

D-Cannons (battery of 3 guns) w/ Embolden
D-Cannons (battery of 3 guns) w/ Embolden

Comes to 1555 points. With a Heavy Support and 3 Elites choices free. Lots of room to add assault troops, long range supporting fire or flanking units such as Warp Spiders. The addition of each thereby changing the feel of the army and how it's used. There's even enough room to add a Falcon full of Harlequins, which would be a very useful addition -- not to mention fluffy, if it's taken to be an Ulthwe army.

Tuesday, May 29, 2007

40k List Design: Eldar Autarchs

I was introduced to 40k during third edition and my first army was Eldar. Their HQ choices were of course Farseers and the Avatar. You know what Space Marines get? They get Chaplains. They get Librarians. Third ed Chaplains terrorized the Eldar. Wearing a jump pack they could sweeping advance 3d6" for an average of over 10". Wraithlords notwithstanding, if you had two in the same combat there was a good chance at least one would sweeping advance over 12". With a 2+ save, 100 attacks on the charge and a base movement of 12" (flying over terrain) they would rampage across the entire battlefield raping and pillaging as they went. Oh yeah, and don't forget there's the rest of the army behind them cheering them on maybe taking a pot shot with a lascannon and seizing objectives.

Facing such insurmountable odds, Eldar Generals were faced with three options
1) "What is this shit?"
2) "Who wants to buy my models?"
3) "Why don't I get anything like that?"

With the release of Epic in I-dunno-who-cares maybe 2003 the Eldar army got a new HQ option, the 'Autarch'. With a new Codex release rumoured for 'sometime soon' we now we had a new option

4) "Fuck that Space Marine cheese shi-ite wait till you see what the Autarch will do, with Swooping Hawk wings and a Mandiblaster and a Jet Bike and S4/T4/2+/4++ and a Web of Skulls and a Fire Pike and Defend and War Shout and and and ...."

So 2005/2006 comes around and the codices get released. Space Marine Chaplains (which weren't powerful enough already) now got their attacks boosted up to 200 on the charge (with re-rolls) and they make the whole army Ld10 and the opponent's army runs away within 24" (when they're not being pinned). Or something. Oh, they cancel all psychic powers too.

So what does the Autarch get? From the new Eldar Codex
"Autarchs are the supreme commanders of the Eldar warhost, and have a consummate understanding of the art of war."
"All right! Love that Sun Tzu shit! Fucking Chaplains! Die! Die! DIE!!!!"

"Held in high esteem by seer and soldier alike, each Autarch has mastered many paths over the centuries, including one or more of the facets of the Warrior path. At some point in their lives all Autarchs start developing a passion for command and strategy."

"Sure sure fluff is law etc etc."

"Autarchs believe that the true path to martial excellence lies not so much in the heat of melee, but rather in gaining a wider vision of the battle and directing the Eldar warhost on the most lethal and efficient way to victory."

"Melee! Fuck yeah! Let's do this thing! Wait a minute ..."

"This is the Path of Command, a burning obsession with truly understanding how each mission can be made part of a complex battle plan, and in turn each battle can be made part of a grand war plan. To guide them along this path, Autarchs draw their inspiration from the mythical leaders of the great Houses of old, such as Eldanesh Ulthanash and Bierellian."
"Bierellian? WTF!?!"

XD
-------
Everybody who's involved in the hobby knows Autarchs are S3 T3 and three attacks (they couldn't give them 4 attacks base, come on?), relegating them to the ranks of the "close combat support" HQ rather than the "close combat ass-munching" coveted by SM HQ's and 200+ point jump-pack-less Pheonix Lords.

As my brother likes to say, "they're just a big banshee". I haven't actually used them, but were I to do so I would give them a power weapon and a shuriken catapult and put them in with the Dire Avengers.

Points Breakdown
- Dire Avenger Shuriken Catapult: I'd say worth 5 points when combined with Blade Storm. Space Marines get Storm Bolters for 5 points, and they lose an attack for the privledge. Autarchs keep their Shuriken Pistol.
- +1 Reserve Roll: I'd say worth 15 points (with Hawks). Personally I think Escalation is just a hack to fix shitty rules altho I'm not a tournament player.
- ld 10: Say 10 points.
- Plasma and Haywire Grenades: Say < 5 points
- 4++: A Rosarius is 25 points. With T3 we're getting a steal here. Call it 15 points, since it's mandatory.
- Fleet of Foot: ???. Call it 0 points since it's in with the Avengers.

So that gets us down to 30/40 points. For 32 points we could have a couple banshees. All things considered the Autarch isn't a bad deal if you want a REALLY expensive Dire Avenger Squad, which is essentially what you're doing. Even if your opponent decides to shoot down Dire Avengers he's not effecting the Autarch much. The addition of the 4++ (and not making it optional grr) boosts their points by a little bit, making them a real jack-of-all-trades 'what do I do with this thing' character. You want to keep it away from power firsts, period and it won't win a duel with an HQ. It will however help the squad win combat over the HQ and its squad.

I could see myself going heavy on Troops and taking 2/3 Guardian squads and 2 Dire Avenger Squads in a refused flank formation (like a spear head). In that case the Autarch would be more useful, since if one squad got shot to pieces he could switch over to the other squad. The other thing the Autarch has going for it is at ~70 points cheaper than an Avatar maybe the HQ you want really IS just a big banshee.

The Avatar's fearless ability makes the Ld10 pretty irrevelent. But in a non-mech/purely infantry list the Autarch could be preferred especially while taking both Hawks and deep-striking Warp Spiders. Or (gods above) TWO squads of Hawks *drools*.

As far as other Wargear is concerned, I don't really see the point. Wings could be nice just for some lategame re-positioning. He's a support character not an ass-muncher. I do like the 'Shining Spears Autarch' joining a squad of 3/4 Spears including Exarch. That squad is how we finally get our hands on an ass-munching HQ. 3d6" fall back w/ Hit&Run and we can finally dance across the table Chaplain-style.

Saturday, May 26, 2007

40k: Life is a Game of Inches -- A salute to the game we love (with or without the beer and pretzels)

"Because in either game, life or (40k), the margin for error is so small. I mean... one half a step too late or too early and you don't quite make it. One half second too slow too fast, you don't quite catch it. The inches we need are everywhere around us. They are in every break of the game, every minute, every second. On this team, we fight for that inch. On this team, we tear ourselves and everyone else around us to pieces for that inch. We claw with our fingernails for that inch. Because we know when we add up all those inches, that's gonna make the fucking difference between winning and losing! Between living and dying! I'll tell you this - in any fight, its the guy whose willing to die who's gonna win that inch. And I know if I'm going to have any life anymore, it's because I'm still willing to fight and die for that inch. Because that's what living is! The 6 inches in front of your face..."
- Tony D'Amato (played by Al Pacino), Any Given Sunday (edit mine)

Al Pacino, is there anything you can't do? 40k, like life (and football) -- is a game of inches. Six inches, in fact. Other games -- for example Warhammer Fantasy, Epic, Hordes or any number of other games -- use a system where different units have varying movement rates. Second Ed did it. Guard had a "speed" (WTF!?!) value of I believe 4 inches, Space Marines were 5, Eldar were 6 (cause we get everything) etc etc. I know, who cares.

The point is 40k has decided not to do that. I have a lot of love for 40k. 40k is the only game I've ever heard of where when something doesn't make sense the word from on high is 'So what? Shut up and eat some pretzels. Have you seen our new plastic something-or-other?'

I'm developing a hypotheses: tactical games are defined by their limitations. As posited by the lead designer, Privateer Press' Warmachine is a game of "resource management" and Hordes is a game of "risk management". Whatever that means. Besides the sheer manual dexterity required, Starcraft and other RTS are games of resources and time pressure. Sim City and Civilization are games of exponential growth; and Chess -- refined over the course of centuries -- is a game of infinite possibility confined to a very small space.

40k, on the other hand -- now on its fourth iteration, not including its roots as a past-time amongst bored twenty-something treadheads rolling dice along with their model kits -- is a game of six inch intervals. Ignoring flamer templates and with the single exceptions of fleet and difficult terrain rolls (which I will get to) every single measurement in the game is a multiple of six inches. I know, 'duh'.

Two other important limitations that add tactical depth are that the game is only six turns long, as well as the fact that space is limited on the board giving an even higher priority to concentration of firepower. This latter is a consequence of the fact that 40k comes somewhere between a skirmishing game between infantry units and a full scale battle with armoured support. I wouldn't say this really comes up in say Hordes. In Hordes you tend to have enough room to manouver freely; facing and back strikes are very important. 40k tends to be a game of in your face fire-fight.

40k uses a telescopic scale. Close assault and fire fight is 12". A large melee between say 20 combatants (including close combat weapons and small arms fire) is say six inches in diameter. A tank can drive 12" in the time it takes an infantry man to trot 6". A large caliber machine gun fires 24 or 36". Artillery and armour piercing personnel weapons fire 48". After that, electromagnetic rail guns and large caliber, armour piercing ordnance and artillery rule the table-top with extraordinarily long ranges.

A typical deployment is 24". In 4th edition, it is defined such that deployment is greater than 24". This seperates the two armies by 4 6" blocks (on the inside). In order for the two armies to come in contact they have to reach across 4+1 blocks. This is different from other games, where various movement rates and weapons ranges are completely analog and typically divided up in one inch intervals. This commonly seperates armies by 5 blocks at the beginning of the game. Infiltrate of >18" (or any other 18" deployment) separates armies by 4 blocks.

Space Marines
Space Marines are the consummate masters of close quarter fighting. Of course they have to get big guns to go with it, right? I'm using the "combat squads" equipment where Space Marines are armed with both a Bolter and a Bolt Pistol (letting them get a shot off when they charge).

Space Marine Assault Squad
within 12" (1/2 intervals): 4 attacks (2 + 1 + Bolt Pistol) + assault special
within 18" (3 intervals): 4 attacks (2 + 1 + Bolt Pistol) + assault special
within 24" (4 intervals) 1 attack + special
outside 24" (5+ intervals): flying someplace

Space Marine Combat (Tactical) Squad
within 12" (1/2 intervals): 3 attacks (1 + 1 + Bolt Pistol) + assault special
within 18" (3 intervals): 2 attacks + special or stand and shoot 1 attack + plasma? + heavy?
within 24" (4 intervals) 1 attack + plasma? + heavy?
outside 24" (5+ intervals): heavy?

Chaos Marine Squad w/ Bolt Pistols/Space Marine Assault Squad no Jump Packs/etc
within 12" (1/2 intervals): 4 attacks (2 + 1 + Bolt Pistol) + assault special
within 18" (3 intervals): 1 attack + special or stand and shoot plasma? + heavy?
within 24" (4 intervals) plasma? + heavy?
outside 24" (5+ intervals): heavy?

Firefight 4TW. Assault squads look great until you realize that you're paying 1.5 times the points for each model. They're a support unit to tie up units and deliver characters. I once had a "True Grit" Space Marine army that I may as well have just played as Space Wolves. 18" away, rape face (I preferred melta weapons over plasma) and then counterattack. *wipes tear* My brother plays it now (with less lascannons and more power fists), yay for me.

There is some small resolution within the 6 inch intervals. If your enemy is charging across the battle-field at you, then deploying 4 or 5 inches back from the line can give you an extra turn as they are slowed down by difficult terrain or lousy fleet rolls (which give a movement of > 6" placing the unit in the next six inch block).

I know this sounds obvious, but what I'm trying to say is that -- despite the fact 40k is very much a skirmishing game -- there is a certain discrete granularity that is introduced. Moving and shooting within the limitation of these 6 inch intervals adds a layer of tactical depth and complexity that would otherwise be missing.

Why not .... (don't forget the Bolters are twin linked)
I use/used Space Marine Bikes as a reserve unit for an assaulting army.
Space Marine Bikes w/ Heavy Bolter
within 12" (1/2 intervals): 4 attacks (1 + 1 + Bolters) + assault special + Heavy Bolter
within 18" (3 intervals): 4 attacks (1 + 1 + Bolters) + assault special + Heavy Bolter
within 24" (4 intervals) 2 attacks + special + Heavy Bolter
within 36" (5/6 intervals): 1 attack + Heavy Bolter
within 48" (7/8 intervals): Heavy Bolter

Chaos Marine Bikes
Plasma guns are bike mounted but I wouldn't bother with them anyway, they would just blow up. Course I would only use plasma in a stand and shoot las/plas squad. Meltaguns belong in assault squads.
within 12" (1/2 intervals): 5 attacks (2 + 1 + Bolters) + special
within 18" (3 intervals): 5 attacks (2 + 1 + Bolters) + special
within 24" (4 intervals) 2 attacks + special
within 36" (5/6 intervals): 1 attack + plasma?
outside 36" (7+ intervals): no heavy

Hordes Everblight List: Rise of the Prophet

I love Hordes and I love Thagrosh.

Thagrosh
Carnivean
Teraph
Seraph
Nephilim Soldier
Harrier
2x Shredder

Every Warbeast save the Angelus and a pair of Shredders: 500 points even. I just thought that was fun. Thagrosh only has 7 fury; what you want to do is have one turn where the Carnivean, Teraph, Nephilim and Shredders attack and burn all their fury all at once. Thagrosh has a defensive feat so after they're stuck in it's a question of seizing opportunity and having Thagrosh laying down the beat-stick.

I'd say this is going to be my core army for my next few games

Thagrosh
Carnivean
Teraph
Nephilim Soldier
2x Shredders //389

I'm not real big on the Seraph just because I think it's cheap and I prefer melee when I play Hordes. Harriers are great for wacking high def targets but taking a 31 point model just for one job seems lame to me. meh.

I love Swordsmen. I like to stagger them and use them as a flank/reserve. The idea being the first few are in base-to-base, get killed, and then the subsequent turn another two or three get a charge w/ 4d6 on the damage roll. Sweet unit. You don't run away from Swordsmen. MAT 7/8 + 2 and 4d6 on the free strike. *wipes tear*. They took out a Cannoneer almost single handedly for me the other day. Someday I'm going to have to suck it up and charge Pretorians with them but I'm justifiably worried about the counter-attack. Did I mention they're Fearless? XD

I like this one, this will probably be my next list
Thagrosh
Carnivean
Teraph
Nephilim Soldier
3x Shredder
6x Swordsmen
Forsaken // 496

Probabably a bit more practical, Fury-wise. And I want to see what the Forsaken can do against my dreaded foes the Pretorians.

40k Army List Design: The Imperial Guard

I have a tendency to get bored with things, and while I love my Eldar army sometimes I wish I had something different. This concept of 'design' -- be it wargaming army lists, RPG parties or other -- is something that I consider to have a certain aesthetic beauty.

I have an interest in a new army. These are the design priorities.

1) Cost.
2) Variability.
3) Emphasis on shooting over close combat.

What I've decided is that while I'm painting my Eldar and Everblight I'm going to have a long term plan of converting and painting an Imperial Guard force that can represent either a semi-radical Inquisition force or a recently converted Chaos force. I can intermix a number of "extra chaosy" guard troops to add enough flavour.

This is the core, around 1000 points. The doctrines are Jungle Fighters, Sanctioned Psykers, Special Weapon Squads, Close Order Drill and probably Iron Discipline. Light Infantry is a possibility over Jungle Fighters but we tend to play with forests. I could replace the Mortars with Heavy Bolters (I think the Mortars are fun, and any serious infantry regiment needs artillery) and medics, storm bolters etc are optional in Command Squads.

Command Squad, 'Field Marshal': Heroic Senior Officer, Mortar, Standard
2x Heavy Weapons, 'Anti-armour': 3x Lascannons
2x Special Weapons, 'Auxillary': 1x Demo Charge + 2x Sniper Rifles w/ Jungle Fighters
Optional 1x Heavy, 'Covering Fire': 3x Heavy Bolters w/ Jungle Fighters

5x Sanctioned Psykers

Infantry Platoon Command Squad, 'First Lieutenant': Junior Officer, Mortar
3x Infantry Squad, 'Line Troops': Autocannon, Grenade Launcher

Infantry Platoon Command Squad, 'The Dude aka Charlie Sheen aka John Rambo': Honorifica Imperialis, Heavy Flamer, Flamer, Medic w/ Jungle Fighters, CCW and Frag Grenades
2x Infantry Squad, 'Commandos': Missile Launcher, Plasma Gun w/ Jungle Fighters

1 or 2x Sentinel: Multi Laser or Heavy Flamer w/ Smoke Launchers

Russ: Heavy Bolters (why not?) and defensive upgrades

It comes to about 1000 points. If I buy Cadian and Catachan Battle Forces w/ a box or two of Cadians and maybe a box of Catachans I have more than enough heavy weapons and infantry. After that I have a squad of Grey Knights and I could add whatever Inquistion Troops I wanted. After having collected enough Inquisition I could field a largely Witchhunters force (the Penitent Engines are sweet models). The Chaos Megaforce is a sweet deal money-wise and gives enough models to easily field a sizeable chaos force. I have some random Space Marines to mix and match including bikes and lascannons. I was thinking of buying 1 and only 1 sprue of a variety of Warhammer Fantasy plastic kits to make mutants (Beastmen, Mauraders, Orcs, Skaven etc). I love conversions so it should be fun.

As far as the Guard army is concerned, leadership is an issue. I think the 'Commando' squads will get Vets and the other three will have to make do. It's thematic but it may end that all five infantry squads will get Vets in the end. Vox Casters are a rip altho the Master-Vox could be worth it in a l-a-r-g-e guard army. Which this isn't. I love Iron Discipline. Only reason to ditch the Rambo squad would be to get better use of the ld9 and Iron Discipline. It can always hang back a bit for a turn regardless. Being able to bring a squad back (with both its Heavy and Special weapon) is a god-send. Mortars in the Command Squads make them a low level threat while still giving them something fun to do.

Saturday, May 12, 2007

40k Eldar Strategy: No Battle Plan Survives First Contact With the Enemy

"No battle plan survives first contact with the enemy."
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved."
- Sun Tzu

I've been playing Warhammer 40,000 for a number of years now. I know, I'm too old for pleasant diversions that keep my mind sharp. Somewhere along the line I went from 'what's an organizational chart again' to 'beardy veteran of death and glory'. I have a number of tactical, statistical and design concepts I want to discuss: first I will discuss my own method for winning Eldar army list design, as well as how and why it works. Presumably this is written for people who are involved in the hobby.

Fluff-wise -- and in theory -- the Eldar list is supposed to be the most tactical list, behind the Tau. They certainly have the most specialized units (not to mention imo varied and fun) of any other army. Another Sun Tzu maxim, their biggest strength is their ability to concentrate firepower and hit hard where it is needed. According to the fluff, their strength is their ability to conduct hit and run raids and overcome their opponent with their advanced technology and fearless arrogance.

In practice their concentration of firepower comes in four forms: mobile heavy weapons and fast vehicles; devastating assault squads, Eldar Farseers and the not-so-humble shuriken catapult. The idea is that if you're playing a 2000 points game you want to set it up so say 650 of your own points (say guardians or a tricked out Falcon) are in his face taking hits while the rest of your army is positioned to completely take out 500 of his points. After the smoke settles he should be down say 800 points and you're down maybe 350 points. After that you should hopefully pull off a victory. Note that because Eldar are designed to be _good_ at this, they have other weaknesses and victory is by no means certain.

The problem is of course -- your opponent gets to shoot back. Space Marine HQ are 150 to 200 points of single base concentrated firepower goodness. Any experienced Eldar (or Tau) player has a 'what is this shit' story as one jump-pack-wearing, master-crafted-weapon-wielding 25 mm base blew a massive gaping hole in their battle line. We don't get that. It might sound obvious, but a winning Eldar general (Autarch?) has to avoid turning his army into an 'upside down pyramid' relying on one favorite unit.

Here's a list I used against an opponent for a pair of games last time he was in town.

Avatar 155

Scorpions 212
Wraithguard 140
Harlequins + Falcon 335

2x Guardians 159 and 165
Dire Avengers 177
Pathfinders 120

2x Vyper (EML) 65 each
Swooping Hawks 173

2x Fire Prism 115 each

I included the point costs, because with the exception of the Harlequins and the Falcon everything is ~150 to 200 points. Your opponent can only shoot so much in one turn and if one squad is removed from play the rest of the army is positioned. The only expensive unit is the most resilient tank in the game. And every shot at a Falcon is one less shot at the Avatar making the army fearless or those beautiful 2006 Codex Fire Prisms with their AP3 pie plate. Or even the Wraithguard, which always have their uses in a balanced list even if they rarely get their points back.

According to the fluff, Eldar units are specialized, and they are an aggressive race. This is true at least. Each unit has a purpose and it needs to live up to it. Guardians have an assault weapon for a reason. Get them stuck in. They might get wiped out 2 turns later but the opposing squad was denied the charge. They were going to attack anyway.

----
The important thing to notice here is that every unit has its job and your enemy gets to attack too. 40k isn't chess. It's a skirmishing game where movement is very free flowing and there are lots of long range weapons that can take your squads out from a distance. 'Guardians suck!'? They're not the greatest. Lacking ATSKNF they have a tendency to get cut down in close combat for one. Embolden or an Avatar can mitigate this. But their job is to get stuck in combat and shoot something with shuriken catapults. It's not a question of whether a unit 'gets its points back' -- altho that's a good measuring stick -- victory goes to the player who positions and plays his units such that the army as a whole is guaranteed victory.

Thursday, May 10, 2007

Enter the Internet

I like to talk. And I like telling people my funny jokes. And I like discussing important topics like PC maintenance, advanced statistics, boobies, Shakespeare, mediterranean food, colour theory, The Crazy Years (TM) and the fundamental nature of reality with the demographic known as 'gamers of my generation' (I was born in '78 (juuuuuuust after Star Wars) and my first computer was a TRS-80 followed by an EGA/VGA 286 -- 'nuff said). And of course whoever else I might be fortunate enough to have cross my path.

Cheers and good tidings. May your path be ever paved with wonder.