Monday, August 17, 2009

Scorpion style Defiler conversion

The first time I saw the Brass Scorpion conversion, I was amazed. The Defiler kit in itself is pretty cool, but the scorpion form was just so much cooler the the original!

A few months back I surfed the net, searching for cool Defiler conversions for my army, and came over a conversion using a Dark Eldar Raider and one-and-a-half Defiler as a Scorpion style Defiler.

I thought: "I've got to have one of those!" Unfortunately, the conversion requires two kits to make one, so I went out and bought three. This gives me enough parts for two conversions, and as I've said before; two Defilers are four times better than one.

Thursday, August 13, 2009

Some Ulthwe tips for a reader

A while back, I met a fellow Ulthwe enthusiast at Oslo Miniature Games Club. He was in the process of fleshing out his army, and has some questions in that regard. For your reading pleasure, I've decided to post response here.

Viktor said:
Hi!

I've started painting my Eldar guys, but I haven't a clue what to give the infantry and vehicles.

Which weapons should i give my Dire Avenger Exarch? What about the weapon platforms for the Guardian squads?

I want a Seer Council with a couple of Warlocks, and one Warlock in each Guardian squad. How should I kit them out?

I've written my list below. Should I make any changes to it? DO you have any tips on which weapons I should take?

HQ:
Seer Council 388 pts
Farseer: Witchblade, Shuriken Pistol, Ghosthelm, Runes of Witnessing, Fortune
Farseer: Witchblade, Shuriken Pistol, Runes of Witnessing, Guide
Farseer: Witchblade, Shuriken Pistol, Ghosthelm, Runes of Witnessing, Guide, Mind War
Warlock: Close Combat Weapon, Shuriken Pistol, Augment, Runes of Witnessing
Warlock: Close Combat Weapon, Shuriken Pistol, Augment, Runes of Witnessing
Warlock: Close Combat Weapon, Shuriken Pistol, Embolden
Warlock: Close Combat Weapon, Shuriken Pistol, Enhance
Warlock: Close Combat Weapon, Shuriken Pistol
Warlock: Close Combat Weapon, Shuriken Pistol

Elite:
8 Warp Spiders 176 pts

Troops:
Guardian Defender Squad: 168 pts
10 Guardians
2 Crewmen and Eldar Missile Launcher
Warlock: Close Combat Weapon, Shuriken Pistol, Conceal

Guardian Defender Squad: 168 pts
10 Guardians
2 Crewmen and Eldar Missile Launcher
Warlock: Close Combat Weapon, Shuriken Pistol, Conceal

Guardian Defender Squad: 163 pts
10 Guardians
2 Crewmen and Star Cannon
Warlock: Close Combat Weapon, Shuriken Pistol, Conceal

5 Rangers 95 pts

Fast Attack:
1 Vyper with Bright Lance 65 pts
1 Vyper with Bright Lance 65 pts

Heavy Support:
Falcon: 210 pts
Pulse Laser, Star Cannon, Shuriken Cannon, Holo-field, Spirit Stones

Wraithlord: 120 pts
Bright Lance

3 War Walkers: 300 pts
2 Star Cannons each

Points total: 1998 pts

A comment from the guy I stole the list from:
What's really great with it is that everything except the Rangers can move and shoot, so when the enemy gets closer i can just go backwards and still fire att my full potential. Or if i have to claim an objective i can walk there in the last few turns and take it while still firing everything.

I appreciate any help from a fellow Ulthwe player!!
Viktor

My response:
Thanks for writing in, Viktor! I don't see myself as an expert on competitive Ulthwe, but I have played quite a few games in a friendly setting.

First of all, your list is currently illegal. The list was written using the old Craftworld Eldar codex, which is outdated now. You should get the newest codex if you haven't already, and make your list out of that book.

HQ: You can have at most two Farseers. If you're going to field them on foot, I recommend taking Eldrad Ulthran. In fact, I rarely take two farseers. They are a support unit, and Eldrad is more than capable of supporting a fairly large Eldar army.

If you have some conversion skills, I'd recommend making a jetbike council. One Farseer with Fortune, Doom and Spirit Stones, six or seven Warlocks, 1 Enhance, 1 Embolden and the rest with Destructors. This unit can deal with pretty much anything in the game, is highly mobile and very resilient

A Seer Council on foot is pretty good, but they really need a transport, preferably a Falcon grav tank. My Seer Council is often like this:
  • Farseer w/Spirit Stones, Runes of Warding, Fortune, Doom, Singing Spear
  • 4 Warlocks w/Destructor and Witchblade
  • Warlock w/Embolden and Singing Spear
These guys can take out almost anything, and will rarely end up pinned if the Falcon crashes or if they suffer casualties.

Elites: Warp Spiders are great, but make sure they actually fulfill a role in the army. I haven't actually used them, but have played against them quite a few times. They are very effective, as long as the enemy heavy wepons have something else to shoot at. Keeping them away from assaults and small arms fire is often pretty easy, though.

Troops: Being Ulthwe, we need Guardians! Ten guys with a heavy weapon is great, but their greates weakness is morale. Lose three, and they have to take a Morale Check. As the Guardians will likely be in cover, they really don't need Conceal. They need Embolden! Cheaper and better.

Sneaky tip: If you take 12 Guardians and a Warlock, you have 13 models in the unit. A morale check from 25 % casualties is taken at 4 models lost. This is unlikely in a single round of shooting if they have sufficient cover, seeing as the Guardians often are a low-priotiry target.

I feel that the Bright Lance is the best weapon for them. With ten models, good cover and Embolden, they are a real pain for your opponent to get rid of, and a constant threat to his vehicles.

The Rangers really should be upgraded to Pathfinders. Getting that 2+ cover save is golden!

You ask about Dire Avengers, but they aren't in your list. I use them sometimes, and find that the Exarch is best kitted out with dual Shuriken Catapults and the Bladestorm power. They can be a pretty good tarpit against some enemies with Shimmershield, but far from all of the nasty gribblies out there.

Fast Attack: I really like Vypers, but they are very easy kill points. I often use two with Bright Lances myself. If you keep them in reserve, they can keep out of the worst trouble and get side shots on enemy armour.

Heavy Support: If you want a Wraithlord, take two. Also, a single Falcon will be shot out of the sky really fast. I often use a Wave Serpent tag-teaming with my Falcon, conserving my Heavy Support slots, and ensuring that at least one side of the Falcon will be safe from melta weapons. Weapon-wise, I recommend that you take only a single Shuriken Cannon on the Falcon, and use the Pulse Laser most of the time.

Three War Walkers with Star Cannons were great in 4th edition, but in this edition, each gun has one shot less, is more expensive, and because of easy cover saves . I take Scatter Lasers instead. Two shots more and much cheaper. Volume of shots are generally more important than armour piercing capabilities, especially against light transports and troops in cover.

General tips: You should consider more vehicles and Storm Guardians.

Flamers/Melta are more awesome than ever, Storm Guardians can have both. For a multi-purpose unit, take two Fusion guns and a Warlock with Destructor. Following up the shooting with a charge can be desvastation against the right foe. If you decide to let the Seer Council and Defenders do anti-tank, you can give the Storm Guardians two flamers. This will effectively eat up over 10 orks or a combat squad of Space Marines in a single round of shooting. Add in the fire from their transport and some supporting element, eliminating a full 30-ork mob in a turn is not especially difficult.

Vehicles are always good, and the Eldar ones are better than most. The Defender Guardians doesn't need transportation in my opinion, but Storm Guardians and the Seer Council do. With transports equipped with Star Engines, you can do some ridiculous objective grabs late game. Even in Kill Point missions, the Eldar vehicles are great because they can take a lot more punishment than the other races' transport vehicles.

Thursday, August 06, 2009

Have you tried Blood Bowl?


Blood Bowl
Originally uploaded by Xadhoom.
Blood Bowl, the game of fantasy football is easily the best game ever designed. It has everything; miniatures, clear and precise rules, a great concept and backstory, and a tried and tested campaign format.

What is Blood Bowl?
Imagine that the inhabitants of the Warhammer world put down their weapons from time to time, and met on a field to play football instead of war. Welcome to Blood Bowl!

The league I'm currently in is called Torshov Touchdown, and consists of 14 teams. These teams are divided into two divisions of 7 teams each. With matches and rematches, this gives each team 12 matches per season.

What do I need to play?
First of all, you're going to need a gaming board. You can make this yourself, but the easiest route is to buy the Blood Bowl starter set. This is a great kit! Not only do you get a high-quality gaming board, you also get two full teams; Orcs and Humans.

The rules are currently in their fifth edition, and can be downloaded for free from the Games Workshop website.

How is it played?
After you have selected a team, you decide which team is going to be the kicker. The kicking team sets up first, then the receiving team, and the ball is kicked to the receiving team's half of the pitch.

Both teams are trying to get the ball into the other team's End Zone, which is 13 squares from the middle of the board, the Line of Scrimmage. To do this you must beat up the opposition, run around them or outwit them. Orcs and Chaos are strong and like to knock around some elves. The Elves themselves are more fond of passing the ball around and running really fast.

Each player has 4 stats, Movement, Strength, Agility and Armour. Movement decides how many squares you can run each turn. A stronger player has a better chance of beating up an opponent. An agile player is better at handling the ball, dodging opponents and leaping over them. Armour is important to reduce damage.

During the match, you make a note each time a player hurts an opponent, each time the pass the ball, score a touchdown or intercept the ball. The player earns Star Player Points for these actions, and will gain skills to use in future matches when reaching certain thresholds. For me, this is what makes Blood Bowl so great. Even if you lose the match, you get some SPP that makes you team a little better for the next game.

Which team is the best one?
Every time I teach a new player the game, they ask me this question. The truth is, that this really depends on two things. The player's playstyle and the length of the league.

If the tournament is short, teams that start with a lot of useful skills are superior. Chaos doesn't start with any skills, and will have a really tough time against Amazons, which are very skilled. However, if the league goes on indefinitely, these differences fade, and most teams are pretty equal in performance.

Not to say that they don't perform differently! Oh, no! Orcs, Dwarfs and Chaos are still going to beat the crap out of your Wood Elves!

In longer leagues, the player's playstyle becomes much more important to which team is the best one (for you). Some players thrive with teams that scores at most two touchdowns per match, but hurts the opposing team greatly in the process. Other players cannot fathom how anyone would play anything less agile than an elf.

In conclusion, play what you think is cool! (Halflings and Goblins still suck, though)

What are you waiting for? Order Blood Bowl, get your friends to buy a team, and start a league. It's awesome, people! :D

Monday, August 03, 2009

Blood Bowl video report

As a little experiment, my buddy Norau and I tried to video tape the first drive of our first league match this season.

I fielded my Dark Elf team, the "Brides of Khaine", while Norau played his Ork team, the "Pazvik Juggernotz". The rule set we use is a slightly modified "Living Rulebook 4". If you can read Norwegian, you can download it here (yeah, we translated it).



The tactic I want to show you here, I call "The old switcheroo". Receiving the ball, I place most of my players on the right flank. Note the Dark Elf Blitzer i place in the middle, near the Line of Scrimmage. This Blitzer has a Movement Allowance of 7 squares and has got the skill Sure Feet. This means that she can move 9 squares relatively safely. After the Orks have all moved over to the right, trying to stop the other elves, she goes for it!

The Orks are simply too slow to stop her, as she receives the ball and sprints to the End Zone for the Touchdown!

If the Ork player leaves some players on the other flank to defend against this tactic (he will need at least two), you will have less orks to plough through should you decide to fight your way through their lines. Remember to keep some skilled linemen on the Line of Scrimmage to keep the Black Orks from moving too far.

We will play the rematch in a month or so, and will try to get it on video in its entirety! Stay tuned.

Thursday, July 23, 2009

How I won my last "Capture & control"

I played a game of Warhammer 40k at GW Oslo last night. 1000 points on a 4' x 4' table, pitting my Red Corsairs against the loathsome Eldar. Seeing his list, I was not very confident in winning the game, especially if it would drag on to turn 7. The xenos had brought loads of firepower and even the Avatar was out for human blood.

My 1000 points of Chaos boys are pretty much what I have painted for the army right now, so I didn't have much choice with regards to army selection:
  • Daemon Prince with wings, mark of Tzeentch and Bolt of Change
  • 3 Terminators with a single combi-melta
  • 10 Chaos Space Marines with two meltaguns and a champion with a power fist
  • 7 Thousand Sons with a sorcerer with Bolt of Change, in a Rhino
  • 8 Khorne Berzerkers with a champion with a power fist, in a Rhino
His list was something like this:
  • Avatar
  • 8 Striking Scorpions with an Exarch with Scorpion's Claw, Stalker and Shadowstrike
  • 3 Guardian jetbikes with a shuriken cannon
  • 3 Guardian jetbikes with a shuriken cannon
  • 10 Storm Guardians with two flamers and a warlock with Destructor in a Wave Serpent with Star Engines and Scatter Lasers
  • Vyper jetbike with Eldar Missile Launcher
  • Fire Prism
  • 3 Shadow weavers
We rolled for mission and deployment and got "Capture & control" and "Dawn of war". This is the one with two objective markers, one for each player. Dawn of war meant that most of our armies would be in reserve, and would become available on the first turn, walking on from the table edge.

He won the roll for choosing sides and first turn and took it. I was more than happy to be assured the last turn of the game. I firmly believe that, especially in Dawn of war missions, having the last turn is more important than having the first. The player going second can often perform more risky manoeuvres than the opponent. This often yields better results overall.

In addition, we were battling over objective markers, and having the last turn is almost always more advantageous.

He deployed his Wave Serpent full of Storm Guardians behind cover, and I did the same with my Thousand Sons. I'm not going to recite a turn-for-turn report of events, but the battle went something like this:

Turns 1-4
I did my best to move up the board, getting mixed results. The Daemon Prince managed to immobilize the Wave Serpent and get over to his objective. The Khorne Berzerkers' Rhino got wrecked halfway across the board, on turn 3. They legged it to charge the Avatar, which proved way too strong for them. They did a single wounding hit to it and then died horribly.

The Thousand Sons failed utterly to do anything. Their Rhino got immobilized on turn 2, the sorcerer failed to hit anything with his Bolt of Change all game and the two times they shot at Eldar Jetbikes they either failed to hit or failed to wound. They didn't even have to take a cover save! Disappointing, but they at least managed to hold up the Avatar for a turn.

The Daemon Prince took a fair share of punishment, but the Mark of Tzeentch saved him on several occasions. The Guardians got tired of sitting idle in their immobilized transport and ran out to shoot and charge the Daemon Prince. They had obviously not read up on the capabilities of Daemon Princes. Even if they managed to take a single wound off him, he won the combat and ran them down.

Turn 5
Up until the Guardians bought it, I had only managed to kill two jetbikes and immobilize the Wave Serpent with my shooting. All the while, the Shadow weavers were taking a toll on all my troops. They killed something like two Berzerkers, three Thousand Sons and three Chaos Space Marines in total. I had nothing to respond to this, as they had been placed the corner opposite the objective. I couldn't afford to send anyhing to deal with them, so I just had to take the pain and enjoy the ride!

My opponent started to realize my plan in turn 5. I would just hold my objective with my Chaos Space Marines, while the rest of my army killed his fragile scoring units and held up the rest of his forces. When turn 5 came to a close, I had my objective. My three Terminators had deep struck down on his.

A friend of his rolled for the game to end, but it came up a 4, and we continued.

Turn 6
At this point I had Striking Scorpions running for my objective, and the entire Eldar army gunning down my Daemon Prince and Terminators. However, it was apparent that the Scorpions had little hopes of taking out the Chaos marines on my objective without support. The Fire Prism and Shadow Weavers pumped shots into them, but some nice armour saves saw only a few casualties. They were now down to six models.

In my turn, the Chaos Space Marines shot the Striking Scorpions, felling three. They promptly failed their morale check, and legged it. No hope of a last turn assault now. The Terminators assaulted the last remaining Eldar jetbike, which died three times over. I had the only scoring models on the table, and had a winning position, 1 objective to none.

My opponent's friend rolled again, and this time it came up a 5. The game went on!

Turn 7
The Scorpions rallied, but were too far away to assault, and didn't have line of sight to shoot, the Chaos Space Marines. The Fire Prism, Shadow Weavers and Vyper shot everything they had into the cowering marines, which got pummelled to the last man. Only the Aspiring Champion remained!

On the other side of the board, the Avatar assaulted the Terminators, which were cut down by the burning monster.

And with that, the game was over. I had two models remaining: The Aspiring Champion and an immobilized Rhino with no weapons left.

Victory to the Chaos Space Marines!

The only models I killed were his scoring units. He killed my forces to a man, but couldn't contest in the final turn. Good thing I immobilized that Wave Serpent with the Star Engines!

Saturday, June 13, 2009

Fortune favours the bold


Hiding in cover just won't do
Originally uploaded by Xadhoom.
Everywhere on the 40k-websphere, people are talking about math. Mathhammer 40k is a roaring beast and everyone knows that 10 Space Marines will kill 6,66 Orks when rapid firing their Bolters. Every tactic is devised using the law of averages, and anyone trying to think outside the box is regarded as a noob.

The net result of this line of thought is that bold maneuvers are unthinkable. The one, daring move that will win or lose the game for you is never attempted because the focus of the game has become to reduce risks, not attempt to win.

Only 2+ with re-roll for me, thanks
This is most extremely displayed in the game of fantasy football; Blood Bowl. A regular opponent of mine never attempts a move unless the risk is minimal. Even if a move on a 5+ will be extremely beneficial to him, he never even considers it, preferring to make a less beneficial 2+-with-re-roll-move instead.

Another regular opponent often attempts moves that requires a 6 on the die. This works surprisingly well, because the opposition never even considers the possibility that anyone would be so stupid as to attempt such a risky maneuver! When it works, the opponent is caught completely flat-footed.

But what about 40k?
This doctrine can be directly translated to 40k. If you can use risky, but well-thought-out moves to surprise your opponent, you can catch him off-guard.

Everyone knows that staying in cover is the smart thing to do. If the opponent expects you to go for that single piece of cover, he has an edge over you. He knows what you will be spending the next turns doing, and where you will end up. He can then position his forces perfectly to eradicate you, 4+ cover save or not.

Instead, use this to your advantage! Use your vehicles or expendable infantry units as cover, or disregard cover altogether. The element of surprise is powerful indeed!

Taking less powerful units can be advantageous
One of the reasons that make armies like Dark Eldar and Witch Hunters win games is the opposition's lack of familiarity with them. Their play style is often surprising for opponents being used to fighting Eldar or Space Marines. Sure, a flying Seer Council is a powerful unit, but your opponent will likely have seen it before. Tactics to handle them have been devised, and incorporated into their army list.

At my local gaming club, almost no one plays Dark Eldar or the Inquisition. The result is that they don't know how to best handle them. They even sometimes have problems deciding which target is the most threatening. This often results in a comfortable victory, even with an inferior army.

This can be used in you normal armies as well. Field units that no one else does. Take Space Marines, for example. Not many people use scouts, and if they do, they give them sniper rifles and camo cloaks. Hardly an impressive sniper unit, being outmatched by even Ratlings!

Instead, take them in units of 5 and put them in a Land Speeder Storm. Give them shotguns or bolt pistol/combat blades and charge them at the enemy. Your opponent will likely be baffled of your daring move, and either try to shoot it down or ignore it. Regardless, you haven't lost much if it is destroyed, and they can be surprisingly destructive if they reach the enemy. The key to using them is either using their scout move to threaten any point on the board in turn 1, or using outflank to do basically the same, only later. Being open-topped, the Storm can move 12" and drop it's contents, still allowing for shooting and charging!

In a recent game, I took Mandrakes and Scourge. These units are widely regarded as sub-par, compared to the other units in the Dark Eldar List. My opponent wasn't familiar with the capabilities of these units, and they performed sterlingly. Four units were killed or run off the board. Not bad for units some people call "the worst units in the game"!

Monday, June 01, 2009

Red Corsairs reinforcements


Red Corsairs Terminators
Originally uploaded by Xadhoom.
I have been building and painting my Red Corsairs for about a year now, and they are coming along nicely. After a slow winter, I've kicked it up a notch and finally started pumping out finished models.

These guys have been half painted for a few months, but this weekend I finished them.

Enjoy!


Saturday, May 30, 2009

Khorne Rhino


Khorne Rhino
Originally uploaded by Xadhoom.
I've recently painted the transport for my Khorne Berzerkers. It's the most red I've ever painted in one go, and I could never have done it without the excellent Citadel "foundation paints".

I sprayed the tank Chaos Black, coated it Mechrite Red, and then built up a solid coat of Blood Red. I believe I will highlight quite a bit with Blazing Orange, but we shall see. The most important factor is getting the army painted to a gaming standard, not to win any prizes for my not-so-great painting skills (altough they are constantly improving)

Khorne Rhino
Khorne Rhino
Originally uploaded by Xadhoom.

Sunday, May 24, 2009

Video Battle Report: Dark Eldar vs Tau

I played this game versus my buddy Norau about three weeks ago. Always eager to play different armies, I took my brothers old Dark Eldar to the field. I took a webway portal list, complete with a Dracon with retinue, Talos, Ravager and a lot of other interesting units. I even included some Scourge, Mandrakes and Grotesques!

For those of you who are unfamiliar with Dark Eldar and the webway, the Webway Portal is a wargear item which can be deployed on the field by a character. When activated, any Dark Eldar reserves can enter from the portal, as if it was a board edge! This can be devastating, and was one of the most powerful builds in 4th edition. Watch the video to find out how the Dark Eldar fared in 5th.



Apologies for the lighting. We played late at night, and my camera isn't very good in poor light conditions.

Thursday, May 21, 2009

Optimal squad size in 40k

Thinking back to the days of 4th edition, squad sizes were often dictated by the rule that said: A squad below half strength is no longer scoring. This lead to squad sizes of even numbers (4, 6, 8, 10 and so on) being favourable.

The idea was that your opponent had to kill one more model in order to get you below half strength, whereas squads with uneven number of models (3, 5, 7 and so on) was sub-optimal. Your opponent had to kill 4 members of a squad of 6 models to make it non-scoring. If you'd only taken 5 models, he would only have to kill 3.

...and then 5th edition came along
This is no longer the case in 5th, but many people seem to think even numbers are better. They are not.

Consider a unit of four models. If they are Troops, they are scoring to the last man. If they are not, then the number of models doesn't affect their scoring status at all. The only impact number of models has (other than being harder to kill and doing more damage), is whether they take morale checks from a certain amount of fire power.

A unit of four models must take a Morale Check if it loses a single model. This can be disastrous, especially if the unit type is Jump Infantry, Bike or a similar fast type which retreats 3D6". It may flee off the board due to a single casualty!

Always take 5 Necron Destroyers, never 4
Fritz over at Return of the Star Gods has an excellent Necron Destroyer tactica on his YouTube account. There is only one area where I feel he makes a mistake, and that is the squad size of his Necron Destroyer units. He takes 4 models. This unit may give away a Kill Point from a single shot, even before We'll Be Back-rolls, which makes it brittle.

Ld 10 is all good, but you will fail it from time to time. For the cost of a single model more, your opponent has to divert twice as much firepower before a Necron Destroyer unit of 5 models has to take a potentially devastating Morale Check.

It is pretty clear that 5 Destroyers are superior to 4, but considering how much firepower it takes to take out two models of a T5 Sv3+ unit, there is really no reason not to take the full compliment of 5 models.

Optimal squad sizes
To conclude this article, I'll just go ahead and list the optimal squad sizes in regards to when the unit will be taking Morale checks. The unit is as brave as possible for the least amount of points, so to speak.

Size - Tests after how many casualties?
  1. -
  2. 1
  3. 1
  4. 1
  5. 2 <- Optimal
  6. 2
  7. 2
  8. 2
  9. 3 <- Optimal
  10. 3
  11. 3
  12. 3
  13. 4 <- Optimal
  14. 4
  15. 4
  16. 4
  17. 5 <- Optimal
  18. 5
  19. 5
  20. 5
  21. 6 <- Optimal
Will you be taking squads of 5 or 9 models instead of 4 and 10, to take advantage of this, or is the return really too small to even consider?